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Sony Ramps Up PlayStation Portal Capabilities With Cloud Streaming

5 novembre 2025 à 15:21

Hot on the heels of Nintendo's handheld success with Switch 2, Sony is ramping up the capabilities of its own PlayStation Portal device with the ability to stream thousands of games without being connected to a PS5 console.

Starting today, PlayStation Plus Premium subscribers can stream a long, long list of games that they may already own, including big hitters such as Grand Theft Auto 5, Borderlands 4, and the newly-launched Ghost of Yōtei.

Hundreds of games from the PlayStation Plus Game Catalog and Classics Catalog will also be streamable, including existing titles such as Hogwarts Legacy, Cyberpunk 2077 and God of War Ragnarök. Sony has a long list of every title supported, which stretches to more than 2,800 games.

Of course, this isn't a new idea — and cloud streaming via the PlayStation Portal has already been available to some users for almost a year in beta form. But today the feature launches officially, and Sony is keen to highlight the different play possibilities that Portal offers.

Having a Portal as well as a PS5 doesn't just let you stream games while playing on the toilet. Using the handheld device, you can also play a game together with a friend who's using your main TV and PS5 setup. Or, play a game while someone else uses the TV to watch KPop Demon Hunters for the umpteenth time on Netflix.

Additionally, cloud streaming leaves beta with a handful of all-new features attached: 3D Audio Support, a passcode lock, a network status screen, game invites, accessibility options, and the ability to make in-game purchases while cloud streaming.

Interested? PlayStation Portal is priced at $199, and comes in either white or black colors. The device is "the best PlayStation 5 Remote Play solution available," according to IGN's PlayStation Portal review.

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

Battlefield 6 Gets 'Major' Overhaul of Challenges and Assignments, With 'Significant' Reductions to Challenge Requirements Available Now

5 novembre 2025 à 14:57

Battlefield 6 developer BF Studios has announced a “major” overhaul of Challenges and Assignments, with “substantial” adjustments across the board.

BF Studios said that these changes, outlined in patch notes below, build on the recent updates that increased the XP earned in official matches and reduced the XP needed for the first 20 attachment ranks.

“This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play,” BF Studios explained. “Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length."

BF Studios continued: "Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.”

The first set of changes went live today, November 5, through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.

BF Studios said the scale of its plans for Challenges and Assignments is “large and will take place over multiple server-side and client-side updates,” so players can expect additional updates in the future.

While Battlefield 6 has enjoyed a record-breaking launch, some have critisized the pace of in-game progression, which this update looks to address. Other hot topics include the size of Battlefield 6's multiplayer maps compared to those in previous games, and out-of-place soldier skins.

We've got plenty more on Battlefield 6, including word on the hidden firing range room that players are investigating for secret Easter Eggs and hints at future content. Those looking to brush up on their online skills can also read our multiplayer tips and tricks guide.

Community Update - Challenge & Assignment Changes patch notes:

In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples.

Class Challenges

Assault, Engineer, Support, and Recon challenges now complete much faster.

  • Assault 2: Have Squadmates deploy on your Spawn Beacon.
  • Reduced from 50 deploys to 5.
  • Support 2: Revive teammates as Support.
  • Reduced from 200 revives to 60.

Weapon Assignments

All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.

  • Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.
  • Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments

The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.

  • Conquest 2: Wins in Conquest.
  • Reduced from 5 wins to 2.
  • Conquest 3: Objective kills in a round of Conquest.
  • Reduced from 30 objective kills in a round to 10.

Gameplay & Mastery

General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.

  • Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.
  • Reduced from 20 Multi Kills to 5.
  • Adaptable 2: Repair damaged Vehicles in a life.
  • Reduced from requiring 3000 damage to 500.

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.

The Witcher Season 4 Suffers Dramatic Drop in Viewership Compared to Previous Seasons

5 novembre 2025 à 14:25

The Witcher Season 4 looks like it’s having a hard time compared to previous seasons of the Netflix series, with viewership data showing a dramatic decline.

For Season 4 and the upcoming fifth and final season, Netflix replaced Henry Cavill with Liam Hemsworth as Geralt following the former Superman actor’s exit at the end of Season 3. Season 4 made its debut on October 30 with all eight episodes and met with a mixed response from fans and critics. IGN’s The Witcher Season 4 review returned a 7/10. We said: “Even with the Cavill/Hemsworth shake-up, The Witcher sticks to its guns (er, swords) and delivers a decent season of magic and mayhem.”

According to What’s On Netflix, Season 4 has struggled for views in its launch week. It landed at No. 2 on Netflix’s English TV list with 7.4 million views across its first four days of availability.

The comparisons make for tough reading if you’re Netflix. While we don’t have figures for the breakout first season, Season 2 has first week views of 18.5 million, and Season 3 had 15.2 million. For extra context, animated spinoff The Witcher: Blood Origin had 4.6 million cumulative views in its first week. While there is nuance to be found within these comparisons (Season 3 was a split release, for example), it cannot be denied that Season 4 of The Witcher has disappointed.

In a note to press, media analytics company Samba TV delivered its own verdict on The Witcher Season 4, saying 577,000 U.S. households watched Season 4 Episode 1 during the launch window. That’s down 35% from the 885,000 U.S. households that watched Season 3 Episode 1 during the same launch window period.

Cast your mind back six years to the launch of The Witcher and it was one of the hottest TV shows on the planet. In January 2020, Netflix said The Witcher Season 1 was on track to become the biggest Season 1 TV series ever on the streaming platform, with a huge 76 million member households watching in its first four weeks of release. It was so big that it drove up sales of the CD Projekt video games, the books upon which they’re based, and even spawned a viral musical hit. You'd worry for the future of The Witcher if it were any other Netflix show, but we already know how this one ends: the confirmed fifth and final season.

In truth, The Witcher has endured a rocky road ever since Cavill’s dramatic exit. The show has faced a backlash from some fans who adored Cavill’s portrayal of Geralt, and it feels like it wouldn’t have mattered who had replaced him, such was the sentiment after the news broke in 2022. It's still unknown why Cavill left but the actor said in November 2021 he was absolutely committed to a seven season run of The Witcher "as long as we can keep telling great stories which honor Sapkowski's work."

In September, Liam Hemsworth spoke for the first time about replacing Henry Cavill, admitting reaction online forced him off social media and the internet. Last year, speaking to Collider, Ciri actress Freya Allan said she felt sorry for Hemsworth for having to take over from Cavill in what was "not an ideal situation."

"I feel sorry for him, honestly, because, number one, that fan base can be very attack-y, and it’s not an ideal situation to be in taking up someone else’s role,” she said. “But I’m really excited to see what he does. And he’s such a lovely guy. I just hope that people give him the time of day."

Back in 2022, Cavill took to social media to say he would return to play Superman "after being told by the studio" to do so, but new DC Studio heads James Gunn and Peter Safran went in another direction (Gunn later admitted Cavill was messed about by previous studio leadership). Cavill went on to sign a deal with Amazon and Games Workshop to adapt Warhammer 40,000, a tabletop game he loves, and is currently recovering from a leg injury sustained training for the Highlander reboot.

Meanwhile, The Witcher showrunner Lauren Schmidt-Hissrich has defended the approach taken for The Netflix adaptation, insisting the show exists in addition to the books and CD Projekt’s much-loved video games.

“One of the things that I’ve talked a lot to the author about and a lot to fans about is that the books still exist,” she said. “No one is taking the books away. No one is taking the video games away. I think everyone can have their version of The Witcher and this is this version.”

It also sounds like Schmidt-Hissrich will step back from The Witcher after Season 5 is done and dusted. In an interview with Dexerto, she insisted the show would not move past Andrzej Sapkowski’s books, so Season 5 really is it.

“By the time we wrap Season 5 fully, it will have been nine years of my life,” Schmidt-Hissrich explained. “I think there are so many more stories to be told in The Witcher universe, truly.  But I also think you have to step back and accept gracefully, what is the end of this story that we’ve been telling?

“Are there more stories? Maybe. But this one has to end at this point, so I think it’s a nice time for all of us to step back a little bit.”

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.

Christy Review

5 novembre 2025 à 14:00

Christy opens in theaters on November 7.

Sydney Sweeney is the latest to dance the biopic shuffle, punchily portraying boxing pioneer Christy Martin in a rather run-of-the-mill sports drama based on Martin's game-changing rise to fame -- along with her years of abuse at the hands of manager-husband Jim Martin (Ben Foster). Much like The Smashing Machine with Dwayne Johnson and Springsteen: Deliver Me from Nowhere with Jeremy Allen White, Christy marches diligently alongside 2025's middling, performance-forward biographies as Sweeney shines brightly in the midst of what is, basically as a blueprint, a life montage.

It's a tricky thing to call out what are considered to be the cliches of a biopic because, well, it is someone's real life. Accusing it of being hackneyed or by-the-numbers feels mean and dismissive. Remember though, the life in question is shoved through a Hollywood lens and formatted for our easy narrative consumption. Biopics have always been a performer's medium and not so much a filmmaker's because many of them, as films, have a hard time balancing involving the viewer vs. just merely showing the viewer. Christy takes us from 1989 to 2010, sometimes pausing for important landmarks but most often whisking us through the rest in a way that makes you wish there were some moments we spent more time with.

Christy, as a biography project, is a montage, filled with smaller, faster montages, speeding us through training, boxing, media rounds, and Martin's almost parodic conservative parents (Merritt Wever and Ethan Embry giving their best West Virginia scowls). But Sweeney and director David Michôd (Animal Kingdom, The Rover) know well and good enough that we've come to watch a famous person look different and sound different. We've come to see how hard they've worked to change their appearance, alter their voice, and devote themselves to a particular skillset, be it sports or music or what have you. Because truth be told, we could all just watch the Netflix documentary (Untold: Deal With the Devil) and see a much more unfiltered telling of the tale.

Sweeney is tremendous here, physically transforming herself, telling the story of a woman trying to battle her way out of brutal trappings. Chastised and shunned at home for being a lesbian, Martin finds her calling in the '90s boxing world -- where no woman had ever found fame or fortune -- drawn to the violence as both escape and catharsis. Once entrenched, however, Martin finds herself in quicksand after marrying her trainer, Jim, and slowly discovering that he's a physically and mentally abusive POS. Any and all attempts she makes to move past him -- even seeing Don King (played with glee by Chad L. Coleman) as a possible ticket to a Jim-free life -- go up in flames thanks to Jim's weaponized incompetence and manipulations.

Sweeney is tremendous here, physically transforming herself, telling the story of a woman trying to battle her way out of brutal trappings.

Ben Foster does a great job of being very vile as Jim, a mushy, wholly unimpressive man who manages to subdue a woman who could best him in every aspect, using the world's (and her own family's) misogyny and homophobia to his advantage. Eventually, Martin's freedom is only found after wresting it from the jaws of death in 2010. Again, unless you've got the panache and confident energy of a Scorsese, then your biopic will probably tread through the same visual cues and hit the same structural speed bumps. There's a point in Christy where it notes a time jump, that it's jumping ahead a decade, but then, at the same time, it doesn't really let you know that everything you watched before it took place over seven years.

It's hard to make a movie biography that doesn't feel like an uneven encapsulation or an endless parade of check-ins, and Christy is no exception to those pitfalls, sadly. Characters either tend to feel like stock caricatures or they're simply underserved, like Martin's entire training team outside of Jim. But the two main performances, particularly Sweeney's, are good reminders that the spotlight is on the role here and not the particular obstacles or unspooling of struggles.

Sweeney is able to capture the desperate drive of Christy Martin, the shame she's forced to feel for who she loves, and the vulnerability of a celebrity who projects a "tough as nails" persona. Foster's Jim isn't as layered as the villain of the piece who's pretty much a miserable sack of dongs from the get-go, but he's also playing the metaphoric role of patriarchal, societal shackles. Jim is able to slip through the cracks (well, until he cracks) because of how ugly things are for women. Katy O'Brian lights up the screen as Martin's former boxing nemesis Lisa Holewyne, though the pair's fate is unfortunately relegated to a "Where are they now?" epilogue crawl. A lot happens off-screen toward the end, including Jim's comeuppance, that would have made for a much better finish.

