Saturday, April 11, 2026

The Best Deals Today: Resident Evil Generation Pack, M5 MacBook Air, Marathon DualSense, and More

A new weekend has arrived, and today, you can save big on the Resident Evil Generation Pack, M5 MacBook Air, Super Mario Galaxy + Super Mario Galaxy 2, and more. Check out our top picks for Saturday, April 11, below.

Resident Evil Generation Pack Still Available

The Resident Evil Generation Pack is still available at Amazon for $89.99, and this is one deal you do not want to miss. This collection packs in Resident Evil VII, Resident Evil Village, and Resident Evil Requiem all for $89.99, which means you are essentially paying $10 for both VII and Village. Capcom has removed this deal as of March 31 digitally, and it's only a matter of time before it's gone physically, too.

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.

Marathon DualSense for $71.82

You can score the limited edition Marathon DualSense controller for $71.82 on Amazon today. This controller features unique designs inspired by the game and its iconography. Normally priced at $84.99, this deal saves you 15%, which is perfect for anyone in need of a new controller.

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.

Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter is the very first entry in the beloved Trails series, and this remake from last year brought new life into the original game. Considering 2nd Chapter is set to release later this year, this is a great time to pick up 1st Chapter if you've never had a chance to check it out.



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Friday, April 10, 2026

Disney Extraction Shooter Reportedly in Development at Epic Games

Fortnite developer Epic Games is reportedly working on a new extraction shooter featuring Disney characters that is set to launch later this year.

A Bloomberg report states the currently unnamed spinoff is expected to launch November 2026. It, as well as the other two unnamed titles, is said to be the result of a $1.5 billion investment Disney made in the gaming giant back in 2024.

According to the site’s sources, the mystery extraction experience is said to be a shooting game not unlike Embark Studios’ Arc Raiders, which launched to impressive player numbers and wound up a massive success for the developer late last year. Those familiar with the Disney game say some at Epic are optimistic the project will stick the landing at launch, though internal reviews have expressed concern about unoriginal game mechanics.

Disney has had plenty of its characters crossover to the main Fortnite experience in the years since its investment was announced, with two recent examples seeing Buzz Lightyear and Emperor Zurg joining its enormous roster of skins. Last month, Epic gave players the ability to create their own experiences based on Star Wars. The game has also featured numerous crossovers with the Marvel universe in the past.

It’s unclear which characters from Disney’s wide catalog of IP it plans to let loose in a new extraction shooter from Epic. Further details on the two entertainment companies' continued partnership are even murkier, as Bloomberg reports the plan is to eventually see at least a second and third game materialize in the future. There’s no word on what shape each will take, as the site’s sources paint a picture of average internal reviews for game number two, while resources for game three have been reallocated to the others.

Bloomberg reports Disney was “disappointed” with the game developer’s progress on the other projects, which drove the decision to shift resources around. Epic senior director of global communications Liz Markman told the site its reporting is “not reflective of the ambitions of the Disney collaboration,” adding, “We are building a new games and entertainment universe of Disney experiences.”

“Epic’s timelines are aggressive and always have been,” Markman continued. “We've heavily moved developers onto projects with releases approaching, while smaller prototyping teams are working on further-off projects.”

A representative for Disney also provided the site with a statement, saying that it remains “focused on our long-term collaboration with Epic which continues to have strong momentum and our work to build a transformational games and entertainment universe remains unchanged.”

News of Disney’s alleged plans with Epic follow the announcement that the Fortnite maker had laid off 1,000 employees just weeks ago. A message shared by the company pointed to a “downturn in engagement” at the time, while also saying it was “spending significantly more than we're making.” A separate announcement confirmed plans to shutter its Rocket Racing, Ballistic, and Festival Battle Stage experiences in the near future. Remaining employees took to social media in the wake of the news to speak about what was next for the team.

We spoke with industry analysts in the aftermath of the layoffs to learn more about what may be troubling the studio. Meanwhile, tech reporter Alex Heath shared on The Town podcast late last month that Disney was allegedly interested in acquiring Epic at some point.

