Friday, June 13, 2025

Amazon Is Having a MTG Sale on 2025 Booster Boxes and Bundles Today

Tons of Magic: The Gathering sealed products are on sale at Amazon right now. From commander decks and bundles to booster boxes and prerelease kits, if you're a MTG player you should definitely check out this sale. Aetherdrift, one of the latest expansions from 2025, is one of the main focuses of the sale, but you can pick up some other sets like the Tarkir: Dragonstorm Jeskai Striker Commander deck.

Be sure to also check out our MTG Father's Day gift guide for the best gifts and accessories for that special Magic player in your life.

Magic: The Gathering Sealed Product Is On Sale

Here's how these products break down, like what's included and how much they cost:

Aetherdrift Collector Booster Box $174.99 (42% off)

Booster boxes are the perfect way to start and bolster your collection. The contents of a single collector booster pack vary by set, but here you can find exclusive foils, Japan Showcase cards, or a special serialized card. The booster box comes with 12 packs each with 15 cards inside and two foil box toppers (special art foil cards).

Aetherdrift Bundle $29.99 (44% off)

Bundles are a more affordabale way to jumpstart your collection. These typically include nine booster packs, a promotional or alternate art card, 40 extra basic land cards (20 foil, 20 regular), and a spindown life counter die. You can also use this as a card storage box.

Aetherdrift Finish Line Bundle $62.50 (22% off)

Aetherdrift's Finish Line bundle is similar to the regular bundle but is a bit more premium. It includes six booster packs, three extended art cards, two foil box toppers, 20 foil basic lands, and special spindown life counter die.

Aetherdrift Prerelease Kit $22.95 (23% off)

Prerelease kits are usually sold the week before a set's wide release and contain a certain color or archetype that ties into the set's mechanic. There are often leftover kits for you to purchase after a prerelease event which contains a spindown life counter die, six booster packs, a foil premium stamped card, and one special promo card.

Aetherdrift Commander Deck - Living Energy $28.99 (36% off)

Commander is easily the most popular casual format among both new and old players. Whenever a new set is released, commander decks (100 card single-copy format) are released alongside it. The Living Energy Commander deck is one of these, which includes the full 100-card deck, two foil borderless Commander creatures, and a deck box.

Magic: The Gathering - Final Fantasy Cards Are Also Available

The next main set will be the Final Fantasy collaboration. Easily one of the most popular Universe Beyond set, Final Fantasy is bringing newer players on in droves. This set releases in full June 27th. You can pick up a starter kit to learn the game, one of four commander decks, play booster boxes and bundles, or single booster packs. Good luck - these go out of stock fast.

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



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Thursday, June 12, 2025

Among Us Devs Found a Reference to Their Game in Deltarune, Toby Fox Responds

Among Us developer Innersloth has found a reference to its game in the new chapters of Deltarune, sparking a little bit of friendly back-and-forth between Innersloth and Deltarune developer Toby Fox on social media.

Warning! No major plot spoilers will be discussed in this article, but if you don't want to know anything about anything that happens in Deltarune Chapter 4, maybe this article isn't for you!

The reference can be found at the start of Chapter 4, when Kris, Susie, and Noelle are exploring Noelle's house. Kris can lead the gang into a closet full of empty gift boxes, and if Kris chooses to examine several of the boxes, Noelle will ask Kris what they're doing.

To this, Susie reponds, "I mean... gotta admit this room is kinda sus... especially that vent." Noelle then replies, "Haha, nice reference, Susie!" ...though Susie doesn't seem to know what Noelle is talking about ("Huh? ...reference?")

Susie was, of course, accidentally calling to mind Among Us, both by using the word "sus" and referencing vents, which Among Us players frequently hide in. This has seemingly thrilled the Innersloth social media person, who took to X / Twitter to say, "AHHHHH AMONG US REFERENCE IN DELTARUNE SKDJDSLSLX;LSKDK IMMA CRASH OUT" followed by "thanks king @tobyfox"

In response, Fox decided to do a little trolling:

He posted a fake screenshot of Deltarune patch notes, which read:

We are releasing a hotfix for PC & Mac to remedy some issues occurring in the game. You can confirm the version number on the bottom right of the file select screen.
Changelist
Ch4 v.0.0.088 8
Removed among us

Innersloth replied with "RESPECT." If it's not apparent, Fox didn't actually remove the reference; he's just goofing around. Funnily enough, this gag is also a silly way to note that Fox has been playing around with version numbers: the 2021 release of chapters 1 and 2 was marked as version 1.0, but instead of chapters 3 and 4 being 2.0, the new release was v.0.0.087.

Deltarune chapters 3 and 4 launched last week to immediate skyrocketing popularity on Steam, and our own reviewer gave the full game a 9/10, saying that even though the story's only halfway done, "Deltarune's incredible story is already bursting with hilarious charm, unforgettable characters, and an iconic soundtrack that make it worth investing your time in."

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.



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Warhammer 40,000: Space Marine 2 Sells 7 Million in Less Than a Year — and You Can See Why Space Marine 3 Was Confirmed So Soon

Warhammer 40,000: Space Marine 2 has sold a huge 7 million copies in less than a year, publisher Focus Entertainment has announced.

The Saber Interactive-developed Space Marine 2 launched in early September 2024, which means it hit the 7 million copies sold mark in just over nine months.

Space Marine 2 was an instant hit, selling 4.5 million in just over a month. Indeed, Space Marine 2 has done so well it “changes everything” for Saber, Chief Creative Officer Tim Willits told IGN soon after the game came out.

