Friday, October 30, 2026

Struggling To Buy Magic’s Foundations Commander Decks? Wizards Confirms Reprints Are Likely

Magic’s new sets are great, but one of the most impressive (and surprising) products of the year has been the Foundations Commander decks.

The five mono-colored preconstructed offerings have just started to sneak back down closer to MSRP, but with markups across the board and some (usually the mono-green Tramplesaurus Rex deck) still hard to find, we reached out to Wizards of the Coast to confirm what the state of play with additional printings would be.

Foundations Commander Decks To Be Evergreen

Brandon Kreines, game producer on Magic: The Gathering at Wizards of the Coast, had good news for fans looking to grab each of the precons.

“The new Foundations Commander Decks are definitely intended to be an evergreen offering,” Kreines explained.

“We can’t commit to specifics, but if players are as excited about these decks as we are, they should expect to see them get reprinted so they can be used as an introduction point into Commander.”

That’s good news for just about everyone. After all, if you want to get into Commander, you’ll want to do it for MSRP where possible, and while some decks have been marked up to over double what they should cost, more printings will mean a drop in price.

It’s also worth considering that there are no new cards in any of these decks. As a starter product, they offer a cohesive game plan in your color choice, but the more they’re printed, the more resellers will need to look elsewhere for their margins.

As we said back when these were announced, Starter Decks for Commander are not a new notion, but they’ve not been printed in so long that those ones climbed in price in the years since. If a reprint is coming, then we can likely expect more new players to the hobby which, in turn, benefits all of us.

For more on Magic: The Gathering, be sure to check out Reality Fracture’s most expensive cards, as well as all we know about the Warhammer 40K Commander decks seeing a reprint at long last.



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Thursday, October 29, 2026

Apex Legends Update Lets You Dual Wield the Wingman, Brings Back Lifeline Revive Shield

Apex Legends: Cipher is coming on November 3 and it’s bringing a new weapon style that makes me scared. The Wingman is a semi-automatic revolver that utilizes Sniper Ammo, and it’s been the bane of my existence since Apex Legends launched.

Some people are absolutely cracked with the Wingman. And now they’ll be able to use two at once. Cipher introduces Akimbo Wingman, which trades off some of the accuracy for big(ger) damage.

The Wingman has wavered a bit in recent seasons and sits as the 19th most effective weapon in DPS terms, but it’s still deadly in accurate hands, across basically any distance. It’s two-to-four headshots for a Wingman kill depending on the armor they’re wearing, which is what makes it so deadly in the right hands.

The Akimbo Wingman will push players in closer to barrel stuff your face. It’s going to be interesting to see where the weapon ends up with this new option — famously, the Akimbo Mozambique was famously nerfed quickly after it went from a barely used gun to the game’s dominant weapon.

On top of the dual revolvers, Crypto is getting a rework dubbed Crypto Rewired, which sees him role switch from a drone-camping git to a push-forward intel machine. His Surveillance Drone now runs on batteries instead of a cooldown, meaning it can be picked up and redeployed without a long wait, along with a new Sentry Mode that tags enemies on sight. On top of that, his EMP Ultimate can now be deployed with the press of a button.

Cipher also introduces Strongholds, which Respawn is calling the “evolution of care packages.” To access them you have to raid the Stronghold to haul out crate weapons, corrupted attachments, and EVO shield boosts for the squad. It’s a timely endeavour, and nearby enemies will hear the alarm.

Revenant and Lifeline are also getting buffs. For Rev, there’s a shorter Ult cooldown and faster Tactical, as well as new upgrades that allow him to extend his Ult with each knock. Another upgrade lets him Silence players with Shadow Pounce.

Lifeline is getting a reduced drone cooldown, self-healing while gliding, an Ult cooldown reduction, and improved flight mobility. On top of that, Respawn is bringing back her revive shield.

Elsewhere there are new Ranked updates, with Legend Bans in Diamond lobbies and above. Players vote to ban certain Legends, and the ones with the most votes can’t be picked for the match.

Apex Legends: Cipher launches November 3.



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Wednesday, October 28, 2026

Vampir Is a Dark, Brutal MMORPG Focused on Bloody Violence

The MMORPG genre has been woefully lacking in vampire representation, but into that void steps Netmarble’s Vampir. It first launched in South Korea in 2025 before recently expanding to the West, and it’s now available in the U.S. on PC, iOS, and Android.

This is a game that really leans into the full vampire experience. It’s defined by blood, horror, and sexuality with brutal combat in a dark fantasy setting. From the start of the game, you’ll be treated to some gruesome scenes that set the tone of the world, and that tone carries into gameplay. There are five character classes to choose from, and they’re all aggressive damage dealers that can use vampires’ signature blood-draining abilities to restore HP and gain temporary combat buffs.