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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Pokémon Champions Review So Far

The idea of a battle-centric Pokémon game that lets trainers duke it out without all the breeding and badge collecting has been around since the early days with Pokémon Stadium, so it’s exciting that Pokémon Champions looks to continue that legacy 26 years later. This “free-to-start” (Nintendo’s words, not mine) turn-based battler puts its full focus on online PvP using the series’ classic combat system. That being said, while it may look and play like Pokémon, spending some time in the arena during its launch wek has so far made Champions feels less like the Stadium successor I’ve been waiting for and more like a stripped-down Ditto imposter.

If you have played any of the mainline Pokémon games, Champions will feel like slipping back into a slimmer pair your favorite Running Shoes – the best comparison might actually be the Wii’s Pokémon Battle Revolution, as it forgoes any story or even Stadium’s fun minigames to be purely about the battling. You and your opponent build teams of six pokemon to pick from for either 3v3 single battles or 4v4 double battles, choose your moves simultaneously, and slug it out until one team is entirely knocked out. I really enjoy this combat system even without all the catching and leveling that usually accompanies it, so the fact that this is all there is wouldn’t be an issue if the options available for it, at least as of launch, weren't so – dare I say – Gloom-y?

Champions launches with a paltry 186 monsters to battle with, a mere 35 more than the 26-year-old Stadium had. The ones that have been included remind me of the “popular cool kids club” from grade school days. You have the captain of the football team, Charizard, and head cheerleader, Sylveon, hanging out at the lunch table, but the nerdy Porygon or the weird Lickitung that eats glue are nowhere to be found. In fact, basically all early evolutions are absent, and baffling omissions like Rillaboom, Mewtwo, Mew, or most of the other Legendaries leave glaring holes. We can expect this roster to expand over time with live service updates, of course, but how fast and to what extent is still a mystery, and what’s available right now leaves me feeling like Psyduck – confused and with a headache.

In addition to missing plenty of fan favorites, the competitive community has taken a particularly hard critical hit due to a lack of both Pokémon and held item options. For example, out of the 22 monsters that made up the various teams at last year’s Pokémon World Championships Masters Division tournament, only three are currently usable in Champions. The unique goodies that you can have your team hold are nearly as uninspired, with the vast majority either being healing berries or items that improve certain move types (not including the Mega Evolution stones), with outliers such as the Scope Lens, Light Ball, Mental Herb, and Shell Bell being the saving graces. Heavy hitters like the Power Herb, Choice Specs, Air Ballon, and many others used by the most hardcore players are all absent, which could make Champions a tough berry to swallow at the moment. With this year’s Pokémon World Championships rolling around at the end of August, it's hard to say if this will be in a good enough place by then to serve as the de facto battling platform it’s meant to be.

The roster for the competitive community has taken a particularly hard critical hit.

To get your favorite Pokémon onto your team (assuming they made the cut, that is), you have two main options: Bring them over from a previous game via Pokémon Home, or recruit them from Champions’ farm. The Home route I found to be a straightforward and relatively painless process, both when I was importing them into Champions as well as when I sent them back. The recruit method is also fairly simple, but as you can only get Pokémon that happen to be in a rotating pool of seemingly random options, finding one you are hoping for is a bit of a gacha situation. You get one free pull each day, as well as the ability to spend a resource called Victory Points (VP) to rent Pokémon for a period of time or permanently add them to your Roster. The countdown to pull again can also be shortened using special tickets you earn by completing objectives. If this all makes Pokémon Champions sound like a mobile game, that’s because it is – or will be later this year, as it’s only available on Switch 1 and 2 as of this review.

Even still, that scent of a mobile cash grab is already all over this. From how the menus and UI are laid out to the various currencies you can earn that speed up timers and expand your storage, the DNA of its mobile-focused business model comes through loud and clear. Thankfully, at least right now, I haven't found myself hindered by sticking to the free version of Champions – typical of a gacha game, it hands out plentiful beginner gifts in the early hours, even without the $7 (USD) paid Starter Pack bundle that’s being offered. It will take some time to see just how long you can stay comfortable without spending, though, and there’s a Battle Pass you will need to sign up for if you want to earn all the rewards.