As a result, it was a big financial success for Warhammer 40,000 owner Games Workshop. CEO Kevin Rountree has said it contributed significant royalty revenue to the tabletop company's business last year.

Focus and Saber surprised some Space Marine 2 fans when it announced Space Marine 3 was in development back in March, half a year after the game came out. But given the huge sales you can see why the project was greenlit so soon.

"Space Marine 2 has proven to be a transformative game for Saber," Matthew Karch, CEO of Saber Interactive, said at the time.

"It is the culmination of everything we have learned about game development in our 25 years in the business. We are now starting to develop Space Marine 3, a game that carries with it tremendous expectations from our rapidly expanding fanbase. While we will continue to support and grow the Space Marine 2 universe over the coming years, we will take all our learnings and apply them to an even bigger and more spectacular game for the third installment. We view this as an opportunity to create a true love letter to the Warhammer 40.000 universe."

Still, Focus and Saber had to put out a statement reassuring players of its commitment to Space Marine 2, which is still working through its year one roadmap of content.

Without spoiling the Space Marine 2 campaign, it strongly suggests a continuation (IGN has reported on the enemy faction we’ll probably see in Space Marine 3).

In the shorter term, Space Marine 2 is due to get the Siege Update (Patch 8) very soon. It makes a big weapon change not for balance reasons, but because it’s just really, really cool.

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



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Wednesday, June 11, 2025

Open-World Action RPG The Seven Deadly Sins: Origin Unveils Two New Trailers

Open-world action RPG The Seven Deadly Sins: Origin recently dropped new trailers at Summer Game Fest and the Future Games Show, showcasing the world and characters developer Netmarble has been cooking up. They also announced that pre-registration has opened for all regions as momentum builds to its release window later this year.

The Seven Deadly Sins: Origin is being made by the same team that created 2019’s The Seven Deadly Sins: Grand Cross and tells an original story set in Brittania, the same world as The Seven Deadly Sins anime and manga series. That series has sold 55 million copies and Grand Cross reached 70 million downloads globally, so it’s fair to say there’s a huge fanbase that’s been anticipating the latest installment. It stars Tristan, son of series main characters Meliodas and Elizabeth, in a multiverse narrative that dives into parallel timelines and alternate character arcs.

It all begins with the Book of Stars, a pendant that lay dormant in a cave beneath a lake. It has the power to record and connect timelines, and it chooses Tristan to be its next guardian. That moment sets Tristan on his course to explore the world and save it from turmoil and chaos.

The new trailers provide a glimpse into the game’s central narrative, a deeper look at its expansive world, and show off the eye-catching art style that emulates the anime, powered by Unreal Engine. The first trailer, revealed on Friday during Summer Game Fest, begins with Tristan’s discovery of the Book of Stars. It seemingly sets off an explosion of power before settling into a celestial orb in the middle of the pendant.

We then see some of the game’s large and varied environments, including open fields, canyons, lakeside docks, a desert oasis, and an underwater area. You can fly or go diving to fully explore some of these regions, and you can take part in other activities as you explore, like fishing and cooking.

We get a look at the flashy and fast-paced real-time combat system, showing several different characters and their abilities. At one point, two characters attack at the same time, hinting at the ability to strategically combine characters’ unique skills and weapons to create combos.

There are a variety of enemies featured, including spiders, golems, aggressive plants, and a horned monster that falls out of a flaming hole in the sky. And that’s on top of two hulking monstrosities that tower above the trees.

The second trailer, shown during the Future Games Show on Saturday, expands on the showdown with one of those monstrosities. We see that it’s not just a cutscene, it’s an actual boss fight where the controllable character has to dodge fireballs before climbing up the body of the massive creature.

That trailer also expanded on the environments, showing a deep forest, a cavern beneath the sand, the inside of a town, and a rain-drenched grassland. You can also see Tristan magically moving blocks into empty holes in a door or wall, possibly indicating that there will be environmental puzzles you need to solve.

The two trailers combined to give us our deepest dive into The Seven Deadly Sins: Origin yet, and they clearly have fans excited, since they gathered more than a million views on YouTube in just two days. Origin will be available on PlayStation 5, PC, and mobile, with crossplay available across all platforms. You can wishlist it now on PS5 and Steam.

If you’re interested in learning more about the game’s world and characters, you can check out the official website, where you can access the game’s official Discord, Twitter, and YouTube channels. You can also pre-register on that site, which will keep you up to date with the latest news and info. Pre-registered players will be able to sign up for the upcoming closed beta test and will get exclusive in-game rewards when the game launches.



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PlayStation Plus Game Catalog for June 2025 Confirmed

Sony has published its PlayStation Plus Game Catalog additions for June 2025, revealing a list of games that includes highlights like FBC: Firebreak, Battlefield 2042, Deus Ex, and more.

The lineup of nine games to be made available across the PlayStation Plus Extra and Premium tiers was announced in a PlayStation.Blog post. Every game on the list will be available to download for subscribers starting June 17, 2025, less than one week from today, June 11.

Remedy Entertainment’s FBC: Firebreak is the headliner here. This inventive, co-op first-person shooter plops players back into the Control universe as a cleanup crew tasked with clearing out a Federal Bureau of Control overrun with otherworldly creatures. It’s three-player FPS action that launches for PlayStation Plus Extra subscribers on day one.

The multiplayer fun rolls on with DICE’s near-future shooter, Battlefield 2042, which comes to the PlayStation Plus Game Catalog June 2025 lineup as the team at EA continues its work on a new, untitled Battlefield entry. If shooters aren’t your thing, titles such as Five Nights at Freddy’s: Help Wanted 2, We Love Katamari Reroll + Reroll Reverie, and Eiyuden Chronicles: Hundred Heroes are here to add some variety to your gaming plans. There’s even Train Sim World 5 for those who prefer a more relaxed experience.

