'Couldn't afford a PC so I drew one' says one Redditor after drawing a God-tier cel shaded case mod for his kids to play Minecraft on
Š Nathan, SuccessfulHost6375 @ Reddit
Š Nathan, SuccessfulHost6375 @ Reddit
Š Future
This year, Flexispot has kicked off its 4th of July Sale extra early with discounts across its entire site as well as tiered coupon codes. Flexispot has established a reputation for producing quality electric standing desks with premium features at a fraction of the price compared to other reputable brands. We like Flexispot because it offers quality electric standing desks with all the features you'd want at a fraction of the price compared to other more well-known models. We rated Flexispot's highest- end model, the E7 Pro, the best overall standing desk of 2025.
Since then, the company has branched out to other types of furniture, including office chairs, sofas, recliners, and even mattresses. These are, in a nutshell, well-made replicas of other far pricier products, and if you prioritize value over brand loyalty, then you're bound to save a lot of money by picking up one of these deals.
You can quickly browse through all of the listed products on sale above. For more information on each product and why they are worth your consideration, read through below.
Our favorite standing desk for 2025
The E7 Pro is the creme de la creme of Flexispot's standing desks. It's recent released so it isn't nearly as heavily discounted as the other models. Currently it costs $399.99 (normally $599.99) for the base only and desktop surfaces start at $80. The E7 Pro features the best build quality of the three listed here, and it certainly shows with a weight capacity of a whopping 440lbs. Flexispot claims the motor for the E7 Pro is superior to the standard dual motor setup you'll find in the E5 and E7 and other brands, offering smoother and faster movement. You also get more cable management options included than even the E7. The Flexispot E7 Pro comes with an extended 15-year warranty on all metal, mechanical, and electrical parts and components, including the motor.
The Flexispot E5 desk is, in my opinion, the best value electric standing desk while still offering all the premium features you'd want. Right now it costs $199.99 (normally $379.99) for the base only and desktop surfaces start at $80. The Flexispot E5 is the least expensive model featuring dual motors, which are preferred over a single motor because they can support more weight (in this case 287lbs max) and they last longer because the stress is evenly distributed. The desktop is supported by a double crossbeam structure so that your surface is evenly supported to prevent any sagging. Most standing desks in this price range only have legs with a two-stage column, but this one features a three-stage column, which supports a greater vertical range (in this case 23.6" to 49.2"). An anti-collision feature, a must-have in all desks, will stop the desk when it detects obstruction of the motor. Finally, the keypad controls offer three memory presets and a timer to remind you when to swap sit/stand positions. The E5 comes with a 10-year warranty.
The E7 currently costs $299.99 (normally $499.99) for the base only and desktop surfaces start at $80. For an extra $140, the Flexispot E7 offers better build quality, a higher weight threshold, more included accessories, and a longer warranty. The lifting capacity has been upgraded from 287lbs to 355lbs. Aesthetically, the legs look more professional, with laser-welded seams, powder-coated finish, and no visible holes. The advanced keyboard has been upgraded with an LCD display, more memory presets, a built-in USB charger, and a child-lock function that's a necessity for those of us with inquisitive toddlers. The E7 also comes with a built-in cable tray under the desk to stow away all of your messy wiring. The Flexispot E7 comes with a 15 year warranty like the E7 Pro.
An L-shaped desk is the best way to take advantage of room corners that are otherwise hard to utilize efficiently. Fortunately, Flexispot makes an L-shaped variant of its E7 desk, with the frame starting at $449.99. You'll only need to add $80 to get a 63"x47"x24" chipboard desktop surface included. The desk boasts a triple motor system (one for each leg) with a maximum weight capacity is 330 pounds and a height range of 25" to 50.7". The keyboard features a digital display, four memory presets, a built-in USB charger, and a child-lock function. Like the E7, the E7L includes a 15 year warranty.
The Flexispot C7 offers a ton of features that are typically reserved for much more expensive chairs. This includes an automatically adjusting lumbar system, adjustable seat depth, adjustable armrests, adjustable seat tilt, adjustable headrest, 128 degrees of recline, and more. There's also a C7 Max Ergonomic Chair available starting at $450 which features a thicker seat cushion, greater recline adjustability, and 5D armrests, and the option to add a built-in footrest.
You've probably heard of Thuma, a pricey manufacturer of bed frames that use traditional Japanese joinery instead of screws. Flexispot has a very similar product that employs the same joinery techniques, is made of the same solid rubberwood material, and nearly the same weight capacity (1,200lbs vs 1,500 lbs), but costs only a third of the price. The Flexispot Kana Bed Frame starts at $349.99 for the full size with queen and king sizes also available. You can opt to add in a solid rubberwood headboard for an additional $270 or a washable linen pillowboard for $280.
Continuing down the bedroom lineup, Flexispot also carries a "premier hybrid mattress" that borrows its name from the more well known Nectar Premier Hybrid Mattress. However, while Nectar's queen-sized mattress starts at $1,100, Flexispot sells its version for only $399.99. The construction is remarkably similar as well, which includes 5 total inches of foam (2" of gel foam, 2" of gel memory foam, and 1" PU foam), as well as 8 inches of individually wrapped pocket coils.
Flexispot now sells sectionals, sofas, and recliners at affordable prices. The Lotus Smart Rocker is a pretty sweet addition to your gaming den, especially if you opt for the electric version starting at $519.99. It's available in both fabric and PU leather upholstery and features full electric reclinability. It can also swivel up to 270 degrees and has a smooth rocking function. There are USB ports for charging your phone, tablet, or gaming handheld, and even a handy storage cubby.
I have three standing desks. One of the standing desks included a desktop, however for the other two desks I sourced on my own. For one of them I purchased a massive 74"x26" maple veneered countertop from Ikea for $199. For the other one I purchased a 48"x25" solid wood countertop from Home Depot and finished it myself. There are more options available where you could save money, opt for a better quality material, or both. Just remember to abide by the weight limitations.
I can only speak from personal experience. I own a Jarvis Fully, a Vari Ergo, and a Flexispot E5. All three are excellent desks that have caused me no problems whatsoever in the 3+ years of owning them, and that's the point. The Flexispot E5 is considerably less expensive than the other two options, and yet I don't really see where much of that cost is going. For a similar price of a barebones $600 Jarvis standing desk (which is now owned by MillerKnoll), you could get the top end Flexispot E7 Pro and still come out with a few hundred dollars left over.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
Š FromSoftware
Š null
You never know whatâll surface during a midweek rummage through the online shelves. One minute youâre idly scrolling, the next youâre staring down an 80 percent discount on a cult classic or a controller colour you didnât know you needed. This weekâs haul spans all platforms and price points, so let's get scrolling and saving.
In retro news, I'm celebrating the 24th birthday of NBA Street, the progenitor of a small b-ball empire that launch PS2 owners like myself dug a little bit more than we ought to (because bugger all games to buy). While it was no NBA Jam TE, we sure did love doing triple-hook-up alley-oops, and dunking the ring into utter disrepair by match end. Also, unlike the aforementioned arcade darling, NBA Street held a pretty sweet Michael Jordan cameo.
Aussie birthdays for notable games
- NBA Street (PS2) 2001. eBay
- Epic Mickey 2: The Power of Two (PSV) 2013. Get
- Jak and Daxter Collection (PSV) 2013. Get
- Outlast (XO) 2014. Get
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Š 505 Games
It's all well and good grabbing ridiculously expensive PokĂŠmon TCG cards regardless of the climate, and I'm absolutely writhing in jealousy at those who can.
But imagine going back in time and pulling one of those epic chase cards straight off the shelf? Of course, you could today if you hate your bank account that much, but what about the most expensive PokĂŠmon cards in packs right now?
I'm talking about PokĂŠmon TCG bangers that you can pull in a booster pack today, and there are loads. We're focusing on Destined Rivals, Prismatic Evolutions, Twilight Masquerade, and Surging Sparks for today, so let's have a deeper look at the mad bangers you could pull from an in-print PokĂŠmon TCG booster pack.
Just to note, the chances of pulling these cards are extremely slim, so if you plan on spending massive amounts of money on Booster Bundles, Booster Boxes, and ETBs, bear in mind that the actual value of the card itself is usually cheaper than ripping packs. Unless you're mega lucky, of course.
Whilst Lillie's Clefairy ex SIR is considered the main chase card of Journey Together, it's quite affordable now. Due to the overhype surrounding this set and scalpers not being able to get the same astronomical amounts for it, this card soon crashed to around the $150 mark. It's a gorgeous card and a no brainer decision for your binder.
How can anyone not love this card? It's got action, stunning detail and eye popping color that represents the Team Rocket vibe of Destined Rivals perfectly. It's a beast in battle too, with Flame Screen doing 110 damage whilst reducing damage from the opposing PokĂŠmon by 50.
Evil Incineration allows trainers to discard a Team Rocket's Energy in order to immidiately discard an opposing active PokĂŠmon and all attached card. Play this right and it could turn battles on their heads, especially because its a basic PokĂŠmon, so it can be built up straight away on a trainers bench without evolution mechanics getting in the way.
Sharing a dual artwork with Latios Illustration Rare, Latais ex is holding it's value of nearly $200 and is an absolute stunner playing on a sunset background with Latios.
It's ability allows you to switch out basic PokĂŠmon to hit swiftly with Eon blade, which does 200 damage and stops it from attacking next turn. All trainers need to do is survive the next turn and switch out with another PokĂŠmon for free. Rinse and repeat, love to see it.
Roaring Moon ex SIR has held it's value out of the gate since Prismatic Evolutions dropped, which is frankly amazing. The linework in this card is ridiculously intricate, giving it that cave painting vibe that goes well with ancient PokĂŠmon found deep in Area Zero, Paldea.
It's a cool moment too, seeing Roaring Moon seemingly escaping some sort of cosmic calamity. The more you look at it the better it gets.
I'm calling Destined Rivals as the best Scarlet and Violet set for it sheer amount of detailed and expresive artwork, and Cynthia's Garchomp ex SIR is a fantastic example of this.
With calls to the PokĂŠmon League in the early anime (See the fire lamps at the top of the stadium) and big screen behind trainers on platforms, Garchomp can be seen lunging forward and breaking ground as it goes. Amazing card and well worth the money.
Pikachu ex SIR is partially to blame for the PokĂŠmon TCG boom that kicked off at the end of October 2024 and is still going today. After peaking at $485 at the end of 2024, it's finally stabalized at a much for reasonable $295 at the time of writing.
It's a good time to snap it up, if you've got the cash, but the amount of nostalgia and detailed yet soft artwork on this card will make it climb back up as we move away from the Scarlet and Violet era over the years to come.
This was one of my main chase cards from Destined Rivals, just look at it. Not only have we got mental amounts of nostalgia for PokĂŠmon Gold and Silver OGs, but it reminds me so much of the first ever episode of PokĂŠmon when Ho-Oh was revealed for the first time (which was before PokĂŠmon Gold and Silver released). It's a stunning illustration that means so much to plenty of trainers, and I half expected the $300 market value before release.
Greninja ex SIR is my favorite in this article as I have it graded in a 10 and I'm being completely bias. Joking aside (I'm not) but this is one of the best artworks outside of Prismatic Evolutions in the Scarlet and Violet era.
Twilight Masquerade was a slept on set in my opinion, but the chances of pulling this are stacked. If you have the money upfront, i'd put it into this card instead of trying to rip packs. But I also obviously hate having fun, so the choice is yours.
What a beast of a card! Mewtwo ex SIR captured that Mewtwo's Revenge energy so hard, immense amounts of nostalgia in this card for me. It looks like everyone agrees considering it's currently over $450. Destined Rivals cards are up and down day after day, so no doubt we'll see this settle at a cheaper pricepoint before it crossed the vintage checkpoint in years to come.
We always knew it was going to be insanely priced, and we needed a cheaper Umbreon chase card after Umbreon VMAX (Moonbreon).
Granted, it's still a mental market price, and over $1,000. But it won't get cheaper solely because it's Umbreon and almost anything linked to this dark type Eeveelution holds it's value, trust me on this.
If you're brave enough to drop $1,000 on Prismatic Eeveelutions boosters, or even this card standalone, I salute your efforts, and your bank account.
The money in Prismatic Evolution chase cards is insane, and it always will be, which is why the rest of the Eeveelutions need a dedicated section to themselves! These could've dominated the whole article, otherwise.
For starters, Glaceon ex SIR is a stunner, but I always prefer seeing PokĂŠmon cards with a bit of movement and action in them. I have to say though, the ornate ice patterns and overall terastalisation of Glaceon is dipicted so well. It's also one of the less eye-wateringly expensive Eeveelution cards from Prismatic Evolutions at the minute.
Keeping up the trend is one of my favorites, Jolteon ex SIR from Prismatic Evolutions. There's been some banger Jolteon Cards in the past, for me that would be Jolteon from the Brilliant Stars Trainer Gallery and the Jolteon V Sword and Shield Promo Card, but this one has unlimited energy. Just look at how expressive this card is, perfectly showcasing Jolteons speed and agility with one of the coolest backgrounds i've seen in a PokĂŠmon card.
The cell shading mixed with comic book artstyle of Vaporeon ex SIR from Prismatic Evolutions is a stunner. Just look at how light is captured in every drop of water and crystal. Plus I think this is one of the cutest depictions of this water-type Eeveelution we've had for some time. Absolute banger of a card and would do a flip terribly if I pulled this beast.
Another beautiful pastel artwork with Espeon ex SIR. On top of Espeon being a fan favorite, it's easy to see why this card is now over $300. I've never seen that many shades of purple in such a small space before, such a stunning piece of art, imagine pulling this, getting a 10 then getting it in your slabbed collection? Stuff of dreams.
I love me a good woodblock print, and Leafeon ex SIR gives me massive tradition Japanese art vibes. The bold colours, thick lines and the overall beauty of this makes it worth the price tag.Verdant storm for a grass and colourless energy can be devestating too, 60 x damage for every energy attached to all of your opponents PokĂŠmon. Lethal!
It's such a shame Fairy typing didn't come back for Sylveon ex SIR, because I can't think of a more Fairy type PokĂŠmon card ever. It's another stunner with a cute stance and a pastel color pallete that just makes it. There's that much pink it just works, a fantastic card and its easy to see why it's over $400, especially as it's one of the most popular Eeveelutions.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of "Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior". Find Christian on X @ChrisReggieWait.
The 2021 relaunch of Splitgate solidified that Valve-style portals and old-school arena shooters are two great tastes that taste great together. Splitgate 2 carries that same great melding of run-and-gun action and tactical trickery that helped the original plant its flag in the genre, so itâs starting from a good place. Only problem is, it never makes much net progress from there. Even though the addition of character classes and a wider range of power weapons help bring Splitgate 2 through a new threshold of promise, some of the other shots it takes through the looking glass loop around to bite it from behind and have made me a bit less enthusiastic about the time Iâve spent with this free-to-play followup.
Visually, quite a bit has changed relative to the original. Gone is the muted, more industrial look of the battle venues, replaced by lots of vibrant colors and brighter lighting. That all makes it look less distinctive and more like the many games trying to catch the eye of Fortnite players. In the trade up from the grubby metal walls to the cleaner, sleeker surfaces, Splitgate 2 is also absent of the more interesting features that made the originalâs maps interesting and memorable. Features like deserts and trees that would be smack-dab in the middle of a map (like in one of my favorites, Oasis) are now relegated to background decorations, and every surface youâll actually run and gun across feels samey across the 15 map options.
