In partnership with L.A. developer AdHoc Studio, the group — which comprises Liam O'Brien, Marisha Ray, Sam Riegel, Ashley Johnson, Laura Bailey, Matthew Mercer, Travis Willingham, and Taliesin Jaffe — will work with AdHoc on a number of projects, including the first ever game based on the D&D group.
While we're still some ways out of getting to play it ourselves — “We’re tossing around ideas, what are we thinking about in terms of scope and budget, and some of the things we must have,” Willingham said — Critical Role is also working with AdHoc on a narrative adventure called Dispatch, and that's out later this year.
As reported by Variety, Dispatch will include "future brand development inclusive of an animated series, merchandise, and tabletop gaming." It was after auditioning for Dispatch and being impressed by the game that Critical Role CEO and cast member, Willingham, decided to team up with the studio for an original game set in Exandria.
Dispatch — described as a "superhero workplace comedy" — is due for release later this year and also stars fellow Critical Role members Laura Bailey and Matthew Mercer, along with Breaking Bad's Aaron Paul and The Last of Us' Jeffrey Wright. JacksepticEye and MoistCr1TiKaL also lend their voices to the project. In it, you manage “a dysfunctional team of misfit heroes and strategize who to send to emergencies around the city, all while balancing office politics, personal relationships, and your own quest to become a hero.”
“I absolutely flipped out. The animation was so amazing. So much so it looked like an animated show," Willingham told Variety.
The group spoke about its big plans for the future earlier this year. There was no word on what the video game will be called or how exactly it will tie into the Critical Role universe quite yet, but Willingham said at the time that the team behind it remains “hard at work.”
Last month, as they celebrated their 10th anniversary, much of the group who make up Critical Role gathered together for a celebratory panel at IGN Live moderated by Amelia Emberwing, looking back at the path so far and teasing what the future will hold.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
The familiar Baxter Building featured in The Fantastic Four: First Steps will be seen again in Avengers: Doomsday, Marvel boss Kevin Feige has said, sparking speculation over what this means for the fate of the Fantastic Four's version of Earth.
Discussing the ongoing filming for Avengers: Doomsday, Feige told Comic Book that the production was curently shooting on sets "built for Fantastic Four", including the team's living quarters seen in previous trailers.
But how will this version of Earth appear? And what brings the action back there, after the Fantastic Four leave their universe to cross over to the main MCU reality, as seen in the post-credits scene for Thunderbolts*/The New Avengers? Let's take a look at eactly what Feige has said.
"Only speaking to the one we're working on now, shooting now, for people who know the comics and know the word incursions, those are universes coming together," Feige began. Here, the Marvel boss is making clear that he's discussing Avengers: Doomsday, rather than the subsequent Avengers: Secret Wars, and referencing 'incursions' — the destructive smashing together of multiverse realities seen at the end of Doctor Strange: Multiverse of Madness.
"We will see this world that we've introduced (in First Steps)," Feige continued. "We're shooting on all the same sets that we built for Fantastic Four, and it is very fun. I would say the now-iconic Baxter Building living room and kitchen where we saw the Four get to know each other in this movie, let's say there are a lot more people in that kitchen in Avengers, and it's fun to literally see people coming into each other's homes, which is pretty awesome."
It certainly sounds like Feige is suggesting we'll see Avengers characters travelling over to the Fantastic Four universe — which perhaps because of an incursion is linked to the main MCU reality. Perhaps the Fantastic Four's multiversal journey to the main MCU is what causes this incursion? Or maybe the Four are aware it's coming, and are rushing over to get ahead of it?
Regardless, fans are taking Feige's comments as confirmation the Fantastic Four reality is very much still standing at the end of First Steps — which would be something of a spoiler. Threatened by the planet-chomping Galactus, the Four's retro-futuristic version of Earth was looking decidedly ropey in a recent trailer — but seemingly it survives, or at least the Baxter Building does, if the kitchen is still ready for a hangout sesh.
"He basically confirmed the Fantastic Four universe won't be destroyed," wrote redditor Significant_Silver99. But not everyone is so sure.
"Unless, the theory that the Baxter Building is the second ship as seen in Thunderbolts," replied theknyte. "The rocket next to the building has 3 pylons, but the one in Thunderbolts has 4, and some think the Baxter Building may be a 2nd rocket they use to escape Galactus."
Maybe the Fantastic Four reality is gone — but then why would Feige mention incursions? And surely at the end of the MCU's Multiverse Saga, and with the need to set up the events of Secret Wars, having a handy alternate universe to explain the concepts of different realities and incursions would be useful.
Earlier this week, Feige revealed that Secret Wars would act as a "reset" for the MCU, after which the X-Men would be recast. It's interesting to consider this in light of the fact that Doomsday also features numerous members of the original Fox universe X-Men cast. Surely with the Fantastic Four, and at least one incarnation of the X-Men not from our universe in play, Doomsday will feature some of these realities colliding.
Perhaps suggesting as much, Feige has now concluded with the following tease that points to the state of the MCU beyond Secret Wars — when those new X-Men will feature.
"Unlike Endgame, which really wasn't ended, and then we go, where do we go from here? What do we do with this level of success and this level of finality? And we used it to experiment and we used it to evolve and we used it to expand, too much," Feige noted. "Secret Wars, as in the comics, is as much about bringing certain storylines to a close as it is launching a new one. And that's what's very exciting, is already being well into development of the next saga."
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Have you seen the new Predator: Badlands trailer? If you have — and you’re a fan of the Alien franchise — you might have noticed more than a few nods to the famous sci-fi horror franchise. But fans are now speculating that the trailer may suggest Predator: Badlands is more than a Predator movie with Alien references, and may actually be an AVP movie in disguise.
The trailer, below, shows Elle Fanning’s Thia strike up an alliance with Dimitrius Schuster-Koloamatangi’s young Predator outcast, Dek. Thia, as previous trailers had already revealed, is a Weyland-Yutani synth from the nefarious company’s bio-weapons division. Weyland-Yutani is of course the famous mega corp from the Alien universe, and it seems it has some design — or at least presence — on this alien death world.
Here’s the interesting bit: in the trailer, Thia tells Dek that he’s the prey here, and warns him that he’s seeking out "a creature that can’t be killed" and "the definitive apex predator." The way the trailer is cut suggests this is a reference to an enormous monster who looks like nothing we’ve seen in either the Predator or the Alien movies so far. But is this the monster Thia is actually talking about?
Some fans believe “the definitive apex Predator” in question is not the giant monster the trailer shows us, but in fact a Xenomorph, potentially even a Queen. “That has to be why Weyland is involved in a Predator movie at all,” redditor MakaylaAzula said. “The posters and trailers are showing this giant monster to fool us into thinking that’s the big bad.”
With this in mind, the final shot of the trailer, which shows a mech that may well be a Weyland-Yutani Power Loader make a dramatic entrance to fight the giant monster, could be something of a bait and switch. Thia teases this mech's introduction by saying: "We might not be alone in this hunt." Who is she talking about? Is it a Xenomorph? Who is piloting the mech?
Some fans now believe that a Xenomorph will turn up right at the end of Predator: Badlands for a final fight involving the Predator (and possible other Predators who fly in to help out), Thia, and that mech, thus setting up a future AVP movie that will join the two franchises at the hip once again.
There’s also the upcoming FX TV show Alien: Earth to think about here. Some fans think the iconic Predator clicking noise can be heard in one of the Alien: Earth trailers. Could a Predator turn up at the end of the series to save the day?
Let’s end on comments from Alien: Romulus director Fede Alvarez, who revealed to Collider in February how he’d introduce an AVP movie to audiences if he were given the chance.
“The way I would do it, most likely, if it could be done this way… It’s harder to keep secrets online… The best AVP will be the one that you don’t know is AVP until the other guy shows up,” he said.
“You think you’re watching a Predator movie, and then they land in some place and there are creatures, and fucking hell, it’s a Xenomorph. That would get me. ‘F*** yeah!’ You’d go crazy.
“Or vice versa, you’re in an Alien movie, and then suddenly a mysterious creature is there, and you can hear that sound, and you see the cloak, and you go, ‘Is that a f***ing Predator?’ And then turns out it is. That would be the way to do it, don’t you think? Once you put it in the title, it’s like, ‘Spoiler alert.’”
Interesting…
Predator: Badlands hits theaters in November.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Sitting is the great leveller. From the mightiest speedrunning streamer to the quick sesh casual, who doesn't enjoy a good sit? More to the point, who doesn't prefer parking their rear on a purpose-built Gaming Chair? Most desktop gamers obsess over frames per second and RGB glow, but in my decades of experience, the real game-changer has been my comfort levels during a marathon playthrough.
A cosy, well-built chair makes all the difference when the hours stack up like a bad game of Tetris. That’s where my top pick, the Secretlab Titan Evo, shines. It is but one option, however, and I’m confident that I’ve found top options to suit any discerning derrière...
TL;DR – Here Are the Best Gaming Chairs:
Across various sites and magazine pages, I've been testing gaming chairs for ages now. I think the best of the bunch should all do one thing brilliantly: let you settle in for hours without your spine cracking the sads or your tailbone telling you to get out more. I can take the rare cue from my learned IGN pals across the Pacific, but I'm also an autonomous connoisseur who looks out for his own can. Also, I come from a proud nation where our flag has a giant backside and a boot on it. If that’s not a nod to national priorities like putting behinds ahead of everything else, I don’t know what is.
What you want in a top-tier chair is customisable lumbar support, height and tilt tweaks, comfy armrests, and a headrest that actually supports your melon. The ergonomics need to work so your focus stays in-game, not on your aching bits. But with the market being chockers full of overpriced or overdesigned options, I’ve narrowed it down to an elite few I’ve actually perched upon and would happily park myself in again. Sturdy frames, good upholstery, and all the creature comforts are a given.
1. Secretlab Titan Evo XL
Best Gaming Chair
This absolute aircraft carrier of a chair is your Big Boy Edition, and ever since I built it, I’ve loved what it's done for my buns. The TITAN Evo XL is built for those who like a bit more wiggle room, with a 49cm-wide seat and supportive side bolsters that make lesser chairs feel like folding stools. It’s held together by a Class 4 lift and a tank-tier frame rated for up to 179kg, so even the most snack-fuelled marathon session won’t faze it.
Secretlab hasn’t forgotten the tall kings either, as this throne suits gamers from 5-foot-11 to 6-foot-9 with a high backrest that supports your spine like a loyal squire. You’re also spoiled with ergonomic features: built-in lumbar support you can dial in, a magnetic memory foam neck pillow that stays put, and swappable 4D armrests that lock in wherever your elbows feel happiest. The seat is plush memory foam infused with cooling gel, and the entire base tilts as you recline, giving you that satisfying lean-back without the fear of sliding out mid-match.
And yes, if you're the type to accessorise your battlestation, Secretlab has XL versions in some wild looks. From anime icons and Esports crews like Cloud9, to limited-run collabs with Cyberpunk 2077, Mortal Kombat, Star Wars or Batman, there's probably a style that’ll match your mousepad or your personality.
2. Razer Iskur V2 X
Best Budget Gaming Chair
If you’re chasing a solid gaming chair without blowing the budget, the Razer Iskur V2 X is a cracking option. It’s not the absolute cheapest, but it’s built to last and looks the goods too. Perfect if you’re planning to fire up the face cam for a stream.
When I tested this chair, what really stood out was how much effort Razer put into durability. The fabric is soft but rugged, tightly woven to handle daily use without fraying or stretching out. Under that sits a layer of dense cushioning and a steel frame, which is a big step up from the dodgy fibreboard you usually find in cheaper chairs. Even the wheelbase has copped an upgrade to aluminium, which knocks out one more weak point.
Comfort-wise, it’s ready to go straight out of the box. The cushions are firm but forgiving, and the fabric feels great even after hours of sitting. It doesn’t include any pillows, so if you want extra neck or lumbar support, you’ll need to grab those separately. That said, the built-in lumbar curve worked a treat for my back during longer sessions.
Can you get a chair for less? Sure. But at this price, the Razer Iskur V2 X nails the balance between build quality, comfort, and clean design. Even if you’ve got to stash away a bit more coin, it’s worth the wait.
3. Haworth Fern
Best Ergonomic Gaming Chair
The Haworth Fern is a bit of a standout in the high-end chair space. It’s not cheap by any stretch, but it earns its keep with a solid 12-year warranty and the kind of all-day comfort you'd expect from a company that’s been making ergonomic gear for proper office use.
What makes the Fern unique is how it handles back support. Instead of a single piece of padding, it uses a flexible grid that moves with you, offering support no matter how you shift around. Behind that is a fern-shaped spine. That’s where the name comes from, and it adds a bit of extra structure. You can also tack on adjustable lumbar support, which is worth considering if you want more control over the feel.
During testing, it was clear Haworth had gone all in on customisation. There are four different material types, including mesh, digital knit with a chevron vibe, gradient knit with a top-to-bottom colour fade, and straight-up leather. Each comes in a bunch of colours, and you can tweak every detail from arm type and tilt style to whether you want an aluminium or plastic base.