Endless Dungeon and theHunter: Call of the Wild round out the list of newcomers for the PlayStation Plus Extra tier. PlayStation Plus Premium members, meanwhile, get one major new addition in the form of Deus Ex: The Conspiracy, which will be made playable on PlayStation 4 and PlayStation 5 for the first time. You can see all of the June 2025 PlayStation Plus Game Catalog additions coming to the service Tuesday, along with their supported platforms, in the list below.

PlayStation Plus Extra and Premium Game Catalog Additions – June 2025

PlayStation Plus Premium Game Catalog Additions – June 2025

The June 2025 PlayStation Plus Game Catalog titles are less than a week away from launching for Sony’s gaming subscription service. While we wait, be sure to read up on all of the games added in May 2025, as well as the four games Essential subscribers received last week. You can also check out some of the other titles set to launch for the service this summer, and you can click here to read up on our list of the best games PlayStation Plus has to offer.

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



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Tuesday, June 10, 2025

Mario Kart World Review

It’s a testament to Mario Kart World’s quality that I’ve spent over 35 hours with it since launch less than a week ago, yet I still can’t wait to play more. The first brand-new Mario Kart in over a decade is a breath of fresh air, but oddly enough, the biggest reasons it works so well aren’t actually its shiny new features. When I’m racing through one of World’s excellent traditional courses, dodging shells while trying to hang onto the lead, it feels like a worthy successor to the immaculate Mario Kart 8 Deluxe. But when I’m somewhat mindlessly roaming around its pleasant but fairly one-note map or puttering down the lengthy straightaways that often separate its Grand Prix tracks, World doesn’t make a convincing case that going open-world was the boost Mario Kart needed. Thankfully, it still thrives on the same foundation the definitive kart racer series built its legacy upon: incredible polish, a phenomenal soundtrack, precise controls that are deep but easily approachable, and a timeless ability to generate local multiplayer magic.

World looks, sounds, and feels marvelous. As the main launch game for Nintendo Switch 2 (sorry, Welcome Tour), there was definitely pressure on World to run well and look amazing, and it delivers. The framerate is a rock-solid 60fps in single-player either docked or handheld, and its performance holds up when driving across the entirely interconnected map with no loading screens. The graphics aren’t mind-blowing or anything, but the slightly more exaggerated art style looks really nice on both a 4K TV and the 1080p Switch 2 screen itself, and World benefits from the improved resolution of Nintendo’s new hardware. To quote a famous Miiverse poster, World’s “amazing-looking water” (which reacts to items like a Blue Shell explosion!) really makes me want a new Wave Race.

Racing on 150cc feels outstanding mechanically, and while the drifting isn’t quite as tight as in Mario Kart 8 Deluxe, I started to really enjoy the new feel once I got used to it. I also don’t miss customizing my kart at all; the wide selection of karts, bikes, trikes, and sleds look great and save everyone some time compared to having to choose a body, wheels, and glider. There’s an understandable adjustment period after 11 years of the same Mario Kart, but I’m already happy with how World feels and excited to dedicate this console generation to mastering its intricacies. It’s also filled with delightful little details, like the way your kart wiggles around when you move the control stick, how rain begins to fall after someone uses a lightning bolt, or the adorable animations each character performs when tricking off a jump.

The Nintendo charm is here in full force, and the clear standout of World’s atmosphere is its remarkable soundtrack. Nintendo promised over 200 brand-new arrangements for Mario Kart World, and every note helps write a love letter to Mario history with nods to classic scores from the SNES like Donkey Kong Country and Yoshi’s Island, odes to pretty much every past Mario Kart, and great, fresh tunes to accompany the new courses. We don’t know if we’re getting a proper Mario platformer this year to commemorate the original Super Mario Bros.’ 40th anniversary, but even if we aren’t, this soundtrack is a dream come true for a longtime Nintendo fan like me and a great celebration of our favorite plumber and his friends.

The clear standout of World’s atmosphere is its remarkable soundtrack.

This is also where the first of many strange decisions Nintendo has made arrives. Various selections from the soundtrack play when driving around in Free Roam or during the highway segments of a race, but there’s no way to listen to specific favorites. Mario Kart 8 Deluxe didn’t have that at launch either, but eventually added a music player so you could listen to its big band soundtrack. Super Smash Bros. historically gives you control over which songs play on each stage, and even Super Mario Odyssey eventually let you pick what you wanted to hear, so it’s baffling that World doesn’t provide this choice at launch.

Nintendo calls its music selections a “Jukebox” in World, but in practice it’s more like a radio with only one station: if you fall in love with a song you hear once, you just have to hope the DJ eventually plays it again. Of course, there’s always the chance that Nintendo adds this feature in an update or drops the soundtrack on its official music app – or you could just go on YouTube to listen to an upload of it (Quiet! No one tell!) – but it’s a huge missed opportunity to not let us set our own road trip playlist right from the start.

A Whole New World

World takes big swings to reinvent the established Mario Kart formula, including doubling the amount of simultaneous racers from 12 to a chaotic 24 and expanding the trick system with flashy stuff like wall riding and rail grinding. But the most consequential shakeup is its vast open world, which contains all but one of its 30 wonderful racing circuits (and trust me, we’ll talk about that one exception later). The courses are connected by a series of roads ranging from remote dirt paths to fully developed highways packed with traffic. Nearly every mode in Mario Kart World makes use of these stretches of highway, to varying degrees of success.

