Sunday, August 31, 2025

The Best Deals Today: Tony Hawk's Pro Skater 3+4, Paper Mario, LEGO Harry Potter, and More

We've rounded up the best deals for Saturday, August 30, below, so don't miss out on these limited-time offers.

Tony Hawk's Pro Skater 3 + 4 for $34.99

As part of Amazon's extensive Labor Day deals, you can score Tony Hawk's Pro Skater 3+4 for its lowest price ever. In our 8/10 review of the game, we wrote, "Tony Hawk’s Pro Skater 3 + 4 proves yet again the series’ over-the-top skateboarding formula is totally timeless, even if some of the changes to THPS4 miss the mark and the soundtrack has been fumbled."

Save on the Magic: The Gathering - Final Fantasy Commander Deck Bundle

This Magic: The Gathering - Final Fantasy Commander Deck Bundle packs in all 4 decks available, and you can save over $100 this weekend at Amazon. The Final Fantasy collaboration was the biggest in history for MTG, with sets sold out everywhere around launch. If you've held out on starting your MTG journey, this is the perfect set to jump in with.

LEGO Harry Potter Hogwarts Castle for $136.99

LEGO sets have continued to get more expensive over the years, especially those with more pieces. This 2,660 piece set was the very first set to model Hogwarts Castle and its grounds, making this the perfect gift for any Harry Potter fan.

Metal Gear Solid Delta: Snake Eater for $52.38

Metal Gear Solid Delta: Snake Eater is set to finally release this week after years of anticipation. The remake of Metal Gear Solid 3 is $52.38 at Fanatical right now, so PC players can save almost $18 off ahead of launch. In our 8/10 review, we wrote, "Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic."

Pre-Order Cyberpunk: Edgerunners on Blu-ray

Cyberpunk: Edgerunners is finally coming to Blu-ray, and now is your chance to take home this beloved anime. This Complete Blu-ray Box Set includes all ten episodes of the anime across three discs, a special booklet, a storyboard booklet, three animation cel sheets, and a two year anniversary poster. Currently, this set is set to ship out starting on October 23.

Paper Mario: The Thousand-Year Door for $39.99

Paper Mario: The Thousand-Year Door was one of the most requested games for Nintendo Switch, and Nintendo finally brought the game over in the form of a remaster. In our 9/10 review, we wrote, "Paper Mario: The Thousand-Year Door is an amazingly loyal and visually dazzling remake of a treasured RPG, and the improvements made throughout easily make this the definitive way to experience Mario’s unforgettable quest."

New Clair Obscur: Expedition 33 Edition Up for Pre-Order

Clair Obscur: Expedition 33 has been one of the most popular games of the year, with physical copies continuing to sell out from time to time at retailers like Amazon. This week, Amazon revealed a new exclusive Mirror Edition, which packs in three different art cards, a Steelbook, and a copy of the game. If you've yet to experience Sandfall Interactive's hugely popular game, this is the perfect time to pick up a copy.

Split Fiction for $39.99

Split Fiction released earlier this year, and it's still one of the best games of 2025. This co-op adventure follows two prospective writers, Mio and Zoe, on a journey through their own stories brought to life. You can pick up a PS5 copy for only $39.99 at Amazon this weekend, which is a great price for an excellent and memorable experience.

Save 50% Off Master Detective Archives: RAIN CODE Plus Limited Edition

Amazon has the Master Detective Archives: RAIN CODE Plus Limited Edition available for just $49.99. This is for PC, including a Steam copy of the game. Additionally, you'll get a Steelbook, a printed novel, a CD soundtrack selection, and a 6.5" Shinigami plush.

LEGO Horizon Adventures for $21.99

Woot has LEGO Horizon Adventures for PS5 on sale for $21.99 this weekend. As one of the more recent LEGO games, this is a really solid deal for those who haven't yet had a chance to pick up this one up. In our 7/10 review, we wrote, "Lego Horizon Adventures reimagines Horizon Zero Dawn with a playful Lego twist, simplifying the story while keeping the heart of its key moments and characters."

Rune Factory: Guardians of Azuma for $59.99

You can save $10 off Rune Factory: Guardians of Azuma, which launched alongside Nintendo Switch 2 in June. The Nintendo Switch 2 physical copy includes the full game on the cartridge, and you can even play the Nintendo Switch version as well. Don't miss your chance to jump into this new adventure at a discount!



from IGN Video Games https://ift.tt/zUZbPt2
via IFTTT

Friday, August 29, 2025

Hands-On With Kaiju No. 8 The Game

In the world of Kaiju No. 8, titanic, otherworldly beasts are a constant threat in Japan: to the extent that not only is there a military organisation – the Japan Anti-Kaiju Defense Force (JAKDF) – set up to deal with them, but there are also regimented clean-up crews whose jobs are to come in and cut up then cart away the often skyscraper-sized foes once they’ve been felled.

Lead character Kafka Hibino dreams of being a JAKDF officer, but at the start of the series is working in clean-up, and hoping that when there’s work to be done he doesn’t get assigned the intestines… for obvious reasons. It’s not long, however, before he’s – season one spoiler alert here – both a member of the JAKDF and dealing with the fact that he’s somehow been gifted/cursed with the powers of a kaiju himself, designated by the powers that be as Kaiju No. 8.

Stylish action, goofy humour and bad-ass characters all come together to make what follows a whole heap of fun, and frankly, excellent fodder for a video game. Why so? Well, in terms of action, the series focuses around squad-based combat against bizarre and menacing enemies both large and small, with battles decided by exposing each creature’s core (i.e. weak point) and finishing it off. Pair that with highly individual characters, who have a range of expertise in different weapons and fighting styles, and you’ve got a video game waiting to happen.

Enter Akatsuki Games, and Kaiju No. 8 The Game. This free-to-play turn-based RPG on mobile (with PC to follow) very much fits the mold for modern Japanese live service mobile games, with gacha rolls for characters and weapons, and numerous different currencies and crafting materials that allow you to level up characters, moves, weapons and more. This is a game with daily check in rewards, time-limited events and grinding for materials so you can enhance your characters and take on the next challenge.

Whether that’s your kind of thing is up to you, but there’s no doubt that the team has put a lot of effort into this title. Akatsuki Games has been working on Kaiju No. 8 The Game for more than two years – since well before the anime started airing – with a team size of around 200 people.

The result is a game with excellent presentation, thanks to well-realised 3D character models, a good sense of scale, and super slick combat animations. The core gameplay loop is compelling too, putting you in control of a four person squad in turn-based battles that move quickly and have plenty of room for strategic depth.

Kaiju No. 8 The Game also has an impressive amount of content out of the gate. Not only does it have an original story to play through (set during the second season of the anime, which is airing now), complete with an impressive amount of voice acting (in Japanese), but it has other modes that highlight iconic moments from the manga/anime’s story, tell side stories for the main characters, and so on. It even has a side-scrolling combat mini-game.

Let’s dig into some of the specifics.

What’s the Story?

In Kaiju No. 8 The Game, Dimensional Gates are opening up in the sky and a stream of kaiju threats are swarming out. Is this a job for the JAKDF? Yes, but with a little help from CLOZER (that’s the rather awkward “Closing Order With Zero Restrictions”, in case you’re curious), a special organisation tasked with sealing said gates. The plot twist, however, is that the captain of CLOZER is Sagan Shinomiya – one of a handful of brand new characters – and fan fave Kikoru Shinomiya’s sister.

The set-up allows for a never-ending stream of gameplay as you fight through the kaiju from a particular gate, culminating in a boss battle and closing the gate, then moving on to another. It’s a fun premise, however, as the gates themselves connect to a different dimension, meaning that iconic kaiju that have already been neutralised in Kaiju No. 8’s world can still appear, allowing the game to dive into battles only referenced in the manga/anime. My hands-on, for instance, culminated in a fight with an alternate version of the legendary Kaiju No. 2.

Another important point is that while the manga/anime is set entirely in Japan, these gates are opening up globally, so the game can roam all over the place. You can imagine how a live service title might take advantage of travelling to different parts of the world.

In addition to Sagan, and a couple of other entirely new characters, Kaiju No. 8 The Game is packing all the series mainstays you’d expect, from the captain of the Third Division Mina Ashiro (and her tiger Bakko) and her vice captain Soshiro Hoshina, through to the captain of the First Division (and otaku slacker) Gen Narumi and Kafka’s partner Reno Ichikawa. Each, as you would expect, has a signature weapon and fighting style, from Hoshina’s twin swords through to Sagan’s shield, which she uses like a blunt weapon.

Kafka’s Ultimate sees him transform into Kaiju No. 8… giving him a completely different set of moves.

Kafka is perhaps the most interesting, as he is essentially two characters in one. All the other fighters unleash a flashy attack when their Ultimate is triggered in battle, but Kafka’s Ultimate sees him transform into Kaiju No. 8 for the rest of the encounter, giving him a completely different set of moves.

Squad Up!

The battle system lets you choose a squad of four before each mission, and the order in which you place them creates two pairs of “battle buddies”, dictating who executes follow-up attacks when you expose a kaiju’s core. (More on that in a sec.)

Combat is turn-based, with the upcoming move order shown at the bottom of the screen. As you’d expect, characters have a wide array of options from single and multi-target strikes through to buffs and debuffs, but there are a couple of key systems that open up strategy. The first is that your party has a shared SP pool (mana, essentially). A normal attack restores a pip, while using a combat skill depletes one. This approach means you need to be tactical in how you manage your resources in order to use your characters’ most powerful techniques.

