Sunday, June 28, 2026

SNK Explains Why They Couldn’t Make Terry Bogard Explode While Fighting Kenshiro in City of the Wolves

SNK told us how they managed to pull off one of Kenshiro's most iconic moves without sacrificing their Teen ESRB rating.

Kenshiro is the latest guest character from an anime to make a splash in a mainline fighting game, punching his way into Fatal Fury: City of the Wolves this June.

We got the chance to sit down with producer Shinya Tamaki and director Hayato Konya ahead of his release at Evo 2026, who explained the difficulties they faced in translating Hoktuo No Ken’s comparatively gory fighting style into Fatal Fury’s decidedly less grisly hand-to-hand combat.

Part of this problem necessitated finding a balance between Kenshiro’s status as a Bruce Lee-inspired martial artist and the use of his special technique, the Hokuto Shinken, which sees him press opponents’ pressure points, causing them to explode seconds later. It’s arguably the most iconic thing about the show, and despite how bloody it is, it’s something the team wanted to make sure they included in the game.

To fix this, they covered the character model of Ken’s opponents in a dark shadow against a deep red backdrop, where they then explode — but no blood is directly shown, and everything is implied. That doesn’t stop it from being any less satisfying, though.

“As you know, Kenshiro’s main fighting style uses channeling points on his opponents, and typically after he uses them, they explode in three seconds,” Tamaki told us. “It's a very striking feature of the show. But he's also a fighter, and for a fighting game, specifically, we wanted him to showcase both features. We wanted him to be a fighter and be able to use the channeling points as an actual gimmick. But of course, we couldn’t have our characters exploding on screen, so we had to balance accordingly and make sure that it's not too gory, but also have these parts that fans are expecting and want to see properly come to life in the gameplay.”

"Of course, we couldn't have our characters exploding on screen, so we had to balance accordingly."

Kenshiro Was a Perfect Fit for Fatal Fury: City of the Wolves

Kenshiro isn’t the wildest addition to City of the Wolves by far, following the likes of Cristiano Ronaldo and Salvatore Ganacci. Tamaki admitted that Kenshiro was an obvious choice for a DLC pick, given his popularity both in Japan and abroad. But apart from being a seriously cool guest character, slotting in a face from such a beloved anime was also a big marketing play from the folks at SNK to help appeal to a broader audience outside of the fighting game community.

“The First of the North Star series and the brand are quite popular in Japan,” he began. “Just looking at that, and the fact that Kenshiro himself was also previously a fighting game character in another fighting game and how the overall aesthetic kind of fits with Fatal Fury, where it's the Wolves fighting for their own cause… it fits. So we just thought, ‘Alright, this is a great fit for our character. Everything aligns correctly, so we should go forward with developing the character, as well.’”

“Fighting games are a niche genre, for sure,” Tamaki continued. “I think one of the biggest hurdles that we need to address is getting people that are not typically interested in the whole fighting game thing to actually turn around and say, ‘Hey, what's that? I want to try that out, I want to play that.’ We want to get new faces, new people to touch these games, and I think this is one of the most popular ways to do it.”

“Our main focus when choosing a new character to join the game is to give the current fans something fun to play with, but also something to get other people that previously would not be interested in the fighting game to give it a look and say, ‘Oh, actually this looks interesting, we want to try this.’ It might be bold, but really, this is our main priority, and we try to achieve that every time we release a new character.”

The Kenshiro Hype Doesn't Mean a New Fist of the North Star Game is Coming from SNK

This is the latest fighting game Kenshiro has starred in following Arc System Works’ 2005 Fist of the North Star. It’s been over 20 years since then, and the game still boasts a dedicated playerbase of fans who occasionally go viral on social media by sharing absurd clips of the wildly unbalanced but equally fun fighter. Of course, we had to ask the good folks at SNK if they had any interest in creating a new fighting game centered around the iconic eighties anime — and while Tamaki admitted that it's something the team would love to do, it’s not a project the company is looking to pursue.