Technically you can fix that problem yourself using the returning map creator mode, now called The Lab, which is powerful enough that itâs already filled with dozens and dozens of fan-made recreations of famous PvP maps from bigger games. To be fair there are some more interesting and original user creations that serve as great side shows to the main action. But most of these that I tried felt too gimmicky to be considered good replacements for the developer-made maps as far as having consistent and competitive rounds of the standard modes (to the extent that's possible considering thereâs no ranked mode currently available). Itâs also spreading the community a bit thin. I had a pretty hard time getting strangers to queue for some of the wackier-looking options, often sitting in lobbies alone for long periods of time in hopes some other curious Splitgaters would stumble in. I was often disappointed.
Splitgate 2âs biggest win, though, is in gameplay tweaks that have a huge impact on pacing from match to match. The signature portals are still the X-factor, allowing you to create paths between two points on the map on the fly. Once you wrap your head around how they work they are fantastic tools for setting up ambushes, tricky getaways, and even manipulating physics to slingshot you across the map. I mostly use them here like I did in 2021, pulling off one-man flanks on jerks attempting to take my team's objectives. This time, though, it only takes one button to create both ends of your personal wormhole when shot in succession, making them much more convenient to use. It comes at a slight cost, in that opening one of your portals on top of an enemyâs is the only way to close theirs, and that can force you to close off your own routes. But after logging over a dozen hours, I much prefer this minor drawback over the anti-portal grenades of yesteryear.
Movement always felt smooth, quick, and controlled in Splitgate thanks to its fast (but not too fast) sprinting and limited jetpacks. In Splitgate 2, both of these things combine with a new slide mechanic to make getting around the maps feel like I remember being able to move in my best rounds of Titanfall. The jetpack seems more powerful, with more lift before cooldown than the originalâs version. Being able to stay aloft for longer means firefights more often begin or end in the air, adding a level of dynamism that makes every skirmish a challenge at every angle.
The standard arsenal isnât much different than the original, though, which is a shame because itâs not very imaginative. Most weapons have slick futuristic curves and color schemes but function exactly like the assault rifles, SMGs, and carbines youâve wielded in too many other games to count, and I wasnât motivated to do much exploration of the options or customization of loadout presets because of that constant sense of deja vu. They really just make me want to sprint to grab power weapons, which spawn with some fanfare on neutral points during matches, as soon as possible. These returning super guns have gotten a couple of notable additions to their lineup, including my favorite: a pair of machine pistols that can be combined to form a longer machine gun when aiming down the sights. These are all awesome, game-changing weapons that are worth the effort to secure every time theyâre available.
Mechanically, the biggest change to the way Splitgate 2 plays is the addition of three character classes, which are presented as avatars of competing corporate entities who settle their differences in this futuristic sport of gun-toting portal slipping. Sabrask, Meridian, and Aeros all have their own unique active abilities, like Meridianâs Hypersight, which reveals enemies around you for a short period, or Aerosâ Rush that gives everyones movement, reload, and regen a speed boost. My favorite is Sabraskâs Smart Wall, which plops a one-way bullet shield that protects anyone standing behind it while keeping them free to shoot through it at the enemy (much like a deployable version of Reinhardtâs shield in Overwatch). They each also have passive effects that they can grant their whole team simply by being present, incentivizing teams to have at least one of each in play. That means actives are more obviously impactful than the passives, largely because Iâve yet to play a game where every team involved wasnât receiving boosted health regen from Meridian and faster ability and equipment recharges from Aeros and Sabrask, respectively. Is it really a âboostâ if itâs basically the standard?
I think thereâs an argument to be made that the choice to forgo class-based, hero shooter-y design was a keystone of the monument to the pastâs simpler shooters that the original Splitgate was building. It meant all of us started from the same base capabilities and had to earn every advantage during a match, and thereâs validity to that. I am sympathetic to this old-school Halo-style mentality, but I've come to prefer the diversity of these three new classes, which add just enough tactical expression to give old people like me a chance against fast-twitch no-scoping youth so long as I can out-think them.
Part of that is because Splitgate 2 matches, regardless of the mode youâre playing, are almost always more fun on smaller maps. They may not be as interesting as the maps in Splitgate, but at least they are built to take the most advantage of portaling in a way that ensures youâre never too far from the action. Larger maps, like the ones found in the three-team, 24-player Onslaught game types, can feel almost lonely because you have to run a fair distance to find some other players exchanging fire before plotting your portal game.
Across the board, though, it strikes me as odd that maps seem to deemphasize the advantage that using portals in combat would have. So many objectives sit in places completely hidden from a portal wall, and it felt much more difficult to use portals for aggressive pushes. Fortunately for me, someone who mostly uses portals to set traps and for escapes, and I felt like Splitgate 2âs layouts firmly establish that my more passive approach is the right way to play. Firstly, thank you so much for the 1047 Games. But secondly, this means that offensive strikes on objectives â especially the ones you have to hunker down on like in Firecracker or Domination â happen with the kinds of jetpack assaults and high-energy flanks that you could do anywhere else, from Tribes on down. Even modes that require lots of movement or rotating objectives, like Splitball and Hotzone, donât afford many more opportunities to use the feature in a way that couldnât be done without it. The most damning realization of this came when I was playing one of the limited-time No Portals playlist maps and realizing my games didnât feel all that different without that supposedly defining ability.
Finally, the big new marquee feature of Splitgate 2 is the battle royale mode, and it operates mostly as expected: many teams of four drop into a semi-random zone on the map and fight each other to be the last squad standing. The wrinkle it adds to the genre (besides portals) is that the greater map is made up of four smaller maps connected to one another by jump paths and tunnels. These maps are styled as different environments â there's a snowy zone and a lava zone, for instance â so itâs easy to communicate which one youâre talking about when planning with your team. Splitgate 2âs version of the storm closing in around you is shutting down one of these regions, forcing all surviving squads toward each other in a shrinking set of rooms; the effect is mostly the same.
Whatâs disappointing is that the different locations arenât all that mechanically unique, so fights play out the same way no matter where you are. You certainly donât want to have shoot outs while knee deep in magma, but when determining which zone to move to next, the potential hazards of the environment was never a top factor. And here, like in the other modes, Portals only come into play a bit, usually to move across long distances quickly, but not very much in the heat of battle. All in all, I didnât find much going on in this battle royale worth steering your drop bus away from your current favorite for.
Pixar's Elio, a new coming-of-age adventure tale from the studio that exceeds at coming-of-age adventure tales, hits theaters June 20th. And with the acclaimed animation house's latest entry comes a window of opportunity to look back at the company's 30 years (!) of storytelling and pluck out the best of the best. What are the best Pixar movies? Read on...
From living toys to missing fish to rats with culinary expertise, Pixar's run (so far) is unparalleled, delivering iconic animated characters, thrilling odysseys, and moments that instantly melt your heart. We're taking it all in here. All the Cars, Monsters, Bugs, Toys, Incredibles, and more so that we can properly rank Pixar's full catalogue. Agree? Disagree? Don't care because there are more important things in life? We got you. Check out our ranking of the Pixar movies, from least-good to cinematic bliss...
As the second Pixar franchise to get a third movie, Cars is a great example of the more traditional disconnect between kids and grownups when it comes to blockbuster animation. Cars is a merchandise cash cow, but it's also the studio's brand that's left the most older viewers cold. Cars 3 goes the Rocky Balboa comeback route for a more internalized story about Lightning McQueen's doubt and fear when pitted against a younger, faster generation of racers. Generally, Cars 3 is lauded for being the deepest, most introspective entry of the three, with the consensus being that it's the Cars flick most aimed at adult Pixar fans. Still, Cars 3 came about at a time when viewers wanted either new Pixar products and/or sequels to better Pixar movies.
Presented as a movie-within-a-movie, making for an unnecessarily awkward connection to the Buzz Lightyear doll and the Toy Story films, Lightyear was meant to mark Pixar's big return to theaters after Soul, Luca, and Turning Red were all streaming-only exclusives. And it landed with a dud. Striking visuals and a strong voice cast -- featuring Chris Evans, Keke Palmer, and Taika Waititi -- weren't enough to make up for a weak story and the bizarre meta-concept that this was the movie, or type of movie, Toy Story's Andy saw as a kid that made him covet a Buzz Lightyear toy. Ultimately, it's a thin origin story that will never pay dividends because it's part of a different franchise's toy line.
After a half decade of mostly sequels, and two originals that fell short of expectations, Finding Dory brings back friends-not-food Marlin, Nemo, and Dory for another undersea adventure - this time about tracking down short term memory-challenged Dory as she searches for her long lost parents. With Ed O'Neill, Idris Elba, Dominic West, and Sigourney Weaver adding their voices to the odyssey, Finding Dory manages to be visually impressive and disarmingly charming though it still can't shake off the unnecessary sequel vibe given that it doesn't improve on the classic first film and it came during a Pixar era of commercially-driven "sameness."
Cars 2 benefits from cherry-picking the best elements of the first Cars movie and switching genres completely by taking Lightning McQueen and Mater out of Radiator Springs and dropping them into the middle of a fast-paced, dynamic spy flick. What's lost here, for the most part, is the warmth and heart that we adore, and expect, from most Pixar offerings.
Cars 2 is also a darker film where several car characters do meet an untimely, and sometimes gruesome, end. But the fast pacing works in the film's favor, as the slightly morbid moments flicker in and out as quickly as race car laps. Cars 2 isn't the usual intimate magical experience you expect from Pixar fare, but it's still a high-octane adventure the burns fast and furious.
The Good Dinosaur, considered by some to be Pixar's biggest "soft miss" from the previous decade, takes on a big "what if?" Asking people to imagine what would happen if the dinosaurs never went extinct, this movie follows a young dino named Arlo who gets swept away from his family and has to journey through the great unknown to get home. The film is one of the most visually stunning projects Pixar has ever created, but it retreads some familiar Pixar tropes and, on top of that, its troubled production shows.
There are some great emotional moments as Arlo and his "pet" human Spot grow closer, and The Good Dinosaur proves that Pixar excels at showing instead of telling. Even when the film does hit story points that feel familiar, it does them well and in a way that children can comprehend -- even if it does get a bit scary for its target young audience sometimes.
Monsters University is Pixarâs take on a college movie, with Mike (Billy Crystal) and Sulley (John Goodman) reintroduced as freshmen at MU, both with dreams of making it as a âscarer.â It doesn't have the emotional weight of the first one (Boo, you are missed), but Monsters University is still a fun and funny movie in its own right. Pixarâs biggest obstacle at this point was their own track record as so many of their films had been so emotional that a certain standard had been set. Pixar, however, uses animation to tell all sorts of stories and not all of them have to make you weep to be worthwhile. We all like a good comedy too, right?
Onward, which had its theatrical run short-sheeted by the onset of the pandemic (which, in turn led to Soul's streaming release), combined a high concept realm -- that of a land of fairy tales and fantasy updated for modern times -- with a off-kilter magical adventure featuring only half a dad being brought back to life for 24 hours, and delivered an unexpectedly poignant look at loneliness and loss. Tom Holland and Chris Pratt headline as two elf brothers on an '80s Amblin-style quest in this clever, vibrant family fable.
The first Pixar film to follow a female protagonist (the arrow-shooting princess Merida), the first one to be set in the past (medieval Scotland), and their 13th film to open at No. 1, Brave wisely forsakes the well-worn relationships of other animated fairy tales -- the wicked stepmother/stepdaughter dynamic or father/daughter bond or the princess and prince romance -- in favor of the more complicated, yet loving bond between a headstrong mother and her equally stubborn daughter. And yet despite that smart choice, Brave still never quite transcends. It's a technical marvel (Meridaâs wild curls, the misty Highlands, immersive 3D), but itâs ultimately seen as a lesser effort from a studio known for breaking new ground.
And the longest time between movies in a Pixar franchise goes tooooo...The Incredibles, which finally dropped a sequel 14 years after the awesome original. Outside of the Toy Story saga, this was the sequel fans had been clamoring for the most and eventually, yes, writer/director Brad Bird returned to gift us with another glimpse into the lives of the superpowered Parr family. This fantastic follow-up takes place right after the end of the first film (a privilege animation provides) and spins the saga off into a "Mr. Mom"-style caper involving Mr. Incredible staying at home with baby Jack-Jack and Elastigirl becoming the standout superhero of the homestead. It might not top the 2004 movie but it admirably switches things up and gives us an exciting new story instead of repeating the beats of the past.
Soul goes about as big as you can get for a Pixar film, exploring the afterlife in the same way WALL-E explores the future, Monster, Inc. delves into the scream industry, and Coco travels into -- okay -- also the afterlife. Soul's version of the hereafter, however, is more utilitarian, with a vaporwave art vibe and music provided by Trent Reznor and Atticus Ross, while the real world is marvelous and unpredictable (with jazz provided by Jon Batiste). Telling the story of a pianist who meets an untimely demise (Jamie Foxx), and who's desperate to join the land of the living again so he can do the one thing he thinks will make his life meaningful, Soul ambushes us with harsh relatability. Tina Fey lends her voice to the other half of this mismatched duo, as a stubborn unborn soul refusing to enter the world. Soul makes no bones about how big its themes are, tackling the meaning of life and the time-honored debate between Team Journey and Team Destination.
2021's Luca felt like a return to classic Pixar in terms of defying labels and providing a unique vibe. Retro-set on the 1950s Italian Riviera, and with a soundtrack full of toe-tapping Italian tunes, this sun-drenched story features two young sea creatures, longing for a life of land exploration, who disguise themselves as humans in a small town and wind up competing for a Vespa in the local Portorosso Cup. After befriending local outcast Giulia (Emma Berman), the trio form a bond that bridges worlds and opens up endless possibilities. Luca has smaller stakes than some other Pixar films but its heart is just as mighty.
Toy Story 4 gently suffers from the sentiment that it's a bit of a "hat on a hat," as Toy Story 3 feels like both a pinnacle for the series and a natural, satisfying ending to the story. It's also the Toy Story entry fans hold the least regard for, but as you can see the "worst" Toy Story film still easily and snugly fits in Pixar's top half. And it ultimately may not even be the final Toy Story chapter.
In the franchise's fourth entry, Woody, Buzz, and the rest of the toy team (including a newly repurposed spork named Forky) head out on a road trip with Bonnie's family where they're unexpectedly reunited with Bo Peep, who's enjoying her freedom as a "lost toy." Toy Story 4 stays true to all the magical hallmarks of the series while, once again, providing a fitting end.
Pixar's second film, A Bug's Life, was a take on the old Ant and the Grasshopper parable mixed with Akira Kurosawa's Seven Samurai. A great sophomore effort for the young company, A Bug's Life didn't quite match the magic of Toy Story but it still was crucial in helping define and refine the Pixar formula: a mix of kid-friendly comedy, adult-friendly knowingness and nostalgia, and state-of-the-art computer animation. In A Bug's Life, Dave Foley plays Flik, an outcast ant who, after his colony is threatened by villainous grasshoppers, recruits a bunch of other loner insects -- well, actually they're just circus performers who are out of work. But they are, of course, up to the task.
It should come as no surprise that 2006's Cars is near the bottom of this list, as it and its sequels are the least loved of all the Pixar films and yet, as we noted above, when it comes to Pixar, the worst is still usually pretty dang good. John Lasseter's odd love letter to "the Mother Road" Route 66 tells the tale of Lightning McQueen (Owen Wilson), a rookie racecar who learns that winning isn't everything. The film, while still clever and endearing, gets a bit bogged down in open road romanticism and those stretches of story ultimately hurt the final product.