On top of this is the system for exposing an enemy’s core – a pivotal part of combat in the manga/anime that’s been brought across to the game. Enemies have discreet shields (called plates) that reduce the amount of damage they’ll take, so the main priority in any combat encounter is working out the most efficient way to break them. Some plates can be broken with any attack, others require specific types of attacks. You might need to use an elemental attack, or even more specifically, an attack utilising one of the five elements in the game (fire, ice, wind, lightning and water). Obviously different characters have different types of attacks, so ensuring your squad has the affinities necessary for the combat encounter you’re going into is key.

Breaking enemy plates is vital because once you destroy them all, the kaiju in question’s core is exposed, triggering an automatic follow-up attack from the attacking character’s partner and forcing the foe to skip a turn, bumping it back down the turn order sequence at the bottom of screen. It’s pretty satisfying knocking a kaiju back just as it’s about to attack, or better yet, preventing it from unleashing its Ultimate.

Speaking of Ultimates, each character has a gauge that fills as they fight (with follow-up attacks boosting it significantly), and these are – as you’d expect – some of the flashiest and strongest attacks in the game. Ultimates are great for finishing off kaiju with their core exposed, and can be triggered at any time, overriding the upcoming attack order. One thing to bear in mind is that missions are made up of several combat encounters, one after the other (with fast-paced ninja running in between, as the squad sprint to the next battle), and your SP pool and Ultimate charges carry over from battle to battle so, if the final encounter is significantly harder, you can prep for it.

Combat overall is fast and slick, letting each character show off their individual styles while also working as a team. You’re generally fighting smaller kaiju that attack in groups, but the game does also pit you against the kinds of towering monsters the manga/anime is known for, with the camera set low to really help sell the scale of the encounters.

Enhancing and Ascending

There’s a good strategic foundation to Kaiju No. 8 The Game’s combat, but as with most RPGs, your characters need to be constantly leveling to keep up with the opposition you’ll face next. There are a somewhat overwhelming number of systems in place to allow your characters to grow more powerful, and they’re pretty much all centered around material drops.

Just to quickly give you an idea, you use Defense Force Manuals (of which there are several rarities), along with credits, to “enhance” (i.e. level up) your characters. These all drop from playing the game and are essentially spendable XP. Initially your characters max out at level 20, but the level caps can be expanded, boosting the character in question and also increasing the challenge level of story missions and opening up higher difficulty training options. (Training, incidentally, is how you get the materials to enhance individual skills, but is subject to a stamina system.)

Characters can also “Ascend”. This requires you to have a double of the character and other resources, and gives you a bonus perk. On top of all this you can enhance your characters’ weapons and individual skills. There’s a lot to keep track of, and it feels like you’ll need to have a decent pool of competitive characters in order to swap your squad around if you need specific plate-breaking abilities, which means engaging with a tonne of different collectables.

New weapons and characters are acquired through the game’s gacha rolls, and utilise a star system for rarity. For the most part you’ll be getting three star weapons, and it remains to be seen how many rolls free-to-play players will be able to generate, as well as how fairly priced the gacha system will be for paying players. One thing is certain, though – the pool of characters and weapons is pretty large, and the rarest drops infrequent, so if you’re hunting for something specific, it may be a long process.

Despite the many trappings of free-to-play mobile game design, Kaiju No. 8 The Game’s moment to moment gameplay has a lot going for it, with clever core battle mechanics, slick animations and impressive visuals. And with its strong emphasis on story, and clear reverence for the source material, this adaptation will definitely be worth a look for fans of the series. Kaiju No. 8 The Game is out on August 31.

Cam Shea visited Akatsuki Games in Tokyo as a guest. He’s a former IGN staffer, now freelance writer and beer geek.



from IGN Video Games https://ift.tt/E6Hc2L1
via IFTTT

Konami Asked Every Single Model From Metal Gear Solid 3's Sexy Posters to Send Them Recent Photos So They Could Update the Graphics for the Remake 20 Years Later

From Calorie Mate snacks to hidden Kerotan frog statues, 2004’s Metal Gear Solid 3 was packed with varied real-life Easter eggs, even if they contradicted the game’s 1960s setting. One memorable gimmick for eagle-eyed players to spot in the indoor areas of MGS3 (and MGS2) was the posters of current Japanese gravure idols — female models who pose in revealing outfits.

These sexy posters make a return in the remake Metal Gear Solid Delta: Snake Eater — with an added twist. If you play on Legacy Style mode, the posters are as they were in the original. But if you are playing using the New Style mode, with its modern over-the-shoulder camera angle, you’ll notice that although the models are the same, the photos have been swapped out for recent shots of what they look like now, two decades on.

In a recent interview with Famitsu (and previously reported on by Automaton), the developers at Konami revealed how this change came about. They say that their aim with Metal Gear Solid Delta: Snake Eater was to evolve the game while staying true to the core essence of the original MGS3, and recreate its jungle setting so that it looked extremely realistic. However, they also ended up making small, unexpected tweaks to the content of the original, with the gravure posters being one such tweak.

Apparently, the initial plan for the model posters was to use higher resolutions of the images used in MGS3. However, once the team had decided to implement a Legacy Mode and a New Mode, they hit upon the idea of changing up the gravure posters to reflect the 21 years that have passed since MGS3’s initial release.

Delta’s creative producer Yuji Korekado (who also worked on the original MGS3) explained that for New Style mode, the team decided to reach out to the models that featured in MGS3 and ask them to send in new, recent photos. This does not mean that all the models are decked out in bikinis, though. Rather, the team asked them to simply send in pictures of how they look now. According to Korekado, every single model from the original sent in photos that span the gauntlet from sexy swimsuit shots to family snaps. “We would like players to seek out and find all the different types of photos,” said Korekado, with series producer Noriaki Okamoto adding that “if you are familiar with the original graphics, seeing the current photos really packs an emotional punch.”

MGS3 also featured issues of real-life video game and glamour magazines that you could amusingly use to distract guards (the magazines featured differed depending on the region). However, Korekado said that the decision was made not to update these magazine covers, as many of the publications that popped up as items in MGS3 have since ceased publication. So, the real-life mags that you could find in MGS3 remain the same in both versions of Metal Gear Solid: Delta Snake Eater.

Korekado also expresses gratitude towards all the people that returned to work on the remake. He explained that the team was able to get Cythia Harrel to re-record the game’s Bond-esque opening theme ‘Snake Eater,' as well as Kyle Cooper, who designed the intro movie.

In related news, Lori Alan, who has reprised her role voicing Snake’s mentor The Boss in the game’s English language version, stunned fans yesterday by posting a seemingly recent picture of herself cosplaying as her character:

We've got plenty more Metal Gear Solid Delta: Snake Eater news, including very early mods (one of which lets you play as Hideo Kojima!), and patch notes for the first post-launch update. IGN's Metal Gear Solid Delta: Snake Eater review returned an 8/10. We said: "Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic."

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.



from IGN Video Games https://ift.tt/ABgJdaw
via IFTTT

Thursday, August 28, 2025

Elden Ring: Nightreign's Rumored Ultra-hard Difficulty Mode Confirmed for September

Elden Ring: Nightreign's previously-rumored ultra-hard difficulty mode is real and official, according to Bandai Namco, and it's coming to the game on September 11.

As announced in an official post, the new mode is called "Deep of Night" and is essentially a challenge mode of the base game. While previously, Nightreign's ongoing challenging endgame content has been limited to more difficult bosses, Deep of Night will impact an entire run, from start to finish.

For one, enemies will just be stronger than normal across the board. You also won't get a heads up about which Nightlord you'll be fighting, nor will you know if you're getting a Shifting Earth event in advance, so you won't be able to prep a build for any specific type of run.

However, to counterbalance this, players will be able to collect new types of weapons and relics with even more powerful effects...though they may also have some new drawbacks attached as well.

As you play and win Deep of Night you will descend to deeper depth levels, going at least as far as Depth 5. Each new Depth gets even more challenging, though losses will push you back up to easier Depths.

This mode was previously datamined, with dataminers getting all the announced details correct. Not announced but suggested by the datamine is that Deep of Night will feature skill-based matchmaking, and that some enemies will get special additional effects, such as being "magmafied," or covered in magma. The datamine also suggests that players can unlock access to three additional relic slots for Deep of Night only, giving them up to a total of six.

We gave Elden Ring Nightreign a 7/10, saying "when Elden Ring Nightreign is played exactly as it was designed to be played, it’s one of the finest examples of a three-player co-op game around – but that's harder to do than it should be, and playing solo is poorly balanced." The game recently got a much-requested duos mode, and currently has two Everdark Sovereign bosses available for players wanting a challenge before Deep of Night: Libra, and Caligo.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.



from IGN Video Games https://ift.tt/NwQHP0l
via IFTTT

Final Fantasy 14's Yoshi-P Weighs in on Mods After Popular Custom Character Sharing Mod Shuts Down

Final Fantasy 14's community is once again in a tizzy about the use of mods in game, to the point where the game's producer and director, Naoki Yoshida (Yoshi-P), has weighed in.

