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Daredevil: Born Again Officially Greenlit for Season 3, Shooting Starts Next Year

Marvel has greenlit a third season of Daredevil: Born Again, which will begin shooting in 2026.

Brad Winderbaum, head of streaming, television and animation at Marvel Studios, told IGN of the series' renewal in an interview this week, following earlier confusion over whether the project would wrap up after its sophomore run.

"In terms of Daredevil, yeah, we are greenlit for Season 3 and we start shooting next year," Winderbaum said.

Before its release, Daredevil: Born Again had been one of Marvel's most anticipated TV projects. A revival of the beloved Daredevil series on Netflix, Marvel's Disney+ series once again stars Charlie Cox as lawyer vigilante Matt Murdock and Vincent D'Onofrio as his archrival Wilson Fisk, aka Kingpin.

Response to the series' first season was mostly positive, though Born Again's first run of episodes still show the joins from Marvel's mid-development story pivot. Initially the show had been planned as something of a full reboot, but those plans changed after execs saw early versions of episodes. Amid a filming hiatus, Marvel incorporated feedback from both the series' actors and fans calling for a more direct continuation of the Netflix series, prompting a new pilot and finale episode to be written and shot.

Confirmation that Daredevil: Born Again will now continue on for a third season will likely come as a relief to fans left confused by a recent comment by Cox incorrectly referring to the show's upcoming second year as the "final season," before D'Onofrio subsequently suggested there was still a "good chance" of more.

Daredevil's upcoming second run, set to air in early 2026, will offer the show's first full season written with Born Again's new identity in mind — something that fans hope will provide for something of a more coherant feel, and more frequent appearances for past regular characters such as Deborah Ann Woll's Karen Page and Wilson Bethel's Bullseye.

For now, full details of season two remain under wraps, though we know that Krysten Ritter's Jessica Jones will appear — opening the door to other members of the Netflix Defenders returning also. Additionally, Winderbaum has said that Elden Henson, who was given a brief cameo as Foggy Nelson in Born Again's reshot pilot episode, will also appear in some capacity — and there's a popular fan theory over how he may return.

Interview conducted by Jim Vejvoda.

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

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Jump Space Early Access Review

The ship was on fire. My crewmates were off-ship capturing the nearby defense cannons to aid our fleet, and I was fighting half a dozen Legion vessels. I wasn’t sure how long I could last solo, but if they didn’t get me, the fire would. I pointed the bow of our C-3 Catamaran away from the fighting, locked in the ship’s cruise control, and got up from the pilot’s seat, and turned to find most of the top level covered in flames. The lower decks weren’t much better.

I grabbed the closest extinguisher and sprinted across the ship, putting out the inferno as fast as I could. Fortunately, the Legion ships gave me a few moments to breathe. When the fire was smothered, I turned us around. The cruise control had taken the Catamaran much farther away from the action than I anticipated, and the rest of my crew needed help. Our core integrity still wasn’t great; a few good hits, and we’d be just one more of the floating hulks we’d passed to get to this sector. But I didn’t have the materials for repairs. Not a great hand, but you play the cards you’re dealt. I angled the Catamaran’s nose toward the cannons – and the Legion ships surrounding them – kicked on the boosters, and prayed.

Jump Space excels in the moments when you and your crew are surviving by the skin of your teeth, putting out fires, repairing damaged thrusters, making ammo as fast as your weapons can fire it, and fighting attackers that have just jumped in to ruin your day. The successes are exhilarating; the failures, usually at least memorable. But like a run that ends early and leaves you wondering what might have been, the limits of the early access version become apparent on just about every mission. There’s no doubt that the potential for an epic game is here; it’s just a matter of whether or not it will be reached, and how long it’ll be until then. For now, though, Jump Space is definitely worth at least a short trip through the stars.

There are technically characters in Jump Space, but aside from your ship’s AI Iris and Buddy (an adorable robot that accompanies you on missions if your crew is shorthanded), I couldn’t tell you their names without looking them up. They’re there to give you quests and rewards and provide some flavor about the backstory of a robot uprising that drove humanity into exile between missions, but once you select a mission from the galaxy map and head out, they quickly disappear from memory.

