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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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MrBallen Presents: Where Nightmares Live Offers Up More True Tales of Horror

Last year, popular YouTuber and podcast host John Allen made the jump to comics with MrBallen Presents: Strange, Dark & Mysterious, a graphic novel that adapted some of the many true tales of horror featured on the MrBallen channel. Now Allen and his collaborators are back with a sequel called MrBallen Presents: Where Nightmares Live.

With the second graphic novel set to release in stores later this month, IGN can exclusively debut a new preview of MrBallen Presents: Where Nightmares Live. Check it out in the slideshow gallery below:

As with the original book, MrBallen Presents: Where Nightmares Live adapts several of Allen's stories from his YouTube channels, along with several new stories for good measure. Robert Venditti (X-O Manowar) assisted in the adaptation process. All the stories are illustrated by Andrea Mutti (Haunt You To the End), while Rob Prior provided the cover art. The book is published by Ten Speed Graphic, a division of Penguin Random House. Here's the official description for the book:

In MrBallen Presents: Where Nightmares Live, John Allen, known popularly as “MrBallen,” is back with another heart-stopping collection of strange and mysterious stories exploring terrors that lie just beyond our comprehension. From skin-melting encounters in Brazil to a ghost that stalks the English countryside to a bell ringing deep in the Arizona wilderness, MrBallen’s spine-chilling tales—four of which are exclusive to this graphic novel—span multiple centuries and expose bizarre, terrifying, and utterly unforgettable experiences of the unnatural world.

Compellingly creepy, deeply researched, and based on unsettling real events, MrBallen Presents: Where Nightmares Live proves that sometimes our deepest fears are about the things we cannot see. In collaboration with New York Times bestselling graphic novelist Robert Venditti and acclaimed comic book artist Andrea Mutti, this is Allen’s most frightening collection yet.

Welcome. Your nightmares are waiting.

MrBallen Presents: Where Nightmares Live will be released in both hardcover and paperback on September 30, 2025. You can preorder a copy on Amazon.

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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Sonic Racing: CrossWorlds Review

Live and Learn is more than just one of the best songs in Sonic history; it also feels like a philosophy SEGA has taken to heart with Sonic Racing: CrossWorlds. I've spent over 35 hours drifting, boosting, and gathering rings across an excellent set of tracks that span Sonic's 34-year history. Minutes effortlessly turned into hours, perfecting my drifting technique, customizing my vehicles, finding the optimal race lines in time trials, and frantically competing with friends to be the Grand Prix champion. Sonic Racing: CrossWorlds could have been just another pit stop among a Grand Prix of 2025 kart racers, but instead it put the pedal to the metal and refused to let me take my hands off the wheel.

I've played my fair share of kart racers over the past few decades starring Sonic, Mario, Crash, and plenty of other popular characters. While most are amusing enough, only a few reach that upper pantheon of party games that dominate every get together. With 39 tracks, 24 characters, a nice suite of multiplayer options, tons of challenges to complete, and such a long list of unlockable cosmetics that I still can’t see its finish line, CrossWorlds doesn’t just want to be part of the rotation: it has set its sights on taking the top spot for me and my friends.

CrossWorlds’ racing is quick to pick up thanks to its intuitive and straightforward controls, essentially boiling down to four main actions: accelerate, drift, brake, and use an item. Racing feels great whether you're zipping into shortcuts, landing massive trick combos for a big boost, or nailing a complicated drift that asks you to rapidly change direction on a curvy path. I love how the vehicles feel, as every action fluidly transitions from one into the next, allowing me to chain drifts into jumps into tricks into boosts before launching into another drift to repeat the process again… provided my opponents didn’t send any items my way.

Getting hit with items, messing up a turn, or colliding with a wall definitely cost me a few races, but more often than not they felt more like small speed bumps thanks to the generous placement of boost panels and item capsules on most courses. Those hits do reduce your ring count, which in turn lowers your top speed, but it rarely took me more than a few seconds to get back on track – and you can reduce that lag time even further depending on how you tune your vehicle. The type of ride you pick will help you eke out extra advantages: Power vehicles are great at shoving other racers around, Handling vehicles make it easier to nail even the trickiest of sharp turns, and the long-awaited return of Sonic Riders' hover boards enabled me to boost like no other when hitting dash panels or using the boosting Wisp items.

The headlining feature is the fantastic CrossWorlds mechanic that not only keeps every race interesting but also adds a good amount of depth. Outside of Grand Prix Mode, the second lap of each race almost seamlessly transports everyone to a different course, similar to the dimension jumping done in 2021's Ratchet and Clank: Rift Apart. Warping from the naval scenery of Metal Harbor to the prehistoric Dinosaur Jungle or the incredibly curvy Dragon's Road kept me on my toes every race. This was already my favorite part of Sonic Racing: CrossWorlds’ public test demos before my review, but I began to see the true brilliance of it as I put more time into the full game.