Plenty of chairs look the goods but don’t deliver where it counts. The Fern offers sharp design, but more importantly, it’s loaded with ergonomic options. That includes seat depth, 4D armrests, recline tension, tilt lock, and a backstop if you prefer locking in a set position. It’s the kind of chair that earns its price tag once you’re parked in it for the long haul.
4. Razer Enki
Best Fabric Gaming Chair
The Razer Enki is a bit of a cheeky contender in this category. It’s part fabric, part EPU leather, but the part your body actually touches is a soft, breathable suede. That earns it a spot on the list. The mix of materials gives it a unique look that feels premium without overdoing it.
During testing, it stood out as one of the comfiest gaming chairs for full workdays and long play sessions. That’s not something most gaming chairs are known for. The built-in lumbar arch and shaped shoulder support gently guide you into place, keeping your posture in check without much effort. The seat is soft from the get-go, and the magnetic neck pillow, finished in velour, makes quick adjustments simple. It might sound like marketing fluff, but it genuinely works and feels spot on.
It comes with the usual line-up of gaming features, including a deep 152-degree recline, height adjustment, and proper 4D armrests. Unlike many others, the armrests here are cushioned enough to be comfortable and can rise higher than most, which helps keep your arms level with the desk.
At around $450 AUD, it’s not the cheapest option out there. But if you’re watching your spend, the more affordable Razer Enki X drops the magnetic pillow and swaps in 2D armrests. If comfort is top of your list, though, the standard Enki is well worth the extra bucks.
5. Respawn 900 Gaming Recliner
Best Gaming Chair with a Footrest
Finding a gaming chair with a good footrest is harder than you’d expect. Most of them look and feel the same and don’t really stand out. The Respawn 900 Gaming Recliner is one of the few that breaks the mould.
This chair blends the style of a racing seat with the comfort of a proper recliner. Respawn has built a solid reputation for affordable chairs that don’t feel cheap, and this model proves it. The footrest is part of the seat with a single padded surface, and you get separate controls for reclining, adjusting the backrest, and lifting the footrest. It’s perfect for kicking back with a controller or relaxing away from the desk.
Comfort is key here. The armrests are wide and nicely padded. There’s a cup holder on the left arm and a removable pouch to stash remotes or snacks. You can pick from fabric or PU leather in a few different styles to match your space.
There are some compromises though. The chair isn’t height adjustable, and the armrests don’t move, so it might not suit every desk. The seat height is about 18 inches, similar to the lowest setting on a standard gaming chair. For the current asking price, it’s a solid choice for anyone who wants a comfy spot for long sessions without needing to get up all the time.
How I Selected the Best Gaming Chairs
When picking which gaming chairs make the cut, I always start with the ones I’ve actually sat in and reckon are worth your time. Between myself and the other IGN crew, we test heaps of chairs and this list will keep evolving as more come rolling through the doors.
If a chair hasn't been hands-on tested, we lean on our deep well of experience to suss out its ergonomics, build quality, and features. We also tap into trusted advice from mates in the industry and pore through real user reviews. Lastly, we look at how each brand handles support, returns, and standing by their gear if things go pear-shaped.
How to Choose the Best Gaming Chair for You
Price
This’ll be the main deal-breaker for most folks. Heading in with a clear budget helps, since chairs can go from under fifty bucks to well over a grand. Cheaper units like the Corsair TC100 Relaxed still bring solid comfort, but you’ll have to go without fancier bits like 4D armrests or adjustable lumbar support. I’d give anything under a hundred a wide berth, especially if it’s making wild promises.
Design
Comfort’s king. Nobody wants to end up with a crook back or a neck full of regrets. Find something that suits your size and shape properly. Most chairs list their dimensions, so aim for a broad, padded seat, a tall backrest, and a decent range of height tweaks. All of that should be sitting on a tough metal frame that won’t buckle under you. If you’re looking at racing-style seats like the AndaSeat Kaiser 3, watch out for the side bolsters – they can dig into your legs if you don’t fit the mould.
Materials
Most chairs come in PU leather, fabric, or mesh. PU leather’s easy to wipe down but can crack over time and gets sticky on hot days. Fabric, like what you’ll find on the E-Win Champion, is cooler to sit on but a bit trickier to clean. Mesh breathes the best, but you’ll lose that plush seat feel in favour of a springy setup. The Razer Fujin Pro gets mesh right, but not every brand pulls it off.
Ergonomics
Once the basics are sorted, extra features can sweeten the deal. Adjustable armrests, a movable headrest, and proper lumbar support go a long way to keeping your body happy. Chairs with tilt and rocking options also help you relax between sessions, or when you’re just watching a cutscene or two.
Gaming Chair FAQ
So, what even is the point of a gaming chair?
Because gaming chairs are really just jazzed-up office chairs, their biggest selling point tends to be how they look. They often cost more than a decent office chair and usually miss out on some of the all-day comfort features you’d want for long work stints.
That said, if you're chasing a certain aesthetic for your setup, the best gaming chairs can absolutely bring the wow factor. Just don’t expect miracles for your spine. If back support is your top priority, it’s worth checking out proper ergonomic office chairs instead.
How much should anybody spend on a a gaming chair?
You can grab a gaming chair for around A$120 or less, but that’s pretty much a shortcut to back pain. At that price point, you’re usually getting a flimsy plastic frame with a thin layer of fabric or fake leather slapped on top.
A good chair starts at around A$300, and that’s about as low as we’d comfortably go. Bumping your budget up to around A$450 opens the door to better materials, more reliable builds, and features worth having. Push higher and you’ll start seeing extras like built-in lumbar support, cooling gel layers, fancier ergonomic tweaks, and even RGB lighting kits if you’re chasing that full spaceship look.
In the end, it all comes down to what you value most; comfort, flashiness, or a solid mix of both.
Not a bad question. Both office and gaming chairs have their perks, but it really depends on what you want. If you’re after something that looks the part and can lean way back, a gaming chair is a solid pick. If ergonomics and plenty of adjustments top your list, office chairs are usually the way to go.
That said, there’s plenty of overlap between them. Take the Steelcase Gesture: it’s an office chair but would look right at home on any streamer’s setup. Meanwhile, the Mavix M9 is a gaming chair but has the premium features you’d expect from a top-tier office seat.
Think about what matters most to you, how long you’ll be sitting, and which adjustments you want. From there, you’ll find options in both camps that fit the bill.
What’s the best brand of gaming chair?
Your usual gaming brands like Razer and Corsair are known for making top-notch chairs. Secretlab, Razer, and Corsair regularly deliver comfy, solidly built seats that strike a good balance between comfort and durability at different price points.
Traditional ergonomic brands like Herman-Miller, Steelcase, and Haworth have also started making chairs for gamers. They’re pricey but use the best materials and pack plenty of ergonomic features for top support and comfort.
Be careful with some brands found only on Amazon. The cheapest ones are often a bit rough around the edges. It’s usually better to save up and splash out on a trusted brand that’ll last.
Adam Mathew sits on a lot of chairs and is our Aussie deals wrangler. He plays practically everything, often on YouTube..
Avatar: Fire and Ash, the third movie in James Cameron’s blockbuster franchise, is picking up the pace ahead of its December release with the reveal of its antagonist and confirmation that its debut trailer will be shown with The Fantastic Four: First Steps in theaters this weekend.
The image, below, shows Varang, leader of the Na’vi Mangkwan Clan, aka the Ash People. Played by Oona Chaplin (Talisa Maegyr in Game of Thrones), Varang and her clan have forsaken the Na'vi deity Eywa after a volcano left their homeland a desolate wreck covered in ash.
Speaking to Empire magazine back in January, Cameron said of the character: “Varang is the leader of a people who have gone through an incredible hardship. She's hardened by that. She will do anything for them, even things that we would consider to be evil. One thing we wanted to do in this film is not be black-and-white simplistic. We’re trying to evolve beyond the ‘all humans are bad, all Na’vi are good’ paradigm.
“[Oona Chaplin] is so good that I didn’t quite appreciate how good her performance is until we got the Wētā animation back. She’s an enemy, an adversarial character but [Chaplin] makes her feel so real and alive.”
Later, in April, Cameron expanded on what to expect from Avatar: Fire and Ash. “The Sully family are really put through the ringer on this one as they face not only the human invaders, but new adversaries: the Ash People,” Cameron said at CinemaCon.
The Fantastic Four: First Steps, meanwhile, comes out July 25 and kickstarts Phase Six of the Marvel Cinematic Universe. Expect to see the Avatar 3 trailer ahead of it.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
James Gunn has a clear message for anyone hoping he will retcon the big Superman origin story twist, or maybe even reveal it as a fake-out, declaring: "they're s**t out of luck!"
Warning! Spoilers for Superman follow:
DC Universe kickstarter Superman switches up the established Superman origin story to present his parents, Jor-El and Lara, as villains of a sort. As Superman learns over the course of the events of the movie, his parents sent him to earth not to protect humanity, but to rule over it — a revelation that sends Kal-El spiralling for a time.
Some Superman fans were so shocked by this twist on the characters' motivations that they have speculated that Gunn plans to either retcon this plot point, or eventually show the message upon which it is based to be fake or misleading.
However, in a new interview with Rolling Stone, Gunn insisted there is no confusion here: Superman’s parent’s devastating message is real, understood, and there’s no going back. “They’re shit out of luck!” he said in response to the suggestion some fans are hoping for a U-turn.
Gunn then agreed with the idea that going back on Superman’s parent's message would undo the entire emotional arc of the movie.
“That’s the whole point of the movie, that Superman thinks he is doing something because it is his destiny and his Kryptonian parents have set him out to do this thing, and along the way he discovers through the love of the people who are actually his parents that he’s doing these things not because of someone else, but because of himself,” he said.
“It’s like taking accountability in the deepest way possible that his morality is not based on some figure outside of himself, but on his own choices. I think it’s really beautiful in that way, and I’m not gonna change that.”
Gunn went on to say that he doesn’t think of Jor-El and Lara as being “totally evil,” despite their nefarious intentions. “They just have this mindset that humans are less than what they are,” he continued. “We’re sea turtles to them. They’re just trying to keep the Kryptonian genes alive.”
In the same interview, Gunn responded to what some had called a plot hole in Superman that revolves around his parent’s message: why didn’t Supergirl tell Superman about his parent’s wishes?
“You’re assuming that everybody on Krypton is the same!” Gunn countered. “And how would she know? She’s younger than him, so she wouldn’t know. She wouldn’t know anything about his parents.”
Perhaps we’ll see this explored further in Supergirl, which is set for release June 26, 2026. Check out IGN’s Superman review to find out what we think, and then head over to our Superman Ending and Post-Credits Explained to find out what it all means.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Johnny Depp is returning to the limelight to create a Mr. Hyde graphic novel with famed director Ridley Scott.
Depp and Scott, director of Alien, Blade Runner, and Gladiator, are working with production company Mechanical Cake to build a new, original entertainment property called Hyde, with all three having co-ownership. It all starts with a graphic novel, with main character Hyde created by Depp himself.
Hyde picks up Mr. Hyde’s story, from the Robert Louis Stevenson novella Strange Case of Dr. Jekyll and Mr. Hyde, and “imagines a world where Mr. Hyde has defeated Jekyll.”
“Now unencumbered by interruptions from his alter ego, Hyde can finally freely explore his dark tendencies with uninhibited abandon," Mechanical Cake said.
The two-volume graphic novel series finds Mr. Hyde in his new domain, the sewers beneath London, where “he experiments on others, using the corrupting serum to create even more Hydes.” Each volume in the series will contain two chapters with over 200 pages. Johnny Depp will have input on “all aspects of the property and create the character of Hyde.”
A note for press issued by Mechanical Cake included a comment from Depp: "To build within the world of Robert Louis Stevenson’s masterful characters and to be welcomed into the vision of Ridley Scott... and inexplicably having the opportunity to explore. It's surprising to me. And hopefully surprising to him. It’s insane and beautiful to receive that trust from Ridley. A master.”
The series is written by Jesse Negron and Joe Matsumoto, edited by Dave Elliott, and drawn by artists Gary Erskine and Chris Weston. Hyde chapter 1 of 4 ships on Halloween this year.
Meanwhile, there are rumblings that Depp may return to the world of Pirates of the Caribbean, in which he played the much-loved Captain Jack Sparrow. In 2018, Depp lost a libel case he lodged against the UK publisher of The Sun newspaper over an article which characterised him as having been violent towards his former wife Amber Heard. The following year, Depp then successfully sued Heard for defamation over an article written by her in The Washington Post, the publication of which, Depp claimed, had led to Disney refusing to work with him.
But as the years have passed, and Depp has again begun picking up projects elsewhere, Pirates of the Caribbean boss Jerry Bruckheimer has since stated he was now keen for Depp to return.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
I’ve been trawling the digital shelves again, and this week’s loot is proper tempting. Whether you're craving deep-cut indies, triple-A chaos, or a splash of nostalgia, there’s a little something for everybody. My entire professional and personal life has been video games, so you’re not just getting a list; you’re getting personal picks with "been-there, clocked-that" clout behind them.