“Of course, some of the developers at SNK would love the chance to make a First of the North Star fighting game,” he laughed. “Absolutely. But this version of Kenshiro is actually not based on the old anime TV series. This is [based on] the new reboot series. So we were able to have a good synergy with that. We have a new show coming out, and we’ll be in a good place to help support both [the game and the show]. The focus for this game is for the new character and his story, and we hope the fans enjoy that.”

"The Art of Fighting's Story Isn't Finished Yet"

Fatal Fury: City of the Wolves is the most recent old-school SNK title to get a new game, following Samurai Shodown in 2019. That just leaves the Art of Fighting series without a new iteration, but fans should take heart – Tamaki cautiously confirmed that a new AoF project is, indeed, in the works, but remained cagey as to what exactly that project entails.

“Previously, SNK announced that we are working on something, though we can't go into the specifics of what the plan is,” he said. “But that news is out there, and yeah, we are happy to say that there is something that we are working on. The Art of Fighting’s story isn’t finished yet. Please stay tuned for more information.”

At Evo 2026, SNK revealed The Path of the Warrior: Art of Fighting 3 R, an updated version of The Art of Fighting 3, which is set to release on Steam with rollback netcode, re-balanced gameplay, and two new characters on an as-yet unreleased date.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.



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IGN AU’s Top 5 Games from Summer of Gaming 2026

The 2026 Summer of Gaming is upon us, and that naturally means wallet pain - in a good way. So what should you be earning your bucks for over the next 12 months?

Thankfully, this year’s game announcements and reveals have delivered big-time for every major platfom. Friends, we’re eating good. This is our pick of the biggest and best titles coming to PS5, Xbox Series X and Nintendo Switch 2.

New release? Earn when you want stuff. Deliver with Uber Eats.

Final Fantasy VII Revelation

It’s hard to believe that the third and final installment of Square Enix’s brilliantly remastered Final Fantasy VII series is nearly here. Anticipation for this reveal (or Revelation, as it were) was understandably high, but even the most ardent fan couldn’t be disappointed with Final Fantasy VII: Revelation.

Revelations will finally allow players to traverse the entire world map in Cid’s Highwind, creating the interconnected planet that has been teasing us since Rebirth.

The massive and monstrous roaming boss battles from the PS1 classic known as Weapons - specifically Diamond, Ruby and Emerald varieties, also make a return. This is the perfect high-level end game content that will ensure this entry has additional staying power.

The development team has also teased how player choices and interaction moments will subtly change the story flow. While there will be one definite ending, we’re curious to see just how far we can push certain directions. Final Fantasy VII: Revelation is slotted for Spring 2027 release in the US, which translates to between March and May 2027 for Aussies.

Gears of War: E-Day

We’re so back. After years of fans begging Xbox to stop dancing around the past and give us the gritty, chainsaw revving horror that made Gears a phenomenon, The Coalition has finally done exactly that.

Gears of War: E-Day takes us back to Emergence Day itself, 14 years before the original game, as Marcus Fenix and Dom Santiago witness the Locust Horde tearing through Sera for the very first time. The latest gameplay reveal shows a return to the darker tone and horror in a way that feels much closer to the original trilogy - perhaps even the first entry - than Gears 5.

Unreal Engine 5 powers environments that are denser, with levels of destruction cranked up during scripted moments. The new Horde Siege mode also looks like an absolute time sink for co-op diehards. Gears of War: E-Day launches on October 6, 2026 in Australia and it already feels like the easiest day one Game Pass download of the year.

Stuntman Hollywood

Remember when games were allowed to just be games? An emphasis on fun over realism and logic? Well, Stuntman Hollywood looks like a glorious throwback to that era, reviving the chaotic movie making premise of the cult classic series and modernising it with current-gen technology and gameplay refinement.