While there are many aspects of Champions that have doused my excitement a bit, the Training features are something that I’m really interested in dabbling with more. By spending your VP, you are able to not only boost a Pokémon’s individual stats, but (far more excitingly) swap out its moves, special ability, and even nature. All of these alterations stay locked to Champions and won’t carry over if you send them off to another game, but this sort of fine tuning does provide room for theory and strategy crafting that I appreciate. That said, requiring you pay VP points to make those changes does blemish it somewhat. I worry that if Nintendo ever decides to allow players to purchase the resource directly with real money, it will quickly spiral into a pay-to-win situation.

Having only spent a little time with Pokémon Champions so far, I’m struggling to find the hook that may pull me in deep. While it is a functional way to let you pit Pokémon against others around the globe, its lackluster offerings out of the gate don’t inspire much excitement at the moment. Most of my favorite Pokémon simply aren’t here, and neither are many of the ones you’d expect to see at the highest levels of PvP. While being “free” gives it some allure, you really need to send your own Pokémon over from Home to properly take advantage of it, which means you already have better, more complete games at your disposal. I plan to put plenty more time in before my final review, but right now Champions feels like it might need an evolution of its own if it wants to be the very best Pokémon battler out there.



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Crimson Desert Dev Confirms Boss Rematches, Hard Difficulty, Enemy Territory Recapture, and a Whole Lot More Is Coming Soon

Crimson Desert developer Pearl Abyss has outlined a number of significant changes coming to the game in the coming months, each addressing various community complaints that were highlighted recently.

There are some real crowd-pleasers in Pearl Abyss’ blog post, including boss rematches, enemy territory recapture, and difficulty settings. But beyond that, Pearl Abyss also confirmed upgrades to the two secondary characters, Damiane and Oongka, to bring them more in line with main playable character Kliff, new pets and mounts, new outfits, and significant changes to storage.

Meanwhile, user interface and control improvements are on the way, as well as improvements to distant scenery quality. Perhaps the most important change is you’ll be able to hide items on Kliff’s back (finally!).

There’s a lot to unpack here (all the details are below), but let’s start with ‘re-blockading:’

“Peace is fleeting, and darkness does not retreat so easily. Enemy remnants are waiting for their chance to reclaim liberated locations. Drive out the forces that have seized these locations once more and continue proving the strength of the Greymanes.”

That’s a timeline upcoming change, given we reported just this week that some players with hundreds of hours under their belt had started to complain that the world had become too peaceful because they’d basically killed all the enemies.

The changes to difficulty settings are welcome, too. Here’s the note:

"A difficulty settings feature will be added so that everyone — from new Greymanes to the more advanced — can enjoy the adventure at the level that suits them best. You’ll be able to choose from easy, normal, and hard difficulty."

As IGN had reported, some players had called for a hard mode because they felt updates had made the game too easy. But now we know we’re also getting an easy mode, which should be good news for those who prefer a more easy-going experience (Crimson Desert can be brutal in places, particularly with some of the bosses). It will be interesting to see how the game changes with each setting.

And this is a really important one: new skills for Damiane and Oongka:

"We fully understand your feedback about the need for Damiane and Oongka to have skills comparable to 'Force Palm' and 'Axiom Force.' To address this, both characters will receive new abilities equivalent to those skills."

This is key, because players have found that Damiane and Oongka are limited in scope compared to Kliff, and indeed much of the game simply can’t be completed while using either of the characters because they don’t have the same abilities to, for example, solve puzzles. Hopefully with this change, Damiane and Oongka will become genuine alternative choices.

Other quality of life improvements are also welcome. Crafting from camp storage is a big deal for a game that currently forces you to take resources out of your storage box and pop them into your inventory every time you want to use them. And more summonable mounts and new pets will be added.

Overall, all this is good news for Crimson Desert. I don’t think I’ve ever seen a developer make such sweeping improvements to a big, AAA single-player open world video game this quickly before, and Pearl Abyss is rightly being praised for it. The pace of change with this game really is remarkable, and you wonder each week what’s coming next. Pearl Abyss said the changes, below, will be rolled out from April to June.

Changes coming to Crimson Desert April-June 2026:

◆ New Content and Features

We’re preparing new challenges so you can continue testing yourself throughout your journey across Pywel.

