Monday, April 6, 2026

God Save Birmingham Preview: As if Surviving Medieval Times Wasn’t Difficult Enough, Now You’ve Got Zombies to Deal With Too

The zombie apocalypse seems like a known quantity in video games at this point, but God Save Birmingham hopes to throw the genre on its head. In my two half-hour sessions spent in the rotting village of Birmingham at PAX East 2026, I found that the medieval setting and timeframe, the hyper-dangerous infected menace, and the slow pace for scavenging and crafting do indeed make for a new sort of survival experience. It was buggy, as to be expected with pre-alpha builds at conventions, but very unique and promising.

Choosing Birmingham as a setting was a process led both by personal interest in fantasy set in the time period and economical factors. “They looked at London, Paris, all the capital cities were like, ‘These are way too big’ [to recreate faithfully],’” said Game Operations Manager Guinn Kim, who was working the booth for developer Ocean Drive Studios, about the process of finding the right setting. So scaling down to midsize settlements with a manageable geographical footprint (about a kilometer long in the 1300s) but also rich history dating back to the middle ages brought them to the Venice of the North. And a feasible population, which is important because Ocean Drive hopes to turn all roughly 6000 people who would have lived in the city at the time into zombies.

The piece of the city open to us, which is about a fourth of the size of what’s planned in the full release, was dense with derelict houses and buildings, all an approximation of what Birmingham would have looked like back then. “It’s trickier to recreate exact locations with such history,” Guinn said. “But the creative director visited the city and worked with local museums and historians to get it right.” Part of the issue is that the landmarks that might be identifiable in some sense by people from the area don’t resemble their ancient forms anymore. For example, St Martin’s church is roughly the place it should be on the map, but it is modelled after what it looked like before it was burned down and entirely rebuilt.

God Save Birmingham’s first big switch-up on the survival formula is that you can’t make the necessary tools to start turning trash into treasure.

Most survival games ask you to start completely from scratch to build yourself a bunker, from grass and sticks to build your first tools all the way to zombie-proof fortresses. God Save Birmingham’s first big switch-up on the formula is that you can’t make the necessary tools to start turning trash into treasure. In order to turn derelict wooden carts into kindling and lumber to make fire or other wooden objects, you'll need to find an axe among the plague-ridden barns and backyards of your former neighbor’s shanties. Easier said than done when the shambling dead are around.

Scavenging essentials for survival becomes a task just as harrowing as not getting mauled to death by your former countrymen. Food is pretty abundant if you look in the right places, like kitchens and store rooms where sausages, bread, cheese, and herbs would likely be. Water, on the other hand, is desperately scarce. In the map section available in this demo there were two wells, neither of which I could find as they weren’t landmarked all that well and also likely surrounded by hordes of undead that deterred me from investigation. I got lucky and found food that provided some quench for my thirst as well, but other factors I needed to consider, like washing myself so that my stench didn’t attract the mob, had to go ignored. I don’t think 30 minutes, which translated to most of a whole in-game day-night cycle, was enough to really notice the consequences of being stinky, though.

Finding clothes and starting fires to keep warm and especially a safe bed to rest in were the toughest of my survival goals. In other games in the genre, finding shelter is normally a matter of building something semi-permanent from the ground up, but God Save Birmingham didn’t feature any construction of the like. Instead, securing shelter meant finding one that's already standing, clearing all of its undead squatters out, and fortifying the entry and exit points. And the more I think about it, both at the time and since, I’ve really come to appreciate this wrinkle. So many survival games, from Valheim to 7 Days to Die, feature a base-building aspect that can serve to minimize the survival aspect by turning players into a homesteading everyman. But here, the best you can do is make the most out of what already exists, which is a lost but ever-important concept in post-disaster works.