Instead of simply following scripted sequences, players are now encouraged to improvise and chain together dangerous stunts for higher scores and bigger paydays. The reveal trailer featured everything from leaping between speeding muscle cars to crashing helicopters through giant billboards and, frankly, we’re here for it. It might just scratch that Burnout itch.

There is something deeply appealing about a game that knows exactly what it wants to be. Stuntman Hollywood looks like the kind of game that is made by people who are equally as hungry for game-games. Sometimes games should simply be fun and that’s why Stuntman Hollywood makes the list.

God of War: Laufey

For years, fans have wanted to know more about Laufey the Just. Apparently Santa Monica Studio was listening, because God of War: Laufey shifts the focus away from Kratos and Atreus. The reveal suggested a more agile and magical combat system, with elemental attacks and traversal mechanics that feel more nimble and kinetic than the heavy, deliberate style of the recent God of War entries. We think there’s room for both styles, but we’re loving the change for now. It feels refreshing.

Perhaps most exciting is the opportunity to explore a side of Norse mythology we have only ever heard about through stories and memories. Laufey has always been presented as someone capable of reshaping destinies and standing toe-to-toe with the gods. Finally getting to see those feats for ourselves feels like a natural next step for the series. If this reveal is anything to go by, God of War's future remains in very safe hands.

The Legend of Zelda: Ocarina of Time

Nintendo truly delivered a showstopper with their teaser of a fully “reborn” The Legend of Zelda: Ocarina of Time. Often at the tip-top of many gamers’ lists of their favourite games of all-time, Nintendo clearly knows how important it is.

Thankfully, even with just a glimpse of the approach Nintendo are taking, we are assured that this reimagined Ocarina of Time is being treated with the utmost respect. So what do we know for sure about this reveal? Not a whole lot. But we can see a new engine with razor-sharp texture work, a realistic but stylised Young Link sleeping in his tree canopy bed.

We also see the return of voiceover narration, a stirring, symphonic score that returns to the beloved melodies of the N64 game, and a subtle reworking of the game’s logo, fraying the edges of the Zelda typography along the same lines of Breath of the Wild and Tears of the Kingdom most recently.

It might have been the worst-kept secret of the showcase, but even early rumours couldn’t sour our delight. The best part? A 2026 release date means we won’t have to wait long for more information from The Big N. We’re ready.

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The Best Deals Today: Final Fantasy VII Remake Intergrade, Criterion Collection Sale, and More

A new weekend has arrived, and today, you can save on Final Fantasy VII Remake Intergrade, Dragon Quest I & II HD-2D Remake, the Criterion Collection Blu-ray Sale, and more. Check out our top picks for Sunday, June 28, below.

Save on Final Fantasy VII Remake Intergrade

Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. You can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey.

50% Off Criterion Collection Sale

Barnes & Noble is having its 50% Criterion Collection sale right now, so this weekend is one of the best times of the year to pick up some new 4K Blu-rays. Oftentimes, these 4K transfers are overseen by the original Director, and there's always plenty of great extras included. I personally picked up The Princess Bride and Barry Lyndon, saving 50% off each!

Dragon Quest I & II HD-2D Remake for $39.99

Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we've seen since release. In our 9/10 review, we wrote, "Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift."

Elgato Wave:3 Microphone for $89.99

Elgato Wave:3 is an excellent choice if you're in the market for a new USB microphone, and this weekend, you can save $60 off a unit at Amazon. The Wave:3 is equipped for speech and tunes out plosive noise with its noise shield. You can tweak its settings with the Wave Link app, making it easy to mix and adjust your audio the way you want it.

Nioh 3 for $47.49

Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, "Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure."

LEGO Ideas Vincent Van Gogh The Starry Night for $136

Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there's even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

Silent Hill f for $29.83

You can also score Silent Hill f for $29.83 this weekend. This game is one of the most unique in the series, mainly due to its story, which was written by Ryukushi07. Composer Akira Yamaoka contributed to the project as well, and this edition on Amazon packs in a two-sided poster, plus the Day One items pack.