■ Boss Rematches
The powerful bosses you encountered across Crimson Desert are waiting to challenge you once again. With boss rematches, you’ll have the opportunity to face off against any boss again, test how much you’ve grown, and further refine your own combat style through different strategies and approaches.

■ Re-blockading
Peace is fleeting, and darkness does not retreat so easily. Enemy remnants are waiting for their chance to reclaim liberated locations. Drive out the forces that have seized these locations once more and continue proving the strength of the Greymanes.

■ Difficulty Settings
A difficulty settings feature will be added so that everyone—from new Greymanes to the more advanced—can enjoy the adventure at the level that suits them best. You’ll be able to choose from easy, normal, and hard difficulty.

We’re also working on new combat-focused content, so stay tuned.

◆ Improvements to Character Play

■ New Skills for Damiane and Oongka
We fully understand your feedback about the need for Damiane and Oongka to have skills comparable to “Force Palm” and “Axiom Force.” To address this, both characters will receive new abilities equivalent to those skills.

■ Hide Back Weapons
A new option to hide the weapons on your character’s back will be added, so certain equipment worn on your back won’t break immersion during combat.

■ Addition of New Outfits:

New outfits for characters will be added.
Additionally, certain outfits that can only be sold or donated will be updated so that they can also be worn.

◆ QoL Improvements and Life Features

■ New Specialized Storage
- Food storage: We plan to add a new food storage, from which you can directly take out ingredients for use in cooking. When preparing meals, you’ll be able to use ingredients from both your food storage and your inventory.

- Wardrobe: A new wardrobe storage will be added so that you can store your headgear, armor, gloves, footwear, and cloaks.

- Gatherables Storage: A new gatherables storage will be added, from which you can directly take out items for use in tempering and crafting. This storage will be able to hold a variety of crafting materials, including insects, stones, ores, and more.

- Collections Storage: A new Collection Storage will be added, giving you a place to keep quest items tied to your adventures, along with recipes and other items you've collected on your journey.

■ Pets & Mounts
More summonable mounts and new pets will be added. Also, in addition to existing horse tack sets, dedicated armor for other mounts is also being planned.

◆ System and Graphics Improvements

■ UI Improvements
To improve legibility, we’ll be adding a minimum font size adjustment option. Since Crimson Desert supports 14 UI languages, fully optimizing this feature across all of them will take some time, but we plan to introduce it first to help make the game more comfortable to play. We also plan to continue improving various UI elements and QoL features, including improvements to the map, inventory, and housing.

■ Improvements to Controls
We are carefully reviewing your feedback about controls. To provide a better gameplay experience, we plan to add customization options for certain controller inputs. We will also expand the range of configurable keys for keyboard and mouse to improve usability.

■ Improvements to Distant Scenery Quality
We are working on enhancing the realism of distant backgrounds so you can enjoy Pywel’s landscapes in greater depth. Please note that the patch size may be somewhat larger due to improvements to how distant scenery changes and the quality of rendering under different conditions. Take a look at the image below for a preview of how Pywel will look after the update.

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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Thursday, April 9, 2026

Marathon Reportedly Had a Budget of Over $200 Million — and While the Pressure Is on Bungie to Gain More Players, It Is Not Facing an Imminent, Concord-Style Shutdown

A new report has claimed Marathon’s budget is over $200 million, and while player numbers have fallen significantly since launch, Bungie’s extraction shooter is allegedly not facing an imminent shutdown.

Forbes reported that the Marathon budget is likely more than $250 million. It’s worth noting that this spend allegedly does not include ongoing costs for the live service game, nor the development of post-launch content.

Last month, one analyst said “Marathon hasn't exactly made the splash Sony and Bungie wanted,” estimating sales at around 1.2 million copies. That, Alinea Analytics said, amounted to gross revenues of around $55 million across PC via Steam, PlayStation 5, and Xbox Series X and S.

On Steam, Marathon hit a peak concurrent player count of 88,337 at launch. But that number has fallen steadily over the past month, with the latest 24-hour peak hitting 25,392 players. Of course, Marathon is also out on PlayStation 5 and Xbox Series X and S, but neither Sony nor Microsoft make player numbers public. Still, PC is clearly the dominant platform for Marathon with an estimated 70% of the sales, so those Steam concurrents give us a decent idea of how it's tracking.