The fantastic CrossWorlds mechanic keeps races interesting and adds depth.

Different vehicle types excel on different tracks, so making the second lap random adds depth when customizing your ride since you need to consider variables beyond just the course you’ve chosen. My speed-focused vehicle would sing on tracks with many straightaways or boost panels, but would often give up a few positions to racers who tuned for acceleration or handling on tracks filled with constant curves and sharp turns. Since some tracks have portions where you transform into a boat or plane, I found myself making one loadout that could adapt to whatever course ended up as the second lap while still maximizing my potential for the first and final lap on the main track.

Transforming into Flight and Water Forms is as simple as passing through a gate with the matching plane or boat icons. Some transformations are required, such as the Water Form swap at the start of Kraken Bay, while others are optional, like the short Flight Form path on Coral Town if you take a specific branching path, but I was never unhappy to seize the opportunity to change things up – in fact, I would have loved a few more CrossWorlds that gave me extended periods of time in the sky. Flight Form in always handled like a dream, letting you drift vertically to reach items, rings, and boost gates at different elevations. However, a few of the Water Form sections can feel clunky until you figure out the correct rhythm and timing to accelerate, drift, and trick on each course. Vehicles with better handling seem to perform the best during these transformations, so whenever I was having a hard time with a specific section , I would practice in one of those vehicles before returning to my preferred Speed type options.

No lap during CrossWorlds feels like another, and though the last lap returns to your original track, there are significant changes during it. Paths that were inaccessible open up, improved item boxes appear with better drop rates for stronger options, and more hazards show up on the course. There are even significant structural changes, like a rocket in Metal Harbor finally launching, which removes two paths and forces everyone into a newly formed spine (or two quarter pipes placed back to back, for those who don't skate).

Even without the CrossWorlds mechanic, the courses available at launch are all excellent. There are 15 tracks that can only arrive during that second lap, and then 24 main courses for them to show up in, with Coral Town possibly being my favorite. Its looping paths create so many routes that I'm still wrapping my head around which one is the most ideal in time trials – I always found myself changing the route I took depending on my position, character, vehicle, and lap number. Other standouts are classic stages like Market Street, which originated as Rooftop Run in Sonic Unleashed, and Radical Highway from Sonic Adventure 2, the latter of which had me riding the main cables to the top using boost pads to leave my competitors behind.

Every course feels perfectly tuned with risks and rewards; different routes have different advantages, with some having more rings to help you reach your maximum top speed, while others have more boost panels to provide some speed in the short run in the hopes you will either get far enough ahead not to need the extra rings or at least have enough breathing room to pick them up later. One course that proved to be my Achilles heel: Pumpkin Mansion. The final third of the track is full of giant pumpkins that vanish as you approach, but until the first person reaches them, they hide a section full of sharper turns. They always affected the timing of my drifts until I took the time to memorize their positions through time trials and figured out which paths I should take.

Finally, a kart racer would just be a basic racing game without items to inject a little chaos into them. CrossWorlds has 24 different items that can be pulled from boxes placed all over each course, most of which had me shouting with equal amounts of either excitement or bitterness depending on if I was on the giving or receiving end of each. The iconic Wisps from Sonic Colors are here and offer items in the form of a boost, laser, and drill, which are all helpful to either catch up or extend your lead. These were always welcome as they enabled me to cut across off-road sections and dodge certain attacks, like the punishing Slime and Weight items, if used with proper timing. There are plenty of other cool options as well, like a bomb that grows in size the longer you hold it, eventually becoming a giant wrecking ball that flattens enemies it collides with until its detonation.

Customizing Gadget Panels scratched the min-maxing itch I love in games.

The Tornado quickly became my favorite item because of its ability to negate most incoming attacks while also dealing damage to as many opponents that I could bump into. There is also the Monster Truck, which is sure to be a standout for many, as it transforms your vehicle into a massive machine that flattens opponents, renders you immune to all other items, and allows you to drive off-road without any penalties. By default, you can hold two items at a time, but you can also add the option for a third item or swap between your two items by installing specific upgrades in your customizable Gadget Panel if you really want to lean into the chaos, though I typically leaned toward Gadgets that made me faster, not fiercer.

Gadgets offer a wide range of extremely impactful bonuses, with more than 30 different options to place on your Gadget Panel before a race. Now, they won’t suddenly craft you a win out of thin air, as your racing skills still remain the most important factor – but when utilized to their maximum potential, Gadgets can be the difference between getting first and fourth place. There are Gadgets to alter your vehicle's stats, improve drift performance, increase the rings you can carry, and grant unique starting items that can't normally be found in races, like a Warp Ring that teleports you on top of the racer just ahead of you, causing you to squish them. The tricky part is figuring out what combination to use; each Gadget Panel has six slots in a two-by-three pattern, and each Gadget requires between one and three slots. Building my Panel became a tiny puzzle with no wrong answers, and it scratched the min-maxing itch I love in games.