The key to securing a shelter in this way is by barricading doors by literally picking up objects and placing them in the way, a mechanic inspired by VR survival sims. Stacking empty footlockers, barrels, and furniture in a doorway will stop the plagued menace from getting inside. Piling objects outside of a building can create an impromptu staircase to get to the next floor up from the outside. The physics in God Save Birmingham are also such that dropping these objects from high elevation onto zombies below creates an appropriate Looney Tunes-level of slapstick violence. Zombies can trip over low rise walls and fences in pursuit of you, or you can pick up a wooden bench and swing it at their legs, tripping them in the process. You can also throw objects at them, my favorite being wagon wheels, as they provide a truly satisfying thunk on contact.

Remember that wood axe from before? It makes a great zombie processing tool as well. These medieval shamblers aren’t too dangerous alone, but become a real issue in groups, and they’re almost always in groups. Zombies can also be pretty durable. Swings from sharp blades can delimb them, which can hinder them but not render them completely harmless. On the other hand, a well placed blow to the head can end a skirmish in a single swing. This kind of body part-relevant damage targeting is a level of detail usually left for single-player zombie shooters like Resident Evil, so to see that kind of tactical flexibility here was great. Aiming for an outstretched arm with an axe and lopping it off before it grabs me or poking at a lead leg with a pitchfork to trip an incoming enemy is oftentimes better than hacking at a single foe until they stop moving.

This is specifically because of the unique way that zombies grapple you. They initiate a sort of grapple condition, slowing you down to a crawling speed as you attempt to shake them off. If you’re quick enough, you can push them back and make some distance to escape. This sounds similar to when a zombie might attack Leon Kennedy, but instead of a quick time button press to send your hatchet on an express trip to its face, the most you’ll do in God Save Birmingham is create separation. This grapple state is dangerous because as other zombies can't necessarily join the initiating grabber (though that seems to be a future goal, according to Guinn), the time it takes to free yourself is just long enough for enemies to surround you. In my first playthrough, I got cornered by half a dozen, and struggling out of one’s clutches freed me just long enough to pass directly into another’s waiting arms. They may not be doing damage with these attacks, but they’re draining stamina, and when you become too tired to fight them off any longer, well…you know what happens next.

If you’re quick enough, you can push them back and make some distance to escape. This sounds similar to when a zombie might attack Leon Kennedy, but instead of a quick time button press to send your hatchet on an express trip to its face, the most you’ll do in God Save Birmingham is create separation.

Fortunately, I was never just outright killed by the fiends in either of my playthroughs. Instead, the scratches and bites they managed to lay on me all had a chance to get infected. And if you don’t treat the infection in a timely manner, you will drop dead eventually, as I did attempting to barricade myself into a bedroom in the top floor of whatever passes as a swanky manor in 14th century Birmingham. It was difficult to tell which of the many conditions that populated the hud were ones that I needed to prioritize by lethality, as some of them are just obtuse looking facial expressions that look pretty bad, but appropriate in context of the horrors you’re traipsing through. In fact, those horrors plan to become a factor in and of themselves in the future. “One of the things the team is thinking about adding is Guilt,” Gwinn revealed, connecting the mental stress that a regular person who now has to kill his neighbors to survive might feel to some sort of mechanic that can make reality around you less and less reliable. “All in service of making a hardcore survival experience.”

Whenever God Save Birmingham hits Early Access, I’m confident that it will, for better or for worse, be unlike any game in the genre you’ve played before it. Its commitment to the grind of survival, the unique ways zombies swarm and infect you, the physics and object manipulation, and the medieval setting all combine to create a novel experience that begs to be experienced.

Jarrett Green is a longtime contributor to IGN. Say hello on X @Jarrettjawn.



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Bloodmoored, a First-Person Psychological Horror Game Set in an Abandoned Factory, Announced for PC

The just-announced Bloodmoored is a first-person psychological horror game for PC due out next year where you try to escape an abandoned industrial complex – your father's old factory. Oh, and spoiler alert: you're not alone. But the ghosts you encounter aren't necessarily antagonistic...though you'll need to figure out which ones are and which ones aren't.