All the classes dish out death in stylish fashion, but the way they do it is very different. Carnage can use a variety of firearms with rapid-fire attacks. Bloodstained is a berserker with added durability that can channel its bloodlust into a powerful sword. Viper uses poisons, curses, and summoned creatures to deal AoE damage and control the battlefield. Grim Reaper is a stealth assassin that uses teleportation and a scythe to land critical strikes. And Akasha is a melee class that specializes in pursuing enemies.

No matter which class you’re playing, you’ll feel the impact of your attacks. Battles are marked by dismemberment that leaves bloodstains in their wake. High-quality graphics add to the impact, with a level of fidelity that’s particularly impressive on mobile. The dark vibe and aesthetics are heightened by the use of lighting and shadows, and character models are detailed with nicely rendered skin textures.

Since different people play MMOs for different reasons, Vampir provides separate spaces for people who want to focus on progression or competition. If you prefer to level up your character and gather resources with relative ease, you can do that on individual servers with no issue. If you’re the competitive type, you can jump into Gehenna, an inter-server PvP battlefield that becomes available early in the game.

Gehenna is a dedicated combat zone that can pit you against players with server honor on the line. You can form clans to team up with other players and compete together. Bosses will appear at set times, and defeating them can earn rewards for you and honor for your server, as well as high-value rewards delivered to your Clan Vault. It’s also possible to physically block the routes of other players during these boss battles, allowing your clan to form battle lines and giving you strategic options to ensure victory.

Gehenna content is split into seasons, with server matchups reshuffled when each new season begins. This creates new rivalries and prevents a single clan from monopolizing competition for an extended period of time.

There are also cooperative challenges, like a defense mode where you need to work together to defend your clan’s emblem from relentless waves of attackers. Competitive content ranges from small skirmishes to large-scale battles, including the seasonal Clan War of Occupation and official tournaments. Clans that manage to come out on top of these massive competitions get the highest rewards the game can offer.

Outside of those rewards, you can get character upgrade resources through the in-game shop. You buy these with Diamonds, which you can earn through field gameplay without spending money, up to a weekly farming limit. Diamonds are also used for summons in Vampir’s gacha system, which adds a unique mechanic to the genre’s standard pity system.

With each summon that isn’t Legendary grade, you’re awarded Care Points and you get rewards at certain point thresholds. Lower-grade summon results award more Care Points, so Common awards you more than Uncommon, which rewards more than Rare. So if you get a string of Common summons, it actually speeds up your progress toward a Legendary pull.

Vampir is available now on PC, iOS, and Android, and there’s a special launch reward event happening now where you can get a Designated Heroic Mount Summon Ticket, 100 million Gold, and a full set of Rare Equipment as soon as you start the game. Through gameplay, you can also earn Heroic Equipment and 1,100 summon chances. To keep up with the latest updates, you can follow the game YouTube, Facebook, and Discord.



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Tuesday, October 27, 2026

Toastie Might Be the Weirdest iPhone Duo Game So Far

The first batch of iPhone Duos are out in the wild, and a bunch of app developers are finding ways to make the most of its foldable design. Perhaps the weirdest so far is Toastie, a game that essentially turns your $2,000 device into a grilled cheese maker. Add some ingredients, close the iPhone Duo, and toast your creation to perfection.

It costs $3, less than an actual grilled cheese, and for that you get "10 orders, 3 loaves, and 14 things to put between them." Your crispy masterpiece then gets a star rating for the recipe, plating, toasting, and preparation time. You can also play on iPhone and iPad without the cute close mechanic if you're more interested in browning wheat-based products than you are fooling around with a hinge.

The game is the work of Tom Szykulski and Cyprian Brytan, and they say development took place "over more evenings than either of them planned."

Apple revealed its first foldable phone, the iPhone Duo, back in September. If you're waiting on your delivery, check out our picks for the best iPhone Duo cases while you wait.



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Monday, October 26, 2026

Call of Duty Franchise Surpasses $40 Billion Lifetime Revenue Following Launch of Modern Warfare 4

The Call of Duty franchise has now surpassed $40 billion in lifetime franchise revenue in the wake of the launch of its 23rd mainline entry, Call of Duty: Modern Warfare 4, which launched last Friday.

Xbox CEO Asha Sharma made the announcement on her X account, posting a graphic showing a bunch of favorable review scores for Modern Warfare 4 with the caption, "One of the most celebrated Call of Duty games in its 24-year history, and now $40B in lifetime franchise revenue. An incredible milestone. Congrats to the Activision team. And to the players, thank you for being with us."