You can prebuild five Gadget Panels and then swap between them before each race, which helps you adjust to specific situations, modifying the base stats of your character and vehicle selection as needed. The roster has nearly all the major characters you’d hope to see from each generation of Sonic: in addition to the usual Team Light and Dark, you’ve got characters from the Sonic Heroes, Riders, Advance, Rush, Colors, and even recent newcomers like Sage from Frontiers. It didn't take long for me to find my favorite in Shadow using a modified Speed-type vehicle, so much so that I used him to clear all eight cups on the Sonic Speed and Super Sonic Speed difficulty (the equivalents of 150cc and 200cc in Mario Kart), only needing minor tweaks outside of regularly adjusting my Gadget Panel. While it was rare for most CPU opponents to give me trouble, a few of the Grands Prix still had the ideal amount of challenge thanks to CrossWorlds’ modular rival system.

Before starting each Grand Prix, a random character appears as your rival, and they then act as a supercharged CPU to race against with a challenge level from one to 10, similar to raising the heat level in the Super Smash Bros. Ultimate campaign. Your rival isn't just a CPU racer with better stats, they interject with snarky comments of frustration and glee throughout the races, adding a bit of character to what could have just been a slightly more competent CPU racer. While I haven’t tested every combination of racer and rival, the 20 or so I’ve seen so far all had unique voice lines, which really helped breathe even more life into them. Rivals also behave more intelligently, holding onto defensive items until they need them, taking better racing lines as they drift around corners, and even moving to ensure they take items they expect those behind them to go for. I had to use a not-insignificant amount of retries when racing rivals that were level eight or higher, which is just the right amount of pushback.

Thankfully, CrossWorlds does something I wish every other racing game would do with its in-game currency, Donpa tickets. I would usually net anywhere between 10 and 40 tickets per race, depending on my performance and if I achieved certain feats. That includes things like using the most items, choosing which course is selected for lap two by being in first when reaching the travel ring at the end of lap one, or picking up the series’ iconic red rings. Tickets have a variety of uses, including unlocking various car parts or customization options, increasing your friendship with a character for rewards unique to them, and – my favorite use – retrying a race for better placement.

Now, I know what you're thinking: retrying a race is hardly new, but CrossWorlds differs in that you can spend a measly 20 tickets to retry in the middle of a Grand Prix without entirely starting over. So if you get hit with three items on the final turn of the final lap of the final race only to watch your rival and six other racers pass you in the homestretch, you can rewind and try again as many times as you can afford, which cuts down on pointless repetition a lot. Grands Prix also get an exciting and welcome shakeup: instead of racing on a fourth course to end things, the final race is a combination of one lap from the previous three, which tests how well you can adapt to each. That said, I do miss the mission-based Story Mode from Team Sonic Racing, which gave you interesting bonus challenges to accomplish during each stage.

Earning tickets feels a bit stingy compared to the cost of unlocking some cosmetics. 

I also have to dig into the friendship system more, as it will take thousands of races to complete if your goal is to maximize your ranking with each character. Instead of funneling tickets into car parts, you can give them to your favorite characters to receive cosmetics like titles, decals, and alternate costumes in return. These specific unlockables get really expensive really fast: it took me 3000 tickets to earn the first four rewards for Shadow, including one alternate costume, and there is still more for me to unlock. It's clear that SEGA is hoping this will be a system that keeps you drawn in, as with 24 characters, that's a ludicrous number of tickets to unlock everything. I have mixed feelings on this because it gives the most dedicated fans something to chase, but the rate for earning tickets currently feels a bit too stingy when compared to the cost of unlocking some cosmetics.

That sticker shock gets even worse when you consider the fact that new characters are already on the horizon, including Hatsune Miku, Joker from Persona 5, and Ichiban from the Like a Dragon franchise, all of which have been announced as upcoming free additions. There will also be characters and tracks for SpongeBob, TMNT, and Avatar: The Last Airbender coming as part of the paid season pass. While I don't necessarily need them since I already have more favorites on the Sonic roster than I do fingers, it is exciting to think of what other characters and tracks could be joining even later down the road. In fact, during my interview with Takashi Iizuka of SEGA at Gamescom, they said they plan to support CrossWorlds with new content like this each month for at least the first year after launch, which is an impressive pace given there’s already plenty of unlockables and alternate modes to keep those who blaze through the cups busy at launch.