Pixar was moving with a slight limp after 2022's Lightyear, and the outlook for original animated offerings looked bleak, but Elemental not only delivered a delightful romance -- about a fire element and water element who fall for one another -- but it had solid box office legs all through the 2023 summer movie season, with word of mouth driving it to a pretty nifty haul in the end. With top-form dazzling visuals and a sweet, rom-com love story, Elemental wound up being a high-concept, cross-cultural sleeper hit.
Turning Red is an awesomely anxious coming-of-age story about a 13-year-old Chinese-Canadian girl, Mei, living in Toronto whose plan to keep her boy band fanaticism secret from her perfectionist mother goes awry when a magical family tradition starts turning her into a giant, floofy red panda whenever she experiences -- you know -- any strong feelings about anything. A clever knockout, Turning Red captures the wild energy of adolescence, uses pop stars as a timeless window into puberty, and tells a tale of friendship and family in the most delightful way.
The biggest movie of 2024, and briefly the highest-grossing animated film of all time, Inside Out 2 is a stunning sequel-done-right that relays the true, horrifying grasp of anxiety like very few films are able to capture. Set two years after Inside Out, we catch up with 13-year-old Riley Andersen as she finds herself hijacked by a new emotion that makes her shun her friends, change her personality, and become fearful of every imagined scenario. And what's worse, Anxiety kicks Joy (and all her other emotions) to the curb, becoming Riley's only default setting. Inside Out 2 is a triumph of not only animation but story, delving into severely relatable corners of nearly every person's modern struggles with mental health.
Directed by Brad Bird (The Incredibles), who was already beloved by animation aficionados for The Iron Giant prior to joining Pixar, the truly wonderful Ratatouille takes us into the heart of Parisian cuisine through the lens of a creature we don't usually associate with having a refined palate - the rat. Yes, Remy the Rat dreams of becoming a chef and tries to achieve his goal by forming an alliance with a fancy restaurant's garbage boy, Alfredo Linguini, controlling the lad's kitchen skills by hiding under his hat. Ratatouille is a unique slice of animation that strikes deep notes of recognition across many kinds of moviegoers, be they discriminating foodies, fans of animation, or just everyday folks expecting to be entertained. It's a seven-course meal that delivers hilarious antics and unbridled joy.
The law of averages suggests that Toy Story 2 shouldn't be as good as it is, just from a sequel standpoint, but it brilliantly expands upon the original Toy Story adventure in just about every way. The story of Woody's abduction by a toy collector (Wayne Knight) and the attempt by his pals to save him is truly exceptional stuff. Here Woody is faced with a serious choice between living forever -- hermetically sealed as a collector's item -- or going back to his friends and the boy who loves him and facing the prospect of getting torn apart at any moment, as a boy's toys tend to be. Live life or watch from the sidelines? What would Woody do? Quite simply, it's a tour de force of talking toy cinema.
Up proves its power within the first 10 minutes. With just a few lines of dialogue, an opening montage introduces us to the main character, Carl, and shows us the story of his life and love with Ellie â from their meeting as children, to their marriage, to their inability to have children of their own, to Ellie's passing. Those last two elements tell you all you need to know about a film where Pixar once again proves it doesn't shy away from truly emotional, powerful material.
The adventure that follows for Carl and the young boy, Russell, who inadvertently tags along is certainly fanciful - Carl gets an entire house to fly using balloons! - yet infused with an incredible amount of pathos and meaning, as we watch Carl oh so literally carry his burden on his back, as he physically drags that floating house through the jungle, determined to bring it to the place he and Ellie dreamed about. Funny, exciting and touching, Up is a beautiful film - and the second animated movie to ever receive a Best Picture nomination at the Oscars.
Finding Nemo, from 2003, features some of the most widely recognized characters from a Pixar picture aside from the original Toy Story troupe. The film's story of an overprotective father who is separated from his son instantly preys upon any parent's deepest fears, and yet the film is never manipulative or calculating in its storytelling methods. From the breathtaking design of the deep-sea world to the spot-on performances by Ellen DeGeneres, Albert Brooks, and more, Finding Nemo is a hilarious, thrilling and even spiritual adventure that represents the apex of Pixar's storytelling abilities. It was a blockbuster for the studio, an astounding achievement in animation, and a game-changer for kids' movies.
In 2001, Pixar unleashed a rollicking workplace comedy about kindly, chatty "joe schmoe" monsters and the utility company they work for in the land of Monstropolis. Starring John Goodman as Sulley and Billy Crystal as Mike, a couple of working-class creatures, Monsters, Inc. takes what seems like an insane premise and makes it relatable by having these so-called monsters act like working stiffs. Monsters! They're just like us!
With Benny Goodman-style jazz and comedic banter befitting an SNL sketch, Monsters, Inc transforms from a simple clock-punching parable into a quest to save a little girl and a mission to unravel a conspiracy. It stealthily starts as a somewhat thin-yet-amusing sitcom and finishes as one of Pixar's finest heart-tugging outings.
2017's Coco is easily regarded as one of Pixar's most emotional endeavors. A monumentally gorgeous tear-jerker, Coco follows a 12-year-old Mexican boy named Miguel who is accidentally transported to the Land of the Dead where he seeks the help of his deceased musician great-great-grandfather. It's a soaring supernatural quest that explores familial themes, identity, and learning what it means to grow up in a world that isnât perfect. Pixar was culturally conscious when developing this marvelously Mexican story, turning to an array of outside Latino consultants to vet ideas and suggest new ones (upending a long-running studio tradition of strict creative lockdown). Coco is an uplifting revelation and one of the company's crowning efforts.
True to its concept, Inside Out is Pixar's emotional roller coaster, offering up what is probably the best depiction ever of how the human body's memory and emotions work. Shining a spotlight inside the mind of an 11-year-old girl coping with the first big change in her life -- her family moving to a new, unfamiliar city -- Inside Out characterizes the five emotions that run a person's inner "Headquarters" to take viewers on a visually inventive adventure.
Following both young Riley on the outside and her feelings on the inside -- Joy, Sadness, Fear, Anger, Disgust -- Inside Out is a thoughtful, caring film without going overboard, and a hilarious, quirky romp without losing its edge. It's at once very surreal and very human, simplifying our brains while also presenting our lives as complicated. RIP Bing Bong.
When the first Pixar feature was released in 1995, a new age dawned for animated films. Not just because of its computer-generated animation but because of the superb storytelling. Toy Story was technically at the top of its game while also illustrating some very familiar thematic throughlines that included the rivalry between Tom Hanks' wooden cowboy and Tim Allen's space-age action figure, the buddy comedy, the fear that we all have of becoming obsolete, and of course the very idea of toys having a life of their own. The result was a huge success that took age-old tropes and made them fresh and new again -- and created the cinematic mega-beast known as Pixar along the way.
You will believe a robot can fall in love! With WALL-E, Pixar began to flirt with a slightly experimental edge to its filmmaking, delivering a first act that's almost entirely dialogue-free and creating whimsey and mirth in the garbage-covered ruins of Earth. It's honestly the most adorable dystopia ever.
At the heart of most Pixar films is the theme of isolation. WALL-E, one of the animation studio's top-tier achievements, is a breathtaking meditation on loneliness and the re-enforcement that every sentient creature contains an unbeatable desire to connect with someone else. Pixar has a way of creating fantastic creatures and characters who tug violently on all our heartstrings. And all WALL-E wanted to do was hold someone else's hand like he'd seen in the musical Hello, Dolly. Post-trashpocalypse world be damned! WALL-E is lush, phenomenal sci-fi like no other. This is skewering satire mixed with a lovable, relatable search for companionship.
Leave it to Pixar to make the best (temporary) threequel ever. The story of Andy moving on to college -- leaving Woody and Buzz and the gang dealing with a great, understated villain in Lots-O'-Huggin' Bear at the new daycare center home -- is the most fun of the Toy Story films. It works as a drama, a comedy and an action film -- a terrific trifecta! It's a beautiful, vibrant story about memories, the passing of time, and how you treat the people in your life.
As with everything Pixar does, the attention to detail here is incredible. The split-imagery within the daycare/Alcatraz is great. How the slide in the playground becomes a watchtower at night. How the bead mazes double as razor wire. How marker smudges become prison tats. The level of detail, in things like Woody's rounded-down hairline, is astounding. So many moments -- character moments, mind you -- cross over into "great" or "perfect" status, and the last 15 minutes are some of the strongest work the studio has ever done.
Prior to the MCU, back when only Spider-Man, Batman, and X-Men ruled the superhero box office roost, director Brad Bird gave us, in a way, a better Fantastic Four movie than the live-action one we'd get a year later. The Incredibles, now almost 20 years later, is still regarded as one of the best superhero movies of all time.
The story of retired heroes Mr. Incredible (Craig T. Nelson) and Elastigirl (Holly Hunter), as well as their super children Violet, Dash, and Jack-Jack, The Incredibles takes Bird's love of old-school comic-book conventions that was evident in The Iron Giant and mashes it with commentary about American nuclear family. Bird brought a new and different voice to the Pixar world. The Incredibles is less cute and more biting, introducing a few more sinister and violent elements to the studio's usual product, though it's never not a family story centered around issues that most families face. Brilliantly designed, perfectly paced, and next-level exciting, The Incredibles grabs hold and never lets go.
Note: This article originally ran on May 2, 2017. It was updated on June 18, 2025, with more Pixar titles.
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After eight whole years of Nintendoâs console-handheld hybrid, its successor, the Nintendo Switch 2, is finally in our hands. While itâs an all-new system, there are some old accessories that still work with the new platform. But because of its bigger screen and the new magnetic Joy-Con, that old Switch case isnât going to fit the new system. Youâll need a handful of new accessories to get the most out of your next-gen Switch. From finding the best grips for your Joy-Con 2 to the easiest bubble-free screen protectors to guard that shiny new display, we have you covered in this Switch 2 accessories guide.
Iâve researched the best Switch 2 accessories you can buy during the launch window based on both hands-on experience and research from some of our favorite Switch 1 accessory manufacturers. Of course, weâre still in the early days, and plenty of companies are still shipping their products to retailers as Iâm writing this. Some havenât even made them available for preorder yet, so Iâll continue to update this list over time with my favorite new accessories as I go hands-on with them over the next few months.
Letâs get up to speed on what you need to know about buying accessories for your Nintendo Switch 2. There are a few accessories that warrant their own articles because both categories come with some caveats that you need to know before buying anything for your Switch 2.
Bigger games with great graphical detail meant the Switch 2 needed a faster storage solution for your downloaded games. That means your old SD cards from the Switch 1 will not work here. You need to get a MicroSD Express card for the Switch 2, which is faster (and more expensive) than the basic model. We'll be updating our guide to the best MicroSD Express cards for Nintendo Switch 2 as we do more testing now that the console is out.
The Switch 2 may be portable, but itâs not invincible. If youâre gearing up to take Mario Kart World or Cyberpunk 2077 on the road, youâll need to protect your console with a sturdy, reliable case. Again, your original Switch case is not going to fit your Switch 2, so you will need to purchase a new one. In addition to materials, construction, and form, I specifically made sure to look for extra features like comfort grips, game cartridge storage, bundles, and tested brands when making my suggestions. Of course, whether you want to go with a slim soft case like the one from Tomtoc that we reviewed and loved or a bulkier hard case like CoBak's, you have options for your preferences.
Even though the Switch 2 has a built-in layer that acts as screen protector â don't peel that off â a good screen protector is non-negotiable for handheld devices. Since the launch of the original Switch, tons of companies have stepped up their game, offering new applicators, matte finishes, and kits to make sure your protector doesnât trap dust or air bubbles when you apply it. Some are also built to take hits like a tank (though weâd never suggest testing this out yourself).
I use some of these brands to protect other devices I own, like my Steam Deck and Samsung Galaxy S25 Ultra smartphone, and many of the same design principles are applied across different designs, including the Switch 2. Most of these also come with extra units in case your first protector gets damaged.
The Switch 2 still has a standard audio jack, yet itâs the small but major secondary USB-C port that makes wireless gaming headsets even more useful. A majority of the best gaming headsets are compatible, and since Bluetooth isnât the best idea for gaming (as was evident on the original Switch) I recommend checking out our picks for headsets that go particularly well with the Switch 2 rather than just using the earbuds youâre probably wearing right now.
Unless you want to stick with the packaged Joy-Con 2, youâre going to want the new Pro Controller that we reviewed, or one of the gamepads made in its image. Especially if youâre playing more sophisticated games that demand precise controls or need something more comfortable for long sessions, a proper controller will probably be the most beneficial accessory for your Switch 2.
While you could certainly use an original Pro Controller or whatever your previous gamepad of choice was, the Switch 2 brings new features to the table â notably, a 3.5mm audio jack that allows you to use a wired headset for audio and chatting in-game without being tethered to your console. You may be interested in Switch 2âs GameChat feature, and you can seamlessly go into a video and/or voice chat room with friends with the new C button. Not every new controller has it, but licensed manufacturers like PowerA do include it. Lastly, the built-in programmable back buttons on the official Pro Controller can be a game-changer, letting you map normal inputs to them, and that can improve performance or comfort across many different types of games.
If youâre just looking for a solid Pro-style controller, our favorite original Switch controllers will serve you well. Something like the Gulikit KK3 Max has programmable back buttons, Hall Effect sticks, high polling rate for smoother inputs, and is versatile enough to use on PC without trouble. Either way, you have plenty of great options.
Although it promises some ergonomic enhancements from the original Switch, the Switch 2 still wonât have fully formed grips on the new Joy-Con â the likes of the Steam Deck and Asus ROG Ally X still have an ergonomic advantage that can help make long handheld play sessions more comfortable. But you already have ways of improving the ergonomics of the Switch 2 with a handful of attachments available now. The grips above are the best we could find for playing in handheld mode from reliable manufacturers, including ones Iâve already gone hands-on with like DBrandâs Killswitch 2 grip and case combo and the Genki Attack Vector.
Even though the Switch 2 ships with a central grip to attach both Joy-Con to use like a singular controller, theyâre not perfect. Especially for intense games like Super Smash Bros. Ultimate, there are more comfortable ways to play using the Joy-Con. Some companies are even starting to offer stands to help prop up your Joy-Con in the new Mouse Mode as well, which comes in handy for navigating menus and playing games like Civilization VII. Getting a proper connecting grip can be a more cost-effective solution compared to buying an entirely new gamepad, so long as youâre happy with the inputs of the Joy-Con. And many of these options will also charge your Joy-Con while theyâre in use, which is a neat little cherry on top.
Nintendo has stated that the Switch 2 Joy-Con could last as long as 20 hours on a full charge, which is the same amount of time as the original Joy-Con. When looking at wireless controllers nowadays, 20 hours is fairly decent, although they still go by pretty quickly compared to other wireless controller options. Itâs intuitive to just reattach your Joy-Con when theyâre not in use to keep them charged, but if you plan on having multiple sets ready to go at all times, itâll be a good idea to have a charging station on-hand. For those who often host multiplayer get-togethers with the likes of Super Mario Party Jamboreeâs new Jamboree TV content or Mario Kart World, a Joy-Con charging station will make your life easier. I made sure to include models that feature as many ports as possible so you never run out of charged controllers.
The original Switchâs battery life remains one of its weak spots depending on the game youâre playing (some drain more power than others), even after a mid-gen refresh that brought some welcome improvements. Itâll remain something you have to manage by nature of using a portable gaming device especially if youâre taking the Switch 2 on long flights, trips, or car rides. That maximum battery life of 6.5 hours wonât always hold up and looking for an outlet is less than ideal when charge times can be quite longer than something like a smartphone.
