Attack of the Vine! Set First Impressions

We’re halfway through the year, so that means a new booster set for the beloved Disney Lorcana card game. Attack of the Vine! is the thirteenth set since the TCG was released three years ago, with pre-release events starting July 17th and the wide release on July 24th. Time flies, and now the game is digging deep into the Pixar library and bringing back dual-color cards in a big way. In addition, the set focuses less on introducing new keywords and more on further supporting some classifications and varying the kinds of shifts or upgrades that characters can do based on the cards I’ve seen so far.

As mentioned in Play168’s Attack of the Vine! exclusive reveals, Pixar continues to be featured in Lorcana, with characters from Monsters, Inc., Turning Red, and Up making their debut in the Disney card game. Alongside these popular Pixar characters is the introduction of the Team classification, which emphasizes the joining of two separate characters into a powerful duo. For instance, we revealed the Sulley & Boo team up showcasing the Combo Shift, and we see that again with the Incredibles siblings Dash & Violet Parr. Combo Shift allows the card to be played on either of the two characters mentioned or both at the same time. The reason why this Shift differs from others is because these team cards have an effect that triggers based on the number of characters under this team’s Combo Shift character. In Dash & Violet’s case, they draw a card for each card under them whenever they quest or challenge. So the number of cards underneath a Combo Shifted character matters, just like Sulley & Boo’s ability. If Sulley & Boo combo-shifted with both characters together, when the team character is banished, the separate Sulley and Boo underneath may return to the field for free. If only one character was underneath either of these Combo Shift team characters, their abilities would be weaker. In most cases, combo shifting onto both characters seems to bring the most value, but you are sacrificing a wider board for one card. Not to mention, many of these new team-ups are dual ink/color, so certain team cards will only run in certain decks. Between the dual ink limitation and narrowed playstyles that come with it, it’ll be interesting to see what players do with the new combo shift team characters in the upcoming meta.

Another classification getting some love is Hunny, which includes characters from the Hundred Acre Wood like Pooh and friends. There have been Winnie the Pooh characters before, but there was only one character with that Hunny classification. Now we’re seeing cards that build around the classification, like Christopher Robin Hunny Sage and the Magical Hunny Staff. Christopher Robin showcases a cool ability that circumvents the deck rule of having only two ink colors in your deck. This means you can have the ruby/red Tigger Hunny Barbarian or even the emerald/green Gopher Hunny Cook in the same deck as Christopher Robin, who is a dual ink of amethyst/purple and sapphire/blue. In addition, the Magical Hunny Staff gives players the option to make any characters gain the Hunny classification. It’s very unlikely that players will have a highly optimized deck of just Hunny characters, so players can play to the strengths of the Hunny deck while adding staple amethyst or sapphire characters for potential added benefits.

Even though this set is themed around The Vine, it’s mainly the Floodborn classification that gets a boost this set.

Now even though this set is themed around The Vine, a dangerous entity introduced in the Disney Lorcana lore, and the new classification Vineling, it’s mainly the Floodborn classification that gets a boost this set with cards like Scar and Mrs. Incredible, who are created by The Vine. Vineling Scar gives your Floodborn characters a chance to gain extra lore when challenging. Since challenging also puts the same characters in harm’s way, Vineling Scar’s secondary ability of drawing a card every time your Floodborn character is banished on your opponent’s turn becomes a double-edged sword for your opponent. Now your opponent has to weigh the pros and cons of banishing one of your attacking characters because it means committing one of their characters or resources and giving an extra draw versus keeping them alive and trying to get ahead another way. It’s a lot of potential math to do in the moment. As for Vineling Mrs. Incredible, she can make shift costs less for every Floodborn character that quests that turn. So if you’re running Elsa, Peter Pan, or Tinkerbell in your amethyst deck, there’s potential discounts for the 8-cost Elsa Spirit of Winter or even the new team Peter Pan & Tinkerbell Fast Friends. There’s a lot of choices to mess around with these big card drops of certain classifications. It’ll make sealed or draft events feel like constructed, if players are lucky enough.

With the new core constructed rotation dropping as Attack of the Vine! launches, there will be a major shakeup in the meta. The top three decks from the recent Indianapolis Challenge, for example, are already greatly affected with the rotation. It’s hard to imagine any of the older decks being salvaged by something as powerful as the new dual ink team cards. With that said, it is nice to see a change of pace towards newer classifications like Toys or even Supers. Especially considering they’re getting further support with prominent cards like Woody & Buzz Lighteryear Best Buddies and Darkwing Duck & Launchpad St. Canard’s Finest. Speaking of the Darkwing Duck & Launchpad team up, item decks might still give folks a run for their money, having done well so far. Granted, the item decks performing recently have been in ruby/sapphire, but maybe we’ll see a transition to sapphire/steel with the rotation. Another interesting card is The Horned King Merciless Master with the ability to play characters from your discard pile. Any pseudo addition to the hand size is always appreciated, and can be useful like bringing back characters with Bodyguard each turn. It’ll take a lot of testing, so it’ll be exciting to see which decks make top cut in the coming months.

Attack of the Vine! brings a lot of new cards and adjustments for Lorcana players to chew on as we see a major shift in the meta. Even though there aren’t new keywords per se, this new set is a meaty update. Between the dual color team-ups and the major support for classifications like Hunny and Floodborn, it’ll be interesting to see if players try to salvage older tried and true decks or completely rebuild decks around these powerful dual ink cards. The continued addition of Pixar favorites, and new beautiful full art cards will make any Disney fan do a double-take. It’s an exciting time for both competitive players and collectors, and I look forward to seeing how the competitive season shakes out as folks dig deep on their deck brews. For more Disney Lorcana, check out our exclusive reveals for this set and the hands-on impressions of the last set, Wilds Unknown.

Mike Mamon is a Syndication & Digital Specialist at Play168, devil fruit user, and Warrior of Light! Let’s chat anime or TCGs on Bluesky @xpmnms.bsky.social

Meccha Chameleon Hits an Astonishing 15 Million Sales, Teases Collaboration With Famous Japanese Star

Skyrocketing Japanese indie hit Meccha Chameleon just surpassed 15 million sales, despite launching on Steam less than a month ago. Now, the paint-and-seek multiplayer game is getting a collaboration with a well-known Japanese star, and fans are abuzz with excitement over who it might be.

Developed by a team of two in just two months (with zero marketing to boot, apparently), Meccha Chameleon is an online multiplayer game in which players are divided into Seekers and Hiders. In a twist on hide-and-seek, Hiders must paint their pintsized character’s plain white body to match their surroundings, while the Seeker team must hunt them down before time runs out. A huge hit with streamers, the game has prompted players to come up with some super creative and artistic ways of painting themselves into the scenery.

Launching on June 10, Meccha Chameleon shot up the Steam charts and has now hit the 15 million milestone, according to a recent Steam community blog post. “Thanks a million! Get ready for a new collaboration with a famous Japanese star next week!” teased the announcement from developer lemorion_1224.

Meccha Chameleon Steam Screenshots

Over on X, users reacted with speculations on who this might be. The Japanese tweet specifically says “Japanese famous person,” seemingly ruling out characters from other games. Hikakin, beatboxer and one of Japan’s top YouTubers was a common guess. Considering Meccha Chameleon’s painting theme, others mentioned watercolor painter and cozy YouTube content creator Harumichi Shibasaki. Shibasaki is no stranger to videogame collaborations, taking part in Minecraft’s 15th anniversary celebrations (Automaton), so it’s easy to imagine his paintings of the Japanese countryside popping up in Meccha Chameleon.

It seems that players will have to wait until next week to find out who Meccha Chameleon’s mysterious new guest will be. The developers have been keeping the patches and updates coming at a breakneck pace since the game’s launch. Meccha Chameleon has become such an overnight phenomenon that some people are even playing it in real life now.

We’ve got some Meccha Chameleon Tips and Tricks to help you blend in and avoid detection, plus a guide to each of the Meccha Chameleon maps, with recommended hiding spots – and a guide on how to play Meccha Chameleon with friends.

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.

The Logitech G29/G920 Racing Wheel and Pedal Set Drops to $129.99 From Logitech G Direct

Elevate your Forza Horizon 6 gameplay experience. Logitech G is giving you the perfect excuse to upgrade from a controller to a bona fide racing wheel. For a limited time, you can get either a refurbished Logitech G29 (PS5, PC) or Logitech G920 (Xbox, PC) Racing Wheel and Pedal Set for just $129.99 with free shipping after a $30 off $120 coupon that’s applied in your shopping cart. It comes with a 1-year Logitech warranty.

The Logitech G29/G920 Racing Wheel and Pedal Set Drops to $130

Refurbished With 1 Year Warranty

Logitech G29/G920 Racing Wheel and Pedal Set

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$30 off $120 discount automatically applied in shopping cart.

If you’re a big fan of racing games and you’ve been using a DualSense controller or gamepad this entire time, you’re missing out. The G29 was already one of the best racing wheels under $300, let alone under $150.

Standout features include a gorgeous hand-stitched leather steering wheel with 900 degrees of rotation, sturdy metal base, durable steel ball bearings in the shaft, gear-driven dual-force motor feedback, stainless shifter and pressure-sensitive pedals. The force feedback does an excellent job of simulating providing force and resistance and definitely adds to the immersion; if you want something better than this, you’d have to shell out a lot more money for a direct-drive or belt-driven wheel, like Logitech’s own $1,000 G Pro direct-drive racing wheel we reviewed.

The G29 is compatible with PS5 and G920 with Xbox, but both are also compatible with PC. Between the two, the G29 is the slightly superior option. The G29 has LED shift lights located on the top of the wheel’s spokes. These LEDs light up progressively as the car’s RPMs rise in-game. It also has a user-programmable rotary knob on the wheel.

Forza Horizon 6 is out, and it’s a Masterpiece

Forza Horizon 6 (PC, Xbox)

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Play168’s Luke Reilly awarded the recently released Forza Horizon 6 a well-deserved 10/10 “Masterpiece” review. The latest iteration of the open-world arcade racing franchise allows you to traverse the varied vistas of Japan, from the snowswept mountainous paths of the Japanese Alps to the concrete jungle of the Tokyo Expressway. The game launches with 550 cars for you to customize and tweak, and dozens of single-player and online challenges for you to flex your skill, including the return of the Eliminator battle royale mode.

How to Follow Play168 Deals Recommendations

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Eric Song is the Play168 commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Bethesda Boss Tells Staff the Company Must Focus on ‘Our Strongest Franchises’

The boss of Bethesda has told staff the company must now focus on its “strongest franchises” amid sweeping layoffs across Xbox.

Today, Microsoft announced 3,200 staff are set to lose their jobs at Xbox across the current financial year, with 1,600 of those layoffs happening today, July 6. In an email sent to staff, Xbox CEO Asha Sharma called it the most “significant” restructure in Xbox history, insisting Microsoft’s gaming business “is not healthy.” Overall, Xbox is losing about one-fifth of its staff as part of Sharma’s push for growth.

Bethesda is hit particularly hard by the layoffs, Play168 understands, with staff across its many development studios either already told they are cut or facing an uncertain future. In an email to Bethesda staff sent following Sharma’s memo, Bethesda boss Jill Braff said the layoffs and change in strategy “reflect the realities of our industry and business – and our responsibility to ensure Bethesda is operating from a more stable foundation.”

“To be successful in the future, we need to change course,” Braff continued. “We must strengthen our business, return to sustainable growth, and ensure we can continue investing in our franchises and our players. I know that doesn’t make a day like today any easier.”

But what does that actually mean beyond layoffs at the likes of id Software, ZeniMax Online Studios, and elsewhere at Bethesda? Without naming games, Braff said “to best position Bethesda for future growth, we are shifting from a planning model primarily centered on what’s next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole.”

“From there, we’ll align the right talent, technology, and resources across the organization to deliver on those priorities,” Braff added.

Play168 has already explored how the changes at Bethesda mean focusing on big hitters such as The Elder Scrolls and Fallout, leaving Starfield potentially out in the cold. With Microsoft planning to sell or close Arkane Lyon, Marvel’s Blade may fall by the wayside or be published elsewhere. The Elder Scrolls Online developer ZeniMax Online Studios has already signalled content roadmap changes with fewer staff following the layoffs. Meanwhile id Software, developer of the Doom games, has suffered significant cuts. MachineGames has survived the cull, with a new Wolfenstein game pretty much an open secret at this point. But it’s looking increasingly unlikely that Indiana Jones and the Great Circle will get the sequel it teased at the end of the game.

With such a reduced headcount, id Software may be left to support other games in development at Bethesda, such as MachineGames’ Wolfenstein 3 and perhaps even a future Fallout game, both of which have first-person shooting — the genre id specialises in. Where that leaves the likes of Doom and Quake is unclear.

Meanwhile, with Xbox hammering on the door of Fallout, New Vegas developer Obsidian, which is without a confirmed new project following the commercial failure of last year’s Avowed and The Outer Worlds 2, may be tasked with making a new game in the franchise. If that happens, could Bethesda studios help out?

“By working more closely across the organization, sharing expertise and capabilities, and focusing our investments on the opportunities with the greatest potential, we believe we can better support our franchises and IP with meaningful long-term potential,” Braff continued in the email.

Bethesda Game Studios has The Elder Scrolls 6 in the works, and the hope is it will launch in the coming years. Development chief Todd Howard has indicated multiple times that Fallout 5 will follow, but it was thought that that sequel wouldn’t materialize for many, many years. Perhaps following this Xbox reset, it could be closer than expected.

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

Bethesda boss Jill Braff’s email to staff is below:

Team,
I want to acknowledge the changes taking place across XBOX, including here at Bethesda, where a number of our colleagues have been impacted. Today’s news affects people who have worked alongside us, inspired us, challenged us, and helped build the studios, games, and culture that define Bethesda.

Across our global organization, some employees are leaving the company, while certain countries review strategic options through processes required by local law. While each situation is different, what they share is uncertainty for people in our community.I want to express my sincere gratitude to everyone who has been impacted. Your talent, creativity, dedication, and contributions have helped shape Bethesda in meaningful ways, and our immediate focus is supporting you through this transition. I also know this news is difficult for many across our organization, whether you’re personally impacted, supporting a teammate, or simply trying to process what comes next.The intent behind today’s announced changes is consistent with the broader direction for XBOX: creating greater focus, improving execution, and positioning our business for long-term success. These shifts also reflect the realities of our industry and business – and our responsibility to ensure Bethesda is operating from a more stable foundation. To be successful in the future, we need to change course. We must strengthen our business, return to sustainable growth, and ensure we can continue investing in our franchises and our players. I know that doesn’t make a day like today any easier.As we look ahead, we will meaningfully evolve how we operate. For decades, Bethesda has organized its business around the individual roadmaps of our largely independent development studios, supported by centralized publishing and corporate teams. This model enabled us to create some of the industry’s most beloved franchises. However, rising player expectations, increasing development complexity, and a more competitive market have changed the economics of our industry.To best position Bethesda for future growth, we are shifting from a planning model primarily centered on what’s next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole. From there, we’ll align the right talent, technology, and resources across the organization to deliver on those priorities. By working more closely across the organization, sharing expertise and capabilities, and focusing our investments on the opportunities with the greatest potential, we believe we can better support our franchises and IP with meaningful long-term potential.This does not change the importance of exceptional creative work, craftsmanship, and innovation – which is what makes Bethesda special. Our studios’ and teams’ identities, talent, and expertise remain essential to our success. What changes is how we align those strengths, bringing them together around our franchises and IP, to position Bethesda for long-term growth and continued investment in our future.We will share more about our direction in the weeks and months ahead. But for today, my focus is on the people who have made – and those who will continue to make – Bethesda what it is. Please take care of one another. Reach out to a colleague. Offer support where you can and give people the space they may need as they process today’s news.Even during a challenging time, I remain confident in what we can accomplish together. We have extraordinary talent, some of the most beloved franchises in our industry, and tremendous opportunities ahead. The work we are doing now is about ensuring we are positioned to realize that potential for years to come. Thank you for everything you do for Bethesda, our players, and each other.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Oblivion Remastered on Nintendo Switch 2

The Elder Scrolls IV: Oblivion Remastered is making the jump to Nintendo Switch 2 this year, and if you’re looking to buy the Physical Deluxe Edition, you’re in for a treat. Rather than launching on a Game-Key Card like many Switch 2 releases, this version will come with the full base game on a physical cartridge. Yep, you read that correctly.

Ahead of its release on August 11, preorders are officially live for the Switch 2 Physical Deluxe Edition across a variety of retailers for $59.99 (see it here at Target). Below, you can learn more about where it’s available to grab right now alongside what bonuses you’ll get to enjoy with this version.

Preorder The Elder Scrolls IV: Oblivion Remastered Physical Deluxe Edition (Switch 2)

The Elder Scrolls IV: Oblivion Remastered – Nintendo Switch 2

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As you can see above, the Physical Deluxe Edition of The Elder Scrolls IV: Oblivion Remastered is available at quite a few different retailers, though it appears to be selling out fast. As of the time of writing, Walmart, Amazon, and Best Buy are all out of stock. However, Target and GameStop are still holding strong, so they’ll be your best bet for now to pick up a copy.

Again, this edition comes with the full base game on a physical cartridge, rather than a Game-Key Card. If you’re hoping to grab either the standard digital or digital Deluxe Edition instead, check them out at the Nintendo eShop here. You’ll find the former listed for $49.99 and the latter for $59.99.

The Elder Scrolls IV: Oblivion Remastered Physical Deluxe Edition (Switch 2) Bonuses

The Nintendo Switch 2 Physical Deluxe Edition of The Elder Scrolls IV: Oblivion Remastered has plenty of extra goodies. Alongside the base game, you’ll also get:

  • Shivering Isles and Knights of the Nine story expansions
  • Additional downloadable content: Fighter’s Stronghold, Spell Tomes, Vile Lair, Mehrune’s Razor, The Thieves Den, Wizard’s Tower, The Orrery and the Horse Armor Pack
  • Unique digital Akatosh and Mehrunes Dagon Armors, Weapons and Horse Armor Sets

What Is The Elder Scrolls IV: Oblivion Remastered?

Released just last year, The Elder Scrolls IV: Oblivion Remastered is, as its name states, a remaster of 2006’s The Elder Scrolls IV: Oblivion. It’s an open-world RPG that writer Travis Northup called “an awesome nostalgic adventure that recaptures most of what I loved about the 2006 original, while sanding down many of its roughest edges” in Play168’s review.

Northup continues on to say it’s “a fantastic open-world RPG that’s aged quite well, with questlines and stories that are better than I remembered, modernizations (like the slightly improved leveling system) that remove some of the friction of the original, and loads of opportunities to make this adventure whatever you want it to be via the plentiful freedom afforded to you.”

More Preorder Guides

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at Play168.

Starfield Fans Are Worried the Franchise Is Over Amid Xbox Layoffs

You probably shouldn’t bet on a Starfield sequel if news coming out of Xbox’s reset is anything to go by.

According to a new report from Bloomberg, Microsoft’s restructuring of Xbox will see Bethesda focusing on a handful of franchises going forward: Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. These five franchises are expected to be a priority, with at least three of them already having games in development. There have been rumblings that another team like Obsidian could be set to work on a Fallout game, as Bethesda has its hands tied up with The Elder Scrolls 6, but nothing has been confirmed.

However, many were quick to point out that Starfield is seemingly absent from Bethesda’s priority list. The sci-fi game debuted back in 2023 after an extended development and was a passion project for Bethesda boss Todd Howard. Unfortunately, Starfield largely failed to meet fan expectations, and subsequent updates and expansions haven’t really moved the needle on that sentiment. Still, some of the game’s more hardcore fans had hoped that Starfield would go on to at least get more expansions, and maybe even a sequel, establishing itself as Bethesda’s third franchise. Those hopes may have been dashed.

Starfield: Terran Armada Screenshots

Starfield fans are now mourning the fact that the franchise doesn’t appear to have much of a future going forward. Some are even actively protesting Xbox over Starfield’s potential demise.

“If you end Starfield, I am leaving,” said one Xbox player. “I became part of the Xbox family for this game, a game that was finally something unique instead of the same franchises regurgitated, and I won’t stay on a platform where it’s no longer possible. My wallet will stay closed.”

“If this means no more new Starfield development, I absolutely hate this,” said another player. One other fan pleaded to Microsoft/Bethesda: “Please don’t give up on Starfield.”

Others were a bit more understanding of the potential reality that Starfield may not continue. The game had a prolonged development and didn’t hit the mark for fans, making it an easy decision for Microsoft to at least put it on the back burner.

“The amount of time it took to develop and then the end product just not hitting the mark, it’s understandable. I think we do need to get out of the 10+ year wait for the next Fallout or Elder Scrolls,” said one fan. Another echoed these thoughts: “Starfield left a bad taste in people’s mouths, and given the time/budget they would require for a sequel, I understand why Microsoft is more eager to invest in other IP.”

“Based on its own merits, that should be a one and done. For every good design choice there is a bad one,” said another unimpressed player.

Starfield was released on PS5 earlier this year but analysts believe the game sold poorly on Sony’s console, something that may not have happened had the game had a day and date release on PlayStation back in 2023. Whether or not Starfield returns decades from now remains to be seen, but it looks unlikely.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Undead Labs Won’t Be Required to Bring State of Decay 3 to Xbox Game Pass.

As Undead Labs continues development on State of Decay 3 under new ownership, it sounds like the zombie survival sequel won’t be required to be on Xbox Game Pass.

That’s according to Game File, which reported on the studio’s post-Microsoft future after Xbox CEO Asha Sharma announced layoffs that will affect 3,200 staff throughout the current financial year. One of the many headlines emerging from the restructuring news revealed that both Ninja Theory and Undead Labs will soon have new owners.

“Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3,” Sharma said.

It’s a bittersweet update that will see the developer behind the long-in-development third State of Decay game press on as its mysterious new owner takes the reins. Additional information surrounding the change – including the identity of the new owners – was not officially detailed.

Game File said that, according to one of its sources, the new entity overseeing Undead Labs will be revealed later this summer. An exact date for the reveal was not shared.

Microsoft’s deal with the studio failed to outline the details of its Undead Labs deal, but the report stated that, although State of Decay 3 will continue to receive funding, the game will not be obligated to adhere to “any Xbox-controlling terms.” More specifically, State of Decay 3 won’t be required to come to Game Pass.

The 100 Best Xbox Games of All Time

Game Pass subscribers are among the crowd of gamers who have looked forward to State of Decay 3 since its announcement nearly seven years ago in August 2020. Although the first game in the series launched in 2013, years before Game Pass launched in 2017, its sequel arrived as a day-one launch on the service in 2018. As Undead Labs finds a new home, fans of the series may not want to expect the post-apocalyptic franchise to continue with the new game on Game Pass at launch – or maybe ever.

Buried in the news of an uncertain future for some of the most well-respected developers in the industry was Sharma’s assertion that Game Pass was one of a few angles of the Xbox business that “did not grow at the pace” it expected. In June, chief strategy officer Matthew Ball revealed the gaming subscription service “shed millions of subscribers” in the wake of substantial price increases last October.

Microsoft then announced in April of this year that it would be cutting the price of Game Pass, though not quite to pre-hike prices. Sharma clarified to Bloomberg in June that the company was “able to reset Game Pass after an eight-month decline.” The total number of subscribers the service currently has is unclear.

As the industry comes to grips with a “reset” for Xbox, you can keep up with all of the biggest news with Play168’s live coverage. You can also see how the newly independent Double Fine Productions and Compulsion Games reacted to the changes.

Michael Cripe is a freelance writer with Play168. 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).

Xbox Layoffs Live Report

Microsoft has announced what it has called “the most significant restructure in Xbox history.” Xbox CEO Asha Sharma has confirmed 1,600 Xbox staff will lose their jobs today, with another 1,600 set to be cut during the current financial year. As part of that, four studios are leaving Microsoft, and one may be sold or closed if it doesn’t find a buyer.

There is a lot of news flooding in around the Xbox layoffs, including staff, studio, and game changes. We’ll report on it all live right here. Keep refreshing for the latest updates on the likes of State of Decay 3, Senua, Marvel’s Blade, and the many staff who are working on them.

Fans are worried about Starfield

According to a new report from Bloomberg, Microsoft’s restructuring of Xbox will see Bethesda focusing on a handful of franchises going forward: Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. These five franchises are expected to be a priority, with at least three of them already having games in development. That doesn’t leave much room for more Starfield or Starfield 2, and fans of Bethesda’s sci-fi RPG are now worried it’s dead.

Xbox Is ‘Not Healthy,’ But Losing All of This Talent Isn’t the Cure

We also have an opinion piece from Play168 Senior Editor Simon Cardy, who questions whether draining this much talent is really the way to cure Xbox. With multiple studios set to be jettisoned from its portfolio and left to fend for themselves, many avenues of creativity could soon be demolished, as Microsoft appears to be going all-in on a handful of decades-old “mega franchises” like Halo, The Elder Scrolls, and Call of Duty.

What’s happening with Marvel’s Blade?

As part of today’s announcement, Xbox boss Asha Sharma said Arkane’s management “is beginning required consultation with its Works Council to review potential strategic options.” As a French studio, Arkane must follow the country’s labor law around a potential sale or closure, and this process may take some time. Meanwhile, the future of Marvel’s Blade, which was in development at Arkane Lyon, remains unclear. Will it be released? Is it canceled? Could another company pick it up, with Arkane Lyon potentially continuing development? Play168 has asked Marvel Games for comment. More on the situation with Blade here.

ZeniMax (Bethesda, id Software, MachineGames)

Bloomberg reporter Jason Schreier has said that while Microsoft-owned ZeniMax will suffer from today’s cuts, it won’t be left to work on Fallout and The Elder Scrolls only. Yes, Bethesda has The Elder Scrolls6 in the works, and the expectation is that there will be a focus on getting new Fallout games out the door. But ZeniMax studios will also work on Doom and Quake (id Software) and Wolfenstein (MachineGames). There’s no mention of Indiana Jones, however, which suggests MachineGames will not get the chance to work on a sequel to the well-received Indiana Jones and the Great Circle.

Double Fine and Compulsion Games

Double Fine and Compulsion Games have now issued public statements to confirm their status following word of today’s enormous cuts by Xbox, discussing their respective futures as independent studios. More here on the fate of the likes of Psychonauts and South of Midnight.

State of Decay 3

Asha Sharma has said Undead Labs will be sold “with funding to complete and grow” State of Decay 3, which suggests the game will be released eventually. But we don’t know who has bought the studio, and we don’t know if it will suffer any layoffs as a result. State of Decay 3 only appeared at the Xbox Games Showcase last month, where it had a new trailer with a 2027 release window.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

After Xbox Cuts, Double Fine and Compulsion Games Confirm Studio Status and Ability to Keep Franchises Such as Psychonauts and South of Midnight

Double Fine and Compulsion Games have issued public statements to confirm their status following word of today’s enormous cuts by Xbox, discussing their respective futures as independent studios.

While neither company will be shut down, neither will be part of Xbox Game Studios going forward either — and in an address to Xbox staff that confirmed job cuts of 3,200 employees this year, Xbox CEO Asha Sharma made no mention of how either company’s workforce would also be impacted by their move to independence.

Both Double Fine and Compulsion have been independent studios before, prior to their purchase by Microsoft during its company-buying spree — a bid to find firms who would help fill the Xbox Game Pass catalogue. Each developer will now return to independent status, with no word on what either studio will now work on. Both companies will be able to keep access to their existing franchises, however, and Sharma said they both have “runway for their next games.”

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

Founded in 2000 by legendary LucasArts developer Tim Schafer, Double Fine is known for a string of indie hits such as Psychonauts, Brütal Legend, Costume Quest, and the hugely-successful Kickstarter project Broken Age. Over the past 12 months, the studio released its first new games for several years — colorful adventure Keeper and multiplayer pottery brawler Kiln — though neither found widespread success.

“Once again, Double Fine Productions will be an independent studio,” the company said in a statement posted to X/Twitter, jointly signed off by Schafer. “We’re thankful to everyone at Xbox for seven great years together, and for working with us to reach an outcome which preserves our history and culture, and returns ownership of our games to us.

“To everyone who has reached out to us these past few weeks: Thank you so much for all your kind words, we’ve been deeply touched by all your messages. We will share more news soon on what comes next. Your continued support is greatly appreciated.”

The younger Compulsion Games, meanwhile, is known for a smaller roster of titles including Contrast, We Happy Few, and most recently its artful adventure South of Midnight.

“When Compulsion Games was founded in 2009 as an interdependent studio, we were just a few dreamers in a leaky gramophone factory devoted to creating rich storylines and experiences that felt handcrafted,” the company began in a similar statement posted to X/Twitter. “We care about the craft of making games, the stories we tell, the players who experience them, and the assembled creators who put their heart and soul into doing something different.

“Today, we’re sharing that Compulsion Games will return to independent management following our time as part of Xbox. As part of this transition, we will retain the rights to Contrast, We Happy Few, and our award-winning South of Midnight. We’re grateful for the years we spent with Xbox, for the support they provided our team, and for the opportunity to bring these games to players around the world. As an independent studio, we’re excited to continue building the distinctive games that define Compulsion while taking the next steps in our journey.

“Our immediate priority is to support our team throughout this transition period. We are confident in the future of Compulsion Games and look forward to this next chapter where one thing will remain constant: we will create unique games that tell important stories, all with the goal of touching the hearts and minds of our players.”

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

British Pokémon Card Thieves Jailed After Swiping £71,000 Stock

A pair of Pokémon card thieves have been caught after their getaway van broke down and they were found holding £71,000 of stolen stock (around $95,000).

The two brothers, Keith and Shane Johnson, pled guilty to burglary at a court in Birmingham, UK last week, with the former sentenced to 29 months in jail. His brother will be sentenced later this month, Cheshire Police stated.

Neither man appears to be a criminal mastermind. The Johnsons first targeted Celestial Collectibles, a store that specializes in rare Pokémon cards and merchandise in Warrington. Police were alerted after the break-in was spotted.

Pokémon card thief Keith Johnson. Image credit: Cheshire Police.

Escaping in a Ford transit van, the duo’s scheme was halted after the vehicle broke down — leaving the brothers to get out and push it to where a second getaway van was waiting. This second vehicle was then found parked outside their house.

Despite this, the brothers went on to target a second business, The Graded Gallery in Rugby. Again, more Pokémon card stock was stolen and the store was left in disarray. In both instances, the brothers used a crowbar to smash their way into the shop and cause thousands of pounds worth of damage in the process.

Ultimately, police caught up with the brothers at their house — where they found the missing cards, keys to both getaway vehicles and clothing worn during the first burglary.

Pokémon TCG: 30th Anniversary Celebration Collection First Look

“The overwhelming evidence collected through our extensive enquiries put them at both crime scenes giving them no choice but to plead guilty,” said Cheshire Police spokesperson DC Hannah Smith in a statement. “The brothers will now have to pay the price for their part in their criminal Pokémon enterprise.”

These thefts are just the latest in a seemingly never-ending spate of burglaries targeting Pokémon cards due to their high value, driven by huge popularity and continuing scarcity. That’s despite The Pokémon Company manufacturing an astonishing 10 billion cards in 2025 alone — more cards than the number of people on the planet, and still nowhere near enough to meet demand.

Card manufacturing has been boosted significantly in recent years to try and keep up with demand. 43 billion cards were printed in the 25 years between October 1996 and March 2022, but essentially the same amount again has now been released in just the past four years. And with the brand’s eye-catching 30th anniversary set due in September, the situation is unlikely to calm down anytime soon.

Last week, Nintendo president Shuntaro Furukawa said The Pokémon Company would “take measures” to deal with the rampant shortages and scalping, though stopped short of mentioning anything specific. In the meantime, the past year alone has seen countless instances where trading card stores have been broken into overnight.

One card shop in New York was recently targeted by armed thieves in broad daylight, leaving terrified staff and shoppers held at gunpoint. In May, reports emerged of a Florida man who was arrested on suspicion of stealing $12,000 of Pokémon cards while wielding a battery-powered chainsaw. And in April, another desperate Pokémon fan was arrested in Pasadena, California, after hiding inside a closed Best Buy ahead of a Pokémon card drop. At least in England, these two thieves have been captured.

Image credit: Cheshire Police.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Pokémon Soccer Collaboration Kicks Off With Japan’s J League

The Pokémon Company announced a collaboration today with J League, Japan’s top professional soccer association. As part of the Pokémon 30th anniversary celebrations, each of the J League’s 60 teams is getting its own Pokémon.

The featured Pokémon were picked to match each of Japan’s pro soccer teams. For example, Roasso Kumamoto is getting Ponyta as its partner Pokémon, which matches up with the club’s horse logo and mascot. Akita Blaublitz gets seahorse Pokémon Horsea, which as Pokémon fans will know, has Water/Dragon-type Pokémon Kingdra as its final form. This meshes with Blaublitz’s mascot, which is a blue dragon called Blaugon.

Pokémon Soccer Collaboration Kicks Off With Japan’s J League

J League’s current catchphrase is “Evolution! The J League is evolving,” and of course, Pokémon evolve too if you train them up right. The collaboration officially launches on August 7, with 1 million Pokémon eco bags in 60 different designs to be handed out to attendees at each respective club’s home ground. On the front of each bag is the club’s partner Pokémon, and on the reverse is a special Pikachu design. There are also plans to sell collaboration merchandise, so soccer and Pokémon fans should watch this space.

After Japan’s impressive showing at the World Cup, which ended after the Samurai Blue conceded a 96th minute winner to Brazil in the round of 32, attention in the country turns to the next season of the J League, which kicks off in August. Kashima Antlers are the defending champions, having won a record-extending ninth J.League title on the last matchday of the 2025 season.

Photo by Masashi Hara/Getty Images.

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.

Amazon Reveals Its Best Selling Video Games Chart for 2026 (So Far)

Grand Theft Auto 6 and a slew of Nintendo Switch and Switch 2 games are dominating the best-seller charts at Amazon in the U.S so far this year.

The top five best-selling games of the year at the retail giant are listed as GTA 6, Tomodachi Life: Living the Dream, Star Fox (2026), Mario + Rabbids Kingdom Battle, and Metroid Prime 4: Beyond.

Not far behind as well are 007 First Light, Sonic Racing: CrossWorlds, Pokémon Legends Z-A, Pokémon Pokopia, and Sonic X Shadow Generations.

So what’s the deal? There’s an easy explanation for most of these top sellers at Amazon, especially if you’re following day-to-day discounts and deals. It’s also worth noting that these are strictly the top video games included in the best-seller list, while Amazon also lumps in anything else video game related to the chart, such as gaming gift cards, controllers, and accessories.

GTA 6 is the least surprising addition to this list. Despite it being a download code-in-a-box, this is still going to be the biggest game of the year, even with the ongoing physical vs digital drama that Rockstar and, subsequently, PlayStation have recently ignited.

Notably, the Amazon chart shows the Xbox version, but before you get ahead of yourself, I’m fairly sure Amazon’s charts work off data for both SKUs (Stock Keeping Unit), so this will include orders for Xbox and PS5.

Tomodachi Life: Living the Dream’s inclusion might surprise some, but the civ-sim has seen some crazy sales figures in the first half of the year, leading Circana’s US charts in April, and generating over $41 million in combined physical and projected digital sales. Even more interestingly, Living the Dream also contributed to a 44% year-on-year increase in consumer spending on new physical software in April 2026, reaching $96 million.

Star Fox’s inclusion is likely a mix of it being a big Switch 2 exclusive, released in the summer, reviewing well, and Amazon bestowing a $10 discount for anyone buying a physical copy in the run up to release. This purely price matches the new digital to physical price differential that Nintendo has implemented, but Amazon deciding to directly take this on is seemingly prooving quite fruitful for the retail giant so far.

Finally, both Mario + Rabbids, and Metroid Prime 4: Beyond’s inclusions are seemingly the product of recent sale events such as Amazon Prime Day than ran from June 23-26 this year. Mario + Rabbids fell as low as $9.99, and became one of the best selling games of the shopping event.

Metroid Prime 4, on the other hand, is actually still discounted, in fact, and down to $44.99 at Amazon at the time of writing. Its Nintendo Switch version was also discounted during Prime Day, down to $29.99, and is more than likely contributing to the high sale numbers as well.

So What Does This Tell Us?

Over half way through the year, and it does still seem like Nintendo is dominating the Amazon charts for video games. One of the biggest debates surrounding the Switch 2 has been whether the console has a strong enough library of games to warrant the upgrade. Now, over a year into the console’s life cycle, the four out of five of the best selling games on Amazon are all Nintendo exclusives.

We don’t have the full sales data from Amazon’s “Best Seller” chart, and doesn’t take into account other U.S retailers like Best Buy, Walmart, Target, and GameStop, alongside global digital storefronts.

But, it does paint a somewhat vague, but undeniably interesting picture as to what consumers are gravitating towards when it comes to buying games as, for the most part, physical purchases from places like Amazon, one of the world’s biggest online retailers.

As far as the console ongoing success, it’s also hardly surprising. Nintendo Switch 2 also recently ended its first 12 months on sale as the second fastest-selling hardware in U.S. history. Fresh data from Circana revealed that the Switch 2 has a 5.9 million U.S. install base after a year, with only the Game Boy Advance’s 6.5 million units over its first year in the market exceeding it.

Nintendo has said Switch 2 is its fastest-selling hardware ever globally, despite some sales struggles at the back end of 2025 in western markets. Nintendo has also said it will increase the Switch 2’s price by $50, raising the console to $499.99 on September 1 due to ongoing market conditions.

Yet, the gaming giant has recently had an incredibly popular “Choose Your Game” bundle up on retailers like Amazon for $499, in which buyers can decide between Mario Kart World, Donkey Kong Bananza, and Pokémon Pokopia as a free digital download included with their purchase. That’s a $20-$30 saving right now, depending on what game you choose, but up to $80 saved once the console price increase is implemented later this year.

Nintendo Switch 2: Choose Your Game Bundle

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Games to choose from are Mario Kart World, Donkey Kong Bananza, and Pokémon Pokopia.

Ultimately, Amazon’s charts offer a fascinating snapshot of where consumer interest sits midway through 2026. Nintendo continues to dominate retail shelves, GTA 6 is already proving unstoppable months before launch, despite controversies, and aggressive discounts continue to remain as one of the biggest drivers of game sales, especially for those who care about physical copies, or the increasingly premium cost of gaming.

Whether that continues over the next couple of years remains to be seen. For now, though, one thing is clear: when players have the choice between physical and digital, plenty are still choosing the version that gives them the best deal, and right now, that’s often the one sitting in retailer warehouses.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Steam Rules Must Change, Developer Says, After Players Praise Bitesize Game But Are Allowed to Refund It Anyway

A Steam game developer has called for the storefront’s refund policy to be changed, after players who praised its bitesize game were still able to get their money back.

Writing on X/Twitter, Zoroarts, the developer behind indie boat adventure Paddle Paddle Paddle, criticized Steam for allowing players to receive a full refund even after completing the game and leaving glowing reviews.

Steam allows players to refund any title played for less than two hours, up to 14 days from purchase. It’s a policy intended to ensure players are happy with their games up to a couple hours of playtime — but Zoroarts says it is also punishing makers of smaller experiences that players can quickly polish off.

“This should not be possible,” Zoroarts stated, claiming that Paddle Paddle Paddle had been widely praised but still subject to a 21% refund rate from players who finished their time with it within Steam’s refund time window. On Steam, its review average is Very Positive, and it is currently on sale for just $3.

“Would be cool if you could finally do something about your refund policy,” Zoroarts continued. “Got dozens of reviews like that and 21% refund rate even though the reviews are 90% Very Positive. That’s over 55,000 Refunds btw…”

Zoroarts included an image of a Steam review for Paddle Paddle Paddle that labelled it as a “GREAT GAME, finished within 1:40 hrs (refunded).”

“I planned a medium playtime of 3.5 hours for the full level and the level from the free demo takes ~40 minutes to complete,” Zoroarts added, “so the game was planned to launch with ~4 hours of total gameplay. There are tons of reviews with 5+ hours and even 20+ hours but the game was also played by a lot of speedrunners and just really good gamers who made it in 1-2 hours… Got many insulting comments with ‘Make a game longer than 2 hours’ 😅”

“People really like the game,” the developer continued. “Look at the almost 1,400 reviews on Steam. You can NOT say that the game is bad or trash if you have not even played it and the most basic approach to check if its a problem with the game is checking the Reviews. The true problem is that PC gamers seem to hate shorter games and don’t want to pay for that and I understand it now but there is no reason to insult me or the game like many people in the comments did.

Response to Zoroarts’ comments has been mixed, with some stating that Valve was unlikely to change its policies, or calling for better labelling when a game is intended to be a short experience. This is something Zoroarts has also backed, with the ability to see price and expected playtime clearly laid out.

“That way at least ‘Too short’ can NOT be a refund reason anymore,” the developer concluded.

Valve itself already includes a section on “abuse” of its refund policy in the platform’s terms and conditions, which states that refunds were not “a way to get free games” — and anyone unfairly taking advantage of this would have their refund privileges suspended. How much this is actually policed in practice, though, remains unclear.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Should Palworld Players Wipe Their Data for 1.0 This Week? Pocketpair Offers Official Advice

Palworld’s hotly anticipated 1.0 update launches this week, on July 10, and now developer Pocketpair has narrowed the release timing down, while issuing existing players an official recommendation on whether they should wipe their data for it.

First up, Palworld 1.0. Pocketpair said it can’t give an exact release time, but it’s planning to launch the updated version of the game around midday on July 10, Japan time. Or, more specifically, 12.30pm Japan time.

“Estimate time, this is NOT 100% the exact launch time,” John “Bucky” Buckley, communications director and publishing manager at Pocketpair, clarified in a Discord post.

Assuming around 12.30pm Japan time, then, that’s 8.30pm PT on July 9, 11.30pm ET on July 9, and 4.30am UK time July 10.

Palworld 1.0 global release times (approximate):

  • Los Angeles: 8.30pm PT on July 9
  • New York: 11.30pm ET on July 9
  • London: 4.30am UK time on July 10
  • Tokyo: 12.30pm Japan time on July 10
  • Sydney: 1.30pm AEST on July 10

Elsewhere, Bucky told existing Palworld players do not need to wipe their data for 1.0, “but you should.”

“Players can continue their existing saves if they wish, as we want to respect the time and effort you have put in,” Bucky continued in another Discord post. “However, due to the large number of changes to the game, including overhauls to mechanics and new content, we believe that starting a new character will give you the best experience of Palworld!

“We will leave that choice up to you, Pal Tamers!”

It’s been a rollercoaster Early Access ride for Palworld since it arrived on Steam priced $30 and launched straight into Game Pass on Xbox and PC in early 2024, breaking sales and concurrent player number records in the process. Pocketpair boss Takuro Mizobe has said Palworld’s launch was so big that the developer couldn’t handle the massive profits the game generated. Still, Pocketpair acted swiftly to capitalize on Palworld’s breakout success, signing a deal with Sony to form a new business called Palworld Entertainment that’s tasked with expanding the IP. It later launched the game on PS5.

After Palworld’s huge launch, comparisons were made between Palworld’s Pals and Pokémon, with some accusing Pocketpair of “ripping off” Pokémon designs. But rather than file a copyright infringement lawsuit, Nintendo and The Pokémon Company went down the patent route. In the initial lawsuit, the two companies called for 5 million yen (approx $30,000) each plus late payment damages, as well as an injunction against Palworld that would block its release. A judgement is expected later this year.

As for Palworld 1.0, Bucky has teased 27 pages of changes and additions for the patch notes. This is going to be a big one.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Best Deals Today: M2 iPad Air, Criterion Collection, Ys X: Nordics, and More

A new weekend has arrived, and today, you can save on iPad Air, Cyberpunk 2077, Final Fantasy VII Remake Intergrade, Dragon Quest III HD-2D Remake, the Criterion Collection Blu-ray Sale, and more. Check out our top picks for Sunday, July 5, below.

M2 iPad Air for $487

Apple iPad Air 11-inch (M2), 128GB

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iPads are not getting cheaper anytime soon, but older M-series models are still holding up well today. This weekend, you can pick up an 11-inch M2 iPad Air for $487, which saves you 35% off the usual price. If you’re looking for a new drawing tablet, a device to jot down notes during class, or even just a bigger screen to watch YouTube or Netflix, this is a fantastic option.

50% Off Criterion Collection Sale

Barnes & Noble is having its 50% Criterion Collection sale right now, so this weekend is one of the best times of the year to pick up some new 4K Blu-rays. Oftentimes, these 4K transfers are overseen by the original Director, and there’s always plenty of great extras included. I personally picked up The Princess Bride and Barry Lyndon, saving 50% off each!

Cyberpunk 2077: Ultimate Edition for $57.99

Cyberpunk 2077: Ultimate Edition – Nintendo Switch 2

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In the wake of recent news about physical games, this weekend is a great time to grow your collection with physical games like Cyberpunk 2077 on Nintendo Switch 2! This Ultimate Edition includes both the base game and the Phantom Liberty expansion all on the cartridge. Today, you can save $13 off the MSRP, with copies available for $57.99 at Target.

Ys X: Nordics – Deluxe Edition for $39.99

Ys X: Nordics – Deluxe Edition – Playstation 5

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While Falcom is best known today for the Trails series, the Ys series is another great series made by the company. The Ys series has been running for almost four decades at this point, with 17 entries to date. The latest entry, Ys X: Nordics, is on sale this weekend for $39.99 at GameStop. If you’re looking for a new action RPG to discover, look no further than this great game.

Save on Final Fantasy VII Remake Intergrade

FINAL FANTASY VII REMAKE INTERGRADE – Nintendo Switch 2 (Standard Edition)

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FINAL FANTASY VII REMAKE INTERGRADE

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Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. You can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey.

Nintendo Switch 2 Camera for $29.99

Nintendo Switch 2 Camera

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GameChat is one of the best features on Nintendo Switch 2, allowing you to jump in and connect with friends from anywhere with voice chat or video chat. Today, you can save almost 50% off the official Nintendo Switch 2 camera, which plugs into the top USB-C port and makes video chat a breeze. With Star Fox essentially debuting VTuber filters, this may be the time to check out GameChat if you’ve yet to.

Dragon Quest I & II HD-2D Remake for $39.99

DRAGON QUEST I & II HD-2D Remake (NSW)

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Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we’ve seen since release. In our 9/10 review, we wrote, “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

Nioh 3 for $47.49

Nioh 3 – PlayStation 5

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Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, “Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure.”

LEGO Ideas Vincent Van Gogh The Starry Night for $136

LEGO Ideas Vincent Van Gogh The Starry Night

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Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there’s even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

Dragon Quest III HD-2D Remake for $19.99

DRAGON QUEST III HD-2D Remake – PlayStation 5

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Dragon Quest III HD-2D Remake was such a joy to experience in 2024, as it reimagined one of the most legendary RPGs ever in a brilliant way. This weekend, you can score a copy for only $19.99. It’s a surprisingly meaty experience, with the 100% completion taking around 70 hours in my experience.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Marvel Tokon Blocked in 132 Countries as Players Blame PSN Requirement

PlayStation and Arc System Works’ Marvel Tokon: Fighting Souls has been blocked in 132 countries in what appears to be another example of Sony’s PSN requirements barring players from access on Steam.

Fans of the upcoming tag-team comic book fighting game have prepared to skip out on its August 2026 launch after it was revealed that a long list of regions will be blocked (via SteamDB). The full list of 132 countries includes Afghanistan, Haiti, Serbia, Zimbabwe, Egypt, and more.

Why Marvel Tokon has been blocked in these areas has not been explicitly stated, but fans think they’ve figured out the cause. It just so happens that the PlayStation Network is unavailable to access in any of the countries on the list.

The full list of countries where Marvel Tokon: Fighting Souls is blocked from purchase. Image courtesy of SteamDB.

It’s a situation that should feel familiar to PlayStation fans. In 2024, developer Arrowhead Studios confirmed that a lack of PSN access would block Helldivers 2 across a similar list of territories with an update. Thankfully, Sony eventually reversed course on that matter, announcing that it would no longer launch that update across PlayStation 5 and PC versions of the experience.

Though the number of affected locations totaled 177 for Helldivers 2, there are still plenty of PS5 fans across Marvel Tokon’s 132 affected countries who will no doubt be displeased to hear they won’t be able to play at launch. Arc System Works has yet to publicly comment on the controversy, but Play168 has reached out for clarification.

Sony’s Interactive Entertainment wing has put itself in the hot seat several times in the last few weeks. An internal document recently suggested the PlayStation maker was shifting away from releasing its single-player titles on PC. Last week, the company announced it would end physical disc production for new games in early 2028. Now, the company is back in players’ crosshairs as Marvel fans learn the new fighting game will be blocked from access.

Marvel Tokon: Fighting Souls has a release date of August 6, 2026, for PC and PS5. Along with headlining playable heroes like Captain America, Iron Man, and Spider-Man, the developer recently announced that Blade, Deadpool, and Loki, as well as Carnage, Green Goblin, and Magneto, will also be available. For more, you can read Play168’s interview with the team.

Michael Cripe is a freelance writer with Play168. 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).

Hideo Kojima Really Sad About Frightening Digital Future After Sony Ends PlayStation Physical Disc Production

Metal Gear Solid and Death Stranding creator Hideo Kojima has warned of a “frightening” digital future just days after Sony announced it would soon end production for physical PlayStation discs.

Kojima shared his feelings about the shift away from physical media during a conversation at the Il Cinema in Piazza film festival in Rome (according to a translation by Genki). His comments follow the news that production of new PlayStation discs would come to an end in January 2028, and although he doesn’t seem to directly reference Sony by name, it seems pretty clear what’s on his mind.

“Since production is ending in 2028, this is about video games, but I grew up with physical media, so I find it really sad,” Kojima said. “Currently, I’ve been buying up a lot of Blu-rays, such as various movies, and CDs too.”

Hideo Kojima. Photo by Rosdiana Ciaravolo/Getty Images.

Those who have followed Kojima’s love for video games, movies, and music shouldn’t be surprised to hear he’s not thrilled with the way things are going. Mere moments after news of Sony’s decision spread across the internet, a message he shared in 2021, warning that individuals may soon have access to data stripped away, resurfaced. He said at the time, “We will not be able to freely access the movies, books, and music that we have loved.”

Kojima took his presence at the film festival to update listeners on his perspective on an all-digital future. He also touched on streaming, and how it will affect not only games, but other media, too.

“The situation is different for games, as they are downloaded to the hard drive, that means the game data remains on your own hardware,” he continued. “However, if things shift to streaming in the future, that won’t be the case anymore. With streaming subscription services, like Netflix or Amazon, there is a server somewhere, and you essentially just have the right to turn the tap, and when you do, the data flows out.

“That’s how movies work on these platforms, right? You don’t download the data, you access it directly through a subscription. And the consequence of that is that you don’t actually possess the data yourself.”

Fans of physical media ownership have had a lot to be upset about in recent weeks. In late June, Rockstar Games announced that the physical version of GTA 6 would come in a box with no disc, with the game itself available only as a download code.

The aftermath of Sony’s decision to end physical disc production for PlayStation games has been especially brutal. Even as major corporations, celebrities, and the average gamer blast the company for its decision, it appears it’s unlikely to U-turn on the move. All of this arrives just as Sony told digital movie fans they would soon lose access to a library of more than 550 films – even if they had already purchased them.

Signs seem to point to a focus on digital gaming as the PS6 and Project Helix consoles loom, and players aren’t looking forward to what the future may hold. Kojima isn’t either.

“There are companies that own these servers and let you ‘turn the tap’ for a monthly fee,” he continued. “However, with nations, politics and various ways of thinking, one naturally has to consider the possibility that if there is a change, the data inside will stop being distributed. And if that happens you won’t be able to watch or play the movies and games you like.

“That is what is frightening. So, what is happening to video games in 2028, might also happen to movies. I’d like everyone to keep that in mind.”

Kojima Productions wrapped up work on Death Stranding 2: On the Beach last year. Next up is his horror project, OD, which we recently learned is safe at Xbox following recent reports of impending studio closures and cancelations. For more, you can read why one Play168 writer thinks PlayStation’s physical media-free future is offensive.

Photo by Rosdiana Ciaravolo/Getty Images.

Michael Cripe is a freelance writer with Play168. 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).

In Search of Luigi – A 30-Year-Old Mario 64 Bounty Finally Settled

If you were gaming back in 1996, there’s a good chance you heard a rumour. Maybe you saw it in a magazine, or it was whispered to you in the schoolyard, but either way the gossip was consistent: Luigi was in Mario 64.

The rumour was relentless, and the appetite for Mario’s brother grew by the day. Play168, however, struggled to believe it was true. In an effort to dispel the myth once and for all, in 1996 we posted a bounty. The message was simple: Prove Luigi is in the game and we will pay you $100.

Countless tried, none succeeded. And after 24 years people moved on, forgetting they’d ever cared about the missing plumber being in the iconic 3D platformer.

But then, seemingly out of nowhere, Nintendo’s source code was exposed to the world, and buried in there was a lead. Luigi, it appeared, was there, hidden in a place where nobody could look. But now, thanks to a data breach dubbed the “Gigaleak” and some clever sleuthing, he was finally exposed to the world.

So now, 30 years later, it’s time to finish this. Let’s settle this bounty once and for all.

“I would love for Luigi to truly be in the game, but that doesn’t mean that he’s there…”

L is Real 2401

Before Super Mario 64 arrived in 1996, it was inconceivable that Mario’s first jump to three dimensions would happen without his brother. Together, they formed the titular Mario Bros we’d seen together since 1985. But the inconceivable happened – Mario 64 was a solo adventure for Nintendo’s original jumping man. That wasn’t the original plan, though. In an interview for the game’s official Japanese strategy guide, creator Shigeru Miyamoto explained that the team had been forced to omit Luigi, stating that “ultimately, due to memory issues, we had to take him out.”
So, Luigi was never in Mario 64. Open and shut case, you’d assume. But that didn’t stop the rumours spreading like wildfire.

“Everyone thought that Luigi was somewhere hidden in Mario 64,” explains Play168’s news editor, Tom Phillips, a lifelong Nintendo fan who was working as a reporter for Eurogamer during the events of the 2020 Nintendo Gigaleak. “It was the era of secrets that you couldn’t just look up on the internet. It was the era of myths about video game easter eggs that you would whisper to each other as you were playing, or you would talk about them in the playground. Everybody had a theory about where Luigi was in Super Mario 64.”

This hearsay about Luigi wasn’t completely unfounded. Its origins all stemmed from a simple, practically unreadable sign in the courtyard of Peach’s castle.

“The text on the sign, I’m pretty sure, was just nonsense,” says Phillips. “But people thought it said: L is real 2401.”

The ‘L is Real 2401’ sign in the courtyard of Peach’s Castle.

“People from that took that, yes, Luigi is in the game, and you had to do something to find him, whether that was collect 2,401 stars or jump 2,401 times in a specific spot. But [fans assumed] it was a message from Shigeru Miyamoto himself, saying that Luigi was waiting somewhere for you to go find.”

Super Mario 64 was like nothing else on the market in 1996, defining not only the rules for all 3D platformers but also quickly establishing itself as one of the greatest video games of all time. But perhaps where it stood out the most, at least to a legion of Luigi obsessives, was the sheer volume of secrets you could find.
“It’s a remarkable game. I was in awe,” shares Play168 co-founder Douglass C. Perry. “There were so many little hidden things throughout the game that made it so much fun to explore. The sense of discovery was one of the things that made it so remarkable and long-lasting. There are so many secrets that it made you feel like Luigi could be in there. “

But despite the community’s best efforts, Luigi was nowhere to be found. After collecting all 120 stars, players were rewarded with a secret Yoshi hidden right at the start of the game. But no matter how hard they looked, there was no trace of the moustachioed brother. He would eventually arrive in the Nintendo DS port of the game, but many fans were still convinced he was in the original.

Luigi in Super Mario 64 DS

“I would love for Luigi to truly be in the game,” says Perry. I think that would be amazing, but that doesn’t mean that he’s there.”

The audience, armed with a hidden message, was undeterred. Luigi had to be in the game, and ‘L is Real 2401’ was the clue they needed. At the same time, a burgeoning website called N64.com launched and was quickly inundated with questions about the missing plumber. In an effort to dispel the myth once and for all, Douglass C. Perry, who was a young editor at the site, decided to put his money where his mouth was and offer a $100 bounty to anyone who could solve this mystery. It was a call to arms that he’d very quickly regret…

“I said, ’If you can find Luigi in the game we’ll reward you.’ Well, that was just the biggest mistake I think I’d ever made…”

The Search For Luigi

The staff of N64.com, which would later change its name to Play16864 and then just Play168, thought nothing of their bounty story. It was just one article towards a daily quota, and the assumption was it would be forgotten in less time than it took to post it…

“Hey, Doug, can you write five stories a day?” recalls Perry. “I was like, ’Yeah, I can do it,’ blindly accepting the challenge. And so we were constantly looking for things to write. And of course, these emails started coming in about Luigi, and we were like, ‘He’s not in the game, we would’ve found him by now,’ but the emails were relentless. Finally, I was like, well, fine, let’s just put the challenge out there for players to find Luigi. Because if he’s in there, someone’s going to find it.

“I said, ’If you can find Luigi in the game, show us the steps and pictures, and we’ll reward you.’ Well, that was just the biggest mistake I think I’d ever made…”

Excert from the ‘In Search of Luigi’ article published in 1996.

In 1996, the internet was in its infancy, so the idea of the answer being a quick Google search away was a distant, warp-pipe dream. In the late ‘90s, rumours such as the ability to revive Aerith in Final Fantasy 7, or a secret code to reduce Lara Croft to her bare pixels, were prevalent in schoolyards. Fans laboured over these urban myths, waiting months at a time for them to be either solved or dispelled by magazines.

The internet, though, had begun to speed up this process, and with $100 on the line, the audience wasn’t going to wait patiently for their answers.

“We had mountains of emails coming in, just relentless,” shares Perry. “I hadn’t really thought past the challenge part. I was like, ‘Oh, I have to follow all these emails, instructions and go through every single one of these challenges to find out if he’s actually in there.’

“It was an enormous amount of work, and I didn’t think he was in there. None of them worked!”

The staff at N64.com were confident Luigi wasn’t in the game, but others still desperately sought confirmation. Two years later, in response to an ardent fan, Nintendo of America sent a letter confirming that ‘L is Real’ was simply a joke placed by developers, although evidence of that letter wouldn’t make its way onto gaming forums until many years later, and that’s assuming it was even legitimate. So, for most, true confirmation was still decades away.

The alledged letter from Nintendo of America claiming ‘L is Real’ was a joke.

“I was reading Nintendo Power and all the magazines, and there was nothing,” says Perry. “ I literally tried a hundred different ways to unlock Luigi, and none of them worked, but it didn’t stop the emails from coming.”

What started out as a fun article had spiralled out of control with no end in sight. Miyamoto had confirmed he wasn’t there, Nintendo of America confirmed he wasn’t there, and not a single person could confirm to Play168 they’d ever had a whiff of Luigi. All they had was ‘L is Real 2401’.

That was until 24 years and 01 month later…

“I don’t want to toot my own horn, but it is probably true that I was the first person [to find it].”

The Gigaleak

In July 2020, details of secret Nintendo development data began to surface. What started off as a trickle of information quickly spiralled into one of the biggest video game leaks in history.

“I was working at Eurogamer at the time, and my job was to write the news,’ explains Phillips.” And I remember seeing this pop up online, and it just spread like wildfire across social media, Reddit, Resetera, and all the video game forums.

“I thought it was a fake at first, but seemingly it was legit.”

Enormous amounts of development information began pouring out as eager fans mined the hacked data, desperate to learn more about Nintendo. Fans were quick to dub this enormous data breach the “Gigaleak” as they sifted through mountains of designs, prototypes and source material that Nintendo never intended to see the light of day.

One person whose curiosity was piqued by the news was an anonymous software engineer/visual artist (and passionate Super Mario 64 fan) known only as GlitchyPSI. With potentially massive Mario revelations ready for the taking, they were keen to dive into the Gigaleak to see what they could discover.

“It was like finding some kind of treasure, even though there was questionable legality over it,” explains Glitchy. “It was kind of like, ’Damn, this is kind of scary.’”

“There were a lot of comments by people, I believe, who actually work on this stuff. I believe a Starfox developer said something about disrespecting people’s work by doing this. There was a lot of fear, but in my circles, there was also a lot of excitement because people wanted to see the assets themselves.”

Tweet from Star Fox developer, Dylan Cuthbert about the Nintendo Gigaleak.

“I sort of adhere to the argument that this stuff is just so interesting and important for fans of Nintendo games and for fans of video games as a medium,” says Phillips. “It’s a part of our culture. And I think the more we know about it, the better, whether Nintendo agrees with that or not.”

“The files were ‘encrypted’,” explains Glitchy. “So you had to run a tool to get to the contents of the actual files as they were laid out in the file system, but you can imagine what else I found in there.”

What was discovered was a treasure trove of unreleased Nintendo content. There were prototypes for games like Yoshi’s Island, Super Mario Kart, and Star Fox 2. Mini-games that never saw the light of day, unused art assets, and location and character beta designs.

“I was refreshing that page, trying to see the latest stuff pieced together from it,” shares Phillips. “You never ever see how the product is made. And so that was what was so exciting about the Gigleak: to see the work-in-progress versions, the things that were left on the cutting room floor. This is stuff that you, as a Nintendo fan myself, just never get to see.”

The Gigleak was a goldmine for any Nintendo fan. But once word got out that there was source code for an early build of Super Mario 64, Glitchy and co immediately got to work.
So I checked the source file. There were no raw images, but I noticed something.”

Glitchy immediately recognised the code language they’d used in modding tools for fan-made Nintendo 64 projects. The file structure was similar, so it made sense that they could find a way to dive deeper.

“Maybe with the tools, people can recreate stuff,” thought Glitchy. “I already had experience with textures.

“I made a little program to take the raw data that was in textures, defined byte by byte. It would take that and convert it to a PNG. I showed this to people in Discord, and they were like, ‘Oh damn, maybe we can find more texture this way.’”

Not only did they discover more textures in the source code, but Glitchy found something that would change the history of the L is Real movement forever. A texture of a white circle, with a green L.

The Luigi textures that GlitchyPSI discovered.

“I don’t want to toot my own horn, but it is probably true that I was the first person [to find it],” he says.

The proof, although obtained by nefarious means, had finally arrived. Modders immediately got to work finding other elements and eventually pieced Luigi together in Super Mario 64. Now, although it was never released by Nintendo, there was evidence of a version of the classic game featuring Luigi.

Even though the sign in Peach’s courtyard never actually said “L Is Real 2401,” the message serendipitously came true. Luigi’s textures were discovered on July 25, 2020, 24 years and 1 month after Mario 64’s original Japanese release.

“The Gigaleak was such a rare opportunity to get some of this detail and just see this amazing process.”

Bounty Settled

30 years ago, Play168 posted a $100 bounty for anyone who could prove Luigi was in Super Mario 64. It took over 24 years and the crowd-sourced data mining of illegally obtained assets to solve, but we finally had our answer. So, once and for all, 30 years later, it’s time to settle our debt.

Given the nature of the solution and the wholesome determination of the L is Real community, we’ve made a $100 donation to AbleGamers, a charity that combats social isolation, fosters inclusive communities, and improves the quality of life for people with disabilities.

Play168’s $100 donation to AbleGamers. The debt is finally settled.

In 2026, it’s hard to imagine gaming mysteries lasting more than a week. Before you know it, dedicated fans are sifting through code, breaking boundaries with free cams and searching every nook and cranny for evidence of a game’s previous iterations. So there’s something still quite magical about Nintendo and its ability to keep its secrets so closely guarded.

“There are so many projects in Nintendo’s vaults that the Gigaleak did not even touch,” explains Phillips. “I feel like the world will never know all the things Nintendo came extremely close to releasing, only to pull back at the last minute. The Gigaleak was such a rare window, a rare opportunity to get some of this detail and just see this amazing process.”

But Nintendo’s special skill isn’t just its ability to hold its cards close to its chest. Since the birth of its console business, Nintendo has crafted worlds full of wonder. The fact that players want to get lost in those locations and comb them for clues, and their overwhelming desire to discover more, is perhaps the biggest compliment you can pay a creator like Shigeru Miyamoto.

Mario 64 is now 30 years old, but the passion and love it’s garnered has never wavered. People never forgot about Luigi because they never wanted to forget about Super Mario 64, and even though it was the birth of the modern 3D platformer, its greatest legacy is that people are still excited about what else they’re yet to discover in its groundbreaking Mushroom Kingdom.

“There’s a certain kind of genius to Shigeru Miyamoto’s playfulness and his design and his curiosity, his wonder about games,” says Perry. “That’s the beauty he instils in all his games, making people feel as if they’re about to discover something. It makes people feel like it could be there; you just have to dig a little deeper. I think that’s kind of an amazing once-in-a-lifetime genius that we may never see again.”

Dale Driver is an Associate Director of Video Programming at Play168, and once skipped revising for his exams so he could dedicate all his time to getting 120 stars in Mario 64. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social

The Best Deals Today: Cyberpunk 2077, Criterion Collection Sale, Nintendo Switch 2 Camera, and More

A new weekend has arrived, and today, you can save on Cyberpunk 2077, Final Fantasy VII Remake Intergrade, Dragon Quest I & II HD-2D Remake, the Criterion Collection Blu-ray Sale, and more. Check out our top picks for Saturday, July 4, below.

Cyberpunk 2077: Ultimate Edition for $57.99

Cyberpunk 2077: Ultimate Edition – Nintendo Switch 2

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In the wake of recent news about physical games, this weekend is a great time to grow your collection with physical games like Cyberpunk 2077 on Nintendo Switch 2! This Ultimate Edition includes both the base game and the Phantom Liberty expansion all on the cartridge. Today, you can save $13 off the MSRP, with copies available for $57.99 at Target.

Save on Final Fantasy VII Remake Intergrade

FINAL FANTASY VII REMAKE INTERGRADE – Nintendo Switch 2 (Standard Edition)

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FINAL FANTASY VII REMAKE INTERGRADE

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Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. You can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey.

50% Off Criterion Collection Sale

Barnes & Noble is having its 50% Criterion Collection sale right now, so this weekend is one of the best times of the year to pick up some new 4K Blu-rays. Oftentimes, these 4K transfers are overseen by the original Director, and there’s always plenty of great extras included. I personally picked up The Princess Bride and Barry Lyndon, saving 50% off each!

Nintendo Switch 2 Camera for $29.99

Nintendo Switch 2 Camera

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GameChat is one of the best features on Nintendo Switch 2, allowing you to jump in and connect with friends from anywhere with voice chat or video chat. Today, you can save almost 50% off the official Nintendo Switch 2 camera, which plugs into the top USB-C port and makes video chat a breeze. With Star Fox essentially debuting VTuber filters, this may be the time to check out GameChat if you’ve yet to.

Dragon Quest I & II HD-2D Remake for $39.99

DRAGON QUEST I & II HD-2D Remake (NSW)

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Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we’ve seen since release. In our 9/10 review, we wrote, “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

Nioh 3 for $47.49

Nioh 3 – PlayStation 5

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Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, “Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure.”

LEGO Ideas Vincent Van Gogh The Starry Night for $136

LEGO Ideas Vincent Van Gogh The Starry Night

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Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there’s even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Ghost of Tsushima Legends Anime Character Art Revealed

At Anime Expo, Crunchyroll gave attendees a first look at the characters that will appear in the anime adaptation of the PlayStation game Ghost of Tsushima and, specifically, its Legends multiplayer mode. The art showed the Assassin, Ronin and Hunter characters that the story’s protagonist, one of the last remaining samurai, will meet on his journey.

Ghost of Tsushima: Legends Anime: Character Art Reveal

The character design is the work of Takashi Okazaki, best known for creating Afro Samurai. Demon Slayer: Kimetsu no Yaiba, Solo Leveling, and Sword Art Online studio Aniplex is working on the adaptation, with Takanobu Mizuno directing. Satoshi Maejima and Gen Urobuchi (of game and visual novel studio NITRO PLUS) are on script duties.

“Having already proven the immense quality and versatility of our gaming properties across multiple successful film and television projects, we couldn’t be more excited to announce our first-ever anime adaptation,” said Asad Qizilbash, head of PlayStation Productions, when the series was announced in January 2025.

“Ghost of Tsushima’s rich, immersive world and its fantastical Legends mode based on Japanese mythology provide the perfect canvas for this project, and Aniplex is the perfect partner to translate Sucker Punch Productions’ hit video game into a stunning new anime series.”

The series is set to be released exclusively on Crunchroll in 2027.

Rachel Weber is the Head of Editorial Development at Play168 and an elder millennial. She’s been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends.

Dr Kawashima of Brain Training Fame Says Driving a Manual Car Is Better for Your Brain Than an Automatic

A study led by Professor Ryuta Kawashima suggests that driving a manual transmission car is beneficial for the brain, and could help prevent dementia. Kawashima is a neuroscientist known for the Brain Age and Dr Kawashima’s Brain Training games, released primarily on Nintendo platforms between 2003 and 2020.

The research, conducted by Kawashima’s team at Tohoku University’s Institute of Development, Aging and Cancer, looked at brain activity when driving manual and automatic cars.

The study found that the actions required to drive a manual vehicle activates the prefrontal cortex in ways that driving an automatic doesn’t. The prefrontal cortex is the part of the brain which handles memory, decision-making and attention.

Ryuta Kawashima in 2007, with the Brain Training games for Nintendo DS. Photo by MIWA SUZUKI/AFP via Getty Images.

When driving a stick shift, you need to decide which gear to switch to based on your assessment of the situation and surroundings. Then there’s the process of changing gears, in which you simultaneously operate the clutch pedal and gearstick, all while controlling your acceleration. As any learner driver who stalled a manual car will know, this requires brain and body coordination. Kawashima et al. found that these decisions and actions involved in driving a manual light up the prefrontal cortex.

“You have to judge and then pick the optimal gear according to the situation, and this puts a better load on the brain’s cognitive functions than driving a passive automatic transmission car,” says Kawashima in a quote from Japanese news site Best Car Web.

In other words, getting behind the wheel of a manual transmission vehicle regularly gives your brain a little workout. Kawashima says this has “a significant effect on maintaining mental health and cognitive function.”

With the aging population of Japan and other countries, cognitive decline is a significant health issue. It seems that driving manual vehicles is one way in which people can keep their brain active and help stave off dementia.

Despite these apparent benefits, manual transmission cars are on the decline in favor of effortless automatics. This is especially the case in the U.S. and Japan, where manual transmission accounts for only 1%~2% of new cars.

If you are not driving a manual car, then playing certain video games can also help keep your brain in gear. Various research has shown that gaming can benefit your brain. This includes a study showing that action game players have better cognitive function and higher levels of gray matter, and a 2020 study by Oxford University which found that titles like Animal Crossing may boost your mental health.

Image credit: Getty.

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.

Danganronpa 2×2 Delayed to Early 2027

Spike Chunsoft has announced that Danganronpa 2×2 has been delayed to early 2027.

The studio behind the Danganronpa 2: Goodbye Despair remaster confirmed it will no longer make its previously planned 2026 release schedule, with a statement published by producer Shohei Sakakibara. Spike Chunsoft did not confirm exactly why it decided to delay Danganronpa 2×2 but did attempt to cushion the blow with first details about a new story remix feature called Slayhem Mode.

“While development has been progressing toward a 2026 release, we have decided to move the launch to early 2027,” Sakakibara said. “We will share a more specific release date at a later time.

“We are continuing to work to bring you the best possible experience. We sincerely appreciate your patience as development continues, and we look forward to sharing further updates with you soon.”

As for Danganronpa 2×2’s Slayhem Mode, players were told to expect it to feature a new version of the original 2012 experience that tells a “completely different storyline.” All we know about the mode for now is that it follows a new chain of events with ” different victims, culprits, and tricks” and features about 20% more content than Danganronpa 2×2’s Original mode. Both story options will be available from the beginning of the game.

Spike Chunsoft also took its delay announcement as an opportunity to confirm that Danganronpa 2×2 comes with 3D world map instead of a side-scrolling map. Character portraits have also been updated. You can see in-development screenshots below.

Danganronpa 2×2 Screenshots

Danganronpa 2: Goodbye Despair fans were told they’d be able to revisit the story of Monokuma and Hope’s Peak Academy when Danganronpa 2×2 was announced during a Nintendo Direct later last year. Although it’s not expected to launch for a few months later than fans may have expected, it is still on track to release for PC, Nintendo Switch, Switch 2, PlayStation 5, and Xbox Series X | S.

Michael Cripe is a freelance writer with Play168. 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).

Campaign Evolved Will Have a Physical Game Case and Disc

Microsoft is using the fact that Halo: Campaign Evolved will offer a physical game disc in its box as a selling point.

On social media, and in a blog post offering answers to frequently asked questions, Microsoft leads with the fact that Halo: Campaign Evolved’s physical edition will include a game disc in its box.

Halo Campaign Evolved

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Weeks ago, this simple fact would have seemed obvious — but now, following a seismic one-two punch from GTA 6 developer Rockstar and PS5 manufacturer Sony, the video gaming landscape has been forever altered — and it is now a point that apparently needs clarification.

The 100 Best Xbox Games of All Time

In a post on X/Twitter overnight, Microsoft’s official Xbox account posted a bullet point list of features discussed in a new Q&A. Top of that list? “Physical discs,” followed by details of the game’s Machinima mode, handheld optimization and classic-feeling physics.

Within the Q&A blog post itself, the query about having a game disc is also top of the list:

Q: If I buy Halo: Campaign Evolved at a retail store, will there be a disc in the box?

A: Yes! Buying the Xbox or PlayStation version of Halo: Campaign Evolved at your local retailer will result in getting the physical game case and disc so that you have tangible items to add to your collection.

Of course, all of this follows Rockstar’s announcement that GTA 6 will be offered in a physical version that simply contains a download code in its box. The company has not expanded on its reasons for doing this, though analysts have pointed to numerous upsides for the developer, such as total control over when players will first be able to access the game, and improved profit margins due not needing to pay for discs.

After GTA 6 went disc-less, Marvel’s Wolverine developer Insomniac responded to a fan on social media who asked if the physical version of Wolverine was, like Rockstar’s game, just a code in the box — with the question now top of mind following Rockstar’s shock decision not to sell GTA 6 on disc at launch.

Then, earlier this week, Rockstar’s bombshell was followed by PlayStation’s megaton announcement that it will ditch discs for new games beginning in January 2028, though Sony is already beginning to adjust its workforce in preparation. Again, this topic has been left for analysts to explain in more detail, though there’s broad agreement that this move again reflects a need to cut costs, and respond to falling physical game sales generally.

While Xbox (like Sony) is believed to be preparing a disc-less next-generation console in the shape of Project Helix, the company has so far made no comment on if (or when) it will also ditch physical media. Though, to be frank, Xbox would likely do well to hold off that announcement for as long as possible as a point of differentiation between the console brands — and to avoid tanking sentiment further amid preparation for a devastating round of staff cuts.

Of course, Halo: Campaign Evolved is the long-awaited remake of the first Halo game’s story mode, originally launched back in 2001. 25 years later, the release is designed to celebrate the anniversary of Halo and the Xbox brand — even if the game will also be the first in the series to launch on PlayStation.

Will future Halo games launch on PlayStation too? This is less clear. While Microsoft certainly hasn’t ended its multiplatform game release strategy (and seems unlikely to ever do so), the new Xbox regime led by Asha Sharma has begun earmarking a couple of games (currently one a year) as console exclusives. It’s likely that Master Chief’s future on Sony consoles will be informed by Halo: Campaign Evolved sales — something that Xbox seems to be trying to boost further by stating it’s arriving on a disc.

Perhaps the more important question now is, will Halo: Campaign Evolved be the last Halo game to launch on a disc?

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

CD Projekt Hails Cyberpunk 2077 as It Hits an Incredible 40 Million Copies Sold

CD Projekt has hailed the success of Cyberpunk 2077, announcing it has now hit the 40 million copies sold mark. That’s up 5 million copies from the last time the developer announced Cyberpunk 2077 sales, back in November when it hit 35 million.

It’s also one of the most dramatic comebacks in video game history. Cyberpunk 2077 suffered a disastrous launch back in 2020, with CD Projekt accused of misleading consumers with its pre-release marketing materials. The game came out in such a terrible state, particularly on consoles, that Sony pulled it from the PlayStation Store.

CD Projekt spent years working to improve Cyberpunk 2077, rebuilding trust with its fans. While most consider the studio to have been successful in that, co-CEO Michał Nowakowski recently said he thought CD Projekt had yet to complete a “full redemption arc.”

“40 million copies sold shows the incredible, lasting strength of Cyberpunk 2077 and is a testament to what CD Projekt does best — creating high-quality, immersive stories that keep players returning for years,” Nowakowski said in a social media post published on July 3. “It’s a great foundation for our upcoming projects in this universe, including the Cyberpunk: Edgerunners 2 anime arriving this fall.”

Every CD Projekt Red Game In Development

That’s not just a nod to the hotly anticipated Cyberpunk: Edgerunners 2, but to Cyberpunk 2, which 163 people were working on as of the end of April. While we know little about Cyberpunk 2, Cyberpunk creator Mike Pondsmith teased some details when he was asked about the scope of his involvement with what was then known as Project Orion, back at the Digital Dragons 2025 conference.

Pondsmith admitted he wasn’t as involved this time around, but said he had reviewed scripts and had been to CD Projekt to check out the ongoing work. “Last week I was wandering around talking to different departments, and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?’ ‘Oh yeah, that’s pretty good, that works here.’”

Pondsmith added that the sequel features a brand new city in addition to the Night City we know from Cyberpunk 2077. Pondsmith described this new city as “like Chicago gone wrong.”

“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion, because there’s another city we visit — I’m not telling you any more than that but there’s another city we visit. And Night City is still there. But I remember looking at it and going, yeah I understand the feel you’re going for this, and this really does work. And it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong. I said, ‘Yeah, I can see this working.’”

In September last year, speaking with Play168 while promoting his movie Good Fortune, Keanu Reeves said that he wanted to be part of the Cyberpunk sequel. “Absolutely. I’d love to play Johnny Silverhand again,” Reeves said when asked if he’d be interested in revisiting his legendary rockstar terrorist character in Cyberpunk 2. Pondsmith later said he’d worked out a way to make it make sense, and has told the much-loved actor: “contact me.”

It sounds like we’ll have to wait some time to find out. CD Projekt is of course focusing on The Witcher 4, and Nowakowski has suggested Cyberpunk 2 won’t be out until at least 2030.

While Cyberpunk 2077 is a huge success, The Witcher 3: Wild Hunt is well ahead of it with a whopping 65 million sold. It’s getting a brand new expansion next year.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Marvel Rivals Swimsuit Skin Has Players Talking About Captain America

NetEase Games is celebrating the 4th of July with a Marvel Rivals swimsuit skin that comes bundled with Captain America’s big package.

It’s been hard to avoid the comic book hero shooter for the last few days as fans flock to react to the First Avenger’s new cosmetic. This latest in a line of revealing swimsuit outfits for Marvel Rivals’ ever-expanding roster of heroes and villains includes beachwear for Loki and White Fox, too, but the Captain America skin really lays it on thick.

Called Seaside Sentinel, the outfit gives Captain America a USA summer makeover just in time for the holiday. Those who purchase the cosmetic will allow Steve Rogers to ditch his usual battle-ready attire in favor of little more than an inflatable ducky shield and, of course, a very, very tight mankini. The jiggle physics are the icing on the cake.

The First Avenger is the first to the fun! 🏖️

“The beach crew voted Captain America should man the grill, just like the red, white, and blue-blooded specimen of American masculinity people believe he is. Unfortunately, his skills on the grill were not nearly as calculated as his… pic.twitter.com/B3tRSt9QjM

— Marvel Rivals (@MarvelRivals) July 1, 2026

“The beach crew voted Captain America should man the grill,” an official description for the swimsuit skin says, “just like the red, white, and blue-blooded specimen of American masculinity people believe he is. Unfortunately, his skills on the grill were not nearly as calculated as his shield throws.”

Captain America is so bulky here that it looks almost like an accurate recreation of that infamous Rob Liefeld drawing, and it’s got many wondering if the images and videos circulating around the internet are from a fan-made mod. There’s no need to fear, though, as Play168 can confirm that the outfit and all of its contents are indeed very real and available to purchase through the Marvel Rivals store.

Regardless of whether you’re on a friendly or enemy team, there’s a good chance you’ll be distracted if another player waltzes out in Seaside Sentinel. As if you needed any proof of that, look no further than social media reactions across the internet.

pic.twitter.com/JgCNqmIjYI

— HOD_ BlackPanther (@HodBlackpanther) July 3, 2026

modders realizing netease doing their jobs for them pic.twitter.com/UDpgX8r0fm

— Zolanski (@zolanskimiraj) July 2, 2026

“Bro Steve stole Thor’s hammer,” one Reddit user reacted.

“Literally America’s ass,” another said, “that’s my goat.”

“F**king finally,” an X/Twitter user added.

Despite NetEase’s insistence that it doesn’t intentionally create “gooner content” for its heroes and villains, Marvel Rivals fans have long called attention to its reliance on revealing outfits. At least as more swimwear joins the collection, players can rest easy knowing Captain America gets a slice of that cake.

pic.twitter.com/qCplrx3T2F

— BD (@BellowDGaming) July 3, 2026

Marvel Rivals is available now for PC, Nintendo Switch 2, PlayStation 4, PlayStation 5, and Xbox Series X | S. Other heroes who received swimsuit skins include Daredevil and Black Widow.

Michael Cripe is a freelance writer with Play168. 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).

Professor Layton Developer Gives ‘Significant’ Pay Rises for Answering Quizzes About the Company’s Games, CEO Says

“Significant” pay rises are on offer at Professor Layton developer Level-5 — if you can correctly answer questions about the company’s games.

That’s according to Level-5’s own CEO, Akihiro Hino, who has revealed that “knowledge quizzes” based on the developer’s own games unlock bumper pay rises at the Japanese studio — but only if staff get the answers right.

Headquarted in Fukuoka, with satellite offices in Tokyo and Osaka, Level-5 is perhaps best known for creating the puzzle adventures of Professor Layton, but it’s also behind the Pokémon-like RPG franchise Yo-kai Watch, anime soccer series Inazuma Eleven, and Studio Ghibli-esque role-player Ni No Kuni. So, if you know a lot about all of those, maybe take note…

Professor Layton and the New World of Steam Level 5 Vision Trailer Stills

Speaking to Japanese outlet Famitsu (via Automaton), Hino revealed the actual amount that existing employees can add to their salary by demonstrating a strong knowledge of the company’s products — and while this has not been publicly revealed, it was said to have astonished reporters.

While unusual, this gesture has a business purpose, Hino argued: that employees who are highly knowledgeable about the company can take on more work, or tutor others.

“If their knowledge is insufficient, we’ll need other team members to support them or review their work,” Hino explained. “On the other hand, if they do have that knowledge, they can take the lead and even streamline the workflow.

“In other words, I consider a person’s knowledge of and passion for the company’s games to be a genuine skill,” he continued. “When viewed as a company cost, it means we’re achieving efficiency gains that far exceed that amount.”

Level-5’s next launch of major note is Professor Layton and the New World of Steam, which is set to arrive on PC, PlayStation 5, Nintendo Switch, and Switch 2 at some point later this year. Aptly titled for a game arriving on PC via Steam, this is the first adventure in the series to launch for PC and PlayStation, while other titles have stuck with Nintendo handhelds and smartphones.

In contrast, PlayStation recently announced it would drastically reduce the number of employees at Bungie, following the decision to cease development on Destiny 2. Microsoft, meanwhile, is expected to reveal a “bloodbath” of layoffs as soon as next Monday, as it offloads studios and refocuses its remaining development teams around a handful of core franchises.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

GTA’s Biggest Controversies

You don’t become one of the biggest, most profitable media franchises in human history without stepping on a few toes, especially when there’s literally a violent felony in your name.

“Grand Theft Auto” was destined to collide with controversy. Lawsuits, international incidents, and full-on moral panics have followed in the wake of the series’ unparalleled success. And while there’s often a kernel of truth to some concerns raised over the violent, over-the-top nature of GTA, advocacy groups and opportunists have spent decades disingenuously trying to take one of gaming’s greatest series down before it warps the fragile little minds of our children.

Anything with as much cultural significance as GTA can have an influence on someone, maybe even a bad one, but study after study after study has failed to find any link between playing violent video games and antisocial behavior in the real world. That hasn’t stopped opponents from attacking the series since pretty much day one. These are Grand Theft Auto’s biggest controversies.

1. Top Down Trouble

Back in 1997, we were just emerging from the first real video game moral panic (it was mostly about Mortal Kombat). Violence and vulgarity was the cultural vibe, with transgressive content pitched against the moral majority in a war for our attention and our souls. In Scotland, DMA Design – the studio that just made Lemmings – was about to release its next title: a top-down driving game called Grand Theft Auto.

The word was already out months before release: this is a game where you do crime. UK tabloids like the Daily Mail ran lurid headlines describing all of the anarchy allowed by the “criminal computer game that glorifies hit-and-run thugs,” while members of Parliament, such as Lord Campbell of Croy, warned that there’d be no way to stop kids from getting their impressionable little hands on it.

GTA’s cars were corpse grinders on the streets of its basic open world.

The Right Honorable Lord might have been sincere in his convictions, but as it turned out, he was playing right into DMA’s hands. The studio’s publisher, multimedia giant BMG, was used to creating buzz for their transgressive music acts like the Sex Pistols, and was more than happy to lean into the sleazy side of GTA. It hired a publicist who leaked details to newspapers and used a whisper network to make sure that certain pearl-clutching politicians were aware of the upcoming crime simulator. Then, they launched a radio campaign featuring clips from the House of Lords debate that made the game sound completely awesome.

Grand Theft Auto was a big success, despite its 18+ rating and the fact that it was banned in Brazil. It sold over three million copies by 1999. Grand Theft Auto’s first brush with infamy might have been manufactured, but it taught DMA and, later, Rockstar a valuable lesson: a little controversy can create a lot of cash.

2. Grand Theft Thompson

In the wake of the 1999 Columbine ​​High School mass shooting, critics pointed fingers at Doom rather than grappling with the real causes. The moral panic was in full swing when Grand Theft Auto 3 and its revolutionary, more “realistic” 3D depiction of crime hit the scene, and one man pounced on the opportunity to make himself part of its story.

Jack Thompson is a conservative attorney and activist who spent over a decade waging an obnoxious war on the industry. He was a frequent talking head on cable news, constantly blaming video games for real world violent crimes. He’s gone after a lot of different titles over the years, but he had a particular axe to grind with Rockstar.

Jack Thompson made a career campaign out of battling Grand Theft Auto.

Thompson hounded the franchise for years with lawsuits and TV hits accusing GTA of inspiring horrific tragedies. He frequently sued Rockstar’s owner, Take-Two Interactive, as well as retail stores selling GTA and Sony for making the consoles it could be played on. His clients were typically family members of the victims of violent crimes, and he usually demanded outrageous amounts of money. His most high-profile case involved Devin Moore, a man in Alabama who was convicted of killing three police officers in 2005. Thompson filed a suit alleging that it was his obsession with GTA that caused him to snap.

The Moore case gave Thompson a national platform for his one-man vendetta against Rockstar, and cable news was happy to give him a soapbox. It was a big enough deal that the BBC made a movie about it in 2015. Rockstar called it “random, made up bollocks.” Play168 gave it a 4.5/10. But the case was extremely flimsy and quickly dismissed. Thompson wound up in trouble with the Alabama bar as a result of his behavior, something that would become a theme throughout his career.

Thompson was undeterred by his losses, but concerns about GTA’s violence were soon drowned out by an even more lurid scandal. GTA is, after all, about America. As a nation, we have an unfortunate tendency to give brutality a pass, but we lose our minds when bro asks his date inside for some hot coffee.

3. Hot Coffee

Following the revolutionary design of GTA 3 and Vice City, anticipation for San Andreas was through the roof. At Rockstar, designer Sam Houser didn’t want to disappoint fans who expected the franchise to push even more boundaries.

“We are keen to include new functionality and interaction in line with the ‘vibe’ of the game,” he wrote at the time. “To this end, in addition to the violence and bad language, we want to include sexual content, which I understand is questionable to certain people, but pretty natural (more than violence), when you think about it and consider the fact that the game is intended for adults.”

During development, Rockstar worked on a full-fledged minigame to serve as the final stage of the game’s dating activity, in which the player controls main character CJ in flagrante delicto. Unfortunately for Houser, sex would tip the scale and result in San Andreas being slapped with an “Adults Only” rating. Up to 80% of U.S. retailers flat-out refused to stock anything rated AO. If they wanted San Andreas to sell, CJ must remain chaste.

CJ’s bedroom activities were found hidden in San Andreas’ files.

It was allegedly too late to fully remove the sexual content from the game, since it was already deeply intertwined with the code. Instead, the minigame was merely disabled. As one Dutch modder soon discovered, it would be a simple matter to switch it back on.

Patrick Wildenborg and his modding buddies started digging into San Andreas as soon as the game came out in October of 2004, cracking open the codebase and discovering strangely named files like “KISSING” and “SNM.” They realized these were animations of explicit (albeit fully-clothed) sex acts from a dummied-out dating minigame, but Wildenbord decided to sit on the discovery until the PC version released the next summer. With one simple change in a hex editor, the forbidden content was restored. Wildenbord published his discovery on June 7, 2005, naming the mod “Hot Coffee.”

The ESRB certainly didn’t think it was hot. It announced an investigation into the games rating process, prompting the mainstream media to start paying attention. Major retailers like Wal-Mart, Target, and Best Buy immediately stopped selling San Andreas, and Rockstar issued a recall and replaced the tainted copies with a patched version sans the offending, invisible code.

In the 2000s, a controversy involving modding and cut content was pretty novel. Non-video game people had a hard time wrapping their heads around the concept that bad stuff was completely inaccessible to the layperson, and both sides took advantage. Rockstar slyly insinuated that the modders created the Hot Coffee themselves, even though Wildenborg had their back and took down the files in solidarity. Meanwhile, the media and politicians acted like sex was a major selling point. Jack Thompson seized the opportunity and reached across the aisle to find an unlikely ally in his quest to annoy gaming out of existence. He prepped Hillary Clinton for a press conference, which resulted in a resolution from Congress calling for an FTC investigation into Hot Coffee.

The FTC said that Take-Two was deceptive in marketing San Andreas, but let it off with a warning. It was less lucky with the class-action lawsuit that eventually settled for 20 million dollars, but the furor quickly faded. Rockstar had pulled away from the Pay & Spray of public opinion, ready to enter the HD era with their wanted level erased.

4. HD Hijinks

Grand Theft Auto 4 was a big change of pace from the prior “3D Universe” trilogy, notably less violent than its predecessors. Gone are the dismemberments and arcadey gore of the 3D Trilogy, replaced with Euphoria crumple physics– arguably just as unsettling as Tommy Vercetti slicing heads off with a katana, but definitely not as splashy. Despite kind of getting what they wanted, critics refused to let up.

While the violence angle was looking a little dusty, folks found plenty of other reasons to get big MADD about GTA 4. The organization Mothers Against Drunk Driving was upset that the game allowed Nico to get behind the wheel after bro-ing out with Packie or Little Jacob, and petitioned the ESRB to slap the game with an AO rating.

Rockstar stuck to its guns, insisting that its audience was “more than sophisticated enough to understand the game’s content.” They were also sophisticated enough to appreciate the franchise debut of full-frontal male nudity in the “Lost and the Damned” expansion pack. Parents groups sounded the alarm in response, warning that the game “should be kept away — far away — from children.”

The ragdoll physics following a bike crash in GTA 4 is arguably more unsettling than the cartoon violence of the PS2 games.

No one, least of all Rockstar, would disagree with that statement. Most of these controversies wouldn’t even exist if everyone would just acknowledge that GTA is not a game for kids, even if a ton of kids play it. Every lawsuit, every uproar, every federal investigation has ended up in the same place: the onus is on concerned guardians and retailers to keep these M-rated titles out of kids’ hands, and Rockstar is free to make the games they want to make, no matter how hard people like Jack Thompson try to shut them down.

Thompson was at the height of his relevance in the runup to GTA 4, picking fights with Penny Arcade and scrapping with Adam Sessler on G4. He had become such a pain-in-the-ass to Rockstar by this point that Take-Two preemptively sued him in order to cut off any frivolous lawsuits about GTA 4. The parties settled, with Thompson agreeing not to sue to block the sale or distribution of any of Take-Two’s future games. In exchange, Rockstar dropped the contempt of court charges stemming from Thompson’s improper conduct during his bully campaign against Bully. The war, at long last, was over.

For five months. Then Thompson accused Take-Two of stealing his likeness and trying to get the game banned. It didn’t work. GTA 4 was a smash hit, and its successor was about to become the biggest thing ever.

5. Pleading the Fifth

GTA 5’s most notable creation was Trevor Phillips, a raving psychopath who canonized the chaos and carnage that players experienced in older titles. For once, an in-game character represented the emergent freedom enjoyed by gamers embarking on unscripted rampages between missions– a balding, tattooed embodiment of Jack Thompson and Hillary Clinton’s darkest fears.

In a way, his presence almost defused larger concerns about violence, at least in the “think of the children” sense. Trevor was clearly a cartoon character, a straw man who couldn’t survive very long in the real world. If there were really a bunch of Trevors out there copying GTA, we would notice.

Instead, it was one very specific scene that threw GTA 5 in hot water. During the mission “By the Book,” the player controls Trevor as he interrogates an innocent man on behalf of the federal government, using a wrench, a car battery, and pliers to torture information out of him.

GTA 5 wasn’t really controversial, but its torture mission struck a nerve.

Obviously a satire of the U.S. military’s “enhanced interrogation techniques” during the War on Terror, turning torture into a quick-time-event was a bridge too far for many in the media. The mission was widely criticized by the press and condemned by politicians, teacher’s unions, and even Amnesty International, despite the litany of violent crimes against humanity GTA 5 allows one to commit every minute.

We’ve talked a lot about when Grand Theft Auto offends the religious right, TV pundits, entire countries, and the ambitions of activists and politicians. But what about when the series gets under the skin of a celebrity?

In 2014, actor Lindsay Lohan brought a lawsuit against Take-Two, alleging they had stolen her likeness for GTA 5. The whopping, 67-page complaint was really based on two allegations: First, that the blonde, bikini-clad woman who featured heavily in the marketing was based on a picture of Lohan throwing up her, quote, “signature peace sign.”

No, this is not Lindsay Lohan.

This claim kind of falls through when one realizes that the woman in the picture looks absolutely nothing like Linsday Lohan. If anything, she looks like early 2010’s “it-girl” Kate Upton, though it turns out that the actual model for the image was a woman named Shelby Welinder, who literally produced receipts by posting her invoice from Rockstar on Instagram.

The second claim of Lohan’s suit involved a character named Lacey Jonas, a rather broad parody of Hollywood divas. And… yeah, you don’t have to squint too hard to see that Lohan was probably an influence. Fortunately, art is allowed to poke fun at celebrities, whether they like it or not.

Rockstar fired back, arguing that the lawsuit was frivolous, Lohan was simply filling it for publicity purposes, and that parody and satire of public figures is protected by the First Amendment. At least on that last part, the court agreed. According to the decision, “this video game’s unique story, characters, dialogue, and environment, combined with the player’s ability to choose how to proceed in the game, render it a work of fiction and satire.” Lohan was out of luck.

For GTA 5, the controversy came and went with a whimper. By this point, violence was part of the fabric of gaming, and the game took far more heat for selling Shark Cards, the in-game currency for its ever-popular online mode, than any of the mature content it contains. No one really cares about violent video games anymore. That battle is over, and people like Jack Thompson lost.

Grand Theft Auto rose to dominance by pushing boundaries, breaking taboos, and playing with fire but rarely getting burned. If anything, the history of outrage surrounding GTA only added to its irresistible mystique, solidifying its stature as a cannot-miss cultural event. There’s little doubt that Grand Theft Auto 6 and beyond will continue to court controversy while raking in billions and reshaping the entire medium of video games to their image.

Pokémon TCG 30th Celebration Full Product Lineup Revealed

Pokémon TCG’s hotly anticipated 30th Celebration set begins its rollout on September 16th, and we finally know what’s inside each of its massive waves.

If you want to get your hands on a booster pack, each with five foil cards and one Pikachu card from a special set of 30 unique artworks, you’ll need to pick up one of these special products – they won’t be sold individually!

Wave 1 – September 16th, 2026

In this first wave, there are five awesome new Pokémon TCG products you can get your hands on (if you can beat the bots, that is).

First up: the 30th Celebration Elite Trainer Box for $49.99. This is bound to be a popular one. You get nine booster packs, a fancy Nidorina promo, 16 foil Energy cards, and all the usual extras.

Wait, Nidorina? Yes – it’s the first time a Nidorina card has held flagship promo status, but why? Pokémaniacs among us will know she’s #0030 in the National Pokédex, which is a very nice detail.

Inside – say it with me – you get:

  • 9 Pokémon TCG: 30th Celebration booster packs
  • 1 Full-art Nidorina promo card (packed with 30 individual Nidorina in the artwork)
  • 16 Foil Basic Energy cards
  • 65 Premium card sleeves
  • A player’s guide to the 30th Celebration expansion
  • 6 Damage-counter dice
  • 1 competition-legal coin-flip die
  • 1 Plastic coin
  • A collector’s box with 6 organizational dividers
  • A code card for Pokémon Trading Card Game Live

Can’t grab the Pokémon Center exclusive? The regular ETB is still a beast.

So far, we’ve only seen product pictures, but the Pokémon Center exclusive bumps you up to 11 packs and gives you two Nidorina promos—one with the Pokémon Center stamp, one without, over the regular ETB. Both play the same, but the stamped one is, naturally, the real collector’s gem.

If your walls are feeling a bit sparse, the Poster Collection is a steal at $14.99. Three packs, a huge double-sided poster with every card, and foil promos of Articuno, Zapdos, and Moltres. The Tech Sticker Collection (also $14.99) gives you three packs, a sticker sheet for your laptop, and a foil promo—either Alolan Exeggutor or Lucario.

If you’re after heavy-hitters, check out the 30th Celebration Pokémon ex Box for $21.99: four packs, a shiny foil promo, and a jumbo version of either Sylveon ex or Greninja ex.

​Even if you’re on a bit of a smaller budget, you won’t have to miss out on the 30th Anniversary celebrations. The 30th Celebration Knock Out Collection and 2-Pack Blisters ($9.99 each) give you two packs, a plastic coin, and an Eevee promo. Cute!

Wave 2 – October 2, 2026

The second 30th Celebrations Pokémon TCG wave is all about specialized storage solutions and fast pack rips, landing just weeks after the launch of Wave 1. Let’s HM08 in!

I personally love these 30th Celebration Day & Night Mini Tins, coming in at a respectable $9.99. Each tin has two packs, a sticker sheet, and an art card that matches the tin. Put all the tins together and the Unown spell out “ANNIVERSARY” – how cool is that! You can really feel care and effort has gone into the design to celebrate this historic milestone.

The 30th Celebration Binder Collection ($31.99) is a must. You get a premium 9-pocket binder and five booster packs to show off your favorite cards.

​Just want packs? The 30th Celebration Booster Bundle ($26.94) gives you six straight-up 30th Celebration packs, which is one of the best ways to chase those awesome YOSHIROTTEN Futuristic Rares.

Wave 3 – October 30, 2026

Wave 3 is ​a much smaller release than the other two, but perfect for the Eevee-lovers in your life.

30th Celebration Espeon ex and Umbreon ex Battle Decks ($19.99) are all-foil, ready-to-play 60-card decks. You get a deck box, coin, playmat, and a bonus rare—Victini for Espeon, Zeraora for Umbreon.

Wave 4 – November 6, 2026

There’s still more celebrating to go! This one is a big one, so make sure to mark your calendars if you don’t want to pay a fortune on third-party markets.

The 30th Celebration Ultra-Premium Collection ($179.99) come in two flavors: Day (Pikachu ex and Espeon ex) or Night (Pikachu ex and Umbreon ex). Either way, you get a themed playmat, sleeves, deck box, and 29 standard 30th Celebration booster packs.

It seems pricey at first glance, but the really cool thing about these sets is the three-card Classic Collection pack inside. This is your only guaranteed shot at these vintage throwbacks, since Classic Collection cards are some of the rarest chases.

No official pull rates yet, but collectors think they’ll be as tough as special rares—maybe 1 in 8 to 12 packs. That just makes them even more desirable, so good luck.

The 30th Celebration Ditto Premium Collection ($39.99) is for display fans. You get a Ditto promo, eight packs, and a bright acrylic stand for your favorite card. Ditto cards have been seeing a lot of love recently; if you love Pokémon Pokopia, this one’s for you!

Last up for this wave: a real Kanto throwback. The 30th Celebration Mewtwo & Mew Figure Collections ($29.99) include five packs, a foil promo, a jumbo card of the legends, and a detailed Mew or Mewtwo figure so you can recreate that iconic first movie scene. Talking Pikachu not included.

Wave 5 – December 4, 2026

Last, but by no means least, ​we’re rounding out Pokémon’s 30th Celebration’s in style.

Finishing off the year, Pokébeach reports that there will be a classic 30th Celebration Pokémon ex Tin ($21.99) has four packs and brings back the Sylveon ex or Greninja ex promos.

Official Pokémon Center pre-orders aren’t live yet, and there’s no date confirmed. We expect to see it drop in August, about a month before launch of wave 1. Get your account ready, check your payment and shipping info, and sign up for email alerts. Turn on Play168Deals notifications on X and bookmark this page so you’re ready to pounce when pre-orders drop!

Sara Heritage is a freelance journalist for Play168, specialising in Pokémon TCG. When she’s not gaming, you’ll probably find her building yet another LEGO set she absolutely did not need, or chaining ranked matches in Pokémon Champions.

Nintendo Speaking With The Pokémon Company Over Widespread Card Scalping ‘Issue’

Nintendo’s president has been asked to address the current state of Pokémon trading card shortages and scalping — a situation that many fans feel is now worse than ever, despite an astonishing 10 billion cards being printed last year alone.

New card launches are continually left sold out due to scalpers looking to make a profit on eBay, while boxes of cards are now commonly the subject of store thefts — including dozens of instances where trading card stores have been broken into overnight. One card shop in New York was recently targeted by armed thieves in broad daylight, leaving terrified staff and shoppers held at gunpoint. In May, reports emerged of a Florida man who was arrested on suspicion of stealing $12,000 of Pokémon cards while wielding a battery-powered chainsaw. And in April, another desperate Pokémon fan was arrested in Pasadena, California, after hiding inside a closed Best Buy ahead of a Pokémon card drop.

But with demand sky high, what can Nintendo and The Pokémon Company do solve the issue for fans left unable to buy cards without having to fork out more money themselves (or turn to a life of crime)?

Pokémon TCG: 30th Anniversary Celebration Collection First Look

The issue has become so high-profile that Nintendo president Shuntaro Furukawa was asked for his opinion at a recent shareholder AGM — during which he revealed that Nintendo was aware of the “issue,” and discussed “appropriate ways to deliver products to consumers.”

“With respect to the Pokémon Trading Card Game offered by The Pokémon Company, which is an equity-method subsidiary of Nintendo, we are aware of instances where limited-quantity cards are purchased in large volume, leading to high-priced reselling in the market,” Furukawa said, in remarks now officially made public by Nintendo.

“In response, The Pokémon Company is taking various measures, including made-to-order sales and agreements with marketplace operators. For online priority drawings for certain products, I understand that The Pokémon Company also plans to use an account verification method that utilizes My Number Cards [Japan’s official government-issued ID cards].

“Nintendo also communicates with The Pokémon Company as needed to discuss appropriate ways to deliver products to consumers,” Furukawa concluded. “We believe that The Pokémon Company will continue to take measures to respond to this issue.”

The Pokémon Company recently released a set of astonishing sales figures which showed the enormous popularity of Pokémon cards, of which 85 billion have been produced to date. 10 billion cards were manufactured in 2025 alone — more cards than the number of people on the planet, and still nowhere near enough.

Card manufacturing has been boosted significantly in recent years to try and keep up with demand. 43 billion cards were printed in the 25 years between October 1996 and March 2022, but essentially the same amount again has now been released in just the past four years. And with the brand’s eye-catching 30th anniversary set due in September, the situation is unlikely to calm down anytime soon.

Image credit: Mario Tama/Getty Images.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Here’s When You Can Play Assassin’s Creed Black Flag Resynced in Your Timezone

Assassin’s Creed Black Flag Resynced publisher Ubisoft has confirmed the game’s global release and preload times.

After years of wait and more leaks than a galleon peppered by cannonballs, Edward Kenway’s grand return is now just days away. This is the brilliant 2013 adventure remade from the ground up for PC and modern consoles, with shinier visuals, welcome gameplay improvements, and plenty of new story content.

As has previously been announced, however, the game’s original multiplayer mode and first-person modern day gameplay has been removed, in order to focus your time squarely on exploring the Caribbean. But when will you be able to get sailing? Well, head below to find out exactly when you can raise the anchor — wherever you live.

The Complete Assassin’s Creed Timeline

Pre-loading naturally begins first, with Xbox Series X/S available already, while PC and PS5 pre-loads begin at 2pm UTC or 12am local time on July 7, respectively.

The game’s actual rollout is more complicated, though follows a similar pattern across timezones. On both PlayStation 5 and Xbox Series X/S, you’ll be able to kickstart your adventures in the Caribbean at midnight local time on July 7.

On PC — across Ubisoft Connect, Steam and Epic Games Store — and also via cloud streaming services GeForce and Blacknut, timings vary by territory, though align with 10am Eastern / 7am Pacific / 3pm UK time on July 7.

Assassin’s Creed: Black Flag Resynced global release times. Image credit: Ubisoft.

A full breakdown of when and where the game becomes available can be found below:

Assassin’s Creed Black Flag Resynced global preload times:

Monday, June 22, 2026:

Xbox Series X/S:

Tuesday, July 7, 2026:

PlayStation 5:

PC:

Assassin’s Creed Black Flag Resynced global release times:

Tuesday, July 7, 2026:

AEST (Sydney):

  • 12am (PC)
  • 12am (PS5, Xbox Series X/S)

KST (Seoul):

  • 11pm (PC)
  • 12am (PS5, Xbox Series X/S)

JST (Tokyo):

  • 11pm (PC)
  • 12am (PS5, Xbox Series X/S)

CST (Shanghai):

  • 10pm (PC)
  • 12am (PS5, Xbox Series X/S)

GST (Abu Dhabi):

  • 6pm (PC)
  • 12am (PS5, Xbox Series X/S)

SAST (Johannesburg):

  • 4pm (PC)
  • 12am (PS5, Xbox Series X/S)

CEST (Paris):

  • 4pm (PC)
  • 12am (PS5, Xbox Series X/S)

BST (London):

  • 3pm (PC)
  • 12am (PS5, Xbox Series X/S)

BRT (Sao Paulo):

  • 11am (PC)
  • 12am (PS5, Xbox Series X/S)

CST (Mexico):

  • 8am (PC)
  • 12am (PS5, Xbox Series X/S)

PDT (Los Angeles):

  • 7am (PC)
  • 12am (PS5, Xbox Series X/S)

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

MTG Marvel Super Heroes Sealed Collector Boosters In Stock at Amazon

Magic: The Gathering is into its second Marvel crossover in the space of a year, and just days after launch, Amazon has fresh stock of the much-sought-after Collector Boosters.

They’re at market value, which, while ridiculously pricey, is better than you’ll find on the secondary market. You can net 12 packs for $474.99, which is almost the price of the Xbox Series S post-price-hike, making each pack around $39 each.

Marvel Super Heroes – Collector Booster Box

5

Marvel Super Heroes Collector Boosters Are In Stock At Amazon

Despite that price, you are almost infinitely more likely to get one of the most valuable cards in the set because Collector Boosters include full art and special treatments.

That includes cards like The Mind Stone, Tony Stark // The Invincible Iron Man, Bruce Banner // The Incredible Hulk, and Thanos, The Mad Titan.

Marvel Super Heroes – Play Booster Box

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Remember, these are still functionally the same cards you’ll find in a Play Booster box, with those on sale for $125.95 for 30 packs (a 40% discount). That means those are $4.20 each instead of almost $40, but the choice is yours.

Collector Boosters include 5 cards of Rare rarity or higher in every pack, with 14 cards and a token in each one. They’re all guaranteed to be foil or special treatments, too – I’m considering grabbing a couple myself for a chance at some full art cards for my binder.

For more on Magic: The Gathering, check out our roundup of the Marvel Super Heroes discounts so far, and a rundown of the returning Jumpstart offerings.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Kill the Justice League Developer Wanted to Quit the Industry After the Game Released

Two developers who worked on Suicide Squad: Kill the Justice League have given a transparent account of their experience working on the game.

In a new interview with Bloomberg, two former Rocksteady Studio employees spoke out about the experience of working on the ill-fated Suicide Squad game. Designer Johnny Armstrong noted that the team was excited to take a move on from Batman after doing three back-to-back Arkham games but, once they started working on Suicide Squad, things started to change. Warner Bros. wanted a live-service game, and that was unlike anything the studio had ever done before.

Axel Rydby, who became the game’s director in 2022, noted that the prolonged development meant there was more pressure on the live-service side of the project. With seven years of production, Warner Bros. was looking to find ways to recoup its investment and began pressuring the team to maximize replayability and player engagement.

Suicide Squad: Kill The Justice League Character Art

“That’s when I started feeling like I wasn’t making games anymore,” he said. “I was following a spreadsheet, some elusive marketing-analysis spreadsheet that no one could present clearly. I kind of felt like this isn’t the gaming industry I wanted to work in.”

Armstrong echoed similar feelings, noting that he grew disillusioned by the industry after working on Suicide Squad: Kill the Justice League.

“I felt everything drained from me,” Armstrong said. “I said, ‘I can’t do this again. I don’t know if I’m done with the industry, but I’m done.’ I could feel myself coming apart at the seams.”