One of those distractions is the Race Park, which consists of six different rule sets, but also allows you to create custom matches to fit whatever you and up to three others want to play locally. These are all available online as well by joining the Friend Match option, though they are limited to one player per console, but it at least allows you to race with groups of up to 12 friends. Currently, every mode boils down to a race for points, but the modified rules change how they play out. In addition to the regular 12-player free-for-all race style, there are also special team modes with rules that grant bonuses for grabbing the most rings, colliding with teammates, using the most dash panels, or landing the most item hits on opponents. These modes were a blast with friends, as they didn't fully rely on who knew the courses the best. It's also something worth playing for a bit, as there are eight different rival CPU teams to take down that unlock special vehicles you can then customize with other parts. The custom rule set is a standout feature here for local multiplayer, too, giving you control over how many races you do back to back, which courses can appear as the Crossworld second lap, what items appear in item boxes, and the speed and difficulty level while racing.

The Race Park's one drawback is that, while not necessary, the Gadget Panels can be overly influential to the outcome of races, so it was a let-down that there were no pre-built ones for newcomers. They did have access to everything I had unlocked, but that meant spending time for them to decipher what each one did and figuring out which ones they wanted to set into their Panels. I hope Sega alleviates this with a patch that adds some default Gadget Panels optimized for different vehicle types and playstyles.

In addition to the Race Park, there is also a Time Trial mode that challenges you to race for the best time on both the Sonic and Super Sonic Speed settings. I initially went into Time Trial mode expecting to run through a few tracks just to see what it offered, but it ended up being where I spent more time than anywhere else. After clearing some courses with an A rank (the minimum rank necessary to earn progress towards rewards), I was suddenly hungry for more. Each race, I found myself tinkering with the various car parts and Gadgets, and rewatching my own ghost to see what I could change or where I could improve. What if I save my boost for this turn vs that turn, or what if I sacrifice a bit of my speed to improve my handling stat to nail that hairpin? Before CrossWorlds, I was never a huge Time Trial person, but these hooked me by putting the most enticing thing they could behind them as a reward: my favorite Sonic music to listen to while racing.

A Sonic game would be incomplete without a banger of a soundtrack, and CrossWorlds rarely fails to impress with its nearly 100 unique tracks. The primary songs are excellent, with popular tracks like Radical Highway, Market Street, Ocean View, and plenty of others all getting the CrossWorlds treatment. And for you Sonic Adventure 2 fans, don't worry, because Escape From the City is here, but you will need to clear all 79 time trials with at least an A ranking to unlock it. All the great artists that have created music for Sonic games here are: Tee Lopes, Tomoya Ohtani, Takahiro Kai, and plenty more. Similar to Sonic x Shadow Generations from last year, unlocking this music does more than just let you listen to them in a jukebox; you can also gather your favorites and slot that playlist (or any of the other six premade albums) as the music for each of the three laps of every race. Possibly the most impressive part of that is how seamlessly they all transition into each other, with each song starting at a different point depending on what lap it plays on. I only wish I could create multiple favorites playlists to have even more control.

Online functionality is simple but effective, and worked well pre-launch.

The last and potentially one of the most critical elements that could decide whether CrossWorlds takes the podium is how online play functions. Ahead of launch, we had a few days to test it and see what it offered. To my enjoyment, it worked as well as I'd hoped, with the caveat that my not-quite-full lobbies were regularly supplemented with CPUs to fill out all 12 spots. Online does have a drawback compared to this year's Mario Kart World since it's limited to just one player per console, but the inclusion of crossplay is a decent trade off, and I saw virtually no lag with my wired connection.

Online functionality is simple but effective – you can see other players on your specific console’s friend list, your CrossWorlds in-game friend list, a history of others you’ve raced against, and your fair play points, which is a 100-point gauge that decreases anytime you abandon an online race. This appears to be CrossWorlds’ method for ensuring players who are behind don’t just up and leave the race entirely, which is an appreciated inclusion even if I can’t yet say how effective it will be. Another incentive is that I unlocked even more Gadget options to alter my driving style as I rose through the ranks from E- to an eventual C- during the short prelaunch review window. And while it's too soon to tell how the difference in ranks will affect queue times, I usually found a match in less than a minute during the review period, which has a much smaller pool of players than will be there on launch.

Also, it’s great that my custom soundtracks and everything I had earned in offline mode carried over, making me all the more prepared for facing real opponents. The good news is that even fans that want to join online races on day one will still be able to earn all the Gadgets I got offline simply by racing, meaning that each online race will not only move you closer to the Gadgets from higher ranks but also the ones that unlock based on total number of races. However, those players will be at a disadvantage compared to others like myself who spent time earning them before going online, which could also be mitigated with preset Gadget Plates.

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Metroid Prime 4 Fans Are Excited About a 10-Year Old Time Travel Tease Finally Coming True

10 years ago, Metroid Prime series producer Kensuke Tanabe sat down with me at E3 2015 and said he'd like to make a new game in the franchise with a time travel mechanic.