Jump Space excels in the moments when you and your crew are surviving by the skin of your teeth.

Each mission consists of a roguelike-style run of several jumps, each chosen from a few paths on your route from your base to where you need to go. Each choice closes some options and opens others, and each individual jump offers different rewards including components for your ship, fragments of maps that open up new parts of the galaxy, or artifacts that provide upgrades for that run, such as restoring health when your crew is close together or dealing damage absorbed by your ships’ shields back to attackers. Choosing the right route is crucial to maximize the stuff you’ll need for that run, but also what you’re looking to bring back to the hanger as a permanent get, so it’s usually a decision you’ll want to take a moment to think about.

Every jump also brings its own trials, whether you’re navigating the wrecks of other ships and avoiding a solar flare from a nearby star, fighting off a fleet of Legion ships patrolling the sector, or simply exploring an uninhabited sector and scavenging the floating hulks around you for supplies before moving on. The joy here is in the act of playing, of launching out of your ship into the unknown, flying through space under your suit’s power, using your grapple to pull yourself to a nearby buoy or boarding a ship after you disable it. Mastery allows you to flow from on-foot combat to zero-G flight to piloting your ship or manning its guns smoothly, but there’s also something relaxing about scouring a floating wreck blessedly free of evil robots, too, or simply sharing a pizza you made in the ship’s food processor with your crew. In many ways, Jump Space is an interactive chat room, an excuse to hang out with friends while enjoying a fun little space-themed co-op game.

That is, until the Legion shows up. Most Legion ships, aside from the missile-barragging Corvettes or “What just hit me?” Snipers, are easy to deal with individually, but the challenge comes from (as their name suggests) their numbers. On foot, things are harder, whether you’re dodging the small spider-bots that scurry up to you before unleashing their flamethrowers or the floating bots that pepper you from range, and everything from bipedal walkers to spider-tanks. Despite how much more difficult the on-foot missions can be, though, they’re not necessarily more engaging. Movement options aside (which aren’t always available because you need either a point to grapple to or a place where you can engage your suit’s jet drive boosters) Jump Space is a pretty standard shooter with pretty standard weapons like shotguns, rifles, and machine guns. If it were just these on-foot fights, it wouldn’t be a notable game at all.

But of course, that’s just one aspect of many, and the best moments combine everything: battling other ships, repelling boarders or leaving half your crew to activate an objective while the others defend your ship from assault, coordinating repairs and who is manning what, spending your limited resources to craft the right thing at the right time, and deciding whether to save scrap for permanent resources when you get back to your hanger or to disassemble it to build what you need right now.

The biggest issue that will hopefully be resolved in future content updates is repetition.

It leads to some fun improvization. In the mission I described in the opening, things got so hectic that I wasn’t even landing the ship to pick up my crewmates when they needed to move between the cannons we were trying to capture and hold; I was just getting close enough that they could grapple to the ship, and then I’d get them close enough to launch themselves to the objective. We didn’t have time for anything else.

The biggest issue that will hopefully be resolved in future content updates, whether it’s on-foot or aboard ship, is repetition. Moving a bunch of batteries, or finding and installing nuclear fuses to power a door is fun the first time, but it gets less fun when you’ve played just a few hours and you can already enter an area and know exactly what the objective will be because it’s what always takes place in that space. The big, run-ending finales which can involve defending a capital ship, activating those cannons, grabbing and ferrying cargo from a downed ship before Legion forces jump into the system, or doing something as simple as playing King of the Hill to establish communications hold their novelty longer because you know what you’re going to get from the mission select screen, and you can avoid one if you’re tired of it. Unfortunately, that’s not always the case for the stuff you’ll have to do on the en-route jumps because your choices can lock you into certain objectives.