Grand Prix has undergone a huge transformation to fit the open-world format, and I’m not a big fan of the changes. Instead of completing three laps on four separate courses, you play the first track the old-school way, but for subsequent races you drive to the next course on two laps’ worth of highways and then complete just one full lap on the actual stage once you arrive. This is where one of World’s biggest problems comes into play: after the initial novelty wears off, those highway sections aren’t nearly as interesting or memorable as the contained courses themselves, and you’ll spend a serious amount of time on the interstate if you want to go for three gold stars on all eight cups.

The highways aren’t bad – in fact some of them can be very fun – but they’re often extremely wide and straight, leading to long portions of each race that aren’t as demanding or enjoyable as the twists and turns of the dedicated levels. There are still threats to consider, as the added madness of 24 total racers means there are a lot more shells and banana peels flying around, but this results in large chunks of each race that are less about knowing your lines and executing perfect turns and more about just trying to stay out of the havoc caused by your opponents. It’s still a hoot when it’s your friends creating that chaos, but in single-player specifically, Grand Prix doesn’t hold the same staying power for me as it did in Mario Kart 8 Deluxe, where I was always motivated to improve my own performance just for the joy of doing so.

The main way World tries to keep your attention is with rail grinding, wall riding, and charge jumping, which are a trio of mechanics I’m honestly still wrapping my head around. That’s not a product of a rushed review period, to be clear – I legitimately think it might take months for people to squeeze the full potential out of these new techniques, and it could be a bigger game changer for high-rank online matches than anyone realizes yet. Much like the rest of World, these parkour options aren't as interesting on the intermission highway segments, but it’s a completely different story on the tracks themselves. I’ve seen some completely busted Time Trial ghosts that use rails and walls to find crazy shortcuts that are hidden in plain sight, and that’s inspired me to push these new toys to their limit. But for less-intense sections, sometimes just going straight is your best option, and you have to learn which rails are good and which ones actually make you lose ground on a track-by-track basis.

To its credit, World does try to spice up the straightaways in other ways, too, with boost pads, cars that spit out items, and enemies that launch projectiles. There are definitely great moments to be found, like when you have to outmaneuver a giant dragon swimming through the ocean. But after dozens of repeat play sessions, I’m consistently struck by the feeling that there are still a few too many instances where you just hold A and don’t do much else on the way to the next course, and I’m finding these sections are starting to feel like my daily commute.

I'm more and more impressed with World’s lineup of 30 tracks.

Fortunately, you’re almost always in for a treat when you do arrive at your final destination. The more time I spend with World’s lineup of 30 tracks, the more impressed I am with it. At the very least, it matches the quality of the 32 courses Mario Kart 8 included at launch. I have several early favorites, including Great ? Block Ruins, which has you bouncing off clouds and making sharp U-turns through a gorgeous golden temple in the sky that’s filled with high-level shortcuts. Then, there’s the adrenaline rush of the new Bowser’s Castle, a test of your ability to handle high speeds that’s led to the most exciting finishes I’ve seen. Another standout is Peach Stadium, which has celebratory vibes that make it the perfect track to kick off a set with friends. There’s plenty of variety, too, as several courses make use of World’s plane and boat modes – solid replacements for the gliding and underwater abilities from Mario Kart 7 and 8. My favorite part about the boat sections is getting a free trick off of each wave and after your boat dips into the water – it’s so satisfying, every time.

Strong reimaginings of returning courses are here, too, including wonderful renditions of Airship Fortress, Toad’s Factory, Dino Dino Jungle, and Wario Stadium, the last of which includes an awesome jump off a ramp fit for a supercross superstar. There are a couple clunkers (if Desert Hills is coming up I’d rather miss my exit), but that is true of any kart racer, and overall I’m thrilled with the lineup and incredibly relieved that the tracks are as fantastic as ever while still somehow fitting into this enormous jigsaw puzzle Nintendo has designed. The highways feed into multiple entrances for nearly every track, depending on the direction you’re coming from, which occasionally leads to different routes held within. As mixed as I am on how it impacts gameplay between courses, the way Nintendo pulled all of this off is an undeniably impressive feat of open-world design.

I could shout out several more tracks I love, but I need to dedicate some time to the best one of them all: Rainbow Road. World’s take on the most iconic video game level around is the best in the series, and my new pick for the greatest Mario Kart track of all time. It’s a masterpiece from start to finish, and I won’t spoil what happens if you haven’t seen it yet, but there’s one particular moment that gives me goosebumps every single time. It’s a finale fit for a major Nintendo game on the level of those in Super Mario Odyssey and Tears of the Kingdom, a real marathon roller coaster ride, and I’m so happy that World rose to the challenge and topped everything that’s come before.

If you’re like me and decide you’re not that into the highway sections, the VS Race mode offers the option to race under the traditional three-lap ruleset, providing its great take on the classic Mario Kart experience I’ve loved for decades. Time Trials also rely on the classic formula, and I’ve had a good time challenging Staff Ghosts and going for personal bests exclusively on the courses without having to bother with the highways. Sadly, there’s no dedicated online lobby where you can play VS Race with only the three-lap rules, so if you’re a big online player, be prepared to race on plenty of intermission segments.

The one place World makes the best use of its interconnected continent is in the Knockout Tour mode, Mario Kart’s new take on an F-Zero 99-style battle royale and one of the highlights of World as a whole. Knockout Tour takes place over five non-stop segments of highway (followed by one lap at a final destination course) with the bottom four drivers getting eliminated from the race at designated cutoff points. The results are thrilling, and Knockout Tour feels like the main piece of evidence to justify the case for the open-world format, as it just wouldn’t have the same level of intensity on a standard Mario Kart track. It’s a thrill to drive through a variety of locations, from arid deserts to snowy switchbacks, as you desperately try to survive the current lap.