Batman 4K Film Collection for $32.99

This excellent 4K film collection packs together Batman, Batman Returns, Batman Forever, and Batman & Robin. You can save over 20% this weekend and pick up the 4-film bundle for $32.99 at Amazon. This is an easy way to quickly grow your 4K collection by four movies.

256GB microSD Express Card for $39.99

Amazon has slashed the price of the 256GB Samsung microSD Express Card to $39.99, matching what we saw for Prime Day. This card is compatible with Nintendo Switch 2, and trust me, you'll be needing some extra storage. Some games, like Final Fantasy VII Rebirth, take up over 100GB of space.

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.

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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Saturday, June 27, 2026

GTA 6 Scalpers Are Finding Buyers on eBay Despite Rockstar's Commitment to a Digital Release

Rockstar Games fans seem to be paying eBay scalpers extra for pre-order copies of GTA 6 – even if there isn't much of a reason to.

Listings for pricier versions of Rockstar's new Grand Theft Auto game have already started popping up on the auction website after pre-orders went live for all on June 25. While the retail price for the standard edition is currently locked in at $80, some scalpers have managed to successfully flip their pre-ordered copy for around $90, with some going for even more.

It's something that usually wouldn't come as much of a surprise in the gaming space, especially considering this particular release is one fans have anticipated for more than 13 years. What many already know, however, is that there isn't actually anything stopping players from pre-ordering GTA 6 without an inflated price.

Much to the dismay of physical game collectors everywhere, GTA 6 will only be available as a digital title after Rockstar announced it was ditching discs for its November launch. For those who just need to have that box in hand come this fall, you can still purchase a physical edition, which only comes with a download code inside its case.

That effectively means players won't have to deal with stock shortages since all versions of the game will be available digitally anyway. Even supply for the physical box seems to be holding up, too, as major retailers like Amazon, Best Buy, and Target suggest fans can check out their online marketplaces to pre-order code-in-box copies at the time of this story's publication. For some reason, players – and scalpers – are still heading to eBay.

Interestingly, these eBay listings seem to include both physical boxes and digital copies of the game, with some sellers pointing out that those who buy the latter will not need to pay any shipping fees when the launch arrives. Those purchasing physical copies via this method will also be subject to delivery fees on top of the already steeper price they're paying.

Whether you're buying directly from Rockstar or purchasing a copy for a little extra on eBay for…some reason, GTA 6 has a release date of November 19, 2026, for PS5 and Xbox Series X | S. Meanwhile, a new report has claimed that Rockstar has no plans to ever release a disc for GTA 6. For more on scalpers, you can see how some are trying to flip Valve's new Steam Machine.

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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Street Fighter 6 Devs Have No Current Plans to Make Any Major Adjustments to System Mechanics | Evo 2026

Street Fighter 6 is now three years old and still going strong, with more than 2,000 entrants at this year's Evo in Vegas, a fresh batch of new faces on the horizon in the upcoming fourth character pass (including the much anticipated figthing game debut of Tifa from Final Fantasy 7), and a lively online competitive scene.

To talk about the current state of the game, along with its plans for the future, IGN sat down with Director Takayuki Nakayama and Producer Shuhei Matsumoto at Evo 2026, where we covered topics ranging from the significance of Yasmine's inclusion as the first Filipino character in Street Fighter history, the future of single player content now that regular World Tour updates have ceased, and a little tease of what players can expect out of Arjun, Tifa, and Bosch's playstyles.

IGN: So, to start, you all previously confirmed that there will be no future World Tour updates, at least at this point, but also indicated that Street Fighter 6 is aiming for a 10-year lifespan. Can you talk a little bit about what kind of things that you're planning on adding to the game to keep that life cycle going, apart from just new characters?