And then there’s the early access of it all. Some of it is cute, like placeholder text that says “Not Made :(“ when an asset isn’t there. Others are less charming, like when Legion ships and bots defy the bounds of Euclidian space and travel unencumbered through walls or asteroids. Now, maybe I missed something in the lore that allows them to do that, but my first thought was, “Man, I wish I could do that!” right up until one of my buddies actually did but got stuck in the ceiling during an on-foot segment, which isn’t as funny as it sounds. Combine that with frequent disconnects and crashes, which often cost my friends progress, and it’s hard to say that Jump Space’s airlocks are fully sealed.

It’s also a little short on features you might expect from a game like this, like being able to buy artifacts for your runs before that run starts (those are teased but not available yet) and the limited number of pilotable ships and customization options. I love being able to slap another railgun on the Catamaran, too, but in about 15 hours it was the only other thing we found that seemed useful. And yeah, more reactors are neat (and playing Tetris with your components to find the right way to power everything is fun), but I still haven’t found one that matches the Split Reactor you start with.

The way Buddy trash-talks the Legion bots after he takes them down with his tiny pistol? Perfection.

Even the second ship you get, the smaller, faster DT-4 Dart, feels lesser than the Catamaran. I understand the appeal for teams of two or solo players, but as far as we could tell it was lacking basic things like an ammo-refill station, and walking around the outside of the ship was so difficult it was essentially impossible, which is a problem when you need to go outside and fix something. My crewmates hated it so much that we got halfway through a run before abandoning ship and swapping back to our beloved C-3.

But there are plenty of smart decisions, too. The missions scale to player count nicely, and you seem significantly less likely to have major ship malfunctions with a crew of two than a crew of three, when it’s easier to deal with. I also love Buddy, who will not only help out on the ship when there’s just two humans playing, but will actually leave the ship when you’re flying solo to help you out in an on-foot fight. And when he revives you and then gives you a little fistbump, or you hear him trash-talking the Legion bots after he takes them down with his tiny pistol? Perfection. That’s my boy right there. Ride or die. I thought playing solo would be a slog but it was anything but, and that’s all due to Buddy. You can even play soccer in the hangar between missions, complete with dialogue for when you score – or accidentally punt the ball into the nearby canyon.

It’s also just a funny game, even when you’re downed because you held an irradiated fuse too long and are begging your friends to save you, or are unable to get off of an exploding ship in time and floating in space, waiting to be revived. And being able to survive a jump, which requires you to be seated, while sitting on the toilet? Talk about boldly going.

If I have one major complaint beyond the technical stuff and the early access growing pains, it’s how long some missions are. While there are 20-minute missions, many of them start at 40 minutes and you’ll regularly see ones that are an hour plus. That’s a long commitment, especially if you fail and lose most of what you would have gained. I mean, I’m not saying the starting pistol is bad, per se, but when you lose all the other, fancier weapons you had and have to either craft or find them again, you notice. The same is true of a quest you might have to do again. I’m not saying there shouldn’t be friction and failure; I’d just like to see more bite-sized missions when I’m not ready to devote my whole evening to a single run.

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Nioh 3: Will You Play as a Samurai, a Ninja, or Both? Exclusive Team Ninja Interview – IGN First

Nioh 3, the Warring States Period Soulslike, allows players to switch instantly between two different battle styles with the press of a button. Use Samurai Style if you want to fight with a solid, grounded approach; or use Ninja Style for swift and stylish combat.

While the standard approach will likely be to select the style that best matches the enemy you're facing, the developers say that you can still beat the entire game while sticking to just one. According to them, their philosophy while creating the game was to not force a certain playstyle onto players.

In our previous article, the developers explained that Ninja Style was added as "A new kind of action that would act as a major centerpiece, making players feel that the game has taken a step forward." In this article, General Producer Fumihiko Yasuda and Producer Kohei Shibata explain in even further detail about the differences between Samurai Style and Ninja Style.

No enemies require a specific style

Please explain the two styles to players who will be experiencing Nioh 3 for the first time. When is it best to switch between them?