Each Mario Kart finds a different balance of driving skill and item-based luck, and World leans heavily toward the latter. 

I will say, the item balance in Knockout Tour (and to some extent, Mario Kart World in general) can feel very rubber bandy at times – that’s always been true of this series, but it’s even more extreme here. I constantly found shortcuts during the highway sections that allowed me to cut out an enormous amount of the track if I had mushrooms or a star, and it’s not uncommon to jump from 20th place (or worse) to literally first place in an instant if you are handed the right items at the right time. Each Mario Kart finds a different balance between the importance of skillful driving to get ahead and the value of item boxes to help you out, and World’s combination of wide, straight roads and 24 racers leans heavily in the direction of the latter, especially in Knockout Tour.

This can lead to instances where you’re a total sitting duck if you get a bad item draw, which is worsened by the 12 additional drivers in the mix. To account for this, World makes recovery times from attacks like lightning much faster, and even the Bullet Bill isn’t guaranteed to spin you out if it hits you anymore. But you can still get completely overrun in the middle of the pack and find yourself in 24th… only to instantly return the favor and march right back to the front when you get a powerful item of your own. Sometimes Knockout Tour feels more like a game of chance and timing than one of skill, but it’s still a great time if you go in with that expectation, and it can be fun to strategize around the right time to make your move.

And to be fair, Mario Kart has never claimed to be a competitively balanced game – and I still believe the better racer will rise to the top more often than not simply by knowing how to make the best use of the items they get. None of this is bad, just different. But if you’re someone who gets frustrated by the luck-based elements in Mario Kart or Mario Party, you might not be thrilled with the balance World strikes. Right now, sandbagging – where you intentionally hang back to get great items so you can steamroll to the front – is a viable strategy, but we’re so early in the meta that I expect new discoveries and balance patches from Nintendo (as we saw for years in Mario Kart 8 Deluxe) to radically change things as we move forward.

It’s Dangerous to Race Alone

No matter the item balance, Mario Kart is always at its best when you throw some friends into the mix, and this entry lives up to its series’ legacy as a fantastic local multiplayer game. Playing Grand Prix and VS Race with three friends might drop the frame rate from 60 to 30, but it’s as fun as Mario Kart multiplayer has always been. World’s most hilarious and exciting moments happen during splitscreen play when four people are on the couch screaming at each other.

Knockout Tour is also very entertaining with people in the same room, although it can be a long wait to get back in a game if someone is knocked out in the first or second round. When you’re eliminated in splitscreen your TV real estate turns into a spectator view, meaning there’s nothing to do but cheer your friends on… or wallow in your defeat. For this reason, I don’t see Knockout Tour becoming a staple at Mario Kart World parties, in the same way that a lot of my casual gaming friends prefer Time over Stock at Smash Bros. nights: everyone gets to play without fear of having to sit out.

When you don’t have friends in the room, though, Knockout Tour is the definitive option for playing online without a group. It’s a blast to race against real people rather than CPUs as you jockey for position, and my online connection has been pretty smooth throughout all of my matches, even on handheld Wi-Fi. While trying to survive against other skilled players, I found myself literally holding my breath and pressing the A button even harder to try and get my kart to the next cutoff point as fast as possible. Ending someone else’s race (and prolonging your own) with a clutch shell throw is a feeling only topped by winning the whole thing, and I could feel my heart pounding when I crossed the finish line in first place for my first online Knockout Tour victory. And when I come up one spot short of qualifying, it strikes the right balance of making me feel just bad enough to want to run it again.

Unfortunately, playing Knockout Tour online also exposes one of my biggest disappointments with World: the online options are pretty barebones. You still can’t group up with your friends before joining a public VS Race – meaning someone pretty much always has to wait a full round to get into the lobby – and Mario Kart 8’s tournament feature is missing entirely. Knockout Tour was dealt the worst hand, where playing with friends online is extremely limited. If you and a friend across the country want to play a round together, the only way to do so is in a private lobby where the rest of the racers are either other friends or bots. You can’t squad up and drop into a public match together, and it’s a shame we can’t experience Knockout Tour in what I can only imagine would be the best way possible.

It’s probably because Nintendo wants to prevent a squad of eight or so friends jumping in and making things less enjoyable for everybody else by coordinating, which is understandable. At the same time, there are ways to work around this issue that other battle royale games figured out years ago, like limiting your party size to just two or three, or adding dedicated ranked and unranked lobbies with different rules. It’s certainly possible Nintendo could fix this in an update, but as of now, it’s shocking that World’s most exciting addition feels so hindered, especially with how much of Switch 2’s marketing has been focused on playing with friends “all together, anytime, anywhere.” Just let me knock my friend out of the race with a red shell!

Unlocking costumes and characters is essentially out of your control.

Speaking of the classic red shell, World’s item toybox introduces some solid additions, but I wouldn’t say there’s anything as groundbreaking as we’ve seen in past entries. I love taking out opponents with the new hammers, which lob a string of projectiles in a straight line that temporarily clutter the track, making them perfect for the many straightaways – but my favorite returning addition to the lineup is the feather, which gives you a jump that serves as a reliable way to leap over gaps, access shortcuts, and (if you have the right timing) dodge incoming red shells. The new Kamek power-up summons waves of Bowser’s minions to muck up the track and makes the lives of the leaders more difficult, and driving through Yoshi’s restaurants to get a boost and potentially a new outfit from a variety of types of Dash Food is a cute touch – but both of these are tied to one of Mario Kart World’s most frustrating choices: the way it handles unlockables.