Being able to charge in-between sessions untethered comes in clutch more often than you may expect, so having an extra battery pack to get some extra juice can be a total game-changer. I personally love Ankerâs line with built-in USB-C cables, but Magsafe options like Genkiâs Energy Pack are also really enticing. Either way, make sure you check the capacity and wattage of a portable charger before purchasing one you plan to use with your Switch 2 â some might simply be overkill for what you need.
It feels like every new Nintendo console comes with a mountain of weird accessories. From Wii Sports-style tennis rackets to fishing rods, thereâs a lot of extra and niche add-ons mixed in with the core accessories that are typically more practical. Thatâs not to say there arenât some cool ideas that stretch the imagination of gaming on the Switch. Horiâs Piranha Plant camera is a fun example â while it costs $5 more than the first-party camera we reviewed, itâs a fun alternative thatâs can double-up as some themed decor. (Though don't expect it to work miracles: The camera has a pretty dismal 480p resolution.) While itâs not an ideal way to play everything, the steering wheel attachment can be a fun and more accessible way for younger kids to play Mario Kart World. These accessories donât fall into the conventional categories like controllers and cases, but theyâre worth considering regardless. Iâve also thrown in a couple of "starter kits" that make for decent one-and-done purchases that include most of what youâll want on day one.
Charlie's a freelance contributor for IGN. You can reach them via Twitter or Instagram at the handle @chas_mke.
I've had a Kindle Unlimited subscription for a few years now and I'm not sure I could ever go back to not having one. Reading is my primary leisure activity and being able to quickly download books on my Kindle Paperwhite has been a huge time saver. It's also saved me quite a bit money on new books because I primarily read LitRPG.
Kindle Unlimited is a great service if you read a lot of books, but only really if the genre you like to read actually has popular options included. There are a lot of great reads on Kindle Unlimited at any given time, but it certainly doesn't include everything. Popular new releases like Sunrise on the Reaping and Onyx Storm, for example, were not included with the subscription and needed to be purchased separately. That being said, if you mostly read LitRPG books like I do, Kindle Unlimited is an incredible value â especially with the early Prime Day deals going now.
This Kindle Unlimited deal is the same one I took advantage of years ago because Amazon tends to offer this promotion every Prime Day. What you get is a free three-month trial of the service, which then turns into a $12 monthly subscription fee after that. This promotion is only available for folks who currently have an Amazon Prime membership and haven't already used up their free trial. Although it has Kindle right there in the name, you actually don't need a Kindle device to use the service. It works great on pretty much any reading tablet or just on your phone.
Like I mentioned above, I definitely recommend you try out Kindle Unlimited if you are fan of LitRPG books. I read anywhere between five and seven books every month and almost all of them are included with my subscription â even the new releases. When I first started getting into LitRPG as a genre I found myself purchasing each book separately, which almost immediately got out of hand when reading a series that had 10+ books in it. The fact that my wife can also use my account to download books each month only solidified my justification for paying the monthly subscription fee long term.
I've found that most popular LitRPG is available for free with a Kindle Unlimited subscription, but if you're looking for specific recommendations, all of the above options are all worth diving into. For those who haven't read LitRPG before, I'd definitely suggest starting with He Who Fights With Monsters or Dungeon Crawler Carl. Both of these are generally just really great sci-fi fantasy reads that happen to incorporate RPG elements throughout.
Valve may have revolutionized mobile PC gaming with the Steam Deck, but more and more handheld gaming PCs are coming to market, giving it some stiff competition. Formerly, the Asus ROG Ally X knocked Steamâs offering from our top spot thanks to its impressive performance, fast memory, and long-lasting battery, but we've got a brand-new favorite: the Lenovo Legion Go S (Z1 Extreme, SteamOS). With the Xbox Ally X announced at the Xbox Games Showcase, you'll have plenty of options for gaming on the go in the future. Whether youâre after the Steam Deck itself or one of the best Steam Deck alternatives, weâve selected excellent handheld gaming PCs ready to chew through the top PC games â as long as you don't try to run Doom: The Dark Ages.
Rather than dealing with the bulk a gaming laptop, handheld gaming PCs keep far more compact dimensions, making it easier to play from just about anywhere. Even though these devices are obviously significantly smaller than a gaming PC, it doesnât mean theyâre underpowered. Many handheld gaming PCs are packing the performance prowess to cruise through AAA games like Cyberpunk 2077. If you get sick of playing on a smaller screen, a great Steam Deck dock works seamlessly with most handheld gaming PCs so you can hook up to your gaming TV.
While weâre on the cusp of a handheld gaming PC revolution, we've gotten our hands on a good chunk of these highly-capable devices. Below are the current four we deem worthy of consideration.
When the Lenovo Legion Go S first came out back in February 2025, it was a hot mess. The configuration Lenovo initially released was bogged down by the weak Z2 Go processor, which didn't pair well with Windows. And because it was both running Windows 11 and had 32GB of memory, this weaker handheld was just as expensive â if not moreso â than the original Legion Go that preceded it. But Lenovo has righted the ship by launching the Go S with the Z1 Extreme and SteamOS built-in.
This system is still expensive. You're looking at $829 to get this model, but that's only a bit more than the Asus ROG Ally X, which ended up being slower, if only by a bit, in my tests. When I reviewed this new Lenovo Legion Go S, I found that the SteamOS-powered handheld beat out the Ally X in synthetic benchmarks by as much as 9%. That's not bad, considering that handheld had the performance crown before this system came out.
The elephant in the room is the Steam Deck. Even three years after its release, it's still an incredible and popular handheld, and it's not hard to see why. It's easy to use, and it's literally half the price of the Go S. But not only do you get a higher resolution display with this Legion Go S, you also get as much as double the performance. I was able to get a solid 60fps playing Baldur's Gate 3, and that's something I straight up couldn't do on the Steam Deck. Whether or not that's worth the higher price tag depends entirely on what you're looking for.
A great handheld gaming system is about more than just raw performance, though. It also needs to be comfortable to use, and despite the sytem being one of the largest I've used â and I've used a lot of them â it's extremely comfortable. The Lenovo Legion Go S has rounded edges that give you something to hold on to, and the textured finish makes it harder to slip out of your hands.
The Go S also has one of the most beautiful LCD displays I've seen in a while and proves that OLED isn't the only way to get a great picture in 2025. It's not quite as colorful as the Steam Deck OLED, to be fair, but it still made any game I played on it look awesome. Now that we're waiting for Microsoft and Asus to launch the ROG Xbox Ally X later this year, the Legion Go S is the PC gaming handheld to beat.
The Asus ROG Ally X we reviewed last year might use the same AMD Z1 Extreme processor as the original ROG Ally, but Asus has made enough little changes to the handheld that firmly make it the best gaming handheld running Windows on the market right now. The Z1 Extreme is accompanied by 24GB of LPDDR5 memory, clocked at 7,400MHz, a massive increase over the 16GB of RAM on the original model. Bcause the RAM is faster this time around, it results in a surprising performance lift that averaged around 12-15% in my testing.
Asus also made the chassis a little thicker and heavier. It's not enough to notice most of the time, but there's a reason behind the madness. The Asus ROG Ally X has an improved cooler and a battery that's twice as large as the original model. This means you can play games for multiple hours before you have to start running for the charger. The improved cooler also helps long gaming sessions by wicking hot air away from the touch display, avoiding the hot touch screen issue that plagued the original model.
The Asus Mobile XG port on the original model has been removed, and has been replaced by a second USB-C port, which is compatible with Thunderbolt 4. Asus has also replaced the controversial MicroSD card slot with one that will hopefully be a little more resistant to damage. (After all, Asus got into some hot water with the original ROG Ally thanks to some lackluster customer support that was documented by YouTuber Gamers Nexus.)
Responsible for popularizing the handheld gaming PC revolution, the Valve Steam Deck doesnât actually come with Windows installed. Instead, it uses Valveâs custom SteamOS, and thanks to the API Proton, the Steam Deck supports dozens of games optimized for the portable, from Cyberpunk 2077 to Forza Horizon 5.
There are ways to get Windows running on the 7-inch display portable by booting directly from the USB-C port. Beyond that is one of the best input controls available for any portable gaming handheld. See our full comparison between the Steam Deck and ROG Ally here.
Thereâs also the OLED version of the Steam Deck to consider for users who prefer a larger, brighter, and more vibrant screen. While still displaying at 1200x800, the Steam Deck OLED offers a noticeable difference, providing more clarity for a better visual experience. You'll also get improved battery life, a higher refresh rate, and more storage than the 256GB offered in the tradtional LCD model.
When you're setting out to buy any kind of gaming PC, there's a balance you need to find: You want something with incredible performance, but still looks like the premium product that you paid for. Handheld gaming PCs are no different, and that's why the Lenovo Legion Go is such a catch. The Legion Go measures in at a massive 11.76 inches long and 5.16 inches tall with the controllers attached, and that's primarily because of the large display.
Unlike other handheld gaming PCs like the Steam Deck or the Asus ROG Ally Z1 that take a lot of inspiration from the Nintendo Switch, the Legion Go sports an 8.8-inch 1600p display, almost making it a Windows 11 tablet with a controller stapled onto it. Luckily, Lenovo was able to keep the weight down a little bit, just 1.41lbs. Even if it's lighter than it looks, it's probably going to be hard for folks with smaller hands to use it.
The 1600p display causes a bit of a hassle, too. Because this is using the same AMD Ryzen Z1 Extreme chipset as the ROG Ally, some games can have a bit of trouble running at the native resolution. This is easily solved by tinkering with your in-game settings to lower the resolution. If you're not comfortable doing the hands-on troubleshooting, this might not be the product for you. But if you're a long-time PC gamer like I am, you'll love just how flexible â and beautiful â the Lenovo Legion Go is. This is the handheld gaming PC for the hardcore PC gaming crowd.
Now that the Lenovo Legion Go S is here, we have a first glimpse of the next generation of handheld gaming PCs. It had a rough start with the AMD Z2 Go, but the newer one with the Z1 Extreme is great, knocking the ROG Ally X down a peg in my rankings. There will be more handheld gaming PCs coming out over the rest of the year that are powered by the more powerful versions, like the Z2 Extreme. Just keep an eye out for the Lenovo Legion Go 2.
Finally, Microsoft has announced the ROG Xbox Ally X, an Xbox-branded follow-up to our second-favorite handheld gaming PC. Because it's made in collaboration with Microsoft, it's going to have a level of software optimizations that might put it on the same level as the Steam Deck. I'll have to wait to see how it holds up when I get it in the lab, but after going hands-on with it, we're definitely excited.
Depending on how you want to game and what games you want to play will determine whether you should grab a gaming laptop or handheld PC. Handhelds score higher points in longevity, battery life, optimization, portability, and thermals. But handhelds are only designed to play games up to a certain specification. Gaming laptops cram in the latest GPU, CPU, and RAM, likely sacrificing battery life, thermals, and price. However, some are absolute beasts ready to take on even the most graphically intensive games. Laptops offer more functionality when it comes to editing and other work.
Check out our guide on the Steam Deck vs. gaming laptops for more information.
The Asus ROG Ally X is one of the best Steam Deck alternatives. This gaming handheld offers an easy-to-use interface, speedy performance, and stunning design. Most importantly, the Windows 11 gaming handheld lets you access your entire PC gaming library.
On spec, the Switch 2 is delivers better performance than the Steam Deck. Check out our in-depth comparison to find out more.
Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra
The Steam Deck and Steam Deck OLED are some of the best handheld gaming PCs you can get. They offer a perfectly sized display, responsive controls, and a decent amount of processing power to cruise through the action in your favorite PC games. However, the Steam Deck only comes with a basic carrying case and charger, so a few great accessories can boost your experience while playing at home and on the go.
The best Steam Deck accessories make the already brilliant handheld gaming PC even better. Sure, the OLED model brought some needed improvements to the battery life and storage compared to the original LCD Steam Deck, but if youâre looking to play for longer away from an outlet or save more than just a few games, a long-lasting power bank and microSD card are easy solutions.
Want to witness the action on a bigger screen? A great dock and HDMI cord provide a simple way to connect to a gaming TV or monitor for a major step up from the 7-inch display. Thatâs not all, as a screen protector, a larger carrying case, and earbuds are ideal for traveling with the Steam Deck. Best of all, these items are surprisingly inexpensive.
Below are seven top-notch Steam Deck accessories chosen by IGN experts. Even if you donât have a Steam Deck, many of our picks work great with the best Steam Deck alternatives, like the Asus ROG Ally X or Lenovo Legion Go S.
Additional contributions by ZoĂŤ Hannah
You bought the Steam Deck to use as a handheld console, but itâs still powerful enough to connect to a TV or monitor and play games on a bigger screen. Thatâs where a good dock comes into play: Valve has its own docking station for the Steam Deck, but we prefer the Jsaux Docking Station because itâs about half the price and works just as well. It's currently our top pick for the best Steam Deck dock you can buy.
Jsauxâs docking station has three USB 3.0 ports, a 4K HDMI port, a USB-C port, and gigabit ethernet, which all fit into a stand that looks nice on a gaming desk or TV stand. This option is extra handy because you can dock other USB-C compatible devices, like Android phones or the ROG Ally. The only place we can really fault the docking station is its lack of a DisplayPort, but if thatâs not a deal breaker, you canât go wrong with this affordable choice.
While the Steam Deck OLED is available with 1TB of storage, the base LCD model only offers a 256GB capacity, so graphics-intensive open-world games will fill that up instantly. To skip the hassle of moving data around mid-game, increasing the storage via a microSD card is the simplest solution for the Steam Deck. The device has an easy-to-access slot, adding significantly more space in seconds. Replacing the internal SSD on the Steam Deck with a higher capacity option is possible, but life will be much easier if you use a UHS-I microSD card like the SanDisk Extreme microSDXC.
SanDiskâs latest Extreme cards range in size from 32GB to a healthy 2TB, so itâs possible to double the storage of even the largest capacity Steam Deck OLED. Sure, these cards have nothing on the speeds of the internal SSD, butthat extra time will only be felt when downloading bigger titles. Otherwise, the difference is negligible. Playing games is where it really matters, and the SanDisk Extreme is fit with zippy speeds for a seamless, efficient playing experience.
In fact, the Steam Deckâs SD card slot speeds tap out at 100 MB/s, and the SanDisk Extreme microSDXC exceeds that significantly. The 1TB card is capable of up to 130MB/s write speeds and 190MB/s read speeds, ensuring top-tier performance in the Steam Deck and a variety of other gaming PC handhelds and the Switch. (But not the Switch 2 â that requires a microSD Express card.)
The battery life on the original Steam Deck while running SteamOS is notoriously terrible â and even worse with Windows. The OLED model improved the battery, but thereâs nothing worse than needing a plug right when youâre reaching the end of a platformer level. A great power bank is the easiest way to keep you right in the action, even when playing battery-draining games like Baldurâs Gate 3. Our favorite for Steam Deck is the Jsaux Power Bank 20,000mAh 65W, thanks to its charging power and handy included USB-C cable.
This power bank has a 20,000mAh capacity ready to deliver at least one full charge to the Steam Deck. That top-up will be quick too, as this power bank exceeds the max charging rate that the handheld gaming PC is capable of, 45W. In about three hours, it should be fully charged. The integrated USB-C cable on this power bank is great, letting you avoid the hassle of remembering to pack a USB-C cable, but itâs not the only option for charging up devices. A USB-C and two USB-A ports can top off additional gadgets simultaneously. Just be prepared for charging speeds to drop.