Bloodmoored isn't all about spooky ghosts, though. There are also plenty of puzzles to solve, courtesy of the dilapidated machinery strewn about the industrial complex your character navigates. Some puzzles are physical, some are logistical, and others are spatial.

But as for those ghosts, solo developer Stormdrill elaborates: "The ghosts of the past, trapped between life and death, are lost in their memories — shifting between rage and desperation. One moment they hunt you; the next, they may become the key to your survival.Each ghost has its own story and unique behavior. Who they were in life will guide you in how to deal with them."

You can wishlist Bloodmoored on Steam if you're interested.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.



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After Hundreds of Hours, Some Crimson Desert Players Are Complaining That the World Has Become Too 'Peaceful' Because They've Basically Killed All the Enemies

Crimson Desert has a huge map and lengthy story that will take most players over 100 hours to work their way through, but now Pearl Abyss’ action adventure has been out for a few weeks, some are starting to complain that the open world has become too peaceful — because they’ve killed everyone.

One of the interesting things about Crimson Desert’s design is that for the most part enemies do not respawn, and camps, which you can overtake, do not become repopulated with enemies once you’ve cleared them out. Missions are not repeatable, and there is no Skyrim-style Radiant quest system to generate random encounters for eternity.

Of course, there are things to do in Crimson Desert once you reach the endgame. You can wrap up any hangover quests, visit any unexplored areas, solve any leftover puzzles, and take on any bosses left standing.

But what happens if you’ve killed all the enemies in the game? That’s something players are now running up against, and, despite getting hundreds of hours of fun out of Crimson Desert by that point, some say there's a problem with it.

“This game has a pretty big issue, not many are realizing right now, due to the way most are playing it and it will destroy some peoples enjoyment, including my own,” warned GullibleTerm3909 in a reddit post upvoted 2,900 times so far. “PA — this NEEDS a fix for long-term enjoyment.”

In the post, GullibleTerm3909 said Crimson Desert moves from being an action adventure game to “just adventure,” because no matter what players do, eventually the world becomes empty in terms of enemies.

“I already face this problem 109 hours in, with the main story finished and most forts liberated in return, because zones are becoming ‘too peaceful’ to even try out most endgame builds or cool maxed-out gear variants,” GullibleTerm3909 said, adding that they’re even struggling to finish most of the challenges because there aren’t enough enemies around. “I have to cheese things like the Reed Field scarecrows or hope that I don't accidentally kill random bandit patrols before I can finish a challenge,” they explained.

“Even bandit camps stay empty once cleared out. Patrols thin out greatly once the peaceful factions take over,” they continued. “I played for six hours yesterday and had TWO fights in total. TWO. And they took less than 10 seconds, because I basically one- or two-shot them all.

“Games like Skyrim, Oblivion, Morrowind, Kingdoms of Amalur, Dragon's Dogma, and others at least have respawning bandit camps, dungeons, and enemies so you can actually tackle them with your character. Crimson Desert is basically thinning out with each Red Spot cleared out on your map or with each main story quest progressed. This is BAD.”

One of the issues this design is creating for players like GullibleTerm3909 is that it makes the two additional playable characters, who most players do not focus on because pretty much all of the main story demands you play as Kliff, hard to build up as extensively as Kliff because there aren’t as many enemies for them to fight by endgame.

GullibleTerm3909’s post is a warning of sorts, and it comes with a recommendation: that players collect as many Sealed Abyss Artifacts as possible and leave the forts for endgame challenges. But doing that would mean actively avoiding clearing them out as you play through the game. It goes against the grain.

It turns out that GullibleTerm3909 is not alone in their assessment, with plenty of people agreeing with them and suggesting various systems they’d love to see in Crimson Desert to make the world feel alive. I’ve seen the much-loved Nemesis system from Middle-earth: Shadow of Mordor mentioned more than a few times, as well as a Bethesda style random mission system, and even a dynamic siege/war/tower defense system. But could Crimson Desert even support such mechanics?