Fumihiko Yasuda: We've been creating samurai action throughout our time with the Nioh series, and what we've valued the most in that action is creating a sense of contrast between stillness and motion. Nioh was the first Team Ninja title with a stamina (Ki) system, and through Samurai Style we're careful to create a sense of switching between stillness and motion, or defense and offense. In Ninja Style, we had an image of ninja in motion. They fight while constantly attacking and moving, and we hope that players will consider that as they decide when to use which style.

Kohei Shibata: As far as when to switch between them, Samurai Style has powerful guards and attacks, so it should be used when going at an opponent head-on. Ninja Style is very mobile, so it should be used when quickly avoiding attacks or circling behind an enemy.

"We never arbitrarily force the player to use a specific style in order to progress."

What's interesting is that even if we as developers feel that there's a certain moment when it'd be better to fight using Samurai Style, for example, players actually testing the game out might do the opposite. And there are times when you can fight perfectly well by doing that, so I think it ultimately comes down to personal preference. That's why I'd say to switch between them whenever you want to make use of a given style's characteristics because you think it'd best suit you at that moment in battle. If you take a strong liking to a specific style, you can even go all-in on it. There's a high degree of freedom there, so I think it'd be best to pick for yourself as you play.

Yasuda: We never arbitrarily force the player to use a specific style in order to progress. In the Nioh series so far, you've been able to use ninja or onmyo techniques even though you're a samurai, giving players a wide selection of tools as they progress through the game. They're very tough games, and we wanted players to be able to overcome their challenge in whatever way they wanted. That applies to this game as well, so we've done away with any enemies that require a specific style to beat.

That said, there are times when your ninja gauges will be building as you fight as a samurai, allowing you to use a ninja technique by switching at the right moment. You can then switch back to Samurai Style if you want, but there are these sorts of systems that promote switching styles. Of course, the game is beatable using Samurai or Ninja Style alone, so you're free to play through it however you want.

There are even times when devoting your skills or resources to just one style will make it even more powerful. As the game's developers, we of course want players to use both styles, but we aren't preventing players from using only one.

So you don't intend for the game to force certain playstyles onto players?

Yasuda: Ninja Style is of course more nimble when jumping and such, so I do think it'd be better to run around as a ninja when exploring the map. But players are still free to run around as a samurai if they want. The two styles also have completely different equipment, so you can specialize within each one. For example, you can experience more mobile action even as a samurai by using the low stance, or you can use heavy weapons in Ninja Style for more samurai-like action. We saw players creating lots of different builds during the alpha demo. We think that having these two styles resulted in this greater diversity, highlighting the variety of available builds.

When you looked at the results of the alpha demo, did you feel like you’d succeeded at allowing players to progress using whatever method they want?

Yasuda: The players were even more skilled than we imagined, so we were surprised at how well they could use Ninja Style. Watching people play made me feel like things were going as we hoped.

There were both samurai and ninja skills in previous games as well. Why did you decide to fully split the skill tree into two different styles?

Shibata: While there are differences in abilities and performance between Samurai and Ninja Style, we wanted to make it clear that you're able to build two types of characters. Once you grow accustomed to each, you'll start to understand what makes them unique, and we think that players will begin to see the sorts of samurai and ninja builds they want. We split the skill tree in two to create a clear distinction between builds for each style.

Did you feel like adding the ability to switch between styles mid-battle opened up new possibilities in gameplay?

Shibata: We first added the Style system out of a desire to create a new feeling of gameplay and combat. When we watched players in the alpha demo, we saw some who frequently switched between the two as they fought. Seeing that made me feel like we’d made something that looks and feels different from combat in the previous games. For example, you can move in and strike as a samurai before becoming a ninja and pulling back, or attack from afar as a ninja before finishing off an opponent as a samurai. There are lots of different patterns. We felt that we'd created combat that essentially allows you to roleplay, truly becoming a samurai or a ninja. We made it so that players can switch between styles with the press of a button, and it seems that it really does feel good to do so. Allowing for this instant switching appears to have opened up so many possibilities in this regard.

Yasuda: There was actually a cooldown when we first implemented switching between styles, so you couldn't just do it whenever you wanted. But we made it so that you can do it at any time as the development team looked into the game's action.