The staying power of the franchise has been remarkably impressive, even if some years' releases are more liked by critics and players than other years. The brand-new Modern Warfare 4 seems to be well-received so far; IGN hasn't finalized its review yet, but reviewer Simon Cardy says, "Modern Warfare 4’s campaign made me feel something for the series again" and "its expansive behind-enemy-lines mission that borrows most of its ideas from the DMZ mode is a real highlight."

For context, Grand Theft Auto 5 alone has pulled in over $10 billion over the past 13 years, and the imminent GTA 6 is estimated to clear $5.2 billion by the end of its first week on sale.

Call of Duty will soon expand beyond just games, however, as Peter Berg's Call of Duty movie is due out in theaters on June 30, 2028 and will explore "the cost of war" for its characters.



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Phantom Blade Zero Global Release Times and Preload Details

S-Game has finally revealed exactly when you can play Phantom Blade Zero, its upcoming action game with graceful, beautiful combat.

Phantom Blade Zero, which features martial arts movie star Donnie Yen, is scheduled for release on October 29, 2026, for PC and PS5, and here’s exactly when you can get your combos in, no matter what platform you play on.

In the meantime, check out the IGN Phantom Blade Zero review. Our 9/10 review called it “an unbelievably smooth action game filled with memorable boss fights, compelling combat, and limitless swagger.”

Phantom Blade Zero global release times:

As I said above, Phantom Blade Zero officially comes out on October 29, but what time you’ll get access depends on where you live.

Here are the release times by city:

  • Los Angeles: 7pm PDT (October 28)
  • Mexico City: 8pm CST (October 28)
  • Bogota: 9pm COT (October 28)
  • New York: 10pm EDT (October 28)
  • Brasilia: 11pm BRT (October 28)
  • Accra: 2am GMT (October 29)
  • London: 2am BST (October 29)
  • Warsaw: 3am CEST (October 29)
  • Cape Town: 4am SAST (October 29)
  • Kyiv: 4am EEST (October 29)
  • Beijing: 10am CST (October 29)
  • Seoul: 11am KST (October 29)
  • Tokyo: 11am JST (October 29)
  • Melbourne: 1pm AEST (October 29)
  • Auckland: 3pm NZDT (October 29)

Phantom Blade Zero preload date and times:

If you want to get your game ready, here’s what time Phantom Blade Zero is available to preload onto your PS5 or PC, starting on October 26:

  • Los Angeles: 7pm PDT (October 26)
  • Mexico City: 8pm CST (October 26)
  • Bogota: 9pm COT (October 26)
  • New York: 10pm EDT (October 26)
  • Brasilia: 11pm BRT (October 26)
  • Accra: 2am GMT (October 27)
  • London: 2am BST (October 27)
  • Warsaw: 3am CEST (October 27)
  • Cape Town: 4am SAST (October 27)
  • Kyiv: 4am EEST (October 27)
  • Beijing: 10am CST (October 27)
  • Seoul: 11am KST (October 27)
  • Tokyo: 11am JST (October 27)
  • Melbourne: 1pm AEST (October 27)
  • Auckland: 3pm NZDT (October 27)

Phantom Blade Zero install size and PC specs

Phantom Blade Zero clocks in at a hefty 145GB and you’ll need a reasonably powerful PC to run it. Here are the official specs:

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 (64bit required)
  • Processor: Intel Core i7-8700K / AMD Ryzen 5 3600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1660 6GB / AMD Radeon RX 5500 XT 8GB
  • DirectX: Version 12
  • Additional Notes: 1080p / 30 FPS with upscaling enabled. SSD installation required.

Recommended:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 (64bit required)
  • Processor: Intel Core i5-10600K / AMD Ryzen 5 5600X
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce RTX 3060 Ti 8GB / AMD Radeon RX 6700 XT 12GB
  • DirectX: Version 12
  • Additional Notes: 1440p / 60 FPS with upscaling enabled. SSD installation required.



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Sunday, October 25, 2026

Phantom Blade Zero Review

Phantom Blade Zero has spent years looking almost too good to be true, especially coming from a studio that's best known for its mobile games. That’s why it's just about the biggest compliment I can pay it that after 50 hours performing picture-perfect kung fu, it's exactly as fun to play as it looks. This effortlessly smooth action game has some of the most satisfying and well-tuned combat I’ve played in a long time, a surprising number of secrets to discover and quests to complete in each of its beautiful levels, and a neverending supply of clever encounters full of unbelievably awesome moments. Its convoluted story and occasional performance issues may not live up to that incredible action, but it nails just about everything else, and there were only a handful of moments where I wasn’t absolutely thrilled to be slicing my way through the ranks of the Wulin.