This Day in Gaming 🎂
In retro news, I’m lobbing an incendiary artillery shell across hexagonal terrain to light an 18-candle cake for Field Commander, Sony’s turn-based tactics attempt on PSP. This was a rare indulgence for 2006 me, a handheld strategy title that didn't just copy Advance Wars but tried to outflank it with a more serious military tone, fog of war mechanics, and a beefy suite of online modes that actually worked.
I remember being floored by how well it handled for a portable, with chunky unit designs, environmental destructibility, and a gritty war room vibe that made my Game Boy Advance feel like a toy in comparison. It never lit the world on fire, but for a brief moment Field Commander made Sony look like it could be a serious handheld tactics contender. Sadly, that beachhead was all but squandered.
On Switch, Metroid Prime Remastered is a slick love letter to one of the greatest GameCube shooters of all time. Retro Studios nailed the modernisation, and I still get goosebumps from the title screen alone. Super Mario RPG is another golden-age gem, lovingly updated with snappy turn-based tweaks. It’s like watching a beloved puppet show rebuilt in CG with all its charm intact.
Over on Series X, Psychonauts 2 is peak Double Fine brilliance. Smart, strange, and soulful, it's a playable Pixar film that dares to unpack mental health with wit and warmth. Also worth a snag is Control: Ultimate Edition, which lets you turn a brutalist office block into your own telekinetic playground. Jessie Faden remains one of my favourite leads of the last decade.
For PS5, Mortal Kombat 11 is going for less than a meat pie and it’s still got one of the most cinematic and grisly campaigns out there. Cult of the Lamb, meanwhile, is a uniquely Aussie-made mix of roguelite and cult management sim that lets you preach and punish in adorable ways.
Click-and-conquer PC types are spoiled this week, with tacticals, soulslikes and AAA oddities dropping hard. These are some of the lowest PC prices we've seen since EOFY ended.
The Edge of Fate is a title that’s perhaps a bit too on the nose for a game balanced on a blade honed by years of iteration but also worn dull by time. In the storied and rich tradition of Destiny 2, this latest expansion once again takes a few major steps back after finally feeling like maybe it’d found its footing. The 14-mission campaign is monotonous and padded to the gills with busywork (despite having a sometimes-compelling story), the RPG and buildcrafting rework is locked behind one of the worst grinds Destiny has ever seen, and the new planetoid of Kepler isn’t up to Bungie’s usual standards. But even as it stumbles in its attempt to redefine itself after the excellent ending to its original story in The Final Shape last year, I do admire the risks The Edge of Fate takes, both in the bold new direction of its story and the unexpected mechanics it tries throughout its experimental campaign – though it doesn’t exactly nail either one. I still need to play through the raid before my final review, but the 20 hours I’ve spent with it so far feel like that messy spot the MCU was in after Endgame, fumbling for what comes next following a conclusion that felt pretty, well… conclusive.
I wish I could say The Edge of Fate picks up where The Final Shape left off, or that it can easily be enjoyed on its own, but both of those are extremely not true. If you haven’t been playing every little scrap of seasonal content in the past year, you’ll certainly be off to a rocky start – there’s a new antagonist wearing the face and voice of an old character, godlike beings formerly relegated to vendors and goofy gameshow hosts who have been repositioned as omniscient puppetmasters who we’re now supposed to take seriously, and about 30 minutes of nearly nonstop info dumping, which feels like something out of a pulp sci-fi novel as voices explain how “dark matter” is totally different from “the darkness” and other such gobbledygook. It’s such a terrible opening, I feared the worst for a series that’s missed the storytelling mark more often than it’s hit by a pretty wide margin. But a weak first couple of hours makes way for a tale that was actually much better than I was expecting thanks to a very strong new supporting character in Lodi, who is shrouded in a mystery involving time travel, and a completely unexpected backstory finally given to one of Destiny’s longstanding cast members that really blew me away.
There’s still plenty of wonky dialogue, less interesting characters like Orin who mostly just fill space, and an overreliance on established lore across over a decade of content that can leave even longtime fans scratching their heads – plus, in an effort to make the new baddie intimidating, they do one of my biggest story pet peeves and retcon it so that actually all of the stuff that’s ever happened was all part of their master plan (insert massive eyeroll here). But on the whole, this is one of the better stories Destiny has pulled off, and I’m especially impressed by how many massive swings are taken to make me care about the next saga in this weird universe. This is perhaps best showcased by Lodi, who manages to effortlessly feel like an invaluable part of the cast despite literally showing up out of nowhere.
The actual campaign, and especially the planet it takes place on, fare less well though. Kepler is Destiny’s first foray beyond the celestial bodies in our immediate solar system, so one might hope to marvel at places that feel new and alien, but instead we get an overly familiar setting that reuses assets we’ve seen a hundred times and slaps them onto loads of rocky cliffs and caves filled with big yellow warts. For an excursion that’s supposed to be a bold frontier that represents the future for the shooter, this is definitely one of the most lackluster settings they’ve added – to the point where I sometimes forgot The Edge of Fate was supposed to take place on a new planetoid. Seemingly in an effort to disguise how small the new area is, you aren’t allowed to summon your sparrow, which is instead replaced with a host of gimmicky abilities you have to use to access certain parts of the map, like one where you turn yourself into a tiny ball and squeeze through narrow passageways, Samus-style. This structure has the vaguest possible resemblance to a metroidvania, but usually only succeeds in making the trek back and forth to complete humdrum quests more irritating.
The new abilities can interrupt the flow of combat in an odd way.
Although these new abilities are generally irksome when they’re required to get around, they’re much more welcome in the context of solving puzzles during story missions. One such ability has you picking up a portal gun that lets you teleport to otherwise inaccessible areas, while another lets you shift the positioning of objects in the environment to create platforms or clear obstructions. So there are times where you find some loot just out of reach and have to use a combination of the Samus-ball and the other two to clear the way, which can be pretty neat. Unfortunately, these puzzles are so incredibly easy to solve they often feel more like busywork to artificially stretch out the adventure’s 8-hour runtime than anything of note, and since you can only use these abilities by finding specific nodes that grant you their power for a short time, I spent about 95% of my time running around searching for the tools needed to complete puzzles, and only the other 5% actually solving them.
And even though I admire that Bungie has tried to incorporate these same tools into combat, they usually only serve to interrupt the flow in an odd way. For example, it’s really weird that in order to kill certain enemies or progress a boss to its next DPS phase, you’ve gotta turn yourself into a little ball of light and roll around collecting items while enemies absolutely lather you in gunfire you’ve little hope of dodging. This awkwardness is magnified by the fact that they reuse these three tricks nonstop throughout the journey on Kepler, and it starts to feel needlessly repetitive in pretty short order. Still, I’ve been saying for some time now that Destiny’s been resting on the laurels of its awesome gunplay for far too long and needs a shot in the arm to keep my interest, and these puzzle-forward abilities are at the very least an interesting attempt at doing just that, even if the execution is not always successful. Here’s hoping this is the prototype for something more engaging and fleshed out in future expansions.
The wonky abilities and forgettable location aren’t the only reasons the 14 main missions in The Edge of Fate’s story are quite underwhelming though, as characters fill empty space with exposition as you fight bosses that are carbon copies of bad guys we’ve slain repeatedly throughout the years. To its credit, there are a few new enemies here and there, like flying aliens called corsairs and little robot bees that swarm you, but their impact on moment-to-moment gameplay is pretty minor when you spend 90% of the time shooting the exact same Fallen and Vex we’ve been murdering for over a decade. Even worse than the main missions though are the handful of side quests that have you literally retreading the same places you visited in story missions to scan objects and hear some more characters chatting over comms before learning you’ve completed the quest unceremoniously. Even for a game that has struggled to make interesting supplemental content, these are some of the most boring we’ve been subjected to, offering almost no benefit for completing them to boot.
The biggest changes to Destiny 2 since The Final Shape are the reworks to guns and armor, which have been overhauled yet again. I’m not one of those players who frets when updates and power creep invalidate my hard-earned loadout, so I don’t actually mind most of the changes here. A new tier system provides extremely clear labels to just how good your loot is, so you can spend less time sweating over stuff you just dismantle, and adding set bonuses to armor is a feature I’ve craved in Destiny for many years that finally gives me a real reason to hunt for different armor sets instead of finding one good set and never taking it off. The problem is that, at least right now, there isn’t enough loot to chase, with just a handful of armor sets and a little over 30 weapons added to the pool at this point, so I didn’t feel much of an incentive to rip and replace my current loadout just yet.
The real issue is that even if I did feel compelled to hunt down the new gear available, the insane, painful grind to do so is in no way worth the effort required. Once you’ve completed The Edge of Fate’s campaign, you’re directed towards various playlists containing old content that you’re asked to replay over and over again, slowly upping your power level until you can complete activities that grant higher tier loot. What’s more, even these high level activities are just pulling from the exact same legacy content that has already been one of the main ways you’re expected to engage with Destiny 2 for years now. I was truly shocked to find that after I’d rolled credits on the new story, I was almost immediately loaded into a story mission from 2021. The new loot system has basically turned the endgame of Destiny 2 into an almost endless hamster wheel where you’re force fed the old content made arbitrarily more difficult based on the world tier and modifiers in play, all so you can get slightly better versions of existing weapons that have little use beyond (you guessed it) grinding more difficult versions of those same activities. Destiny has suffered through some pretty egregious grinds over the years, but this might just be the most brutal and ill-conceived one yet, and it almost immediately made me accept the fact that I’ll likely never have any high tier items until they decide to respect my time.
The final activity on my checklist before slapping a final score on this review is to play the new raid, The Desert Perpetual, which at the time of this writing was only very recently beaten by the Destiny community’s brave day-one raiders. I’ll be hopping in shortly to see what pleasant surprises, if any, are to be found. For now, The Edge of Fate strikes me as incredibly just okay, with some new experiments that don’t always work, a neat story attached to a weak campaign, and some cool tweaks to the loot game that are hidden behind the most monstrous and boring grind Destiny has ever had.
For this week only, Best Buy is taking $150 off the Asus ROG Ally Z1 Extreme handheld gaming PC, dropping the price to $499.99 (originally $650). As a bonus, you also get a one month free trial to Xbox Game Pass Ultimate. The ROG Ally is still one of the best Windows-based gaming handhelds currently available, perhaps only surpassed by other recently released models that will run you at least $300 more.
Asus ROG Ally Z1 Extreme Gaming Handheld for $499.99
The Asus ROG Ally Z1 Extreme is a Windows 11 based gaming handheld PC. This is the higher end of the two Asus ROG Ally models with an AMD Zen 4 based Z1 Extreme CPU, 16GB of RAM, and a 512GB SSD. It boasts a 7" screen size with a sharp 1080p resolution and 120Hz refresh rate. Whereas its main competitor, the Steam Deck, runs off a Linux-based Steam OS, the ROG Ally runs off Windows 11. The Steam OS is considered easier to use, but Windows 11 offers you finer control, and it's easier to install other game clients outside of the Steam ecosystem.
In our Asus ROG Ally review, Robert Anderson wrote that "the Asus ROG Ally truly feels like the portable Xbox Game Pass machine that many fans have been clamoring for. While a frustrating user experience, poor battery life, and a lack of Steam Deck-style touchpads do hold it back a bit, it’s undeniable how much fun this handheld is to use when it really gets ticking. With a beautiful 1080p screen that’s marvelously bright and perfect for playing on the go in any condition, alongside its powerful set of specs and a fierce price tag, it might actually be the Steam Deck competitor we’ve been anticipating."
If you want a better handheld gaming PC, you'll have to pay more... a lot more
There are a few new gaming handheld PCs that have been released that are superior alternatives to the Asus ROG Ally. One model is Asus' own ROG Ally X. It runs off the same Ryzen Z1 Extreme APU, but benefits from a much larger battery, more RAM, more built-in storage capacity, and two USB Type-C ports instead of one. However, it costs $800 at Best Buy, $300 more than the ROG Ally, and probably not worth the price premium.
Another even newer 2025 release that we highly recommend is the Lenovo Legion Go S Steam Edition gaming handheld. Like the ROG Ally X, it's equipped with the same Ryzen Z1 Extreme APU but benefits from double the RAM and storage. It also has a larger 9" display and is the first Steam-based gaming handheld outside of the Steam Deck. Feature-wise it's better than the aging Steam Deck, at least until Valve releases a newer, updated model. Unfortunately, it currently costs $830 at Best Buy, which means you'll need to spend another $330 choosing this over the ROG Ally.
Eric Song is the IGN 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.
Buydig is currently offering an excellent deal on a premium 55" TV and soundbar bundle. Right now you can pick up a 55" Panasonic W95 4K Mini-LED Amazon Fire TV and a bonus Panasonic HTB200 Soundbar Speaker for just $397.99 after you apply a $100 off coupon code "HEAT" during checkout. Free delivery is included. Panasonic is a well-known brand with a solid TV history. Although they had been out of the game for a while, they've recently returned, targeting the higher-end market with Mini-LED and OLED offerings. Buydig likewise is a reputable, established online retailer; I've personally placed several high-dollar orders from this vendor without any problems.