Nintendo Planning 'Consistent Release Cadence' For More Video Game Movies, Following Super Mario Galaxy and The Legend of Zelda Films

5 novembre 2025 à 13:48

Nintendo plans to release further video game films at a "consistent" rate following the launch of next year's The Super Mario Galaxy Movie and 2027's The Legend of Zelda.

In a presentation to investors today, Nintendo said it was "building a framework for a consistent release cadence" of movies, built on the success of 2023's breakout hit The Super Mario Bros. Movie.

Next year will of course see the arrival of a sequel to that film, which is scheduled to arrive on April 3. This will then be followed by a live-action The Legend of Zelda adaptation in 2027, and beyond that... Well, today Nintendo suggested it had at least a couple of other ideas in the pipeline.

In a slide showing posters for the three movies mentioned above, Nintendo indicated it had at least a couple more film projects planned for launch within the next few years.

"We are continuing to prepare for the ongoing release of movies in the future," Nintendo simply said of its future plans. But the suggestion of more movies already being planned has set fans' tongues wagging.

So, what else could we see? Well, Nintendo currently seems keen to build on its universe of Mario characters — at least some of whom will be headed into space within The Super Mario Galaxy Movie. But while Seth Rogen's Donkey Kong will still feature, fans have long expected the character to eventually get his own spin-offsomething Rogen has said he's keen for, and Nintendo recently filed a copyright notice to protect.

The release of a recent Pikmin short film underlines Nintendo's keeness to continue growing that particular franchise — could a full movie follow? Or perhaps Nintendo will look to its other top-tier franchises after Mario and Zelda, and attempt to launch another?

An animated Fire Emblem film? A live-action Metroid? An Animal Crossing horror movie where Tom Nook collects his debts, shovel in hand? The possibilities are endless — as long as Nintendo can repeat its Super Mario Movie success. After all, for now it has secured just one box office hit — though the company is clearly banking on more to follow, and sooner rather than later.

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

Escape From Tarkov Shares Preorder and Beta Rewards as It Nears 1.0 Launch

5 novembre 2025 à 13:43

Today, November 5, marks 10 years to the day Battlestate Games unveiled its extraction shooter, Escape from Tarkov. And now, 10 days from its 1.0 release, the developer has revealed preorder and beta rewards.

Escape from Tarkov is a hardcore MMO mixture of first-person shooter / third-person shooter and role-playing gameplay. Players need to find a way out of the isolated Russian city of Tarkov, survive deadly hazards, and unearth the mysteries of the city. It's been playable in early access form since making its debut in 2016, and it's finally coming to Steam as part of the 1.0 launch on November 15.

For anyone thinking of preordering the shooter ahead of its November 15 release — or those who've already preordered it — players can get following awards:

  • Clothing set: USEC Legionnaire Olive
  • Clothing set: Bear Sumrak Reverse
  • PMC Dogtag: Immortal
  • Prayer Armband: Head, Eyes
  • Hideout Style: Echo of Battle
  • Shooting Target: Hatchling
  • Mannequin: poses

While those will be available to all who preorder, there's also a handful of additional goodies for players who have the Unheard and Edge of Darkness (EOD) editions:

  • Gamma Container: Battle-worn
  • Hideout Style: Forgotten
  • Prayer Armband: Loot
  • Shooting Target: Ace of Spades

Unheard Edition owners also get:

  • Prayer Armband: SEBU KOMAR
  • PMC Dogtag: Acolyte

Information about the special PMC dogtag, unique armband, and customization for owners of the Edge of Darkness edition "will be announced later."

"Today marks 10 years since the release of the very first Escape from Tarkov trailer. As the beta test comes to an end, we want to thank you for your support and for the opportunity to create a universe that has united players all over the world," the team said. "Countless updates, TarkovTV episodes, and in-game events — none of this would have been possible without you, our players.

"On November 15, we will turn a new page together with you. In the meantime, we invite you to check out the rewards that will be available for preordering and participating in the beta test."

Escape from Tarkov's 1.0 release hasn't been without controversy, however. Fans criticized Battlestate Games after the developer confirmed players will be required to repurchase the full game if they want to play it on Steam.

It'll be interesting to see how Escape from Tarkov measures up against the current extraction shooter darling, Arc Raiders. It has a peak concurrent player count of 354,836 on Steam, making it one of the biggest extraction shooters ever on Valve's platform. Another key competitor could be Bungie's upcoming Marathon.

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.

Obsidian Knows Whenever It Announces a New Game Everyone Asks About Fallout: New Vegas 2, but It Loves Making Original IP and Sequels to Them

5 novembre 2025 à 13:39

Obsidian has said it’s well aware that whenever it announces a new game, people ask where Fallout: New Vegas 2 is, but it loves how it’s been able to create new IP and even release sequels to them — and its owner Microsoft sounds like it supports that approach.

Fallout Season 2 is set to hit Prime Video this December, and while Bethesda has a new Fallout: New Vegas bundle up its sleeve, there’s no word yet on a Fallout remaster or a Fallout: New Vegas 2 to capitalize on the surge of interest in the franchise. Obsidian is of course the developer of the much-loved 2010 RPG Fallout: New Vegas, so fans often wonder whether it will return to the setting for a sequel, especially given it’s owned by Bethesda parent company Microsoft.

Obsidian, though, has focused on making brand new games, and it is prolific in doing so. It’s released Grounded (Grounded 2 came out this year), fantasy RPG Avowed (which came out this year), and sci-fi RPG The Outer Worlds (The Outer Worlds 2 came out this year). Pentiment, which came out last year, was another brand new game, although I wouldn’t expect a sequel to that any time soon.

In an interview with The Game Business, Obsidian’s VP of operations Marcus Morgan and VP of production Justin Britch touched on the fan calls for a New Vegas follow-up, but pointed to its work establishing new franchises as a “joy.”

“I know everyone on the internet, on every game we ever announce, will constantly reference back to, ‘When’s the next New Vegas? Or when’s the next whatever?” Morgan said.

“But this year, in addition to it being a celebration of shipping three games, all three of those games are IP that we’ve created, that are Obsidian IP. Our history, prior to the Microsoft acquisition, really was surrounding around working on others’ IP. And this is the joy that we get of… how do we start to define our own and how do we build our own IP? And we’ve got to the part where we have sequels to all of them. All of them are sequels to the IP we created.”

And it sounds like Microsoft has supported Obsidian’s desire to do just that, even though you’d think the mega corp might have gone hard on Fallout, especially with the hugely popular Fallout TV show breaking through into the mainstream.

“Xbox has been pretty supportive of the stuff we want to do,” Britch insisted. “It’s been great.”

There was no mention made during the recent Fallout Day broadcast of a Fallout: New Vegas remaster, which some (including Danny Trejo!) have called on Bethesda to develop. Indeed, there were no new Fallout games announced at all. Find out everything announced during the Fallout Day broadcast here.

But there are all sorts of rumors floating around about potential Fallout remakes now that The Elder Scrolls IV: Oblivion Remastered is out the door (Fallout 3 Remastered was leaked back in 2023, but those plans may have changed). And we know Bethesda wants to eventually get to Fallout 5, albeit after The Elder Scrolls 6.

The last we heard on Fallout 5, by the way, was back in June 2024, when Bethesda Softworks head Todd Howard said he wasn’t interested in rushing it out the door. Howard opened up about the future of the hit post-apocalyptic RPG series during an interview with YouTube content creator MrMattyPlays.

"For other Fallout games in the future, you know, obviously I can’t talk about those right now, but I would say, sort of rushing through them, or we kind of need to get stuff out that is different than the work we’re doing in 76… we don’t feel like we need to rush any of that," he said. "The Fallout TV show fills a certain niche in terms of the franchise and storytelling."

The last mainline Fallout game was Fallout 4, which was released in 2015. DLC content for the entry was steadily released for PC and consoles over the next year, and in 2018, Bethesda launched its multiplayer-centered offshoot, Fallout 76. While fans flocked to the West Virginia-set open-world RPG over time (and after a rocky launch), it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.

Still, Howard wouldn't budge when it came to desires for a substantial video game release. For him, it comes down to wanting to treat Bethesda's franchises with care.

"Totally get the desire for a new kind of mainline single-player game," he said. "And look, those things take time. I don’t think it’s bad for people to miss things. We just want to get it right and make sure that everything we’re doing in a franchise, whether it’s Elder Scrolls, Fallout, or now Starfield, that those become meaningful moments for everybody who loved these franchises as much as we do."

In the meantime, The Outer Worlds 2 has strong New Vegas vibes. Check out IGN's The Outer Worlds 2 review for more.

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.

Nintendo Store App Lets You Track Your Switch, 3DS And Even Wii U Gameplay Down to The Hour

5 novembre 2025 à 12:47

Ever wondered exactly how many hours you ploughed into Donkey Kong Bananza on a specific day this summer? The new Nintendo Store app will let you find out.

Now available worldwide, the Nintendo Store app is primarily a way to browse and buy Switch games and Nintendo merchandise. You can download demos, acquire amiibo, and even purchase new consoles or retro controllers.

But the app's most unique feature is a little more hidden. Head to your profile and scroll down to find your Play Activity, which lists all Switch 1, Switch 2, 3DS and Wii U games you've played over the last couple of years. Selecting a particular title then lets you see a range of previously unseen data — including playtime by day.

For example, let's look at my save file for Animal Crossing: New Horizons, which I played a lot back in early 2020. My playtime is listed as the rather vague "200 hours or more," but I can also see when I first played the game (March 3, 2020) and when I last played (July 8 the same year — when I quit Animal Crossing games, I tend to go cold turkey).

During those dates I played across more than 106 days, and scrolling down I can see, by date, how much I played on each. Amid a string of sessions where I played more than five hours per day, I can see a 6 hour 15 minute session I logged back in early April. To be fair, there wasn't much else to do at the time.

Your play history can be ordered via longest played (Animal Crossing is my longest, closely followed by Zelda: Breath of the Wild), the date you first played a game, and via system — giving you a couple of options to look back at what you were playing several generations ago. (My most played Wii U game? Zelda: Twilight Princess HD.)

Or, of course, you could just use the app to shop. If you fancy trying it yourself, Nintendo Store is now available via the App Store and Google Play.

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

Valor Mortis Dev Dares Fans to Question the Game's Soulslike Credentials: 'If You Are Not Sure About It, Challenge Us'

5 novembre 2025 à 12:12

Valor Mortis, the first-person action game set in an alt-history version of the Napoleonic wars, was announced earlier this year at Gamescom Opening Night Live. In its announcement and subsequent marketing, the developers have been clear about one big element of Valor Mortis: it’s a soulslike.

Sure, it’s a first-person game, which automatically makes it look radically different from any FromSoftware game or even the 2D soulslikes such as Hollow Knight, Nine Sols, and Blasphemous. But speaking to me at the Game Industry Conference in Poznań, Wielkopolska, game director Radosław Ratusznik was hyperaware of the expectations that such a bold declaration would immediately attach to Valor Mortis. And he’s determined to do right by players while remaining committed to the perspective shift.

Valor Mortis is being developed by One More Level, the studio behind 2020’s Ghostrunner. Ratusznik tells me that the studio is largely made up of Souls game fans who badly wanted to tackle the genre, but knew they needed more development experience as a group first. This, he says, is what led to Ghostrunner, which is a first-person action game that, at least by our own estimation, was pretty great.

With one success under their belt, One More Level turned to Valor Mortis. Ratusznik says that the idea for gameplay came before the game’s setting – the team wanted something that would let them mix melee combat and firearms with the more magical mutant abilities. It just so happened that the game’s lead concept artist was also an historian with a lot of knowledge on Napoleonic Europe.

Which is how Valor Mortis ended up set during the Napoleonic Wars, featuring a monstrous Napoleon raising an army of undead mutants to rampage across Europe.