Perhaps more feasible is a system that would see forts reset, or increased spawn rates, or a few big grindable areas where players can go all in on scores of enemies so they can wrap up those challenges and build up the other playable characters.

“It's interesting because they already have this mechanic in place,” one player said. “Whenever you do certain quests, enemies will ‘blockade’ certain regions until you clear them out, even if you've already done so. They can 100% implement a system where bandits randomly start taking areas over again.”

Some players are resorting to committing crimes just to force city guards who would otherwise be on your side into attacking you, just to see some endgame action. Seems a bit extreme and out of character for Kliff and the Greymanes, but needs must, I suppose.

Not everyone’s on board with these complaints, however, and some are even mocking them. “I’m 300 hours into the game. There is a MAJOR issue that EVERYONE will encounter which is so bad it’s going to cause people to QUIT,” one player said. “When you do everything, the game ENDS. This is a huge problem which will likely cause 99% of people to QUIT.”

Some are going as far as to imagine what Crimson Desert looks like after you’ve played for months or even years. “After 700 hours I killed every single NPC and only the vendors and Greymanes are left, which I can't kill (yet),” one player joked. “Wanna know a secret? You can restart and get another 300 hours,” another added.

Of course, this won’t be an issue for most players, who, I imagine, won’t get to the point where they’ve killed most of the enemies in the game. I’ve played just over 50 hours of Crimson Desert at this point and I doubt I'll get close to the world state some players are experiencing. And while I’m certainly a completionist, Crimson Desert is so dense with content that it’s challenging my determination to see all those green ticks in Hernand before I move the main story forward.

However, I wouldn’t put it past Pearl Abyss to add some significant endgame content to Crimson Desert at some point, given how quickly it’s updated the game to respond to player feedback. And what about DLC? Given how well Crimson Desert has sold, you’d imagine an expansion of some sort is in the works.

We’ve got plenty more on Crimson Desert, including a story on how the NPCs are the stars of the show, and a hidden food consequence system that a modder has restored. We recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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Life is Strange: Reunion Review

I've said it before and I'll say it again: very few games have stuck with me as long after completion like the original Life is Strange did way back in 2015. While we’ve had some great spinoffs and an excellent follow up to that original story with 2024’s Life Is Strange: Double Exposure, it still felt like the series was missing something. Sure, the point-and-click adventure gameplay has definitely evolved since Max’s adventure in Blackwell Academy, and Double Exposure took the series to new heights with a more refined writing style and mature approach to some heavy topics, but it always seemed to be missing that one core aspect that made the original resonate so much with so many people over a decade ago.

Thankfully, with the return of series co-protagonist Chloe, Life is Strange: Reunion finally feels like all the necessary pieces are in play to not only deliver another chapter to its ever expanding world, but it also acts as a shining example of how to end a long lasting story like Max and Chloe’s.

The story in Life is Strange: Reunion starts about a year after Double Exposure and swaps between Max and Chloe's perspectives. This version of Chloe is shown to have moved on after what happened in the original game and became a manager for an all girl punk band. She’s become her own woman, and even though she's now in her thirties, Chloe is very much still the same character she was in the original game, just with a new hair color. She's been dealing with strange visions involving Max and eventually decides to figure out what happened.

Max has moved on and grown in her career as a teacher and photographer, and while the ramifications of what happened at the end of the last game are still lingering with multiple timelines merging into one, it seems like for the first time in the entire series, Max is able to move on with her life and has found a place to call home. Naturally, since this is a Life is Strange game, that happiness is abruptly ruined by a fire that not only destroys Caledon University, but also causes Max to witness some pretty brutal deaths of her students and friends. I was pretty surprised at how quickly the game went from 0-60 and within minutes of watching the title card pop up on screen over a picturesque fall day during golden hour, I was watching Max fail to save a building full of people choking to death in a fire. Eventually she uses her powers to blast back three days and the whodunnit-it mystery the series is known for begins, and it never really slows down from there.