The two left Rocksteady and have since moved on to find something that brings back their creative spark. They recently launched a Kickstarter for their new RPG deckbuilder, Secret of Circadia, and are hoping to pull in $11,000 from backers to bring it all to life.

Suicide Squad: Kill the Justice League was considered a pretty big fall from grace for Rocksteady after its beloved Arkham games but, hopefully, it also sent a message to Warner Bros. about the kinds of games it should be making. We’re not quite sure what Rocksteady is working on right now, but rumors suggest it is returning to Batman with its next project.

However, many of the key creatives that brought the Arkham series to life have since left the studio. Of course, Rocksteady still retains a lot of talented folks, but the next game will almost certainly be different compared to a game like Arkham Knight.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Obsidian Entertainment Reportedly NOT at Risk of Closure

UPDATE: Bloomberg reporter Jason Schreier has said The Game Business report about Obsidian is incorrect, and that the studio is not in negotiations to avoid shutting down.

“Plenty of details are still up in the air surrounding the layoffs (picture will be clear on Monday) but Xbox is keeping Obsidian, according to people familiar with the situation,” Schreier said in a post on social media.

ORIGINAL STORY: Avowed and The Outer Worlds developer Obsidian is reportedly also at risk of closure amid Microsoft’s “reset” of the Xbox business.

The Game Business listed the Microsoft-owned studio, which developed the much-loved Fallout: New Vegas, alongside State of Decay developer Undead Labs, Psychonauts developer Double Fine, Hellblade developer Ninja Theory, and South of Midnight developer Compulsion as currently negotiating with Xbox leadership to avoid closure. Separately, Marvel’s Blade developer Arkane Lyon is also said to be under threat.

These studios may be sold rather than closed as part of a process that may take some time. And even if the studios are spun off, they may not avoid layoffs. Play168 has asked Microsoft for comment about the layoffs reports, but it has yet to respond.

The 100 Best Xbox Games of All Time

Obsidian is without a new announced project after both Avowed and The Outer Worlds 2 failed to hit commercial targets. There were rumors that the developer was making another Avowed game, but The Outer Worlds 3 was said to be not in development. On a more positive note, Grounded 2 — yet another 2025 launch — was a hit. But of the three games Obsidian released last year, it had the shortest (and almost certainly the cheapest) development period by far.

Microsoft bought Obsidian alongside Wasteland developer inXile back in 2018. Since then it has released The Outer Worlds 1 and 2, Grounded 1 and 2, Pentiment, and Avowed. Just last week, Fallout: New Vegas director Josh Sawyer, who is still at Obsidian, told The 41st Precinct, that he had no idea if he’d get the chance to make a new Fallout game — because that would be a decision that would come from on high, as it did when he was tasked with making New Vegas.

“These are things that take place above my head, right?” Sawyer responded when asked if he thought Obsidian might be given the chance to make a Fallout sequel or remake or be involved in the franchise in any way again.

“I’m just a director. I’m the studio design director, which is kind of an advisory position to the teams, and then I’m a game director. But there are titans above me who decide what happens with IPs and things like that. It’s not up to me.”

“So one day you’ll just find out you’ve got to make a Fallout game?”, Sawyer was asked.

“Well, it’s how it happened with New Vegas, so who knows?” he replied.

New Xbox boss Asha Sharma is reportedly speeding up development on new The Elder Scrolls, Fallout, and Halo games, and some had thought that Obsidian might have been drafted in to make a new Fallout game as part of that, either a Fallout: New Vegas 2 or something else in the franchise.

“I know everyone on the internet, on every game we ever announce, will constantly reference back to, ‘When’s the next New Vegas?'” Obsidian’s VP of operations Marcus Morgan said last year, referencing the studio’s beloved Fallout game that’s served as the inspiration for the hit Amazon TV series’ second season setting.

How do you rank Obsidian’s games?

How do you rank Obsidian’s games?

Sharma sent shockwaves through the video game industry with her now infamous “reset” memo, in which she revealed that Microsoft’s gaming business has a 3% accountability margin (assumed to mean profit margin). “Excluding Activision Blizzard King, over the past five years, we have spent over $20 billion on ongoing investments in our content, platform, and hardware subsidy, but our annual revenue has declined nearly half a billion during that time. Going forward, this cannot continue,” Sharma said.

Bloomberg’s Jason Schreier has warned of a “bloodbath” at Xbox. Meanwhile, Microsoft is reassessing its investment in externally developed games. It just pulled funding for IO Interactive’s upcoming fantasy project, which Xbox was set to publish. Hideo Kojima’s Xbox horror game OD, however, is safe from the chopping block.

Microsoft told Bloomberg it is “taking a fresh look at where we invest so we’re focusing on our highest priorities.”

“We’re not reducing our overall investment in games. We expect to invest about the same in content as we did last year. What’s changing is where we’re investing and the kinds of projects we’re backing,” Microsoft said.

The Information reported that Microsoft hadn’t ruled out turning the Xbox brand into a wholly-owned subsidiary in a move that could result in Xbox being operated as a joint venture with other partners or even potentially sold.

This week, unionized Xbox workers called for immediate bargaining following the layoff reports, hosting a press conference to say “we’re done paying for executives’ failures.” A Microsoft spokesperson told Play168 it will continue to negotiate with the CWA to reach agreements across Xbox.

“We respect the right of our team members to make their voices heard,” the spokesperson said. “We have a long track record of good faith partnership with labor organizations, as demonstrated by the several finalized bargaining agreements our teams have reached with the CWA and our labor principles. We are continuing to negotiate in good faith with the CWA to reach agreements across Xbox.”

Microsoft cut an eye-watering 9,000 staff in July 2025 in a company-wide round of layoffs that also hit gaming. A number of titles were canceled as part of those cuts, including Rare’s Everwild, and studios shut down, such as Perfect Dark developer The Initiative. Staff who remain at Xbox are now bracing themselves for a potential repeat situation just a year later.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hellraiser: Revival Is a Horror-Action Game That Borrows from Resident Evil and P.T.

I don’t remember much about Hellraiser, being much too young to watch the original even if the image of Pinhead superseded any affinity for the movie series. But I had been assigned to get hands-on with the upcoming horror-action game Clive Barker’s Hellraiser: Revival, and I came away with two prevailing thoughts experiencing it on its own terms. One, holy hell I got acquainted with its brand of body horror, and two, it makes a hell of an impression from the 30-minute demo I played. It’s borrowing from several other games – think modern Resident Evil with a little P.T. – and fusing them together into what feels like a solid, cohesive survival horror-action game that seems, in part, to align with the Hellraiser series.

I had to quickly get up to speed on the main character Aidan (voiced by renowned indie game developer Xalavier Nelson Jr.) whose girlfriend Sunny had her soul snatched by the Cenobites, and at times he’s going through literal Hell to find her. Through that, you see flashes of a tumultuous relationship between the two of them, who are basically crashouts; it’s passionate and intense, laden in BDSM accompanied by the horrifying image of what the Cenobites have done to her. As someone who didn’t really know what to expect, I was like, “Oh…okay.” I’m not a prude, so I carried on knowing that stories that are violent and/or sexual in nature can have a place in games, too, when told with purpose and not with direct malice.

This demo was a slice of what’s roughly in the middle of Hellraiser: Revival, and the first section thrust me into a Resident Evil-style section in a theater venue (or museum?) that’s been outfitted as an HQ for a violent sex cult. There are guns, combat, and environmental puzzles to progress along with some good old-fashioned inventory management – even with my limited understanding of Hellraiser, guns and shootouts aren’t exactly part of its identity, but hey, it’s a video game and I suppose it needs combat. While it’s not as polished or tight as a Resident Evil at this stage, controlling Aiden in first-person and scavenging for any weapon or number of bullets felt familiar and sensible for what it’s going for. These cultists seem to be chasing after you and they’ll pop out at surprising moments that jump-scared me during my demo (I could feel the gaze of everyone in that room).

The Genesis Configuration is the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style.

I’m not sure how this fits narratively, but I got a feel for the slower-paced gunplay after I burned through all the ammo I could find (including a submachine gun that was left behind reception, hmm). It wasn’t enough for the encounter, so after frantically running through the backrooms of this theater, I remembered to use the thing that Hellraiser: Revival revolves around: the Genesis Configuration. It’s the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style. I could then get a little more creative, pulling fans from the ceiling or wooden planks from shelves, or wielding fire from a burning torch, to then blast enemies with. Again, these are elements we’ve seen before, but they’re fluid, and when done well, it complements the exploration and environmental inspection that comes along with finding the right key for the right door or deciphering a code from a note left behind.

What’s more interesting is that past this section, Aidan goes into a sort of psychosis and is taken back to nightmare scenarios in his house. This is where the P.T. influence is abundantly clear. You walk down a dark hallway, turn the corner, walk upstairs and go through a door in his house at night. The cycle will continually repeat until you do certain things in sequence, however, such as looking through text messages on an old Nokia cellphone left on the table, hitting your printer that spits out a disturbing image of Sunny, or opening a closet door that leads to a room with chains hung from the ceiling. It’s creepy as hell, and plays into the sort of supernatural horror that aligns with the touchstones of Hellraiser.

When all things are done correctly, the door at the end of the upstairs hallway turns into a gate into the Labyrinth, which in Hellraiser is this extradimensional maze-like hellscape where the Cenobites come from. Here, I saw another wrinkle in its gameplay – manipulating the physical space of the Labyrinth with the Genesis Configuration. It plays out like a sequential pathing puzzle where the walls and ground move like gears and you need to lock them into place to create a path forward. Like its other gameplay aspects, these sequences aren’t necessarily groundbreaking, but they break up the pace and ask you to engage with its grimey, disturbing world in different ways.

Hellraiser’s brand of horror isn’t ordinarily my jam, but I can at least tell from getting hands-on with the demo that the development team have a strong grasp of what makes modern horror-action games click. Drawing bits and pieces from other games and melding them together seems to be a smart move judging from my short time with it. And if Hellraiser sickos don’t know yet, the original actor Doug Bradley is voicing Pinhead here in Hellraiser: Revival, and Clive Barker isn’t just slapping his name on the box – the team confirmed that he consulted on the project.

I can see all of that fitting nicely into what’s said to be an 8- to 10-hour campaign, which we’ll be able to play on October 8 this year when Clive Barker’s Hellraiser: Revival launches for PlayStation, Xbox, and PC.

Michael Higham is an editor at Play168 who regularly contributes with reviews, previews, features, and news in written and video form. He’s usually entrusted with covering long RPGs and tech products, but he’s got range when it comes to games. You’ll also catch him at events and hosting video content, including Play168’s weekly podcast Unlocked.

Silent Hill: Townfall Continues To Revitalize the Series in New, Horrifying Ways

Silent Hill has been going through a sort of revitalization in recent years. After leaving it dormant for far too long, Konami is finally doing what I’d like to see with more legacy series – letting talented external studios take a shot with their vision of what the series could be while having creative freedom. While Bloober Team did a faithful (and fantastic) remake of Silent Hill 2, NeoBards and writer Ryukishi07 made something truly special with Silent Hill f, which was an original story that was true to the series’ core tenets. Sure, there have been absolute misses like the laughably bad movie adaption and a spinoff game in The Short Message, but hey, at least ideas are being thrown out there. However, I’m happy to report we might just have another banger on our hands with the latest example of the franchise’s revival: Silent Hill: Townfall. I only saw a hands-off gameplay walkthrough this time, but now I know that it’s tapping into the style of horror we know to be Silent Hill with the tension of a slow-paced first-person thriller.

Townfall takes place in a port town called St. Amelia in Scotland, which is the home country of developer Screen Burn. The team was formerly known as No Code and made a splash with the eerie space adventure game Observation, and it seems that it’s taking its horror-tinged strengths, applying them to Silent Hill, and also drawing from its own real-world inspirations. As expected, Townfall drops you in without much explanation and asks you to piece it together as you go along. You play as Simon Ordell, who I’m not even sure what he’s doing in the St. Amelia cobblestone streets, covered in a fog denser than what Scotland’s coastal community of St. Monans would normally face.

One of the games Silent Hill: Townfall’s director Jon McKellan previously worked on was Alien Isolation, and it shows. Yes, there is combat in Townfall, but it is a very dangerous endeavor and a last ditch effort if you’re caught by the town’s deranged, grotesquely transformed humans. From what I saw, he only has a small complement of melee weapons, one of which is just a wooden plank wrapped in barbed wire. Townfall heavily emphasizes stealth, and it appears better for it – especially if it’s drawing from Alien Isolation.

One of the games Silent Hill: Townfall’s director Jon McKellan previously worked on was Alien Isolation, and it shows.

The key here is Simon has what’s called a CRTV, a handheld radio with a screen that also visualizes incoming signals. A big part of what you’ll be doing gameplay-wise is tuning the CRTV to figure out where to go, find solutions for puzzles, and track enemy movement through walls. It’s not as easy as hitting a button to scan your surroundings; rather, the CRTV must be directed toward them and you have to pay attention to the little screen on it as it works like an ultrasound. I watched the demoist follow the enemy patrol pattern around the corner of a building to then time their movement to dash safely in order to progress.

It’s a neat and clever way to make the core gameplay diegetic, giving you a more intimate way of engaging with the world itself while fitting into a story that takes place in 1996. For example, tuning the signal will feed you images of where you’re supposed to go and you have to really pay attention to the environment. Are you looking at the right building, going through the right alleyway, or banging on the right door? All that is shown in static images on the CRTV as seen in the live demo. I think it adds to the tension and atmosphere when you have to rely on an in-game tool’s function instead of having a HUD or markers; it’s a sensible approach for Silent Hill’s brand of horror.

Stealthing your way through terrifying situations and piecing together clues about where to go is only part of the deal. As with other Silent Hill games, there’s a deeper mystery that deals in subtleties, and all we really know so far is that Simon’s investigating the past to figure why St. Amelia has been completely abandoned. The hints lead him to the house of a nurse named Zoe Ellis, who initially contacts Simon through the CRTV, and here is where Townfall goes into more of an exploration/adventure style of game where you’re carefully inspecting your surroundings – reading notes left behind, digging through cabinets and drawers, going through files on a DOS-based PC, listening to old phone messages, etc. And if you’re stuck, instead of being shown what you need to do directly or having Simon talk to himself to give hints to the player, he’ll have thought bubbles off to the side to both show what he’s thinking and perhaps give you the nudge you’d otherwise need.

Silent Hill: Townfall Screenshots

This was a brief demo, so the more horrifying elements and headier puzzles are still under wraps – and I can only imagine how terrifying it’ll be to explore the town when the skies turn a blinding red, as shown in previous trailers. I’m still curious about what all the dropped protest signs in the town square imply about St. Amelia’s demise; it’s easy to theorize that either a corporation or governing body overran the townsfolk for an initiative that had a grave impact on their environment. Maybe the IV stuck in Simon’s arm the entire time, and the fact that Zoe’s a nurse, foreshadows where this seemingly sad story is headed.

This is the kind of storytelling Silent Hill has historically done extremely well, and seeing it played as a more tempered first-person horror-adventure has me as intrigued as when I first saw Silent Hill f before its release. We won’t have to wait long, since Silent Hill: Townfall is set to launch on September 24 for PlayStation 5 and PC.

Michael Higham is an editor at Play168 who regularly contributes with reviews, previews, features, and news in written and video form. He’s usually entrusted with covering long RPGs and tech products, but he’s got range when it comes to games. You’ll also catch him at events and hosting video content, including Play168’s weekly podcast Unlocked.

There’s Room for More Than 1 Cyberpunk TCG in Our Hearts

We seem to be in a new golden age of trading card games, because we have new ones popping up so often now. Between the many anime games under Bandai – like the recently announced Naruto Card Game and the Magic The Gathering collaborations like Marvel Super Heroes – there’s a card game for every fanbase if they look hard enough. Joining the TCG battle royale for gamers’ attention is a new Cyberpunk experience that piqued interest on Kickstarter called Neuroscape TCG. With Kickstarter fulfillments mostly done, the game is now set to release in stores globally some time later this year. Now, this is not to be confused with the aptly named Cyberpunk TCG in collaboration with CD Projekt Red, as it features very different gameplay – thus giving Cyberpunk fans some choices to bring home to the tabletop.

In Neuroscape, players vie for superiority in a digital underground fight club with simulated head-to-head battlefields. The main goal is to bring your opponent down to zero health, and there are two ways to do that: either deal damage to a player’s mainframe or bioframe. In other words, damaging players via their neural computer or their physical body. This is determined by the characters’ color of the attack number printed on their cards or the symbol on an effect. Basically, baby blue represents targeting the mainframe and red represents targeting the physical body. Like Magic: The Gathering, you choose your attackers who automatically aim to do direct damage, and the defender chooses to block or interrupt in response. Based on the kind of deck a player runs, their cards may focus on one type of attack versus the other. So it takes some deck brewing to prepare for all types of damage if a player wishes. This is somewhat reminiscent of Star Wars: Unlimited in the sense that there are two kinds of warfare to balance throughout a match. Instead of the space and ground battle theaters of that TCG, Neuroscape players have to deal with two kinds of attacks simultaneously. Luckily, these different kinds of attacking characters share the same playing field, so it’s not as complex as its sci-fi counterpart.

Even though the two health bars aren’t typical, the resource management of Neuroscape is very familiar with some twists. Instead of the deck containing resource cards or cards that can turn into resource, players have a separate RAM deck that can be drawn from to help pay for their cards. This is similar to Bandai’s One Piece or Gundam card games, but Neuroscape players have special options regarding the RAM resource and cards you draw. At the draw phase, players have the choice to either ramp up two RAM into their resource pool, skip RAM and draw two cards from the deck, or add one RAM and draw one card. So depending on how the game is going, players can adjust their draws accordingly. This is quite refreshing, since young games tend to have limited options for filtering through one’s deck – especially when their hands aren’t ideal. On top of the separate RAM resource deck and draw choice, RAM cards must be committed to characters that enter the field. This means that RAM cards are no longer available to use because they are technically powering a character in play. In some ways, this is like Pokemon, where players must decide where to commit their energy or resource to. Thankfully, a player can get their RAM back if a character leaves the field via a result like damage or through a force quit, an owner-initiated option that happens at the beginning of the turn. When you force quit a character, the attached RAM is returned to the resource pool and becomes available to use immediately, even though it happens after the refresh step of the phase. When I learned about the resource management here, it all made sense when co-creators Connor Hair and Alex Meader mentioned that they were huge fans of the Pokemon and Magic: The Gathering TCGs. You can see both influences in how the RAM resource is utilized in Neuroscape.

There are many factions, but there are six in particular that are featured in the premiere two-player starter kits.

When it comes to deck building, faction synergy is what you typically build towards. There are many factions, but there are six in particular that are featured in the premiere two-player starter kits: Hacker, Cybernetic, Corpo, Dustrunner, Mystic, and Thrasher. Hackers typically focus on mainframe damage, which, as mentioned earlier, is the baby blue attack numbers on the bottom left of character cards or signified by a symbol on certain abilities. They also tend to focus on program cards, which can include single-target spell-like cards and trojans or trap cards. Cybernetics focus on physical damage as represented by the red attack numbers on the bottom left of the card or the corresponding symbol. This faction tends to rely on gear where some cybernetic enhancements have a detrimental side effect called psychosis. Corpo is all about money, so of course they can afford all the RAM. They focus heavily on ramping up your RAM or resources, which helps afford higher-cost cards much faster than other factions. Dustrunner tends to use cards with the keyword tether, which allows two characters to be connected to each other, sharing benefits. They also have options to destroy RAM and elude targeting by bouncing back to hand. Mystics mainly showcase the use of tarot cards – special program cards that have interchangeable effects if certain cards are in play. Also, there are potential powerful effects the more tarot cards are in the recycle bin or discard pile after use. Finally, Thrashers tend to focus on destroying targets and overwhelming opponents with unrelenting attacks. For example, Thrashers can gain Overrun, which allows characters to deal excess damage to a player even when blocked. The more of the same faction cards you play, the better chance you have to activate faction-related passives from your mainframe.

Neuroscape TCG – Main Factions

On that note, a player’s mainframe is like their personal class and equipment area. If you want to be a Hacker, pick a mainframe that gives benefits when you have a number of Hacker cards on the field. In addition to the cards on the field arena, a mainframe has three slots for more passive abilities if a player chooses to fill them on their turns. An interesting mechanic in Neuroscape is the ability to play a hidden Trojan or trap program into one of your opponent’s mainframe slots. So not only can you block a slot on a player’s mainframe, you can also set up a hidden card that can devastate your opponent’s cards. The mainframe and slots are a nice additional form of customization that’s not just the “play the strongest character cards of a certain deck” archetype. There’s also a slot in between both players where environment programs can be played. Like stadium cards in the Pokemon TCG, these environment program cards affect both players. Usually these synergize with a particular faction or playstyle, so players can destroy these environments by simply playing another environment on top of it.

Gameplay aside, one of the main draws of getting into any card game is, of course, the art. Neuroscape features original art from artists around the world who worked on popular series like Magic: The Gathering, Warhammer 40K, Star Wars, Netrunner, and Cyberpunk 2077. It’s pretty cool to see familiar-but-different takes on cyberpunk characters with the eclectic group of artists that the Neuroscape team put together. If you’re fan of just the cyberpunk aesthetic, these cards go above and beyond when compared to the reused art in some TCGs. Its rarity tiers are common, uncommon, rare, quantum rare, and the chase serialized cards. In addition, there are competitive event variants ranging from participation promos all the way to top-3 prize cards. If I learned anything in my time playing TCGs all these years, it’s that prizing is important to drawing interest and keeping players active.

Just to briefly mention the cybernetic elephant in the Night City room, Neuroscape TCG is releasing in close proximity to the Cyberpunk TCG backed by CD Projekt Red. Yes, they are both cyberpunk card games, but both play entirely different. The Cyberpunk TCG is reminiscent of games like Riftbound, where players compete to maintain dominating control rather than mind hacking and bashing each other in the face until one player is zeroed. Nonetheless, both are enjoyable, so it really depends on what players prefer.

Either way, now’s a great time to be a cyberpunk fan. It’s been a while since the Android: Netrunner Fantasy Flight Games days, and with video games like Cyberpunk 2077 making new fans of the genre, these card games are able to not just exist but potentially thrive. For a somewhat unknown card game to attempt to break the mold of the many licensed games out there is gutsy and I respect it. As a fan of card games that typically play similar to Magic: The Gathering, Neuroscape scratches that TCG itch in me. And with the likes of Asmodee partnering with Neoroscape TCG, getting your hands on cards might be easier than other games out there. For more TCGs, check out our latest Disney Lorcana exclusive reveals or our hands-on impressions of the Cyberpunk TCG.

Mike Mamon is a Syndication & Digital Specialist at Play168, devil fruit user, and world-renown JoJo poser. Let’s chat anime or TCGs on Bluesky @xpmnms.bsky.social

GTA 6 Would Probably Run on the Steam Machine

Now that I’ve spent more time with the Steam Machine, I can’t stop myself from looking at Grand Theft Auto 6 looming on the horizon and thinking about how it’d theoretically run on Valve’s new mini gaming PC. Now, of course, it’s going to be a year or two before Rockstar deigns to grace PC gamers with GTA 6, but once it does, it’ll probably be an incredibly demanding PC game.

Since the Steam Machine came out, its performance has been, well, heavily discussed online, to say the least. It’s not hard to see why some folks are skeptical of Valve’s little PC – it does cost $1049 to start and is slightly slower than the PS5 most of the time. In spite of that, though, Rockstar’s last couple of PC launches, namely Red Dead Redemption 2 and the Enhanced Edition of Grand Theft Auto V, have been monuments to the scalability of PC games. So the Steam Machine might be more capable of handling everyone’s favorite crime simulator better than you might think.

GTA 6 Needs to Be On PC First

Now before the Steam Machine even has a chance of running Grand Theft Auto 6, Rockstar actually has to release it on PC. It’s basically inevitable that a PC version will eventually come out, but, according to a Bloomberg interview with Take Two CEO Strauss Zelnick, Rockstar instead wants to focus on its core audience – whatever that means – on consoles before releasing a PC version.

This isn’t new, GTA 5 didn’t come out on PC until 2015, two years after it launched on PS3 and Xbox 360, and Red Dead Redemption 2 had a similar gap. But even in the eight years since Red Dead 2, PC gaming has exploded in popularity to the point where Zelnick himself admitted in that same interview with Bloomberg that PC can make up around 50% of a game’s sales these days.

Maybe Rockstar is just stuck in its ways a bit, but at least with Zelnick recognizing the huge market of PC gamers out there, maybe we won’t have to wait a year and a half for a PC port. Maybe, it’ll just be a year instead. I’ll be keeping my fingers crossed.

Grand Theft Auto 6 Trailer 1 Stills

It’s All About Scalability

Modern Rockstar games have a bit of a weird history with their PC ports. Grand Theft Auto 4 was an absolute nightmare when it came out, but mostly because it required the dreaded Games For Windows Live – which caused performance problems, compatibility issues, and god forbid you ever try to run it on a second machine.

But in the years since, Rockstar’s games have gotten so much better on PC. While I personally find it annoying that Red Dead Redemption 2 doesn’t have any strictly defined graphics presets, that’s really only a problem for testing hardware. Thankfully, for actually tuning the game to run on a wide variety of hardware, Rockstar threw in all kinds of graphics options that make it one of the most scalable games out there right now. Plus, the company embraced the Vulkan engine, which also helps it scale, especially outside of Windows 11.

Steam Machine – Hands On Photos

You can, if you want, make Red Dead Redemption 2 look like absolute garbage. That doesn’t sound appealing right off the bat, but it also means that you can get it to run on pretty much anything. Low Spec Gamer, for instance, was able to get it to run on an 11th-gen Core i3 mobile chip from 2020, albeit at around 20-30 fps. For all the talk about the Steam Machine being underpowered, it’s not that underpowered.

Just a couple days ago, Digital Foundry suggested that, based on the trailers we’ve seen so far for GTA 6, the game will probably run at 30 fps on the base consoles, due to the CPU demand of the open world and Rockstar’s preference to lean more towards quality than performance in its console releases. I don’t think that’s wrong, but once the PC version is out there, Rockstar has a track record of giving gamers a lot of knobs to adjust how the game looks and performs.

Running Red Dead Redemption 2 at 4K with FSR set to Performance, and all the settings mixed between medium, high and ultra, the Steam Machine gets a solid 65 fps. It does look a bit worse than the PS5 version does, but it runs very smoothly on Valve’s PC. Grand Theft Auto 5’s Enhanced Edition also runs really well on the high preset with ray tracing, getting around 60-70 fps depending on where I am.

GTA 6 is going to be more demanding, for sure – just look at the trailer – but I don’t think the Steam Machine’s problem is going to be a graphics problem. The Steam Machine’s problem is probably going to be a SteamOS problem, especially if you want to play GTA Online.

Anti-Cheat, The Bane of SteamOS

Right now, if you look at Grand Theft Auto 5 on the Steam Deck, the Steam Machine, or really any other PC that’s running Linux, you’ll see a big ol’ banner telling you that it’s unsupported. That’s a bit misleading, the game will absolutely run on SteamOS, but only if you want to play the story mode.

GTA Online, which is certainly not going anywhere once GTA 6 launches, uses BattlEye Anti-Cheat, and that doesn’t play well with SteamOS because it needs kernel access. Now, Rockstar could, with its vast resources, probably get a workaround that runs on Linux. But, remember, this is the same company that says its core audience is console gamers. Even when the PC version inevitably comes out, I just don’t see Rockstar paying much mind to SteamOS compatibility issues.

Because no matter how great gaming on Linux has grown over the last few years, it’s still a very small segment of PC gamers. According to the latest Steam Hardware Survey, Linux makes up for just 3.9% of Steam’s install base. That’s admittedly more than macOS, but I don’t think it’ll be enough to convince Rockstar to change its Anti-Cheat service of choice.

There will come a time when GTA 6 runs on the Steam Machine – I don’t think there’s really a question of whether or not the game will work. However, Valve’s little PC will probably only be able to run the single-player campaign, and at graphics settings that might make it look a bit worse than its console counterparts.

Jackie Thomas is the Hardware and Buying Guides Editor at Play168 and the PC components queen. You can follow her @Jackiecobra

Final Fantasy 7 Revelation Getting Story Expansion Pass, Store Leak Suggests

Final Fantasy 7 fans are getting excited for a Story Expansion pass that has been glimpsed as part of a new store leak.

The Final Fantasy 7 Revelation Story Expansion Pass can be seen right now via a listing spotted lurking in the depths of the Epic Games Store database, along with placeholders for up to nine DLC packs.

It’s unknown what these DLCs might be for — so anything from fully-fledged expansions to simple costume or item packs are possible. But the existence of a specifically-labelled “Story Expansion Pass” suggests some of these, at least, will be additions that comprise fresh narrative.

Final Fantasy VII Revelation Screenshots

Already, fans are speculating over what these DLCs might comprise, with hopes that elements could be adapted from animated spinoff movie Final Fantasy 7: Advent Children, or third-person shooter Dirge of Cerberus: Final Fantasy 7.

Other fans are excited to see Genesis, the primary antagonist in Crisis Core: Final Fantasy VII, an action role-playing spinoff released for the PSP. Exactly what will — and won’t — be adapted remains to be seen, though this is likely Square Enix’s last and best chance to add extra elements to its Final Fantasy 7 remaster project, making it feel as complete as possible.

Final Fantasy 7 Remake launched back in 2020 for PS4, with its enhanced Integrade version later launching for PS5, PC, Nintendo Switch 2 and Xbox Series X/S. The trilogy’s second slice, Final Fantasy 7 Rebirth, is also now available across all platforms. Final Fantasy 7 Revelation, the concluding chapter, is currently set for launch in the first half of next year.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Crossfire Is Being Built by One of Gaming’s Best Design Duos

This is an Play168 opinion piece from writer Jeremy Peel, who has played (and occassionally reviewed) every single Call of Duty campaign. He particularly regrets Black Ops 3.

“For over 18 years, Jacob and I have developed character-driven games,” said Taylor Kurosaki during the Summer Games Fest reveal of Crossfire, “with the goal of thoroughly connecting design and story.”

As he said “design”, Kurosaki let his hand rest briefly on the shoulder of his creative partner, Jacob Minkoff, resplendent in a yellow bow-tie and handlebar moustache. And as he said “story”, he let that hand drift back to the long lapels of his own suit jacket. It was a quiet demonstration of each man’s expertise; a balance of elements that has shaped a number of brilliant blockbuster games.

Both men honed their crafts at Naughty Dog, where Kurosaki worked for more than 10 years as a narrative design lead. Minkoff, meanwhile, played a part in bringing Uncharted 2’s beloved train level to life – before designing the cruise ship escape of Uncharted 3: Drake’s Deception. There, you react to the shifting weight of the listing vessel as it floods with water, tips on its side, and begins to sink. Fighting your way below decks from the ballroom, you’re forced to adjust to the gradually-altered reality of the ship’s interior, as chandeliers swing and luxury cars slide across the hold.

This has become something of a signature for Minkoff-Kurosaki design ever since. Not cruise ships, precisely, but a reconfiguration of the way the player interacts with a level – turning what is usually static into something fluid. In Crossfire, that means navigating a craggy mountainside in a different way than you’re used to, thanks to the game’s adaptive cover system. “Our player character Layla dynamically adjusts her stance to react to the complex terrain and the enemy’s line of sight,” Minkoff said at SGF. “It fundamentally changes your relationship with the environment and becomes an active skill to master.”

Kurosaki and Minkoff left Naughty Dog not long after Amy Hennig’s departure, during a creative shakeup that left the directors of The Last of Us as the studio’s new figureheads. And the pair joined Infinity Ward – a 25 minute drive down the road – at a time when the Call of Duty developer had been in the wilderness. Infinity Ward’s founders had left in acrimonious circumstances a few years prior, taking many talented team members with them to found Titanfall’s Respawn Entertainment. 2013’s Call of Duty: Ghosts had felt narratively muddled as a result – indebted to the past and timid when stepping toward the future.

Minkoff played a part in bringing Uncharted 2’s beloved train level to life – before designing the cruise ship escape of Uncharted 3.

2016’s Infinite Warfare – on which Kurosaki and Minkoff worked as narrative director and design director respectively – felt very different indeed. While some COD fans couldn’t countenance the idea of a story set in space, Infinity Ward grounded its campaign in deliberately-paced character drama, just as Naughty Dog had for the preceding decade. The studio learned the right lessons from Wolfenstein: The New Order, too: not only that it should cast B.J. Blazkowicz actor Brian Bloom in the lead role, but that it should situate the heart of its FPS in a conversationally-focused hub world.

In Infinite Warfare, that was the UNSA Retribution – a warship that your protagonist, Nick Reyes, first storms onto in a state of heightened (if manfully contained) anguish. The ship’s captain has steered the Retribution into the path of an enemy supercarrier in a desperate attempt to buy Earth’s defenders time – killing and injuring many of his own crew in the process. As the survivors rush to put out the flames, Reyes seeks to confront the captain, and remind him that a commander’s job is to bring those under his command safely home. But as it transpires, the captain is dead; Reyes is promoted to take his place, and finds himself standing among the personal effects of a man he’ll never get to hold to account, nor demand an explanation from.

Infinite Warfare’s woozy atmosphere is that of a neverending overtime shift, as you rush to punish your enemies for the shock destruction of most of Earth’s military fleet. And its journey is one in which you get to know the remaining crew of the Retribution face to face – a clashing mix of blue-collar stoicism, wisecracking AI and cockney bravura, the latter from a brilliant David Harewood. By the end, you find yourself making the same decision as that captain: sacrificing your crew, who are finally all pulling in the same direction, for the people they’ve pledged to defend. It’s the kind of confident thematic throughline that had been unimaginable in Call of Duty: Ghosts.

Meanwhile, the design approach that had birthed Uncharted 3’s cruise ship freed Infinite Warfare from the very concepts of up and down, left and right. Leaping from the spinning cockpit of your fighter jet, you might grapple with a Martian soldier in open space. Then find footing on the angular exterior hull of a battleship, tilting your view to 45 degrees. Before finally heading in through an airlock, where gravity as we know it is restored. In this mode, COD felt giddy and delirious.

Minkoff and Kurosaki pulled off the 2019 reboot of Call of Duty: Modern Warfare – a coup that rejuvenated the series.

Afterwards, Minkoff and Kurosaki pulled off the 2019 reboot of Call of Duty: Modern Warfare – a coup that many have credited with the rejuvenation of the series during the pandemic. Warzone made most of the headlines, but the campaign continued the exceptional character work Infinite Warfare’s directors had established, rejecting bombast in favour of intimacy and tension. Of particular note was the story of Farah and her brother Hadir – beginning in traumatic childhood as you snuck around during a home invasion, evading a Russian soldier and stabbing at him with a screwdriver. “You survive,” says her dying father, squeezing his last breaths from faltering lungs. “Whatever it takes, never back down.”

Farah and Hadir’s divergent interpretations of this final command fuels the action of the rest of the campaign – the two siblings winding up on opposite sides of the American definition of rebel and terrorist. The pain of that split is carried emotionally by Claudia Doumit, best known for her turn as Victoria Neuman in The Boys. And now Doumit has returned to take the lead role in Crossfire – a continuity in casting that suggests Kurosaki and Minkoff might meet their narrative ambitions once again.

“In Crossfire, two opposing operators must form a temporary alliance,” Kurosaki said onstage at SGF. “Depending on one another is their only chance of survival.” This setup is a reminder, too, of how Naughty Dog made its name in storytelling: by exploring inharmonious relationships under pressure. Think of Nathan Drake and Elena Fisher; Nathan Drake and Chloe Frazer; Nathan Drake and Victor Sullivan. It’s by pairing these personalities off and lighting a fire beneath them that Naughty Dog achieved magic. And I suspect that Minkoff and Kurosaki, applying all they’ve learned, can achieve the same in Crossfire.

Jeremy Peel is a freelance journalist and friend to anyone who will look at photos of his dogs.

Chaos Rising Sealed Boosters In Stock — Best Deal at Amazon and TCGplayer

Amazon has recently been restocking various popular Pokémon TCG sets, such as the Prismatic Evolution Elite Trainer Boxes. Now, you can bag sealed products from the most recent release for the world’s most popular card game, Chaos Rising.

Most of these are listed at around market rate, i.e., the average of what most people are willing to spend on each item. That includes Booster Bundles, Display sets, and Triple packs. I’ll leave a link to everything up for grabs just below before we discuss any further, in case you want to lock in your orders ASAP.

Let’s start with the Chaos Rising Booster Display, listed for $229.55 at Amazon. That is pretty much bang on the market rate for these (averaging $230.07 at TCGplayer at the time of publication). Display sets are the most efficient way of bagging as many boosters as possible to rip, totalling 36 included. That works out at around $6.37 per pack.

Booster Bundles are also available again at Amazon, this time for $48.47, a few dollars over the $41.42 market rate right now. If you’ve got some Amazon gift cards built up, or have Prime for free fast delivery, I’d opt for the retailer giant when buying these.

Otherwise, there’s plenty of money to save at TCGplayer as well. Note, this isn’t as good value as the Booster Display, with the six boosters included working out at just over $8 per pack.

Besides the Chaos Rising Triple Pack for $25, I’d recommend checking out listings for the Chaos Rising Elite Trainer Boxes at TCGplayer, as the resale site is currently averaging a markey rate of $74.33. That’s remarkably good compared to some of the other Mega Evolution ETBs released in 2026.

Pokémon TCG: Best Deals Today

If you’re looking for even more deals on Pokémon TCG, then the Prismatic Evolutions ETB is the best offer around right now, especially since it’s listed at under market price at Amazon for the time being.

Let’s not forget that this is still wildly beyond the original MSRP for these bad boys. Yet, that’s just what we expect with Pokémon TCG these days. No matter how unfortunate it is, this is the price you often have to pay now, even from big retailers like Amazon.

Market price still sits at over $210 via trusted resale sites like TCGplayer and eBay, and there’s even been a +28.45% spike in interest in just the past month alone. I also want to emphasize that this is “sold and shipped” directly from Amazon itself, and not via any third-party sellers.

Otherwise, you can also pick up Scarlet & Violet ETBs at close to market price, Mega Kangaskhan Collection boxses, Mega Moonlit Tins, Mega Lucario ex Battle Decks, and plenty more. Good luck you to friend!

Play168 is the best place to find TCG deals

Play168’s resident deals experts like Robert Anderson have over seven years of experience writing about gaming and TCG deals. In an era where finding advice from a real person is more important than ever, Robert’s expertise helps you cut through the digital noise to find genuine, money-saving offers. He pairs his experience and love of games with data-driven analysis and price-tracking tools to ensure he’s only ever recommending something that’s actually worthwhile.

If you’re looking some no-nonsense help on saving money in a time where gaming and TCG hobbies have never been more expensive, then we’d highly recommend following him @robertliam21 on Bluesky and setting Play168 as a preferred source in Google to make sure you’re getting the latest updates, from him, and the rest of the Play168 Shopping team.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

The Most OP Players in Soccer Games

World Cup 2026 is here, and you want to play some soccer games with the best players ever. So do we, actually. Thing is, the best players in football game history are actually wildly OP. So much so that they kinda break the very fabric of the sport.

Have you read about the strong link theory? It’s the idea that in some team sports, outcomes are determined by the mistakes of the weakest players on their team, and in others it’s the strongest links who take over and decide the outcome. Football is generally thought of as a weak link sport. All we can say is, whichever academics decided that theory have obviously never had Tijani Babangida in their PES Master League squad.

Journey with us through the greatest game-breakers in virtual football past and present, from cult heroes to bona fide legends of the real sport, several of whom are in attendance at World Cup 2026.

Ibrahima Bakayoko – Championship Manager 97/98

Nineties football. A golden pre-internet age, in which we permitted players to keep a bit of mystique and we were thus allowed to idolise them from a distance in relative ignorance. A decade or two later, social media would show us their day-to-day lives and reveal them as people who pose with their family in identical minimalist mansions and sell us gambling offers, but not in 1997. Not when Champ Man 97/98 released.

The other edge to that sword, however, was that this age of innocence extended to teams’ own scouting networks, and even the wise sages who build Champ Man databases. Case in point: Ibrahima Bakayoko, a perfectly adequate Ivorian forward whom this game seemed to think was every bit the equal of Figo, Zidane, Beckham or Ronaldo Nazario.

This was wrong. Incorrect. But we simply didn’t know better when the game was released. How could anyone? Sure, the pages of World Soccer magazine weren’t quite as jam-packed with Ibrahima Bakayoko posters as you’d expect if you looked at his conversion rate in CM 97/98, but that made him all the cooler. A genuine piece of undiscovered Ivorian gold.

It was perhaps this logic that prompted Everton to sign him for the 1998-99 season in real life, where Bakayoko netted a monstrous four goals in 23 scintillating appearances.

See also: John Curtis, Erik Nevland, Denilson, Richard Wright… Yeah, that database is wild.

Tijani Babangida – Pro Evolution Soccer

By the time you’ve read this entry, Tijani Babangida has sprinted up the pitch, scored three times, showered, gone home, started a fashion brand side hustle and retired to the Saudi league. The man was rapid.

A hero of the first three PES/Winning Eleven titles, Babangida’s pace stat was so OP that he was all but mandatory in your Master League squad, a cheat player for the ages.

In real life the Nigerian winger Babangida was absolutely fine. He spent seven seasons at Ajax, going out on loan for three of them, and managed a very respectable 22 goals in 77 appearances. In PES, however, he’s the player Lionel Messi wishes he could have become.

The problem was that these were the days before developers recognized that pace was the only important stat in football games. They had yet to balance gameplay to counter that issue. So although Konami didn’t intend him to be the best player in the game, his 99 top speed and 96 acceleration meant that functionally, he absolutely was. Thanks for all the route one goals, Tijani.

Maxim Tsigalko – Championship Manager 01/02

Yep, we’re back with Champ Man again. The easy information exchange and vast scouting networks feeding its modern descendent Football Manager mean there are little to no ‘glitch’ players anymore, but at the time of Champ Man 01/02’s release they were still rife.

If you played it, you’ll no doubt have a list of your own preferred personnel, and that list will feature Mike Duff and Kim Källström. But the undisputed king of football in this game is Belarussian striker Maxim Tsigalko (a misspelling of the player’s actual name, Maksim Tsyhalka). At any club, in any league, he would score you 50 goals a season with a regularity you’d bet your house on, and his story is well worth telling.

In 2013 Antonio Poutillo, the scout responsible for gathering the game’s Belarussian data, gave an interview explaining why he backed Tsyhalka, stating he believed Belarussian football had a future at the time, and pointing out Tsyhalkha’s prodigious youth team performances.

In reality, injury hampered the player’s career and he would never reach the heights of global superstardom that his in-game representation did. He made his last professional appearance in 2008, and worked in construction afterwards but was limited by the same knee injury that ended his career. Tragically, Tyshalka passed away in 2020 at 37 years old.

Champ Man 01/02 has become a kind of interactive memorial to the player, who probably had little to no idea how adored he was by gamers across the world. It’s a tribute to him, and to the many players like him who had the potential for greatness, but whose careers were stopped short by injury or other issues. Rest in peace, Maksim.

Obafemi Martins – Pro Evolution Soccer 5

From the sublime to Obafemi Martins, whom Konami must have watched a really impressive 360p highlight video of before beginning development on PES 5.

Or maybe they simply had that video playing at the wrong speed, because the Nigerian striker could dribble at a pace that’d get him a driving ban in a residential area. He was the ultimate counter-attack tactic during PES’s PS2 heyday, reducing matches to a simple matter of: does Obafemi Martins have the ball? If no: give Obafemi Martins the ball. If yes: dribble directly at goal at about 35mph, shoot, score, repeat.

Like many players on this list, the real-life version simply couldn’t match up to his superhuman in-game counterpart. While he was impressive enough as a youngster at Inter, his game time was limited by extreme striker congestion at the Giuseppe Meazza. Above him in the pecking order were Vieri, Recoba, and, on the odd occasion that their knees worked, Ronaldo and Adriano.

Perhaps he forgot to pack his phenomenal speed when he made his way to St James’ Park following a transfer to Newcastle in 2006. Perhaps it was never there in the first place. Regardless, Martins’ PES version is a ‘streets don’t forget’ striker for all time.

Adriano – Pro Evolution Soccer 6

Hang on, did someone say ‘wildly OP Inter striker from PES’s glory days’? Well we’ve gone and summoned Adriano now, and he looks angry.

Actually, peak Adriano always looked angry. In PES 6 he was such a totem of absolute power that you only had to breathe on the shoot button and he’d blast in an absolute missile from 35 yards. His shot power and accuracy, particularly on his favoured left foot, were as OP as we’ve ever seen in a player in football game history.

Unlike Martins, this wasn’t wildly uncharacteristic of the real player at the time. The real Adriano’s hulking physique looked as though it could just barely be contained under the Nerazzurri colors, and he played with a physicality and speed that had the football press framing him as heir apparent to Inter team-mate Ronaldo Nazario.

Unfortunately, Adriano shared another trait with R9: a lower body made of cheddar cheese. Injuries plagued his career, and sadly after his father passed away in 2004 Adriano reportedly fell victim to alcohol abuse issues which coincided with a decline in his on-pitch performances. We wish him all the best in his post-football life.

Victor Ibarbo – FIFA 14

FIFA 14 was arguably the best EA Sports’ franchise has ever been, and although that era of world football was characterised by peak Messi vs Ronaldo rivalry in La Liga, of all people it’s Victor Ibarbo whose legend is etched into FIFA 14.

With the greatest respect to the real Colombian winger, his in-game depiction is something of an accounting error. As a squad player at Cagliari, his reputation in world football was not that of one of the sport’s titans. However, his unusual combination of 90 pace, four-star dribbling moves and a 6’2” stature made him an incredibly effective wing option, and a cheap acquisition back in the days when FUT wasn’t about picking between 90+ rated players after playing three matches.

Like Babangida before him, FIFA 14’s Ibarbo is far more than the sum of his parts, and uses his unique attributes to run off and break the game with scant consideration for his developer’s wishes.

Cristiano Ronaldo (TOTS) – FIFA 16

Like his fellow football-savant and eternal rival Leo Messi, Cristiano Ronaldo has been around longer than rudimentary toolmaking and primitive settlements. During that time he’s been basically mandatory in every FUT collection and his in-form FIFA cards have always maxed out the OVR rankings. So you can go ahead and pick a FIFA of personal preference here, but for our money it’s his FIFA 16 TOTS FUT card.

With 99 pace, 99 dribbling and 99 shooting, CR7 leaves you wanting almost nothing more from him, other than that he’d put slightly less gel in his hair. Unlike NBA 2K and its unique player animations, the FIFA series never truly captured the specifics of what makes Ronaldo Ronaldo and Messi (encara) Messi. But at least we always had a dominant, speedy goal machine from our TOTS Ronaldo cards.

Lionel Messi – eFootball 2021

I mean, he’s Lionel Messi. Every version of him that’s turned up in a video game since 2008 has been trouble, because Lionel Messi is trouble. He’s got the center of gravity of a sheet of paper, a foot like a traction engine and an unwavering eye for goal. He is, and always has been, unplayable.

That said, his depiction in eFootball’s utterly baffling 2021 free-to-play capitulation is probably the most dominant the Argentine’s been in polygonal form. Konami’s overhauled dribbling and ball physics systems placed a lot of emphasis on dribbling stats and user-inputted ball control, meaning the game became Messi’s playground. The game’s evolved since launch nearly five years ago, although perhaps not as much as one would expect, and the meta has broadened a little since then, but he’s still at the top of the tier list.

Erling Haaland – Football Manager 2024

It’s not that Sports Interactive got this one particularly wrong. Modern Football Manager isn’t unbalanced and its vast array of spreadsheets under the hood aren’t inaccurate. No, it’s that Erling Haaland himself is OP. Some say his father and Leeds United legend Alf-Inge Haaland grew Erling in a lab to spite Roy Keane, building a kind of footballing Ivan Drago and eventually deploying him at Man City as the ultimate revenge for that career-ending tackle the United player put in on him [citation needed]. Whatever his origin story, Haaland’s just a bit too good and needs to be patched.

He scores at a rate that’s frankly boring, both in real life and in FM 24, the release in which he’s particularly unstoppable. You could sign him, but that’d be like rosebudding your way to wealth in The Sims and will only lead to a feeling of emptiness. No, it’s better to construct a band of plucky wonderkids who’ll one day overthrow him. Just ask Mikel Arteta.

Kylian Mbappé (TOTS) – EA Sports FC 26

EA Sports FC attempts to inject a bit more personality into players than its forebear FIFA did, by introducing Playstyles. It’s primitive in comparison to NBA 2K, which would ruffle FC’s hair and tell it to keep trying kiddo, but it does affect the meta significantly, and one player card typifies that phenomenon more than any other in EA Sports FC 26: Kylian Mbappé.

Of particular use are Mbappé’s Finesse Shot Plus, Game Changer Plus and Quick Step Plus traits, which mean he can not only perform lithe changes of direction and bursts of speed better than nearly any other player, but then go onto absolutely welly the ball once he uses those twists and turns to get an eye on goal.

He’s also got fantastic attacking AI, so when you’re building up in the midfield you can just keep an eye on him and wait for an incisive run from him. It would be a huge advantage… except every other FC 26 player on Earth seems to have TOTS Mbappé too, so…

Phil Iwaniuk is a veteran hardware smasher and game botherer who has written for the likes of PC Format, Official PlayStation Magazine, PCGamesN, The Guardian, Eurogamer, Rock, Paper, Shotgun, and Play168. He won an award once, but he doesn’t like to go on about it.

EA Sports College Football 27 Review

Junior year of college was when I finally had to start making decisions about my major, internships, all that jazz. A lot changed. For College Football 27’s junior year, all I have to do is step back onto the field. The rest mostly sorts itself out. I’ve only been able to spend about a day with it at this point, so I’ve got a lot more College Football 27 to play before I’m ready to declare this thing a boom or a bust, but it seems like we’re shaping up for a promising – and very different – season so far.

The first place I went was the Skills Trainer. If you’ve played Madden, the Skills Trainer is old hat, but for the last couple years, College Football has sequestered this tutorial away in Ultimate Team. No longer. Here it is, in all its glory. “But Will,” you might reasonably ask, “you play this and Madden every year.” Yes, reader, that’s true. If you know ball, you know that I spend a lot of time with these games, Madden especially. Get you a league, and you will, too. “Okay, so why are you going to the Skills Trainer? Shouldn’t you like… know all this stuff already, chief?” I’m glad you asked, imaginary-person-I-made-up-so-I-can-structure-this-review-how-I-want.

What I said about College Football 26

College Football 26 is a very good college football video game, but I don’t think it’s a great one; I’m pretty choosy when I use that word. This year’s version walks a little taller, looks a little more toned, and has better footwork than last year’s model. It has put in the work in the off-season, but there’s still more to be done. Proper teaching tools aren’t here yet (for the love of God, EA, please, so my friends can play this game without spending days of their lives on YouTube), and Road to Glory and Dynasty still need meaningful changes. But Dynasty is at least compelling enough, and the on-field game still has it where it counts. You can tell the College Football team is listening, and that it cares. EA has avoided the sophomore slump, but like any college football fan will tell you, you don’t build a Dynasty off a couple good seasons alone. You have to build for the future. College Football 26 is a step in that direction, but EA will have to keep at it if they want this series to be up there with the all-time greats. You’ve got potential, kid, and you’re better than last year. What matters now is if you can take that leap (you know, the one we’re all expecting you to) next season. – Will Borger, July 16, 2025

Score: 7

Read the full College Football 26 review.

First, because good teaching tools are essential in any game, and I was stoked to finally see it right there on the main menu. Props to the College Football team on that one. Second, because there are a lot of changes to pre-play adjustments this year, especially on defense. If you’ve been playing EA’s football games for a while now, you’re already familiar with the Konami Code of inputs you have to learn to get your defensive adjustments just so. Well, you’re in for a learning curve with College Football 27, because a lot of those inputs are different now. D-line adjustments, for instance, used to be on the left D-pad. Now they’re left on the right stick. That’s one example of many. The benefit of this new system is it’s more intuitive and allows you to get what you want more quickly with fewer button presses, but that many years of muscle memory is hard to undo, and I’m glad the Skills Trainer is here when I need a reminder.

Blocking a run and pancaking some poor DB as a tight end is fun!

After getting to grips with the new systems, I went to Road to Glory. The big additions this year are three new positions: tight end, edge rusher, and free safety. Since I’d just spent a while learning the new defensive adjustments, I decided to throw all that in the trash and play tight end because EA’s spent a lot of time talking up how fun blocking is. Sorry, Joe Throw. You’ll have to wait your turn this year. Instead, John Block takes the stage. I gave John a mohawk and Lemmy Kilmeister beard, then spent the points I had to establish his future maximum stats to make him both an incredible blocker (I mean, it’s in the name) and a solid receiver with some speed. If you don’t want to allocate all of these points, though (and there are a lot), you can choose from a preset build based on an NFL legend like Rob Gronkowski. From there, it was off to my high school career, and you know what? Playing a tight end is fun! Blocking a run and pancaking some poor DB is fun! I’ve still got a long way to go (Alabama seems interested in John Block, despite his fairly humble three-star origins), but it’s cool so far.

The other place I’ve jumped into is Dynasty, and to be honest, I’m a bit overwhelmed despite spending almost all of my time in menus. There’s a lot of new stuff to manage now. I’m coaching LSU, which is fun, but man, things feel pretty different this year. It’s not just about doing your recruiting, playing your games, and moving onto the next week anymore. The big changes here are Dynasty Points and NIL. You get Dynasty Points based on things like your conference prestige, stadium atmosphere, and so on, and then you have to spend them to hire staff, upgrade your facilities, offer the players you’re trying to recruit NIL deals, keep the players on your team happy, and so on.

Will’s Favorite Football Games

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It’s… a lot, and I’m not sure I entirely get all of it or that I’m spending my Dynasty Points wisely. Sometimes I’d try to buy some facility upgrades and College Football 27 would be like “Are you sure? This is expensive and you only get so many points. Are you super duper sure?” On one hand, props to the team at EA for realizing This Is A Lot. On the other… I have no idea if I want to spend my points here, man. I’m just kinda going off vibes and seeing what happens. My complaint about Dynasty for the last couple years is that it’s mostly recruiting (which is just a bunch of menus that I find really boring) and playing games. So I guess at least that is no longer the case.

One thing I do think is neat, though, is that offering a scholarship doesn’t just take a chunk of your limited recruitment hours per week. Now, you gotta spend Dynasty Points to offer them an NIL deal, too. Offering more than they expect may get their attention, but if you renege on it later, they’ll be unhappy. It’s interesting, and I’m curious to see how it plays out over a full season.

So yeah, there’s still a lot to do and see, and this team is still coming together. Who knows if the group I’m assembling has what it takes to go all the way. But as I spend more time with College Football 27 and play more modes like (sigh) Ultimate Team, I imagine I’ll find out. But like my own junior year, this already feels very different than what’s come before. Now we just wait and see how it plays out on the field.

Full Release Schedule for 2026

​It feels like every player and their Poochyenas are chasing down the hottest Pokémon cards recently. The hobby is reaching early-noughties playground levels of hype. But what’s next for this global phenomenon? Well, look no further!

We’ve got every 2026 Pokémon TCG release for you in one handy place. Here’s everything we know so far about Pokémon TCG releases for 2026, including when they launch, what’s confirmed, what’s predicted, what makes them special, and where you can actually buy them right now.​

Pokémon TCG: 2026 Release Calendar – At a Glance

While the full year’s roadmap hasn’t been officially confirmed yet, we can predict what we can expect by looking at Japan’s release schedules and previous trends for collections in the world of Pokémon TCG.​

But, for now, this is the fully confirmed release schedule for the rest of the year, excluding whatever surprises The Pokémon Company might have in store for us.

Bonus: Pokémon TCG Deals

Before we move on, let’s quickly check out the latest Pokémon TCG deals that are floating around online right now. The best, and most popular, pick right now the sealed Prismatic Evolution Elite Trainer Boxes back in stock, and listed at under market rate at Amazon ($174.88).

Pitch Black – July. 17

Known as Abyss Eye in Japan, Pitch Black is the debut set for Mega Darkrai ex, releasing on July 17, 2026. This malice-filled set looks like the dark, brooding sibling to the bright Ascended Heroes cards we’ve been chasing all spring. But coming in at approximately 115 cards, it’ll be a lot more manageable expansion compared to the Coalossal 295-card checklist of Ascended Heroes. Here’s what you can expect:

  • Over 115 cards
  • More new Mega Evolution Pokémon ex
  • More than 20 Trainer cards
  • More than 35 Pokémon and Trainer cards with special illustrations

We currently know 4 of the 6 Mega Evolution Pokémon – Mega Darkrai ex, Mega Zeraora ex, Mega Chandelure ex, and Mega Excadrill ex. Could we be about to get a viable Lightning-type attacker? Only time will tell. We don’t have any official confirmation on price, but the official MSRP for the standard Mega Evolution: Chaos Rising Elite Trainer Box (ETB) is $49.99 (£49.99), so it’s likely we’d be looking at something similar for a Pitch Black ETB.

First Partner Illustration Collection (Series 3) – Aug. 7

First Partner Illustration Collection (Series 3)

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We’ve had Series 1 of the First Partner Illustration Collection release at the start of 2026, and Series 2 is confirmed for June 19, 2026. You might be asking yourself, “What about a Series 3?” Well, great news!

First Partner Illustration Collection (Series 3) has officially been announced, focusing on the Starter Pokemon from Hoenn, Kalos, and Paldea. It will release on August 7th for $14.99. Could a secret Series 4 episode feature the Generation 10 starters afterwards? Only time will tell.

30th Celebration – Sept. 16

Pokémon TCG’s 30th Celebration expansion is set to launch worldwide on September 16, 2026.

For the first time, all regions will get the release at the same time, which should help stop the overpriced import market.

Each six-card booster pack is all foil, even the Basic Energy, and comes with one of 30 special Pikachu cards created by different artists. The set also adds a new premium tier called “Futuristic Rare,” starting with Mew and Mewtwo cards drawn by Japanese artist YOSHIROTTEN.

Best of all – there’s special 30th-anniversary reprints of classic cards like Base Set Charizard and Pikachu & Zekrom-GX Tag Team confirmed, each with a special stamp.

These cards aren’t allowed in Standard play, but collectors can find them along with new Illustration Rares featuring Umbreon, Espeon, and new Pokémon ex like Greninja and Sylveon.

Every Legendary Pokémon will be up for grabs too.

30th Celebration Full Release Schedule

Sept 16

  • ETB ($49.99)
  • Sylveon & Greninja ex Boxes ($21.99)
  • Poster Collection ($14.99)
  • Tech Sticker Collections ($14.99)
  • Eevee 2-Pack Blister ($9.99)
  • Knockout Collection ($9.99)

Oct. 2

  • Binder Collection ($31.99)
  • Booster Bundle ($26.94)
  • Mini Tins ($9.99)

Oct. 30

  • Espeon & Umbreon Battle Decks ($19.99)

Nov. 6

  • Ditto Premium Collection ($39.99)
  • Mew & Mewtwo Figure Collections ($29.99)
  • Day & Night Ultra-Premium Collections ($179.99)

Dec. 4

  • Celebration Tins ($21.99)

Delta Reign – Nov. 6

Mega Rayquayza makes a triumphant return to Pokémon TCG, last spotted in Evolving Skies – one of the most iconic Pokémon TCG sets from the last decade. Delta Reign, otherwise known as Storm Emeralda in Japan, has been officially revealed for November 6, 2026, releasing in Japan on July 29, 2026. We got a sneak peak at the Mega Rayquaza ex card, check it out below!

We’re waiting for more official details, but one interesting thing about this release is that it was the first time a ‘matching’ Pokémon TCG Pocket set was announced alongside it, launching around the same time of Japan’s physical TCG release. No info on price and pre-orders yet, so bookmark this page and keep checking back for more!

Mega Greninja ex Premium Collection – July. 3

Mega Greninja ex Premium Collection Box

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Moving on from May 22! Mega Greninja isn’t just getting its flowers in Chaos Rising – it’s also getting its own premium collection on 3rd July, 2026.

If you want to complete your Mega Greninja collection, this is a must-have. ​Its Mortal Shuriken Ability lets you discard a Basic Water Energy from your hand to place six damage counters on one of your opponent’s Pokémon, then deal up to 200 damage with a devastating Ninja Spinner attack.

Say it with me now. The Pokémon TCG: Mega Greninja ex Premium Collection includes:

  • 1 foil promo card featuring Mega Greninja ex
  • 1 oversize lenticular promo card featuring Mega Greninja ex
  • 1 tech sticker featuring Mega Greninja
  • 8 Pokémon TCG booster packs

MSRP is $39.99 USD / £39.99 GBP. Considering Greninja’s popularity, we can expect this one to sell out quickly.

First Partner Illustration Collection (Series 2) – Jun. 19

First Partner Illustration Collection (Series 2)

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Series 1 of First Partner Illustration Collection celebrated Pokémon’s 30th anniversary in style, offering illustration rare-style promo cards featuring starters from Kanto, Sinnoh, and Alola. These cards highlight nostalgic adventures with popular First Partners.

Now, we’ve got Series 2 to look forward to! This collection releases on June 19, 2026, featuring three of nine illustration rare-style promo cards of beloved starters from Johto, Unova, or Galar.

Inside, you can find:

  • 1 Pokémon TCG pack containing 3 of 9 promo cards
  • 2 Pokémon TCG booster packs
  • 1 sticker sheet

Note: You can’t buy a set for a single region. The cards are random, so watch out!

Series 1 of the First Partner Illustration Collection flew off the shelves thanks to the Kanto hype. Only time will tell if Series 2 will have the same impact. But for $14.99 USD / £14.99 GBP, you can’t really go wrong.

Mega Zygarde ex Premium Collection – May. 22

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Pokémon TCG: Mega Zygarde ex Premium Collection

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Greninja isn’t the only Pokémon getting its turn in the spotlight. Zygarde was the face of Perfect Order, and is now getting its own premium collection! The Mega Zygarde ex Premium Collection also dropped on May 22, 2026 – a busy day for Pokémon fans!

The Mega Zygarde ex Premium Collection spotlights Zygarde’s multiple Formes and legendary status.

The Pokémon TCG: Mega Zygarde ex Premium Collection includes:

  • 1 foil promo card featuring Mega Zygarde ex
  • 1 oversize lenticular promo card featuring Mega Zygarde ex
  • 1 tech sticker featuring Mega Zygarde ex
  • 8 Pokémon TCG booster packs

Zygarde can become a Mega Evolution Pokémon ex, capable of dealing devastating damage to your opponents. Plus, the 8 booster packs, likely to be from Perfect Order, make this a decent deal. MSRP is £39.99 at all local card shops and participating retailers.

Mega Lucario ex League Battle Deck – May. 22

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Pokémon TCG: Mega Lucario ex League Battle Deck

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​The Mega Lucario ex League Battle Deck is ideal for experienced Trainers. Released on May 22, 2026, it features Mega Lucario ex and competitive cards like Secret Box and Fezandipiti ex, supporting advanced strategies.

The Pokémon TCG: Mega Lucario ex League Battle Deck includes:

  • 1 ready-to-play 60-card deck
  • 6 damage-counter dice
  • 1 coin-flip die
  • 2 coin condition markers
  • 1 deck box
  • 1 strategy sheet
  • 1 code card to play this deck on Pokémon TCG Live

Mega Evolution: Chaos Rising – May. 22

Chaos Rising released on May 22, 2026, with Mega Greninja ex as the star of the show! This Kalos First Partner Pokémon is one of the most popular Pokémon of all time, with its all-new Mega form being introduced in Pokémon Legends: Z-A.

But Mega Greninja ex is just one of the new Mega Evolution Pokémon ex that can be found in this expansion. You’ve got awesome cards like Mega Pyroar ex and Mega Dragalge ex to hunt down, alongside Mega Floette. MSRP for the Standard Elite Trainer Box (ETB) is $119.99 USD / £49.99 GBP, but you can check out the best Chaos Rising deals available just above.

Mega Evolution: Perfect Order – Mar. 27

If Ascended Heroes has set setting the foundation of what the Mega Evolution’s expansions are going to look like, Perfect Order is certianly kicking things up a notch.

Arriving on March 27, 2026, the next expansion is going to be honing in on many of the Pokémon featured in the Legends: Z-A game.

Among the cards announced from the 120-card set so far, we know we’re going to be seeing many of the game’s starring Mega Pokémon; Mega Zygarde ex, Mega Starmie ex, and Mega Clefable ex; but also some surprising extra additions like Meowth ex.

If you’re looking to secure the goods, your best bet is either TCGplayer or Amazon right now. Prices are rapidly dropping for ETBs at TCGplayer, while preorders for Booster Bundles are now live at Amazon, and they’re listed for way under market price right now.

While the Booster Bundle deal I mentioned eariler is not quite as good a value as picking up the Booster Box at TCGplayer right now, including 36 packs for $228.80 market price (working out at $6.35 per pack), it’s still a great deal for anyone who hasn’t got a spare $200 to throw around, but still wants to get involved with the new set.

Funnily enough, while ETBs continue to drop in price, the booster box is actually on the rise, jumping from around $200 just last week to almost $230 now.

First Partner Illustration Collection (Series 1) – Mar. 20

Credit: The Pokémon Company

The journey to Pokémon’s 30th Anniversary has officially begun with these gorgeous illustration rare-style promo cards that commemorate the bonds between a Trainer and their loyal first partner.

Whether you’re a Kanto veteran or new to the world of Pokémon, this new collection encourages you to look back on your favourite adventures from the last 30 years.

Pokémon TCG: First Partner Illustration Collection – Series 1

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The International version is designed as a celebration of the bonds between Trainers and their First Partner. Each collection includes 1 Promo Booster Pack, where you can pull three of nine illustration rare-style promo cards.

Each of these cards feature stunning illustrations of beloved first partner Pokémon. You’ve got your classic Kanto friends – Bulbasaur, Squirtle, Charmander. Then, we jump forward a few generations to Sinnoh, with Turtwig, Pipulp and Chimchar. Last, but certainly not least, we find ourselves in Alola with Rowlet, Popplio and Litten.

Pokémon TCG’s First Partner Illustration Collection – Series 1 will be available on March 20, 2026. You’ll likely be able to find them in all your typical stockists; Pokémon Center, TCGplayer, Target, Best Buy, although preorders are yet to go live officially.

Pokémon Day Collection – Jan. 30

Pokémon’s 30th anniversary celebrations were on February 27, but you’ll be able to celebrate all year long with the the commemorative Pokémon Day 2026 Collection that dropped on January 30, alongside Ascended Heroes.

Announced back in December 2025, this is a very small release with one confirmed card: a unique stamped foil promo card of Pikachu looking cute as standard, along with a logo’d metallic coin, and a trio of TCG booster packs from different sets.

Pokémon TCG: Pokémon Day 2026 Collection

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Available imagery seems to show the packs being a mixture of one Phantasmal Flames and two Mega Evolution, but we like to warn that the contents may always differ from unit to unit.

The Pokémon Day 2026 Collection can be bought now at Amazon for around $39, or from around $25-30 on TCGplayer at current market rates.

Mega Evolution: Ascended Heroes – Jan. 30

The 2026 TCG year officially kicked off with Ascended Heroes, the second English Mega Evolution expansion of the new era since the base set launched in September last year.

Ascended Heroes leans heavily into classic Mega Pokémon, new Tera cards, Team Rocket Pokémon, and even a Stadium card, with 290 cards coming to the set altogether.

The new set is already getting a fairly staggered release, with the majority of products now releasing between February 20 and April 24. That includes some of the most popular items from a new Pokémon card set, such as the Elite Trainer Box, Booster Bundles, and more.

The recently delayed booster set features a promo card with either Erika’s Tangela or Larry’s Komala, a metallic coin featuring the chosen Gym Leader, and two booster packs from the Mega Evolution – Ascended Heroes expansion.

Mega Evolution’s Ascended Heroes expansion has also quickly become yet another collector-driven Pokémon TCG release, with demand greatly outweighing the supply and maxing out the value of certain cards.

It’s already been hard to come by Ascended Heroes preorders, and undoubtedly this delay won’t make it any easier for fans after release day. Ascended Heroes ETBs, for example, are currently averaging around $115-120 on resale markets – around a 135% markup from its MSRP of $49.99.

With Mega Evolutions returning in force and Special Illustration Rares pushing presentation to extravagant new heights, the set has created another sharp divide between playable staples and true luxury chase cards as well.

While not every premium pull is destined for competitive dominance, each of the top ten most expensive cards so far has earned a lofty market price with jaw-dropping artwork, gameplay relevance, pure scarcity, or a combination of the three.

Play168 is the best place to find TCG deals

Sara Heritage is a freelance journalist for Play168, specialising in Pokémon TCG. When she’s not gaming, you’ll probably find her building yet another LEGO set she absolutely did not need, or chaining ranked matches in Pokémon Champions.

Warhammer 40,000: Space Marine – Master Crafted Edition Reportedly Coming to PS5 and Nintendo Switch 2

Warhammer 40,000: Space Marine – Master Crafted Edition looks set for PlayStation 5 and Nintendo Switch 2, having launched on PC, Xbox Series X and S, and straight into Xbox Game Pass in June last year.

The ESRB’s listing for the game included PS5 and Switch 2 alongside PC, although word of the two consoles has now been removed.

Sega, which retains the rights to the Relic Entertainment-developed original third-person shooter, is behind the release. The original was published by THQ in 2011 for PlayStation 3, Xbox 360, and PC. The Master Crafted Edition was developed by SneakyBox, and has a 4K resolution, modernized controls, an interface overhaul, improved character models, and remastered audio, which includes over 100 new voice lines for the Orks.

However, the Master Crafted Edition was criticized by fans last summer, with Steam players in particular expressing their dissatisfaction. Complaints revolved around the high price of the game relative to the changes it makes over the well-received Anniversary Edition, and, on those changes, bemusement in response to what many considered worse usability. This, coupled with struggles to find others to play with online, caused some to call Space Marine – Master Crafted Edition a “cash grab.”

The backlash resulted in Sega offering an extended refund policy on Steam, a 50% upgrade path discount for Anniversary Edition owners, and a patch roadmap. Steam user reviews at launch were ‘Mostly Negative.’ Now, a year later, they have improved to ‘Mixed.’

Updates dried up in September last year, so hopefully the game’s arrival on new platforms comes with a significant patch. Warhammer 40,000: Space Marine eventually got its sequel, the smash hit that was 2024’s Space Marine 2. It’s done so well that Space Marine 3 is on the way.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Universal Tower Defense X Codes (July 2026)

Last updated July 1, 2026 – We checked for new Universal Tower Defense X codes!

Universal Tower Defense X codes will earn you free Rerolls and Gems, which will help you build the ultimate team of heroes inspired by some of the most popular anime. In this Roblox tower defense experience, you’ll need to fend off waves of enemies, all while completing daily, weekly, and personal quests.

Don’t like your crew of anime-inspired icons? Use your Gems to summon characters that range from Rare all the way to Mythic and Secret. The better the unit, the easier you’ll be able to defend your base.

Working Universal Tower Defense X Codes (July 2026)

Use these currently active codes:

  • subto_s3resutiaru!Copy – 5,000 Gems, 60x Trait Rerolls, 50,000 Universal Gems Part 2
  • WeLoveBerserker!Copy – Rewards (Requires at least level 10)

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

How to Use Universal Tower Defense X Codes

Ready to redeem the codes above? Here’s what you need to do:

  1. Load up Universal Tower Defense on Roblox
  2. Look for the blue icon on the right side of your screen, which says “Codes”
  3. Copy the code from this article and paste it into the “Enter code here” bar
  4. Click “Redeem”

Expired Universal Tower Defense X Codes

These codes for Universal Tower Defense X have now expired and can no longer be used:

  • UTDXRulerIncident!
  • UniversalTowerDefenseZ!
  • 200KInterestedSouls!
  • ArrancarSupremacy!
  • ExclusiveRelics!
  • DropRateFixes!
  • TheShinyCode!
  • 300kInterestedBeast
  • StayTunedDBS!
  • DBSUpdPatch!
  • 275kInterestedBeast!
  • 200kInterestedBeast!
  • 3.0PartTwoUpdate!
  • FusionUpdate!
  • NewBattlePass!!
  • SmallUtopiaPatch!
  • UniverseFestDelay1!
  • UniverseFestDelay2!
  • UniverseFestDelay3!
  • UniverseFestDelay4!
  • UniverseFestDelay5!
  • 300KInterestedUtopia!
  • 275kInterestedUtopia!
  • 250kInterestedUtopia!
  • 3.0Part1.5!
  • PirateKing!
  • 100kInterestedWanoP2!
  • 200kInterestedMiniWano!
  • Gear5!
  • TheOnePieceIsReal!
  • 3.0Part1Update!
  • FixedGuilds!
  • 30kInterestedWanoP2!
  • ThankYou100KWano!
  • GiftFromMiniking_2!
  • GiftFromMiniking!
  • UniversalDelay!
  • UniversalDelay2!
  • UniversalDelay3!
  • UniversalDelay4!
  • UniversalDelay5!
  • UniversalDelay6!
  • UniversalDelay7!
  • WanoCountdownDay3!
  • WanoCountdownDay2!
  • WanoCountdownDay1
  • 50kInterestedWano
  • 20KInterestedWano!
  • GuildsCharityEvent!
  • UTDXThankYouFor60KCCU
  • 100MStillOnTheGrind!
  • UTDXNumberOne
  • SorryForGlobalMatchmakingDowntime!
  • 2.5Patch!
  • DMCPatch!
  • 40kInterestedWano!
  • 25kInterested
  • 30kInterestedWano
  • iAmApproaching
  • DMCIntrested!
  • Update2.75!
  • 2.25Patch!
  • 2.0Patch!
  • SubscribeToUniversalTowerDefense!
  • AndroidGames!
  • DevelopmentNews!
  • Perfectionist
  • I Have A Wish!
  • PerfectBuffs
  • NotPerfect!
  • Update1Reveal!
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  • WinterPatch26
  • AUniversalWinter!
  • WinterTIME!
  • WinterUpd
  • WhiteRoseOps
  • StepUp!
  • SorryForTheDelayGuys!
  • 1Engage!
  • ILoveWinter!
  • ThankYouForOneMonth!
  • WinterPolls
  • NewYear26!
  • Update 0.5
  • WinterIsComing!
  • InterestedIn0.5!
  • SmallGift
  • ILoveUTD!
  • PeroxideUpd!
  • MaintenanceTomorrow_0.5!
  • MerryChristmas
  • YT10k!
  • ThankYou30M
  • Mainstream!
  • HereyougoEA!
  • ThankYou100k
  • MaxedOut!
  • UNRIVALED!
  • UnrivaledIsAlive
  • ThankYouFor150k
  • SixSeven!
  • NumberOne!
  • Universal!
  • ThankYouUTD!
  • RELEASE!
  • ThousandsOfCodes!
  • THANKYOU!
  • FixingBugs!
  • SixSeven!
  • 40kCCU!

Why Isn’t My Code for Universal Tower Defense X Working?

When a code doesn’t work, it’s usually because of one of two reasons:

  • The code for Universal Tower Defense X has expired
  • There’s a spelling mistake or an additional space in the code

Codes for Roblox experiences are typically case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double-check that you haven’t copied over an extra space!

If you’ve already used a code, you’ll see a message saying “code is already redeemed.” If it’s expired, it will say “code expired”.

How to Get More Codes for Universal Tower Defense X

We regularly check and test new codes for popular Roblox experiences, so the best way to get more codes for Universal Tower Defense is to visit this article. But if you want to search for codes yourself, the best place to go is the Universal Tower Defense Discord.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Rhythm Heaven Groove Review

After a decade-long sleep, one of Nintendo’s best handheld series is finally making its Switch debut, and I couldn’t be more thrilled. I’ve always loved the Rhythm Heaven games for their irreverent humour and formidable musical gameplay, and now Rhythm Heaven Groove has once again ignited the competitive fire within me, challenging me to tackle an onslaught of tempo-shifting trials in hungry pursuit of perfect scores. Its RPG-inspired Beatspell mode isn’t quite the hit I was hoping for, but the rest of Rhythm Heaven Groove is still a more than worthy successor packed with a medley of moreish minigames that are both deeply satisfying and surprisingly difficult to master.

It all starts with the controls, which are deceptively simple. Different button presses, from quick taps to lengthy holds, cause the characters you control across its bite-sized levels to perform all manner of odd tasks to a variety of specific beats. You’ll accelerate and brake in a sports car to film a promotional video, engage in PaRappa the Rapper-esque call and response with an alien, and dance with a troupe of sentient umbrellas. The clever twist is that there isn’t a clear note highway telling you when exactly to tap, so you have to recognise a mixture of visual and auditory clues to hit the sonic sweet spot. As you progress, reaching rhythmic excellence becomes harder as tunes grow in complexity. Naturally, this process encouraged me to lock in and enter a state of meditative listening to succeed, which felt demanding and relaxing at the same time.

Rhythm Heaven Groove Screenshots

Thankfully, each game starts with an in-depth tutorial that guides you through the beat patterns you’ll face. With the help of Rhythm Heaven Groove’s adorable, antennaed mascot, you’ll try out new skills one at a time before getting a taste of them layered together all at once. Even with these interactive pointers, it typically takes some practice to get it right, particularly because the arrangements featured in the actual level differ quite a bit from the warm-up.

Arriving courtesy of series-veteran composer Tsunku♂ (among a handful of other secret artists), the music runs the gamut in terms of both BPM and genre, skillfully flitting between shredding guitars, sustained synths, and percussive performances to keep you on your toes. This randomised approach is mirrored in the central loop of each minigame, too – one level might require you to match the flow of other creatures, while another will have you bouncing items or popping bubbles all by yourself. There are also a surprising number of fake-out endings that lull you into a false sense of security when there’s actually plenty more music to come. This kind of unpredictability could easily ruin your momentum, but instead, the diversity is brilliantly orchestrated, ensuring Rhythm Heaven Groove feels fresh throughout the solo campaign’s approximately eight-hour runtime –– though there’s at least that many additional hours’ worth of medals to hunt for and side modes to complete, too.

Catch a Vibe

It’s not enough just to stay on beat, as most minigames are packed with little surprises hell-bent on ruining your flow. During a game called Disc Dog, I was tasked with counting down from seven before telling a pup to catch a Frisbee. Halfway through, the camera slowly zoomed in on the frisbee-throwing owner rather than the dog, so I was forced to rely on my ears to find the ideal jump window. Elsewhere in the aptly named Ribbit Rocket minigame, the aim was to shoot frogs into the sky using a powerful lily-launch pad. As the music ramped up, an amphibious creature suddenly appeared in front of the pads, limiting my vision. It might seem cruel at first, but these distractions exist to train you on Rhythm Heaven’s rewarding approach to the genre. Instead of relying on falling notes or consistent visual targets, audio prompts are far more important. Eventually you’ll be able to ignore these distractions and achieve perfection nonetheless.

The solo campaign is split into eight stages, with four games per stage and a finale remix that blends all the stage’s rhythm games and their accompanying tracks into an engaging interactive DJ set. While the individual minigames are a joy, the remixes are particularly exhilarating and capture the ultimate rhythm-game high: that moment when muscle memory takes over, and you nail almost every beat on pure instinct.

TV Sync Options

Since this is only the second time the Rhythm Heaven series has been playable on a console instead of a dedicated handheld system, I’m glad to report that those looking to play on their TVs have reason to rejoice: there is a dedicated TV sync system to help with latency and input delays. Once I’d completed the quick check, I had no issue playing through the entire campaign on my own TV. That said, I did still notice a slight improvement in timing accuracy when I played natively on the Switch 2 in handheld mode. The difference was pretty negligible for me, and obviously your mileage may vary depending on your setup, but it’s at least great to see that thought has been put toward this as a potential problem.

Once you complete one of the rhythm games, you’ll receive a rating that ranges from “Keep Trying” up to “Amazing.” To progress, you need to earn at least a “Good” (the second lowest) on every rhythmic puzzle in the stage, as well as its respective remix, which naturally becomes more challenging the further you get. Still, the difficulty is carefully balanced, ensuring I was rarely overwhelmed and continued to feel a burning sense of purpose as I unlocked new games. Earn an Amazing rating, and you’ll also receive Medals, which unlock additional minigames within a submenu called Rhythm Toybox. The options here are a lot more straightforward than the campaign levels, but can still be amusing in their own way – I can’t wait to see who’ll earn the record for longest game of puffer fish keepy-uppy post-launch.

The mechanical momentum is key here, as Rhythm Heaven Groove doesn’t have an overarching story to cling to. Although familiar characters appear on and off, it’s all about enjoying these pint-sized vignettes at face value. Just because they’re small doesn’t mean they aren’t meaningful. For example, during the crunchy pixel game Hop & Slide, the aim is to test a game-within-a-game coded by a young girl for a programming class. The premise is simple enough: control a bunny to jump over and slide under a series of hurdles and reach the finish line. However, halfway through the project, you start experiencing bugs, and your screen bursts into warped hyperspeed, leaving you helplessly tapping to avoid smacking into obstacles. This high-octane twist was a thrilling challenge whilst also delivering a cute microstory.

There’s an ingenuity that makes this disparate world of wonder a real joy.

It’s this kind of ingenuity that makes Rhythm Heaven Groove’s disparate world of wonder a real joy to spend time in, even when the games got so infuriating I was tempted to throw my controller out the window. From matching lettering on stock images to bouncing fruit on a buff beachgoer’s biceps, it’s irreverent in a way that feels intentional, with an effervescent sprinkling of randomness to keep your curiosity piqued.

Rhythm Heaven Groove also features a separate pool of cooperative minigames that expertly harness the same infectious feeling that is abundant in the campaign, just with the added chaos of up to three more players. There are 10 games total, each with three levels of difficulty, and you’ll need to succeed at the first iteration to unlock the later games. There’s a mixture of collaborative and competitive options, though admittedly the player-versus-player stages were a tad more fun.

My personal favourite was Cake Wait, a game in which you and your friends have to count down in your heads to snack time, all aiming to nab a treat at exactly 3 p.m. As you swipe at the plate, the player who pressed down closest to the target time ends up snatching it away and earning the delicious reward. It’s straightforward but incredibly compelling, and I’m embarrassed to admit how loudly I yelped in disbelief as my partner ripped the sweet treat out of my grasp with a time only 0.01 seconds closer than my own. There are ratings to be earned too, and you can unlock Rings here instead of Medals, which in turn unlock their own Toybox with games intended for more than one player.

I would be remiss not to mention Rhythm Heaven Groove’s pint-sized RPG mode, called Beatspell, in which you also unlock chapters by earning Medals. In this fantasy side story, you step into the shoes of a young magician who chains together button presses to cast spells and slowly chip away at enemy health bars. It starts novel but quickly becomes tedious, the constant repetition leading to silly mistakes during battles. That tedium improves significantly as you start to learn more spells – but even so, this extra feels slightly underbaked, especially compared to the other frenetic minigames on offer.

The Dark Ages Revelations DLC Targets 10-12 Hours, With 40% of That Being Endgame Content

When Doom: The Dark Ages Revelations, the upcoming campaign DLC for last year’s excellent modern-Doom prequel, was first announced at the Xbox Showcase last month, one thing jumped out at me: the classic Doom 2 map visible for a few seconds in the trailer. As a huge fan of the legendary original pair of Doom first-person shooters long before I fell in love with the more recent trilogy, my interest in this DLC suddenly skyrocketed. So when I got a presentation showing more Revelations gameplay from Doom director Hugo Martin and got to ask him questions afterward, I immediately asked about that moment in the trailer.

“[Revelations] is a celebration of the Doom games,” Martin said. “We’ve always treated all of the Doom games as canon. We have never had the chance to explore who he was as the Slayer. Before he was the Slayer he was a marine, his name was Flynn Taggart. [So in Revelations] we go back in the Nightmare levels and tell some of the Flynn Taggart story.”

“These are modernized versions,” co-studio head Marty Stratton added, speaking about the look of the classic levels specifically. “History with the graphics turned up.”

I’ve read all four of the Doom paperback novels from back in the day. That’s where “Doom Guy” first got fleshed out as a character, including his name: Flynn “Fly” Taggart. “We don’t consider the novels as part of the modern Doom series – the games, yes, save for Doom 3,” Martin told me. “Doom 3 was always kind of an outlier fictionally to us but from the start of Doom (2016), we wanted to pull together all the games and their fiction. We took the most popular elements from the novels and comics: his name and his famous lines.”

Martin went on to describe the classic levels featured in Revelations: “They’re playable. They’re short but meaningful, playable experiences. Part of the theme/narrative approach is to feel it and not watch it. You’ll play through his memories.”

So they’re being selective about the canon, as is their right, but I find this oddly satisfying as a fan of the old Doom games – and those somewhat obscure novels. But here’s what else I learned during my Revelations presentation: namely, that fellow fans of Doom Eternal are probably going to love this DLC.

Doom: The Dark Ages Revelations Screenshots

That’s because the new weapon, the Chain Spear, has a grappling hook ability that can be used for a ton of aerial maneuvers, a la the brilliant middle game in the modern Doom trio. One of them specifically lets you circle around in the air with the chain plunged into your foe while you attack. And furthermore, Martin confirmed that the Chain Spear will have unique glory kills, and more importantly, that it will be absolutely required to survive in the endgame content that makes up roughly 40% of this 10-12-hour DLC. Master Arenas, Martin said, will be especially key places to make smart use of the spear.

Fellow fans of Doom Eternal are probably going to love this DLC.

You can also expect plenty of new enemy variants, plus some returning friends. The Archvile was specifically mentioned – though here he’ll summon demons but won’t resurrect demons, unlike in the original Doom 2. Oh, and id Software says that the Ripatorium – the customizable endless arena mode – will get a major update for Revelations.

The name’s Flynn Taggart.

And Martin recommends you complete the base Dark Ages campaign before jumping into Revelations, as it has a higher base difficulty than the core campaign. It has six levels total – five plus the Purgatory hub – that you’ll do plenty of backtracking through. But it won’t be for nothing; these spaces are designed metroidvania-style, so you’ll be able to access new areas within them as you earn and upgrade abilities during the course of play.

All in all, Martin told us that Revelations “kind of plays like the culmination of 35 years of Doom.” Doom: The Dark Ages Revelations drops on July 7 for PC, PS5, and Xbox Series X|S.

Ryan McCaffrey is Play168’s executive editor of previews and host of both Play168’s weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, Play168 Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Fable’s Genius Is Rooted In Oblivion’s Ground-Breaking NPCs

This is an Play168 opinion piece from writer Jeremy Peel, who has followed Fable since the Lionhead days, and is forever midway through playthroughs of Oblivion and Fallout: New Vegas.

There’s a moment in Fable’s latest gameplay demo, right after the hero saves a talking pig from being butchered and turned into chops for the Silver Trowel Feast, when the disposition of the locals perceptibly changes. You can see it on the faces of the people of Silverbrook: the slight upward turn at the corners of their mouths, signifying that somewhere behind the scenes, a number has changed in response to the player’s actions. Jack the Beggar, a hardworking commoner down on his luck, likes the hero because they’re virtuous. Megan the Merchant, meanwhile, appreciates the shrewd business deal the player made to save the pig from its ignominious fate. As an ambitious person, she values savviness.

“This is at the centre of our complex, nuanced take on reality,” says Craig Littler, Fable’s associate game director, as he narrates the demo. “Evolving beyond just right and wrong, it reflects real life, where reality is multi-faceted and subjective.”

On the contrary, I’m drawn to Fable’s reputation systems not because they feel real, but because they’re nakedly mechanical. They turn your decisions into a set of tags – Kind, Rich, Killer, Charming, Criminal, Entrepreneur – and then cross-reference them with the likes and dislikes of individual NPCs. That data is then used to determine how much a shopkeeper might charge you for a new pair of cropper trousers, if a bartender might be open to a romantic relationship, and whether a stranger greets you with a scowl or a smile.

These reactions are designed to take you by surprise, yes, and to envelop you in a sense that the people of Albion are watching and gossiping and holding grudges. But they’re also a system designed to be gamed: to be min-maxed for favourable outcomes, or bypassed by slipping a heavy purse to the town crier in return for an adjustment to the public opinion. When I see the edges of an NPC’s lips veer skyward during conversation, I recognise not reality but the legacy of The Elder Scrolls 4: Oblivion.

Oblivion’s Radiant AI system was designed to bring life to the NPCs in its hamlets and alehouses. It assigned each a routine that took them from their homes to their jobs and to church, if they were so inclined – much like the routines that govern the day-to-day of Fable’s citizens. Oblivion’s NPCs would dynamically find a spot to sit and eat lunch. They would stumble into conversation with one another, and with you – where you could influence them on a personal level.

When I see a Fable NPC smile during conversation, I recognise not reality but the legacy of The Elder Scrolls 4: Oblivion.

Fiddling with individual serfs was both fascinating and funny, since the seams of the system were clearly visible, and easy to pick away at. By interacting with Oblivion’s ‘persuasion’ wheel, for instance, you could Joke, Admire, Boast, and Coerce your way to a deeply felt kinship in a couple of minutes – causing an NPC to look the other way as you nabbed a prized possession from their living room. The routines were prone to breaking down, too. In one YouTube video, a soldier shipped to the Daedric planes asks his comrade how he’s doing. “Been better,” replies his fellow, as lava pools around his ankles.

In subsequent Bethesda RPGs, Radiant AI faded into the background, for two reasons: the studio spent less time talking about it, and its implementation became subtler. In Skyrim, you might have dropped the Mace of Molag Bal in the town square, and noticed that a little while later, two NPCs turned up to argue over it. Then you might have seen a nearby guard stroll up and try to defuse the tension. But most of the data-tracking that enabled that interaction went on under the hood, invisible and unnoticed until the moment it spun up a quest or event.

Of course, subtler is very often better. The dense atmosphere of games like Fallout 4 and Starfield benefitted hugely from an NPC system that didn’t constantly break the fourth wall with its goofiness. But poking and prodding at the limits of a game system is one of the great joys of this medium – and in order to do that, you have to know the system is there.

In the decades that followed Oblivion, few big-budget developers marketed their games via Radiant-like AI. One notable exception was Watch Dogs: Legion, the 2020 open world game directed by Clint Hocking. A Ubisoft veteran, he’d specialised in reactive NPCs ever since the development of Far Cry 2, which allowed you to selectively befriend fellow mercenaries and fight alongside them, so long as you didn’t leave them to die in a grassland blaze.

In Watch Dogs: Legion, you could recruit and play as almost any citizen in the city of London. Those you didn’t recruit maintained daily schedules and relationships with other characters: relatives, partners, sugar daddies, doctors. Those connections often determined how they felt about you. You might accidentally run down a man who turned out to have wronged another citizen – and that accidental good deed makes their victim much more amenable to joining your hacker organisation, Dedsec.

This system seemed stuffed with potential, and yet in the finished game, such systemic events mainly occurred on the periphery of Legion’s scripted central story. And since that story was a slightly odd blend of punk spirit and science fiction, Legion wound up disappointing overall. Any hope that its underlying NPC magic might be better exploited in a sequel has since been dashed. Legion evidently didn’t meet Ubisoft’s sales expectations, since the series sank to the bottom of the Thames. With it went fan dreams that Radiant AI might ride again.

Then, half a decade later, something completely unexpected happened. Bethesda surprise-dropped The Elder Scrolls 4: Oblivion Remastered. Within days, millions were playing – and the game’s mixed reputation was rehabilitated overnight. In an age when complex NPC routines had long been downplayed or abandoned, the overtly clockwork lifestyles of Cyrodiil’s residents were somehow charming.

That success has opened the door for Playground Games to capitalise on a renewed public enthusiasm for malleable and reactive NPCs. Ideas that previous Fable games only dabbled in – such as the ‘touch’ mechanic that enabled you to take the hand of a beggar and lead them to the workhouse – have been taken as a mandate to deepen your interaction with characters. A man panhandling in the street can now be recruited to work at a pub you’ve invested in. A curtain-twitcher who notices that you’ve married multiple NPCs in the same settlement might take to blackmail.

There’s a hope, too, that Fable might dodge the disconnect between systems and story that plagued Watch Dogs: Legion. Choosing to kill Dave the Giant – played with neurotic flair by British comedian Richard Ayoade in Fable’s first trailer – can enormously impact the people of Silverbrook, for instance. Before long, their farming settlement will become famous for its neighbouring giant corpse, and the tourism will drive up house prices. Maybe you won’t find a home for the hamlet’s homeless after all.

The potential is enormous, and after several years of tinkering, Playground has a chance of living up to it. Even in the shadow of a giant, Fable is starting to look really quite Radiant.

Jeremy Peel is a freelance journalist and friend to anyone who will look at photos of his dogs.

First Partner Illustration Collection Series 2 Sealed In Stock — Best Deal at Amazon and TCGplayer

2026 marks a big year in the Pokémon calendar, with it being the 30th anniversary of the release of the original games in Japan. To mark the celebration, The Pokémon Company is releasing not only a “Pokémon 30” celebration expansion later this year, but also has an ongoing “First Partner Collection” series releasing throughout the year as well.

These have been a little hard to come by, up until now, but Series 2 of the “First Partner Collection” has recently been restocked at Amazon. I’ll leave a link to it just below before we discuss any further, in case you want to lock in your order ASAP.

Sold and Shipped by Amazon

Pokémon TCG: First Partner Illustration Collection —Series 2

1

Listed for $56.98, Amazon is smack bang on the $50-60 average order value at trusted resale sites like TCGplayer right now (listed median price is $55.98).

It’s slightly above the ongoing market rate of $49.07, but that’s discounting the potential cost of delivery, or any spare Amazon gift cards or credit you might have saved up as well. But if TCGplayer suits you better, buying from there is just as good an option as well.

Still, it is worth noting that both of these are still above the MSRP, with Amazon opting to sell closer to the “market price” instead. That’s basically what most people are currently, or willing, to pay for it on average.

The Pokémon TCG: First Partner Illustration Collection – Series 2 includes:

  • 1 Pokémon TCG booster pack containing 3 of 9 promo cards
  • 2 Pokémon TCG booster packs
  • 1 sticker sheet

Pokémon TCG: Best Deals Today

If you’re looking for even more deals on Pokémon TCG, then Amazon has also recently restocked Chaos Rising booster displays and bundles, alongside a trusted third-party seller, “BetterShopping4You,” having the ETBs in stock for under $90.

You can also find both the Mega Moonlit and the Mega Charizard Tin for under $50 each. Both of those are under or matching the market price as well, compared to TCGplayer, so you’re getting them at the best price possible.

There’s also Prismatic Evolution Elite Trainer Boxes going for just under $175 at Amazon right now. That’s under market price, and well worth picking up while stock lasts.

Play168 is the best place to find TCG deals

Play168’s resident deals experts like Robert Anderson have over seven years of experience writing about gaming and TCG deals. In an era where finding advice from a real person is more important than ever, Robert’s expertise helps you cut through the digital noise to find genuine, money-saving offers. He pairs his experience and love of games with data-driven analysis and price-tracking tools to ensure he’s only ever recommending something that’s actually worthwhile.

If you’re looking some no-nonsense help on saving money in a time where gaming and TCG hobbies have never been more expensive, then we’d highly recommend following him @robertliam21 on Bluesky and setting Play168 as a preferred source in Google to make sure you’re getting the latest updates, from him, and the rest of the Play168 Shopping team.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Love and Deepspace Fans Hold Funeral for Valko at Infold HQ as 78K Players Sign Petition

Love and Deepspace fans are holding memorial services for Valko after Infold, the game’s developer, pulled the plug on the wolfy love interest mere days before his debut.

Chinese LADS players are showing up to Infold’s Shanghai HQ in droves, bringing with them flowers, candles, and tears as they mourn the loss of a character they were excited to romance come July 9.

Videos of sobbing fans at the office building are taking social media by storm, but this isn’t the only way players are showing their disapproval of Infold’s choices — they’ve also signed a petition demanding the developer reverse their decision and bring Valko back.

“When I first arrived at the Diezhi building and saw that wall, I couldn’t help but cry. A girl shared her chocolate with me, another girl was herself choked up as she comforted me and held my hand.” pic.twitter.com/1Y66FfAnhV

— 𝒔𝒖𝒛𝒖 (@pinkcrispss) July 1, 2026

At the time of writing, the petition boasts over 78,000 verified signatures and over three thousand comments from players desperately pleading with Infold to release the game’s sixth love interest.

“This is devastating,” one fan wrote. “Removing Valko from the game is NOT an acceptable solution. I am deeply disappointed to see Infold choose to erase a long-awaited LOVED character.”

“Many players spent money believing the game would continue expanding its romantic routes. Canceling Valko feels like a bait-and-switch and a material change to the game after monetization,” another explained.

This CN player posted a photo of herself holding a bouquet in front of the Infold building. The flowers were meant for the as a gesture of appreciation and love for Valko. However, as far as I understand, they couldn’t be accepted due to safety regulations.

The card reads:… pic.twitter.com/nhWUYSe0SV

— Anna #BringValkoBack (@annavanarya) June 30, 2026

Thus far, Infold has not given a public response to the backlash surrounding this decision.

Valko was initially slated to launch in Love and Deepspace on July 9 as the game’s newest romanceable character, but on June 30, Infold made an announcement revealing they were not moving forward with him as previously planned.

“After reflecting on recent events, we recognize that we moved forward with the introduction of Valko before we were truly ready,” the company said.

“In doing so, we let down the players who have supported us from the start, and we also fell short of delivering the experience that players anticipating Valko deserved.”

For both hardcore fans and those new to Love and Deepspace, check out Play168’s Love And Deepspace guides.

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Marvel Super Heroes Comes to Magic: The Gathering

If you’ve never played Magic: The Gathering (MTG), the prospect of getting into it can seem pretty daunting. This is a game, after all, with 30+ years of history. That’s more than three decades of cards and mechanics, worldbuilding and lore. If you’ve ever lived and breathed a live service video game you’ll know just how much energy and time it can take simply to keep up. Constant new releases and updates that drive an ever-evolving meta mean it can be tricky to be even a casual fan… let alone finding your feet as a completely new player.

Magic: The Gathering definitely has many of the same challenges, but it also has more ways to interact with its cards and its history and its gameplay on your own terms. The fact that it’s mostly played as a physical game, for instance, means that it doesn’t necessarily matter what the best decks are, and what the most competitive players are doing. If you have a bad but fun deck and I have the same, we can still play and have a good time.

Wizards of the Coast has also been doing “Universes Beyond” content for more than five years now, and many of these releases essentially act as an onramp to Magic. Are you a fan of Final Fantasy? The Lord of the Rings? Avatar: The Last Airbender? There’s a Magic set for that. While many of these sets do have ramifications for the wider player base, they can be self-contained for those that simply want to try out MTG, without having to know any of the official lore or characters.

A standalone Universes Beyond set is a pretty good place to start for the curious.

Magic’s gameplay still has a learning curve, of course, and every set is likely to have cards that require either a knowledgeable friend or a quick Google to decipher. Even so, a standalone Universes Beyond set is a pretty good place to start for the curious. All of which brings us to Marvel Super Heroes, the latest such release.

Super, Thanks for Asking

As an entry point for Marvel fans, this is about as welcoming as it gets. A great heaping helping of heavy hitters from the Marvel universe are here… in card form: Iron Man, The Hulk, Captain America, Doctor Doom, The Scarlet Witch, Black Widow, Daredevil, Thanos, Black Panther, Elektra, Ant-Man, Loki, Thor, Storm, Wolverine, Jessica Jones and Nick Fury, the list goes on.

Just a few of the iconic Marvel characters you can unleash.

The themes and mechanics are built to resonate with these characters and the settings they’re from too. There are Hero and Villain creature types, each with tribal synergy (meaning that heroes often get bonuses for fighting alongside other heroes, and villains have the same). There’s a keyword called Teamwork, which lets you utilise members of your team (i.e. creatures you control) to activate an additional effect.

Some characters – both good and bad – can “Power-up” once per game to trigger a strong additional ability. When “Thanos, the Mad Titan” powers up, for instance, not only does he get a stat bump, but you can choose odd or even and then destroy every other creature with a mana value of the chosen quality. Snap!

A small subset of characters come on dual-faced cards. On one side you might have Bruce Banner, the flipside, The Hulk. On this side Peter Parker, the reverse, Spider-Man. Each has value and you can choose which side to play, but you can also transform them mid-game, so Tony Stark can become Iron Man just in time to turn things around.

And no superhero set would be complete without villainous plots, which is where Plans come into play. These have conditions that typically take multiple turns to be met, but the longer the build-up, the bigger the pay-off. “Doom Reigns Supreme”, for instance, lets you play a couple of your opponent’s cards for free, while “Construct a Cosmic Cube” helps you spawn token creatures and eventually lets you take over and play your opponent’s turn!

Another villainous mechanic in Marvel Super Heroes is “Connive”. This is drawing then discarding a card, and can help you boost a creature’s stats, cycle through your deck, trigger “second card draw” effects, and synergise with discard mechanics.

All these gameplay elements fit neatly into the Marvel world, and the way many of the characters – and their abilities, backstories and gear – have been implemented is pretty fun. Take “Mjölnir, Hammer of Thor”. This Legendary Artifact is powerful in and of itself, but in a cool twist, a creature must be “worthy” in order to equip it. So yes, Captain America can wield Thor’s hammer. As can… Agent Phil Coulson?! Love it.

Captain America can wield Thor’s hammer. As can… Agent Phil Coulson?!

Marvel fans will also dig a lot of the art. It’s cool to see iconic characters and scenes through the eyes of the incredible stable of MTG artists. And as always with Magic there are countless slick variations to collect. The cards featuring source material art – from a wide array of eras and artists – are particularly eye-catching, whether that’s a three panel card showing a scene, a card presented like an actual comic book cover, or just a super slick borderless presentation.

Heroes without borders! These alternative art cards draw directly from the source material.

That said, we’re delving into the collectable side of the game here, and that’s not really the purpose of this piece. This article is about whether this set is a good entry point for Marvel fans curious about MTG, and if so, what the best way to get started is. The answer, for me, is yes, and the best way to get started is to ignore the collecting side of things. Why? Because you need to learn to walk before you can run. There’s little point spending money on regular booster packs before you understand the core mechanics, how different colours play, what the different archetypes are and – above all – how to identify strong cards and build a rounded deck.

Where to Start

Learning how to play with as little complexity as possible (although there’ll always be some) is where Jumpstart comes in. The idea is that you buy two Jumpstart booster packs and combine them to create a deck. It’s a low friction way to start playing immediately, and if you’re playing against a friend doing the same thing, chances are the power levels of each deck will be reasonably close. This is a good option to start getting a feel for the game, although you’ll only get very basic instructions in the pack so will still need to consult an online resource (or friend) if you’re completely new.

As the name suggest, Jumpstart is the perfect way to jump in and get started with Magic: The Gathering.

In fact, if you’re genuinely starting from zero, the Beginner Box should probably be your first purchase. This contains eight Jumpstart half-decks, but crucially, it also contains two tutorial decks with instructions that you literally follow step by step. The tutorial is simple but it introduces the basic turn flow, mechanics and highlights some stuff you should be thinking about in combat. The box also has two playmats so you can see how to arrange your cards, and a rules reference guide to consult if you get stuck on a keyword or interaction… although chances are you’ll still need to Google some stuff as you go.

Once you’ve done the tutorial you can then switch across to Jumpstart and muck around with different colour combos and archetypal strategies. With 51 different Jumpstart booster themes, some are definitely better than others, and you’re very much playing in the shallow end of the pool, but it’s a good way to start and from here you can always pick your favourite Jumpstart deck and modify it.

Every New Card In Marvel Super Heroes Jumpstart – Magic: The Gathering

Once you understand the basic mechanics and gameflow, another good option for beginners is to play Commander using preconstructed decks. Commander is a format where you build a deck of 100 cards, with no duplicates (other than basic lands, which are used to create mana). As a result, every game is completely different, but the twist is that you pick a legendary creature (it can also be a handful of other things) to be your commander, and rather than having to draw that card, it sits to the side from the start and can be summoned into battle from there. Each time it dies you can return it back to that zone, but it costs more to call back into play. It’s a cool concept and the right commander can give you a powerful engine, despite having a deck with so many different cards.

There are four of these preconstructed Commander decks available for Marvel Super Heroes, each with its own theme. Avengers Assemble, for instance, is a red, white and blue deck using Captain America (naturally) or Nick Fury as its commander. Cap buffs himself and other heroes as they enter, as well as letting them attack and defend straight away. Nick Fury, meanwhile, is a commander that lowers the cost of hero spells to cast, as well as letting you sift through your library to find hero cards.

The four colour Fantastic Four deck is even more versatile, as you can choose between any of the Fantastic Four to be your commander. Each has the same condition to activate their core ability, but the effects are all different and so too are their bonus effects. This deck is all about choosing the commander that best suits your play style.

The ever-popular Commander format offers preconstructed decks that focus on fun.

What’s great about Commander is that it’s a friendly format that’s about fun first and foremost. It can also be played with up to six players. Three or four is optimal, though, and adds a whole new layer of strategy and alliance forming as you can choose who to attack or target each turn. The downside of Commander is that these precon decks aren’t exactly cheap, retailing for around AUD $140 each. On the other hand, the Beginner Box is more like AUD $65 and individual Jumpstart booster packs (for which you need two to make a deck) are AUD $12.95 each.

Whichever way you choose to go, there’s a reason Magic has been around for so long – it’s an infinitely playable game, and it’s a great excuse to hang out with friends or go make some new ones at a local Magic event. And for Marvel fans? It seems likely that there’s more Marvel Magic to come. Unlike most Universes Beyond sets, which are one and done, we’ve already had last year’s Spider-Man, and given that release debuted The Soul Stone and this one includes The Mind Stone… well, it seems likely this infinitely playable game could get itself an Infinity Gauntlet. Excelsior!

Marvel Super Heroes is out now and you can find out more about it here.

Cam Shea is a former Play168 staffer, now freelance writer and craft beer evangelist.

Way of the Sword Release Date Moved Forward

Capcom has announced that Onimusha: Way of the Sword, the upcoming action-adventure sequel for PC, PS5, Xbox Series X|S, and Nintendo Switch 2, will now be released earlier than previously guided: it will be available on September 4 rather than September 25.

Onimusha: Way of the Sword is the first series entry in 20 years; Onimusha: Dawn of Dreams released for PS2 in 2006. Play168 awarded it an 8.8 out of 10 review score. Way of the Sword, meanwhile, is set in Kyoto during the early Edo period, and we were quite impressed by it in our recent hands-on session at Summer Game Fest.

A demo for Onimusha: Way of the Sword is available now for PS5, Xbox Series X|S, and PC (on both Steam and the Epic Games Store). Those who play the demo (and, crucially, have save data on their hard drive) and then buy the game will receive a Kubi Akari charm in the full release.

Onimusha: Way of the Sword looks to continue a big 2026 for Capcom, who enjoyed great reviews and huge sales numbers for Resident Evil Requiem earlier this year.

Ryan McCaffrey is Play168’s executive editor of previews and host of both Play168’s weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, Play168 Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

PlayStation Plus Monthly Games for July 2026 Headlined by Call of Duty: Modern Warfare 3

Sony has confirmed the PlayStation Plus monthly games lineup for July 2026 — and it includes Call of Duty: Modern Warfare 3.

This is, of course, the Modern Warfare that launched in 2023 (not the one from back in 2011) that received a rough reception from fans and critics, with particular criticism for its story campaign. It launched just a year after 2022’s Modern Warfare 2, an annual release strategy that publisher Activision has said it will no longer continue.

Play168’s Call of Duty: Modern Warfare 3 campaign review returned a 4/10 score, and branded the game as “underbaked, rehashed, and cobbled together from multiplayer parts.” Still, its inclusion here is timely — allowing you to zip through its story in preparation for this year’s Modern Warfare 4, due out on October 23.

The 100 Best PlayStation Games of All Time

Two other titles join July’s monthly additions, which will all become available to subscribers from next Tuesday, July 7, until Monday, August 3.

Next up is For the King 2, the tactical role-playing game sequel that launched on PC back in 2023 to a generally positive response, though a mixed 6/10 review from Play168. Inspired by tabletop combat, the game features roguelite elements and a procedurally generated map to explore, as you hunt down an evil queen.

Finally, there’s CrossCode, a retro-inspired 2D action JRPG with 16-bit-style visuals that blends old school video game dungeon adventuring with RPG battling and loot.

The full lineup lies below for you to browse in list form:

PlayStation Plus Monthly Games for July 2026

PlayStation Plus Extra/Premium:

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

The Blood of Dawnwalker Quest Gameplay

Ready your silver blades and holy water because July’s Play168 First is The Blood of Dawnwalker. This upcoming RPG from developer Rebel Wolves casts you as Coen, a cursed man who must live as a human by day and a vampire by night. Mastering both sides of his existence is the key to saving his family from a court of evil bloodsuckers.

To kick off our month of exclusive content, we bring you brand new gameplay from one of The Blood of Dawnwalker’s prologue quests. In Deep Down, a young Coen – not yet afflicted by the vampirism curse – explores an underground ruin in search of Lazar, a local man who’s gone missing. In the depths of the caves he finds much more than just a lost man. By examining an ancient mural, Coen learns of old heroes and hidden treasure.

This eight-minute gameplay video showcases a few elements, including an investigation system that allows you to discover hidden lore and reveal the existence of special loot. And, of course, there’s swordplay – the video concludes with a swift boss fight against The Forgotten Guardian.

The month ahead will see us further explore the world of The Blood of Dawnwalker, with in-depth developer interviews on topics such as the evil vampire court, skill trees, the world’s fantasy races, and how the time and narrative systems work. And, of course, there’s more gameplay to come.

For more right now, check out our previous hands-off preview. And stick with Play168 all month to learn much, much more about this ambitious RPG, helmed by the director of The Witcher 3 and built by a team made up of many ex-CD Projekt Red staff.

Matt Purslow is Play168’s Executive Editor of Features.