Did you feel any need to change the style-switching system from how it was in the alpha demo?

Shibata: We had users give us their opinions on the demo, and while we do think small tweaks and system improvements are necessary, we believe that our big-picture approach is fine as it is. I found it interesting that in the alpha demo survey, the two questions "Did you enjoy Samurai/Ninja Style?" received about the same percentage of positive responses. That was our goal, and it seems like we were able to hit it. We'll continue to make improvements based on the feedback we received from the alpha demo up until release.

What did you find difficult when balancing the two styles? Did you ever worry that one style was stronger than the other?

Shibata: To be honest, balancing them was difficult. It was like playing whack-a-mole at the start of development. We added Ninja Style, and people said that it was too strong. Then when we tried to change Samurai Style, they'd say that was too strong. If you go too overboard with those adjustments, the game will end up seeming like it's suggesting that you play just one of the styles.

"Our decision in the end was to make sure that each style had its own clear identity."

Our decision in the end was to make sure that each style had its own clear identity. Samurai Style has powerful, samurai-like attacks and defense, while Ninja Style makes use of its mobility to dodge and use Mist [a system where you press a button after attacking to create a clone of yourself while you move] to move behind an enemy. By focusing on making these characteristics of each properly powerful, we ended up with a solid balance in the end. Tweaking the balance wasn't easy, but I think we're getting close to how we ultimately want it to look.

As far as my experience with the game, I never felt like there was a single approach that was the only thing I needed. I'd say you succeeded.

Shibata: As you play the game, you might start to feel your thoughts changing. For example, you may think Samurai Style is strong as you're starting, but then Ninja might seem strong if you were able to learn a specific technique. We think players will enjoy it if they explore their own ways to build and play their characters.

Different weapons are usable between the two styles. How did you decide what samurai could use versus what ninja could use?

Yasuda: While the Nioh series has been about samurai, you have had unusual weapons like tonfa at your disposal. Now that we have the ninja concept in this game, we've split those weapons into Samurai Style and Ninja Style. It's easier to imagine how the action will go when you have weapons that match a style's characteristics, and it's allowed us to design them in a way that makes sense to players.

Dual-wield weapons are available for both the Samurai and Ninja Style, but the action is very different between the two. How did you go about distinguishing these dual-wielding combat styles?

Shibata: For those weapons, we made them so that it would make sense for either style to use them. The game is designed so that Samurai Style fights head-on, so we focused on samurai-like action that's weighty and grounded. Ninja Style uses a reverse grip for its weapons, and so you move around in the way you'd expect a ninja to when dual-wielding.

Also, Ninja Style looks clearly different from Samurai Style at first glance, even down to its neutral animation. The game would be difficult to play if you didn't know which style you've switched to, so we've been looking into ways to depict ninja-like swiftness in combat movement.

Look out for more exclusive Nioh 3 coverage during this month's IGN First, including our exclusive boss battle video and even more details about Ninja Style.

Yuichi Shigeta is a freelance writer for IGN Japan. This article was translated by Ko Ransom.

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Norman Osborn Is the New Spider-Man, So What Happens Next?

The last few years of The Amazing Spider-Man comics have been a real wild ride for Norman Osborn. Ever since Norman had his sins erased and his sanity restored, he’s been doing his best to walk the straight and narrow path. Even Peter Parker has been forced to accept that Norman truly wants redemption.

The strange saga of a post-Green Goblin Norman Osborn has taken an even weirder turn of late. With Peter himself trapped in deep space, Norman has taken it upon himself to carry on the mantle of Spider-Man. Can a man with this much blood on his hands truly live up to Spidey’s example? That’s one of the main questions fueling Joe Kelly, Pepe Larraz, and John Romita, Jr. 's run going forward.

IGN was able to chat with Kelly via email to learn more about the future of the series as it divides its focus between Peter’s cosmic misadventures and Norman’s fight back in New York. Check out the slideshow gallery below for an exclusive first look at October's The Amazing Spider-Man #13 and the cover art for December’s The Amazing Spider-Man #17 and #18, and then read on to learn more.