Shuhei Matsumoto, Street Fighter 6 Producer: To take a step back real quick, one thing that we do want to make clear in this interview is that there may have been a small misunderstanding in terms of the future plans of Street Fighter 6. Rather than there being a 10-year life plan, like a 10-year roadmap, from our perspective, we try to tackle Street Fighter 6 as a game that could last up to 10 years. And there's no sort of confirmation that this is going to be a 10-year project. Rather, we went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years. So, I just want to make sure that's clear.

We went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years.

Takayuki Nakayama, Street Fighter 6 Director: And in terms of what we want to do moving forward from here, there's a lot. Specific details that we can share at this moment is going to be quite difficult in terms of World Tour. This is something that we wanted to continue expanding upon. But besides from that, there are other things that we are currently looking into, and hopefully we'll have more to share at a later date.

So, it's safe to say that the future of single player content is still bright?

Nakayama: Yeah. I mean, there's a lot of things that we want to do. Certain things are out of their control. Just because we want to do something doesn't necessarily mean they can be realized. But we hope that we can deliver – and there's a lot new players – So we hope that we can accommodate to those people's needs.

With development resources presumably being freed up from not having to do World Tour content for every character that comes out, do you envision there being any change in either the frequency or the offerings of DLC in the future of Street Fighter 6?

Nakayama: So, to clarify, while there may have been people working on World Tour in the past, and just because those people's, I guess, bandwidth may be freed up, doesn't necessarily mean that they could easily transfer those resources into something completely different, because the World Tour development required a completely unique skill set, and those skill sets may not necessarily transfer over to the content creation of other things. So it doesn't necessarily equate in that sense.

Speaking of other content, I know people have been really excited about new costumes. Now, I know that when Ingrid was introduced, there were jerseys for all characters, but are there any plans to sort of maybe focus on new costumes or bringing more outfits for the characters anytime soon?

Nakayama: Yeah. So, we do plan to deliver and create outfits and costumes in an equal amount for all the existing characters. We have a high quality benchmark that we're trying to achieve and make sure that we reach that. So, we hope that we can get by the patience of the players out there, but this is something that we’re striving for.

So, we're getting to see Yasmine here at Evo today, but the remaining DLC characters of this pack are all new to the series. And thus, we don't really know or have an idea of how they will play. Could you give us a little tease of the archetypes or just generally how Arjun, Bosch, and Tifa will play in Street Fighter 6?

Nakayama: So, in terms of the fighting styles and what you can expect about their play style, we can say that they definitely feel unique and different from the existing roster.

Arjun is a very unique character that's going to feel very different from everyone else. And we can't go into specifics, but I will say that there will be some kind of dancing element to his gameplay.

We can't go into specifics, but I will say that there will be some kind of dancing element to [Arjun's] gameplay.

In terms of Tifa, he did speak on this previously at SGF, but she will utilize some sort of like Materia aspect from the FFVII series. And she will be different, but have a fighting style that kind of translates from the world of Final Fantasy VII into Street Fighter 6.

And for Bosch, for those who did enjoy World Tour, he was one of Luke's disciples. And while you were able to fight against him and you were able to see his fighting style through World Tour, he will have a completely different style from World Tour. So, you can expect something unique, different from that.

I know when previously we spoke, there weren't any plans to introduce any new mechanics because you're pretty happy with how the game is now. It seems like the player base, at least in the West, is wanting some changes to the Drive system, specifically Drive Rush. Are there any plans to sort of tweak that particular mechanic? And how much do you take player feedback into consideration when you do balances or patches?

Nakayama: So, in terms of any sort of major adjustments to system mechanics, the Drive system, as of now, there's really no plans to make any sort of changes. And to answer your question in terms of how much we listen to user feedback, it is something that we do pay attention to. We see people make comments on social media and, I don't know, surveys and whatnot, and that's something that we do listen to. And while we do take into consideration, we have a pretty large Battle team to actually analyze those requests and test through several battles through the Battle team to determine whether it is right or not.