Score Resident Evil Requiem for $56 in Best Buy’s 4th of July Sale

Resident Evil Requiem was among our favorite video game deals during the Prime Day sale. If you happened to miss out on it then, though, it’s actually your lucky day. As part of Best Buy’s 4th of July Sale, the game has returned to its Prime Day price of $56 across PS5, Xbox Series X, and Switch 2 at the retailer.

Resident Evil Requiem – PlayStation 5

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That’s a $14 discount off its original price, and likely won’t be around for very long. If you haven’t picked it up yet, or missed out on the Prime Day deal, now is an excellent time to grab it. We may not see this deal pop up for quite a while again, either.

Resident Evil Requiem – Nintendo Switch 2

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While Best Buy’s PS5 and Xbox copies match the price that Amazon had, the Switch 2 copy is actually just a couple dollars higher. Amazon Prime Members could scoop up that version for $53.19 during Prime Day, but that’s not far off at all from where Best Buy has it. In my opinion, it’s definitely still worth it at this price.

Resident Evil Requiem – Xbox Series X

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In general I think this game is worth every penny. It’s one of my favorite games from this year so far, filled with great scares and excellent characters you step into the shoes of. Whether you’re a longtime fan of the franchise, or just really love horror, you’ll be hooked from start to finish. I’m not the only one who thinks such positive things about it, either.

Play168’s Tristan Ogilvie reviewed the game and said, “from my first trembling steps into its shadows all the way to the tremendous, titan-sized takedown at its climax, Resident Evil Requiem kept me completely absorbed and consistently entertained whether it was all hair-raising or all guns blazing.”

If that’s sold you on it, now is your chance to grab PS5, Xbox Series X, and Switch 2 copies on sale at Best Buy before they’re all gone.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at Play168.

Virtua Fighter Crossroads Producer Credits HBO’s Watchmen Series for Inspiring the Game

Riichiro Yamada, producer of Ryu Ga Gotoku’s Virtua Fighter Crossroads, opened up about his surprising inspiration for reviving the highly-anticipated fighting game series after so many years.

Speaking with GamerBraves, Yamada revealed that his creative spark for the newest Virtua Fighter title was lit by none other than HBO’s Watchmen series, calling it his “biggest inspiration” for the game – less so because of the story itself, but more so because of how it managed to bring a 33-year-old comic back into the mainstream.

“Virtua Fighter, the series, has been very long. It has its own lore, it has its own settings that have been there, but [it] has never been used for decades and for 20 plus years,” he told the outlet.

“Watchmen was a very old American comics story which was revived as a drama 40 years-plus after,” he continued. “For me, I thought it was very similar to the situation with Virtua Fighter, and it told me a lot about how to modernize the old settings, the old story, and then revive it.”

From what we’ve seen thus far, Virtua Fighter Crossroads will boast an narrative-driven story mode helmed by a team of industry veterans. Yamada explained that RGG wanted to branch out from its usual storytelling methodology with this game, saying they wanted to expand Virtua Fighter’s existing lore.

“We wanted to do something different from RGG in terms of style or method of the story,” he said. “We wanted to tell the story more, and we wanted to have the player be more immersed into the game and feel the narrative.”

Those who are cutscene-averse need not worry, though; Yamada clarified that he wants fans to experience the story themselves through gameplay, rather than relying on cutscenes alone to tell the tale.

“A lot of people won’t be just satisfied with nice cuts in the game, and pretty scenes or pretty cinematics,” he said. “It’s way better if you can play through it and understand the story by yourself.”

He went on to confirm that Crossroads takes place “10 to 20 years” after the events of Virtua Fighter 5, with a focus on showing the “comeback” of the series’ classic characters after being “almost forgotten” in the game’s universe.

Virtua Fighter Crossroads is set to release in 2027, though no specific date has yet been established.

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Rumor — Metroid Ravenous Leaked by Brazil Age Rating Board

The Brazilian government may have leaked the next Metroid game, thanks to an age rating filed through the country’s Ministry of Justice and Public Security.

The supposed rating documentation was leaked online on July 1 and swiftly deleted, but eagle-eyed gamers were quick to take screenshots. It wasn’t long before these digital snapshots went viral, making their way across forums and social media platforms within hours.

The document lists the game’s title as ‘Metroid Ravenous,’ with its year of production listed for 2026.

The intended age rating is listed as “not recommended for children under 10 years old,” but the assigned rating is “not recommended for children under 12 years of age.”

While Play168 can’t confirm the validity of this document, the screenshot’s existence is predictably sparking a massive conversation online, leaving fans equal parts excited and puzzled at the possibility of getting another Metroid game so soon after Metroid 4 Prime: Beyond, which was released in December 2025.

Some players are speculating that this could be a sequel to Metroid Dread, linking its name, ‘Ravenous,’ to Raven Beak, the main antagonist of that game.

Thus far, nothing else is known about the rumored title. As aforementioned, this would be the latest Metroid game following 4 Prime: Beyond, which was met with mixed reviews on launch. We gave the game an eight out of 10 stars, calling it an “excellent comeback” despite having “few underdeveloped elements that keep it from feeling as cohesive as its predecessors.”

Metroid Prime 4 Beyond Switch 2 Edition Screenshots

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Get Everything in Assassin’s Creed Games with One Month of Free Play168 Guides Checklists

Preparing to return to the high seas when Assassin’s Creed Black Flag Resynced releases on July 9, 2026? Why wait? If you’ve got the itch to dive back into the world of Assassin’s Creed, this is the perfect time to get started or finish some of the Ubisoft franchise’s latest entries. Play168 Guides has all the walkthroughs and collectible guides you could need to get platinum.

Plus, this July, use our Assassin’s Creed Shadows, Valhalla, and Mirage checklists for free! Until July 31, access unlimited checks across some of our best Assassin’s Creed guides, no subscription required. Here’s just a taste of what Play168’s guides and checklists have to offer:

Assassin’s Creed Shadows Checklists and Map

If you want to traverse Assassin’s Creed Shadows’ massive open-world, you’ll want more than just an in-game map. That’s where Play168’s interactive map comes in handy. Our complete, high-detail Japan interactive map has thousands of locations marked for your convenience, making finding every last Origami Butterfly and Samurai Daisho a breeze.

Our Assassin’s Creed Shadows’ checklists are synced up with our interactive map. Follow our superb walkthroughs and collectible guides and check off what you’ve completed as you go. Your progress will sync automatically with our interactive map, giving you real-time feedback on how much remains to do.

Here are some helpful guides for people trying to 100% Assassin’s Creed Shadows:

Assassin’s Creed Mirage Checklists and Map

Return to the streets of Baghdad in Assassin’s Creed Mirage, this time with some help from Play168’s guide and checklists. Our Baghdad interactive map makes it easy to find all the locations of collectibles, equipment, and mission quest givers in the inner and outer city.

We’ve recently updated our Assassin’s Creed Mirage checklists to include Gear Chests. Now you can check off collected Gear Chests in our collectibles guides or the Baghdad interactive map and have your progress linked up! Any map locations you mark as completed will automatically be checked off on Play168’s guides, and vice versa.

Thinking of revisiting Mirage? Here are some essential Play168 guides for jumping back in or finally getting that platinum trophy:

Assassin’s Creed Valhalla Checklists and Map

What’s better than one interactive map? How about ten of them? That’s right, we have an interactive map for each of Assassin’s Creed Valhalla’s Norse regions, from Norway to Asgard. Updated just last year, Play168’s Valhalla guides are now complete with thorough checklists for collectibles such as Flyting Locations, Artifacts, Wealth items, and more.

You will also find that Play168’s guides for Valhalla’s DLC, A Fated Encounter, have been updated to include checklists. Explore the Isle of Skye in this Odyssey crossover DLC, and use our guides to track down every last collectible in combination with Play168’s interactive map.

Whether you want to experience Assassin’s Creed Valhalla from the start again or try to 100% it at long last, here are some guides and checklists to get your started:

These aren’t the only Assassin’s Creed guides Play168 has to offer — far from it. You can find Play168 guides and interactive maps created for the first Assassin’s Creed, Assassin’s Creed Origins, and even the original Assassin’s Creed Black Flag. Are there other Assassin’s Creed guides you’d like to see the Play168 guides team add checklists to? Let us know! In the meantime, be sure to use checklists for free — this July only — across Assassin’s Creed Shadows, Mirage, and Valhalla guides in celebration of Black Flag Resynced.

Shailyn Cotten is the Guides Checklists Editor for the Play168 Guides team. The only thing she loves more than checking off her to-do list is frogs… and possibly Breath of the Wild. You can find her managing the checklist database for some of your favorite Play168 game guides.

Minecraft Creator Speaks Out Against ESA Calling Private Servers ‘Illegal’

Minecraft creator Markus ‘Notch’ Persson has spoken out against the Electronic Software Association for claiming that the game’s private servers are “illegal.”

Earlier this month, the California State Senate held a hearing regarding Stop Killing Games-backed bill known as the Protect Our Games Act. The bill aims to obligate publishers to find ways to make games playable, even after ending support for them. That would mean that live-service games would need to have some kind of functionality after servers are shut down. The subject of private servers was brought up as a feasible solution and cited Minecraft as a prominent example, to which ESA’s VP of State Government Affairs, Jennifer Gibbons, countered with a head-scratching argument.

Gibbons claimed that these private servers are actually “illegal”, a form of “piracy”, and, in the case of Minecraft, are unsanctioned by Microsoft. Gibbons went as far as comparing them to a gaming “black market.” None of this is true in the case of Minecraft, as its official website gives players the tools to create their own private servers and even boasts a browser filled with custom servers. It’s actively encouraged by Mojang.

Notch, the creator of Minecraft, spoke out against these comments, despite no longer working on the franchise.

“I’m not part of either any more, but I feel like the ESA is being incredibly scummy by pulling this,” he said. “I’ve never liked them, but even less so now. I did not wish for my work to be used against people. This is borderline evil.”

The ESA provided Play168 with two statements on the matter yesterday, one that largely reaffirmed the comments made by Gibbons and another that softened things. Below is the updated statement, which walks back some of the definitive-ness of Gibbons’ original comments.

“Private servers that host or distribute copyrighted game content without authorization infringe on the intellectual property (IP) rights of game publishers. While publishers may take different approaches, all publishers reserve the right to exercise their rights against IP infringement. The provision in CA AB 1921 that proposed these servers as a legitimate alternative to keep games running raises concerns about a publisher’s ability to enforce their IP rights. In addition, private servers operate with no oversight from the publisher and do not uphold the same trust and safety standards. This could create an unsafe environment for players and be counter to the industry’s commitment to fostering safe and fun game play for all players.”

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Subnautica 2 Developer Bonus Payout Confirmed

The entire staff of Subnautica 2 developer Unknown Worlds will get their bonuses after parent company Krafton reached a settlement with studio leadership.

Bloomberg reported that as part of the settlement, Unknown Worlds CEO Ted Gill had stepped down, leaving the company to look for a new boss.

In a statement provided to Play168, Krafton confirmed the settlement, insisting its focus now was on the future of Subnautica 2, which Unknown Worlds will continue to develop,

“Krafton, Inc., Unknown Worlds Entertainment and Ted Gill, Charlie Cleveland, and Max McGuire have reached a mutual settlement and agreed to dismiss all pending legal proceedings,” Krafton said. “Unknown Worlds and Krafton are focused on supporting Subnautica 2, its Early Access journey to the full 1.0 release and the global community that has made the franchise so special. Unknown Worlds will continue leading development, with Krafton providing support for the success of the game.”

Subnautica 2 Screenshots

The underwater adventure has sold a mammoth 4 million copies since its early access launch on May 14, achieving more than 467,000 peak concurrent players on Steam. But its development was turbulent, with Krafton firing Gill and co-founders Charlie Cleveland and Max McGuire in the summer of last year. At the time, Krafton said the game’s launch had also been delayed — something it blamed on Gill — even though its team had been working towards an early access release that would have seen them eligible for a $250 million bonus.

Gill and the co-founders immediately launched a lawsuit against Krafton, suggesting they were ousted to avoid that bonus being paid, while Krafton hit back and said the fired staff had “resorted to litigation to demand a multimillion-dollar payout they haven’t earned.” Krafton also accused them of stealing documents in anticipation of subsequent legal action, muddying the waters over their exit.

But in March, Krafton was ordered to reinstate Gill and extend the proposed $250 million bonus to staff in one of the most dramatic legal rulings the video game industry had ever seen.

The legal battle revealed a number of shocking revelations around the South Korean company’s internal actions in the run up to Subnautica 2’s release. For example, as internal projections showed Subnautica 2 looked on course to trigger the earnout, Krafton’s chief executive, Changhan Kim, believed it was a “bad deal” and felt “taken advantage of,” according to the ruling.

Kim was warned by his legal department that the earnout would still need to be paid even if there was a “dismissal with cause” of the Unknown Worlds’ leadership. He was also warned it would expose Krafton to “lawsuit and reputation risk.”

Kim then turned to ChatGPT, the AI-powered chatbot built by OpenAI, for help, vice-chancellor Lori Will of the court of chancery in Delaware said in the ruling. ChatGPT initially responded that the earnout would be “difficult to cancel,” but later, at ChatGPT’s suggestion, Kim formed an internal taskforce, dubbed Project X. “The task force’s mandate was to either negotiate a ‘deal’ on the earnout or execute a ‘takeover’ of Unknown Worlds,” Will stated. “They looked to buy time.”

“Over the next month, Krafton followed most of ChatGPT’s recommendations,” Will wrote.

Development of Subnautica 2 continues as Unknown Worlds works through its plan to update the game throughout early access. The developer has confirmed plans to add a new vehicle and new region centred around the Collector Leviathan, but don’t expect to ever be able to directly kill fish.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Stranger Things’ Millie Bobby Brown Reveals the Unusual Way She’ll Play GTA 6

Stranger Things star Millie Bobby Brown has revealed her love for Grand Theft Auto and says she can’t wait for GTA 6 — even though she has an unusual way of playing Rockstar’s blockbuster action series.

While GTA is known for its car chases and flagrant disregard for pedestrian safety, Brown has said that she enjoys playing while also being a “very, very good” person — following the rules of the road and even stopping at the traffic lights.

Speaking on the Happy, Sad, Confused podcast, the Enola Homes actress was asked about her favorite video game of all time — to which she immediately said GTA, and revealed that she held a secret “passion” for it.

GTA 6 Ultimate Edition Screenshots

“I’m so excited for GTA,” she said, admitting this was the first time she’d discussed the matter publicly. “It’s a passion. I follow the rules in GTA. I don’t break the rules. I stop at the red lights, I never run anyone over.

“My husband is like, ‘Why are you playing this like it’s [The] Sims?'” she continued. “I’m like, ‘I’m gonna go to the strip club… but I’m not going to get drunk.’ I’m very, very good.”

Brown added that she liked to play GTA as if her character was just on their commute to their job, even if missions sometimes required her job to be killing other characters. “I’m not a hitman, I’m a vigilante,” she concluded, sharing her internal rationale for situations such as these.

The past few weeks have seen a flood of information on GTA 6 materialize, as Rockstar finally begins the game’s lengthy marketing campaign ahead of its long-awaited launch this November. While new screenshots of the game look stunning, fans have criticized Rockstar’s decision to sell physical copies with a download code inside rather than a disc, something that perhaps makes more sense following Sony’s shock announcement today that it will eventually kill off PS5 game discs. There’s been more drama behind the scenes, too, as more employees attempt to unionize. Oh, and don’t expect the game to run at 60fps on current consoles, either.

Image credit: Roy Rochlin/Getty Images for Netflix.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Physical Disc Production to End January 2028 for New Games Releasing on PlayStation Consoles

Sony has announced physical disc production ends in January 2028 for new games releasing on PlayStation consoles.

It’s a shock announcement that follows Rockstar’s decision not to sell a physical disc version of GTA 6, which is expected to dominate console game sales from this November onwards. This new policy will cover all games released on PlayStation consoles from all publishers after this cut-off date, which some analysts believe hints at when the PS6 will be released.

“In response to shifting trends in consumer preference, new games will be released on PlayStation Store and at retailers in digital formats only,” Sid Shuman, Senior Director, Sony Interactive Entertainment Content Communications, said in a post on PlayStation Blog.

The 100 Best PlayStation Games of All Time

“As consumer preferences and the broader entertainment industry continue to shift away from physical discs to digital, physical game disc production for all new games releasing on PlayStation consoles will be discontinued starting January 2028. Following this date, new games will be available on PlayStation Store and at retailers in digital formats only. This transition has no impact on games that already released, or will be releasing, prior to January 2028 in disc format.

“This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs. This transition will enable us to align more closely with how most of our community prefers to access and play games today.

“We’ll continue to prioritize our resources to drive innovation in how players can access games and provide choices as to where players prefer to purchase new games, whether that’s at retailers or PlayStation Store. We remain committed to delivering a world-class gaming experience to our fans and we thank you for your continued support.”

Piers Harding-Rolls, games industry analyst at Ampere, tweeted to call Sony’s announcement “a watershed moment for the industry.”

“Console gaming is the last hold-out for physical media in the gaming sector, but physical product has been declining in importance,” he added. “Back in 2013 when the PS4 launched, Ampere data shows that only 13% of total full games unit sales for Sony consoles were digital (including digital-only games). Fast forward to 2025, and this digital share of full game purchases stood at almost 80% of the total.

“Inevitably there will be concerns from PlayStation gamers around various aspects of this announcement including choice, accessing older physical games on new consoles, the ability to collect physical games, and game preservation, however the purchasing trends of gamers are clear.”

GTA 6 Ultimate Edition Screenshots

Rockstar has come under fire for its decision not to release GTA 6 on-disc, although in the context of today’s announcement from Sony, perhaps it shouldn’t come as a surprise. Rockstar is instead releasing a physical version that’s just a download code in a box. So, if you want to play GTA 6, you’ll need to download the game. From January 2028, all PlayStation games will be the same.

Why has Rockstar decided not to go with a disc version of GTA 6, risking angering core gamers in the process? There are a number of reasons, analysts told Play168 this week, and they all make commercial sense. Meanwhile, some retailers are refusing to sell GTA 6 because the physical version lacks a disc.

Meanwhile, Sony has announced the closure of its PlayStation Store on the PS3 and Vita, beginning next month in certain countries.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Xbox Reportedly Speeding Up Development on New Fallout Games, Leaving Fans to Wonder What’s Next

New Xbox boss Asha Sharma is reportedly speeding up development on new The Elder Scrolls, Fallout, and Halo games as she prepares to hit the “reset” button on Microsoft’s gaming business. Now, Fallout fans are wondering what this means for new games in the post-apocalyptic franchise, while one former Fallout developer has cautioned against pumping out more big new Fallout games faster.

The last mainline Fallout video game was 2018’s Fallout 76, which added multiplayer elements to the traditionally single-player open world role-playing series. It is now over a decade since Fallout 4 came out. The promised Fallout 5, which will not arrive until after The Elder Scrolls 6, seems a long way away indeed.

Could Bethesda follow The Elder Scrolls IV: Oblivion Remastered and release a remaster of Fallout 3 or New Vegas, or perhaps even a Fallout: New Vegas 2 as a stop gap? In a recent interview with Play168, Howard remained coy on the possibility, although remasters are reportedly still in the works.

Every Play168 Fallout Review

Either way, it seems clear that Microsoft wants more from Fallout as well as its other big hitters, and Fallout fans themselves are keen to find out what’s next from the franchise. But Skyrim lead designer Bruce Nesmith, who left Bethesda at the end of Starfield development, said faster sequels “risk fan fatigue.”

Speaking to FRVR, Nesmith said: “In my opinion, the biggest risks of shortened schedules is quality, reduced features, polish, or bugs. The things that are done last end up getting set aside to complete the game on time. And of course faster dev times would result in faster sequels. But that’s the wrong question. Those sequels risk disappointing fans.”

One potential solution is having other studios make either mainline sequels or spinoffs. Could Bethesda have Microsoft-owned Fallout: New Vegas developer Obsidian, for example, make Fallout: New Vegas 2?

In a recent interview with The 41st Precinct, Fallout: New Vegas director Josh Sawyer, who is still at Obsidian, said that he’s not making a new Fallout game until he is — because that’s a decision that would come from on high, as it did when he was tasked with making New Vegas.

“These are things that take place above my head, right?” Sawyer responded when asked if he thought Obsidian might be given the chance to make a Fallout sequel or remake or be involved in the franchise in any way again.

“I’m just a director. I’m the studio design director, which is kind of an advisory position to the teams, and then I’m a game director. But there are titans above me who decide what happens with IPs and things like that. It’s not up to me.”

“So one day you’ll just find out you’ve got to make a Fallout game?”, Sawyer was asked.

“Well, it’s how it happened with New Vegas, so who knows?” he replied.

Obsidian is without a new announced project after both Avowed and The Outer Worlds 2 failed to hit commercial targets. There are rumors the developer is making another Avowed game, but The Outer Worlds 3 is reportedly not in development. On a more positive note, Grounded 2 — yet another 2025 launch — was a hit. But of the three games Obsidian released last year, it had the shortest (and almost certainly the cheapest) development period by far.

“I know everyone on the internet, on every game we ever announce, will constantly reference back to, ‘When’s the next New Vegas?'” Obsidian’s VP of operations Marcus Morgan said last year, referencing the studio’s beloved Fallout game that’s served as the inspiration for the hit Amazon TV series’ second season setting.

How do you rank Obsidian’s games?

How do you rank Obsidian’s games?

Xbox CEO Asha Sharma sent shockwaves through the video game industry with her now infamous “reset” memo, in which she revealed that Microsoft’s gaming business has a 3% accountability margin (assumed to mean profit margin). “Excluding Activision Blizzard King, over the past five years, we have spent over $20 billion on ongoing investments in our content, platform, and hardware subsidy, but our annual revenue has declined nearly half a billion during that time. Going forward, this cannot continue,” Sharma said.

Bloomberg’s Jason Schreier has warned of a “bloodbath” at Xbox, with five studios said to be under threat of closure. Meanwhile, Microsoft is reassessing its investment in externally developed games. It just pulled funding for IO Interactive’s upcoming fantasy project, which Xbox was set to publish. Hideo Kojima’s Xbox horror game OD, however, is safe from the chopping block.

Microsoft told Bloomberg it is “taking a fresh look at where we invest so we’re focusing on our highest priorities.”

“We’re not reducing our overall investment in games. We expect to invest about the same in content as we did last year. What’s changing is where we’re investing and the kinds of projects we’re backing,” Microsoft said.

It increasingly looks like that means investing in more games in franchises such as Fallout. Earlier this month, The Information reported that Sharma plans to “boost spending on new Xbox games from its most popular franchises to excite die-hard fans,” while also making significant layoffs. Fallout and Elder Scrolls are said to be “two particular areas of focus” due to their “iconic status in the gaming world” and the fact that they haven’t produced new mainline titles in years.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

What the Creator of Escape From Tarkov Did Next

Escape from Tarkov is the original first-person extraction shooter. While previous games had modes that extraction shooter fans would now find familiar, there can be no argument that the unashamedly hardcore Escape from Tarkov introduced the extraction mechanic to the wider gaming public — and Nikita Buyanov was at the heart of it.

The boss of Battlestate Games is widely credited with establishing the extraction mechanics that we see in so many other games now. Arc Raiders is a more accessible take on Escape from Tarkov. Even Call of Duty is getting in on the act with Modern Warfare 4’s upcoming extraction mode, DMZ. So, with well over a decade of Escape from Tarkov development behind him, and the extraction shooter genre now firmly in the grip of the mainstream, what’s next for Nikita Buyanov? The answer is Fragmentary Order.

Like Escape from Tarkov, Fragmentary Order is a hardcore (of course) first-person shooter, but this time we’re in science fiction territory, with a story set across the solar system. Buyanov established a new studio, Rant Gaming, to build the game separately from Escape from Tarkov, although he says he remains committed to the extraction shooter that started it all.

In the interview below, Buyanov tells me why he wanted to make a new game in the first place, what he’s trying to achieve with Fragmentary Order, and his verdict on the current state of the extraction shooter genre.

The Fragmentary Order alpha is set to launch later this year, but players can already start exploring the world through cor3.gg. The team has created a browser-based experience designed to introduce the universe and help players understand its systems. Resources earned through the COR3 terminal will carry over into Fragmentary Order at release, giving early participants a head start.

Play168: How did Fragmentary Order begin?

Nikita Buyanov: The baseline for this is that I’ve been doing Tarkov for more than 10 years. I really wanted to start a new thing in general because I was tired of making for more than 10 years the same thing. I always wanted to make something in the sci-fi genre, and by that I mean not only just some fancy ‘Tarkov in space’ kind of thing, but I really wanted to make proper sci-fi, like model the future, simulate the future to make it super realistic and grounded, that people will believe in.

And it’s not only related to just take some concept and make everything look fancy and futuristic. It means that I really want to take different parts of different kind of sci-fi, for example, cyberpunk, spaceship combat, the social element of the future, and combine it all together and make not the project but the whole universe.

I realized that life is short and we need to do what we can, especially if it still brings joy. I decided to give it a shot. And of course, because I know everything about how to make FPS realistic hardcore games, extraction shooters, I decided that maybe it will be my next trial.

I guess the Tarkov experience, it was like a testing phase for us for 10 years in a row, that we should start making some real games now, something that will be even more challenging to do. So another take to make something really interesting, something new in the genre, maybe create another genre, like how I did with extraction shooters. Who knows?

I put a lot of goals on myself and some of them are basically impossible, but it is how I did Tarkov — I’m still doing it by the way — to put these milestones which look impossible and try to fulfill them and make everything real. So it’s a lot of personal stuff in it and it’s a lot of heritage, I guess, that needs to be used. It became more serious. Creating Tarkov, nobody understood what it is and we basically were in the middle of nothing. We didn’t understand what it is all about, how it will be. In Fragmentary Order, it is more clear, but it doesn’t mean that it will be easier. Right now it’s even more challenging than Tarkov, like several times.

Play168: You talk about maybe creating a new genre again. What type of game is Fragmentary Order?

Nikita Buyanov: Of course, I cannot disclose everything, because people will use it, other companies will use it most likely! When I created extraction, it was a mechanic for how you can survive, basically. In the new game, we will have several options how to survive, and it doesn’t mean that you’ll need to extract via the classical way: infil / exfil type of extraction. There will be different options for you to survive. We will try to break patterns here because again, Tarkov created the whole concept of extraction shooters. It’s like a pattern, infil, load, shoot, exfil, extraction, even if you die, we’ll lose everything, blah, blah, blah. But I want to break that pattern and create some new stuff just to enrich the gameplay.

But the main goal is to add realism to everything. The most exciting thing in Fragmentary Order that we will utilize is future mechanics and future aspects, the potential future things. Everything will be covered with the different advanced mechanics that will tie to the actual lore and the visual sci-fi elements of the game. Everything will be made super grounded just for players to believe in. This is the main challenge.

The main thing is that we need to make the game realistic, not only with gun handling, combat, and all of the basic stuff that we have already everywhere. We want to create the whole concept, the whole world, the whole gaming session. It will consist of different things that will add more to the realism, and not only with small things, but also globally. We need to make people believe in that world and live in it. And this is the main thing that we want to achieve in general as a project.

It will be a dream world or something. It will be the living world, the universe. And as I like to say, it will be the passageway to the future for those who want to experience the future, even though we are sitting in the current gen. So that’s the thing. And everything, of course, will be super militaristic, realistic, tactical, and with a lot of different kinds of features that will only be available in the future.

Play168: Tarkov is famous for being ultra hardcore. Are you sticking with that philosophy for Fragmentary Order, or will you make it more accessible?

Nikita Buyanov: No, it will be more complex, more punishing, more painful, but the rewards will be bigger. You can imagine perfect Tarkov, which keeps you motivated to play it because you basically will feel yourself out of the loop, like out of the loop of your, let’s say, typical source of dopamine during your lifetime, not even games. Basically, you’ll be waiting to get that emotion from the game. And hopefully it will shift the whole philosophy around gaming to something else. You will be not playing it, you will be living that game, living that universe, and it won’t be for everyone. So that’s the thing. We basically will stand out and we will put this, that this is not for everyone. The same thing was for Tarkov by the way.

But right now about Fragmentary Order, we will say, “It’s not for everyone. We are not trying to earn all of your money. We need you guys to shape up this experience together for sure.” Because this is the next big thing that probably will be out of classical gaming. Maybe it will be like this perfect project for those who want to suffer, but receive a lot from that.

Play168: Is this a game that’s actively in production? Are you conceptualizing it still? Where are we at and what’s the plan for working on it?

Nikita Buyanov: Already we are two years working on it. The company is 130 people already. It’s not enough. We’re prototyping the new mechanics, the new features. We basically almost built the basic mechanics. We almost built the first location. A lot of content already. We have multiplayer builds. Basically, it’s not a startup. It’s not something that we just started.

We have huge lore being expanded every single day. We have really cool people onboarded like Ben Mauro and Aaron Beck, basically our art directors and all of that super fancy and grounded sci-fi approach to devices, world and everything. And we constantly get other people onboarded right now. So it is already like a factory, because we need to make it real and make it really fast. I don’t want to make it for another 10 years. I don’t have time for that. So that’s why I’m putting a lot of effort in it and a lot of additional resources to make it faster and faster and faster on the new engine. It is not like super close that we will be able to actually go public with a full scale release or something soon.

When I was working on Tarkov, I remember that we needed to show something. We need to make it like this live ops development, because basically it was the deal for us. Here, we will have the face of live ops development, but we want to make as much stuff as possible and as much of a perfect initial build as possible. So it already will be super balanced, super polished, and it will be ready to be tested in multiplayer right away.

At the current moment we are making the gameplay trailer, and it will have a pretty big amount of features that actually you won’t see in any kind of game. I’m not talking about every single feature, of course, but some of them are pretty neat, and it’s quite surprising and good that we still have a lot of things to do that nobody did. That’s kind of fantastic for us.

We’re already doing a second location, but we don’t want to spoil anything. And of course gamers are super demanding right now, especially Tarkov players. They love drama. They love to be speculating on things and making insults, this and that. We have these two huge armies, potential an army of Fragmentary Order fans and a Tarkov army, basically tens of millions of people, and they’re already kind of skeptical about everything and we need to actually place them all together.

Because my idea is to not break things, to not replace Tarkov. One of my goals is to give people a new adventure that will be just a different thing for those who love the aspects of super hardcore and realistic approach, even if it’s in the future. But still this is basically my thing, right? And it’s a lot of competitors who try to kill Tarkov, but I’m not trying to kill Tarkov, by the way. I just want to make something new and wonderful and groundbreaking again, or at least I will die trying to. So that’s the thing.

Play168: I understand you created a new company to make this game. Why did you feel it was necessary to create a new company to build it?

Nikita Buyanov: One of the main reasons is that Tarkov must go ‘Tarkov for life.’ We need to have a fully sustainable company to continue with Tarkov. And I’m basically working on the two projects simultaneously, and we have huge plans for Tarkov, by the way. It’s unrelated and I don’t want people to get distracted from that.

Play168: You’re credited with essentially creating the extraction shooter genre, which is an incredible achievement. It must be funny for you to see this attention on the genre now when you were the one who basically invented it years ago.

Nikita Buyanov: Yeah, I’m not concerned at all. So basically all of the competitors, those who actually try to do something and they actually achieved results, really good results, like Arc Raiders, Marathon and all that, they started doing that a long time ago. They started doing the production for years and years. I can feel and actually can see how they actually shaped their game design with us. Some of the things that I said on the podcast that we planned, they did it in advance because it was a good idea.

And my position here, it is a really good thing. Of course, I’m proud of myself and my team, BSG, that we actually did something that was designed initially for the super narrowed community. It actually spread to the mainstream with a lot of technical issues, with a lot of craziness and madness, how we did patches, the release, where basically the game wasn’t working for 24 hours at least. It was full of struggle and pain.

And it’s a funny thing to see how other companies with these budgets, they try to adopt the same thing, not to make our own mistakes. I’m not saying they don’t know how to do it, but they basically utilize all the patterns that we have or we planned for EFT to make their own extraction shooters. For example, Arc Raiders, they did a wonderful casual version of extraction shooters. They made the step not forward, as I said, they made a step to the side and created the whole parallel thing that allowed casual gamers to play extraction as a fun game. EFT wasn’t designed to have fun. It was an intentional design decision, but also it has had way more issues than now and it was also a painful, struggling experience.

I remember that when we had release issues on the Steam release date last year, people weren’t able to play the game for pretty long time. Some of my friends who are Tarkov lovers and have tens of thousands of hours, they said it’s part of the Tarkov experience to wait in the line, to wait for the load of your profile and all of that. I remember that I was so depressed about everything, and then I realized, I want to break this paradigm. I want to change it, because I didn’t want to create something really good with the lack of technical superiority. Tarkov is basically pretty obsolete in terms of visuals, but lately for the last month we actually did a lot of changing technical stuff, optimizations, loading issues, a lot of things actually were fixed, and now Tarkov is in the best shape. And it’s not the end because we plan to do more and more and more.

But then I realized in my new project, everything needs to be different. We need to make sure that we are covered in terms of potential technical issues. The servers, the load, because of the potential huge influx of the player. We need to stand. We need to actually be unbreakable. And that increased the amount of work and resources for the particular areas of Fragmentary Order related to the technical side. The servers, content distribution networks, and stuff like that. So we invested more and more and more in that, just to make sure everything will be fine.

Because for me, it’s like a nightmare. I don’t want to live that nightmare again and again and again, because I’m tired. I want to create a game a little less stressed, and this is quite important for me. This is why when I check all the games, all the competitors, I can see that they do good actually. I don’t know what they can do new in the genre, because it’s not a genre, it’s a mechanic, extraction mechanic. But I know what to do next. I know what to do next! How I can expand and enrich extraction mechanics and create something new for it even. That’s why I’m just monitoring the situation. I like how finally somebody is trying to make something different by keeping the basis of extraction shooters, but adding something new and expanding the audience. This is quite a good thing.

Play168: Arc Raiders has enjoyed huge success making extraction more accessible. Marathon though appears to be struggling, with people saying it’s too hard to obtain a mainstream audience. But that was never a problem for your and your game.

Nikita Buyanov: They don’t know the secret sauce. You need to put your life on the altar. You need to sacrifice, you need to take part of your soul and put it in a game. It sounds delusional, right? But what does it mean? And if I say it, they will use it. Okay, let them use it! You just need to make the world real. You need to make everything to make the player naturalized and settled in the world, like the actual living person. And by that I mean you need to add a lot of details, a lot of love in almost everything that you see that you experience. You just need to imagine, you need to sit on this chair and try to play it and try to experience it and add a lot of stuff, a lot of things.

You need to be risky. You need to make some mechanics and some content within an adequate concept. By that I mean for example, you are creating something that’s so super detailed, like a part of the location and this part of the location will be locked for almost everyone, 99%, but that will create a meaning that there is something more than just a widely spread and easy accessible location. There is something special in there for those 0001% and you won’t be getting there, but it will give you the sense this world is so complex, I want to be able to learn at 100%. And when the game is being learned 100% and you play with patterns, it actually brings out this soul from the game, and you need to constantly replenish that by creating areas of the game that nobody… Not like nobody, but for the most cases you won’t even access them. But who knows? Maybe at some point you will have access to it. You basically unlock this feature, or unlock this area, or unlock this special device or something and it will give you the superiority — and not like tactical superiority. It will give you the understanding and the meaning that you are something in this world that actually achieved something. And it brings the parallel for your life too, because our life is super complex and we don’t know 100% about everything which is going on right now.

So if you bring in the same concept in the game by creating this world that you cannot understand fully, like our announcement trailer, by the way, Fragmentary Order, it’s a lot of meanings in there. If you like it, if you want it, it will catch you and start asking questions inside of your head: how I can actually use this? What it is all about? It will have a lot of mysteries and a lot of things that basically won’t be accessible for everyone, and that will create this ladder of experience for those who know everything about the game. They will feel themselves great and meaningful and they will feel themselves settled in this universe. They will feel themselves like it is something real, because they have their role there and all of the benefits and perks that will actually produce these parallel emotions, like it is our natural life. We call it second life experience. This is the general idea around the whole core universe, to create second life experience with different genres connected all together in the whole system, with the whole economy system altogether.

It is not a mainstream approach. It is just an idea to create this living virtual world. It’s not a metaverse, but it’s actually a gaming world. There you will have an option to actually live in it and utilize your talents, real life talents, game talents, to make your life better in the game. And you’re able to play different roles. Fragmentary Order is a flagship that will allow you to play in different areas of the solar system as a combat clone.

Play168: Do you have any window in mind for when people might be able to get their hands on with Fragmentary Oder?

Nikita Buyanov: So all I can say right now, we already started the promotion of the game. So we have a site, fragmentaryorder.com. Because all this explanation and ambitious plans and interviews, people still will be pretty skeptical about it. And I believe that the gameplay trailer will shed light on the actual gameplay and actual visuals that we have. This year, 100% something will be released for sure.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Dungeon Codes for July 2026

Last Updated July 01, 2026 – Added new Iron Soul: Dungeon Codes

Iron Soul: Dungeon codes will reward you with Race Rerolls and Lucky Tickets, which will give you a helping hand as you clear out ancient dungeons and tombs. While you might be able to take on the Dragon of Evil in your Human form, you’ll soon want to reroll your class and hope you land on a class like the Angel, Demon, or Night Elf.

You’ll get one free reroll when you launch into the Roblox experience, but with the Iron Soul: Dungeon codes listed below, you’ll have plenty of chances to aim for those rare classes.

All Working Codes Iron Soul: Dungeon Codes (July 2026)

  • TGIFSEASON2Copy – 5x Season Lucky Tickets (NEW)
  • SEASON2GIFTACopy – 5x Season Lucky Tickets
  • SEASON2LIVECopy – 3x Season Lucky Tickets
  • IRONSOULWEEKEND13Copy – 3x Race Rerolls
  • 100KCONGRATSCopy – 10x Race Rerolls
  • IRONSOULWEEKEND12Copy – 2x Race Rerolls
  • THURSDAYGIFTCopy – $1,500
  • IRONSOULWEEKEND11Copy – 2x Race Rerolls
  • GROCERYFIXCopy – 2x Race Rerolls

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

How to Redeem Iron Soul: Dungeon Codes

If you’re wondering how to use Iron Soul: Dungeon codes, follow these steps:

  1. Launch Iron Soul: Dungeon on Roblox
  2. Complete the tutorial (you can also skip it, if you prefer)
  3. Click the Discord icon in the top right corner
  4. Press the Copy button on the code above you want to use
  5. Paste it into the Enter Code bar
  6. Click Confirm

Expired Codes

The following codes have now expired and can no longer be redeemed. We keep them here so you can see how many codes have been released and just in case you want to test them for yourself.

  • MEMBER10000
  • LIMITEDGIFT1
  • IRONSOULWEEKEND6
  • FIXINGPATCH
  • IRONSOULWEEKEND7
  • MEMBER20000
  • IRONSOULWEEKEND8
  • 30KMEMBER
  • 40KMEMBER
  • 50KMEMBER
  • IRONSOULWEEKEND9
  • HAPPYJUNE
  • THXFOR60KMEMBER
  • EXPEDITIONFIX
  • IRONSOULWEEKEND10
  • GOODJOB70KMEMBER

How to Get More Iron Soul: Dungeon Codes

We have a team that check for Roblox codes daily, so the quickest way to find out when a new code drops is to come back to this page. The other option is to join the Iron Soul: Dungeon Discord server.

That’s all the Iron Soul: Dungeon codes we have for you. If you’re looking for more Roblox codes for popular experiences, check out our pages on Evomon codes, Grow a Garden 2 codes, DTI codes, and more.

Lauren Harper is an Associate Guides Editor at Play168. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. She leads the Roblox coverage as part of her role, so she’s always on the lookout for new codes and experiences to test out.

Turns Out It’s Kind of a Roguelite

It is a truth universally acknowledged that a multiplayer game in possession of a passionate fanbase must be in want of a single-player game. So it is, and so it was, and so, I think, it ever will be. Enter Splatoon Raiders, a single-player (well, mostly…we’ll get there) joint from Nintendo because the ever-dedicated Splatoon fans are insatiable. But here’s the good news, squid kids: it seems to be shaping up real nice, at least from the couple hours I spent with it.

My demo started off with a cutscene to set things up. My character was a helicopter pilot (but my friends call me Mechanic) flying treasure hunters Frye, Big Man, and Shiver to the Spirhalite Islands when they all saw a big ol’ light coming out of what looked like a hurricane. Things went sideways real fast, and our copter went down. One month later, we’ve built a floating fortress with just about everything you could want except a way home and we’re hunting for treasure. When in Rome, right?

Soon enough, I was setting off to hunt for treasure. If you’ve ever played Splatoon before, you’ll feel right at home in Raiders. I started with the gyro controls, and while that normally isn’t my bag, it’s Splatoon and they feel great here. Pretty soon I was doing Splatoon things: inking up the environment, swimming around in it, and collecting Mysterious Shards; I’m not being cheeky. This is what they’re called. Movement in Splatoon is a joy, and that’s no different in Raiders. Even something as simple as using a wooden plank to surf across the waves is awesome. As I moved forward, I came across my enemy: the Salmonids. They start small, these deranged fishy critters. But the solution, no matter their size, is to ink ‘em up and paint over the ugly goo they leave on the ground. Theirs? Hideous, yellow. Likely stinky. Mine? Beautiful. Green. Probably smells like lavender. They just can’t handle that squid kid firepower, but you’re doing the environment a favor, too. When they go down, they drop eggs that’ll come in handy later, but I don’t fall in love with the goofy goobers until I see one that looks like a fat version of that one hyena from The Lion King with the droopy tongue. He’s called Salty Tongue, and I love him. He gets the ink, too, and drops a fancy weapon (more on that later).

Big Man is a bot that’s helpful in combat, but it can also boost me up in the air so I can glide to new places and leap to where I tell it, splattering the ground with ink.

After that, I stumble upon a cute little robot that the crew hauls back to the hideout and the Mechanic manages to fix up. From there, it’s time to take that bad boy out on a mission and kick the tires. My mission plays out a lot like the first level. Run around, explore the environment, fight Salmonids, ink things up. The difference this time is that I’ve got my handy-dandy bot piloted by Big Man. The bot is helpful in combat, but it can also boost me up in the air so I can glide to new places and leap to where I tell it, splattering the ground with ink. Lovely.

The bot’s real trick, however, is that it can drill into big crystals and get us more of those sweet, sweet Mysterious Shards and other goodies. The crystals themselves shoot these big ol’ beams of light into the sky, so you know where they are. The trick is using your tools (like the bot jump, or flowers that blast you up into the air, or your ability to swim through ink) to get where you’re going, murking Salmonids along the way. If things get hairy, the bot and your buddy inside of it give you access to Showstoppers if you get enough of them Salmonid eggs. With Big Man, that means he hops out of your mech and you ride that bad boy like he’s a horse while he’s blasting away, John Woo-style. It’s great. Salmonids don’t like it much, though.

At the end of the level, I find a huge crystal protected by Salmonids who are popping out of a nearby grate to defend it. Between me and my bot, it wasn’t a big thing. They got the ink, but it was a lot of fun anyway just because Raiders always feels good as you play it. My reward for Salmonid slaughter? A big treasure chest full of new ink tanks: Speed, Power, and Tactical. The neat part about these tanks is they each come with different gadgets that provide cool and new abilities in combat. The Speed tank, for instance, gives me Blast Boot, which allows me to yeet myself through the air and land with a big splat that damages everything around me, while the Tactical Tank offers the a-turret-by-any-other-name-still-shoots-just-as-good Shot Pot. Neat. Of course, there are cooldowns attached to all of these abilities because video games are only allowed to be fun sometimes, but still, I dig it.

Splatoon Raiders – June 2026 Screenshots

After another mission, where I grab some more weapons and other goodies, and discover the joy of floating, I head back to base to sort through my wonderful tools. In addition to my tanks and the gadgets that go with them, I’ve also got gadget parts, which do things like juice the explosions on your gadget abilities or make them bigger, shorten cooldowns, add explosions to your charge abilities, and the like – provided you have enough slots to equip that gadget part. You also gain levels as you play, which can be spent to upgrade your health, weapon damage, and gadget part slots, and even craft new gadgets. I was particularly fond of the Power Tank’s Spatellites, which orbit you and spray ink everywhere, and the Bombloons, which are bomb balloons you can connect and do absolutely massive damage when you blow them up. Then, of course, there are various weapons to collect, like the Oil Blaster and Roller, all of which can be upgraded at your base. Finally, you’ve got Salmonid Relics, which grant bonuses like a double jump or reduce weapon ink consumption. It’s a lot of customization, but it means you get to build a character you like, and you can get truly overpowered if you play it right. You can also just hang out and vibe at your base and read lore about the Salmonids and the world, too. No pressure.

Then you head out on a mission and do it all again. Turns out, Splatoon Raiders is kind of a roguelite with persistent progression. Who knew? But it does give you an opportunity to try out all of your wonderful toys and things like Shiver’s Showstopper, which summons a giant rocket-powered shark (yes, really) that blasts through anything unlucky enough to get in your way. And, based on what I played, Raiders seems to be trying to do enough that while your core action – blast through Salmonids and get stuff, rinse and repeat – is the same, things always feel different enough that it stays interesting.

All of Splatoon Raders’ craziness comes to a head in raids that take us underground, where I’m trapped in a small space and have to collect a certain number of Salmonid eggs in a limited time to make it to the next level. I won’t lie to you, friends, I thought I was kinda nice at Splatoon Raiders until this point. I was cruisin’. So when I tell you I got smoked multiple times in a row doing this, I’m not kidding. But man, I dug it. It forced me to refine my build, pick my spots, use all my tools, and learn how to play fast. Even when I was getting whalloped, I was having a good time. Finally making it to that last level and beating the boss just as our time for that portion of the demo expired? My friends, I exhaled.

And then we got to play four player co-op, and it was rad. Nothing really changes in co-op. It’s just more of the same, but with friends. I named my squid kid John Ink, and we got to work. I don’t have much to say about the multiplayer – we only got about 10 minutes with it – except that you can go real fast if you want to and it’s an absolute blast to play with all those gadgets and guns and Showstoppers popping off at once. I had a great time, and this would definitely be my preferred way to play in the full game. John Ink shall ride again.

I didn’t know what to expect with Splatoon Raiders, but I’d be lying if I said it wasn’t a good time. It can be breezy, it can be challenging, it can be everything in-between. I’m kind of shocked that it’s basically a roguelite, but it works real good. Turns out all a squid kid needs for a good time on the Spirhalite Islands is a treasure to hunt, and a robot to hunt it with. Not bad, considering it starts with a helicopter crash. But bring some friends if you can. It’s better when you’re all spilling some ink together. Maybe the real treasure is the friends we made along the way?

Will Borger is an Play168 freelancer. You can find him on Bluesky @edgarallanbro.

Destiny 2 Is Finished – and Now More Appealing

This is an Play168 opinion piece from writer Jeremy Peel. He’s an FPS fan who’s played 200 hours of Marathon and is currently blitzing a Heroic playthrough of Halo: Combat Evolved ahead of the remake.

Destiny 2 is dead. That’s one way of looking at it. Another is that Destiny 2 has finally solidified, after almost 10 years in flux. At times, the mercurial FPS was expanding with new stories and dungeons; at others shrinking as Bungie battled with the associated bloat of a live-service shooter. With one hand, the developer rewarded players with new activities, subclasses and exotic weapons to chase down; with the other, it took away, diminishing the power of the gear that Guardians had fought so hard for with each seasonal reset.

Now, with the final Monument of Triumph update installed as a capstone, the lava has begun to cool. It’s OK to finally let it out: a sigh of relief. For many of us, who were intrigued by Destiny 2’s evolving space fantasy story but never wanted it as a second job, this newly static game is suddenly much more appealing. It allows for the prospect of slowly picking away at each expansion, unpacking the Light and Darkness Saga at a self-determined pace.

More than that, it’s a tangible way to celebrate the work of the Destiny 2 team, which is no more. As the news sinks in that 292 jobs at Bungie have been cut by Sony, it can be hard to feel anything other than morose or empty. But by picking up a pulse rifle and reducing some Eliksni to dust, it’s possible to transmute that feeling into something resembling gratitude.

Booting up Destiny 2 today is a little like sitting down to watch the 2010s heyday of the MCU, knowing that the character arcs of Cap, Stark and co are finite, and that the parabola will ultimately land with Avengers: Endgame. Destiny 2 even has a comparable stepping off point in The Final Shape, the 2024 expansion that concluded many of the game’s major storylines to the satisfaction of longtime players. Most agree that, like post-Endgame Marvel, the threads Bungie has spun since are comparatively insubstantial.

Starting out in Destiny 2’s Solar System isn’t as simple as it should be, however. While the game now has a defined middle and an end, it doesn’t quite have a start. It still bears the scars of Bungie’s most controversial decision – the ‘vaulting’ of much of its early material, including its launch campaign and beloved follow-up, Forsaken. In the long run, the ‘vault’ has proven to be an overgenerous metaphor – since very little that has gone into it has subsequently come back out. A more appropriate point of comparison might be a black hole.

Personally speaking, this history has left me in a rather peculiar place. Having played through the Red War campaign at launch and nothing else, I’m returning to a Destiny 2 that contains none of what I remember about its story. Back in 2017, the game opened with the destruction of the Tower at the hands of a chunky, squat fellow with a lizard’s face: Dominus Ghaul. What followed was an underdog plot to take back the Last City, rooted in a City-17-styled map called the European Dead Zone.

While the EDZ still exists, Destiny 2 now kicks off in Old Russia, at the Cosmodrome. It’s a striking and mournful environment – distinguished by its scrums of abandoned cars, chasmal staging sheds of rusted steel, and towering launch pads whose metal arms clutch for rockets they can no longer hold. There you rise from the dead, plucked from the scrapheap by a Ghost, your personal Light-giving drone. This is how the original Destiny began – Bungie repurposing that old piece of metal and welding it over the gap left by the Red War campaign.

There’s no escaping the sense that you’re playing catchup, however. Before long, Destiny 2 hands you a clutch of artifacts. Each is a holdall for a set of selectable perks, which combined with your weapons and powers can produce creative synergies, optimising the battlefield output of your character. But since these systems aren’t introduced in a piecemeal fashion anymore, they’re bewildering to begin with. A corner of your inventory you don’t dare look at for fear of frying your mind.

Out in the Cosmodrome, there’s a similar need to protect your brain by picking your own point of focus and ignoring all else. The overwhelm is immediate, as strangers sweep around the place on speeders, while dropships provide a light rain of goblinoid Fallen enemies throughout the day. You’re bombarded with pre-order bonuses for expansions from years gone by, and primers for tougher challenges you’re not yet ready for. It’s the crushing sensation of nine years of activities, updates and commerce, compacting inside your head all at once.

Now that Destiny has wound down, the builds I uncover and develop will never be pulled apart or reduced by balance patches.

Finding your intended mission amid the noise is no small feat – and not helped by Destiny’s abysmal quest marker system, which always seems to be highlighting something other than your destination with larger symbols and brighter colours. During my first Strike – a three-person mission designed for a short play session – the biggest onscreen indicator steered me right back to the map’s communal area, far away from the tunnel I should’ve been delving down. By the time I’d trudged into Rasputin’s bunker, my teammates were merely mopping up, having handled a crisis without me.

Yet the gunplay is to die for – and I say this as something of an expert on the subject of death, having spent the best part of a decade as a corpse in Old Russia. By selecting the Hunter class, equipped by default with a triple-jump, a throwing knife and an authority problem, I’ve been able to zip around the battlefield in the manner of the Slayer in Doom Eternal.

Dashing sideways through the air, I can let loose a volley of solar energy to thin the crowd, before pulling in close to hammer the right stick and trigger a Finisher – an excessively animated third-person knife attack. With access to a full suite of artifacts, I’ve figured out a combination of perks that boost my armour when surrounded, and dole out health when finishing off minibosses with a knife. Let the glory kills commence.

Former Bungie designer Jaime Griesemer once famously said that, “if you can get 30 seconds of fun, you can pretty much stretch that out to be an entire game”. With Halo, the goal was to recontextualise those 30 seconds over and over, using different enemies, vehicles, and mission parameters. With Destiny 2, by contrast, I feel as if I’ve been made responsible for finding and perfecting my own 30 seconds of fun – homing in on the class, guns and moveset that bring me joy, then squeezing further pleasure from the tweaks and optimisations discovered along that path. Now that Bungie’s live service has wound down, the builds I uncover and develop will never be pulled apart or reduced by balance patches. They’re mine to play with whenever I like, for as long as I like.

To my tastes, Halo and Bungie’s latest FPS, Marathon, both punch harder during a firefight – somehow, Destiny 2 feels a little flimsier in the hands, never quite matching its cousins for heft. But there’s no doubt that Destiny 2 is the most flexible shooter Bungie has ever made, and therein lies its potentially endless charm. There’s only one way to play Halo – as Master Chief. But here, you’re confronted with a constellation of possible configurations, and asked to buildcraft your way to victory.

The Doom overtones of my chosen playstyle found a fitting home in Shadowkeep – the first expansion along the road to The Final Shape. There, against the backdrop of a haunted moon, the knights of the Hive have built towering red battlements that resemble broad blades, covered in blood. In a brilliant opening gambit, Bungie brings multiple fireteams together to fight a widescale assault on a castle gate. It’s in moments like these that you realise what mass-multiplayer can do for a story shooter in the mode of Halo – turning other human beings into bit players in your breathtaking spectacle, and allowing you to become part of theirs in turn.

Whenever Destiny 2 seems masterful, however, you can be sure it’s about to land you in a muddle. An NPC in the Tower suggested I play through a mission plucked from the otherwise deleted Forsaken expansion. Good idea, I thought: if I witnessed the death of the colourful and charismatic Cayde-6, I might have a chance of understanding why everyone was so grief-striken in the plot of Shadowkeep. Then the mission crashed, right before the critical cutscene – plonking me back in the social hub, and leaving me wondering where to turn for direction next.

But I’ll persist with the timeline troubles and snapped threads, because I can already feel that Destiny 2 is becoming my happy place for highly customisable shooting. And I know that, rather than threatening to become a chore, it’ll ultimately take its final shape and end. There’s a comfort in that.

Jeremy Peel is a freelance journalist and friend to anyone who will look at photos of his dogs.

ESA Says It Has Two Lawsuits Pending Against ‘Illegal’ Private Minecraft Servers

The ESA has made the head-scratching claim that private Minecraft servers are “illegal,” arguing that they’re considered a form of “piracy” in a recent hearing.

During a California State Senate hearing over the Protect Our Games Act (a Stop Killing Games bill that would force game publishers to ensure games remain playable if servers are shut down), Assemblyman Chris Ward was questioned by the committee about how feasible it would be to keep games running on private servers if official support concluded. Ward noted that both Minecraft and Call of Duty utilize community servers, meaning it’s a solution that already exists in some cases.

However, ESA’s VP of State Government Affairs, Jennifer Gibbons, objected to his claim and stated that these are not officially sanctioned servers. In fact, according to Gibbons, they’re illegal.

“They’re illegal,” Gibbons responded. “They are not in any way affiliated with Microsoft. Microsoft, for Minecraft, has gotten a lot of criticism because of those community servers not employing the same safety standards that Microsoft does on their Minecraft servers.”

Gibbons was asked by a committee member if private servers are akin to a “black market” for video games, and Gibbons answered yes. The ESA executive went on to state that they even consider these servers as “piracy” and have lawsuits pending against private servers right now.

“Yes,” said Gibbons. “In fact, we consider it piracy. We have lawsuits, two pending lawsuits, against private servers right now, and the United States Trade Representative (USTR) in their Notorious Markets Reports on counterfeiting and piracy has named some of these big private servers as a notorious market.”

Minecraft Chaos Cubed Screenshots – Minecraft Live March 2026

To be clear, in the case of Minecraft, this isn’t true. Minecraft has multiple pages on its website where it encourages players to set up their own servers or browse third party servers. These servers are also verified and approved by Minecraft’s team to ensure they follow standards and guidelines.

“Each server offers its own brand of fun and uniqueness,” reads an excerpt about community servers on Minecraft’s website. “Find your favorite with our Server List Site, where all listed servers have been reviewed and verified as following our community standards and guidelines.”

Play168 sent the ESA a link to this page and noted that it was encouraged by the Minecraft team when requesting a comment. An ESA representative responded with the following:

“Private servers infringe on the intellectual property (IP) rights of game publishers. Publishers reserve the right to exercise their rights against them. The provision in CA AB 1921 that proposed these servers as a legitimate alternative to keep games running raises concerns about a publisher’s ability to enforce their IP rights. In addition, private servers operate with no oversight from the publisher and do not uphold the same trust and safety standards. This could create an unsafe environment for players and be counter to the industry’s commitment to fostering safe and fun game play for all players.”

PC Gamer also noted that the UTSR’s Notorious Market Report referenced by Gibbons doesn’t specifically single out random community servers so players can play with friends, but rather ones that allow users to bypass games that require subscription services, such as World of Warcraft. Those servers allow players to get around a key piece of the game, rather than serving as an extension of the exisiting experience.

The 100 Best Xbox Games of All Time

Ultimately, the Protect Our Games Act did not receive the necessary amount of votes to move forward, but it was granted a reconsideration, so it still has another chance to make its case. A Stop Killing Games campaign volunteer took to Reddit to address the situation, noting that “every one of these claims was designed to scare a busy legislator who does not have time to fact-check a well-dressed lobbyist in real time.

“It worked just well enough this round,” they continued. “It will not work when we are standing in the same room, with developers and players beside us, ready to answer every single claim as it happens. Here is what happens next. We are not stopping. Not even close. Next session, we come back with an in-person lobbying presence, the funding to do this properly, and a long list of organizations and developers signed on in support.”

UPDATE: An ESA representative issued a new, updated version of their previous statement:

“Private servers that host or distribute copyrighted game content without authorization infringe on the intellectual property (IP) rights of game publishers. While publishers may take different approaches, all publishers reserve the right to exercise their rights against IP infringement. The provision in CA AB 1921 that proposed these servers as a legitimate alternative to keep games running raises concerns about a publisher’s ability to enforce their IP rights. In addition, private servers operate with no oversight from the publisher and do not uphold the same trust and safety standards. This could create an unsafe environment for players and be counter to the industry’s commitment to fostering safe and fun game play for all players.”

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Love and Deepspace Cancels New Love Interest Valko

Otome game Love and Deepspace will no longer add new love interest Valko to its roster of potential partners. Developer Infold has released an official statement announcing “no additional love interests will be introduced in future content plans.”

A Letter to All Players

Dear Miss Hunters,

We sincerely apologize for reaching out once again. Over the past several days, our team has been closely following your conversations and feedback across all platforms. For the issues that have surfaced since the announcement of… pic.twitter.com/PsjNbKyTsB

— Love and Deepspace (@Love_Deepspace) June 30, 2026

New character Valko was due to be released on July 9 as part of a huge update to the game titled Version 6.0 A Shattered Quiet. The impending addition proved controversial among the Chinese fanbase.

“After reflecting on recent events, we recognize that we moved forward with the introduction of Valko before we were truly ready,” said the official statement.

“In doing so, we let down the players who have supported us from the start, and we also fell short of delivering the experience that players anticipating Valko deserved.”

In the statement, Infold also told players that the other Version 6.0 updates – including the Home 2.0 and AR Photobooth features – would still be released as planned. The rewards that the company had planned as rewards for the Valko-focused Hunt In Linkon event will be given to players for free via in-game mail, along with free Deepspace Wishes.

Love And Deepspace Valko Trailer

“Going forward, the entire team will focus on further developing the stories and long-term companionship experiences of our five existing love interests, while ensuring a stable pace of Main Story production and updates,” said Infold.

The news about Valko’s cancellation has been met with disappointment by the North American Love And Deepspace community, many of whom had been sharing their excitement and affection for Valko on social media. It’s now asking Infold to consider releasing Valko on the game’s global servers. A petition has been launched, and already has 42,000 signatures at the time of writing.

Love And Deepspace has five existing love interests. The game launched in January with three, Rayfael, Xavier and Zayne, with Sylus joining the line up in July 2024, and Caleb in January 2025. Last May AppMagic noted the game had seen more than 31 million downloads, and put user spending at over $1 billion.

If you’re a hardcore LADS fan or are just starting out, check out Play168’s Love And Deepspace guides.

Microsoft Reportedly Considering Canceling Marvel’s Blade and Shutting Arkane Down

Microsoft is reportedly considering canceling Marvel’s Blade and shutting its developer, Arkane, down.

The Verge said Arkane is one of five studios the Xbox owner is considering closing, after Blade’s planned late 2026 release window was delayed internally to late 2027 and it went over budget. Blade, from the team behind Deathloop, was announced in December 2023 with a reveal trailer, but we’ve seen nothing of it since.

Arkane may be sold rather than closed, The Verge added, which is in-line with what we’ve heard Compulsion Games, Double Fine, Ninja Theory, and, more recently, Undead Labs, are going through. This process may take some time, and even if the studios are spun off, they may not avoid layoffs.

Play168 has asked Microsoft for comment about the layoffs reports, but it has yet to respond. Play168 has also asked Marvel Games about the status of Blade, but it failed to respond.

The news of Blade’s potential cancelation comes just days after Bethesda Game Studios head Todd Howard was quoted as saying he’d recently seen what the Deathloop team at Arkane Lyon was cooking up and was impressed. “I’m not at liberty to say when [we’ll see more],” Howard teased, “but I saw some stuff just yesterday [on May 21] and the folks at Arkane [Studios, the developers] are doing a really, really great job.” Fans first began to fear the worst after Blade was a no-show at the 2026 Xbox Games Showcase.

Blade isn’t the only Xbox game under threat of cancelation. There is fresh concern for State of Decay 3 and its developer Undead Labs after reports overnight suggested both are under threat of closure as part of impending layoffs at Xbox. Psychonauts developer Double Fine, South of Midnight developer Compulsion, and Hellblade developer Ninja Theory are also said to be in talks with Microsoft over potentially buying themselves out. Hundreds of jobs are at risk either way, not just at these studios, but across Microsoft’s gaming business, which includes Bethesda and Activision Blizzard studios and publishing operations.

State of Decay 3, like Ninja Theory’s Senua, was at Microsoft’s Xbox Games Showcase earlier this month. According to Game File, Microsoft allegedly planned to close or spin off Ninja Theory when it revealed Senua at the showcase event, and it did so thinking that “the promise of a newly announced game would help draw investor interest in the studio.” Game File’s Stephen Totilo suggests Ninja Theory management may not have even been aware of Microsoft’s plan.

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

Concern for Xbox kicked off with Xbox CEO Asha Sharma’s “reset” memo, which most took as a signal that Microsoft planned big layoffs and studio closures. Microsoft published the memo just days after Xbox Games Showcase — which had gone down well with core Xbox fans. In it Sharma revealed that Microsoft’s gaming business has a 3% accountability margin (assumed to mean profit margin), which is down year-on-year. “Excluding Activision Blizzard King, over the past five years, we have spent over $20 billion on ongoing investments in our content, platform, and hardware subsidy, but our annual revenue has declined nearly half a billion during that time. Going forward, this cannot continue,” Sharma said. One analyst told Play168 “the studios most exposed are brilliant for prestige and rotten for the spreadsheet.” The likes of Compulsion, Double Fine, and Ninja Theory have struggled for commercial success in recent years.

Reports then emerged that Microsoft had started to take action. The Game Business revealed that Xbox Game Studios boss Craig Duncan had stepped down, and news of various Microsoft studios potentially closing down was not far behind. Bloomberg’s Jason Schreier has warned of a “bloodbath” at Xbox. Play168 has asked Microsoft for comment specifically on the studio closure reports but it is yet to respond.

Xbox Games Series Tier List

Xbox Games Series Tier List

Yesterday, unionized Xbox workers called for immediate bargaining following the layoff reports, hosting a press conference to say “we’re done paying for executives’ failures.” A Microsoft spokesperson told Play168 it will continue to negotiate with the CWA to reach agreements across Xbox.

“We respect the right of our team members to make their voices heard,” the spokesperson said. “We have a long track record of good faith partnership with labor organizations, as demonstrated by the several finalized bargaining agreements our teams have reached with the CWA and our labor principles. We are continuing to negotiate in good faith with the CWA to reach agreements across Xbox.”

Microsoft cut an eye-watering 9,000 staff in July 2025 in a company-wide round of layoffs that also hit gaming. A number of titles were canceled as part of those cuts, including Rare’s Everwild, and studios shut down, such as Perfect Dark developer The Initiative. Staff who remain at Xbox are now bracing themselves for a potential repeat situation just a year later.

Microsoft closed a number of Bethesda studios, including Redfall maker Arkane Austin, and Hi-Fi Rush and The Evil Within developer Tango Gameworks, in May 2024. The developer of Blade is the surviving Arkane studio, based in Lyon, France.

A recent report claimed Sharma is now speeding up development on new The Elder Scrolls, Fallout, and Halo games as she prepares to hit the reset button. Details on the potential shakeup come from The Information (via Reuters), whose sources indicated that Microsoft hadn’t ruled out turning the Xbox brand into a wholly-owned subsidiary. It’s said the move could result in Xbox being operated as a joint venture with other partners or even potentially sold.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

IO Interactive Announces Layoffs After Publisher Pulls the Plug on Fantasy Game

007 First Light and Hitman developer IO Interactive has announced layoffs after an unexpected setback revolving around its upcoming fantasy game, which was reportedly set to be published by Xbox.

The Danish developer took to social media to confirm that a relationship with an “external partner” that was working on the studio’s upcoming fantasy game had ended. As a result, IO Interactive is laying off an unconfirmed number of staff, but it insisted it remained committed to supporting those who are impacted.

It is believed that these layoffs are unrelated to the successful release of 007 First Light, which IOI celebrated in the same post.

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

Here’s IO’s statement in full:

Dear gaming community,For a good while, it has been all positive news from IO Interactive. We remain humbled and honored by the response to our latest outing with a young, unproven Bond. A bold new story and a take on one of the most famous characters in entertainment, which the world has embraced with love.However, today we have to share some more downbeat news. A relationship with an external partner on our own IP, Project Fantasy, has come to an end. This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition.Project Fantasy is a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.

Although IO Interactive did not explicitly name the external partner, Project Fantasy was reportedly set to be published by Xbox. According to a leaked document from the FTC vs. Microsoft trial in 2023, Microsoft had the game (then known as Project Dragon) listed as an exclusive for Xbox and PC. It also stated that the title would be published by Xbox Game Studios.

The IOI news also comes ahead what are expected to be significant restructuring at Xbox. Microsoft is planning a “reset” for the Xbox brand, which will reportedly include studio closures, game cancellations, and mass layoffs. Unionized Xbox employees are attempting to push back against the reset and cement protections for staff, but it remains to be seen what will happen.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Guilty Gear Strive Producer Talks the State of the Game Following the Guilty Gear Strive 2.0 Patch

With all of the excitement surrounding the new upcoming fighting games like Marvel Tokon, Avatar Legends, and Virtua Fighter Crossroads, as well as all of the buzz surrounding Tifa and Yujiro Hanma joining Street Fighter 6 and Tekken 8 respectively, it’s easy to feel like Guilty Gear Strive has fallen a bit into the background. But the reality is that Strive is still going strong after six years, especially after the Guilty Gear Strive 2.0 patch completely revitalized the meta with the removal of a core system mechanic and a roster wide rebalancing patch.

At Evo this year, I got to do my yearly catch up with Guilty Gear Strive Producer Ken Miyauchi, to chat about what’s still to come in the world of Strive, how he feels about the current state of the game, and what players can expect when Robo Ky releases later this week.

Play168: I asked you last year if you could share any details about Robo-Ky and Jam. Obviously it was a little bit too early back then and Jam is already at this point, but with Robo-Ky’s release being so near, is there anything you can reveal about what’s new about this iteration of character and his unique play style?

Ken Miyauchi, Guilty Gear Strive Producer: Well, for Robo-Ky, since he didn’t appear in the past Guilty Gear series, which is Guilty Gear Xrd, he’s returning to the game for the first time in nearly over 10 years. He’s had a very unique play style in the past series and we wanted to carry that kind of play style to Guilty Gear Strive. So he has a unique meter and unique mechanics along with that meter and a lot of game play that has been inspired from the past, like Guilty Gear XX. So I’m really hoping those people who played Robo-Ky will love to pick up Strive’s newly refined Robo-Ky. And also I’m expecting a lot of people who are new to Robo-Ky would also enjoy his gameplay because he has a lot of comical and funny animations, which will really make people laugh.

Strive 2.0 released earlier in the year and I think generally people were very happy about it. What’s your current take on the state of the game? Are you happy with where it’s at after the removal of Wild Assault and the rest of the balance changes made to the rest of the cast, or is there still work to be done in your opinion?

Miyauchi: So I’m currently happy with what we decided for 2.0 update, which is removing Wild Assault, and reorganizing the battle balance as a whole. Because I’ve also mentioned this before in the 2.0 update, but the state of the game had been kind of inflated a lot and a lot of characters felt overpowered, balance-wise, and continuing to make updates, making all the characters stronger and stronger would be hard for us to continue balancing the game. So we wanted to set certain levels and make sure the game will be able to be stably balanced and updated for another… who can expect, but maybe maybe five years or longer than that.

The state of the game had been kind of inflated and a lot of characters felt overpowered, balance-wise.

So 2.0 is really good from a developer perspective, its sort of like setting the standard, the new standard of how the game balance of Guilty Gear Strive goes. And starting from here, our team is very motivated to freshen up the game. So there are a lot of things that we aren’t still happy about, but our update is not just 2.0. We’ll continue updating the game. There will be more characters. So along with the characters and also the blazing pass, we continuously hear the community feedback about the balance of the game and try to continue refining and hope we’ll be able to make everyone happy playing their characters.

Speaking of characters, we’ve seen a lot of excitement around guest characters recently. Obviously there’s Tifa in Street Fighter, there’s Yujiro in Tekken 8, Kenshiro in City of the Wolves and of course Strive added Lucy from Cyberpunk: Edgerunners, but I wonder is there any like pressure on the dev side to incorporate bigger and more notable guest characters given what other fighting games are doing?

Miyauchi: I think we don’t really have pressure, but I think a lot of those games have also been running for quite a few years and they’re starting to have more guest characters. I mean, Street Fighter 6 had guest characters from an earlier stage. And seeing how the community is reacting to those and seeing a lot of people expecting to see more guest characters, I think if necessary we would like to, answer to those kinds of expectations. But just doing like the guest character doesn’t simply mean that it’s, how to say, always welcome. We need to decide on which IP to collab with or if that really matches with the Guilty Gear design, like the world. So it’s not really pressure, but we are also kind of, seeking or examining, sort of like looking around.

Trying to find like the right fit?

Miyauchi: Yeah. Trying to find the right fit. If there is any potential chance, then we might do it, but who knows. It’s really interesting culture to have a lot of fighting games having the guest characters nowadays.

Coming back to Robo-Ky for a second, both Jam and Robo-Ky are beloved characters who made a comeback in Strive and they also featured updated visual designs for those characters. Can you talk a little bit about the design process for coming up with the new look for Robo-Ky?

Miyauchi: So his new design is… It’s always been that the new character designs are something that Daisuke Ishiwatari designs from his rough sketch and we sort of like… based on that rough sketch, kind of detail things up and make the 3D model of that character. So when we design a character and talk to Daisuke, at that point, we still do not know how he will look like in Guilty Gear Strive. What we share with Daisuke is very, very simple plot and settings about the character. ‘This is what Robo-Ky in Strive is going to look like and his gameplay is going to be this format.’ And so the entire design is made by Daisuke, but every time when Daisuke designs, he adds something that we don’t really ask for. I mean, it’s not like in the negative way. I mean, in a positive way, he just adds something unique to make the character, not completely 100% equal to the past design and he likes to do that.

Robo Ky gets a new outfit, not just mimicking the Holy Order era of Ky’s costume, because technicalyl his body has blown up in the story, so he needs to get a new body.

So in Jam’s case, she had very different kind of outfit fit and Robo-Ky’s case, he also gets a new outfit, not just mimicking the Holy Order era of Ky’s costume, because technically his body has blown up in the story, so he needs to get new body. But the new outfit sort of has some kind of Ky aesthetic as well as like he’s a currently trending style of what he thinks to be a cool guy. So that kind of character design is in the new design of Robo-Ky.

And then finally, it’s been more than five years of Guilty Gear Strive. That’s a pretty significant milestone. How does that feel to have this fighting game that’s still going strong all these years later?

Miyauchi: Yeah. So we really never expected the Guilty Gear Strive to run for over five years and now it’s going in sixth year, right? And I did the research recently looking around other fighting games. If there are any other fighting games during that date over six years and I find that there aren’t. So what we are doing is… It’s getting harder and harder as the time goes on because we always want to have newer players coming in to get to play the game as well as those people who left the game, [we want them] to pick up the game again. The 2.0 update was something that’s really focused on that element and I think we did do quite well, looking at the recent active player count and all those numbers who are playing the game. And to maintain those numbers, while also making the community happy about how we update the game is very, very challenging.

So I personally feel very, very worried, but at the same time, not only me, but the entire team is very excited to see we will face those challenges that we are going to face and we are very much enjoying the current moment.

Mitchell Saltzman is an editorial producer at Play168. You can find him on twitter @JurassicRabbit

Civilization 7 – 2026 Review Update

After a long hiatus from Civilization 7 following my original review – after which I wasn’t exactly in love with it – I decided to give it another go with the big 1.4 Test of Time update, and more specifically the 1.4.1 patch that came out in late June 2026. Firaxis has made pretty big changes across the board, including some much-needed quality-of-life improvements here. But I don’t know if I agree with the overall philosophy of making it more like older, existing Civ games.

In May, Take-Two’ Strauss Zelnick told Game File that Civilization 7 had been a “bridge too far” for existing fans of the series. That’s definitely the guiding star the Test of Time update was based on. And man, from my perspective, that was completely the wrong message to take from the negative feedback to Civ 7’s launch. There’s a quote I keep coming back to from No Man’s Sky developer Sean Murray that goes, “Players are normally almost always right about problems … [but] they’re almost never right about the solutions.” I think Firaxis has put too much faith in the solutions certain vocal portions of the player base were calling for.

What I said about Civilization 7

With Civilization 7, the desire to streamline and simplify this legendary 4X series feels like it has gone a bit too far, particularly when it comes to the interface. It’s frustratingly inadequate at providing me with the information I need to play well, or even understand what’s going on sometimes. Even so, it does have improved warfare and diplomacy, a bit of added narrative flair, as well as mostly gorgeous graphics and sound, so it can still give me reasons to keep clicking one more turn late into the night. There’s good reason to believe that with Firaxis’s usual pace of patches and expansions it can refine its new ideas and become everything it ought to be, and while what’s here right now is at least still a fun time, it’s also a bigger step backward for the series than we’re accustomed to when a new age dawns. – Leana Hafer, February 3, 2025

Score: 7

Read the full Civilization 7 review.

I’m a fan of civ switching. It’s very contentious, and I get that. And it hasn’t gone away or anything. You can still switch civilizations every age if you want to. You can set the AI to change civilizations every age. I don’t even hate the way “timeless” civs have been implemented, necessarily – which let you play the same civ through all three ages like in previous games. There are unique policy cards for each one even when they’re not in their native “apex” age. And I especially love the Syncretism feature that lets you borrow unique units or improvements from a civ you’re aware of that’s in its apex age.

I played one campaign as Iceland through all three ages, and in the modern age I picked up American Marines as a unique unit through Syncretism, which felt very appropriate. You know, we used to be vikings, so of course we’d be good at amphibious warfare. I don’t hate that it’s an option. It’s more the principle of the thing. I don’t feel like Civ 7 puts its best foot forward when it backs off of some of its most interesting ideas.

Bittersweet Victory

Where this really turns out to be a bummer is in the victory conditions, with each one having been converted into a really simplistic race for points that may or may not include some vestigial nods to the age-specific objectives from 1.0. A lot of those objectives were a total mess. I’m not denying that at all. But rather than getting refined, they’ve been replaced with something far less interesting.

Tourism is back, but it doesn’t work anything like it did in Civ 6. It’s just the name for cultural victory points, and it hasn’t done anything to break up the wonder spam meta. There’s also Domination for military, GDP for economic, and Innovation for science, and they’re functionally almost identical. The science victory has a small, interesting wrinkle that you need to build and defend a launch pad.

But all of the victories now work by requiring you to get your score in one of the four categories to a certain threshold above the civ in second place, which starts a five turn countdown before ending the game. 1.0 mechanics like factories and treasure fleets now simply give you GDP points, which also looks at things like how much gold your cities are producing and how many trade routes you have. Domination mostly comes from owning conquered cities. Innovation comes from special projects and the tech tree.

The victory threshold shrinks over time from 5x in Antiquity to, at the lowest I’ve seen, 1.5x about 60% of the way through the Modern Age. This means you can end the campaign quite early if no one else is really competing with you for the same victory objective. And while that can be a welcome way to wrap things up instead of playing out 50 more turns of a foregone conclusion, it also feels like an admission that they just couldn’t make the late game fun, so they might as well give you a way to skip it.

The 1.4 patch notes talk about the fact that you can now focus on one victory condition from the very beginning like it’s a huge improvement, but I actually liked the ability to change up my strategy between ages, too. And there’s no longer any reward for doing that. My Icelandic Empire was the terror of the seas during the Exploration Age, as they should be, and I just ended up continuing my momentum into a Domination victory in the Modern Age even though it might have been more interesting to settle down and go for Tourism with all my bonuses to natural wonders. It was too late to change my mind, really.

Sneaky-pedia

The quality-of-life changes are significant, at least. The interface and tooltips have been greatly expanded with ways to quickly access more information. You can pin tooltips using… the K key? Okay. Weird choice, but you can rebind it at least. The Civlopedia is still missing plenty of features I’d want, like clickable hyperlinks that take you to a relevant article. But it’s a lot easier to locate relevant details or dig deeper for more information on how a specific figure is calculated.

Game setup options have been expanded as well, and are a bit better explained. They’re still not quite as robust as older Civ games. But certain map types come with additional variables you can tweak like sea level. Archipelago actually looks like an archipelago, though I still think it’s a bit too land dense on the high sea level setting. There’s a bunch of custom difficulty modifiers as well, if you don’t mind the AI getting free money but don’t want their units to get arbitrary combat bonuses, which is nice. You can even set whether they stick with their starting civilization or pick a new one every age.

The Test of Time update didn’t suddenly make this my go-to Civ.

So where am I at with Civ 7 after all these updates? Does it finally have the juice? Well, I started a new campaign while I was writing this that I plan to keep playing just for fun, so like I said in my initial review, it’s not lacking in that “just one more turn” quality the series is known for. It’s a huge relief to have an interface that doesn’t hide important details from me. But here’s the thing: I would still rather be playing Civ 5 or Civ 6. Civ 7 still isn’t able to compete with their years of patches and expansions, especially since it has backtracked on some of its more daring ideas, which makes it feel even more like a stripped-down Civ 6.

The Test of Time update didn’t suddenly make this my go-to Civ. I think it’s going to take at least a big expansion or two to find out if it ever crosses that line. And while I disagree with the design philosophy that has guided a lot of its changes since launch – victory conditions in particular feel like a step back – there are at least meaningful improvements I can point to as well.

Christopher Nolan’s The Odyssey Gets Official Multiplayer Roblox Tie-In Game

Christopher Nolan’s The Odyssey now has an official Roblox tie-in game, which you can play right now.

If you want to experience Odysseus’ journey yourself, fire up Roblox right now. The new free-to-play game, known as The Odyssey: Defy the Gods, allows you to sail across the ocean with friends while scavenging for supplies and solving puzzles. The game claims to have a “new ocean” with every voyage, suggesting it may be procedrually generated or have dynamic elements to it. There are storms and whirpools that will make your journey more challenging, as well.

The Roblox companion game is for ages 18 or older, due to violence and “fear,” according to the game’s official rating. This likely won’t come as a major surprise given The Odyssey is an R-rated film, but nevertheless, it’s a fun way to build some excitement for one of the biggest films of the summer.

Previously, films like Black Adam and the live-action remake of How to Train Your Dragon have used UGC Roblox games to help market their theatrical releases. UGC seems to be a big part of Hollywood’s marketing strategy and has even extended to other games like Fortnite.

As for The Odyssey, the film is just a few weeks away. The highly anticipated film is Christopher Nolan’s first movie since he swept at the Oscars in 2023 for Oppenheimer. It’s believed he essentially got a blank check to adapt Homer’s epic and has spared no expense in bringing it all to life. The nearly three hour long film boasts a star-studded cast, including Matt Damon, Tom Holland, Robert Pattinson, Zendaya, Anne Hathaway, Jon Bernthal, and many, many others.

Tickets for The Odyssey are currently on sale, but if you want to check it out in 70MM IMAX, it might be a bit tricky. Tickets for the film’s intended format sold out pretty quickly, but IMAX has been extending showings through August to ensure more people will have the opportunity to see it the way Nolan intended.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Daigo Umehara Says Capcom Pro Tour Matches Are Too Short to Crown a Street Fighter 6 GOAT

While Daigo Umehara isn’t dissatisfied with the current state of Street Fighter 6, he says the game’s “random” style makes it difficult to determine the best player in modern tournament settings.

Evo 2026 is in the books, with Saul ‘MenaRD’ Mena once again claiming victory on the biggest stage in all of fighting games. It’s hard to argue against his current status as the most dominant Street Fighter 6 player, with two Capcom Cup championships and four Evo victories to his name… but Daigo Umehara isn’t sure a true ‘GOAT’ of the game has yet been crowned.

We got the chance to sit down with ‘The Beast’ of fighting games during Sunday finals, who revealed his surprising take on the divisive nature of Street Fighter 6’s balance as it stands at the tail end of Season 3.

Right now, the Western fighting game community (FGC) is vocally outspoken regarding Street Fighter 6’s Drive Rush mechanic, arguing that the tool is too overpowered and hard to ‘check’ even at the best of times — something that left players even more disappointed after Capcom told us they have no plans to make any gameplay changes at present.

This was news to Daigo, who admitted that although the game is ‘random,’ he sees both the positive and negative sides of this particular coin, specifically where tournaments are concerned.

“The random elements in the gameplay that exist now are doing a good job of bringing in new players, so I’m not against that,” he told us. “I’m not at all dissatisfied with this idea that [Capcom] aren’t going to make major changes [to Street Fighter 6]. The only thing is, I feel like, with the way this game works, it’s hard for an absolute best player to emerge, so you end up with this sort of fluctuation in who’s doing the best at any given time. I would like to see an absolute champion emerge, and I would like for the events to facilitate that.”

MenaRD took home his fourth Evo championship this weekend at Evo 2026.

When we brought up the popular sentiment that MenaRD is largely considered the GOAT of Street Fighter 6, Daigo wasn’t in total agreement, despite acknowledging his standout performance in the game’s pro circuit.

“Even at Evo right now, he’s obviously doing really well, but I want it to go even further than that,” he mused. “I don’t think that it’s up to Mena to achieve that. It’s more about the rules of the events.”

“[Mena] is obviously doing really well, but I want it to go even further than that.”

Daigo Says SF6 Tournaments Would Benefit From Longer Sets

After asking him for clarification, Daigo said that the rules for tournaments within the Capcom Pro Tour restrict gameplay to such a degree that it doesn’t allow players enough time to truly get a feel for their opponents — something that came as no surprise from someone famous for his legendary ‘First to 10’ sets.

Right now, the Capcom Pro Tour dictates a ‘First to Three’ (or Best of Five) format for matches within Top 8 brackets, while games prior to that use a ‘First to Two’ (or Best of Three) format. For Daigo, this simply isn’t enough time to get a grip on the battle, and he’d much prefer a ‘First to Five’ format for preliminary sets, instead.

“Currently, tournaments are formatted in this ‘First to Two’ structure, which is very casual-leaning, and it’s the same thing as what you would get in ranked matches when you play online,” he explained. “Everybody already knows that there’s no way to win consistently in that format, even in ranked when you play online. But I also understand that this casual format is what brings in lots of players. It’s not something I oppose inherently, but I think for more important events like Capcom Cup, they should switch to a ‘First to Three’ structure or longer.

“With these bigger events like Capcom Cup, because they’re once a year, it would be better to go longer, like start at ‘First to Five’ in the qualifiers and then go up to ‘First to Seven’ or something. But the problem is, there’s a limit on how long these events can be, so it doesn’t seem feasible. But if we’re just talking ideally, maybe have the event itself last more like a week or ten days long, just because it’s only once a year. If I were a younger player and really set on winning that prize with money, the current rules would be kind of a bummer.”

MenaRD “Split” on Daigo’s Comments About the Hunt For Street Fighter 6 ‘GOAT’

We got the chance to speak with Mena following his resounding victory at Evo 2026, where we asked him about his thoughts on Daigo’s sentiments regarding the current CPT tournament structure and whether or not it’s truly possible to crown a ‘GOAT’ in these conditions.

“There’s a side of me that would agree,” he admitted. “Of course, I want the most amount of skill to dictate every championship, and as players, I feel like it’s inevitable to feel that way. At the same time, if you think about the product itself and how boring it could become to a lot of people [if that structure were in place], I’m not sure if it’s the right step [to take]. I’m a little bit split on that. I think for the product itself, if we want people to watch Street Fighter, we need to have a quick format that people can enjoy. But as a player, of course, I want not ‘First to Seven’ matches, but ‘First to 200.’”

For now, Capcom at least believes that Street Fighter 6 is in a solid spot, and MenaRD’s prowess isn’t showing any signs of stopping anytime soon. It remains to be seen if Yasmine’s addition to the game will change up the meta in a meaningful way, or if Mena and his Blanka will continue to ravage the competition going into the rest of the competitive season.

Todd Gutierrez, Natalia Martinez / Red Bull Content Pool

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

GTA 6 Developers Ask Rockstar for Official Union Recognition

Rockstar developers have applied for voluntary recognition of the IWGB Game Workers Union in a bid to make the Grand Theft Auto 6 developer the second UK games studio with a recognized union.

If recognized, the union would give its members additional protections and rights via a formal structure for collective bargaining on issues including pay transparency, flexible working, and excessive overtime (crunch), the IWGB said in a statement issued today. Disco Elysium developer ZA/UM is currently the only UK studio with formal union recognition.

The IWGB claims to represent a “significant portion” of the Rockstar workforce across its offices in Edinburgh, Dundee, Lincoln, Leeds, and London, and that its existence has contributed to “unprecedented” average pay rises and financial incentives for crunch for the first time ever.

Rockstar North and Take-Two Office Protest Photos Nov 2025

Josh Walter, a senior QA tester at Rockstar Lincoln, said: “Rockstar leads the industry in the games we create. We believe it can also lead the industry in how it treats the people who make them. There is so much that is special about the studio and the work we put out. We want to protect that. When people are confronted with pay disparities, excessive overtime or a lack of flexibility in arrangements, they are not in the best position to do their best work. We want to sit down with management and build a future where both the games and the conditions of the people who make them are as strong as possible.”

Shanti Easton-Steel, production co-ordinator at Rockstar North, added: “This is a landmark moment for the Rockstar Game Workers Union, and hopefully for the industry as a whole. It’s thanks to the hard work of so many of our members — both those currently with us and those who were fired last October — that we are now in a strong enough position to pursue formal recognition. Whilst it’s painful that our dismissed colleagues are not here to share this milestone moment, the best way we can honour their contribution now is by succeeding in the fight they helped us to start, and making them proud to have been a part of it.

“This recognition bid only comes after years of effort by our members and could not have happened without the support of many of our non-member colleagues too. We hope lots more people will now feel comfortable to join the union, but even for those that don’t, we ask that they remain supportive of the cause as we move forward with momentum towards our key objectives of pay transparency, fairer crunch practices and better flexible working arrangements.”

A spokesperson from Rockstar Games issued Play168 the following statement: “We strive to make the best games possible by giving our talented teams world-class work environments and ongoing career opportunities. We have fostered a culture which is focused on teamwork, excellence, and kindness, and where we support and reward the team across all levels of the business through competitive compensation and benefits policies. We are proud that as a result, our employee retention is well above the industry standard.

“We have received a request from a union seeking to discuss voluntary recognition. We value an open and constructive dialogue with all stakeholders and will arrange to meet.”

The recognition application comes amid an ongoing legal dispute over what the IWGB claims was union busting by Rockstar. Rockstar has insisted the employees it fired late last year were dismissed because they leaked game features for upcoming and unannounced titles in Discord, not because they were trying to unionize. 34 members of staff at Rockstar were dismissed, 31 in the UK and three in Canada, sparking protests outside the office of GTA 6 developer Rockstar North in Edinburgh, Scotland, and outside parent company Take-Two’s office in London.

The IWGB is challenging the dismissals through a Glasgow employment tribunal, which in January rejected an application for interim relief filed on behalf of the fired developers.

“We welcome the decision, which is consistent with Rockstar’s position throughout,” a Rockstar Games spokesperson told Play168 at the time. “We regret that we were put in a position where dismissals were necessary, but we stand by our course of action as supported by the outcome of this hearing.”

A final hearing is scheduled to begin in September 2026, where it will be decided whether workers were unlawfully fired for trade union activity.

This all comes ahead of the launch of GTA 6 in November, which is expected to be the biggest entertainment launch of all time. The IWGB said the opening of preorders last week reportedly generated $3 billion.

“Many people assumed that Rockstar dismissing 31 union members last year would weaken organising at the company — but in fact the union is now stronger than ever,” Alex Marshall, President of the IWGB Union, said.

“Over the last four years, workers have built a significant presence across Rockstar’s sites, and now represent a large proportion of the workforce. Applying for union recognition is the next step in strengthening their presence in the workplace. Rockstar has maintained that it respects workers’ trade union rights. This is now an opportunity for it to demonstrate that in practice.

“GTA 6 has reportedly already generated more than $3 billion in preorder sales. Rockstar bosses can easily afford to sit around the table with the people whose hard work created these games, and give them a meaningful voice in their workplace.”

Rockstar can refuse to acknowledge the union, which would then open the door to the IWGB submitting its application for statutory recognition from the Department for Business and Trade’s Central Arbitration Committee (CAC). But could its members go on strike? The IWGB told Play168 “members will decide on the organising strategy they use to secure” recognition.

Photo by Lesley Martin/PA Images via Getty Images.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Card Shop Shuts Down Yu-Gi-Oh Tournaments Because of Smelly Players

An Oregon card shop has halted its Yu-Gi-Oh tournaments for a week after receiving multiple complaints and bad reviews due to smelly players.

Chronos Games & Gifts, an independently-owned game store in Beaverton, Oregon, is going viral for taking a hard stance against poor hygiene.

In a statement posted in its public Discord channel, the shop confirmed that it is suspending its Yu-Gi-Oh tournaments for a week, placing the blame on stinky duellists.

“We have had issues with people mistreating the restrooms and multiple bad reviews because of poor hygiene. As a reminder, we encourage players to follow Konami guidelines and report anyone who does not,” its statement reads.

Konami famously implemented official tournament rules specifically targeting player hygiene in 2019, saying that all persons attending a tournament — not just players — must be “clean and wear clean clothing,” or risk being “penalized.”

“You are expected to be clean when you enter a tournament,” the official Yu-Gi-Oh Tournament Guide says. “Neglecting to wash or put on clean clothes contributes to an unpleasant atmosphere at the event, as the tournament can be crowded and the day can be long.

“Persons who neglect self-care to the point that they are negatively impacting the tournament may be asked to correct the issue to continue in the event.”

Screens – Yu-Gi-Oh! MASTER DUEL

At the time, this policy was welcomed among players, and Chronos Games & Gifts is similarly receiving praise from local attendees for keeping its venue stench-free.

They aren’t the only organization that’s done this; in 2025, the Nebraska Pokemon Organized Play Facebook page published a statement reminding players to keep themselves clean, as laid out in the official Play! Pokemon Tournament Rules Handbook, which also includes a section detailing requirements for player hygiene.

“Individuals are also required to maintain a socially acceptable level of hygiene during the event,” the Handbook says. “Depending on the attire or level of hygiene, the Tournament Organizer may allow for a tournament participant to change or update their personal hygiene and attire and return to the venue.

“If a participant refuses to comply with tournament staff’s requests, this is grounds for removal from the tournament and venue, and the participant must relinquish their badge to tournament staff.”

Roy Rochlin/Getty Images for ReedPop

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Hideo Kojima’s Xbox Horror Game, OD, Is Safe From Microsoft ‘Reset’ Plan and Remains in the Works

Hideo Kojima’s OD is set to survive Microsoft’s big “reset” of the Xbox business, Play168 understands.

A source familiar with Microsoft’s plans indicated Kojima’s upcoming horror game remains in the works at Kojima Productions and with Xbox publishing, even as Microsoft reassesses its video game investments.

007 First Light developer IO Interactive today announced layoffs after the publisher of its upcoming fantasy game pulled the plug. Play168 understands this game was being funded by Xbox.

Microsoft told Bloomberg it is “taking a fresh look at where we invest so we’re focusing on our highest priorities.”

“We’re not reducing our overall investment in games. We expect to invest about the same in content as we did last year. What’s changing is where we’re investing and the kinds of projects we’re backing.”

Five internal Xbox studios are reportedly at risk from closure as part of the reset: Marvels’ Blade developer Arkane Lyon, Psychonauts developer Double Fine, Hellblade developer Ninja Theory, South of Midnight developer Compulsion, and State of Decay 3 developer Undead Labs. Studio leadership is said to be working to secure their future, either via a studio selloff or management buyout that would see the subsidiaries spun off.

OD, published by Xbox Game Studios in collaboration with Get Out director Jordan Peele, is still shrouded in mystery, but we do know something of what to expect. The original plan was for the game to feature three main actors: Sophia Lillis, Hunter Schafer, and the late Udo Kier. Kier died in November aged 81, and while Kojima Productions had completed a scan of the legendary actor, it didn’t manage a shoot in time.

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

“I wanted to do something new. I wanted to do something different,” Kojima recently told Entertainment Weekly. “I had this OD concept since I was working on DS1 [Death Stranding] and I was working on it just by myself. I can’t reveal much detail, but it’s something that no one has ever seen before. A new game system.”

“I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing,” Kojima continued. “They said that I’m crazy, and that they really don’t understand the concept — that they will not be able to do it.”

Former Xbox boss Phil Spencer did understand the concept, however, and signed the game. Spencer was replaced at the top of Microsoft’s gaming business earlier this year by Asha Sharma, who told EW she’s just as keen on it as her predecessor.

“I’ve got great artists and creatives that can pick a great game better than I can, and so I want to give it space, but most importantly, I think it just represents another kind of game,” Sharma said.

A game like OD tells Sharma that Xbox has “not reached the boundary of games,” Sharma continued, “and, therefore, we need to make sure our platform is sufficiently open so more creators and developers can come on board and be successful, because the next Kojima is yet to be known.”

Photo by Rosdiana Ciaravolo/Getty Images.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Relic: First Guardian is a Throwback Soulslike with Stories to Tell

The world lies in ruins. The Great Relic has been destroyed, plunging the land of Arsilutus into the Void. Men and monsters alike roam, butchering and cursing the survivors. As the First Guardian, you must put the pieces back together, reform the Great Relic, and pull the world back from the brink. No pressure.

It’s a somewhat familiar setup, but The Relic: First Guardian is honest about its inspiration, and clear about where it seeks to carve an identity of its own. I had a chance to see this for myself in our recent hands-on demo. After several hours exploring Arsilutus, I’ve plundered ruins, slain monsters, and grown my power. It’s a dark and dangerous world, with many stories to tell, starting with fire…and screams.

Dead Men do Tell Tales

After a brief tutorial march through a cave, my adventure begins outside of a burning house. A woman’s cries emanate from the engulfed thatched-roof stone cottage. I crash through crates blocking the door, though when I reach her, it’s already too late, and she succumbs to her injuries. Glitterly lights around draw my attention to various notes and relics. Each tells a fragment of the story, and I’m able to slowly piece together the story of a family that was attacked, and, when they denied the attackers entry, saw their home set ablaze.

There’s a lot of storytelling in The Relic: First Guardian. Not in a cutscene-heavy sort of way, or with a heavy focus on the central narrative, necessarily. Instead, all over Arsilutus, stories have played out. Every area I encountered had a story to tell, whether it was the burning house, a town annihilated by a vengeful father, or a group that put off fleeing encroaching danger time and again until it was too late. These scraps of story are fully voiced, lending an almost playable audiobook feel at times. These aren’t longwinded, exposition heavy, audiolog dumps, though. Instead, they’re more like quick snapshots of moments, pieces of small narrative mosaics, waiting to be assembled. Many of the stories are said to be inspired by Asian Folklore, and, as the kind of guy that’s watched way too many hours of VaatiVidya or My Name is Byf lore videos, I’m certainly intrigued. Yes, I do want to know about the guy that was trapped in the collapsed ruins by his friends that, though dead, still came back for them.

There’s a lot of storytelling in The Relic: First Guardian. Not in a cutscene-heavy sort of way, or with a heavy focus on the central narrative, necessarily.

The map is a semi-open world. That means that, while it is freely explorable, areas are a bit tighter and more confined. The edges are boxed in by high cliffs, with a more linear sense of forwards or backwards that branches off periodically. No obvious breadcrumb trail leads towards an objective, so I find myself following a faint road to see where it leads. Glowing yellow stones, etched with runes, offer Tibelle’s Blessing. Think of this blessing as bonfires or sites of grace, as it restores health and refills the Breath of Esser, a healing item. They also function as your respawns when you die (which I put to work quite a few times), and some act as fast-travel anchors.

Sword and Spell

While you explore the open world, enemies from simple bandits to strange, twisted monsters called Brutals will stand in your way. As a veteran of pretty much every Souls-inspired game of the last few decades, I found it very familiar, but with a few interesting twists. For the demo I was equipped with a sword and shield, and could do your classic attack, block, parry, or dodge moves to beat up my enemies and avoid damage coming in. There’s no heavy attack, however. Instead, that’s tied to magic attacks – in my case a powerful ball of flame that did solid damage, especially when my opponents caught fire. There’s no magic meter, instead it’s on a cooldown, which meant I could use my ability freely without fear of running out of power before an important fight. There is a stamina meter, but it doesn’t drain when you attack. That sounds like a small thing, but it changes the rules of fighting meaningfully when you don’t need to keep some energy in that tank while aggressively hammering an opening.

This is a Soulslike, yes, but in a more fundamental sense than that may suggest. The way combat operates is a throwback that traces all the way to Dark Souls or even Demon’s Souls. Fast twitch and chaining perfect dodges aren’t what carries the day here. Instead, it’s all about timing. Swings take time, as does dodging and blocking. Mess up that timing, and the animation that plays out takes control for just long enough that you will likely miss your chance to attack, or take a hit that you should have avoided. Whether that’s something to be excited about, or watch out for, is really a matter of taste, though it does skew a bit on the clunky side. Still, I can appreciate what it is going for, being good at combat isn’t about how quickly you can mash various attacks and react to dodge or parry windows, it’s about recognizing and using the right tool for the job.

This is especially true when fighting the bosses. All told there are more than 70 of them to fight, and each presents as a combat puzzle waiting to be solved. I met Branko, the Bloodstained Shield – a massive warrior with a towering axe and shield – inside a burning chapel. His ferocious onslaught tore through me if I blocked, leaving me vulnerable, and he was so quick that there was hardly room for a single counterattack after his combos. It was quite a few deaths before I recognized that this was a test of patience, parrying his attacks saved my stamina and drained his. Once he was out of energy and his stance broke, I could punish him, and my eventual victory came from staying patient and true to this approach. Contrast this with Entom the Starved, who I met a short while later: a monster gorging on a pile of human flesh, whose most effective offense was unblockable charges and leaping crashes from above. That became a contest of dodging, quickly chipping away with a combo, then avoiding his conventional assault while I looked for the next dodge window. A different solution for a different puzzle.

The bosses really seem to be the star of the show in The Relic: First Guardian. The designs I saw had great variety, from Branko’s intimidating frame, to the blood-drenched gluttony of Entom, to the polished swordplay of the knight Mog. And each had a story, told through the relics leading up to them. Mog was a knight meant to fight back against the Brutal, but he fled, abandoning his allies in his cowardice. The path to him is guarded by specters representing his remorse and pride. I found Entom’s story particularly affecting; as a young man he was stricken with a sickness, but the cure offered by an old man turned him into that gluttonous monster, unable to sate his hunger, as he consumed the villagers around him, including the parents who tried to hide his altered nature.

The bosses really seem to be the star of the show in The Relic: First Guardian.

Gameplay systems-wise, there’s no simple level-up or attribute-upgrade system, nor are there souls to collect every time you die. Instead, progress is primarily governed by what you equip. Defeating bosses can earn you Relics, and you can only activate a few at first, but over time you’ll gain access to equip several of them at once. These offer bonuses like large stat boosts, and in the case of the Memory of the Meal Left Behind I pulled from Entom’s body, give me a healthy bit of healing anytime I defeat enemies. Armor governs defense, and the Shroud of Cowardly Survival I earned from Mog comes with nice boosts to stamina and cooldown speed.

The Relic: First Guardian Screenshots

The exception is your weapons. While I’m focusing on the trust sword and shield, there are options for Two-Handed Weapon, Battle Staff, Dagger, and Long Sword. Those, along with your magic, have weapon-specific upgrade trees powered by Ancient Relic Energy, found while exploring. These unlock character buffs and new attacks, like the Focus strike, which send you leaping into the air with an uppercut slash, followed by a diving cleave, similar to something Ryu Hyabusa would use. The weapons themselves are all one-of-a-kind, and can be upgraded at a blacksmith in exchange for coins and materials to enhance their potential.

Several hours in, I’m feeling pretty good. The Relics I have equipped expanded my health bar considerably, and my parry-timing has me mowing down enemies as I explore new caves, enemy camps, and settlements. The scattered lore is filling the narrative space with a solid anthology of stories, and I’m eager to find the next boss to solve. You can find this out for yourself when The Relic: First Guardian releases on July 31 for PC and PS5.

Avatar Legends: The Fighting Game Has Me Excited to Get into the Lab

Previewing a fighting game is tricky. It’s a notoriously dense genre and every game speaks its own language, has new things you need to learn, and rewires some part of your brain. Getting good at one fighter will help you be good at others, but true mastery requires the grind. So when I sat down with Avatar Legends: The Fighting Game for a brief 30-minute appointment, I was both excited to finally get my hands on it (I’ve missed the previous playable tests) and deeply aware of the passing of every minute of my half-hour demo.

Let’s get the obvious stuff out of the way first: Avatar Legends: The Fighting Game is absolutely gorgeous. It looks like the anime, as you’d hope and want it to, animations are stunning, and it feels smooth in the way that great fighting games should. But I couldn’t spend much time marveling. After I got a quick tutorial to get me up to speed, I started playing around. First a little training mode to get a quick feel for things, and then straight into matches.

My demo featured eight characters : Aang, Zuko, Katara, Toph, Sokka, Azula, Korra (my personal favorite) and Kyoshi, the latest addition. The nice thing about Avatar is it’s pretty easy to pick up and play. It’s a four-button fighter: you’ve got a light, medium, and heavy button, as well as special moves with variations based on which attack you press. But the main thing that sets Avatar apart is Flow. Pressing Flow will cause your character to blow any incoming attack (though really it’s often more of a dodge than a block or parry), but entering and holding Flow takes Chi and leaves you open to a souped-up throw. Don’t get me wrong, it’s an incredibly powerful “don’t you touch me” button, but it’s also a risk. In addition, you can use Flow to move around via Flow Techniques that can be canceled into attacks. Some are very basic, like my girl Korra charging you, and some, like Aang’s ability to glide in the air, are a little more complex. I won’t lie: I didn’t come to grips with the Flow system in my 30-minute demo. I was still experimenting. But I can see the vision, and if I were a betting man, I’d bet money that there’s going to be some absolutely filthy tech built around this.

If I were a betting man, I’d bet money that there’s going to be some absolutely filthy tech built around the Flow system.

The other thing Avatar has going for it is Chakra points, which you get from landing special techniques, follow-up attacks from Flow techniques, throws, holding Flow state, and opening somebody up with lows and overheads – so there really is an advantage to saying “block this overhead” if you’re feeling like someone just ain’t gonna react in time. There’s other character-specific stuff, too, but the long and short of it is Chakra opens up your EX attacks and gives you access to ultimate techniques that do massive amounts of damage and look gorgeous.

I didn’t have time to gain mastery of Avatar’s mechanics, but I picked up enough of it quickly. Chaining light medium heavy into a special move was a way to build simple combos, and soon enough, I was doing some more ridiculous stuff, and all of it felt good – even against the computer, who was pretty cheeky, especially when playing as Aang. Everyone I played with felt good, but I quickly gravitated to Korra because her strike throw game felt good and her specials cover a decent amount of space.

Selecting the right fight at character select is only half the battle, though. You also have to choose their support character, which can completely change how your character works. One of Korra’s juices her Flow state, while another makes sure her Avatar state lasts until the end of the round. But the other characters have some neat ones, too. Choosing Appa for Aang allows him to Flow cancel all of his basic techniques, and June makes Zuko’s divekicks an absolute menace.

Finally, I got to spend some time with Kyoshi. I was lucky because Rooflemonger, famed fighting game content creator and occasional Play168 contributor, was there, and he gave me the 411. Kyoshi is the Avatar, and she’s absurdly powerful as a result. So much so, in fact, that her EX moves cost more Chakra points than other characters and also consume some Flow meter, though her Flow meter charges substantially more powerful as a result. Kyoshi is strong and her skillset reflects that. She just pays more for her special moves. Her support characters boost that ability, powering up her follow-ups, specific special moves, and offering a double jump. She can also run after she’s airborne, offering a frankly absurd amount of air control in a game where characters aren’t hurting for movement options. Playing against her is scary, but it’s also deeply satisfying to call out her moves with a properly time Flow or reversal to counter her.

The other thing Avatar has going for it is how fast all of this is (it’s not an exaggeration to say that characters are zooming around the screen basically all the time) and how good it feels to pull off even simple combos and how much depth there seems to be if you want it. Thirty minutes isn’t nearly enough time to tackle everything Avatar Legends has to offer, but it was enough to make me want to play more of it, and I loved eking out wins and playing around with all of these characters. It’s hard to say how Avatar Legends will turn out when all’s said and done, but I’d be lying to you if I said I didn’t want to spend hours figuring things out in training mode. As far as a fighting game goes, you can’t ask for much more at this pre-release stage.

Will Borger is an Play168 freelancer. You can find him on Bluesky @edgarallanbro.

Oblivion Remastered Nintendo Switch 2 Release Date Confirmed by Bethesda — And Yes, Its Physical Edition Includes a Cartridge

Bethesda will launch The Elder Scrolls IV: Oblivion Remastered for Nintendo Switch 2 on August 11, digitally via the eShop and in a physical edition that includes the full base game on a cartridge.

Boxed copies will include a proper cartridge (not a Game-Key Card) which also grants access to the Shivering Isles and Knights of the Nine story expansions (Bethesda is less clear about whether these are also on the card) and additional content you’ll have to download. Still, this isn’t a GTA 6 situation, with only a code in the game’s box.

This includes the Fighter’s Stronghold, Spell Tomes, Vile Lair, Mehrune’s Razor, The Thieves Den, Wizard’s Tower, The Orrery and the infamous Horse Armor Pack DLC. Finally, you’ll get a code that grants access to Akatosh and Mehruns Dagon armors, weapons and horse armor sets.

While that all sounds fine, fans have raised eyebrows at today’s The Elder Scrolls IV: Oblivion Nintendo Switch 2 release date trailer, below, which is largely a two-minute live-action skit featuring the game’s notorious Adoring Fan character. Around 20 seconds of actual in-game footage are shown towards the end, which viewers have variously described as “choppy” and “rough.”

“This runs like nuclear ass on my 13700k/5090 rig, and on PS5/XSX as well,” noted one poster on video game forum ResetEra. “This is going to be a disaster…”

“On one hand, Fallout 4 was rough on Switch 2 at first too, but I think I remember hearing its issues got ironed out in the end,” countered another fan. “On the other hand, this is Oblivion Remastered, a game that makes my RTX 4080 cry.”

The Elder Scrolls IV: Oblivion Remastered – Physical Deluxe Edition

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In a press release sent to Play168, Bethesda confirmed that the Switch 2 version of The Elder Scrolls IV: Oblivion Remastered is designed to run with DLSS support on both handheld and docked mode at 900p 30fps on handheld and 1080p 30fps while docked.

The Elder Scrolls IV: Oblivion Remastered originally launched for PC, PlayStation 5 and Xbox Series X/S back in April 2025. “Oblivion Remastered is a fantastic modernization of an iconic open-world RPG, even if it maintains some of the jank and rough edges of the original, we wrote in Play168’s The Elder Scrolls IV: Oblivion Remastered review, which returned an 8/10. Physical and digital pre-orders for the Nintendo Switch 2 version are now available.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Quantic Dream Issues Statement on Star Wars Eclipse Amid Studio Layoffs

Quantic Dream has insisted Star Wars Eclipse is on course despite studio layoffs and claims from striking staff that it could be canceled.

Last month, Quantic Dream canceled its live service game, Spellcasters Chronicles, just three months after its early access launch. The studio best known for successful single-player story-driven games, such as Heavy Rain, Beyond: Two Souls, and Detroit: Become Human, said the Spellcasters Chronicles cancelation would result in layoffs, although it has yet to say how many are affected.

At the time of the cancelation, Quantic Dream insisted the development of Star Wars Eclipse would continue as “normal.” But according to French website gamekult, Eclipse is suffering from “a lack of resources, vision, and progress,” and could be canceled unless members of the Spellcasters Chronicles team are moved over to help finish the project.

Gamekult said Quantic Dream is reportedly considering laying off 115 staff — said to amount to a quarter of the company’s workforce — following the cancelation of Spellcasters Chronicles, which itself sparked a strike organized by the STJV union that took place in front of the studio’s Paris headquarters. Gamekult said striking staff are trying to save Star Wars Eclipse. They believe at least some of the Spellcasters Chronicles developers who are set to lose their jobs will be needed to make Star Wars Eclipse a reality without enduring crunch.