This was, obviously, a long time ago — so long ago that the Nintendo Switch was still only known by its codename NX — but the chat remains one of Tanabe's most forthcoming interviews on the Metroid Prime series' future, discussing the stories of Dark Samus and Phazon, bounty hunter Sylux, and an idea for a new Metroid Prime game that focused on a single planet across multiple points in its timeline.

"Instead of broadening it to more planets I would have one and would focus on the timeline, and being able to change that," Tanabe said to me, at Eurogamer at the time. "That's one interesting idea I have in mind... but I understand many people thought that [Echoes] was too difficult."

By evoking Metroid Prime 2: Echoes, Tanabe is referring to its dual-world gameplay that saw players shift between light and dark versions of the same space — a concept that prompted a mix of reactions from players. Still, the idea of time travel appears to have stuck with Tanabe, who has once again returned as the producer of Metroid Prime 4: Beyond — a game which contains other similarities to the concept he discussed back then.

Take the bounty hunter Sylux, for example, a character that even fans of the Metroid Prime trilogy might struggle to remember. A rival of Samus, Sylux was introduced in the Nintendo DS spin-off game Metroid Prime Hunters (for which Tanabe was also a producer). As part of the same interview a decade ago, Tanabe confirmed the spaceship seen during the cliffhanger tease at the end of Metroid Prime 3 belonged to Sylux, potentially setting up a rivalry in a future game.

"It was Sylux, another hunter from Metroid Prime Hunters at the end of Metroid Prime 3," Tanabe said to me at the time. "Personally I'd like to create a story centring around Sylux and Samus."

Well, roll forward a decade and Sylux is indeed a major presence in Metroid Prime 4 — and last week the character was even announced as getting an amiibo figurine, too.

As for the idea of a game featuring time travel, fans have long held onto Tanabe's suggestion — and even pointed to the black hole shape seen in Metroid Prime 4: Beyond's logo in the hope that it might mean Samus can create some kind of time-dilating space hole to travel into the past or future.

Now, supposedly leaked box art for the game posted on reddit appears to mention Samus as being stuck on the game's planet of Viewros after being transported across space and time — prompting more chatter that time travel, just like Sylux, has remained part of Tanabe's plans.

"I'm assuming it'll work exactly like how Dark Aether works in Prime 2," wrote Metroid fan Spinjitsuninja on reddit, before the supposed box art leaked. "We see several portals in the recent trailer anyways, so unless those are awkward warp points, I think it shows similar world design. They could always have the game take you to different eras, with more than two 'worlds' to go between? But that might be ambitious."

"Calling it now: you have to hit a certain speed on the bike to time travel, back to the future style," added another fan, Gleethor on ResetEra. "Could even see it near instantly changing the landscape around you when you time travel, which could certainly explain why it's relatively sparse."

Last week's Metroid Prime 4: Beyond trailer finally revealed the game's release date and also showcased a new open-world motorbike for Samus, though the video felt something of a low-key showing within the wider Nintendo Direct. Here's hoping we get to see more of the game before its December 7, 2025 release date — if only we could time travel to that.

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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Some of Our Favorite LEGO Sets Of All Time Are Discounted Today, But Selling Out Fast

We love LEGO (who doesn’t?) and we’re always looking for deals on our favorite brick-filled kits across all shapes, sizes, and budgets.

Thankfully, Amazon outlet Woot has deals on plenty of our favorite sets across all aspects of pop culture, although it does appear many are starting to sell out quickly, so you’ll want to move quickly!

Save On LEGO Sets From Harry Potter, Star Wars, and More

Over at Woot, there are some hefty savings to be had, with the first one to catch our eye being the 4,210-piece LEGO Gotham City display set.

It looks just like the skyline from the iconic animated series starring the late Kevin Conroy, and has subtle easter eggs hidden behind a series of panels. There’s even an adorable little Batmobile and four classic minifigures of Batman, Joker, Harley Quinn, and Catwoman.

It’s down to $249.99 from $296.99, a 16% discount off of the MSRP.

From Gotham to Gringotts, the Harry Potter Wizarding Bank set is reduced by $100. It’s still $399.99, but it’s an awesome build with the bank above and the dragon-guarded passages below, as well as minifigs for Harry, Ron, Hagrid, Griphook, Bellatrix and more.

Sticking with fantasy, the Lord of the Rings Barad-Dur set has an 18% discount, bringing it down to $369.99. It’s a 5,471-piece set with ten minifigs and that all-important Eye of Sauron to watch over your home.

Star Wars fans will also be pleased to know that there’s 20% off the ridiculously impressive 7,500-piece Millennium Falcon. It’s now $679.99 and remains one of the best LEGO sets around.