Without getting into any more spoilers, the story takes a few twists and turns that I genuinely wasn't expecting and its choices definitely felt more meaningful in Reunion than they did in Double Exposure, True Colors, and even the original episodic game. There were choices I made that completely changed the way I played the ending and the fate of way more characters than I had expected. Because of this, I was eager to go back and play the game multiple times to see everything Reunion had to offer and decide which ending was the “best” for me. And there are plenty of threads to uncover here.

From easily skippable text messages, to Max and Chloe's journal entries, and a handful of very well executed podcasts to listen to. Reunion does an excellent job at building its world and telling a compelling story without having too much additional bloat and exposition. Sure, there are quite a few conversations with NPCs that probably didn't add anything to the world other than a little bit of flavor, and there were a few times in the game where I wished there was a skip dialogue option, but when compared to other Life is Strange games, it's pretty obvious that Reunion’s story is significantly more focused this time around in the best way possible.

Death anxiety plays a massive role in Reunion's story. By this point both main characters have dealt with the deaths of each other and tons of people around them. Max has both witnessed and participated in Chloe's death multiple times by now, and Chloe has had to deal with knowing that she's died a few times and has visions of Max killing her. The stakes are pretty high in Reunion because, unlike past entries dealing with themes such as loneliness, depression, and generally growing up. Life is Strange: Reunion gives Max the ultimate “what if” by giving her back the most important person in her life, just to have her taken away again, and again. The plot really hits its highest points when we see what happens to Safi, Chloe, and the rest of Caledon University whenever Max rewinds time and tries to fix the future.

That’s not to say that its storytelling was perfect. There were a few instances where I felt like there could have been a few more optional people to talk to and things to interact with to help make Caledon and its surrounding areas feel a little more lifelike. Around the start of the third act, it really felt like Chloe and Max didn't get enough time to talk about their lives and how strange it is for Max to see the love of her life come back from the dead (a death I chose for her back in 2015) or how Max and Chloe's relationship deteriorated not long after they left Arcadia Bay at the end of the first game. While they do have a few instances of catching up and talking to each other about past traumas and how they ended up back together, Reunion could have used a little more time with the two of them talking over how traumatic someone coming back from the dead would be.

The gameplay in Life is Strange: Reunion is about what you would expect from a point-and-click whodunnit game, but still adds a few new twists that make this final outing for Max and Chloe interesting. Max has her usual time reversal powers that need to be used to solve some pretty interesting puzzles, like a sequence where you need to cut the power to a handful of explosives in a very short amount of time. Admittedly, I died a few times while trying to figure out the optimal path from bomb to bomb and there are a few instances where the combination of the game's score and characters expressing their anxiety made for some surprisingly tense moments. Something past Life is Strange games never managed to pull off.

Conversations involving Max typically ended with me hitting the rewind button and trying to get a better answer out of someone, while most of the time this was required to progress in the story, there were a few instances where I was subtly given the choice to rewind time and not tell a character something and leave them completely clueless. This open ended dynamic with Life is Strange's core choose your own adventure mechanics was an interesting addition to the gameplay and made the story feel even more like my own custom tailored experience.

Chloe’s gameplay, on the other hand, involved a new talk back mechanic where I would need to make the correct answers in order to “win” an argument with someone. These weren't as easy as seemed and there were a few times I messed up a confrontation and lost the argument. Unlike playing as Max, I didn't have the luxury of rewinding time to fix my mistakes and had to live with my choices. By adding this additional gameplay dynamic to Life is Strange it made Max’s powers more dynamic and special and made playing as Chloe more fun because I couldn't just rewind time and get the answer I wanted.