“I think, for many players, the Napoleonic era sounds really to be like... I don't want to say unattractive, but with this silly uniform, something like that, they're not treating it like something that is maybe attractive for them, and we wanted to change that a little bit,” Ratusznik says. “We think that this is a significant part of our history here in Europe, Napoleon as the emperor, and we want to tell the story, our own version about it. It's not historically accurate. So we don't want to educate players, of course, about the history, but we think that it's something unique, something new for the players to play, to explore.”

You play as William, a British soldier who initially joined Napoleon’s army wooed by promises of a free Europe, but who is gradually coming to the realization that war is far from rosy. Unlike his fellow soldiers, William can control the nephtoglobin, the substance that prompts the undead mutation, and is able to retain his sanity while making use of its powers and fighting his way through the gruesome, warped battlefields left in Napoleon’s wake.

“The theme of horror is very important for us,” Ratusznik explains. “So it's not even just these monsters that you are fighting. We are also telling the story about the war and how there are no winners, no true winners at war. That we are in the middle of this conflict, we will learn about each side of the conflict. So this is a story about the foreign soldier in the foreign army, in the foreign land, because we are exploring the eastern parts of Europe. We are not telling if it's Poland or is it some other country. So it's more like a universal story about soldiers in the war.”

Having played quite a bit of Valor Mortis at GIC, I can confirm that despite how silly the premise seemed to me initially, One More Level has indeed made something pretty unsettling. An image permanently burned into my memory is of a soldier in uniform, on all fours, leaping out at me like a dog from behind a pile of bodies. But instead of looking at me with his face, his head was contorted downward to put his large, ridiculous, fuzzy wig-hat out front, which had opened down the middle into a mouth full of teeth and was snarling at me as it attacked. Weird, startling, and very effective.

But whatever you think of the setting, the gameplay is fundamentally very souls. There’s a stamina meter to manage, poise meters on enemies to break with attacks and well-timed parries. When you die, you of course drop all the currency you’ve collected from enemies as you go and have to fetch it back, or lose it forever. And there are bonfires (in this case, lanterns) that serve as safe spots and checkpoints to restart from with each death. Valor Mortis is also quite difficult. I won’t pretend to be the best Souls player around (I’m decidedly middling) but I spent a good long while running up against the game’s first (I think) boss, which had two phases, summoned smaller enemies, and had an enormous attack radius. I died. A lot.

And yet, Ratusznik is on the defensive about whether his game qualifies as a Soulslike or not, in part because of the first-person perspective, but also because of the high expectations put on any game that purports to hail from that tradition by its many fans.

“I think that the genre is such a demanding thing that if you want to create a good thing for this demanding community, you need to be very well prepared,” Ratusznik says. “And we wanted to communicate it this way. We are telling people, ‘We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it's Soulslike.’ And we are perfectly fine with that. And we know that players after the playtest, after showing the game at Gamescom, at TGS, we were also on PAX in Seattle, and all the players who are playing, they are telling us, ‘I was doubtful about it that you can manage to make a Soulslike in first-person, but after playing it, I believe you. It's true. It's a Soulslike in first-person.’ So that's what's very cool for me. I mean, personally, as a fan of the genre, that we managed to deliver the game in the genre, it's something amazing.”

We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it's Soulslike.

So I ask Ratusznik, what does it mean to be a Soulslike? What are the defining characteristics, to him, that Valor Mortis just had to embody?

“Well there is always a debate, how many features from the FromSoft games should game have to be a Soulslike?” he says. “So in our example is, of course, a stamina-based combat system. So that's the first thing. Then we have the checkpoints that are kind of similar to the bonfires in Soulslike. In our game this is a lantern. So you have to reach the lantern to save, make your checkpoints. When you die, you will start from this place. You can then rest, the enemies will come back to life. So this kind of thing is present. But also the exploration is very important, I think, for the Soulslike in this kind of Metroidvania approach in the level structure.

“In our game we even push it further. So we also have these elements of Metroidvania, such as abilities that you are gathering that you can use on previously visited levels to unlock some alternative paths. Also the shortcuts are very important, so you need to explore to find the shortcuts to get faster to the safe point, to these checkpoints or something. So there is a lot of that. And also, the boss fights as the true challenges, very demanding. So I think, yeah, I mean these elements are there for sure, but it's not like we are taking all of it blindly. We are thinking about each of this and how it'll fit our vision for this game and also the first-person perspective, which is kind of tricky.”

The perspective switch really is a difference maker for Valor Mortis, as it transforms how combat plays out, how parries and dodges and swings need to be timed and directed, and how boss mechanics can be tuned for challenge. But given the popularity of the Soulslike genre, I’m surprised that there aren’t more first-person Souls games out there – most people just follow in either the Dark Souls tradition or the Hollow Knight one. Why is that?

“I think it's not easy to make it happen, to be honest,” Ratusznik says. “I mean we did Ghostrunner, so we learned how to make first-person melee combat. And even for us, it was not easy to make the melee combat in first-person satisfying and not confusing. But in Poland we can do it because we have Dying Light, Cyberpunk is also with first-person combat. And we have our games, so Ghostrunner and now Valor Mortis. So it's a bit tricky.

“You need to make at least a few tricks to somehow help players to get better feedback from each of the actions that they are taking. So for example, when we attack the enemies, we have some kind of a system that is in the action fighting games where you are snapped to the enemy, pulled to the enemy somehow. So we are attacking and the system is assisting you in getting closer to the enemies. Because it's hard to tell the distance. Both the collider of your weapon is a little bit bigger than you expect just to feel that you hit it. So we need to set it up properly. There are a lot of small things that you have to add to make this combat feel juicy but also satisfying for the players. Of course on top of that there are proper animations, proper animation of the enemies, of the reactions of the enemies. Sound design is very important. Also…there needs to be some additional assets, like some arrows, some indicators that are telling you that if someone is behind you, these kinds of things.”

When we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game.

Valor Mortis is planned for a 2026 release on PC, PS5, and Xbox. I ask Ratusznik how it’s been developing for consoles this generation, and he gives me a rather surprising take: he really likes the Xbox Series S.

“Each generation is easier, the certification process is easier and also the knowledge of the hardware is bigger among the developers,” he says. “So I think also the fact that you have to optimize for all consoles is beneficial for all the players, right? So when we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game, right?

“I know a lot of players who really love, for example, one genre or one type of game. They are only playing, I don’t know, Call Duty or Gears of War, so they don't have to buy the newest stuff to play their games. So they have the Series S. And if you try to make a PC for the same cost, for example, it won't be possible, right? So if we manage to optimize the game for the S, I know that a lot of developers are struggling with it, but I think it's more like a challenge that you should handle to make the game optimized for players.”

But there is one console conspicuously missing from the lineup. Where’s the Nintendo Switch 2?

“I mean I would love that one day,” Ratusznik says. “So we are considering it. It's not like that we are announcing anything, but personally I would love to bring this game to Switch 2. I think that it would be nice to see this type of game on this console.”

We also spoke to Ratusznik at GIC about Soulslike difficulty, and why the game might have an easy mode, but won't have a bunch of other difficulty settings. You can read our conversation right here.

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

'What Connects Soulslike Players Is That They Are All Struggling' — Valor Mortis Dev Says It Won't Have 'Tens of Difficulty Options' So Players Can Have 'Similar Experiences'

5 novembre 2025 à 12:12

Valor Mortis, the first-person soulslike action game set in an alt-history Napoleonic era, is out next year. And with developer One More Level especially pushing the “Soulslike”-ness of the whole thing, it seems only natural that at some point before or after launch there’s going to be a discussion about the game’s difficulty - is it too hard? Is it hard enough? Should it have an easy mode, or something else?

The difficulty discussion, of course, is one that crops up every time a new Souls game is released. What makes difficulty fun, and what makes it obnoxious? Should games have easy modes? What sorts of accessibility features are helpful to ensure everyone can play the game and experience its design friction as intended, without experiencing other, undesirable friction due to controls or other functions?

I played Valor Mortis at the Game Industry Conference in Poznań, Wielkopolska, and while I’m only of middling Soulslike skills, I can confirm it’s pretty tough! I also spoke with game director Radosław Ratusznik, who says that the team is still in discussions as to how they will approach all this. For now, he says, Valor Mortis just has one difficulty setting. But that may change in the future.

“If we decide at one point to change it, I think we will change it for easy mode and normal mode, just two of them. Because I think that players should have similar experiences when they're playing these kinds of games. So personally, I'm fine with the easy mode, if someone wants to just experience the story, learn a little bit about how the game works. But if we have a lot of options, like there are like tens of difficulty options, then each person can play a totally different game. I think what connects Soulslike players is that they are all struggling in these games. If they manage to succeed in this game, they can share this experience with other players. And this is something that has a huge value I think for them, for this community.”

But there’s nuance here, because while Ratusznik may be against having ten difficulty options ranging from Story Mode to Ultra Hard Giga Death Difficulty, he agrees that discussions around difficulty often don’t take into account the nuance of accessibility. He’s not a fan, for instance, of games that let you turn on and off certain mechanics (such as parries), because he thinks that players “lose something from this experience.” But he also adds that, as far as accessibility goes, “we can have a lot of things that can assist you without lowering the difficulty of the game.” Accessibility isn’t solved with an easy mode.

Ratusznik isn’t alone in this belief. FromSoftware’s Hidetaka Miyazaki has said similar of Elden Ring, “We are always looking to improve, but, in our games specifically, hardship is what gives meaning to the experience. So it’s not something we’re willing to abandon at the moment. It’s our identity.” But also notably, Elden Ring was far more flexible than FromSoftware’s past games in the ways in which it allowed players to eventually conquer challenges. You could outlevel bosses to make them trivially easy if you wandered off and defeated enough weaker enemies, there are some builds that turn certain bosses into jokes, and there’s so much to do in the game and so many paths to victory that if you’re struggling with something, Elden Ring encourages you to leave and do something else. Another recent Soulslike, Hollow Knight: Silksong, is similar in this structure.

How Valor Mortis will ultimately handle its difficulty remains to be seen, as Ratusznik himself says that the team is still working out what they want to do. We won’t know til next year when the game launches on PC, PS5, and Xbox Series.

We also spoke to Ratusznik at GIC about Valor Mortis’ soulslike credentials, and why it’s challenging to make a game in that tradition in the first-person. You can read our conversation right here.

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

Epic Games Celebrates Fortnite Player Spike as The Simpsons Season Launches

5 novembre 2025 à 12:05

Epic Games has celebrated the launch of Fortnite's new The Simpsons mini-season, which it says has welcomed "the biggest number of new and returning Fortnite players since last holiday season."

Public player data tracked by Fortnite.gg shows that a peak of 2.6 million players logged on both Saturday and Sunday, firstly to watch the live event that introduced The Simpsons aliens Kang and Kodos to Fortnite's battle royale Island, and secondly to then play on the game's new Springfield map when it came online.

The live event saw Fortnite's heroes scooped up in a UFO and transported to Springfield Island, a mash-up of Fortnite and The Simpsons filled with familiar locations and Easter eggs from the long-running animated series. Fan response to the new season and its highly-detailed map has been positive, and Epic Games seems pleased with player numbers.

"In 48 hours, we welcomed the biggest number of new and returning Fortnite players since last holiday season," the developer wrote in a social media post. "The first Fortnite | The Simpsons short popped to #1 on Disney+ today in the US. Move over Shelbyville..."

Fortnite's player numbers have dipped somewhat this year, amid tough competition from Roblox and a string of battle royale seasons that feel like they haven't landed with fans quite as expected. In September, during the game's alien bug season, the game's average daily numbers briefly sagged to around half a million players, though player counts then rallied as Fortnite began its annual Halloween celebrations.

While 2.6 million players this past weekend is impressive, Fortnite has recorded several higher player spikes this year for other events. A peak of 5.7 million players logged in on June 7 for Death Star Sabotage, the game's live event that served as the finale of its Star Wars mini-season. Fortnite also saw a spike to 3.9 million players on August 2 for its superhero season finale, and 3.3 million players for the launch of its Daft Punk Experience.