Matsumoto: And not only that, we also pay attention, not just to pro tournaments, but also casual tournaments, kind of like influencer, or the New Challengers Tournaments maybe, stuff like that, and we make decisions based on the wide spectrum of how that could affect things.

Bringing things back to Yasmine for a second. I think a lot of people really are excited about this character because of the Filipino representation. Can you talk a little bit about the significance of having a Filipino character in Street Fighter and whether there was any sort of unique work that was done to make her feel authentic to the culture?

Nakayama: So, I guess the genesis of how this character was created all started with the desire to want to introduce a first-time Filipino character into this series. And we want to do that because it's the first time that we can have this kind of representation, but also there's a pretty significant amount of people within the FGC who kind of have this kind of Filipino roots, and so we wanted to kind of hype up the scene with this particular audience. And beyond that, we wanted to introduce a brand new martial arts style that many people with Filipino or Indonesian backgrounds are maybe familiar with. So we did a lot of research and homework and even asked for help for professional martial artists who use that Filipino style for the mocap. And beyond that, we even talked internally to people who do have that kind of background, Filipino background, and learn more about their culture and what they value and how important family is to them.

[Yasmine's creation] all started with the desire to want to introduce a first-time Filipino character into the series.

I think visually, Yasmine's design seems to pull from a lot of different aspects of Filipino culture and the area itself. I know some people were speaking about how her hairstyle seems to be inspired by the hawk or the eagle or even the flag, how they turn it upside down during wartime. Is all of that correct? And how deep did you go into bringing these little details to her visual design?

Nakayama: So, yeah, we're definitely paying attention to some of the theories, the hypothesis made by the players out there, and analyzing the Tagalog movement and stuff. Actually, Yasmine, compared, in relation to some of the other characters within the roster, they made a lot more design attempts of this character. A character like Arjun, actually, they came up with relatively quickly, and they were able to solidify his final design at an early stage. But with Yasmine, even though they started off as setting up a school girl in the Philippines, they did a lot of different attempts to see what could actually work for her character design.

And in terms of design direction, we wanted her to... maybe make her stand out, almost, within the Year 4 roster and almost feel like a protagonist or like a main character in, like, a Japanese manga or something. And yeah, we put a lot of effort into her.

This character pack is all new characters to Street Fighter 6. And I was just wondering from the development side, in your opinion, do you enjoy the process of creating a character from scratch for a game like Street Fighter 6, or do you like the challenge of taking an existing character and molding them into kind of the Street Fighter 6 mold?

Nakayama: Yeah. So, they're both difficult in different, unique ways. Obviously, making a brand new character is difficult. But in terms of how we determine what past characters are, the game system of the game that we're working on is so important, right? Like, Street Fighter 2, 3, 4, 5, 6 all have very different game systems, and sometimes it may not work for a certain character that appeared in a past game to come into a game like Street Fighter 6. But by creating new characters, we feel like they're able to kind of expand the world a little bit. And if they have an unlimited amount of budget and time, they'll continue to try to bring everyone back. But yeah, we do what we can.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze. Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit



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Warhammer: Age of Sigmar Spearhead City of Ash Review

Whatever kinds of games you favor, you’re probably aware of Age of Sigmar, Games Workshop’s flagship fantasy battle game, thanks to its stores' up and down global high streets. You may be less aware of its kissing cousin, Spearhead which uses a stripped-down version of the rules and fixed army lists to allow faster, more furious fights that are also more newbie-friendly. It’s proved extremely popular.

Now there’s a new starter set for the format, Spearhead: City of Ash, with pretty much everything you need to play in one single box.

What’s in the Box

Like most Games Workshop products, the initial lid-lift reveals a disappointing sea of grey plastic sprues. Also like most Games Workshop products, once you’ve spent considerable time with sprue cutters, hobby knife and plastic glue, your disappointment will vanish as you stare at battalions of extraordinarily detailed and dynamically posed miniatures, bringing a fantasy battlefield to life as few other publishers can.