There’s 17% off the Legend of Zelda Deku tree, too, but it appears it’s sold out. Still, if you want to pick one up for $249.99, it’s worth bookmarking in case fresh stock arrives.

Finally, it’s not discounted, but as a big X-Men fan, I just love this 3,093-piece X-Mansion set. It has the mansion (including Danger Room), a Sentinel figure, and ten minifigs including the likes of Wolverine, Professor X, Gambit, Storm, Cyclops, and Magneto, among others.

It’s $269.99 at Woot right now.

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

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'Even the Base Level Enemy Had to Be More Complicated, More Intelligent' — Team Cherry Explains Why Silksong Is Harder Than Hollow Knight

Hollow Knight: Silksong’s storefront-crashing launch may be behind us, but the debate about its difficulty rages on.

Silksong is one of the biggest games of the year, hitting huge player concurrent numbers on Steam alongside a positive reception from critics. But amid the excitement over Team Cherry’s long awaited sequel is a debate within the community about whether the game is too hard — perhaps even unfairly so. It comes as no surprise to see Silksong’s early days mods dominated by those which make the game easier.

IGN has already reported on how some Silksong players had expressed criticism across social media, subreddits, Discords, and Steam reviews about the game’s difficulty scaling and brutal runbacks. There’s one very early miniboss causing a lot of players a whole heap of trouble, too.

“Is it just me, or are some of the things that make Silksong ‘difficult’ just cruel?” wondered redditor Machi-Ato. “The game has artificially inflated difficulty and playtime due to overtuned numbers and menial tasks/runback,” reads a post on Steam.

Now, speaking at the launch of a new gaming-focused exhibition at Australia’s national museum of screen culture, ACMI, attended and reported on by Dexerto, Team Cherry’s Ari Gibson and William Pellen addressed Silksong’ difficulty for the first time since the game came out.

Gibson said that because new playable character Hornet is “inherently faster and more skillful” than the Knight from the first game, Team Cherry had to make enemies tougher.

“Hornet is inherently faster and more skillful than the Knight, so even the base level enemy had to be more complicated, more intelligent,” Gibson said.

Pellen revealed: “The basic ant warrior is built from the same move-set as the original Hornet boss.

“[There's] the same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

Team Cherry thus made enemies more powerful to present Hornet with a challenge, or as they put it, they had to “bring everyone else up to match [her] level.”

Team Cherry also talked generally about its design philosophy for Silksong, insisting that by presenting the player with the choice to constantly divert from the main path, they are able to dance around Silksong’s now infamous steep difficulty curve.

“Silksong has some moments of steep difficulty,” Gibson admitted, “but part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing.”

Gibson also reminded players who are struggling against a particular boss for hours on end that “they have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”

Still, Silksong’s first post-launch patch made the early game easier, so clearly Team Cherry has acknowledged the game was at least in partly tuned a little too hard at release. A second patch is out soon.

Playing Silksong? Here are some essential guides for your journey upwards: the Silksong Interactive Map, how to grind for Rosary Beads, our ever-expanding Walkthrough with boss videos and guides, how to get your first life bar upgrade (first four mask shards), and a great guide to the Simple Keys and the doors they open.

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

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Amazon's New Resale Discount Makes It the Cheapest Way to Buy Switch 2 Games, Save 20% on Donkey Kong Bananza and More

With the build-up to the next big Amazon Prime exclusive sale (Prime Big Deal Days, or October Prime Day, as it's better known) well underway, we're already starting to see some notable early discounts that you should absolutely consider snapping up ASAP.

That now includes a handful of new Nintendo Switch 2 games down to record low prices at Amazon, including Donkey Kong Bananza, down to $53.54 (previously $69.99). Other discounted games include Cyberpunk 2077, Mario Kart World, The Legend of Zelda: Tears of the Kingdom, and Breath of the Wild, with the additional discount automatically applied during checkout.

So what's the catch? These are technically sold under Amazon Resale. Now hold your eye rolls, as we've seen deals like this before, and these discounts are some of the IGN Deals team's most anticipated offers going into the biggest sale period of the year.

Most of what I'm recommending in the sale is classified as "Used - Like New," essentially what Amazon deems almost brand new, never used, with small damage to the packaging, but not to the contents themselves. So you're not losing anything, or buying a game that looks like it's been recently run over repeatedly.

We've also already noted some PlayStation deals at Amazon Resale, with the PS Portal dropping to around $140 (but now sold out), and the DualSense Edge controller, also down to around $140 right now (also likely to sell out soon). In case you hadn't already realised, the main with kind of deals is stock tends to be extremely limited, so be fast to the trigger if you don't want the disappointment of missing out.