55" Panasonic W95 4K Mini-LED Fire TV with Soundbar for $398
Use code "HEAT" (price reflected at final step of checkout)
The Panasonic W95 TV outclasses the image quality of most TVs at this price point thanks to its Mini-LED panel. LED-backlit panels, like its name suggests, consists of an array of LEDs that can independently turn on and off, which is great for achieving true black levels and a high dynamic range (HDR). In a Mini-LED panel, the LEDs are smaller and more numerous, which allows for even finer control of black and brightness levels. Mini-LED TVs are also considerably brighter than OLED TVs, so they're better for very bright rooms without any light control like blackout curtains.
The W95 is an excellent gaming TV; it has HDMI 1.4 inputs and a native 1440Hz refresh rate, which makes it a perfect complement to your PlayStation 5 or Xbox Series X console. It's also a good TV to pair with the Nintendo Switch 2, which can run games at up to 4K resolution and 60fps in docked mode.
This deal also comes with a compact Panasonic HTB200 soundbar, which measures only 18" long so it fits neatly under the 55" TV. It houses two full-range 4" speakers and a bass reflex port to enhance the low end. It also supports Bluetooth wireless connectivity. This isn't a high end soundbar, but it will definitely sound better than the stock TV speakers.
Eric Song is the IGN 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.
While your average wireless router is fine for scrolling the web and streaming shows or movies, they're potentially death traps for online gaming. Enduring slow speeds and additional lag of a less-than-capable router when gaming can be unbearably frustrating. Those issues might be linked to your ISP, but oftentimes, the culprit is the router. If you’re serious about gaming, a great router is an absolute necessity.
TL;DR – These Are the Best Routers for Gaming:
In addition to offering the latest Wi-Fi standards like Wi-Fi 6, Wi-Fi 6E, or even Wi-Fi 7 for faster speeds, reduced latency, and more stable connections, the best gaming routers can prioritize gaming traffic. That means you get the lion’s share of bandwidth for smoother action with less rage-inducing lag. Some higher-end models are even packed with advanced features like multi-gig LAN ports that deliver lightning-fast wired connections and mesh network support for better coverage, helping eliminate dead zones or weak signal areas.
If you’re ready to ditch your old router and its slow speeds, congestion, and signal dropouts, our experts have carefully selected five of the best gaming routers to keep your games and streams running smoothly. Whether you’re after a budget option that still gets the job done or something feature-rich and fast, one of our picks should work perfectly with your gaming setup.
1. Asus ROG Rapture GT-BE98 Pro
The Best Overall Gaming Router
While Wi-Fi 7 client devices are still pretty limited, a Wi-Fi 7 router is a great way to future-proof your setup. The PS5 Pro, a few top-tier gaming PCs, and a handful of great smartphones support the latest and greatest network technology. Even if you don’t have Wi-Fi 7 devices just yet, if you’re serious about gaming, the Asus ROG Rapture GT-BE98 Pro can’t be beat. From multi-gig ethernet ports and wildly fast 6GHz throughput to gaming features and parental controls, this router has it all. Just be prepared to pay for quality.
The Asus ROG Rapture GT-BE98 Pro is a quad-band router with a 2.4GHz band, a 5GHz band, and dual 6GHz bands. Those 6GHz bands can theoretically hit up to 11,529Mbps, which makes it one of the fastest and most consistent routers on the market today. Its performance is aided by features like 4K QAM, 320Hz bandwidth, beamforming, MU-MIMO, and OFDMA. The AiMesh support also means it can become part of a mesh network with other compatible routers, potentially extending performance further.
For PC gaming or even consoles, a hard-wired network connection might be preferred, and with 7 LAN ports, including two 10GbE connections, the Asus ROG Rapture GT-BE98 Pro doesn’t disappoint. One of those 10GbE LAN ports prioritizes bandwidth to the connected gaming device, while link aggregation is supported on each Ethernet port for better bandwidth overall. But given the sheer number of connectivity options, this router is massive, with eight bulky, adjustable external antennas to improve signal. Asus added RGB lighting to further signal this as a gaming router.
Adjusting the flashy RGB and a whole slew of other features are available with Asus’ robust software suite. Beyond just providing network stats and basic setting adjustments, other gaming-specific modes can improve network performance. And if you’ve got kids in your household, Trend Micro-powered AiProtection Pro is especially useful, providing excellent parental controls to keep little ones safer online, like usage stats and age-based website restrictions.
2. Asus RT-AX82U
Best Budget Gaming Router
Admittedly, many routers in this guide will set you back a good chunk of change, but the Asus RT-AX82U keeps the price tag lower while still rocking all the gaming chops you need. It has dual-band Wi-Fi 6, which offers a stable connection and low-latency communication between your gaming system and the router. There’s a speedy 2.4GHz band and an even faster 5GHz band; we’re talking 5,400Mbps speeds. You can also connect a PC or gaming device to the dedicated gaming port, ensuring it gets the lion's share of the connection.
The Asus RT-AX82U looks the part of a gaming router with its bulky design, four visible antennae for a better signal, and a healthy dose of RGB lighting. If you’re worried about a poor signal in certain areas of your home, you can build out a mesh network for seamless extended coverage thanks to Asus AiMesh support. And through the router’s app, you can prioritize whatever you’re doing and remove bottlenecks. The sheer number of ways to manage your network’s traffic is pretty astounding.
3. Netgear Nighthawk RAXE300
Best Tri-Band Gaming Router
What’s better than a dual-band router? A tri-band router to limit congestion and improve bandwidth. An additional frequency band allows more devices to connect to a network without being overwhelmed, delivering a faster and more reliable internet connection. The Netgear Nighthawk RAXE300 is a brilliant Wi-Fi 6E router offering three dedicated bands: 2.4GHz, 5GHz, and 6GHz. Plus, it has a lot more on offer to appease every gamer.
This Wi-Fi 6E router is capable of some zippy speeds with the 6GHz frequency, managing to reduce the load on the other two bands for even faster performance. By default, three separate Wi-Fi networks are created for each band, making it easy to dedicate each frequency to different devices. For gamers, the 6GHz band could be dedicated solely to gaming devices, so simultaneous VR gaming and 8K streaming should remain uninterrupted. However, in larger spaces with thick walls, performance will dip no matter the band you’re connected to. The unique winged design of the router, with its six precisely placed internal antennas, should help a little with improving coverage.
Beyond wireless, the Netgear Nighthawk RAXE300 has two ethernet WAN ports to connect to a modem, while four ethernet LAN ports can be connected to more demanding gaming devices like a PC or console. For those with speedy internet service, two Gigabit LAN ports support link aggregation for a 2Gbps wired connection. A USB-C port is even on the router for storage, making file sharing with devices on the same network simple.
Netgear’s Nighthawk App allows for easy access to basic information about the network and guides you through the setup process. This app is fairly limited compared to what you can do with other gaming routers, and while parental controls and security are available, a subscription fee is required. There is a way to unlock even more network capabilities via browser interface, but it’s aimed at more advanced users.
4. Netgear Orbi 860 Series
Best Wi-Fi Mesh System for Gaming
Sometimes you have multiple gaming devices spread all around your home that need to be connected to fast internet, and that’s where a mesh Wi-Fi router steps in. A perfect option for gaming is the Netgear Orbi 860 Series, which offers a main router and node, and you can purchase additional high-speed nodes to ensure every nook and cranny of your home is up to speed. There’s coverage up to 5,400sqft with this two pack, but each node expands your wireless network, while MU-MIMO, beamforming, and other Wi-Fi tech ensure no drop-offs.
This Orbi system features tri-band Wi-Fi. You don’t get Wi-Fi 6E support, so there’s no 6GHz band, but that second 5GHz band should handle backhaul traffic between nodes if you plan to purchase them. That leaves blazing-fast speeds for the other 5GHz and 2.4GHz bands to connect to all your gaming devices. There are even four LAN ports on the router for a wired connection to devices that benefit from consistent speed, like gaming PCs and consoles. One WAN port also hits 10Gbps if you’ve got multi-gig internet.
5. Asus ROG Rapture GT-AXE16000
Best Wi-Fi 6E Gaming Router
If you want a serious router for gaming, you can't get much more serious than the Asus ROG Rapture GT-AXE16000. It's a Wi-Fi 6E router, which brings access to even more potential thanks to the 6GHz spectrum it adds on top of 2.4GHz and 5GHz bands. Quad-band connectivity offers up an easy way to split up your network so you can ensure your gaming devices have the fastest connection in the house. That 6GHz offers incredible throughput, and that connection is not as common yet, eliminating the same kind of interference from all your neighbors' routers that you will see on 2.4GHz and 5GHz networks.
This router has eight antennas to deliver a powerful signal, and with beamforming, it can go even further, ensuring a strong connection between your wireless devices and the router. You also get some blistering speeds from wired connections, as the router supports 10Gb WAN or LAN and link aggregation, so you're not stuck with the 1Gbps Ethernet speeds many other routers will limit you to. Beyond that, you get features like Game Accelerator, which prioritizes gaming devices in the dedicated gaming port, and security software built in to ensure everything stays safe while you’re online.
Where to Get Top Gaming Routers (In Stock) in the UK:
How to Get the Most Out of Your Gaming Router
Be aware, just having a gaming router doesn't mean you're going to automatically get the best home network instantly. You still should follow a number of best practices for optimizing your home network. Don't try tucking your router out of the way in a closet at the bottom of a shelf, as that's the quickest way to ensure you won't get the full performance out of it.
Your router should be placed in a central location in your living space, ideally high up, and without many obstacles in the way (i.e., don't put it behind your TV). Everything in the path from your router to your connected devices will impact the signal and thus the quality of your connection.
You can also help out your wireless devices by using a wired ethernet connection wherever possible. (If you need one, consider our best pick: DbillionDa Cat8 Ethernet Cable). Limiting the number of devices connected to your Wi-Fi at a time can help ensure each device gets better performance.
Securing your wireless router is also important not just for security but also for your performance. Sure, you don't want potentially malicious users accessing your home network, but you also don't want your neighbors piggybacking onto your network, as they'll eat into your bandwidth and potentially drag down your network performance. Use a strong password and consider disabling any guest networks. You might even consider not broadcasting your network ID, which makes it far less likely someone will access your network with the tradeoff that setting up new devices can be a little more time-consuming.
What to Look for in a Gaming Router
While you're shopping for a gaming router, you should be on the lookout for which version of Wi-Fi it supports. The main options you'll want to look out for are Wi-Fi 6 (802.11ax) – with Wi-Fi 6E expanding Wi-Fi 6 to include a 6GHz band, as they deliver the fast wireless speeds. Wi-Fi 7 (802.11be) is here too, with newer devices beginning to offer support. Luckily, the newer routers are backward compatible for older devices. During your search for a gaming router, you'll undoubtedly come across units designed for Wi-Fi 4 (802.11n) that look very attractive thanks to their low prices, but you should avoid this siren's call. Wi-Fi 4 is an outdated standard that provides fairly slow speeds compared to more modern renditions. Wi-Fi 5 (802.11ac) is also on the outs, so we'd stay away from those routers, too.
You'll also want to find a gaming router that is at least dual-band. Single-band routers only support the 2.4GHz band, which is fine enough for web browsing and downloading most files, but dual-band routers add a second 5GHz channel that provides much faster wireless speeds. You'll also find tri- or quad-band routers – and we've featured them as well – that offer an additional 5GHz or 6GHz band you can completely dedicate to gaming.
Gaming Router FAQ
What’s the difference between a normal router and a gaming router?
Routers are the standard gateways that allow providers to set up internet access in your home. Gaming routers come with enhanced features for, you guessed it, gaming. They enable users to customize how bandwidth is prioritized across devices on a network and can determine which is the best server for a given application. Many gaming routers also come with additional ports.
As mentioned above, upgrading your router doesn’t suddenly mean your ping will drop to 0. Bandwidth is ultimately determined by your internet provider, and if coverage is bad in certain areas of your house, a gaming router won’t prevent you from encountering lag. To avoid bottlenecks, make sure any router you get is well-suited to your specific internet plan.
Do you need a gaming router?
Gaming routers are specialized and more expensive than their “normal” counterparts, so it’s worth asking whether the additional cost is worth it for the average gamer.
In general, wired connections are always best for gaming. Gaming routers can be useful for dorms or other locations where you otherwise may not be able to set up a secure ethernet cable.
Gamers who mostly enjoy offline RPGs or cozy simulation games are unlikely to see any benefit from a gaming router. However, with customized QoS, serious online MOBA and FPS players may be able to get the latency edge they need to set off an ability or secure a winning headshot before their opponent.
How to extend your WiFi range for gaming
The further you get away from your router, the weaker the signal is going to get. If your gaming setup isn't close enough to your router, consider picking up a Wi-Fi range extender to get a bit more reach.
Anker quietly released a new 25,000mAh power bank earlier this year that sits alongside their Anker 737 and Prime series of power banks. This particular model boasts a massive 25,000mAh battery capacity, 165W of total charging output, and two built-in USB Type-C cables in case you forget to bring your own. It normally retails for $110, but there's a deal today that drops the price to $94.49. This is a great complement to your power-hungry gaming handheld PC like the Steam Deck, Asus Rog Ally, or Lenovo Legion Go.