First, some background. While modding is an extremely common practice across many games, including other MMORPGs like World of Warcraft, Final Fantasy 14 has always had a slightly more hostile relationship with them. That's not to say players don't use mods in FF14 - they absolutely do. But officially, they're not allowed. Even so, Square Enix has largely operated for a long time on a policy of letting mods slide...as long as players aren't too loud or obvious about it. So players might use mods to customize their UIs, or change the way their character looks just on their own screen. As long as they aren't interfering with other people's games or, say, being very public about their mod use, the publisher has mostly turned a blind eye.

But that strategy hasn't always worked out for Square Enix, especially due to the lack of real clarity for players as to what Square Enix will be permissive about, versus what it will immediately ban. And recently, mods have been in the crosshairs of the developer once again. Earlier this year, Yoshi-P himself threatened legal action after a mod went around that could track other people's player data - a mod that's pretty obviously not permitted by any standards. But more recently, a different, less obviously problematic mod has entered the discourse: Mare Synchronos.

Mare Synchronos is a mod that's become popular with Final Fantasy 14 players over the years, especially for role-playing communities. Essentially, it lets those who use it "synchronize" their character appearances with those of other players. Here's an example. If I'm playing FF14 and don't have a lot of cool gear to dress my character up in, and don't want to run the content needed to acquire it for whatever reason, I can use a mod that will let my character appear exactly how I want them to - but only on my screen. However, with Mare Synchronos, everyone else using Mare Synchronos can also see that modded appearance. Players who do not use the mod will see my character in whatever bland gear I'm actually wearing. And critically, Mare doesn't actually let you change your character's appearance - other mods are needed for that. Mare just lets you see other mods, and be seen.

However, a week ago, Mare Synchronos announced it was shutting down. The cited reason was that it had received a "legal inquiry" surrounding the project, and after reviewing options, the creator decided to wind it down. It officially went dark last Friday. While some fans were unphased by the shutdown, or even claimed they'd expected it eventually, many others were deeply upset. Though Mare's developer hadn't specified who the legal inquiry was from, many speculating it was likely Square Enix, and even took to the FF14 official forums to complain about the third-party mod shutting down. It's even getting review bombed on Steam right now, currently sitting at "Mixed" recent reviews versus "Very Positive" total reviews.

Which is what has prompted Yoshi-P to speak up. In a lengthy post on the official Final Fantasy 14 website, the producer reiterated his past-stated stance on mods: he tolerates them. That stance, he says, hasn't changed. Mods made entirely for one's own personal use that only impact the individual using them, Yoshi-P explains, are fine with him. "I'd like to stress the importance that players follow two rules: that their style of gameplay does not infringe upon others, and that they do not negatively impact the core game, its services, or intended game design, as mentioned above."

Yoshi-P goes on to detail exactly what he means by "negative impacting the intended game design" and "infringing upon others." He offers an example of a player, Player A, who loves to raid and acquires a new title and weapon by successfully finishing an Ultimate raid. Player B does not have time to raid, and uses a mod that allows them to see their character with the same title and weapon as Player A. As long as that only displays on Player B's screen, that's not a problem for Yoshi-P.

However, where Yoshi-P takes issue is when this begins to impact others. If Player B's changes are visible to Player A somehow, "it considerably negates the cooperation, time, and effort invested, not to mention the pride they might have felt in their achievement."

He goes on to illustrate another example that is unacceptable: a mod that allows players to freely equip optional items purchased from the FF14 Online Store and display them to others:

"Some may say that Square Enix is to blame for trying to make money by demanding that players spend extra on optional items," he writes. "We operate our servers and data centers twenty-four hours a day, three-hundred-sixty-five days a year with the hope that our players can enjoy a reliable gaming experience. Currently, global inflation is taking its toll at a rapid pace, driving up server electricity costs, the cost of land, and even the price of servers themselves. We do not want to increase subscription fees for players, if at all possible─but keeping our game running requires sufficient income. If we start creating a deficit, FFXIV may no longer be able to operate. This is an example of damage dealt to the services we provide."

In a third example, Yoshi-P mentions the possibility of a mod that displays a character completely naked. Even if this is only displayed on the player's screen, he explains how it could potentially still be harmful. For instance, if a player posts a screenshot of their naked character on social media, FF14 may face legal consequences.

I ask that all players in turn respect our game by enjoying their fun within the confines of some basic rules.

"Laws that regulate the content of video games grow stricter by the year," he says. "These laws are there to protect minors and for a variety of other reasons, but the fact remains that they are tangibly becoming stricter. We have a duty to provide our services in adherence to the laws of all countries where FFXIV is available, and if we are unable to do so, the distribution of our game can be prohibited. This is another example of damage dealt to our services."

Yoshi-P ends his post by saying he intends to listen to player feedback and try to increase the freedom of players to equip different types of gear. "While paying respect to the long-standing tradition of modding PC games, I ask that all players in turn respect our game by enjoying their fun within the confines of some basic rules," he concludes.

While this post contains some much-needed clarification, it ultimately does leave Final Fantasy 14 in the same odd limbo state it's always been in: no mods allowed, except it's fine if no one ever knows you're using them. While that will likely be sufficient clarification for many players, it's still a potentially frustrating place for players who have built their gameplay styles around the modding community and what it has to offer. At least over on console, no one has anything to worry about.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.



from IGN Video Games https://ift.tt/FAjoRUv
via IFTTT

Wednesday, August 27, 2025

We Build the LEGO Fortnite Mecha Team Leader, a Wildly Impressive Set

We all know Fortnite is the king of crossovers, but the tables have turned in recent years, with Fortnite crossing over into LEGO territory. We've had a handful of sets come out that represent the weird and whacky world of one of the most popular battle royale games, like the Durrr Burger and iconic Battle Bus. The most recent set, which dropped earlier this month, is the gigantic Mecha Team Leader. I'm not the biggest Fortnite player, but even I can't deny how much fun this build was.

The LEGO Fortnite Mecha Team Leader is easily the biggest build I've done here on IGN. When the box arrived in the mail I was genuinely surprised at its size. Coming in at just under two feet, the box is absolutely massive. The set itself is comprised of 2,503 pieces and is spread out among 19 bags. The instruction booklet is just as heavy-duty, feeling like a graphic novel at 317 pages. The instructions and sticker sets even came in a premium-feeling envelope to protect it, which I appreciated.

I didn't quite know what I was getting myself into when I started this build. I've built countless LEGO sets in my day, but truly nothing quite at this scale. I built this in one day because I don't know how to relax, with a couple breaks in between because my kitchen table chairs aren't comfy whatsoever. Overall, I think it took me around five or six hours. Every aspect of the mech's body is exquisitely detailed, each with their own extremely technical and unique attachment techniques. I timed it, and just one leg took me almost an hour.

I'm not educated on the lore behind the Mecha Team Leader's design, but I think I can speak for everyone when I comment on how ridiculous (and ridiculously awesome) this set is. One leg is made up of what looks like ice cream, with an apple foot, while the other foot is a literal cheeseburger. I don't get it, and I don't care; this thing rules. Building the each body part was extremely satisfying, getting to see how in-depth the attachment techniques are. Every limb is movable and posable except for the knees, which unfortunately don't bend. But you can still articulate the mech's arms, hands, and fingers to put it up on your shelf however you want.

One of my favorite aspects of this build is the huge sword. It cleverly uses a grey LEGO minifigure blank head and ponytail hairstyle to simulate what I'm pretty sure is a fabric tassel on the end of the sword's grip. You can slot the sword into either of the mech's hands, so feel free to pose it however you want, the sword won't fall off.

The mech's chest cavity opens up to allow a minifigure version of it to enter, and this is also one of the first parts of the build. You build out the pilot cockpit, complete with a detailed chair and screens to survey the battlefield, which are where most of the sticker elements come into play. The mech's armor breastplate itself was fun to build, but I'm questioning some of the sequencing in the steps here; it was difficult to attach the upper breastplate once it was fully assembled to the rest of the body without breaking off other pieces in the process.

The teddy bear head really ties the whole set together. It's the last bit of the build, and it also one of my favorite parts. I always appreciate how LEGO designers can take ordinary brick shapes and mold into an extremely detailed, uncanny recreation of what we all know to be a head, and the Mecha Team Leader's head is no different. Its eyes, ears, and little tufts of hair sticking out are awesome little details.

Even though I don't play Fortnite, the LEGO Mecha Team Leader is one of my favorite builds I've ever done, whether for IGN or on my own. Once it's all said and done, it stands at almost 18 inches tall. It's an impressively designed and time-consuming build that I highly recommend spacing out over multiple sessions. The minifigure version of the mech, the buildable sword, and "Fortnite" printed LEGO plaque are all great additions to an already great set. I love LEGO and I'm a huge nerd when it comes to appreciating the design of massive, technical sets like this, and I can't wait to see more of what they can cook up. Check out our Fornite LEGO designer interview for info on earlier Fortnite sets.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.



from IGN Video Games https://ift.tt/8UyHB9C
via IFTTT

Following Datamine Leak, Bethesda Confirms Starfield Space Gameplay Revamp ‘To Make the Travels There More Rewarding’

Starfield developer Bethesda has finally teased some of the upcoming changes coming to the game, confirming improvements to space gameplay “to make the travels there more rewarding.”