What remains to be seen is how many of those new and returning players stick around over the rest of this month, as Fortnite's The Simpsons season culminates in a big live event on November 29. This is expected to usher in the game's next big era — Chapter Seven — that looks set to feature a crossover with Quentin Tarantino's Kill Bill and, potentially, the return of Fortnite's heroic Seven faction.

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

Call of Duty: Black Ops 7 Global Release Times and PC Specs Confirmed

5 novembre 2025 à 12:00

With Call of Duty: Black Ops 7 just around the corner, Activision has laid out exactly when players will be able to jump into the action, and has confirmed everything players need to know about the official PC system requirements and pre-load times.

While pre-load goes live at the same time across all platforms on November 10 — 9am PT (scroll down to see when that'll be in your part of the world), launch times vary depending upon where you are, and what platform you're playing on. It's a bit confusing, so we've outlined the release times across key territories below.

We also have confirmed PC specs for Black Ops 7, so you can check to see if your PC is up to the task.

Confirmed Call of Duty: Black Ops 7 PC specs:

System Requirements

Minimum:

Minimum specifications needed to play Call of Duty: Black Ops 7.

  • OS: Windows 10 64 Bit (latest update)
  • CPU: AMD Ryzen 5 1400 or Intel Core i5-6600
  • RAM: 8 GB
  • Video Card: AMD Radeon RX 470 or NVIDIA GeForce GTX 970 / 1060 or Intel Arc A580
  • Video Memory: 3 GB
  • Storage Space: SSD with 116 GB available space at launch

Recommended:

Recommended specs to run at 60FPS in most situations with all options set to high.

  • OS: Windows 11 64 Bit (latest update)
  • CPU: AMD Ryzen 5 1600X or Intel Core i7-6700K
  • RAM: 12 GB
  • Video Card: AMD Radeon RX 6600XT or NVIDIA GeForce RTX 3060 or Intel Arc B580
  • Video Memory: 8 GB
  • Storage Space: SSD with 116 GB available space at launch

Competitive / Ultra 4k:

Competitive specs to run at a high FPS for use with a high refresh monitor, and Ultra specs to run the game at a high FPS in 4K resolution.

  • OS: Windows 11 64 Bit (latest update)
  • CPU: AMD Ryzen 5 5600X or Intel Core i7-10700K
  • RAM: 16 GB
  • Video Card: AMD Radeon RX 9070XT or NVIDIA GeForce RTX 4080 / 5070
  • Video Memory: 16 GB
  • Storage Space: SSD with 116 GB available space at launch

Recommended Drivers:

  • AMD: 25.9.2
  • NVIDIA: 581.42
  • INTEL: 32.0.101.8132

Required For All Specs:

  • All specifications require a broadband internet connection and DirectX12 compatibility.
  • Additional storage space may be required for mandatory game updates.
  • Specs are valid for product launch and may be updated in the future.

We've had a great time with what we've played so far of Call of Duty: Black Ops 7 Multiplayer, writing in our preview: "I'm hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I'm really excited to spend hours and hours of time I'll never get back just so I can have a gun that's all shiny."

Don't forget that PC gamers cannot play unless they enable TPM 2.0 and Secure Boot. It's all part of an effort to crack down on cheaters, and while it seems some still managed to get into a game despite this, Activision recently revealed that 97% of Call of Duty: Black Ops 7 cheaters were caught within 30 minutes of signing into the beta, and "fewer than 1% of cheating attempts reached a match."

Call of Duty: Black Ops 7 Pre-load times on PC and consoles:

Monday, November 10, 2025

PST (San Francisco):

  • 9pm

CST (Mexico City):

  • 11pm

Tuesday, November 11, 2025

EST (New York):

  • 12am midnight

GMT (London):

  • 5am

CET (Paris, Rome, Berlin, Stockholm):

  • 6am

SAST (Johannesburg):

  • 7am

GST (Dubai)

  • 9am

KST (Seoul):

  • 2pm

JST (Tokyo):

  • 2pm

AEST (Sydney):

  • 4pm

Call of Duty: Black Ops 7 launch times on Steam and Battle.net:

Thursday, November 13, 2025

PST (San Francisco):

  • 9pm

CST (Mexico City):

  • 11pm

Friday, November 14, 2025

EST (New York):

  • 12am midnight

GMT (London):

  • 5am

CET (Paris, Rome, Berlin, Stockholm):

  • 6am

SAST (Johannesburg):

  • 7am

GST (Dubai)

  • 9am

KST (Seoul):

  • 2pm

JST (Tokyo):

  • 2pm

AEST (Sydney):

  • 4pm

Call of Duty: Black Ops 7 Launch Times on Xbox, PlayStation, and Xbox on PC

Thursday, November 13, 2025

Xbox + Xbox on PC:

  • Various, unlocking between 3am-10pm PT depending upon local timezone

PlayStation:

  • Various, unlocking 3am-10pm PT depending upon local timezone

Much like prior Call of Duty launches, those desperate to get in on the action may be able to 'time travel' and unlock early if they use what's called the 'New Zealand trick.' If you're playing on the Xbox PC app (but only the app — this won't work on Battle.net or Steam) you'll be able to jump in early if you change your PC region to New Zealand, and change your Call of Duty account to a New Zealand address on the website. Similarly, if you change the address on your COD account to a NZ address and your region to New Zealand, you may be able to play early on Xbox and PlayStation, too.

Just make sure you restart your systems and then double-check the Black Ops 7 launch timer to see if you've travelled forward in time…

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.

Dan Trachtenberg Tells IGN He's Well Aware Predator Purists May Criticize Predator: Badlands, but Insists 'Retreading and Remaking the Same Thing Over and Over' Risks Upsetting Everyone

5 novembre 2025 à 12:00

Predator: Badlands is unlike any Predator movie before it. Without spoiling the story, I’ll report that it is an all-out action adventure more along the lines of Disney's The Mandalorian than the sci-fi horror exploits of Dutch and co in the jungles of Mexico. It is a film in which the Predator is the protagonist, not the stalking, gore-obsessed antagonist we’re used to seeing. The whole premise of the Predator is flipped upside down here. Rather than hunt hapless humans, Dek, the Yautja runt out to prove himself, finds himself the hunted one on a death planet that’s out to get him.

But it’s more different, still. The tone, the pacing, the whole vibe of Predator: Badlands is… different. Not unfamiliar, of course; I’ve seen a hundred action adventure movies in the Star Wars style. But this is different for Predator. There are jokes (the Predator makes one — deliberately — himself!), there are moments of slapstick comedy, and there is a cute alien sidekick called Bud who I’ve already seen compared to Baby Yoda (Bud is a bit like Baby Yoda, I suppose, but a lot more rippy and shreddy).

There will be some Predator fans who will not like this one bit. I suppose I’m one of them. I suppose I’m a Predator purist, someone old enough to have seen Predator on VHS, a few years — probably — before I should have. It’s a formative film for so many… for me. And when it came to subsequent Predator films, it was all downhill from there.

And then Dan Trachtenberg turned up and he did something super interesting: Prey. I love Prey. It’s a back to basics Predator movie that takes what was great about the first film and builds something fresh and exciting around it. It rejuvinated the franchise, and I love — love! — that it did well enough for Dan Trachtenberg to be awarded the keys to the franchise, to be named the Predator showrunner (movierunner?), a fan and a hugely talented director who just gets Predator and wants to take it forward with critical and commercial acclaim.

His animated anthology go-between, Killer of Killers, continued the impressive run, although I still have my doubts about Trachtenberg's idea that the Yautja kidnap those who have bested them in the hunt, and — all off-screen — put them on ice only to defrost them later for another go. Sorry lads, that’s your ego getting the better of you, there. Aren’t you Yautja supposed to be super honorable? Take the L and leave Dutch, Harrigan, and Naru to live out their days in peace (well, relative peace given the persistent night terrors I'm sure they suffer over what you put them through). If you're bored, there has to be a Xenomorph out there who's desperate for a scrap?

And so we come to Predator: Badlands. I was in the rather fortunate position of being able to interview Dan Trachtenberg the day after I saw his film, with it fresh in my memory but also having slept on it. I should say this: I enjoyed the movie for what it is. When the Predators fight each other, it’s genuinely superb. Like, top-class action superb. At times it looks amazing. It always sounds amazing. I laughed at the bits I was supposed to. Elle Fanning as Weyland-Yutani synth Thia (and more) is superb. Dimitrius Koloamatangi delivers a truly impactful performance as Dek himself; you really feel the weight of the Predator as he leaps about the death planet. I was invested in this buddie movie, this Frodo and Sam road trip to a far future Mount Doom (owned and operated by Weyland-Yutani, of course). Predator: Badlands is a fun ride. But is that really what I want to be saying about Predator: Badlands after leaving the theater?

Whatever your answer to that question, it cannot be denied that Predator: Badlands is a fascinating project. It’s a movie I suspect will split the fanbase down the middle, like Dek tearing through a tentacled alien monster. Some people will hate it. They will accuse Predator of having succumbed to the ‘Disney effect’ in the pursuit of a larger PG-13 audience and, theoretically at least, box office. Some people will love it. They will take it for what it is: a rip-roaring sci-fi romp in which a Predator is the surprise main character, standing on his own two (very large) feet. I suspect few will sit on the fence with this one.

And so it was with all this in mind that I virtually sat down with Dan Trachtenberg to squeeze just a handful of questions into our painfully brief interview time. Such is the junket way! So, like Dek would, I jumped straight into the thorny question: why, Dan, have you done this?

IGN: It's obviously a very different tone and feel to what's gone before. I'm not going to get into spoiler territory or anything. There are jokes. I think the Predator even makes a joke at one point, there's slapstick comedy, there's a cutesy sidekick. It is a big swing for the Predator franchise. I'm sure you'll be asked about this a lot, but why did you decide to go in this direction for Badlands?

Dan Trachtenberg: Because it's a movie that does not exist. Prey was very much a back to basics exercise and Killer of Killers really doubled down on that traditional Predator story where you meet human characters and they're hunted one by one. You've now got five new movies... Killer of Killers is like four movies in one. And then with Prey as well, it really felt like, man, I don't think people really need another version of just that movie, that story, that structure as it was. It really felt like, boy, it'd be nice to have something refreshing and new in the franchise, but then also in science fiction movies in general.

We've always fallen in love with the sidekick, walking carpet Chewbacca, or the villainous monster, and they've never been the main character of the movie. So really loved the idea of being like, yeah, we're going to make a movie where the Predator is the main character and he's going to be ferocious and badass, and then he's going to meet this other cast of characters and there's going to be a soul to the movie.

We're actually going to be both. It's going to be brutal, filled with spine rips and beheadings and limbs coming off, and also have some heart and make you feel things. That way it can be a full meal. Jaws is one of my favorite movies of all time. Jaws is one of the scariest movies ever made. It's also one of the funniest, and when there's drama, it's super sincere and there's also high seas adventure, and all of those things make that movie an awesome, incredible experience as a motion picture. Neither of those parts ruin the others. So that's always been a part of the equation for me.

Also, thinking of T2. I remember as a kid seeing it and then quickly after it being like, mom, you got to see T2. I never thought after I saw Terminator to be like, mom, you got to see Terminator. But T2, because it actually was thematically oriented and had some heart and was about legacy and parents and children, mothers and sons, fathers and sons, it made someone like my mom appreciate an action movie and allow it to be a great movie. Terminator 2: Judgment Day was like a movie my mom could watch. So that was a part of it for me, is like how to make something that was bold and visceral but also emotional.

IGN: So maybe you watch Predator: Badlands, you go, mom, you can watch this, you'll get something out of it. Whereas they might not have with Predator 1 and 2.

Dan Trachtenberg: That's right. That's right. Yeah.

IGN: Now I know you know what the internet's like. There will be Predator purists who turn their noses up at some of the things that you're doing with this movie. Did you always know that you would end up dividing some Predator fans with the film? Is that a risk you felt you were perfectly comfortable taking?