Apparently, on the day of the strike (June 25), a delegation from Lucasfilm was due to visit Quantic Dream to check the progress of Star Wars Eclipse. The striking staff wanted to send a clear message: as things stand, Eclipse cannot be finished if the redundancy plan goes through, or, as gamekult put it: “saving the company from a very painful cancellation, which currently hangs like a sword of Damocles over the employees.”

Now, Quantic Dream has issued Play168 a fresh statement insisting the Star Wars Eclipse team has all it needs to finish the game.

Star Wars Games That Never Were

“As previously stated, the development of Star Wars Eclipse remains unaffected by the recent closure of Spellcasters Chronicles, a decision driven by the challenging market conditions in that segment,” a Quantic Dream spokesperson said.

“The development of Star Wars Eclipse is continuing as planned, with the full commitment of its team and all the necessary resources to complete its mission.

“Our priority is to ensure that employees affected by the restructuring process receive the appropriate support, care, and consideration. Out of respect for this ongoing process and for the employees concerned, we will not provide any further comment at this stage.”

Quantic Dream’s consultation process with affected employees is ongoing, but it seems unlikely that the studio’s latest comment will reassure concerned fans about the fate of Star Wars Eclipse, nor the developers at the studio who are set to lose their jobs. STJV wants the studio to sign a majority agreement with the union to mitigate the damage, which would in theory see fewer staff lose their jobs, and the remaining staff put to working helping get Eclipse out the door.

Announced in 2021 via a flashy cinematic trailer, Star Wars Eclipse is expected to integrate Quantic Dreams’ traditional story-based gameplay with an action-adventure game set in the franchise’s High Republic era. Beyond that, details are thin on the ground, and Quantic Dream has only commented on the project over the past few years to quash rumors of development trouble and delays, amid suggestions that the studio was struggling to hire staff following previous workplace allegations. Star Wars Eclipse is still without a release window even now, five years after it was announced.

Last year, Quantic Dream was forced to respond to closure fears amid Chinese owner NetEase’s pullback from western video game investment. In a statement posted to LinkedIn, Quantic Dream CEO and head of publishing, Guillaume de Fondaumière, said he was “deeply saddened to learn about the recent layoffs and studio closures affecting some of the NetEase group’s divisions,” but assured players that Quantic’s studios in Paris and Montreal remain “unaffected.”

“[Quantic president] David Cage and I would like to express our gratitude to the fans and friends who have reached out to us in recent days regarding Quantic Dream,” de Fondaumière wrote. “We want to reassure everyone that our studios in Paris and Montreal remain unaffected. We are continuing to develop our projects at full pace, with several open positions available in both locations.”

de Fondaumière added that despite NetEase acquiring Quantic Dream as a wholly owned subsidiary in 2022, “Quantic Dream remains committed to the strategy outlined by David and I in 2019,” insisting “NetEase has been a dedicated partner, providing us with creative freedom and the financial resources necessary for our studio to grow and strive.”

The CEO also revealed the studio’s back-catalog had seen an “exceptional performance,” contributing to the “highest revenue in [the company’s] history” in 2024.

“The developments of our current projects are progressing as planned, and we are fully committed to delivering and launching these innovative, high-quality titles in the future,” de Fondaumière said, but did not provide any specific update on its upcoming Star Wars game, Star Wars: Eclipse.

In March, it was revealed that NetEase cut off funding to the studio led by Yakuza franchise creator Toshihiro Nagoshi as part of its plan to reduce its video game development activities. Nagoshi’s game, Gang of Dragon, now appears to have been canceled.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Developers Are Turning Baldur’s Gate 4 Down Because They Don’t Want to Follow in Larian’s Footsteps

After Baldur’s Gate 3’s enormous success, Baldur’s Gate 4 feels like an inevitability. That’s how the entertainment industry normally works: if a product everyone loves makes hundreds of millions of dollars, it’s guaranteed a sequel. But I’m not sure that established thinking works when it comes to Baldur’s Gate 4.

First off, Larian itself moved on from Dungeons & Dragons to make Divinity. In an interview with Play168 at GDC 2024, CEO Swen Vincke revealed Larian began work on Baldur’s Gate 3 DLC and even gave some thought to a potential Baldur’s Gate 4 before pivoting away to other projects because the team was “going through the motions.” “You could see the team was doing it because everyone felt like we had to do it, but it wasn’t really coming from the heart, and we’re very much a studio from the heart,” Vincke added. “It’s what gotten us into misery and it’s also been the reasons for our success.”

Hasbro, which owns Dungeonis & Dragons operator Wizards of the Coast, has since said it intends to make Baldur’s Gate 4. But it turns out developers are actually turning the project down, and while that sounds astonishing to hear, it makes perfect sense to me.

PC Gamer spoke with James Ohlen, co-lead designer of Baldur’s Gate 2 and former boss of Hasbro-owned Exodus developer Archetype Entertainment, and he revealed that Hasbro asked him to make Baldur’s Gate 4, but he said no. Ohlen told Hasbro boss Chris Cox, who had called him to ask about making Baldur’s Gate 4 as soon as he found out Larian wouldn’t, that he “would fail.” Why? Because he didn’t think he could compete against Baldur’s Gate 3. “That would be insanity,” he said.

There’s more nuance to this, and it goes back to the unique way the hugely ambitious Baldur’s Gate 3 was made. Larian, which had years of experience making role-playing games with its own engine via the well-received and successful Divinity: Original Sin games before starting work on Baldur’s Gate 3, put the game into Steam early access for years before its full launch in 2023. That long-running process and the invaluable feedback that came from it helped shape the game,

But on top of that, the developers at Larian are just amazing at what they do, their writers the best in the business, their quest designers the envy of the video game industry. Baldur’s Gate 3 is a masterpiece but it is also truly unique, with more content than any single player could ever hope to see. Most developers are not in the position to make a game like Baldur’s Gate 3. None, other than perhaps Rockstar, has the time, resources, or the freedom to make the sort of creative decisions that went into Baldur’s Gate 3. Baldur’s Gate 3 is a single-player role-playing game that could last you forever, and truly, there are none in the modern era quite like it.

Every Best Reviewed Game of 2023

Triple-A developers just don’t build video games this way. They are not set up to, nor are they even able to, make a game in the way Baldur’s Gate 3 was made. Especially now, with development budgets under intense pressure and publishers struggling for sales. Baldur’s Gate 4 feels to me like a game only Larian could make. And as the studio has made perfectly clear, it really isn’t interested at all.

How do you follow Baldur’s Gate 3, then? Ohlen, clearly, couldn’t see a path forward. He said he’d need to start from scratch, because Larian has walked away from Dungeons & Dragons and taken its engine with it. So, he’d need at least half a decade to build the tech, and there’s no way Larian would agree to licensing out its engine.

Then there’s Larian boss Swen Vincke to contend with. He’s the CEO of the company and the majority shareholder, but he’s also the director of Baldur’s Gate 3, which means he is free to make creative decisions — for better and for worse. Most triple-A studio CEOs do not have such freedom or control.

“Swen’s always going to be the master of building those kinds of things,” Ohlen said. “It’s really hard to take him off that throne, just because of everything — the tools, institutional knowledge, team.”

I think Baldur’s Gate 4 goes one of two ways: Hasbro tries to essentially make a bigger and better Baldur’s Gate 3, pumping hundreds of millions of dollars into a sequel that takes years to develop, launches on the next generation of consoles as well as PC, and probably isn’t as good as Baldur’s Gate 3 anyway despite all the creative freedom its developers were promised.

Or, Hasbro takes a completely different approach. It agrees that it would be insane to compete with Baldur’s Gate 3 so it doesn’t try. Instead, it tasks a developer with making something completely different, something unexpected, something unique to that studio. Something smaller scale, maybe cheaper, maybe quicker. Perhaps this would be more of a risk. Perhaps it wouldn’t.

Or maybe there’s a third option — and the more I think about this problem, the more I come around to this as a solution — we just give up on Baldur’s Gate 4 entirely. Does Baldur’s Gate 3 even need a sequel? I’m not sure it does. I’m not sure it needs a TV adaptation that continues the story, either. Perhaps Hasbro would be better off doing to Baldur’s Gate what Larian is doing to Divinity and make a soft reboot. Baldur’s Gate 4 will face extremely tough comparisons with Baldur’s Gate 3. I’m not saying a Baldur’s Gate reboot wouldn’t, but it would perhaps take the pressure off, ever so slightly.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Save on Sealed Booster Boxes at Amazon

Magic’s next set, Marvel Super Heroes, is officially now available, and that means we’re seeing an absolute flurry of sealed boosters on shelves.

Despite it being the new hotness, however, we’re already seeing some discounts on products that will help you build your collection of heroes and villains, including a saving of 40% on a Play Booster box at Amazon.

That brings the box of 30 packs down to $125.95, making each pack $4.19 instead of the standard MSRP of $6.99. That’s also its lowest ever price at Amazon, so I’d snap these up ASAP to lock in those maximum savings.

MTG’s New Marvel Set Is Discounted Already

Finally, for those finding their feet with Magic: The Gathering, the Beginner Box is available for $24.44 (down from $34.99).

This includes two tutorial decks (Captain America and Iron Man), but you can swap in additional mini-decks (Jumpstart-style) to build 40 card decks to play with.

I also wanted to mention the Collector Booster Box being back in stock and available at TCGplayer for $444.59, while single booster packs are back at Amazon for $44.99.

These are pricey, but still the standard pricing for Collector Packs, so I’d snap them up as soon as you can if you’re serious about chasing the most valuable MTG cards from this set.

There’s some fairly cool cards already making gains in the market as well, such as Doctor Doom (Borderless), with the big bad of Avengers Doomsday hitting almost $150, alongside Thanos, The Mad Titan (Borderless) also hitting highs of $240.

But the most exciting pull is absolutely the The Mind Stone, as while this one is functionally the same as the standard card, the Borderless version also features Thanos. It’s selling for almost $1,500 right now, but I’m expecting the much rarer showcase version to sell for even more when it surfaces.

For more on Magic: The Gathering, check out the latest on the Secrets of Strixhaven Codex Bundle, and our exclusive reveal of the Winter Soldier in the Marvel Super Heroes set.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Prismatic Evolutions ETB Sealed In Stock — Best Deal at Amazon and TCGplayer

Prismatic Evolutions Elite Trainer Boxes remain some of the most highly sought-after sealed booster sets for Pokémon TCG. Market price still sits at over $210 via trusted resale sites like TCGplayer and eBay, and there’s even been a +28.45% spike in interest in just the past month alone.

But if you’re willing to pay over MSRP but under market price, Amazon has just restocked the ETBs and listed them for $182.55. That’s over $28 in savings compared to TCGplayer, and it even allows you to use any Amazon gift cards or additional credit you may have built up as well.

Sold and Shipped by Amazon

Pokémon TCG: Scarlet & Violet—Prismatic Evolutions Elite Trainer Box

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Let’s not forget that this is still wildly beyond the original MSRP for these bad boys. Yet, that’s just what we expect with Pokémon TCG these days. No matter how unfortunate it is, this is the price you often have to pay now, even from big retailers like Amazon. I also want to emphasize that this is “sold and shipped” directly from Amazon itself, and not via any third-party sellers.

Prismatic Evolutions Elite Trainer Boxes include:
• 9 booster packs.
• 1 full-art foil promo card featuring Eevee.
• 65 card sleeves featuring Eevee as a Stellar Tera Pokémon.
• 45 Pokémon TCG Energy cards.
• A player’s guide to the Prismatic Evolutions expansion.
• 6 damage-counter dice.
• 1 competition-legal coin-flip die.
• 2 plastic condition markers.
• A collector’s box to hold everything, with 4 dividers to keep it organized.
• A code card for Pokémon Trading Card Game Live
Prismatic Evolutions is still a monunmentally popular Pokémon TCG set from the Scarlet & Violet series, and goes from strength to strength, mostly because of its hot card pull potential.

When these ETBs can potentially bag you a $1500 card, such as Umbreon ex – 161/131, sometimes the high cost is considered worth it. I’m not entirely convinced myself, as after buying more than a few of these, you’re halfway there to just buying the pricey card outright anyway.

Still! If you think these will bounce up in value further, you could always pick up one to open, and another to keep as an investment to see how it appreciates in value in the future. Good luck you to friend!

Pokémon TCG: Best Deals Today

If you’re looking for even more deals on Pokémon TCG, then Amazon has also recently restocked Chaos Rising booster displays, bundles, alongside a trusted third party seller “BetterShopping4You” having the ETBs in stock for under $90.

You can also find both the Mega Moonlit Tin, and the Mega Charizard Tin, for $34.99 and $49.99 respectively. Both of those are are market price as well, compared to TCGplayer, so you’re getting them at the best price possible.

Everything but the Chaos Rising ETB is also sold and shipped directly from Amazon, just like the Prismatic Evolutions ETB we’ve been discussing.

Play168 is the best place to find TCG deals

Play168’s resident deals experts like Robert Anderson have over seven years of experience writing about gaming and TCG deals. In an era where finding advice from a real person is more important than ever, Robert’s expertise helps you cut through the digital noise to find genuine, money-saving offers. He pairs his experience and love of games with data-driven analysis and price-tracking tools to ensure he’s only ever recommending something that’s actually worthwhile.

If you’re looking some no-nonsense help on saving money in a time where gaming and TCG hobbies have never been more expensive, then we’d highly recommend following him @robertliam21 on Bluesky and setting Play168 as a preferred source in Google to make sure you’re getting the latest updates, from him, and the rest of the Play168 Shopping team.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

MTG Marvel Super Heroes Most Valuable Cards Price Guide

Magic’s new Marvel set had a bit of an uphill struggle after the Spider-Man set felt a bit disappointing last year, but Marvel Super Heroes looks to be off to a great start with early buzz around its Commander decks and prerelease.

As ever, there are some high-value cards in the set, and if you’ve already secured your packs, these are the cards you’ll be looking for.

At the time of writing, the set has only just launched, so prices are all over the place. Take these prices more as a guideline than a guarantee.

We’ll update this guide in the coming days with any movers and shakers. It’s also worth stressing that you’re infinitely more likely to get one of these cards in a Collector Booster than a Play Booster, which is why they cost so much.

The Most Valuable Magic: The Gathering Marvel Super Heroes Cards

10: Jennifer Walters (Borderless) – $60

Jennifer Walters (Borderless)

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The first card on this list is She-Hulk, and while it’s already dropped since launch day, it’s still worth around $60.

Jennifer Walters prevents opponents from casting spells during your turn, while She-Hulk is a 6/6 with reach and trample. The latter also turns damage back on your opponents once per turn.

9: The Mind Stone – $67

The Mind Stone (Borderless)

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After the Soul Stone in the Spider-Man set, The Mind Stone arrives and is predictably powerful.

An indestructible artifact, it adds one white mana or can be harnessed. That means at the beginning of your end step, you can exile up to one other target nonland permanent you control, and then return that card to the battlefield.

8: Captain America, Super-Soldier (Borderless) – $73

Captain America, Super-Soldier (Borderless)

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Another comic cover, Captain America, Super-Soldier, looks awesome with this treatment and is bursting with color.

This three-cost 3/2 gives your heroes hexproof as long as he has a shield counter on him, and he has first strike, too.

7: Tony Stark (Borderless) – $82

Tony Stark (Borderless)

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Look, I get it’s a comic cover card for The Invincible Iron Man, but that does not look like a comfortable position to stand in.

In any case, this card is over $80. Tony Stark is a 1/3 that lets you pull Artifacts for your hand, while Iron Man puts them onto the battlefield and attaches Equipment to himself.

6: Bruce Banner (Borderless) – $86

Bruce Banner (Borderless)

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Just a few dollars more than Tony Stark, Bruce Banner is a 1/1 with card draw, but his Hulk form gets more powerful as it takes damage and nets you additional combat phases.

Oh, and he’s an 8/8 to begin with – “Hulk Smash” indeed.

5: Shang-Chi, Master of Kung Fu (Borderless) – $90

Shang-Chi, Master of Kung Fu (Borderless)

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Breaking the $90 mark is Shang-Chi, Master of Kung Fu, a two-cost 2/2 that gives you haste on activated abilities.

Shang-Chi also taps for two mana of any one color to activate those abilities.

4: Ultron, Artificial Malevolence (Borderless) – $105

Ultron, Artificial Malevolence (Borderless)

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Ultron, Artificial Malevolence, is our first villain on this list, and the comic-style artwork is awesome here. Ultron lets you create copies of nontoken artifacts that are also 2/2 robot creatures.

Ultron is sitting at around $105, but is dropping.

3: Doctor Doom (Borderless) – $145

Doctor Doom (Borderless)

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Doctor Doom (Borderless) sees a bit of a jump in value, with the big bad of Avengers Doomsday hitting almost $150.

When Doom enters the battlefield, he creates a pair of Doombot artifact creatures. As long as you have an artifact creature, Doom himself is indestructible. You draw a card at the beginning of your end step in exchange for losing one life.

2: Thanos, The Mad Titan (Borderless) – $240

Thanos, The Mad Titan (Borderless)

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Another big price climb, Thanos, the Mad Titan, is the first card on this list with the Power-Up mechanic attached.

Thanos himself is a 4/4 with Deathtouch and Lifelink, but with his Power-Up, he gets two +1/+1 counters and can destroy each other creature with an odd or even mana value, “Snap” style.

1: The Mind Stone (Borderless) – $1,550

The Mind Stone (Borderless)

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Another appearance from The Mind Stone, this one is functionally the same as the other on this list, but has an awesome Thanos treatment.

It’s selling for almost $1,500 right now, but expect the much rarer showcase version to sell for even more when it surfaces.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Meccha Chameleon Dev Reveals Surprising Behind-the-Scenes Details as It Crosses Over 10 Million Sales on Steam

Launching on June 10, Meccha Chameleon is a Japanese indie game that has exploded in popularity on Steam. In just 16 days, the game surpassed over 10 million sales. Over on X, one of the developers has spilled some surprising behind-the-scenes details on the making of this breakthrough indie hit.

Meccha Chameleon is a fresh twist on hide and seek. Players are split into Hider and Seeker teams, and to win, the Seekers must find all the Hiders within the time limit. Hiders disguise themselves using the game’s key mechanic: by spray painting their plain white bodies to match their surroundings. The goal is to blend into the background like a chameleon and evade detection by the opposing team. Players frantically trying to manually paint themselves to match the background has resulted in many hilarious and ingenious moments, making Meccha Chameleon a popular game with streamers. For example, Meccha Chameleon players have been creatively hiding themselves in famous paintings and all manner of other bizarre spots.

Meccha Chameleon Steam Screenshots

Surprisingly, Meccha Chameleon was made by a two-person team: Lemorion, who created the maps and models, and Haganeiro, who handled system development. According to Haganeiro’s posts on X, the game took only two months to develop, with the duo reworking features from their previous games (which share a similar cartoony style and feature penguins in some shape or form).

Haganeiro explained that the duo got to work on developing Meccha Chameleon just one day after Lemorion came up with the key concept of “paint your body in a game of hide-and-seek.” “Basically, we have been developing it while testing on the fly, adjusting the specs as needed to ensure it works as a game,” Haganeiro said. The developers are continuing to make frequent updates and improvements to the game, adding more languages, fixing issues, and adding new maps and other elements. On June 27, Meccha Chameleon got GeForce Now support, making it easier for those with lower spec PCs to get in on the fun.

With the sheer amount of titles published on Steam every week, it is very hard for new indie games to get noticed. Ironically, for a game about blending into the background, Meccha Chameleon has managed to stand out from the crowd, with Wishlist momentum building prior to release. However, Haganeiro said the developers didn’t spend a single yen on marketing.

In the same post, Haganeiro explained that Meccha Chameleon uses Epic Online Services (Epic Games’ free online system) to handle all the online multiplayer elements like player matching. Haganeiro noted that they used this for their previous title Link Penguins, an online co-op game that involves making bridges.

Meccha Chameleon has maintained a steady and impressive concurrent player count since launch, with a 24-hour peak of 280,840 players, and an all-time high of 340,534 players, according to recent figures from SteamDB. It is currently top of Steam’s global sales chart and its daily active user count is fifth, beating out big names like Apex Legends and Overwatch. Meccha Chameleon is proof that a hit game doesn’t have to be a massive AAA title, and sometimes all it takes is a well-executed quirky, fun idea with mass appeal at an affordable price.

Meccha Chameleon’s playful aesthetic of hiding miniature people that look like they are made of Play-Doh in everyday surroundings has also prompted various real-life parody clips to go viral on social media.

We’ve got some Meccha Chameleon Tips and Tricks to help you blend in and avoid detection, plus a guide to each of the Meccha Chameleon maps, with recommended hiding spots – and a guide on how to play Meccha Chameleon with friends.

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.

Claire Redfield Is Back for Resident Evil Veronica – It’s About Time

This is an Play168 opinion piece from writer Matt Cabral, who’s been playing Resident Evil religiously ever since the Spencer Mansion welcomed him through its creaking double doors back in 1996.

The big Summer Game Fest reveal of Resident Evil Veronica probably had some fans – especially those raised on the fright-filled franchise’s recent remakes – eliciting a collective, “It’s about damn time.”

Not because these more contemporary players of the 30-year-old series have heard so much about the cult-favorite, non-numbered entry – originally a Sega Dreamcast exclusive dubbed Resident Evil – Code: Veronica – and are eager to finally discover what the fuss is about. And not because they’re relieved all the rumors and speculation regarding the next remake project have been squashed like a Las Plagas parasite.

No, these recently christened stalwarts of Capcom’s seminal survival horror series were happy because they’ve been patiently waiting to catch up with Claire Redfield – and her urgent quest to find her missing brother Chris – since rolling credits in the Resident Evil 2 remake over seven years ago.

Of course, whether you completed RE2’s remake campaign as Claire, Leon, or both, you already know she sadly learned that her long lost sibling was actually on “vacation” in Europe, a trip he’d embarked on long before she even arrived in the zombie-infested Raccoon City.

Now, if you’re not a seasoned survivor who’s been battling the franchise’s infected foes ever since those plagued canines came crashing through the Spencer Mansion’s windows, then you understandably might have expected the series’ next remake, Resident Evil 3, to pick right up with Claire getting her passport stamped in Paris. In fact, you could even be excused for initially believing the 2020 RE3 remake’s opening had put you back in the boots of RE2’s crimson-clad protagonist. Afterall, you begin RE3 from the first-person perspective of a female character exploring an apartment filled with cryptic items, including a massive Raccoon City map and a photo of Dr. Annette Birkin, a pivotal RE2 character that practically died in Claire’s arms.

Despite these potential call-backs, it quickly becomes obvious RE3 is Jill Valentine’s living, Nemesis-inhabited nightmare, picking up her story following the series’ 1996 debut. But while RE3 skipped over Claire and Chris’ tale, the next chronological remake, 2023’s Resident Evil 4, put players back beneath the dirty blonde locks of RE2’s Leon S. Kennedy, who actually did head to Europe six years later – but not to hunt down his former RPD co-worker.

Which brings us back to the upcoming Resident Evil Veronica, a much-requested remake candidate that doesn’t just properly continue Claire’s sidelined quest to find her sibling, but also puts players behind a beloved character that’s been too-often benched in favor of other franchise faves Leon, Jill, and yes, her own brother, Chris.

Claire was seemingly more popular than her brother, yet rarely scored the franchise’s meatiest roles.

Without getting lost in the math – or quibbling over canon versus non-canon, core entries versus spin-offs, sorta-sequels, on-rails shooters, mobile titles, and any other media the Umbrella logo might have appeared in – let’s just say Claire is widely recognized among the franchise’s top four heroes, yet has been playable in less mainline games than the other three. Outside of her dedicated campaigns in the original RE2 and Code: Veronica, her most prominent T-Virus-vanquishing outing was 2015’s Resident Evil: Revelations 2, Capcom’s (excellent) episodic spin-off series.

Revelations 2 represented a solid showcase for the character, who’d gone from capable college student in RE2 to seasoned solider within antibioterrorism taskforce TerraSave. But still, 15 years stood between Claire’s acclaimed turn in 2000’s Code: Veronica and her official return in Revelations 2. And, if we’re nitpicking, it’s worth noting that two of her three outings as a primary protagonist weren’t even among the series core, numbered entries.

Don’t get me wrong, Claire got lots of love in those aforementioned peripheral titles. Following her dedicated campaigns, she continued thinning the flesh-craving hordes in everything from arcade-y lightgun games (Resident Evil Survivor 2 – Code: Veronica, Resident Evil: The Darkside Chronicles) to the franchise’s foray into online and squad-based shooters (Resident Evil: Operation Raccoon City, Resident Evil Re: Verse.)

She also appeared in more mediocre mobile titles than you can shake a mutated tentacle at, and even abandoned her RE roots for countless cameos and crossovers in such series as Viewtiful Joe and Onimusha. Claire was seemingly more popular than her brother, yet rarely scored the franchise’s meatiest roles. Heck, if you really want to get a sense of her popularity – and padded resume – look no further than her pixelated appearance in 2003’s Capcom Black Jack.

And while it’s difficult to deny the smile-inducing novelty of racing down icy slopes as Claire, decked out in her signature red vest and shorts, in original PlayStation extreme sports entry Trick’N Snowboarder, it’s always felt like she deserved so much more.

Resident Evil Veronica promises that more.

Whether you’ve been a fierce supporter of the Redfield sibling since her 1998 debut or became a fan as soon as she removed her motorcycle helmet to use Mizoil Gas Station’s payphone in the 2019 remake, you could argue bringing her back in an updated take on a 26-year-old game still isn’t enough. But with its three remakes released so far, Capcom proved it wasn’t just rewrapping its adored classics in prettier polygons, but rebuilding and reimagining the entire experiences from the ground up, essentially putting them on par, in every regard, with the brand’s more recent releases.

I fully expect Veronica to add more layers to a character that had already received a significant overhaul.

But like an attache case equipped with an expansion upgrade, RE4 made additional room for improvements, among them new narrative elements, fresh foes, and several layers of polish that ultimately allowed Leon’s misadventures in Spain to fit more seamlessly into the series’ always-evolving story and universe.

With all the confidence of a megalomaniacal Umbrella scientist, I fully expect Veronica to do the same, starting with adding more layers to a character that had already received a significant overhaul. While Claire’s original RE2 and Code: Veronica turns proved her to be a heroic badass with a soft side, those traits were significantly evolved for her 2019 return to Raccoon City.

With plenty of heavy lifting handled by veteran RE voice actor Stephanie Panisello – who has not yet been confirmed for the Veronica remake – Claire’s RE2 comeback packed genuine humor, emotional depth, and multiple nuanced layers that made her even more likeable. From her heartfelt moments bonding with young Sherry Birkin to dropping expletive-laced one-liners mid-battle, she not only cemented her status as a franchise-favorite, but elevated it to new endearing heights.

Some seven years after her terrifying trek through that zombie-inhabited police station, I expect her Veronica characterization to further build on the appeal that’d already guaranteed I wouldn’t want to brave a walking-corpse apocalypse with anyone else.

Speaking of the remake’s infected wasteland and Claire’s struggle through it, Capcom has promised to take a page from RE2’s and RE4’s reimaginings, which were handled by the same team tackling Veronica. This ensures the game will remain faithful to what made the original an action-fueled favorite, while also significantly tinkering and tweaking it to improve the source material’s mechanics and systems, seamlessly bringing them up to speed with the franchise’s modern chapters.

There’s no word yet if we’ll be blasting through the mutated masses with Claire’s RE2 mini-gun, but I’d bet my last green herb that the biggest changes will manifest in a gameplay makeover that mirrors the over-the-shoulder, third-person action of the recent remakes – ideally expanding the mechanical complexity like RE4’s remake did. Veronica will also contain at least one first-person exploration-focused segment, as evidenced in its announce trailer, similar to the scene that reveals Jill in RE3’s remake

These new scenes should also translate into fresh narrative elements that nicely build on the beloved source material, while also refining and expanding it to organically fit the overall timeline that’s since been established. The series has already leaned into this more cohesive structure with its naming conventions, dropping chronological titles – save for some cleverly cryptic roman numerals – from recent chapters Resident Evil Biohazard, Village, and Requiem. Where the original “Code: Veronica” subtitle – and, moreso, the later-released PlayStation 2 version’s “Code: Veronica X” – made the game feel more like a spinoff than a new sequential installment, the remake’s straightforward “Veronica” remedies this.

This next entry not only affords Capcom the opportunity to seamlessly integrate Claire’s European misadventures into what’s come before and after, but also address any lingering questions that were left unanswered in the original. So while Veronica will nicely pick up the story for newer fans brought up on the remakes and contemporary sequels, it also has the chance to satisfy seasoned survival horror fans who’ve been scratching their heads about a few things since rolling credits on the original over a quarter-century ago.

Of course, the icing on this green + red + blue herb cake is the massive visual bump Veronica will receive via Capcom’s proprietary RE Engine. Rebuilt from the ground-up with the same tech that’s made the recent remakes and new releases shine as bright as a gemstone-encrusted treasure, Claire’s harrowing search for Chris won’t just look leaps and bounds better than the original, but will be on par with the series’ recent output.

The clue-packed, immersive reveal trailer has already teased the gargantuan graphical upgrade, spending most its time showcasing that eye-popping Paris apartment where Chris has apparently been hiding out. But it’s this game’s unique settings, the Rockfort Island prison and Umbrella’s Antarctic base, that I can’t wait to see brought to detail-drenched life (and death) in the final game.

So whether you’re a relatively new RE recruit, wondering what the hell happens with Claire and Chris following the fallout of the RE2 remake, or you’re a longtime T-Virus survivor who just can’t wait to get back behind the Umbrella-dismantling skills of one of the franchise’s absolute best-but-underused protagonists, there’s lots to look forward to when Veronica begins spreading its infection next year.

How an Unlikely Sonic Collab Stole My Heart at Gaming’s Big Show

Something about collaborations with Sonic the Hedgehog seem to dial in the right balance between good-natured fun and the sensibilities of the franchise. At the last Summer Game Fest, I quite enjoyed my time with Sonic Racing Crossworlds and it turned out to be a damn good game. This year at SGF, I played Sonic Pico Park, and across all the bigger demos I saw – including RGG’s upcoming Stranger Than Heaven – this little co-op puzzle-platformer is the one I came away from with the biggest smile, eager to tell my peers about why they shouldn’t overlook it.

What’s Pico Park? And What’s Sonic Got to Do With It?

Part of it is the inherent charm of the Pico Park games that fosters a natural kind of cooperation and problem-solving between strangers. It creates a joyous bond through the low-stakes consequences, but clever gameplay mechanics to get through progressively tougher obstacles in the 2D side-scroller framework. And don’t let its minimalist 8-bit-inspired look fool you, because it’s not a walk in the park in later levels. Whether it’s timing your dashes together to pass falling platforms or stacking atop each other to reach high-up switches to open paths, there needs to be some sort of communication between players. Some of it can be said in person, and some of it is just visually apparent as your character moves and gestures in-game. The latter is important for the online experience where I don’t expect many players to have microphones, so I’m curious to see how this would hold up as the challenges ramp up. Whether it’s a byproduct or by design, teamwork is embedded into the experience without the pressure you may feel in other co-op multiplayer scenarios so far.

Sonic Pico Park – Preview Screenshots

That’s kind of the core thesis behind Pico Park, but what does the Sonic license bring to the formula? Well, it’s not just a cute skin to put over character models — judging from the eight levels I played, Sonic Pico Park thoughtfully incorporates mechanics we’ve seen in Sonic games over the years. The spin-dash carries a distinct momentum that you have to wield to either work your way up quarter-pipes or across ledges, springs launch you violently around the screen, and rings let you take a hit without having to reset – which can be used strategically. Some characters have unique traits that add a wrinkle to the solutions. For example, Tails can fly and carry one teammate along with him, but can only really hover at the level you initiate his tailspin. There’s a lot of poking and prodding to eventually devise a solution and it can be a bit frustrating – that’s part of the process, though, and even when I get knocked around from the collision physics between teammates, the colorful characters and cute soundtrack take the heat off really quickly (for now, at least).

Judging from the eight levels I played, Sonic Pico Park thoughtfully incorporates mechanics we’ve seen in Sonic games over the years.

How does this work when you have variables like character abilities and overall number of people in a given session? While each level’s format stays the same, it will adjust based on how many players are in the session. Certain ledges won’t be as high and certain paths will be different to accommodate player count whether it’s just you and a friend or eight players chaotically bouncing across the screen. I played with three other strangers during my brief 20-minute session and we cleared all eight levels available in the demo, and I feel like we forged a bond – I may not see them again, we may not remember this moment if we cross paths at another event, but we laughed and worked together to clear the demo and that’s what matters!

Sonic Pico Park is a fairly simple premise, and it looks unassuming, but I expect it to grow increasingly complex, which we won’t know for sure until it comes out later this year (although there is no release date or window quite yet).

Chatting with the Pico Park and Sonic Devs

In the meantime, I talked with producer Shintaro Shimazu from Tecopark and head of Sonic Team Takashi Iizuka about how this partnership came together. Shimazu explained that the director Shunsuke Miyake, who used to work at Sega, tasked Shimazu with expanding Pico Park as a series. While it has popularity in Asian territories, it hadn’t really picked up in the Americas and EMEA region. “I didn’t think it was going to happen, but I hoped maybe we could collaborate with Sonic on something. I pitched it with a whole presentation to Sega and astoundingly, they said it sounded like a great idea,” Shimazu told me. On the Sonic side of things, Iizuka said, “I wasn’t sure if it was really going to work for Sonic, but we didn’t have a game that had four people playing together in this style. So, I thought it could be fun for Sonic fans to yell and scream and get together in the same room, and so I said we should just try this out.” Iizuka also mentioned working with independent developers in the past and lending the Sonic IP to great success, namely with Sonic Mania.

But Shimazu didn’t want to just drop in the Sonic aesthetic and call it there. He explained all the ideas to incorporate gameplay mechanics seen in the mainline Sonic games, however, “We needed to make a demo so they could understand what we were trying to do. We presented it as well, and they understood it, especially with the Sonic elements.” Yet, it’s still very much a Pico Park game at heart – as Shimazu puts it, “When somebody fails, they can explain what they’re trying to do, and we can get people to have this fun conversation, even when they’re messing up.” Once this was established, he began working more closely with Iizuka by bouncing ideas around and testing level concepts.

“I thought it could be fun for Sonic fans to yell and scream and get together in the same room.”

“One creative request I had for the Pico Park team was for the Sonic characters to all have their unique abilities – Tails can fly, Knuckles can glide. That would change the core dynamic of what Pico Park is. But they understood the challenge and did a great job integrating that into the levels and puzzle design,” Iizuka said. He went on to say that there’s still open communication as the game continues to be worked on as well. Shimazu says he’ll send updated builds to Iizuka, and he’ll play it, review it, and give feedback with the goal of it being both a solid Pico Park game and solid Sonic game merged together.

Sonic has been finding its footing in spin-off games and Iizuka sees the franchise as having three core pillars internally – one being racing, another being the 2D platforming action, and the other being 3D action in a more modern sense. But he also sees the value in working with external developers to bring something fresh and mix things up for Sonic fans more broadly. As for where he’d like to take Sonic next after Pico Park, well, Iizuka wouldn’t give me a hint, saying, “We can’t talk about anything that’s not announced yet, but Sonic Pico Park will be out this year.”

Michael Higham is an editor at Play168 who regularly contributes with reviews, previews, features, and news in written and video form. He’s usually entrusted with covering long RPGs and tech products, but he’s got range when it comes to games. You’ll also catch him at events and hosting video content, including Play168’s weekly podcast Unlocked.

Deltarune Chapter 5 Was Not What I Was Expecting

This is an Play168 opinion piece from writer Brendan Graeber. He reviewed Deltarune’s first four chapters and has been analysing the mysteries of Toby Fox’s mind for over a decade.

A little more than a year ago today, developer Toby Fox and his team released the long awaited third and fourth chapters of Deltarune, a parallel story to Fox’s own hit indie RPG, Undertale. Arriving seven years after the very first chapter was released as a free demo, I and other fans have now obsessed over the trajectory of Detarune’s story for eight years. Aside from just decoding the events I’ve played through so far, this long duration also gave me plenty of time to mull over where Deltarune’s story was headed in its fifth chapter, which arrived just last week, on June 24. Thanks to sprinklings of foreshadowing, ominous portents and an even stranger ARG, I’d been able to make some reasonable guesses. And while the general setting of chapter five held true to what I expected, the events within caught me totally by surprise, and have me more excited than ever for the next two chapters.

I know not everyone will have finished Deltarune’s latest chapter yet, so I’ll save discussion of the major moments until later in this article – there will be a spoiler warning! Before that, though, I want to touch on some overall themes and interactions, as well as some of the new ways the chapter presents itself in. Naturally, that means some details do await, so read on at your own risk!

In prior chapters there have been several signs, both big and little, that have pointed toward the main event of Chapter 5, namely a festival that takes over the town, and that one of the fantasy-filled Dark Worlds that Deltarune has you explore was destined to involve a familiar location. Beyond that, Toby Fox himself claimed that the chapter would “have one more fun adventure” to focus on the good times and “watch the sun, before it goes down completely”. Ominous! Perhaps it was that wording that led me to believe things would soon be hurtling toward a very dangerous place, but the pacing and revelations of this latest chapter panned out in a way I didn’t anticipate. There’s a very large and complex mystery at the heart of Deltarune, and Chapter 4 had been home to some startling developments, but Chapter 5 largely steers clear of advancing this plot too much. I expect this will prove fairly divisive.

Instead, this chapter is determined to capture the happy and wacky adventurous vibes of the first chapter – complete with tons of callbacks, excellently remixed music by guest composers, and a stubborn insistence that things will all be okay so long as you don’t think about that storm looming on the horizon. Such a reliance on nostalgia and avoiding the pressing matters of the overarching plot could have easily have seen this entry stray into repetitive filler territory, but Chapter 5 deftly avoids such a fate by introducing a cast of truly unhinged frenemies to contend with.A near non-stop barrage of hilariously deranged character writing (as well as new and improved spritework to match) is broken up only by some wisely placed solemn moments for the main cast to catch their breath and let their doubts about the future trickle in. I keep having this delusion that I’ve seen the weirdest characters that Toby Fox has to offer, and yet it wasn’t long into this chapter before I found myself saying “Oh, I hate this guy” while laughing every time they appeared to steal the spotlight.

Given how it sidesteps a lot of the pressing questions looming over the gang, I suspect many may still think of this as a “filler” chapter, despite those new characters. But I’ve come to see this latest entry as a very necessary piece of the puzzle, as it allows the main cast to grow in ways I wasn’t ready for. Deltarune’s story has moved at a pretty rapid pace, with almost every chapter spanning a single day, and so its heroes rarely have a moment to breathe and reflect. Chapter 5 does a great job at showing how this pace is beginning to affect everyone, and taking a moment to avoid the impending horrors and focus on this is a good call.

The highs and lows of escapism have always been present in Deltarune

This reluctance to face fate even extends to the segments that occur outside of the adventures in the Dark World. Certain developments in relationships between characters felt almost out of place until I realized how they portrayed yet another form of chasing happiness to avoid a crushing reality. The highs and lows of escapism have always been present in Deltarune, and the way this topic has seeped into the story’s every crevice makes this new chapter’s conclusion shocking in a way that I truly was not ready for. After a bombastic and harrowing end to the previous chapter, I’ve come to realize Chapter 5’s ending is a different brand of despair altogether – more like the lingering pain after a punch to the gut than immediate grief.

I’m also pleased to see that Chapter 5 has continued the previous few chapters’ tradition of introducing entirely new ways to traverse the world, taking you temporarily out of the confines of traditional top-down RPG exploration into something more reminiscent of an action platformer. I wouldn’t say every new chapter gimmick has been a home run, but I really enjoy how this wrinkle adds new ways to solve puzzles, and even makes certain boss fights both entertaining and climactic – something the usual turn-based combat format would typically rely on cutscenes for. It also goes a very long way to ensuring no two Dark Worlds ever really feel like the same old song and dance, which is a pitfall I’ve encountered in many RPGs of a similar style.

SPOILERS AHEAD: From here on, I’ll be discussing story moments with more detail. This is your final opportunity to back out!

At the end of the Deltarune Chapter 4, Susie confides in Kris about a “stupid dream” she has where every day can be a happy one full of adventures with her friends, the same as the day before it. To say it in the face of a morale-shattering prophecy (a supposed tragedy even we don’t know the full extent of) is admirable, but I’ve come to see this new chapter as highlighting the peril of chasing such a dream. This is mirrored by Asgore’s insistence that focusing on the fantasy world will solve everything and bring back his happiness. It’s no surprise, then, that this latest chapter mirrors the first in many ways, invoking a familiar path through forests/gardens of hopes and dreams that lead to large castles.

Despite those uplifting elements, there’s an underlying current of despair. Even from the start, Susie doesn’t really act the way she normally does, both in her eagerness to reciprocate whatever feelings her friend Noelle has for her without fully understanding them (she professes multiple times later on to not even know what love is), and how she handles familiar scenarios that echo their first adventure in uncharacteristic ways, leading to a moment where she decides that she and Ralsei no longer need to wait for Kris to tell them what to do when in a certain puzzle room – something that we have come to expect in how we navigate the world. You can’t even use direct attacks on the final boss without the rest of your team defying your commands to heal up and win through pacifism. Though these moments are brief, they feel like set up for an upcoming larger conflict that will explore how we perceive the world and are bound to the rules of Deltarune as a game, and how some of its characters are beginning to break free of these constraints.

There’s something interesting in how Deltarune wants you to experience its world. While you begin the game in the body of Kris, you soon learn that Kris has some very separate goals from what you, the player, have been told to follow, and that they know much more than they let on. Given their stoicism and lack of reaction to most scenarios, it doesn’t take long before you’re instead seeing their new friend Susie as your official stand-in. She’s new to all of this, initially hesitant but soon jumping into her role as a hero full force, and her reactions to the developing plot often echo your own. I can’t shake the feeling that something has subtly shifted in Chapter 5, setting up a great sense of isolation for Kris.

There’s been some really great attention to detail in how Kris and Susie have bonded over the course of the story, meeting as weird loners and going on to become part of a special prophecy about saving the world. Some of the best moments are even found in optional and easily missed events that are no less important than the main scenario in terms of how these characters grow and understand each other. And yet, since we are in possession of Kris, there’s always a limit to what can be done, and anything said is usually because we the player make that choice. Still, there are many quieter moments where you can infer by the subtle choices Kris makes independently of us about how much they care about their new friend.

When you look at how differently Susie approaches things throughout this chapter, it starts to become apparent that her dynamic with Kris is starting to be stripped away, even if she doesn’t realize it. What feels like a subtle blow to her wanting to spend time with someone other than us is actually targeted at Kris, who we are now identifying with more and more. Over the course of the chapter, all of those previously mentioned bonding moments Kris and Susie shared are suddenly opened up to include someone new. None of Susie’s actions are inherently malicious; at the heart of it all she’s just a neglected teen discovering how relationships can bloom. Whether or not Kris is supportive of this new direction is irrelevant, because just as with our control over them, they don’t get a say in the matter. Even if they wanted to speak their mind (and there are more than a few opportunities), Kris is still chained to whatever secret double agent promise they’ve made that directly interferes with Susie and the player’s mission.

I can’t shake the feeling that something has subtly shifted in Chapter 5, setting up a great sense of isolation for Kris.

All of this chipping away culminates in the final moments of Chapter 5, where things seem to be heading back to how they were before. Kris and Susie share a personal moment walking through the streets at night, talking about how great of a team they are. And then, in an almost perfect reflection of the first chapter’s “Let’s go back there tomorrow”, Susie fractures the mirror by happily announcing that “our thing” has now become Noelle’s thing too, taking away the last private connection the pair had, before she cheerfully thanks Kris for walking her “home” – home being The Dark World, the only place she feels safe now (which in reality is just spending the night in a storage closet).

When I first completed Chapter 5, I was surprised by the lack of a high stakes ending promised by Chapter 4. Now, after having given it plenty of thought, I can see this is still a high stakes ending, just on a much more personal level, as Kris slowly trudges away, one of their parents having just been kidnapped, bound to an unknown and apparently sinister promise, and looking well and truly alone. Meanwhile, Susie — already suffering from what has been alluded to a seriously bad home life — is so shaken by the prophecy’s dire conclusion that she’d rather call a dreamland her home, and thinks inviting Noelle, who is currently dealing with an extremely dire family emergency in the real world, will want to come run away with her.

I think I finally understand truly what Toby Fox meant by having one last adventure before the sun goes down, and I couldn’t be more invested to see this descent into darkness.

Unionized Xbox Workers Call for Layoff Protections With Gaming Cuts Reportedly on the Way

Unionized Xbox workers have demanded layoff protections ahead of what is reportedly a significant round of cuts to Microsoft’s gaming business.

CWA members have called for immediate bargaining following the reports that sweeping layoffs will be finalized at the end of Microsoft’s fiscal year on June 30.

Earlier this month, Bloomberg’s Jason Schreier said the Xbox layoffs will likely result in a “bloodbath” of job losses and studio closures, leaving developers “punished” simply for following Microsoft’s orders.

A Microsoft spokesperson told Play168 is will continue to negotiate with the CWA to reach agreements across Xbox.

“We respect the right of our team members to make their voices heard,” the spokesperson said. “We have a long track record of good faith partnership with labor organizations, as demonstrated by the several finalized bargaining agreements our teams have reached with the CWA and our labor principles. We are continuing to negotiate in good faith with the CWA to reach agreements across XBOX.”

Every Video Game Franchise Xbox Owns After Acquiring Activision Blizzard

Word of Xbox staff redundancies and development studio shutdowns is now rife, following an ominous warning from newly-installed Xbox CEO Asha Sharma that the console maker’s slim profit margin was no longer sustainable. While it has been reported that Xbox studios such as South of Midnight maker Compulsion Games, Kiln and Keeper developer Double Fine, and Hellblade helmer Ninja Theory are just some of the teams now facing shutdown, the exact details remain unclear.

It has been alleged that Microsoft announced Ninja Theory’s new game, Senua, at its Xbox Games Showcase earlier this month knowing that it planned to shut the studio down because it believed the promise of a newly announced game would help draw investor interest in the developer. There is now concern that Senua may never come out.

Microsoft laid off an eye-watering 9,000 staff in July 2025. A number of games were canceled as part of those cuts, including Rare’s Everwild, and studios shut down, such as Perfect Dark developer The Initiative. Staff who remain at Xbox are now bracing themselves for a potential repeat situation just a year later.

“Across XBOX, more than 3,500 workers have chosen to form unions with CWA since 2022, following Microsoft’s agreement to a neutrality framework that allowed workers to make that choice freely, without fear of retaliation or coercion,” the CWA said in a note to press.

It’s unclear what the CWA can do to prevent the cuts, however. Microsoft’s vast gaming business includes a long list of first-party studios, including the developers of Halo, Gears of War, and Forza Horizon. But it also owns Bethesda (The Elder Scrolls, Fallout), Activision Blizzard (Call of Duty, Diablo, World of Warcraft), and, let’s not forget, mobile hit Candy Crush and the best-selling video game of all time, Minecraft.

Xbox Games Series Tier List

Xbox Games Series Tier List

A recent report claimed Sharma is now speeding up development on new The Elder Scrolls, Fallout, and Halo games as she prepares to hit the reset button. Details on the potential shakeup come from The Information (via Reuters), which reported on the latest in a long line of recent shifts at the company. It says that, according to three of its sources, Microsoft hasn’t ruled out turning the brand into a wholly-owned subsidiary. It’s said the move could result in Xbox being operated as a joint venture with other partners or even potentially sold.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Don’t Expect GTA 6 to Have a 60fps Mode, Tech Experts Say

You might have seen reports doing the rounds that GTA 6 will come with a mode that lets you play it at 60 frames per second, based on retailer listings that have emerged online. Well, like so many things around Rockstar’s upcoming gaming behemoth, do not believe everything you read.

The tech experts at Digital Foundry have said there’s nothing they’ve seen of GTA 6 so far — including the recently released screenshots and brief video clips — that suggests a 60fps mode is possible on the current generation of consoles, although of course Rockstar has yet to make anything official.

“Unfortunately, the level of detail evident in the trailer, preorder screenshots and other, more recent footage seems extremely challenging to scale down in a way that allows for a 60fps mode,” DF’s Will Judd said.

GTA 6 Ultimate Edition Screenshots

That assessment is based on the established demands that games heavy on simulation have on the CPUs of the nearly six-year-old consoles (“the GTA 6 world looks another level of magnitude more challenging than the likes of Dragon’s Dogma 2 or Baldur’s Gate 3”). With GTA 6 this is an even tougher challenge because of the speed you can move around the open world. DF predicts 30fps for GTA 6 across the consoles, saying “60fps feels like a bridge too far.”

Even the more powerful PS5 Pro would struggle to output GTA 6 at 60fps, DF suggests, because it only offers “a fractional CPU performance bump” over base PS5 (the Pro is more more about improved Ray Tracing and support for PSSR upscaling than it is higher framerate). At best, DF suggests a 40fps mode could be possible on PS5 Pro, but again, that’s unconfirmed for now.

And it’s worth noting Rockstar’s own release history suggests 60fps isn’t happening for GTA 6. GTA 4, GTA 5 and Red Dead Redemption 2 all launched at 60fps on console, with the focus on fidelity at 30fps. The developer just doesn’t tend to release games built around delivering 60fps.

A supposed quality and performance mode isn’t the only questionable gta 6 rumor doing the rounds. Over the weekend, we reported on viral social media posts and articles that claimed a physical disc copy of GTA 6 was in the works, all of which turned out to be untrue. Why has Rockstar decided not to go with a disc version of GTA 6, risking angering core gamers in the process? There are a number of reasons, analysts told Play168 this week, and they all make commercial sense. Meanwhile, some retailers are refusing to sell GTA 6 because the physical version lacks a disc.

Last week, Play168 reported on the results of our own poll where we asked if you’re going to buy the $100 Ultimate Edition or the $80 Standard Edition. Somewhat surprisingly, over 70% of you intend to buy the more expensive version.

GTA 6 releases on PS5 and Xbox Series X and S on November 19, 2026.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Why The Back-to-Back Street Fighter 6 Evo Champion MenaRD Switched Off His Main in the Finals

You certainly could make a case for MenaRD being the best Street Fighter 6 player in the world right now. His win at Sunday’s Evolution Championship Series in Las Vegas brings him up to four total Evo wins, with two back-to-back wins at Evo in Las Vegas (2025-2026) and two back-to-back wins at Evo Japan (2024-2025). And while his Blanka looked dominant throughout the tournament, one of the more interesting stories that came out of the Street Fighter 6 top eight was the fact that in his most crucial matches, Mena opted against using the character that he’s most well known for.

Photo credit: Joe Buglewicz, GettyImages

In Winners Semis, Mena started off by using M. Bison, going 2-2 with Shigematsu’s Blanka. After swapping to Blanka for the mirror match in the deciding game, Mena won a hard fought game that ended up going to the final round, sending Shigematsu down to the losers bracket.

Shigematsu wouldn’t be denied his runback however, as he ended up fighting his way through Dogura, Craime, and Kilzyou to reach Grand Finals for what we all assumed would be a Blanka vs Blanka mirror match, right from the start. But once again, Mena opted for the Bison, and played out the whole first set with the character. Shigematsu ended up resetting the bracket against Mena’s Bison with a score of three games to one, and sure enough, after the reset Mena finally decided to bring out the Blanka. It was short work from there as Mena took next set 3-0, winning his fourth Evo Championship.

My Bison actually produced better results against the Blanka players that I practiced with.

But why did he decide to choose Bison in the first place? After the match, Mena responded to the question by saying, “Honestly, it was a matter of Shigematsu [being] a teammate with another top Blanka player from Japan called Takagi. So I took that into account and I had confidence in my Bison after practice. And my Bison actually produced better results against the Blanka players that I practiced with. But I also had the suspicion that his style was a little bit different. A little more aggressive, and had a lot of tricks.”

After the close call in Winner’s Semi’s, Mena still felt like he could have won with Bison, and since he was on the winner’s side of Grand Finals, he could risk losing a set, so he decided to try it again. But after Shigematsu took the first set off him, he realized that he had to switch to his bread and butter.

Mena credits his training in Japan as being very helpful in his improvement as a player. “I’m staying in Japan right now. I’m playing in the Street Fighter League. My teammates in the Zeta Division: Momochi, Higuchi, and Yamaguchi, they’re all amazing players and I see them every day.”

Mitchell Saltzman is an editorial producer at Play168. You can find him on twitter @JurassicRabbit

Edgerunners 2 Teaser Features Cyberpunk 2077 Locations

The first Cyberpunk: Edgerunners 2 teaser is here, and fans have already found some of the locations the new season pulled from Cyberpunk 2077.

Netflix, CD Projekt Red, and Studio Trigger returned with a minute-and-a-half teaser for Season 2 of its anime adaptation today. As if there was ever any doubt, it’s a brutal trailer, using Rico Nasty’s “You Can’t Run From Me” to show how characters like Weak Kingsley, D, Roman Carax, and Talia Yang will tear back into Night City.

Despite offering such a small slice of the 10 episodes set to premiere this fall, Cyberpunk: Edgerunners 2 has already given fans a lot to sink their teeth into. Watchers have been so starved for updates that some Cyberpunk 2077 players have already loaded back into Night City to find where some of the show’s scenes will take place.

New crew. New story. Same Night City.

Get ready to jack back in. Cyberpunk: Edgerunners 2 is coming Fall, 2026. pic.twitter.com/27OTFA31pi

— Cyberpunk: Edgerunners (@edgerunners) June 29, 2026

X user @K_a_l_e_n_k_o compiled just a few shots from the trailer that players can find in CD Projekt Red’s 2020 RPG. The first shows an image of young cinephile Roman, who appears to be standing on a bridge above the Riot nightclub between Watson and City Center.

Another aerial shot overlooks the Afterlife, a bar that will be familiar even to players who only spent a few hours in Cyberpunk 2077. It’s one particularly important location in game protagonist V’s story, so it makes sense that Studio Trigger would reimagine it for its anime version of Night City.

Another location highlight from the Cyberpunk: Edgerunners 2 teaser, one that is a bit more difficult to spot, seems to be set right by the Deravaja Dojo in Little China. A stunned D can be seen standing here for just a few moments.

2. Right outside the front entrance of the Afterlife pic.twitter.com/mschlkYrtc

— Kalenko (@K_a_l_e_n_k_o) June 29, 2026

Meanwhile, in a separate GIF posted ahead of the teaser release, Talia can be seen waving to a group of Maelstrom goons in a construction site next to the Arasaka Industrial Park. Kalenko shared side-by-side images for these Cyberpunk 2077 locations, too. Some fans also pointed out that this is the same area where V and Takemura meet for a stakeout in the Gimme Danger mission.

“The way this anime is so f**king game location accurate makes my heart burst of joy,” one X user said.

“Such a small detail but the adverts in the anime being the same as the adverts in the game really shows they care,” another said.

Found the location where Talia seems to have some fun with some Maelstromers.
It’s the construction site next to the Arasaka Industrial Park.#Cyberpunk2077 #CyberpunkEdgerunners2 pic.twitter.com/B6lIvZvMCG

— Kalenko (@K_a_l_e_n_k_o) June 29, 2026

This level of attention to detail is nothing new for Studio Trigger. Since Cyberpunk: Edgerunners Season 1 premiered in 2022, fans have celebrated its frequent use of in-game locations that players can visit to relive moments from the show. CD Projekt Red even returned the favor by adding a few nods to the original Edgerunners crew with updates for Cyberpunk 2077.

Cyberpunk: Edgerunners 2 is currently set to premiere on Netflix this fall. Fans will no doubt continue to compare every sidewalk and skyscraper to the ones featured in the game it’s based on. While we wait, additional details about its new characters can be found here. You can also read about how Season 1 nearly had an even sadder ending than the one it got.

Michael Cripe is a freelance writer with Play168. 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).

Persona Live-Action TV Show in the Works at Netflix

A live-action Persona TV show is reportedly in development at Netflix.

The streamer has begun work on a series adaptation of Sega and Atlus’ critically acclaimed RPG franchise, according to Variety. Star Trek: Picard and 9-1-1 alum Christopher Monfette is attached to write the show while also serving as its executive producer and showrunner.

21 Laps’ Shawn Levy and Robert Atwood are also attached to executive produce, as are Dmitri M. Johnson, Michael Lawrence Goldberg, and Timothy I. Stevenson of Story Kitchen. Sega producer Toru Nakahara will also aid as an executive producer. Netflix declined Variety’s request for comment.

It’s unclear if its plot will pull directly from any particular entry or tell a new story entirely. Five mainline games, a treasure trove of spin-offs, and even a few remakes have been released since the franchise’s inception in 1996, giving the live-action Persona TV show plenty of material to pull from. The most recent numbered entry, Persona 5, introduced fans to the Phantom Thieves when it first launched in 2016 and expanded the story with Persona 5 Royal in 2024.

Although nothing story-wise is confirmed yet, fans will surely waste no time spinning theories about what elements or characters may carry over to the series adaptation. As the project is early in development, release date and casting details also have yet to be announced.

Netflix has most notably worked with 21 Laps on its sci-fi mega hit Stranger Things, which ended late last year. It was also involved in the production of other television projects like The Perfect Couple and Last Man Standing. Its movie credits include Deadpool & Wolverine (which Levy directed) and Backrooms, with future projects like Star Wars: Starfighter (which Levy is also directing) in the cards.

Upcoming New Video Game Movies and TV Shows: 2026 Release Dates and Beyond

Story Kitchen has pursued a number of video game adaptations in the past. The company most famously backed Sega’s live-action Sonic the Hedgehog movies, but its plans for the future including projects based on Sifu, It Takes Two, Just Cause, Life is Strange, and more.

It may be some time before Netflix’s live-action Persona TV show materializes into something more. While we wait for updates, you can read about how the streaming giant is still trying to bring its Gears of War movie to life. You can also catch up on Persona 4 Revival and Persona 6, which was announced after years of anticipation at the Xbox Games Showcase earlier this month.

Michael Cripe is a freelance writer with Play168. 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).

Bracing for Layoffs, Unionized Xbox Developers Hold Press Conference to Make Their Point

Unionized Xbox employees are pushing back against the company’s looming layoffs and have outlined various demands.

Earlier today, the CWA (Communications Workers of America) held a press conference in which various unionized Xbox employees spoke out against Microsoft. The conference was held ahead of reported layoffs at Xbox, which insiders have stated will be a “bloodbath.”

It’s also a painful reminder of last year’s layoffs at Microsoft, where 9,000 people lost their jobs across the entire company (not just Xbox) and resulted in multiple projects being cancelled, including the long-awaited reboot of Perfect Dark. The studio behind that game, The Initative, was also shuttered without having ever released a game.

Xbox Games Series Tier List

Xbox Games Series Tier List

The upcoming layoffs reportedly puts more studios, such as Double Fine and Ninja Theory, at risk of closure. South of Midnight developer Complusion Games is also reportedly at risk of shutting down, despite winning a Peabody Award earlier this year. New Xbox boss Asha Sharma celebrated the win on her socials, months before the studio’s reported demise: “A well-deserved recognition for storytelling that truly matters!”

These developers are reportedly negotiating with Microsoft to find new owners or to go independent, but it remains to be seen what exactly will happen. Microsoft hasn’t explicitly confirmed layoffs or studio closures to the public, but Sharma did state in a memo that the company will be performing a “reset” in order to better situate the company for the future. As a result, Xbox developers are fearful of their future.

During the CWA press conference, speakers stated that they were growing frustrated as Microsoft hadn’t given all of the union reps time to bargain, with one CWA member stating that Microsoft had sat on a proposal for four months. One member did give credit to Microsoft after the World of Warcraft bargaining team at Blizzard saw “real gains” this past weekend.

The 100 Best Xbox Games of All Time

The speakers also outlined what they want from Microsoft, including advance notice of layoffs, two years recall rights (the ability to be rehired if their position is reopened after layoffs), adequate severance, voluntary severance to avoid involuntary layoffs, and for Microsoft to transfer impacted staff to other studios or roles within the larger company. They’re also hoping to cement protections for all workers, not just those who are unionized.

A Microsoft spokesperson told Play168 that it is working with the CWA to find an appropriate agreement. “We respect the right of our team members to make their voices heard,” said the spokesperson. “We have a long track record of good faith partnership with labor organizations, as demonstrated by the several finalized bargaining agreements our teams have reached with the CWA and our labor principles. We are continuing to negotiate in good faith with the CWA to reach agreements across XBOX.”

During the press conference, speakers said they felt “expendable” and “dispensable.”

“We refuse to be left in the dark as the company decides to restructure in a way that seriously affects us all,” said ZeniMax Online Studios senior encounter designer Morgan Goin. “We’re being treated as expendable, valued one week, and cut the next. Why would a game developer bother to put forward their best work under these conditions? Hard work and great games do not save you from layoffs under Microsoft. That’s why we’re coming together across Xbox to make our voices heard and to demand real accountability.”

Goin claimed that Microsoft’s own actions have created problems others are now paying for. Last week, Xbox announced yet another price hike on consoles, which has been sparked by a component crisis. Heavy investment into AI has led to massive price increases on RAM, which in turn has caused issues with producing affordable consoles, and Microsoft is a significant player in the AI space.

“Even as the company calls us too costly to keep, it is raising console prices on players again, citing a RAM shortage that Microsoft itself has exacerbated,” Goin continued. “Layoff rumors are swirling, players are paying more and executives are calling it a reset.”

Diablo senior environment artist Mahreen Fatima echoed this sentiment, pointing out that Microsoft’s investment in AI proves that the tech giant has plenty of money to go around. “Leadership points to revenue and margins to justify cutting us and then [last] week, raised console prices on players for the third time since 2025,” said Fatima. “They are not short on money. Look at the billions that they’re using to invest in AI. They’re just choosing not to protect us.”

Blizzard senior editor Alison Veneto stated that the lack of protections and looming layoffs make it harder for people to do their jobs, creating issues for those trying to make great games.

“My coworkers just want to focus on making amazing games for players,” said Veneto. “They do not want to spend every day worrying about whether another round of layoffs is coming. It drains away the energy we should be using to be creative. We want layoffs to be treated not as a quick fix to a quarterly balance sheet, but only as an absolute last resort. But if they’re truly unavoidable, we are asking Microsoft for common sense protections around layoffs and a real effort to lessen the burden on affected employees, not only for the workers at the bargaining table, but for everyone who will be affected by Xbox layoffs. Our game developers deserve that.”

It remains to be seen what will come of this, but Activision QA tester Andrew Snell and Fatima both made it clear that Microsoft’s actions don’t just impact workers, but also the players: “Workers and players are on the same side of this and we’re done paying for executives’ failures,” said Snell.

“We, the developers, demand that you respect our labor and our games,” added Fatima. “Together we’ve built a huge community and touched the lives of millions of gamers everywhere. Don’t disrespect the developers. Don’t disrespect the gamers.”

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Steam Machine Companion Cube Canceled Because Dbrand Didn’t Ask Valve for Permission

Tech accessory company dbrand has canceled its Steam Machine Companion Cube enclosure effective immediately because it didn’t ask Valve for permission to make it in the first place.

The company offered fans of the massively popular cosmetic a lengthy explanation – and an apology – with a post on its subreddit. Refunds are already in the works as of today, with buyers encouraged to reach out if they haven’t received one by the end of the week.

Unfortunately, dbrand’s account of the Companion Cube kerfuffle is painfully simple: “We built the idea into something real without ever asking Valve if we could.”

“We’re going to regret that decision for a very long time,” it added.

The now-canceled Steam Machine Companion Cube.

The accessory company recounts the events of November 12, 2025, the day Valve announced its PC-and-console hybrid, the Steam Machine. Interested gamers and, more specifically, fans of Portal, the game the accessory pulled its iconic model from, will remember seeing a concept render and sign-up page for the Companion Cube enclosure. As it turns out, despite going “moderately viral,” Valve never gave dbrand the OK to do this in the first place.

Dbrand says it “poured our souls” into the Steam Machine Companion Cube, spending “thousands of hours” ironing out the kinks in hopes of delivering a product that looked like it had been ripped right out of Aperture Science. It was redesigned from scratch “more than once” to make sure it cradled the Valve device perfectly.

Dbrand even added that it was set up to lose money on every $99 Poverty Cube alternative it sold. However, for the team putting their everything into the Portal love letter, “it didn’t matter” because “this had turned into a passion project for the entire organization.”

“Unfortunately, being proud of the thing we made did not give us the right to make it,” dbrand said.

The Steam Machine Companion Cube became the company’s second-fastest-selling product when orders opened last week. Then, Valve reached out.

“They stated that the Companion Cube is Valve intellectual property, for which dbrand does not have a license,” dbrand’s message continued. “They requested we take down the product and launch film immediately. This was entirely within their rights, and they were direct, fair, and respectful throughout.

“We took everything down and made an appeal. We asked Valve whether there was any way to keep the project alive: properly licensed, with their blessing, on their terms. They said no. Given our backwards approach of building first and asking permission later, it was a fair answer.”

Dbrand admitted that it “made something a lot of people were excited about, then incinerated our shot at bringing it to market.” It then called the situation “a hard lesson to learn publicly.”

Steam Machine – Hands On Photos

Mentions of the Steam Machine Companion Cube have already been wiped from dbrand’s website and social media feeds. It’s been so thoroughly cleared that links to its previous store page now redirect straight to the Reddit post.

“It goes without saying, but we’ll say it regardless: Valve didn’t do anything wrong here,” dbrand added. “They built a game franchise a lot of people love and they alone get to decide how it’s used.

“To everyone who was as excited about this project as we were: thank you, and sorry. Refunds are being issued today. If it hasn’t landed in your account by the end of this week, you know how to reach us.”

“To Valve: thank you for Portal, and sorry for the headache. We should’ve asked first.”

Valve opened reservations for its Steam Machine last week and was immediately faced with scalpers. For more, you can read Play168’s original coverage of the Companion Cube – even if it will never see the light of day.

Michael Cripe is a freelance writer with Play168. 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).

Breath of the Wild Nintendo Switch Deal — Lowest Price Ever

The Legend of Zelda: Breath of the Wild has, by some miracle, fallen below $40 in the recent Nintendo Summer Sales. While Digital copies of the game are going for as cheap as $42 at Amazon and Nintendo, the real discounts can be found at Amazon’s sister site, Woot.

The Legend of Zelda: Breath of the Wild

1

Woot’s Summer of Gaming Sale is where you can find physical copies of Breath of the Wild down to $35.99, $8 cheaper than buying digitally. I love Woot as a retailer, as it really feels like you can score some genuinely decent offers, especially on Nintendo Switch games.

For those looking to play on Switch 2 (see our updated BOTW review for the new console here), the upgraded edition is on sale for $49 via Amazon or Nintendo, just like the standard version.

This is still a good deal, but our attention should instead turn to the Switch 2 Upgrade Pack, which can be bought separately for Breath of the Wild. It’s currently down to $7 (30% drop from $10 list price).

BOTW – Nintendo Switch 2 Edition Upgrade Pack

2

You’ll already see where I’m going with this: picking up Breath of the Wild at Woot for $36 and combining it with the discounted upgrade pack for $7, means you’re getting the Nintendo Switch 2 Edition for $43 total. That’s $6 less than the current sale price, and a total of $27 off the $70 list price for the game.

This is genuinely the cheapest I’ve ever seen the game, and it’s unheard of for BOTW to drop further than $40, so this is a true bargain.

Quick reminder, however, that if you have the Nintendo Switch Online Expansion Pack, you can actually upgrade your Switch copy to the Switch 2 Edition at no extra cost. So at $36, Breath of the Wild becomes a certified deal no matter which way you look at it.

Nintendo Summer Sale – Even More Deals

BOTW isn’t the only thing with steep discounts this summer either, as there are also plenty of discounts to be found on Switch 2 games, accessories, and more.

That even includes games like Metroid Prime 4: Beyond, Super Mario Galaxy 1+2, Mario Tennis Fever, and more, all down to all-time low prices for Switch 2. There’s also Switch 2 memory cards down to just $39 for a limited time.

Plus, if you haven’t picked up a Switch 2 yet, the “Switch 2: Choose Your Own Game Bundle” remains the best-value console deal of the summer. I’m cheating a little bit here, as this is an ongoing deal, but it remains one of the best, and probably the most affordable, console offer of 2026 so far.

Play168 is the best place to find Nintendo deals

Play168’s resident deals experts like Robert Anderson have over seven years of experience writing about gaming deals—and they’re massive nerds who live and breathe video games.

In an era where finding advice from a real person is more important than ever, Robert’s expertise helps you cut through the digital noise to find genuine, money-saving offers. He pairs his experience and love of games with data-driven analysis and price-tracking tools to ensure he’s only ever recommending something that’s actually worthwhile.

If you’re looking some no-nonsense help on saving money in a time where gaming has never been more expensive, then we’d highly recommend following him @robertliam21 on Bluesky and setting Play168 as a preferred source in Google to make sure you’re getting the latest updates, from him, and the rest of the Play168 Shopping team.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Bungie Co-Founder Reveals Roblox-Exclusive Extraction Shooter Drifters

Roblox has pulled back the curtain on a selection of six new 18+ games, including Drifters, an extraction shooter developed by Bungie co-founder Alexander Seropian.

Roblox Studio unveiled the new games as part of Roblox Incubator, a six-month program that allows experienced developers to “take promising novel game concepts from prototype to polished games.” The 2026 cohort includes 26 teams, with Roblox Studio providing support throughout development, with “additional resources and support” made available as teams reach certain milestones.

The six new early-in-development Roblox games look to bring 18-and-older players in the U.S. lots of variety. Although our first look at the projects is limited to short clips and screenshots, it seems each developer is promising truly fleshed-out experiences all within the Roblox platform.

Drifters is a new extraction shooter from Bungie co-founder’s Look North World.

Drifters may be the clearest example of that. As Bungie finds its footing with its own extraction shooter take with Marathon, Seropian, who now serves as founder and CEO of Look North World, has his own ideas. Look North World features talent from Bungie, Disney Interactive, EA, Epic Games, and more, and its first game is said to be set in a “dangerous world full of hostile enemies and even-more-hostile players.

“I spent my career trying to zig while others have zagged, always looking for new opportunities to learn and grow as a game developer, and my journey on Roblox so far has been the most exciting and personally rewarding since my early days making games on the PC,” Seropian said. “There’s just such an energy around the audience growth, tools, and opportunities on this brand-new (to me) platform, and I think it represents a really important part of Interactive’s future.

“We’ve decided to build our game here on Roblox to reach this new gaming audience. And we’ve been pleasantly surprised by the quality and depth of the tools and energy that support our craft of making the best games we can.”

Cosmic Carnage, on the other hand, falls into the car combat genre. Sold as almost a Twisted Metal-like action game, developer Ghost Fox Games says its goal is to bring true destruction derby gameplay to Roblox players. Talent backing the project includes developers from EA, Unity, Disney, and more.

Developer Nibblebyte is creating Fossil Force, another extraction shooter that plops players into the Mesozoic Era to fight off dinosaurs. It promises to further explore experiences the team dived into with its Be Dino dinosaur simulation game, but with a bit more bite.

Roblox players hoping to get lost in a new universe can look forward to Pixel Blaze Studio’s Aetherfall. An open-world, progression-driven RPG, the game promises to let players loose in a world shaped by an event that introduced inhabitants to elemental powers.

Pixel Count is creating Sky Pixel, a 2D action-adventure RPG that lets players build, automate, and expand on floating islands. Finally, there’s developer Ignition Switch, which is working on an open-world driving game called Octane. It will allow players to explore the streets of La Vista by themselves or with friends, promising the freedom to design tracks and customize cars.

Roblox 2026 Incubator Cohort – Screenshots

“We’re excited by what we’ve seen so far from this year’s Incubator cohort,” Roblox Studio said. “Teams are building everything from an RPG where players wield mysterious elemental powers to a dinosaur-themed extraction shooter to an open-world driving game. There is still a long way to go before Incubator concludes, but some teams are already showing off early glimpses of their work—leveraging our latest environment, creation, performance, and avatar technology—as they begin pushing the boundaries of Roblox Studio.”

The games on display today are just a taste of the 2026 Roblox Incubator cohort. It’s currently unclear when any of the games plan to launch as Roblox invests in experiences for older gamers across its expansive gaming platform.

Applications for the Incubator program are closed. However, those interested in getting into Roblox game development for the first time can read more about its Jumpstart initiative here.

Michael Cripe is a freelance writer with Play168. 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).

Select Square Enix Games Have Received Big Discounts at Best Buy

Even though big summer sales like Amazon Prime Day are behind us, Best Buy isn’t slowing down just yet. If you’re still hoping to score some video game deals, the retailer has dropped some seriously good discounts on a selection of Square Enix games.

To highlight a few of our favorites, Best Buy is offering Final Fantasy 7 Rebirth on PS5 for $19.99, Final Fantasy 7 Remake Intergrade on Switch 2 for $29.99, and Dragon Quest III HD-2D Remake on PS5 for $19.99, but that’s not all. Have a look through even more of our top picks from the retailer below.

Some of the deal prices above even match prices we saw during Prime Day – like on Final Fantasy 7 Rebirth and Final Fantasy 7 Remake Intergrade – making now as good a time as any to grab them. Dragon Quest III HD-2D Remake even appears to be priced lower than the $24.99 that we saw during that sale, which is a huge win if you haven’t picked it up yet.

I honestly think now is the best time to grab FF7 Rebirth and FF7 Remake Intergrade, in particular. With Final Fantasy VII Revelation now announced and set to be released next year, it’s perfect timing to pick up its predecessors on sale and play through them ahead of time. In general, they’re excellent RPGs to play through as well, with an unforgettable story and characters, so certainly worth adding to your library.

Among these games is also Life is Strange: Reunion, which came out just a few months ago. Play168’s Nick Maillet said in our review that it’s “a fitting end to the decade-spanning Max and Chloe saga.” So if you’re a fan of the other Life is Strange games, it sounds like you’ll be in for quite a treat with this one.

There’s plenty more Square Enix deals to explore in Best Buy’s offerings, though. You can have a look at every game on sale here, and if you’re curious when the next big sale event will be, you actually don’t have to wait too long. Fourth of July sales are the next to pop up, and we’ll be keeping an eye out for any more video game deals that may drop during it.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at Play168.

New Report Alleges Quantic Dream’s Star Wars Eclipse Is in Trouble as Staff Go on Strike Over Layoffs Plan

A new report has shed light on the goings on at French studio Quantic Dream and revealed concern about the future of Star Wars Eclipse.

Last month, Quantic Dream canceled its live service game, Spellcasters Chronicles, just three months after its early access launch. The studio best known for successful single-player story-driven games, such as Heavy Rain, Beyond: Two Souls, and Detroit: Become Human, signalled that the Spellcasters Chronicles cancelation would result in layoffs, although it has yet to say how many are affected.

At the time of the cancelation, Quantic Dream insisted the development of Star Wars Eclipse “is not affected by this decision and continues as planned.” But according to French website gamekult, Eclipse is suffering from “a lack of resources, vision, and progress.” Play168 has asked Quantic Dream for comment.

Announced in 2021 via a flashy cinematic trailer, Star Wars Eclipse has flown under the radar in the years since. Set within the franchise’s High Republic era, Eclipse is expected to integrate Quantic Dreams’ traditional story-based gameplay with an action-adventure game set in the Star Wars universe.

Beyond that, details on what to expect remain thin on the ground, and Quantic Dream has only commented on the project over the past few years to quash rumors of development trouble and delays, amid suggestions that the studio was struggling to hire staff following previous workplace allegations. Star Wars Eclipse is still without a release window even now, five years after it was announced.

Gamekult said Quantic Dream is reportedly considering laying off 115 staff — said to amount to a quarter of the company’s workforce — following the cancelation of Spellcasters Chronicles, which itself sparked a strike organized by the STJV union that took place in front of the studio’s Paris headquarters. Gamekult said striking staff are trying to save Star Wars Eclipse. They believe at least some of the Spellcasters Chronicles developers who are set to lose their jobs will be needed to make Star Wars Eclipse a reality without enduring staff crunch.

Star Wars Games That Never Were

Apparently, on the day of the strike (June 25), a delegation from Lucasfilm was due to visit Quantic Dream to check the progress of Star Wars Eclipse. The striking staff wanted to send a clear message: as things stand, Eclipse cannot be finished if the redundancy plan goes through, or, as gamekult put it: “saving the company from a very painful cancellation, which currently hangs like a sword of Damocles over the employees.”

Last year, Quantic Dream was forced to respond to closure fears amid a pullback from western gaming companies from Chinese owner NetEase.

In a statement posted to LinkedIn, Quantic Dream CEO and head of publishing, Guillaume de Fondaumière, said he was “deeply saddened to learn about the recent layoffs and studio closures affecting some of the NetEase group’s divisions,” but assured players that Quantic’s studios in Paris and Montreal remain “unaffected.”

“[Quantic president] David Cage and I would like to express our gratitude to the fans and friends who have reached out to us in recent days regarding Quantic Dream,” de Fondaumière wrote. “We want to reassure everyone that our studios in Paris and Montreal remain unaffected. We are continuing to develop our projects at full pace, with several open positions available in both locations.”

de Fondaumière added that despite NetEase acquiring Quantic Dream as a wholly owned subsidiary in 2022, “Quantic Dream remains committed to the strategy outlined by David and I in 2019,” insisting “NetEase has been a dedicated partner, providing us with creative freedom and the financial resources necessary for our studio to grow and strive.”

The CEO also revealed the studio’s back-catalog had seen an “exceptional performance,” contributing to the “highest revenue in [the company’s] history” in 2024.

“The developments of our current projects are progressing as planned, and we are fully committed to delivering and launching these innovative, high-quality titles in the future,” de Fondaumière said, but did not provide any specific update on its upcoming Star Wars game, Star Wars: Eclipse.

In March, it was revealed that NetEase cut off funding to the studio led by Yakuza franchise creator Toshihiro Nagoshi as part of its plan to reduce its video game development activities. Nagoshi’s game, Gang of Dragon, now appears to have been canceled. Could Star Wars Eclipse endure a similar fate?

As for the staff at Quantic Dream, union discussions are said to be ongoing. STJV wants the studio to sign a majority agreement with the union to mitigate the damage and move forward, which would in theory see fewer staff lose their jobs, and the remaining staff helping to get Eclipse out the door.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

New Vegas Director Josh Sawyer Gives His Thumbs Up to Amazon’s Fallout TV Show

Fallout: New Vegas director Josh Sawyer has given Amazon’s Fallout show the thumbs up, saying it’s one of the best video game adaptations ever seen on film or television.

Fallout Season 2 is set in New Vegas, which was the setting and title of Obsidian’s much-loved 2010 entry, Fallout: New Vegas. Sawyer was director and designer on that game, so he’s a great person to ask about Amazon’s adaptation. And that’s exactly what The 41st Precinct did in a new video interview about Sawyer’s career.

Responding, Sawyer was very enthusiastic, even though he has a few criticisms that he’s not even sure he would classify as actual criticisms.

“I think it’s an amazing adaptation,” Sawyer began. “Like, honestly. I know that the bar is not always very high for TV or film adaptations of video games, but I think it’s one of the best that I’ve seen, certainly.

“I guess I would say that there are sort of critiques or like personal things where I would say, ‘I don’t know if I would have taken the plot in that direction,’ or, ‘I don’t know if I would have done that with that character,’ but that’s like, any writer is going to look at something and be like, ‘I don’t know if I’d do that.’ I don’t think they’re like real criticisms.

“As far as how Mr. House was handled — I didn’t write Mr. House. I didn’t create Mr. House. That was [lead writer] John Gonzalez to be clear — I love Justin Theroux and I just love him in everything, and I think he was a great Mr. House, personally. I am very interested to see where it goes.”

Fallout Season 2, Episode 1 Video Game Details – Locations

Sawyer went on to touch on complaints some Fallout fans had with the accuracy of the show as it relates to the video games, although he insisted Amazon did a great job of it.

“I did get a chance to actually see the set in Season 2,” he revealed. “I got to see the vault and I got to see Freeside [a district of New Vegas in the Mojave Wasteland]. They look like the game. They look really, really close. I mean, the layout is not exactly the same. The same thing with Novac.”

At that point, Sawyer brought up complaints from some fans about the Dinky the T-Rex statue in the town of Novac. In Fallout: New Vegas, Dinky faces away from the town to act as a sniper perch. In the Fallout show, however, Amazon had it rotated 180 degrees to face towards the motel. While this change was made so protagonist Lucy could appear as a sniper and shoot enemies outside the motel in Season 2, Episode 1, some Fallout fans didn’t like that Dinky was, as they put it, facing the wrong way.

Fallout Season 2, Episode 1 Video Game Details – Items and Iconography

Sawyer, though, understood the change and said he wasn’t bothered by it, although he admitted he might have incurred the wrath of Fallout fans for saying so.

“I remember people were really upset that Dinky has turned around, and I’m like, personally… I get why people get upset about that, but also the scene wouldn’t work at all because it’s about Lucy firing into the thing or whatever.

“So I understand why they did it. I wasn’t personally really bent out of shape about it. Maybe people will say I’m a traitor to Fallout now or something! I thought it was a good representation of a lot of the iconic stuff that you see in it. I am very interested in where it’s going to go. I think it’s probably one of the best adaptations of a video game franchise I’ve seen to TV or film. And I’m looking forward to the next season.”

Dinky is facing the “wrong” way in the Fallout TV show, but there is a good reason for it. Image credit: Prime Video.

“What’s interesting though is the plot is like, yes, New Vegas was there, but it wasn’t about the plot of New Vegas,” Sawyer continued, as thoughts turn to Season 3. “It’s their own plot that they’re charting. Location-wise, I don’t know, but it’s clear that they have their own specific story that they’re telling through all of these areas.”

Warning! Spoilers for Fallout Season 2 finale follow…

Interestingly, the ending of Fallout Season 2 sets up Colorado as the location for Season 3, with The Ghoul, played by Walton Goggins, already on his way. The snowy peaks of post-apocalyptic Colorado have yet to be explored by the mainline Fallout video games, but it was the setting of a canceled version of Fallout 3, codenamed “Van Buren,” which Sawyer worked on as lead technical designer back at Black Isle Studios.

As a result, everything Season 3 brings to the table will feel brand new to Fallout fans, and we can expect a significant expansion of the Fallout canon. The Fallout TV show is set after all the games, but are within the Fallout timeline and are canon. So everything we see in the show continues the overarching Fallout storyline.

Bethesda chief Todd Howard recently said pre-production was underway on Season 3, which starts shooting this month in Los Angeles. Amazon has announced a number of actors joining the cast for Season 3, including Manny Jacinto from Star Wars show The Acolyte, Thomasin McKenzie from Jojo Rabbit, Emily Mortimer from The Newsroom, and Breaking Bad star Aaron Paul. Howard has described Paul as “a Fallout fan from way back.”

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Fighting Souls Blade, Deadpool, and Loki Reveal Trailer Is Packed With Easter Eggs

Marvel Tōkon: Fighting Souls has revealed the final three playable characters rounding out its roster, and there are a number of fan-favorites in there as well as a quick look at a PlayStation icon.

The fifth team in Arc System Works’ tag fighting game is called Samurai Outriders, and it includes the previously announced Ghost Rider and three new playable characters: Blade, Deadpool, and Loki.

The look at Deadpool, voiced by Nolan North, is particularly fun, as it includes a number of Easter eggs. We see Deadpool perform his own version of ‘Toasty!’ from Mortal Kombat, do Johnny Cage’s famous Ball Buster move, perform the Jack-O’-Pose from Arc System Works’ own Guilty Gear series, and there’s even a fun nod to the fan expectation that the team would be called Midnight Sons.

But my favorite moment in the trailer is a true blink-and-you’ll-miss-it look at Polygon Man of PlayStation fame. At the 1:43 mark, Deadpool attacks with what he calls “random bulls**t go!” and as part of that he repeatedly hits his opponent with the geometric head that is Polygon Man.

Polygon Man is a giant purple floating face made of geometric shapes who served as the original marketing character and intended mascot for Sony’s PlayStation brand in North America in 1995 before being famously scrapped, and later resurfaced as the main antagonist and final boss in the 2012 crossover fighting game PlayStation All-Stars Battle Royale. So, perhaps we can say PlayStation All-Stars Battle Royale, which includes Dante from Devil May Cry, shares a universe with Marvel Tōkon: Fighting Souls? Sure, why not?

Polygon Man confirmed for Marvel Tokon!

It’s a really fun addition for Marvel Tōkon: Fighting Souls, which is a PlayStation-published game set for PlayStation 5 and PC on August 6, 2026. As part of today’s reveal, Sony also announced that an open beta is set for PS5 and PC 24-26 July, which will let everyone try the game before launch.

I’m particularly excited by the addition of Deadpool, not just because it’s a welcome return to the character for Nolan North, but because I’m looking forward to all the character specific banter. We hear some of that in the trailer, when Deadpool goes up against Wolverine, for example. And of course you can expect Deadpool to break the fourth wall.

Be sure to check out Play168’s interview with Arc System Works straight from the Evo fighting game tournament to find out more.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Dead or Alive 6 Last Round Pummeled by Negative Reviews as Koei Tecmo Asks Players to Rebuy DLC

Dead or Alive 6 Last Round has fallen to “Mostly Negative” reviews on Steam as players warn of persistent bugs, lacking features, and a requirement to rebuy some previously owned DLC.

At the time of this story’s publication, only a staggering 23% percent of ratings for the PC version of the 3D fighting game are positive following its June 24 launch. It all stems from a variety of criticisms being lobbed against the re-release, as veteran players and newcomers alike demand fixes.

When Dead or Alive 6 Last Round arrived last week, it replaced the now-delisted original 2019 version of the game. Koei Tecmo and Team Ninja positioned the new version as a slight upgrade that bundles in new features, with the promise that new DLC is also in development.

Priced at $40, it also includes five previously released add-on characters, as well as five new costumes. A free-to-play version, subtitled “Core Fighters,” is also available but does not include the story mode and limits the roster to Kasumi, Marie Rose, Honoka, and NiCO.

In the seven years since its first launch, the game has accumulated a list of 440 DLCs. Although a portion of that includes bundle offers, some quick math makes it painfully clear that there is a lot that does not come with Dead or Alive 6 Last Round. This point of contention is just the tip of the iceberg for fans, with many also pointing out that those who previously owned the add-on content can transfer most – but not all – of it to the new game.

“Good game but the negative review stays until the game comes with all the seven-year-old DLC from the previous edition of the game,” one Steam review said.

Even if one player had theoretically purchased every last character and costume pack prior to that June 24 launch date, Dead or Alive 6 Last Round would still bar them from two of its playable DLC fighters: Mai Shiranui and Kula Diamond. An explanation on the Team Ninja website clarified that Mai and Kula and their costumes cannot be carried over.

The two King of Fighters crossover characters are the exceptions to Koei Tecmo’s transfer plan, meaning players need to pay extra cash to unlock them even if they had already done so for the 2019 release. To make matters worse, as pointed out by GameSpot, both Mai and Kula used to cost $8 each – now they’re $11.

Realistically, the fact that Mai and Kula are crossover characters from SNK Corporation would be the factor at play here. It would appear that, whatever agreement Koei Tecmo has in place with SNK for the appearance of Mai and Kula, it does not include the ability to wheel them out in re-releases in perpetuity. Unfortunately, Koei Tecmo’s updates to the base experience have done little to cushion the blow. The main selling point here, as laid out on the Dead or Alive 6 Last Round website, is the promise that the game has been “improved and updated for current-gen hardware.” However, most players are struggling to find any noticeable changes. Some of the more vicious “copy-paste” allegations point out that the pause menu still features a graphic for the 2015 iteration of the Steam controller.

“It’s the same exact game with the same bugs that were reported six years ago with a few changes,” another Steam review said. “So my review is the same but without the 5.5K hours of modding the game… and no mouse navigation in the menus too. Also, mods are now broken.”

Dead or Alive 6 Announcement Screenshots

“I thought there would be some sort of differences to this than base DOA6, like noticeable graphics improvements or better character models with more details,” another said. “But it’s the exact ******* same. No wonder there was basically no info on this before its release. If there are any differences, they’re so minor that I can’t tell. There is literally no need to currently buy this if you already have base DOA6.”

Dead or Alive 6 Last Round’s other major selling point is its new photo mode, though it appears to be a drop in the bucket compared to what was expected. Instead of sharing creations online, most players are voicing concerns about bugs that have persisted through releases, as well as missing features, such as crossplay or rollback netcode.

“There [are] no balance changes, no major visual change; all they did was add a new photo mode and lighting changes,” one reviewer said. “The new character coming is DLC and didn’t release with the launch of the game, so who knows if it will be free or not.”

They continued: “This hurts, man. It feels like Team Ninja/Koei Tecmo just don’t care about DoA anymore. I honestly don’t even dislike DoA6 mechanics outside of the meter system, but Last Round just feels kinda scammy.”

Steam reviews for Dead or Alive 6 Last Round are filled with comments calling it “shameful,” “too expensive,” an “absolute joke,” and much, much more. Koei Tecmo and Team Ninja have not officially commented on the uproar. What they have commented on, however, is the first post-launch DLC: a new character named Minato. How much they will cost is unclear.

Play168’s 6/10 review called Dead or Alive 6 Last Round a “great fighting game wrapped up in a very bad package” when it launched for PC, PS5, and Xbox Series X|S last week. We added that it does “little to justify why this re-release wasn’t just another DLC pack.” Play168 gave the original version of the game a 7.7/10 review.

Michael Cripe is a freelance writer with Play168. 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).

Five of the Hottest Games From Summer of Gaming 2026

The 2026 Summer of Gaming is upon us, and that naturally means wallet pain – in a good way. So what should you be earning your bucks for over the next 12 months?

Thankfully, this year’s game announcements and reveals have delivered big-time for every major platfom. Friends, we’re eating good. This is our pick of the biggest and best titles coming to PS5, Xbox Series X and Nintendo Switch 2.

New release? Earn when you want stuff. Deliver with Uber Eats.

Final Fantasy VII Revelation

It’s hard to believe that the third and final installment of Square Enix’s brilliantly remastered Final Fantasy VII series is nearly here. Anticipation for this reveal (or Revelation, as it were) was understandably high, but even the most ardent fan couldn’t be disappointed with Final Fantasy VII: Revelation.

Revelations will finally allow players to traverse the entire world map in Cid’s Highwind, creating the interconnected planet that has been teasing us since Rebirth.

The massive and monstrous roaming boss battles from the PS1 classic known as Weapons – specifically Diamond, Ruby and Emerald varieties, also make a return. This is the perfect high-level end game content that will ensure this entry has additional staying power.

The development team has also teased how player choices and interaction moments will subtly change the story flow. While there will be one definite ending, we’re curious to see just how far we can push certain directions. Final Fantasy VII: Revelation is slotted for Spring 2027 release in the US, which translates to between March and May 2027 for Aussies.

Gears of War: E-Day

We’re so back. After years of fans begging Xbox to stop dancing around the past and give us the gritty, chainsaw revving horror that made Gears a phenomenon, The Coalition has finally done exactly that.

Gears of War: E-Day takes us back to Emergence Day itself, 14 years before the original game, as Marcus Fenix and Dom Santiago witness the Locust Horde tearing through Sera for the very first time. The latest gameplay reveal shows a return to the darker tone and horror in a way that feels much closer to the original trilogy – perhaps even the first entry – than Gears 5.

Unreal Engine 5 powers environments that are denser, with levels of destruction cranked up during scripted moments. The new Horde Siege mode also looks like an absolute time sink for co-op diehards. Gears of War: E-Day launches on October 6, 2026 in Australia and it already feels like the easiest day one Game Pass download of the year.

Stuntman Hollywood

Remember when games were allowed to just be games? An emphasis on fun over realism and logic? Well, Stuntman Hollywood looks like a glorious throwback to that era, reviving the chaotic movie making premise of the cult classic series and modernising it with current-gen technology and gameplay refinement.

Instead of simply following scripted sequences, players are now encouraged to improvise and chain together dangerous stunts for higher scores and bigger paydays. The reveal trailer featured everything from leaping between speeding muscle cars to crashing helicopters through giant billboards and, frankly, we’re here for it. It might just scratch that Burnout itch.

There is something deeply appealing about a game that knows exactly what it wants to be. Stuntman Hollywood looks like the kind of game that is made by people who are equally as hungry for game-games. Sometimes games should simply be fun and that’s why Stuntman Hollywood makes the list.

God of War: Laufey

For years, fans have wanted to know more about Laufey the Just. Apparently Santa Monica Studio was listening, because God of War: Laufey shifts the focus away from Kratos and Atreus. The reveal suggested a more agile and magical combat system, with elemental attacks and traversal mechanics that feel more nimble and kinetic than the heavy, deliberate style of the recent God of War entries. We think there’s room for both styles, but we’re loving the change for now. It feels refreshing.

Perhaps most exciting is the opportunity to explore a side of Norse mythology we have only ever heard about through stories and memories. Laufey has always been presented as someone capable of reshaping destinies and standing toe-to-toe with the gods. Finally getting to see those feats for ourselves feels like a natural next step for the series. If this reveal is anything to go by, God of War’s future remains in very safe hands.

The Legend of Zelda: Ocarina of Time

Nintendo truly delivered a showstopper with their teaser of a fully “reborn” The Legend of Zelda: Ocarina of Time. Often at the tip-top of many gamers’ lists of their favourite games of all-time, Nintendo clearly knows how important it is.

Thankfully, even with just a glimpse of the approach Nintendo are taking, we are assured that this reimagined Ocarina of Time is being treated with the utmost respect. So what do we know for sure about this reveal? Not a whole lot. But we can see a new engine with razor-sharp texture work, a realistic but stylised Young Link sleeping in his tree canopy bed.

We also see the return of voiceover narration, a stirring, symphonic score that returns to the beloved melodies of the N64 game, and a subtle reworking of the game’s logo, fraying the edges of the Zelda typography along the same lines of Breath of the Wild and Tears of the Kingdom most recently.

It might have been the worst-kept secret of the showcase, but even early rumours couldn’t sour our delight. The best part? A 2026 release date means we won’t have to wait long for more information from The Big N. We’re ready.

New release? Earn when you want stuff. Deliver with Uber Eats.

Fatal Fury Devs Explain Why They Toned Down Kenshiro’s Brutal Attacks for City of the Wolves

SNK told us how they managed to pull off one of Kenshiro’s most iconic moves without sacrificing their Teen ESRB rating.

Kenshiro is the latest guest character from an anime to make a splash in a mainline fighting game, punching his way into Fatal Fury: City of the Wolves this June.

We got the chance to sit down with producer Shinya Tamaki and director Hayato Konya ahead of his release at Evo 2026, who explained the difficulties they faced in translating Hoktuo No Ken’s comparatively gory fighting style into Fatal Fury’s decidedly less grisly hand-to-hand combat.

Part of this problem necessitated finding a balance between Kenshiro’s status as a Bruce Lee-inspired martial artist and the use of his special technique, the Hokuto Shinken, which sees him press opponents’ pressure points, causing them to explode seconds later. It’s arguably the most iconic thing about the show, and despite how bloody it is, it’s something the team wanted to make sure they included in the game.

To fix this, they covered the character model of Ken’s opponents in a dark shadow against a deep red backdrop, where they then explode — but no blood is directly shown, and everything is implied. That doesn’t stop it from being any less satisfying, though.

“As you know, Kenshiro’s main fighting style uses channeling points on his opponents, and typically after he uses them, they explode in three seconds,” Tamaki told us. “It’s a very striking feature of the show. But he’s also a fighter, and for a fighting game, specifically, we wanted him to showcase both features. We wanted him to be a fighter and be able to use the channeling points as an actual gimmick. But of course, we couldn’t have our characters exploding on screen, so we had to balance accordingly and make sure that it’s not too gory, but also have these parts that fans are expecting and want to see properly come to life in the gameplay.”

“Of course, we couldn’t have our characters exploding on screen, so we had to balance accordingly.”

Kenshiro Was a Perfect Fit for Fatal Fury: City of the Wolves

Kenshiro isn’t the wildest addition to City of the Wolves by far, following the likes of Cristiano Ronaldo and Salvatore Ganacci. Tamaki admitted that Kenshiro was an obvious choice for a DLC pick, given his popularity both in Japan and abroad. But apart from being a seriously cool guest character, slotting in a face from such a beloved anime was also a big marketing play from the folks at SNK to help appeal to a broader audience outside of the fighting game community.

“The First of the North Star series and the brand are quite popular in Japan,” he began. “Just looking at that, and the fact that Kenshiro himself was also previously a fighting game character in another fighting game and how the overall aesthetic kind of fits with Fatal Fury, where it’s the Wolves fighting for their own cause… it fits. So we just thought, ‘Alright, this is a great fit for our character. Everything aligns correctly, so we should go forward with developing the character, as well.’”

“Fighting games are a niche genre, for sure,” Tamaki continued. “I think one of the biggest hurdles that we need to address is getting people that are not typically interested in the whole fighting game thing to actually turn around and say, ‘Hey, what’s that? I want to try that out, I want to play that.’ We want to get new faces, new people to touch these games, and I think this is one of the most popular ways to do it.”

“Our main focus when choosing a new character to join the game is to give the current fans something fun to play with, but also something to get other people that previously would not be interested in the fighting game to give it a look and say, ‘Oh, actually this looks interesting, we want to try this.’ It might be bold, but really, this is our main priority, and we try to achieve that every time we release a new character.”

The Kenshiro Hype Doesn’t Mean a New Fist of the North Star Game is Coming from SNK

This is the latest fighting game Kenshiro has starred in following Arc System Works’ 2005 Fist of the North Star. It’s been over 20 years since then, and the game still boasts a dedicated playerbase of fans who occasionally go viral on social media by sharing absurd clips of the wildly unbalanced but equally fun fighter. Of course, we had to ask the good folks at SNK if they had any interest in creating a new fighting game centered around the iconic eighties anime — and while Tamaki admitted that it’s something the team would love to do, it’s not a project the company is looking to pursue.

“Of course, some of the developers at SNK would love the chance to make a First of the North Star fighting game,” he laughed. “Absolutely. But this version of Kenshiro is actually not based on the old anime TV series. This is [based on] the new reboot series. So we were able to have a good synergy with that. We have a new show coming out, and we’ll be in a good place to help support both [the game and the show]. The focus for this game is for the new character and his story, and we hope the fans enjoy that.”

Fatal Fury: City of the Wolves Screenshots

“The Art of Fighting’s Story Isn’t Finished Yet”

Fatal Fury: City of the Wolves is the most recent old-school SNK title to get a new game, following Samurai Shodown in 2019. That just leaves the Art of Fighting series without a new iteration, but fans should take heart – Tamaki cautiously confirmed that a new AoF project is, indeed, in the works, but remained cagey as to what exactly that project entails.

“Previously, SNK announced that we are working on something, though we can’t go into the specifics of what the plan is,” he said. “But that news is out there, and yeah, we are happy to say that there is something that we are working on. The Art of Fighting’s story isn’t finished yet. Please stay tuned for more information.”

At Evo 2026, SNK revealed The Path of the Warrior: Art of Fighting 3 R, an updated version of The Art of Fighting 3, which is set to release on Steam with rollback netcode, re-balanced gameplay, and two new characters on an as-yet unreleased date.

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Play168 AU’s Top 5 Games from Summer of Gaming 2026

The 2026 Summer of Gaming is upon us, and that naturally means wallet pain – in a good way. So what should you be earning your bucks for over the next 12 months?

Thankfully, this year’s game announcements and reveals have delivered big-time for every major platfom. Friends, we’re eating good. This is our pick of the biggest and best titles coming to PS5, Xbox Series X and Nintendo Switch 2.

New release? Earn when you want stuff. Deliver with Uber Eats.

Final Fantasy VII Revelation

It’s hard to believe that the third and final installment of Square Enix’s brilliantly remastered Final Fantasy VII series is nearly here. Anticipation for this reveal (or Revelation, as it were) was understandably high, but even the most ardent fan couldn’t be disappointed with Final Fantasy VII: Revelation.

Revelation will finally allow players to traverse the entire world map in Cid’s Highwind, creating the interconnected planet that has been teasing us since Rebirth.

The massive and monstrous roaming boss battles from the PS1 classic known as Weapons – specifically Diamond, Ruby and Emerald varieties – also make a return. This is the perfect high-level end game content that will ensure this entry has additional staying power.

The development team has also teased how player choices and interaction moments will subtly change the story flow. While there will be one definite ending, we’re curious to see just how far we can push certain directions. Final Fantasy VII: Revelation is slotted for Spring 2027 release in the US, which translates to between March and May 2027 for Aussies.

Gears of War: E-Day

We’re so back. After years of fans begging Xbox to stop dancing around the past and give us the gritty, chainsaw revving horror that made Gears a phenomenon, The Coalition has finally done exactly that.

Gears of War: E-Day takes us back to Emergence Day itself, 14 years before the original game, as Marcus Fenix and Dom Santiago witness the Locust Horde tearing through Sera for the very first time. The latest gameplay reveal shows a return to the darker tone and horror in a way that feels much closer to the original trilogy – perhaps even the first entry – than Gears 5.

Unreal Engine 5 powers environments that are denser, with levels of destruction cranked up during scripted moments. The new Horde Siege mode also looks like an absolute time sink for co-op diehards. Gears of War: E-Day launches on October 6, 2026 in Australia and it already feels like the easiest day one Game Pass download of the year.

Stuntman Hollywood

Remember when games were allowed to just be games? An emphasis on fun over realism and logic? Well, Stuntman Hollywood looks like a glorious throwback to that era, reviving the chaotic moviemaking premise of the cult classic series and modernising it with current-gen technology and gameplay refinement.

Instead of simply following scripted sequences, players are now encouraged to improvise and chain together dangerous stunts for higher scores and bigger paydays. The reveal trailer featured everything from leaping between speeding muscle cars to crashing helicopters through giant billboards and, frankly, we’re here for it. It might just scratch that Burnout itch.

There is something deeply appealing about a game that knows exactly what it wants to be. Stuntman Hollywood looks like the kind of game that is made by people who are equally as hungry for game-games. Sometimes games should simply be fun and that’s why Stuntman Hollywood makes the list.

God of War: Laufey

For years, fans have wanted to know more about Laufey the Just. Apparently Santa Monica Studio was listening, because God of War: Laufey shifts the focus away from Kratos and Atreus. The reveal suggested a more agile and magical combat system, with elemental attacks and traversal mechanics that feel more nimble and kinetic than the heavy, deliberate style of the recent God of War entries. We think there’s room for both styles, but we’re loving the change for now. It feels refreshing.

Perhaps most exciting is the opportunity to explore a side of Norse mythology we have only ever heard about through stories and memories. Laufey has always been presented as someone capable of reshaping destinies and standing toe-to-toe with the gods. Finally getting to see those feats for ourselves feels like a natural next step for the series. If this reveal is anything to go by, God of War’s future remains in very safe hands.

The Legend of Zelda: Ocarina of Time

Nintendo truly delivered a showstopper with their teaser of a fully “reborn” The Legend of Zelda: Ocarina of Time. Often at the tip-top of many gamers’ lists of their favourite games of all-time, Nintendo clearly knows how important it is.

Thankfully, even with just a glimpse of the approach Nintendo are taking, we are assured that this reimagined Ocarina of Time is being treated with the utmost respect. So what do we know for sure about this reveal? Not a whole lot. But we can see a new engine with razor-sharp texture work, a realistic but stylised Young Link sleeping in his tree canopy bed.

We also see the return of voiceover narration, a stirring, symphonic score that returns to the beloved melodies of the N64 game, and a subtle reworking of the game’s logo, fraying the edges of the Zelda typography along the same lines of Breath of the Wild and Tears of the Kingdom most recently.

It might have been the worst-kept secret of the showcase, but even early rumours couldn’t sour our delight. The best part? A 2026 release date means we won’t have to wait long for more information from The Big N. We’re ready.

New release? Earn when you want stuff. Deliver with Uber Eats.

The Best Deals Today: Final Fantasy VII Remake Intergrade, Criterion Collection Sale, and More

A new weekend has arrived, and today, you can save on Final Fantasy VII Remake Intergrade, Dragon Quest I & II HD-2D Remake, the Criterion Collection Blu-ray Sale, and more. Check out our top picks for Sunday, June 28, below.

Save on Final Fantasy VII Remake Intergrade

FINAL FANTASY VII REMAKE INTERGRADE – Nintendo Switch 2 (Standard Edition)

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FINAL FANTASY VII REMAKE INTERGRADE

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Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. You can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey.

50% Off Criterion Collection Sale

Barnes & Noble is having its 50% Criterion Collection sale right now, so this weekend is one of the best times of the year to pick up some new 4K Blu-rays. Oftentimes, these 4K transfers are overseen by the original Director, and there’s always plenty of great extras included. I personally picked up The Princess Bride and Barry Lyndon, saving 50% off each!

Dragon Quest I & II HD-2D Remake for $39.99

DRAGON QUEST I & II HD-2D Remake (NSW)

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Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we’ve seen since release. In our 9/10 review, we wrote, “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

Elgato Wave:3 Microphone for $89.99

Elgato Wave:3 – Premium Studio Quality USB Condenser Microphone

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Elgato Wave:3 is an excellent choice if you’re in the market for a new USB microphone, and this weekend, you can save $60 off a unit at Amazon. The Wave:3 is equipped for speech and tunes out plosive noise with its noise shield. You can tweak its settings with the Wave Link app, making it easy to mix and adjust your audio the way you want it.

Nioh 3 for $47.49

Nioh 3 – PlayStation 5

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Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, “Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure.”

LEGO Ideas Vincent Van Gogh The Starry Night for $136

LEGO Ideas Vincent Van Gogh The Starry Night

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Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there’s even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

Silent Hill f for $29.83

Silent Hill f – PlayStation 5, Amazon Exclusive Day One Edition

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You can also score Silent Hill f for $29.83 this weekend. This game is one of the most unique in the series, mainly due to its story, which was written by Ryukushi07. Composer Akira Yamaoka contributed to the project as well, and this edition on Amazon packs in a two-sided poster, plus the Day One items pack.

Batman 4K Film Collection for $32.99

Batman 4K Film Collection

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This excellent 4K film collection packs together Batman, Batman Returns, Batman Forever, and Batman & Robin. You can save over 20% this weekend and pick up the 4-film bundle for $32.99 at Amazon. This is an easy way to quickly grow your 4K collection by four movies.

256GB microSD Express Card for $39.99

Samsung microSD Express Card – 256GB for Nintendo Switch 2

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Amazon has slashed the price of the 256GB Samsung microSD Express Card to $39.99, matching what we saw for Prime Day. This card is compatible with Nintendo Switch 2, and trust me, you’ll be needing some extra storage. Some games, like Final Fantasy VII Rebirth, take up over 100GB of space.

Tokyo Ghoul Box Set for $77.74

Tokyo Ghoul Complete Box Set: Vols. 1-14

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This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Marvel Tokon Developers Explain How They Made the Coolest Version of Magneto They Could

The announcement of Marvel Tokon: Fighting Souls from developer ArcSystem Works was met with near universal excitement when it was revealed last year at Sony’s State of Play. Some of that excitement took a hit during the first beta due to some issues with the games’ tag and assist mechanics, but the changes made in the subsequent play tests seem to have brought people back around. At Evo 2026, I got a chance to speak with Battle Director Kazuto Sekine, Producer Takeshi Yamanaka, Michael Francisco of Marvel Games, to talk about the feedback gained from that first beta, the design philosophy of creating Tokon characters, and how they approached creating their version of Magneto, one of the most iconic Marvel characters in the world of fighting games.

Play168: Tokon has changed a lot since we first saw it, specifically gameplay-wise, since the first beta. Can you talk a little bit about the feedback you gained from the betas and how that has shaped the game into it what it is today?

Kazuto Sekine, Battle Director on Marvel Tokon Fighting Souls: I feel like we’ve been able to maintain the core of the mechanics, while also we’ve had this continued communication between ourselves and the player base as we work on development and I feel that has helped us establish a great balance in the game design. I feel that this process of communication has helped us achieve both the direction that we are looking for, from a development perspective to where we want to take the game, as well as for the players to be able to have the game experience that they’re looking for. So I think that it’s been a very mutually positive interaction. And for me, I think that it’s really helped me keep a really positive attitude during the development process.

Michael Francisco, Senior Producer at Marvel Games: I’ll add to that. We really welcome and encourage feedback. We understand that the FGC is one of the most hardcore communities in all of gaming, so we understand it comes from a place of love and people want the game to succeed. So keep it coming.

We understand that the FGC is one of the most hardcore communities in all of gaming.

When it comes to the story mode, you’ve said in the past that it’s around ten hours’ worth of content and that there would be playable battles throughout. Can you talk a little bit about how that mode will be structured? Will we be following a single team, or creating our own team of four, or bouncing around between the perspectives of multiple teams as the game goes on?

Takeshi Yamanaka, Producer on Marvel Tokon Fighting Souls: So there’s a shared overall structure of the story where the promoter and the champion, these characters have, they’ve arrived on Earth, um, and the champion is searching for powerful fighters to face him. And so the promoter has sent these invitations to battle to the heroes and villains throughout the Earth. So the characters who’ve received these invitations are characters, like Captain America, Storm, and the other characters we’ve announced as leaders. The story follows those leaders throughout and covers the challenges that they face.

Going back to gameplay, for characters like Dr. Doom, Storm, Spider-Man, Magneto… all these characters have appeared before in Marvel versus Capcom. Do you try to take inspiration from those previous iterations and try to deliver upon the kind of experience that fans of those characters from those games might expect? Or do you treat Tokan as kind of a blank slate where you can craft your own completely unique versions of these characters? Or is the answer somewhere in the middle?

Sekine: Of course, with the previous Marvel related games, I’ve played a lot of those myself and have a deep respect for them, but for us, our policy when we’re looking at creating the characters for Tokon is that we want to create the coolest possible version of these characters that we can make at ArcSystem Works. But within that, the Marvel characters, they each have their own identity. So we look to things like the comics, the movies, the animated series for those characters’ identities, and try to consider how we can express their, that character’s identity and their abilities, the kind of powers that they have. So the final result is our interpretation of how we can take that identity of the character and make them fun to play, which leads to their actual battle style, or how they play in our game. Of course, for some characters, they have this core ability that’s very central to their character that couldn’t really be changed.