While Chloe and Max’s gameplay was fun and exactly what I was expecting in Reunion, I was a little disappointed that there weren't any sort of mini games outside of being able to use Max’s camera in a very limited fashion. For a series about a world class photographer living in one of the most lush and picturesque environments I've seen in a video game, it's always irked me that there is no sort of photo mode other than using Max’s camera to take photos that can't be saved anywhere in the game unless it's of a specific collectible object. Past titles had some sort of mini game included and Reunion just doesn't.

Which leads me to my biggest issue with Life is Strange: Reunion. The game was a great experience overall and exactly where I wanted to see the story go after the end of Double Exposure, but throughout my time with it, I felt like it was a little short. Now don't get me wrong, these days it's nice to play a game that doesn't require 100+ hours of my time, and it's refreshing to get a story that's as concise and tight as Reunions. But there was a point when I was getting to the end where I was wishing there was just one more environment to explore or one more character to interact with or a flashback sequence or something. Perhaps some of that is knowing that a story I've been following for the last decade was wrapping up and I wanted more, but from a general gameplay standpoint, it felt like Reunion could have used just a little more backstory considering that this is the end of the main plotline in the series.

Life is Strange: Reunion’s presentation is exactly what you would expect from the series at this point. Its cinematography is an excellent emulation of an A24-like film, the music is once again a major highlight with both its excellent score and appropriate needle drops, and the environments look great, even more so when playing on PC with the visuals cranked up to “hella high.” It's definitely something that will hold up over the years thanks to its cartoony but also realistic looking art direction and outstanding facial capture and performances from its cast.



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Sunday, April 5, 2026

The Best Deals Today: M5 MacBook Air, Sony WH-1000XM5, Splatoon 3, and More

A new weekend has arrived, and today, you can save big on the M5 MacBook Air, Super Mario Galaxy + Super Mario Galaxy 2, LEGO R2-D2, and more. Check out our top picks for Saturday, April 4, below.

M5 MacBook Air for $949

You can score an M5 MacBook Air for $949 today, saving you 14% off the usual price. This 13-inch model includes 16GB RAM, 512GB of SSD storage, and more. If you're on the hunt for a new laptop, look no further than this M5 MacBook Air.

Super Mario Galaxy + Super Mario Galaxy 2 for $54.99

Super Mario Galaxy + Super Mario Galaxy 2 released for Nintendo Switch last Fall, and today, you can score this double pack for $54.99 at Woot! These two adventures are some of Mario's greatest, making this a must-own game for any Switch owner. Plus, there's a free update for Nintendo Switch 2 that enables 4K support.

Sony WH-1000XM5 Headphones for $249.99

Amazon has the incredible Sony WH-1000XM5 headphones on sale today for $249.99. In our 9/10 review, we wrote, "The Sony WH-1000XM5 is hands down the best sounding and most impressive noise-canceling headphones around. They demand a high premium but the cost of audio excellence is well worth it with this pair of headphones."

Xenoblade Chronicles 2 for $44.99

Xenoblade Chronicles 2 is one of the best RPGs available on the Nintendo Switch. While the game's resolution on Switch 2 was initially quite disappointing, the recent Handheld Mode Boost feature has allowed XC2 to look better than ever before. Featuring a rich combat system, a gripping narrative, an expansive world, and beloved characters that are still talked about to this day, you cannot go wrong with jumping into this incredible game.

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.

Persona 3 Reload (Switch 2) for $29.99

Amazon has Persona 3 Reload for Switch 2 on sale for $29.99 today. While there were some performance issues at launch, ATLUS has resolved those with updates for 60FPS support in docked mode. If you've never played P3R, this is a great time to pick up a copy and check out one of 2024's most talked about RPGs.

Dan Da Dan Season 2 Blu-ray Up for Pre-Order

Dan Da Dan Season 2 continued on the crazy adventures of Momo Ayase and Okarun, as the pair once again found more wild enocunters before them. The Season 2 Blu-ray is set to launch on July 14, and you can pre-order now! The Collector's Edition features a booklet, sticker sheets, and numerous bonus features in addition to the 12 episodes.