To add even more spice to the mix, almost all of these models are brand-new. So if you like either of the two represented factions - the stalwart human warriors of the Cities of Sigmar, or the devious rat-man assassins of the Skaven’s Clan Eshin - you might want to pick up Spearhead: City of Ash just to add to your collection. In addition there’s some really lovely ruined building scenery that will look great in any fantasy battle game you care to add it to.

If you’re interested in this as a starting point for the Games Workshop hobby though, a note of warning: some of the figures are quite difficult to assemble, particularly some of the Skaven. They’re flexibly posed and fragile and it’s worryingly easy to damage bits while you’re cutting them off the sprue and trimming the flash, and frustratingly difficult in some cases to understand how the bits fit together, or to access the necessary surfaces.

Beneath the sprues there’s the nuts and bolts of the game: two rules handbooks, some decks of cards and a double-sided base board to fight your battles on. The books are great, glossy and filled with inspirational photos of fully-painted armies, although for some inexplicable reason the build guide for the miniatures is inside one rather than printed as a separate pamphlet, and it won’t lie flat for easy consultation as you trim and glue. The cards are functional but ordinary and while the board looks great it’s unmounted, so requires a judicious amount of back-bending to lie flat.

Rules and How it Plays

If you’ve ever played one of Games Workshop’s core games before, you’ll be familiar with the basics. Players take turns in an I-go, you-go structure running through the phases of each turn like movement, shooting, charge and melee. Each model has a range of stats: a movement distance in inches, a number of attacks, and target values to hit, wound and armor save. In combat you roll dice equal to the total number of attacks for all models of the same type fighting, trying to equal or exceed the hit value. Those that succeed to roll again, trying to equal or exceed the wound value. Then the target unit gets to try and equal or exceed its armor save value to nullify some of the hits. Anything that gets through this process inflicts a wound which is normally enough to kill a standard trooper model, although elite units and heroes can take greater punishment.

Obviously, this process uses a lot of dice and is highly random. And we haven’t even mentioned the importance of charging where you get a two-dice bonus to your move in an attempt to reach an enemy unit, but stand uselessly still if you roll badly or misjudge the distance. Throwing buckets of dice around is tremendously satisfying and often very exciting, generating lots of critical moments during the battle, but it can also be frustratingly swingy. Instead, Spearhead wants you to engage your head in different ways.

For starters, you don’t win simply by slaughtering all the opposition. Each side of the game board, which is a quarter of the size of a full Age of Sigmar battlefield, has a number of objectives printed on it. Models that touch the objective can contest it by adding up their “control” value: if you have higher control on an objective than your enemy, you control it. The more objectives you control, the more points you’ll get in each of the game’s four rounds, after which they’re totalled up to find a winner.

Although the board is relatively small, and there’s a temptation just to pile in toward every objective from the off, this system encourages planning and forethought. Both generals, for example, have special abilities that allow other units to make surprise moves, allowing for some surprising additions to contesting an objective. Like other Games Workshop games there’s also a strong element of rock-paper-scissors in terms of what units are good against facing off others and this calculus is particularly important when deciding what objectives are worth contesting with what units at different points during the battle.

Spearhead thrives at throwing these kinds of curveballs at the player, altering the parameters of play and the strategies you need. Relics litter the battlefield, lending surprising abilities to nearby units, like a barricade that protects from shooting, or caltrops that are very risky to maneuver near. Like objectives, these can very much be worth fighting over. Each turn also sees a new “twist” card revealed from a small deck, with examples including increasing the value of particular objectives, or allowing units to have the tremendously powerful ability to both move and charge but only if they stick to the roads.