The Amazing Spider-Man #11 dropped the big reveal that Norman has taken on the mantle of Spider-Man for himself. No one seems ready to trust Norman with his newfound responsibility, least of all Ben Reilly, who has an agenda of his own as he impersonates his clone brother. As Kelly explains, the possibilities of exploring Norman in this new role were too good to ignore.

“On shock value alone it's a fun beat, but the post-sins version of Norman is fascinating. He's not suddenly a ‘good person’ - everything that he ever did wrong still happened, but he has an opportunity to move forward as a sane person for the first time, maybe ever,” Kelly tells IGN. “What does a person like that do with a second chance, especially when they are still prone to ego, anger, and the rest? Norman has been letting himself get close to Peter, becoming someone Pete truly relies on. When Peter disappears, how does Norman fill that vacuum? Is it the best idea to put on a Spider-Man suit? Why would he think he could take on that mantle? What's he trying to prove? All great stuff to explore.”

Needless to say, it’s going to be an uphill battle for Norman, especially as he’s dragged into a conflict involving fellow Goblins like Queen Goblin and Hobgoblin. Some mysterious foe is hunting Goblins, and that includes the former Green Goblin himself.

“I can't say what it is exactly, but I will say that we will find out who tried to kill Norman and see their plan expand…” Kelly teases. “Someone is hunting goblins. There will be a bunch of folks popping out of the woodwork, but maybe not as we've seen them in the past. It's gonna get ugly.”

As for Peter Parker, the “real” Spider-Man is currently many light-years away from home and well out of his comfort zone. Peter’s deep-space exile comes in the wake of his brutal defeat at the hands of his new nemesis, Hellgate. Hellgate’s last words to Spidey were “Get stronger,” and Peter is doing his best to carry out that mission. He’s even got a spiffy new costume. And Kelly confirms that this order will be motivating Peter as he deals with his new surroundings.

“It absolutely is driving many of his choices,” Kelly says. “We used Pepe's first arc to establish that Peter has a deep fear of losing his loved ones - a childhood trauma. Then we used JR's arc to have that nightmare come true - though the audience didn't know it at first. So Hellgate's command is a seed planted in the very fertile ground of Peter's deepest fears. It will definitely bear fruit, whether or not it's top of Peter's mind.”

At the same time, Peter’s field trip has taken an unexpected turn thanks to issue #11. There, Peter rescues a group of captive alien test subjects, including the one and only Rocket Raccoon. For a man burdened by his sense of responsibility, these test subjects will force him to play the role of guardian, whether he likes it or not.

“Peter's never ever going to turn his back on someone in need, whether he's in New York or an alien planet,” Kelly says. “So discovering a ship full of aliens held against their will is going to press his buttons. But he's not feeling like much of a "guardian" post-Hellgate, so that interaction should kick up some interesting stuff for him.”

These twin storylines will carry the book through this next phase, and also dictate how Larraz and Romita share art duties. Whereas Larraz drew the series' opening arc and Romita the second, now each will trade off issues, with Larraz handling those focused on the space storyline and Romita those set in New York.

“Early on, I wanted to do something big that threw Spider-Man out of his element,” Kelly explains of this shake-up. "’Punching him into space’ became my quick pitch - but then it stuck. As I was working this out, the realities of how Amazing Spider-Man is a bi-weekly book started to set in. I knew that there would be two initial arcs, but I wondered if splitting a few months between Pepe and JR would work - one artist every two weeks to tell two parallel stories. We thought it would be a cool challenge, and then developed the Space/New York storylines. It's been a blast to write, and I hope folks dig it.”

It’s also worth noting that Marvel is inching closer and closer to publishing the 1000th issue of The Amazing Spider-Man (with the recent #11 being #975 in legacy numbering). Kelly confirms that he has big plans in mind for when the series reaches that point in 2026, even if the prospect is more than a little daunting.