Dan Trachtenberg: I mean, it's A, a part of any movie, and B, a part of a franchise or not. I'm the internet also. I was on it. I still am. I have issues with things in movies and don't have issues with other things. And even on Prey, on Killer of Killers, there's people that are hardcore fans that love certain aspects that defend them, and I see arguments with people who hate certain aspects. It's just a part of any kind of movie.

So I'm well aware of the nature of that. And of course when we're taking such a crazy bold swing, I get it. I get there would be criticism. But there's worse criticism the other direction if you're just retreading and remaking the same kind of thing over and over, then not only will hardcore fans not like it, but also just any fan of going to see a movie won't like that either.

So for me, it's much more important to make something that is bold and original, and making sure the movie is super fun. And this movie is packed with action. High APM, high action per minute. But also there's something to take away with you. I always think about that. You just want something to put in your pocket and walk away with when you see a movie, and I wanted to make sure that this had that.

IGN: I know we're running out of time, but I've got to ask you about Bud. What's the thinking there? Why did you feel Predator needed to have cutesy sidekick? I know Baby Yoda comparisons are already there, but it's not quite Baby Yoda. The violence here is much more extreme than anything Baby Yoda has done. Bud is a badass too, right? But I'd love to know what you were thinking there about why you felt you wanted to introduce that character and having Bud in the movie?

Dan Trachtenberg: I think I just loved the idea of the Predator meeting up with not just one, but a band of other outcasts. I maybe had Guardians of the Galaxy on the brain and Rocket Raccoon, seeing something that appeared to be one way. Because certainly Dek appears to be one way and then actually is something different, and Thia appears like something and then you discover there's something else behind her and there's more to the story there. And Bud as well, to seem at first cutesy as you're putting it, but actually turns out to be incredibly ferocious and capable, and there being more narrative story there.

I loved the silhouette. I came up with Prey in pairing Amber [Midthunder] with a dog based on the silhouette of Mad Max and his pup. The strong badass with something beside it is just a really cool silhouette, and I loved the idea of Dek with the half a robot strapped to his back and this other thing beside him that was small. That's all I had, there was something small beside him that was a part of the adventure. It just felt like something that would be exciting.

IGN: Thanks for the insight Dan, really appreciate it.

Predator: Badlands is in theaters November 7, 2025. Check out IGN’s Predator: Badlands review to find out more.

Photo by Neil Mockford/FilmMagic.

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.

Nintendo Signals Primary Development Focus 'Shift' to Switch 2, as Switch 1 Owners 'Uniformly Migrating'

5 novembre 2025 à 11:03

A day after revealing its latest stellar sales figures, Nintendo has confirmed it will now "shift" its development focus to Switch 2 — and revealed that 84% of the console's early adoptees were players who owned Switch 1.

"Going forward, we will shift our primary development focus to Nintendo Switch 2 and expand our business around this new platform," Nintendo wrote in a freshly-published sales presentation.

Switch 2's first six months have been marked by a smattering of exclusives such as Mario Kart World and Donkey Kong Bananza, but also a series of paid upgrades to existing Switch 1 games (like Zelda: Breath of the Wild and Mario Party Bonanza) and cross-gen titles (like Pokémon Legends Z-A and the upcoming Metroid Prime 4: Beyond). Nintendo now appears to be suggesting that its future release slate will likely be more orientated to Switch 2 exclusives, likely buoyed by the huge success of its new machine.

Perhaps it's not a surprise to see such a huge percentage of Switch 2 players upgrading from Nintendo's prior console (which, after almost a decade on sale, is now near ubiquitous). But what's interesting here is a breakdown provided by Nintendo showing how smoothly the company has picked up its early Switch 2 adoptees over the Switch generation — relatively evenly, year by year.

The largest group of Switch 2 players are those who bought the Switch 1 back at its launch in 2017, but the groups of those who acquired Switch 1 in the following few years are not too different.

"Currently, 84% of [Switch 2 owners] transitioned from Nintendo Switch," Nintendo wrote. "This high percentage shows that many consumers who enjoyed Nintendo Switch are smoothly transitioning to Nintendo Switch 2, allowing us to maintain our relationships with them across platform generations.

"Furthermore, if we look at when these transitioning consumers first started playing Nintendo Switch, we see no concentration in any specific period. Consumers who purchased Nintendo Switch between its launch in 2017 and the launch of Nintendo Switch 2 have been uniformly migrating to Nintendo Switch 2."

As of September 30, Nintendo says it now had 128 million annual playing users, of whom 34 million were paying Nintendo Switch Online subscribers. Overall, 400 million Nintendo Accounts have now been registered.

Yesterday, Nintendo confirmed it had already shifted an astonishing 10.36 million Switch 2 consoles between June 5 and September 30, a record-breaking amount that ensures the platform will continue its run as the biggest console launch ever.

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

Bethesda Issues Fallout 4 Mod Warning Ahead of Anniversary Edition Release, Patch Will Make Gameplay and Performance Improvements as Well as Add New Creations Menu

5 novembre 2025 à 10:48

Bethesda has outlined the patch notes for Fallout 4 ahead of the release of the Creations Menu update and Anniversary Edition.

During the recent Fallout Day broadcast, Bethesda announced Fallout 4 Anniversary Edition, due out across PC, PlayStation, and Xbox on November 10, 2025.

Fallout 4 Anniversary Edition — designed to coincide with the post-apocalyptic role-playing game’s 10th anniversary — contains the six official add-ons and over 150 pieces of Creation Club content. Creations (user created content) arrive in Fallout 4 via a brand new in-game Creations menu, which will make it easy for players to find and download the new content on PC and console.

Now, Bethesda has detailed Fallout 4’s Creation Menu update, due out on November 10 alongside the release of the Anniversary Edition, and it includes more than expected. However, Bethesda issued a warning to mod users. Fallout 4 mods will undergo maintenance November 6-10, and during this time, Fallout 4 mods and Creation Club will be offline. This means you won’t be able to download or upload any new content (you’ll still have access to change your mod load order and play the game).

Bethesda asked players to disable any mods that change the main menu before the November 10 update (which requires changes to the main menu screen). If you don’t, the mods may break with the patch.

“Thank you for your patience as we work to roll these changes out and lay the groundwork for things like additional storage for Creations,” Bethesda said in a post on Steam.

Meanwhile, the Fallout 4 patch notes reveal some surprising but welcome gameplay and performance improvements. VATS Accuracy should now be fixed so hit chances are consistent across platforms and no longer drop to 0% or show incorrect values (this has been a problem for some time). Targeting enemies through walls without the Penetrator perk is no longer possible, too. There’s also improved Ultrawide and Super Ultrawide Support, and Resolution Detection (Autodetect now sets supported display resolutions, preventing crashes on launch).

Fallout 4 Anniversary Edition Creation Club content includes unique weapons, power armor, Pip Boy paint jobs, and more. During Fallout Day, Bethesda teased some of the Creations in the works, including one that will bring a "slice of the Mojave Desert" to the Commonwealth, an escape room experience, and even a mind's eye version of your spouse voiced by the original actors you can interact with. The six official expansions included are the Far Harbor, Automatron, and Nuka-World story add-ons, and the Contraptions, Vault-Tec, and Wasteland Workshop add-ons.

Fallout 4 Anniversary Edition will be available on Xbox Series X and S, Xbox One, PlayStation 5, PlayStation 4, Steam and PC. It’s coming to Nintendo Switch 2 at some point in 2026, marking the first time Fallout 4 will be available on a Nintendo console. Patch notes are below.

Fallout 4 - Creations Menu Update November 10 patch notes:

  • Creations Menu: A new in-game Creations menu has been added, making it easier than ever to discover, download and enjoy content from professional developers and passionate enthusiasts alike.

Gameplay & Performance

  • VATS Accuracy: VATS hit chances are now consistent across platforms and no longer drop to 0% or show incorrect values. Targeting enemies through walls without the Penetrator perk is no longer possible.
  • NPC Visual Creations: Fixed stuttering and hitching caused by Creations that edit NPC visuals. Performance is improved when using such Creations.

Stability & Crashes

  • BNET Connectivity: Better handling when there is a  Bethesda.net outage
  • Crafting Station Crash: Interacting with crafting stations or the workshop on ultrawide monitors no longer causes crashes.

Ultrawide & Super Ultrawide Support

  • UI & HUD Scaling: UI elements, HUD backgrounds, and item previews now scale correctly for 21:9 and 32:9 aspect ratios. Menus, quest updates, tutorials, workshops, and inspected objects are no longer stretched or squished.
  • Pip-Boy Map: Players can now place markers, fast travel, and pan the map to the right side in the Pip-Boy when using ultrawide resolutions.
  • Save Preview Images: Save preview images are now letterboxed to avoid looking squished on ultrawide monitors.

Miscellaneous

  • Resolution Detection: Autodetect now sets supported display resolutions, preventing crashes on launch.

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.

Wreckreation Review

5 novembre 2025 à 10:27

It’s been 6,496 days since the original release of Burnout Paradise, not that I’m counting. With the Burnout series clearly consigned to the same storage cupboard EA has been hiding the corpses of Westwood, Black Box, Pandemic, and all the other studios it shut down over the years, I completely understand the motivation for developer Three Fields Entertainment to craft Wreckreation. It’s an unapologetic Burnout Paradise clone in a stack of very clear ways, built for a ravenous audience that's been starved of one of arcade racing’s heaviest hitters for too long. After all, if you want something done, sometimes you need to do it yourself. Unfortunately, the one core component of its spiritual ancestor that Wreckreation couldn’t recapture was its overall quality, and the result is a janky, unrefined, and often unsatisfying racer that I don’t have much desire to keep playing.

Wreckreation’s resemblance to Burnout Paradise runs surprisingly deep, even for an independent studio that’s spearheaded by former Criterion Games bigwigs – the home of the Burnout series. In fact, there are times when it borders on self-plagiarism, such are the similarities – from the digital information ticker at the base of the screen to the familiar tone of a successful takedown. As such, Wreckreation often seems more concerned with recreating entire segments of Burnout Paradise’s identity than establishing its own unique one. I’m conscious it’s trying to do this with a fraction of the budget and a sliver of the staff of Criterion’s classic, and that’s admirable in its own way, but comparisons are unavoidable when the parallels are this blatant.

Crashing Out

From the opening race it was evident things were awry, from the framerate stutters when I hooked into a drift to the actual sliding itself – which feels a little more cumbersome than I typically like. Arcade racers live and die on their handling, and Wreckreation’s driving dynamics aren’t the best by any stretch. Its brake-to-drift brand of handling is straightforward enough, but it’s not the type of drifting that lets you effectively alter your angle throughout a powerslide. It’s almost as if the throttle has no real impact on your drift angle once you’re sideways. I became accustomed to the handling, but I certainly can’t say I ever warmed to it. I especially dislike its idiosyncrasies, like the fact that cars will screech to a quick halt when braking in a straight line, but stomp on the brakes mid-drift and your car will simply continue to hurtle onwards – even if you’re completely off the accelerator. There are also occasional moments of severe understeer, but I can’t figure out what’s triggering it. It may well be a combination of road surface and car type, but there were times when I just craved more responsiveness and needed my cars to snap back into a drift, and they wouldn’t. There's definitely a lag to the steering that blunts that zippy, arcade feel.

There's definitely a lag to the steering that blunts that zippy, arcade feel.

After a brief race across Wreckreation’s elevated stunt tracks, the next event was a stunt challenge, where I was required to accumulate a certain amount of points within a very basic arena of jumps and loops. Unfortunately, while my car could easily make it around the skinny loops during free roam, the moment I tried to take them on during the stunt challenge my car was instantly wrecked for no apparent reason. This wasn’t a one-off thing; it was consistently repeatable and happened every time I tried to drive the loops during the challenge. That’s a bad bug to hit five minutes in.