Splatoon 3 for $39.88

Splatoon 3 is one of the best multiplayer games available on the Switch. This action-packed game has a variety of modes to explore, loads of weapons to unlock, and even enhanced performance on Nintendo Switch 2. You can score a copy today for $39.88 at Walmart.

Epic Mickey: Rebrushed for $23

Amazon has the Epic Mickey remake, Epic Mickey: Rebrushed, on sale today for $23 on PS5. With enhanced visuals and retooled combat, this is the best way to play this classic adventure today.



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Saturday, April 4, 2026

The Best Deals Today: Final Fantasy VII Remake Intergrade, Super Mario Galaxy + Super Mario Galaxy 2, and More

A new weekend has arrived, and today, you can save big on Final Fantasy VII Remake Intergrade, Super Mario Galaxy + Super Mario Galaxy 2, LEGO R2-D2, and more. Check out our top picks for Saturday, April 4, below.

Final Fantasy VII Remake Intergrade (Switch 2) for $29.99

Final Fantasy VII Remake Intergrade dropped on Switch 2 earlier this year, and today, you can score a copy for $29.99 from Walmart. This is the definitive version of the game, featuring Final Fantasy VII Remake Intergrade with all its enhancements from PS5 and Episode INTERmission, starring Yuffie Kisaragi. Final Fantasy VII Rebirth is set to launch on Switch 2 in early June, so now is the time to catch up.

Super Mario Galaxy + Super Mario Galaxy 2 for $54.99

Super Mario Galaxy + Super Mario Galaxy 2 released for Nintendo Switch last Fall, and today, you can score this double pack for $54.99 at Woot! These two adventures are some of Mario's greatest, making this a must-own game for any Switch owner. Plus, there's a free update for Nintendo Switch 2 that enables 4K support.

Xenoblade Chronicles 2 for $44.99

Xenoblade Chronicles 2 is one of the best RPGs available on the Nintendo Switch. While the game's resolution on Switch 2 was initially quite disappointing, the recent Handheld Mode Boost feature has allowed XC2 to look better than ever before. Featuring a rich combat system, a gripping narrative, an expansive world, and beloved characters that are still talked about to this day, you cannot go wrong with jumping into this incredible game.

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.

Dan Da Dan Season 2 Blu-ray Up for Pre-Order

Dan Da Dan Season 2 continued on the crazy adventures of Momo Ayase and Okarun, as the pair once again found more wild enocunters before them. The Season 2 Blu-ray is set to launch on July 14, and you can pre-order now! The Collector's Edition features a booklet, sticker sheets, and numerous bonus features in addition to the 12 episodes.

Splatoon 3 for $39.88

Splatoon 3 is one of the best multiplayer games available on the Switch. This action-packed game has a variety of modes to explore, loads of weapons to unlock, and even enhanced performance on Nintendo Switch 2. You can score a copy today for $39.88 at Walmart.

Epic Mickey: Rebrushed for $23

Amazon has the Epic Mickey remake, Epic Mickey: Rebrushed, on sale today for $23 on PS5. With enhanced visuals and retooled combat, this is the best way to play this classic adventure today.



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Intravenous 3 Brings Old-School, Top-Down, Stealth-and-Tactics Pixel-Art Action to PC

Top-down, pixel-art stealth-action – old-school NES-style – is back on the menu with Intravenous 3, the latest in the retro-styled series where you play single-player or in two-player co-op as Steve and Sean as they use real-time tactics to try and survive an enemy manhunt. It's in development for PC.

Developer Explosive Squat games promises "tense stealth action, tactical hardcore gunplay, and missions & story shaped by the way you play." Check out the announcement trailer below.

You can wishlist Intravenous 3 on Steam if you're interested.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.



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God Save Birmingham Preview: As if Surviving Medieval Times Wasn’t Difficult Enough, Now You’ve Got Zombies to Deal With Too

The zombie apocalypse seems like a known quantity in video games at this point, but God Save Birmingham hopes to throw the genre on its he...