Unlocking costumes and characters is seriously strange, because it’s essentially completely out of your control. To be clear, I adore the weird roster of characters in World, including off-the-wall additions like Mario Sunshine’s Cataquack and the global superstar that is Cow. But besides the small handful of characters you unlock by winning each cup in Grand Prix, all other unique drivers in World are unlocked when someone uses the Kamek item to transform you into a random character during a race. To get them all, you have to hope you’re on the right track for a character you don’t have, hope an NPC uses the Kamek item, and hope that you’re one of the seemingly randomly selected drivers that gets transformed.

It’s a similar issue for unlocking alternate costumes – which, again, are fantastic – where there’s no discernible rhyme or reason to which food unlocks which costume for which characters. It’s just a massive guessing game. Both the oddly minimalistic map screen and the ridiculous character-select screen (you often have to scroll through pages and pages of costumes to find the character you’re looking for, like Tears of the Kingdom’s unwieldy material menu) tell you which characters still have costumes to unlock, but that doesn’t get you any closer to knowing which foods you need to eat to get them. Yes, you can use the IGN guide to help you figure it out, but there really should have been a better way within World itself. But hey, there’s a Waluigi Vampire outfit called Wampire, so I guess it’s all worth it. My go-to is Mario’s red, white, and blue mechanic outfit with the Famicom logo on the cap; the very dapper Aristocrat King Boo is another big highlight.

Free Roamin’ on the River

I spent plenty of time as the Wampire driving around Free Roam, World’s enjoyable but fairly uninspiring open world exploration mode that litters hundreds of challenges and collectables across the map by way of P Switch missions, Peach Medallions, and ? Panels. P Switch missions are the main draw: their time-limited challenges range from teaching you basic driving techniques to testing your skill at the new parkour mechanics. They are largely fun enough to complete – and some of them are genuinely tough and require multiple attempts – but the dozens I’ve seen each follow one of a handful of repetitive templates: get all the blue coins, reach the goal in time, and so on.

There are a few exceptions to this, like the challenging Special Test of Skill missions, but after just a few hours I felt like I’d seen multiple variations of everything the P Switches have to offer, and there’s a disappointing lack of surprise that permeates the entirety of Free Roam. I am still enjoying snagging the Peach Medallions, however, as they’re often placed in tricky spots that really make you think about how you’re going to get there, which was the main thing I wanted out of this mode. I like Free Roam overall, but I quickly realized it’s more of a chill, fun diversion than World’s main draw, and I mostly pop in for a few minutes here and there in between racing sets.

The frustration sets in, though, when it comes to tracking your progress in Free Roam. There are hundreds of P Switches in the open world, but apart from the total number you’ve completed that’s displayed on the map screen, there is absolutely no way to see your overall progress. My P Switch count is in the triple digits at this point, but I have no concept of what regions I’m done with and where I still need to search. Unless you have a perfect photographic memory and remember every P Switch you’ve done, or you methodically comb through every inch of the map in a snaking pattern, or you – again – use the IGN guide, good luck tracking down every last mission. It’s choices like this that make it apparent Nintendo also considers Free Roam a side dish, and that the racing was always going to be the main course. Similarly, the reward for every objective in Free Roam is a sticker, which look cool but are very limited in use since you can only put one on your kart at a time – and with over 1,000 stickers to earn, it’s a Korok seed-sized undertaking to collect them all, which I’m just not interested in doing at this point.

If I were a kid on summer vacation, Free Roam would probably be my favorite mode. It’s simple, pointless fun to commandeer a semi-truck and cause a huge traffic accident, or see how far I can glide to reach somewhere I’ve never been before. The open world does have that innocent, spirited nature to it, and it’s a great playground for kids to make their own stories. When I was younger, I spent hours driving around in Time Trials in Mario Kart 64 just to see where I could go, so I certainly understand the appeal of getting a more intimate look at the impressively connected world – I just wish there was wider variety in its content, more enticing unlockables, and a better way to track it all. Even with my personal disappointments, I can see Free Roam gaining a similar reputation to something like Kirby Air Ride’s City Trial, because it’s just fun to mess around in and see what you can pull off, and the rewind feature means it’s always worth taking risks to try to find a fancy new shortcut.

World’s bones are so strong that it could surpass 8 Deluxe one day with enough updates.

But unlike Kirby Air Ride, it’s disappointing that Free Roam is basically nonexistent in local multiplayer. There are workarounds: when you’re waiting in a lobby to start a local wireless or online match you can drive around the open world with up to two players – but this version of Free Roam removes the P Switch challenges from the map, which is basically the whole point. You can still drive around and take pictures together, but with how hard it is to get into local multiplayer Free Roam to begin with, it hardly feels worth it for the compromised experience you get in return. It’s yet another example of how World’s multiplayer sometimes misses the mark in strange ways.

Finally, Battle Mode is here and it’s fine but unspectacular. Balloon Battle and Coin Runners are the only two options, and most of the maps are closed-off sections of existing tracks instead of bespoke battle arenas. It’s better than the unacceptable Battle Mode in the Wii U version of Mario Kart 8, but significantly watered down compared to what we saw in 8 Deluxe. It feels like it’s only here out of obligation, but it’s still completely serviceable if you’re a big fan of popping balloons.