Bungie is under pressure to deliver for Sony after recent and very public financial failings. In November, Sony said Bungie had failed to meet its sales and user engagement expectations, recording a 31.5 billion yen (approx. $204.2 million) impairment charge as a result of Destiny 2’s underperformance. That was significant enough to drag down profits at Sony’s Game & Network Services Segment, which includes Sony Interactive Entertainment.

According to Forbes, Bungie developers are working hard on new content, and there is no danger of an imminent shutdown. But after what happened to Sony’s own Concord and, more recently, Highguard, everything surrounding Marathon feels a little on edge.

We’ll probably have to wait for Sony’s next set of financial results to find out if it’s happy with Marathon's commercial performance. As for Bungie itself, it may have made a game so hardcore that it is impossible for it to hit the kind of mainstream sales fellow extraction shooter Arc Raiders enjoyed last year — at least without significant changes or additions. Marathon is a difficult game; if you die, you lose all your gear. And not just what you looted while out on the battlefield, but what you brought in. And given how easy it is to die in Marathon, it can feel like a brutally punishing video game. Are people bouncing off Marathon because of this? Were some put off by its steep learning curve?

Bungie has repeatedly said that while Marathon has a steep learning curve, over time, recovering from a bad loss gets easier. But then Marathon’s recently launched raid-like experience, Cryo Archive, doubled down on the ultra hardcore experience, with several requirements you need to meet in order to access it.

Former professional Counter-Strike player, Shroud, has said that while Cryo Archive offers an incredible experience, it's too difficult for casual players. Speaking in a recent stream, the influential gamer said: "Cryo Archive is insane. It's the most elaborate extraction shooter map I've ever seen in a game ever. The loop that they made is truly something special. The problem is, is it too elaborate? Is it too complex? Is it too much of a grind? Is your 9-5 grandma and grandpa going to be able to do it? I don't know."

Where does Bungie go from here? Marathon is far from a Concord-style live service disaster, but it’s clear Bungie needs to do something to increase sales. Simply making Marathon easier may not be enough to do the trick, and would run the risk of alienating those who currently love it the way it is. Making it free-to-play this soon after launch would just anger those who paid full price. Could a single-player or PvE campaign spark renewed interest? Could a traditional PvP mode help?

And should we be surprised by word of Marathon costing north of $250 million to produce? Bloomberg reporter Jason Schreier recently talked about AAA games developed in the U.S. and Canada, where developer salaries are typically higher than in other parts of the world, costing $300 million or more to produce.

Indeed, Concord's initial development deal was around $200 million, according to a report by Kotaku. In 2023, new documents submitted as part of the Xbox Federal Trade Commission case accidentally revealed The Last of Us: Part II and Horizon Forbidden West each cost more than $200 million to develop.

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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World of Warcraft Fans Think Blizzard Is About to Try and Revisit Its Least Popular Expansion

World of Warcraft: Midnight is a very purple expansion, thanks to its primary antagonist being the Void. There's a big purple beam shooting from the sky in the distance all the time. Most of the enemies are purple. Two out of three of the major raids and several dungeons and delves are purple. And the main villain, Xal'atath, is very purple.

Given all the purple going around, it's not too much of a shock that Blizzard finally brought back one of its simultaneously best-loved and most-hated purple characters for a plot twist at the end of the most recent raid. What is shocking, though, is the news that character delivered: a hint that we might be careening toward a revisit to one of World of Warcraft's most maligned (and only occasionally purple) expansions: Shadowlands.

Warning: Spoilers follow for World of Warcraft: Midnight's story so far, up to and including the cinematic that plays after The March on Quel'Danas. Read on at your own risk.

WoW: Midnight opens with Void harbinger and baddie-of-the-decade Xal'atath unleashing the Voidstorm above the Isle of Quel'Danas in an effort to corrupt the Sunwell and turn it into a void-powered Darkwell. For the majority of the expansion's questing, dungeons, and raids, we the adventurers are trying to find a way to stop her from succeeding, while the Army of the Light holds off the void's influence as long as they can manage to protect the Sunwell.