New Release: Anker 25,000mAh 165W Power Bank
The new Anker power bank features a 25,000mAh battery capacity, which is the second largest capacity we've seen from Anker in a compact form factor. So how much juice will that offer to today's gaming handheld PCs? A 25,000mAh battery equates to a 95Whr capacity. An 80% power efficiency rating (which is standard for power banks) means you get about 76Whr of usable charge. That means this power bank will charge a Steam Deck or ROG Ally (40Whr) from empty to completely full 2 times, an Asus ROG Ally X (80Whr) 1 time, and a Nintendo Switch (16Whr) about 4.75 times.
The Anker power bank has one USB Type-C port and one USB Type-A port. In addition, there are two built-in USB Type-C cables. One is a retractable cable that can extend up to 2.3 feet. The other is a fixed 1-foot cable that doubles up as a lanyard when not in use. Each USB Type-C port is capable of up to 100W of Power Delivery with a total 165W maximum output. That means all three USB outputs are capable of charging any gaming handheld PC at its fastest rate, including the Asus ROG Ally X, which supports up to 100W of fast charging.
Another feature common to Anker's other premium power banks is the digital LCD readout. It displays a wealth of information like remaining battery capacity, current charging rate, input/output wattage, battery temperature, battery health, charge cycle count, and more.
TSA-Approved
TSA states that power banks must be under 100Whr in capacity for carry-on (check-in is not allowed under any circumstances). This Anker power bank is rated at 95Whr. You might get checked simply because this is a relatively hefty power bank, but you shouldn't have any problems getting it cleared.
See more power banks we've recommended
Eric Song is the IGN 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.
When you’ve been covering tech for as long as I have, especially in this era of annual iterative updates, it gets increasingly hard to be impressed by anything. But the Samsung Galaxy Z Fold 7 is the first phone in years that I can’t seem to put down.
We’re even at a point where foldables have become kind of blasè – every Android manufacturer seems to be making one, and there’s a perennial rumor that Apple’s first folding phone is right around the corner. But the Fold 7 is the first time I’ve used a foldable that I really want to keep using beyond the first week of reviewing it. Its secret? It just kind of feels like using any other phone.
Samsung has slimmed the Fold 7 down to the point where it’s no thicker than a regular ‘slate’ phone when it's folded up, which is incredible in its own right. What’s more, though, the company has finally fixed the aspect ratio, so I can finally use all my apps and play all my mobile games without feeling like the content is getting squeezed into this skinny tube. And that makes the larger unfolded display feel better, too.
We’re now seven years into foldables being a thing – after the Royole Flexpai launched all the way back in 2018 – and it really feels like the Galaxy Z Fold 7 has perfected the formula.
Design and Features
The original Galaxy Fold was the first foldable I ever held, at some preview event many years ago. It was thick, and the inner display felt like it would break if I ever took it to the beach. The display had these weird little gaps where sand could get in, and it even made this uncomfortable creaking noise when you opened and closed it. It almost feels like a completely different company made the Fold 7.
When I pulled the Fold 7 out of its box, I was immediately struck by how thin it was: At 8.9mm folded, it’s 26% thinner than the Fold 6 I reviewed last year. And when you unfold it, it’s just 4.2mm thin. That’s thinner than the recently released S25 Edge, and thin enough that I was worried that it would be easy to bend out of shape – luckily that hasn’t been the case, not yet at least.
It also looks much nicer than other foldables out there, like the Google Pixel 9 Pro Fold, which still has this bulky rounded look to it. Instead, the Fold 7 has a nice square design that makes it fit right in with the S25 Ultra, even if it is a smidge thicker. The ‘Blue Shadow’ colorway of the model Samsung sent us for review also looks incredible, and is much more vivid than the last few models.
With how thin this phone is, though, comes a pretty noticeable camera bump. Some kind of camera bump was going to be inevitable with a 200MP rear shooter, but it nearly doubles the thickness in one corner of the device. That means when it’s sitting on a table without a case – and you should have this phone in a case – it’s incredibly wobbly. It’s to the point where when I have the Fold 7 on a table, I keep it display-down, to keep it from moving around too much.
On the side of the phone, you have your standard volume rocker and a combination lock button and fingerprint sensor. The fingerprint sensor is tiny, though, so I was shocked at how accurate it seems to be. Beyond accidentally missing it when I was first setting up the biometrics, I’ve never had to re-scan my fingerprint a second time to unlock the device. What’s more surprising, given the phone’s dimensions, is that on the top of the phone there’s still a physical SIM slot. That’s good if your carrier doesn’t support eSIM for some reason, but that’s becoming rare these days.
Down on the bottom you have a USB-C port for charging and data transfer, but because each side of the phone is just over 4mm thick, the edges of the port are almost flush with the device. I haven’t had any problems with it, but it’s not impossible to imagine dropping the phone while it's charging and having something catastrophic happen. Just, like, be careful with it, ok?
Display
While a thin phone is cool and all, perhaps the biggest improvement is with the display, and in particular the outer display. My biggest complaint with the Fold 6 – and the Fold 5 – was the extremely narrow aspect ratio on the outer screen. That 22:9 aspect ratio made games like Hearthstone and Marvel Snap borderline unplayable, but this year’s model updates the screen to a much more standard 21:9 ratio. That sounds like a minor update, but it’s really night and day, and puts it more in line with competitors like the Google Pixel 9 Pro Fold and the One Plus Open.
The new resolution when closed is 2,520 x 1,080, which unfolds to a 2,184 x 1,968 screen when it's in tablet mode. These are both gorgeous AMOLED panels, with bright colors and deep blacks, which is perfect for watching videos or playing games. Because of the way most mobile games are made, I still find that the outer display is better for playing, as the full display will introduce thick black bars if the game isn’t made to take advantage of the more square aspect ratio.
There are exceptions, though. During Galaxy Unpacked, Samsung showed off Honkai Star Rail running on the larger display. Now, I quit playing that time sink about a year ago, but I redownloaded it to see if it holds up, and wow. While the game doesn’t take up the entire display, it still gets large enough to look way better, though still with some small black bars at the top and bottom of the screen.
Just like with the last few Folds, the Fold 7 will let you go into the settings and change the fullscreen behavior of each app. But because both of the displays are more, well, normal, I didn’t really feel the need to actually do that. I’ve let apps just use their default settings, and it’s been fine. This makes the Fold 7 a much better gaming phone, which combined with its thinner design makes it much more appealing as a daily driver.
Performance
The Samsung Galaxy Z Fold 7 is powered by the Snapdragon 8 Elite, the fastest mobile chip on the market right now, and the same SoC that powers the Galaxy S25 lineup – including the Edge. And while I did notice the same throttling performance we saw in the S25 Edge, the peak performance of this chip puts the Galaxy Z Flip 6 to shame.
In Geekbench, which purely tests CPU performance, the Z Flip 7 put up a multicore score of 8,041 points, compared with the Flip 6’s 6,598. That’s a 22% lead, but it comes at the cost of single-core performance. The new phone only gets 1,756 points in the single core test, which is significantly slower than the Flip 6’s 2,112 points in that test. But given that this phone is basically purpose-built for multitasking, it’s hard to get mad at that.
This is especially true when you look at gaming performance, where the Galaxy Z Fold 7 doubles the performance of the Z Flip 6 in the GFXBench Aztec Ruins test with 100 fps to 49 fps. The GPU inside the Snapdragon 8 Elite is incredibly powerful, which is awesome for playing demanding games like Honkai Star Rail, but it does come at the cost of thermal performance.
Nearly every phone we’ve tested with the Snapdragon 8 Elite this year has had a problem with throttling, and the Z Fold 7 is no different. Running the 3DMark Steel Nomad Lite stress test sees performance drop by nearly 60% by the end of the run. Just like a lot of mobile processors, the performance algorithm seems to favor high burst performance, then letting the chip throttle itself over time. This is normal behavior, but it is exacerbated by the thin chassis. If you want better sustained performance, something like the Asus ROG Phone 9 is much better equipped to handle the thermal load – but then you lose the nifty folding design.
Instead, this bursty performance profile is much better attuned to productivity work, which is what Samsung seems to be aiming for. After all, Samsung’s Roh Tae-moon told the Korea Herald that Samsung is willing to absorb some of the costs to “democratize AI experiences” – something the Fold 7 is really trying to do.
And to be fair, the Fold 7’s bursty performance profile does seem to benefit AI workloads a lot. I haven’t really found an actual use for AI in my life, but playing around with the nifty ‘Circle to search’ feature is quick and snappy, and even works in games now. I just don’t know how useful that feature actually is, however cool it is to play with once or twice.
Camera
While the Samsung Galaxy Z Fold 7 has probably the most pronounced camera bump I’ve ever seen in my life, it does seem to pay off. Samsung has included a similar 200MP main camera to the one found in the Galaxy S25 Ultra, though with only three sensors. This is a huge improvement over the 50MP shooter in last year’s foldable, and is capable of much sharper shots.
It’s not going to break me away from my DSLR any time soon, but the photos I shot walking around my neighborhood are rich and vibrant. The camera also supports a 30x digital zoom, which works much better than I thought it would.
The front facing camera is also improved, but Samsung replaced the somewhat hidden design found in the Fold 6 with a more apparent cutout. This will be a bit more distracting when you’re using the phone, but it does allow for a much sharper 10MP selfie cam, rather than the 4MP disaster in last year’s model.
Battery
For a phone with multiple displays and the most powerful mobile chip on the planet, it might be surprising that Samsung stuck with the same 4,400mAh battery that powers the S25 Ultra. That’s not ideal, especially if you plan on doing a lot of heavy work on it, but I actually found that it usually lasts all day.
I kept an eye on the battery page in the settings just to get an idea of what battery drain looks like, and I found that the phone typically lasts around 22 hours – and that’s with approximately four hours of gaming. It’s still not a phone that’ll last for multiple days between charges, but it should last all day, and some of the way into the next morning if you forget to toss it on the charger overnight.
Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra
Have you wanted to pick up a Secretlab gaming chair but was kept at bay by the exorbitant price tag? Then you don't want to miss this outstanding deal from Secretlab's own shop. For a limited time, Secretlab is taking $300 off the Titan (2020) Team Liquid Edition Gaming Chair, bringing the price down to just $274 (originally $574) when you apply coupon code: "SLEV-TLMINP1". Shipping is $9. All chairs ship from the United States, arrive within 1-3 working days, and include a 3 year warranty (extendable to 5 years if you post a photo of your chair in situ on social media).
It's no secret that we love our Secretlab gaming chairs. Two of the six chairs in our best gaming chair roundup are Secretlab models. Of all the gaming chairs we covered in our "Budget to Best" roundup video earlier this year, my colleague Akeem Lawanson considered the Secretlab Titan Evo to be the most comfortable. No good chair comes cheap and Secretlab chairs definitely cost a premium, but we think the craftsmanship, materials, and customizability are worth it.
Secretlab Titan (2020) Gaming Chair for $274
The Titan 2020 was Secretlab's flagship gaming chair until the Titan Evo chair replaced it in 2021. The Titan 2020 is still an outstanding chair and really not much different than the current Evo model outside of a few updates (newer leatherette upholstery, more adjustable lumbar, wider seat base, magnetic arm rests). Like the Titan Evo, the Titan 2020 features cold-cure foam upholstery for the seat, a supportive lumbar system, full length backrest with 165 degrees of recline, full metal 4D armrests, and a memory foam headrest pillow. You can't also ignore the fact that you would have to pay at least $200 more for a Titan Evo. You'd be hard pressed to find a better chair for under $300.
The Team Liquid model is a two-tone blue and white upholstery with gold embellishments, including Team Liquid's signature horse head logo. Even if you've never heard of the clan, the colors aren't garish and the design itsn't outlandish, and it and should go well with most gaming decor.
Eric Song is the IGN 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.
The Alienware AW2725DF 27" Gaming Monitor boasts one of the fastest refresh rates of any OLED monitor, and it's heavily discounted today. Right now you can get it on Amazon for just $588.86 with free shipping, which is 35% off its $900 retail price. The AW2725DF is a true OLED monitor with a 2560x1440 resolution and a blazing fast 360Hz refresh rate. It's one of the best 27" QHD gaming monitors as long as you can benefit from the high refresh rate, like in FPS games.
35% Off 27" Alienware AW2725DF 360Hz OLED Monitor
The Alienware AW2725DF is a 27" monitor with a 2560x1440 resolution (109ppi), 360Hz refresh rate, and AMD FreeSync Premium Pro certification. It uses Samsung's quantum dot OLED panel, which is brighter than traditional OLED panels while maintaining the same near infinite black levels and near instantaneous response times that OLEDs are known for. The AW2725DF boasts a 99.3% DCI-P3 color range and is factory calibrated with a Delta E less than 2. It is HDR True Black 400 certified with up to 1,000nits of peak brightness. Connectivity wise, the AW2725DF has one HDMI 2.1 port and two DisplayPort 1.4 ports. It also has three USB Type-A ports and one USB Type-C port.