Too much is missing to consider World an outright replacement for 8 Deluxe at the moment – of course, it’s not like we can’t play both of them on Switch 2 whenever we like, so it doesn’t really need to be fully replaced just yet. But I’m hoping this is just the start for Mario Kart World, and that 8 Deluxe’s years of content updates set a precedent for what we can expect here as well. (Nintendo has not mentioned any plans for DLC, but that’s typical this close after launch.) In addition to the annoying multiplayer limitations I mentioned earlier, the lack of the ultra high-speed 200cc mode is a shame, and I’d love to see the custom item menu make a return. You could argue that both of those things weren’t in Mario Kart 8 at launch so we shouldn’t expect them here either, but I would counter by saying 200cc has been a staple in the Mario Kart community for over 10 years at this point, so it wasn’t at all unreasonable to assume it would be here on day one. That being said, World’s bones are so strong that I can see it one day surpassing 8 Deluxe with enough fixes and content updates, even if it’s still trying to catch up to its predecessor before the next checkpoint for now.



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Splitgate 2 Director Refuses to Apologize for ‘Make FPS Great Again Hat’, Then Apologizes Anyway

Splitgate 2, 1047 Games’ “Halo with portals”, launched just last week, marked by a celebratory announcement of a battle royale mode at Summer Game Fest. But while this should have been a triumphant moment for the studio and the community, the launch has instead been marked by not one, not two, but three different controversies that have led to mixed Steam reviews, disappointed fans, and a game community divided between those who support the studio’s actions and those who have been put off from playing Splitgate 2 at all.

First, at the game’s big battle royale reveal at Summer Game Fest, Proulx wore a hat that read, “Make FPS Great Again” onstage, which drew criticism for its reference to U.S. President Donald Trump’s signature “Make America Great Again” hats, which come with significant political baggage. Then, Proulx called out Call of Duty in his speech onstage, saying he’s “tired of playing the same Call of Duty every year,” which drew ire from developers and fans of Call of Duty. And then on top of that, as the game launched, fans immediately called out a $145 microtransaction bundle on the game’s store that seemed to fly in the face of everything 1047 Games claimed it stood for.

I spoke to game director Ian Proulx in the wake of all this, and found him surprisingly sanguine for a company leader currently in the spotlight.

“So, I am surprised, to be honest, to dive right into it, we didn't expect this to be nearly as controversial as it was and we didn't intend for it to be,” he said. “In terms of the numbers, there have been good numbers, there's been a lot of negativity, but also positivity to match that people love the game. We just crossed the two and a half million player threshold, we tripled our player count. So there's good and bad, I think time will tell mixed emotions for sure, but overall feeling good.”

Obviously, I had to start by asking him about the hat. What was that all about?

“I'll start by saying, we talked a lot about this, we did not intend for this to be any sort of political statement,” Proulx replied. “I mean, I think we meant for it to be taken at face value, which is, we're not happy with the state of FPS games. I myself, as a gamer, my friends and I, we talk about how bored we are. We thought this was... It's something that's been meme'd to death. Even three months ago, Hideo Kojima had a hat that said, ‘Make TV great again.’ And his hat was red and there was no controversy there, so we talked about it, and we thought, okay, maybe some people will take it the wrong way, but it's been meme'd to death. It kind of says what we feel, which is we want to just make an awesome game and we're not happy with the state of FPS.”

I don't regret what I said to be candid...my intent is I'm speaking my truth and my intent is to make a great game for everybody.

I pointed out to Proulx that the MAGA hat and its message have become associated for many with feelings of discomfort and even fear due to current political events. I also noted the protests going on just a few miles away from Summer Game Fest, where Los Angelenos were taking to the streets to defend their immigrant neighbors from ongoing raids by ICE under President Trump’s orders, and where the National Guard is being deployed despite protests remaining largely peaceful. What does Proulx say to Splitgate fans and community members who felt genuinely emotionally distraught seeing the hat, in light of all that?

“I think the best I can say is we're not trying to send any sort of political message and we're moving on from this,” he replied. “Our intent is, we just want to make a great game, we want to listen to the fans, we've always been all about the community. And that's not just community in terms of listening to feedback to make the game better, but it's also in terms of making a community that people want to be a part of where the devs are engaging with the players, it's a positive community and so that's our ambition. Obviously, right now, it doesn't feel that way but we're getting back to our focus and that's what our focus is. So we're putting this behind us, we're moving forward, we're just going to keep listening to the community and making a great game.”

I pushed one more time on this topic, noting that in a tweet Proulx said he was “not here to apologize”, and here he seemed to be deliberately avoiding apologizing as well. He confirmed that was the case.

“I don't regret what I said to be candid. I think that I stand by it and my intent is I'm speaking my truth and my intent is to make a great game for everybody.”

My interview with Proulx, where he committed to not apologizing, took place on Sunday. Today, however, Proulx posted another video… apologizing.

The truth is I am sorry. And the reason I am sorry is because of what this has done to the community.

“I want to apologize. And genuinely, you don’t have to believe me. But the truth is I am sorry. And the reason I am sorry is because of what this has done to the community. The most important thing to me right now is I want to have an amazing community… I hate seeing division. And that’s what I’m seeing now, on both sides. There’s division in the community, and for that I am truly sorry. And again, I’ll reiterate, I do stand by the intent of this, which is, the intent truly is, take it at face value. We do want to improve this genre. We do feel that the genre is in a bad state. And we want to make FPS games as amazing as possible. But I also understand that it’s not just about intent, it’s about impact, and the platform that we have had has had a negative impact, and for that I’m truly sorry.”