However, at the end of The Voidspire raid, Xal'atath manages to release the dark Naaru L'ura from her prison inside Alleria Windrunner, and uses L'ura to finish the corruption of the Sunwell, creating the Darkwell. In response, the various armies hanging out around Silvermoon City unite to try and retake the Darkwell from Xal'atath, with the effort taking place in the most recently-released raid, the March on Quel'Danas. The second and final boss is none other than the dark Naaru herself, L'ura, and we manage to defeat her before she can fully make use of the Darkwell's power to ruin everyone's day.

But that still leaves Xal'atath hovering around and making quips and threatening to destroy everyone. Yet another confrontation with her plays out in which she has the upper hand (this happens a lot), but she's interrupted by none other than Sylvanas Windrunner, former Horde Warchief, former Ranger General, and night elf genocider extraordinaire. Sylvanas manages to blast off one of Xal'atath's funky void shoulder decorations with an arrow, only for Xal'atath to repair it easily and disappear. Sylvanas cryptically announces to her sister Vereesa and nephew Arathor: "The Shadowlands are not at all what they seem. I cannot rest until I uncover the truth. Still, I hope to see you both again, before the end begins."

Okay?!?!?!?!?

Sylvanas, Revisited

If this isn't having the impact on you that it is on me, let me recap a bit of what's been going on with Sylvanas lately. Sylvanas has a long, long history in the Warcraft universe that would take a whole Wiki article to cover, but sufficient for this is to know that she was a beloved "antihero" character to the fanbase for many years. She's tortured and tragic, but also powerful, noble, ruthless, and dedicated to her people, the Forsaken. Through a series of complex events, she became Warchief of the Horde during a time of tense, tentative peace between her faction and the Alliance. Sylvanas, however, was convinced that peace could never last, and that the Alliance would inevitably come back and try to destroy the Horde. So in response to events that hadn't even happened, Sylvanas made the absolutely unbelievable decision to commit genocide on the Night Elves by burning down the world tree, Teldrassil.

This, understandably, pissed off a lot of Sylvanas fans (and haters!). Sylvanas had always been ruthless, calculating, and cynical. But outright, remorseless genocide was never something they had considered to be within her character description. In the ensuing chapters of the story, both Alliance and pissed off Horde members chase her around for awhile, at one point laying siege to the Forsaken capital Lordaeron, where Sylvanas makes another unhinged decision to drown the place in Blight rather than allow it to be taken. All the while, Sylvanas keeps making cryptic comments about Death and her "master" and how one day everyone will understand why she's doing what she's doing, etc.

After she demolishes two beloved capital cities, it is eventually revealed that Sylvanas has been working for some evil being called the Jailer who rules the Shadowlands, the realm of death and the titular setting of the Shadowlands expansion. Her goal, which she also thinks is the Jailer's, is to subvert death and restore true free will to everyone in the world. Surprise surprise, the Jailer is evil and actually just wants to subjugate everyone, an obvious fact that Sylvanas doesn't figure out until she's already done tons of war crimes. She eventually agrees to help the heroes defeat the Jailer and stands trial for her crimes, ultimately being sentenced to free the souls in the Shadowlands that she had condemned by her actions until every last one was at peace - a task that could easily take literally forever. She's been down there ever since.

Back into Shadow

Sylvanas' cryptic comments before heading back into the Shadowlands leave us with more questions than answers.

I don't think anyone was surprised to see Sylvanas herself again - she's one of WoW's most recognizable and beloved (at least at one time) characters. But her insinuation that there might be unresolved plot in the Shadowlands is genuinely a surprise, and one that's being met with mixed reactions.

Shadowlands was...not a popular expansion. A lot of that genuinely had to do with the aforementioned Sylvanas story, and the ways in which a number of other previously-beloved characters acted in ways that did not make sense with past lore. The reveal of what happens after "death" in Azeroth ended up weird, confusing, and inconsistent plot-wise with a lot of other established facts about the world, while simultaneously trivializing death in the universe entirely. There was also a lot of "all will make sense when the true plan is fully revealed" going around during that time without a satisfying payoff. Many players were also annoyed that an expansion-long trip to the literal realm of death didn't offer more opportunities to meet more beloved deceased characters and see how they were doing in the afterlife. Yes, we did certainly meet some, but a lot of others were conspicuously missing.