Because the AW2725DF combines an OLED panel with a super high refresh rate, it excels at games with a lot of fast or twitchy motion (like shooters). To achieve framerates of up to 360fps at 2560x1440, you'll need to make sure your PC is equipped with an appropriately powerful video card depending on the games you play. Older games like Counter-Strike or Fortnite wouldn't require anything more than an RTX 5070, whereas more recent and demanding games like Call of Duty: Black Ops 6 or Warzone would benefit from an RTX 5070 Ti or even an RTX 5080.
Eric Song is the IGN 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.
Malcolm-Jamal Warner, who is best known for playing Theodore ‘Theo’ Huxtable on The Cosby Show, has died at 54.
Costa Rican National Police confirmed the news with ABC, saying the ‘90s star accidentally drowned off the coast of Playa Cocles beach in Limon, Costa Rica, Sunday. His official cause of death is listed as asphyxia, which he suffered after being caught by high-current waters. Costa Rica’s Judicial Investigation Department tells AP that “he was rescued by people on the beach,” but Red Cross first responders found him without vital signs. He was then taken to the morgue.
Warner played Theo throughout The Cosby Show’s eight-season run from 1984 to 1992, where he appeared as the son of Heathcliff ‘Cliff’ Huxtable (Bill Cosby) and Clair Huxtable (Phylicia Rashad). A pivotal member of the group, Warner’s time as Theo established him as an icon in sitcom television history and one of the more recognizable celebrities of the 1990s.
The Cosby Show no doubt propelled Warner into the homes of TV watchers across America, but the star spent plenty of time making guest appearances and starring in other programs, too. Audiences may have spotted him in a few episodes of Will Smith’s The Fresh Prince of Bel-Air or even recognized his voice as The Producer in The Magic School Bus.
From Son of Anarchy and Dexter to The Community, Warner continued to find his way to TV screens into the 2010s before appearing in a more regular capacity in shows like Reed Between the Lines and Major Crimes. Most recently, fans would have caught him in the Not All Hood (NAH) podcast series or starring as AJ Austin in Fox and Hulu’s The Resident.
Warner’s sudden passing has sent fans sharing memories and clips in his honor across social media. Many have been quick to point to one specific The Cosby Show performance from an early episode titled “A Shirt Story" as an all-time favorite moment from the series.
That man gave us one of the greatest scenes in the history of television.
I cannot even believe this. I am over here SOBBING!
Photo by Alberto Rodriguez/Variety via Getty Images.
Michael Cripe is a freelance contributor with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Imagine it: It’s 1978 and kids and comic book fans of all ages are excited to get a new animated series about Marvel’s First Family, the Fantastic Four. The opening credits set the stage, as narration informs us of the FF’s origin:
“It was the world's strangest accident. While testing a new rocket ship, our heroes were bombarded by mysterious cosmic rays from outer space. Though they crash-landed safely, the strange and powerful rays had changed each one of them. Transforming their leader, Reed Richards, into the plastic-skinned Mr. Fantastic; Sue Richards into the ‘now you see her, now you don't’ Invisible Girl; and Ben Grimm into a mighty-muscled powerhouse called the Thing. Now together with H.E.R.B.I.E. the robot, the newest member of the group, they have become the greatest team of superheroes the world has ever known. The New Fantastic Four!”
But just wait one second… who the hell is H.E.R.B.I.E. the robot, the so-called “newest member of the group” - and where the hell is Johnny Storm, the Human Torch!?
It was an understandable question given the Fantastic Four boasts one of the most solid team lineups in comics history. Oh, sure, members might take breaks for a while (or be dead for a bit, because, you know… comics) with someone else subbing in. But inevitably, Reed, Sue, Johnny and Ben are restored as the title characters.
H.E.R.B.I.E.'s presence in the 1978 Saturday morning cartoon, The New Fantastic Four, would lead to years of incorrect information about why he was there in the first place and a reputation that often made him something of a joke. But with the character about to make his proper movie debut in The Fantastic Four: First Steps, let’s look back at the journey of H.E.R.B.I.E., from a mostly dismissed character to getting his spotlight in the MCU - and how he would still have a special place in comic book history regardless, thanks to the two legends who created him blending their talents together one final time.
Actually, Johnny Was (Potentially) Busy
The core question of why H.E.R.B.I.E. was even created in the first place for The New Fantastic Four and used instead of the Human Torch was, for many years, given a widely repeated answer that was also totally incorrect. Who knows how it first began, but the widespread belief – one I recall hearing myself as a kid in the ’80s who would occasionally see repeats of The New Fantastic Four – was that there were fears that children might set themselves on fire in an attempt to emulate the Human Torch. This was curious, given the Torch not only had been in comic books readily available to kids since 1961, but had also been a part of the first Fantastic Four cartoon in 1967 (and all subsequent FF series and films) without this concern ever hindering his use. So why would this be the case just in 1978?
Why H.E.R.B.I.E. was even created and used instead of the Human Torch was, for many years, given a widely repeated answer that was also totally incorrect.
Longtime comic book and animated series writer Mark Evanier finally laid this persistent rumor to rest 20 years ago, explaining the Human Torch wasn’t on the 1978 series for a reason comic book fans are very familiar with as far as creating complications for adaptations - screen rights being licensed separately. You see, in the late 1970s, Universal was going big attempting to bring Marvel Comics characters to television in live-action, resulting in poorly received Doctor Strange and Captain America TV movies (well, two TV movies in Cap’s case), and one genuine success - the five-season Incredible Hulk series starring Bill Bixby and Lou Ferrigno.
The Human Torch was licensed by Universal for the same purpose, locking up his TV rights entirely at the time, animation included, and making the character unavailable for The New Fantastic Four, which had no Universal connection (The New FF aired on NBC, but this was long before NBC and Universal merged). Of course, as often can be the case, the Human Torch deal never actually resulted in anything being produced with the character by Universal, though a script was written.
Regarding The New Fantastic Four, Evanier acknowledges that there were times where even some people involved with other Marvel cartoons had perpetuated the false “they were worried kids would set themselves on fire” explanation. As Evanier put it, the rumor “was abetted by a few statements from folks who worked on Marvel animated projects, saying that the Torch was omitted for the cited reason. Either they had short memories or figured there was some P.R. benefit to claiming that. And, of course, it's theoretically possible that had they not had to make the switch, there would have been some objection to the Torch. But it never came to that.”
The Final Co-Creation of Stan and Jack
So with the Human Torch off the table, how did H.E.R.B.I.E. come to be? By making use of the very same two comic book industry icons who had created the Fantastic Four in the first place, before going on to co-create a slew of the most pivotal comic characters and concepts in history including the X-Men, Hulk, Iron Man, Black Panther, the Avengers and much more – Stan Lee and Jack Kirby.
By the late ’70s, Lee was much more involved in Marvel’s Hollywood aspirations than the company’s comic book output, and created and personally wrote many episodes of The New Fantastic Four. Kirby in the meantime had returned to Marvel after a notable rift with both the company at large and Lee in particular, after tensions had built up throughout his tenure there during the 1960s. Unfortunately though, it was, by all accounts, not a very happy or well-received return for a man whose legendary impact on comics went back to co-creating Captain America in 1940. But near the end of what would ultimately be his final stint ever with Marvel, Kirby did some work as a storyboard and concept artist for The New Fantastic Four, as recounted in Sean Howe’s Marvel Comics: The Untold Story.
Not so coincidentally, the mega-popularity of Star Wars had recently introduced R2-D2 into the public consciousness, leading to a lot more robot pals suddenly being included in fiction. And so it came to be that Stan Lee decided the FF would have a new robot teammate named H.E.R.B.I.E. to substitute for the Human Torch and Jack Kirby then drew the character and conceived his look. In the process, Lee and Kirby gave us one last co-creation from a partnership that certainly was turbulent and complicated, but was also absolutely remarkable in terms of what resulted from it.
No one was claiming H.E.R.B.I.E. was the next Hulk, but he got a healthy spotlight on The New Fantastic Four, where he played a big role in many of the episodes. And while his high pitched voice certainly leaned towards the cutesy, he at least had a stellar voice actor in the form of the great Frank Welker (can you believe that dude not only is Megatron but is still voicing Scooby-Doo’s Fred Jones after 56 years?!). For kids without a comics background, H.E.R.B.I.E. went over just fine, though others more immersed in the comics might be more prone to annoyance over him replacing the Human Torch. That was especially true for older FF fans, since the oft-stated false explanation regarding kids hurting themselves sounded far-fetched, yet also like something a random TV executive might have frustratingly decided.
Ultimately though, The New Fantastic Four wasn’t a show the people behind the scenes were happy with, with both Lee himself and NBC President Fred Silverman expressing their dissatisfaction by the end of Season 1. As recounted in Mark Arnold’s Think Pink: The Story of DePatie-Freleng, Lee was hoping to overhaul the show in a second season, but that wasn’t to be, as NBC cancelled the series.
H.E.R.B.I.E. Comes to Comics (and Toy Shelves)
In an attempt at synergy, H.E.R.B.I.E. was introduced into Marvel Comics continuity a year after his animated debut, in 1979’s Fantastic Four #209. In the comics, H.E.R.B.I.E. was created by Mister Fantastic and the Xandarian called Master Xar as part of an attempt to track down Galactus. In a meta touch, we learned Reed was inspired by The New Fantastic Four cartoon, which it turned out existed within Marvel’s comic book continuity, where it was based on the “real-life” heroes. And, just as in our world, H.E.R.B.I.E. replaced Human Torch on that series, here given the jokey explanation that Johnny Storm no-showed an early meeting with the production company and got swapped out as a result.
However, with The New Fantastic Four cancelled just as H.E.R.B.I.E was debuting in the comics, the robot only appeared in eight issues before he destroyed himself in the wake of a villain taking control of him, nobly wanting to ensure it wouldn’t happen again. And though he would pop up again – hand-waved away as Reed simply deciding to build more robots with the same name – H.E.R.B.I.E.'s appearances became incredibly sporadic after those first eight issues, including a massive 16-year break between 1982 and 1998. And most of his return appearances, including in a few alternate reality stories, were brief and jokey one-offs.
H.E.R.B.I.E. was a bit of a kitsch inclusion at this point, used for some humorous nostalgia fueled by the oddness of his initial conception in the 1978 cartoon. The winking nostalgia for H.E.R.B.I.E. also led versions of the character to appear in animated form again on shows like 2006’s The Fantastic Four: World’s Greatest Heroes and 2009’s The Super Hero Squad Show.
The winking cult of H.E.R.B.I.E. also has always had one other thing going for it… That little guy sure is toyetic! And so it came to be that a 2004 Toy Biz Marvel Legends box set of the FF not only also included the team’s arch nemesis Doctor Doom and Reed and Sue’s son, Franklin, but none other than H.E.R.B.I.E. And then, more recently, a high-end/high-priced box set of the FF in action figure form from Mezco – first announced in 2021 but then finally released in 2024 – had Reed, Sue, Ben, Johnny… and good ol’ H.E.R.B.I.E. Not bad for a character who still has barely over 100 comic book appearances, despite having debuted 47 years ago.
In recent years, H.E.R.B.I.E. has begun to pop up in Marvel Comics a bit more – though still rarely on a regular basis – including in crossover events like Iron Man 2020 and the current One World Under Doom. That last one is likely inspired by his impending appearance in a certain big summer movie, and it feels like there might be a lot more in store for comic book H.E.R.B.I.E. going forward if the film is well received.
Ready for the Big Screen
Though there have been several depictions of the Fantastic Four in movie form at this point, none of them have ever previously tackled H.E.R.B.I.E., outside of a quick, Easter egg cameo as a deactivated robot glimpsed in Reed Richards’ workshop in a deleted scene from the 2005 FF film (where he looked more like Crow from Mystery Science Theater 3000 than his animated or comic book counterparts).
That changes in a big way with 2025’s The Fantastic Four: First Steps where H.E.R.B.I.E. – voiced by General Grievous himself, Matthew Wood – is not only a part of the film, but has been all over the marketing, with trailers letting us know he does everything from help Ben Grimm make Sunday night dinner to assist in babysitting duties for Reed Richards and Sue Storm. Previously, H.E.R.B.I.E. might have felt like a stretch – no Mister Fantastic pun intended – for a live-action film, but not with First Steps, which takes place in an alternate reality where everything has a 1960s retro-future aesthetic.
Though H.E.R.B.I.E. might have actually been created in the late ’70s, it’s simple enough to slightly reconceive him into the future envisioned in the 1950s and 1960s by the likes of Walt Disney, letting him fit right into the mid-century-modern-meets-rocket-ships visuals of First Steps. No wonder H.E.R.B.I.E. has already been announced to eventually join the FF when the team makes their debut at Disney Parks within Disneyland’s Tomorrowland, an area of Disneyland Resort that matches well with the world within the Fantastic Four’s new film.