Pivoting my approach, I stuck to the jumps in order to build up the points I needed to progress. It wasn’t particularly challenging – and the simplistic approach to auto-leveling cars in the air means the stunting is all rather superficial and shallow compared to something like Wreckfest or Hot Wheels Unleashed – but nonetheless I’d earnt more than six times the necessary score when the time limit expired. At this point I… failed the challenge. I had, in fact, scored zero points – because points don’t automatically bank at the end of the session if you’re still accumulating them in a combo. They just vanish.

This sort of thing leaves a terrible first impression, and nothing I subsequently encountered was strong enough to affect a course correction.

Wreck Yourself Before You Check Yourself

After the stunt-centric opening minutes, Wreckreation quickly settles down into its largely Burnout-inspired groove. The bulk of what’s on offer here are standard races (where the goal is to finish first), ‘Takedown’ races (where the goal is to wreck a set number of vehicles), plus the occasional time trial and ‘Shutdown’ event (where you must perform a takedown on a special, marked car while exploring the open world, in order to add it to your garage – sound familiar?). You can progress through all this content however you see fit, hitting events in any order as you uncover new ones around the huge map. Unfortunately, this flexibility doesn’t disguise how familiar every race rapidly becomes.

The size of Wreckreation’s massive map is almost certainly a major culprit in this. At a reported 450 square kilometres, it’s an environment larger than a lot of contemporary open-world racing games. It makes for a great bullet point, but the reality is that this huge size brings with it major caveats. Its primary problem is that it’s extremely generic. It’s a large, square island, with no towns or cities. It’s just ribbons of tarmac and dirt draped over vanilla countryside, where one side of the map feels no different than the other. There are no obstacle-filled alleys or bustling urban centres; it’s just a big green slab with a lot of trees and rocks. I haven’t encountered any memorable races, because there are no memorable areas. There’s very little to distinguish one race from another, so ticking them off became tedious pretty quickly. There’s also a bug I encountered semi-regularly when selecting “restart race” from the pause menu that removed most of the HUD and made it impossible to open the map. The only fix was to restart the game, which was equally tiresome.

There’s very little to distinguish one race from another, so ticking them off became tedious pretty quickly.

Races occur against just five other opponents, which is low by modern standards, and rely on some pretty egregious catch-up AI to stay tense – but they’re better than the Takedown races and Shutdowns. Takedown races began as a major frustration, with awful AI spawns that placed fresh takedown victims too far ahead. Unlike Burnout’s Road Rage events, which effectively inject opposition around you at all times to smash and bash, Wreckreation messed up massively by making other cars a total chore to catch within the slim time limits. Hell, sometimes they were impossible to catch because they spawned on an adjacent road you couldn’t reach thanks to the guardrails.

A patch released this week addressed this, and now opponents quickly streak into the picture from behind – just as they do in Burnout (although they still occasionally spawn on nearby roads you can’t get to). But I have to wonder how it was released in its previous state at all? How thoroughly was this game tested? At any rate, I’ve always maintained that the Burnout series fumbled when it added time limits for Road Rage events in Burnout Revenge. Burnout 3: Takedown was better without them, with the limiting factor simply being how much damage your car could take. I wish Wreckreation had cribbed from the latter in this instance.

Wreckreation also introduces a new spin on its off-brand Road Rage mode, which adds cars you’re not supposed to take down, lest you receive a time penalty. I don’t find this is a fun twist, and I actively dislike competing in these. The penalty cars don’t just chop precious seconds off your time limit – they don’t even count as takedowns if you shunt one off the road accidentally. The worst penalty takedown events have two marked penalty cars you can’t crash into, meaning every batch of opponents will only have two cars to take down. It makes chasing some of the high takedown totals extremely frustrating, and doubly so when it’s being stingy with attributing them to you in the first place. I lost track of the times multiple AI cars crashed out during a slo-mo takedown clip, but I was only rewarded for one of them.

Chasing the unfairly overpowered AI during Shutdown attempts is also extremely frustrating. That is, being barely able to catch a pickup that was supernaturally staying out of my grasp by perfectly matching my top speed is a cheap trick. I know speed stats are a bit of a meaningless metric in arcade racers with rubberband AI, but discovering this truck was actually doing at least 40km/h more than what it’s literally listed as being capable of was pretty annoying after chasing it across the map for 10 minutes.

Temu Trackmania

As close as Wreckreation sticks to its Burnout family roots, it admittedly does bring a whole new pillar of play to the party in the form of its customisation and creation tools, dubbed Live Mix. This gives us the ability to do everything from renaming vehicles, to changing the weather and traffic density, to even plonking down massive track pieces to create huge, skybound stunt courses.

The track creation suite should speak to me. 1990’s Stunts from Distinctive Software, with its pioneering track building tools, is one of the most formative racing games I’ve ever played and I’ve adored this sort of thing ever since. However, Wreckreation’s track builder has completely failed to inspire me.

There are some elements here that I find quite neat. I admire how most of the track modules automatically generate the necessary support structures beneath them to secure them to the ground, regardless of their elevation. It gives the tracks a feeling of physical presence, like the skyscraper-sized feats of engineering something like this would be. There are some clever considerations baked in here too, like how the scaffolding will handily delete itself if you place new track pieces beneath established ones. However, after clipping together a whole bunch of track segments (and one complete game crash as I tried to add the last piece), the net result is that they’re nowhere near as thrilling to drive on as they look. It just feels significantly out of date compared to the incredible depth and fine tuning available via the track builder in, say, the Hot Wheels Unleashed series.

Live Mix ultimately proved handy on occasion for dropping down a jump or platform in the right place to reach a smashable billboard, although I’ve since wound back on that. Tracking down and crashing through the many collectables quickly became rather dull thanks to the fact the world just isn’t very interesting to explore. This is a non-insignificant hurdle considering a lot of these collectables are additional pieces and modules for the stunt tracks. It’s hard to argue the juice is worth the squeeze here. I’d say Wreckreation’s residents would be happy to see fewer obstacles strewn all over the roads, but they simply clip straight through them in a shower of sparks, anyway – like the props are invisible.

The Meta Quest 3S VR Headset Drops to Just $215.99 Ahead of Black Friday

5 novembre 2025 à 02:45

Earlier this week I wrote about the best Meta Quest 3 deal we are probably going to see in November. eBay and Meta Store have now followed up with the best Meta Quest 3S deal. Ahead of Black Friday, the official Meta Store on eBay is offering the refurbished Meta Quest 3S 128GB VR headset for just $215.99 after a 20% off coupon code "TECH4THEM". Alternatively, the 256GB model is $287.99. Both headsets ship free and come with an extended 2 year warranty supplied by Allstate. This is easily the lowest price I've ever seen on a Quest 3S headset with warranty.

Refurb Meta Quest 3S for $215.99

Includes extended 2 year warranty

The Meta Quest 3S is the best standalone consumer-oriented VR headset under $300. It costs 40% less than the Quest 3 and yet retains most of its hardware and functionality, including the Snapdragon XR2 Gen 2 processor, Touch Plus controllers with inside-out tracking, and mixed reality passthrough. However, whereas the Quest 3 has been updated with a new pancake lens design, the Quest 3S retains the Fresnel optics of the Quest 2. Although obviously not as good as the Quest 3, the Quest 3S still very much offers an immersive visual experience that is sure to impress. I myself logged in hundreds of hours on the Quest 2 before I moved on to the Quest 3. For newcomers who want to try out VR gaming without investing tons of money, of for people who want to give this as a gift to someone who's never tried VR, I would recommend the Quest 3S over the Quest, especially at this price.

TL;DR Quest 3S vs Quest 3:

  • Same Snapdragon XR2 Gen 2 processor
  • Same Touch Plus controllers
  • Same 120Hz refresh rate
  • Same Mixed reality passthrough functionality
  • Same tetherless and tethered functionality
  • Quest 3 has sharper resolution (2064x2208 vs 1832x1920)
  • Quest 3 has better lens array (pancake vs fresnel)
  • Quest 3 has lower FOV (104°/96° vs 96°/90°)
  • Quest 3 has higher storage capacity (512GB vs 128GB)

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 Best Puzzle Tables and Boards for the Ultimate Puzzle Station

5 novembre 2025 à 02:02

As avid puzzlers know full well, the humble jigsaw puzzle is a thing of beauty in multiple ways. Not only are jigsaws an absorbing time sink, but multiple studies have demonstrated they are good for you both mentally and physically. As you fit the pieces into place, they can be enjoyed alone or as a communal activity, and remain to be a fun hobby for all ages. Plus, when you’re finished, you’re often left with a delightful piece of art and sense of accomplishment.

The only downside to puzzles is they can take up a surprising amount of space, especially puzzles with 1000+ pieces. If you get into working on bigger puzzles, they can eat up your dining room table, coffee table or desk space for long stretches of time. This is why many jigsaw fans have a dedicated puzzle-solving table or board these days, often equipped with useful accessories. You have foldable and portable options, multi-purpose tables (for playing cards and the like), and ones with drawers to organize the pieces as you go. No matter what you're looking for or what your budget is, we've found some viable options for you below.

TL;DR: These Are the Best Puzzle Tables and Boards

If you’ve got the puzzle bug or simply want an easier setup for regular puzzling, below are our top puzzle table and board picks right now to solve your space and storage problems, no matter your budget. Each of our picks represent a different category of table or board to fit different jigsaw puzzle needs. There are a lot of different options to choose from within these categories, so we've narrowed it down to one entry for each that we think fits the category best.

1. Bits and Pieces Fold and Go Table

Best for portability

This Bits and Pieces puzzle table has it all in one convenient package that can be easily moved around. It stores completely flat but extends into a good-sized table with fold-out legs and a felt covering to make it easy to pick up and push in pieces. The side arms can be used to arrange pieces you have yet to fit into the main puzzle, giving you plenty of room to work.

Because it stores flat, it also functions as a puzzle protector, allowing you to fold the flaps inward to cover your work in progress. It can then be slid conveniently under furniture until you’re ready to dive in again. And if you like puzzling on the go, this table’s lightweight and has a carry handle. As a bonus, this table is multi-purpose for card games, reading, writing and the like. It's a great portable puzzle table that is built to handle up to 1500 piece jigsaw puzzles.

2. Vociprooter Puzzle Board

Best for laps

Some puzzlers prefer the comfort of working from their laps on a favorite chair or sofa, but that can be almost impossible with larger puzzles. To solve this problem, consider one of these handy puzzle folders which offer a hard surface you can spread out and balance on your knees.

The wings offer trays to put puzzle pieces on while you’re still working. When you want to finish a session, you can move the trays into the center and zip the wings closed to seal the puzzle. It can then be tucked away out of sight until you’re ready to carry on. This handy design comes in a variety of sizes to suit your puzzling preferences.

3. Jigitz Puzzle Spinner

Best for collaborative puzzling

Having a lazy susan for your jigsaw puzzle is such a great idea it’s surprising more companies haven’t put one on the market. If you’re puzzling with friends it’s much more convenient to reach the piece you’re working on. If you’re puzzling alone, it lets you easily access every side of the puzzle without having to leave your spot, as well as try different angles to see if a new perspective sparks a new idea for a match between possible pieces.

This particular Jigitz spinning table topper comes with a felt backing for convenience, a hardwood rim, and can hold puzzles up to 34” x 34” (which should cover most 1000 piece puzzles). And if you’re into jigsaws of different shapes, there’s a circular option from the same manufacturer, too.

In addition to puzzle use, this spinning board is also excellent for playing board games like Scrabble where rotating the board is quite useful. Though a dedicated board game table is still worthwhile if you are looking to mostly use it for that.

4. Jumbl 1000-Piece Puzzle Board Rack

Best for storing pieces

Here’s another full puzzle table with fold-out legs for your consideration. From Jumbl, this table’s a little bulkier than some others on this list, but that’s because it comes with a hidden benefit: slide-out drawers to store your puzzle pieces. Anything you're currently clueless about can be hidden away until you’re ready, as can part-finished sections that aren’t quite ready to join the main puzzle.