A smart display is included on this portable charger, showing useful info like the battery level, voltage, and current. Over-voltage and short circuit protections are also available to ensure your Steam Deck is safe as it charges up. However, given everything on offer, itâs not the most compact power bank, weighing 1lb and measuring an inch thick. Still, it will easily slide into a bag, and Jsaux has a unique ModCase for the Steam Deck that straps this battery pack right onto the gaming PC handheld.
The Steam Deckâs 7-inch touchscreen is great, but as with any touch screen, youâre bound to muddy it up with unattractive fingerprints â not to mention scratches and dings that can eventually cost you the display. To ensure you donât have to constantly wipe away smudges or, worse, replace the pricey touch screen, grab a high-quality tempered glass screen protector from Dbrand.
Tempered glass is chip, crack, scratch, and fingerprint resistant. Dbrand added an anti-glare film for solid viewing from anywhere and an oleophobic coating to repel your hand's oils, making the gaming experience even better. Most importantly, this glass is a perfect fit for the device and touch inputs are unaffected. Its chamfered edges keep with the sleek design of the Steam Deck and Steam Deck OLED.
The Steam Deck OLED may come with a case, but if you plan to take long trips with it, that probably wonât suffice. Youâll want to bring your charging cable, power bank, gaming earbuds, and other accessories with you, and the default case has space for pretty much just the console. Investing in a carrying case, like this super affordable option from Jsaux, can make a world of difference.
Itâs a big upgrade over Valve's pack-in accessory and offers tons of snug spaces for all your accessories, including extra cables, a wall plug, microSD cards, and whatever else you need. Best of all, it keeps your Steam Deck safely cradled inside using a secure hook loop while the caseâs interior is molded and wrapped in a fleece material to prevent dents or scratches to the device. The case itself is also highly durable with a hard shell, sturdy zipper, and secure handle. Plus, a handy stand is built-in for when you want to play using a controller.
For more great cases, you can check out Rock Paper Shotgun's list of the best overall Steam Deck cases you can buy.
Though 8K is mostly a marketing gimmick at this point in time, your Steam Deck *is* technically capable of streaming 8K at 60Hz. Most of us may not have a display compatible with that output, but if youâre one of the lucky few who do, this 8K high-speed HDMI cable comes in handy. Plus, when 8K does become the next 4K, you'll already be good to go.
In addition to the added capability, this cable is braided for extra durability. It also comes in either 6 or 15ft, ensuring itâs long enough to easily plug into your TV. Plus, itâs backward compatible with all previous HDMI versions, so you can use it with your current displays and be ready when you inevitably upgrade.
Great gaming earbuds are the best way to clearly hear the action while making the most of the Steam Deckâs portability. The SteelSeries Arctis GameBuds are the best option for the Steam Deck, offering impressive sound quality for a full and spacious listening experience. Even in-game directional audio cues like footsteps or explosions are discernible, putting these earbuds almost on the level of some top gaming headsets. ANC is also baked in, helping to eliminate most ambient sounds, although some higher frequencies may get through. To make any changes to the audio, SteelSeries offers a robust app to tweak any EQ or ANC settings.
We reviewed the SteelSeries Arctis GameBuds and found that âfew earbuds are able to cover every base as competently.â So, beyond an excellent audio performance, these compact earbuds are comfortable and secure in-ear, while the 10 hours of playback mean theyâll last longer than the Steam Deck. Like most headphones, ANC and mic usage will lower the battery life, but an additional 30 hours of juice are available from the Qi wireless charging case. However, our reviewer did experience some occasional in-ear detection playback issues.
The biggest way the SteelSeries Arctis Gamebuds differentiate themselves from traditional earbuds is 2.4GHz USB-C dongle wireless connectivity. Instead of only relying on Bluetooth, this dongle provides a more reliable and lower-latency link to the Steam Deck to ensure sound and action line up. Two devices can even be connected simultaneously via the wireless dongle and Bluetooth, with a âQuick Switchâ control allowing you to jump between them.
When choosing what accessories to grab for the Steam Deck, setting a budget for what youâd like to spend on everything is perhaps the most important. We kept that in mind when making our selections for this guide, so none of these items should set you back an exorbitant amount, and the pricer items are cross compatible with other devices. Even when veering away from our picks, most essential accessories should set you back about $100 or less.
After setting a budget, comes deciding which accessory to buy first. Itâs really a matter of personal need more than anything else, but we think a memory card is a great place to start, especially if you have a Steam Deck model thatâs light on storage and a large gaming library. Itâs an inexpensive way to save you a ton of hassle. Once thatâs sorted, protecting the handheld gaming PC with a screen protector, case, or both should be a top priority. Thereâs no point in buying accessories for a bricked device.
From there, choosing the best items to pair with the Steam Deck depends on how you want to play. Game away from home often? A power bank ensures youâre never without juice â a major issue with the Steam Deck. If youâre looking to play on a bigger display, a dock is an invaluable tool. No matter what accessory you grab, it should amplify your experience with the Steam Deck â and be compatible.
The original Steam Deck came with only 64GB of eMMC storage. While that model has been discontinued, the current LCD base model is available with a 256GB NVMe SSD, which is plenty of space for cloud gaming and storing some indie titles. When it comes to space for AAA games, like Red Dead Redemption 2 or GTA 5, only a few can be played locally. Still, 256GB is easy to get away with, especially given that the microSD card slot provides a cheap and easy way to increase storage. Itâs also possible to install a higher capacity SSD, which should be relatively simple for anyone with PC-building experience.
However, if you want a better display, longer battery life, and faster RAM, the Steam Deck OLED doubles the storage from the LCD model to 512GB. Thereâs also a 1TB OLED option to bump up capacity even further.
If you're purchasing a new Steam Deck, there are a few things you will receive alongside the handheld gaming PC. Every type of Steam Deck comes with a carrying case and a charging cord. If you're hoping to connect your Steam Deck to the TV, you will need to purchase either a docking station or an HDMI cable separately.
Yes. Many accessories made for other platforms can be used for the Steam Deck since itâs essentially a mini gaming PC. Just about any USB-C dock, power bank, and wall charger (with enough wattage) should seamlessly work with the Steam Deck and other gaming PC handhelds. Most controllers and headsets designed for specific consoles can be used with the Steam Deck, especially if they connect via Bluetooth or USB. Occasionally, additional software or drivers may need to be downloaded for compatibility. Additionally, an adapter may be required if the device doesnât offer the proper ports. Some gadgets also have more limited capabilities when connected to the Steam Deck, but are still usable.
Of course, not all accessories will work well with Steam Deck. For example, a Switch or PlayStation Portal screen protector, always-on case, or skin wonât fit on the Steam Deck. However, some bigger cases made for those handhelds can work in a pinch. Just be sure to do your research before committing to a purchase.
Danielle Abraham is a freelance writer for IGN based in Los Angeles who spends most of her time updating tech buying guides.
Pairing a camera with your Nintendo Switch 2 might not be the first thing to cross your mind when thinking about all the Switch 2 accessories to consider. However, Iâve been surprised by the novelty and seamlessness of GameChat, Nintendoâs built-in video chat room for Switch 2 that lets you connect with friends conveniently. While most USB webcams will work just fine with the system if you want to get on video, Nintendoâs first-party offering with the Switch 2 Camera is pitched as the ideal solution. And from a design perspective, it is â but its $55 price tag doesnât entirely line up with what you get.
Getting the tech specs out of the way, the Switch 2 Camera runs a solid 1080p resolution, but I would put the video quality itself just a notch above my Thinkpad laptop camera and a step below my Razer Kiyo USB webcam (which also does 1080p). The Nintendo cameraâs colors are more washed out than I wouldâve liked and are a tad too green, and I wish I could tune color grading in some way. However, the low-light performance is quite good, and Iâm able to come through clearly with just ambient room light and without needing a dedicated key light.
One of the aspects that makes this camera unique is its extra-wide 110-degree field of view (FOV), well above what youâll find on most webcams, which helps it capture group settings much better. You get that fisheye lens effect when itâs used up-close, but considering that itâs meant more for a living room-style environment, it doesnât really become an issue. I had the camera about five feet away from me, and with a full shot, you could comfortably fit around six people on screen. Compared to my Razer Kiyo that has an 82-degree FOV, at the same distance youâd be able to have four people on screen sitting next to each other.
Even with the notably wide FOV and distance at which you would set the camera, the Switch 2 and the camera were still able to reliably detect my face for isolated shots and crop out my body when superimposing my face into a game â this was using my normal five-foot distance, and it still worked well at around seven feet (although further than that and the picture started to get grainy). When part of the appeal of GameChat is to see your friends as you play together, itâs a boon that the system and camera doesnât struggle to capture your presence.
Compared to a traditional webcam, itâs a lot less awkward to have the Switch 2 Camera set up in a living room setting as it looks more like a smart home device or sensor for a VR headset than the kind of webcam youâd normally see perched atop a desktop monitor. Itâs built with a sturdy aluminum base with a rubberized grip on the bottom, and has a roughly five-inch stem to prop up the actual camera. The housing around the lens can tilt roughly 30 degrees vertically and thereâs a ring around the lens that you gently twist to cover the lens for privacy. Youâll know the camera is in use when the small green light indicates itâs on.
The five-foot USB-C cable that comes in the package plugs into the lower-bottom notch of the camera itself, while a clip at the bottom of the stem helps keep the cable neatly running along the stem. Since this is a USB-C to C cable, it plugs into the top of the Switch 2 console itself (not the dock), which lets you use the camera whether the system is docked or undocked. Most USB webcams use a USB-A connection, which wouldnât be a problem when docked given the two USB-A ports on the side of the docking station, but in the rare case youâd prop the Switch 2 with the kickstand in âtabletopâ mode, the USB-C connection means the camera is still an option.
To a certain extent, reviewing the Switch 2 Camera is also an evaluation of GameChat itself â itâs a piece of hardware that serves a particular function. And thankfully, GameChat is super easy to use. Thereâs no installation process or drivers to download for your camera since the built-in GameChat app just pulls from whatever camera is plugged in. All you have to do is open GameChat and enable the camera to get it working, but deeper in the menus you can choose to capture just your face in a picture-in-picture bubble, crop out your body, or use the full feed of the camera, as well as adjust the level of zoom. Thereâs no optical zoom though, so itâs effectively just adjusting the FOV of your camera feed and cropping the image in, which shows more of the image qualityâs blemishes. Still, using GameChat and the camera in tandem is intuitive, as you should expect from a Nintendo-built feature thatâs native to the system.
Check out our roundup of the best Switch 2 accessories.
The Switch 2 Camera is natively recognized as a webcam on Windows as well. I just plugged it into my PC and was instantly ready to go like any other device. Iâm not sure how much crossover there is between the crowd thatâs in the market for a webcam and those who would consider the Switch 2 Camera, but itâs kind of cool that it doubles-up in this way.
So, the Switch 2 Camera fulfills its specific purpose competently, but the question becomes whether or not you should be spending $55 on it â that puts it around other 1080p webcams, but it pales in comparison from a pure image quality perspective. While features like the high FOV thatâs good for big groups and the stand that holds it upright are nice, there are still more cost-effective or better performing options out there: the Razer Kiyo I use goes on sale for under $50, the popular Logitech C920x is at $60, and the budget-level Lenovo Essential FHD (that also has a wide 95-degree FOV) sits around $30. GameChat isnât exactly the kind of platform that demands the best quality feed â I know Iâm just here to get a kick out of the reactions of friends in Mario Kart World, Mario Party, or Smash Bros. Ultimate in an online party setting. In the realm of webcams, however, Nintendo doesnât exactly stand out in terms of price or features. Rather, itâs an easy solution for those who want to jump into GameChat on video and donât want to think too much about the absolute best webcam to get.
If you're in the market for a new Switch (not Switch 2) console, here's a deal worth consideration. AliExpress is currently offering a Nintendo Switch OLED console for just $237.49 with free delivery from a local US warehouse. AliExpress offers several guarantees, including a token discount if the package is delayed, and a complete refund if the package is lost, damaged, or not delivered within 20 days after you place an order.
This is a brand new, genuine Nintendo Switch console, but keep in mind that it is an imported model and the manufacturer's warranty it comes with will not be valid in the United States (however you do get a 15-day return policy). The packaging and materials might also be written in another language. Functionally, however, every Switch console is region unlocked so you'll be able to play it in the US without any problems. You'll be able to select English as your default language just like any console you buy here.
Update: This was originally a sale I found on Woot. However, the Woot listing has since expired and AliExpress is offering a similar import model for a lower price.
International model
If you can afford the small price premium of the Switch OLED over the non-OLED model, then I think it's worth the upgrade. The Nintendo Switch OLED features an OLED display that offers better image quality than the original LCD display. That includes deeper blacks, more vibrant colors, and a better color gradient. The text is sharper and easier to read as well. The screen isn't that much bigger (7" on the OLED vs 6.2" on the non-OLED), but it does feel a lot bigger thanks to a thinner bezel. Other upgrades worth mentioning are a new and improved kickstand, a hard-wired ethernet port on the docking station, and an exclusive white Switch shell and matching Joy-Cons.
The new Nintendo Switch 2 is now available, but in no way does this make the original Swich console irrelevant. For starters, the Switch 2 comes in at a much higher retail price of $449.99. There is also only one brand new triple-A game currently available for it - Mario Kart World Tour - and that game retails for $79.99 unless you are lucky enough to find one of the $500 bundles that already includes the game. Some other games feature visual and performance enhancements for the Switch 2 console, but that's hardly worth the price premium. I myself have decided to hold off purchasing the Switch 2 until more must-play games have been released or a really cool themed edition becomes available.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
28 Years Later opens in theaters Friday, June 20.
28 Days Later is widely credited with vivifying zombie movies in the early 2000s. Director Danny Boyle and screenwriter Alex Garland shook the subgenre out of rigor mortis and pushed it into a full-blown sprint, and the dead have been running and walking (and Walking⌠and Walking⌠and Walking...) onscreen ever since. But as great horror usually does, 28 Days Later spoke to a moment â specifically the terror attacks of September 11 and the resulting geopolitical fallout â and hauntingly captured how easily rage and fear can trap people in cycles of violence in the wake of a disaster. Following more recent upheavals like Brexit and the COVID-19 pandemic, the new sequel 28 Years Later feels like a bookend to that idea, turning its focus to what it takes to break the cycle. Boyle and Garland dive back into their infected hellscape headfirst, and the decades of perspective they bring back to post-apocalyptic Britain leave 28 Years Laterâs musings on what matters most feeling right on time.
Boyle sidesteps the wider spread of the Rage virus suggested by the end of 2007âs 28 Weeks Later by quickly establishing that the infection has been pushed back and contained to the U.K. mainland. Enough time has passed that an entire generation has sprung up without any first-hand experience of how the world fell apart after the outbreak. 28 Years Later wisely centers its action on 12-year-old Spike (Alfie Williams), a citizen of the heavily fortified Holy Island whoâs taking his first steps into the wilderness as a hunter-in-training with his dad, Kraven Jamie (Aaron Taylor Johnson). Young enough to want to bring a toy on the hunt, but old enough to know thatâs kid stuff, Spikeâs vulnerability and bravery are at constant odds as he witnesses the terrors of the Rage virus.