For a long time, H.E.R.B.I.E. was mainly a bit of funny trivia for Fantastic Four fans – and frequently mistold trivia at that, thanks to the incorrect information about his origins. But now he’s ready for his close up on a movie screen, where he can join his pals and fellow Stan Lee/Jack Kirby creations Reed, Sue, Ben and, yep, Johnny Storm, the guy he once replaced, to help face whatever threats dare challenge the Fantastic Four.
Stonemaier Games has an all-star lineup, including titles such as Wingspan, Scythe, and Viticulture. Vantage is the publisher’s latest hotly anticipated release, and it’s the culmination of eight years of work from studio head Jamey Stegmaier. It’s a game full of secrets and exploration, capturing some of the same vibes as mystery box series like Lost and Scavenger’s Reign. It also just may be Stonemaier’s most revelatory game yet.
Vantage begins with a simple premise. Players take on the role of crew members of an intergalactic spaceship en route to an uncharted planet. Before landing on the destination, something goes wrong, and everyone bails in isolated escapade pods. You are now hurtling towards this heretofore unexplored world with zero understanding of what you will find.
That’s the setup. While each player receives an individual named character with a specialty, there's no lengthy backstory. You don’t even know what organization, government, or coalition you work for. Beyond a relatively light ruleset, you know nothing.
This is the mystique of Vantage. It’s an open-world exploration board game built atop the bones of video games like The Legend of Zelda: Breath of the Wild and Subnautica. This style of board game isn’t novel. There have been some popular entries in recent years, including the fantastic Sleeping Gods and 7th Continent. But those other tabletop games are based on a foundation of historical reality with a fictional layer on top. Vantage turns this idea on its head, providing no footing for understanding or tradition. Everything is weird and unusual, sometimes bearing a resemblance to what we know, but even then, this is often used as a device to subvert expectations.
Each player arrives on the planet at a randomized location. You are lost, like detritus heaved into the wind and violently scattered across a foreign body. Your position, and the conduit for the bulk of interaction, is the location card. This large rectangular card depicts your current perspective in the first person. This is your vantage.
Each card lists a half-dozen actions, each mapped to a separate skill. These categories are broad in application, with titles such as “take”, “look”, and “help”. They are denoted by colors, with the specific use of each category given a name corresponding to the circumstances you’re currently in.
This means the location card will often list a separate colored action for each of the six categories. For example, the overpower action may be displayed as a red “steal” on the card, while the blue move could be listed as “chase”. This is where the game is murky, requiring players to lean on intuition by studying the card’s artwork and trying to infer a sense of context.
After selecting the action you want to perform, another player picks up the narrative booklet of the same color and flips to the entry with the same number as your location card. Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.
Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.
The story entries list a difficulty and a brief description of what you are trying to do. So the steal example above could be: 4 – steal the satchel laying next to the sleeping sentient. Tests in this game are straightforward. You roll a handful of dice equal to the difficulty of the action, and then either lose health, stamina, or morale based on the roll. Some dice results avoid losing any vital signs, and are typically the best possible outcome.
Cleverly, your character – as well as other cards you may have attained on your journey, such as items or other followers – may store rolled dice so you don’t have to suffer the consequence. Other players may even absorb some of these dice depending on their abilities, effectively representing support or encouragement. This is the main throughline of the system, performing actions and then eating the results while hopefully maintaining enough mental and physical integrity to keep the adventure going. The more tools and followers you can amass during the journey, the more complex your system of mitigation becomes allowing for more interesting abilities and effects.
Crucially, you never fail an action in Vantage. Every test automatically succeeds, with the tension residing completely around the cost. If any of your three core stats is lowered to zero, whether as the result of a roll or triggered effect, the mission immediately ends. The action system is also where the core frustrations may arise. The fuzzy context regarding descriptors, such as what “steal” actually means, and not knowing how many dice will be rolled prior to the selection, can feel too unpredictable. This approach folds into the central philosophy of discovery quite neatly, but it’s not a particularly strategic system and can sometimes take you by surprise. This can lead to abrupt endings that are unsatisfying.
One of Vantage’s most compelling details is the mission. You are assigned a random goal at the outset of play that the whole group must work towards. This could be something like “attain two artifacts” or “build a home”. These are invented to avoid spoiling content, but the actual missions parallel this methodology. In pursuing your goal, you may also come across a destiny. Destinies are organically discovered objectives which can be pursued in tandem with your mission. They’re more impactful emotionally, as they arise naturally through play and often flow from actions. As a device to spur creative dynamic interest, they’re superb.
While I don't view the murkiness of Vantage’s action system as a substantial flaw, I do have a more critical view of the destiny and mission structure. Mostly, this system is problematic in conjunction with the unique format of multiplayer play. Since each player is scattered in an unknown land, sessions can often feel as though several characters are playing their own separate games. This leads to slow progress, uneven investment, and a finish that can be unsatisfying. In one session, a player was pursuing a series of odd developments and weird discoveries. They were learning a mysterious craft and building a life for themselves on the planet. Meanwhile, another player on a completely separate side of the world accomplished our goal and triggered the end game. The first player was never able to pursue their own interests and felt as though they were not linked to the greater story at all.
Vantage tries to correct for this. It allows you to keep playing if you’d like, but this rarely feels satisfying. Should we all have sat by, spending another hour or so wandering around while we waited for the other player to reach the conclusion of their own goals? It’s not a great position to be in.
The isolated positioning of players works much better when pursuing a destiny or mission that can be accomplished in pieces. Occasionally, narrative will align perfectly with players calling out landmarks they're near and trying to orient themselves. Sometimes you have to work together across massive distances. When this occurs it’s magical. Everything feels right and Vantage is hitting its peak. These moments, however, emerge unpredictably. This is why the game works much more reliably with lower player counts, or even as a solo board game. With no downtime, the tempo just hums along and the exploration is wholly immersive.
Beyond the unique approach of scattered perspectives and its quirky take on mission objectives, Vantage’s real innovation is in how it approaches discovery. Most games of this ilk are campaign board games that ask you to commit to a scenario and play it over a handful of sessions. Vantage shoves its gameplay into a single two- or three-hour engagement. Although, that’s not the whole story.
While a game begins and wraps in a single session, the true experience of Vantage is one of extended play. The knowledge you gain is the primary achievement and what you take with you. In future sessions you'll learn more about the world, various key locations, and the mysterious nature of “the traveler” who continually reaches out to you. It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant. Much of this rides on the sheer amount of content offered and the compelling nature of discovering it. The things you will find are wild and powerful, often impressing beyond expectation.
It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant.
This box will stand up to dozens and dozens of hours of play. There are hundreds of locations and hundreds of items and characters and creatures to discover. Every time you arrive at a location you can only trigger a single action. You cannot engage in a second action on that card in the same session. This is artificial, but it highlights how every single set-piece has multiple things to discover. Returning to previously seen spots yields new revelations.
This is subtle, but perhaps the design’s strongest mechanical trick. One of the weaknesses of games like 7th Continent is that you must retread previously broken ground. Many locations in that game lose their wonder and spontaneity upon repeated play. Vantage overcomes that problem by presenting richer locations, as well as mission objectives that can be accomplished in many different ways. It’s structurally very different to locate two artifacts on a planet that holds dozens, than it is to locate a temple at a specific location.
All of this ties in with the core motif of creativity. The rulebook explicitly suggests you may bring your own personal goals into a session and even forego the assigned mission. The nature of play reinforces this as well, as the outcome of any particular objective is a sparse section of text lacking fanfare. Vantage is about the journey and your agency in shaping it. This cuts right to the spirit of the design, highlighting that the central experience is yours, and yours alone. Make of Vantage what you will. What I make of Vantage is that it’s one of the best games of 2025.
Swedish hardware manufacturer Fractal Design is best known for its elegant computer cases, so I was fascinated to find that its debut headset – the Fractal Scape – maintains the company's refined design language. Understated and eye-catching in equal measure, the Fractal Scape may be the most visually appealing gaming headset I've ever seen thus far. And more importantly, it's super comfortable, sounds great, and sports plenty of features that make it well worth adding to your gaming setup.
Fractal Scape – Design and Comfort
From a design perspective, the Fractal Scape is a stunner. Without the detachable boom mic attached to the headset, this bad boy could pass as a luxury set of cans akin to Apple's AirPods Max or Bose's QuietComfort Ultra. This is particularly true of the Light variation, which is striking with its gentle matte gray finish, clean metal alloy accents, and earpad and headband fabric in a delightful silver-ish tone. Meanwhile, the Dark option trades those swanky vibes for something more traditionally sleek with its all-black aesthetic. Both are gorgeous in their own right, so it's a matter of taste as to which suits your setup better.
Tucked away between the earcups and earpads, the Fractal Scape's optional RGB accents are purposefully subtle. They feel just exposed enough to let you dial in a slight "gamer" ambience without the excessive flashiness of headsets that often feel designed to prove you're Gaming with a capital G. These lights can be extensively customized using the Adjust Pro software (more on that later), or you can just opt to turn them off entirely at any time with the simple touch of a button.
Luckily, all of these good looks don't come at the expense of wearability. Though I initially worried the fairly snug fit might lead to issues during prolonged use, I've found the soft memory foam padding on the earcups and headband has kept me from experiencing any fatigue or discomfort over long sessions. And the Fractal Scape's cozy woven fabric has been breathable enough that my ears never get hot, either.
One of the coolest features of the Fractal Scape is its wireless charging dock, which holds the headset in a standing position via a magnetic connection. While you can still charge the headset separately with a USB-C cable, the dock makes it easy to display it like a piece of decor on an entertainment center or table. The headset can also automatically power on and off when taking it from or placing it onto the charging dock, respectively. It may not sound like a big deal, but this kind of convenience goes a long way.
Additionally, you can plug the dongle into the dock, then run a wire from the dock to the USB port on your PC or console. By doing this, you can put some distance between the dongle and other nearby devices that may cause interference. And I'd recommend doing so, as my headset would sometimes randomly lose connection to the dongle while plugged into a USB-A port on my consoles. Updating the firmware reduced the frequency of disconnects, but only inserting the dongle into the charging dock and placing it away from my other devices and in a clear path to the headset eliminated the issue entirely.
You can swap from the 2.4GHz wireless mode to Bluetooth 5.3 using a toggle on the left earcup, letting you bounce between multiple devices with ease – though it's worth noting that the headset doesn't support the two simultaneously, so you won't be able to answer a phone call while still hearing your game. Meanwhile, the omission of a 3.5mm jack means you're limited to using a USB-C cable for a wired connection on the Fractal Scape. This doesn't phase me as someone all-in on the wireless world, but more options are never a bad thing, so I hope Fractal reconsiders adding a jack on any future iterations of the headset.
Fractal Scape – Software and Battery Life
Adjust Pro, Fractal's web-only software, lets you customize and save up to three EQ presets, which you can then cycle through using the EQ button on the headset. It also gives you an impressive amount of customization over the RGB lighting with a combination of colors, effects, speeds, and more. It's nice that these changes are flashed to the headset immediately so that you can start using your settings with no extra hassle.
The Fractal Scape promises a reasonable battery life of 40 hours, but I'm happy to report I've been getting closer to 50 hours out of it from a full charge. Opting to use the RGB features can cut that down to just a little over 20 hours, however, which is a substantial reduction for a payoff that you can't even see while using the headset anyway. I'd recommend ditching the flashy stuff and keeping things basic for the extra runtime – and to be fair, I'm not really an RGB kind of guy to begin with. Do what makes you happy, but know there’s a trade-off.
Fractal Scape – Sound Quality and Microphone
I wouldn’t consider myself an audio snob, but it's impossible not to tell the difference between the bass-heavy sound profile of many gaming headsets and the wide, clear audio output of the Fractal Scape. It makes sense that its contemporaries chase those lower frequencies for immersion in a medium often filled with loud explosions and deep, rumbling scores, but sacrificing mids and highs can leave their soundstages a bit muddy at times. With its 40mm audio drivers, the Fractal Scape focuses on providing fine-tuned balance and clarity across all frequencies, and I love it for that.
Make no mistake, the Fractal Shape still serves up plenty of bass, ensuring that combat in a game like Doom: The Dark Ages feels rightly impactful. But giving mids and highs some room to breathe allows you to hear dialogue and important audio cues much more clearly. Most notably, when combined with the headset's top-notch spatial audio, I found pinpointing enemy footsteps and gunshots in competitive games significantly easier than with most headsets in my arsenal.
With above-average sound quality, efficient and customizable controls, and solid battery life, it's the whole package and then some.
The Fractal Shape's super wideband boom mic covers frequencies between 50Hz and 16kHz, with the latter reaching the upper limits of human hearing. This means that, unlike average headset mics that compress your voice output and make you sound a bit muffled, the Fractal Shape's mic highlights the dynamics of your voice far better. As such, you come through nice and bright to whoever is listening on the other end.
I'm a big baby who finds boom mics inherently irritating, though, so I love that the Fractal Scape also has a built-in omnidirectional mic. There's a moderate drop in overall quality when comparing it directly with the boom mic's unidirectional design, which helps reduce background noise, but none of my friends minded when I swapped between the two during our gaming sessions. That being said, my home tends to stay very quiet, so your pals may appreciate you using the boom mic if you're gaming in a noisier environment.