We want to create the coolest possible version of these characters that we can at ArcSystem Works.

Whereas for other characters, I think we had more leeway to make our own adjustments to kind of what the expectations might be for that character. Or there’s things like, of course, if it’s Iron Man, everybody expects him to be firing beams, so that’s not something we’d be looking to change necessarily. So I think that when players look at the result, they might feel that some aspects could be an homage to other games. But for us, they’re a result of looking at all of those different aspects of the character, and this is the answer that we’ve come up with as far as how we can make them as cool as possible.

You kind of touched upon something that I’ve always been really interested about. In the West, Marvel Comics are ubiquitous. Everyone knows about Iron Man, Captain America, all these characters. But this is a game that’s being made in Japan, and I’ve always wondered how familiar the team has been with Marvel Comics, and what kind of research did you have to do to make these characters feel as authentic as possible?

Yamanaka: I think that compared to the West in general, we did start with less knowledge about the Marvel Comics source material. But from the start, there actually were several staff members of our team who are extremely familiar, like big fans of Marvel Comics, who we started out by learning about them from these staff members. Thankfully, [Michael Francisco] is here with us today, and the rest of the Marvel team, introduced us to things like the Marvel Unlimited service where you can read Marvel comics, and then we’ve also sought out a lot of reference material by buying comics for ourselves. So actually, the bookshelf that we have on the development floor is now filled with the comics. As I mentioned, there are fans of the comics, longtime comic fans within the team. So often they would pick up ecommended comics about the characters that we’re working on the development of, so everybody can read the comics about that character. In addition, if there’s something that they really want everybody on the whole team to know about this character, they’ll have a presentation, and we’ll give them the stage to talk about the character.

Sekine: And I think as a result of all of that effort we were able to get to the point where Tokon itself will become a comic. And when we saw that on the table, we were all celebrating. Like “Yeah! We did it!”

At Marvel, we were always impressed by the amount and level of research that [ArcSystem Works] would do to understand the Marvel Universe.

Francisco: I’ll add as well that at Marvel, we were always really impressed by the amount and level of research that these folks would do to understand the Marvel Universe. To be able to adapt that into a fighting game. Of course, we provided a lot of resources for them, but they even sought it out on their own, as they’re saying. I think they had, um, like Akitomo-san, who used to actually do the official translations in Japan for the comics, was also on their team consulting and translating comics that had not been yet translated to Japanese in real time for them.

And also, you know that ArcSys is also very particular and meticulous with their research so that every attack in the game actually they found like a panel from the comics that they used as a reference for their key frames. So, they know their stuff. I’m always really impressed by them.

To kind of dive into some of the stuff that I think hardcore fighting game fans, fighting game fans are interested in, we know that there’s gonna be a story mode, there’s online modes, but will there be any sort of in-game character guides or combo trials or features like replay takeover that you guys are looking to implement into Tokon?

Sekine: At the current moment, I apologize, we can only discuss what’s actually available within the hands-on demo. And so, while I can’t say anything more, I would just like to say that we have a long history of creating fighting games, and that myself, I’m personally a fighting game fan. So take that how you will.

I think one of the really awesome aspects of Tokon, especially leading up to the release, has been thesethese trailers that all kind of grouped together these canonical teams of four. When it comes to DLC, are you planning on continuing this trend? Like, will there be a season built around a specific team of four, or will they be characters that are from more disparate backgrounds?

Yamanaka: Yeah, I apologize that we can’t answer that.

I had a feeling. Had to try though. It’s obviously kind of early to say, but do you have a hope of how long you’d like to continue supporting Tokon with new characters and updates?

Yamanaka: I can’t say any specific numbers or anything, but I would like to say that as a team, we want to answer the expectations as long as the players are excited about the game.

Marvel Tokon: Fighting Souls Knights of Doom State of Play June 2026 Reveal Trailer – Screenshots

We had Magneto playable on the show floor for the first time at Evo, so can you talk a little bit about the direction you took when it came to designing this character? Especially because, like I said before, this is a character that has a lot of expectations coming from Marvel vs. Capcom 2 and Marvel vs Capcom 3 especially. He was one of the top tiers and most notable characters of those games. So with that level of expectation on your shoulders, how did you approach the design of Magneto?

Sekine: So I think that for Magneto, everybody knows him as like this super, super cool character, like everybody likes him. I think that everybody here would all like, I mean, in the event, everyone would think of him as an iconic character. So we do of course have a certain level of pressure as far as like, how can we create Magneto for ourselves? So when we were setting out to create our version of Magneto, one thing that we really wanted to achieve was to take his magnetic abilities, those kind of gravity related aspects, and make that the center of his battle mechanics. Um, so you can see in the game that he does things like he, um, creates debris, which he can use to form weapons, or he can draw the opponent in towards him with magnetism to attack them. I think that previous versions of the character haven’t really focused on that aspect of him before. So we have these things like the magnetized state that he can inflict on the opponent, and I think that this creates an aspect of Magneto we really haven’t seen in games before, which is what we are really focusing on here as a way to make our Magneto super cool. So that’s kind of our starting point for how to achieve that.

One thing we really wanted to achieve [with Magneto] was to take his magnetic abilities and make that the center of his battle mechanics.

Also when you press his unique attack, you can see he sends out objects using magnetism. And actually, depending on what stage you’re playing on at the time, whether it’s like New York or Ice Mansion, you’ll see different objects that he’s using. So that’s one aspect we put a lot of effort into recreating. And it’s just one of those things that I look at and I think “our Magneto is awesome,” I was curious as to what you think about him?

I think it’s so cool. Like I said, Magneto is such an iconic character for how he plays in MvC, but how he plays in those games isn’t really Magneto. It’s just kind of a really fast moving character that flies, shoots beams, and uses energy blasts. But when I think of Magneto, I think of him like manipulating metal, doing things like raising Wolverine up because of his adamantium and doing awful things to him, So I think you guys did a really good job.

Sekine: See, our Magneto is super cool!

Francisco: To add on top of everything [Sekine-san] has said, our one request at Marvel was can you find a way to show him manipulating metal as much as possible? Yeah. And that sounds really novel ’cause he’s the Master of Magnetism, but in a video game, it’s actually really hard to achieve both from a design standpoint and a technical standpoint because he’s got a lot of particles and debris that persist on the stage for a long time.

So, but I think what they’ve achieved here is that he feels like a more of a zoner or a conductor that’s throwing a lot of, like, metal girders and cars at you. And it’s like he’s warping the battlefield to put you at a disadvantage, which feels a lot more like Magneto from the comics. A lot of the reference material we sent them was, if you look at, like, covers or key poses or even action figures, like, he’ll be, like, surrounded by steel girders and, and metal shards and things like that. So that’s kind of the key image that, they were trying to go with for Magneto.

Mitchell Saltzman is an editorial producer at Play168. You can find him on twitter @JurassicRabbit

Edgerunners 2 Reveals New Characters and Release Window

Netflix has revealed first character details and a fall release window for its anime sequel series, Cyberpunk: Edgerunners 2.

Netflix, CD Projekt Red, and Studio Trigger took to X/Twitter to roll out information about the new cast of characters coming to Season 2 of the Cyberpunk 2077 anime spin-off. It came with the promise of a fall 2026 release window, narrowing down its premiere timeline as fans await a more specific release date.

Meanwhile, the announcement came with a sneak peek at four new characters: Weak Kingsley, D, Roman Carax, and Talia Yang. The new gang graces the cover of the first Cyberpunk: Edgerunners 2 poster, which you can see below.

Cyberpunk: Edgerunners 2. Image courtesy of Netflix.

Netflix published information about the four new Night City names across social media and in collaboration with various content creators. As shared via Crunchyroll, Weak Kingsley is described as a veteran Edgerunner who “now lives in the shadow of his former glory.” D is a Snack Nation Netrunner looking for revenge as he “hunts the killer who wiped out his clan.”

Roman Carax is the youngest of the group and is described as a “cinephile in search of real stories in a city that abandoned cinema for braindances.” Finally, there’s Talia Yang, an individual with corpo and Maelstrom ties whose “heart belongs to chrome and violence.”

Cyberpunk: Edgerunners 2 is directed by Kai Ikarashi, with character designs handled by Kanno Ichigo. Original writers Bartosz Sztybor and Masahiko Otsuka are also back to work on Netflix and Trigger’s sequel show.

Cyberpunk: Edgerunners 2 was officially announced in July of last year with a brief teaser trailer (above), which, if you look closely, seems to feature some of the characters featured in today’s poster. A new teaser trailer will be revealed tomorrow at 8:30 a.m. PT / 11:30 a.m. ET, but don’t expect a firm release date for at least a little while longer.

“Cyberpunk: Edgerunners 2 presents a new standalone 10-episode story from the world of Cyberpunk 2077— a raw chronicle of redemption and revenge,” an official description for Cyberpunk: Edgerunners 2 says. “In a city that thrives in the spotlight of violence, one question remains: when the world is blinded by spectacle, what extremes do you have to go to make your story matter?”

See you tomorrow! 👋

📺: https://t.co/IQZEUTlPWC pic.twitter.com/DfG2HrK6rV

— Cyberpunk: Edgerunners (@edgerunners) June 28, 2026

We don’t know much about the plot of Cyberpunk: Edgerunners 2, but given the events of Season 1, most fans are already expecting the worst for this new cast of misfits. For more on the world of Cyberpunk 2077, you can read about how the show’s first season nearly included endings that were somehow worse than the one we got.

Michael Cripe is a freelance writer with Play168. 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).

GTA 6 Scalpers Are Finding Buyers on eBay

Rockstar Games fans seem to be paying eBay scalpers extra for pre-order copies of GTA 6 – even if there isn’t much of a reason to.

Listings for pricier versions of Rockstar’s new Grand Theft Auto game have already started popping up on the auction website after pre-orders went live for all on June 25. While the retail price for the standard edition is currently locked in at $80, some scalpers have managed to successfully flip their pre-ordered copy for around $90, with some going for even more.

It’s something that usually wouldn’t come as much of a surprise in the gaming space, especially considering this particular release is one fans have anticipated for more than 13 years. What many already know, however, is that there isn’t actually anything stopping players from pre-ordering GTA 6 without an inflated price.

Much to the dismay of physical game collectors everywhere, GTA 6 will only be available as a digital title after Rockstar announced it was ditching discs for its November launch. For those who just need to have that box in hand come this fall, you can still purchase a physical edition, which only comes with a download code inside its case.

That effectively means players won’t have to deal with stock shortages since all versions of the game will be available digitally anyway. Even supply for the physical box seems to be holding up, too, as major retailers like Amazon, Best Buy, and Target suggest fans can check out their online marketplaces to pre-order code-in-box copies at the time of this story’s publication. For some reason, players – and scalpers – are still heading to eBay.

Interestingly, these eBay listings seem to include both physical boxes and digital copies of the game, with some sellers pointing out that those who buy the latter will not need to pay any shipping fees when the launch arrives. Those purchasing physical copies via this method will also be subject to delivery fees on top of the already steeper price they’re paying.

Whether you’re buying directly from Rockstar or purchasing a copy for a little extra on eBay for…some reason, GTA 6 has a release date of November 19, 2026, for PS5 and Xbox Series X | S. Meanwhile, a new report has claimed that Rockstar has no plans to ever release a disc for GTA 6. For more on scalpers, you can see how some are trying to flip Valve’s new Steam Machine.

Michael Cripe is a freelance writer with Play168. 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).

Invincible VS Devs Are Enthusiastic About Potential Mortal Kombat Crossover

The minds behind Invincible VS are open to collaborations with other genres and IPs, specifically in regards to welcoming potential guest characters from the Mortal Kombat franchise.

We got the chance to sit down with Invincible VS’s Game Director, Dave Hall, and its Lead Combat Designer, Bau Bautista, at Evo 2026, where we asked them about the possibility of adding guest characters from completely different properties a la Street Fighter 6 and Tekken 8.

Both Hall and Bautista enthusiastically welcomed the idea, but made sure to preface that the characters would have to reasonably fit within Invincible’s world for such a crossover to make sense.

“I think for us, the Invincible universe is just such a beautiful, violent universe that they would have to fit that. I wouldn’t want to put Mario or Luigi in there. That’d be cool, don’t get me wrong, but I don’t want to rip his head off,” Hall laughed.

Invincible VS – First Screenshots

This, of course, prompted us to suggest characters from the equally bloody Mortal Kombat universe, which received eager nods of approval from both developers. “NetherRealm, they’re the best. That would be incredible,” Hall said. “If there’s an opportunity, I’m not going to say no to Scorpion,” Bautista added. “One of the things to keep in mind is, Invincible has a ton of guests and crossovers throughout the comics, so it’s not outside the realm of possibility. If we have that opportunity, yes, I’m going to take that.”

If there’s an opportunity, I’m not going to say no to Scorpion.

Guest characters are a hot topic within the fighting game community as of late, with Tekken 8 revealing Yujiro Hanma for Season Three and Fatal Fury: City of the Wolves adding Kenshiro to the fray this summer — not to mention Final Fantasy VII’s Tifa Lockhart making her way into Street Fighter 6 in early 2027. Mortal Kombat itself is a franchise famous for bringing in wild guest characters from other media genres, including the Xenomorph from Alien, The Boys’ Homelander, and even Omni-Man himself.

It’s a trend that’s sweeping across the entire fighting game landscape right now, and one that the Invincible VS team is clearly open to joining if the stars align. And with the groundwork already laid in Mortal Kombat 1, it’s not a stretch to assume this crossover might come to fruition on Skybound’s side.

Mortal Kombat 1 All Characters

Atom Eve Almost Had a ‘Revive’ Mechanic at Launch

Outside of potential guest characters, the devs also let us in on a few more details regarding the game’s future, including the addition of more single-player content, continuing its story mode, and even adding new mechanics to characters from its base roster down the line.

More specifically, Hall and Bautista mentioned Immortal’s ‘revive’ technique in keeping with his canonical status as, well, The Immortal. They revealed that they’d initially intended on giving such a mechanic to Atom Eve prior to launch, but simply felt that she wasn’t in a finished state to add yet another tool into her kit at the time.

“Some of the issues that we ran into early on with some of the other characters that are similar to Immortal, like Power Plex and even Eve, was that she was supposed to have a revive mechanic,” Bautista explained.

“But there was too much to work through. I didn’t know if we could do this to the level and the quality that we needed to in time. So we were like, ‘Okay, let’s focus now on what we can achieve and make sure she’s solid as heck, and then come back to this mechanic.’

When asked if this was something they’d be willing to adding to her kit in future updates, Bautista seemed open to the idea once the game’s meta gets solidified by its playerbase.

“There’s always potential, especially once our meta starts to get more established,” he told us. “Who knows where we’re going to push the game? There’s all sorts of crazy opportunities. But one of the things we ran into is, once we shipped, our focus has been all about solidifying the foundation of the game. And so now that we’re in a pretty solid state, now is the time for us to push things. We’re like, ‘Hey, guess what? We’ve got a pretty solid roster of characters. We can push some new mechanics and ideas.’ And Universa and Immortal are the perfect opportunity for that.”

Yes, the Invincible VS Devs Are Reading What You Say on Twitter

On top of adding new characters and mechanics to the game, the devs assured us that they are hyper-aware of any and all community feedback, whether that be comments sent from players in their official Discord server, posts on social media, and even suggestions in their DMs. “We listen to everything that’s happening out there,” Hall said. “We’re constantly on top of every board, everything, and they’re directly messaging us on many apps, so it’s important for us. We need the players’ feedback. That’s what we thrive on.

We listen to everything that’s happening out there.

“We’re very quick. We’re kind of a real-time developer and if we see something’s wrong, we’re going to fix it as soon as we can. We’re going to do a hot patch or anything of that nature. What we’re kind of focused on right now is giving more to the players. So this is why we’re going to keep pushing and getting more characters out there, getting some modes out there, getting our tournament scene going a little more. We’re here for the future right now.”

Invincible VS Devs Promise More Single-Player Content

Speaking of “getting modes out there,” the two devs assured us that they are “not done” with publishing more single-player content for Invincible VS, promising to add more content down the line.

However, Hall admitted that they couldn’t give “any reassurances” about continuing the cinematic story mode, which notably ended on a cliffhanger.

“We are definitely working on things to get more single-player experience,” he said.

“It’s an important thing for us to kind of push forward on. Like I said, we’re trying to keep building the game. We’re not done. We’re moving as fast as we can to get more and more content out there for the players. Something to keep in mind, too, is that we’re a tiny team. We’re 50 people, so there’s only so much we can do, but at the same time, we’re trying to prioritize getting the most bang for our buck.”

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Street Fighter 6 Devs Have No Current Plans to Make Any Major Adjustments to System Mechanics

Street Fighter 6 is now three years old and still going strong, with more than 2,000 entrants at this year’s Evo in Vegas, a fresh batch of new faces on the horizon in the upcoming fourth character pass (including the much anticipated figthing game debut of Tifa from Final Fantasy 7), and a lively online competitive scene.

To talk about the current state of the game, along with its plans for the future, Play168 sat down with Director Takayuki Nakayama and Producer Shuhei Matsumoto at Evo 2026, where we covered topics ranging from the significance of Yasmine’s inclusion as the first Filipino character in Street Fighter history, the future of single player content now that regular World Tour updates have ceased, and a little tease of what players can expect out of Arjun, Tifa, and Bosch’s playstyles.

Play168: So, to start, you all previously confirmed that there will be no future World Tour updates, at least at this point, but also indicated that Street Fighter 6 is aiming for a 10-year lifespan. Can you talk a little bit about what kind of things that you’re planning on adding to the game to keep that life cycle going, apart from just new characters?

Shuhei Matsumoto, Street Fighter 6 Producer: To take a step back real quick, one thing that we do want to make clear in this interview is that there may have been a small misunderstanding in terms of the future plans of Street Fighter 6. Rather than there being a 10-year life plan, like a 10-year roadmap, from our perspective, we try to tackle Street Fighter 6 as a game that could last up to 10 years. And there’s no sort of confirmation that this is going to be a 10-year project. Rather, we went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years. So, I just want to make sure that’s clear.

We went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years.

Takayuki Nakayama, Street Fighter 6 Director: And in terms of what we want to do moving forward from here, there’s a lot. Specific details that we can share at this moment is going to be quite difficult in terms of World Tour. This is something that we wanted to continue expanding upon. But besides from that, there are other things that we are currently looking into, and hopefully we’ll have more to share at a later date.

So, it’s safe to say that the future of single player content is still bright?

Nakayama: Yeah. I mean, there’s a lot of things that we want to do. Certain things are out of their control. Just because we want to do something doesn’t necessarily mean they can be realized. But we hope that we can deliver – and there’s a lot new players – So we hope that we can accommodate to those people’s needs.

With development resources presumably being freed up from not having to do World Tour content for every character that comes out, do you envision there being any change in either the frequency or the offerings of DLC in the future of Street Fighter 6?

Nakayama: So, to clarify, while there may have been people working on World Tour in the past, and just because those people’s, I guess, bandwidth may be freed up, doesn’t necessarily mean that they could easily transfer those resources into something completely different, because the World Tour development required a completely unique skill set, and those skill sets may not necessarily transfer over to the content creation of other things. So it doesn’t necessarily equate in that sense.

Speaking of other content, I know people have been really excited about new costumes. Now, I know that when Ingrid was introduced, there were jerseys for all characters, but are there any plans to sort of maybe focus on new costumes or bringing more outfits for the characters anytime soon?

Nakayama: Yeah. So, we do plan to deliver and create outfits and costumes in an equal amount for all the existing characters. We have a high quality benchmark that we’re trying to achieve and make sure that we reach that. So, we hope that we can get by the patience of the players out there, but this is something that we’re striving for.

So, we’re getting to see Yasmine here at Evo today, but the remaining DLC characters of this pack are all new to the series. And thus, we don’t really know or have an idea of how they will play. Could you give us a little tease of the archetypes or just generally how Arjun, Bosch, and Tifa will play in Street Fighter 6?

Nakayama: So, in terms of the fighting styles and what you can expect about their play style, we can say that they definitely feel unique and different from the existing roster.

Arjun is a very unique character that’s going to feel very different from everyone else. And we can’t go into specifics, but I will say that there will be some kind of dancing element to his gameplay.

We can’t go into specifics, but I will say that there will be some kind of dancing element to [Arjun’s] gameplay.

In terms of Tifa, he did speak on this previously at SGF, but she will utilize some sort of like Materia aspect from the FFVII series. And she will be different, but have a fighting style that kind of translates from the world of Final Fantasy VII into Street Fighter 6.

And for Bosch, for those who did enjoy World Tour, he was one of Luke’s disciples. And while you were able to fight against him and you were able to see his fighting style through World Tour, he will have a completely different style from World Tour. So, you can expect something unique, different from that.

I know when previously we spoke, there weren’t any plans to introduce any new mechanics because you’re pretty happy with how the game is now. It seems like the player base, at least in the West, is wanting some changes to the Drive system, specifically Drive Rush. Are there any plans to sort of tweak that particular mechanic? And how much do you take player feedback into consideration when you do balances or patches?

Nakayama: So, in terms of any sort of major adjustments to system mechanics, the Drive system, as of now, there’s really no plans to make any sort of changes. And to answer your question in terms of how much we listen to user feedback, it is something that we do pay attention to. We see people make comments on social media and, I don’t know, surveys and whatnot, and that’s something that we do listen to. And while we do take into consideration, we have a pretty large Battle team to actually analyze those requests and test through several battles through the Battle team to determine whether it is right or not.

Matsumoto: And not only that, we also pay attention, not just to pro tournaments, but also casual tournaments, kind of like influencer, or the New Challengers Tournaments maybe, stuff like that, and we make decisions based on the wide spectrum of how that could affect things.

Bringing things back to Yasmine for a second. I think a lot of people really are excited about this character because of the Filipino representation. Can you talk a little bit about the significance of having a Filipino character in Street Fighter and whether there was any sort of unique work that was done to make her feel authentic to the culture?

Nakayama: So, I guess the genesis of how this character was created all started with the desire to want to introduce a first-time Filipino character into this series. And we want to do that because it’s the first time that we can have this kind of representation, but also there’s a pretty significant amount of people within the FGC who kind of have this kind of Filipino roots, and so we wanted to kind of hype up the scene with this particular audience. And beyond that, we wanted to introduce a brand new martial arts style that many people with Filipino or Indonesian backgrounds are maybe familiar with. So we did a lot of research and homework and even asked for help for professional martial artists who use that Filipino style for the mocap. And beyond that, we even talked internally to people who do have that kind of background, Filipino background, and learn more about their culture and what they value and how important family is to them.

[Yasmine’s creation] all started with the desire to want to introduce a first-time Filipino character into the series.

I think visually, Yasmine’s design seems to pull from a lot of different aspects of Filipino culture and the area itself. I know some people were speaking about how her hairstyle seems to be inspired by the hawk or the eagle or even the flag, how they turn it upside down during wartime. Is all of that correct? And how deep did you go into bringing these little details to her visual design?

Nakayama: So, yeah, we’re definitely paying attention to some of the theories, the hypothesis made by the players out there, and analyzing the Tagalog movement and stuff. Actually, Yasmine, compared, in relation to some of the other characters within the roster, they made a lot more design attempts of this character. A character like Arjun, actually, they came up with relatively quickly, and they were able to solidify his final design at an early stage. But with Yasmine, even though they started off as setting up a school girl in the Philippines, they did a lot of different attempts to see what could actually work for her character design.

And in terms of design direction, we wanted her to… maybe make her stand out, almost, within the Year 4 roster and almost feel like a protagonist or like a main character in, like, a Japanese manga or something. And yeah, we put a lot of effort into her.

This character pack is all new characters to Street Fighter 6. And I was just wondering from the development side, in your opinion, do you enjoy the process of creating a character from scratch for a game like Street Fighter 6, or do you like the challenge of taking an existing character and molding them into kind of the Street Fighter 6 mold?

Nakayama: Yeah. So, they’re both difficult in different, unique ways. Obviously, making a brand new character is difficult. But in terms of how we determine what past characters are, the game system of the game that we’re working on is so important, right? Like, Street Fighter 2, 3, 4, 5, 6 all have very different game systems, and sometimes it may not work for a certain character that appeared in a past game to come into a game like Street Fighter 6. But by creating new characters, we feel like they’re able to kind of expand the world a little bit. And if they have an unlimited amount of budget and time, they’ll continue to try to bring everyone back. But yeah, we do what we can.

Virginia (she/her) is Play168’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze. Mitchell Saltzman is an editorial producer at Play168. You can find him on twitter @JurassicRabbit

Age of Sigmar Spearhead City of Ash Review

Whatever kinds of games you favor, you’re probably aware of Age of Sigmar, Games Workshop’s flagship fantasy battle game, thanks to its stores’ up and down global high streets. You may be less aware of its kissing cousin, Spearhead which uses a stripped-down version of the rules and fixed army lists to allow faster, more furious fights that are also more newbie-friendly. It’s proved extremely popular.

Now there’s a new starter set for the format, Spearhead: City of Ash, with pretty much everything you need to play in one single box.

What’s in the Box

Like most Games Workshop products, the initial lid-lift reveals a disappointing sea of grey plastic sprues. Also like most Games Workshop products, once you’ve spent considerable time with sprue cutters, hobby knife and plastic glue, your disappointment will vanish as you stare at battalions of extraordinarily detailed and dynamically posed miniatures, bringing a fantasy battlefield to life as few other publishers can.

To add even more spice to the mix, almost all of these models are brand-new. So if you like either of the two represented factions – the stalwart human warriors of the Cities of Sigmar, or the devious rat-man assassins of the Skaven’s Clan Eshin – you might want to pick up Spearhead: City of Ash just to add to your collection. In addition there’s some really lovely ruined building scenery that will look great in any fantasy battle game you care to add it to.

If you’re interested in this as a starting point for the Games Workshop hobby though, a note of warning: some of the figures are quite difficult to assemble, particularly some of the Skaven. They’re flexibly posed and fragile and it’s worryingly easy to damage bits while you’re cutting them off the sprue and trimming the flash, and frustratingly difficult in some cases to understand how the bits fit together, or to access the necessary surfaces.

Beneath the sprues there’s the nuts and bolts of the game: two rules handbooks, some decks of cards and a double-sided base board to fight your battles on. The books are great, glossy and filled with inspirational photos of fully-painted armies, although for some inexplicable reason the build guide for the miniatures is inside one rather than printed as a separate pamphlet, and it won’t lie flat for easy consultation as you trim and glue. The cards are functional but ordinary and while the board looks great it’s unmounted, so requires a judicious amount of back-bending to lie flat.

A quick word on what isn’t in the box: a full rulebook. While the books contain enough detail to get you started, if you want to get serious about Spearhead you’ll need to download the details.

Rules and How it Plays

If you’ve ever played one of Games Workshop’s core games before, you’ll be familiar with the basics. Players take turns in an I-go, you-go structure running through the phases of each turn like movement, shooting, charge and melee. Each model has a range of stats: a movement distance in inches, a number of attacks, and target values to hit, wound and armor save. In combat you roll dice equal to the total number of attacks for all models of the same type fighting, trying to equal or exceed the hit value. Those that succeed to roll again, trying to equal or exceed the wound value. Then the target unit gets to try and equal or exceed its armor save value to nullify some of the hits. Anything that gets through this process inflicts a wound which is normally enough to kill a standard trooper model, although elite units and heroes can take greater punishment.

Obviously, this process uses a lot of dice and is highly random. And we haven’t even mentioned the importance of charging where you get a two-dice bonus to your move in an attempt to reach an enemy unit, but stand uselessly still if you roll badly or misjudge the distance. Throwing buckets of dice around is tremendously satisfying and often very exciting, generating lots of critical moments during the battle, but it can also be frustratingly swingy. Instead, Spearhead wants you to engage your head in different ways.

For starters, you don’t win simply by slaughtering all the opposition. Each side of the game board, which is a quarter of the size of a full Age of Sigmar battlefield, has a number of objectives printed on it. Models that touch the objective can contest it by adding up their “control” value: if you have higher control on an objective than your enemy, you control it. The more objectives you control, the more points you’ll get in each of the game’s four rounds, after which they’re totalled up to find a winner.

Although the board is relatively small, and there’s a temptation just to pile in toward every objective from the off, this system encourages planning and forethought. Both generals, for example, have special abilities that allow other units to make surprise moves, allowing for some surprising additions to contesting an objective. Like other Games Workshop games there’s also a strong element of rock-paper-scissors in terms of what units are good against facing off others and this calculus is particularly important when deciding what objectives are worth contesting with what units at different points during the battle.

Spearhead thrives at throwing these kinds of curveballs at the player, altering the parameters of play and the strategies you need. Relics litter the battlefield, lending surprising abilities to nearby units, like a barricade that protects from shooting, or caltrops that are very risky to maneuver near. Like objectives, these can very much be worth fighting over. Each turn also sees a new “twist” card revealed from a small deck, with examples including increasing the value of particular objectives, or allowing units to have the tremendously powerful ability to both move and charge but only if they stick to the roads.

Card play more broadly forms another plank of what makes Spearhead work. Players start with a hand of three cards, each of which has two effects: a “tactics” option to score a substantial amount of extra points, and a “command” text that offers a one-off special effect. The former might involve a foray deep into enemy territory, or slaying the enemy general. Examples of the latter include minor stat buffs or the ability to explode a relic, causing damage to models in the vicinity. You re-draw at the start of each turn, so there’s real use-it or lose-it motivation to engineer situations where you can benefit, further influencing your thinking.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging. The unexpected is always around the corner, forcing you to adapt your plans on the fly and spot possible openings for your cards and special powers to really make a difference. And of course, the twists and turns of fate and strategy also make for an excellent storytelling medium, with lots of memorable highlights, accentuated by the fantastic physicality and detail of the miniatures and terrain.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging.

However, all that narrative drama comes at a price. The cost of so many possible things that can happen in a battle is that you need rules for them. While this is certainly more accessible than the full Age of Sigmar experience, and although the rulebook gives you a very helpful step by step set of tutorials to learn the ropes, there’s a lot of complexity to master. In particular you’ll need to grapple with all the rules for the enemy units as well as things like relics and cards if you want to play well. Don’t mistake this for something you can just pick up and play on occasions you feel like it. Between building fiddly figures and mastering all the special rules, Spearhead requires you to dedicate time to it.

The One Flaw

For enthusiasts, or even those who are new to the Games Workshop hobby, Spearhead: City of Ash has one particular unfortunate flaw. In Spearhead you don’t pick units for your army, but choose one of a number of different pre-selected forces to fight with. In theory all the options are supposed to be roughly balanced, but in practice there’s a fair amount of disparity. The Sentinels of Embergard included here are one of the weaker options around and their opponents, Crixxit’s Kill-Pack, are among the stronger. In time, Games Workshop may well tweak the unit stats through FAQs and its online app but right now this is not a fair fight.

Where to Buy

The Spearhead: City of Ash gaming pack releases July 4th, 2026.

Matt Thrower is a contributing freelance writer for Play168, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.

The Best Deals Today: Dragon Quest I & II HD-2D Remake, AirPods Pro 3, Silent Hill f, and More

A new weekend has arrived, and today, you can save on Nioh 3, Dragon Quest I & II HD-2D Remake, AirPods Pro 3, and more. Check out our top picks for Saturday, June 27, below.

Dragon Quest I & II HD-2D Remake for $38.99

DRAGON QUEST I & II HD-2D Remake (NSW)

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Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we’ve seen since release. In our 9/10 review, we wrote, “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

Nioh 3 for $49.99

Nioh 3 – PlayStation 5

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Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, “Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure.”

LEGO Ideas Vincent Van Gogh The Starry Night for $136

LEGO Ideas Vincent Van Gogh The Starry Night

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Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there’s even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

AirPods Pro 3 for $179

Apple AirPods Pro 3 Wireless Earbuds

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AirPods Pro 3 are a fantastic upgrade over the 2nd generation, bringing a built-in heart rate sensor, redesigned eartips for better noise cancellation, and improved sound quality. Right now, you can score a pair for only $179 at Amazon. This is a fantastic price, and it’s the lowest we’ve seen in some time. I’ve had a pair since launch and have been incredibly happy with them, especially coming from the original AirPods Pro.

Silent Hill f for $29.83

Silent Hill f – PlayStation 5, Amazon Exclusive Day One Edition

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You can also score Silent Hill f for $29.83 this weekend. This game is one of the most unique in the series, mainly due to its story, which was written by Ryukushi07. Composer Akira Yamaoka contributed to the project as well, and this edition on Amazon packs in a two-sided poster, plus the Day One items pack.

Batman 4K Film Collection for $32.99

Batman 4K Film Collection

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This excellent 4K film collection packs together Batman, Batman Returns, Batman Forever, and Batman & Robin. You can save over 20% this weekend and pick up the 4-film bundle for $32.99 at Amazon. This is an easy way to quickly grow your 4K collection by four movies.

Tokyo Ghoul Box Set for $77.74

Tokyo Ghoul Complete Box Set: Vols. 1-14

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This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

A Physical Disc Copy of GTA 6 Is Not in the Works, Contrary to Online Reports

Viral social media posts and articles claiming a physical disc copy of GTA 6 is in the works are incorrect.

Various articles and social media accounts reported that GTA 6 would launch on an actual disc by the end of this year after an image featuring comments from Rockstar Support went viral, garnering millions of views. The support email said: “You will be able to acquire a physical copy during the following months.” While the email is legitimate, it does not indicate a disc version is in the works.

The Hollywood Reporter confirmed that the support email was a genuine response to a ticket filed to Rockstar Support asking for a disc version of GTA 6, and that while the response was poorly worded, it did not announce any change in policy, nor confirm a disc release was in the works.

GTA 6 Ultimate Edition Screenshots

THR said “a source with knowledge” of Rockstar’s GTA 6 launch strategy told it there are “no plans” for GTA 6 discs to be printed, “not at launch, and not months after.”

When Rockstar Support mentioned a “physical copy,” it was referring to the physical version the company has already announced — the one that comes with just a code in the box. “The following months,” just means following preorders going live this week and all the announcements that came with it, not the following months after GTA 6 goes live in November.

Now, plenty of people have questioned Rockstar’s announcement language here — should we really be calling it a “physical version” if there’s no disc? But the upshot is there is no disc coming. So, if you want to play GTA 6, you’ll need to download the game.

There were also headlines this week based on a report from a Polish website and its “insider” who claimed a disc version of GTA 6 was due out in December. While the report provided fans with more hope, it was wrong, too.

Why has Rockstar decided not to go with a disc version of GTA 6, and risking angering core gamers in the process? There are a number of reasons, analysts told Play168 this week, and they all make commercial sense. Meanwhile, some retailers are refusing to sell GTA 6 because the physical version lacks a disc.

Yesterday, Play168 reported on the results of our own poll where we asked if you’re going to buy the $100 Ultimate Edition or the $80 Standard Edition. Somewhat surprisingly, over 70% of you intend to buy the more expensive version.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hunty Zombie Codes (June 2026)

Last updated June 26, 2026 – We checked for new Hunty Zombie codes!

Hunty Zombie is a Roblox experience that sees you go up against hordes of… well, zombies. You can play solo or in a group of up to 6 people, but for each zombie you take down, you’ll be closer to leveling up and gaining mastery of special weapons, perks, and more. Complete quests, roll spins for perks, and customize your character to be the ultimate zombie-slaying machine. So, whether you’re jumping into specific maps like the school or sewer, taking on a raid, or completing campaign mode, here are codes for Hunty Zombie that will give you a boost when tackling the undead.

Working Hunty Zombie Codes (June 2026)

You need to be Level 5 before you can use codes. But once you’ve hit that level, here are the codes you can redeem:

  • NOMOREHZDELAYS!Copy – 50 Lucky Perk Spins, 50 Lucky Weapon Spins (NEW)
  • QoLRebalance2!Copy – 50 Lucky Perk Spins, 50 Lucky Weapon Spins, 50 Traits (NEW)
  • BATTLEPASS6Copy – 50 Lucky Perk Spins, 50 Lucky Weapon Spins, 50 Traits (NEW)
  • W2RELEASECopy – 2,500 Doubloons, 8 Enh. Weapon Spin, 5 Trait Gems
  • BYEBYEDOUBLOONSCopy – 3,000 Doubloons, 10 Enh. Perk Spin
  • MunIsHappyAndKapsiIsTiredCopy – 6 Enh. Weapon Spin, 6 Enh. Perk Spin, 10 Trait Gems
  • WowNiceCosmeticCopy – 75x Lucky Weapon Spins, 75x Traits
  • HappyBirthdayHZCopy – 250x Traits, 250x Lucky Weapon Spins, 100x Lucky Perk Spins, 2,500,000 Coins
  • NewAFKCosmeticsCopy – 50x Lucky Weapon Spins
  • BigCodeCopy – 3x Lucky Weapon Spins
  • LosLobosCopy – 100x Perk Spins, 100x Weapon Spins, 100x Lucky Weapon Spins, 100x Lucky Perk Spins
  • 8HCallCopy – 100x Lucky Weapon Spins
  • RessurrectionCopy – 50x Perk Spins, 50x Weapon Spins, 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • CoyoteReworkCopy – 50x Perk Spins, 50x Weapon Spins, 50x Lucky Weapon Spins, 50x Lucky Perk Spins, 50x Traits
  • NoirStyleCopy – 10x Lucky Weapon Spins, 100x Lucky Perk Spins
  • BPSeason5Copy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • StaringGuardianIsaCutePetCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins, 30x Traits
  • AFKIsSkillCopy – 75x Lucky Weapon Spins, 75x Lucky Perk Spins
  • FastestHandsInTheWestCopy – 70x Lucky Weapon Spins, 70x Lucky Perk Spins
  • 10KCCU!Copy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins, 35x Traits
  • GoldTeethCopy – 35x Lucky Weapon Spins, 35x Lucky Perk Spins, 25x Traits
  • 50kInterested!Copy – 70x Lucky Weapon Spins, 70x Lucky Perk Spins, 20x Traits
  • TheStrongestOfTodayCopy – 75x Lucky Weapon Spins, 75x Lucky Perk Spins, 25x Traits
  • VeryHotHotfixesCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • Infinity!Copy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins, 25x Traits
  • 25KInt!Copy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • LifeAgainCopy – 40x Traits
  • QoLCopy – 111x Lucky Perk Spins, 111x Lucky Weapon Spins
  • LarryCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins, 10x Traits
  • RebalancedCopy – 50x Traits
  • PitySystemCopy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins
  • REVIVEHUNTYCopy – 20x Lucky Weapon Spins, x3 Skill Points
  • EasterPatchCopy – 50x Lucky Weapon Spins
  • MunIsHidingCopy – 100x Traits
  • EasterUpdate!Copy – 100x Lucky Weapon Spins, 20x Perk Spins, 20x Traits
  • 1HourDelayHa!Copy – 40x Lucky Weapon Spins, 20x Perk Spins
  • HerobrineIsBack!Copy – 1x Lucky Weapon Spin, 1x Perk Spin, 1x Trait
  • CatchThisRocket!Copy – 40x Lucky Weapon Spins, 20x Perk Spins, 20x Traits
  • WeAreSORRYCopy – 100x Lucky Weapon Spins
  • 2026AprilFools!Copy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins, 50x Traits
  • BatEvoCopy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins
  • NeverGonnaGiveYouUpCopy – 1x Lucky Weapon Spins, 1x Lucky Perk Spins
  • QoLxBalancingCopy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins, 50x Traits
  • HellForkNextCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • TheDelayIsRealCopy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins
  • VSeventSoonCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • HuntyDelaysCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • MythicsAreBack!Copy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins, 50x Traits
  • KatnaCopy – 100x Lucky Weapon Spins, 100x Lucky Perk Spins
  • PotatoInternet2.0Copy – 50x Raid Tickets
  • 20kHunters!Copy – 150x Lucky Weapon Spins, 150x Lucky Perk Spins, 150x Traits
  • AegisCopy – 50x Lucky Weapon Spins, 50x Lucky Perk Spins
  • AFKChamberBuffCopy – 50x Traits, 30x Lucky Weapon Spins, 10x PetCoins
  • PotatoInternetCopy – 30x Lucky Weapon Spins, 30x Lucky Perk Spins
  • VALENTINESPT2Copy – 25x Lucky Perk Spins
  • SorryForDelayHuntersCopy – 30x Lucky Weapon Spins
  • Admin&BugFixesCopy – 50x Lucky Weapon, 50x Lucky Perk Spins
  • NEWVALENTINERAIDERIS!Copy – 10x Lucky Weapon Spins
  • MORETHAN7KINTERESTED!Copy – 10x Lucky Perk Spins

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

How to Use Hunty Zombie Codes

Before you can redeem codes in Hunty Zombie, you’ll need to reach level 5. If you have already, here’s what you need to know: launch the Hunty Zombie Roblox experience. When you’re in the main lobby, follow these steps to get your goodies:

  1. Locate the codes menu on the right side of the screen. It’s the icon of the open book at the top of the submenus.
  2. Copy the code from this article and then paste it into the bar that says “enter code here…”
  3. Click confirm and receive your rewards!

Expired Hunty Zombie Codes

These codes are no longer valid:

  • IMAWESOME – Rewards
  • DARKABUSED – Rewards
  • DUNGEONDAGGER – 50x Traits
  • MOREWEAPONSPINS – 50x Lucky Weapon Spins
  • SOMEPETCOINS – 75x PetCoins
  • COYOTE – 50x Lucky Weapon Spins
  • HAPPYSUNDAY – 50x Traits
  • COYOTE2 – 50x Lucky Perk Spins
  • DUNGEON – 80x Lucky Weapon Spins
  • ONTIME – 80x Traits
  • LETSGOOO – 80x Lucky Perk Spins
  • BALD – 70x Lucky Weapon Spins
  • BUGFIXES – 70x Lucky Perk Spins
  • NEWTRAIT – 100x Traits
  • NEWPERK – 60x Lucky Perk Spins
  • FLOWUPDATE – 50x Traits
  • FLOWUPDATE2 – 750x Payload Credits
  • ALMOSTCHRISTMASEVE – 60x Weapon Lucky Spins
  • ALMOSTCHRISTMASEVE2 – 60x Trait Rerolls
  • ALMOSTCHRISTMASEVE3 – 60x Lucky Perk Spins
  • ALMOSTCHRISTMASEVE4 – 1,000x Payload Credits
  • WEAREBACK – 60x Weapon Lucky Spins
  • WEAREBACK2 – 50x Traits
  • WEAREBACK3 – 300x Pet Coins
  • WEAREBACK4 – 1,000x Payload Credits
  • JINGLEBELLS – 40x Traits
  • KRAMPUS – 40x Weapon Lucky Spins
  • 400KWOAH – 300x Pet Coins
  • 500KWOAHHH – 200x Skill Points
  • SRYFORDELAY3 – 150x Traits
  • SRYFORDELAY2 – 200x Pet Coins
  • SRYFORDELAY1 – 1,500x Payload Credits
  • 100KTHANKS – 750 Payload Credits
  • 150KTHANKS – 80x Traits
  • 250KTHANKS – 3,000x Payload Credits
  • OPCODE1 – 25x Weapon Lucky Spins
  • OPCODE2 – 25x Perk Lucky Spins
  • OPCODE3 – 25x Traits
  • OPCODE4 – 300x Payload Credits
  • Jester – 10x Weapon Lucky Spins
  • 700KLIKES – 700,000 Coins
  • TheClown1 – 10x Traits
  • NewClownboss – 10x Traits
  • HAHAHAHA – 200,000 Coins
  • JKR5 – 10x Perk Lucky Spins
  • BLINDFOLD – 5x Weapon Lucky Spins
  • SORRYFORDELAY2 – 50x Traits
  • SORRYFORDELAY – 20x Traits
  • DELAYAGAINSORRY – 1500x Payload Credits
  • NEWUPDATE – 30x Weapon Lucky Spins
  • SOMECASH – 3,000,000 Coins
  • YOUGUYSROCK – 200 Pet Coins
  • 200KTHANKS – 35x Weapon Lucky Spins
  • Wizzard – 10x Lucky Weapon Spins
  • Petupgrade – 10x Traits
  • NewBuild – 10x Traits
  • SupanewDivine – 200,000 Coins
  • JKR – 10x Perk Lucky Spin
  • SHAMMER – 10x Lucky Weapon Spins
  • BATTLEPASSRESET – 100,000 Coin
  • NEWPAYLOAD – 200,000 Coin
  • TRYNEWGAMEMODE – 10x Lucky Perk Spins
  • NewZombie1 – 10x Traits
  • NewZombie2 – 10x Traits
  • ChainsawWP – 10x Lucky Weapon Spins
  • LOYKRATHONGDAY – 15x Traits
  • REDUCEDMGPERK – 10x Lucky Perk Spins
  • REBIRTH! – 200,000 Coins
  • DIVINEPET – 200,000 Coins
  • Handfan – 15x Lucky Weapon Spins
  • NewCamp – 200,000 Coins
  • Beach – 15x Traits
  • Pirate – 10x Lucky Perk Spins
  • ChasingDollars – 200,000 Coins
  • Reaper – 15x Lucky Weapon Spins
  • RIP67 – 200,000 Coins
  • ScytheRP – 10x Traits
  • NEWBOSSRAID123 – 15x Lucky Perk Spins
  • HZ4EVER – 300,000 Coins
  • Halloween – 300,000 Coins
  • SpinalBlade – 10x Lucky Weapon Spins
  • NewSwordHW – 10x Traits
  • SIRJACKY – 10x Lucky Perk Spins
  • SpookyPet – 150,000 Coin
  • hwticket – 5x Halloween Tickets

Why Isn’t My Hunty Zombie Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double-check that you haven’t copied over an extra space!

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Anime Astral Simulator Codes (June 2026)

Last updated on June 26, 2026: We checked for new Anime Astral Simulator codes!

Anime Astral Simulator is an incremental fighting game where you’ll need to complete world quests starting from Ninja Village all the way up to Slayer Village. Along the way, you’ll repeatedly kill Sabuze, Pane, Kagove, and more enemies to become the strongest fighter.

If you want to start your journey strong, we’ve rounded up all the active codes in one place and tested them to make sure you can redeem them. The Anime Astral Simulator codes below will reward you with plenty of Damage, XP, Luck, and Power Potions, along with an abundance of F2P Tickets.

Working Anime Astral Simulator Codes

  • SORRYFORSHUTDOWN8Copy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • TRIALMEDIUMCopy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • 17.5MVISITSCopy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • 18MVISITSCopy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • UPDATE3.5Copy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • 60KINTERESTEDCopy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion (NEW)
  • SORRYFORSHUTDOWN7Copy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • SORRYFORGRIMOIRESCopy 1,000 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • WEARESOSORRY!Copy 4,000 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • UPDATE2.5Copy 150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 9.5MVISITSCopy 150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 10MVISITSCopy 150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • MOUNTSCopy 150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • TRACKERCopy 150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • SORRYFORDELAY3Copy 250 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • SORRYFORSHUTDOWN6Copy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 30KPLAYERSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 8MVISITSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 7.5MVISITSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • GO30K?Copy500 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 28KPLAYERSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 27.5KPLAYERSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • SORRYFORSHUTDOWN5Copy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • SORRYFORDELAY2Copy300 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • BATTLEPASSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • UPDATE2Copy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 7MVISITSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 6.5MVISITSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 25KPLAYERSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 24KPLAYERSCopy150 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 20KPLAYERSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 19KPLAYERSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 18KPLAYERSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 3KEVENTCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • UPDATE1.5Copy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 4KFAVSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 8KLIKESCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 3.5MVISITSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 3MVISITSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • UPDATE1Copy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • SORRYFORDELAYCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 1.5MVISITSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 1MVISITSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 5KLIKESCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 2.5KLIKESCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • NPCNERFCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 15KPLAYERSCopy200 F2P Tickets, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion
  • 13KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 10KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 7KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • SORRYFORSHUTDOWN2Copy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • EXCHANGECopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 20KMEMBERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 500KVISITSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 6.5KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 6KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 5KPLAYERSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 1KLIKESCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 200KVISITSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 100KVISITSCopy150 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • SORRYFORSHUTDOWNCopy100 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion
  • 4KPLAYERSCopy – 150 F2P Tickets
  • 3.5KPLAYERSCopy – 150 F2P Tickets
  • 2.5KPLAYERSCopy – 150 F2P Tickets
  • 1KPLAYERSCopy – 150 F2P Tickets
  • RELEASECopy250 F2P Tickets, 1 Damage I Potion, 1 Luck I Potion, 1 Power I Potion, 1 XP I Potion, 1 Yen I Potion, 1 Damage II Potion, 1 Luck II Potion, 1 Power II Potion, 1 XP II Potion, 1 Yen II Potion

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

How to Use Anime Astral Simulator Codes

To redeem codes, follow these steps:

  1. Launch Anime Astral Simulator on Roblox
  2. Click on the Codes icon in the top right corner (it’s the badge with a tick)
  3. Press Copy on the codes above
  4. Paste them straight into the Redeem Codes! bar
  5. Click Redeem

Expired Anime Astral Simulator Codes

There are no expired Anime Astral Simulator codes yet. If any of them stop working, we’ll move them to this section.

Lauren Harper is an Associate Guides Editor at Play168. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. She leads the Roblox coverage as part of her role, so she’s always on the lookout for new codes and experiences to test out.

Godzilla: Destroy All Monsters Melee Remastered Is the Remaster I Didn’t Know I Wanted

While I was waiting outside the Atari booth for my appointment to see Godzilla: Destroy All Monsters Melee Remastered to start, I heard it, friends. The noise. You know which one. And I knew, then and there, that my faith had been rewarded. What I did not expect was for them to put a controller in my hands. But I’m really glad they did.

One of the coolest things about this remaster is that it’s being developed by the original team at Pipeworks, and you can feel it when you play it. I confess I hadn’t played it in a hot second; that game is from 2002, after all. But this feels like the game I remember burning countless days of my life with. And it was time well spent, honestly.

I jumped into one-on-one multiplayer, and let me tell you, folks, Destroy All Monsters Melee still has that immediate sense of joy I felt playing it when I was a kid. And it looks stunning. This may be billed as a remaster, but Pipeworks hasn’t just juiced the resolution and called it a destroyed city. These monsters – and the environments they’re rampaging through – look great. Seriously, go find footage of the original game and then go watch footage from this. This bad boy runs in Unreal Engine 5, and it looks like it. And it’s not just the monsters who look better. You can play each stage during the day or at night, which rules.

This may be billed as a remaster, but Pipeworks hasn’t just juiced the resolution and called it a destroyed city. These monsters – and the environments they’re rampaging through – look great. Seriously, go find footage of the original game and then go watch footage from this.

My first match had me playing as Ghidorah. Initially, I was worried about range because Ghidorah doesn’t have arms. But he does have three very long necks and surprisingly versatile kicks and a really strong beam attack that’s somehow even stronger if you charge it up. He’s kind of a menace, actually, and I was surprised how quickly I picked up the game again after having not played it in well over a decade. Whether I was using my energy beams to send my opponent flying across the stage, hurling a building at them, or grabbing them and bouncing them around like a volleyball on Ghidorah’s heads, it felt great. But getting hit? It doesn’t feel good, and it shouldn’t! These are big, lumbering beasts, and if you get knocked off your spot, you’ll feel it. I pulled off the victory, but I was having too much fun to worry about it.

For our second match, I went back to an old favorite: Godzilla from Godzilla 2000, which was the first Godzilla movie I ever saw in a theater. That said, I feel like my opponent took the last game a little personally, because he picked MechaGodzilla and locked in. Original MechaGodzilla, mind you. While the original game had MechaGodzilla 2, the remaster will feature the OG.

This match was much closer. Godzilla 2000, God(zilla) bless him, doesn’t have the pure brute force (or range) Ghidorah packs, though his tail is particularly nasty. What he does have, though, is a frankly absurdly powerful atomic breath that not only does hilarious amounts of damage but also pushes enemies mad yonder. So while Ghidorah felt like he could play at any range, my millennium monster felt like he wanted to play at range, which was… difficult, because MechaGodzilla was no slouch there, either. I did pull it out with some lucky atomic breaths, a lot of thrown buildings, and the odd lucky tail attack, but it was last-pixel-you-can’t-even-see close, and there wasn’t much city left when we were done wrestling around in it. That’s Godzilla, baby.

In addition to the monster-mashing melee action, the remaster will improve the original’s unlock system, so you can unlock monsters, locations, and gallery items in any order you like, and, in what is in my opinion the most exciting addition, this version will feature online multiplayer. Godzilla be praised.

The nature of tradeshow appointments means I only got to spend a little time with Godzilla: Destroy All Monsters Melee Remastered, but it left me hankering for more, and that’s not a bad place to be. Now I just need to get some friends online come November. We got cities to destroy, and it’ll be cool not to have to be on the same couch to do it.

Will Borger is an Play168 freelancer. You can find him on Bluesky @edgarallanbro.

What Can We Expect from GTA 6 Online, and When Will We Play It?

I’m sure you’ve heard by now, but GTA 6 pre-orders are now live. And with that announcement came the explicit wording from developer Rockstar that it is “a single-player” experience. That leaves a lot of questions about what the next iteration of GTA Online will look like, how much extra it will cost (if anything), and when we’ll be able to play it.

I won’t lie to you, I have absolutely no concrete information about either of these points – Rockstar hasn’t even confirmed that there is a new GTA Online. We all just believe it’s inevitable because a) the current version is a globe-dominating money maker, and b) Rockstar’s two biggest games of the last two generations have both had MMO-like multiplayer modes. But this lack of an official announcement is not going to stop me from theorising – there’s much we can learn by looking back at how the original GTA Online was rolled out and how Rockstar then handled Red Dead’s equivalent.

GTA 5 was first released back on September 17, 2013. To give people time to play through its multi-protagonist campaign, GTA Online arrived two weeks later. But maybe it shouldn’t have. Launched in a nearly unplayable state, it would take several weeks and patches for it to find its feet. Since then, though, it’s been nothing short of a smash success, steadily building an impressive catalogue of missions, heists, and user-generated content updates that have turned it into the beast it is today. So, could whatever GTA 6’s online mode arrive within a similar timeframe? Will we be teaming up on the streets of Vice City on December 3? That seems unlikely.

Firstly, Rockstar just doesn’t need to rush it out, with GTA 6’s single-player campaign already set to eclipse the sales of any video game launch to date. Why push Online out there within that late November window when you could profit from another whole hype cycle later on?

At the very earliest, I expect Online to arrive around a month after GTA 6. I say that because Rockstar is including a month’s membership to GTA+ with pre-orders, the subscription service that offers access and bonuses to its library of games. So, could GTA 6 Online devilishly arrive when most players’ free trial is just a day or two from ending, thus convincing many to keep paying for the service? Especially if that service comes loaded with some really tempting new extras for GTA 6 Online’s launch. We’ve already seen the extras bundled with the Ultimate Edition and how they’ve already tempted pre-orders. Would players diving into the new version of Online want to do it without the GTA+ bonuses?

GTA 6 Ultimate Edition Screenshots

A month-long wait would also parallel Red Dead Online, which arrived almost exactly a month after Red Dead Redemption 2. It did so in a beta state, however, with Rockstar having learned some of the lessons from GTA Online’s rocky launch. It wasn’t until six months later, in May 2019, that Red Dead Online graduated to its 1.0 form. So, could a similar path be followed here for GTA 6 Online? A good number of games scheduled for early 2027 will certainly be hoping so.

If GTA 6’s iteration of Online was to follow Red Dead’s blueprint and launch properly in May 2027, then the flurry of big games already settling in for February and March will be relieved at the breathing room this gives them. The likes of Fable, Final Fantasy 7 Revelation, and Tomb Raider: Legacy of Atlantis will feel like they can hold firm with their current release dates. However, it would be bad news for publishers currently planning for a spring release – we’ve already seen a pile-up of releases make September a daunting proposition due to publishers giving the single-player side of GTA 6 a wide berth, so the last thing devs working on upcoming games need is the (probably) next biggest multiplayer game of all time landing during their planned window.

This threat – that GTA 6 gets effectively two launches – possibly also explains why so many games haven’t yet given firm release dates. The Legend of Zelda: Ocarina of Time remake is due this year, but we don’t know when. God of War: Laufey is another that will want its own time in the spotlight, so I wouldn’t be surprised if Sony is waiting for the other GTA shoe to drop first before locking in a date.

As for what GTA 6 Online may actually look like, well, that’s very much in the air. Will it once again be part of the GTA package you purchase when you pick up the single-player, or will it be its own game? Will a standalone game be free-to-play, financed through the gargantuan profits of the campaign and an endless supply of Shark Cards, or will it demand another premium price tag, or even a subscription to GTA+? Rockstar steadfastly refuses to discuss Online at all, so we’ve no idea, although we can take a reasonable guess at the shape of some things. For example, I wouldn’t expect it to completely replace the existing GTA Online, seeing as PC players still have no idea when they’ll be able to get their hands on GTA 6, and with so many people still enjoying their games on the previous generation of PS4 and Xbox One consoles, it would be foolish for Rockstar to shut down those Shark Card-infested microtransaction waters.

In terms of gameplay, I think we can largely expect it to follow a familiar formula to what we’ve seen from GTA Online over the past decade. If it isn’t broke, don’t fix it, after all. But one thing I would expect is a further emphasis placed on user-generated content, which I wrote about in more depth here, as well as my concerns around it.

What do you think GTA Online will look like, and when do you think we’ll get to play it? Let us know in the comments!

Simon Cardy is a Senior Editor at Play168 who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Young Male Gamers Twice as Likely to Believe Conspiracy Theories, UK Study Suggests

A new study has found that young male gamers in the UK are twice as likely to believe conspiracy theories compared to the country’s general population.

The statistic comes from a new report by research firm More in Common and The AKO Storytelling Institute at the University of Arts London (via Video Games Industry Memo), which polled thousands of young Brits on their thoughts, and grouped them based on their average video game usage.

One aim of the study was to identify if video games could be a useful tool to reach those who may have switched off from mainstream media, and instead believed misinformation or disinformation spread by other sources.

Intriguingly, the gaming-heavy group that most stated they agreed with the idea that “secret groups are controlling global events” also stated they were four times more confident that they would be able to spot misinformation.

2,000 British men aged 18 to 24 were polled for the study, a group dubbed “Sceptical Scrollers”, who account for 10% of the country’s population, though are among those with the lowest income, most likely to be in debt and live in social housing close to where they grew up.

The group is among the least likely to watch terrestrial TV, listen to radio, or read a newspaper, instead favoring to trust news and reports seen on YouTube, via podcasts or social media. But in terms of video games, the group plays more than any other.

Among Us Hide n’ Seek

So, could video games be used to reach the group? It’s unclear. The study found that those within the group valued video games highly as an escape, and a space “free of political ideology.” Indeed, the study stated that “most treat games as an alternative to the moral, political and gritty reality they live in, and they want them to stay that way.”

When the group was given games to play with a subtle message (one character was revealed to have been manipulated, another centered on being susceptible to misinformation), results were “mixed” — especially after the purpose of the games were explained. “A number of participants felt betrayed,” the study stated.

But while video games may not be the avenue to change beliefs, the study does at least show that video games can be a positive aspect in the lives of a group which otherwise feels disenfranchised, and a place of common ground. And while Sceptical Scrollers aren’t likely to play a video game designed specifically to contest a conspiracy theory, it’s suggested that games which encourage critical thinking can still be useful — such as the social deduction game Among Us, or Papers, Please.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Atari is Bringing Back the Classic Toy Story Games for Kids of All Ages

The original Toy Story was the first movie I ever saw in a theater. I was six years old. I quite literally grew up with the Toy Story films, but I only ever got to play a couple of the games. I never owned a PS1, so what I could play was limited to time at a friend’s house or at demo stations in retail stores, but I still have fond memories of those games. Fortunately, it seems I’m not the only one, because Atari has decided that everyone needs a little Toy Story in their life. At SGF, I got to see a hands-off presentation of Atari’s two-part Toy Story revival, Toy Story Retro Roundup and Toy Story 3 Complete Edition, and I’ve gotta say, these games feel like they were made for me… and any other Toy Story fan who’d like to take a trip down memory lane, or didn’t get to experience them the first time.

In the last few years, Atari has quietly become one of the best in the business when it comes to bringing back the classics. Digital Eclipse is the studio behind these projects, and if they sound familiar, it’s because they’re got a long history of putting stuff like this together. They’re the studio behind Tetris Forever, Atari 50: The Anniversary Collection, Mortal Kombat Legacy Kollection and, my personal favorite, Teenage Mutant Ninja Turtles: The Cowabunga Collection. They’ve proven that they know how to do this kind of work. The only question, as always, comes down to the execution.

Like the Mortal Kombat Legacy Kollection, Toy Story Retro Roundup will be a package that often includes multiple versions of the same game, back when that meant they were actually totally different games that shared the same title. That means multiple versions of 1995’s Toy Story – the Genesis, SNES, and Game Boy versions, to be precise. You’ve also got Toy Story 2 on the Game Boy Color, and Toy Story 2: Buzz Lightyear to the Rescue! (one of the ones I remember) on PS1, both from 1999. 2000’s Buzz Lightyear of Star Command on the PS1 and Game Boy Color is also included, as is Toy Story Racer (2001) on the same platforms. What a time. Finally, you’ve also got 1998’s A Bug’s Life on the PS1 and Game Boy Color as a nice little bonus.

As you’d expect, the collection adds a ton of quality of life features in addition to uprezzed visuals for the PlayStation games.

As you’d expect, the collection adds a ton of quality of life features in addition to uprezzed visuals for the PlayStation games (though you can choose to use the original resolutions, too, if you like). You can create and load save states at any point in the game and rewind if you make a mistake. If you’re looking for a breezier experience, there are also cheats for invincibility, level unlocks, and unlimited lives as well as a practice mode with guided playthroughs that you can jump into at any time, along with updated instructions with modernized controls. All of this is cool, and makes sense. These games are old, and they’re not going to be what folks are used to. Everyone should be able to play them, especially kids, and these updates will make that easier for everyone.

Toy Story 3: Complete Edition Screenshots

But it’s not just quality of life changes. Digital Eclipse has a long history of adding archival materials and interviews to these packages, and Retro Roundup will be no different. In addition to new interviews, the collection will also include concept art, ad scans, and more. Pretty rad.

If that was all Atari was doing, that would be pretty cool. Butthey’re also remastering Toy Story 3 with Toy Story 3 Complete Edition. In addition to updated graphics (which look great) and 4K 60 FPS support, the Complete Edition will include all of the content from the original game, like Story and Toy Box mode, both of which can be played cooperatively. The real kicker here, though, is that the Complete Edition brings previously platform-exclusive content – like being able to play as Zurg in Toy Box mode, which was previously only in the PS3 release – to everybody, as well as four additional Theme Packs for your Toy Box. Not bad, all told.

Toy Story Retro Roundup and Toy Story 3 Complete Edition don’t strike me as the kinds of collections that people ask for when they come up with pie-in-the-sky “games to be remastered” wishlists, but licensed games are important, too, and folks should be able to play them. For me, this is a chance to really sit with some games I mostly only ever got glimpses of. But kids deserve to play with these toys, too, and it’s good that Atari is making sure they can.

Will Borger is an Play168 freelancer. You can find him on Bluesky @edgarallanbro.

All New and Working Evomon Codes (June 2026)

Last updated on June 26, 2026: Added four new Evomon codes!

Evomon codes will give you free rewards, including EXP Fruit, Coins, and Advanced Balls, which you’re going to need in this creature-catcher adventure game inspired by Pokémon. You’ll awaken in a strange world, where Mentor Ben explains you’ll need to fight wild Evomon. You can then choose from three starter Evomon, Leafbu, Blazpu, or Bubble (yes, I was expecting it to be something like Waterlu).

From there, you’ll jump through a portal into Verdant Valley and be able to fight and collect other Evomon to build your team. To help you get started, we’ve rounded up all of the working Evomon codes in one place and tested them to make sure you can redeem them.

Working Evomon Codes (June 2026)

Here are the currently active codes for Evomon:

  • SeasonComingCopy – 3x Summon Ticket, 10x Advanced Ball (NEW)
  • 20KMEMBERSCopy – 2x Trait Reroll Potion, 10x Advanced Ball (NEW)
  • 20000LIKESCopy – 2x Trait Reroll Potion, 5x Medium EXP Fruit (NEW)
  • 30K-LIKESCopy – 2x Trait Reroll Potion, 2x Talent Vector Potion, 2x Nature Reroll Potion (NEW)
  • 10kthxCopy – 10x Advanced Ball
  • 12klikeSCopy5x Medium EXP Fruits
  • 10KCCU_Copy – 4,000 Coins
  • 5000DCCopy – 5x Advanced Ball
  • THXFOR5KCopy 5x Medium EXP Fruits
  • 2K-LIKESCopy 5x Medium EXP Fruits
  • DC2KCopy 5x Medium EXP Fruits
  • LIKE1GIFTCopy 2x Medium EXP Fruits and 1,000 Coins
  • FORDC1200Copy1,000 Coins
  • EvomonVipCopy5x Medium EXP Fruits
  • DCGIFTCopy10x Medium EXP Fruits, 5x Advanced Balls, 1,000 Coins

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

How to Redeem Evomon Codes

If you’re ready to use the working active Evomon codes, follow these steps:

  1. Launch Evomon on Roblox
  2. Click the Settings icon in the top left corner
  3. Press Copy on the codes above (this will automatically copy the code to clipboard)
  4. Paste it into the Enter code bar
  5. Click OK

Expired Evomon Codes

Evomon was released on June 17, 2026, so there are currently no expired codes. Make sure you use the codes listed above before they can no longer be redeemed.

Looking for Roblox codes for other experiences? Play168 has a dedicated team that checks daily for new codes and Roblox experiences to cover. Some of the recent games we’ve put together code pages for are Anime Squadron, Anime Astral Simulator, Grow a Garden 2, Universal Tower Defense X, and more.

Lauren Harper is an Associate Guides Editor at Play168. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. She leads the Roblox coverage as part of her role, so she’s always on the lookout for new codes and experiences to test out.

Retailers Are Issuing Console Shortage Warnings Ahead of GTA 6

A major retailer has warned there will be console shortages ahead of the launch of GTA 6 in November, sparking concern that scalpers will cash in on demand for PS5 and Xbox Series X and S this Christmas.

GTA 6 is due out on PlayStation 5 and Xbox Series X and S only, which means that if you must have a current generation console from either Sony or Microsoft to play the game. Given Rockstar’s hotly anticipated open world adventure is expected to be the biggest entertainment launch of all time, consumer interest in buying a new console is expected to skyrocket.

That would normally be fantastic news for Sony and Microsoft, but according to The Game Business, retailers are worried they may not be able to capitalize on the demand. According to the site, a “major” games retailer warned there won’t be enough consoles to meet demand over the crucial holiday period.

GTA 6 Ultimate Edition Screenshots

“We’ve been informed that because of the ongoing issues around hardware component availability, we won’t be getting the units we want ahead of GTA,” the anonymous source said, adding: “Demand will likely outstrip supply during the year end period.”

Both Sony and Microsoft have raised the price of their consoles this year, although the latest price hike from Microsoft doesn’t kick in until August 1. Some are worried Sony may announce yet another PS5 price rise before the year is out (the last price rise, effective from April, sparked a sales collapse in the U.S.). Currently, the PS5 costs $649.99, the PS5 Digital Edition costs $599.99, and the PS5 Pro costs $899.99.

Xbox console price rises effective August 1, 2026:

  • Xbox Series S 512GB: $399.99 —> $499.99
  • Xbox Series S 1TB: $449.99 —> $599.99
  • Xbox Series X 1TB Digital: $599.99 —> $749.99
  • Xbox Series X 1TB: $649.99 —> $799.99

The price rises are the direct result of the “RAMpocalypse,” which is an ongoing global memory shortage and price crisis driven by semiconductor manufacturers reallocating their DRAM and NAND production capacity to high-margin hardware for AI data centers.

“Last October, we increased Xbox console price by $20-$70 in the U.S.” Microsoft said when it announced Xbox price rises this week. “We hoped another price increase would not be necessary, and we have spent the last several months working with suppliers on options. Unfortunately, console storage and memory prices have increased by more than 2.5x and we expect another doubling by the fall of 2027.

“The entire consumer electronics industry is struggling with the current components crisis, but the effects are particularly hard on consoles. Unlike phones, computers, speakers, and other consumer devices, consoles are typically not sold at a profit, but instead for less than they cost to make.”

Microsoft executives have insisted demand for Xbox consoles exceeds supply, and that it is struggling to improve the situation. What does this mean for you? Well, if you want to play GTA 6 at launch and you need to buy a current-gen console, doing so sooner rather than later is probably wise. As I’ve mentioned, Xbox Series X and S get more expensive from August, and who knows what Sony will do with the price of PS5?

Not only that, but both console offerings may sell out because of the GTA 6 demand, which could open the door to scalpers cashing in. The last thing anyone needs is to be faced with the prospect of paying $1,500 dollars for an Xbox Series X from eBay just to play GTA 6. I dread to think how much scalpers will list a PS5 Pro for this Christmas if it sells out.

for all the latest, check out our ongoing GTA 6 live report, where we have a steady stream of updates on the game.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Tekken Cartoon Revealed by Bandai Namco

Bandai Namco has re-imagined classic fighting game characters like Kazuya and Kuma in the first teaser for a Tekken cartoon.

Officially stylized as “TEKKEN! CARTOON,” the minute-and-a-half-long trailer mixes live action and animated elements to reveal an unexpected offshoot for the publisher’s long-running fighting game series. Just five characters – Kazuya, Kuma, Yoshimitsu, Paul, and Alisa – show up in the video, but we wouldn’t be surprised to see more cute versions of fan-favorite characters show up in whatever the final product ends up looking like.

“Your favorite #TEKKEN characters are coming out of the ring and into the cartoon world!” an official description for the animated project said. “Keep an eye on our socials for more news about the TEKKEN! CARTOON.”

Will this fight end in a draw?🖌️

Your favorite #TEKKEN characters are coming out of the ring and into the cartoon world! Keep an eye on our socials for more news about the TEKKEN! CARTOON#TEKKENCARTOON pic.twitter.com/sz93CzJzPR

— TEKKEN (@TEKKEN) June 26, 2026

The YouTube description for Tekken! Cartoon also revealed some of what appears to be the staff behind the trailer itself. Included in the lineup is animator Amerhiro, whose work can be seen across both their X/Twitter and Instagram pages and features a similar look to the designs revealed in the trailer.

Tekken! Cartoon might be the last thing Tekken fans expected to see when they woke up today. These are cute and colorful versions of video game icons who have thrown down for decades, and with little information about what exactly it will be or where it will air, fans aren’t totally sure what to make of it.

“I thought this was an ad for Tekken snacks or something,” one fan commented. “Wasn’t expecting this, but let’s see what they’re doing with it (Maybe).”

“TEKKEN BABIES IS REAL!!” another joked.

pic.twitter.com/zzccihxW6J

— ……Nanobitt….. (@artofnanobit) June 26, 2026

Some fans online are also confused to see another Tekken animated project emerge without any updates on a potential return for Netflix’s anime adaptation, Tekken: Bloodline. The show premiered in 2022 and featured visuals that fell a little more in line with the games it was based on.

Tekken! Cartoon has no release date or plot information for now. Meanwhile, despite the exit of series veteran Katsuhiro Harada in December 2025 and Tekken 7 and 8 game director Kohei ‘Nakatsu’ Ikeda just a few weeks ago, Bandai Namco’s fighting game franchise continues to receive updates, with Tekken 8 due to add Baki’s Yujiro Hanma as a playable DLC character.

Michael Cripe is a freelance writer with Play168. 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).

The Butcher’s Nails Is the Most Violent Warhammer 40,000 Show Ever Made by Games Workshop

The hugely popular Space Marine 2 did a great job of delivering third-person action, but what about a big-budget first-person Space Marine game? So far, that doesn’t exist, but the latest Warhammer 40,000 animated show from Games Workshop gives fans an idea of what it might look like.

During Games Workshop’s Big Summer Preview showcase, the UK company revealed the debut trailer for a new animation called The Butcher’s Nails, which is due to hit the company’s streaming platform, Warhammer TV, soon. The gory clip stars a World Eaters Berzerker called Makrath, who joins forces with members of fellow Chaos Space Marine faction, the Iron Warriors, during an assault against loyalist Space Marines backed up by soldiers of the Astra Militarum.

The trailer shows Makrath ripping his enemies to shreds from a first-person perspective, giving us an idea of what a World Eaters Berzerker sees from within his helmet. There are cool, Space Marine HUD elements — the kind you’d expect to see in a first-person Space Marine video game. Makrath’s Bolter is positioned at the bottom of the screen, just as you’d expect in a first-person shooter. You even see the outlines of enemies as if they’re marked, just as you can in so many sci-fi first-person shooters. I particularly like the moment Makrath executes an Imperial Fist with a Bolter shot to the face. Very Doom.

The Butcher’s Nails Warhammer 40,000 Animation Images

Yes, it very much looks like a first-person Chaos Space Marine game to me, which, now I think about it, I very much want. Space Marine 2 is wonderful, don’t get me wrong. But there’s something about a first-person perspective that I think would make for a more intense experience, and playing as a Chaos Space Marine would be a welcome palate cleanser.

And the World Eaters would be the perfect pick for such a game. For the uninitiated, the World Eaters are the angriest Space Marine legion (their primarch is called Angron!). The Butcher’s Nails, after which this animated show is named, are implants that turned the World Eaters into crazed gladiators, and helped them along the path to Chaos. In the current Warhammer 40,000 setting, the World Eaters rampage across the galaxy, slaughtering pretty much anything and everything in their way without rhyme or reason. Angron, now the Daemon Primarch of Khorne, is angrier than ever. Blood for the Blood God! Skulls for the Skull Throne! And so on and so forth.

And so, yes, the World Eaters would be the perfect fit for an ultra gory, relentlessly violent, fast-paced first-person melee shooter hybrid, one where you speed towards those righteous Space Marines and squisky Guardsmen and tear them apart.

Hammer and Bolter: The Butcher’s Nails Trailer | Big Summer Preview 2026! pic.twitter.com/Noq5SmzQNJ

— Jesus 40k Worldview (@40kWorldview) June 26, 2026

And yes, I know the excellent Boltgun exists, and a sequel is on the way. But I’m talking about a first-person Space Marine game that isn’t a boomer shooter and isn’t all about making the Ultramarines flex their muscles like the Warhammer 40,000 poster boys they are. Don’t get me wrong, Boltgun is great, but what I have in mind is different. It’s, well, it’s this animation in video game form.

Perhaps The Butcher’s Nails will have to do for now. In a post on Warhammer Community, Games Workshop said “much of the action is from Makrath’s perspective — literally depicting what he sees from inside his helmet.” On top of that, “The action is relentless — the entire episode is almost a single non-stop fight scene.”

In other Warhammer 40,000 news, it emerged this week that popular Tabletop Simulator Steam mods that recreate the in-person Warhammer 40,000 game have received takedown requests from Games Workshop, sparking a backlash within the community.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Squid Game X Codes (June 2026)

Last updated on June 26, 2026: Checked for new Squid Game X codes!

If you’re looking for Squid Game X codes in Roblox, Play168’s got you covered! In this article, you’ll find a list of active and working Squid Game X codes in June 2026 that you can redeem for free rewards, including money to spend on outfits in the in-game store.

Active Squid Game X Codes (June 2026)

Here are all the active Squid Game X codes in June 2026 and the free rewards you get for redeeming them:

  • $1M$Copy – 250 Coins (NEW!)
  • MYSTERYWINCopy – 30 Coins
  • TOPPLAYERCopy – 20 Coins
  • GOLDRUSHCopy – 50 Coins
  • FINALROUNDCopy – 20 Coins
  • REWARDZONECopy – 20 Coins
  • POWERHOURCopy – 30 Coins
  • WINTHEGAMECopy – 30 Coins
  • MAXBOOSTCopy – 20 Coins
  • $750K$Copy – 40 Coins
  • BIGSPREECopy – 30 Coins
  • POWERHOURCopy – 30 Coins
  • MEGAPRIZECopy – 30 Coins
  • LUCKYSHOTCopy – 20 Coins
  • STACKBOOSTCopy – 30 Coins
  • DOUBLELUCKCopy – 20 Coins
  • EXTRABONUSCopy – 30 Coins
  • FREEWINCopy – 30 Coins
  • BONUSLEVELCopy – 30 Coins
  • 500K_LIKESCopy – 100 Coins
  • NEVERLOSECopy – 40 Coins
  • FASTPASSCopy – 30 Coins
  • STACKEDCopy – 40 Coins
  • LEVELUPCopy – 20 Coins
  • 400K_LIKESCopy – 100 Coins
  • ONECHANCECopy – 20 Coins
  • PROPLAYERCopy – 40 Coins
  • QUICKWINCopy – 40 Coins
  • WINBIGCopy – 40 Coins
  • PERFECTRUNCopy – 30 Coins
  • DAILYBOOSTCopy – 30 Coins
  • 350K_LIKESCopy – 100 Coins
  • RISKYPLAYCopy – 20 Coins
  • REWARDTIMECopy – 30 Coins
  • RAININGCASHCopy – 40 Coins
  • $1M$Copy – 40 Coins
  • $500K$Copy – 40 Coins
  • $250K$Copy – 50 Coins
  • FRONTMANCopy – 75 Coins
  • VALENTINESCopy – 200 Coins
  • FASTCASHOUTCopy – 40 Coins
  • FREEPOWERCopy – 30 Coins
  • RISINGSTARCopy – 30 Coins
  • MEGACOINSCopy – 40 Coins
  • FIRSTPLACECopy – 30 Coins
  • BONANZACopy – 40 Coins
  • CASHBLASTCopy – 30 Coins
  • SUPERJUMPCopy – 40 Coins
  • PENTACopy – $35
  • 150KLIKESCopy – $55
  • UPDATE11RELEASECopy – $75
  • MINGLECopy – $45
  • $100K$Copy – $50

All the codes above have been tested as working at the time of submission. However, codes with unknown expiry dates may stop working at any time. Spotted a new code we haven’t included or tried one only to find it’s expired? Let us know by reporting them here.

All Expired Squid Game X Codes

The following Squid Game X codes no longer work and can’t be redeemed as of June 2026:

  • UPDATE7RELEASE
  • $100M$
  • BAXTRIX_2
  • *100KLIKES*
  • ^100MIL^
  • +80KLIKES+
  • 75MIL
  • 20KCONC

How to Redeem Squid Game X Codes in Roblox

Follow the steps below to redeem Squid Game X codes and claim free rewards in the Roblox Experience:

  1. Open the Squid Game X Roblox Experience.
  2. Once in the dormitory, you’ll see a floating present ahead of you on the right.
  3. Interact with the present that says, “Group Reward”
  4. Input your code into the “Insert you code here!” field, double-checking for typos.
  5. Press Enter and if active, your code will be redeemed.

Why Isn’t My Squid Game X Code Working?

If the Squid Game X code you’re trying to redeem isn’t working, it’s likely because of one of the following reasons:

  • The Squid Game X code is expired
  • There’s a typo or accidental space in the code

When inputting a Squid Game X code into Roblox, ensure it’s spelled correctly and that there are no accidental spaces before or after the code. We’d recommend copying and pasting codes straight from this page to ensure they’re correct as we’ve tested and verified them.

If the Squid Game X code still isn’t working, it’s more than likely expired and can no longer be redeemed.

How to Get More Squid Game X Codes

Outside of bookmarking this article, the best way to get more Squid Game X codes as soon as they become available is to join the redifi Roblox Community. The creator posts new codes there the second they’re released.

Meg Koepp is a Guides Editor on the Play168 Guides team, with a focus on trends. When she’s not working, you can find her playing an RPG or making miniatures.

Ghost of Yotei Triggers Tourism Push in Hokkaido, Japan

Towns located near the real-life Mount Yotei in Hokkaido are planning to leverage the success of Sucker Punch’s PlayStation 5 exclusive Ghost of Yotei to attract more visitors to the area outside ski season. Official merch collaborations with local craftspeople and curated tours of in-game locations are just some of the initiatives in the works.

Set in 17th century Japan, Ghost of Yotei puts you in the shoes of Atsu, a warrior setting out to take revenge on the six men who slaughtered her family. Backed up by Sucker Punch’s in-depth research trips to Hokkaido, Ghost of Yotei recreates and shows off the natural beauty of Mount Yotei and the surrounding area, prompting positive comments from Japanese people living in the area upon the game’s release last October.

Now, towns in the Niseko region surrounding the real life Mount Yotei are hoping to attract Ghost of Yotei fans to the area, as reported by Nikkei (and spotted by VGC).

The Best PlayStation Game of 2025

The real life Mount Yotei is in Shikotsu Toya National Park in Hokkaido. Nearby is Niseko, which is already a popular tourist destination due to its high snowfall, giving it a long ski season that runs from November to May. During peak months, luxury hotels in the area charge around 200,000yen (approx. $1,200) per night, however this drops to around 10,000yen ($60) in the summer off-season. The towns in the Niseko area are hoping Ghost of Yotei will draw more visitors to the region even when there’s no snow around. “We hope that through playing the game, people will discover not only the area’s winter landscape but also its spring, summer and fall scenery, and that this will lead to actual visits,” a spokesperson from the town’s planning and environment division told Nikkei.

With Ghost of Yotei selling over 3.3 million copies by November 2025, a discussion group was quickly established to explore tourism strategies related to the game. Seven towns in the area, plus tourism associations joined the group. A representative from Niseko told Nikkei: “We want to focus these promotional efforts on seasons other than winter.”

So far, Niseko has teamed up with a Tokyo-based company specializing in IP collaborations and are aiming to sell Ghost of Yotei T-shirts, with further plans to expand the range of officially licensed merch. Local businesses are also getting involved. Kumagera, which makes sustainable products carved from local wood, has already released a series of Ghost of Yotei badges and magnets. There are also plans to offer curated tours of locations featured in the game.

Mount Yotei (6,227 ft) as seen from Mount Kombu, Hokkaido prefecture. Photo by Charly TRIBALLEAU / AFP.

Sucker Punch’s previous game Ghost of Tsushima boosted visitors to Japan’s real-life Tsushima Island, resulting in the game’s director Nate Fox and creative director Jason Connell being named cultural ambassadors. However, more tourism to the island has been a bit of a double-edged sword. On the one hand, Tsushima’s Watazumi Shrine was repaired after a typhoon thanks to donations from Ghost of Tsushima fans. But on the other, it ended up banning tourists in March 2025 due to the bad behavior of some visitors.

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.

The Tiny TMNT Arcade Cabinet Is at Its Lowest Price of the Year

Arcade cabinets have made a major comeback over the last few years, with companies like Arcade1Up bringing replica cabinets to market that can transform any room. While these units are highly sought after, they take up so much space, so it can be challenging to find a place for one. However, there is a perfect line of arcade cabinets from Numskull that addresses this very problem: Quarter Arcades. These cabinets are 1/4 scale, so they take up much less space than a traditional arcade cabinet.

As part of Amazon Prime Day, you can score the Teenage Mutant Ninja Turtles Collector’s Edition Mini Arcade Cabinet for $214.19, which is the lowest we’ve seen it all year. Grab a slice of pizza, and prepare to transform your office with this unique mini arcade cabinet!

Teenage Mutant Ninja Turtles Collector’s Edition Mini Arcade

Numskull Quarter Arcades Teenage Mutant Ninja Turtles Collector’s Edition Mini Arcade

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The Teenage Mutant Ninja Turtles have been in video games for a long time. Since the late 80s, we’ve seen TMNT games released very consistently, and one of the most memorable for many is Teenage Mutant Ninja Turtles for Arcade (later renamed Teenage Mutant Ninja Turtles II: The Arcade Game when released on NES). This Quarter Arcade cabinet has the original 1989 Teenage Mutant Ninja Turtles arcade ROM, so it’s just as you remember.

As a mini arcade cabinet, this unit sits at 16.9 inches tall, and is one-quarter the size of a standard cabinet. Despite the smaller scale, Numskull has kept this cabinet as authentic as possible to the original, with all retro artwork and details recreated. That even extends to the screen, which is a full-color mirror screen to mimic arcade cabinets of the time.

The TMNT Collector’s Edition Mini Arcade Cabinet includes a rechargeable battery, so you can place it anywhere and not tie it to a wall. The smaller size is also a huge plus, as you can fit this unit in an office or on a shelf, which just isn’t possible with a full-size cabinet. If you’ve been on the hunt for a unique addition to your gaming setup, this could be a great option.

How to Follow Play168 Deals Recommendations

The Play168 Deals team has over 30 years of combined experience finding the best discounts and preorders available online. If you want the latest updates from our trusted team, here’s how to follow our coverage:

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Arc System Works Evo Collection Humble Bundle Includes Guilty Gear and BlazBlue Games, Helps Raiden Science Foundation

Humble Bundle has just launched a brand-new bundle that not only collects some of the best Arc System Works games like Guilty Gear -Strive- and BlazBlue: Central Fiction, but also supports the Raiden Science Foundation and its Fight4Rare initiative, which helps ignite hope and advance rare disease research.

This Arc System Works EVO Collection Humble Bundle, which runs through July 17, holds a $340 value and allows you to unlock a bundle of 10 items (games and DLC coupons!) for a donation of at least $5. If you wish to give more, you can get the 13-item bundle for at least $10 and the entire 16-item collection for $20. You can check out all the games and DLC coupons below, but this bundle is very special for a lot of reasons and we wanted to highlight one of them first.

The Raiden Science Foundation and its Fight4Rare initiative were founded by Tommy Pham and his wife, Linda, in honor of their son, Raiden. Named after the God of Thunder himself from Mortal Kombat, Raiden is an incredible kid who began experiencing developmental issues at roughly 3 months old.

Raiden was diagnosed with UBA5 Disorder, which is an ultra-rare genetic condition that only affects fewer than 100 known children worldwide, and this means he can’t sit, walk, talk, or use his limbs. Despite all of this, he is still a “happy kid that behaves like a six-month-old” and “has a personality that lights up every room.” Pham told us that there was virtually no research done on this condition and that he was told there wasn’t much that could be done to help his son, but he wouldn’t accept that answer.

In November 2021, Tommy and Linda launched the Raiden Science Foundation (RSF), with a focus on shining a light on rare diseases that may not impact many people but are still just as important to research, so they can help the lives that mean everything. Since its founding, RSF has partnered with UMass Chan Medical School and St. Jude Children’s Research Hospital, and it is now working to raise $3 million, after receiving feedback from the FDA to manufacture a treatment for UBA5 Disorder and move it into clinic.

To help with this mission to get more attention and research done for rare diseases, Pham also launched Fight4Rare, originally called Kombat4Rare, a fundraiser “inspired by Mortal Kombat, Raiden’s name, and the idea that gamers could help fight for something bigger than themselves.” This initiative was received very positively, and it evolved into Fight4Rare to encompass even more games.

Raiden Science Foundation Photos

And now we arrive at this bundle, which has even more meaning to Pham, as Guilty Gear -Strive- was released just months before Raiden was diagnosed with UBA5 Disorder. This game not only helped him get through one of his darkest chapters, but it also features a character named Ky Kiske, who is all about hope and uses lightning, which is a pretty amazing connection to Raiden. Oh, and it’s also being featured in this bundle that will hopefully help Raiden and others, and we’ll be breaking down right now what else it includes.

10-Item Bundle (Pay at least $5)

  • Melty Blood Actress Again Current Code
  • Kill la Kill – IF
  • Chaos Code -New Sign of Catastrophe-
  • Guilty Gear XX Accent Core Plus R
  • Guilty Gear
  • 10% Discounts on Guilty Gear -Strive- Season Pass 1, 2, 3, 4, and 5

13-Item Bundle (Pay at least $10)

  • Everything Included in the 10-Item Bundle
  • Blazblue Cross Tag Battle Special Edition
  • Guilty Gear Xrd REV 2 Deluxe Edition
  • Arcana Heart 3 LOVEMAX SIXSTARS!!!!!! XTEND

Entire 16-Item Bundle (Pay at least $20)

  • Everything Included in the 13-item Bundle
  • Guilty Gear -Strive-
  • Blazblue CentralFiction
  • Under Night In-Birth II Sys:Celes

This is another meaningful way to celebrate Evo 2026, which takes place in Las Vegas from June 26-28. This also has another connection to Tommy and Raiden’s story, as Mark Julio a.k.a. MarkMan has been an important person in bringing this mission of helping find cures for rare diseases to life.

MarkMan is known for his work and passion in the fighting game community, especially with Tekken and as Director of Global Business Development at Evo. He also helped Pham connect with other kind people in the wider fighting game community, and provide guidance and support in launching Fight4Rare.

“For me, Mark represents what makes the FGC so special,” Pham told us. “He saw a family trying to save their son and chose to stand beside them. Through his support, and the support of the broader FGC, what began as one family’s fight became a community’s fight. That support continues to fuel everything we do today.”

For more, check out the Raiden Science Foundation and its Fight4Rare initiative.

Humble Bundle is part of Play168 Entertainment, the division of Ziff Davis that includes GamesIndustry.biz, Play168, and MapGenie.

Adam Bankhurst is a writer for Play168. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

Assassin’s Creed Black Flag Resynced: 8-Minute Gameplay Tour of Havana

Join Assassin’s Creed Black Flag Resynced lead level designer Jean Strachen as she takes you on an eight-minute gameplay tour of Havana. See what it looks like now in the gorgeous new remake that will be released for PC, PS5, and Xbox Series X|S on July 9. Watch the video above.

You’ll get a great look at a lot of what’s new in Resynced, but we’ve also got more if you’re interested, as this lastest Assassin’s Creed entry is our Play168 First “cover story” game for the month of June. Check out our preview of how the Ducasse mission has changed for the remake, along with the biggest gameplay changes, and an exclusive cutscene that depicts Edward and Caroline sharing an awkward moment over a mug of hot chocolate.

Stay tuned next week as our Play168 First “cover story” game for July will be revealed.

Ryan McCaffrey is Play168’s executive editor of previews and host of both Play168’s weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, Play168 Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Edgerunners Almost Had Even Worse Endings

Cyberpunk: Edgerunners almost featured a different and “even worse” ending than the one it got, according to writer Bartosz Sztybor.

The writer behind Studio Trigger and CD Projekt Red’s acclaimed Cyberpunk 2077 anime spin-off spoke about how Season 1’s already bleak story could have had fans shedding more tears during a conversation with Anime Corner. In an excerpt from the full, yet-to-be-released interview, Sztybor teased that the ending of David and Lucy’s story was almost more tragic than the one we got when the show came to Netflix 2022.

Warning! Spoilers for Cyberpunk: Edgerunners follow…

“There was never a happy ending. There were even worse endings,” Sztybor said. “There was one ending in which David doesn’t die entirely. Arasaka gets him and he ends up fighting in Africa or South America in corporate wars as a robot.”

If you’ve not had a chance to see all 10 episodes of Cyberpunk: Edgerunners, you should know that the beautifully tragic tale of David Martinez never shied away from the brutality of Night City. It’s a tearjerker from front to back, with his story (and many others) finally coming to an end at the hands of Adam Smasher as Lucy finally gets to take that trip to the moon.

The ending to Cyberpunk: Edgerunners is bittersweet, to say the least. It’s hard to imagine what it would have looked like without those final shots of Lucy looking down at Earth as Rosa Walton’s “I Really Want to Stay at Your House” plays her out, but Sztybor suggests it nearly wasn’t how the story came to a close.

Of course, fans should note Sztybor teased there were worse “endings,” suggesting the cut finale where David lives is just one of what could be many different moments that wound up on the cutting room floor. So, even if Season 1 made you cry, you can rest assured things could have been much, much sadder.

For now, the crew from Cyberpunk: Edgerunners Season 1 lives on as side content featured in Cyberpunk 2077. A second season of the show is on the way but currently has no release date, with more expected to be revealed June 29. A prequel manga starring Rebecca was also released back in February.

Michael Cripe is a freelance writer with Play168. 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).

70% of You Plan to Buy the $100 GTA 6 Ultimate Edition Rather Than the $80 Standard Edition

Earlier this week, Play168 ran a poll asking you which edition of GTA 6 you planned to buy: the $80 Standard Edition, or the $100 Ultimate Edition. Well, after thousands of respondents, the results are in — and they might come as a surprise to some.

Rockstar has confirmed $79.99 as the price of the base GTA 6 game, which is single-player only. This represents a $10 increase on the standard $69.99 price point we’ve seen this console generation, although Nintendo has gone to $80 with games such as Mario Kart World. So, at its cheapest, GTA 6 is still more expensive than most other games.

The Ultimate Edition is $20 more expensive at $99.99, and comes with a number of eye-catching exclusives, such as exclusive shops and even an exclusive mission. If you need a reminder, here’s everything you get in the Ultimate Edition:

The GTA 6: Ultimate Edition includes:

  • ’67 Vapid Dominator Buggy and Paradise Garage: A Mud Club monster offering impressive off-road handling for the backwoods of Mount Kalaga and beyond, conveniently stored at a garage in Watson Bay, featuring a weapon locker to customize your loadout for any occasion plus a stash box to deposit stolen goods to be fenced.
  • ’95 Grotti Cheetah: Grotti’s signature mid ’90s sports car and ode to Shore Drive, the ’95 Grotti Cheetah, complete with a minimalist, retro-futuristic livery and available to punctuate later-stage action.
  • Vehicles and Vapid Ganado Retro Build at Jason’s Safehouse: Switch gears and soak up the sun in either an Army fatigue-tinged Dinka Enduro motorcycle and Crest Kayak, or inject some muscle and classic stylings into Jason’s well-worn Vapid Ganado pickup with exclusive mods including a cab spoiler, rear aerials, and special livery.
  • Vehicle Mod Shops: Two preeminent vehicle customization destinations are exclusively open for business with the Ultimate Edition and feature a wide selection of artistic and performance-based vehicle mods. At Rideout Customs in Vice City, transform vanilla vehicles into magnificent works of art with detailed interiors, exquisite rims, and donk stylings. Meanwhile at One-Eyed Willie’s in Lake Leonida, transform off-road vehicles with exclusive mods and even attain custom hand-painted masterpieces.
  • Classic Car Collection: Track down a variety of abandoned classic and work-in-progress project cars and revitalize them to their former glory in this special commission from eccentric collector and local fixer, Wyman. Restore these and make them your own, including four vehicles that are only available in the Ultimate Edition.
  • Shitzu Squalo: Perfect for casting in Gambit Bay and reeling in catches of all sorts, this gradient pink and blue Squalo docked at Washington Beach is made open-ocean-ready with an explosives-laden weapons crate.
  • Hawk & Little Morgan Revolver: Sourced exclusively from the Vercetti Estate and found at Ammu-Nation stores as Jason and Lucia’s story progresses, his and hers versions of the powerful Hawk & Little Morgan Revolver are available with classic Vice City stylings for both Jason and Lucia, including palm-tree-etched grips, engraved detailing, high-performance scope, and personalized finishes.
  • Personalized Weapon Variants: Personalized sidearms with detailed engravings for both Jason’s Girardi ES9 pistol and Lucia’s Klose K17 pistol.
  • PTT Youngin$ Compound and Scores: One of Leonida’s loudest and most socially active gangs, the PTT Youngin$ grow premium hydroponics in places you’d least expect. Find a way to raid the PTT Youngin$ Illegal Goods Store in Southside Vice City and escape safely to score some special items and distinct contraband.
  • Vice City Styles for Jason and Lucia: Whether poolside or side by side, Jason and Lucia can look the part with exclusive outfits, tattoos, and more.
  • Goodtime Gear: A capsule collection of apparel and accessories inspired by the Goodtime State’s hit TV show character, Macca the Gator.
  • Stock 305 Clothing Store: Exclusively open for business with the Ultimate Edition, Stock 305 is Stockyard’s premiere destination for elevated streetwear. Style various unique and exclusive looks for Jason and Lucia that complement the murals, tags, and artwork that put the neighborhood on the map.
  • Sara’s Unisex Salon: Get signature salon hair styles for both Jason and Lucia, including facial hair for Jason and makeup and nails for Lucia.
  • Electric Fang Tattoo: Stockyard’s most iconic ink bar, with over 50 exclusive, signature tattoos for both Jason and Lucia — all designed by the artist collective FAILE.

GTA 6 Ultimate Edition Screenshots

The Ultimate Edition has sparked significant debate, with some saying Rockstar has effectively charged $100 for GTA 6 before fans won’t want to miss out on all this content. But we wanted to find out if the Ultimate Edition actually will prove to be the more popular choice, even though it’s $20 more. So we asked you.

We’ve had just shy of 3,000 votes so far, and at the time of this article’s publication, 70.7% said they are buying the Ultimate Edition, leaving just 29.3% saying they are buying the Standard Edition. That’s not even slightly close — clearly the Ultimate Edition content has done the trick here. Fans really want it, and most will pay more to get it.

There are a lot of other issues factoring into decisions around GTA 6, of course. The lack of a disc in the physical version is certainly one of the hottest topics coming out of this week’s big reveal, and I’ve seen plenty of people saying they’re going to hold off just in case Rockstar decides to release a box with an actual disc in it further down the line. Some are saying the $80 price point is too expensive, and they will hold off on a sale. My gut feeling is most will want to be there for GTA 6 on day one when it comes out in November. This is looking like the biggest entertainment launch of all time, and the FOMO will be hard to resist.

And then there’s the question of GTA Online. Rockstar hasn’t said anything yet about a potential new version of GTA Online for GTA 6, although fans expect it to arrive eventually. Could that come in time for Christmas? Early next year? Even later? Perhaps some will wait for confirmation before handing over their hard-earned cash.

For now, though, we can safely say that the GTA 6 Ultimate Edition is the overwhelmingly popular choice, which begs the question: is GTA 6 effectively the first $100 game of this generation?

Certainly some seem to think so. “The Ultimate Edition is the default option for this game and the $80 is the cheaper option,” said redditor ice_spice2020. “Because how else can you explain Rockstar priced the Ultimate Edition at only $100, why not $120 or $140 like other companies? $20 gap between Standard and Ultimate Edition of a game of this magnitude is too odd to ignore. I bet they really wanted to charge the game at $100, but they know going from $70 to $100 is too big of a jump to warrant it. So they paywalled some of the content. It was one thing to lock items behind, but to even go so far as to making certain locations exclusive to Ultimate Edition (even down to certain side missions) makes the Standard $80 edition look unfinished. I also see people somehow defending it, but to me it sets a dangerous precedent and it will only get worse from here.”

Others agreed. “I view it as $100 for the single-player game,” said No-Significance2070. Others disagreed, however, and said they weren’t bothered by missing out on the Ultimate Edition content. “I couldn’t care less about stores or my character’s appearance,” Carniscrub said. “Losing a couple cars is lame but not a deal breaker. $80 is the default.”

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Stardew Valley Creator ConcernedApe Issues Update on Haunted Chocolatier Development

Stardew Valley creator ConcernedApe has reassured fans that he’s still working on his next game, Haunted Chocolatier, and explained why it’s taking so long.

ConcernedApe, real name Eric Barone, announced Haunted Chocolatier back in 2021, but amid ongoing work on his phenomenally successful Stardew Valley, progress on the follow-up has been slow going.

In a new blog post titled “Still here, still grinding…,” ConcernedApe insisted he was still working on the game, which he sounds somewhat embarrassed to have to keep on saying. “Feels kinda dumb posting this same thing over and over, but that’s the reality,” he said.

“I know it’s taking a long time,” he continued, before explaining the hold up. ConcernedApe is fussing over every last detail, it seems, in a bid to make Haunted Chocolatier as close to perfect as humanly possible.

“I am being very thoughtful about every aspect of the game,” he said. “The things in the game which the player will be interacting with or using very often need to be ‘perfect.’ They need to be seamless, clear, intuitive, satisfying, aesthetic.”

He used the example of iterating on the recipe book for making chocolates, which sounds like a significant challenge.

“To me, it’s not a simple task, as I torture myself over every last detail,” he said. “This is a UI you will be using fairly often, so it has to be perfect. You need to be able to accomplish your goal with the minimal number of clicks. There needs to be just the right amount of data presented to the player: not so much as to be overwhelming, but not so little as to be trivial or mundane. And the way that this data is laid out on the page is crucial… If the data is all clustered together, it will be disgusting to look at. The data needs to be grouped into compelling, intuitive and easy to read/understand groupings. It needs to look appealing and intriguing. And this is just the bare minimum, that players will likely take for granted. If all of that is accomplished then the player is now comfortable while perusing the recipe book. But I want more than just comfort. I want to delight the player. All of this typically requires me to iterate on something several times before I’m satisfied with it.”

This situation with the recipe book for making chocolates is just one aspect of Haunted Chocolatier, of course. ConcernedApe is applying this same pursuit of perfection to the entire game.

“And it’s a big game,” he added. “So there are many things for me to fuss over. But, this is what it will take to make a game I’m satisfied with.”

ConcernedApe also explained why he doesn’t want to show Haunted Chocolatier off too much at this stage of development. “Partly, it feels like I’m serving a half-baked bread. I would rather serve a fully baked bread,” he said. “Also, I know that many parts of the game will likely evolve and change before release, so if I reveal them early, I risk disappointing players if the final product does not match their expectation. Fortunately, I’m in a position where I don’t need to market the game, so I can take my preferred approach.

“As always, I really appreciate your patience.”

Haunted Chocolatier Screenshots 2023

Haunted Chocolatier is so far without a release date. Neither does the hotly anticipated Stardew Valley 1.7 update, which ConcernedApe isn’t working on directly. Earlier this year, he explained his current way of working in an interview with Play168.

“Well, part of the reason why I’ve expanded my team a little bit is so that hopefully I can spend more time working on Haunted Chocolatier,” he told us in February. “And it’s worked out pretty well so far, I would say. On 1.7, the approach we’re taking is that I am like, you might say the creative director and I’m involved with like, ‘Okay, here’s what we’re going to do. Here’s some of the ideas.’ Then I let the team work on that. And then meanwhile, I’m working on Haunted Chocolatier.

“At some point in 1.7’s cycle, I will get heavily involved, because I feel like my hand needs to touch every part of the game, every aspect of the update. I need to go over it and adjust it or at least approve everything. So it will require a lot of my time anyway, but I think the balance has been a little bit more shifted, so that I can spend more time focused on Haunted Chocolatier. And I think it’s been working out pretty good. That’s been a big change from the 1.3 update or 1.1 or something where it’s completely me. I had no time to work on a new game. So that has changed.

“It is difficult because it’s hard to shift gears, I guess. If I’m thinking about Haunted Chocolatier, it’s difficult to be like, ‘Okay, I’m going to one day of the week or two days of the week work on Stardew Valley.’ That’s not how my brain works. I’m all in one thing or the other. So I’ve been trying to work on that. I feel like it requires a lot of discipline, which I’m always working to improve on.”

Stardew Valley Cookbook Preview

And, on Haunted Chocolatier, ConcernedApe told Play168:

“The progress isn’t as fast as I would like. Nothing is ever as fast as I would like. The main important thing about Haunted Chocolatier is I’m not going to release anything that I’m not happy with. If I don’t think it’s a great game, I’m not going to release it. So even if that takes years and years, so be it. That’s just what I want to do. Fortunately, I don’t feel like there’s any real pressure. I haven’t received funding from anyone or crowdfunding. There’s not going to be any pre-orders.

“I don’t actually owe anyone the game. It’s like when I want to do it and when I want to release it, it’ll get done. I mean, it’s true that I’ve announced the game, that does create a lot of pressure on me because I do feel like I don’t want to disappoint the fans by taking too long, but there’s no real physical obligation with it. It’s more just mental constructs, you might say.”

We interviewed ConcernedApe and chatted about topics such as the addition of two new marriage candidates with 1.7, the one secret players still haven’t found yet, and why there isn’t a Stardew Valley TV show yet. We also chatted with the Stardew Valley community about what the game has meant to them over the years.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Games Workshop Is Going After Tabletop Simulator Steam Mods That Recreate Warhammer 40,000 11th Edition

Popular Tabletop Simulator Steam mods that recreate the in-person Warhammer 40,000 game have reportedly received takedown requests from Games Workshop.

While Games Workshop hasn’t commented on its action here — and rarely does in cases such as this — one of the chief creators of Tabletop Simulator Warhammer 40,000 mods alleged that the UK company was to blame.

Tabletop Simulator is a long-running and popular physics sandbox designed to let people make their own board games in virtual form. It launched over a decade ago on Steam, where there are thousands of community-created mods, including Warhammer 40,000 mods.

A Warhammer 40,000 mod for Tabletop Simulator recreates the in-person game. Image credit: Steam.

This week saw the launch of the 11th Edition of Warhammer 40,000, Games Workshop’s flagship tabletop game and one of the biggest releases in the company’s history. It sells pricey box sets packed with miniatures to fans, who then assemble, paint, and deploy on a battlefield using the new rules and units introduced by this latest edition of the game.

Already, 11th Edition mods were made available on TS Warhammer Steam Workshop, but two of the most high-profile are now removed. A modder called hutber, who had released an 11th Edition map for TTS just a week ago, took to reddit to say they had removed it “after a request from GW.”

“Seems we’re ready for another crack down from GW, which is their right to do,” hutber said in a thread titled “Hutber Map | TTS Map cease and desist.” “So we cannot complain of course :D”

ForceOrg, another popular mod used to play Warhammer 40,000 digitally, was also taken down from Steam Workshop. TTS modder Seaborne said in a reddit thread that ForceOrg had been removed as a result of Games Workshop’s action.

“Regrettably, this is going to be our version of the Dark Age Of Technology,” Seaborne said. “Those who have never subscribed to ForceOrg before won’t be able to subscribe to it now. Those currently subscribed may still be able to use these mods, but how long this will last is uncertain.”

Games Workshop is notorious for protecting its intellectual property with takedown requests and, in some cases, direct DMCA strikes. Earlier this year, Play168 reported on Void War, a strategy game dubbed ‘FTL in a Warhammer 40,000 skin,’ after it was pulled from Steam when Games Workshop issued a DMCA takedown due to an image of a shoulder pad.

Why take on the TTS Warhammer 40,000 modding community now after years of inaction? Seaborne speculated that it has to do with the recent release of Warhammer 40,000 11th Edition. In theory, some Warhammer 40,000 fans may be content playing the tabletop game digitally, rather than get involved with what is an expensive hobby in an official capacity — potentially denying Games Workshop revenue that might have come from that.

On the other hand, some say Warhammer 40,000 TTS mods are crucial for letting them play with friends they would never be able to play the tabletop with, perhaps because they’re overseas or have other issues actually meeting up in-person. Some found Warhammer 40,000 TTS mods helped them through Covid lockdowns, and have stuck with it since.

Total War: Warhammer 40,000 Screenshots

It’s worth noting that while there are many, many Warhammer 40,000 video games out there, none are straight-up recreations of the tabletop experience. Sure, there are Warhammer 40,000 strategy games, some of which are even turn-based. But none follow the rules of the tabletop game, rather established video game conventions. There’s a clear reason for that: Games Workshop doesn’t want to give fans any digital experience that might effectively replace the tabletop, which remains the crown jewel in its portfolio. Warhammer 40,000 video games must offer an alternative, complimentary experience only — it’s a strategy that makes sense commercially, even if there is an obvious market for a direct digital recreation.

The TTS Warhammer 40,000 modding community has been through this before and it eventually returned to basically doing what it had been doing. ForceOrg’s continuation will be determined in the next 48 hours, Seaborne said. “Long-term, this is nothing but a momentarily stop gap.” In the meantime, Seaborne suggested TTS Warhammer modders “hide, delist and create backups for your works until the coast feels clear.”

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Bungie Layoffs Affect Nearly 300 Staff at Washington State Office

The layoffs Bungie announced yesterday hit nearly 300 staff who worked at the developer’s Bellevue, Washington office, official records have revealed.

A Worker Adjustment and Retraining Notification (WARN) notice issued by Sony to the Washington State Employment Security Department, reported by Game File, reveals 292 staff have been let go with a formal separation date set for July 9. This number does not account for Bungie staff outside Washington state. It is unknown how many staff remain at Bungie following the cuts, although the studio was reported to have employed 850 staff as of 2024.

It is Bungie’s third round of layoffs in three years. According to The Seattle Times, Bungie once had 1,000 employees in Bellevue, according to a 2023 annual financial report from the city. Between October 2023 and July 2024, Bungie laid off around 320 staff. Local press have called the cuts a “bloodbath.”

Every Bungie Game Ever Reviewed by Play168

In its statement yesterday, Hermen Hulst, CEO, Studio Business Group, Sony Interactive Entertainment, spoke about the layoffs in general terms, only saying a “significant” number of employees had been affected, hitting “most of the Destiny team and some Marathon team members.”

Hulst described the decision as “difficult” and “painful,” but “necessary to align the studio’s resources with its current priorities and long-term goals.” The news follows the recent ending of new content for Destiny 2, and the release of hardcore extraction shooter Marathon, which has struggled for players. Sony has insisted it remains committed to Marathon, whose team is also said to be working on “incubation efforts for future projects.”

The WARN notice redacts individual names, but includes job titles. It reveals staff across all departments were hit, including artists and technical animators, audio leads and sound designers, engineers, producers, and systems designers, and integrated Sony support teams that manage day-to-day Bungie infrastructure.

A number of former Bungie staff have taken to social media to confirm they were hit by the layoffs. Some are Bungie veterans of over a decade. Bloomberg reporter Jason Schreier said Bungie studio head Justin Truman, who succeeded Pete Parsons last year, had stepped down. According to Forbes reporter Paul Tassi, former Bungie VP of Operations, Poria Torkan, has reportedly taken charge of the studio.

Social media users have also picked up on the mention of “Chief Vision Officer” in the WARN notice. Some are speculating that this is Bungie co-founder and Halo and Destiny creator Jason Jones, who maintains a low profile and rarely speaks to the press. Jones appeared in an official Destiny 2 video released in 2021 in which he was described as Chief Vision Officer. If Jones has left Bungie — and this remains unconfirmed for now — it would represent a true end of an era for the studio behind some of the most iconic first-person shooters ever released.