Earlier this month, fragments of code uncovered by Starfield fans suggested Bethesda had a more streamlined space travel experience in the works, though potentially still with some caveats. While you may be able to travel between planets within the same system, fans said it looked like you wouldn’t be able to fly all the way between systems. And it looks like you won’t be able to fly directly from a planet's surface into orbit, like No Man's Sky.

References to the new offering, referred to in the game's code as "Cruise Mode," were detected by players and shared on reddit, though Bethesda reportedly issued another small patch to scrub them from view.

Now, in a new video discussing his career, veteran Bethesda developer Tim Lamb confirmed that the studio has been working on Starfield’s space gameplay, and that a new DLC story is still coming at some point.

“I think as it comes to Starfield, I'm really excited for players to see what the teams have been working on,” he said. “We have some cool stuff coming, including free updates and features the players have been asking for, as well as a new DLC story.

“I can't go into all the details just yet, but I will say part of the team has been focused on space gameplay to make the travels there more rewarding. We're also adding some new game systems, and a few other smaller delights. There's also some really interesting stuff coming down the pipe from our verified creators. There's some fun stuff.

“I just want to say thanks. We really appreciate the support and the enthusiasm. We can't wait to get it into the hands of our players.”

Last month, Bethesda said it had "exciting things" coming to Starfield soon — presumably referring to this. However, Starfield was a no-show at gamescom 2025 last week, prompting further fan concern.

Earlier this month, it was reported that Starfield's second expansion and much-anticipated PlayStation 5 port would now arrive in 2026, following the poor reception to 2024 add-on Shattered Space. Bethesda boss Todd Howard had previously talked of expansions arriving annually, but perhaps Bethesda sees the addition of some form of spaceflight as something to keep players occupied until then.

Starfield launched in September 2023 as Bethesda’s first brand new IP in 25 years, but it was not as well received as the studio’s previous games in the Fallout and The Elder Scrolls franchises, and the Shattered Space expansion, released a year later in September 2024, has a ‘mostly negative’ user review rating on Steam.

Starfield went on to reach 15 million players, but the question of whether Bethesda might walk away from the game to focus on its other franchises has been a running theme since release. In June 2024, Bethesda insisted it remained committed to supporting Starfield, and confirmed at least one other story expansion would come out following Shattered Space. And in an interview with YouTube channel MrMattyPlays, Bethesda Game Studios’ Todd Howard said the developer was aiming to release an annual story expansion for “hopefully a very long time.”

Speaking more generally about the development of Starfield, Lamb described it as “like making four games at once.”

“You have your, I'm running around shooting aliens and space guys,” he said. “You have your, I'm flying around in a spaceship, shooting other spaceships. You have the ship builder game. You have the outpost game. Starfield to me was like making four games at once.”

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.



from IGN Video Games https://ift.tt/nWKY8q6
via IFTTT

Tuesday, August 26, 2025

Skate Finally Names an Early Access Release Date, and You Can Play For Free in Under a Month

EA's long-awaited Skate reboot finally has an early access release date, and the good news is you'll be able to play it for free in less than a month.

Skate's early access launch begins on September 16 via PC (EA App, Epic Games Store, Steam), PlayStation 4, PS5, Xbox One and Xbox Series X/S.

As previously announced, you will need an internet connection to play the game, as well as an EA account to log in. Skate developer Full Circle previously explained the need for an online connection as something required for its vision of a "living, breathing, massively multiplayer skateboarding sandbox that is always online and always evolving."

"You’ll see bigger things evolve, like changes to the city over time," the developer continued, "as well as smaller things, like live events and other in-game activities."

Indeed, today's release date trailer focuses firmly on multiplayer gameplay, with squads of skaters seen traversing the streets of San Vansterdam. The game's open-world features traffic, and what look like custom-made objects hung in the sky for you to try and skate upon.

Skate was originally announced by publisher EA way back in 2020, and development has continued slowly but surely ever since. The game has previously been playable by fans within closed community playtests that have even seen the introduction of microtransactions for cosmetic items, if you were wondering how EA plans to monetise the game. All purchases will be reset at the game's impending early access launch — though if you've paid anything before then, your money will be refunded.

"I can clearly see the direction developer Full Circle is taking the series, but I can also say that Skate is shaping up to be a game worthy of being the long-awaited sequel to 2010’s Skate 3," IGN wrote in our Skate hands-on preview earlier this year. "The gameplay seems refined and lives up to its predecessors, the world is big and fun to explore, and the overall sandbox’s 'do what you want' vibe is really making me look forward to diving back in."

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



from IGN Video Games https://ift.tt/nm5UJeG
via IFTTT

New Mega Pokémon Gets Surprise Anime Appearance, Months Before Debut in Pokémon Legends: Z-A

One of the new Mega Pokémon set to appear in the upcoming Pokémon Legends: Z-A has made its anime debut, months in advance of the game's launch.

The unexpected arrival occurred in the latest episode of the Pokémon Horizons series, "The Two Of Us, As Friends", which aired last Friday in Japan.

In it, one of the new Mega Pokémon set to make their first appearance in Switch and Switch 2 game Pokémon Legends: Z-A makes a surprising appearance — and its heroic debut is winning over fans initially unsure about the creature's design.

The episode sees anime hero Roy and ally Uruto all but defeated in battle until Uruto's Dragonite shows signs that it is able to Mega Evolve. The sudden and unexpected appearance of Mega Dragonite then galvanises the rest of the Pokémon, including Roy's Mega Lucario, who then rally to save the day.

And after a mixed response to Mega Dragonite's in-game design, its anime appearance now seems to be getting a warmer welcome. "Mega Dragonite haters better apologize," wrote one fan. "It’s flapping the little tiny wings! Omg I love it hahaha," wrote a second. "Awwww. Okay okay, I’m won over," said a third.

It's unusual — though not unheard of — for a Pokémon to make its anime debut before they're available in a Pokémon game. The practice was far more common during the franchise's early years, when various species from both the Johto and Hoenn regions were glimpsed in anime form before their corresponding games arrived. (Remember Misty carrying around that Togepi egg for what felt like forever?)

More recently, the practice of debuting Pokémon via the franchise's anime has become less common, however, with just a handful of species (Magearna, Terapagos) getting the same treatment over the last three generations.

Pokémon Legends Z-A is set to arrive on Nintendo Switch and Switch 2 on October 16. Fans are expecting dozens of new Mega Pokémon to uncover, though only one other species has been officially revealed so far: Mega Victreebell.

"Overall, Legends: Z-A didn’t feel like a full action game to me," IGN wrote in our first hands-on impressions of Pokémon Legends Z-A's battle systems, "but kind of more like an MMO, with its casting times, cooldowns, and behind-the-scenes math happening. That’s not necessarily a bad thing, but I do hope Legends: Z-A gets challenging enough to make me more intentionally dish out commands and think about switching Pokémon at just the right moment."

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



from IGN Video Games https://ift.tt/NMxniaY
via IFTTT

Monday, August 25, 2025

How One Magic: The Gathering Designer Broke All the Rules and Created a Sensation

Making a Magic: The Gathering card is a long process. To go from an idea to an actual piece of paper in a player’s hand takes years, with each one being discussed, tweaked, tested, proofread, illustrated, and so on as it passes between the many different teams at developer Wizards of the Coast. Unless, that is, it’s a card for the Unknown event that has become the star of every MagicCon live show in recent years, in which case the process is… a bit more loosey goosey.

“The goose is enormous. It is a goose that you have not seen the likes of, ever.”

That’s Matt Tabak, Principal Editor at WOTC and one of the people responsible for the absurd and extremely popular Unknown event. I went to MagicCon in Las Vegas this year to finally see what Unknown was for myself, and I sat down with both Tabak and Gavin Verhey, Principal Game Designer and originator of the concept, to discuss how it got started, why it became such a hit, and how it impacts Magic as a whole.

But first, let’s cover the basics: Unknown is a way to play Magic designed specifically for the official conventions, called MagicCons, that are hosted a few times a year. It’s a Sealed event, which means you sit down, crack open some retail booster packs, and then build a deck out of whatever you happen to get. The big twist is that, alongside some special rules, you also get a little plastic bag filled with 10 random playtest cards made just for this event – they don’t have any art, their rules text is often cramped, and their faces are literally just stickers plastered over actual cards.

“I find part of the joy of Unknown, why players enjoy it so much, is that it is not fully polished,” Verhey says. “It’s like, ‘Hey, step inside being a Magic playtester for a day.’”

Unknown gives you a hands-on peek behind the design curtain to a degree that was previously quite rare, complete with typos, rough edges, and mechanics that don’t necessarily always work within Magic’s rules. They can be a little broken, hard to track, or just more powerful than anything you’d see in a real set – but the one thing they always have to be is amusing.

"If you ask a Magic designer to make Magic cards in their free time, they’ll make something really weird.” - Gavin Verhey

“When you make a Magic card that is intended to go into a booster pack that you hope people will buy, the ultimate goal is joy and entertainment, and there are many roads to get there,” Tabak explains. “On an Unknown card, there’s basically one route to joy, and that’s to make them laugh. Every Unknown card is basically just trying to get somebody to laugh.”

That could be with inside jokes, goofy designs, or even silly references to the city your specific event takes place in. For instance, I opened a card called At Least It’s a Dry Heat that deals 1,000,000 damage that can’t be prevented or “compared to damage dealt by sources on the east coast,” which has been in Unknown packs for Las Vegas two years in a row now. (“It’s not any cooler, for some reason. The sun is still shining,” Tabak jokingly complains, before begrudgingly adding, “which we’re thankful for.”)