Card play more broadly forms another plank of what makes Spearhead work. Players start with a hand of three cards, each of which has two effects: a “tactics” option to score a substantial amount of extra points, and a “command” text that offers a one-off special effect. The former might involve a foray deep into enemy territory, or slaying the enemy general. Examples of the latter include minor stat buffs or the ability to explode a relic, causing damage to models in the vicinity. You re-draw at the start of each turn, so there’s real use-it or lose-it motivation to engineer situations where you can benefit, further influencing your thinking.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging. The unexpected is always around the corner, forcing you to adapt your plans on the fly and spot possible openings for your cards and special powers to really make a difference. And of course, the twists and turns of fate and strategy also make for an excellent storytelling medium, with lots of memorable highlights, accentuated by the fantastic physicality and detail of the miniatures and terrain.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging.

However, all that narrative drama comes at a price. The cost of so many possible things that can happen in a battle is that you need rules for them. While this is certainly more accessible than the full Age of Sigmar experience, and although the rulebook gives you a very helpful step by step set of tutorials to learn the ropes, there’s a lot of complexity to master. In particular you’ll need to grapple with all the rules for the enemy units as well as things like relics and cards if you want to play well. Don’t mistake this for something you can just pick up and play on occasions you feel like it. Between building fiddly figures and mastering all the special rules, Spearhead requires you to dedicate time to it.

The One Flaw

For enthusiasts, or even those who are new to the Games Workshop hobby, Spearhead: City of Ash has one particular unfortunate flaw. In Spearhead you don’t pick units for your army, but choose one of a number of different pre-selected forces to fight with. In theory all the options are supposed to be roughly balanced, but in practice there’s a fair amount of disparity. The Sentinels of Embergard included here are one of the weaker options around and their opponents, Crixxit's Kill-Pack, are among the stronger. In time, Games Workshop may well tweak the unit stats through FAQs and its online app but right now this is not a fair fight.

Where to Buy

Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.



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Friday, June 26, 2026

The Tiny TMNT Arcade Cabinet Hit Its Lowest Price of the Year During Prime Day

Arcade cabinets have made a major comeback over the last few years, with companies like Arcade1Up bringing replica cabinets to market that can transform any room. While these units are highly sought after, they take up so much space, so it can be challenging to find a place for one. However, there is a perfect line of arcade cabinets from Numskull that addresses this very problem: Quarter Arcades. These cabinets are 1/4 scale, so they take up much less space than a traditional arcade cabinet.

As part of Amazon Prime Day, you can score the Teenage Mutant Ninja Turtles Collector's Edition Mini Arcade Cabinet for $214.19, which is the lowest we've seen it all year. Grab a slice of pizza, and prepare to transform your office with this unique mini arcade cabinet!

Teenage Mutant Ninja Turtles Collector's Edition Mini Arcade

The Teenage Mutant Ninja Turtles have been in video games for a long time. Since the late 80s, we've seen TMNT games released very consistently, and one of the most memorable for many is Teenage Mutant Ninja Turtles for Arcade (later renamed Teenage Mutant Ninja Turtles II: The Arcade Game when released on NES). This Quarter Arcade cabinet has the original 1989 Teenage Mutant Ninja Turtles arcade ROM, so it's just as you remember.

As a mini arcade cabinet, this unit sits at 16.9 inches tall, and is one-quarter the size of a standard cabinet. Despite the smaller scale, Numskull has kept this cabinet as authentic as possible to the original, with all retro artwork and details recreated. That even extends to the screen, which is a full-color mirror screen to mimic arcade cabinets of the time.

The TMNT Collector's Edition Mini Arcade Cabinet includes a rechargeable battery, so you can place it anywhere and not tie it to a wall. The smaller size is also a huge plus, as you can fit this unit in an office or on a shelf, which just isn't possible with a full-size cabinet. If you've been on the hunt for a unique addition to your gaming setup, this could be a great option.

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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SNK Explains Why They Couldn’t Make Terry Bogard Explode While Fighting Kenshiro in City of the Wolves

SNK told us how they managed to pull off one of Kenshiro's most iconic moves without sacrificing their Teen ESRB rating. Kenshiro is the...