“So big! The BIGGEST! No pressure at all! Why would you think that there's any pressure? No pressure... None. Zero,” Kelly says. “In all seriousness, it's a monumental milestone book, and I am so excited to be a part of it. It's going to be something special... no pressure.”

The Amazing Spider-Man #17 will be released on December 10, followed by issue #18 on December 24. You can preorder both issues at your local comic shop.

In other comics news, Dark Horse is releasing The Art of Star Wars: A New Hope - The Manga, and Absolute Batman #12 provides twisted new origin stories for several iconic DC villains.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

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Pokémon Legends Z-A's Switch 2 Bundle Is Finally Up for Preorder at Amazon

Amazon has finally listed the Nintendo Switch 2 - Pokémon Legends: Z-A bundle, which is also now up for preorder, and it's better late than never. While this comes months after other major US retailers put the bundle up for preorder, more notably, this is currently the only way to buy the Switch 2 from Amazon.

While Amazon thankfully resumed its sales of Nintendo products in 2025 after a year-long freeze-out, the listings for the standard console and the Mario Kart World bundle are currently out of stock, and invite requests are no longer being accepted on either.

That doesn't mean you can't buy a Switch 2 elsewhere, however, as retailers like Walmart still have the console fairly well stocked online. But if you've got some handy Amazon credit saved up and are looking for the savviest way to play the new Pokémon game on the best console possible, or even just the perfect Christmas gift, this bundle could be the move.

It costs $499.99, and you're already technically getting a handy little discount with that. Since Pokémon Legends: Z-A costs $69.99 to preorder standalone, pairing that with a Switch 2 (not bundled), at $449.99, would cost you $20 extra versus the handy bundle. It's a similar offering to the Mario Kart World bundle that launched in tandem with the Switch successor, with the only obvious downside being that neither is a special edition console, and the only thing remotely unique being the box it arrives in.

Speaking of discounts, it's also worth mentioning that Amazon is currently giving away up to $150 worth of gift card credit to everyone who signs up for its Amazon Prime Visa Card. This is part of an ongoing Prime benefit that's being highlighted in the build to October Prime Day, and could also be worth considering if you're looking for some kind of saving on what is frankly a mighty expensive purchase. But, while I love a good deal, I'm no financial advisor, so consider this suggestion carefully, and with your head screwed on.

Still, if you're already an Amazon Prime member, there's an obvious saving opportunity here. If we do the math (I know you probably don't need the help, sweet angel), you could pick up that Pokémon Legends: Z-A bundle for $332.50 if you use the $150 gift card, and even pay with your new Prime Visa Card to utilize that 5% cashback for purchases at Amazon.

Play your cards right, and all in you could be saving $167.49 compared to buying elsewhere, and $187.49 if you compare it to the price of buying the console and game standalone as well.

I must say you don't need a Switch 2 to play Pokémon Legends: Z-A as it will also be playable on the OG Switch. But, if you want the best performance and gameplay experience possible, it'll likely be night and day on the new console.

Should You Just Wait for Black Friday?

I'm going to say no on this one. With the Switch 2 only just coming out earlier this year, causing a storm and becoming one of the best-selling console launches of all time, I'm finding it hard to see any kind of discount for Switch 2 games, consoles, accessories, or bundles.

Considering the Nintendo's fairly stingy past when it comes to genuine discounts, such as putting out the same Black Friday Mario Kart 8 Switch bundle for years on the bounce, alongside ongoing economic factors like tariffs, save yourself the headache and just buy or preorder that Switch 2 now. You never know when stock shortages, or even more price hikes, will rear their ugly heads again.

At most, and I must stress how unlikely even this is, the gaming giant could potentially throw us a bone and give away say... three months of Nintendo Switch Online to new buyers or something. But, I really don't think it's worth the stress of holding out.

Speaking of deals, however, it's also worth noting for all the folk who already own a Switch 2 that Amazon Resale also has a special discount on Switch 2 games right now, with up to 25% off Donkey Kong Bananza, Mario Kart World, Tears of the Kingdom, alongside handyful of other discounts on third party games as well.

Robert Anderson is Senior Commerce Editor and IGN's resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

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