This is one of the best ways to buy into some of the most expensive new games available, and find rare discounts where you normally wouldn't (I'm looking at you, Nintendo). Plus, you still get the 30-day Amazon return policy, so it's still a much safer option than just buying a used game off some random on Facebook Marketplace.

If you're looking for more Switch 2 game deals, we also recently covered discounts on other games sold by Amazon this week (not resale either), including Split Fiction, Sonic x Shadow Generations, Madden NFL 26, and more.

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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Borderlands 4 Patch Due Out Today, PC Performance 'Our Top Priority,' Gearbox Says

Borderlands 4 developer Gearbox has said improving the performance of the game on PC is its “top priority,” with a patch due out today, September 18.

In a statement issued on social media, the developer said it was aware of the feedback from players on Borderlands 4 across PC and console, with patches coming to improve matters.

Meanwhile, Gearbox said a field of view (FOV) slider for consoles is in testing.

All eyes are on Gearbox right now to see how it deals with an internet backlash to the performance of Borderlands 4 — which has come despite huge player numbers on Steam. The studio released an update for the game on PC over the weekend — without patch notes — that didn’t seem to fix much of anything, so hopefully this new patch is meaningful.

Borderlands 4 is still on a mixed Steam review rating, with most of the negative comments revolving around performance. The tech experts at Digital Foundry have said their initial analysis of Borderlands 4 on PC shows significant stutter problems, and have advised against running the game on its ‘Badass’ graphics setting, which suggests there are indeed problems with the Unreal Engine 5 title.

Meanwhile, IGN has reported that console players have seen Borderlands 4 performance get worse the longer they play, particularly on the more powerful PS5 Pro. Some have said this is the result of a memory leak. Gearbox chief Randy Pitchford has suggested quitting and restarting the game as a workaround.

pic.twitter.com/nR8veTbStq

— Borderlands (@Borderlands) September 17, 2025

Gearbox has posted a Borderlands 4 Nvidia Optimization guide on Steam, advising players how to optimize their graphics settings for “better performance and framerates” on PC with the Nvidia app, although users report mixed results.

Gearbox has also issued a piece of advice to PC gamers that to me reads like an effort to prevent players from making knee-jerk reactions to the game's performance as soon as they’ve changed their settings: “Please note that any time you change any of your graphics settings, your shaders will need to recompile. Please keep playing for at least 15 minutes to see how your PC's performance has changed.”

Pitchford has hit the headlines for his determination to address player complaints about Borderlands 4 on social media this week. Since Borderlands 4’s huge Steam launch, the outspoken developer has issued confusing comments on why the console version of Borderlands 4 lacks a field of view (FOV) slider, promised that it would have been impossible to break the Borderlands 4 servers through sheer weight of player numbers alone, told people to “code your own engine and show us how it’s done, please,” and declared Borderlands 4 “a premium game made for premium gamers.” He's even started telling Borderlands 4 players to refund the game on Steam if they're that upset.

If you are delving into Borderlands 4, don't go without updated hourly SHiFT codes list. We've also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players' choices for which character to choose (no one agreed).

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

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Horizon Zero Dawn Copycat Drama Continues as Tencent Claims Sony Was Already Concerned its Game Too Closely Resembled Enslaved

Tencent has hit back at Sony's lawsuit that claimed upcoming game Light of Motiram was nothing more than a "slavish clone" of Horizon Zero Dawn — and highlighted concerns within the PlayStation maker that its own game was too similar to Enslaved: Odyssey to the West.

In a fresh response to Sony's legal action, Chinese tech giant Tencent branded the lawsuit as an "impermissible" attempt to claim ownership of "well-trodden" tropes — such as a red-headed heroine fighting robot dinosaurs — and a bid by Sony to gain a monopoly over an entire genre.

In addition, Tencent highlighted past comments made by Horizon Zero Dawn developer Jan-Bart Van Beek, where the art director admitted concerns within Guerrilla that its concept was too similar to Ninja Theory's 2013 game Enslaved: Odyssey to the West — another example of a red-headed heroine fighting robot beasts.

In a legal filing reported by The Game Post, Tencent described Sony's move as an overreach, and highlighted other game franchises with similar elements to Horizon Zero Dawn such as The Legend of Zelda and Far Cry. It was "startling," Tencent said, that Sony was now attempting to claim Horizon's concept was original, rather than an idea based on "ubiquitous genre ingredients."

"By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon — like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more — Sony seeks an impermissible monopoly on genre conventions," Tencent wrote.

Sony's claim that Horizon was an original PlayStation concept was also "flatly contradicted" by remarks made in a behind-the-scenes documentary by Van Beek, Tencent stated, claiming that Guerrilla had briefly shelved work on Horizon Zero Dawn due to internal concerns it shared too many similarities with Enslaved.