The table is thoughtfully designed in a number of other respects, from the attractive varnished finish to the two-sided rail that gives you clear access from different angles while keeping the puzzle in place. And if you don’t need it freestanding, it’s thin enough to sit conveniently on a tabletop or other surface.

This particular puzzle table is only meant to handle up to 1000-piece puzzles, but with the addition of the drawers, it should be able to scale up to 1500 pieces or more.

5. Playvibe Puzzle Board

Best table topper

Our previous recommendation will sit atop a table, but it’s a little bulky should that be your primary mode of play. This one, from Playvibe, is a dedicated, slimline table-topper with felt feet to grip surfaces and six handy drawers to help store and organize your pieces.

Fully enclosed edging helps keep your puzzle secure, and the board comes with an acetate cover that fits between the rails to protect half-finished segments when not in use. It’s also made of lightweight wood, so it’s sturdy but still easy to move around from surface to surface as it suits you.

6. All4Jig Tilting Puzzle Table

Best dedicated tilting table

Regular puzzle players will be familiar with the postural problems that can arise from being bent over a surface for a long stretch. If that’s a problem for you, then the answer might be a tilting table like this one from ALL4JIG that leans toward you from different angles, allowing you to sit back and relax in a comfy seat while enjoying your puzzle.

The board has a thick lower lip designed to keep a separate puzzling board in place, but you can play directly on the table’s surface if desired. It’s on wheels, so you can maneuver it into position around your seat, and it comes in a neat wood laminate finish.

7. Becko Angle Puzzle Board

Best table topper that tilts

A table that tilts toward you as you play is obviously useful, but some players don’t want a whole table to do that, only a stand-alone board. This table from Becko offers that convenience in a particularly solid and useful package with a natural pine wood frame.

It’s been thoughtfully designed, with a flannelette (like flannel, but not quite) surface to grip and sort your pieces, while the supplied bracket gives you a choice of angles and can actually be used with other boards. So it’s super useful if you’ve got more than one puzzle on the go at once.

8. Arnsten Puzzle Table with Removable Glass Top

Best coffee table for puzzles

If you're looking for a more permanent fixture in your living room, this coffee table from Wildon Home is an excellent option. I includes three drawers for all of your extra pieces as well as a nice flast surface for you to actually assemble puzzles. Best of all, there's a removable glass top that lets you convert your puzzle table into an actual coffee table any time you want. It's a bit more expensive than the other options on our list, but what you get is a high-quality piece of furniture for your living room that just so happens to be puzzle friendly.

Puzzle Board FAQs

Puzzle Mats vs Puzzle Boards: Which is better?

Puzzle boards and puzzle mats are both tools avid puzzlers can use to organize their workspace and keep track of pieces. If you're looking to buy either as gift for the puzzler in your life, there are a few things to consider/

Boards are more expensive but offer more features, like pullout trays and other storage options, that help puzzlers organize their projects. The main benefit of a puzzle board is stability, as these boards are typically made from wood and offer a sturdy, flat surface. While they may take up more space, an in-progress or completed puzzle can still be safely moved between locations on a wooden puzzle board.

Puzzle mats are a cheaper and more lightweight alternative to puzzle boards. Mats, usually made with felt, can be rolled up and stowed away. Putting away a mat may be easier than finding a space for a full-blown board, but these mats are also flimsier. Pieces may not stay together as firmly on a softer surface, and there are no additional storage features to keep track of them. While mats help puzzlers establish a clear workspace, they require an existing flat surface for stability.

What is the best size for a puzzle board?

When researching puzzle boards, consider the amount of space available to you as well as the size of puzzles you like to put together. Many boards indicate what size puzzles they work best for, and some even have dimensions for different puzzles drawn out on their surface.

Most puzzle boards range from about 27 to 35 inches in length. A 30" x 22" puzzle board can comfortably fit most 1000 piece puzzles, though daring puzzlers who tackle more than 1500 or 2000 pieces at a time may need a board closer to 35 inches long.

You may need to pick a specific space in your home to dedicate to a puzzle board. Alternatively, you may look into puzzle mats or foldable puzzle tables that can be stored when not in use. All in all, the ideal size for a puzzle board is what will support your favorite puzzles without dominating your space.

For more, check out the 10 best puzzles for adults right now and the best jigsaw puzzle brands for all ages!

Matt Thrower is a contributing freelance board game and video game writer for IGN. (Board, video, all sorts of games!)

The Best Dell & Alienware Deals and Coupons: Gaming Laptops, PCs, Monitors, and More

5 novembre 2025 à 00:40

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.

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 best gaming deal to come out of this sale is the Alienware Aurora R16 RTX 5080 gaming PC starting at $2,065 with free delivery. The RTX 5080 is the second best Nvidia Geforce RTX 50 series graphics card, surpassed only by the much more expensive RTX 5090. It performs better than the RTX 4080 Super and the gap widens even further in games that support DLSS 4. This is an outstanding card for playing latest games at 4K resolution with high settings and ray tracing enabled. Check out our Nvidia GeForce RTX 5080 FE review.

Alienware Aurora R16 RTX 5070 Ti Gaming PC

The RTX 5070 Ti offers the best bang for your buck in terms of 4K gaming performance. It performs neck-and-neck with the previous generation RTX 4080 Super and pulls ahead in any game that supports DLSS 4 with multi-frame generation. It is fully capable of running any game in 4K at 60fps. It also has 16GB of VRAM like the RTX 5080, making it viable for AI work. Check out our Nvidia GeForce RTX 5070 Ti GPU review by Jacqueline Thomas for our hands-on impressions.

Alienware Aurora 16 and 16X Gaming Laptops

Alienware's new mainstream gaming laptop for 2025 is dubbed the "Alienware Aurora" and it replaces the previous generation's x16 and m16 series of laptops. It comes in two models: the 16 and 16X. The 16 is the more economical model, but gamers should definitely opt for the higher-end 16X model. If you're looking for build quality and performance on par with the previous generation m16, then the 16X is its spiritual successor. It features an anodized aluminum lid and base, a higher quality display, a more powerful CPU, and a GPU that isn't throttled for maximum gaming performance.

Alienware Area-51 Gaming Laptops

New for 2025, the Alienware Area-51 gaming laptop features an anodized aluminum shell for both the lid and bottom chassis with a gorgeous iridescent finish. The frame is made of a durable and lightweight magnesium alloy. Cooling has been upgraded with generous amounts of copper and a new thermal interface material to better transfer heat away from your hottest components as well as more fans and bigger cutouts for greater airflow. Dell claims that the laptop can handle a higher power ceiling of up to 240W TDP without raising acoustics.

Design-wise, the Area 51 has a sleeker, more contoured shape compared to previous models, with rounded edges and soft corners replacing the traditional squared off design. The hinges are internally positioned so that they're near invisible. There's a transparent window on the undercarriage to show off the internal components. As befits an Alienware laptop, there's plenty of RGB illunimation, although most of it can be turned off if you want your laptop to be a bit more subtle.

Some other resources you might be interested in:

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 $45 Baseus 20,800mAh 145W Power Bank Can Fast Charge Your Steam Deck, Xbox Ally X, or Legion Go

5 novembre 2025 à 00:30

If you're looking for a power bank that can handle the demands of even the latest and most power hungry gaming handhelds at a great price, check out this early Black Friday deal. Amazon is offering the Baseus 20,800mAh Power Bank with 145W of Power Delivery for just $45 shipped after applying coupon code "GHNNKVYZ". You don't need to be a Prime member. Baseus makes good power banks and I recommend them as a less expensive alternative to Anker.

Baseus 20,800mAh 145W Power Bank for $45

The Baseus power bank has a 20,800mAh or 77Whr battery capacity. Factoring in a roughly 80% power efficiency rating (which is about standard for power banks), this power bank will charge a Steam Deck (40Whr) or Asus ROG Ally (40Whr) from empty to completely full 1.5 times, an Xbox Ally X (80Whr) 0.8 times, a Legion Go S (55Whr) about 1.1 times, and a Nintendo Switch or Switch 2 (20Whr) about 3 times. You can see why a smaller 10,000mAh power bank might be fine for the Switch but is insufficient for the more power hungry handheld gaming PCs.

The power bank is equipped with four ports: two USB Type-A ports that can deliver 33W each and two USB Type-C ports that can deliver 100W each. The power bank supports a total maximum output of 145W. So, for example, if you were using both USB-C ports, one port could deliver 100W and the other power would then be capped at 45W.

The 100W of maximum power output is more than enough for every handheld gaming PC released so far. The Steam Deck supports up to 45W of charging, the Asus ROG Ally up to 65W, the Xbox Ally X and Legion Go 2 up to 100W, and the Nintendo Switch and Switch 2 between 20W and 30W. You should be able to charge all of these gaming handhelds at their fastest rate while you're playing games at the same time, even on Turbo settings.

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.

Add the Inflavive Cordless Tire Inflator and Air Compressor to Your Car Emergency Kit for Just $15

4 novembre 2025 à 23:30

Every car absolutely needs a tire inflator as part of an emergency kit to be readily available at any time. If the only reason stopping you is the cost, then this deal should give you no more excuse. Ahead of Black Friday, Amazon is offering Prime members the Inflavive cordless tire inflator and air compressor for just $14.99 after you apply $10 off coupon code "3LPLDNI6" during checkout. Any brand of tire inflator you find on Amazon at around this price point was probably made from the one of few overseas factories. They might not have as many fancy features as other more expensive models, but they get the job done and that's what matters.

Inflavive Cordless Tire Inflator and Air Compressor for $15

The Inflavive tire inflator and air compressor features an internal lithium-ion battery. Cordless inflators are much more convenient to use because they don't need to be plugged in and can be charged with a standard USB Type-C cable. The compressor is rated for a maximum pressure of 150 PSI and can refill a 195/65 R15 tire from 29 to 36 PSI in about one minute. It also has an essential auto-stop feature to prevent you from dangerously overfilling your tires.

Like most tire inflators, this model can also be used as a cordless compressor to inflate other things as well, like bicycle tires, balls, inflatables, and more. The digital display is easy to read and can switch among four different units of measurements: psi, kpa, bar and kg/cm². It's also equipped with a USB Type-C output so that it can also be used as a power bank to charger your phone or mobile electronics in a pinch.

Most people will get this tire inflator to keep their tires toppoed up, however it will come in handy during the real emergencies when you get a flat. Keep in mind though that If your tire has a puncture, there's no point filling it back up if it's going to leak again. So make sure you also have a tire patch kit on hand.

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.

Brendan Fraser and Rachel Weisz Will Return for The Mummy 4

4 novembre 2025 à 22:34

Oscar winners Brendan Fraser and Rachel Weisz are reportedly reuniting for The Mummy 4 with Matt Bettinelli-Olpin and Tyler Gillett – the filmmaking duo billed as Radio Silence – directing the long-awaited sequel.

According to The Hollywood Reporter, Fraser and Weisz are in talks to return to the franchise that made them box office stars before they both went on to win their respective Academy Awards (Fraser for The Whale and Weisz for The Constant Gardener).

Weisz sat out the third installment of the franchise, The Mummy: Tomb of the Dragon Emperor, where her character, Egyptologist Eveleyn O’Connell, was replaced by Maria Bello.

That sequel also aged up Rick and Evy’s son Alex, who was introduced as a kid in The Mummy Returns, to be a young man.

“It is unclear who else [from the original cast] could return. One source describes the project as not a reboot, but rather a sequel that would disregard the events of the third movie. David Coggeshall wrote the screenplay,” THR reports.

Radio Silence’s breakout film was 2019’s Ready or Not. They then rebooted the Scream franchise with 2022’s Scream and 2023’s Scream 6, and also directed the vampire flick Abigail.

The Mummy 4 will be produced by the franchise’s original producer, Sean Daniel, and Project X Entertainment’s William Sherak, James Vanderbilt and Paul Neinstein.