Back to our interview, we moved on to the second part of the controversy: Proulx’s comments on the shooter genre and specifically his mention of the Call of Duty franchise. During his speech onstage at the event, Proulx said, "I grew up playing Halo. And I'm tired of playing the same Call of Duty every year, and I wish we could have Titanfall 3." In response, he’s received criticism from Splitgate fans, Call of Duty fans, and developers both for using his platform at the show to disparage other video games, as well as for calling out Call of Duty when Splitgate 2 contains many of the same features, including the free-to-play battle royale mode Proulx revealed onstage.

On this front, Proulx admits his studio went too far in a response on Twitter to a Call of Duty developer who criticized his remarks. The developer tweeted, “‘make fps great again’ and its splitgate”, prompting the official Splitgate account to quote tweet it with, “Which Call of Duty does your team make again? I can’t tell them apart.” Both tweets have since been deleted, and Proulx said he was not the person behind that particular remark.

“Yeah, so I will say there was a tweet that we put out that we have since deleted, and I will apologize for that one. I mean, everything is on me of course as the CEO, that was not my post. My posts are me, right? They're videos of me, I try to be really just honest and off-script and just talk to the fans directly, but there's no excuse for that one and we did take it down.”

Regardless, Proulx stood by what he said onstage. He said he doesn’t have a specific beef with Call of Duty, but misses the “good old days” of the game. I asked him what that means, and he said he misses the “newness and the innovation”, citing Call of Duty 4. “And then Modern Warfare 2 taking it to the next level, whether it was the campaign, the multiplayer, all the skins to grind for, the lack of skill-based matchmaking where you just felt like it was very organic. And it feels like there's sort of a lack of innovation now that they're putting out quality and polish, but they're not necessarily pushing the bar forward.”

Finally, there’s the microtransactions. Splitgate 2 is free-to-play with microtransactions, and when it launched on June 6, players immediately began expressing their displeasure over one particular microtransaction: a $145 bundle, discounted to $80 for launch. 1047 Games cut the price dramatically down to $40 almost immediately, along with the prices of a number of other items.

Then, in a video published just before our interview took place, Proulx apologized for the pricing situation, saying he only learned about the bundle pricing shortly after he got offstage at Summer Game Fest. He attested that 1047 Games’ former head of monetization, who “happened to come from Call of Duty”, had been “very aggressive on the pricing,” and that prices had been even higher before. After his departure from the company, Proulx claimed 1047 leadership did a reevaluation of the pricing and lowered most prices, but “things slipped through the cracks.”

I asked him how he, as head of the company, was unaware of the pricing of bundles for the game he was launching. Proulx reiterated that he took responsibility for what happened, saying he had been “very focused on getting through the beta.”

“We got through beta, we had other fires to attend to so I was focused on servers and just trying to get us through that. I was not thinking at all about monetization because I was just like, we're not going to make any money, it doesn't even matter if people can't play the game. And so that was where my head was at for the last two weeks was like, we got to just make sure this game is great, fix the servers, keep the lights on, fix the issues. Okay, we've made it barely, now we've got to go launch this game. And then it was a kind of, what the fuck moment, like how did we not catch this?”

I pointed to Proulx’s comment in the video that the person he alleges is responsible had previously worked on Call of Duty, which seemed to fit with accusations that he was taking shots at the game. Proulx replied that it was “a funny coincidence, but a hundred percent the truth.”

We talked a bit more about what happened, with Proulx reiterating that 1047 Games never intends to do anything like that expensive bundle ever again, and that they’re refunding players who already purchased it.

“Whether you like my original statement or not, that is what I am trying to accomplish here, and I don't need to talk about the statement anymore,” he says. “What I'm trying to accomplish here is I want to build a brand, and a community, and a product that people want to support where we are listening, that's the best way to do it. That's not how it's done anymore, and that is how I want to do it. You tell us your feedback, we're going to take that to heart, we're going to iterate, and we're going to actually take action quickly. We're not going to sit around and wait for the proper PR statement. That's why a lot of times when we talk to the players, I don't have a script, I just turn my phone on and we just find out what comes out of my mouth and that's what we go with.”

To wrap it up, I asked Proulx if he’s learned anything from this trifecta of incidents. He’s made it clear 1047 Games doesn’t intend to offer expensive bundles in the future, but what about the Call of Duty comments and the Make FPS Great Again hat? Will this incident inform how he presents himself in the future?

I've just kind of learned just the impact that little things like this can have on people.

“Yes,” Proulx said. “So I'd say the biggest lesson, just kind of realizing the platform that we have, it's got a lot more weight than we realized and also just the seriousness of everything in this day and age. We intended to put out a meme, we intended to put out something that summarized how we feel, truly, but also it was a joke. It's a joke that's been done to death and has literally been done by Hideo Kojima, and we thought, well, this is a good data point for how a similar reaction will occur. We also specifically chose to do a black hat instead of a red one, not that that, I don't know if that makes a difference. So I think I've just kind of learned just the impact that little things like this can have on people and so we're trying to be very thoughtful about it going forward. And we're trying to get back to focusing, there's all this stuff in the air I just want to move on, I want to make a fun game. That's what we're going to do.”

Despite all the criticism, Proulx doesn’t feel that any of the issues over the last week have impacted Splitgate 2 as a game. “I think there's so many games that have done well over time that have had controversies, whatever it is. I think it did get us a lot of attention, whether good or bad and now it's on us as developers to improve and actually act on feedback. And so if we do that, I think we're going to succeed. And if we don't, I don't think any of this would've mattered.”

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.



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Silent Hill Creature Designer Responds To Madonna Fans After Music Video Inspiration Remarks Spark Backlash

Silent Hill creature designer and illustrator Masahiro Ito is clapping back at Madonna fans after a comment he made about one of her music v...