Billy Givens is a freelancer at IGN with over a decade of experience writing gaming, film, and tech content. You'll find him blabbering on about video games and more on Twitter at @mektige.
I am a long-time fan of Capcom’s Street Fighter series, having hurled my first Hadouken all the way back on the Super Nintendo with Street Fighter 2 Turbo, and have loved the fighters ever since. These days, folks are mostly playing Street Fighter 6, but I've been dabbling back with its predecessor. Instead of pressing buttons and inputting directions on my controller’s D-pad, I've been playing cards and rolling dice with Kess Entertainment’s Street Fighter V: Champion Edition - Legends board game. While I may have had a fine enough time with it, it always felt more in line with another of Capcom’s series than it did with the one-on-one brawler that is Street Fighter.
Street Fighter V Legends is a cooperative board game in which one to four players work together to take down one of the heads of the evil Shadaloo organization, led by the evil M. Bison. Among them are Bison himself, Balrog, Vega, and Sagat. Each player selects a character to play as from the roster of the original eight world warriors: Ryu, Ken, Chun-Li, Guile, Dhalsim, Blanka, E. Honda, or Zangief, with each character bringing their unique attacks that fans of the video games will instantly recognize.
With your character selected, you then get to choose a deck of cards that represents your fighting style – one of my favorite aspects of the game. In Street Fighter, the actions you can take on your turn are based on cards that you draw and play from these respective decks of cards, with each deck tailored to different strategies and named after common terms in the fighting game communities that have built up around the video games.
Take, for instance, the “Shoto” deck, which has more projectile cards, as though you are spamming Ryu or Ken’s Hadoukens. Or there's the Rushdown deck, which is more about maneuvering around opponents and hitting them hard with attacks like the Cross Up.
With your character selected, you then choose a deck of cards that represents your fighting style – one of my favorite aspects of the game.
On each turn, players place down and activate two of these cards from their hands, rolling dice to dish out damage, and with each card adding various resources to their available pool, which can then be spent to use their character’s special abilities. These resources include punches, kicks, and my personal favorite, joysticks. The six included decks offer some sense of asymmetry to how a character can play. I wish this was pushed a little farther to highlight further the different playstyles used in competitions, but their inclusion is still a neat easter egg that I appreciate.
Games of Street Fighter V take place in one of four possible stages that you build from poster-board tiles that come with the game. Each stage has some unique rules that go with it, as well. It would be too easy if the big bad were out from the get-go for you and your friends to take out. Instead, you need to prove yourself first and get strong by taking out various minions that spawn on the board, or fighting your rival (an AI-controlled Street Fighter character assigned to each player at the start of the game). Taking out these enemies earns you EX bars that can be used to upgrade your character's abilities, putting you in a better spot for when the Nemesis boss character appears.
Bison, Balrog, Sagat, and Vega – the Nemesis characters – each have their own set of abilities that are triggered depending on what is pulled from the Nemesis deck, which also determines where new minions spawn. Once you and your team manage to deal enough damage to knock out the nemesis, you win – but if even one of your team is taken out, then it’s game over. The general flow of the game is pretty simple, and by the second or third turn through, everyone I played with had a good grasp on how the game worked, and things went pretty quickly.
Moving my character around, hurling fireballs, and beating up minions was fun, which caused my friends and me to, on more than one occasion, yell out the signature moves as we performed them. The lack of enemy variety is a bit of a bummer, with only three minion factions to pick from, each with only two options. That means you will quickly run out of new enemies to fight against, made worse by the fact that each game only has you go up against one of the three factions.
Maps aren’t overly large, which is nice. It's never a hassle to get to the various objectives or wherever you want to go, and the additional few “Hard” Nemesis cards you can mix into the deck do increase the challenge, but I wouldn’t turn down more offerings or tweaks to increase the difficulty or complexity of the game. If you are just looking for a game to beat up thugs with your friends, Street Fighter is fine enough now and then.
I have played a good number of board game adaptations of popular video games, from Resident Evil to Slay the Spire, and even ones like Guilty Gear Strive that are also based on a fighting game. But Street Fighter V: Champion Edition - Legends feels the most disjointed and confused as to what it wants to be. Looking at just the gameplay, the concept of running around with your friends, taking out small minions before tackling the stage’s boss is far more in line with, say, Capcom’s Final Fight series of beat-’em-ups. A series, mind you, whose characters have made the jump into Street Fighter previously, such as the ninja Guy. But Street Fighter has always been about duking it out with your friend in a 1v1 fight, and by making this a strictly cooperative game, both of those core components of the game are missing.
This disparity includes even those little easter eggs that I mentioned, like the various fight style decks and joystick resource on the cards. These little nods will be appreciated most by members of the fighting game community and glossed over by others who would appreciate this game more for what it is, rather than the package we got that honestly feels like it simply got the Street Fighter V property slapped on top of a different game and called it a day.
Hulu is shaking up its schedule for Futurama Season 13 when it premieres September 15, 2025.
As reported by Variety, the switch-up will see the classic sci-fi comedy show change its release plan from weekly episode drops to an all-in-one launch, allowing viewers to binge the entire season in one day if they choose. That means all of Season 13’s 10 episodes will be available to watch at 5 p.m. PT / 8 p.m. ET when that September release date arrives for Hulu subscribers.
That release date is still a few months away, but if you just can't wait to see more, you can check out a few first-look images shared by Variety below.
Hulu released a description for Futurama Season 13: “Bender is rampaging out of control! A volcano is about to explode! Fry confronts a rival for Leela’s love! And Dr. Zoidberg is rising up to heaven?! The excitement might be too much! You’ve been warned… it’s an all new season of Futurama!”
Futurama’s history on TV has been a bit complicated. It first aired on Fox in the late ‘90s before bouncing over to Comedy Central in 2010. Fans continued to tune in to see characters like Fry, Bender, Leele, and more before it was finally canceled there in 2013. David X. Cohen and Matt Groening’s popular animated show remained in cryosleep for nearly 10 years before Hulu finally cracked open its plans for Futurama Season 11 in 2022.
It's a revival strategy that’s panned out, with Hulu reporting via Nielsen that Futurama landed among the top 10 streaming originals in 2024. The release schedule shake up will mark yet another change for the long-running series when all episodes arrive on one day, though it is worth noting that FXX is still set to slowly roll out Season 13 with two episodes a week starting September 15.
Michael Cripe is a freelance contributor with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Shakman's description raised eyebrows last week, not least because it appeared to highlight the importance of Pascal's character in Avengers: Doomsday, a movie cloaked in secrecy that's still 18 months away, while Pascal's version of Richards is yet to make his debut.
Now, speaking with IGN, Shakman has sought to clarify his comments — which he insisted "the internet has run with" and "misinterpreted". Instead, the future of Reed Richards in the MCU is something for the Russo brothers, the directing duo behind Avengers: Doomsday, to reveal.
For context, here's what Shakman said of casting Reed Richards previously, in conversation with Variety.
"He goes from being the nerdy scientist who's locked away in the lab, to the husband and the father who'd do anything to protect his family, to the guy who's leading the Avengers. I realized that the version we were building had to have all of those elements."
Asked for more detail on how Reed Richards would undergo that transformation from scientist to multiverse defender, here's what Shakman said, reproduced in full:
"Well, I can't speak too much about Doomsday," he began. "And the idea of him as the leader of the Avengers in Doomsday was something that the internet has run with and is actually they misinterpreted something I said. I was actually talking about Reed Richards in the comics and how different he can be from issue to issue and from run to run, and that sometimes he is that cerebral scientist locked away in the lab trying to solve everything. Sometimes he's leading the Avengers and running off and trying to save the day. Sometimes there's an emphasis on him as a family man.
"So I needed him to encompass all of those things," he continued, "a leader who's willing to jump into the fray, a person who's in the lab trying to solve everything, and a devoted husband and father and best friend and family member, right? And so for me, it was talking about how I went about finding the best actor for that part and finding Pedro Pascal to play someone... An actor who could do all of those things really. So where Reed Richards goes in the Avengers: Doomsday is for the Russo brothers to tell you."
It's an intriguing response from Shakman, and one that certainly seems to walk back the idea of Reed Richards already being set to be crowned leader of the Avengers within the MCU.
That said, while the character certainly has been a part of the Avengers in the comics, he's not a character well-known for leading the whole team. And in both quotes from Shakman, originally and now, there's the confirmation that Pascal was cast as someone who could indeed step up as Avengers lead, should the need arrive.
And then there's the confirmation that, for anything Avengers: Doomsday related, Shakman defers to the directors of that film. Of course the Russo brothers will be the ones to discuss the characters in their film, just as Shakman is here. But perhaps Shakman has already said too much?
The Fantastic Four: First Steps opens in theaters this Friday, July 25, 2025. Avengers: Doomsday then picks up the team's story as they join the fight against Doctor Doom, from December 18, 2026.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Not everyone is the DIY type. If you're in the market for a prebuilt gaming PC, Dell is one of the best brands we'd recommend. Alienware desktops and laptops feature solid build quality, top-of-the-line gaming performance, excellent cooling (further improved on the newer models), aggressive styling, and pricing that is very competitive with other pre-built options. Best of all, there are plenty of sales that happen throughout the year, so it's not difficult to grab one of these computers at considerably less than their retail price. This page includes all of the best deals that are currently available.
Dell and Alienware Coupons
Alienware Gaming PC Deals
Alienware Gaming Laptop Deals
You can quickly browse through all of the listed products on sale above. See below for our favorite picks.
Alienware Aurora R16 RTX 5080 Gaming PC
The Alienware Aurora R16 RTX 5080 gaming PC starts at just $2,174.99. This is one of the best prices you can get for any prebuilt RTX 5080 gaming PC, which is impressive considering the fact that Alienware PCs usually command a price premium. If you were to try to find a standalone RTX 5080 GPU for your own do-it-yourself PC build, you would have to spend at least $1,300 for the graphics card alone.
Alienware Aurora R16 RTX 5070 Ti Gaming PC
Dell is offering a competitive price on an Alienware Aurora R16 gaming PC equipped with the excellent GeForce RTX 5070 Ti graphics card. Right now you can get a base configuration paired with the latest Intel Core Ultra 7 processor for just $1,799.99. This CPU/GPU duo can comfortably handle even the latest and most demanding games in 4K resolution like Black Myth Wukong, Clair Obscur, or Kingdom Come: Deliverance, and it's $370 cheaper than jumping to the 5080.
Alienware Area-51 RTX 5090 Gaming PC
If you're seeking the absolute best of the best in PC gaming performance, look no further. Dell has just dropped the price of its flagship Alienware Area-51 prebuilt gaming PC, equipped with the Nvidia GeForce RTX 5090 graphics card starting at $4,600 with free shipping. The RTX 5090 is undisputedly the most powerful graphics card on the market. It's the best consumer card for both high-resolution gaming and AI work thanks to its whopping 32GB of GDDR7 VRAM.
New Alienware Aurora 16 Laptop
Alienware's new mainstream gaming laptop for 2025 is dubbed the "Alienware Aurora" and comes in two 16" models: the 16 and 16X. As part of its Black Friday in July Sale, Dell has dropped the price of the Alienware Aurora 16 gaming laptop equipped with an GeForce RTX 5060 mobile GPU for just $1,099.99 with free delivery. That is a big $400 discount from its official launch price and currently the best deal I can find on an RTX 5060 equipped laptop from any brand and any retailer.
New Alienware Aurora 16X Laptop
Alienware's new mainstream gaming laptop for 2025 is dubbed the "Alienware Aurora" and comes in two 16" models: the 16 and 16X. The 16X is the superior of the two variants and it is on sale right now. Dell is currently offering the Alienware Aurora 16X gaming laptop equipped with an Intel Core Ultra 9 275HX CPU and RTX 5060 GPU for $1,449.99.
Area-51 Gaming Laptops: New Style, More Power, Better Cooling
New for 2025, the Alienware Area-51 gaming laptop features a magnesium alloy chassis with upgraded cooling to tackle the latest and greatest heat generating components. This includes more fans and bigger cutouts enabling greater airflow, more generous use of copper, and a new thermal interface material to better transfer heat away from the core components. Dell claims that the laptop can handle a higher power ceiling of up to 240W TDP without raising acoustics.
Design-wise, the Area 51 accentuates its smooth contours, with rounded edges and soft corners replacing the squared off design you'd see in most other laptops. The hinges are also mostly internally positioned so that they're near invisible. As befits an Alienware laptop, there are ample customization options for RGB LED lighting.
Why pick a Dell or Alienware gaming PC?
If you're in the market for a prebuilt gaming PC, Dell is one of best gaming brands we'd recommend. The Alienware gaming desktops offer a staggering array of options, all built into a custom chassis that's both easy on the eyes and easy on the wallet. Alienware gaming laptops in recent years have been redesigned to be thinner and lighter while still offering the same immense power under the hood. Consistent build quality, available inventory, frequent sales, and solid customer service are the main reasons why Dell is at the top of our buying list for gaming laptops and PCs.
Eric Song is the IGN 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.