Verhey can basically do whatever he wants with these cards, with fast turnaround times and way less oversight than there is while making regular sets. “I’ll be making unknown cards two-and-a-half weeks before the event happens sometimes,” he tells me, which is a far cry from the years a regular set requires. Verhey says it’s a fun creative outlet compared to the more rigid nature of making real cards, and that other members of WOTC now even randomly send him funny ideas that he’ll often drop straight into the next Unknown card pool. “If you ask a non Magic designer to make Magic cards, they’ll make Magic cards. If you ask a Magic designer to make Magic cards in their free time, they’ll make something really weird.”

Even if one ends up clearly out of line, Verhey’s philosophy is that “everything can be fun for three rounds,” which is the most you’ll ever play with a given card in a single event. Tabak similarly emphasizes that “high impact is a priority for these Unknown cards, because [people] have to be immediately wowed and immediately inspired to build decks around them.” That’s due in part to the unique format Verhey has developed for Unknown over the dozen or so times it’s been run since its inception in 2023. It has you building a 60-card Commander deck with no color restrictions that you then play 1v1, which encourages building around a splashy legendary creature and then cramming in as many of the wildest playtest cards as you can reasonably manage.

For example, my commander for the first of the two Las Vegas Unknown events I joined was a card called The Sprinkler of Stardust, which has the extremely strange ability to turn instant and sorcery cards into creatures that then cast themselves when they deal combat damage. My gameplan ended up revolving around punching my opponent with big spells like Bad Deal as many times as I could manage, which was equal parts delightful, devastating, and wholly unique in my three decades of playing Magic.

That commander is itself a reference to both a powerful card called Winota, Joiner of Forces and the Commander Format Panel member known for championing it, Lua Stardust. There have been dozens of nods to Magic community members across the history of Unknown, including a whole series of “Runners” as a shoutout to the group LoadingReadyRun and a round of “Knights” as a wink to The Command Zone, both popular channels that regularly work with WOTC on collaborations.

“MagicCon, in so many ways, is about the people that come." - Gavin Verhey

“MagicCon, in so many ways, is about the people that come,” Verhey says, “and I was like, ‘Wouldn’t it be cool to give back to the community?’” He sees these personal references as both a way to thank the creators who helped advocate for Unknown back when it was still a wild experiment, as well as a fun “quest” for fans as they then go hunting the show floor for signatures or custom doodles on the otherwise blank cards they opened. “Like everything else I did, I pitched it to one person, they’re like, ‘Sounds great,’ and I said, ‘Sold!’”

In fact, when Verhey first pitched the idea for Unknown as a whole, he was confident it would be shot down. It all started when WOTC Senior Operations Manager Scott Larabee asked him to run an event at MagicCon Philadelphia in 2023, but didn’t have any guidance as to what that should look like beyond being a “spectacle event” to excite people. Events with oddball rules were nothing new, but the idea for these playtest cards came from Verhey’s desire to do something that could only come from WOTC’s game design team. His thought before pitching it? “It is going to get killed for sure.”

“I was worried about it because it’s essentially making new Magic cards that are never playtested and put out into the world, which is a thing we often don’t like to do. We like to show our high polish and our high gloss and everything. And, historically, there’s been a lot of rigor around these kind of things. Even the playtest cards for Mystery Booster, there was a lot of time and scrutiny put on those cards.”

But he pitched it all the same and, to his surprise, he got the blessing of both Vice President of Design Aaron Forsythe and Communications Director Blake Rasmussen, which was all he needed to be off to the races.

Verhey describes the first Unknown event as his “weird little side project” (“It was just me doing it in my free time”), printing all the cards out himself and spending all day stickering them by hand in Philadelphia right before the show with the help of a few members of the event staff (“We had no idea how long it was going to take”). When they realized they still needed to make the booster packs, they dumped the “thousands upon thousands of cards” they had just assembled into Verhey’s suitcase and shook it around to randomize them.

“I was so nervous. I was terrified,” Verhey recalls – but the stakes at the time were actually fairly low in the grand scheme of things. Not many people even knew the event was happening, and both he and Tabak agree that it wouldn’t really have been a big deal if it hadn’t gone well, because that would have just meant they don’t do it again. But it did go well, quickly becoming the talk of the show and immediately being put on the schedule for the next MagicCon, and then growing into one of their marquee draws ever since. They’ve even added a charity drive to part of the event each time, which Verhey admits always gets him a little teary-eyed as the amount they raise continues to go up. “Every show we add more seats, every show we do more.”

Tabak says that WOTC does encourage individuals to take on “aspirational” projects from time to time but, even in that context, he describes the things Unknown is doing and its impressive popularity as an anomaly. “You’d be surprised [by] the number of things that were just a two-person idea or one-person idea that grew into something special – very, very few, perhaps none, are on the level of Unknown, though.”

“Every show we add more seats, every show we do more.” - Gavin Verhey

Unknown still operates outside of WOTC’s usual card making process, but Verhey says the quality did vastly improve when Tabak offered his assistance, as it’s the editing team’s job to make sure cards are as close to perfect as possible.

“When we first learned about these cards that Gavin had just put out into the world by himself – as a team, professionally, we were horrified,” Tabak explains as Verhey smiles alongside him. “Now, personally, I was delighted, and I knew I had to get on board with this, so I immediately hounded Gavin and said, ‘Why don’t you let me look at those cards this time before we send them out into the world?’

But even with a bit more oversight, Tabak tells me they still get to break the rules with these cards when it comes to things like typesetting.

“On real typeset cards, we have standards to maintain some measure of readability, we can only put so much text on a card,” he says. “On the playtest cards, we can be a little more forgiving.”

Tabak describes this as an advantage, but his apprehensive tone while doing so betrays the slight discomfort this clearly still causes the editor side of him. Indeed, they both laugh as Verhey teases that “sometimes Matt will be like, ‘Gavin, your card doesn’t fit,’ and I’m like, ‘I can print it out and all the text is on there; I don’t know what to tell you.’”

The way they physically make the playtest cards has matured, too, no longer resting on the shoulders of Verhey and a very large suitcase. They are still individually stickered by hand, but that’s now handled at the offices of WOTC’s event partner, Pastimes, over the course of multiple weeks, with Verhey saying the scale of each Unknown event is “ultimately capped, to some degree, by our ability to just sticker these cards.” (He jokes about considering giving players uncut sheets of printed stickers so they can assemble their own cards, to which Tabak replies, “What if we just give all 600 players scissors? What could go wrong?”)

The structure of the event itself has evolved as well, with player feedback being used to iterate a bit each time. The very first one was normal 40-card Limited, with all the participants split between two teams that they could win points for in a larger competition. It didn’t take long for Verhey to add a commander to the mix, but even that started with the regular color identity rules before first allowing Partner commanders to open things up more and then finally getting rid of color restrictions altogether. The goal behind that is to make sure people can use these wacky cards more reliably, but the variety between shows is also just part of the appeal for anyone who goes to multiple MagicCons.

“I think one of the things about Unknown is, to some degree, it has to keep changing and it can’t be the same thing forever,” Verhey says. “So I’m running this current Commander version right now, but we could do something different at a future one, and that's the beauty of Unknown. People have so much faith in it at this point, they’re like, ‘I’m going to sign up, I’m going to come to see this thing, we’ll see what happens.’ And I might totally change the format at some point, which could be pretty fun.”

“It’s on us to evolve a ruleset based on what set is in the spotlight at the time, kind of match that and bring them something that they can’t find [in regular Sealed],” Tabak adds on. The Las Vegas event I attended was primarily tied into Tarkir: Dragonstorm, with special creatures linked to its five clans, but the card pool also had plenty of RPG references as an homage to the Final Fantasy crossover set that had just come out. Tabak is quick to point out that there are always a lot of newcomers, too – some of whom have no idea what they are getting into before they sit down at the table. “There are definitely people that are surprised when we hand them the playtest cards. They’re like, ‘I don’t know what this is, do I just put it in my backpack?’”

“The number one goal for me is just let people have fun and make them smile and delight them – and if I learn anything, that’s a nice bonus.” - Gavin Verhey

I was curious how much those playtest cards are actually “playtesting” something, and if WOTC uses Unknown as a real testing ground for ideas given how quickly they can go from concept to public feedback, but it turns out this really is mostly just them having fun. “I'd say [Unknown cards are] like 85% nonsense,” Verhey says, “5-10% ‘here’s a thing we actually tried for the set it was associated with that we didn’t end up using,’ [...] and maybe 5% are like, ‘I actually think this could be cool, let’s see what people think about this.’”

He wouldn’t give any indication as to which ones fall into that final category, but Verhey says he has used the popularity of some cards in Unknown as “ammo” to convince people internally that something similar could be a good idea for a real set. Besides, even as unofficial, stickered cards, he recognizes that some people have started to take them more seriously, using them in casual Commander decks or even their cubes (a collection of cards that make up a custom Draft set). “The number one goal for me is just let people have fun and make them smile and delight them – and if I learn anything, that’s a nice bonus.”