Williams (in his film debut) effortlessly shoulders the swings between those poles, helping to ground 28 Years Later in an emotional realism that evokes what Cillian Murphy achieved in 28 Days Later. Yes, Spike makes mistakes and hesitates, but rarely if ever do these feel like the actions of a helpless child in such a cruel world. Instead, Boyle consistently drives home the idea that Spike and his peers have been forced to grow up too quickly. The way Holy Islandâs citizens are lionizing Spikeâs ascension to the hunter role, good-natured though it is, has a haunting, violence-begets-violence quality to it, underlined by the montages of child soldiers and the war poetry of Rudyard Kipling peppered into the edit. Holy Island makes for an effective, if not all that subtle, microcosm of isolationism, and the threats that seem to get under the citizensâ skin most â like Ralph Fiennesâ Kelson, who weâll get to in a moment â will feel deeply familiar to anyone who hasnât been living under a rock for the last five years.
Taylor-Johnsonâs Jamie, who wouldâve been about Spikeâs age at the time of the initial outbreak, presents a thornier take of how manhood has evolved in this decades-long quarantine. Heâs incredibly patient and supportive â tender, even â towards Spike in their one-on-one time, but Jamie embellishes Spikeâs prowess with boorish bravado. Itâs enough to make the boy more insecure about his survival fundamentals. Taylor-Johnson embodies those conflicting sides of fatherhood without either becoming too one-note. Jamieâs detached treatment of Spikeâs ailing mom Isla (Jodie Comer) further drives a wedge between the two, especially once Spike realizes that thereâs more that both of them could have been doing to help her. Isla experiences near-constant bouts of disorientation and pain, putting Spike into a position of caretaking that further accelerates his coming-of-age. It's rich work from Comer, and though Islaâs scattered mind makes her a slightly less-focused character in her own right, her love for Spike shines through her pain. The lessons she has for him end up feeling even more valuable than Dadâs tips for taking infected out in one shot.
28 Years Laterâs greatest challenge is one of Boyle and Garlandâs own making: the explosion of zombie fiction inspired by 28 Days Later means a lot of points of comparison for both the action and the drama. The infected action is slick and well-staged, but itâs here that the hordes of imitators have most watered down Boyleâs brand of zombie violence. 28 Years Later introduces some new subspecies of infected that feel like they couldâve shambled right out of Left 4 Dead, some of which pose questions about the nature of the infection that beg to be answered in the already-shot sequel 28 Days Later: The Bone Temple.
Most effective are the Alpha infected, a truly hilarious name for the brutes given the themes Garlandâs script trafficks in. These crazy-ripped, nigh invincible hulks immediately ratchet up the tension any time theyâre on screen, with finishers that would make even Sub-Zero exclaim âflawless victoryâ in satisfied wonder. A chase scene involving an Alpha making its way towards Holy Island results in one of the most unbearably tense moments in the film, like if the oncoming train from that scene in Stand By Me were a naked bodybuilder running full-tilt at the leads... a hog-wild encounter, to be sure. But as great as the makeup and digital effects in 28 Years Later are, itâs just not as exciting to see a person kill a zombie (or vice versa) as it was in 2002. Boyle and Garland seem content to let their imitators and acolytes try to outdo each other. 23 years later, theyâre more concerned with matters of the heart.
Boyle chases the guerilla-filmmaking textures of 28 Daysâ groundbreaking digital cinematography by shooting 28 Years Later mostly on iPhone 15 Max Pros. The small size of those phones compared to big unwieldy movie cameras does allow for seriously kinetic coverage during the action scenes. As Boyle himself dubbed it, thereâs a âpoor manâs bullet timeâ effect accentuating some killshots that looks so cool the first time, but loses just a bit of its luster by its fifth or sixth deployment. That shifty camera move is also infrequently used to accentuate character, like when Boyle wants to underline Jamieâs bubbling lower case ârâ rage by focusing on a knife in his hands and performing just a little shift to remind us that the virus doesnât create fury, it merely amplifies it past all reason. Boyle puts the iPhone camera to work in low-light situations as well, painting Spikeâs zombie nightmares in angry night-vision reds.
Itâs a testament to how far technology has advanced since 28 Days Later that the âshot on iPhoneâ acknowledgment rarely feels that relevant â though the professional-grade lenses that Boyle and his frequent cinematographer Anthony Dod Mantle strap to their consumer-grade smartphones probably have something to do with that. They highlight the beauty of the British countryside so well that it never feels like an unfavorable trade for 28 Daysâ chillingly empty London. Drone shots similarly add a propulsive new view on the action, weaving in and out of groups of infected with dizzying speed.
But as is often the case in zombie fiction â here, let me just lean in and whisper real quick⌠maybe weâre the real monsters. 28 Years Later teases out the significance of Kelson , a mysterious outcast drawn as a Colonel Kurtz-type with a penchant for burning bodies en masse, and his relatively late entrance opens the door to some of the storyâs most potent material. Kelsonâs presence narrows the scope of the third act considerably, but, without being too specific about what heâs up to wandering around that there Bone Temple, itâs absolutely the right call for Spikeâs final test. And Fiennes turns in a simple, yet devastatingly effective performance to augment it.
Iâm not going to lie to you, folks. When I hear the word âsoulslike,â my eyes start to glaze over, and I imagine the sweet release of death. Itâs the same way I feel when someone says âmetroidvania,â or âroguelike.â Thereâs nothing inherently wrong with soulslikes, metroidvanias, or roguelikes, for the record. Thereâs just an awful lot of them. I love a good steak, but you canât eat fillet mignon every day. Sometimes you need some sushi, a taco plate, hell, even just a burger. A little variety goes a long way. So when I got asked whether I wanted a one or two-hour appointment with Wuchang, I only signed up for an hour. But I was allowed to play for two, and Iâm really, really glad I did. Wuchang may be a soulslike, but itâs got unique ideas, and by the time I put down my controller, I knew I wanted to see more of what it has to offer.
Wuchang: Fallen Feathers sets itself apart from the jump with its unique art and setting. It takes place in the land of Shu during the latter part of the Ming Dynasty. That single choice sets what I played of Wuchang apart from just about every other soulslike. Most games in this genre arenât shy about their dark fantasy aspirations. In theory, that should mean everything looks a little different. In reality, that means most games look like Dark Souls, which means that most games really look like Berserk. I like Berserk, but itâs not great when everything looks like it stepped out of one of Kentaro Miuraâs panels. Wuchangâs dark fantasy, make no mistake, but its setting means a lot of what I saw looks and feels unique (and colorful).
The storyâs got an interesting setup, too. You play as Wuchang, a pirate with a nasty bout of amnesia. In my demo, she woke up without knowing who she was or what was going on. Unfortunately for her, amnesia might be the least of her problems. You see, Wuchang has contracted a disease known as the Feathering. It starts small; feathers form on your limbs. But as the disease progresses, you lose your memories, go mad, and undergo a âmonstrous transformation.â
Thereâs no known cure, but that doesnât mean our girl is just going to lie down. Sheâs healthier than most, so sheâs going to look for a cure. The problem is, once most people realize youâve contracted the Feathering, theyâll attack you on sight. Itâs a neat reason for why just about everyone in Wuchang (though not all; there are plenty of people willing to help you) will attack you as soon as they see you. And the Feathering isnât entirely a curse; it also gives Wuchang access to very powerful magic. Unlike most other Souls games, you donât have to equip or spec into magic for it to be useful. It just is. Thatâs pretty slick.
The other big thing Wuchang does is make each of its weapons unique. Each one is different in very subtle ways. The greataxe in my demo could block, but parrying was a technique that was essentially reserved for a longsword. Other weapons didnât have either ability, opting instead for attack skills to lay on the hurt. And you canât just fire off these skills anytime, either. Using them (aside from block and parry, which you always have provided youâve equipped a weapon with them) take charges, which you build by pulling off perfect dodges or parries. Nailing perfect dodges and parries also charges your magic.
Wuchang isnât quite as fast as Bloodborne, but itâs faster than most souslikes and encourages you to be aggressive to build those charges. The dance is still here against bosses, and you shouldnât charge in blindly, but Wuchang is less about waiting for enemies to whiff an attack and punishing them and more about forcing them to swing at you, building those charges, and then cashing in for big damage, either through weapon abilities, magic, or attacks that deal damage while switching to your other equipped weapons. Itâs a nice change of pace from traditional soulslike, and forces you to take risks to get access to your best stuff.
Even leveling up is its own thing. Instead of dumping points into your core stats, you fill out a skill tree for everything from your weapons to upgrading your flasks. If you want specific stats, youâll get them through the armor you equip. Thereâs no shortage of outfits in Wuchang, from the traditional to the risquĂŠ (and there is no shortage of fanservice in Wuchang), but youâre not just playing Fashion Souls or looking at core stats here. You always want to be sure youâre picking the right resistances. If youâre losing to enemies with swords, you might want some slashing resistance. Getting smashed by a big hammer? Bludgeoning resistance is the way to go. Magic got you down? Get some magic resistance in you. These choices matter, and I appreciate that your gear matters, even if I could have done without some of the fan service.
There are still bonfires (here, theyâre shrines) and resting at them, which in Wuchang is known as âentering the Dream,â still respawns any enemies youâve defeated. Even that, though, isnât necessarily safe. The first time I entered the dream in my demo, I was attacked by a large, bird-like boss. I lost the fight that followed, but when I went back to the dream, the boss wasnât there. I couldnât tell you what the deal with that was, but it was interesting, and I kept wondering when (or if) I would get another shot at him. I didnât, but I am interested in getting another crack at him and figuring out what all that stuff is about.
Speaking of bosses, I did get to square off with three of them during my time with Wuchang, and none of them corresponded to the âBig Dude in Armorâ stereotype. From Software got that right with Artorias the Abysswalker, and they (and many others) have leaned on similar versions of that fight since. Often imitated, never duplicated, as the saying goes. Wuchang isnât interested in sitting down at that table, though.
Instead, every one felt very different. The first was a masked man with a halberd. He definitely had a range advantage on my longsword and greataxe combo, but that was fine with me. I wanted him to swing at me so I could build charges and then use my greataxe to lay down the law. This boss took me quite a few attempts, mostly because Iâd think I had an opening when I really didnât, and get cooked for trying to attack when it wasnât actually my turn. Once I got his patterns down, though, I was building charges and spending them efficiently, dodging through his attacks and landing big swings of my own. And when I needed to back off? I could cover myself with magic.
The second fight was against someone who seemed to have been transformed by the feathering. This was more acrobatic. The boss would leap into the air and attack from range, forcing me to time my dodges to avoid projectiles and keep from committing until I absolutely had to. I didnât find it nearly as hard as the first (it took me just s couple tries), but I did appreciate the change of pace.
The last fight⌠whew, that last fight. Only one person at the entire event beat the final fight in the Wuchang demo, and Iâm sad to say it wasnât me. While the other two fights were all about dodging, this one (against a woman wielding a sword), forced me to parry. Even with the right weapon and good timing, she was a hard fight: incredibly fast, aggressive, and damaging. Every time I tried to back off to heal, she was in my face. Even when I parried her successfully, I had to be careful; I often only had time for a single counterattack before sheâd hit me again. It was a brutal fight, and I didnât win, but I appreciated how hard it was, and how Iâd had to change my strategy for each boss. I canât wait for another crack at her from the comfort of my couch.
And that sums up my feelings with Wuchang as a whole, really. I got a ton of time with it, far more than anything else I played at Summer Game Fest, and I left satisfied with what Iâd seen. But I was also excited to see more. Not bad for a souslike, right?
Most filmmakers, if theyâre lucky, will see a long career with both ups and downs. Few, though, have enjoyed (endured?) as much of a rollercoaster as Danny Boyle. He came out swinging in the mid â90s with a pair of films that remain among his best before immediately stumbling with a pair of vanity projects. Boyle then reinvigorated the âzombieâ horror scene only to chase it with another misfire. Rinse and repeat a couple more times and you have a wildly unpredictable filmography.
Boyle is back in theaters this weekend with his first film in six years: 28 Years Later. So if youâre looking to revisit some of Boyleâs best, hereâs our ranking of all 13 of his theatrically released films to date.
It feels almost like bullying putting such a sweetly saccharine movie at the bottom, but labeling it the worst of Boyleâs filmography still feels appropriate. Yesterday is competently made and performed, and it has an engaging hook â an unknown musician named Jack wakes one day to discover that The Beatles never existed, but he still knows all their songs â but itâs just so cloying and sticky in its desperate need for our affection that it threatens to move from instantly forgettable to mildly irritating. Still, and at the very least, you know the soundtrack is pretty darn good.
Boyle isnât above throwing everything at the wall to see what sticks, and A Life Less Ordinary is exhibit A in the argument against doing just that. In theory, at least, this is a romantic comedy with thriller elements and supernatural asides, but not a damn thing lands here (even as it all slides down that metaphorical wall to find an ignoble end on the floor). Itâs a mess, start to finish, but itâs a watchable mess thanks to an absolutely stacked cast including Ewan McGregor, Cameron Diaz, Holly Hunter, Delroy Lindo, Dan Hedaya, Stanley Tucci, Tony Shalhoub, and more.
Boyle is no stranger to twisty thrillers â his best one sits at number three, below â but Trance shows thereâs a limit to how many times you should twist, turn, and pull the rug out from under your audience. Trance goes well past that limit, resulting in a film that grows emptier and emptier the longer it goes leaving it wholly out of steam at the end of its hour and forty minutes. Boyle spices things up on the visual front, and the cast (including James McAvoy, Rosario Dawson, Vincent Cassel) do good work, but nothing can break the increasingly numb feeling youâre left with.
You can look at the box-office for The Beach â the third-highest of Boyleâs career â and argue that itâs a success, but youâd be hard-pressed to claim that was due to anything other than Leonardo DiCaprio in the lead role (as Ralph, not The Beach). He was still riding high on the Titanic wave, and seeing him wash up on the shore with other attractive, scantily clad young people was irresistible. The movie itself? Not so much. Its themes and ideals are tossed around like chum in the water, and we all know what that leads to. Thatâs right, the only great scene in the film.
Filmmakers arenât above cannibalizing their own work for something new, and Boyle seems to do just that with his âfamily friendlyâ romp, Millions. The film sees two young boys come across some dirty money which leads them on a journey involving visitations from the dead and a determined baddie looking to reclaim his cash. Itâs basically a splash of Shallow Graveâs plotting and a dash of A Life Less Ordinaryâs ethereal Catholicism, but mashed together with messy thoughts on grief, morality, and the UKâs regret over not adopting the EUâs currency standard, the Euro.
Conflict in movies is typically presented as a tale of someone against someone else, but 127 Hours shakes things up with a story about a young man at war with himself. Trapped in a desperate situation â his arm, literally trapped beneath an immovable boulder â his will to live goes head to head with the unthinkable realization as to his only chance at survival. The film, based on a true story of survival, is as compelling and engaging a tale of resilience as youâre likely to find. Part character study, part dramatic thriller, itâs a fantastically effective film with a strong lead performance.
Creating a sequel to a groundbreaking film you made decades earlier in your youth can be daunting, but few have pulled it off as well as Boyle does with T2 Trainspotting. Sure, this sequel canât touch the highs of the original, but itâs still its own terrifically affecting look at people trapped by circumstances wholly within their control. The energy level is lower, as befitting now middle aged characters, and the laughs are far less edgier, but the palpable sadness and sliver of hope remain as Boyle once again shows love for these people and this place.