On top of that, Shadowlands had long stretches of time between patches where there just wasn't much to do, and when activities were introduced to keep people busy, they were pretty grindy, boring, and slow, so a lot of people fell off. There was also the Covenant system, which many felt forced them to choose between committing to a story and aesthetic they enjoyed for a lot of the endgame content, or playing something less fun, but more optimal for raids.

Some folks have come around on Shadowlands a bit in the years since, as WoW does tend to have cycles of players disliking an expansion when it's current, then praising it years down the line (see: Mists of Pandaria, Warlords of Draenor). But Shadowlands is still broadly spoken of with a sour taste in the mouth. Many players have been happy enough to simply move onto different storylines unconnected from the Jailer or whatever's going on in the land of the dead. It's done, it wasn't great, why bother thinking about it anymore? But with Sylvanas coming back and suggesting something else is wrong down there, players are now speculating that Blizzard is preparing to embark on a journey to salvage those plot threads via a retcon, or at least a recontextualization.

It's unclear what form this could take. On one hand, it could be as simple as doing a Shadowlands Remix in between the next two expansions, ala Mists of Pandaria or Legion Remix. On the extreme end, we could very well end up back in the Shadowlands for an entire expansion or at least a major patch, either in a familiar zone or an unfamiliar one, picking apart what exactly the "truth" is of the Shadowlands that Sylvanas is talking about.

Revisiting Shadowlands, in whatever capacity, would also give Blizzard the opportunity to revisit Sylvanas. She's been out of the picture for several expansions, with Blizzard rightly recognizing the character needed a lore break. But bringing her back in any context, even after a hiatus, is full of challenges. Her personality, motivations, desires, and fears aren't really clear anymore after the plot pulled her in so many different directions for multiple expansions, and bringing her back would require settling on some sort of firm outline of who Sylvanas is, now, after everything. It would also require basically every character excusing the Night Elf genocide enough to allow her to be around in a more permanent way, and an awful lot of players would likely feel a bit uncomfortable with that scenario. Probably the Night Elves, first of all.

Also, not for nothing, but Sylvanas supposedly was being guarded by a big owl. How is she even leaving the Shadowlands without getting into owl trouble? Why did she show up, shoot off one of Xal'atath's decorations, and then disappear? Heck, why did Xal'atath leave when Sylvanas appeared, apart for the fact that she emerges victorious and then vanishes mysteriously at the end of every big encounter we have with her?

In the end, we don't know what Blizzard is planning. Maybe this was all just an excuse to tie Sylvanas back into the Windrunner-heavy plot and offer some path to reconciliation with her nephew Arator (who seems stoked to see her), and sisters Vereesa (who gives her a big hug in the cinematic) and Alleria (who fell into a big void fountain at the end of Voidspire and whose current status is unknown). For all we know, we never see Sylvanas again! Or, as others are speculating, it's all connected, Pepe Silvia-style, and Blizzard is concocting some ridiculous plan that will make all the Shadowlands issues make sense, tie in the current plot stuff with Xal'atath and the World Soul and the Titans and all, and redeem Sylvanas somehow all in one fell swoop. That seems like a tall order to me, but what do I know? I can barely keep all the Dragon Aspects straight.

We're just going to have to sit tight. March on Quel'Danas literally just came out, and upcoming patch 12.0.5's most exciting introduction is a prop hunt mode (though that is admittedly pretty exciting). We've got months of raiding ahead of us before anything Sylvanas- or Shadowlands-related could even begin to manifest itself. We're also, dare I say it, in the middle of a pretty fun expansion generally as far as questing, raids, dungeons, delves, and world activities go. I'm personally fine with letting Blizzard cook on this one... even if I did roll my eyes into the next county when I saw two of Blizzard's numerous tragically conflicted purple women have a brief, inconsequential staredown.

We'll get Xal'atath next time, I hope.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.



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

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

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

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

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

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

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

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

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

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

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social



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