Phantom Blade Zero plays like something straight out of a wuxia epic. As a metal-as-hell martial artist of mysterious origins with only 66 days left alive to exact your revenge, you set out on an odyssey across the ruined lands of the Phantom World, facing off against all manner of beast and badass along the way. The story here isn’t Phantom Blade Zero’s strong suit as it tries to do a bit too much, shoving in a whole bunch of mystical jargon, dozens of characters, and a needlessly complex timeline, very little of which ultimately pays off anyway. In the first couple hours alone, so much time is spent toggling back and forth between present day, several years ago, several months ago, and several days ago that I was exhausted by all the exposition before I’d even faced my first real boss fight. That said, there are enough likeable characters along the way, especially your unflappable hero named Soul, that I was usually able to forgive it for occasionally wasting my time with unnecessary flashbacks and lengthy explanations.

Besides, you’ll be spending most of your time exploring the world and squaring off against enemies big and small, and it’s pretty clear that Phantom Blade Zero wants you to spend most of your attention on this part of the adventure. And that’s a good thing, too, because by God is it good. It only took a couple minutes for the precise parry and dodge mechanics to feel natural, and the nuanced but not-overly-complex system of weapons, combos, special abilities, and upgrades are rolled out at an extremely smart pace, all of which are easy enough to slip into like a tailored set of flowing wuxia robes. I’m a complete snob when it comes to the feel and pacing of combat in these types of games, so the fact that this immediately felt like reuniting with an old friend made it instantly compelling, and it’s one of those intangible things that’s very hard to get right.

Even more impressive is that not only does the combat feel good right away, it does so across dozens of weapons, each with their own unique moveset. This game that doesn’t just encourage you to change up your weapon loadout at regular intervals, it actually requires you to mix things up since swapping your active melee weapon is one of the ways you can restore your posture meter with a single button press. And since many enemies, particularly bosses, can instantly drain your posture with certain attacks, you’ll be swapping between different options with regularity, forcing you to commit multiple movesets and special abilities to memory. Conveniently, Phantom Blade Zero makes it extremely easy for you to reclaim and reallocate points invested in leveling up weapons, so there’s rarely any reason to stick with a set loadout anyway – especially since you always seem to find the exact tool you need right before entering an area or encountering a boss where it would come in handy. For example, I noticed that I found a water cannon weapon only a few feet away from an area that led to a fire-based boss. Nice.

Combat feels good right away, even across dozens of unique weapons.

Beyond that, you’ll unlock a bunch of additional tools like grappling hooks and bows, which have utility both in combat encounters and outside of them since you can use them to reach certain parts of the map or break through barriers that are otherwise impassable. There are also trinkets that offer interesting buffs, like a significant damage increase when you’re at full health, and a skill tree with perks that let you do things like execute a dodge while in mid-air or increase the number of healing items you can carry. There’s a surprising amount of depth to the things you can upgrade and the ways to customize exactly how your Wulin warrior does his thing, and I spent much more time than I typically do in these kinds of games just testing out different weapons and swapping my equipment around as a result. At the very least, it’s worth doing so just to see the unique execution animations when you finish off trash enemies.

You’ll have plenty of time to try them all out as you get your steps in across Phantom Blade Zero’s eight maps, too. Each one is filled with foes to take down, side quests to complete, chests to loot, and secrets to discover. A surprising amount of the places to go and people to meet are completely missable, including the entirety of a very cool questline that sees you getting trained by none other than Donnie Yen as the mysterious gold-masked man (which is actually one of PBZ’s strongest subplots). While most of the side quests are pretty straightforward missions to go somewhere and collect some stuff for a small reward, they gave me more reasons to spend time exploring every nook and cranny, which I was happy to do. And unlike lots of modern games filled with icons on the screen telling you exactly where to go and what to do, Phantom Blade Zero instead makes use of hand-drawn maps that only give you a vague idea of your location in relation to key landmarks, allowing you to explore and fill in the gaps on your own.

If there’s one thing that consistently mucks up this journey, it’s that Phantom Blade Zero suffers from some pretty bad geometry. Soul gets caught on surfaces all the time, and even the tiniest bumps in the road can stop him dead in his tracks, which is pretty hilarious for a guy who can jump 40 feet in the air while doing 19 backflips. Not only that, there are invisible borders all over the place that make exploration janky at times, especially when platforming sections ask you to get to a specific ledge, only for you to discover there’s an invisible wall and you fall to your death. I died nearly 200 times over the course of my playthrough, and roughly half of those deaths were me falling into a pit or getting caught in the environment until I was able to get myself killed or reload my save file. In one case, I even lost about 20 minutes of progress when my supposed martial master couldn’t escape from some bushes. Oh, and enemies occasionally get stuck in the environment too, which just makes fights where it happens feel so lame.