Just as he did with The Social Network, Aaron Sorkinâs script for Steve Jobs adapts one manâs complex history into a simple but captivating and compelling character study that entertains in its caustic wit and confusingly smooth abrasiveness. Boyle takes that simple framework of following Jobs through three pivotal product launches and finds life and energy despite the frequently and deceptively static environments. Conversations become living, breathing set pieces through Boyleâs kinetic sense of style. His cast (Michael Fassbender, Seth Rogen, Kate Winslet, Jeff Daniels, and more) then brings those sharply written words to fiery life, capturing both the man and the movement he helped create.
Haters and people prone to using the term âpoverty pornâ gonna hate, but Boyleâs energetic ode to luck, fate, and living your best life no matter the obstacles thrown your way remains a thrilling delight. Slumdog Millionaire introduced the world to the great Dev Patel, and his characterâs journey from the Mumbai slums to a seat of power on a popular game show is an electric ride winding its way through thrills, pathos, and romance. Where Yesterday (way above) really, really needs you to feel good after watching, this one gets you there effortlessly with style, talent, and enthusiasm to spare.
Sometimes everything just clicks into place, and as the first of four stone-cold masterpieces on this list, Sunshine is a powerful example of that relatively rare occurrence. Itâs a sci-fi epic that sends a crew on a suicide mission to reignite the sun in the hope of saving an increasingly chilly Earth. Science and faith go head to head, fundamentalists for truth and fantasy butting heads as their time â our time, because the film is no less prescient for its fantastical setting â races to an end, and their journey is as thrilling as it is profound. It also just looks damn cool and sports a killer cast in Cillian Murphy, Michelle Yeoh, Chris Evans, Rose Byrne, and more.
Boyleâs first theatrical feature should be the envy of every aspiring filmmaker as he gathers a small group of insanely talented young actors, plies them with a good time and an airtight script, and then delivers a wickedly entertaining thriller that still holds up beautifully three decades later. Ewan McGregor, Kerry Fox, and Christopher Eccleston are close friends who ultimately tear themselves and their lives apart after finding a lot of cash in their flat, and each gives a brilliant performance in the face of twists, turns, betrayal, violence, and a corpse doing the full monty in their spare bedroom.
Call them zombies, call them the infected, call them angry jerks â whatever name you give them, just know that these rabid monsters are as scary now as they were when you first watched this movie over two decades ago. 28 Days Laterâs lo-fi cinematography creates a feeling of raw immediacy adding to the nightmare fuel that is a world overrun with violent people (both infected and otherwise). The film got a solid-enough sequel in 2007âs 28 Weeks Later, and a planned trilogy is heading our way starting with 28 Years Later, which marks Boyleâs long overdue return to horror. Our bodies are ready.
As the list above attests, Boyleâs career is one filled with numerous and memorable highs, but his second feature remains the pop culture fixture sitting atop them all. Beyond capturing a time, a place, and a people, Trainspotting walks a delicate line with its honest exploration of both the orgasmic highs brought on by heroin and the utterly devastating results of its inevitably addictive embrace. Hilarious, heartbreaking, beautiful, and disgusting, the film is a genre-bender (and arguably Boyleâs true first horror film) that implores you to choose life â no matter how you define it.
Those are our rankings, but what do you think? Vote in our poll above, and letâs discuss in the comments!
Bungieâs Marathon was supposed to come out this September. However, Bungie has decided to indefinitely delay it. This means that Marathon does not have a release date right now. So, my guess is that it will be delayed by six months or one year, at least. Marathon had an Alpha Test earlier this year, and ⌠Continue reading Marathon delayed, does not have a new release date â
The post Marathon delayed, does not have a new release date appeared first on DSOGaming.
Š Xidax
Patience debuted on PBS Sunday, June 15. New episodes air weekly.
Despite its endeavor to take a new approach to the police procedural, Patience â British screenwriter Matt Bakerâs plodding six-part series revolving around an autistic police archivist-turned-investigator â leans on tired tropes at every turn. Much like staples of the genre like Psych or Monk, it hopes to cash in on the dazzling special skills and enigmatic unconventionality of its central detective. But thereâs a limit to Patience's interest in carving out any proper depth to its protagonist, giving her a meaty backstory, or venturing beyond her surface-level motivations. The result is a series that â in spite of some valiant attempts by its actors to lift a clunky script â is mechanical, soulless and stale. Considering the general lack of autistic women on TV, itâs a real missed opportunity.
The titular main character, hard-nosed puzzle-lover Patience Evans (Ella Maisy Purvis, who, like her character, is neurodivergent), works in the criminal records department hidden in the basement of a police bureau in the quaint UK town of York. The opening sequence follows her at home, timing herself as she solves a gift-shop puzzle to a backing of whimsical orchestral music. Simultaneously, in a bank, a glassy-eyed man takes out a hefty lump sum before heading to a car park, dousing himself in gasoline, and lighting a match. From the first beep of Patienceâs stopwatch, thereâs a tonal rift between cozy crime drama and gritty cop thriller that canât quite be bridged. Itâs also an early giveaway of a tendency to see Patience as an oddity rather than a rounded, relatable character.
This is the latest in a string of apparent suicides Patience is semi-miraculously able to link together into one murder investigation. When she starts dropping hints by sending additional, unrequested files upstairs to the investigations department, she catches the attention of Detective Inspector Bea Metcalf (Laura Fraser), an unusually, slightly disconcertingly warm antithesis to the stereotypical hard-as-nails police constable.
Discovering the 20-somethingâs handy flair for identifying crucial details and patterns that neurotypical officers in the department miss, Bea takes Patience under her wing, ensuring her talents are no longer squandered in the storeroom. Patience becomes unofficial âassistant investigator,â presumably without the pay rise. But Beaâs colleagues take less kindly to Patienceâs arrival: One minor character remarks that Patience got her name because it will âtake every ounce of yours to deal with her.â Sheâs surrounded by a cast of characters who are endlessly frustrated by their new coworker, each proving their backwardness in a way that feels stage-managed and slightly absurd rather than totally believable.
Even as Patience is lured out from the safety of the criminal records department and bravely enters this new realm, sheâs oddly sidelined by her namesake show. Episodes alternate between scenes with the budding detective and ones with the senior police officers. These quip-heavy check-ins seem intended to leaven some of the heaviness of Patienceâs storyline â except the sparkless dialogue and feeble humor mean they function as little more than dressed-up exposition.
Though Patience is supposed to unfold from its main characterâs perspective, her lack of involvement in numerous parts of the plot, the narrow, unsubtle gamut of ways she makes her presence felt onscreen (briskly walking Yorkâs streets while wearing noise-cancelling headphones, storming off, furrowing her eyebrows, clenching her fists), and the dogged emphasis on how others perceive her as an outsider suggest otherwise. At every point where we start to empathize, weâre reeled back into the point-of-view of her colleagues. And, wherever Patience goes, sheâs accompanied by the showâs sweeping, fanciful score, encouraging us to see her from a distance â to view her not as a person living her life or doing her job, but as an object of patronizing awe.
Much of Bakerâs problem lies in trying too hard to make Patienceâs internal world external, forcing her to constantly explain away her behavior and feelings in a script that is both artificial and trite. Too much of the screentime manages to feel like a rote exercise in teaching non-autistic viewers about autistic traits, while bulldozing over any of the autistic charactersâ nuances in the process. Thereâs also a confounding lack of consistency and attention to detail, from incongruity between shots to plot holes to uneven character development. One of Patienceâs few redeeming qualities is that its cases of the week each start out with an intriguing premise for a crime â but even these wind up rushed-through and half-baked, with a distinct lack of riveting murderers.
Š Atlus
Š Getty Images
Š Moonmana
Š WB Game, Rocksteady Studios
Š Sloclap
Over the last eight years, the Nintendo Switch has become one of the most successful and influential consoles of all time, confidently securing a place in my regular gaming rotation on the couch while simultaneously becoming a handheld staple of my train commutes and trips abroad alike. But over that same time, its aging innards have become steadily more distracting. Thatâs why itâs such a relief that the Nintendo Switch 2 has magnetically snapped into our hands at long last, giving games the Switch was struggling to run a shot in the arm and opening the door for a whole new generation of third-party support. At the same time, apart from a creative new mouse control option that works better than it is comfortable to actually use, this sequel system doesnât provide many of its own novel reasons to upgrade at the moment beyond bringing its out-of-date predecessor into the modern age â and itâs charging a substantial premium ($449) in order to do that.
Letâs start with the basics: From the outside, the Switch 2 looks almost identical to a slightly scaled-up version of Nintendoâs original handheld/console hybrid system (roughly 13% bigger, 10.7 inches across with both Joy-Con controllers attached), but a whole lot of smart tweaks make it a much more refined device â although many of these were carried over from the Switch OLED model. That includes a new kickstand thatâs far more robust and versatile, as well as system buttons that are just a bit sleeker. However, there are also welcome additions unique to this device like a second USB port on top so you can finally charge while playing in tabletop mode (anyone who has taken their Switch 1 on a long flight knows how huge of an improvement this is) or plug in certain peripherals like the official camera while docked, as well as a very comfortable 256GB of base internal storage so you donât immediately have to buy a MicroSD Express card to expand it.
The biggest change to the body of the Switch 2, of course, is the new magnetic attachment system for its updated Joy-Con. This replacement for the originalâs slide-on rails is genuinely fantastic, letting you satisfyingly snap them on and off with ease while feeling entirely sturdy and secure when you want them to be. (You can pull them off without pressing the release button if you really want to, but it's almost definitely not going to happen by accident.) In a similar way to how Tears of the Kingdom somehow made Breath of the Wild feel small, itâs the type of upgrade that makes something I previously loved suddenly seem like a first draft thatâs a little awkward to go back to.
Weâve now covered pretty much all the major physical differences between the two systems, however, which I do think represents a missed opportunity. Most notably, itâs disappointing that the Joy-Con themselves didnât get a more ergonomic redesign. As much as I really love the convenience and flexibility of being able to use them attached to the screen, detached to play games with my arms relaxed at my sides, individually for simple multiplayer games, or snapped onto the included grip to form something closer to a conventional gamepad, these controllers are far from the most comfortable around. They are still missing analog triggers, and the button layout has always been cramped and misaligned, but their size increase hasnât been taken advantage of to make any of that better. In fact, it sort of makes things worse in handheld mode, as the larger device and heavier weight (1.18 pounds with the Joy-Con attached, compared to the originalâs 0.88) adds just a little more strain over time. Itâs not much worse if you are already used to a Switch 1, but after using the substantially more ergonomic Steam Deck (which is 0.29 pounds heavier) for the past three years, the reused design of these small, flat controllers now sticks out like a sore thumb â quite literally sometimes.
Of course, the new Joy-Con do have one exceptionally cool trick up their sleeve: Pop one off and turn it on its side (with the connecting edge down) and you get quick access to an impressively precise mouse control option as you slide it around your coffee table or couch cushion. Simply put, this works well enough to be every bit the game-changer I was hoping it might be⌠with a couple of major caveats. The good news here is that this mouse option really, truly gets the job done â itâs not going to rival the precision of a high-quality PC gaming setup or anything, but itâs more than accurate enough for your average player, and blows the lid off what kinds of games can be conveniently played at your couch or on the go.
The first time I plopped onto my sofa, propped my Switch 2 on my legs, and then popped off the right Joy-Con and started casually playing Civilization 7 with all the precision of sitting at my desk, something clicked. That same feeling came back when I set my Switch 2 up on a table at an outdoor coffee shop and played Cyberpunk 2077 with the wide arm of a wooden recliner chair as my mousepad. Those werenât perfect experiences â Civ has an issue where it would occasionally misunderstand my inputs and swap to a different control mode when I clicked, and Cyberpunkâs button mapping demands a little bit too much of your right thumb (which I go into more detail about here). But those felt more like software and implementation problems rather than the fault of the tech itself, and these native mouse controls still stand out to me as the killer feature that sets the Switch 2 apart from any other gaming system available today.
So, whatâs the catch? Well, much like using a single sideways Joy-Con on its own, it feels as though Nintendo designed the shape of this controller with the assumption that nobody would ever actually use it this way for longer than the minigames in Nintendo Switch 2 Welcome Tour demand, and in doing so ensured few would ever want to. Mice are shaped the way they are for a good reason, supporting your hand in specific spots and reducing strain wherever they can â and the ergonomics of how your arm is positioned while sitting are important for that as well. In contrast, the Joy-Con 2 is a candy bar with triggers used in whatever position provides a flat enough surface, and there isnât really a comfortable way to hold it that stays comfortable over long sessions.
When I played Cyberpunk 2077 with The Switch 2âs mouse controls for more than two hours in a row, I could still feel the strain in my hand the next day. Playing Civ for just 45 minutes while reclined on my couch inflamed a tendonitis issue in my forearm (which had been gone for three years) so badly that the pain actually woke me up that night. I even resorted to 3D printing a mouse-shaped Joy-Con shell to ease the hand strain, which did help (and itâs truly crazy Nintendo doesnât have an official accessory like this available already), but that doesnât do anything to solve the ergonomics of how you have to hold your arm â especially if you are playing with the mouse on your thigh as Nintendo over-ambitiously recommends.
The end result is an extremely innovative idea that I am as excited about as I am apprehensive to use more. Mouse controls work just fine in short bursts or to navigate menus, but are so uncomfortable in most practical scenarios that I doubt Iâll look to play any large games this way for prolonged sessions. Itâs hard to imagine sitting down with Borderlands 4 later this year, for example, and playing an entire FPS campaign like this, which is a true shame. (And if youâre left-handed, you better hope the developer of whatever game youâre playing included an option to flip the controls â Civ and the Switch 2âs menus do, but Cyberpunk 2077 seemingly does not, and there doesnât appear to be anything built in at the system level to account for this.) That said, if Nintendo were to make an official wireless Mouse-Con or snap-on accessory with all the buttons that are needed and a physical shape that wouldnât hurt my hand to hold I would pick it up in a heartbeat, so the potential for this control method to be truly great is here.
Itâs worth noting that certain games like Cyberpunk 2077 do have out-of-the-box support for a regular USB mouse â and even keyboard! â to be plugged into the dock, turning the Switch 2 into something that could function more like an ultra-portable gaming PC. (Although, notably, that doesnât currently work in system menus.) That lack of limitation is really great to see, and I hope more games that are also available on PC make use of that potential going forward. I initially thought this might also mean I could plug in a mouse and use that as a more comfortable FPS option in Cyberpunk, but you canât just use the mouse to replace the right Joy-Con and still use the left for movement without the UI swapping rapidly between the two input methods, and you canât rebind any of the additional buttons your mouse might have to replace the controller buttons youâve lost, so itâs not really a full-time solution. Itâs all mouse and keyboard or all Joy-Con.
Moving from the Joy-Con to the screen nestled between them, the LCD touch display of the Switch 2 is a pretty big upgrade over the base Switch, and sort of a sidegrade compared to its OLED update that makes up for a lack of vividness with more pixels and frames per second. The jump from a 720p resolution to 1080p is a big one, and the doubled 120fps cap is some very welcome icing on that cake whenever a game can take advantage of it (though currently thatâs reserved to only a minigame or two in Welcome Tour). Those improvements shouldnât be understated, but the move back to LCD does mean the screen doesnât perform quite as well outdoors and on the go compared to an OLED Switch. Itâs still a good looking screen with pretty solid speakers to accompany it, and I was able to play Mario Kart on a sunny day in the park with no visibility problems, but a darker game like Cyberpunk 2077 was basically impossible to make out at times. All in all, it feels like a bit of a wash depending on your play habits and priorities, but since weâve been forced to choose, I'm personally happy with the resolution and framerate bump.