A rare public appearance from Bungie co-founder Jason Jones. Image credit: Destiny 2 / YouTube.

Bungie has struggled financially for some time, and reportedly was on the brink of closure before Sony bought the studio back in 2022 for $3.6 billion. Sony recently reported a $765 million impairment loss due to underperformance of Bungie specifically.

Bungie’s issues with Destiny 2 reportedly began around the time of last summer’s Edge of Fate expansion, which was said to have underperformed. The decision to pull the plug was allegedly made “earlier this year” after it was decided not to relaunch the franchise as “Destiny Infinity.”

Forbes reported that Bungie began discussing different scenarios about “what the future of Destiny 2 would look like” after December’s Renegades, its Star Wars-themed crossover expansion, “did even worse [than Edge of Fate] and didn’t change sales or retention trajectory.”

Destiny Infinity would have been a relaunch alongside a return to the one big expansion model Destiny used to have, but the idea fell by the wayside after it was allegedly decided that the costs and risks were too high, especially in the context of support for Marathon.

Destiny 3 “was considered, as ever, but things didn’t swing that way,” and there has been no behind-the-scenes hints that a third Destiny game is coming, with the cost of the game’s production cited as the key issue.

Destiny 2 launched on PlayStation 4 and Xbox One on September 6, 2017, with a PC version following a month later. Behind the scenes, however, tension between Bungie and Activision emerged, and the two companies officially parted ways in January 2019, ending their 10-year publishing deal five years early.

With Destiny in its own hands, Bungie self-published the game, but it couldn’t escape financial troubles and layoffs as Destiny 2 expansions failed to hit the mark and the player base dwindled. Extraction shooter Marathon launched early March, with a reported budget of more than $250 million. It too, according to analysts, has failed to meet sales expectations.

Photographer: Troy Harvey/Bloomberg via Getty Images.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hands-On with the First Two Hours

Is 2026 the year of the videogame sidekick? Grace had Leon to bail her out in Resident Evil Requiem, Hugh had Diana to hack kill-bots for him in Pragmata, and now swordmaster Emma has very good boy Koo to bring a bit of magical aid to her crossbow and blade in Beast of Reincarnation. At a recent BiliBili Game First Look event in Shanghai, I got to go hands-on with the first two hours of the stunning post-apocalyptic action-RPG from Game Freak, the development team best known for being at the helm of the Pokémon series for the past three decades. I’m happy to report that based on the opening chapter of Beast of Reincarnation’s story, Game Freak seems to have successfully switched from catching ‘em all to violently dispatching ‘em all in this gripping new adventure that follows a deadly dynamic duo.

Beast of Reincarnation hooked me from minute one. Its story opens smack bang in the middle of a warzone, and wastes little time in introducing the core combat concepts. Faced with hordes of blighted beasts that are the result of fauna fusing with flora – imagine Pokémon’s Bulbasaur in his absolute angriest evolution – Emma can pull off fast sword-slashing combo attacks, as well as parries to open up her gnarly enemies to satisfyingly grisly finishing moves. Additionally, Emma’s opening loadout comes with a crossbow strapped to her wrist, allowing her to take out flying foes at range with rapid-fire bursts that feel supremely responsive.

Beast of Reincarnation Official Screenshots

So far, so fairly standard. However, it’s the inclusion of Emma’s loyal dog companion Koo that adds a satisfyingly tactical twist to Beast of Reincarnation’s predominately blade-based melee system. Koo will automatically attack the enemies in Emma’s vicinity with a range of bites and tailwhips, but with a tap of a button the battlefield is briefly suspended in super slow-motion, allowing you to choose from up to six different special abilities at Koo’s disposal in order to gain the upper hand against the enemy hordes. I spent much of my hands-on with Beast of Reincarnation blasting enemies with fireballs from my furry little friend, but I was also able to draw roots up out of the ground to shatter the shields of more heavily armed opponents, and even tangle around the ankles of some of the bigger beasts I faced, binding them to the spot and allowing me to sneak in a few sword strikes with Emma’s katana while the monster struggled to be free.

What’s neat is how Emma’s and Koo’s unique abilities are strengthened by the special bond they share. Each of Koo’s attacks requires a specific number of fluorescence points to pull-off – effectively like using Mana or Magic Points in a JRPG – and the only way you can earn those points is by nailing parries with Emma’s sword. Thus parrying attacks is paramount, but thankfully the timing window for parries feels quite generous, so don’t feel like you’ll need to be a hard-tuned action-RPG aficionado to be able to pull off Emma’s throat-cutting counters. (And to be clear, Beast of Reincarnation’s difficulty can be dropped down – or ratcheted up – at any moment via the pause menu.)

Parrying attacks is paramount, but thankfully the timing window for parries feels quite generous.

Equally, Koo’s attacks give Emma some welcome buffs in return. For example, whenever Koo blasts his fireball attack at an enemy, every hit that lands successfully will recover a small percentage of her total HP. If you manage to nail the onscreen quicktime events that trigger as each of Koo’s attacks are deployed, that will replenish an even more substantial chunk of Emma’s health bar. This was admittedly fairly easy to do during this opening stretch of the game, but I was told that the quicktime events will become more elaborate as Koo’s attacks grow more powerful.

Everything’s Going to be Vine

Once I’d battled through the action-packed but ultimately linear opening stretch, Emma and Koo were unleashed into Beast of Reincarnation’s post-apocalyptic slice of Japan. To be clear, there isn’t an open world to explore here, however Beast of Reincarnation’s story is set across multiple quarantine zones, each a sprawling sandbox packed with secrets to find, a variety of enemies to encounter both monstrous and mechanical, and a single major boss beast to track down and eliminate. Given that my time with the story was short I decided to focus on completing the main objectives, but I certainly felt the pull to explore the ruins of the Ogouchi Buffer Zone’s landscape, with the numerous collapsed structures and rusted-out mechs that littered the horizon just begging to be more closely examined.

Actually maneuvering your way around the wilds of Beast of Reincarnation is a consistent blast. In what might be the best use of a videogame heroine’s hairdo since Bayonetta’s magical mane was first let loose from her ponytail, Emma can use her hair in a number of interesting ways to find new paths through her surroundings. Her fabulous follicles bind together to form solid vines that can whip her to distant ledges like a grappling hook, but they can also form temporary stilts beneath her feet whenever you hold down the jump button, giving her a boost up to out of reach places like a pair of Hair Jordans.

However, my favourite use of Emma’s tricked-out tresses is her ability to form log-like platforms in front of her by holding down the right trigger. Not only is this useful for creating bridges across gaps in the terrain, but I found it to be a great way to get the jump on groups of enemies I spotted wandering the world. By scrambling up to a vantage point and beaming out a bridge in the air over their heads, I was able to drop down for satisfying stealth attacks and tear robot sentries to shards of scrap before they’d even noticed I was there.

Meanwhile, Koo isn’t just a battleready buddy, he’s equally as useful outside of combat. Not only does he alert Emma to any enemies nearby, but he also sniffs out item crates that contain everything from crafting ingredients to armour sets and weapons. Oftentimes it’s not enough just to locate these treasure chests, though, since many of the ones I found remained trapped behind shuttered doors or required me to solve combination locks in order to open them, suggesting the need for some environmental puzzle-solving that I didn’t have time to slow down for during my hands-on.

In hindsight, I probably should have made the time to properly scavenge for those optional goodies, because I went into Beast of Reincarnation’s first boss fight a little underlevelled and got absolutely trounced by an enormous mutant stag. This was the first of the Nushi, the corrupted mega beasts that are unique to each of zone of the map, and I initially struggled to parry the powerful swiping attacks of its antlers and the deadly spikes it shot from afar, leading me to swift deaths in my first couple of attempts.

Thankfully, on my third try I located a campfire overlooking the monster’s lakeside lair complete with a strongbox containing chainmail armour to boost my defense, and I was finally able to lock-in and defeat the deadly deer with a combination of counters, Koo’s support abilities, and some well-placed shots from the longrange bow I’d swiped from a dying robot earlier. It felt truly triumphant to topple this rampaging Rudolph, but my celebrations were sadly short-lived. Though the battle was won, the war wasn’t over, and the wounded monster retreated to its lair likely to be encountered again later in the story.

Beast of Reincarnation may feature flashy combat and enjoyable exploration, but there’s clearly quite a lot more going on beneath the surface.

Beast of Reincarnation may feature flashy combat and enjoyable exploration, but there’s clearly quite a lot more going on beneath the surface – and I don’t just mean deep within one of the numerous underground bunkers I was able to rummage around in during my hands-on. At a number of times my mission objectives would lead me back to Emma and Koo’s mobile base of operations, which was kind of like Death Stranding 2’s DHV Magellan only with fewer A-list actresses posing for photos. It’s here that you can hose the blood off Koo’s fur and arrange your loadout for your next objective, but at least during the story’s opening hours, it’s also where some playable flashbacks are triggered in order to flesh out the backstory behind how Beast of Reincarnation’s post-apocalyptic world came to be.

BiliBili Game First Look Event Photos

I’m hesitant to reveal too much about these sections for fear of story spoilers, but I will say that I enjoyed discovering the dramatic circumstances in which Emma and Koo first met and formed their unbreakable bond. Additionally, being without Koo for much of these story stretches forced me to really get to grips with the basics of Beast of Reincarnation’s swordplay, since I wasn’t always able to lean on my magical man’s best friend to bail me out during a battle.

We don’t have to wait long to find out if the thrills of Beast of Reincarnation’s companion-based combat, terrific traversal mechanics and imposing boss fights will go the distance, since Game Freak’s action-RPG is set to arrive on PlayStation 5, Xbox Series X|S, and PC on August 4. There’s still a lot to dig into here, from its skill trees to crafting and cooking systems, but based on its opening hours I can say that Beast of Reincarnation has already got its claws into me. And before you ask, yes, you can absolutely pat the dog.

Tristan Ogilvie is a senior video editor at Play168’s Sydney office. He travelled to the BiliBili Game First Look event as a guest of the organisers.

Should You Buy a Physical or Digital Copy?

Grand Theft Auto 6 preorders are finally live. It feels like it should be a time of celebration, but there’s still a cloud hanging over Rockstar’s approach to physical copies.

There’s no actual game disc in the box, just a download code, which isn’t exactly what most people think of when they hear the words “physical edition”.

Grand Theft Auto 6

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I can still see why some people would want it. Maybe it’s a collector’s item. Maybe it’s a memento. Maybe it’s just a little piece of gaming history sitting on a shelf somewhere.

After all, this is probably going to be the biggest game launch of all time. Owning the box for that alone might be enough reason for some people.

But what if you’re not interested in any of that?

Well, there’s another argument for going physical, and it’s a slightly more boring, grown-up one: money.

The global economy isn’t exactly in great shape right now. That’s probably not going to stop millions of people from buying GTA 6, but an $80 price tag is still enough to make some people pause for thought. At least, that’s what Reddit keeps telling me, and Reddit is famously never wrong about anything.

So, should you preorder digitally or physically?

If you’re buying digitally, it’s simple. Job done. You’ve secured your copy and don’t have to think about it again. But if you’re not thrilled about paying $80 today for a game you won’t actually be playing until November, a physical preorder through Amazon, Walmart, Best Buy, or another retailer might make more sense.

Thanks to preorder guarantees, most retailers won’t charge you until your order ships. In other words, you can reserve a copy now and worry about paying for it later.

Is that enough reason on its own to go physical? Maybe, I guess?

One of the biggest reasons I expect GTA 6 preorders to be a lot more manageable than something like the Nintendo Switch 2 launch is simple: it’s software.

There isn’t a limited Collector’s Edition packed with statues and steelbooks that’s going to disappear in 30 seconds. There’s a Standard Edition and an Ultimate Edition. That’s basically it. Everyone is buying one of two versions of the exact same download. Which raises another question: is there actually any rush to preorder at all?

Honestly, if you’re planning to go digital, probably not. But, physical is where things get a little more interesting. Rockstar says its “physical” preorders, a term it’s playing fairly loose with given the game requires a download anyway, are available “while stock lasts”. That suggests there is at least some limit to how many boxed copies are being produced.

Now, whether demand actually exceeds supply is another matter, but it’s one of the few arguments in favour of preordering early.

GTA 6 Vintage Vice City Pack Screenshots

Now, does that mean they’ll be impossible to find? Probably not. Does it mean Rockstar has decided on a certain number of plastic cases, printed them all, and called it a day? Possibly.

But if you’re the sort of person who absolutely wants a GTA 6 box with a PlayStation or Xbox logo across the top, then maybe lock in your preorder sooner rather than later. Everyone else can probably relax.

At the end of the day, both options get you exactly the same game. The real question is whether you’d rather pay now or later, and whether that box on your shelf actually means anything to you.

Catching up on GTA 6 news? Preorders for GTA 6 launched at midnight local time on June 25, with the Ultimate Edition and preorder bonuses already detailed.

The Ultimate Edition has been the subject of controversy, as it will provide exclusive access to certain stores, missions, cars, weapons, and cosmetic items in-game.

There’s also a new promo now live at Best Buy, which is giving away $50 gift cards to anyone buying both GTA 6 and a PS5 or Xbox console from now until launch on November 19, 2026.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

‘Commercially It Just Makes Sense’

With Grand Theft Auto 6, arguably the biggest and most mass market game of the generation, skipping a disc-based launch — is physical media now dead?

The rise of digital as the most common form of game ownership began long ago, but certain mass market titles — the Call of Dutys, the FIFAs of the world — have resisted that trend to some degree. These are games played by an enormous audience who still might look for a copy in their local entertainment outlet, or expect to pick it up at a superstore alongside their grocery shopping. These are games like GTA.

Grand Theft Auto 6

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Of course, GTA 6 will still have a physical version, but only a digital download code printed inside. This means that anyone who buys GTA 6 in a box will still need an internet connection, and won’t be able to start playing early. It also means you won’t be able to trade in the game or sell it on to someone else.

Will Rockstar killing off disc-based copies of GTA 6 prompt other video game publishers to do the same? Or should we be thinking about this the other way around — that Rockstar is simply reacting to the existing state of the industry, where disc-based sales are in the minority when compared to digital downloads? Play168 surveyed a range of top industry analysts for their thoughts on the move — and where video games go next.

GTA 6 Ultimate Edition Screenshots

“The decline in physical video game spending has been ongoing for more than a dozen years at this point,” Circana senior director and analyst Mat Piscatella began, laying out how dominant digital downloads are now. “Both PlayStation 5 and Xbox Series are now heavily weighted towards digital distribution (Xbox Series more so than PlayStation 5), with that digital shift having continued to grow over time. I see this as just another step in a trend that has been ongoing since the early 2010s.

“There is clearly a group of players that would prefer owning physical media with the game being included on disc. [But] in the U.S. as of the end of May 2026, more than half of all Xbox Series consoles sold to date do not include a physical media drive, with PlayStation 5 digital hardware SKUs accounting for just over a quarter of all PS5 console sales to date.”

“While digital accounts for the majority of sales, the remaining 20% still accounted for 70 million physical disc games sold on PlayStation last year (although this figure is slightly inflated by bundled software),” added Daniel Ahmad, director of research and insights at Niko Partners, who suggested that other publishers were likely already considering dropping discs.

“There’s a difference between having a ‘retail presence’ and having a ‘physical disc sold at retail’…”

“Having a retail presence is still important, especially for large games with broad appeal,” Ahmad continued. “However, there’s a difference between having a ‘retail presence’ and having a ‘physical disc sold at retail.’ Going forward, given increased digital adoption and push for higher margins, more publishers will conclude they only need the former.

“Having a code instead of a disc is becoming increasingly commonplace,” agreed Piers Harding-Rolls, games industry analyst at Ampere Analysis. “This just follows an existing trend rather than necessarily prompting publishers to follow Rockstar’s approach.”

Analysts that Play168 spoke to pointed to the various likely motivations behind Rockstar’s move that will be equally attractive to other publishers as well. Most obvious is the fact this decision removes the cost of manufacturing a disc (or several, if the game required a large enough installation). So, each copy of the game is cheaper to manufacture, with more of its revenue freed up as profit. “Removing the disc from the box is indeed a cost saving measure for publishers,” Ahmad noted, “doubly so for a game like Grand Theft Auto 6 that may need to ship on multiple discs.”

GTA 6 Vintage Vice City Pack Screenshots

Beyond this, the ability to control the game’s price (and not get undercut by second-hand sales) is also a crucial factor, Rhys Elliot, head of market analysis at Alinea Analytics told Play168. Selling a code in a box ensures Rockstar is “killing the second-hand market,” Elliot said, and able to fully control when and where it is eventually sold at a discount.

“The whole value proposition of a physical disc, from the player’s side, is the pre-owned and rental markets: more control over your library, the ability to sell a game on or rent it cheaply,” Elliot said. “But more control for consumers means less control for the publisher. A disc can be resold or rented a hundred times, and Rockstar earns nothing after that first sale. A code-in-box can’t be resold or rented, which converts all of that into either a fresh full-price sale or no play at all, both of which suit Rockstar far better than a thriving used market.

“More control for consumers means less control for the publisher…”

“The bigger prize hiding inside that, though, is price control. Physical pricing is more elastic and far more beholden to supply and demand, which is why pre-owned discs routinely undercut PlayStation’s and Xbox’s digital stores. As long as cheap second-hand copies exist, they set a price floor Rockstar can’t control and they give every player a permanent ‘just wait and buy it used’ option. Remove the disc and Rockstar and the platforms own the entire price curve, including how high they hold the price and how slowly they ever discount it. That ties directly into the pricing discipline we’ve seen elsewhere, holding a price for months with minimal discounting only works if there’s no used market quietly undercutting you. Rockstar wants to set its own prices, and disc-less is how you get there.”

Having no physical discs loaded with game data will also help with “Rockstar’s near-pathological secrecy” Elliot continued, ensuring game data only unlocks at launch, meaning no damaging early leaks from copies “lost off the back of a truck.” GTA 6 has already seen one major pre-launch leak, and with fans poring over every last snippet of information about the game, it’s easy to see why Rockstar also wants to keep control over every last detail.

“Commercially it just makes sense in terms of cost of goods to go digital code only in a physical case – it’s the best of both worlds to an extent – get exposure to the retail buyer but at a lower cost,” Harding-Rolls affirmed. “I’m sure that will be disappointing for some players, but it’s possible there will be a Collector’s Edition to come nearer to launch.”

Joost van Dreunen, a video game industry researcher and professor at the NYU Stern School of Business, suggested that Rockstar would eventually launch a more expansive physical offering in the form of a Collector’s Edition — though whether this also included a disc is another matter. Many Collector’s Editions now don’t include a copy of the game at all, allowing them to be purchased separately without the need to worry about manufacturing different versions with discs for each platform.

“Take-Two excels at upselling its fanbase and I have no doubt it will soon also announce a Collector’s Edition for GTA 6 that costs significantly more,” van Dreunen said. “The same cohort of adults spending thousands on LEGO sets, custom PC rigs, and in-person experiences will have no trouble spending on a franchise that arguably defined their generation. Physical expressions will be absolutely central to that.” Whether those physical versions still contain a disc, though, seems less likely than ever.

Yesterday, we polled analysts on whether GTA 6’s $80 price point had opened the door to more expensive games — here’s what they said.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

EVE Frontier is Leaning into Space Survival Horror

It’s been a year since I was introduced to EVE Frontier, Fenris Creations’ (formerly CCP) ambitious space survival sandbox that looks to turn more control over to the players than EVE Online ever could. And it’s come a long way mechanically and visually, going from rectangles in space to massive, spooky temple complexes drifting in the void. I even got a chance to feel how its modular vessels control and dig into the mysteries of its galaxy.

I won’t spend too much time talking about the blockchain integration and monetization stuff, since I covered that in my preview last year and my thoughts haven’t changed much. The bespoke crypto token, called $EVE, does seem very difficult to avoid interacting with it at all even as a solo player, as it’s the only way to buy disposable mining lenses that are used to acquire basic resources needed to play and progress. The demos we saw didn’t feature a finalized version of this game loop, so I remain cautious and skeptical, though I was assured it’s possible to acquire everything you need to progress with in-game currency, including the token itself.

EVE Frontier – June 2026 Screenshots

While it will ultimately be up to the players what kind of galaxy they want to create in Frontier, and I’m not entirely unconvinced they won’t make a Pepe-laden, libertarian crypto hellscape given half the chance, it’s clear that Fenris has strong ideas about the vibe they want to push. And it’s a brash, oppressive atmosphere of grounded, cosmic horror.

You play as a rider, incarnated into a clone body somewhat like EVE Online’s capsuleers, with your permanent consciousness stored in some unspecified location. These transhuman entities get their name from the fact that they “ride” their ships, sort of becoming the vessel itself in a more direct way where they can pilot it on instinct and perceive what its various sensors do. But the organic form at the center isn’t just a microchip.

Assuming Direct Control

Unlike in EVE Online, Frontier requires you to look after the biological needs of your clone. If you don’t manage heat effectively, it can overheat or freeze to death in the bowels of the ship. Overclocking systems to fly faster or shoot harder don’t only tax the vessel itself, but could put the clone in danger. In some situations, radiation can become an issue. And you may even find yourself dealing with psychological consequences. When Fenris says this is a survival game, they mean it.

This is reflected in the much more tactile control scheme. I got a chance to fly a few laps around a space complex with a controller, and it couldn’t feel any more different from the click-to-orbit gameplay of EVE. Thrusters function using realistic physics and momentum is preserved until you slow yourself down or run into something, which means manual piloting definitely has a learning curve. The ships have tangible weight and handling quirks.

With the start of Cycle 6 of Frontier’s pre-release, modular shipbuilding is being introduced. And it’s pretty freaking impressive – at least on paper.

You’re not required to take direct control all the time if you’re, for instance, flying in a straight line between two player structures in a solar system. But many areas will reward fine motor skills. We got a hands-off look at a few different areas that were basically massive abandoned temples, almost like dungeons in space. Navigating through their winding corridors reminded me more than anything of the Descent games.

Ship Shape

If you don’t like how a ship handles, though, there’s quite a lot you can do about it. With the start of Cycle 6 of Frontier’s pre-release, modular shipbuilding is being introduced. And it’s pretty freaking impressive – at least on paper. I haven’t gotten to play around with the shipbuilding myself yet. Riders will be able to assemble custom vessels out of a handful of basic components and even sell their custom creations to other players. Of course, there’s no patent law on the Frontier stopping someone from reverse-engineering your designs unless player organizations choose to enforce that in their corner of space.

Every component you add has physical properties within the simulation. So if a member of EVE’s massive Goonswarm alliance wanted to build a ship that looks like a giant bee as an homage to their logo, it wouldn’t necessarily be the most maneuverable or efficient. More mass means you need more fuel. More components can generate more heat. Engines can be placed anywhere, in almost any orientation, so you’ll have to think about factors like center of mass and center of thrust to build something that’s easy to fly. Ship designs should, at least in theory, evolve convergently toward efficient and effective designs for players who want to get the most out of them, even if we will doubtlessly have some giant bees flying around.

And you’ll want to be flying the best ship you can design when you see what you’re up against in Frontier’s cold, ancient galaxy. Other players will always be a threat, of course. But Fenris’ contribution to the ecosystem are the Ferals – rogue, autonomous ships from an ancient, fallen age who have adapted very organic-looking mechanical forms and range in size from the smallest drones up to literal moon-eating behemoths that serve a role similar to raid bosses. The cosmic horror influence is really clear here, with metallic tendrils and insectoid elements giving Ferals a truly alien appearance.

They behave somewhat like a hive, as the devs explained it to me, sending out little scouts to scan solar systems for player activity. The more activity you generate, building structures and automating industry, the more curious they will become, eventually launching probing attacks against you. The loop reminds me a little bit of Factorio. And they’re meant to remain dangerous even to large player alliances and civilizations who have well-defended border systems. The walls of the city will always be under attack, as it were.

Down With the Sickness

The other factor that makes Ferals dangerous is their ability to infect player ships with their bio-mimic technology, which can spread like an infection through your systems and even to structures and other ships. Some of these might even be situationally beneficial. But it’s generally something you want to avoid, since the intrusive components are somewhat like cancer. They don’t care much what your ship was built for, nor about the wellbeing of the clone inside.

What really matters in the end will be the answer to the question: is it a fun space ship video game?

This is, of course, the hostile, ruin-strewn wilderness we’re meant to build new societies on top of. Using “smart assemblies” and even scripting to create everything from deep space Rickrolls to a top-down isometric marketplace minigame that allows you to visually move an avatar around to different stalls in a player marketplace instead of simply buying from a menu, a lot of Frontier’s uniqueness is riding on the massive possibilities for user-generated content.

I discussed some possibilities with the devs, like building an elven-themed enclave somewhere in deep space that survives entirely by remaining undiscovered – and picking off any nosy Feral drones without alerting the hive. This, and more, they hope will be possible with the tools we’re given.

EVE Frontier remains a dream with two parallel stories running through it, unavoidably. There’s the gloomy, spectacular, horror-laden PvE world of fallen temples and Feral drones, of keeping your clone alive in the unforgiving environments of space. And there’s the desire to hand control over to the players, for better or worse, using blockchain technology and cryptocurrency, which have both become so closely associated in my mind at this point with scams and techbro nonsense that I can’t fully place my trust in this MMO just yet. It’s going to remain a wait-and-see for a long time yet, I suspect.

What really matters in the end will be the answer to the question: is it a fun space ship video game? Can I fly around and shoot bad guys without having to deal with the possibility of, as I put it before, being trapped in a Pepe-laden, libertarian crypto hellscape? And I’m certainly impressed with the modular shipbuilding, the detailed interiors for a Descent-like dungeon crawl experience, the dark fantasy vibes, and the detailed, twitch-based controls. For those with Founder’s Access, you can check out Cycle 6 yourself starting today.

Leana Hafer is a contributing freelancer for Play168 with a specialty in RPGs, strategy, horror, and survival games. She has been reviewing video games professionally since 2010 and is one of Play168’s most prolific contributors, with more than 100 reviews published. You can also find her work on sites like PC Gamer and PCGamesN.

Hasbro Hit by Backlash After Peppa Pig Child Actors Reportedly Told to Sign Away AI Voice Rights

Peppa Pig’s cast of child actors have reportedly been told they must sign new contracts that allow brand owner Hasbro to reproduce their voices using AI.

Hasbro has owned the Peppa Pig franchise, which began as a popular British children’s TV series, since 2019. Now, however, the company is seeking to expand the franchise further with AI-voiced usage of its characters, including those voiced by minors.

The situation has caught public attention after an open letter from the Agents of Young Performers Association flagged the situation without naming the franchise involved. However, a subsequent Deadline report has now confirmed that it is the cast and owners of Peppa Pig who are currently in dispute.

“A major studio who owns the IP for an international children’s franchise producing a long-running animated television series has offered contracts to child voice actors insisting that they agree to the use of AI thus allowing them to use the child’s voice in all commercial assets within their franchise,” the open letter explained.

“The refusal to remove this clause with an attitude of ‘take it or leave it’ has led us write this letter to make it clear that this will not be accepted and to bring this matter to the attention of the wider industry.”

The letter argues that children cannot provide informed legal consent to sign away their voice for AI usage, and that companies should not be able to ask a parent to provide consent for their child.

“Any agreement involving a child’s voice should be fully exempt from all AI usage,” the letter concluded. “No child should have their future professional identity shaped by an AI model created before they were old enough to understand its consequences. Their voice should not become a permanent commercial asset before they have the legal and personal capacity to decide for themselves.”

Since its first episode aired in 2004, Peppa Pig has featured various voices for its younger characters, such as Peppa herself and her brother George, over more than 400 episodes to date. As its actors grow up, the series has continually replaced its younger cast — as Peppa herself remains a piglet throughout.

In a statement to Deadline, a Hasbro spokesperson said they were aware of the open letter, but could not comment on specific negotiations or contractual arrangements.

“The protection of child performers is core to who Hasbro is, it’s part of our DNA,” Hasbro’s spokesperson said. “As industry standards around AI continue to evolve, we are committed to engaging with this issue in a responsible and transparent manner.”

Hasbro acquired Peppa Pig in 2019 for $3.8 billion. The series is now shown in over 180 countries, and has been spun off to include a movie, various theme parks, music albums, and countless merchandise.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

GTA 6 Live Updates

Rockstar has finally pulled back the curtain on GTA 6, confirming fresh details, releasing new screenshots, and launching preorders. There’s a huge amount of news to take in, including plenty of reaction from fans. In the live blog, below, we’ll continue to update you on everything that’s happening in the world of GTA 6, big and small, bringing you hot takes, all the news (official and rumors), and anything Rockstar releases to keep fans going.

Xbox console prices just went up

Microsoft has just announced a significant price hike for Xbox Series X and S, which has implications for anyone wanting to buy a new console to play GTA 6. Remember, GTA 6 launches on PS5 and Xbox Series X and S only this November, so if you don’t have a current-gen console, you can’t play the game. Perhaps with this in mind, Microsoft has gone ahead and announced price rises for Xbox consoles, blaming the rising cost of components. The price rises kick in on August 1, so if you need a new console to play GTA 6 in November, perhaps now is the time to buy one.

  • Xbox Series S 512GB: $399.99 —> $499.99
  • Xbox Series S 1TB: $449.99 —> $599.99
  • Xbox Series X 1TB Digital: $599.99 —> $749.99
  • Xbox Series X 1TB: $649.99 —> $799.99

Are the new GTA 6 screenshots representative of the actual game?

Rockstar released 63 impressive new screenshots that show off an incredible level of detail in GTA 6. But will GTA 6 actually look like that when we get to play it? The tech experts at Digital Foundry don’t think so. They think it’s it “unlikely” that the screenshots represent real-time results on any platform GTA 6 is set to launch on this November. It’s safe to rule out the Xbox Series S, of course, but DF also questions whether the screenshots came from the PS5, Xbox Series X, or even the PS5 Pro. DF can’t be sure at this stage — like everyone, they’re waiting for GTA 6 to actually come out before issuing a verdict — but there’s evidence to suggest that what we’re seeing in the screenshots isn’t actually feasible on the current-gen consoles.

GTA 6 Vintage Vice City Pack Screenshots

New Rockstar Games GTA 6 tweet alert!

Rockstar has tweeted again about GTA 6 (9am PT / 5pm UK time), but don’t get too excited, it’s just pushing the Ultimate Edition. Fans still desperate for a new trailer are on the edge of their seats, and anything Rockstar puts out on its official channels at this point causes a jolt of excitement.

The Grand Theft Auto VI: Ultimate Edition amplifies the deepest and most immersive GTA experience yet with an exclusive collection of premium vehicles, weapons, apparel, and action threaded across all aspects of Jason and Lucia’s story.

Pre-order now: https://t.co/7gUj6s6uhi pic.twitter.com/JIPzW31FDr

— Rockstar Games (@RockstarGames) June 25, 2026

What do the new GTA 6 screenshots tell us about gameplay?

Yesterday, Rockstar released 63 new GTA 6 screenshots, showing off what you get from the Ultimate Edition as well as preorder bonuses. As you’d expect, these screenshots contained gameplay clues, and we had a lot of fun working through them all. Check out the video below to find out all the new GTA 6 gameplay details we spotted.

GTA 6 Ultimate Edition ‘paywall’

How do you feel about the GTA 6 Ultimate Edition “paywall,” as some have called it? There are exclusive shops and even a mission tied to the $100 Ultimate Edition, which some have complained about. Exclusive content locked to more expensive editions is nothing new for video games, of course. And indeed Rockstar games have done this in the past. But what do you think? Let us know in the comments below.

As a reminder, here’s what you get with it:

  • ’67 Vapid Dominator Buggy and Paradise Garage: A Mud Club monster offering impressive off-road handling for the backwoods of Mount Kalaga and beyond, conveniently stored at a garage in Watson Bay, featuring a weapon locker to customize your loadout for any occasion plus a stash box to deposit stolen goods to be fenced.
  • ’95 Grotti Cheetah: Grotti’s signature mid ’90s sports car and ode to Shore Drive, the ’95 Grotti Cheetah, complete with a minimalist, retro-futuristic livery and available to punctuate later-stage action.
  • Vehicles and Vapid Ganado Retro Build at Jason’s Safehouse: Switch gears and soak up the sun in either an Army fatigue-tinged Dinka Enduro motorcycle and Crest Kayak, or inject some muscle and classic stylings into Jason’s well-worn Vapid Ganado pickup with exclusive mods including a cab spoiler, rear aerials, and special livery.
  • Vehicle Mod Shops: Two preeminent vehicle customization destinations are exclusively open for business with the Ultimate Edition and feature a wide selection of artistic and performance-based vehicle mods. At Rideout Customs in Vice City, transform vanilla vehicles into magnificent works of art with detailed interiors, exquisite rims, and donk stylings. Meanwhile at One-Eyed Willie’s in Lake Leonida, transform off-road vehicles with exclusive mods and even attain custom hand-painted masterpieces.
  • Classic Car Collection: Track down a variety of abandoned classic and work-in-progress project cars and revitalize them to their former glory in this special commission from eccentric collector and local fixer, Wyman. Restore these and make them your own, including four vehicles that are only available in the Ultimate Edition.
  • Shitzu Squalo: Perfect for casting in Gambit Bay and reeling in catches of all sorts, this gradient pink and blue Squalo docked at Washington Beach is made open-ocean-ready with an explosives-laden weapons crate.
  • Hawk & Little Morgan Revolver: Sourced exclusively from the Vercetti Estate and found at Ammu-Nation stores as Jason and Lucia’s story progresses, his and hers versions of the powerful Hawk & Little Morgan Revolver are available with classic Vice City stylings for both Jason and Lucia, including palm-tree-etched grips, engraved detailing, high-performance scope, and personalized finishes.
  • Personalized Weapon Variants: Personalized sidearms with detailed engravings for both Jason’s Girardi ES9 pistol and Lucia’s Klose K17 pistol.
  • PTT Youngin$ Compound and Scores: One of Leonida’s loudest and most socially active gangs, the PTT Youngin$ grow premium hydroponics in places you’d least expect. Find a way to raid the PTT Youngin$ Illegal Goods Store in Southside Vice City and escape safely to score some special items and distinct contraband.
  • Vice City Styles for Jason and Lucia: Whether poolside or side by side, Jason and Lucia can look the part with exclusive outfits, tattoos, and more.
  • Goodtime Gear: A capsule collection of apparel and accessories inspired by the Goodtime State’s hit TV show character, Macca the Gator.
  • Stock 305 Clothing Store: Exclusively open for business with the Ultimate Edition, Stock 305 is Stockyard’s premiere destination for elevated streetwear. Style various unique and exclusive looks for Jason and Lucia that complement the murals, tags, and artwork that put the neighborhood on the map.
  • Sara’s Unisex Salon: Get signature salon hair styles for both Jason and Lucia, including facial hair for Jason and makeup and nails for Lucia.
  • Electric Fang Tattoo: Stockyard’s most iconic ink bar, with over 50 exclusive, signature tattoos for both Jason and Lucia — all designed by the artist collective FAILE.

GTA 6 Ultimate Edition Screenshots

PlayStation is all-in on GTA 6

It’s clear that Sony has partnered with Rockstar for the marketing of GTA 6, and it’s resulted in some cool changes clearly designed to give the game an almost exclusive feel on PS5. For example, load up your PS5 today and you’ll be greeted by a new custom user interface advertising GTA 6. Check it out in the video below:

Scalpers are trying to take advantage of GTA 6 already

It was perhaps inevitable: scalpers are of course interested in cashing in on GTA 6, with a number of listings for the on the likes of eBay at inflated prices already. But it seems unlikely they will remain, or that scalpers will find much success, as the physical edition of GTA 6 remains freely available to preorder.

The PS5 version of GTA 6 did briefly sell out on Amazon earlier today, which perhaps explains the scalper rush on the game, but it’s now back in stock. As always, do not buy GTA 6 at anything but face value or below.

Scalpers are already trying it on with GTA 6. Image credit: eBay.

Fans make their own GTA 6 disc

Without an official GTA 6 physical edition with a disc, fans are making their own and actually selling them. Over on Etsy, one person is selling a fan-made ‘GTA 6 Collector’s Edition Display Set,’ which includes a custom case and disc, for $55. It costs extra if you want a rotating stand to put the disc on. Expect more of this sort of thing over the next few months as people try to cash in on the enormous interest in all things GTA 6.

Image credit: Etsy.

Why does GTA 6 launch without a disc?

It’s one of the big questions coming out of Rockstar’s GTA 6 info dump yesterday. The physical version of the game has a download code in the box. There is no disc. There are rumors floating about that Rockstar may have a disc version up its sleeve for this Christmas, but there’s nothing official on that front.

We’ve asked Rockstar why it decided to ditch discs for GTA 6, but it has yet to respond. So we went to analysts to find out, and they had plenty to say about it. The upshot: while some gamers will be upset, it just makes commercial sense. Now, will more big games follow suit?

GTA 6 Trailer 3 no-show

You might have noticed that Rockstar went live with all its GTA 6 news yesterday, June 24, just a few hours before preorders went live at midnight in New Zealand. Many fans had hoped the launch of preorders would come with the long-awaited release of Trailer 3, but it was nowhere to be seen. And today, June 25, it was another no-show, after many had again pinned hopes on a potential release.

The lack of a new video is odd given most publishers do release trailers in order to boost interest and encourage preorders. But this is Rockstar and GTA 6 we’re talking about. I’m not sure they need to play by anyone’s rules but their own. And as we’ve seen, when it comes to marketing, they’ll do it their way.

The question now is, will there be a Trailer 3 at all? Does GTA 6 even need one? Could Rockstar get away with releasing no new assets between now and GTA 6’s November launch? Let me know what you think in the comments below. And while you wait to find out, watch Trailer 2 for a jolt of nostalgia.

Console shortage warning ahead of GTA 6 release date

As we all know, GTA 6 is being released on the PS5 and Xbox Series X and S only, which means if you don’t have a current gen console and you want to play the game, you’ll have to buy one. But not only are they super expensive right now after repeated price rises (thanks, AI!), there are warnings that it may be hard to actually find a console.

The Game Business reports that a major games retailer has told it there won’t be enough consoles to meet demand over the Holiday period. Here’s the quote:

“We’ve been informed that because of the on-going issues around hardware component availability, we won’t be getting the units we want ahead of GTA. Demand will likely outstrip supply during the year end period.”

Are you in the market for a current-gen console to play GTA 6? If so, which one will you buy? Do you anticipate problems?

How to preorder GTA 6

If you’re looking to preoder GTA 6, we’ve got you covered. Check out our GTA 6 preorder guide, which includes plenty of information to help you secure your copy of the game.

The big GTA 6 price debate

To kick things off, let’s run through how much GTA 6 costs. Rockstar has announced the GTA 6 Standard Edition costs $79.99, which amounts to a $10 increase on the standard price for a triple-A video game this generation. The Ultimate Edition, meanwhile, costs $99.99, and includes exclusive content. This has sparked a significant debate about the value of GTA 6, as well as the value of the content locked behind the Ultimate Edition. So, which edition of GTA 6 will you buy?

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Bungie Announces Layoffs as It Admits ‘Destiny 2 Fell Short of Expectations’

Destiny developer Bungie will lose a “significant number of employees” as part of brutal-sounding layoffs that will include “most of the Destiny team and some Marathon team members,” PlayStation CEO Hermen Hulst has confirmed.

In a public blog post, Hulst described the decision as “difficult” and “painful,” but “necessary to align the studio’s resources with its current priorities and long-term goals.” The news follows the recent ending of new content for Destiny 2, and amid a lackluster player numbers for new launch Marathon.

Hulst’s statement claims that “multiple alternatives” were explored before the layoffs were finalized, though offers no suggestion of what these might be. On Bungie’s Destiny franchise, Hulst calls the series “remarkable” but simply acknowledges that Destiny 2 is no longer receiving new content. There’s no suggestion of anything else being planned. (One report claimed that a Destiny 2 relaunch, rebranded as Destiny Infinity, was discussed but ultimately dismissed.)

On Marathon, Hulst describes the fledgling extraction shooter as “an important part of our portfolio,” though also suggests its team — which sounds like it will be the only team left within Bungie — will also work on other projects.

“Marathon remains an important part of our portfolio, and we will continue to support the team as they build on the strong foundation established in Season 1 and 2, and as they work on incubation efforts for future projects,” Hulst says. “While it’s too early to discuss, we are encouraged by the creativity and opportunities that lie ahead.”

PlayStation acquired Bungie back in 2022 for $3.6 billion, at a time that Destiny 2 was still going strong, and Sony was still looking to live-service games as the future — a policy it has since all but reversed. While exact staff numbers impacted by layoffs today have not been confirmed, Bungie is known to have employed 850 staff as of 2024, many of which were assigned to Destiny.

Today’s layoffs will also impact a smaller number of PlayStation’s own staff, whose roles were linked to supporting Bungie’s operations.

Marathon Screenshots 2026 and 2025

In its own statement, published via social media, Bungie confirmed its employees would suffer layoffs as the company was reorganized. Meanwhile, Bloomberg reporter Jason Schreier has stated that Bungie’s studio head Justin Truman is stepping down.

Job losses at the studio had sadly been previously reported as likely following the shock news that Bungie was effectively putting the Destiny franchise on ice after more than a decade, with no further updates or expansions in the pipeline, and no imminent plan to make a full Destiny 3, despite countless calls from fans.

Bungie’s own statement on the job losses lies below in full:

“With great sadness, we are announcing a reduction in force as we reorganize Bungie.

“As the leaders of Bungie, past and present, we recognize Destiny 2 fell short of expectations these past several years. Following our final content update to Destiny 2, and with our future projects still in early incubation, we unfortunately could not continue operating at our previous size.

“We know this decision has a profound impact on the people affected, their families, friends, and teammates. While these changes are necessary to best position the studio now and for the future, that does not lessen the difficulty of this moment or the impact it has on those affected.

“Later, we will share more about that future with you all but today is not that day.

“Today, we wish to extend our gratitude and compassion to every member of the Bungie team who has been impacted and to those who remain.

“We hope you will do the same. – Bungie”

Earlier this month, a former Bungie staff member said that the only way to support the studio now was to support Marathon.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Order of the Sinking Star Seems Huge and Packed With Smart Puzzles

Like The Witness before it, Order of the Sinking Star uses a simple puzzle structure as a vehicle for unexpected problem solving. Pushing blocks around a grid to press a button or reach some exit is far from a new concept, but neither was sliding a line around some symbols, and that was hardly “the point” of developer Thekla, Inc.’s previous masterpiece – and while the demo I played didn’t reveal all of its secrets, that certainly seems to be the case here as well.

Order of the Sinking Star is really many block-pushing games in one. There’s an overworld with its own lead character that has to figure out how to even reach each of its self-contained levels, all of which are sorted into different areas of the map representing various stories, characters and mechanics of their own. Those ideas will eventually blend together (though they didn’t yet in the parts I played), and it’s already clear that this is more than just a glorified level-select screen as I saw tantalizing secrets waiting just out of reach.

I started by heading north to play as the Hearty Heroes of Hauling, a fantasy-themed area where I controlled a handful of different characters at once, each with a unique way to interact with the movable blocks and monsters that blocked their path. Swapping between those characters to guide them to the end of each stage was very different from the levels of The Mirror Isles to the east, which instead had me command a single person who could warp through and copy himself with the help of some pushable magic mirrors. And that was different still from The Promise to the west, which was a more futuristic setting that stitched together multiple puzzle screens into a single, infinitely looping level rather than individual stages. (The southern area, Skipping Stones to Lonely Homes, wasn’t available in the demo at all.)

Order of the Sinking Star kept me on my toes more often than not, making me figure out solutions that weren’t what I was expecting.

One thing I appreciated across all the areas is how often my usual puzzling instincts didn’t seem to apply. I’ve played so many games like this over the years that I can typically look at a level and pretty quickly intuit what is going to need to happen, even if I don’t necessarily know how to actually do that thing right away. But Order of the Sinking Star kept me on my toes more often than not, making me figure out solutions that weren’t what I was expecting. That’s not to say it’s super challenging, it just felt like its designers never settled for the “first” answer or idea they could come up with.

Any one of these areas likely could have been sold as its own game and still made for a pretty fun evening of puzzle solving, but they add up to something impressively imposing when taken as a whole. I completed all of the available demo levels in about four hours – that’s already larger than some entire puzzle games I’ve played, and I felt like I was barely getting started. Order of the Sinking Star’s open-world map seems huge, too, so it’s hard to even guess at how much I didn’t see (but I’m sure it’s a lot).

Of course, the flipside of having such radically different designs in a single package is that it’s a lot more noticeable when one idea isn’t as fun as another. I really liked quick-swapping between the Heroes of Hauling depending on which of their abilities I needed at any given moment – be that pushing, pulling, or full-on teleportation. So when I got to the blander island setting that followed, its mirror puzzles were noticeably less entertaining – still clever and well-designed, but just not as fundamentally interesting as the areas that came before or after.

That said, it’s hard to tell which ideas will or won’t hold up over a longer playtime, especially because Order of the Sinking Star already did a great job of introducing new ideas and then testing your mastery of those concepts within this demo. It’s also notable that I didn’t get to see what is supposed to be one of the primary pitches of this split-story structure, which is that levels will eventually blur the lines between each world and the unique puzzle mechanics along with them. Like I said, none of the areas I tried felt like half-baked ideas waiting for this twist to occur, so I can see the complexity of even its simplest tricks ramping up substantially in the later levels.

I am also extremely curious about how the overworld and larger story will eventually come into play. Order of the Sinking Star isn’t trying to be as sneaky as The Witness was in terms of hiding additional puzzles in plain sight – that is to say, it’s made quite clear from the jump that the overworld is a bit of a puzzle in itself. But that doesn’t mean I fully understand what might be hidden up its sleeve either, and I am excited for an opportunity to go digging further. If the way I devoured this demo is any indication, the full game is one I’m not going to want to put down.

Tom Marks is Play168’s Associate Reviews Director for games. He loves card games puzzles, platformers, puzzle-platformers, and lots more.

Pokémon TCG Deals – Best Prime Day Discounts on Boosters and More

If you’re looking to upgrade your Pokémon TCG deck or hunt down some of the rarest pulls of the 2026 Mega Evolution series, you need to act fast if you want to get in on Amazon Prime Day deals for them. This sale only lasts from June 23–26, and Pokémon TCG products are notorious for selling out quickly, either to fans or to resellers looking to make a quick buck. Luckily for you, we’ve scoured the web to bring you the best Pokémon TCG deals we’ve found.

Pokémon TCG: Mega Evolution—Chaos Rising Elite Trainer Box

Pokémon TCG: Mega Evolution—Chaos Rising Elite Trainer Box

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The first deal we’ve spotted is 20% off a Pokémon TCG: Mega Evolution—Chaos Rising Elite Trainer Box. This expansion was released in May, so it’s a tidy discount on a relatively new expansion, which is especially good for your wallet in the current 2026 secondary market. Fans have been hunting down that gorgeous, multi-hundred-dollar Mega Greninja ex Special Illustration Rare, with resellers pushing Elite Trainer Boxes (ETBs) well past their street price on resale sites. This ETB, currently $94.94 on Amazon, is down from $118.99, so it’s worth picking up.

The box plunges you straight into Pokémon Legends: Z-A lore. From the Amaazon product description: “The hustle and bustle of the city turns into havoc as Mega Floette ex brings turmoil to the streets. Filled with courage and determination, Mega Greninja ex gathers other powerful Mega Evolution Pokémon ex, including Mega Pyroar ex and Mega Dragalge ex, to ward off this growing threat.”

In the box, you’ll find nine Chaos Rising booster packs, a full-art foil promo card, 40 energy cards, and 65 exclusive Greninja card sleeves, along with your standard competitive TCG dice and fare.

It’s worth pointing out the official price for this ETB is $59.99 from Pokemon Center US, but with the cheapest deal on TCGPlayer right now being $103.49 + $30.00 Shipping, this deal is a steal.

Pokemon TCG: Mega Zygarde ex Premium Collection

Pokemon TCG: Mega Zygarde ex Premium Collection

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This next deal cuts a couple of bucks off of the Pokémon TCG: Mega Zygarde ex Premium Collection. During Prime Day, it’s priced at a neat $55.99, down from its typical $59.94 Amazon price.

Don’t let the smaller discount fool you, though – this box is a sleeper hit. Mega Zygarde ex’s main feature is its powerful attacks, hyped in its Amazon listing as being “capable of overwhelming opponents.” Mega Zygarde ex is also featured on an included foil promo card, an oversized lenticular display card, and a sticker. The set also features eight booster packs drawn from different recent Pokémon TCG expansions.

MSRP was $39.99, but it’s currently going for ​$63.24 + $30.00 Shipping on TCGPlayer.

Mega Lucario ex League Battle Deck

Mega Lucario ex League Battle Deck

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Last, but by no means least, the Pokémon TCG: Mega Lucario ex League Battle Deck has the biggest saving on this list. This competitive powerhouse is down a massive 54% in the Amazon Prime Day sales, bringing it to $22.99 from its standard $49.99 list price.

This is a super competitive deck released in May that’s great for newcomers looking to get into the card game. You get a ready-to-play 60-card deck that can help you through strategies, or even expand on your skills if you’re a pro, right out of the box.

The real hidden value here lies in the deck list itself. TPCi loaded this build with some of the most sought-after staples in the current format, including the incredibly powerful Secret Box ACE SPEC, which lets you search your deck for an Item, Pokémon Tool, Supporter, and Stadium card, as well as the meta-defining Fezandipiti ex.

Buying it just to add those singles to your deck is worth it if you’re thinking of hitting up your local league nights. Inside the box, you’ll score that ready-to-play competitive 60-card deck, alongside a 6 Damage-counter dice, a coin-flip die, two coin condition markers and a custom deck box. Neat!

There’s a whole host of Prime Day deals we’ve picked out for you this year, including some of the best general gaming deals we’ve found – make sure to check them out and treat yourself… It’s nearly pay day after all!

Sara Heritage is a freelance journalist for Play168, specialising in Pokémon TCG. When she’s not gaming, you’ll probably find her building yet another LEGO set she absolutely did not need, or chaining ranked matches in Pokémon Champions.

The Best Way to Save on Pokémon Pokopia During Prime Day

Amazon’s Prime Day Sale is in full swing and full of incredible gaming deals. However, the only way to score Pokémon Pokopia at a discount is in a Nintendo Switch 2: Choose Your Game Bundle. With this deal, you get the game for just $49.99, a $20 savings. Mario Kart World or Donkey Kong Bananza are the other available games in the bundle, and all are digital downloads, not physical games.

The bundle goes for $499.99, and will likely be one of your last chances to save on the Nintendo Switch 2 before the impending price increase. After September, the Switch 2 will rise by $50 to $499.99 with no included games.

Save $20 on Pokémon Pokopia with a Switch 2 Bundle

Nintendo Switch 2: Choose Your Game Bundle

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Games to choose from are Mario Kart World, Donkey Kong Bananza, and Pokémon Pokopia.

The incredibly popular Pokémon Pokopia, which came out in March, sold over 2.2 million copies in its opening weekend. It really is a fun, perfectly nostalgic time. In it, gamers play as a lovable Ditto Pokémon who transforms into the shape of its missing former trainer. Ditto ends up in the seemingly familiar Kanto region, but which has been turned to rubble. Ditto and a Tangrowth, disguised as a Pokémon professor, are tasked with rebuilding the region, uncovering mysteries along the way.

In her 9/10 Pokémon Pokopia review, Rebekah Valentine said, “Pokémon Pokopia is a real treat: an enjoyable building and town simulator that capitalizes on the charming personalities of its monsters in a way that appeals to both the creative and collector alike.”

Pokémon Pokopia, of course, will play great on the Switch 2, which received major upgrades over its predecessor. From the new vibrant 7.9-inch 1080p display and other visual upgrades to serious power improvements that let it run games like Cyberpunk 2077 and Star Wars Outlaws, there’s a lot to love. You can find out more about the Switch in our full review here. After you pick up Nintendo’s latest console, be sure to grab some great Switch 2 accessories, too.

More Nintendo Switch 2 Game Deals

There are more Nintendo Switch 2 Prime Day deals worth grabbing, including Pokémon Legends: Z-A, which is down to its lowest price yet in a lightning deal. That game earned an 8 out of 10 rating in Play168’s review when it was released last year.

Amazon Has a Kingdom Hearts Keyblade Replica at Its Lowest Price in 2026

The Kingdom Hearts games have amassed one of the most loyal fandoms in gaming. Square Enix really tapped into something special when it combined classic Disney characters with a totally unique RPG. Unfortunately for Kingdom Hearts fans, none of the Prime Day Square Enix deals this year include any of the actual games. There is, however, a 3-foot stainless steel Keyblade that just dropped to its lowest price ever on Amazon.

Look, nobody actually needs a sword. But we only recently got Kingdom Hearts 4 gameplay footage for the first time earlier this month and there’s absolutely no release date attached. Waiting forever for the next entry in the series is inevitable, but whether or not you own a replica of Sora’s iconic blade is entirely in your control.

Stainless Steel Kingdom Hearts Keyblade

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This Keyblade is normally priced at $59.99, but a very recent price cut shaves off a few dollars during Amazon’s Prime Day sale. It’s not all that much of a discount, but it’s still a surprisingly good price for what you get.

The “blade” part is made of stainless steel and is a little over 34 inches in length (about 3 feet long). It’s not nearly as massive as Sora’s blade in the actual games of course, but it’s a pretty realistic replica you can hang on your wall or use for cosplay. We posted this deal on the Play168 Finds X account when we first found it yesterday and it’s been wildly popular.

The official brand that sells this sword on Amazon may look like a random assortment of letters (ZKBWFLA), but they actually have a lot of really cool steel products available at affordable prices and people seem to like what they get. We highlighted a massive Final Fantasy 7 Buster Sword they were discounting a couple of weeks back and fans were absolutely ravenous for it. If you’re looking for a Keyblade on Amazon, this is honestly the most legit one you’ll find.

The Kingdom Hearts Collection Is Up for Preorder

KINGDOM HEARTS Collection [I–III] Amazon Exclusive Edition – Nintendo Switch 2

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Alongside the Kingdom Hearts 4 gameplay reveal, there was also a new collection announced. This includes Kingdom Hearts I-III and will run you $75 for the physical edition. It will be available starting on October 8, 2026 for both PS5 and Switch 2. Hopefully we’ll learn more about a release date for KH4 around that time too.

Jacob Kienlen is a Senior Audience Development Strategist and Writer for Play168. Born and raised in Portland, Oregon, he has considered the Northwest his home for his entire life. With a bachelor’s degree in communication and 10 years of professional writing experience, his expertise is spread across a variety of different pop culture topics — from TV series to books and the latest Pokémon games.

GTA 6 Trailer 3 Fails to Materialize After Preorders Go Live, Leaving Fans Disappointed

Fan hopes for GTA 6 Trailer 3 have been dashed after preorders went live without a new official video from Rockstar.

Last week, Rockstar Games revealed the cover art for GTA 6 and confirmed that preorders would go live on June 25. Many felt that a third trailer in this window would be a safe bet, as it would get the hype machine back up and running and push people to preorder the game. Instead, Rockstar released a big batch of new GTA 6 screenshots, which tease all kinds of new details about the game, but there’s no Trailer 3.

Trailer 2 was released in May 2025 and it still has the game’s old release date attached to it, a date that passed a month ago. Some had thought that Rockstar would want a new trailer that advertises the correct release date on it alongside preorders, but that doesn’t seem to be the case.

“Weird decision to not have Trailer 3 go live now,” said one fan on X. […] “So this might be it… until July?!” “Personally, I’m really disappointed,” said another fan. “Even though Rockstar never officially announced anything, we’ve been waiting for such a long time now.” “No Trailer 3. No Gameplay. Come on, man,” remaked another fan.

One fan even began to suggest that Rockstar is in a unique situation, as the lack of gameplay this close to launch would be cause for concern with any other studio: “If this was any other game/publisher, gamers would be saying, it must be something wrong with it or its not running as smoothly as they’d like etc.”

Another user looked to the past to try and make sense of the decision. “Looking back at GTAV, pre-orders opened on November 5th, 2012, but the trailer didn’t drop until 9 days later on November 14th,” they said. “Not sure what to make of this. I really hope we get something concrete within the next 15 days, otherwise it’s getting ridiculous.”

GTA 6 Ultimate Edition Screenshots

While some have made the argument that GTA 6 is so big that it doesn’t even need marketing, Take-Two CEO Strauss Zelnick has indicated the opposite.

“[…] I do think no matter how big a franchise is, the consumers need to engage with that prior to release. And I think the motion picture business reflects that as well. So if you put out a sequel to Mission: Impossible, trust me, the studio is still going to spend a whole lot of money marketing that title, even though we kind of know what we’re going to get and we know we’re going to see Tom Cruise, and we’re thrilled that we will. Marketing is still an important part of any entertainment release.”

It’s unclear when we’ll see the next trailer, but one can hope that it will be a proper look at the gameplay of GTA 6 rather than another story trailer. Fans are hungry to see how the game actually plays and what they’ll be able to do in it. It may be another month before we get such a thing, as Rockstar is planning to roll out a new GTA Online update in July, which will likely take center stage for marketing for a few weeks. So, maybe there is no GTA 6 Trailer 3, and Rockstar will skip straight to a gameplay reveal.

GTA 6 will release on November 19 for Xbox Series X and S and PS5, and cost $79.99 for the standard edition and $99.99 for the Ultimate Edition, which includes a boatload of extra content including cosmetics, weapons, and access to certain shops and missions. Unfortunately for physical media lovers, GTA 6 won’t be released on a disc at launch.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Save 30% Off Kirby Air Riders for Switch 2 During the Amazon Prime Day Sale

Switch 2 owners, check out this excellent Amazon Prime Day deal on yet another first-party, Switch 2-exclusive game. Kirby Air Riders, normally $69.99, is down to $49.94 today with free shipping. It’s on sale at both Amazon and Walmart. This is the lowest price I’ve seen for a brand new, retail physical copy of the game, with the previous price low at $59.99.

Kirby Air Riders (Nintendo Switch 2) for $49.94

Kirby Air Riders (Switch 2)

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On the surface, Kirby Air Riders is a kart racer, similar to Mario Kart World but with different mechanics and a cast of characters that includes Kirby, Waddle Dee, King Dedede, and Meta Knight. While Mario Kart World focuses on racing mechanics, Kirby Air Riders is more battle-oriented. Kirby Air Riders has a dedicated, single player story mode called Road Trip, something that Mario Kart World lacks. Finally, City Trial mode sees you exploring a big city to collect power-ups and customize your vehicle across a total of 150 different challenges. Mario Kart World’s Free Roam allows you to do some of these things, but not all. My opinion? Get both.

If you’re out of space, double your storage with this memory card deal

Nintendo Switch 2 Compatible

Samsung P9 256GB MicroSD Express Card

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At long last, there’s a good deal on a Switch 2 memory card. For Prime Day, Amazon has dropped the price of a 256GB Samsung P9 Micro SDXC Express Card to $39.99 with free shipping. If you have a Nintendo Switch 2 console, consider getting it now before it goes out of stock. Memory card prices have been through the roof lately.

For more Switch 2 deals, see what’s trending below:

How to Follow Play168 Deals Recommendations

The Play168 Deals team has over 30 years of combined experience finding the best discounts and preorders available online. If you want the latest updates from our trusted team, here’s how to follow our coverage:

Eric Song is the Play168 commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Olivia Rodrigo Joins Fortnite Today

Popstar Olivia Rodrigo is joining Fortnite today, as the latest celebrity addition to Epic Games’ battle royale.

Rodrigo’s addition to Fortnite follow the launch of her third album, you seem pretty sad for a girl so in love, which charted at #1 on the Billboard 200 chart, with the biggest launch by a solo artist this year.

Known for tunes such as Drivers License, Good 4 U, Vampire and Drop Dead, Rodrigo began her career as a child actor on Disney series such as High School Musical: The Musical: The Series, before switching to pop and scooping three Grammy Awards, as well as headlining Glastonbury Festival last year.

Now, Rodrigo can be found on Fortnite’s battle royale Island, and in its lucrative item shop at its next refresh.

On the Island, you can earn a couple of freebie cosmetics just by dropping by where her in-game character is located. In the shop, you can purchase two skins featuring outfits inspired by her appearance in various musical videos, emotes, and Jam Tracks to play in the game’s Rock Band-inspired Festival mode.

Rodrigo’s appearance in Fortnite follows numerous other musical icons such as Eminem, Snoop Dogg, Metallica, Lady Gaga, Billie Eilish and Sabrina Carpenter. Who will join Fortnite next?

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Deltarune Chapter 6 Launches in 2027, as Chapter 5 Shatters Concurrent Player Records on Steam

Deltarune’s story will continue next year, as creator Toby Fox has set a 2027 release window for Chapter 6.

Yesterday, Deltarune Chapter 5 was finally released to much anticipation. Within hours of its launch, the release helped the game shatter its previous concurrent player record on Steam. Previously, the record was 133,920 concurrent players, now the record sits at 290,973 concurrent players, more than double the original all-time peak. Despite Deltarune being nearly a decade old, it seems like it has only grown in popularity over time.

With all of that said, Toby Fox isn’t slowing down when it comes to continuing the story. In an FAQ on the game’s Steam page, the developer confirmed that Chapter 5 is not the end of the story and Chapter 6 will release next year.

“We are aiming for a 2027 release,” reads the FAQ. “Meanwhile, we will be periodically releasing information on the development progress of the game.”

Previously, Fox noted how smoothly development was progressing on Chapter 6 and said that it was possible that Chapter 7 may enter full development in the near future.

“This sounds crazy, but it’s not unrealistic that some staff members may start working on Chapter 7 before the end of the year,” Fox said.

It’s unclear how long Deltarune will be supported for. Perhaps Fox will try to tie everything up in 2028, when the game reaches its 10th anniversary. As of right now, we’ll just have to wait and see, but it has been a wonderful indie phenomenon to follow.

We gave Deltarune a 9/10, noting that it manages to impress despite the fact it is largely unfinished: “Toby Fox and his team have really accomplished something incredible with Deltarune and its new chapters, even if that accomplishment isn’t quite finished just yet. The fact that what appears to be a halfway point in the story can leave off on such a phenomenal and high-stakes note after roughly 20 hours still has me reeling knowing I’ve yet to see the true depths of where this adventure will lead.”

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Revisiting International Superstar Soccer 64

My long-dormant memories of International Superstar Soccer 64’s stilted commentary reawaken instantly. I haven’t heard it for 25 years, but before the final whistle in the first World League match I’ve played since childhood, I’m reciting every repetition – “No foul the referee says! The referee says play on!” – and mimicking the jarring tone shifts between canned phrases.

“He’s hit it with his … left foot! … ENGLAND… are on the scoresheet!”

It’s laughably clumsy compared to modern sims but every line is delivered with timeless, infectious gusto. The commentator is one of the most committed voice actors ever. He’s too invested in big moments to care about voice cracks and his pithy phrases after each goal, delivered with weight and verve – “Incredible comeback!” … “That must be the winning goal!” … “and the gap has widened!” – capture and amplify mid-match momentum shifts.

The more I play ISS64, the more I’m convinced the rest of the game is equally timeless.

The 10 Best Soccer Game Covers

Advances in tech and decades of refinement make many older sports games unplayable, at least for me, but what I intended as a nostalgic jaunt during the World Cup has turned into a new obsession. I’m already 20 matches deep in ISS64’s signature 70-match World League tournament and I’ve won the game’s not-World-Cup twice on the hardest difficulty.

One goal I score for England against Argentina encapsulates its joy.

I’ve switched from the messy default 3-5-2 formation to a custom 4-2-4, with two deep-lying midfielders and two advanced wingers (tactics are surprisingly flexible). Platt, my white-haired enforcer, dives into a tackle near the centre circle, then fires a through pass down the right wing to the onrushing Charlton. Jink inside one defender, sprint past another and cross, the ball heading for the goalkeeper – “there’s a fight for aerial domination!” – before curling away towards the penalty spot. Keegan, my best striker, settles under it, leaps, and rams a header into the near top corner past the already committed keeper.

“Goal! Ah, Goal! Goaaaaaaaaaaaaaaaaaaal!”

I replay it step by step. First, the tackle.

Slide tackles are magnetic. If you’re within lunging distance you can steal the ball, even if the attacker has beaten you for pace. Like many bits of ISS64 it’s designed for fun over realism, enabling impossible goal-saving tackles. I love when football games capture the panic of last-ditch defending and the relief of finally hacking it clear, and ISS64 does that better than most, pinging shots off the goalkeeper, the post, and sliding defenders, both teams throwing themselves at the loose ball.

Like all shots in ISS64, headers are bullets.

Then, Platt’s through pass.

The ISS series would later morph into Pro Evolution Soccer, whose through passes felt slicker and more incisive than FIFA’s and helped it become the best football series of the early- and mid-noughties. ISS64’s through balls are more choreographed: pressing the button lasers the ball towards a predetermined destination, often too hard and often straight at a defender. But you can sense the roots of what’s to come. When everything lines up, when your centre-midfielder cuts the pass perfectly inside the full-back and your dashing attacker meets it in stride, you feel like a genius.

Charlton, on the wing.

Skills in ISS64 are flashy but pointless. Simply changing direction as a defender approaches by tilting the control stick is almost too reliable. You can slalom at a jog straight from kick-off to the opponent’s box, even on the highest difficulty. But what the game nails, and what many games that came after it would miss, is the unstoppable momentum of a sprinting footballer. A sprint is a commitment, and a flat-out winger can’t suddenly twist 90-degrees and keep running. Here, you must conserve your dash, curve your dribble rather than zig zag, and always plan ahead, knowing when to cut your sprint short to nip inside a defender and when to barrel on, nudging it past them.

To the byline, and the cross.

For the past decade in FIFA, now EA FC, if your striker is free in the box, crosses with roughly the right power and direction will home in on their head or foot, netting satisfying goals. In ISS64 the satisfaction is different: crosses aren’t fully manual but they require more precision. The window for ideal power is narrow and there’s no on-screen indicator, so you cross by feel, an extended button tap rather than a full hold – all while concentrating on exactly where you’re pushing the control stick to find your striker.

Thankfully, curving the ball can salvage a wayward cross, but it’s fiddly. After the cross you fully let go of the control stick and then tilt to swerve and dip the ball. You’re simultaneously directing your striker to meet the cross and aiming your header. The finger gymnastics are too much for my N64 controller’s single, shaky stick – and so when I somehow pull it off, it feels like a big achievement.

Our Original 9/10 Review

“With International Superstar Soccer, Konami has even surpassed their own line of soccer games on the SNES in most aspects. The graphics, play control and the addition of inspired features such as the “through-pass” make this one of the most versatile soccer games ever created. The only real complaints I have are about the lack of a license, the inadequate manual (they don’t even explain some of the stats displays, such as the players’ color meters that show how good they are at defense, attack, etc), slowdown in the four-player mode (and the target colors), and the just above average crowd cheers.

But apart from those minor quibbles, this is easily the best third party game for the N64, and has no problem standing right up there with the Miyamoto classics. From the ultra-realistic graphics to the addictive multiplayer championships, Konami has made an entry into 64-bit gaming that will not be forgotten for a long time.” — Peer Schneider, 09/04/1997

Read the full International Superstar Soccer 64 review here.

Jump, and header.

Like all shots in ISS64, headers are bullets. In theory, the longer you hold the shoot button, the higher your shot and the greater margin for error – but in practice, it’s small variations on thwacking the ball at the top corner. Every goal is emphatic, but keepers are menaces on higher difficulties and can reach every part of the goal, leaping between posts like monkeys between tree trunks. Maneuvering them from their starting position, such as by coaxing them towards a curved cross or by dribbling across the box, is your best bet.

And when my header thumps the net I’m rewarded with the glee of the commentator – “A vital goal for… ENGLAND!” – plus a giant gold “GOAL” that pops on screen as the ball crosses the line, and a charmingly twee celebration (I’ve seen dozens of imaginary babies rocked to sleep).

Not everything about ISS64 holds up, though.

Injury time at the end of each half lasts forever but has a knack of ending as the ball falls to your striker in front of an open goal. A lack of jockey or pressure button while defending means that if you misjudge your angles, attackers can slip by while you just stand there. One-twos, assigned to a dedicated button, simply don’t work.

And the superpowered goalkeepers force you towards repeatable and abusable tactics. There’s a particular save animation, one arm up like John Travolta in Saturday Night Fever, that repels anything close-range. Long shots are equally impossible unless you sprint directly sideways along the edge of the box and shoot (I must’ve scored hundreds of goals this way when I first played ISS64).

But I can forgive it because the ways you can score – rebounds, headers, dribbling around the goalkeeper, and free kicks – are still rewarding, as is the build up play that leads to them, whether that’s tiki-taka passes or those pinpoint crosses.

Yesterday I booted up the free-kick practice mode, the commentary replaced with light, bouncy music that felt just as nostalgic. I pinged balls into the area from every angle, mastering power and curve, scoring headers, volleys, and bicycle kicks – and a few direct shots into the top corner.

Before I knew it, 90 minutes of real time had passed. I was seven years old again, fingers sore from wrestling the N64 controller, grinning with glee. International Superstar Soccer 64 really is timeless.

Lowest Price Ever on Nintendo Switch 2

Amazon Prime Day is now more than halfway through, but one of the event’s best Nintendo deals is still flying surprisingly under the radar.

While most of the attention has been focused on Switch 2 hardware, Pokémon, and Zelda discounts, Metroid Prime 4: Beyond has quietly dropped to just $29.99 on Nintendo Switch. Even better, that discount unlocks what might be the cheapest route into the Switch 2 version as well.

If you’ve been waiting for the right moment to pick up Samus’s long-awaited return, this is probably it.

Upgrade to Switch 2 for $10

Metroid Prime 4: Beyond

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Nintendo allows owners of the original Switch version to upgrade to the Switch 2 Edition for $10. That means buying the discounted Switch copy today and upgrading later works out to $39.99 in total.

That’s currently $5 less than buying the dedicated Switch 2 Edition outright, which is discounted to $44.99 during Prime Day.

For anyone planning to buy a Switch 2 eventually, or anyone who already owns one, it’s an easy way to save a little extra cash without giving up any of the upgraded features.

What’s particularly interesting is that this discount has survived the opening rush of Prime Day. Big Nintendo releases don’t usually stay this heavily discounted for long, especially during major sales events, yet Metroid Prime 4 remains one of the strongest value picks available several days in.

It’s also one of the easiest Nintendo games to recommend right now.

After years of development and a complete restart behind the scenes, Metroid Prime 4 finally delivered a worthy continuation of the beloved first-person adventure series. Its sprawling environments, satisfying exploration, and atmospheric world design make it one of the most distinctive games on either Switch platform.

In Play168’s review, Logan Plant awarded Metroid Prime 4: Beyond an 8/10, describing it as “an excellent, if relatively uneven, revival that reaches heights worthy of the Metroid name in its best moments.”

Metroid Prime 4: Beyond – Switch 2

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Whether you’re buying for an original Switch or looking to upgrade on the Switch 2, this feels like one of those Prime Day gaming deals that’s pure and simple no brainer.

Amazon’s latest blockbuster sale runs until June 26, but deals on major Nintendo releases can disappear quickly, especially when they’re discounted this heavily.

Don’t forgot about those other deals I mentioned as well, with a whole slew of Switch 2 games scoring discounts at Amazon right now. That includes Tears of the Kingdom for $59.99 on Switch 2, Resident Evil Requiem for $53.19, Mario Tennis Fever for $49.99, and a whole lot more as well. I’ll leave a few more of my hand-picked recommendations, just below.

There’s also the Samsung 256GB microSD Express Card for Switch 2 has dropped to $39.99, which is easily one of the best prices we’ve seen on the format so far and a rare chance to expand your storage without paying a hefty premium.

And finally, anyone still trying to get hold of Nintendo’s latest console, the Switch 2 Choose Your Own Game Bundle for $499 remains one of the best-value options available ahead of the planned September price increase.

How to Follow Play168 Deals Recommendations

The Play168 Deals team has over 30 years of combined experience finding the best discounts and preorders available online. If you want the latest updates from our trusted team, here’s how to follow our coverage:

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Marvel’s Wolverine Confirmed to Include Disc in the Box

Insomniac Games has responded to a fan on social media who asked if the physical version of Marvel’s Wolverine is just a code in the box — with the question now top of mind following Rockstar’s shock decision not to sell GTA 6 on disc at launch.

Yesterday, Rockstar confirmed the physical version of GTA 6 comes with a download code inside the box. There is no disc.

This has proven to be a huge talking point, with some fans even saying they won’t buy the game because of it. Video game preservation enthusiasts have criticised Rockstar, and some retailers have even refused to sell the game because of it.

GTA 6 Ultimate Edition Screenshots

One follow-up question is, has Rockstar just hit the final nail in the coffin for the video game disc? If a game like GTA 6, which is expected to be the biggest entertainment launch of all time, skips releasing on a disc, will other rival game companies follow suit? It’s a question we put to analysts, who insist Rockstar’s decision just makes commercial sense.

For now, with the GTA 6 situation fresh in mind, it looks like developers and publishers will have to answer an increasing number of questions around the physical versions of their games. Sony-owned studio Insomniac was asked if Marvel’s Wolverine, due out in September, will be released on disc or as a code in a box, and in a tweet the studio responded: “the physical version will include a disc in box.”

That response is clear, but it has also been viewed over 1.1 million times — evidence, surely, of the GTA 6 effect. Certainly Rockstar has changed the game here, and I suspect every triple-A developer and publisher will be asked the same question from now on, more often than they would have been otherwise. Will EA release the next FC game on disc, for example? Could Call of Duty do the same? Will Sony eventually do it?

Nintendo has dabbled with releasing physical versions with just a code in the box with its controversial Game Key-Card releases for the Switch 2. It’s been explained away as helping improve the performance of games because they are downloaded to the console’s internal memory. With GTA 6, which is set for launch on PlayStation 5 and Xbox Series X and S only, there are all sorts of theories. Analysts have suggested to Play168 that the decision was in part about Rockstar’s desire to avoid damaging leaks that might have emerged from releasing a disc into a pre-release supply chain. They’ve also explained that releasing GTA 6 without a disc will cut manufacturing costs and make Rockstar more money because it can subsequently control the price of the game. Rockstar has yet to explain its decision.

We’ve got plenty more on GTA 6 preorders for you, including analyst opinion on what GTA 6’s $80 price point means for other video games and the tech expert verdict on the 63 new GTA 6 screenshots.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Which Edition of GTA 6 Will You Buy?

It’s one of the biggest questions following Rockstar’s GTA 6 preorder day reveal: will you pay $80 for the Standard Edition or $100 for the Ultimate Edition?

The Standard Edition of GTA 6 includes the base single-player experience, but the Ultimate Edition includes exclusive content, such as a mission and shops. The rights and wrongs of charging $20 extra for this content is already being heavily discussed by GTA 6 fans in a debate made all the more vociferous by Rockstar’s decision not to include a disc in the physical version.

Grand Theft Auto 6

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For now, we thought it would be useful to poll the vast and great Play168 audience to get their take. So, assuming you will buy GTA 6 in some form (let’s be honest, most of us will!), the question is, which edition? Will you buy the $80 Standard Edition, or the $100 Ultimate Edition? Once you’ve made your decision in the poll below, let us know why in the comments. We’ll follow up with a story reporting on the results later this week.

As a reminder, here’s what you get in the GTA 6 Ultimate Edition:

GTA 6: Ultimate Edition contents:

  • ’67 Vapid Dominator Buggy and Paradise Garage: A Mud Club monster offering impressive off-road handling for the backwoods of Mount Kalaga and beyond, conveniently stored at a garage in Watson Bay, featuring a weapon locker to customize your loadout for any occasion plus a stash box to deposit stolen goods to be fenced.
  • ’95 Grotti Cheetah: Grotti’s signature mid ’90s sports car and ode to Shore Drive, the ’95 Grotti Cheetah, complete with a minimalist, retro-futuristic livery and available to punctuate later-stage action.
  • Vehicles and Vapid Ganado Retro Build at Jason’s Safehouse: Switch gears and soak up the sun in either an Army fatigue-tinged Dinka Enduro motorcycle and Crest Kayak, or inject some muscle and classic stylings into Jason’s well-worn Vapid Ganado pickup with exclusive mods including a cab spoiler, rear aerials, and special livery.
  • Vehicle Mod Shops: Two preeminent vehicle customization destinations are exclusively open for business with the Ultimate Edition and feature a wide selection of artistic and performance-based vehicle mods. At Rideout Customs in Vice City, transform vanilla vehicles into magnificent works of art with detailed interiors, exquisite rims, and donk stylings. Meanwhile at One-Eyed Willie’s in Lake Leonida, transform off-road vehicles with exclusive mods and even attain custom hand-painted masterpieces.
  • Classic Car Collection: Track down a variety of abandoned classic and work-in-progress project cars and revitalize them to their former glory in this special commission from eccentric collector and local fixer, Wyman. Restore these and make them your own, including four vehicles that are only available in the Ultimate Edition.
  • Shitzu Squalo: Perfect for casting in Gambit Bay and reeling in catches of all sorts, this gradient pink and blue Squalo docked at Washington Beach is made open-ocean-ready with an explosives-laden weapons crate.
  • Hawk & Little Morgan Revolver: Sourced exclusively from the Vercetti Estate and found at Ammu-Nation stores as Jason and Lucia’s story progresses, his and hers versions of the powerful Hawk & Little Morgan Revolver are available with classic Vice City stylings for both Jason and Lucia, including palm-tree-etched grips, engraved detailing, high-performance scope, and personalized finishes.
  • Personalized Weapon Variants: Personalized sidearms with detailed engravings for both Jason’s Girardi ES9 pistol and Lucia’s Klose K17 pistol.
  • PTT Youngin$ Compound and Scores: One of Leonida’s loudest and most socially active gangs, the PTT Youngin$ grow premium hydroponics in places you’d least expect. Find a way to raid the PTT Youngin$ Illegal Goods Store in Southside Vice City and escape safely to score some special items and distinct contraband.
  • Vice City Styles for Jason and Lucia: Whether poolside or side by side, Jason and Lucia can look the part with exclusive outfits, tattoos, and more.
  • Goodtime Gear: A capsule collection of apparel and accessories inspired by the Goodtime State’s hit TV show character, Macca the Gator.
  • Stock 305 Clothing Store: Exclusively open for business with the Ultimate Edition, Stock 305 is Stockyard’s premiere destination for elevated streetwear. Style various unique and exclusive looks for Jason and Lucia that complement the murals, tags, and artwork that put the neighborhood on the map.
  • Sara’s Unisex Salon: Get signature salon hair styles for both Jason and Lucia, including facial hair for Jason and makeup and nails for Lucia.
  • Electric Fang Tattoo: Stockyard’s most iconic ink bar, with over 50 exclusive, signature tattoos for both Jason and Lucia — all designed by the artist collective FAILE.

GTA 6 Ultimate Edition Screenshots

Discussion of the price of GTA 6 comes amid speculation it may be the most expensive video game ever made, with parent company Take-Two estimated to have spent $1-1.5 billion so far. Earlier this year, Business Insider suggested the eye-watering budget based on industry analyst estimations as part of an interview with Take-Two CEO Strauss Zelnick. Zelnick wouldn’t say how much the company had spent on GTA 6 so far, but did admit “it was expensive.”

To put GTA 6 into context, most of the triple-A video game budgets that make headlines do so for being in the hundreds of millions of dollars range. Bungie’s recently released extraction shooter reportedly had a budget of over $250 million, for example. Concord’s initial development deal was around $200 million, according to a report by Kotaku. In 2023, new documents submitted as part of the Xbox Federal Trade Commission case accidentally revealed The Last of Us: Part II and Horizon Forbidden West each cost more than $200 million to develop. Last year, the astronomical development budgets of the Call of Duty games were revealed for the first time after a court document confirmed Activision pumped $700 million into Black Ops Cold War alone, although that was over the shooter’s life cycle. GTA 6, clearly, surpasses them all.

Neither Take-Two nor Rockstar has explained the decision to go to $80 for GTA 6, but as reported by Play168, Zelnick told an audience at iicon recently that “consumers pay for the value that you bring to them, and our job is to charge way way way less of the value delivery. How you feel about something you buy is the intersection of the thing itself and what you pay for. Consumers need to feel like the thing itself is amazing and the price they were charged was fair for what they got.”

We’ve got plenty more on GTA 6 preorders for you, including analyst opinion on what GTA 6’s $80 price point means for other video games, a report on the retailers who are refusing to sell GTA 6 due to the lack of a disc, and the tech expert verdict on the 63 new screenshots.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Heroic Fighting Game Player Apprehends Knife-Wielding Gamer Using Sumo Wrestling Experience

A heroic member of the fighting game community is being praised for apprehending an agitated Apex Legends player who pulled out a knife at a gaming lounge in New York City.

The incident took place on the night of June 20, when Kofi ‘Koustics’ Miller was in the middle of streaming League of Legends on Twitch at OS NYC, a gaming lounge and event space, when he stepped away from his setup about an hour into his broadcast.

During that time, Koustics attempted to de-escalate a dangerous situation involving an Apex Legends player, who brandished a knife after peaceful moderation had failed.

Koustics explained that the player had confronted an employee at the bar, drawing his attention away from his stream.

The 10 Best Fighting Games

“I stepped outside, dude is brandishing a knife,” an animated Koustics described to his friends in a Discord call. “First we were like, ‘Yo, you gotta go, you’re banned.’ We get him to walk outside. But he’s tweaking. He’s screaming. He tries to come back in with the knife, so I bodyslam him and hold him until the police come.”

Koustics claimed that the player landed on their own weapon during the incident, bloodying up his clothing, which Koustics showed off during his Twitch stream.

“I put him in a full choke,” Koustics relayed. “…I’m mad because this was my rank up game, too. This dude cost me 14 LP.”

Firsthand accounts of the incident were subsequently posted on social media, with collegiate League of Legends player ‘Shogo’ sharing footage from inside the bar, showing the flashing lights of police vehicles just outside the establishment.

NYC is so crazy like wdym an apex legends player got mad at the game, started breaking stuff, got kicked out, pulled a knife on the staff and accidentally stabbed himself as he got tackled onto the ground??
This city isn’t real pic.twitter.com/mIshyPkPyv

— Shogo (@shogolol) June 20, 2026

Koustics himself also posted photos directly after police arrived on the scene, including the bloody aftermath of the ordeal. “Don’t miss the stream,” he joked.

Koustics told us that the player had gotten upset while playing Apex Legends, which ultimately escalated into the dangerous scene that played out in front of the gaming lounge.

“If you feel like a game is affecting you that much, you always have the choice to step away,” he advised. “If the games are going that badly, then maybe try something less stressful.”

Lmao don’t miss the stream (Stopped a dude with a knife) pic.twitter.com/N6T4dUKrv6

— Koustics (@Koustics) June 19, 2026

Koustics is a popular figure within the fighting game community, known for commentating Dragon Ball FighterZ tournaments. He’s also a Sumo Wrestler, who even appeared on a November 2025 episode of SNL for a comedy skit.

He credited his Sumo skills for helping him take down the upset player, saying it helped him keep his cool during the stressful situation.

“I kept my cool,” he said. “Everyone got out safe and sound, and no one got hurt too badly. It ended up being a funnier story than it could have been.”

Koustics teaches full-time in the Bronx, where he instructs his students in robotics, coding, and even gaming. Previously, Koustics told news outlets that he “feels like a superhero” for his secondary and tertiary careers as a gamer and Sumo wrestler — and he’s certainly living up to that status with his latest heroic exploit.

Image credit: YouTube / Bandai Namco Entertainment America.

Virginia (she/her) is Play168’s News Editor. With 10 years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

PlayStation 5 Now Features Custom GTA 6 UI, as Sony Goes All In on Rockstar Partnership

Load up your PlayStation 5 today, and you’ll be greeted by a new custom user interface advertising Grand Theft Auto 6 — part of Sony’s major new partnership with Rockstar Games.

The PS5’s Welcome section now includes a flashy animated version of the GTA 6 logo, which zooms in and reveals a splash screen with details on the game, as well as a button to go view its store page (and pre-order).

Of course, Sony has rolled out this update following GTA 6 pre-orders officially going live at midnight last night, as well as the start of its own marketing campaign for the game, which it has boasted “plays best on PS5.”

Yesterday, Sony published a blog post championing the features of its console that GTA 6 will use, including the speaker in the DualSense controller and the pad’s haptic feedback.

Rather amusingly, Sony later deleted and reposted a series of posts on social media linking to this blog post that featured an image of the PS5’s disc-based edition. The social posts were later replaced with versions that featured the PS5’s digital-only console — more fitting with the fact that GTA 6 will not have a disc.

Grand Theft Auto VI launches November 19, with pre-orders starting June 25.

Learn why it plays best on PS5: https://t.co/w0enIHvPFQ pic.twitter.com/ekpnz2Tfz2

— PlayStation (@PlayStation) June 24, 2026

Other additions to GTA 6’s PlayStation 5 marketing campaign include a newly-themed version of the PlayStation app logo on smartphones, that features GTA 6 colors and pale tree fronds.

Sony has started updating its logos like the PlayStation App with GTA 6 branding#PS5 #GTA6 #GrandTheftAutoVI pic.twitter.com/dNknjOvw7P

— Shinobi602 (@shinobi602) June 24, 2026

Sony itself has previously stated that the launch of GTA 6 is the best reason yet for PlayStation fans still using a PS4 to finally upgrade their console, as GTA 6 will only be available on PS5 (and Xbox Series X/S). Rockstar also recently eased the console transition itself, by promising free upgrades to GTA 5 on PS5 and Xbox Series X/S for those with a PS4 or Xbox One copy.

Need to catch up on all of the GTA 6 news? Rockstar has now announced GTA 6’s price and also a pricier $100 Ultimate Edition, released 63 new GTA 6 screenshots, and confirmed that physical editions of the game won’t include a disc in the box.

Tom Phillips is Play168’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Get a Free $50 Best Buy Gift Card with Eligible Console Purchase

Best Buy has announced that it’s giving away free “$50 reward certificates” for anyone bundling a Grand Theft Auto 6 preorder with an eligible PlayStation 5 or Xbox console.

Free $50 Best Buy Gift Card with Console + GTA 6 Purchase

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My Best Buy is free to join. There are three tiers: Standard (Free), Plus ($29.99/yr), and Total ($199.99/yr).

To be eligible for the promo, buyers are required to have a “My Best Buy” membership. New and existing members are eligible for the deal. My Best Buy is free to join, but it also has two separate premium tiers (Plus or Total) with their own benefits. These cost $29.99 or $199.99 per year, respectively.

Technically, it’s not an official GTA 6 console bundle; the game and hardware are purchased separately, but the promotion still effectively rewards anyone planning to upgrade their console ahead of what will likely be the biggest game release of all time.

The savings aren’t instant, however. Best Buy says eligible customers will receive their $50 promotional certificate in their My Best Buy account around November 25, 2026, meaning you’ll need to wait several months before cashing in the bonus credit.

Free $50 Best Buy Gift Card When Buying GTA 6 + Eligible Console

The best option for those who currently don’t own a PS5 or Xbox Series X is likely going to be the “Geek Squad Certified Refurbished” PS5. That’s down to $499.99 at the moment at Best Buy, $50 off its standard list price. Plus, with the $50 Gift Card, you’re looking at a total cost of $450.

Quick reminder that this is the standard PS5, 825GB console, that originally released in 2020 – not the 1TB slim version from recent years. There’s also the PS5 Pro, Xbox Series X or S, and PS5 Slim (Disc or Digital) consoles included in the promotion, so really you can take your pick.

Grand Theft Auto 6

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But, let’s not forget you need to purchase GTA 6 as well to secure the $50 gift certificate.

The good news is that Best Buy doesn’t charge for preorders until the game ships, meaning you can pick up your new console today, and won’t have to pay the $80 for GTA 6 until much closer to launch.

If you’re already planning to buy both, that will likely make the upgrade feel a bit little easier on the wallet by spreading the cost over a longer period.

Also, note that GTA 6’s “physical” edition is just a code in a box, and will arrive on November 12, a week early, in order to allow for pre-loading the game. There isn’t a disc included, so don’t panic when it turns up without on.

How the Promotion Works

But Is It Worth It?

Sign Up For My Best Buy

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With Grand Theft Auto 6 launching exclusively on PlayStation 5 and Xbox Series X|S consoles at release, this offer provides a useful incentive for anyone still gaming on older hardware.

While the savings aren’t immediate, anyone already planning to purchase both a console and Grand Theft Auto 6 can treat this as a free $50 credit toward a future game, accessory, controller, or storage upgrade.

Important T&Cs to Note

  • Available to new and existing My Best Buy, My Best Buy Plus, and My Best Buy Total members.
  • One $50 promotional certificate per member.
  • Console and game bundles do not qualify.
  • Offer is void if either purchase is cancelled or returned.
  • Valid while supplies last.
  • Customers must be signed into their My Best Buy account before making their purchase.
  • Promotional certificate expected to arrive around November 25, 2026.
  • Certificate expires 45 days after issuance.

Catching up on GTA 6 news? Preorders for GTA 6 launched at midnight local time on June 25, with the Ultimate Edition and preorder bonuses already detailed. The Ultimate Edition has been the subject of controversy, as it will provide exclusive access to certain stores, missions, cars, weapons, and cosmetic items in-game.

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

The Legend of Zelda Chess Set Is On Sale for Prime Day

We’re halfway through Prime Day, but the deals keep coming. With The Legend of Zelda: Ocarina of Time remake on the horizon, it’s a great time to highlight one of the coolest collectibles themed around the game. The Legend of Zelda Collector’s Chess set is a custom-sculpted chess board featuring classic Zelda characters. It’s currently down to $42.74, which is 5% off the sticker price and technically the lowest price it’s ever been on Amazon. There are better Prime Day board game deals if that’s what you’re after, but this is the only Legend of Zelda chess set.

The Legend of Zelda Collector’s Chess Set

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This 32-piece set is hand-crafted using high quality plastic for its pieces. The hero/white side includes Link, Zelda, Navi, and Impa pieces, while the villain/black half features Ganondorf, Twinrova, Deku Scrubs, and more. Each piece is designed around their respective appearance in the original Ocarina of Time for the N64.

The foldable board itself measures in at 10.5in long, 10.5in. wide, and 0.1in. high, and the full set comes in a convenient storage box, so it won’t take up too much space when packed away. Each piece is slotted into foam inlets included with the box, so you can rest assured that the pieces will stay in pristine condition when not in use. It’s one of the coolest chess sets you can buy right now and a wonderful gift for an Legend of Zelda fan.

The Legend of Zelda: Ocarina of Time Trailer June 2026 Nintendo Direct – Screenshots

More Nintendo Deals for Prime Day

If you’re on the hunt for even more Nintendo deals during Prime Day, we’ve got you covered. The Nintendo Switch version of Metroid Prime 4: Beyond is currently down to $29.99, 50% off the list price, but as a Lightning Deal that could go out of stock fast. For another cool Zelda accessory, the Tears of the Kingdom cross-body bag by Hori is down to $19.49 and fits a Switch 2 easily. And if you’re getting low on storage, the Samsung P9 Express MicorSD 256GB card is also half off during the sale, down to $39.99.

Myles Obenza is a freelance writer for Play168. Follow him on Bluesky @mylesobenza.bsky.social.

Sega Prime Day Deals Drop Popular Games to New Low Prices

Sega is getting in on the gaming deals during Amazon’s Prime Day Sale, bringing significant discounts to some of its top games for the Nintendo Switch, Switch 2, Sony PS5, and Microsoft Xbox Series X. And the best savings are exclusive to Prime members.

If you’re looking for a few fun additions to your gaming library, the incredibly popular Sonic Racing: CrossWorlds is just $20 for the Nintendo Switch, or you can grab Virtua Fighter 5 R.E.V.O. World Stage for $30. Both games are down to their lowest Amazon prices ever. Check out those deals and even more Sega game discounts below before the sale ends on June 26:

Sega Prime Day Sale

Sonic Racing CrossWorlds is full of familiar faces and doesn’t stick to the track, so you’ll be flying through the sky, the sea, space, and time. It even earned an 9 out of 10 rating in Jada Griffin’s Play168 review, where she called it her “new favorite kart racing game of all time.”

Want more of the Blue Blur? There’s also Sonic X Shadow Generations for just $15. This 2D and 3D platformer is a remaster of the 2011 Sonic Generations, but doubles the campaign length with all-new Shadow content. Griffin, who also reviewed this game, wrote that the remaster “soars far and above previous enhanced versions we’ve gotten in the Sonic franchise.”

If you’re after a bit more action-adventure of the mature variety, Yakuza Kiwami 3 & Dark Ties has also dropped to a new low price of $30 for Prime Day. It’s full of drama, dynamic combat, and fun side stories. Virtua Fighter 5 R.E.V.O. World Stage for Switch 2 also got a major price cut. This fighting game enhances Virtua Fighter 5 with new visuals and content.

After you’ve checked out those deals, be sure to scan through a few more of Amazon Prime Day’s video game discounts. Chances are good there are at least a few more titles you’ll want to pick up for your collection.

Danielle is a Tech freelance writer based in Los Angeles who spends her free time creating videos and geeking out over music history.

GTA 6 Could Borrow Major Weapons Mechanic from Red Dead Redemption 2

Grand Theft Auto 6 could be taking a major mechanic from Red Dead Redemption 2, which might bother some GTA fans.

Today, Rockstar Games revealed the Ultimate Edition for GTA 6, which includes a bunch of goodies, some of which have been creating controversy. One of these perks is free access to a garage, which will boast a weapons locker where you can “customize your loadout for any occasion.” This makes it sound like players may have to be more intentional with the weapons they take with them.

In Red Dead Redemption 2, you can only have two large weapons (rifles, shotguns, etc.) and two handguns. If there isn’t a physical way for your character to hold the weapon, it stays on your horse. It’s more realistic and forces the player to be more conscious of their loadout, something that has been divisive with players over the years. This is also radically different from the way GTA handles it, as GTA 5 allows you to carry dozens of weapons in your pocket. However, fans have been wondering which inventory system GTA 6 will utilize, and it seems like it may be Red Dead Redemption 2’s, based on the inclusion of a weapons locker.

GTA 6 Ultimate Edition Screenshots

Leaked gameplay for GTA 6 also indicated that Rockstar might go in this direction, as the footage showed weapons on the protagonists’ backs via a sling in addition to a duffel bag, which may allow for extra storage. Of course, that footage was from a very early work-in-progress build of the game, so it may no longer represent what’s in the final product.

GTA Online did add lockers eventually, but it came three years after the game’s initial launch. By that point, Rockstar had added a ton of additional weapons, so it made sense for players to have a place to store them; otherwise, their weapon wheel would become too crowded. Unless GTA 6 has as many munitions as GTA Online currently does, it’s hard to imagine it having the same utility.

The free garage will feature a stash box, which can be used to “deposit stolen goods to be fenced.” This also indicates that looting and dynamic robberies may play a larger role in GTA 6. Red Dead Redemption 2 allowed players to freely rob anyone in the world and also ransack homes for loot, which could then be sold for money. It sounds like GTA 6 may feature a similar system, and the aforementioned duffel bag could help carry some of that loot.

Ultimately, we can only speculate about GTA 6’s gameplay until Rockstar gives us a proper look. Hopefully, that first look isn’t too far away now that marketing is in full swing. Pre-orders have begun rolling out across the globe following news that the game’s standard edition will cost $79.99. For physical media enjoyers, the game will not be released on a disc. Instead, physical copies will come with a digital code. Some retailers are protesting the decision and choosing not to sell the game.

GTA 6 will release on November 19 for Xbox Series X|S and PS5.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Here’s What’s Included in Each Edition

Grand Theft Auto 6, the most anticipated game of the year and possibly of all time, is now officially up for preorder (see here) for both its Standard Edition on PS5 and Xbox, priced at $79.99, and Ultimate Edition, priced at $99.99.

We’ve gathered all the information you might need in order to make an informed purchase, along with links to where you can preorder the game today.

Grand Theft Auto 6 – PS5 (Code in Box)

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Grand Theft Auto 6 – Xbox (Code in Box)

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Preorder Grand Theft Auto 6

Priced from $79.99, preorders for “physical” copies of Grand Theft Auto 6 go live today — though you’ll only get a box containing a digital download code.

Physical copies will actually be available from November 12, ahead of the game’s full launch on November 19.

This earlier date is also when GTA 6 pre-loading will become available, allowing anyone with a physical copy or digital pre-order to get the game downloading.

Note that some retailers like Amazon won’t charge you for your purchase until it eventually ships, so if you’re looking to save up over the second half of the year, picking up a physical copy is likely your best bet.

GTA 6 Preorders – Cheat Sheet

  • Preorders start at midnight local time on June 25, 2026.
  • GTA 6 will cost $79.99: Retailers like Amazon and Walmart won’t charge you to preorder until the game ships. If you want extra time to save up, this is your best option.
  • Follow @Play168Finds and @Play168 on X/Twitter – turn notifications on for instant updates.
  • Bookmark retailer pages (e.g., Amazon) to get a head start at midnight.
  • Bookmark Play168’s GTA 6 preorder guide: We’ll be updating it through to November 19, 2026.
  • Don’t panic! Retailer sites will likely crash, or become extremely slow, from a massive influx of traffic. Stay the course, and you’ll eventually be able to secure your copy.
  • If you can, add the game to your retailer specific wishlist whenever possible, and preorder via there. This will navigate around the massive influx of traffic hitting the retailer pages.
  • Log in to to your favorite retailers, and have your credit card saved + all other relevant info, delivery address etc, ready to go.

GTA 6 Preorder Bonus – The Vintage Vice City Pack

The Vintage Vice City Pack is included with all digital purchases of GTA 6 made prior to November 20, 2026, and with preorders of the physical version of GTA 6 while supplies last.

GTA 6 Vintage Vice City Pack Screenshots

The Vintage Vice City Pack includes:

  • ’55 Vapid Stanier and Shore Court Garage: Cruise Shore Drive in the legendary ’55 Vapid Stanier, a Vice City classic meant to be admired, and store it in a new personal garage just a stone’s throw from the glistening sands of Ocean Beach. Like all personal garages in Leonida, you’ll have a weapon locker to customize your loadout for any occasion plus a secure place to deposit stolen goods for the local Fence, who will accept most stolen goods at a reasonably discounted rate.
  • Outfits and Hairstyles: Dress for excess with two Vice City luxury looks for both Jason and Lucia:

Jason: An effortlessly chic linen suit in vintage pastel, complemented by the cut and coif of the decade of decadence.

Lucia: The world is yours in a red sequin mini dress and curls.

  • Exclusive Weapon Pattern: Channel the original Vice City kingpin, Tommy Vercetti, and his iconic palm tree button-up with a tropical pattern available to adorn most guns.

Preorder Grand Theft Auto 6 – Ultimate Edition

Grand Theft Auto 6 – Ultimate Edition

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Grand Theft Auto 6’s Ultimate Edition adds exclusive vehicles, weapon variants, customization options, side activities, and a large collection of cosmetic content for both protagonists. It costs $100 and is available as a digital or physical purchase.

GTA 6 Ultimate Edition Includes:

Exclusive Vehicles & Storage

  • Vapid Dominator Buggy with access to the Paradise Garage, including a weapon locker and stash box.
  • ’95 Grotti Cheetah sports car with a retro-inspired design.
  • Dinka Enduro motorcycle, Crest Kayak, and exclusive Vapid Ganado pickup truck upgrades at Jason’s Safehouse.
  • Shitzu Squalo speedboat equipped with a weapons crate.

Extra Vehicle Content

  • Access to two exclusive vehicle customization shops:
    • Rideout Customs (Vice City)
    • One-Eyed Willie’s (Lake Leonida)
  • Classic Car Collection side activity featuring restoration projects, including four Ultimate Edition-exclusive vehicles.

GTA 6 Ultimate Edition Screenshots

Exclusive Weapons

  • Hawk & Little Morgan Revolver with unique Vice City-themed designs for Jason and Lucia.
  • Personalized versions of Jason’s Girardi ES9 pistol and Lucia’s Klose K17 pistol.

Additional Missions & Activities

  • PTT Youngin$ Compound content, including a special robbery opportunity and exclusive contraband rewards.

Cosmetics & Character Customization

  • Exclusive outfits, tattoos, and accessories for Jason and Lucia.
  • Goodtime Gear clothing collection.
  • Access to Stock 305, an exclusive streetwear store.
  • Exclusive hairstyles, makeup, nails, and facial hair options from Sara’s Unisex Salon.
  • Over 50 exclusive tattoos from Electric Fang Tattoo.

GTA 6: Should I Preorder a Physical or Digital Copy?

Grand Theft Auto 6 – Preorders Start June 25 – Credit: Rockstar

The obvious counterpoint to the idea of “physically owning” GTA 6 takes a bit of a hit when you remember there’s no disc in the box, just a download code.

While this certainly isn’t ideal, and definitely won’t satify most physical media advocates, myself included, I can absolutely still see people wanting to own the box as a collector’s item, a memento, or simply a marker of gaming history.

And there’s no shame in that. Let’s be honest, this is probably going to be the biggest game launch of all time. I’ll be treating it as such, and you should too. (Still, it also would’ve been nice if they included a disc as well).

My second reason is a slightly more economic one. How sensible of me.

The global economy is a bit dicey right now (potentially understatement of the year, I know). Now, that’s not going to stop millions of people buying GTA 6, but an $80 price tag is definitely enough to make at least some of us hesitate. At least, that’s what Reddit commenters keep telling me, and they’re famously the most intelligent among us.

For anyone who’s not thrilled about paying $80 today for a digital copy, and then waiting several months to actually play the game (or simply doesn’t have the cash available right now) a physical preorder through retailers like Amazon, Walmart, or Best Buy could make more sense.

Thanks to their preorder guarantees, these retailers won’t charge you until your order ships. So if you’re planning to spread the cost over the second half of the year, a physical preorder may actually be the smarter option.

Still, at the end of the day, this is entirely subjective. Just do whatever is best for you. Want to buy digitally? Go for it. Fancy a physical copy to delay the cost, or as a collector’s item? Crack on!

GTA 6 Physical Preorders – Important Info

  • GTA 6 is priced at $79.99, and $99.99 for the Ultimate Edition
  • Physical copies will not include a disc, only a download code.
  • The Ultimate Edition includes no physical extras, just bonus in-game items.
  • Physical copies of GTA 6 will become available from Nov. 12 (full week before launch).
  • Preload for GTA 6 starts Nov. 12, with the game unlocking for everyone on Nov. 19.

GTA+ – 1-Month Free Included With Preorders

A digital preorder also gets you a free month of GTA+, with Rockstar referencing GTA Online:

“Experience the dynamic blockbuster GTA Online now with the best way to get the most out of its ever-evolving world. Pre-order any edition of Grand Theft Auto VI on the PlayStation Store or Microsoft Store and get one free month of GTA+ — featuring a recurring monthly GTA$500,000 deposit into your GTA Online character’s bank account, access to special Shark Cards with 15% bonus GTA$, access to free and discounted GTA Online vehicles, a rotating selection of classic Rockstar Games titles and other featured games in the GTA+ Games Library, and much more.”

It’s worth noting that this auto-renews, so if you do redeem the free month of GTA+ – we’d advice turning that off at your nearest opportunity.

What Is GTA 6?

Grand Theft Auto 6 is set in Leonida, the GTA-universe version of Florida, where Vice City is located. Based on the trailers, it looks like you’ll spend plenty of time in Vice City, but this isn’t the 1980s version of the city from the 2002 game.

GTA 6 is set in the modern day, and the scope of the game expands well beyond the bounds of the urban area. In fact, it might represent the entire state. You’ll visit the Leonida Keys, the Grassrivers marshland, Mount Kalaga National Park, among other locations.

The game centers on outlaws in love, Lucia Caminos and Jason Duval, who get roped into a wide-ranging criminal conspiracy. Much of what we know about the game comes from the trailers, which Rockstar has been oh-so gradually dropping onto the internet once a year since 2023.

GTA 6 Trailer 2

Moving backwards in time, the second trailer came out on May 6, 2025.

This trailer, set to The Pointer Sisters’ song “Hot Together,” zeroes in on protagonist Jason Duval as he goes about his day, doing house work, collecting rent checks for a relative, and picking up his girlfriend, Lucia Caminos, when she’s released from prison. They seem to have a healthy, loving relationship, but they can’t seem to stop doing crimes, Bonnie and Clyde-style.

According to the trailer’s description, “when an easy score goes wrong, they find themselves on the darkest side of the sunniest place in America, in the middle of a criminal conspiracy stretching across the state of Leonida — forced to rely on each other more than ever if they want to make it out alive.“

GTA 6 Trailer 1

Rockstar released the first trailer on December 4, 2023. Set to the Tom Petty song “Love Is a Long Road,” it shows off the Florida – er, Leonida – setting, with beaches, cities, and swamp areas. It also introduces the dual protagonists, Lucia and Jason.

Note that this trailer says the game is coming in 2025, but it was later delayed until May 2026, and then, even later, delayed again to its current release date of November 19, 2026.

More Preorder Guides

Robert Anderson is Play168’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

This article contains contributions by Chris Reed.

Central Fiction a Decade After It Was Released

Arc System Works is blowing the dust off its 2015 2D fighting game BlazBlue: Central Fiction and adding a new DLC character a decade down the track.

Arc System Works made the announcement in a note at the end of a brief teaser trailer today, as part of its 2026 showcase. However, the publisher otherwise refrained from adding any further specifics about the character itself. Fans will not need to wait long, though, as the complete reveal of the character will occur at EVO 2026 this weekend.

“As you saw in the trailer, we will be adding a new playable character to the game,” said BlazBlue: Central Fiction producer Riku Ozawa during the showcase. “It’s been many years since this game [was] released. We were able to make this new development happen thanks to the continued support of fans around the world who have kept the game alive. Truly, thank you so much.”

According to Ozawa, development for this DLC character was only settled “very recently.”

“Normally, we should wait to make the announcement until we have footage of the character in-game,” he conceded. “This time, however, I wanted to share with everyone that we are working on this as soon as I could, so we’ve made this announcement without gameplay footage.”

Ozawa confirmed the new character will be “a certain someone who has appeared in the main BlazBlue games.”

Developed by 2D fighting game specialists Arc System Works, BlazBlue: Central Fiction was initially released in arcades in late 2015 before arriving on PS3 and PS4 in late 2016. The game was subsequently ported to PC and Switch.

Luke is a Senior Editor on the Play168 reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

Konami Games Are Getting Major Price Cuts for Prime Day

We’re in the thick of Amazon Prime Day, and the gaming deals are plentiful. If you’ve been wanting to pick up a few more games for your library, Konami, the developer behind the Silent Hill and Metal Gear series, has some deep discounts exclusively for Prime members.

Whether you’re after horror, action adventure, or an RPG, there’s a Konami game deal for you. The quick hits? Metal Gear Solid Delta: Snake Eater for PlayStation 5 and Xbox Series X is back down to its lowest price ever on Amazon. Silent Hill 2 and Suikoden I & II HD Remastered are both only $20 each, while Silent Hill f is under $30 for both Xbox Series X and PlayStation 5.

The Best Konami Prime Day Deals

Metal Gear Solid Delta: Snake Eater Tactical Edition is almost 50% off right now. With the Tactical Edition, you get the base game and the Sneaking DLC Pack, which includes a bunch of gear for Snake. As for the game, it’s a faithful remake of the 2004 classic, bringing incredible visual upgrades, all while remaining true to the old-school stealth-action gameplay and spy-thriller story. Earning an 8/10 rating in Play168’s review, Metal Gear Solid Delta: Snake Eater makes a nice addition to any collection, especially given the current price cut.

The survival horror series Silent Hill has also gotten some solid discounts for Prime Day. Silent Hill 2 is a remake of the original masterpiece that faithfully induces epic amounts of dread. Check out Play168’s Silent Hill 2 review to find out more on that.

If you’re looking for a whole new story to delve into, Silent Hill f is dark and twisted with incredibly compelling characters and a stunning soundtrack. In Play168’s review, Tristan Ogilvie found it to be “one of the strongest new games in the series since the PlayStation 2 era.”

Suikoden I & II, originally released on the first PlayStation, is a beloved entry in the turn-based RPG series. The remaster of the first two games brings the mechanics and systems staples to modern consoles. It also improves backgrounds and effects and adds new features such as auto-saves and fast-forwarding in battles for smoother gameplay.

More Prime Day Gaming Deals

After you’ve scored the Konami deals, be sure to check out more Prime Day game discounts below:

Invincible VS Review – Play168

It certainly seems like we’ve entered the era of the Tag Fighter. We’ve got 2XKO repping 2v2 tag action, Marvel Tokon: Fighting Souls planning to introduce the world to a 4v4 fighter later this year, and now Invincible VS representing a more familiar 3v3 structure. Developed by Quarter Up, a team comprised of much of the core group that developed 2013’s fantastic Killer Instinct reboot, Invincible VS is a fast paced, hard hitting, extremely mechanics-driven successor of sorts to Killer Instinct’s unique style of 2D fighting. That style may be polarizing for many, and its ancillary modes are a bit underwhelming outside of an impressive, but very brief story mode. All of this makes it another tough tag fighting contender, but one that’s far from [Invincible Title Card]

While not immediately apparent just from looking at it, Invincible VS’s fighting system is actually quite unique, with the closest approximation being the aforementioned Killer Instinct. Like KI, combos are a two-way street – a mind game between the attacker and the defender in almost every interaction. The attacker needs to focus on building their combo while keeping an eye on a meter to make sure that it doesn’t fill up all the way, otherwise that combo will drop. The person getting combo’d wants to keep an eye on that meter too, because as it fills up, the other player is going to want to look to reduce it, and the main way to do that is by tagging their teammate in. However, if the defender is able to react to that tag right before they get hit, they can execute a Counter Tag, which will halt the combo and reset the situation back to a neutral state.