It’s hard not to be at least a little bit amazed by both the almost grassroots rise of the Unknown event and the surprisingly bootstrap way it gets made within the multibillion-dollar corporation that is Wizards of the Coast. Tabak says it’s a testament to the company’s culture that this sort of thing is encouraged, but it has still grown far bigger than anyone expected it to (including its creator), going from shaking typo-filled cards in a suitcase to filling up convention floors and raising money for good causes. When I ask if it feels like they sort of got away with something here, Tabak’s response is unequivocal:

“Absolutely. And we’re going to keep getting away with it, too.”

Tom Marks is IGN's Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.



from IGN Video Games https://ift.tt/Rjg9WPd
via IFTTT

John Carpenter's Toxic Commando Puts an '80s Horror Spin on Left 4 Dead

Considering it was revealed to the world with a trailer that featured four zombie-blasting soldiers singing along to Bon Jovi’s “You Give Love a Bad Name”, I expected John Carpenter’s Toxic Commando to be much funnier than it is. Inspired in equal measure by the supernatural horror and buddy action movies of the 1980s, it is big and dumb and goofy… yet never as batshit bananas as you’d expect for a game that’s quite literally about fighting an entity called the Sludge God. But while it may not be that funny, it is fun. You may have already forgotten about that 2023 reveal trailer, but after playing three hours of its co-op missions, I don’t think Toxic Commando is going to fade into the background thanks to its surprisingly solid Left 4 Dead-alike antics.

While it is presented akin to a story campaign shooter with cutscenes, plot points, and a lore-dropping man-in-the-chair vaguely modelled after John Carpenter himself, Toxic Commando is clearly designed to be a regular destination for a team of four friends who can run through its missions on repeat. Each expedition takes place on a reasonably-sized open map, dotted with a handful of optional objectives and loot caches alongside the quest’s main goals. With no ticking timer or shrinking circle, you can take your time to collect everything, scour every point-of-interest, and generally mess around with your pals before pushing onwards to the mission’s finale. It’s surprisingly leisurely… at least until the horde applies the pressure.

Developed by Saber Interactive, Toxic Commando is built on the studio’s now-signature horde technology that renders hundreds of sprinting zombies simultaneously, allowing for enemies to clamber up walls like a reverse waterfall of rotting flesh. In many ways, Toxic Commando feels like a successor to the game where this tech originated, World War Z, and even features near-identical mechanics – during frequent hold-the-line defence objectives, you mow down incoming enemies with the same array of emplaced machineguns, mortars, and electrified grids. It’s just that this time it’s all rendered with a gloriously gross horror aesthetic. Who wants zombies to look like humans when they can look like lamp-eyed freaks from the death dimension?

Those freaks burst and break when they’re introduced to the hot lead dispensed by a very healthy arsenal. They’re all based on real-world guns (aside from the wildly powerful rail gun, which scatters foes like bowling pins) and divided up into your regular groups of shotguns, SMGs, sniper rifles, and other formats not beginning with “S”. Saving them from feeling utterly ordinary is how they fire with the exaggerated bravado of an ultra-violent b-movie – all sputtering muzzles, wide bullet spread, and explosive impacts. Legs are severed, ribcages torn open, and brains pinwheel out of busted skulls. It’s all as squelchy and sinewey as you’d hope from a game associated with the director of The Thing.

Your choice of loadout defines the combat experience much more than the four character classes, which feel like minor augmentations to standard FPS action rather than crucial battlefield roles. Each is defined by a single special ability – the Operator uses a drone that automatically bombards enemies for a few seconds, the Strike can unleash a barrage of energy blasts, the Medic has an area-of-effect heal, and the Defender can put up a damage-absorbing barrier. At least during my hours of play, these abilities came in handy during a pinch but did little to direct how I played. Perhaps filling out the skill tree will give each class stronger definition, but right now it seems like the regular shooting is the main event.

There’s admittedly very little new or experimental in Toxic Commando, but what’s here is genuinely good fun.

Mowing down a lot (a lot) of zombies is the crux of Toxic Commando’s objectives. Sometimes that’ll involve the genre-trademark special infected that largely work exactly as Left 4 Dead dictated (sticky ones that grab you, tanky ones that charge at you, gross ones that spit at you.) Elsewhere you’ll need to unload a belts-worth of ammunition into a tangled mess of tentacles, or use demolition charges to blow some kind of growth to smithereens. It’s mostly by-the-numbers co-op shooter fare, but across the few missions I’ve played there’s the odd one that shines brighter. One quest sees the map covered by a Fortnite-ish, life-sapping storm, and the only way to navigate between the shielded pockets of safety is to drive an ambulance that can trickle heal those sitting inside it. It’s a really coherent meshing of environment, situation, and equipment design.

Regardless of if the mission requires one or not, vehicles are as significant to Toxic Commando as its zombies and guns. The spaced-out objectives and open nature of the maps mean you’ll need some wheels to effectively cover ground, especially as that ground is so often practically carpeted by the undead. Cars like the armoured Maverick are good for both protection and doubling as a battering ram – you’ll just need to occasionally deal with the zombies who clamber aboard like particularly diseased monkeys at the safari.

All vehicles have a special ability, such as the ambulance’s healing aura or the Thunder pick-up’s flamethrower, but it's the winch attached to all but the family sedans that really makes a difference. Essentially a grapple hook that can be fired into a variety of anchor points, it can be used to rip gates off their hinges, bust open treasure containers, and pull your vehicle up slippy inclines. See, the Sludge God, in his infinite sticky wisdom, has covered each map in great big stretches of gloop, and so without a MudRunner-lite approach you’ll be spinning tires and going nowhere.

There’s admittedly very little new or experimental in Toxic Commando, but what’s here is genuinely good fun. It’s a more open take on Left 4 Dead’s horde-filled adventures, fuelled by the same “arcane evil” feel that’s made Call of Duty’s zombie mode feel so aesthetically solid. There are some issues that threaten that fun, though. Every mission I played felt like it had had the wind kicked out of it by the final stretch thanks to dwindling resources. Health kits are in short supply, ammunition can get a little tricky, and spare parts - a currency that unlocks special weapons and defensive structures – can only be found in a limited number of loot caches. By the end of a mission it can feel like the odds are really against you, and while I appreciate the need to ratchet tension and create a challenge spike in the final objective, in a game where zombies arrive by the truckful, restocking ammo only to find you’ve been given a single magazine does feel a bit unbalanced. I was having a lot more fun during the earlier minutes, when bullets were plentiful and the blood spilled like wine, so I’m not sure if the flow and tone really mesh with the current resource levels.

The more concerning thing, though, is progression. All weapons have individual XP bars, and must be levelled up to particular milestones to unlock different modifications. When you unlock a mod, you then need to spend a currency to actually fit it to the weapon, and each one costs several thousand. I can’t help but look at the entire armoury and envision the hundreds and hundreds of hours I’d need to sink into Toxic Commando to achieve a decently functioning, varied loadout. It’s the sort of system that funnels you into picking a single favourite, rather than encouraging you to constantly switch between missions. This, combined with a trio of different currencies and palette-swap character skins, has me a little suspicious that the sludge of live-service has tainted something I’ve otherwise had a pretty good blast with. But these grindy woes can also be found in Saber’s Warhammer 40,000: Space Marine 2, and they didn’t stop it from being one of my favourite games of 2024.

That’s not to say I’m expecting John Carpenter’s Toxic Commando to have anywhere near the same impact Space Marine had. But, provided the full game has a solid range of missions that genuinely prove replayable, I do think the strong shooting and entertaining enemies have a decent enough chance to secure it a home among friendship groups who’d happily re-watch gloopy ‘80s horror over and over until the VHS wears out. Whether they’ll ever unlock the attachments they want for their favourite weapons… well, we’ll have to wait to find out.

Matt Purslow is IGN's Executive Editor of Features.



from IGN Video Games https://ift.tt/xJmzjXF
via IFTTT

Dungeons & Dragons and a Grounded Setting Are Why Dragon Age: Origins' Mage Ended Up Overpowered, Ex-BioWare Developer Says

Fans have always felt that Dragon Age: Origins’ mage class was more complete, perhaps even more dominant, than the game’s other two classes, the rogue and the warrior. But why was that? Former BioWare executive producer Mark Darrah has said it’s mostly about second edition Dungeons & Dragons.

In a recently published video, Darrah explained why the mage in BioWare’s much-loved 2009 role-playing game ended up feeling so much better to play.

“It's actually I would say more because the design space that Dragon Age: Origins was being built into was heavily influenced by second edition D&D," Darrah, who worked at BioWare from 1997 to early 2021, said.

"So in that case, the reality is mages and rogues were less… they were thinner classes, they were simpler classes. And the mage was the stronger, more fully implemented, more fully considered class. Much more complicated, much more in terms of spells and such.”

Dragon Age: Origins was not designed to be played with Dungeons & Dragons 2nd Edition rules, but rather it was built on a custom system that was heavily influenced by the design principles of the 2nd edition era of D&D.

Darrah also said Origins’ more grounded tone affected the abilities of the warrior and the rogue, which in turn had more grounded abilities than in subsequent games in the fantasy franchise.

“Also, of all the Dragon Ages, Dragon Age: Origins is the most grounded. It's the one that's worrying the most about everything making perfect sense within the overall lore of the game. So, warriors and rogues in Origins basically don't have talents, or they don't have talents or skills that violate physics.