Despite that, Phantom Blade Zero’s superpower – the magic trick it performs time and time again – is its way of making you feel like you’re the only person in the world badass enough to withstand its utterly insane flurry of swords against godlike monsters like it’s nothing. The truth is that the melee dance of combat encounters is just so finely tuned, with every attack telegraphed just enough to give you exactly the time you need to react, aided by an almost imperceptible musical rhythm that grants you a certain level of precognition for what’s going to happen next. Once I synced up with its tempo, I started anticipating attacks before I consciously registered them, leading me to perfectly block some lightning-quick attack I hadn’t seen before. There’s nothing specifically special about my reaction time or skill with action games – rather it's a testament to how incredibly well-balanced and smartly designed these unbelievably sick fights are. It’s without question the thing Phantom Blade Zero does best, and it’s an illusion I fell for repeatedly, from the opening sequence all the way to the final battle.

I played on the hardest difficulty, and the tuning consistently felt exactly right.

Something I admire about Phantom Blade Zero’s difficulty is how consistently it feels exactly right – not too unforgiving, but it rarely lets you feel like you aren’t in danger of getting your butt kicked. I’m typically someone who relishes a challenge from games like this and so played Phantom Blade Zero on its hardest difficulty exclusively, but found myself beating just about every major boss fight in two or three tries, plus a good chunk that I cleared in one go – and I didn’t mind that one bit! It meant that I rarely saw enough of a boss to know every tool in their murder belt, and refreshingly made me feel like the one to be feared rather than the other way around. It’s pretty damn cool to enter a room and watch a 10-foot-tall badass with an eight-pack swing around a blade and think, “oh, man. This guy’s totally screwed.”

Part of the way this Goldilocks level of difficulty is achieved is due to the interesting decision to not make you repeat phases of a boss fight that you’ve already cleared. If you get through a first phase that just makes the bad guy mad and then get killed after he turns into an even more hulked-out psycho, you’ll pick back up at the top of that second phase. I’ve been known to get annoyed at having to replay the first phase of a boss fight a dozen times just to get another run at the more challenging part, to the point where multi-phase boss fights in general can get on my nerves these days. By removing this annoyance entirely, it got rid of a lot of potential friction with some of these encounters

It also allows for more freedom in how these encounters are designed, like moments where a boss uses a cheap move that one-shots you instantly if you get hit by it. Normally, including insta-kill moves like that is a good way to send me into a rage, but because my progress was almost never set back far enough to bother getting mad about, I felt a lot more lenient toward that kind of thing. I mean, let’s face it, that crazy attack where you get impaled on a giant spear, then set on fire and smashed face-first into the floor probably should kill you right away, so it’s pretty neat that Phantom Blade Zero found a way to make a devastating moment like that exciting rather than irritating.

It’s also incredibly impressive that throughout the 50 hours it took me to reach credits, as I fought dozens and dozens of bosses, I was continually surprised by the creative enemies it threw at me. Sure, there’s the occasional big-guy-with-a-big-axe or dude-with-sword-you-swear-you-fought-already, but these are by far the exception, not the rule. At one point I found myself wearing a lion dancer mask, jumping around on poles to collect heads of lettuce to power up my fire blast, and in another section I fought a posse of warriors who worked together as one unit to throw preposterously intricate attacks my way – the main threat to my life there was getting caught with my guard down because I was too busy cackling. The boss fights are so consistently interesting, memorable, and numerous that I felt utterly compelled to seek out each and every one of them, which led me to turn this first playthrough into a full-on completionist run to avoid FOMO.

When I previewed Phantom Blade Zero a little over a month ago, one of my primary concerns was how it would perform, and thankfully the version I played for this review had a far more consistent performance. The framerate was much steadier, with only a few times I can recall ever noticing issues during combat. That said, there’s one map in particular where the framerate was consistently pretty terrible, specifically on a part of the map where something seems to not be working right. This feels like the type of thing that could pretty easily be identified and fixed, so I’d be surprised if a patch doesn’t arrive at or shortly after launch, but it’s worth shouting out since I suspect there are other lingering issues hiding about.



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Struggling To Buy Magic’s Foundations Commander Decks? Wizards Confirms Reprints Are Likely

Magic’s new sets are great, but one of the most impressive (and surprising) products of the year has been the Foundations Commander decks. T...