Mitchell’s Favorite Fighting Games

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But here’s where the mind game comes in. Let’s say I’m comboing my opponent and I think they might use a Counter Tag. I can either delay my tag to try and throw off their timing, or I can do a hard call out by feinting the tag all together, which will leave my opponent wide open if they fell for the bait. On the flipside of that though, if they don’t actually go for the Counter Tag, then I’m the one that gets left completely vulnerable and the tables turn.

When this all works as intended in a match between two players that both know about the existence of this little minigame (meaning, they played the tutorial), it’s awesome. Successfully baiting out that counter tag with a feint is incredibly satisfying, and it’s also nice to feel like you still have a chance to escape a long combo if you’re able to make the right reads.

When both sides understand this little Counter Tag minigame, it’s awesome.

Counter Tags aren’t the only way to break combos, either. If you’re desperate, or the opponent simply isn’t tagging to even give you the opportunity, you could use an Assist Breaker – but that does come at the steep cost of two bars of meter, a lengthy cool down on your assists, and 50% of one of your assist character’s max health (which will refill as long as they’re not tagged in). To be blunt, I hate this mechanic in its current state. In most fighting games, this kind of get-out-of-jail-free card is only usable once a round, or maybe even once every two rounds, because being able to break out of an opponent’s combo at will is incredibly strong. But here, not only is it uncapped, each character has three bars of meter that are full right from the start.

What that often means is I’ll start a combo, they’ll Assist Break, we’ll fight for a bit while their assists are on cooldown, and maybe I’ll manage to land a snapback to forcibly tag their partner in and permanently remove that life. So far so good. But then, the second that cooldown is up and I start a new combo, they just do another Assist Break because their other characters have been waiting patientily with three full bars of their own. Granted, this likely won’t happen against opponents who understand that they are literally killing their own characters every time they break a combo this way – but whenever I was matched up against someone who didn’t realize this, which was very common throughout both the open beta and the limited pre-launch time I got online with the full game, it just dragged out the match.

Dragging out the match is additionally frustrating because, when the timer runs out, the person with the most combined health among their characters doesn’t just win the match. Instead there’s a sudden death between the two active characters where their health bars are restored based on the life of the remaining inactive fighters and both players are afflicted by constant damage over time. It just feels kind of bad to have the lead when the time runs out and then potentially lose the whole thing based on one interaction.

It took me quite a while to warm up to how characters in Invincible VS get around.

As far as how that action actually feels, it’s pretty stiff. It’s very much in the same vein as Mortal Kombat and Killer Instinct, so you’ll probably feel right at home here if you’re already used to those games. But as someone who prefers the smoother movement and animations of games like Guilty Gear Strive, 2XKO, Granblue Fantasy Versus, and Street Fighter 6, it did take me quite a while to warm up to how characters in Invincible VS get around.

On the plus side, Quarter Up did a really great job making the 18 fighters that are available at launch feel like their TV show counterparts. The ones that are supposed to be fast feel lightning fast, and the ones that are supposed to hit hard hit extremely hard. Then you’ve got wild cards like Cecil, who’s able to teleport around the screen like a mad man and hit from just about every angle thanks to his arsenal of weaponry and army of zombie cyborgs. The sheer amount of armored moves on characters like Monster Girl and Titan can be pretty obnoxious, and getting in on Rex can feel like a nightmare if he’s in the hands of a good player – but, in general, there’s a great spread of distinct and interesting playstyles

Rexposition

If you’re an Invincible fan first and foremost, you’ll be happy to know that there’s a full-on story mode here that features an original story co-written by Quarter Up’s narrative director Mike Rogers and Helen Leigh, who’s a writer and producer on the Amazon Prime show, along with involvement from series creator Robert Kirkman. That authenticity goes a long way in making this compact campaign feel a bit like a filler episode of the actual show that was never aired.

A quick warning that I’ll avoid spoilers for this story, but there will be some unavoidable ones from the show for those who haven’t seen at least the first few seasons – but you really need that context to appreciate what’s going on here in general.

Invincible VS Story Mode Screenshots

It begins with a strange scene: Invincible in the middle of a fight with Omni-Man, only this isn’t a flashback to their season one showdown or anything. Omni-Man is in a traditional Viltrumite uniform, he’s teamed up with Lucan and Thula, and it’s hard to shake the feeling that things are just a bit off throughout the entire first third of the story. I won’t say more than that, but it was fun to piece things together on my own as Mark tries to do so himself.

The story mode is only an hour long, and while that is short by any measure, even for a fighting game campaign, it’s at least well paced and the fights between various characters never feel forced. Every fight is well contextualized, makes sense narratively (and isn’t just two friends fighting to the near death under the guise of a “sparring match”), and never drags down the pace of the plot. The cutscenes themselves are excellent as well, utilizing the same “animation on twos” style that the Spiderverse movies employ to great effect. Most of the voice cast from the show is accounted for and do an excellent job, and even the people brought in to cover for the actors who didn’t reprise their roles are fantastic as well.

The story mode shines as a quick and authentic filler episode, but ends without a real conclusion.

The biggest issue with the story mode isn’t its length, it’s the fact that it ends without a real conclusion. Again, without going into spoilers, it all wraps on a pretty unsatisfying cliffhanger. Hopefully there is a free DLC continuation in the works, because otherwise this is just an hour long episode of build up with no actual pay off.

The rest of Invincible VS meets the standards of a modern fighting game, but never exceeds them. There’s a traditional arcade mode with short, occasionally amusing character endings, but fighting against the CPU feels uniquely bad in a game that is so built around conditioning and baiting your opponent. There’s a fairly basic training mode, but no combo trials, and no character guides. There’s a replay viewer to watch your own recent and saved matches, but no way to search for replays from other players (nor is there replay takeover to try and lab out a solution to a problem you encountered in a match). At least there are some cool rewards for leveling up each character – there are more than 300 customizable elements for your profile tag, covering badges, titles, backgrounds, and frames, all pulled directly from both the show and the graphic novel.

The rollback netcode is also stellar, and that comes without any caveats. Every match I’ve played so far has been buttery smooth, both in the open beta from a few weeks ago and during the limited amount of pre-release matches that I’ve played against other people during this review period.

Teenage Mutant Ninja Turtles: Empire City Review

Running around a big city as you and your buds fight off ninjas, annihilate slices of pizza, and leap from rooftop to rooftop sounds like a perfect premise for a VR game, so it’s a pretty big bummer to see such a radical idea miss the mark in Teenage Mutant Ninja Turtles: Empire City. This flawed adventure isn’t without charm – hanging out with friends as anthropomorphic turtles is consistently funny, and the parkour elements that have you dashing across skyscrapers are pretty strong. But, like a pie that’s too light on toppings, Empire City just doesn’t hit the spot in the ways it needs to. With weak combat, thin quests that quickly outstay their welcome, and an impressive amount of bugs, this flimsy six-hour adventure left me disappointingly shell-shocked.

Before we dive into the ways Empire City is often underwhelming, it’s at least worth celebrating one area where it rarely let me down: the writing. True to the shockingly consistent track record of the series, the dialogue in Empire City is quite good, with some very amusing one-liners and loads of punchy banter from our cold-blooded adolescents. That said, you’ll be hearing many of those funny lines a whole lot, and the repetition weighing down so much of this shelled romp applies to its jokes as well. Even the best joke is far less funny the 12th time you hear it.

The story itself is less interesting than the dialogue, too, with a grab bag of TMNT characters doing exactly what you’d expect them to do with zero deviations. Bebop and Rocksteady are altogether unthreatening and goofy partners in crime, Karai serves as a morally gray companion with a murky history, and April O’Neil is just doing her best as she lives out her life as a sewer dweller. Your familiar group of allies conspires to thwart the telegraphed machinations of some tired foes in a forgettable story that is already quickly fading from my memory (and I rolled credits mere minutes before writing this).

When it comes to the fantasy of playing as the Ninja Turtles, the part Empire City gets closest to nailing is the parkour. Though its three open-world areas are quite limited, leaping across rooftops and climbing pipe drains as you hunt down the Foot Clan is definitely a highlight. Jumping, dashing in midair, and grapple hooking are all pretty stellar movement options early on, and you start to feel like even more of a badass once you unlock upgrades like a double jump, making yourself impossible to hit as you pull off daring stunts to get around town. Climbing and leaping through the air are two of the things that VR adventure games are best known for, and while Empire City doesn’t come close to some of the greats like Stride or Blade & Sorcery, it’s still more than serviceable and is certainly one of the best parts of this particular VR package.

The parkour is definitely a highlight, but it’s wasted on uninteresting levels.

Those parkour chops are wasted on the levels, though, which are the least interesting (and often most downright annoying) parts of Empire City. The three miniature hubs (East Side, Chinatown, and the Docks) are barren and charmless cityscapes you’ll revisit over the course of your adventure as you’re encouraged to participate in the same handful of extremely simple activities that pop up over and over again every few minutes. The idea here is that there’s always some minor crime to stop, similar to Insomniac’s Spider-Man games, and that you’ve also got regions to free from the Foot Clan’s control, similar to something like a Far Cry game. But Empire City’s versions of those ideas are incredibly underdeveloped and poorly executed, as you’re repeatedly sent the same small number of side quests ad nauseum with almost no payoff for completing them – and your reward for liberating each part of the city is for absolutely all of them to return to Foot Clan control the second you turn your back for longer than a few minutes. That means you’ll spend a pretty big chunk of the main story doing consistently boring and occasionally irritating chores.

There are a few things that make these open-world hubs slightly more bearable, such as time trials that ask you to do things like sink basketball shots into a hoop, throw ninja stars at moving targets, or collect floating letters Tony Hawk’s Pro Skater-style (minus the skateboard, despite how fitting that would have been). While completely unnecessary and devoid of any rewards that I could see, these serve as welcome distractions that inject just the tiniest bit of variety into otherwise incredibly tedious areas. There are also a couple collectibles hidden around to hunt for, some of which are just fun to track down for vanity reasons, like the chess pieces that you’ll need to complete your chess board back at your base, or the items and blueprints that actually have an impact on gameplay. These things go a small way toward making each region less annoying to spend time in, but only just so.

It certainly doesn’t help that you’ll have to do a whole lot of extremely sloppy fights along the way. No matter which of the four turtles you’re playing as, combat is an absurdly one-dimensional process of slashing, dashing out of the way, and repeating. There’s the smallest amount of variety beyond that, like the use of gadgets every now and again or a “Focus Mode” that lets you do a bit more damage, and the latter does help you get through the slog of combat a bit faster. But attacks often sail right through enemies without doing a lick of damage, blocking and parrying is pretty inconsistent, and sometimes a fight will just lock up altogether so you can’t hit anything with your weapons no matter how long you sit there and swing them. It doesn’t really matter all that much when death simply respawns you nearby with no progress lost, but it’s still such a letdown to not be stoked about the fighting in a dang Ninja Turtles game.

You can also sneak around and attack enemies from the cover of darkness like a true ninja, which at least saves you the trouble of having to contend with the combat’s shortcomings, but this method comes with plenty of caveats of its own. It’s much less obnoxious to just bop most enemies on the head from behind and keep on trucking, but you’re allowed to get away with quite a bit – you can almost walk right out in front of people without being detected, and enemies scarcely seem to notice when you incapacitate their friends with ninja stars right in front of them, allowing you to pick them all off in short order. It’s pretty rough, especially when both melee combat and stealth in VR have been done so well in plenty of other games, including fellow hero simulator Batman Arkham VR.

No matter which turtle you play as, combat is absurdly one-dimensional.

Throughout your adventure, you’ll collect the one thing that makes all Teenage Mutant Ninja Turtles more powerful – trash, of course – and use it to level up your character, unlock upgrades, and craft consumables like smoke bombs and healing items. Although the actual means of acquiring this trash involves a whole lot of smashing crates, as well as the repetitive side quests with the lame combat that dominate Empire City, unlocking all the goodies that make your turtle a better warrior is actually pretty gratifying. Giving yourself a double jump, the ability to detect nearby collectibles, or even just more health are all worthy things to invest in.

It’s especially neat that each turtle levels up in different ways according to their personality, like how Raphael gains more health and does more damage by default, while Donatello gains more slots for tech upgrades as the resident “does machines” guy. It’s a bit of a letdown, though, that any resources spent investing in one character don’t carry over to a different turtle if you want to switch. After playing the first hour as Donatello, I wanted to try out some of the others only to find I’d have to start their progression over from scratch, which meant I spent the vast majority of my playtime locked into a single character when I would have preferred to mix it up as I went.

TieGuyTravis’ Favorite VR Games

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Even when the action let me down, Empire City’s most redeeming quality is that you can play it with up to three friends at once, and watching your buds be silly looking turtles doesn’t get old. The fact that the faces match the expressions you’re making and your mouth flops open cartoonishly when you talk is a nice touch, but even just shooting hoops back at the sewer base or seeing who can complete a time trial in the open world faster makes these otherwise forgettable tasks more memorable. In the same way that party games or other recent co-op contenders are only as good as the company you keep, Empire City does at least set itself up to be really entertaining if you’ve brought the right group along for the ride. Plus, you can get through the bland combat quicker by working as a team, and thus spend more time on the worthwhile pursuit of having impromptu dance battles.

Of all the issues Empire City has, the biggest by far is how inconsistently it works on the technical side of things. For a game that takes only six hours to complete, it’s pretty remarkable how many times it broke on me. One time I was unable to pick up any consumable items, while another it stopped letting me interact with the hacking minigame I needed to do to progress, and another still it straight up didn’t check off critical mission objectives after I completed them, forcing me to reboot and start again. Worst of all, if you run into any issues that force you to restart the mission or close the program in any way, you’ll lose all your progress since mission objectives are normally not saved until you’ve completed them. When I was 20 minutes into a quest and ran into a critical bug, I had to start that entire mission from scratch and just about chucked my headset out of the window.

Dead as Disco Early Access Review

The best rhythm games are Combo Mad. They let you express yourself, alter your play, match the beat to your tools and show off. They’re not all this way, of course. But the good ones – the ones that get that music isn’t just playing the right notes in the right order – have more in common with Devil May Cry and your favorite fighting game than you might think. Dead as Disco, a literal beat ‘em up from developer Brain Jar Games, is as comfortable in that space as a well-worn leather jacket. Even at its Early Access launch, it’s got the sick licks, fancy footwork, and consummate style to be a real contender. There are a couple parts of this album that I don’t love, but it’s about as close to being all killer no filler as an in-progress release can get.

Charlie Disco was dead to begin with. You must remember that, otherwise nothing that follows will seem wondrous or maintain any sense of mystery. But it turns out you can’t keep a good man down, as Charlie has risen from the grave to put the band back together: one soul for one night and one last show as Dead as Disco. According to Vice, the floating German skull-as-disco-ball who’s there to enforce your contract “to ze letter,” Charlie got snuffed on the world tour, after which the rest of his band sold their souls to Harmony and became mega Idols. Your job is to convince them that they were better as a quintet and figure out who killed Disco.

Dead as Disco isn’t heavy on plot, but what’s here kept me interested and the performances are good. Charlie doesn’t really remember what happened (or who offed him), and all he has to go on is Vice’s word and the state of the world as it is now, ten years after he bought the farm. When you confront Prophet about selling out to Harmony, he tells Charlie that he sold out long before the rest of them did. Disco doesn’t believe it, of course, but then what does he have to go on? Vice’s word? Would you trust a bedazzled floating skull? You won’t see the end of Disco’s story here; this Early Access, after all. But there’s enough intrigue that I wanted to learn more about the characters and see what would happen next.

The real power behind Dead as Disco’s chords is the moment-to-moment joy of beating up enemies to the, um… beat. If you’ve ever played Hi-Fi Rush, you’re gonna be right at home here. Combat marches to the tempo of the tune you’re jamming to, so if you’ve got rhythm, timing your attacks, dodges, and counters will feel like headbangin’ to a joint you know by heart. Now, every attack always lands on the beat, so combat feels good even if Charlie’s doing his best Steven Adler impression. You don’t gotta be right on time to succeed, but if you can sync your moves up with the song, you’ll hit harder, dodge better, and build more Fever Meter you can cash in for special moves like Fever Rush, which allows you to play Charlie’s drumsticks on his foe’s heads.

When you’re movin’ and groovin’, Dead as Disco’s fights are remarkable.

When you’re movin’ and groovin’, Dead as Disco’s fights are remarkable. Hit a combo, pause long enough to pull off a counter, spend one of your takedown tokens to yank a guy out of the fight before he gets to swing, exit the animation early with a well-timed dodge, and then hit the guy who’s recovering from his swing with a finisher. Regular enemies aren’t super challenging, but some are so fast you can only counter them. Others require you to break a shield or keep an eye out for leaping attacks and lasers. Fortunately, Disco can cancel just about any action into any other, so you’ve always got an answer, and playing around these requirements is fun. Combat is quite simple, but it feels so, so good, and when you’ve mastered the beat of a song and know how to handle the variety of enemies you’re facing, it’s pretty amazing. And damn if it doesn’t look stylish as hell no matter what you do.

That’s good, because as strong as Dead as Disco’s combat is, there’s not a ton of stuff outside of it. You’ve essentially got three ways to jam in the Early Access build: Challenges, which will both teach you how to play and then task you to do so under modified conditions or while accomplishing specific tasks; Free Play, where you can take on any of the 30 currently available tracks – some licensed, some original – at your leisure, and even upload your own; and the main story levels, where you face off against your former bandmates.

These are Dead as Disco’s most impressive moments. They’re multi-stage fights against each Idol, complete with some absolutely bonkers stage transitions, unique mechanics, and plenty of minions to break up the action. Each one feels pretty unique, and the songs you’ll battle to the beat of are absolute bangers. I mean, come on. Punk-rock-skull-in-a-vat Hemlock fighting you to a sick version of Maniac? Yeah, buddy. Of course Aurora, the human AI-designed-just-for-you-turned-near-deity fights you to a pop song. What else would it be?

By far my favorite of these fights is the one against Prophet: a slickly produced hip-hop track guides you from the streets where everything started to a sold-out arena. And when you transition from the small frys to the head honcho via one of those rad-as-hell animated sequences? Cinema, baby. Sure as hell better than some sanitized musical biopic, you know?

If I have one issue with these fights, it’s that they can be a bit unforgiving until you have some upgrades under your belt, which can be painful when they’re several minutes long. By the end, you’ve seen everything a boss has to offer and are just going through the motions of the fight in a way that dulls the best parts of Dead as Disco’s focus on player expression. It’s not enough to ruin any of them – I think they’re all good – but I was always ready for them to end before they actually did.

Speaking of upgrades, every song you play will reward you with fans that you can use to upgrade Disco’s Beat Kune Do. Knock off a boss, and you’ll unlock a special move to spend Fever on, as well as a new, smaller upgrade tree. Dead as Disco’s skill trees aren’t huge, but they’re meaningful. Every time you unlock a health upgrade, or even something as simple as the ability to follow up a drumstick after you throw it, you’ll feel it, which is exactly how it should be.

Will’s Favorite Music and Rhythm Games

I reviewed Rhythm Doctor, which got me thinking about my favorite music and rhythm games, so here they are.

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The Challenges and Free Play are more limited because they lack the sheer star power and production of the boss fights, but the former is an excellent way to learn Charlie’s moves while challenging yourself and the latter is a chill way to explore the setlist or chase high scores. I particularly love the ability to upload your own tracks and play around with them. I’ve never been much of a “make your own fun” guy, but it’s hard not to admire the moxie and tools on display. Was it ambitious of me to make my first uploaded track Meat Loaf’s “Bat Out of Hell?” Absolutely. It’s mad long. But I loved that I could. And if all your music’s on Spotify or you’re just not into that, there’s plenty of rockin’ tunes preloaded for you to jam to. Putting Novul’s “Big and Rich” in here is a hell of a choice, is what I’m saying. Save a horse, ride a cowboy.

Between gigs, you’ll head to a dive bar called The Encore where you can spend fans (which is kinda weird when you think about it) to fix up the joint, buy memorabilia, find collectibles, and use all of that stuff to learn more about what happened to Charlie – and what’s gone down in the 10 years he’s been away. Beat an Idol and they’ll be in The Encore for a chat, too. It’s a fun way to learn about the members of Dead as Disco, and you’ll usually have to find items in the bar (or their levels) for them to keep the conversations going. Guitarist Deckard “The Machine” Voltair took his nickname a little too seriously, and now that he’s replaced just about every part of himself in the pursuit of mechanical perfection. Before, he just needed a cane. If you want to keep him talking, you’ll need to get him some juice. It’s good encouragement to play more challenges and tackle their fights again after you’ve cleared them once, because otherwise you’re just playing for the love of the game. Dead as Disco has more than enough to do, but like any great musician will tell you, the motivation for playing ultimately has to come from within.

Bungie Communications Manager Tells Destiny 2 Fans Not to ‘Blame’ Themselves for Game’s Demise

Destiny 2 fans shouldn’t “blame” themselves for Bungie choosing to end support for the game, says the company’s comms manager.

The Destiny community has been in mourning for about a month now after Bungie abruptly announced it would be ending support for Destiny 2. Although the game will remain playable, Bungie will not be adding new content to the game. This came as a shock to its community, who assumed a bright future was ahead for the title, but that isn’t the case.

One fan pondered over whether or not the community could have done more to support the game. Bungie communications manager Dylan Gafner responded by simply saying nothing more could be done and thanked fans for almost a full decade of support.

“You all have done more for this game and our studio than could ever be imagined, and no words can accurately depict how lucky we are to have shared these worlds with you,” said Gafner. “Don’t blame yourselves or think you could have / should have done more. This is just the way it goes sometimes. No matter the future, we will always have these memories.”

Truthfully, it’s hard not to look at some of the statements and vibes coming out of Bungie and not feel like things are bleak. Reports indicate that Destiny 3 is not in the works and that Bungie is bracing for “significant” layoffs. Former Bungie staff have also been reminiscing on dream projects they had in the Destiny universe, including a dating simulator.

Bungie will, of course, remain operational, as it is fully committed to supporting Marathon. But significant doubt has been cast on whether or not the team will get another shot at a big-budget AAA game again after Marathon failed to perform commercially. The games industry as a whole is in a tense place right now as it navigates economic hardships, meaning it’s harder than ever to take chances on ambitious and expensive projects.

Maybe Bungie will get to make a big new game in the future, but such a project likely wouldn’t see the light of day for many years.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Mixtape Review

True nostalgia isn’t the replication of a specific place or time, but of a feeling. It’s those flashes of emotion that transport us back into memories that have long sat dormant. I was born too late to be a teenager in the ’90s. I grew up thousands of miles away from the schools of Northern California. I’ve barely stepped onto a skateboard outside of a couple scraped knees in the summer of 2003. But none of that matters, and Mixtape knows it. Australian developer Beethoven & Dinosaur fills each and every moment of its coming-of-age tale with incredible music, perfectly hand-picked to set the tone for its free-flowing chapters in a way only nostalgia can. As original as it is reverential, it’s a masterfully constructed dose of new memories hinged brilliantly on how they remind us of our own.

The “coming-of-age story” is perhaps my favourite framework in all of fiction. That longing for a time I didn’t live in, and being given a chance to hang out with friends who never knew me, are sensations I find myself coming back to often. This is far from the first video game to tackle the concept, of course, but it might be the first one to have nailed a tonal balance that hits just right for me. I’ve tried to enjoy the Life is Strange series more than once, but it’s always leaned into corny territory just a little too much for my taste. Mixtape, on the other hand, feels more rooted in how actual people talk, and is all the better for it. Sweet without being saccharine, thoughtful but never forced, and always funny.

Mixtape Review Screenshots

The story centres on Stacey Rockford and her group of friends as they look to make the most of their last day together and reminisce about past adventures before she skips town to chase her dreams in New York. You aren’t given choices here, but experience these fully-formed characters’ hijinks and heartaches, warts and all, and they feel all the more realistic for it. That’s not to say their recollection of those adventures isn’t laced with flights of fantasy, though, as they have clearly been embellished in Rockford’s mind, allowing each to be presented with lashings of style as if they were playable music videos.

There’s a great sense of spectacle later on that I wouldn’t dare spoil, but particular early highlights include a trippy softball practice session soundtracked by “The Touch” (anything that reminds me of Boogie Nights is an instant winner) and a police raid of a house party that you escape by hurtling downhill in a shopping cart. It’s the most irresponsible, yet highly enjoyable, use of one since Johnny Knoxville and friends barreled along in a supersized cart to kick off Jackass: The Movie. And in some ways, Mixtape shares a similar sense of reckless abandon, zipping along at a pace and smartly reflective of a time in life where you’re so eager to enjoy one moment after the next that you almost forget to savour them fully.

These moments are so well observed that they come across as universal.

Where Beethoven & Dinosaur’s debut game, The Artful Escape, used psychedelic metaphor to tell a tale of self-expression, Mixtape is far more grounded in its exploration of friendship and how those closest to us help us grow. It’s a story that won’t necessarily surprise, but will comfort, and one that is often hilarious — like those aimless afternoons you’d spend with friends without any specific goal for what the day had in store, but you’d always end up learning something new about them, whether they’d planned on revealing it or not. Obviously, those unlocked memories aren’t yours; they’re Rockford’s, but these moments are just so well observed that they come across as universal, as if they could be ripped straight from your teenage Facebook or MySpace page. In many ways, it’s best to treat Mixtape, well, like a mixtape — with no knowledge of where it will go next beyond a trust placed in the creator.

There’s no interest in fail states or high score chasing here, instead prioritising existing in and enjoying the moment. Its simple mechanics match its simpler times, with each twist aiming to elicit a fresh emotion through interactivity in a way that only video games can. That can be as simple as hitting a series of buttons to headbang in rhythm to Silverchair’s “Freak” blasting out of a car radio or designing your own slushies from a selection of flavours. Some, though, are a little more out there, such as the recollection of Rockford’s first kiss, where you take control of a pair of tongues (one on each analog stick) and awkwardly navigate some brace-caged teeth. That an option to press a button labeled “That’s Enough” almost immediately popped on screen is a very funny, and merciful, touch.

Each memory sequence spawns from a keepsake found around the world that smartly serves as the key to unlocking cherished memories. In this regard, Mixtape is somewhat similar to What Remains of Edith Finch, although I’d never say it carries the same emotional weight as Giant Sparrow’s masterpiece, instead sidelining deep-rooted familial trauma for a focus on youthful joy. Any replay value is found in wanting to revisit these short pockets of fun. They won’t change, nor will the relationships or conversations within them, but familiarity is at the core of nostalgia, and I can see myself treating Mixtape like one of those comfort films you pop on every couple of years. You know what’s going to happen, so the surprise factor is gone, but spending time with characters whose lives are only a few hours long is still valuable. That’s probably why I’ve played it through its roughly three-hour campaign a full three times already.

Best friends Slater and Cassandra are excellent foils to Rockford, too, with an instant sense that these three have been a close-knit group instantly delivered via quick-hit, sarcasm-fuelled jabs at one another and the sort of goofy noises spilling out of their mouths that only occur when you feel completely comfortable around someone. Referring to a T. rex as “the Barry Manilow of dinosaurs” is one such amusing observation among many. It’s yet another example of the writing and performances coming across as almost effortlessly natural, which is such a difficult thing to accomplish. Cassandra, in particular, has some standout scenes and ended up being my favourite of the bunch, even if some aspects of her character change a little too abruptly to be 100% believable at certain points in the story.

Simon Cardy’s Top 10 Coming-of-Age Movies

If you love Mixtape as much as I do, check out these films!

  1. Boogie Nights
  2. Almost Famous
  3. The Florida Project
  4. Dazed and Confused
  5. Boyhood
  6. Ladybird
  7. Licorice Pizza
  8. Y Tu Mamá También
  9. Linda Linda Linda
  10. Raw

Rockford herself is an aspiring Hollywood music supervisor, and as such, pop songs from the early ’90s and decades before propel much of the adventure. Big artists are here, but not always alongside their biggest hits. It’s a nice touch, as if someone like Rockford — a music connoisseur who dreams of a profession centered on unearthing audio gold to match a mood — has curated the soundtrack. I particularly enjoy the way you can walk around her bedroom and get treated to amusing analysis of the albums strewn around the furniture in the style of Patrick Bateman, though with far less violent undertones. The opening skate to Devo’s “That’s Good” is the perfect high-energy pace-setter, whereas the scuzzy “Love” by The Smashing Pumpkins provides a fantastic backdrop for some explosive angst. And then there are songs like John Paul Young’s “Yesterday’s Hero” which I had never heard before, but now can’t stop listening to due to the way it’s used here. I’m not sure I’ve felt a game connect so intrinsically to its music in such a charming way since Simogo’s excellent Sayonara Wild Hearts, and I simply couldn’t get enough.

It consistently hits a delightful cross section of games, music, and movies. From Dazed and Confused to Ladybird, it reminds me of some of my favourite coming-of-age stories, without ever feeling like pastiches of them. Mixtape does this elegantly and with a genuine love for a genre its creators clearly hold close, as Beethoven & Dinosaur itself comes of age with its sophomore effort. But it isn’t just tonally looking towards cinema; it plays with the form, in turn becoming a mixed-media wonderland of a video game. There’s the glorious, painstakingly handcrafted Spider-Verse-esque animation that enraptures at a glance, along with the use of grainy live-action stock footage, music-video-like editing rhythms, and fun fourth-wall breaks. It’s not afraid to experiment and nerd out when it comes to stamping different styles on different scenes, and is all the better for it, keeping things constantly fresh.

It consistently hits a delightful cross section of games, music, and movies.

Look, I was always going to be a mark for Mixtape. As a coming-of-age movie lover with an ear lent to guitar music of decades past who often indulges in the bittersweet sensation of melancholy, Beethoven & Dinosaur may have made it just for me. I mean, it even references David Shire’s unused Apocalypse Now score in an early scene — I can’t help but fear I have been actively spied on. But the beauty of Mixtape is that you don’t need to be exactly the type of person it’s for to get a lot out of it. Much like nostalgia, it brings out feelings you may have long forgotten, through faces and songs you may have never seen or heard before, but which bring familiar, faded emotions with them all the same. It reminds me of times I once enjoyed, but in hindsight wish I had held dearer in the moment. It’s a mistake I didn’t let happen again with Mixtape, as I savoured each and every minute, all the way to its final, powerful button press.

GTA 6 Lore ‘Mistake’ Could Be an Intentional Tommy Vercetti Reference

Grand Theft Auto VI fans think Rockstar might’ve messed up when it comes to its own lore, but there may be more to it than meets the eye.

In GTA 6’s $100 Ultimate Edition, players will get access to a set of powerful revolvers, one for each protagonist. In the official description for the Hawk & Little Morgan Revolver, Rockstar states that they’ve been “sourced exclusively from the Vercetti Estate,” suggesting that they were taken from the mansion that Tommy Vercetti owns in Grand Theft Auto: Vice City. However, there is one big problem: Tommy Vercetti isn’t supposed to exist in this GTA universe.

Rockstar Games did a Q&A in 2011 and revealed that the series’ PS2-era games are set in a different universe from the “HD games” (Xbox 360-era and onward). As such, players shouldn’t expect major characters to cross over, with the only real exception applying to a few background characters like Lazlow.

GTA 6’s Hawk & Little Morgan Revolvers

“The ‘universes’ are the worlds interpreted at different definitions, 2D, 3D, and high definition, so we felt brands and radio/background characters would exist in both, but three-dimensional characters would not,” said Rockstar. “This is the logic (as far as it could be considered logical) behind it – so no, we don’t believe any GTA 3 characters could exist in the GTA 4 universe.”

So, what’s going on here? Well, the simplest and most likely explanation is that it’s nothing more than an Easter egg. Grove Street was featured in Grand Theft Auto V, along with the Ballas gang, but it doesn’t necessarily mean CJ and his crew exist in GTA 5. A similar case could be made that the Vercetti Estate is simply a nod to the franchise’s history, in name only. It’s also not the only reference to Tommy in GTA 6.

A painting of a lizard wearing Tommy’s shirt can be spotted in the second GTA 6 trailer, and the pre-order bonus for the game adds weapon skins that resemble his shirt’s pattern. The second GTA 6 trailer also featured a glimpse at what appears to be a new version of Phil Cassidy, a character that was originally in Grand Theft Auto: Vice City.

GTA 6 Ultimate Edition Screenshots

In GTA 6, Phil owns a gun store and has both of his arms, unlike his 3D-era counterpart. He also appears to be in his 30s or 40s, whereas Phil from GTA: Vice City would likely be in his 70s. All this is to say that Rockstar may be playing a bit fast and loose with its universe. Maybe there’s a new version of Tommy Vercetti in GTA 6, similar to Phil. Or maybe it’s all just a fun Easter egg that we shouldn’t spend much time picking apart.

In related news, Rockstar Games has confirmed that GTA 6 will cost a whopping $80 and the game won’t be released on a physical disc. The developer also dropped over 60 new screenshots, which show off the game’s wide range of customization options, vehicles, and weapons. Rockstar is still keeping a tight lid on any plans for GTA Online’s future, though, as a store page for the game refers to the title as a “single player” experience.

Grand Theft Auto VI will release on November 19th for Xbox Series X|S and PS5, the latter of which is being marketed as the best place to play the game.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

The Best Square Enix Games on Sale for Prime Day

Square Enix is one of the most beloved developers in the game industry for a reason. The Japanese publisher is known for iconic series like Final Fantasy, Dragon Quest, Nier, and many more. Amazon Prime Day is now officially live and includes some very solid Square Enix deals. If you’ve missed out on some of the company’s biggest games in recent years, this is a great opportunity to pick up your next RPG at a discount.

Save on Final Fantasy VII Remake Intergrade

FINAL FANTASY VII REMAKE INTERGRADE – Nintendo Switch 2 (Standard Edition)

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FINAL FANTASY VII REMAKE INTERGRADE

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Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. This vastly expanded adventure is solely set in Midgar, allowing you to connect with the city like never before. Intergrade brought graphical enhancements and two new chapters, called Episode Intermission, that star Yuffie Kisaragi and her infiltration of Shinra HQ.

For Prime Day, you can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey. I’ve played both versions extensively, and rest assured, each is an excellent way to experience Intergrade.

Check out our full list of the best gaming deals right now or specific deals for PS5 and Switch 2

Dragon Quest VII Reimagined for $44.99

Dragon Quest VII Reimagined just released in February, and if you’ve yet to pick up the game, you can save $15 buying it for any platform during Prime Day. This adventure reimagines the 2000 classic with 3D-scanned physical dolls to create a unique, almost diorama-like art style. In our 7/10 review, we wrote, “Every version of Dragon Quest VII is a flawed gem, with its own blemishes and imperfections, but gems they all remain. The way it reveals its world to you stands out from any other game in this long-running series, and seeing the results of your actions in the past affect the present day is just as charming now as it was when I first put the disk in my PlayStation.”

Octopath Traveler 0 for $34.99

OCTOPATH TRAVELER 0 (PS5)

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OCTOPATH TRAVELER 0 (Switch 2)

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I don’t think it is a stretch to call Octopath Traveler 0 one of the best RPGs of 2025. This game is jam-packed with content, with Square Enix reimagining some of the storyline from Champions of the Continent as a single-player experience on consoles. During Prime Day, you can pick up a copy for $34.99, a steal considering this game easily has over 100 hours of content. Octopath Traveler is a standalone game, so you can jump in and experience this RPG even if its your first time checking out the series.

Dragon Quest I & II HD-2D Remake for $39.99

DRAGON QUEST I & II HD-2D Remake (PlayStation 5)

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DRAGON QUEST I & II HD-2D Remake (Nintendo Switch 2)

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Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we’ve seen since release. In our 9/10 review, we wrote, “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

Dragon Quest III HD-2D Remake for $24.99

DRAGON QUEST III HD-2D Remake (NSW)

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DRAGON QUEST III HD-2D Remake (PS5)

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Dragon Quest III HD-2D Remake was such a joy to experience in 2024, as it reimagined one of the most legendary RPGs ever in a brilliant way. For Prime Day, you can score a copy for only $24.99. It’s a surprisingly meaty experience, with the 100% completion taking around 70 hours in my experience. This is an excellent game to pack and play on the go on the Nintendo Switch, and you can even take advantage of a free update for the Switch 2 to experience enhanced resolution and frame rate.

Pre-Order Upcoming Square Enix Games

Finally, upcoming Square Enix games are also available to pre-order. This includes the Kingdom Hearts Collection [I-III] for the Switch 2 and PS5, which packs in every Kingdom Hearts game besides Melody of Memory. Others up for preorder are Final Fantasy Resonance, the first HD-2D Final Fantasy, as well as the next two Dragon Quest releases.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

GTA 6 Special Edition and Pre-Order Reveal Gameplay Details

Just before GTA 6 preorders kick off, Rockstar Games has revealed the exclusive contents of the Ultimate Edition. Described as “an exclusive collection of premium vehicles, weapons, apparel, and action,” this GTA 6 special edition is not just a $100 splurge, but also our latest insight into how we’ll interact with this massive criminal open world. Read closely and between the lines and you’ll find dozens of gameplay details here, revealing brand new activities like stolen goods fencing, fishing, and car restoration projects. And so we don’t have to wait until the November 19 release date to start to understand exactly what we’ll be up to on the streets of Vice City. Here are 22 new GTA 6 gameplay details right now.

1. Pitt Youngin$ Illegal Goods Store is described as a “Gang Compound”, which sounds like an activity type. Rockstar explains that you’ll “raid the compound of one of Southside Vice City’s loudest and most socially active gangs,” and so it may be that Gang Compounds are somewhat akin to outposts or enemy strongholds in other open-world games. Pitt Youngin$ may be just one of many compounds.

2. The description says you’ll need to “escape safely to score some special items and distinct contraband.” While words like “contraband” are thrown around casually in GTA, it seems like buying and selling stolen goods will actually be an important activity. One of the Ultimate Edition exclusive cars is the ‘67 Vapid Dominator Buggy, which is stored at the Paradise Garage in Watson Bay. Said garage features a “secure place to deposit stolen goods to be fenced.” It certainly looks like we’ll be running some kind of stolen wares business. And how do you get those illegal goods? Very possibly by boosting Gang Compounds. And heists, of course. There will surely be heists.

3. The Paradise Garage also features a weapon locker, a feature that will be familiar to GTA Online players. Since landing in the hospital or being busted by the cops usually strips you of all your weapons, this will be a way to ensure you have guns ready and waiting for you when you’re released from custody.

4. It seems like garages will not be the only place you can store weapons, though. The Ultimate Edition’s Shitzu Squalo boat is equipped with “an explosives-laden weapons crate.” This may simply be a box of bombs, or it could be a spot to hide whatever guns you want. And if a boat has weapons storage, then it’s possible that car trunks can be filled with rifles, too. The pre-order bonus ’55 Vapid Stanier sedan has a weapons locker, which perhaps functions similar to how you stored weapons on your horse in Red Dead Redemption 2. It seems like GTA 6 will only be more ambitious in its realistic simulation of life, so functional car trunks don’t feel out of the question.

5. The GTA 6 website notes that the Shitzu Squalo is “perfect for casting in Gambit Bay and reeling in catches of all sorts,” suggesting fishing has finally come to GTA. And if you can catch fish, that would also point to some kind of new inventory system to keep them in, as well as potentially a cooking mechanic. Or you could just throw your catches back to the dolphins.

Grand Theft Auto 6

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You can bookmark retailer pages, such as this one, to get ahead of the rush.

Vehicles and Customization

6. We can see scuba diving equipment on the Shitzu Squalo, so it seems like underwater activities are back. If you prefer things to stay on the water’s surface, Jason has a Crest-brand Kayak at his safehouse. He also has a Dinka Endura, an off-road tail bike. It looks like off-road races will certainly be a thing in GTA 6, as the aforementioned ‘67 Vapid Dominator Buggy offers “impressive off-road handling for the backwoods of Mount Kalaga and beyond.” The same description makes mention of the “Mud Club”, and we saw that messy crew getting excited about trucks and beer in the first trailer. Could we perhaps join the Thrillbilly Mud Club to participate in their events?

Prepare to get a little slippy in the mud.

7. In other car-related activities, the Ultimate Edition features a “Special Commission” that tasks you with tracking down a variety of abandoned classic cars and bringing them back to their former glory. This sounds like it could be GTA’s answer to Forza Horizon’s barn finds, and could make for a cool campaign-long side quest. While the Classic Car Collection will be exclusive to the Ultimate Edition, it could well be that there are other “Special Commission” activities awaiting us in Leonida.

8. Of course, we can’t discuss cars in GTA without considering modifications. The new details confirm that mod shops are back, and seemingly more extensive than ever. Customisation now extends to car interiors, but it looks like many of the old classics will return, including wheels and paintwork. Off-road modifications will also be available, transforming cars into all-terrain vehicles. The Ultimate Edition also includes a “modkit” for Jason’s Vapid Ganado called the “Retro Build” – perhaps we’ll be able to purchase pre-assembled bundles of mods to create specific versions of cars, rather than just making individual tweaks?

An automotive icon returns.

9. Some cars don’t need modifications, though. Not if they look like the ‘95 Grotti Cheetah. The Cheetah is, of course, one of those classic GTA cars, having been featured in almost every game since GTA 3. Interestingly, while GTA 5’s Cheetah was inspired by the sleek Ferrari Enzo, GTA 6 brings back the old Testarossa-style design from the original Vice City.

10. According to the GTA 6 website, the Cheetah is “available to punctuate later-stage action,” suggesting that Jason and Lucia only gain access to it in the story’s second half. This may be the case for many of the Ultimate Edition bonuses, which Rockstar says “are threaded across all aspects of Jason and Lucia’s story, with new items uncovered behind each chapter.” Rather than just being dumped on you in a never-ending parade of pop-ups when you first boot up the game, these additions will be provided at specific milestones, perhaps with their own story beats.

Safehouses, Stores and Customization

11. A very important thing noted through the Ultimate Edition’s offerings is that several stores are “only open for business with the Ultimate Edition.” That includes two mod shops: Rideout Customs and One-Eyed Willie’s. It also includes a range of clothing stores, a salon, and a tattoo parlour. While their ranges will all be exclusive to Ultimate Edition owners, what they sell does help paint a picture of the vast levels of customization available to all players.

12. As you’d expect, we can choose how both Lucia and Jason style their hair. Jason can also opt to wear facial hair, while Lucia can have her nails painted. All these services are available from Sara’s Unisex Salon, and so it may be that gender-specific salons exist across the city providing more specific treatments – perhaps we can customise Lucia’s makeup, for instance.

Even details as small as a fingernail are up for customisation.

13. We can also see both characters wearing earrings and jewelry across the numerous new screenshots, suggesting that clothing and accessory choices drill down to the minutiae.

14. One of the Ultimate Edition exclusive stores is Electric Fang Tattoo, which will ink you with one of over 50 tattoos designed by real-life Brooklyn-based art collective FAILE. GTA has a long history of collaborating with real-life artists, the most obvious one being radio stations stuffed with hit songs. But its TV shows have also featured real comedians, such as Ricky Gervais, and so this tattoo parlour represents a widening of that blend of real people and imaginary worlds.

15. Talking of TV, one of the Ultimate Edition bonuses is a collection of apparel inspired by “Macca the Gator”, a hit television show in Leonida. Both GTA 4 and 5 featured watchable TVs with a full schedule of programmes, so it seems a safe bet that a) working TVs are back, and b) Macca the Gator and his colourful animal friends will be part of the broadcast.

Macca the Gator merch, complete with retro Vice City fonts.

16. A TV will likely be found in your safehouse. Every GTA has had at least one place where you can kick back and relax, and GTA 6 will be no different. The website refers to the house we saw Jason living in at the start of the second trailer as his “safehouse”, so expect the usual save and sleep options here, plus potentially more mechanics, like those aforementioned weapon lockers.

17. When it comes to safehouses, perhaps the most memorable of them all is the Vercetti Estate, the massive mansion on the original Vice City’s Starfish Island. While GTA 6’s version of Vice City is very different from its PS2 predecessor, we now have confirmation the mansion is back. Ultimate Edition owners have access to a pair of Hawk & Little Morgan Revolvers, which have been “sourced from the Vercetti Estate.” While that’s not confirmation we’ll physically go to the mansion to retrieve the guns ourselves, nor is it confirmation Tommy Vercetti will be in the game, it does point to Rockstar weaving more continuity than ever before between its old PS2 games and its more recent output. Currently split into the “3D” and “HD” universes, have those timelines been retconned or stitched together in GTA 6? We know Phil Cassidy is back – we saw him on the TV in the second trailer – so there’s certainly some connection to the past going on.

18. Each of the Vercetti Estate revolvers have been personalised with custom grips, engravings, and added extras – Jason’s is affixed with a massive high-powered scope, replicating Vice City Stories’ Equalizer revolver. Another Ultimate Edition bonus is a pair of similarly customised semi-automatic pistols for the duo, and so both sets point to an absurdly granular level of detail when it comes to weapon customisation. This isn’t just about functional mods like silencers and scopes, it’s about showcasing personality.

These revolvers nod back to Tommy Vercetti’s .357. Also: there’s a bomb in the money.

19. The fact that both Jason and Lucia can have their own individually customised weapons suggests their loadouts are their own. And if one of my other theories prove true, that cars can be used as weapon storage akin to RDR2’s horses, that would likely mean our protagonists can only carry a couple of weapons at a time – without the entire arsenal in a weapon wheel, they’d need a place to keep the extra firepower. And so this could lead to “builds” – choosing the right weapon loadouts for the job ahead of time. Perhaps you can kit Lucia out with shotguns and SMGs to have her storm the frontlines, while Jason hangs back with a sniper rifle to provide overwatch? GTA 5 provided some opportunity for tactical choices via its three protagonists, but this kind of approach could raise GTA 6’s firefights to a whole new level.

Pre-order Bonuses

Remember me? I was always there, waiting.

20. That’s a lot of speculation though, so let’s get black to the facts. Pre-ordering GTA 6 nets you access to the Vintage Vice City pack which, of course, is full of plenty of callbacks to the neon-soaked 1980s. The first of its bonuses is the ’55 Vapid Stanier, the yellow-and-white sedan that was always parked outside of the Ocean View Hotel in GTA Vice City. The description notes that it has “a secure place to deposit stolen goods to be fenced,” yet another insight into how the stolen goods system will work.

The Shirt never dies.

21. The Vintage Vice City pack features a “weapon pattern”, which is presumably a skin to be applied as part of the weapon customisation system. This particular pattern is special, though, as its bright blue palm tree look is taken from Tommy Vercetti’s iconic Hawaiian shirt. The pre-order bonus costumes and hairstyles don’t have direct links back to Vice City clothing, but Jason’s linen suit jacket with its rolled-back cuffs certainly nods back to Tommy’s light blue Soiree suit, while the pastel purple trousers are a similar shade to the two-piece worn by his lawyer, Ken Rosenberg.

22. Finally, there’s one detail that looks back even further than the 1980s. In this poolside image we can see a set of folded dollar bills that feature an old man. His beard has a distinctive “V” cutout and his hairline mirrors it. While the money clip covers his face, those other details make it clear this is President Hardin, one of the former US presidents in Red Dead Redemption 2. This isn’t the first time Hardin has graced the $100 bill – a similar banknote could be spotted in GTA Online’s The Contract add-on.

So, is Red Dead set in the GTA universe’s past? Or is this just a simple easter egg?

And those are the 22 details we spotted in the latest GTA 6 information drop. Have you been able to find any more cool gameplay features or Vice City callbacks in the Ultimate Edition and pre-order bonuses? Let us know your finds and your theories in the comments.

GTA 6 Pre-Order Round-Up

It’s been a big day of Grand Theft Auto 6 news. Catch up with the latest right here at Play168.

Matt Purslow is Play168’s Executive Editor of Features.

Everything Announced on GTA 6 Preorder Day

It’s been a big day of GTA 6 news, with Rockstar confirming fresh details for what is perhaps the most anticipated video game of all time ahead of preorders going live. Play168 has plenty of coverage for you to dig into, but here we’ve rounded up everything announced and confirmed, including new screenshots, first details on the editions, and even a new (very short) in-game video.

Grand Theft Auto 6

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You can bookmark retailer pages, such as this one, to get ahead of the rush.

GTA 6 price

Rockstar has confirmed the GTA 6 price is $79.99 for the base game on PlayStation 5 and Xbox Series X and S. The Ultimate Edition (more on that soon), costs $99.99. This marks a jump from the $70 standard established this generation, and may open the floodgates to more games going for $80.

GTA 6 preorders

GTA 6 preorders start at midnight local time on June 25. You’ll be able to put your money down from then.

GTA 6 is a single-player game

Rockstar has said GTA 6 is a single-player game, which suggests any new version of GTA Online will miss the launch in November.

The GTA 6 Ultimate Edition

The GTA 6 Ultimate Edition includes an exclusive collection of premium vehicles, weapons, apparel, and action threaded across all aspects of Jason and Lucia’s story, and will be available for $99.99. We’ve got more on exactly what you get here.

GTA 6 Ultimate Edition Screenshots

GTA 6 preorder bonuses

All GTA 6 preorders and purchases before November 20, 2026 include the Vintage Vice City Pack, a collection of items “that flash back to when the neon burned brightest,” Rockstar said, alongside a free month of GTA+ for digital preorders. There’s more on what the Vintage Vice City Pack includes here.

Bookmark These Retailers

GTA 6 preload

Players who pre-order digital versions of GTA 6 will be able to begin pre-loading on November 12, 2026 to ensure they are able to play at launch on November 19, 2026.

GTA 6 physical version

The physical version of GTA 6 includes a download code inside the box only, which has shocked some fans and caused others to say it’s the final nail in the coffin for the video game disc. The physical version will be available starting November 12, 2026 to support pre-loading, Rockstar said.

GTA 6 screenshots

Rockstar released more than 60 new screenshots showing off GTA 6, its characters, world and some retro Vice City vibes. Check them out here.

GTA 6 Vintage Vice City Pack Screenshots

GTA 6 short in-game video

As Rockstar did when it announced the GTA 6 preorder date, today’s news comes with a new short video embedded within the GTA 6 website, that reveals a fresh look at the actual game. We see Jason and Lucia by a car next to a sandy beach, ready for action.

GTA 6 PS5 features

Sony has a partnership with Rockstar for GTA 6, and today announced some of the features you’ll get if you play the game on PS5. Sony said that “thanks to the close partnership between Sony Interactive Entertainment and Rockstar Games, Grand Theft Auto VI will play best on PS5 by taking advantage of PS5’s immersive features to deliver a deeply engaging single-player experience when it launches on November 19.” There are DualSense exclusive features, and word of “near instant” loading times due to the PS5’s “ultra-high speed” SSD. More here.

And what we don’t yet know…

We still don’t know the GTA 6 file size, nor do we know how the game will perform on the consoles in terms of framerate and resolution. How will GTA 6 perform on the PS5 Pro, for example?

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Directive 8020 Review – Play168

Making the leap to space feels like a big departure from the usually grounded horror of the previous games in Supermassive’s Dark Pictures anthology series. But Directive 8020 reminded me that the sense of isolation, living in a bubble surrounded by forces hostile to human life, makes the dark beyond a great fit for this genre. Kicking off the second “season” of these self-contained tales of terror, the four-year hiatus after 2022’s The Devil in Me has brought a number of much-needed technical improvements and gameplay tweaks – though some of them are more well-considered than others.

Directive 8020 follows the suspenseful journey of the Cassiopeia, a sleeper ship sent to scout for humanity’s first exoplanet colony. This is framed to the crew as humankind’s last hope to escape a dying Earth, though clever little hints start to add up that suggest the company line might not be entirely truthful. There’s a lot of crawling around in vents and trying to get critical systems back online after unexpected crises arise, with both the art and the plot wearing their love for films like Alien and The Thing proudly on their space suits.

What we said about The Dark Pictures Anthology: The Devil in Me (2022)

The Devil in Me’s twisted murder castle setting provides the literal foundations for what could have been an exciting horror adventure, but pacing problems and an insipid group of potential victims makes for a slaycation that’s low in stakes and lacking in any substantial thrills or hand-wringing decisions to make. Efforts to bring gameplay variety to each playable character haven’t really shaken things up to any notable degree, and the quicktime event-based survival sequences adhere to a stress-inducing formula that’s starting to feel a bit too familiar. Ominous animatronics and a hulking aggressor mean the concluding chapter of The Dark Pictures Anthology is still capable of inducing the occasional jump scare, but for the most part The Devil in Me’s tour through a maniac’s mansion is disappointingly lacking in any real menace or surprise. – Tristan Ogilvie, November 17, 2022

Score: 6

Read our full The Dark Pictures Anthology: The Devil in Me review.

The Cassiopeia itself is an interesting mix of Ridley Scott retrofuturist aesthetics and a cleaner, more modern look that sometimes made me think of the Todd Howard-ism “NASApunk.” There are little homages to classic space horror, like terminal loading screens that look like they could have been downloaded right off of the Nostromo, but it’s not quite as grimy or hard-edged. When the mysterious threats finally take center stage – which I’m not going to spoil too much about for obvious reasons – it doesn’t just look like someone copied H.R. Geiger’s homework.

It’s really hard to say much more than that, since slowly discovering the nature of what’s trying to kill you is a big part of what I loved about this story.

The writing is pretty sharp from bridge to stern. Across eight episodes that took me around 10 hours to complete the first time, the crew is put through a harrowing “choose your own adventure” gauntlet of paranoia, corporate conspiracy, simmering tension, and eventually adrenaline-pumping terror. There’s a big twist that didn’t feel obnoxiously obvious, but also didn’t come out of nowhere. I was able to figure it out ahead of time by being a thorough explorer and connecting the dots, so it felt like I earned that, not like it was fed to me, and that’s always a tricky needle to thread. Other theories I had ended up being incorrect, so the writers managed to surprise me regardless.

The characters are endearing, memorable, and complex.

The characters are endearing, memorable, and complex. And they’re all brought to life by Supermassive’s impressive performance capture tech, which has been among the best around for a while now. In certain lighting, the models do have a little bit of an uncanny valley feeling to them, though, as a side-effect of this being the highest fidelity game the studio has ever put out.

Like previous Dark Pictures games, you can improve traits like Serious or Playful for certain characters through dialogue choices, which eventually leads them to unlock one of two mutually exclusive Destinies, cementing what kind of person they become for the rest of the series. I found this had mixed results this time around. In cases where it simply served as a culmination of a character’s emotional arc, I enjoyed it. But there were a few times where it locked me off from being able to make a certain story choice – perhaps the obviously correct one – and I didn’t love that. If a trait like Serious or Professional can have negative consequences on a high-stakes space mission, that doesn’t seem like something I could have figured out based on smart thinking. I just guessed wrong. How would I have known that could be a bad thing?

There’s also not a lot to do for some of the crewmembers in the back half as a byproduct of the branching story. By the time you get to the last couple episodes, practically anyone could be dead already based on your decisions. This results in a handful of conversations where it feels like there are five people in the room but only three of them get to talk. It’s probably a small price to pay for how many different permutations are possible – after one playthrough, the menu said I had seen only 58% of the possible scenes, to give you some idea – but it is a bit awkward.

The big new mechanic for this flashy return of The Dark Pictures is active stealth sections that have you trying to avoid a prowling enemy using cover, darkness, and distractions. It’s nothing revolutionary, but it does help Supermassive’s formula not feel like so much of a visual novel with quicktime events and limited exploration. That being said, I did find by the end that it’s maybe a bit overused. Most of the sections involving mortal danger default to this sneaky routine rather than using the other tools in the Dark Pictures toolbox.

I would highly recommend resisting the urge to look at the new scene tree on your first playthrough.

There are a lot of difficulty and accessibility options in Directive 8020, which is nice. If you don’t like life-or-death quicktime events, you can adjust them to be much more forgiving. There’s a “parry” mechanic that can allow you a cooldown-based free getaway if caught in a stealth section, which I think basically trivializes them on the default setting. But you can tweak that, too. The big choice is between Explorer mode, which allows you to rewind to any previous scene, and Survivor mode, which forces you to keep playing and live with your decisions. And that opens up a whole can of worms.

I chose to play through the first time on Survivor, but even when you have that mode active, you can open the menu at any point to see a new scene tree which details all of the possible paths and their unlock requirements. It even contains some pretty big spoilers if you’re not careful. Now, I know you could simply not look at that screen. But even glancing at it once to see how an episode is structured, which is trivial to do and doesn’t come with any kind of spoiler warning, was more information than I would have wanted about how the sausage is made.

It kills some of the tension to know that there are certain scenes where death isn’t a real possibility, whereas previous Dark Pictures games had me on edge and ready to hit those QTE buttons at any second. And there’s really no going back from that. I would highly recommend resisting the urge to look at this screen at all, at least for your first playthrough. I wish I hadn’t, and I wish there was a way to disable it completely.

That said, once you have finished the story, this tree does become a useful tool for going back and seeing what other paths you could try out. It’s the only way to find out there are a total of 44 different unique character deaths to witness, if you’re into that kind of thing. There are even some Easter eggs that require the rewind feature to find, which is neat.

The Dark Pictures Anthology: Complete Playlist

Here’s the entire series of Dark Pictures games so far, which Bandai Namco hopes will someday span eight distinct chapters.

See All

The audio in Directive 8020 is a little hit or miss. The voice acting is clean and crisp and the sound effects themselves are excellent and effective. But on my surround sound headphones, the directional audio was always kind of imprecise and the mix was a little bit off no matter how much I tried to tweak the settings both in-game and on the hardware side. This is merely distracting when someone’s voice doesn’t seem to be coming from where they’re standing on screen, and potentially deadly when you can’t really hear where a threat is coming from.

The needle drops at the end of each episode are great, though, with a variety of ethereal, emotive tracks that help set the mood. I was disappointed by the fact that you’re not greeted by Pip Torrens’ mysterious Curator to introduce the story, though. And I missed the phenomenal Khemmis cover of O’ Death that served as the first season’s theme song. I don’t think that framing device is entirely gone, thankfully, but I’ll let you figure out what I mean by that yourself.

Dead or Alive 6 Last Round Review

I’ve always liked Dead or Alive – unfortunately, that sentence usually has to be followed by a “but,” lest people think you’re some kind of weird pervert. “Not like that!” you might yell. “I think the mechanics are rad!” It’s tiresome, and Dead or Alive 6: Last Round deserves better than that stuff dominating the conversation around it. I’ve spent the last few days shaking seven years of dust off, but I really want to put it through its paces and spend some more time in the ring before I slap a number on it – as well as test it out on live servers since this updated edition still doesn’t have rollback netcode for some baffling reason. Fighting games are complex beasts, even when they’re essentially just re-releases that bundle all of the DLC together into one big package, and I want to give Last Round its due. But, so far, my impressions are positive.

The Dead or Alive series has always been extremely simple: one button for punches, one for kicks, one for throws, one for holds, and a “new” (as of the 2019 original) special attack button that performs a Fatal Rush autocombo and unlocks special meter moves. But more than a lot of fighters, Dead or Alive is, at its best, a chess match. Using what’s known as the Triangle System, every move invites a countermove – strikes beat throws, throws beat holds, holds beat strikes – and every attack is also an opening, if you’re good enough.

What makes this fighting system great has always been the Holds. See, you can counter essentially any strike by pressing hold and the direction you expect the attack to hit (high, low, or mid, though mid punches and mid kicks require different directional inputs), potentially stopping any offensive in its track. Holds are inherently risky, though. They won’t stop throws and still lose to strikes if mistimed or if you don’t use the right one – but land a hold right and you can swing an entire round. It’s absurdly satisfying to pull off, even against the computer.

The mind game that creates rules, and it’s still here in Last Round, but it doesn’t change that Dead or Alive is also incredibly easy to pick up. It’s not quite as deep as, say, Virtua Fighter, but anyone can play Dead or Alive 6. Getting good at it involves really digging into moves and countermoves, knowing how both the character you’re playing and the one you’re playing against work, and using that knowledge to pick the right option at the right time. It feels great when you land a hit, and hurts to take one.

When you’re getting smacked around and watching your health bar go the way of the dodo, it stings. But it should. That means you made a mistake. Shouldn’t have mistimed that hold, ya know? But when you max out your Break Gauge in order to hit a Break Blow – think Critical Blows from Dead or Alive 5 – or get just enough Break Gauge to pull off a Break Hold and turn the tables with a nifty counter, the Triangle System sings. Adding a meter to a 3D fighter is always risky (just ask Tekken fans how they feel about Heat in Tekken 8), but I think Dead or Alive 6’s implementation has managed to stand the test of time.

This is mostly a re-release with its DLC, which is a fine enough thing for it to be.

As far as the “new” stuff, Last Round doesn’t have a lot beyond a new photo mode, which I haven’t played around with much yet. This is mostly just a re-release of Dead or Alive 6 with all the DLC included, which is a fine enough thing for it to be. As someone who played a lot around the original’s release in 2019 but then didn’t keep up with every update since, I haven’t tried all of the DLC characters yet, but I have run some sets with Momiji and Rachel, and they feel right at home. The former trades power for speed and aggression, while the latter is all brute strength through short strings that turn into lots of damage, which tracks if you’ve played as either of them in Ninja Gaiden.

Beyond that, I’ve been enjoying the disjointed but breezy story mode and the still-quite-good teaching tools as I mess around with various members of the cast. Story mode in particular is enjoyably silly. Sure, its story is about tournaments and evil corporations and global conspiracies and ninjas and cyborgs and all sorts of crazy stuff, but it’s also very endearing. Where else can you see a guy yell “Hey, ninja man!” at an actual ninja before throwing a steel drum at him and immediately thereafter watch two women bond over their love of fighting, and then watch a couple of kids cheer on a New York street fighter after a sparring match? Not many places.

It’s also nice to see a fighting game campaign that puts women in its lead roles instead of relegating them to supporting players like most others do. The boys play their parts, but overall this show belongs to Kasumi, Helena, Ayane, Honaka, and Hitomi. They make choices, have agency, and solve their own problems in a way people who have only ever seen them playing beach volleyball might not expect. And sure, the story is a little Looney Tunes, but every fighting game’s is. Ever paid attention to Street Fighter lore? There’s a guy who thinks he’s a car, and that might not even be the weirdest part of it. Dead or Alive makes a hell of a lot more sense than something like Mortal Kombat (and I say this as someone who likes MK’s nonsense), and while the overarching plot can be messy, the individual scenes and character interactions work well and are a lot of fun.

Of course, that’s not the reputation Dead or Alive is typically known for, and because one of the selling points of Last Round is that you get all the DLC costumes (though they still have to be unlocked in-game even if you own them), I suppose I now have to talk about the thing that consumes every piece of criticism ever written about this series: how everyone looks and moves. Yes, the women look Like That™. Yes, many of them are very bouncy. Yes, you can dress them in revealing outfits if you’re into that. Personally, I’m here for the punching.

If we’re being honest, there is no shortage of sexy characters in fighting games; Soul Calibur’s Ivy is quite literally a dominatrix and Capcom’s sexy outfits for Chun-Li sell so well that the last couple Street Fighters made the GDP of a small country. If anything, fighting games have only gotten hornier as time has gone on. I mean, have you seen the Guilty Gear cast? Or Street Fighter’s Juri, who is now Foot Fetish: The Character? Compared to some of that stuff, Dead or Alive 6’s brand of horny feels kind of… quaint? Some of the outfits here are tacky or tasteless, yeah, but I also don’t have to use them, or let them define my entire perception of Last Round. And if someone does use one of the ones I dislike online? All the more reason to kick their ass.

In fact, many of the visual improvements that were dismissed in 2019 as Team Ninja “being weird” actually hold up quite well. It rules that characters sweat during combat and you can see cuts and bruises on their faces and bodies when they’re doing their win poses. You should be a little sweaty and beat up after a fight, and it doesn’t feel like those details have been added with purely exploitative, leering intentions. Fighting is a brutal, bloody business. I like that Dead or Alive 6’s characters look like they’ve been in a brawl after a knock down, drag out fight.

Some stuff here deserves more praise than we previously gave it credit for.

So yeah, Dead or Alive is still Dead or Alive, but you have to take the good with the bad, and there is certainly good here. I’d kill to have this many costume options in most modern fighters, and I’d rather put Helena into one of her many fabulous dresses than a swimsuit anyway. There’s also an impressive visual variety across everyone’s designs, especially in an age when we’re seeing a lot of the same face shapes and body types be recycled. I want to be clear: I’m not saying Dead or Alive 6 is immune to criticism. Some of it is absolutely deserved; but spending time with it after a few years away also makes me think there’s some stuff here that deserves more praise than we previously gave it credit for. I hope we can be normal about that.

While I’ve so far enjoyed getting back into Dead or Alive 6 saddle, there are a few things about Last Round that concern me enough to spend more time with it before assigning a score. I can’t use Mai or Kula yet, despite the edition Koei Tecmo provided to us for this review supposedly coming with unlock codes for them, which I’m hoping is just a “the game isn’t out yet” issue and not a larger problem. I also want to test the netcode on live servers – just like the original, there is no rollback netcode in Last Round, which is… concerning, though potentially not gamebreaking. And I want to spend more time with the rest of the cast and run through stuff like DOA Quest to see how it holds up. But it feels good to be back in the ring. Dead or Alive has always felt good. And I hope Last Round continues to feel that way as I put more time into it.

GTA 6’s Ultimate Edition Locks Off Exclusive Mission and Shops, But How Will it Work?

Imagine walking around Vice City and seeing an alluring-looking clothes store beckoning you in, only to be stopped at the door because you don’t have the correct membership. That could be what faces you in GTA 6 if you don’t choose to buy its Ultimate Edition.

We’re finally starting to find out more information about GTA 6 ahead of its November 19 launch. Recent details listed on the Rockstar website have raised questions about the power of its Ultimate Edition, though. Namely, the fact that several of its open-world businesses appear to be locked off from players if they opt to buy the standard edition. Pre-order bonuses and cosmetic gifts are no new thing when it comes to video games, but by the wording here – “only open for business with the Ultimate Edition” – it seems like certain shops, salons, and tattoo parlours won’t be accessible unless you own the more expensive version. So, how might this work, and will some players feel like they’re missing out by not spending those extra dollars?

GTA 6 Ultimate Edition Screenshots

We’re used to pre-order and special edition exclusives by now — indeed, Rockstar is no stranger, having offered a hardened War Horse and even harder in-game cash for Red Dead Redemption 2 to those who purchased the game before launch — but I can’t think of another game that has stopped you from stepping foot in a building before that’s part of its open world.

These include Sara’s Unisex Salon, in which players can get special hairstyles for both Lucia and Jason, the Stock 305 clothing store, which will provide unique and exclusive “elevated streetwear”, and the Electric Fang Tattoo shop, which is home to designs drawn by real-world artist collective FAILE. Quite how GTA 6 will handle these shops remains to be seen, but there are some pretty obvious ways this may work — either the doors will be locked and you can’t get in, the store could literally be closed for business with no signage or merchandise in the standard edition of the world, or you can walk around these store interiors without actually being able to make a purchase. Perhaps a shop assistant will ask you to purchase a “membership”, which in turn will take you to the PlayStation or Xbox store page for an Ultimate Edition upgrade?

Will this sort of perceived VIP exclusivity affect how Rockstar’s new iteration of GTA Online will work?

However Rockstar has approached this, when it comes to single-player, it’s all pretty simple: cosmetics look good. But will this sort of perceived VIP exclusivity affect how Rockstar’s new iteration of GTA Online will work?

The current GTA Online community is one with a great amount of creativity and sense of humour, but it’s also home to a world filled with griefing. The ecosystem is built around player expression and identity, with money very much being the fuel that fires it, in both a virtual and physical sense. Therefore, being able to show off that you have access to haircuts, threads, and ink that other players don’t will be tempting for those who do. But those who choose to do so, may do it at their own risk. In my mind, I can already see hordes of players sitting outside of the Ultimate Edition exclusive Stock 305, open only for people deemed “worthy” of entering, waiting for its “VIP” customers to walk onto the street and into a hail of gunfire, an exploding slab of C4, or perhaps the front end of a muscle car. It’s a dog-eat-dog world out there, and I wouldn’t be shocked to see an “eat the rich” mentality permeate through the community.

This isn’t necessarily a concern of mine, but more of a prediction. If you put yourself out there to be noticed, don’t be surprised if you get some unwanted attention, too.

But there’s another Ultimate Edition bonus that may be more of a concern to fans of the campaign, and the first solid point towards what some of GTA 6’s missions may look like. We can all assume and infer from the two previous trailers that we’ll be getting involved in the standard Grand Theft Auto mix of car chases, gun fights, and bank robberies, but now it seems as if Gang Compounds are being added to the mix. It suggests a harkening back to the HD era of the series, such as Vice City and San Andreas, where gangs played a huge part in the stories, and taking over properties and areas of their maps served as key mechanics. But Standard Edition players seemingly won’t get to access one of these missions, suggesting they may well be more like side activities, rather than playing a crucial role in the plot.

The exclusive infiltration features “one of Leonida’s loudest and most socially active gangs, the PTT Youngin$” as Ultimate Edition players will be tasked with finding “a way to raid the PTT Youngin$ Illegal Goods Store in Southside Vice City and escape safely to score some special items and distinct contraband.” Whereas I fully expected GTA 6 to launch with cosmetics that only some could get their hands on, I have to say I’m a little surprised to see gameplay content locked behind a certain edition.

It feels like we’ve long moved on from missions or levels being tied to editions or platforms — GTA 4’s The Lost and Damned and The Ballad of Gay Tony being Xbox exclusives for a year jumps to mind — so it’s an intriguing move from Rockstar to bring this sort of thing back. Time will tell if this in-game opportunity will eventually become available to all, but I’m never really a fan of things like this being kept away from some players in a single-player game.

But I’d be lying if I said this has dampened my excitement for GTA 6 by any meaningful amount, and I’m sure these Ultimate Edition bonuses will be enough to tip me into buying that more expensive version. That’s the whole point of it, after all. If any game series understands how capitalism works, it’s GTA. What do you think? Are you planning on getting the GTA 6 Ultimate Edition for $100 or opting for the cheaper $80 standard edition? Has this extra content pushed you into buying one version over the other? Let me know in the comments!

Simon Cardy is a Senior Editor at Play168 who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Kadokawa Should Be Making More Money From Elden Ring, Activist Investor Says

The boss of Japanese company Kadokawa has survived a shareholder vote on his future amid increasing pressure from an activist investor who believes the company has failed to capitalize on Elden Ring’s enormous success.

Reuters reported on the result of a showdown between Kadokawa CEO Takeshi Natsuno and Hong Kong-based Oasis Management, which is now the company’s largest shareholder with a 13.76% stake, during a meeting of shareholders. While Natsuno has survived for now, Automaton reported that Oasis has just upped its stake to 15.25%, with plans to increase it further.

Elden Ring is from legendary video game developer FromSoftware, which is owned by Kadokawa. It has sold an astonishing 30 million copies — a figure that is sure to rise with the release of Tarnished Edition in August. Elden Ring launched in 2022, and since then has released expansion Shadow of the Erdtree (2024) and multiplayer spinoff, Elden Ring Nightreign (2025), but Oasis wants more financial return from the franchise.

Every Play168 FromSoftware Game Review

Part of Oasis’ complaint about Kadokawa and indeed Elden Ring is that it does not publish the game itself globally. While FromSoftware self-publishes Elden Ring in Japan, Bandai Namco publishes the game internationally, reducing profit. Oasis wants Kadokawa to self-publish its games everywhere.

Meanwhile, Sony’s high-profile investment in Kadokawa amounted to just a 10% stake and little has come of it.

“FromSoftware is Kadokawa’s crown-jewel asset: a globally recognized studio with a loyal international fanbase and a proven ability to create blockbuster titles such as Elden Ring,” Oasis has said. “Yet Kadokawa continues to leave a meaningful share of the economics from these titles with third-party publishing partners, creating a significant and ongoing loss of value for all of Kadokawa’s stakeholders.”

Oasis has insisted it isn’t trying to force a sale of FromSoftware (there have been all sorts of rumors about various video game companies buying it over the years). Oasis instead believes FromSoftware should be the “central driver” of Kadokawa’s long-term growth.

“Our point is that FromSoftware must be managed with the ambition, investment, and strategic focus that an asset of its quality deserves,” Oasis said. “Its employees, creators, and fans deserve ownership and leadership that are fully committed to helping the studio realize its extraordinary global potential.”

Earlier this month, celebrated FromSoftware director and architect of its hit games, Hidetaka Miyazaki, commented on the shareholder pressure Kadokawa is under. Reassuring fans, he insisted that FromSoftware can still “freely make the kind of games we want to make without excessive interference.”

FromSoftware has Elden Ring Tarnished Edition as well as new action title The Duskbloods to look forward to later this year. But fans are wondering what’s next from the developer. Could Elden Ring 2 be on the cards? In December 2024, Miyazaki said the developer was not considering making Elden Ring 2, but wouldn’t shut down the possibility in the future. If not, there is an Elden Ring movie in the works.

Wesley is Director, News at Play168. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Battlestar Galactica: Scattered Hopes Review

Arguably the most famous episode of the 2004 Battlestar Galactica TV series is also one of the first, called 33. In it, every 33 minutes, the relentless Cylons show up like clockwork to pursue Galactica, driving the crew to the breaking point. It was a brilliant concept for a TV show, and a very similar idea works quite well for Battlestar Galactica: Scattered Hopes. This roguelike strategy game about leading a small fleet on a quest to link up with Galactica immediately after the destruction of Caprica borrows that ticking clock and combines it with an unceasing barrage of both missiles and crises, giving a tense edge to its strategic resource management and relatively simple 2D tactical combat.

It’s definitely worth watching at least the first season of Battlestar Galactica before diving into Scattered Hopes, in part because it’s a classic sci-fi show in its own right, but also because it’ll help you understand a lot of the mechanics that separate this from similar games. In short, every faster-than-light jump you make in your Gunstar – a smaller version of a Battlestar that’s effectively very similar and leads a fleet of mostly unarmed civilian vessels – kicks off a race against the turn-based clock: you have a scant 10 turns to not only repair and upgrade your ships and crew, but also collect resources and manage the political friction between different factions of survivors, as well as handle an intentionally overwhelming number of crises before the Cylons arrive. At that point you have to avoid taking too much damage for two real-time minutes while the FTL engines spin up again, and repeat.

Even though you’re not playing as Galactica or any of its crew, using the eerie theme music from the show goes a long way to establishing the BSG vibe. The art direction also generally works toward that goal, because while Scattered Hopes’ 16-bit style doesn’t look as true to the show as 2017’s Battlestar Galactica Deadlock did, it’s at least interesting in its approach (and serves it nearly as well as its clear space roguelike inspiration, the legendary FTL). What’s not to like about the bright-blue flash of a nuclear explosion in space? The exception is when it zooms in on Cylon motherships at the beginning of each battle, where the pixelated textures on 3D models get stretched in unflattering ways. It’s eye-catching, though, how that style is mixed with high-resolution portraits of the randomly generated characters that pop up during the frequent dialogue scenes. They’re not animated beyond a subtle distortion effect that makes it look like they’re breathing, and there’s no voice acting at all, but the tradeoff is that there’s a lot of variety to the crews that I appreciated after a few runs.

Combat sequences are a pretty straightforward real-time tactics game that you can pause at any moment to assign targets, use special abilities, and move ships out of the way of missiles and other attacks. These are relatively small-scale skirmishes, so you never have more than five fighters on the map – usually it’s more like three – but you also have the weapons of your Gunstar available to launch when you spot an opportunity to wipe out a group of clustered ships with a flak burst or a well-placed nuke. (One of my favorites allows you to detonate enemy missiles remotely, so you can set off Cylon nukes as they pass by their own ships.) A fair amount of battlefield complexity emerges as your officers and fighters earn new traits from leveling up, and you have to figure out how to optimize active and passive abilities like earning temporary speed boosts after a kill, bouncing ballistic weapons from one target to another, or reflecting damage back at attackers, among many other possibilities.

There’s a lot of variety to the crews that I appreciated after a few runs. 

On that note, I can’t help but be a little disappointed that Scattered Hopes doesn’t make any effort to replicate the show’s flashy dogfighting; instead your Vipers, Mantises, and more are abstract representations that fly straight at their targets until they bump into them, then stop and duke it out until one or the other explodes. Meanwhile, artillery ships like Raptors have to hold completely still in order to bombard from afar, and support ships try to keep their distance. Next to the cinematic approach of something like Sins of a Solar Empire 2 or Homeworld 3, that looks a little lame – though I can understand how having everything flying every which way might make the action tough to follow when there are a couple of dozen Cylon ships and nuclear missiles screaming toward your Gunstar and you simultaneously have to keep your ships out of the blast radius of your own area-of-effect attacks.

There isn’t a huge amount of variety from battle to battle, simply because the Cylons rely heavily on a handful of ship types that mostly just jump in around the map and mindlessly charge your capital ships unless your fighters draw them away. You can count on plenty of easily swatted Raiders and their heavy counterparts, augmented by smaller numbers of artillery ships, missile launchers, stealth ships, hacker ships, minelayers, and the especially annoying evasive Dodgers. That predictability (including the way the time and location of their arrival is precisely forecast) is the main thing that makes it possible to fend off so many of them with just a few ships of your own. But there are at least a few meaningful differences between fights: each Cylon mothership you square off against (which are mostly smaller cruisers, but Basestars show up for boss fights) gives its accompanying fighters certain bonuses, such as speed or damage boosts, and some can even neutralize your non-nuclear missiles. Occasionally, battlefields will also be littered with devastating minefields to avoid or asteroids that provide defensive bonuses you can use to your tactical advantage.

In every battle, though, you’re always watching the two-minute timer tick down until the moment you can jump to safety, often getting out by the skin of your teeth while an enormous final wave of Cylon ships fires into the empty space your Gunstar and two civilian ships occupied an instant before. That’s a built-in tension that Scattered Hopes makes good repeated use of. It is slightly maddening, though, that the auto-pause triggers when the clock counts down to zero but not the instant your last fighter docks – that’s almost always the moment I want to mash the Jump button to avoid leaving anybody behind.

As you progress from sector to sector, you’re usually given two options for which path to take (in typical roguelike fashion) and I’ve found that the single biggest predictor of whether I’ll have a good run or not is if I luck into recruiting several new crewmembers in the first few jumps. Not only can these officers pilot fighters and man Gunstar weapon stations to boost their abilities, they also each give you at least one free action to resolve a situation (which would otherwise cost valuable supplies) or gather extra resources and better ships. That’s absolutely invaluable because the benefits snowball quickly – even though having more crewmembers makes it a little trickier to figure out which one of them is the Cylon saboteur. You can recover from a small crew early on if you manage to rescue and upgrade civilian ships that automatically generate a ton of resources, but nothing beats pure manpower in my experience.

There’s a built-in tension that Scattered Hopes makes good repeated use of.

It’s never a surprise when a new crisis pops up since they’re marked on a timeline in each sector, but they’re usually inconvenient because you’re probably already struggling. A lot of the problems that arise are one-offs that can be dealt with quickly, but many are strung together as fairly elaborate stories with multi-part resolutions that require your team to fix airlocks, repair damage, treat wounded civilians, arrest suspects, or even fight special battles before they’re resolved and their negative effects are lifted. There are even personal quests that pay homage to Starbuck’s death wish from the show and uncover characters’ hidden pasts, unlocking powerful upgrades. That said, for a game that’s meant to be played over and over again, it seems like there aren’t quite enough of them to go around; I was only a couple of runs in before I was having to click though a bunch of dialogue I’d already read, rushing to the decision at the end about which faction to please and who to raise tensions with. (I’ve even gotten the same story event multiple times in a single run.) Yes, one of the show’s most quotable catchphrases is “This has happened before and it will happen again,” but this is taking that a little too far.

That’s especially true of the hidden Cylon story that happens on every single run (except, notably, on the one where I accidentally got them killed before they were revealed). It’s not really about deduction, but a process of elimination as you’re given “clues” every jump that highlight suspicious crewmembers, which you then have to guess at and spend resources to investigate until you get lucky. That part isn’t all that interesting, but the fact that there are two different ways the confrontation can play out based on whether the Cylon knows they’re a Cylon or not is a fun twist, and there are interesting decisions to be made in both outcomes.

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A run of Scattered Hopes takes a bit on the longer side for a roguelike, usually around two hours. (There’s an achievement for finishing in under 90 minutes.) But that means your crew and ships get lots of opportunities to level up on the journey, and you gather progressively more randomized passive and active abilities that you have to mix and match based on whatever comes your way. Pairing an officer who had the Radioactive Bullets skill with a Viper that had bullets that could ricochet from one target to another was a fun one, as was putting a crewmember who significantly reduced cooldowns and had a chance to earn extra resources from every kill onto a missile launcher with a big blast radius. One time I ended up with four powerful artillery ships that, thanks to stacked range bonuses, could fire across the entire map and completely dominated every late-game battle.

Of course, it took me a while to get to the point where I was regularly winning – my first six runs ended in failure, largely because the Hades-style progression system withholds some pretty crucial abilities like more starting resources, re-rolling random upgrade choices, restarting a failed battle, and increasing the odds of getting legendary-quality items and traits. Once you unlock a fair number of those, victory becomes much more attainable – though, naturally, you’ll also unlock new Gunstar variants that put more focus on castable weapons rather than fighters, and every successful run as each of them unlocks a tougher version where things can go wrong that much faster. So even though I’ve already done 35 hours worth of runs, I haven’t gotten anywhere near beating the toughest challenges.

Lorcana Attack of the Vine! TCG Showcases Iconic Disney Team Ups

The newest Disney Lorcana expansion set, Attack of the Vine!, is set to have an early release on July 17 at local games stores with a wide release on July 24th. With that said, we’re exclusively revealing six new cards showcasing the set’s new team up theme, Woody & Buzzlightyear, Pocahontas & Meeko, Darkwing Duck & Launchpad, Sulley & Boo, Peter Pan & Tinker Bell, and of course the famous Disney duo themselves, Mickey & Minnie Mouse.

Disney Lorcana continues to feature Pixar characters from their introduction last set, but we’re also seeing familiar faces with these new powerful Team cards. Alongside some high ink costs, these team cards are also dual ink which means they can only be added to certain decks. On top of this limitation, the cards can shift from specific characters and there’s only so many characters in certain ink colors. Considering all these factors, these Team cards have to be very strong to warrant using.

For instance, the Woody & Buzz Lightyear team card can potentially draw more cards on play and also play 2 or less cost cards for free when questing. That’s any card! There’s also the Peter Pan & Tinker Bell card that gives the owner’s characters Evasive, and players know how much Amethyst/Purple love their evasiveness.

We also have a glimpse of more unique ways to shift with the team cards Sulley & Boo and Mickey & Minnie Mouse. Sulley & Boo, for example, gets to shift on top of either a Sulley, Boo, or both at the same time with Combo Shift. The reason for this is their ability, The Power of Friendship, which allows the characters underneath the shifted card to return to the field instead of staying in the discard as usual. Mickey & Minnie Mouse also have a new shift called Duo Shift which requires both characters on the field to shift into their powerful team card. We’ve seen different shifts before with Universal Shift and Puppy Shift which had broader requirements, so some of these new additions only cement how powerful these cards can be in the upcoming meta.

Exclusive Reveals – Disney Lorcana Attack of the Vine!

Disney Lorcana Attack of the Vine! is the 13th set adding new classifications like Team and Vineling alongside further support for older ones like Hunny. Of course, we’ll be graced with even more beautiful full art cards that any Disney fan can adore like the Pocahontas & Meeko card revealed here.

As we patiently wait for the release of the upcoming set, be sure to check out our hands-on impressions of the last set, Wilds Unknown, and also our roundup of the Wilds Unknown Special Lorecast earlier this year.

Call of the Elder Gods Review

Call of the Elder Gods, from developer Out of the Blue Games, handles a careful balancing act between story-focused adventure and puzzle solving with grace. As the long-awaited follow-up to 2020’s Call of the Sea and its emotionally gripping puzzle-box adventure, it’s another rare Lovecraft-inspired game that effectively wields the surreal mystery and emotional stakes of confronting the unknown, rather than the macabre aspects of cosmic horror you may expect. The original game focused on exploring a winding, lush island that gradually revealed deeper mysteries and crushing loss with its protagonist, Norah, and Call of the Elder Gods continues the story as a noticeably tighter sequel with two new protagonists who embark on a parallel journey set in motion by its predecessor.

Call of the Elder Gods is set two decades after the first game and has you playing as both newcomer Evangeline Drayton, the daughter of Frank Drayton from the original game’s ill-fated expedition, and returning character Professor Harry Everhart. With Evangeline experiencing a lapse in memory and dreams of an ancient city of elder gods, she seeks out Harry Everhart for answers on what was uncovered from that expedition. All the while, the original protagonist, Norah – played by actor Cissy Jones – narrates the story’s events with a level of self-awareness that adds an even stranger layer of intrigue.

While Call of the Sea’s remote island jungle was equal parts an interactive mystery box filled to the brim with puzzles that tied into some heartfelt storytelling for protagonist Norah, Call of the Elder Gods is more of a globe-trotting Indiana Jones-style adventure – complete with familiar stylings like streaking red lines going across maps to give it that sense of scale. This change expands the series’ scope and leads to some unexpectedly profound and bizarre moments for its protagonists that even stretch across time and space.

It channels the tone and style of Lovecraft’s short story “The Color Out of Space” over the course of its five-hour journey. Yet, it takes it even further by drawing on his novella “The Shadow Out of Time” as the story escalates into out of body experiences and time-bending phenomena. Call of the Elder Gods takes the time necessary to absorb you into the perspectives of its characters as they explore the Everhart estate, ancient caves in the backwoods of Virginia, and all the way to the remote deserts of Australia.

Call of the Elder Gods – Screenshots

I really enjoyed the way the story escalates with Harry and Evangeline traveling to increasingly peculiar locations, such as an abandoned Nazi compound housing corrupted eldritch experiments and even the ancient city of the distant past; it leans into the aforementioned style of sweeping adventure that’d make Indy proud. Although it works for the most part, I wasn’t as connected to each location by virtue of its brisk pace as opposed to the original’s more cohesive setting. Just when I was taking in the fantastic visuals and mesmerizing atmosphere of a specific chapter’s location, I would be whisked away to the next area, which sometimes funnels you into less imaginative enclosed spaces. This disconnect also extends to the in-game animated cutscenes, which showcase the strong personalities of its characters, but can also come off as stilted transitions between chapters.

Much like the original, Call of the Elder Gods puts a keen focus on investigation and puzzle-solving across its chapters. With the help of Norah’s trusty journal, which keeps track of all relevant information, the puzzles evoke the classic Myst and Riven approach to collecting clues left by other characters and inspecting environmental details to overcome obstacles. There is some genuinely inventive puzzle design at work within Call of the Elder Gods – I appreciated those organic moments where you’re learning how the pieces of its puzzles fit together in the process of deciphering solutions just before the eureka moment, and it’s one of the great joys that complements its wondrous atmosphere.

There is some genuinely inventive puzzle design at work within Call of the Elder Gods.

One of my favorite early sections was exploring the estate grounds during a storm. I had to carefully position the statues at right angles to unlock access to a gated area, all while thunder and heavy rain was coming down. It’s a sequence that starts leaning into the Lovecraftian influence of directly placing you in strange situations where otherworldly forces creep in to add a subtle sense of dread. Much like the original, Call of the Elder Gods weaves its sharp, visually striking environmental presentation to uplift its story-driven puzzle-solving. But it takes things further with a larger variety of spaces to explore that show the escalating stakes of the journey, which gives each chapter a unique theme and flavor.

Compared to the more straightforward progression and ramping up in complexity with puzzles in the original, Call of the Elder Gods’s more fragmented structure unfortunately leads to uneven difficulty at times. While I generally felt in sync with the pacing and level of challenge, so much so that I was able to knock out some of the seemingly complex puzzles with ease, some challenges were a stark jump in difficulty in terms of an overload of information and moving parts to keep track of. This was particularly troublesome when trying to get a handle of the more machine-heavy puzzles, which took a lot of cycling back to my journal as if I was combing through an instruction manual. I even hit some walls that left me retracing my steps for extended periods to find any missed clues that would help lead to a solution.

There is a handy hint option in the main menu to offset those periods of being stumped, which will outright give you a step-by-step breakdown of puzzles in select chapters. It’s a helpful feature that will keep you moving along and prevent stalling in your progression. Yet, I felt some aspects of the puzzle-solving could have benefitted from more natural ways of leading you on or just better explanations of the mechanisms behind its puzzles.

Thankfully, its stumbles don’t drastically detract from what Call of the Elder Gods is all about – that feeling of uncovering a great mystery across time and space. It does so in a less isolating way compared to the original, and with the two strong leads whose connections to otherworldly forces naturally unravel as you take in clues and progress. Call of the Elder Gods even includes moments where you’ll swap between both Harry and Evangeline to solve puzzles in tandem.

Call of the Elder Gods wonderfully captures the otherworldly tone and sense of mystery of its predecessor.

My favorite interactions between the two are during story moments where you’ll make decisions on how they’ll react to an interrogation, or a deeply affecting moment of personal trauma. This is all while a sinister cult is chasing the very same thing you are, trying to stay one step ahead to seize what it believes to be some kind of ancient power – it provides the adversarial element needed to keep the stakes high and broaden the consequences at hand.

Overall, it’s an elevation of the original game with its clever use of its dual perspectives, and I was impressed by both Harry and Evangeline’s parallel emotional journeys as they grapple with their memories of the past and the possible futures that lay ahead of them. The strong writing and voice performances by actors Yuri Lowenthal and Mara Junot, respectively, really do well to bring the characters and story to life. However, Call of the Elder Gods doesn’t quite stick the landing as it closes with an unsatisfying finish that leaves a lot of its mystery on the table. Still, Evangeline’s arc as a new protagonist adds greater weight to the original game, giving its story of the failed expedition a more poignant sense of tragedy.

Bungie Leadership Rejected Destiny Dating Sim

Bungie developers were apparently very passionate about a Destiny dating simulator, but leadership had no interest.

Former Bungie community member Liana Ruppert dropped this piece of trivia on players after seeing a fan expressing interest in a Destiny dating sim.

“Fun fact, the team actually made one, but leadership [gave a] very hard no [and felt] that nobody wanted romance or silliness. Very Dream Daddy inspired. It was fun getting to be a small part of it.”

Former Bungie senior narrative designer Robert Brookes chimed in, revealing that the concept came out of an event where the studio was allowed to prototype fun side projects for a week. However, a small group of devs continuously tried to scale it into a full-blown project.

“To be fair, the dating sim that was made was a part of the ‘Carnival’ event Bungie used to do, where devs had a week to make fun prototypes. So it was never a full-fledged project. That said, we did pitch that as a full-fledged project every year.”

Brookes also noted that two of the people who were behind the pitch came from romance game design, saying they even created a pitch deck with costs and metrics, but Bungie leadership remained uninterested. Although the idea is silly and fun, it’s easy to see why Bungie was hesitant to move forward on such a project. A side project like that could easily be spun by frustrated community members as a waste of resources and time, when other parts of Destiny 2 could’ve used that support.

If that sounds extreme, all you have to do is look at how Marathon has been treated by some members of the community, and that’s a proper big-budget Bungie shooter. Unfortunately, it seems unlikely this dating sim will ever happen, as a lot of doubt has been cast on Bungie’s future as of late. Bungie recently ended support for Destiny 2, and it has been reported that the studio will undergo “significant” layoffs as a result.

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Similarly, Destiny 3 is not in active development, and it seems unlikely that it will happen anytime soon, given Bungie’s recent performance. Smaller-scale Destiny games may be feasible, but it could be years before we see them materialize.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Forza Horizon 6 Review

On paper, it will always seem a little odd that it took the Forza Horizon series until the sixth game to find its way to Japan. Few countries on Earth command the same level of renown as Japan when it comes to automobile culture – the home of drifting, Daikoku PA, and one of the few cars to ever get Dominic Torretto out of a Dodge. Regardless of how you slice it, a stopover in Japan certainly feels long overdue. However, after playing Forza Horizon 6 for the last week, I can’t help but be glad developer Playground Games waited. For mine, that’s primarily thanks to the astounding step up in map quality. It goes beyond just being the biggest or the most beautiful (which it is, no doubt). Crucially, it’s also the most credible and car-friendly, and I can’t understate how much richness and believability this adds to the world itself. Every corner of the map feels like a place I can pause or park, meaning everywhere I arrive feels like a destination.

And when everywhere is a destination, the journeys are almost limitless.

From moment to moment – particularly while participating in races – it’s fair enough to say that Forza Horizon 6 resembles past games in the series in a number of obvious ways. At its core, it offers more-or-less the same brand of class-based racing as its predecessors. The timer clicks down, you mash the throttle, and then fight your way to the front of the pack. It’s still great racing, and I will say I feel like I’ve caught the AI making more impressive evasive adjustments than I recall them executing in the past. Broadly speaking, however, the racing itself remains similar.

On a gamepad, it all feels quite familiar too. The handling is still a successful blend of simulation-inspired elements – with a tangible sense of weight and grip – with smooth and approachable steering controls. For anyone unfamiliar with the feel of Forza Horizon, it’s by no means a punishing and impenetrable driving simulator that’ll fling you off the road for the mildest misjudgement. However, it’s also not a point-and-squirt, pureblood arcade racer like Burnout Paradise, either. That said, on a wheel it does feel like there’s a very welcome increase in the amount of front-end grip – and less of that slightly skatey feel that’s been present in past games. This is good news, whether you’re negotiating the many, many kinks and hairpin turns that characterise Forza Horizon 6’s greatest stretches of road (it’s impossible to choose just one, because there are so many highlights this time around) or needing that responsiveness to avoid traffic on the freeway that loops around a huge portion of the map.

It’s at this point you might be wondering whether Forza Horizon 6 is just Forza Horizon 5 on a new map, but to claim so would be far too reductive – totally ignoring what has changed.

Forza Horizon 6 arrives with an adjusted and more satisfying approach to its campaign progression – one that straddles a middle ground between the curated structure of the original and the unbridled freedom embraced by Forza Horizon 5. It’s brought with it numerous boosts to car graphics and audio, resulting in the best looking and sounding cars in the long history of the series. There’s been a massive increase in what’s possible with the user-generated content creation tools, and we can now customise garages, construct wild, private race tracks on our personal estates deep in the Japanese countryside, and even build in multiplayer anywhere around the open-world. Touge racing, open-world car meets, drop-in-drop-out time attacks and drag racing with no loading – the implementation of a customisation feature that long-time Forza players have literally been waiting 20 years for – the list of tweaks and improvements squeezed into Forza Horizon 6 is long.

But before I circle back on some of these elements, allow me to explain what it is about the map itself that has me embedded in it like a tick on a hound dog.

Tokyo Gift

The style of Forza Horizon 6’s riff on Japan should come as no surprise to those familiar with the series’ history of pilfering a pile of picturesque segments of a country that have otherwise no business being directly next to each other and… placing them directly next to each other. It takes a distilled and shrunken version of Tokyo City and surrounds it with rolling hills, open farmland, soggy fields, dense forest, sharp mountains, quaint villages, rural race circuits, and – overlooking it all – sweeping highlands and the Japan Alps. The blend of natural beauty and engineering spectacle is just outstanding, from the way low sun lights the patchy snow and lush fields on the fringe of the alpine region, down to the snaking, multi-level ramps and freeways that loom over Tokyo’s dense metro and industrial areas.

It makes no geographical sense, but it’s also not attempting to. This isn’t really Japan as much as it is a Japanese-themed amusement park for cars. It’s supposed to look fabulous and be extremely engaging to move through, and damn if it isn’t both those things in spades.

At its most gorgeous, Forza Horizon 6 is a total showstopper. Maybe that’s gazing over the Tokyo skyline from the highest point on the map, or perhaps it’s emerging from a tunnel to see the wilderness unfolding in front of you, with the freeway flanked by looming mountains carpeted in dense forest, and snowy peaks rising behind them. No Forza Horizon map has nailed the sense of both natural and man-made scale quite as successfully as this one. The fact that it accomplishes this with zero crashes and no stuttering, ever, is as commendable as ever.

No Forza Horizon map has nailed the sense of both natural and man-made scale quite as successfully as this one.

But it goes far beyond the postcard-friendly vistas, because I also find myself entranced by the smaller nuances. I’m now a week into my campaign and I’m still consistently finding myself pausing to bust out the camera and pore over the more subtle details on display. Maybe that’s the flaking paint of the concrete pylons of a tunnel that’s become overgrown with vegetation to better blend into its natural surroundings. Maybe that’s distinctions in the actual road surfaces themselves, from the grooved sections within tunnels to the corrugated asphalt that forms the narrow route to your large estate property to the north of the map. Maybe it’s all the idiosyncratic coloured road markings stencilled on the freeways, alleys, backroads, and mountain passes (where the warning paint is already scarred with the burnt rubber of bold drifters that have come before you).

Maybe it’s the fact that every single parking lot I’ve discovered around the map (and there are many, many more than I’ve been able to keep track of) appears to be entirely bespoke to its location – whether that’s the enormous, multilevel, Tokyo Drift-style one by the docks, a modest lot tucked away beneath an overpass, or just a few spots lining the front of a konbini.

I would’ve loved to have seen a full spectrum of underground parking lots, and on that one specific note it’s arguable that Test Drive Unlimited Solar Crown – which is based in the similarly dense Hong Kong and has many underground, polished-concrete parking garages, complete with working boom gates – has Forza Horizon 6 slightly beat. Like Solar Crown, however, Forza Horizon 6 does feature petrol stations. They’re not interactive, but they are realistically everywhere, all over Japan. There’s only ever been one in the whole Horizon series before – a single outback petrol station servicing Australia’s entire eastern seaboard back in Forza Horizon 3.

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What I love particularly is just how car-adjacent the presence of so many places to actually pause, park, and pretend to fill up a car makes Forza Horizon 6’s map feel. It isn’t just a slab of land with some roads draped across it to drive up and down; all of these considerations make Japan feel like a world built to host cars. It doesn’t just have places you can race them, drag them, and drift them. It has places you can park them. Places you can pause and photograph them. Places you can meet and hang with friends around them.

Japan is a world that respects the car. Of course, Japan is also a world that respects the bicycle. But the car does not respect the bicycle. It is the natural order of things for cars to disrespect the bicycle.

And Forza Horizon 6 allows that, too.

On your bike, champ.

It’s All in the Wrist

The cars look fantastic, but specifically they look more seated into the world than ever before. That’s especially true in frosty weather, where they become encrusted in a rough sheen of ice and water vapour floats from the exhaust as they belch hot gas directly into the frigid air. I love the long-awaited ability to place decals on glass in the livery editor. I’m not one for ostentatious and complex vinyls on my street cars, but I do love the subtle sense of ownership imbued by the simple act of being able to create and place a couple of stickers on my rear glass.

Car sound is the best it’s ever been in the series. The highlight is easily the incredible and noticeably improved echoing that you get in tight spaces and tunnels, something I’m enjoying constantly thanks to the frankly antisocial and aurally irresponsible amount of downshifting I’m doing in tunnels. But there are understated improvements elsewhere, too, like the faint squeak of performance brakes that have copped some punishment.

Forza Horizon 6 – Review Screenshots

I do enjoy that Forza Horizon 6 brings back the curated, wristband structure of the 2012 original, and I think the overall sense of progression is considerably better because of it. With a special, sealed-off section of the map that’s exclusively available only after you’ve reached the top rank of the Horizon Festival, this campaign has a really overt crescendo – more so than previous games. It works well here, and it’s nice to have a clear endgame and a final goal. Each wristband graduation culminates with a large-scale event, which is either a traditional Showcase race or a new Rush event. Only two Showcases may sound low, but I would argue that the Rush events (which are basically giant obstacle races) remain pretty Showcase-adjacent. That is, they still involve aircraft zooming around the vicinity in some capacity – you’re just not racing them specifically. Showcases are just on more straightforward routes, which is smart considering it gives us a lot more time to actually look at, say, a giant mech stomping towards Tokyo. That one may just be the wildest Showcase in the series to date.

Overall, the tighter career structure only temporarily infringes on the freedom afforded to customise races that players of Forza Horizon 5 should be accustomed to. That is, while a race will initially have a set class and car theme locked, after this has been completed you can use the custom options to race it on subsequent occasions in any other car from your garage. It’s an effective compromise between a more traditional approach and the totally malleable nature of Forza Horizon 5.

What’s The Story, Koinobori?

Parallel to the core racing campaign there’s another pillar of progression in Forza Horizon 6 that’s all about exploration, discovery, and spirited driving outside the confines of the festival (like street and touge races). Every mascot you smash or Horizon Story you complete (whether that’s working your way into Tokyo’s premier drift club or helping out real-life automotive photographer Larry Chen) will set you on your way to earning stamps in your ‘Discover Japan’ journal which, in turn, unveils new barn find rumours for you to track down.

Playground Games did make something of the decision to have your player character arrive at the Horizon Festival as a tourist in Japan rather than an existing ‘Festival Superstar’, although your identity as a tourist doesn’t really seem to inform much. You’re still immediately presented with a trio of pre-modified cars to start with and, while it seems like you’re choosing one, you’re actually gifted all three. Part of me does wonder whether using Forza Horizon 6’s new aftermarket car system – where cars for sale are positioned around the world to drive up to, view, and purchase in real time – could’ve been a more immersive option. Perhaps we could’ve headed out to cruise Tokyo in a borrowed car to find one of our own to buy and modify – or maybe it would’ve been neat to have needed to take a road trip to one of the permanent race tracks on the map to, say, meet a local getting rid of an old project car, or clapped-out track day gem. The race and drift circuits on the map are oozing with grassroots motorsport charm, and I love visiting them.

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If you don’t know where you’re going, any road will get you there. I’ll limit this list to being no more than one-third Forza Horizon games. For now.

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However, this is a pretty minor complaint considering how quickly and regularly you begin to accumulate cars. Playground has scaled back the wheelspin prize mechanic to be far less common, which is smart because I think it has gotten overused. However, credits still arrive at a decent clip – and there are more hidden cars than ever before, with the most barn finds to date and nine additional “treasure cars” on top of them. Clues to find treasure cars are uncovered by simply driving around the map, which is just one of the many ways Forza Horizon 6 incentivises exploring at your own pace.

Marathon Confirms Release Date for PvE Mode and Season 3

Marathon has set a release date for its upcoming PvE mode, Vault Breaker, as well as the start of Season 3.

Marathon will release its new “experimental” PvE mode on July 21st as part of the next mid-season update. This new mode will allow players to venture into Cryo Archive, the map used for the game’s endgame raid-like content, to take on a series of challenging vaults. You’ll be able to do this on your own or with allies, with a unique progression system that lets you grow more powerful ahead of the final vault. Bungie also revealed that Vault Breaker will have some specific requirements to participate.

“Vault Breaker requires a special Sponsored Kit to queue up, and any gear or items you find stay behind when you exfil,” says Bungie. “The exception to this is Vault Data. This new currency is found within vaults, and when extracted, can be exchanged for upgrades to your Vault Breaker Sponsored Kits as well as gear that can be used in other modes. This lets you experience Cryo Archive without flooding the economy with low-risk, high-power Cryo loot.”

This will come alongside “the first iteration of the Cradle Evolution system,” which will let you reset your maxed out Cradle back to zero in exchange for one additional maximum Energy point and unique cosmetic items. The mid-season update will also include various quality-of-life changes, including tuning changes and player profile stats.

Although Season 2 has only just begun, Bungie has already set a date for Season 3. The next season of Marathon will begin on September 22nd, bringing with it a whole bunch of new content and changes to the extraction shooter.

The news comes as Bungie is attempting to win over players who have yet to jump into Marathon or were turned off by it. The game has struggled to retain and attract players, prompting Bungie to make big changes to the game. There seems to be hope that, if it offers more than PvP extraction content, it may attact a wider player base, but so far, the tides have yet to turn for Marathon. It had a free trial at the start of Season 2, but it didn’t move the needle much. Whether or not future updates can turn things around remains to be seen.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Z-A Switch 2 Edition Gets Its First Major Price Cut at Amazon

There have been a lot of different Pokémon games released on the Nintendo Switch over the years but my favorite so far has been Pokémon Legends: Z-A. It felt like the most refined gameplay experience and runs especially well if you get the Switch 2 edition. Play168 gave the game a solid 8 out of 10 review when it was first released last year and I highly recommend playing it if you’re a fan of the series.

As it’s one of the most recent Pokémon game and one of the only titles to get a dedicated Switch 2 edition, there haven’t really been any good discounts on physical copies of the game until now. Amazon has just a Lightning deal for Prime members that drops the price down to $45.

Pokémon Legends: Z-A – Nintendo Switch 2 Edition

1

Lowest price of all time.

How the deal works: This discount is a Lightning deal, which means there’s a limited number for stock available at this discount. Once the deal is 100% claimed, the price will go back up.

What I really like about Pokémon Legends: Z-A is how well it’s built upon some of the best elements of previous games. Little bits and pieces of Legends: Arceus and Scarlet and Violet that brought new life to the series are flawlessly incorporated into this game to make a really fun experience. The entire story takes place in a single location (Luminose City), which seems so small until the game starts to unfold and you meet new people and unlock new areas. It’s a whole new side of world of Pokémon like you’ve never experienced before. With the next generation, Winds and Waves, not releasing until 2027, this is the game to buy now.

What we said in our review

“Pokemon Legends: Z-A finally feels like Game Freak hitting its stride in Pokemon’s 3D era. Lumiose City may not be visually exciting, but exciting Pokemon encounters, well-written characters, and amusing side quests still make it fun to explore while also serving as the ideal vehicle for a more intimate and emotionally mature Pokemon story. Z-A’s total battle system overhaul from turn-based to action also works surprisingly well, managing to be intuitive for series veterans and engaging to play casually while introducing all sorts of intriguing possibilities for deeper, competitive play. And while Z-A could use a little performance help on the Switch 1, it’s a marked improvement from its predecessors and significantly better if you’re playing on Switch 2. After several years running of putting the controller down with a deep sigh at the end of a Pokemon review, it sure is refreshing to once again be excited to keep playing for hours more.” – Rebekah Valentine

More Nintendo Switch Deals Today

In addition to this game, there are quite a few Switch 2 deals for Prime Day this year. Popular Switch 2 editions of games like The Legend of Zelda: Tears of the Kingdom, Mario Tennis Fever, and Kirby Air Riders are all discounted to new lows right now. You can also grab the first big discount on Metroid Prime 4: Beyond, which has been very popular so far.

If you don’t already have a Nintendo Switch 2, you can still pick up a console bundle to save a little bit of money. Nintendo will be increasing the price of the console in September, so now is the time to buy.

Jacob Kienlen is a Senior Audience Development Strategist and Writer for Play168. Born and raised in Portland, Oregon, he has considered the Northwest his home for his entire life. With a bachelor’s degree in communication and 10 years of professional writing experience, his expertise is spread across a variety of different pop culture topics — from TV series to books and the latest Pokémon games.

Subnautica 2 Early Access Review

Whether it’s the shrunken world of Grounded or the monster-collecting hijinks of Palworld, it really only takes one great idea to make all the familiar parts of a survival game feel completely new. Subnautica did just that way back in 2014 by plunging the usual formula underwater, easily emerging as one of my favorites by the time it left Early Access in 2018. Eight years and one icy spin-off later, Subnautica 2’s own Early Access debut has once again pulled me in like an ocean current, and the game-changing addition of co-op multiplayer makes the depths a little less lonesome. Of course, with red barriers waiting for you outside of the small map that’s currently available and a short list of gear and craftables to work through, I started to run low on new things to do and build after just a few hours, which does make this ocean feel more like a pond at the moment. But that won’t be a surprise to anyone who followed the original from its early days, and dipping my toes in now has made me extremely excited for the updates that await us in the months and years to come.

Returning fans will recognize most of the weird stuff going on in Subnautica 2. A creepy water planet filled with dangerous sea life? Check! A sci-fi story that goes from mildly stressful to soul-crushingly depressing in a matter of hours? Check! Building massive bases and crafting gear and vehicles solely so that you don’t have to keep swimming to the surface to catch your breath as often? You know it! This sequel doesn’t change a whole lot about the core structure of the first game, and wisely submerges itself almost entirely back into the water after Subnautica: Below Zero experimented with more action on land. You’ll gather resources that help you travel farther away from your life pod and explore deeper reaches of the ocean, facing new threats as you do – whether that be infected waters filled with hostile lifeforms or oppressively hot regions with volcanic geysers that threaten to boil you alive.

What we said about Subnautica (2018)

Subnautica is a template for what open-world survival games should strive to be. It’s fantastical, fresh, and frightening from surface to seabed, with a story that kept on surprising me and a cast of sea monsters that quite literally haunted my dreams. Even with more than 50 hours sunk, I have yet to discover all of its secrets. It’s a testament to how enticing those secrets are that I’m willing to face my fears and plunge my submersible into the darkest corners of its unforgiving ocean again and again. – Leana Hafer, January 25, 2018

Score: 9.1

Read the full Subnautica review.

One area Subnautica 2 improves upon its predecessors is its story, which takes the mostly environmental storytelling style of the original and pulls it up from the depths, offering something that’s even more compelling (and often a complete bummer, but in an intentional way). Though we don’t get to see more than a tease as of its Early Access release, this early section is already chock full of interesting characters and sci-fi concepts, as well as some truly devastating revelations along the way. What’s great is that while this story is certainly more direct, it manages to tell it while retaining the sense of isolation and mystery that feels like an essential part of the series. If anything, learning more about the state of the world and the terrifying planet you find yourself on only heightens the disquiet as you explore. And if this is just a taste of things to come, then I genuinely fear what’s in store.

While the story is a significant leap forward, many of the survival mechanics remain mostly the same with a few new additions and optimizations here and there. You’ll still hunt for various crafting materials like copper and silver, scan every bit of flora and fauna in sight to unlock new schematics, and cook up all the kelp and seafood you can stomach so you don’t starve. That process is a bit more streamlined now as just about every material has multiple functions to make collecting them a worthwhile use of your time – no longer will you be filling up your storage with acid mushrooms and feel quite silly a few hours later when you realize you grabbed more than you’re ever likely to need. The pacing (at least in the sections currently available) also feels much better, as I always felt like I knew exactly which materials to hunt for and which areas I should explore next, and never felt my progress slow in the 15 hours it took me to hit the current wall.