“Whereas, as we move into Dragon Age 2 and Inquisition and Veilgard, you get a lot more things that are not really possible for someone to physically do.”

There’s plenty of agreement with Darrah’s assessment from fans, particularly on his point about Origins’ more grounded setting and tone, but also on how important mages were to the game’s story. Morrigan, a mage party member, ended up one of the most popular in Origins. That was in part because she was powerful, but there were also… other considerations.

Of course, this unbalance was rectified for subsequent Dragon Age games, as Darrah points out. But following the failure of Veilguard and the layoffs that followed, fans often point to Origins as the kind of Dragon Age they would love to see BioWare return to one day.

Will that day come? It seems unlikely any time soon, given BioWare is focused squarely on Mass Effect 5. Darrah, meanwhile, via his YouTube channel, has been running through his time at the studio, explaining everything from why there has never been a Dragon Age: Origins remaster to what went wrong with Anthem.

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.



from IGN Video Games https://ift.tt/M9eA6PV
via IFTTT

'On Borderlands 3, in Our Worst Hours, It Sometimes Felt Like Parody' — Gearbox Explains Borderlands 4's More Grounded Story

With Borderlands 3 and its divisive story in the rearview mirror, developer Gearbox Software is driving full speed ahead to Borderlands 4 and the totalitarian planet of Kairos.

The long road to the launch of a fourth mainline Borderlands game had a bumpy start. While plenty fell in love with Borderlands 3 and its improvements to the looter-shooter series' gunplay, others still struggle with its joke-fueled story and reliance on toilet humor. It will have been almost exactly six years since its launch when Borderlands 4's September 12, 2025 release date arrives. Now, fans are on the edge of their seats, waiting to see how Gearbox spent its time.

We caught up with Gearbox narrative director Sam Winkler, lead writer Taylor Clark, and managing director of narrative properties Lin Joyce to learn more about why the team decided to create a more grounded story for Borderlands 4. Along the way, we found out how the elusive Timekeeper can stand toe-to-toe with Handsome Jack, how controversial characters like Ava could still have a future in the series, and we even learned how the upcoming DLC will fit in with Borderlands 4's main campaign.

IGN: Gearbox has been very clear that Borderlands 4 will feature a more grounded story and tone. How did the conversations to shift the tone begin, and is this the direction the team has followed from the beginning of development?

Sam Winkler: Those conversations started as early as the conversations of, 'Hey, what the hell does Borderlands 4 look like?' Even before Borderlands 3 was shipped and out the door. Something I like to remind people is that the devs are often the first fans of a game and also the first critics. I think that we had some own internal critiques about the tone and the level of humor present in Borderlands 3.

[It's] something that we already were starting to address in the DLCs for Borderlands 3, but we wanted to really make that a central point of Borderlands 4. So, as we had these very large conversations of, in world context, 'Where is this? What does it mean? Why are we doing this next big, monolithic game with a 4 in its title?' [we said], 'How are we also going to evolve the storytelling, the humor, and the characters, and what we want to do with them?’

Taylor Clark: I came aboard a lot later than Sam. I've been on the game for a couple of years, and it was definitely something from the moment that I came on board, when I was talking to Sam, the grounded tone was a priority. Grounding the humor in the world, he made it very clear that if I tried to put a meme in the game, he would come to my house with a baseball bat [laughs]. So, it was definitely in the brief from the beginning to make the tone fit the world.

Winkler: I don't want to swing the needle too hard on that front. I am not anti-meme. In fact, hey, exclusive: There's a specific meme in this game, and I feel justified putting it in because I accidentally created it. Yes, I didn't mean for it to become a meme, but it became a meme, and it's in the video game. That is all I'm going to say.

IGN: We can't know what meme it is?

Winkler: Look, I have a couple of Know Your Meme pages that credit me, and I will let you do any journalistic dirty work that you need to.

Clark: It does not involve a Skibidi Toilet.

Winkler: It does not. Yeah, there are toilets in our game. I'll say that.

Clark: Where else would you get ammunition?

Winkler: Exactly. In Borderlands, only toilets and washing machines.

IGN: No Skibidi Toilets, though.

Clark: No. No.

Winkler: None.

IGN: I think some people are going to be really happy to hear that. I'm wondering if you can compare the tone in Borderlands 4 to some of the previous games. It seems like the team definitely wanted to have a more grounded tone than 3, for sure. So, how would you compare the tone or joke frequency to something like 1, 2, or even spinoffs like Tiny Tina's Wonderlands?

Clark: The way that I've always talked about it, personally, was that, in Borderlands 1, 2, and 3, we were on Pandora, right? Pandora was a wild west. It was a place where corporations were stabbing each other in the back for supremacy. So, there was a lot of antic energy in that place, and with those villains that we were dealing with, it made a lot of sense to have more zany, like, gun-slinging jokes, you know? Hip-firing jokes tone.

Kairos is a different place. Kairos is a totalitarian planet ruled over by this dictatorial figure known as the Timekeeper, who sits far above it all. In this context of global oppression, the Whac-A-Mole joke style didn't make as much sense. So, a lot of it had to do with making sure that the tone fit the stakes of the world, and that the humor was rising organically out of situations, out of character moments, rather than the wild west feel of the first games.

Lin Joyce: I will let Sam talk to the contrast, too, in the mandate between 3 and 4, but I will double tap too, that what we were looking for is that the humor in Borderlands 4 works at the level of Kairos and the characters. We weren't making jokes that would only land for the player.

It was a gut check, 'Is this as funny to the characters and their lived experience as it is to the player? Can we do both?' That situational comedy and context helped us also keep the tone grounded, and the comedy then has purpose. But Sam can talk about the frequency between Borderlands 3 and 4.

Winkler: I mean... I went back and played every single Borderlands game. 1, 2, Pre-Sequel, [Tales from the Borderlands], everything like that. Just to observe, not just the tone of humor, but also the vectors of humor, right? I think people talk a lot about our humor from the perspective of people chatting in your ear. But I was really struck by, for example, in Borderlands 1, most of the NPCs didn't have a ton of actual audio to say.

It was pretty sparse on that front, and a lot of the humor came out of situations. Comedic, usually darkly comedic, circumstances, but also the way things were named, the text in the mission accept, that sort of thing. I think that contributed a lot to players' perception of Borderlands 1 as having a more dark, grounded tone, is it is a quieter game, and a lot of the humor stems situationally and organically.

So, that was something that we tried to work with the design team, the mission design team, and everything like that, to say, 'Hey, we can have heavy moments. We can have grounded moments, but we can also have wacky circumstances that arise out of the players' actions and the NPCs that come at them.' We wanted to make sure that humor wasn't just some sticker that we're slapping on something, you know what I mean? The other thing is that, with design shifts, our mentality to humor had to shift as well. With Borderlands 4 going into this seamless, explore-to-your-own-tastes gameplay experience, we could not control where the player was going to go next.

We couldn't always script people's open-world exploration, [and] that allowed that space to just be naturally filled. Whether it's through combat dialog or player characters, or just silence and soundtrack and ambience and mood. It just inherently changed our approach to it.

IGN: One of my other questions is, 'Why should players who have been with the series for 16 years not be worried about this shift?' But I think that kind of answers it. It still feels and sounds like it's very Borderlands.

Clark: For sure. It is unmistakably Borderlands, but we're constantly tweaking the dials of certain factors to make the tone match the game that we want to create, and to respond to our internal and external feedback.

Joyce: At no point did we say, 'Let's stop being funny in Borderlands. Let's not do that anymore.' It is still a Borderlands game made by a Borderlands team, many who have been here since 1.

Clark: We're not making an arthouse Borderlands game [laughs].

Winkler: But, also, it's a big game, right? It is not a monolith. There are areas of our game that are more serious. There are areas of our game that are more humor-filled. There are characters that don't take things as seriously, in a diegetic way. For the players who have been long-time franchise fans, I think they're going to find flavors that they're looking for all across Kairos. If they play one side mission or interact with one character that doesn't quite vibe with them, there's probably another one not too far off that they will vibe with.

IGN: For the sake of comparison, are there any other stories from across movies, books, TV, or games that the team feels are similar to the tone that you guys are going for? Are there any particular inspirations that you can point to?

Joyce: There have to be so many. We're constantly throwing around, 'Have you seen...? It's a little like that.' But now that you're asking it directly, I'm like, 'Which one...'

Winkler: I don't want to use it as a straight comp, but a show that I've been really inspired by has been Star Trek: Lower Decks, which is very, very much a comedic show. It has wacky energy to it, but it works, and it works really well — it just won a Hugo Award — because it takes its characters seriously. It takes its circumstances seriously, and if something is wacky, there's usually someone there to point out, like, 'This is wacky and super unsafe, and it shouldn't work that way.'

It is a project that is clearly made out of love for Star Trek and the characters in the story, rather than some sort of parody of it. I think that on Borderlands 3, in our worst hours, it sometimes felt like parody, and that is where we edged into a red line, I think, for a lot of fans and for myself, personally. So, we wanted to look towards other media that could balance that. [That] could balance both humor, levity, and authentic character storytelling that takes itself seriously.

IGN: One character I did want to ask about from Borderlands 3 that I didn't particularly mind at all but others had a problem with is Ava. She's a character that a lot of fans associate their dissatisfaction with Borderlands 3's story with. With so many other memorable faces back for Borderlands 4, can fans expect to see her show up, too? If not, is there any room for her to return in the future?