Universal Pictures previously tried to reboot The Mummy franchise – with the 1999 film already a remake of the 1932 original – in 2017 with the Tom Cruise-led The Mummy, which failed to breathe life into the studio’s plans for Dark Universe, a shared universe that reimagined the classic Universal Monsters.

The studio also released the Dwayne Johnson spin-off vehicle The Scorpion King, which beget its own direct-to-video film series.

Curiously, director Lee Cronin’s The Mummy is produced by New Line Cinema, Blumhouse and Atomic Monster and will be released in theaters by Warner Bros. on April 17, 2026. It was made outside of the Universal franchise and there were rumors earlier this week that Warner Bros. has now retitled the film The Resurrected, which would put an end to any confusion with Universal’s franchise.

Let us know in the comments what you think of Brendan Fraser and Rachel Weisz returning for The Mummy 4.

Get a Cordless Rechargeable Electric Air Duster for Your PC Maintenance for Just $19.99

4 novembre 2025 à 22:20

Maintaining a tidy desk area doesn't have to be labor intensive or expensive. Compressed air canisters used to be the standard but nowadays there is a more versatile and cost effective solution. Amazon is offering the JVSCAM Cordless Rechargeable Electric Air Duster (Air Blower) for just $19.99 after you apply coupon code "U6C8Z5P7". This has become the best selling air duster on IGN because it's so cheap. Most electric air dusters under $50 on Amazon are pretty much identical, so I'd recommend just getting whichever one is least expensive.

JVSCAM Cordless Electric Air Duster for PC for $19.99

The JVSCAM cordless rechargeable electric air duster is a fairly straightforward device. An internal fan spins at up to 130,000RPM to move an appreciable amount of air. A nozzle funnels the air into a tight, high-velocity stream that's more than strong enough to kick up layers of dust that's been sitting on top of your computer components. It has three speed settings, although I would recommend keeping it at the max speed for optimal results. You also get four different sized nozzles, including a narrow funnel for tight spaces like the crevices in your keyboard and a wider nozzle for AoE damage.

The best thing about an electronic duster as opposed to a compressed air canister is that it can be re-used. The dual 2,500mAh batteries lasts up to 240 minutes on a full charge (on the lowest speed setting). It can be recharged with a USB Type-C cable, which is included. I have a similar variant of this air duster that I use for all manner of cleaning, not just my PC (cleaning my coffee grinder and blow drying my dog are two examples). If possible, do your dusting outside.

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 Best MicroSD Cards for Handheld Gaming PCs: We Dove Into the Specs (So You Don’t Have to)

4 novembre 2025 à 22:18

We’re in a golden age of portable gaming. Nintendo is still the king of the mountain with the Switch 2, but the market is also just lousy with handheld gaming PCs that you can play wherever you want. The fact that there are so many to pick from is a good problem to have, but once you’ve committed and freed yourself from the shackles of your TV, you’ll find you’re still bound by storage limits.

How you deal with those limits depends on what you’re after. If it’s more space for the likes of Battlefield 6, you’re better off cracking open your console – if you’re comfortable doing so – and upgrading your internal storage to a higher capacity M.2 NVMe SSD than you are popping in a MicroSD card. Proper SSDs are simply better at loading games up quickly.

Yet there’s still room for our humble friend, the MicroSD card. (That is, unless you did go with a Switch 2; in that case, you’ll be looking at a MicroSD Express card.) These little cards that could are fine for booting simpler indie titles and for holding your screenshots, screen recordings, and other files, thus freeing internal storage space for all those heaving open-world games the industry slings these days. Maybe they’re not reliable the way quality SSDs are, but they’re also easy to pop out, back-up to a PC, and put back in your console. As for picking one to use, that can be easy, if you know what you’re looking for.

Great, what should I look for in a MicroSD Card?

With storage, you need to be able to put the specs presented by manufacturers into a proper hierarchy. They love to trot out sequential read and write speeds of their cards because they’re the big throughput numbers. But you’ll rarely see those numbers in reality, especially if you’re transferring or loading game files, which are actually made of lots of smaller files – it takes time to spin up each of those files for transfer, and that creates a bottleneck. So, really, you want to know the random read and write speed of a card, which is a slower figure that, you may be shocked to hear, many manufacturers don’t explicitly publish. (Quick note here: Using words like “fast” and “slow” when discussing data transfer rates isn’t strictly the right way to go, but it’s a nice shortcut. Much of the time, in this context, when I write “faster,” I actually mean “higher throughput.”)

There is one way to get a vague idea about MicroSD cards’ random read and writes: by looking for their Application Performance Class (APC), signified on their labels by either an A1 or A2. In theory, an A2 rating means a card can handle, at minimum, 4,000 Input/Output Operations Per Second (IOPS) during random reads, and 2,000 IOPS during random writes. The trouble is, that’s really hard to confirm in testing, and if any reviewers successfully have done so, I haven’t found them. Still, whether cards are reaching that level or not, it’s a far cry from the million-plus IOPS you might get with an M.2 NVMe SSD. And it might not matter, anyway; MicroSD cards don’t need to be that fast if you’re just trying to get your Balatro reps in. Nevertheless, higher IOPS is better, especially when doing that first big transfer where you’re filling the card with data from your old one or from your SSD.

The picks in the guide below are based on personal experience with these brands, price of the cards, what performance testing I could find, and how they fit into the needs of a handheld gaming PC owner. Some of the test results I looked at also come from The Great MicroSD Card Survey, a project by tech enthusiast Matt Cole that has become a surprisingly deep catalog of real-world tests of MicroSD cards over the last couple of years. If I couldn’t find any tests that show random reads and writes for a given card, and the manufacturer doesn’t offer that spec up itself, then I didn’t bother considering the card at all.

1. Samsung Pro Plus MicroSDXC Card

Best MicroSD Card

When you’re looking for the truly best card, it’s a toss-up. I’m giving Samsung’s Pro Plus the nod here, based on promising results reported by Engadget, camera review site AlikGriffin.com, StorageReview, and The Great MicroSD Card Survey. But based on other impressions or results I found, I could have just as easily told you the SanDisk Extreme or the Lexar Professional Silver Plus is the card to get. All three cards offer similar performance, just with some clear strengths in one area or another. SanDisk’s card appears to be significantly weaker in random writes; Lexar’s seems about as good as Samsung’s, although reviewers I looked at found differing random read/write results. If I were looking for a card right now, I’m sure I’d be happy with any of them, but I’d be most tempted by the Samsung Pro Plus.

One thing to note here is that many cards, Samsung’s included, claim higher sequential read throughput than UHS-I allows. That’s only possible on handheld gaming PCs that, like the Asus ROG Xbox Ally X, feature UHS-I DDR200 mode support; and even that tops out at 170MB/s.

2. PNY Pro Elite Prime

Best Value MicroSD Card

PNY makes decent MicroSD cards priced lower than the high-end ones with little performance penalty. The company claims its Pro Elite Prime cards can do up to 200MB/s reads and 150MB/s writes when you’re using it with a PNY Performance Prime card reader, which I don’t remember seeing in any handheld gaming PC specs. (Presumably you could see them with any reader that supports DDR200 mode.) In testing for The Great MicroSD Card Survey, the PNY card put up similar sequential read and write numbers to the Samsung Pro Plus and SanDisk Extreme. Meanwhile, Digital Camera World saw better results, with it hitting 174MB/s sequential reads and 156MB/s sequential writes while using storage testing software CrystalDiskMark and a non-PNY MicroSD card reader.

The only place I found explicit tests of random read/write performance was Cole’s site, where he found that the PNY card was a few hundred IOPS slower than the Samsung Pro Plus. DCW mentions seeing performance almost as good as sequential reads in transfers of multiple small files, which could be a stand-in for random read/writes, but the methodology isn’t clear enough to me to say for sure. Whatever the case, PNY’s big advantage is affordability: Its 1TB card is just $69.99, for instance, while Samsung’s Pro Plus has been available at or under $100 from Amazon since late last year.

3. Amazon Basics

Best Budget 512GB MicroSD Card

Amazon Basics products might be a mystery product – house brands like this or Walmart’s Onn tend to be manufactured by the same people who make known brands – but they can be a great deal hiding in plain sight. Both Amazon’s and PNY’s 1TB MicroSD cards cost similar amounts, but Amazon’s 512GB card is priced to move, making it a great deal for handheld gaming PCs or just to have lying around (hopefully in a case or something; it’s way too easy to lose these little thumbnail-sized guys).

Wildly, when it comes to random read and write performance, Amazon’s cards seem to hold their own. Cole put a 64GB Amazon Basics MicroSD card at a very respectable 2,317 IOPS for reads, while systems admin Bret of Bret.dk found with some Linux Terminal commands and I/O testing software fio that the card was capable of much better – 3,775 IOPS reads and 3,533 IOPS writes, as of September 2022. Either tester’s result would be just dandy for a card so cheap.

How to Pick the Best MicroSD Card for You

It’s a nightmare going down into the MicroSD card specs rabbit hole. But the nice thing is that when it comes to buying one to expand the storage of your Asus Xbox ROG Ally X, Valve Steam Deck, or Lenovo Legion Go 2, you only really need to be concerned with the reputation of the card’s manufacturer and whether its random read and write speeds are decent. I’m not aware of any current MicroSD card manufacturer that actually publishes testing results along those lines, which makes it harder to know which one is best, but I also don’t think it really matters that much, so long as you’re buying a card with an A2 rating.

Now, that’s not because A2 magically means the card is really good – as I wrote before, it’s hard to verify whether that’s the case. But cards with an A2 rating, or at least the ones from reputable makers like SanDisk, Samsung, PNY, and Lexar, tend to be well-specced. Most of them carry a U-shaped symbol with a 3 inside it – indicating the card’s UHS Speed Class – and often also say “V30,” which is the highest SD Video Speed Class. These numbers are indirectly meaningful: They tell you that, yes, this card uses the UHS-I bus at least, which is capable of at least 104MB/s throughput.

Above that, things get a little complicated again. UHS-II, a newer MicroSD card bus standard, supports up to a 312MB/s read data rate, or three times that of UHS-I. But I couldn’t find any UHS-II cards given the A2 rating, so you might find that games load more slowly with them. That could change, but for the time being, even if you have a handheld like the UHS-II-supporting Xbox Ally X, you should stick with UHS-I for your MicroSD card.

I’ve never been sad to have too much space, but I’ve definitely been annoyed when I hit a storage wall of my own making.

So, assuming you’ve got a list of MicroSD cards with an A2 rating and UHS-I bus support, all you have to do now is pick one. Easy, right? Honestly, mostly yes. Any of those from brands like SanDisk, Samsung, PNY, and Lexar will probably be good enough. You can narrow things down a bit more by doing things like looking for cards that have shown higher random read/write IOPS in reviewers’ tests, say if you think you’ll be transferring lots of small files to the card regularly. Also, if you’re getting the card just for indie game storage, you might not need much space, so you can pick something smaller. I will always argue for buying the most storage you can afford, though, even if that’s more than you think you need – I’ve never been sad to have too much space, but I’ve definitely been annoyed when I hit a storage wall of my own making. Feel free to go cheaper if price is an issue, but as it stands, the cheapest card worth paying for is in this guide right now. You should regard anything even less expensive that you find with conspiracy theorist-level suspicion.

The last bit of advice I would give you is to take even professional reviews with a grain of salt. There are so few reliable reviews in the first place, and even among them, methodology can be all over the place. It’s next to impossible to form a cohesive picture of one card’s performance, let alone several that you’re trying to decide between. Thankfully, you don’t really need to worry about that in the world of handheld gaming PCs, where it’s still mostly easy to swap out internal SSDs for AAA games and indie titles run fine on any decent MicroSD card you can find, as long as you stick to the guidelines above as you seek them out.

Wes is a freelance writer (Freelance Wes, they call him) who has covered technology, gaming, and entertainment steadily since 2020 at Gizmodo, Tom's Hardware, Hardcore Gamer, and most recently, The Verge. Inside of him there are two wolves: one that thinks it wouldn't be so bad to start collecting game consoles again, and the other who also thinks this, but more strongly.

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