One interesting new idea is the ability to modify your genes via the bio lab machine, which can either be built in your settlements or found in the world. These allow you to gain access to new active abilities, like one that lets you quickly dash around underwater after a cooldown, or passive abilities, like one that gives you a larger lung capacity. The ability to customize how you play is a pretty neat feature, although (like everything in this Early Access build) there’s only a handful of options at the moment, so it’s a bit hard to tell what that system will look like once it has a chance to evolve over time.

The survival loop might not be particularly novel, especially for those who have braved Subnautica’s waters before, but per usual, the main draw is that you’re required to explore increasingly unpredictable and dangerous depths if you hope to continue moving forward. That’s where Subnautica 2 shines, as each new stretch of water or unexplored cave features untold dangers, surprising lifeforms, and bits of lore to find along the way. Some areas are covered in diseased lifeforms and swarming with carnivorous fish until you can identify and destroy the sources of the corruption, while another has an enormous clam-like creature hiding valuable resources within its shell that can be claimed by those willing to risk waking it.

Moments like these, where everything is new and unexpected, are the best parts of Subnautica 2, so it’s great that they occur at a near-constant pace throughout the currently explorable area. However, once again, the only downside is that you will run out of new areas to explore somewhat quickly if you are looking to jump in right now. Exploration shifts from feeling like a dangerous delve to a bit like a casual farming game once all the mystery is gone and you know where everything is, especially once you unlock and upgrade the Tadpole (a vehicle that makes traveling quick and oxygen storage mostly irrelevant).

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Base building, one of the other major pursuits you’re bound to spend loads of time on, has been greatly improved in Subnautica 2 (though it faces a similar shortage of stuff to chase in its current state). The best adjustment to building is how much simpler setting up, expanding, and modifying bases is, as you can now just place a room and then tug and pull at it to increase its size in any direction, adding windows, hallways, and doors as you go with almost no friction. Building is often one of those things that you lose hours to in survival games, but often feels like you’re fighting against the shoddy mechanics in order to do so. This was almost never the case in my time with Subnautica 2, which is downright impressive given how easy it could have been to make building bases underwater a complete pain in the neck. The addition of currents throughout the world is also an interesting new wrinkle, not only because they add some chaos to exploration by whisking you away, but also because they can be used as a renewable power source if you set up camp nearby, which I found quite clever.

By far the biggest addition, more than all the evil fish and scary seawater, is multiplayer. I really enjoy playing survival games with friends, so this feels like something that absolutely needed to be in the sequel. Playing in co-op is exactly what you’d expect – you can invite folks to your world and start exploring, collecting, and building together, and that’s a pretty awesome time, even if it does make progression go startlingly fast and remove some of the fear and isolation found in the solo experience. The only drawbacks are that you currently can’t play in someone else’s world unless they are actively online, and offline worlds are forever separate from multiplayer saves, so your friends won’t be able to come see all the neat stuff you’ve been working on if you started that particular run in singleplayer mode.

Lego Batman: Legacy of the Dark Knight is a Fantastic Parody of the Caped Crusader’s Greatest Hits

Parody, when done correctly, can be one of the sharpest, funniest ways to show your love for something. That task comes a little bit easier, and all the more richer, when the target in your sights is a man who dresses up as a bat and demands to be taken seriously all too often. Lego series developer TT Games is no stranger to this world, having jumped into Gotham on more than one occasion in the past and delivered consistently fun pastiches of some of pop culture’s most beloved characters for two decades now. In Lego Batman: Legacy of the Dark Knight, it’s back at the top of its game, built lovingly brick-by-brick with fun always foremost in mind, especially in an open world that eclipses its linear levels. A top-tier Lego game with playful twists on Rocksteady’s Arkham series that hit the mark more often than not, it’s a strong send-up of the Caped Crusader, delivered with a kiss from a rose.

Legacy of the Dark Knight embraces its Lego building blocks more than any other game in the series to date. By that, I mean its overall structure is somewhat like if several Batman kits were thrown onto the floor and jumbled up, only to be reshaped into original creations of their own. TT Games has taken storylines from each of Bruce Wayne’s big-screen outings and crafted its own tale from those beloved scenes, just performed in plastic. For example, its first chapter slams together moments from Jack Nicholson’s Joker rebirth in Tim Burton’s 1989 Batman movie with the Falcone-centered Iceberg Lounge infiltration of Matt Reeves’ The Batman, and does so effortlessly with comedic charm.

Lego Batman: Legacy of the Dark Knight Screenshots

It’s at its best when being reverential to those movies while also exercising its license to mess around with them at will, consistently throwing unexpected mash-ups onto the screen. The overarching story may not come together quite as well as I’d hope, due to it leaving it quite late to tie earlier events and characters together, but in terms of delivering an enjoyable remix of the movies, it hits the nail on the head. Instead of one epic tale, it’s better to think of each of its six chapters as its own mini comic book run, as new allies fight by Batman’s side to thwart the plans of an iconic villain. For example, one string of missions may end in a much less leather-obsessed version of Batman Returns’ Penguin story, but you’ll take on the likes of Condiment King along the way. It’s these deviations from the familiar film stories that often delight the most, and I enjoyed each time I thought I knew exactly what the twist on a certain scene was going to be, only to have a curveball thrown at me laced with delightful nonsense.

Through a series of roughly 20 linear missions, you’ll fight, puzzle, and platform your way around Gotham locations in a way that will feel familiar if you’ve played any Lego games in the past. Where things are different, though, is in its combat, which takes a leaf out of Rocksteady’s Batman Arkham series by introducing its counter and dodge-based melee system, albeit soundtracked with a comic-book-esque Chudd!, Thudd!, and Krakk!. It feels slick to wield as you take on hordes of criminals and rack up combos reaching into the 100s, pressing the parry button whenever a flashing prompt appears over one of their heads. It’s a step up from the traditional Lego formula of just pressing the attack button until foes explode into their component parts, with a reasonable amount of enemy variety keeping fights relatively fresh, even if I was left desiring a little more in terms of interesting encounter design.

I would have liked to have been made to figure out how to approach combat encounters a little more.

I played on the Caped Crusader difficulty, which is a step up from the “Classic” Lego experience, but in truth, never came close to losing a fight. I also realise that a tough challenge isn’t necessarily what TT Games are trying to pose here — though there is Dark Knight difficulty if you’re looking for something approaching it. I would have liked to have been made to figure out how to approach combat encounters a little more, though, with stealth takedowns coming all too easily and brawls not evolving much beyond the early hours. Most fights consist of dealing with multiple waves of basic grunts and the odd brute or ranged sharpshooter thrown into the mix as you roll and jump around a walled arena. Each member of the seven-character-strong roster feels identical to control in basic combat, too, with everyone from Nightwing to Jim Gordon packing the same punch. I would have welcomed a little more variety in their movesets here and in how they move around Gotham, as each is equipped with their own version of wings or gliders that all feel exactly the same. That grapple and launch into a long swoop does feel really good, though, so it’s hard to feel too aggrieved.

Where they do differ, though, is in their gadgetry, with each member of the extended bat-family housing two distinct tools on their belt. I particularly enjoyed sending one of Catwoman’s feline friends to scratch the face off enemies with a quick flash of a laser pointer, as I did summoning in Batgirl’s drone to electrify and stun grouped-up goons. Each playable character also has their own skill tree to explore, including some very fun unlockable ultimate abilities that can be unleashed once you’ve filled up your focus meter by landing successive hits. A particular favourite of mine is Batman’s batarang-powered move, which can unleash a swarm of bats onto a horde, stunning and dealing damage to each of them as they get lost in the flurry of plastic wings and teeth. I’ll admit to being initially worried that the relatively thin number of playable heroes could work against Legacy of the Dark Knight, especially when we’ve become accustomed to Lego games containing rosters stretching into the hundreds, but each character does have a substantial amount of depth to sink skill points into here to make them distinct from one another.

Puzzles, and not combat, are where they show off those unique skills more than anywhere, though. Each level is a great mix of problem-solving and fighting, and although it never becomes truly brain-teasing, it does make you pause for thought every now and then. Knowing when to switch between the two characters you’re locked into playing as during a mission is half of the battle, as you work out if a pipe gushing chemicals can be stuffed up with sealant from Gordon’s handy foam cannon or a small vent can be crawled through by one of Selina Kyle’s cat companions. Of course, like pretty much every Lego game, it’s all playable in two-player local co-op (the lack of online is a frustration), with some puzzles requiring coordination and timing to complete. Many bits of tech also come packed with their own enjoyable minigames, such as Batgirl’s hacking batarangs, which trigger a short puzzle section where you need to avoid enemies in a maze made up of concentric circles. These minigames don’t really develop in complexity over time, but there’s a decent amount of different types, so you’re never doing too many of the same in a row.

My History with Lego and Batman Games

I’ve been playing Lego games ever since the first, Lego Star Wars, arrived when I was 13 back in 2005, and have always harboured a fondness for them. I instantly fell in love with the slapstick humour that each of my favourite films and characters would be lampooned with, combined with the collectathon aspects I’ve always enjoyed in games. For me, they peaked in 2013, which saw the releases of both Lego Marvel Super Heroes and Lego City Undercover (you can read all about my love for Chase McCain’s adventure here). The freedom presented in the open worlds of both of those really set them apart for me, and, now alongside Legacy of the Dark Knight, they sit at the top of the pile.

Similarly, Rocksteady’s Arkham series remains one of my favourites in all of video games. That blend of revolutionary melee combat, combined with novel approaches to emergent events and how chains of side missions can be employed in open worlds, is what makes them so special to me. Perhaps somewhat controversially, Arkham Knight is actually my favourite of the bunch. I love the Batman story it tells, and still would consider it one of the most interesting cities I’ve explored in a game, in no small part thanks to its emergent nature (hello, Man-Bat.) Not even a handful of tedious tank missions can detract from that. Like a lot of us, I’ve been waiting for another like it, and I did review Suicide Squad: Kill the Justice League for Play168, which, sadly, didn’t live up to the quality of its predecessors at all. Let’s hope we get to return to Rocksteady’s Gotham again one day.

After a stop-start prologue tutorial riffs on Batman Begins’ League of Shadows training in a way that takes far too long to get through the basics, it settles into a good rhythm and then really hits the heights late on. A highlight is a late riff on The Dark Knight’s high-speed truck chase, which dynamically switches up the action between vehicle and foot. It carries a sense of momentum that many of the missions prior to it lack, and I would have liked to see more like this when it came to mission design, because when it really sings, like in this sequence, it all comes together wonderfully.

But the critical path has never been what I’ve enjoyed most when it comes to Lego games. Instead, finding those offshoots and exploring the open world on the hunt for collectibles is really where Legacy of the Dark Knight comes alive. There’s no shortage of things to find in Gotham either – while this version of the crime-ravaged city isn’t the largest, it’s packed full of opportunity. From hundreds of skill token-containing chests and villain-themed trophies to smash in each region to more involved Riddler and Cluemaster conundrums to solve, it feels like there’s something to do on every lofty rooftop and dingy alleyway.

Then there are more involved chains of side-missions to complete, too, which often lead to encounters with Batman villains not involved in the main story. For example, I had a great time following The Case of Waylon Jones, which tasked me with role-playing as The World’s Greatest Detective and analysing compounds by matching up shapes to their corresponding atoms or following trails using a UV light. Catwoman’s hunt for the Falcone fortune is also a great set of side missions, which involve several mini-heists and safecracking antics. It’s never overly complex stuff, but it always offers that welcome bit of variety and helps build out the fantasy further. Legacy of the Dark Knight loves keeping you busy without it ever feeling like busywork. After finishing its main story missions after 12 hours on the dot, I was still left with 53% of its collectibles checklist to complete, but have since achieved 100% at the 34-hour mark.

Rewards for completing these tasks are varied, too, with certain outfits, vehicles, and appearance-modifying red bricks granted depending on the mission. Those rueing the smaller roster size will find comfort in knowing there are still 100 different uniforms to unlock, ranging from comic book classics for the purists to the more maverick lime green, toxic waste-themed Batman Ninja look, if that’s what your heart desires. As well as gaining these from completing levels, you can spend your hard-earned studs at one of Bat-Mite’s many stores dotted around the city. Like a Tom Nook who’s shunned island life for the infinite cold and darkness of Gotham, he’ll offer funny, meta-tinged quips while you browse his wares. Alongside costumes, he also sells decorations to place around your Batcave, granting a level of fantasy that Bat-fans have never had before. The lair itself is a joy to take in, too, with each of your collected goodies proudly displayed in towering wardrobes or exhibition spaces customised to your own desire.

There’s charm overload at every turn.

There’s charm overload at every turn, with cutscenes that are often hilarious as silliness is always prioritised through slapstick physical humour and goofy dialogue. “We may not have health insurance, but boy does this make up for it”, could be heard from one enemy as I pummelled him and his friends a fresh shade of purple to add a new colour to the funhouse ball pit we were brawling in. There’s a clear love for all things Batman here, with the DC hero and the culture around him always the target of affectionate mockery. That could be riffs on popular memes, such as Michael Caine’s infamous “Batman Begin” Twitter post, or the fact that you may just be wandering around the Batcave minding your own business when the Batphone rings. Who’s on the other end of the line? Well, that would be Bane, gloriously voiced by What We Do in the Shadows’ Matt Berry, who loves nothing more than to crank call you with some wonderfully childish messages.

There’s always something to grab your ears or eyes, from the colourful wonder of the Joker’s parade from Batman ‘89 to the fiery, deathtrap obstacle course of The Flying Grayson’s circus show. But outside of grand spectacle, there are also the small details that I couldn’t stop myself from taking a closer look at, such as the fibrous texture of the heroes’ capes, the way raindrops trace down the scuffs of plastic minifig heads, or the way Batman flails his arms around like an inflatable tube man when on the back of a motorcycle. Zooming around this open-world Gotham is fantastic, too, with each of the 30 vehicles feeling distinct from one another. I particularly enjoy the heft and weight of the tank-like Tumbler from The Dark Knight — the perfect tool for smashing through the city’s destructible decorations and scooping up the stud currency that erupts from them.

Thick as Thieves Review – Play168

We made it to the Magic Door with less than 10 seconds left. A couple of last-second run-ins with the guards that populate the Constable Guildhall took time we didn’t have, but we managed to escape – our contract completed, our mission objective fulfilled, and our pockets loaded down with the ill-gotten gains we’d liberated from the cops. Not a bad day’s work. Moments like this are when Thick as Thieves sings: sneaking out of a tough situation, figuring out a new way to get where you need to be, a last second escape with zeroes on the clock. Combine co-op play, a couple of thieves with unique toolkits, excellent level design that constantly forces you to make interesting decisions, and a surprisingly compelling story, and Thick as Thieves has enough to keep you coming back for one last job. I just wish there was more of it. (And that I could kill Hauntstables. If the Hauntstables have no enemies, I have departed this Earth.)

Thick as Thieves is set in 1910s Kilcairn, a fictional Scottish city that meets at the collision of magic and technology. You break into (get it? Do you get it?) the Thieves’ Guild by stealing the Vistara Diamond. But the diamond ain’t just a big shiny rock on a stick; it reveals nearby guards, hidden traps, and even treasures – and wilder stuff like hidden magic doors where the really good loot is kept. Uncovering the nature of the Diamond means uncovering the history of the city itself, and a prominent family who lived there, and pretty soon what started as a simple heist becomes a small part of a much bigger story that took me around 12 hours to tie the knot on.

Thick as Thieves’ setup – get in, get what you came for, get out – means there isn’t a lot of what you’d consider a traditional story. Most of it is told though text-based communiques that hand out your mission objectives or congratulate you on a job well done, and scattered notes that provide clues about the location of (or security surrounding) the things you’re there to snatch mid-mission. What’s here is compelling, but you kind of have to look for it, and a good chunk of it is especially easy to miss if you’re playing co-op – which you absolutely should be if you have a friend who wants to get grabby with other peoples’ things.

Thieving effectively means being aware of your surroundings and not getting caught, so if you’ve ever played a stealth game, you’ll be at home here. Crouching under trip wires, avoiding pressure plates, turning off rotating turrets, and avoiding magic eyes are the name of the game. Most of the time you’ll be crouched, moving slowly as you snuff out candles, turn off lamps, and try to make as little noise as possible. The actual thieving comes in the form of a cute little minigame to pick locks in order to open doors or snag treasures secured in display cases. You’ll also collect clues that lead you to each mission’s big score or its story-based contract, both of which are active at once. The former could be anything from stealing enough stuff to hit a certain monetary threshold or finding specific items, while the latter requires you to “acquire” an object that only appears if you’re on that contract. It’s best to do both, but you’re not out of luck if you only do one (preferably the contract).

Guards can be annoying, but the best part is you always have an out.

Avoiding traps is simple enough if you pay attention (or use the Diamond, which makes things much easier), but the guards themselves are another thing entirely. Their patterns are predictable, but they’re alert to most sounds and even catching a glimpse of you will cause them to investigate. You’re a thief, not a fighter, and if they catch you, they’ll tell you to stop resisting (even when you’re not) before zapping you with lightning until you’re dead. If you want them gone (and you do), your best bet is to sneak up behind them and knock them out.

If they see you first, you’re not entirely defenseless. A smoke grenade will stun them long enough for you to put them to sleep, and you can always run. Plus, completing contracts and absconding with loot will level you up, giving you access to consumable items like the Insult Fairy, which distracts guards by doing exactly what you’d think, or the Pickpocket Fairy, which does… exactly what you’d think, and is super handy when you want a guard’s key without getting near him. So yeah, guards can be annoying, but the best part is you always have an out (unless you’ve already spent it), and unless you trigger a trap that locks you in a room with one, you can always run.

And if you’re smart, you can just avoid them entirely. Each thief has four slots of usable items: one is reserved for the Diamond, two are for any combination of smoke grenades, fairies, and other useful tools, and the final is unique to that thief. Thick as Thieves has two: the Spider, which is what you start with, and the Chameleon, which you unlock. The former has a grappling hook that can allow you to pull yourself up, down, and all around, and the latter can copy the form of a guard and use it to walk around in disguise.

The Chameleon is cool and suave and has some great voice lines (“and a penny for the vicar!”), but the Spider has all of that and a grappling hook, so she wins. Why walk past an annoying guard when you can just go over him, you know? What I like most, no matter who you choose, is that Thick as Thieves is always encouraging you to play smart and make good decisions. You’ll start off very cautious, but playing smart also means realizing that guard is in your path and the fastest way to where you need to be is to bomb his ass with a smoke grenade and choke him out. Yeah, being stealthy is great, but I like that you’re rewarded for playing offense and taking smart risks, too – like sprinting to get past a magic eye before it spots you.

But all the tricks in the world will only get you so far. Eventually, you’ll run into Hauntstables (incredible name, by the way), who are Constables cursed to be cops for all eternity. Some of the lore frames this as punishment, which feels valid for choosing to be a very intentionally corrupt cop, but nobody should be forced to be a cop forever. I feel for the Hauntstables when they complain about waiting forever for a cup of coffee or say it feels like they’ve been on this shift forever because, well, they have. But man they’re a pain.

Hauntstables are going to send you to an early grave more than once.

The big deal with Hauntstables is that they’re ghosts, so they can go through walls, ascend through floors, descend through roofs, and can’t be knocked out. They also hurt you if they get too close, so if you are spotted, you need to move. Getting away from them is tricky, and you mostly either need a smoke grenade to stun them or clear path to book it down to have a chance. Sometimes you’ll die not because one spotted you, but because you were low on health and he just happened to walk by. Slither Sap, one of your equipable items, allegedly has a “strange interaction” with them, but I have thrown a lot of Slither Sap at these cats and nothing seemed to happen. What does work, though, is turning on gramophones. Hauntstables do not like bagpipes. Their loss is your gain, but these guys are going to send you to an early grave more than once. Luckily, you do respawn, just without whatever loot you snagged (though you can bank your spoils at certain single-use stashes scattered across the map), which is dangerous when you’re up against a timer.

The most annoying thing about Hauntstables, though, is that they get stuck. Normal guards will see their buddies unconscious on the ground and pick them up before searching for you and then eventually going about their business if you stay hidden, but Hauntstables can’t pick people up, so they can get stuck in an infinite loop of “see guy on the ground, be shocked, be unable to do anything about it, see guy on the ground” and so on. This is funny, but it also means that Hauntstable won’t go back to his patrol path, which is a pain if you’re trying to get past the area he happens to be stuck in. Usually, this eventually resolves (especially if you die), but it’s annoying, though never gamebreaking.

Will’s Favorite Stealth Games

You can’t see them, their time is now.

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What carries Thick as Thieves, aside from the charming art, roguish… rogues, and general Cool Vibes are the levels. There are unfortunately only two: the aforementioned Constable Guildhall and Elway Manor, but they’re both so good that I can almost forgive it. Each is a multi-story behemoth ripe with hidden paths and tons of ways to get where you need to be, and they do change from time to time as some paths open and others close. Combine that with your thief’s skills and the ever-changing objectives you’ll have when you enter each level (as well as difficulty options that add more traps and guards), and I never got bored.

There’s a joy to mastering these levels and knowing exactly how to get where you need to be, but there are a couple downsides. Certain notes – like the ones that explain that Hauntstables don’t like gramophones – appear on the map every time, which can be irritating when you’re looking for mission or contract-specific clues and you find one you’ve seen before. It’s also just kind of a bummer to finish a contract and know that the next one will either send you to the other level or back to where you just were. Variety is the spice of theft, after all.

My favorite thing about Thick as Thieves, though, is the online co-op. It’s fun to split up and explore separate areas, coordinate to take out a guard, or have your buddy save you at the last moment, and vice-versa. And getting picked up next to the stuff you dropped is way better than respawning in a safe area. It does make levels easier, but it’s so much more fun to play with a friend that I kind of don’t care. Besides, you can always crank up the difficulty setting if you’re into that.

Bubsy 4D Review – Play168

Bubsy was one of several video game mascots that tried to nip at the heels of Mario and Sonic in the ‘90s, but this quick-witted feline’s oddball, comical nature ended up being more memorable than the actual games he was in. Still, Bubsy has an endearing appeal – if maybe as a meme more than a mascot – which makes the go-for-broke energy of his next game, Bubsy 4D, all the more admirable. It tries to recapture the fast and fierce reputation of those early platformers, funneling that energy into a modestly sized, meta-level redemption story that gives Bubsy his proper due.

Equal parts parody and legit legacy sequel, Bubsy 4D sees the washed-up video game mascot clumsily make a comeback. This time, he reluctantly has to save the galaxy from another invasion of the returning Woolies, along with a new enemy known as the BaaBots. Guided by his friends, along with his Gen-Z-coded niece and nephew, he’ll once again take to being the main character of a video game platformer – whether he likes it or not. While many retro-inspired 3D platformers these days tap into nostalgia, Bubsy 4D’s take is a bit more self-deprecating and aware of the series’ shaky legacy, but not to the point of feeling mean, and its portrayal of a down on his luck video game character is very charming.

Bubsy 4D plays out exactly like you’d expect a classic 3D action-platformer from the ’90s to, with that added edge and charm of a Saturday Morning Cartoon. Made by developer Fabraz – known for great platformers like Slime-San and the more recent Demon Tides – it really leans into freeform platforming as you skillfully chain different maneuvers together to barrel through a variety of stages. It’s the type of flow that rewards you for understanding the physics and rhythm of the action, which is a welcome new direction for the Bubsy series. Across three unique worlds with their own sets of stages, Bubsy uses his various skills and quirks to barrel through enemies and some wily obstacle courses in style

I really liked the energy of Bubsy’s movement, which is brought to life by his anxious whining and mannerisms. It actively leans into that comical style he’s known for, and Bubsy 4D has a particularly compelling, dynamic flow to the action. My favorite moments came from darting through worlds built around computer e-waste, where I was climbing tall towers and using Bubsy’s ball form to zip through the air in order to make it across the map.

Unlike 1996’s Bubsy 3D, 4D is all about building up speed through these levels with his dash and rolling abilities. He’s not quite Sonic when it comes to going fast, but it is particularly satisfying to find a quick pace with the ball maneuver. At its best, Bubsy 4D nails that slick, satisfying sense of mastery over your character, especially one as fun and whimsical as Bubsy.

I really liked the energy of Bubsy’s movement, brought to life by his anxious mannerisms.

However, I was a bit disappointed with the activities in these stages. While they do focus on the collectathon variety of 3D platformers, where you have to grab all of the knick-knacks and hidden items to score upgrades, the stages themselves feel rather sparse upon deeper exploration. With very few enemies to fight and side-activities to take in across the relatively few stages in the main campaign, it makes the more open-zone levels feel uninteresting and like a bit of a slog to clear compared to the tighter, more focused stages.

Still, there’s generally a flow to the action that I found satisfying. When it was firing on all cylinders, it made me feel like I was in deep as a ‘speedrunner’ with how well I could build up momentum and bypass massive gaps between explorable areas. However, it did take me some time to come to grips with the movement style, which can feel slippery and imprecise when trying to nail precision jumps. Most of my failures came from those awkward moments of falling off the ledges, using up all my jumps and leaps to attempt to save myself. During the higher-end stages that require a bit more precision, this was a frustrating hurdle to overcome.

Bubsy 4D Screenshots

What I found most disappointing was the brief campaign, which I finished in under four hours. While I can appreciate Bubsy 4D’s bite-sized nature, what’s here doesn’t quite feel as complete or ambitious as it could have. Just as it was building to a cool peak, I unexpectedly hit the final stages, and then came the ending. It results in a conclusion that’s both unfulfilling and a bit disappointing, as I was finally reaching a rhythm with the rise in quality of its late-game level design and encounters. It does provide opportunities to revisit previous levels to find missing collectibles and secure time trial finishes at least, and there’s even a permadeath mode called 9 Lives that limits your hits before a permanent game over, but the overall package does feel a bit light.

Still, Bubsy 4D’s charm and stylish tone really elevate it in many ways. It’s packed with nods to classic Bubsy games, and many video game tropes in general, making it a full-on parody of 3D platformers. Though the characters never directly break the fourth wall to acknowledge they’re in a video game, they totally lean into the heightened, cartoon reality of an action-platformer. The pause screen also includes occasional gags, with Bubsy momentarily panicking when he finds himself whisked away from the action and left to sit in a menu.

What’s here doesn’t quite feel as complete or ambitious as it could have.

Along with some unlockable moves that poke fun at the “Coyote Time” game design concept that lets you linger in the air for a moment after running off a ledge, which is a must-get, there are also some great costumes for Bubsy, which include the retro-3D skin from his ill-fated first trip into the third dimension. There’s even a neat option to turn on the classic Bubsy 3D tank-style controls for full authenticity – or if you’re feeling especially daring for a challenge. While this style of referential humor can wear thin at times, I really appreciated how tongue-in-cheek the writing was. A standout is Bubsy’s niece and nephew, who always poke fun at his attempts to appear cool.

Tonally, what makes Bubsy 4D so different from other games of the series is that it fully embraces the style and atmosphere of early 3D action-platformers in the vein of N64 classics like Super Mario 64 and Banjo-Kazooie. At the same time, however, it leans into modern flourishes that give it an extra bit of energy, elevating it beyond being just another homage to that genre. And while Bubsy’s first 3D game was not particularly great three decades ago, Bubsy 4D still includes some rather fun and even respectful nods to it, including a tribute to the classic Bubsy developers in the ending credits.

Mina the Hollower Review – Play168

After the opening hour of Mina the Hollower, I found myself dropped into a hostile world with no obviously “correct” path to follow and roaming enemies that could kill me in just a few hits no matter what direction I chose. That’s about when I realized this retro RPG was hiding far more than I expected beneath the surface – and once I burrowed on in, I never wanted to come back up. Mina is a tough-as-nails adventure gorgeously done up in the style of the Game Boy Color’s best, and it isn’t shy about those influences. It borrows The Legend of Zelda’s open-world structure, adds a healthy amount of Castlevania’s horror setting and haunting chiptunes, and peps things up with a surprising dose of FromSoft’s Souls games in its combat and progression. But somewhere in that mix, Mina becomes more than the sum of those parts, cleverly riffing and remixing them them with consistent brilliance. Its blocky exterior disguises rich combat systems, some of the best puzzle solving ever put to screen, and a funny, deeply weird world I loved to explore.

Developer Yacht Club Games is no stranger to retro tributes, with its standout Shovel Knight series drawing heavily from NES classics like Mega Man. While Shovel Knight stuck to its source material pretty closely, Mina uses Zelda games like Link’s Awakening and the Oracle duo as a foundation for a much deeper, more modern take on a top-down action-RPG: You have a jump that will get you over small gaps but never up to a higher ledge, an overworld that partially scrolls but has distinct edges between regions, and of course start out with a stubby little weapon (actually, several to choose from). These are not the Zelda games you usually see developers aim their sights at, but I love how the seemingly-limiting constraints of imitating the early handheld Zeldas conceals Mina’s inner complexity.

However, very much unlike the Game Boy games it draws from aesthetically, and more like The Legend of Zelda for NES (or Breath of the Wild decades later), Mina has a completely open world. There are no paths blocked until you get some special item, and nothing but your own skill level keeping you from going to any one of its four initial dungeons first. You just need to fight your way there. And if you can’t cut it, there’s probably another area to try instead, a clever place to grind for money and levels, or some side quests that lead to optional upgrades.

Mina’s world is often surreal, dreamy, and uncanny. Built around the central village of Ossex, the Tenebrous Isles are an entrancing mix of gothic fantasy and magically-infused steampunk tech. There are plenty of adorable animal denizens, like Mina, but also building-busting giants, perfectly friendly abominations, and a whole lotta possums – which are a type of monster. Cutesy overworld sprites are sometimes subverted by ghoulish character portraits when you stop to chat. It all smacks of the David Lynch-inspired characters that make up the otherworldly island of Link’s Awakening in just the right way (and that’s not some snooty art school connection I’m making, Twin Peaks has been widely cited by the devs as a major influence on that 1993 Zelda game). Additionally, these characters all have lives that are affected by your actions, and many end up holding a greater purpose in the larger story, which has some fun (if predictable) twists and turns, but really saves the good stuff for the end.

Mina’s world is often surreal, dreamy, and uncanny.

Mina herself is a bit of an enigma. She’s a monster slayer, but also something of a mad scientist who has outfitted Tenebrous Isles with tech that is being mysteriously sabotaged. The plot follows whether her machines are actually good or bad, and while brave little Mina seems to act heroically in this kill-or-be-killed overworld, often solving problems for the Islefolk, she also causes a few: Without spoiling anything, those can come back to haunt you. This little white mouse explores a lot of grey areas, and I love that!

Dungeon Hollower

There are six main dungeons spread across the Tenebrous Isles, each with a matching area that leads up to it – a swamp, a beach, a crypt… you’ve played a video game before. There’s even a small but very cool nod to Castlevania here, with short establishing shots showing the boss towers silhouetted in the distance for every area – and then those creepy spires showing up in backgrounds as you climb, just like Dracula’s perched lair. While most of Mina’s art choices are limited to blocky tiles, these sweeping scenes and backdrops show off some stunning pixel art that helps set the mood.

Mina stares down the spooky menace of Septemberg in Mina the Hollower.

(And then there’s the soundtrack: Pure Castlevania! Baroque jams performed on a glorious, beepy boopy NES/Game Boy soundalike instrument set. I’ve been associating this sort of gothic Casio sound with tense horror action games since 1987 and it still feels totally rad when executed this well in 2026.)

All six areas are filled with charm and challenge, but one called Septemberg especially stood out as a piece of storytelling I’d never experienced before. It’s a region frozen in autumn, with gusty winds that blow you around, piles of fallen leaves, pumpkins, and a general Halloween vibe. All of it is out to kill you. You quickly learn of a lurking terror in your midst there, and the escalating nightmare of trying to manage that threat through a hedge maze, a lightning storm, and more is an absolutely bonkers, adrenaline-inducing sequence I couldn’t stop talking about with others who had seen it; just an incredible amalgam of schlocky, spooky-season fun.

While you could go to Septemberg as your first area or not find it until much later, there are areas you can’t access immediately, but the way to reach them is never a dungeon-based upgrade. It’s a secret passage, a side quest, or, in some cases, by using a specific Sidearm (secondary weapon) or Trinket (ability-modifying equipment) that you find while exploring the overworld. This is the best and most pure kind of open world, and it’s executed excellently here. Mina dangles a prize just out of reach to challenge you: Can you get to that treasure chest from another screen? Can you survive long enough in the water to reach that gap under a bridge? Should you go in that creepy hole in the ground right now with no save point in sight?

I was always excited to experiment with new Trinket loadouts.

Mina’s move set as you meet these challenges is all her own, and it is a ton of fun to learn and master as you explore. Her ability to burrow beneath the ground and then pop up for an aerial leap is multipurpose: It’s a dash, a dodge, a long jump, and eventually a graceful way to dance around an enemy like a furry lil’ ninja. There’s a learning curve for sure, and effectively working this move into my hacking and slashing took time. There are no counters or dodge rolls here, just sliding under an enemy to get the better of them. But once I got the hang of burrowing, it became a versatile combat tool that made Mina feel extra nimble compared to, say, a certain squat, little Hylian.

Morsel Combat

There are two other aspects of Mina’s arsenal that will surely catch Castlevania fans’ eyes – and ears – right away. First off, the whip: Mina’s Nightstar (actually described as a mace on a chain) is one of five possible weapons to pick from, and it’s a fantastic go-to option (and, of course, any aspiring Belmont’s choice of weapon). I stuck with the Nightstar for most of the roughly two-dozen hours it took me to reach the credits, but I ended up also falling in love with the daggers, Whisper and Vesper – more of an Alucard thing. The Nightstar is good for delivering fast, heavy damage at a safe distance (and you can upgrade it to do the useless, dangling chain thing, ala Castlevania IV!). But the daggers, when boosted by a Trinket that adds an attack multiplier for landing hits without missing, became an awesome boss killer.

Mina The Hollower – 15 Reveal Screenshots

The other system ripped straight out of Castlevania are the Sidearms, which give you a variety of secondary attacks depending on which Sidearm pickup you grabbed last (all of which are in predictable locations you can remember to return to). Options like the sword and axe function almost exactly like sub weapons in Castlevania, and are even replenished the same way, with a resource called Joules that is spent each time you use one (just like so many Hearts in classic Castlevanias). There are some weird Sidearms, though, like the Iron Steed – a bicycle with a sort of jousting rod attached that serves both as a quick option to dash around and a way to jump over huge gaps to reach secret areas. Other Sidearms I liked were a little ghost that attacked enemies and drained Joules over time, and a demon pet on a leash that acts as your own personal Chain Chomp.

You can augment most of Mina’s moves through swappable Trinkets, which provide buffs that boost your movement, attack, or defense in helpful and sometimes wacky ways. I was able to expand my Trinket slots to activate five at once, and my preferred combos for exploration (long jumps, increased burrowing time, wall grabs) were very different than those for combat (DPS multipliers, a revive, health extenders). For instance, one Trinket allowed me to float slowly down after a jump, and that became essential to how I moved through this world – but it was useless in most boss battles, so I’d replace it with an attack buff that shocked enemies at the save room right before a big fight. There are dozens of trinkets to find – some extremely useful on their own, and others that only add up to huge results when used together. Unlike many games where I tend to stick to a formula I find that works, I was always excited to experiment in Mina.

My Favorite Zelda-likes

Why isn’t Zelda-like a genre? Probably because making a game like The Legend of Zelda is really, really tough to pull off, let alone top. For four decades, The Legend of Zelda has reigned as the action-adventure king. But these contenders come close:

3D Dot Game Heroes

In my review of FromSoft’s crazy, polygonal take on 2D Zelda, I said “Other Zelda imitators seem to lose sight of the playfulness and irreverence that Miyamoto and others infused classic games with, but 3D Dot Game Heroes never pretends that it’s anything but a game, and games like 3D Dot Game Heroes should be played.”

Tunic

Tunic takes The Legend of Zelda worship to another level with its incorporation of an NES style manual that reveals its secrets in a super meta way. Also you are a little fox in the titular green gear, it’s just the best!

Minishoot’ Adventures

A criminally underappreciated gem, this is a mashup like Mina: A top-down bullet hell shooter plus a Zelda-style overworld and adventure – and it pulls it off. Do not miss it.

Okami

Okami marked the only time Play168 ever voted for a Zelda-like over an actual Zelda game for our Game of the Year, as it came out the same year as The Legend of Zelda:Twilight Princess.

Beyond Oasis

This was the SEGA Genesis’s answer to The Legend of Zelda: A Link to the Past. SEGA kids know it, you should too. It has a lot more Zelda DNA than, say, The Secret of Mana, and I think it’s the best 16-bit attempt at dethroning Princess Z.

The Bones Are Their Money

The other way to upgrade yourself brings us to Mina’s third major influence: FromSoft heavy-hitters like Dark Souls and Bloodborne. The “Souls” currency equivalent here are Bones, and they serve the exact same purpose: Experience points gained from both combat and exploration that you must either spend or risk losing upon death. Mina isn’t nearly as punishing, however, as you can quickly gain multiple Sparks that will prevent you from losing your Bones on death, getting stuck inside the enemy that killed you or in the room where you died until you can recover them. This leads to a loop familiar to Souls players that’s just as hard to resist here: Do you delve deeper on this outing, getting more Bones and items, or do you run back to the nearest save point and “Bone Up” first?

Boning Up allows you to spend an escalating amount of Bones to level up either your main weapon attack, defense, or Sidearm attack, with a fourth option to store the Bones for safekeeping in a “savings account” of sorts, which is impervious to death. I found that going all in on attack was the best bet early, and did a fair amount of grinding to do so.

Whipping up some trouble in Mina the Hollower.

Finding grinding spots proved a major component of Mina, which I had a lot of fun with in the late game especially. It was cool to feel slightly OP at times if I found a really good spot, though that does mean pushing through the already tough intro first. Dumped into the open world after the on-rails opening area, you are nudged in the direction of the Crypt to the east of Ossex as your first dungeon, but the path there is really, really hard at starting levels. Once I hit an area with a particularly invincible-feeling set of knight enemies, I was caught a bit off guard by Mina’s difficulty curve. But fear not: This first hurdle is also the biggest, and it can be solved simply by spending some time to level up your attack, maybe some defense, and look for secrets.

The healing system presents an amusing gamble that I ended up loving.

This is because Mina starts to throw a lot more Trinkets at you, as well as opportunities to score Bones naturally as you explore. In this way, Mina, which is a very hard game, sets itself apart from another recent 2D action game notorious for toughness: Hollow Knight: Silksong. In Silksong, your primary options are usually to “get good” or just go somewhere else. There are items and upgrades to find, but grinding just to level up your stats doesn’t exist, and that limitation made that particular Metroidvania-with-bugs feel less open than something like a Castlevania: Symphony of the Night.

In contrast, Mina let me solve difficulty checks like bosses in multiple ways, which I appreciated a lot. You can certainly learn a tricky boss’s patterns, or you can grind for Bones to up your attack and then absolutely roll it. Alternatively, you could play with your Trinket build until you find some combo that makes that particular boss a breeze. All of these upgrades really matter: Enemies that take 10 hits could take half that after a Bone Up, and then half that again, so just finding a clever grinding spot can make things much easier. Crucially, that grinding feels perfectly tuned to allow for multiple playstyles, not like a slog you are forced into.

Souls-Tyke

Your healing and life bar also owe a debt to Dark Souls, but there’s a really fun and twisted… twist to it. You have a stock of health potions called Plasma Vials, but you can only replenish your health bar if you attack enemies. Each hit you land fills in the missing section of your bar with a yellow part called Plasma, and that Plasma can then be converted into good old fashioned red health when you use a Vial. So that means if you are getting low on health, you have to go on offense. There are a few environmental items that can help you heal, and Trinkets can once again play with Vials and Plasma in cool ways, but the core healing system presents an amusing gamble that I ended up loving – and making plenty of wrong bets on.

Of course, every Souls-inspired game also has its version of a save point that both heals you and restores all the enemies to the world. Mina’s is cute and clever: A tiny “Underlab” specific spots let you burrow down to where you can use stored Bones to level up, swap Trinkets, and change weapons. The main loop of Mina becomes centered largely on whether or not you can make it to (or find) the next Underlab, or whether you should retreat to the last one you visited. This sets up that ultra-tense, risk-vs.-reward version of exploration that makes so many games so appealing and hard to put down, from Resident Evil to Metroid. After each successful outing, you’ll think, “Just one more try – at least I know where the enemies are now!” A neat twist to Mina’s Underlab is that you can outfit it with things like a way to store Sidearms, replenish your Joules, and even look at a rudimentary map that tracks collectibles by region.

Speaking of maps, Mina does not have a detailed, room-by-room one to pore over for secrets. While this makes it a lot more like Dark Souls and Bloodborne in terms of the sheer, terrifying unknown of what’s ahead, it cuts out Zelda, Metroid, or Castlevania’s ability to constantly probe the edges of a pause-screen map to sniff out some collectible hidden past a breakable wall. There are plenty of secrets out there; you just have to probe every element of a room in order to find them. This helped me focus on the combat, platforming, and survival, which I did appreciate, but filling out a map is one of my favorite activities in any game. However, I didn’t miss it as much as I thought I would since it significantly ups the challenge of finding secrets in a fun way. (And over at Play168 Guides, you know we are hard at work on a map, so you will have an option I didn’t!)

Small Wonder

A game with so many disparate influences like this always runs the risk of becoming a mishmashed hodgepodge, but Mina’s inspirations are all awesome choices that mix well together. The result is a sort of Breath of the Wild moment for top-down adventure games: Mina takes a bunch of ideas found in the most popular open-world games of the modern era and squishes them into the ‘90s Zelda mold. What comes out is a game Nintendo would be too scared to make, FromSoft has already tried, and Konami gave up on for two decades.

Despite being so referential, Mina is actually quite unpredictable.

And despite being so referential, Mina is actually quite unpredictable, and frequently plays up the element of surprise. These surprises can be small: A giant hand pulls you into a shop; some creep just shows up in your Underlab; a freaky clown jump scares you only to tell a dad joke. Or they can be really big. While I obviously won’t spoil anything here, Mina’s triumphant ending is its biggest surprise of all. It may set up more questions than answers, but this conclusion and the run up to it is undoubtedly one for the books, full of excellent twists I didn’t see coming. And darkness – “Tenebrous Isles” is accurate. Look it up.

To get to that ending takes a while, too. After 23 hours, I rolled credits with 72% completion and immediately started into New Game+ to find all the stuff I didn’t the first time around. Those 23 hours were more than enough for me to fall head over heels for Mina, but there’s a lot more, too. You can go for 100% completion within your original save thanks to a clearly labeled point of no return – but what’s interesting is that, since your completion rate and all the treasure you’ve found will carry over into New Game+, you can continue to chip away at that 100% goal in your new save as well. Returning to boss fights with all your gear or noticing that crack in a wall you forgot to delve into the first time around is a blast. I’ve never played a game that allows you to do a second playthrough with a bunch of chests sitting there open, while others remain undiscovered. It’s extremely cool.

On top of that, each New Game+ through the seventh run has unique permutations: The initial version I’m on now has far fewer save spots, making runbacks an absolute killer (which, blissfully, is not a concern at all in the base playthrough). And for you oldschool cheat code fans, there’s a massive menu of modifications to turn on and off, which range from goofy to helpful. You can even toggle on a sort of “God mode” for when you get stuck – just remember that this disables the “Feats” (achievements) system. I left it alone for that reason, but started a new save up just to mess around with it, and it’s fantastic for making Mina more accessible.

Paralives Early Access Review – Play168

If you’re a fan of life simulators, you’ve no doubt heard critics, developers, influencers, and all manner of social media-savvy people wax lyrical about the complexity of creating a compelling social simulation. As I said in my own inZoi review last year, curating a world that’s both representative of the murky mess that is being human and enjoyable to play is a seemingly impossible undertaking that few have managed. And yet, after spending 35 hours in Paralives crafting families, building homes, and sowing discord among residents, I have a renewed hope. This ambitious challenger to The Sims’ throne has captured not only the practical elements of humanity but, importantly, the weird ones we sweep under the rug, too. While its Early Access start has a lot of room to grow before it slays the reigning king of the genre, it’s certainly on its way.

Your time in Paralives begins on a train, with a quick tutorial for how to handpick the actions of the Parafolk (the name Paralives gives to its digital citizens) as God of this world. You’ll initially do so with predesigned families, including the father-son duo of the ​​Marquez household, who hide secrets beneath their chirpy veneer, and the party-loving trio from the Wolf household, who need to get it together if they want to pay the bills. These families all feel thoughtfully written and have their own issues to connect with, which is a boon for people who prefer a rich backstory to bounce off. But if you’d rather get straight into the nitty-gritty of people pottery like me, you can also create your own household via the Paramaker mode right away.

Paralives Gameplay Screenshots

Comparable in layout to The Sims 4’s Create-a-Sim, the Paramaker mode splits avatar creation into three main sections: Appearance, Clothing, and Personality. From here, you can curate the look of your digital person through a selection of pre-fab facial and body features, dress them in stylish garb, and finally choose what kind of digi-person they will be with various traits. There is also the option to fine-tune your creation by using your mouse to tug and drag at anchor points to twist up their features like putty. It’s a reactive and rewarding process, particularly if you’re working from a reference photo.

There aren’t a great deal of options for customisation just yet, though it’s clear there’s been a particular effort made to replicate the diversity of the real world with what’s available. Hair presets span a variety of textures, including straight, wavy, curly, and coily, plus there’s an option to select hearing aids and prosthetic legs. What’s more, you can layer items like piercings, jewellery, and tattoos to really amp up your character’s personality. This blend of options safeguards your households from the cursed same-face syndrome, and ensures that every person you meet out in the world doesn’t look like they’re all related either. Clothing, too, has a decent variety and caters to a range of styles from goth to coquette, even including a full-body morph suit – to each their own.

Paralives’ standout art style evokes the nostalgia of classic Telltale games.

No matter what you pick, Paralives’ standout art style evokes the nostalgia of classic Telltale games like The Wolf Among Us. This dynamic comic book approach is not only easy on the eyes, it also helps details like wrinkles, facial hair, and eyelashes really pop. That’s particularly true as your Parafolk emote and perform actions like cooking or scrolling on their phone while ignoring their chores – they’re just like me, for real! By leaning away from the hyperreal and toward the more cartoonish aspects of humanity, Parafolks feel slightly goofier and a lot more likeable than the people of their competitors, conjuring favourable comparisons to The Sims 2. In this way, I found myself connected to their plights more so than the undeniably trendy but slightly soulless inhabitants of Krafton’s InZOI.

Unfortunately, the wheels start to fall off in the Personality section of character creation, which feels quite limited at the moment. You’ll give every Parafolk a Vibe, a Social Perk, and a Talent area, each of which is intended to influence how they move through the world. For example, if you choose the “Good at taking care of other people” Social Perk, that character can make chicken soup for sick friends. Alternatively, if you pick the Gloomy option for their Vibe, they will be happiest when in a bad mood. As you play out their life, you’ll unlock more slots to fill, though these choices don’t translate clearly into practical gameplay. And, frustratingly, even with drastically different personalities, most of my households reacted more or less the same to major incidents.

Rounding out the start of each new family, you’ll also need to choose a specific Storyteller, which is a unique mechanic that will dictate the difficulty of your day-to-day life. Storytellers dole out cards every dawn that cause random events to happen in the lives of your Parafolk. One day, you might get a free computer from work. Another day, one of your household members may be encouraged to cheat on their spouse. This system adds much-needed entropy to your household’s otherwise routine shenanigans. While many of the prompts seemed repetitive in concept, I found them to be effective in practice — they do well to keep things fresh in the long term, which is one of the biggest bugbears of the genre.

Once you have your household, the next step is to find a home, which once again gives you the choice between a pre-designed estate or an empty block with a budget to spend on all the essential amenities, like beds, baths, and beyond. Similar to the Paramaker, Paralives’ build mode currently has a fairly limited pool of items and options, but there’s at least enough customisability here to keep you busy building for hours on end.

Storyteller prompts seem repetitive in concept but are effective in practice.

In construction mode, you erect walls, add windows and doors, and then decorate the space with a selection of modern interior options. It’s an approachable process, thanks in part to a togglable snap tool that ensures your architecture is balanced and beautiful. Still, cowboy builders need not worry as there’s plenty of room to get weird with it, too, and Paralives isn’t keen to hold you to any building code. When renovating your space, you can place items almost anywhere you’d like. As a huge fan of cosy, cluttered spaces, I squeaked with joy when I realised I could stack ramen cups on top of kitchen fridges and select random throw pillows to jazz up plain couches. Yuckier touches like mould, damp, and body hair can also be dotted around for the sickos out there, with Paralives allowing you to make a truly bespoke, if totally gross, living space.

This customisation is a double-edged sword, though – while beautiful, much of the world isn’t actually interactable. Those ramen noodles might create a cool vibe, but they can never be eaten, and the cosy throw pillows will never crumple under the weight of a sleepy character, which feels like a missed opportunity. Such aesthetically pleasing but useless items also crop up in the open world and inevitably lead to deflating moments as you realise you can walk through a moving train completely unscathed. There has been an effort to provide the background city with a sense of liveliness through a daily newspaper and rotation of activities like run clubs and BBQs. Even so, these events can feel rather flat, with locals milling around as if on a timer. As such, Paralives’ setting doesn’t feel like an entirely cohesive society just yet.

Moment-to-moment survival comes down to meeting a few basic needs: Hygiene, Hunger, Sleep, and the Toilet. Achieving these needs is a constant uphill battle, though failing them so badly that you die isn’t so easy either. As with real life, Parafolks’ days are split between working a job that pays the bills, toying around with home appliances, and chatting with the locals to try and make friends. The way you progress is fairly rudimentary; you’ll often be stuck reading a book to level up skills or waiting out the in-game clock for a work shift to end. Thankfully, there is some reprieve in the socialising portion, with Paralives opting for a refreshingly alternate approach.

Instead of selecting another character and choosing a conversation topic, you’ll need the Parafolk to interact long enough to fill a conversation meter. From there, you’ll have a small pool of subjects to choose from, which includes asking other Parafolk if they’re single in a flirtatious way, telling jokes, and chatting about general life events. At first, I didn’t love this radical style, but it grew on me over my play sessions, and I eventually realised how handy this hands-off approach was. Instead of sitting with one of my household members, clicking topics on repeat, I could move on to another task or person while they were schmoozing, and periodically jump in to keep the conversation flowing. Like spinning personality plates, I could lock in as one started to wobble, before jumping over to another conversation to keep that one in play, too.

Sarah’s favourite simulation games

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Alas, not even expert helicopter parents like me can keep everything in check, and across my time with Paralives, I fell prey to the inevitable chaos of an Early Access life simulator. One day, during some routine cupcake-baking, my house burned down because the firefighters kept spawning just outside my front door without being able to step through it, as if they were mocking me. Soon after, another of my households got stuck in some kind of viral loop, circulating a sickness through the entire family, like a never-ending, festering plague. During this time, they all had to take turns running back and forth between their beds and the home’s single toilet – no prizes for guessing how that shook out.

Such unfortunate occurrences might seem like frustrating, gameplay-halting events that make you want to ragequit. But its spirited art direction and goofy charms manage to make these scenarios feel funny and endearing to experience, as if they were intentional. Where the day-to-day activities lacked the depth to keep me entertained, these scrappy edges showcased more of the rich, chaotic personality that bleeds through all aspects of Paralives, and makes it stand out as a worthwhile contender amongst its more substantial and established peers in the genre.

007 First Light Review

Like the man himself, a James Bond game should ooze style and swagger. There’s no point in a timid tie-in with neither the balls nor ability to bring the Bond fantasy to life, and I’ve never particularly wanted one that simply gaffer tapes all the loudest bits of Call of Duty together and stuffs them into a tuxedo. What I’ve wanted is a Bond game that’s confident and charismatic; one that both ebbs patiently and peaks violently as it segues between social stealth, dangerous infiltrations, gadget-driven shenanigans, and destructive, never-tell-me-the-odds action. What I’ve wanted is a Bond game like 007 First Light – and what we got is the best Bond game I’ve ever played.

First Light’s greatest success is just how impressively developer IO Interactive has executed on its mission to create something it can call its own within a very established universe. What we get is something that’s unmistakably Bond – and respectfully adjacent to everything that has come before it – but confidently occupies its own space as a uniquely separate take.

That is, it never seems like a situation akin to 2001’s 007: Agent Under Fire – which felt like the series was in a holding pattern before EA cut another cheque for Pierce Brosnan. No, this is a fastidiously assembled world of its very own – inspired in all the key ways by the work of creator Ian Fleming and the expectations bred by the films, but tailored for IO’s take on the series like a bespoke suit. First Light has its own M, its own Q, and its own Bond – and, after playing it, I wouldn’t have it any other way.

007 First Light screenshots

First Light doesn’t rush this world building, patiently moving through Bond’s first encounter with MI6 as a Royal Navy aircrewman in the wrong place at the right time, to his initial double-0 training, and onto his transformative first field mission that sets up the core story to come. In another developer’s hands all of this may have been smooshed into a single opening tutorial, or partially handwaved off in a cutscene. Not so in First Light, which unfolds much more like a prestige TV series than a film. While I’ll stress vehemently that this is absolutely the last thing I’d want from current screen rights owner Amazon when it comes to Bond’s live-action future, for First Light’s purposes it works splendidly. It feels perfectly suited to sit back and play, say, a chapter at a time. There are 17 overall, and it took me around 18 hours to reach the end without rushing too much. The writing is excellent, blending a world of serious consequences with a steady supply of on-brand one-liners. The music is impeccable, too; a masterclass of restraint that sensibly limits the use of Bond’s iconic musical stinger to major moments, meaning I got chills each time it occurred.

The chapters are lengthy and rich with peripheral detail to explore, and this significantly bolsters First Light’s ability to build a world I can feel properly immersed in. The pace of both the action and the story is excellent, crescendoing brilliantly in its final act as the stakes explode (along with everything else) and IO takes a moment to fulfill one last Bond fantasy I’d feared it may have forgotten.

This world has been thoughtfully and convincingly fleshed out.

While I always felt properly propelled along, I have enjoyed the fact that – beyond a few time sensitive sequences and chases – First Light is more than happy to let you linger and absorb the detail. This is great as, since the world around Bond has been so thoughtfully and convincingly fleshed out, I found it largely impossible to blitz through. Whether it’s Bond’s London apartment, or the bustling MI6 headquarters packed with staffers, the iconic secret agent is seated in a believable world that doesn’t fall to pieces the second you try to scrutinize it. As a Bond fan, it’s delightfully immersive, and Easter eggs abound. You try moving through Q-Lab without pressing every button. Q’s helpless lackeys aren’t going to temporarily blind themselves, after all.

Perhaps above everything, I just adore the attention to detail – from the big-picture consideration of giving Bond the long, vertical scar on his right cheek the character boasted in his literary origins, to tiny embellishments like the scratched rims and ziptied trim on the busted-up, 2006 Aston Martin that acts as a test mule at MI6’s Malta-based training camp. If you don’t walk around and ogle it like I did, this car only spends about a minute or two on screen during the chapter. Yet the fact that IO saw fit to weather, damage, and field repair it like a teenager’s taped-up, track-day drift toy speaks volumes about where the studio set the bar for the level of authenticity it wanted to capture here – and I love that. Aston Martin is here with multiple models, as is Jaguar, Land Rover, and Triumph, and that’s meaningful. It doesn’t feel cynical; Bond is a British institution, and First Light surrounds him with others.

First Light is in rare air in this regard; it’s a licensed game built with an obsessive desire to faithfully bring an existing property to life. As its own take, it’s on a slightly different track to famously brilliant movie tie-ins like Indiana Jones and the Great Circle, The Warriors, or even RoboCop: Rogue City – but IO’s commitment is the same. There are too many seamlessly embedded references to moments from various Bond films to argue that the movies aren’t at the bedrock of what the studio has built here.

First Light’s pace also allows us to marinate with these new riffs on the characters for a lot longer, which helps immensely. There’s no doubt that coming out of the gate with such a young version of Bond was a risk. Irish actor Patrick Gibson’s portrayal of a Bond in his late 20s – and brand new to the world of international espionage – is not initially the one we know. He’s an archetypal hotshot, cocky and inexperienced. He’s a successfully suave ladies man already, but encumbered with a little too much misplaced confidence elsewhere. However, this gives Gibson’s Bond room to grow as he becomes a product of all the new role models he’s suddenly found himself surrounded by.

These include Q (whose patient and more fatherly attitude makes sense in this context, because it now leaves room for him to potentially become a little more hilariously exasperated as Bond continues to break or lose everything he ever gives him) and Bond’s training mentor John Greenway (ably portrayed by British actor Lennie James in a similarly strong performance). The upshot here is that the Bond we get by the end is the patriotic, heroic, and appropriately horny man of mystery we’re very familiar with, but watching him get there was something we’d never seen before.

First Light typically looks quite fabulous, from its crowded clubs to its wide-open natural spaces.

With IO Interactive being the home of the Hitman series since its inception way back in the year 2000, First Light admittedly shares some very obvious DNA with its bald-and-barcoded stablemate. Running on the studio’s in-house engine, the look and feel are immediately familiar to me as a veteran player of the Hitman series. For the most part, this is a strength; Bond feels weighty and grounded as he smoothly moves, climbs, and vaults around, and First Light typically looks quite fabulous, from its crowded clubs to its wide-open natural spaces. Playing on a standard PS5, there were occasions where I found myself staring at a texture that seemed far murkier than it ought to be at such close proximity, but it’s otherwise sharp and packed with fine, granular detail.

The sandbox nature of Hitman’s level design is also here to a certain extent, albeit in the more managed fashion of 2012’s Hitman: Absolution. That is, First Light stitches together open areas that have multiple approaches with linear sequences you need to play the way the developers dictate.

There are levels here with large, crowded areas akin to those like the Paris fashion show in 2016’s Hitman, or the German nightclub in 2021’s Hitman 3, while other sections are a little more adjacent to something like the Uncharted series. The latter sequences are occasionally guilty of limitations that look a little silly in practice – like Bond’s inability to clamber up a small, rocky slope or duck under a waist-high booby-trap string. However, this is the kind of seam you can typically pick at in even the best third-person shooters in the business.

First Light also repurposes a lot of Hitman’s distraction-based sneaking. For instance, you can still turn on loud items and such to lure guards from their posts – only in this case it’s something Bond can do from afar thanks to the embrace of gadgets. Gadgets are obviously a core component of the 007 fantasy, and First Light features an array of them (my favourites are the laser and the missile pen). The only thing that gives me pause is IO’s solution to restrain their use. Gadgets are a consumable, so there’s a requirement to shuffle around and gather up battery power from loose phones, and replenish your chemical supply by scooping up gobs of hand sanitizer. The fact that there’s always so much of this stuff laying around means gathering it is just an arbitrary task, which arguably could’ve been easily replaced by a cooldown timer.

At any rate, I should note that this isn’t simply Agent 47 by way of His Majesty’s Secret Service, and there are a bunch of bespoke tweaks here that imbue First Light with its own, very distinctly Bond-branded flourishes. His abilities as a brawler put 47’s to shame, and there’s a layered system of dodges, counters, and satisfyingly devastating environment attacks. Melee combat is perhaps a little clunky at times, particularly when Bond finds himself swarmed, but it is nonetheless a major distinction from the Hitman series.

First Light is also far more suited for run-and-gun shooting. I initially found the shooting a little clumsy – and did find myself wondering about the worth of a mechanic that allows Bond to toss an empty gun right at the face of the nearest goon. Eventually, however, I almost started to relish running out of ammo, hurling an SMG like an oversized shuriken into some hapless bloke’s head and snatching his own weapon. The times I got it right, which increased the more accustomed to the action I got, were incredibly satisfying.

For clarity, there are also parts of the Hitman formula that haven’t crossed over into First Light’s universe. Disguises, for instance, are limited to only when they’re scripted necessities for the story, and Bond can’t hide or drag the bodies of guards he’s knocked out – which does leave the stealth feeling a little archaic in 2026. I’ll certainly concede that the idea of James Bond collecting a big pile of corpses doesn’t pass the sniff test, but it would’ve been nice to be able to at least yank a knocked-out bad guy behind cover in order to allow me to remain undetected a little longer.

NBA The Run Review

Some years back, a few buddies and I started going to the park every Wednesday afternoon to shoot hoops. Five-on-five, first-to-11, 1s-and-2s; that way, we could take a break after each game, swap a couple of guys around to keep things fresh, play another, and repeat until it was either too dark to see the rim or people were all balled out. This is what NBA The Run feels like. There’s the burst of excitement I get the second I hit my first shot. There’s the novelty of having enough players to switch it up so things don’t become stale. And, unfortunately, there’s also the unavoidable exhaustion at the end; of having played too many games, shot too many threes, and alley’d too many oops until I need to take a complete break from it. Sure, I can go again next Wednesday, but until then, I’d rather be doing something else.

Thankfully, something NBA The Run lacks compared to my local court is that one guy who always throws elbows. Instead, it hosts a roster of 30+ NBA all-stars and five street legends full of hardwood pros who are all masters of their craft. Trying out different characters in these fast, 3v3 matches never got old because, much like in reality, each guy has certain things they’re better at than others: Victor Wembanyama is, as you’d expect, an alien who can shoot, dunk, and block with his Go Go Gadget arms. On the less-freakishly-tall side, there’s Stephen Curry and Damian Lillard, who can both throw it up from pretty much anywhere. And we can’t forget Ja Morant, who is a highlight dunker and daring shooter like no one else. That deep player roster keeps things exciting, and the championship I won with Devin Booker felt very different than the one I got as Nikola Jokic. (And no, I’m not just saying that as a desperate Suns fan.)

To top it off, NBA The Run doesn’t just capture each player’s likeness; it also accurately mimics their signature jump shot forms, which was a very pleasant surprise. I’ll be honest, having played a lot of the NBA Street series on the PSP and GameCube back in the day, I was half-expecting generic character movements and animations to be copied and pasted across all the different players. Instead, I’ve had the pleasure of seeing Book’s silky smooth shot and even LaMelo Ball’s unorthodox release throughout each match.

All of these hardwood icons and their jumpers are playable within NBA The Run’s two main game modes: Knockout Squads and Knockout Solos. The former is a lot like The Park in NBA 2K, where each pro in your squad of three is controlled by a different player, and you have to work as a team. The latter, on the other hand, lets you control all three of them by yourself against another person doing the same. There’s also a third mode called Knockout Friends (tragically named, in my opinion, because you shouldn’t knock your friends out unless you want enemies), which is a promising private tournament format where you can invite up to 48 people to play for a championship, but I wasn’t able to test that out ahead of release.

Across all my runs, I gravitated more towards Knockout Squads because you just can’t replicate the wild highlights, the frequent taunting from both sides, and the pure joy of winning a championship with two random teammates. Sadly, there’s always a chance you get paired with someone who apparently doesn’t know how to pass the ball. But if that happens, and it does often, the short match times make it easy enough to just chalk it up as a loss and run it back without much frustration.

Side note: I am begging you to pass the ball, people. It’s one button on your controller. One key on your keyboard. It’s not that hard. Basketball is a team sport. There is no ‘I’ in team, “We, not me,” and all that jazz. Now, back to our regular programming.

Home (Court) Is Where the Heart Is

Look, I get that I can’t just ask Kevin Durant to replace that flying elbow guy in the real world, so how about we find a new court to play on instead? You know, one that doesn’t have multiple dead spots? NBA The Run has options for me here, too.

Take The Tenement, for example, a small piece of my home from the heart of Manila, Philippines, brought to the global stage. I’m a bit biased here, but it's my favorite of the seven in-game courts, not just as a nostalgic hit, but also because it so perfectly captures what basketball is: a spectacle that draws crowds, from the oldheads who can barely walk to the youngins who stand on their tiptoes just to watch. From that towering behemoth to the concrete jungle’s iconic Rucker Park, I appreciate the care and attention developer Play by Play Studios has put into building these courts, treating each one like the gathering and celebration of hoops that they are. And with every arena being a grand, near-accurate recreation of a real place, it turned the first few runs I went on into an exciting global tour where I may or may not have lost some matches because I was busy taking in the sights.

But, hold on. What do you mean we can’t just drive down to the Venice Beach court to play a few actual pick-up games? Fine, how about we switch things up with the scoring instead? Like, three points for dunks and one point for threes?

Although this would be a terrible idea that I would never suggest in real life because I can’t dunk, it’s the kind of unexpected option that makes NBA The Run tick. Different match types are selected pre-game through a roulette, and that keeps things interesting and unpredictable – be it Triple Threat, where threes are threes, and everything else is only worth a single point, or another option that turns the match into a first-to-7 contest where every basket, whether that’s a half-court shot or a flashy alley-oop, only counts as one. It’s like a box of tweets from Kevin Durant’s burner accounts; you never know what you’re going to get.

Take the dunks-count-as-threes mode as an example: if that gets chosen out of everything else, then a team that had picked Stephen Curry, Damian Lillard, and Devin Booker to spam threes all game long would be out of luck against a more well-rounded one. Overall, the current match type rotation is a smart way of encouraging you to explore the roster instead of going all-in on a single strategy every time. Can you imagine how stale it would get if you played as Anthony Edwards your whole playthrough? Or if all the games you played were a first-to-21, 1s-and-2s contest? It’d be like voluntarily watching the Washington Wizards for a whole season.

Time to Hang it Up

Sadly, there are only so many Zion Williamson 360-windmills, Trae Young half-court heaves, and Shai Gilgeous-Alexander flops I can stomach by my 22nd match at the Dongdan Sports Complex before things get old. (Well, that’s not all true; flopping isn’t actually a part of NBA The Run, but my overall point still stands.) After winning multiple championships through a lot of highly-contested matches and playing as all of the available characters across its two main game modes, that feeling I savored so much in my first, second, and even third championship run is long gone.

This must have been what Michael Jordan felt during his second retirement with the Chicago Bulls. I’m not comparing my accomplishments to his or anything (I got more than six championships, after all), but when you’ve won everything there is to win, what’s left? Playing for the love of the game only works when it loves you back, and now that both sides are spent, there’s little reason to stick around any longer. NBA The Run could pull me back in eventually if new content arrives in the coming weeks and months, just like MJ coming back to play for the Wizards – but at the moment, my legs are spent, my wrist is aching, and I cannot shoot, dunk, or ineffectively put my hand up any more than I already have.

Gothic 1 Remake Review – Play168

As the years go by and current hardware becomes increasingly incompatible with the past, the first Gothic gets harder and harder to play, making it the perfect target for a remake. The 2001 RPG is a cult classic for a reason, ahead of its time in worldbuilding and nuanced NPC interactions. While Gothic 1 Remake pulls the original into the near-modern era in terms of presentation and controls, it doesn’t touch much else. This is a mixed blessing. It’s great because Gothic already forces a higher level of engagement and immersion out of those who play it, refusing to hold your hand in a way that still resonates in 2026 – but it’s own sparks of brilliance are regularly challenged by the poor quality of its story, the inconsistent pacing of quests, and shallow combat, and none of that has changed either.

I first played Gothic soon after The Elder Scrolls 3: Morrowind, which came out around the same time. I immediately identified them as similar games in many ways, but different in at least one stark one: while they are both dense worlds designed to get lost in with lots of mysteries to find and foes to fight, Morrowind invited and encouraged me to fulfill my destiny as the hero of its clandestine peninsula, while Gothic couldn’t care less about my survival, my progress, or my fun.

Ironically named the Hero, you’ll spend much of the first half of Gothic feeling like anything but. From the moment you are dumped into The Colony, a work camp and open air prison surrounded by a magical one-way barrier, you are met with tribulations as grand as the complicated political climate that the survivors here live in and as small as the tiny critters that can one-shot you in combat if you’re not careful.

This remake’s best upgrade is easily how it looks and sounds. Gothic had a unique style even back in 2001. It was the definition of “doing a lot with a little,” thanks to low-poly models with muddy details arranged and colored in ways that really evoked a sense of place many bigger budget games didn’t. The forests have big trees that block out the light from the sun, which is a huge contrast to the brick and mortar ruins where people are making new lives. All of this has been enhanced, with modern lighting and models that make the old castles and caves of the Valley seem more like real places. The grassy and rocky lands that make up the uncivilized spaces between The Colony’s settlements look verdant and appropriately wild now.

The audio design was always strong, too, especially in the sound effects and ambient nature noises. All of those are more robust than ever, even if the droning background music selection isn’t all that special. But the best enhancement is the completely revoiced script. The original Gothic had some abysmal voice acting and this remake does a great job upping the bar to at least “good.”

Training Days

Despite the visual upgrades, Gothic is still fairly buggy. It was rare that I ever straight up crashed, but more common were weird AI behaviors. Sometimes I took a bunch of monsters just watching me run past them without any reaction whatsoever as a win, counterbalanced by all the times I had to load a past save because an NPC that I was supposed to follow got stuck, the quest I needed to finish trapped with him. For a solid chunk of Act 3, an NPC I had to recruit for a quest just followed me around aimlessly. That poor ore digger has seen things no man should…

Gothic’s difficulty is baked into its design in ways that aren’t simply enemies that hit you hard. It starts with how little you are even told about how to play. The remake does you a favor the original didn’t, including a small glossary of important controls for how to do basic things like pick up items and attack with bows. Otherwise, most of what you learn comes from trial and error. For instance, the lockpicking minigame, though not overly difficult to understand, is something you just have to throw yourself against until you get it, even if it means wasting a ton of picks. Thankfully, the modernized control scheme and the inclusion of controller support help sand down some of the early game edges that came from a basic inability to interact with the world around you correctly, which does get you off the blocks and into the ore mining rat race more quickly.

Combat also benefits from the revamped controls, making it easier to swing at and hit enemies. This does not make combat easier overall, however, which is still just as dangerous as it was 25 years ago. Your hero starts off weak, and even lowly molerats can send you to the game over screen in a hit or two. Leveling up gets you Learning points you can spend at trainers to raise your stats, which goes a small but gradual way towards making you dangerous in your own right. Once you get stronger gear, you stand a better chance, but weapons of any real note can be a big investment early and armor even moreso, the latter being the biggest factor in surviving more than a few blows.

Gothic Remake screenshots

You’ll be pretty bad at handling any weapon you pick up without training. It’s cool to see the difference between wielding a one-handed weapon untrained vs trained (or eventually mastered). Untrained, you clutch a short sword with both hands for dear life, flailing awkwardly with every swing, while trained attacks can flow into combos with the proper timing, and can critically hit enemies. This is a fun example of a game’s storytelling goals being met with both interactive and non-interactive elements at the same time, but it still means that melee combat feels bad for a large chunk of the early game, only getting better if you can scrounge together enough money and save up a couple of levels worth of Learning points to get trained. And even after that investment, while the act of swinging a sword feels better, the actual action never evolves beyond standing in front of bad guys and bashing them until you or they are dead.

Leaning on ranged attacks from a bow or crossbow is the safest (and most costly) early game option, and though training makes your shots more accurate over long distances, it’s an approach that evolves even less than melee. Magic does help both of these strategies, with offensive spells that are just better ranged attacks like fireballs, or support options that can change the size of enemies or summon monsters to help you out. Some of these spells can even have out-of-combat utility, like transforming yourself into a bloodfly so that you can fly from place to place and cut down travel time. But magic doesn’t become a real factor until the mid-game, and by then you’re probably pretty well invested in other skills and stats, making the pivot to a “magic-based” build a hard task unless you plan well in advance.

You can learn all sorts of other skills that affect how you play, like investing in acrobatics so that you take less fall damage but also get a dodge roll. Every time I made a big investment in a skill or equipment, these changes were noticeably impactful. I got stuck on a boss for a while, and when I finally decided to try out Remake’s new branching armor paths (which allow you to improve armor in stages) it made the difference. But it often felt like I had to grind either to make Gothic 1 Remake feel good to play at all, or just to raise my stats so that I could endure cheesy enemy attacks for long enough to hit back. I never had to gain any actual skill, I just had to be more annoyingly determined than my enemies. I guess there’s some sort of message in there somewhere?

Listen and Learn

Information about this world has to be teased out of it, either by talking to its denizens or picking up context clues from the environment. When agreeing to quests, don’t expect objective markers to appear on your map to guide you. Hell, don’t even expect a map at all unless you plan to buy or steal one first. Especially in the early hours, Gothic trains you to pay close attention to what you see and hear. It can feel daunting at first, trying to remember where specific NPCs are at certain times of day or establish who the most important people in town are based on their jobs or how other people talk about them. Your screens are free from the tooltip detritus of modern games of this ilk, but the reward for engaging with the Gothic at this level is how great it felt every time I could navigate to a point of interest on the map based on memory and context clues alone.

Unfortunately, the overall story of Gothic doesn’t fulfill the promise of its great setting and world. The denizens of the mining colony have basically revolted and set up several microgovernments, each with their own hierarchy, economies, and organizational goals. You’ll need to join in with one of the three camps early in order to get a stable foothold in the region and start working towards your own personal agenda. Each of these camps are unique from one another and present different social and moral quandaries that are really cool to exist among. The Old Camp is the largest and most established and does the most direct interaction with the outside world, but it’s also the most obviously corrupt. The Swamp Camp is a cult-led theocracy out in the wetlands filled with people who pray to a new forbidden god now that they are out of the reach of the mainland church. The New Camp is a hodgepodge of people who don’t want to live in the former camps, and is largely a pretty ruthless meritocracy where the strong and capable can have anything they want.

Jarrett Green’s Eurojank Jamboree

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I spent my playthrough getting into the good graces of the Old Camp, which meant impressing its leader, Gomez, enough for him to elevate me into his troop of personal guards. To do that, I had to spend a lot of time in the camp schmoozing his people enough to vouch for me, which meant doing favors for them or catching their attention in other ways. It also meant navigating the social structure of the place, sometimes the hard way. Elite guards patrol different sections of the camp and run protection rackets for the people in their districts. They would constantly try to shake me down for money in a “it would be a shame if something happened to you” kind of way, and more than once co-conspirators would try to set you up to have that thing happen to you if you don’t. They all have allegiances to their own paying customers, of course, so if you get into a fight in a place where you didn’t pay a guard but your opponent did, they will act accordingly.

This attempt at immersion doesn’t always land consistently, though. While most citizens in these settlements are pretty vigilant against weird and potentially criminal behavior by you, it’s easy to avoid any real consequences if you’re caught. People will stop and make a fuss if you walk into a house uninvited, but so long as you leave before someone starts swinging, everyone goes back to normal. I was caught more than once failing to pick the lock on someone’s personal treasure chest, but I simply walked out of the room before they questioned me and they never brought it up again. It’s the kind of videogamey stuff that happens all the time, but it stands out as odd in a game that has such an emphasis on character behavior and relationships.

Not every camp approaches social dynamics the way the Old Camp does, but in the early parts of Gothic at least, you’ll find a surprising wealth of these social lattices. Lots of early quests put your dedication to joining a camp in direct conflict with your relationship with a different camp, meaning choices can have pretty definitive outcomes depending on how you navigate them. One quest had me chasing a guy out of town at the direction of a guard captain, only for a different guard to get mad at me about it because that person was his main source of smuggled goods. This sort of dynamic-feeling social structure was always Gothic’s biggest strength and it goes untouched in the remake. That unfortunately also means that when the main story finally gets into full swing and the rote “save the world” tale spins up, the complete shift away from all this nuance makes the back half of this game comparatively boring. This is exacerbated by just how jarringly paced the quests in the final acts can be. So many of them require meeting the only guy who can help you do a thing, but proving your worth to that guy then means hunting X of a certain monster first. It feels like homework, not heroism.

Gothic: Complete Playlist

Explore the story of the Nameless Hero across the classic Gothic RPGs, ArcanA, into the new age.

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That isn’t to say that the parts that work are perfect, anyway. You’ll fight boredom throughout thanks to the uneven story pacing in every act, even with this remake’s occasional attempts to smooth the transition between major plot points by changing a quest in key ways. Back to the Old Camp example, you can impress everyone you need to impress to get a meeting with Gomez, but you still can’t actually do that until you hit level five, which means you may have to go out and grind or spend some time in other camps you don’t intend to join just to find some way to get enough experience points to meet this arbitrary goal. These gaps spent wandering around doing busy work were at least sometimes rewarded by small but neat discoveries in the wild early on, though those were mostly a new plot point that let you feel your way through the dense tapestry of the world some more.

The Remake does bring a wealth of new sidequests that gives you many more opportunities to submerge into and affect the world in small ways. One that lets you get a measure of revenge on a jerk you meet very early on is among the best, but my favorite is easily when you learn the tricks to train your very own rideable scavenger bird (think dinosaur chocobo). As a returning player, the process of discovering genuinely new things to do was just as pleasant as it was to see all the regular stuff the first time. Which is to say, it was often just as interesting and valuable as it was tedious.

The Adventures of Elliot: The Millennium Tales Review

I love pixel art. I find that, even decades later, the best-looking games of the ‘90s – Chrono Trigger, Final Fantasy 6, The Legend of Zelda: A Link to the Past – can still be breathtaking in a way older 3D games usually aren’t. That’s why I take notice whenever Square Enix uses its signature HD-2D art style, and why it’s so exciting to see that aesthetic expand past its turn-based roots with The Adventures of Elliot: The Millennium Tales, the first action-adventure game to get this modern-retro treatment. Even though its titular hero may be wearing red instead of green, it essentially asks the question, “What if Square made A Link to the Past?” The answer is an adventure I never knew I wanted – one with a compelling story, impressive build customization, and a world I hope we see more of.

Elliot is an adventurer – a fact he makes sure everyone is aware of – who helps anyone that may be in trouble or has a problem to solve. After a summons by the king, your seemingly routine quest turns into a mission to save both the princess and the kingdom itself, traveling through time to do so. Elliot is is easy to root for, charismatic without ever crossing over into cheesy. Traveling alongside our hero-in-red is Faie, a small and slightly amnesiatic fairy who helps Elliot navigate and faces down foes with her magical abilities. She is a bit chatty (how chatty can be adjusted but never turned off completely) and occasionally falls into the “partner who gives you the puzzle answer too soon” trope, which is unfortunate, but is still a pleasant companion to have. Over the span of the 20-ish hours I spent with Elliot, Faie, and the rest of the supporting cast, I grew to love this world and was invested in the lives of these characters – even if the most emotionally impactful moments don’t arrive until quite late, sometimes not until the post-game portions.

The Adventures of Elliot: The Millennium Tales Gameplay Screenshots

One of the core components of The Adventures of Elliot is its time travel, which can be a tough thing to get right in a game, and it never quite lives up to its promise here. You’ll jump from age to age, and while that’s reflected in some ways as certain locations or routes change depending on the time period, these differences are rather underwhelming. It’s neat to find the ruins of a once great building from the Age of Magic during the Age of Reconstruction, but venture a short distance outside the city walls, and you will see the same trees and shrubs regardless of when you find yourself. Stranger still is the lack of any sort of evolution or development in the settlements of the beastmen tribes you frequently visit. You’re telling me that the wolfish Ulfur, even in a thousand years, never figured out how to set up a few more tents?

On the topic of those pesky beastmen, the enemies of the various ages don’t change, either. Whether I was exploring dark caves in the present day or the ancient sands of the Age of Budding, I was swinging my sword at the same slugs, rat people, and weird flying things. You can at least skirt around them pretty easily if you just want to get somewhere in a hurry (with the exception of the occasional room that requires you to clear out all the enemies before moving on), but the lack of variety does mean that after the first few hours, you will have seen a majority of the foes you will face on your adventures. The best Elliot offers in terms of age-exclusive enemies is a palette swap for the robotic automata units, with their once-shining chassis becoming caked with an aged patina in the years that follow their invention during the Age of Magic.

This world is another beautiful example of the HD-2D art style.

But while the time travel might not alter them much, the world itself and the designs of the characters and enemies within it still make this another beautiful example of Square Enix’s HD-2D aesthetic in action. There were occasional encounters where a monster would be hidden behind a wall or other piece of scenery, but that was only a minor inconvenience and was brushed aside whenever I stumbled across the next stunning landmark. The drooping indigo leaves of Grandree, the crown of the Mount Phoenix volcano, and the glistening structures of the grand city of Weyzn are just a few such places. Not to mention the creative boss sprites, such as the laser-shooting lava lizard Salathmadra, or my personal favorite, a frog don that rides a turtle around. All of this and more shines on Nintendo Switch 2 where I did my full playthrough, nearly as well it did during my tests on the PC build, with only slight slowdown and longer load times being the main noticeable differences with the former.

Crystal Combat

Much of what The Adventures of Elliot does feels very familiar, but equipable Magicite buffs and the “crafting” system you can use to make more of them is one of the most interesting twists it introduces. You would be forgiven if you assumed Elliot to be an RPG upon hearing it was developed by Square Enix and Team Asano, but it actually has very little in common with the genre those teams are best known for. Instead of gaining levels to become stronger, your growth is tied more to Magicite that you slot into your weapons, granting different modifiers and enhancements.

These crystals can be found in chests or crafted at a special shop using shards that are dropped by enemies. Coming in progressively rarer and stronger tiers, each of the seven possible weapons has a whopping 15 unique Magicite options that can be swapped in or out at any time, even during combat. Perhaps enemies are moving around a bit too much, so you want a stun effect that will let you land hits more easily – just hop into the pause menu, equip the Magicite that does that, and get right back into the fight. That flexibility is empowering.

There are also some awesome combinations of crystals that turn Elliot from an adventurer into a weapon of mass destruction. For example, the bow’s Fire Shot Magicite will give its arrows a chance to light a target on fire, while the Explosion Magicite causes, well… an explosion when you hit a burning target. It’s exciting to experiment and find a powerful combo like this, which can melt a boss’ health bar in no time flat. Between being able to have two weapons equipped at a time (each assigned to a specific button) and the ability to swap their Magicite quickly, as well as a variety of helpful magical spells from Faie, I always felt ready for whatever encounter awaited me next.

Team Asano really knocked it out of the park when it comes to just how seamless and easy all this swapping can be, too. A convenient radial menu can be popped up at any time to swap weapons, and similar screens are used for your potion vials and Faie’s magic as well. All three are accessible from the others with a simple button press, and opening these menus freezes the action around you. During tricky fights where I needed to plan and prepare, or just stop and analyze the situation, it all worked splendidly. At the same time, though, hot-swapping weapons and guzzling potions basically became muscle memory by the end of the campaign, so I never felt like those menus slowed things down or took me out of the action unless I specifically wanted them to.

Some awesome crystal combos turn Elliot from adventurer to weapon of mass destruction.

Combat itself is a nostalgic trip to simpler days when all that was involved was looking at an enemy and pressing a button to swing. It feels good to just walk up and spam my sword attacks to take out enemies, but there are still ways to quote “get good” for those who want to really excel. Elliot can parry with his shield, leaving a foe dazed and open for critical hits; you can cause some enemies to explode and, in the process, damage their allies; or you can just hurl some pots at their heads for old times’ sake.

If you do find yourself having trouble on a boss or another annoying mob, The Adventures of Elliot is rather gracious with its revives, allowing you to pay to have Faie heal you back to full. The price doubles each time, but resets when you visit certain checkpoints (unless you are playing on the Very Hard difficulty). The best part is that this is completely optional, instead giving you the option to simply respawn at the last save point. This revive proved to be a welcome option against some of the bosses where I needed just a bit more life to come out victorious. As long as you have the money, you can just brute-force your way through anything, but it never feels like you need to do that.

However, Elliot rewards you for playing well and avoiding damage, too. Every enemy you strike down will add to a chain count, and enemies drop more goodies when they’re defeated if you reach a high enough number, making this a great way to grind for resources – but the moment you take the slightest bit of damage, the combo breaks, and you have to start all over. I had high combos break more times than I care to admit due to becoming overconfident and overlooking the dangers around me.

For those battle masters that want to really test their mettle, Elliot offers a special Temple of Trials. This pits you against not only previous bosses but also increasingly difficult mobs of enemies. The rewards are worth it, and it’s a great place to test out those weapon combo ideas, but they are not for the faint of heart!

Watch Out for Pit Falls

Outside of combat, Elliot has a surprising amount of platforming. Leaping across gaps, diving underwater, and figuring out how to get up to some nearby plateau all play a far bigger role in this adventure than I had anticipated. Dungeons tend to feature at least a few sections that will test your dexterity, requiring you to maneuver around pits or over lava. Thanks to how tight Elliot’s controls are, I generally had a good time with these sections. There are some handy accessories that can help you out too, such as one that lets you briefly hover or another that prevents you from taking damage if you drop into those pesky holes. Since many areas of the map can be explored in whatever order you want, you may even encounter places with abilities like Faie’s Warp spell that let you bypass parts altogether.

The varying terrain height also allows for some fun experimentation during combat. When enemies were nearby, ledges stopped being simple hills and instead became high grounds, ripe for the taking. My go-to strategy usually involved chucking bombs down on the enemies below or sending Faie out to beat on them for a bit. Though setting them on fire or exploding nearby bomb slugs with her magic also proved devilishly effective.

Every HD-2D Game

Square has coined this term to mean the retro inspired but modernly rendered series of new titles and remade classics.

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Traveling through time is just as convenient as traveling across the map itself. Special guideposts are placed around the world that, once activated manually the first time, can be fast-traveled to from your map screen at any point. It doesn’t matter what age you or your desired location are in, you can get there in a flash. The maps are also covered with various markers pointing towards treasure chests, shrines to upgrade both Faie and Elliot, collectible cats, and lots more. That’s quite helpful for secret hunting, but it’s actually so much information that I wish I could filter the icons or even turn them off completely for the times I simply want to discover things on my own.

The maps inside dungeons have all of the same helpful features, with icons pointing out all the chests or cats and guideposts positioned at both the front entrance and right before the boss. You won’t be able to teleport into a dungeon from the world map, or to the outside from within one, but most of the beefier dungeons have a convenient guidepost nearby. It was always just a short detour to heal up or restock at a village if I found my resources lacking before a boss fight, which I appreciated a lot.

Link? No, I’m Elliot

Okay, it’s time to address the moblin in the room: The Adventures of Elliot shares a lot of DNA with A Link to the Past, and the Zelda series in general. It would frankly take longer to list out all the things it has in common with that SNES classic than those it doesn’t. Calling this “The Legend of Elliot: A Link to the Pasts” really wouldn’t be too off base. A lone swordsman on a top-down quest to save a blonde-haired princess, wielding the likes of bows, bombs, boomerangs, and even a dash you can use to bonk into things. You have your fire dungeon, water dungeon, and forest dungeon all checked off the list, and you get a neat glowing magic sword, too. Being so reminiscent of one of the greatest video games of all time is hardly a bad thing, and finding all the little nods and callbacks almost became a game of its own for a big Zelda fan like myself. Elliot even manages to pull off a convincing “hyah!” when he swings his sword that would make Link proud.

I am all for more Zelda-style games like this, and Elliot does a great job of recreating that formula while also introducing a few twists that help it stand out. But when you follow the overall blueprint so closely like this, it unavoidably puts you into direct comparison with what came before, and Elliot’s quality doesn’t quite reach the same lofty heights as its inspirations. The dungeons tend to lean on the simpler, more straightforward side, and I never found the “puzzles” to be much of a brain buster. (Though, also in typical Zelda fashion, Elliot’s equivalent to the Water Temple did feature water level shenanigans that made me grumble a bit.) I can only recall a handful of times where trying to figure out how to reach a specific area on the map left me scratching my head, and people who grew up with or frequently played 2D Zeldas may not find much of a challenge here in general, but I can see how The Adventures of Elliot could be an on-ramp to the genre.

Of course, Elliot differentiates itself significantly by having multiple endings to uncover, the best of which require a deeper dive into the various ages. There is a good amount of stuff to do and discover here; playing through on Hard, which felt similar to a standard 2D Zelda level of difficulty for me, it took just under 14 hours to get my first ending, and I found the rest of the endings within another 10. That was the perfect size I wanted from a game like this, and some of those endings were so good they may have had me holding back tears.

Is Valve’s $1,049 Console/PC Hybrid Worth It?

The Steam Machine is finally here after looming on the horizon for the last eight months or so. And while Valve has been adamant that the Steam Machine is an entry-level gaming PC, rather than a new, fourth player in the console space, this little box has captured the attention of console and PC gamers alike.

At $1,049, the Steam Machine is unlikely to win over the hearts and minds of PlayStation and Xbox faithfuls, but it is easily the best living room PC I’ve ever used, despite being a bit weaker than either of the base consoles. But what’s truly impressive is that it’s able to do that while also being one of the best ways to just get into PC gaming in the first place. PC gaming has always been expensive, and the Steam Machine is certainly no different, but Valve was able to cut away most of the tinkering and just get new players into the game.

The RAM crisis may have caused Valve to raise the price, but $1049 for a gaming PC is certainly not unheard of, especially for a rig as small as this. So, yeah, the Steam Machine isn’t going to be for everyone, but if you have the budget, it’s an incredible device to hook up to your TV.

Steam Machine – Hands On Photos

Purchasing Guide

The Steam Machine is available to reserve now, starting at $1049. That price will get you the base 512GB model with no controller. If you do want to add a controller, the price will go up to $1128, which is actually cheaper than buying the two seperately. Or, if you want to maximise storage, you can get the 2TB model for $1349 without a controller, or $1428 with the Steam Controller. No matter which 2TB version you get, though, you’ll get two additional faceplates.

Expensive, Or Is It?

The Steam Machine’s price has been a constant topic of conversation ever since it was announced back in November 2025. Back then, Valve made it very clear that the Machine would be priced competitively with a comparable gaming PC, and at that point, I assumed it’d land at around $800. But gaming PCs, and the components they’re made of, have become much more expensive since then.

Thanks to the ongoing RAM crisis, fueled by seemingly every company needing to build a hyperscale datacenter, the 16GB of RAM in the Steam Machine alone would cost nearly $250 by itself. And, with that in mind, it makes it a little easier to understand how Valve landed on a $1049 price point for the 512GB version and $1349 for the 2TB model, even if it makes it a bit harder to recommend.

That makes the Steam Machine around $400-450 more expensive than the Xbox Series X or the PlayStation 5 to start. That price probably disqualifies Valve’s new mini gaming PC in the eyes of many console faithfuls, but it makes a lot more sense for its intended purpose as an entry-level gaming PC.

Because as much as that $1049 price tag is shocking at first glance, Valve is still keeping its word about keeping the price competitive. I took a moment to price out a similarly-specced gaming PC on PCPartPicker, and it ended up being around $1050, and that’s with a full-sized ATX PC case, rather than the Steam Machine’s tiny little cube.

Whether you’re just getting into PC gaming and need a low-effort starting point, or if you already have a huge Steam library and you need a mini gaming PC for your living room, the Steam Machine is arguably a pretty good deal. Especially because unlike most gaming PCs, the Steam Machine is ready to play games as soon as it boots up for the first time. And, well, time is money.

Design and Features

Right out of the box, the Steam Machine doesn’t look like much. It’s a little cube, about 6-inches on each side, with an RGB light bar across the bottom. And that’s one of the main appeals about this little PC.

At the beginning of this console generation, the PS5 and the Xbox Series X both had out-of-this-world designs. The PS5 looked like some fancy space-age building in a gentrified neighborhood, while the Xbox Series X looked like a mini-fridge with green accents in the vents. Depending on your sensibilities, the Steam Machine is so small and unassuming that it might be the first console-that’s-not-a-console that actually blends in with the rest of your entertainment center.

Everything about the Steam Machine’s design seems purpose-built to blend into your living room, down to the cooling. There’s only a single fan on this thing, located in the rear of the device. That doesn’t sound like enough, but most of this cube is a giant heatsink that takes cold air from the front of the device and passes it directly out of the back. Just take off the magnetic faceplate and peek inside, and you’ll see just a block of aluminum fins to that effect.

This is such a simple cooling solution in theory, but it immediately solves the overheating problems of anyone that just wants to shove their console on a shelf and forget about it. You don’t have to worry about keeping the sides of the Steam Machine free to ‘let it breathe’ because the only air intake is in the front of the console, which then spits hot air out of the back. And, you’re going to want both the front and the back of the device clear anyway to access the ports.

There are three ports on the front of the Steam Machine, two USB-A ports to connect controllers or other peripherals and a MicroSD card reader. I love that the card reader is in the front here, because if you already have a Steam Deck, you can easily swap the SD card carrying your game library between the two, and have immediate access to whatever you’re playing.

Just like any desktop PC, there are way more ports ‘round the back. There’s an HDMI and a DisplayPort for displays, along with a power connector, an ethernet port, two USB-A ports and a USB-C port. That’s admittedly less than a lot of full-sized PCs, but with the size of the Steam Machine, it’s hard to expect anything more.

It’s important to note, though, that the power connector is the same as what’s found on other game consoles like the PS5 and the Xbox Series X. That certainly helped a lot in my testing, because it kind of just slotted right into my setup, but it also just means that the power connector will be super easy to replace, as there are a ton of cheap power connectors you can buy online for this thing.

If you don’t necessarily want the Steam Machine to blend into the background, the faceplate is swappable. It’s attached by magnets on each of the four corners, and the Machine comes with a plain black one preinstalled. If you have the cash for the 2TB model, it’ll come with two extra faceplates, but because the attachment is so simple, I expect there will be a little cottage industry that springs up selling 3D-printed faceplates with all kinds of wild designs.

There’s also the RGB light strip at the bottom of the device. By default, this acts as a sort of status indicator, glowing blue when the PC is on and blinking white when it’s trying to go to sleep. But you can go into the ‘Customization’ menu and either turn the light off entirely, or change it to any color or effect you want.

More Than Just a Console

It would be easy to dismiss the Steam Machine as an overpriced console, but it is so much more than that. There’s a reason that Valve repeatedly hammered home the idea that this is intended to be a gaming PC – it can do so much more than just play games.

While it’s true that the PS5 and Xbox have a slew of different apps that extend their utility, a lot of those boil down to watching Netflix or something similar. The Steam Machine, on the other hand, is just a Linux PC that launches in Steam Big Picture mode, so the possibilities are basically endless.

You’re not going to find much in the way of ready-to-install entertainment apps, but even without swapping the operating system over to Windows – which you can do – you can install a bevy of different programs. Yeah, you can just use it to watch Netflix through the Chrome browser if you want, but you can also plug in a keyboard and mouse and code on this thing. Try doing that on a PS5 without jailbreaking it.

Admittedly, that narrows down the appeal of the Steam Machine a bit. People who just want a little entertainment box might be better served with a traditional console, but I don’t think that necessarily matters. One of the beautiful things about PC gaming, and one of the reasons PC gamers are so attached to their machines, is because a great gaming PC becomes a sort of appliance in their home.

I already mentioned how well the Steam Machine fits into an entertainment center, but the small size and unassuming aesthetics also makes it a great fit on any desk. Simply plug in a keyboard and mouse, and the Steam Machine is powerful enough to be a little mini workstation, especially for lighter tasks like coding or writing.

That’s probably a big reason why Valve wasn’t able to use sales from the Steam Store to subsidize the cost of the Steam Machine. Even without playing games, the Steam Machine is just a great little mini gaming PC, and in that world the $1049 price that is so high compared to a game console actually starts looking like a bit of a bargain.

The Big Picture

Being more of a gaming PC than a game console doesn’t mean that the Steam Machine carries the same kind of baggage as Windows 11 devices. Just like the Steam Deck before it, Valve’s mini PC is basically plug-and-play. As soon as you boot it up, it’ll pull up a log-in screen that you can get past simply by scanning a QR code with the Steam Mobile app. And, then you’re just in Steam Big Picture mode, where you can just start downloading and playing games.

For a lot of people, that’s as deep as you’re going to need to go. And, even if you do need to tweak some settings, it’s super easy to just hit the Steam Button on the Steam Controller, or the equivalent menu button on whichever controller you’re using to bring up the Steam menu. From there, you can go into settings and tweak everything from default game resolution to the RGB lighting.

You can also use the Quick Access menu – brought up by the 3-dots-button – to tweak system settings like refresh rate and even how much power is being pumped into the GPU. It is surprisingly easier to tweak settings on the Steam Machine than it is to tweak things on an Xbox or PS5.

Of course, you can go into the Linux desktop and really get into the weeds. But unless you really want to add your Epic Games or other games libraries, you probably never have to even look at the desktop if you don’t want to. Although, being able to go to the desktop and just use the Steam Machine as an actual computer is what makes this thing one of my favorite PCs in years. There’s just something incredible about a gaming PC that’s connected to my TV that I can push a button and turn into an actual workspace, when typically it’s the other way around on Windows machines.

Performance and Gaming

The Steam Machine is packing a 6-core, 12-thread Zen 4 processor, paired with a RDNA 3 GPU with 28 CUs, the equivalent of a Ryzen 5 7600 and a Radeon RX 7600, respectively. That’s not exactly a recipe for a high-end gaming PC, but it is more than enough to run most modern games, although you will have to tweak settings to play at 4K.

Unfortunately, Valve came out the gate claiming the Steam Machine would be able to play games at 4K60 with FSR. The Steam Machine absolutely can do that, but not with all the eye candy enabled. And, it just so happens that when I’m testing a gaming PC, I benchmark with all of that eye candy enabled.

If my testing process was limited just to my regular benchmarks, the Steam Machine wouldn’t look too great. In Cyberpunk 2077 with the Ray Tracing Ultra preset at 4K, and with FSR set to ‘Performance’, the Steam Machine only managed to get 14 fps. That’s pretty dismal, but once I turned down ray tracing, that number skyrocketed up to 42 fps at the same resolution.

Then, in Forza Horizon 6, with the Extreme preset without ray tracing, the Steam Machine got 30 fps with FSR set to ‘Performance’. And in Total War, Warhammer 3, on the Ultra preset at 4K, the Steam Machine gets 23 fps. These numbers don’t exactly bode well for Valve’s ‘4K60’ frames, at least until you remember that, at its core, the Steam Machine is a gaming PC.

All it really takes to hit those 4K60 numbers is to tweak with the settings. Once I turned those games down to their respective medium presets, Forza Horizon 6 was able to get 57 fps, and Cyberpunk 2077 was able to get up to 64 fps. And that’s exactly where I’d want the Steam Machine to be, if I’m just connected to a TV in the living room.

The same was true across all the games I played in my time with the Steam Machine: I had no problem hitting averages between 50-60 fps in pretty much every game I tried. There are some games, like Death Stranding 2, which averaged around 45 fps with its medium preset, but even that is still very playable. It’s important to keep in mind too, that the image quality that comes with ‘Medium’ presets on PC, is typically about the same as what you’d get from the base PS5 and Xbox Series X.

For instance, in 007 First Light, I set most of the settings at around medium or high, and managed to get around 55-60 fps. That’s not quite the same locked 60 fps that the PS5 or Xbox Series X gets, but those consoles typically use dynamic resolution in games, which means the resolution will scale up or down in order to maintain a locked frame rate.

That option will certainly be available in some games on PC, but for the most part, you’re going to have to tweak games until they run at the frame rate you’re comfortable with.

It’s also worth noting that a driver update came out after this review went into edits, which may improve performance. We’ll be testing that soon and will have those results in a performance deep dive in the coming days.

The Last of Us Part 2 Multiplayer Mod Gameplay and Launch Window Revealed

Naughty Dog may have canceled its The Last of Us Part 2 multiplayer project, but Factions fans can now at least have a new PvP mode to look forward to… if they’re on PC.

Modder Speclizer uploaded 25 minutes of early gameplay for a mod they’re working on that will let players go head-to-head as Abby, Ellie, and potentially other characters from the PlayStation video game series. The video kicks off with the news that, after starting development in January 2026, it’s expected to launch this September.

It’s admittedly a bit rough around the edges in its current state but, so far, this The Last of Us Part 2 multiplayer mod seems to feature a relatively fleshed-out PvP mode. The earliest moments of the gameplay video are the most telling, highlighting a matchmaking system, maps, and loadout selections. Is it exactly what Naughty Dog may have had planned for The Last of Us Online? Probably not, and it’s only coming to PC for now, but it might just help fill the hole in players’ hearts.

Those itching for a multiplayer spin on a classic post-apocalyptic story might also find some hints of what’s to come on Speclizer’s X/Twitter account. In the months since development began, they’ve regularly posted updates on their progress.

One June 13 video, for example, features footage of school, Seattle, and gas station maps. A May update showed how their first 1v1 match played out. Other videos also show that the modder has seemingly toyed with the idea of including other playable characters (like Dina) and costumes (like Ellie’s spacesuit).

It’s hard to say what will end up in the mod as Speclizer continues chipping away at it. For now, it at least looks like The Last of Us fans looking to revisit Naughty Dog’s critically acclaimed gameplay might have something to keep them occupied this September.

The Last of Us Part 2 Remastered – No Return Roguelike Mode Screenshots

The PlayStation studio canceled its long-gestating multiplayer off-shoot in late 2023, promising to shift its focus to single-player games going forward. Its last all-new story, The Last of Us Part 2, launched almost exactly six years ago in June 2020. Its next, Intergalactic: The Heretic Prophet, remains without a release date.

“In ramping up to full production, the massive scope of our ambition became clear,” Naughty Dog said at the time of The Last of Us Online’s cancelation. “To release and support The Last of Us Online we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games. So, we had two paths in front of us: become a solely live service games studio or continue to focus on single-player narrative games that have defined Naughty Dog’s heritage.”

While Speclizer works to fill the void, we may never know what the PlayStation studio had planned for its evolution on the multiplayer ‘Factions’ mode delivered with the original The Last of Us. Former Sony Interactive Entertainment executive Shuhei Yoshida said last year that the version of the game he was aware of was “great.” Vinit Agarwal, who at one time served as director for The Last of Us Part 2’s multiplayer spin-off, said earlier this year that it was nearly 80% complete at the time of its cancelation.

Michael Cripe is a freelance writer with Play168. 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).

Catan Matches Its Lowest Price Ever With a Prime Day Lightning Deal

Catan, formerly known as The Settlers of Catan, is currently on sale for nearly 50% off its regular price during Amazon Prime Day, matching its previous low from a year ago. Catan is one of the best strategy games of all-time, providing an experience that goes beyond familiar games like Monopoly and Sorry by adding resource gathering and the ability to outwit your opponents into the mix. The result is a gateway game for many (myself included) into the strategy genre and serves as a great entry point overall into modern board games.

Catan Matches Its Lowest Price For Prime Day

Catan (6th Edition)

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How the deal works: This discount is a Lightning deal, which means there’s a limited number for stock available at this discount. Once the deal is 100% claimed, the price will go back up.

Despite releasing more than 30 years ago, Catan is still regarded highly today by many modern board game enthusiasts. Sure, there are plenty of games that have iterated on the strategy formula, but Catan remains a classic board game for a reason. It masterfully blends resource gathering, route planning, trading, dice rolls, and a bit of luck into an experience that just about anyone can grasp.

Because Catan’s game board is variable, no two games will play out the same. This random element allows for near-endless playthroughs that require you to adjust your strategy on the fly while adapting to your opponents’ moves to claim victory.

The 6th Edition of Catan, currently on sale for its historical low price of $29.99 for Prime Day, features refreshed artwork, upgraded components, and a new rulebook that makes teaching the game to new players easier than ever. And, once you’ve mastered the base game, there are plenty of great Catan expansions to sink your teeth into.

Matthew Adler has written for Play168 since 2019 covering all things gaming, tech, tabletop games, and more. You can follow him on the site formerly known as Twitter @MatthewAdler and watch him stream on Twitch.

Tom Holland and Zendaya Are Huge Fans of PlayStation’s Spider-Man Games, Insomniac Invites Them for Studio Tour

Spider-Man: Brand New Day stars Tom Holland and Zendaya really enjoy Insomniac Games’ Spider-Man games.

In a recent interview with Play168 Benelux, Holland and Zendaya were asked whether or not the games were used as inspiration for certain sequences in Spider-Man: Brand New Day. Although they didn’t really answer the question directly, they did note that they’re big fans of the game.

“We love the games, the games are absolutely sensational,” said Holland.

“I’m not very good at playing video games. I get very frustrated because I want to play it all by myself, and he’ll try to come [help me],” added Zendaya.

The two then explained how Zendaya had troubles with a section in Marvel’s Spider-Man 2. In the back half of the game, Mary Jane Watson gets taken over by a symbiote and turns into a villainous monster known as Scream. Zendaya noted that she had a lot of trouble with that portion in the game and, ultimately, Holland had to help her with it.

This isn’t the first time Holland has expressed his love for Insomniac’s Spider-Man games. When promoting Spider-Man: No Way Home in 2021, Holland noted that Sony gave him a PS5 to play and he really enjoyed playing it. He stated that the team even copied one move from the game and added it into the film. Fans believe that the move is when Peter flips Green Goblin through the air before slamming him back into the ground, using his webs to propel them.

Spider-Man: Brand New Day Cast and Characters: Who’s Confirmed for the MCU Sequel?

After seeing Holland and Zendaya’s comments about the games during the Brand New Day promo, Insomniac Games extended an invitation to have the two stars come visit the studio. Whether or not that actually happens remains to be seen, but it would be a great way to help promote the Brand New Day suit being added to Marvel’s Spider-Man 2 next month.

Spider-Man: Brand New Day swings into cinemas on July 31st.

Cade Onder is a freelancer for Play168’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

GTA 6 Fans Spot Tommy Vercetti Easter Egg Over a Year After Trailer 2’s Release

Grand Theft Auto 6 fans have spotted a cheeky nod to Vice City protagonist Tommy Vercetti in the game’s second trailer. In GTA 6’s second trailer, we get a mini-montage of a day in the life of co-protagonist Jason Duvall. One key moment sees him walking into a store, slapping the cashier, and taking cash out of the register. However, Twitter user GameVerse spotted something of note. At the 33-second mark of the trailer, right as the cashier turns his head, you can see a painting of a lizard on the wall. The lizard happens to be wearing a blue floral shirt – the same one as Tommy Vercetti from GTA: Vice City.

It’s somewhat remarkable that this detail has largely gone unnoticed for a year, given the fact that the trailer has hundreds of millions of views and has been hyperanalyzed by fans. However, it’s easy to miss since the lizard is obscured until the cashier is slapped, and it’s only visible for half a second. It’s also just blurry enough that if you’re not really looking for it, it may not stand out. It seems like a safe bet to imagine there will be plenty of other references to Grand Theft Auto: Vice City, given that the two titles share a setting.

However, you probably shouldn’t expect Tommy to show up in the flesh. Not only did actor Ray Liotta pass away in 2022, but Rockstar has always tried to keep the PS2-era titles separate from the other entries. In response to a fan question back in 2011, Rockstar revealed its “logic” behind how it separates the different universes but, of course, it could always change this if it really wanted to.

“The ‘universes’ are the worlds interpreted at different definitions, 2D, 3D and high definition, so we felt brands and radio/background characters would exist in both, but three-dimensional characters would not,” said Rockstar. This is the logic (as far as it could be considered logical) behind it – so no, we don’t believe any GTA 3 characters could exist in the GTA 4 universe.”

GTA 6 will seemingly feature Phil Cassidy, but it doesn’t appear to be the same version from the original GTA: Vice City. The new version has both of his arms, which wouldn’t be possible if it were the same continuity, given that he blew his arm off in the 80s.

GTA 6 will be released on November 19th, 2026, for PS5 and Xbox Series X|S. Pre-orders will open this Thursday, June 25th.

Cade Onder is a freelancer for IGN’s news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Meccha Chameleon Players Recreate the Mona Lisa as Hide-and-Seek Paint Game Passes 7 Million Sales

As hide-and-seek paint game Meccha Chameleon rockets past seven million copies sold, some players have gotten so invested in finding the perfect hiding spot that they’ve started recreating the Mona Lisa in-game.

Developer lemorion_1224’s hit multiplayer game isn’t just the latest ‘friendslop’ experience to reach viral status – it might also be one of the biggest. It took less than a week to reach two million sales after its June 9 launch on PC via Steam, and it’s now picked up another five for a total of seven million in its second week.

Meccha Chameleon Steam Screenshots

The stats get even more impressive on its SteamDB page. Meccha Chameleon reached a concurrent player peak of a little more than 20,000 users in its first day on the market. Its all-time peak, recorded yesterday, June 21, sits at 340,534.

That positions lemorion’s colorful spin on hide-and-seek as an especially popular game, even when compared to other friendslop success stories like Peak, R.E.P.O., and Lethal Company – but what has everyone so excited? Aside from its unique premise, which primarily sees players using paint to blend into different environments while hiding from hunters, many seem to be attracted by the many highlights being posted online.

Unique gameplay, mixed in with a little luck on social media, is a friendslop recipe that has catapulted similar titles into the mainstream eye in the past – but the ability to freely paint has opened the door for some of the more creative players to attract attention online. Instagram user artofmenevir is so skilled with a brush, in fact, that their best hiding spots serve as miniature recreations of famous paintings, like Leonardo da Vinci’s Mona Lisa. Other players have already done their best to put their art skills to the test, too.

@hoviagaming The Art Museum Custom Maps are SO fun 🖼️🤍 #viralgames #newgame #mecchachameleon #gaming #hidenseek ♬ Bach unaccompanied cello suite “Prelude” – Jianteng

Most players probably aren’t going to have the skills to accurately camouflage themselves within detailed works of art like the Mona Lisa, especially considering Meccha Chameleon matches typically have strict time limits during the hiding and hunting phases. If you want to try your hand at this particular challenge, you can download the Art Gallery map by Popunia in the game’s Steam Workshop page.

The fact that it is possible, though, is what’s so intriguing – especially since it’s remarkably easy to create such a bad paintjob that you stick out like a sore thumb. Some players are really flexing their creative musles by not trying to fit in at all, while others are just doing their best.

Meccha Chameleon has shown no signs of slowing down as lemorion continues delivering sales and game updates. The seven million sales figure was achieved yesterday and, at this rate, it wouldn’t be a surprise to see at least one more milestone announcement before the week is out. Meanwhile, update 1.7.0 added the new Osaka map, as well as a report feature, when it launched earlier today.

What’s next for Meccha Chameleon, specifically, remains unclear. For more on how friendslop has taken over the world of multiplayer gaming, you can check out IGN’s interview with the developers behind Gamble With Your Friends.

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).