Winkler: I don’t think we’re going to answer any questions about characters that we haven’t shown off yet. I think the only thing that I will say is, I am not a huge fan of removing or killing off characters off-screen unless it absolutely has to happen. We don’t forget about characters, and we want to make sure that storylines are completed. That’s it.

I hear all the complaints about Ava. I had some issues with how we were able to portray her. We were unable to show some of, I think, her more heartfelt moments in the base game of BL3. We used the Director’s Cut to show off what Maya’s funeral could have been and what the relationship between Ava and Lilith could have been. We didn’t have that opportunity in Borderlands 3, but it’s the kind of thing that I still believe in and that I would love to address again some other time.

IGN: In typical Borderlands fashion, Gearbox has free and paid post-launch DLC in the works. A lot of it, by the sounds of it. We don’t have to get too into specifics; I know a lot of that stuff is still very much in development. But will that same grounded tone carry over to the DLC? Will the team take the opportunity to show us some of the less grounded corners of Kairos?

Clark: Just like the last question, I think we are limited in what we can say about the post-launch content that we’re working on. I think it’s safe to say that the plan is for the tone to be consistent between the products.

Winkler: I’ll say this: the best thing about Borderlands extra content, like full campaign DLCs, or some of the live events that we’ve done — we did the holidays and stuff like that in previous games — is it allows us to explore different tones and different corners of the Borderlands world and do different genres and everything like that. So, I would expect that same level of creativity and exploration from where we go in the future.

Joyce: I would extend it to be... I would look at the DLC content and call it complementary, right? It complements the base game. It is going to be different, but complementary. Or, if you prefer a different metaphor, the pieces of attire will be coordinated to make a nice outfit, really. You pick which metaphor you like better there.

Clark: It’s tough to talk about in vague terms. We’d love to talk about it more.

Winkler: Especially because some of it we don’t know yet. It is in active development. Borderlands 4 is getting stamped onto DVDs somewhere and... actually [laughs] I think it’s Blu-rays. But in the meantime, we are cooking on that next group of content, and we know a whole bunch of it. We’re actively working on it, but some of it is still in development.

IGN: How long do you think it will take to complete Borderlands 4’s main campaign, and then how long will it take to complete the main campaign plus all of the side content?

Clark: This came up some in prior interviews. The answer that I and Chris Brock, our lead producer, gave on this was to point out that, while we can't say a specific number, we can say that, when we got together to do a playthrough together — Sam, me, Lin, a bunch of others, our creative director, Graeme [Timmins], Randy Pitchford — when we were doing work, doing play throughs of this stuff, and to evaluate how it was going, playing through the entire main campaign took us days and days. It took a long time. It is a meaty piece of content.

Winkler: And that was a straight line. That was doing basically no side content.

Clark: That was scaling damage to 10,000% and just mowing through stuff.

Joyce: The other anecdote I could probably give there, safely, is, I meet every week with Andrew Reiner, our global creative executive officer. Last week he said, 'I've started, I'm going to say, the million-teenth run of the game.' He's like, 'This time, the goal is 100% it.' I was like, 'How long have you been playing?' All week. 'How far have you gotten?’ Still in the first zone [laughs].

Winkler: That's a very good factor, and going back to what I said, the seamless world allows players to have a little bit more choice about the order in which they take on the story. We have seen play testers want to go through the mainline, so they're bouncing around between the different zones and seeing all sorts of the game.

We've also seen testers who are just like, 'I'm going to go into this zone. I'm going to see everything I can possibly see. I'm going to scrape the barrel, and then I'm going over to the next zone.' One player's first 15, 20 hours could look very, very different from another player's.

IGN: It's a big Borderlands game.

Winkler: It do be big.

IGN: For so many people, Borderlands villains are the reason a lot of folks show up for this series. Obviously, Handsome Jack is one of the all-time great video game villains. I'm wondering, because there are so many theories about the Timekeeper, specifically, and I don't want to know what it is, but does this character have any identity past that Timekeeper name? Is there some mystery, some intrigue you want to build up with him?

Joyce: You ask great questions [laughs]. To what degree can we answer them is a tough one.

Winkler: The Timekeeper is like an onion. He has layers... No one's used that before, right?

Clark: I think the answer is yes. Is there a mystery to him? Yes [laughs].

Joyce: We could talk about, certainly, how we approached crafting him and writing him. That's another angle into answering your question. The timekeeper, one of the things that makes him different and keeps an air of intentional mystery around him, is that he is not in your face at all times. He sits in his high tower with a view of the entire planet, and his prerogative is to keep the entire planet under order.

So, when we first show up, the Vault Hunter is mildly of interest, but he's got many other things to do. So, we also have to, as players, over time, gain his attention more and more. That was a very different way to approach writing a villain into a Borderlands game than we had done before. And I'll let Sam and Taylor run from there.

Clark: I think we, as creative people, are always challenging ourselves to not repeat ourselves, to have characters who are appreciably different, who have different kinds of stories and have different kinds of things to say in each entry. The Timekeeper is appreciably different from the prior villains in the Borderlands series. He is a new frontier, I think, as a character.

IGN: One of the things I see pop up so often is comparisons to Handsome Jack. It always goes back to him. The theories go back to him. It's a bit mind-boggling, almost, at this point, to be more than a decade removed from that character, and still it's brought up. What kind of pressure does the team feel, if any, to continue creating villains as impactful as him, specifically? Did that pressure ever influence the direction you've taken for the Timekeeper?

Winkler: Oh, I mean, how could it not, right? Imagine working on Star Wars, and you have to come up with something as scary as Darth Vader. Handsome Jack is a gaming icon, and I was a fan of Borderlands 2 before I set foot in Gearbox, so I had that thought in my head as well.

Something I really, really liked about Borderlands 2 was, as you're going across Pandora, pretty much everyone you meet has been screwed over by Handsome Jack in some way. Their life is measurably worse, or they're under threat, or they know someone who died because of Handsome Jack. That was really inspiring for the Timekeeper, for us to be able to show a villain, not just through phone calls where he says, 'Hey, you're a dick,' while you're while you're going through trying to collect guns, but also how everyone you meet has, in some way, been affected by him and is living under his totalitarian rule.

Their circumstances are different and vibrant and their reactions to the Timekeeper... like they might be so scared of him that they don't want to rise up in resistance against him, or they might be so pissed off at him that they do, or they have a complicated relationship with the Timekeeper when they once kind of looked up to him, but now they are in danger because of him. With the goal of making this character feel a little bit more omnipresent, a little bit always watching, we wanted that to shine through in all of our NPCs. So, as we meet new friends — and each of these zones has this big over boss that we have to, ultimately, deal with, each of those villains has a different relationship with the Timekeeper. As we're learning about them, we're also learning about him.

IGN: The Timekeeper will fall into place with that more grounded narrative. He's a lot more straightforward. He's not calling you while you're collecting guns and telling you, 'You're a dick.'

Clark: Not those specific words, no [laughs].

IGN: So, what is it about this character specifically that makes him the next great Borderlands villain? What makes him stand apart?

Clark: I think that he has a gravity and an ominousness. Jack's animosity towards us is so hot and personal, and the Timekeeper, by contrast, feels so all-powerful and inescapable. Jack just feels like one kind of gnat who's really influential but could be swatted away. The Timekeeper feels chronic and insurmountable, like a mountain. This whole planet basically casts in his image, and I think that's a cool mountain to climb.

IGN: We're just a few weeks out from launch. Did the decision to switch up the tone for Borderlands 4 pay off? Is Gearbox sitting here saying, 'This was worth it. We dialed everything correctly. We're proud of where this is.' Also, what were some of the challenges that the team faced when adapting to this change?

Clark: I'm personally proud of the work that we've done, and I think it's paid off. I think we struck a fun, resonant balance between light-hearted moments and serious, resonant moments. We get, for the first time, I think, we get real character depth with Claptrap, of all people, for example. One of my favorite missions in the game is an emotional moment with Claptrap that, I think, really hits hard, so I'm personally very happy with where we landed.

Joyce: I agree. I think that we have succeeded with what we set out to do, and it’s even more than just about tone. This was about creating the next, right? You can come to Borderlands 4 as a new player, and this can be your first experience into an incredibly expansive world, and in that way, it needed to be fresh and have something new to offer and change perspective on our series while still maintaining that connectivity. So, if you’re a returning fan, we built Kairos for you. If you’re a new fan, we built Kairos for you. This was the goal. It took a really big world and a big game to do it. I think we succeeded there.

Winkler: I think it is going to be, ultimately, up to the fans to the fans, of course, to tell us if we nailed it or not, and I think that the best possible scenario is that we put this game out, they say, ‘This is what we wanted. Let’s go even further. We want more. We want more.’ I hope we get that opportunity. To echo what Taylor and Lin said, I’m very proud of the work that we did, and I think that we accomplished our goals, and the mark of success if being able to continue. Hopefully, we can continue, we can build back some of the trust, and yeah. Have a good one. Have a good video game.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



from IGN Video Games https://ift.tt/4sot3ya
via IFTTT

This Rare Infinity Stone Card Has Already Sold for $10,000 Before Magic's Spider-Man Set is Even Out

Marvel’s Spider-Man set for Magic: The Gathering launches this week, and it could be about to kick off a major new theme for the long-ru...