"Long before this lawsuit was filed, the developers of Horizon Zero Dawn publicly acknowledged that the very same game elements that, today, Sony claims to own exclusively, were in fact borrowed from an earlier game," Tencent argued.

"Mr. Van Beek warned, 'I don’t think we should do this; it touches too much of these other points,' referring to prominent elements of Enslaved. Sony shelved the project — only to revive it later with full awareness that the idea was far from novel. When Horizon Zero Dawn finally launched in 2017, the gaming community noted its striking resemblance to Enslaved and other genre staples."

Tencent's rebuttal attempts to dismiss other elements of Sony's lawsuit, too, by stating that its work on Light of Motiram was unconnected to a failed pitch meeting with Sony for a Horizon spin-off. Tencent has also claimed that Sony's entire lawsuit is invalid because the company had named the wrong parts of Tencent in its initial complaint.

Still, while attempting to defend itself from Sony's legal action, it is notable that Tencent has also seemingly made adjustments to the work-in-progress Light of Motiram itself. A glance at the game's Steam page shows it has been scrubbed of screenshots and logos that depicted its redheaded star and those robot dinosaurs. The suggestion here is that Tencent plans to ultimately release Light of Motiram without the elements Sony has deemed most similar to Horizon. It'll be interesting to see how Sony responds to these apparent alterations when it issues its rebuttal.

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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The Batman 2 Villain Has 'Never Really Been Done in a Movie Before,' Matt Reeves Teases — but Who Is It?

Matt Reeves has explained his thinking behind which villain to go with for the hotly anticipated The Batman 2, teasing it’s “never really been done in a movie before.”

The Batman 2, which starts filming early next year, currently has a release date of October 1, 2027. If it makes that date, the sequel will arrive five-and-a-half years after The Batman. We know Robert Pattinson will reprise his role as the moody Caped Crusader, and Colin Farrell will once again play crime boss Penguin, although it sounds like it's a minor role.

But who will play the main villain this time around, and which character from Batman’s rogues' gallery has Reeves plucked from the comics to bring to live action?

In an interview with Josh Horowitz, Reeves kept his cards close to his chest, but did explain his thinking on the new villain, and issued a tease that has sparked all sorts of speculation among the fandom.

“I had a lot of ideas, and then Mattson Tomlin, who's my writing partner, we began the process of this by doing another deep dive into the comics, exploring the ideas that I had had,” Reeves began.

“He gave me some ideas that he had had. And we sat together and we watched a lot of movies, honestly, and not all movies that are from the realm of Gotham, just to explore where this story… because I knew that the way the movie ended it was leaving us on the precipice, and also the way events sort of happen within the show [The Penguin], that there is an exploration to be had. And one of the explorations for me was to do something that pushes even further into the character of Bruce Wayne, because the first story is so much about the Batman.

“Let’s say we get to make 3 — I have no idea — but if we get to make 3, I always wanted the movies to be focused on his character. Once you get past the origin tale, which we didn't quite do but we did something that referred to his origins, then you start telling the rogues' gallery story and that character's arc. And I never wanted to lose Rob at the center of these stories. And so that is really what we set our aim on.

“And so picking the right villain that digs into what that does, that goes into his past and his life, that was what drove that discussion. I won't tell you where we ended up, but we're super excited about it. And I will say it's never really been done in a movie before. So we're excited.”

Fans are coming up with all sorts of obscure Batman villains in response to Reeves’ comments, but it’s worth pointing out that he isn’t necessarily saying it’s a villain we’ve not seen in live-action form before, rather he may be making the point that we’ve never seen them realized in this way before. So, perhaps we’ll see a different take on Mr. Freeze, or Bane, or Poison Ivy, or Hugo Strange, or Scarecrow, or Two-Face. Will Barry Keoghan return as Joker in The Batman 2, after his cameo at the end of the first film? It really is hard to say at this stage.

Here’s what we do know: Cristin Milioti, who won an Emmy for her role as Sofia Falcone in The Penguin, is not in The Batman 2. “We were so far along in the story, it might upset the apple cart given where the story goes and what we’re exploring,” Reeves explained.

Clearly, it’s been quite the struggle for Reeves to get The Batman 2’s script into a place he was happy with. “It’s been a journey that is taking longer than I would’ve wanted for a lot of reasons, a lot of personal reasons,” Reeves recently told The Hollywood Reporter. “But [the] most important reason is getting it to a place where I just felt like it was the best script we could possibly write.”

Reeves also spoke about where the HBO spinoff series The Penguin stands in terms of Season 2. “We’re in discussions. [Showrunner] Lauren [Lefranc] is thinking hard and we’re talking, so we’ll see,” he told Variety. “We love the show, and we think our cast is so incredible. The work that Lauren and the writers did was incredible. Our passion was in it, but never in our wildest dreams could we imagine it would have been received in the way that it was.”

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

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