Thankfully, that upped output isnât isolated to handheld mode. In addition to finally having an integrated ethernet port (another perk that was on the OLED version first), the redesigned dock allows the Switch 2 to display beautiful 4K with HDR and higher framerates (up to 120 FPS at 1440p on compatible games). Thatâs thanks in part to a built-in fan and a thoughtful eye toward cooling in general, letting the Switch 2 pump out more power without overheating. Apparently it really needs that, too, because it could get pretty hot to the touch whenever I was playing games in 4K, even something innocuous like Welcome Tour â never to the point where it caused problems or threatened to burn my hands, but at least to a degree that surprised me given how consistently cool it stays while handheld.
This is where we start to peek inside the system, because the Switch 2âs ability to run games like Tears of the Kingdom with improved resolution and zero lag is probably its biggest selling point for anybody who had been feeling the Switch 1âs age more and more each day as we all cried out for the âSwitch Proâ that never came. If youâve only ever gamed on the original Switch in the last eight years, the upgrade being offered here is substantial â the free updates and paid Switch 2 Editions that have been released for many existing games make them look better, load a whole lot faster, and run the way it feels like they were always meant to. That backward-compatibility support is truly great to see when the Switch has so many still-awesome bangers in its library, and especially when Mario Kart World is the sole significant launch game.
Itâs also easy to see how much of a jump has been made here when you compare the games of one developer, CD Projekt Red. The version of The Witcher 3 that came to Switch 1 was almost a novelty, with muddy graphics and a passable framerate that made it seem like a marvel it was able to run at all. Cyberpunk 2077, on the other hand, runs more than respectably on Switch 2 â itâs not on par with other modern platforms or anything, but itâs far more than a consolation prize, and a totally fine way to play an excellent RPG if you havenât otherwise had the opportunity. The Switch 2 is never going to threaten the PlayStation 5 Pro in terms of raw power, but itâs a whole new world as far as third-party support is concerned. Hopefully it will be a little while before major third-party games start skipping Nintendoâs platform again (because if it has to run on the Xbox Series S anyway, it could probably be made to run here, too).
That said, if you have gamed on devices besides the Switch 1 since 2017, the technical upgrade here is not exactly what I would call exciting in the larger scheme of things. The Switch 2 is Nintendo playing catch-up, and things like HDR and 4K havenât been thrilling new features for over half a decade. They are great to finally have, donât get me wrong, and games on the Switch 2 no longer feel stranded on a console that was underpowered even when it first came out. And yet, thereâs a part of me that worries weâll be right back to begging for a Switch 2 Pro when the PlayStation 6 inevitably arrives in a few years time, because this one still hasnât fully closed the gap with the consoles that launched back in 2020. (I mean, Microsoft announced it is working with AMD on the next Xbox console generation literally as I was writing this.)
Of course, Nintendo has always been more focused on doing a lot with a little in that regard, and that has largely worked to its benefit â the newest Pokemon games were certainly struggling on the 2017 hardware, and have received a big boost here, but itâs hard to argue Breath of the Wild doesnât still look fantastic today even running at 720p and 30 frames per second (on a good day) thanks to its outstanding art direction. The same can be said for console-defining games like Super Mario Odyssey, Super Mario Bros. Wonder, and Mario Kart 8 Deluxe, among others. Even just playing catch-up is a big deal because any caveats that accompanied those already amazing games have now vanished. I donât mean to undersell how great it is to feel like the training wheels have finally come off.
But thatâs part of my point: This does not feel like a whole new bike. You could say that itâs not supposed to, given this is the first time Nintendo has ever put a 2 at the end of a piece of hardwareâs name. But, functionally speaking, the Switch 2 feels closer to that mid-generation "Proâ update we never got than a brand-new console, and the gap is even smaller if you are only making the jump from an OLED Switch. And, yes, that was similarly true of the PlayStation 5 and Series X when they launched â I even wrote a whole article at the time about how generational leaps were going to stop being as jaw-dropping as we were used to. But for those systems, their top-of-the-line graphics power was at least somewhat novel on its own when it came to features like ray tracing, which is not the case here unless the Switch 1 is all you know. (Not even in the context of handheld gaming, given the rise of portable PCs like the Steam Deck in recent years.)
Instead, the âbigâ additions are things like GameChat, which is basically Nintendoâs own version of Discord with a dedicated button on the right Joy-Con to open it â and while itâs certainly a neat way to connect with friends and share your screen (at a comically low framerate), itâs also so hilariously overdue that IGN literally named a podcast Nintendo Voice Chat 17 years ago as a goof because itâs, to quote the 2008 announcement article, âthe only place you'll find reliable voice support and "Nintendo" in the same area.â That joke could almost vote before it stopped being true. Meanwhile, Nintendo still isnât interested in letting us customize the home screen (or even rearrange our game icons), still wonât support most media apps beyond YouTube (and some Switch 1 options like Hulu and CrunchyRoll no longer work at all on Switch 2), and still uses an obnoxious friend code system thatâs a hassle next to all the other major platforms. Thereâs at least a welcome redesign of the eShop, which was painfully slow on the original Switch, but the system menus and interfaces are otherwise close to identical.
This kind of incremental system upgrade isnât necessarily a bad thing in a vacuum, but it stands out to me when this console is also a whopping $449 compared to the original Switchâs $299 despite having slightly worse battery life in handheld mode â when playing big games like Mario Kart World, Cyberpunk 2077, or Civilization 7 on the go, Iâve yet to make it far past the two-and-a-half hour mark without having to plug in. Pair that with only a single launch exclusive worth playing and, apart from revisiting games Iâve already beaten at a resolution and framerate Iâve been used to seeing elsewhere for a half decade, thereâs just not much thatâs got me actively excited to play my Switch 2 at the moment. That will surely change when the phenomenal looking Donkey Kong Bananza and other new games start to arrive in the coming months, but for now this launch feels a little subdued.
Looking for a cheap power bank to extend the playtime of your brand new Nintendo Switch 2 console? Then this is the best power bank deal I've seen for today. Amazon is offering an Iniu 10,000mAh 22.5W USB Power Bank for just $11.87 after you clip the 10% off coupon on the product page and apply promo code "F4M479K9" during checkout. Iniu power banks generally have great reviews and are less expensive than equivalent Anker models. This particular power bank shares its 18,000 4.6-star Amazon reviews with one other model.
This INIU power bank features a 10,000mAh (37Whr) capacity, which can charge a Nintendo Switch 2 from completely empty to full about 1.5 times, a Switch OLED about 1.9 times, an iPhone 16 about 2.2 times, and an iPhone 16 Pro Max about 1.7 times. It's equipped with three outputs: one 22.5W USB Type-C port with Power Delivery 3.0 and two USB Type-A ports with QuickCharge 4. The USB Type-C PD port can charge Nintendo Switch at its fastest rate, which is 18W.
With a power bank this small, you don't need to worry about being stopped at airports. The 10,000mAh capacity is well below TSA's 27,000mAh carry-on limit. The INIU power bank is also slim and compact so it's unlikely anyone will take notice in the first place. If a TSA official actually does take the initiative to test the wattage, you are well in the clear.
Looking for more options? Check out the best power banks for travel.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
If you scan the shelves of your local board game store, any number of well-known video game adaptations will likely leap out at you. Thereâs Mass Effect: Priority Hagalaz for example, or Slay the Spire: The Board Game, alongside many other board games based on video games. But one very well-known name you wonât see is that of Lara Croft, or her beloved Tomb Raider franchise. For the seriesâ legions of fans, that is all about to change, but not necessarily in the way that they might think.
âWe wanted to create a solo board game where Lara Croft is on a new adventure,â Luke Meila, designer of the upcoming Tomb Raider: The Crypt of Chronos, explained to IGN at his stand at the UK Games Expo, boldly supported by a hirsute gentleman cosplaying as Lara Croft. âWeâve seen Lara in video games, movies, comics and her adventures are always tailored to whatever the medium is, so thatâs what we did with this: make a board game as if Lara has always been in a board game.â
Thatâs the core conceit driving the unusual solo nature of the game, which Melia feels is a pretty bold decision. âThere are lots of franchises that create one-player modes in their board game adaptations, but weâve never seen one build a complete solo game,â he continued. âWhile there are some great solo games like Under Fallen Skies and Final Girl, thereâs nothing with a license this big. I was worried someone would get cold feet and pressure us into turning this into a more traditional multiplayer game.â
Luckily, that didnât happen, and Melia has been free to realize his vision in the form of a game with two different ways to play. âThereâs the adventure book, which is fifteen structured missions,â he said. âItâs designed to tell the story of how Lara got to the island of Kairos and what sheâs looking for there. It kind of teaches you how to play, using a minimal set of components.â
Once youâre familiar with that, you can move onto campaign play. âThis is much more of an open world, much more expansiveâ said Melia. This involves moving Lara across a map of the whole island, with different terrain hexes divided into jungles, deserts, mountains and tombs. âEach of the tombs has a token on it, and one of those tokens hides a map, while another hides a key,â he added. "When you get both, youâll gain access to your big final mission.â
Each hex on the map has you drawing a card which shows you how to set up a level to play through, built from modular tiles supplied in the box. Traversing this has its own set of challenges depending on the terrain. âJungles are quite balanced,â Melia said. âDeserts are hot and dangerous, wide open spaces that require a lot of traversal and enemies can see you from far away. Tombs are more puzzle-based with fewer enemies.â
Putting puzzles in board games has always been a double-edged sword. Puzzling and strategy feel like very close bedfellows, but once youâve solved a puzzle, thereâs little point in doing it again, making your game obsolete. Melia has found an ingenious way to get around this problem by making parts of each puzzle highly dynamic.
âSo in this tomb we have to collect an artifact, which is locked behind a door,â he demonstrated. âWe've got a boulder that you have to push around and you've got to try and work out how to get to the artifacts. So you need to work out where to put the boulder to get access to the unlocked corridors, and work out the correct order to throw the switches. There are twelve different tombs in the game, with different maps, different objectives and different switches. That would be a lot to try and memorize.â
And even if you do, Melia has designed things so that the game will keep on throwing you curveballs. âHow each tomb plays out is going to be different on each replay,â he continued. âThe events are going to be different, the enemies are going to be different. Youâll create a plan at the beginning of each tomb, but you have to continually adjust that plan according to whatâs going on around you. You might learn where to push a boulder but that will be complicated if an enemy wanders into the area.â
Heâs spent a surprising amount of time ensuring that his invention continues to puzzle even experienced players. âI experimented with all kinds of different puzzle options because having stale solutions was exactly my worry,â he confessed. âI wanted this to be endlessly replayable. But weâve done a lot of playtesting and so far weâve not had an issue where someone has done the same tomb twice and itâs not felt different each time. Thereâs enough variation in there to throw you off, whatever your plan is.â
Outside of tombs, youâre faced with more traditional challenges such as jumping, sneaking, and fighting, which are handled with a palette of six different actions and a pool of six dice that you can spend to boost your action. â You can use as many dice as you want on an action and the more you use, the more powerful it is,â said Melia. âHowever, once you've used all six, your turn is done. If I want to run across the board, I could roll four dice for movement, but then if I find myself in a combat situation, it only leaves me with two.â
Once youâre out of dice, the enemies get to react. âThey move on patrol routes,â Melia said. âUnless youâve created noise in which case theyâll go and investigate and if they see you, theyâll attack. Then thereâs an event phase where youâll draw a card. There are lots of different kinds, like a dart trap youâll have to try and dodge, or enemies spawning onto the board, or bonus resources. As you uncover resources, you can use them to craft new weapons and new outfits, and new actions as well.â
In the campaign game, enemies donât just spawn and move in the level youâre playing but on the island map as well. âOn the island enemies are NATLA, one of the famous villains from the Tomb Raider games,â Melia revealed. âTheir invasion is spreading across the island, and every time you run out of event cards, more and more will appear. So if you draw helpful events like bonuses, theyâre out of the deck and the game gets harder because enemies appear more frequently.â
Individual missions take about 20 to 60 minutes, so it can take a while to play through the 15 scenarios in the adventure mode. But, happily, the campaign missions are a bit shorter, allowing you to fit the whole thing into an eveningâs play, which takes about three hours. However, the game has still been designed so you can âsaveâ it in the midst of a campaign if you so wish. âWeâve included a save box,â says Melia. âYou put in what youâve crafted and it tells you how to save the decks.â
Video game adaptations to tabletop always face a barrier of how far to replicate the twitch action of the screen to the more sedate pace of the table. Thatâs why Melia tried to focus on the puzzling aspects of the franchise, but he made sure to try and make taking actions in the game feel like those of the original as much as possible. âYou climb up to different levels of terrain in the game,â he explained. âOriginally, I made moving and climbing two separate actions, with a roll to climb, because thatâs how it works in the video game. You stop in front of the wall, jump and then climb up. But it just wasnât fun on the tabletop, it got in the way of itself. We made them into one fluid action and it costs movement points to climb up and down.â
There are lots of other subtle nods to the original experience, too. âThereâs a cooperative mode called pass the controller,â Melia said. âYou take the dice, take a turn and then pass it to the other player. My wife and I play together quite a lot and we make joint decisions on what Lara is doing. Itâs great until Lara gets surrounded by enemies and we disagree on how to get her out!â
And after months of design work and internal testing, Melia, who admits to being a devotee of the series from the very first game, finally got to try it out with some fellow fans. âThey said it felt like an authentic Tomb Raider experience,â he beamed. âDuring one puzzle, one of them said that it couldnât be done. That it was impossible. And I didnât say anything, I just watched him reverse engineer it until finally I saw it click, and he smiled and solved it. And that was excellent.â
There canât be many finer moments for a game designer, nor a player who loves the series, and it wonât be long before you get the chance to experience it on your own tabletop, too.
Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.
Alienware is offering competitive prices on RTX 5080 equipped gaming PCs to kick off June. Right now you can pick up an Alienware Aurora R16 RTX 5080 gaming PC for $2,374.99 shipped. This is a good price for a well-engineered gaming rig with powerful current generation components, 240mm AIO water cooling, and sensible airflow design that can handle 4K gaming at high frame rates. In the current market, buying a prebuilt gaming PC is the only way to score an RTX 5080 GPU without paying an exorbitant markup. If you were to try to find a 5080 GPU for your do-it-yourself PC build, you'll probably spend nearly as much for the GPU as you would for an entire system.
Update: Price has dropped slightly from $2450 to $2325.
The RTX 5080 is the second best Blackwell graphics card, surpassed only by the $2,000 RTX 5090. It's about 5%-10% faster than the previous generation RTX 4080 Super, which is discontinued and no longer available. In games that support the new DLSS 4 with multi-frame generation exclusive to Blackwell cards, the gap widens.
Check out our Best Alienware Deals article with all of Dell's currently ongoing deals on gaming laptops and desktop PCs. Not everyone is the DIY type. If you're in the market for a prebuilt gaming PC, Dell is one of the best brands we'd recommend. Alienware desktops and laptops feature solid build quality, top-of-the-line gaming performance, excellent cooling (further improved on the newer models), aggressive styling, and pricing that is very competitive with other pre-built options. Best of all, there are plenty of sales that happen throughout the year, so it's not difficult to grab one of these computers at considerably less than their retail price.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
Final Fantasyâs Magic: The Gathering set has been a huge success, with fans getting to wield cardboard versions of iconic characters from the series. While the set is home to some fantastic chase cards all of its own, itâs also led to some price increases on cards that play nicely with the new Universes Beyond additions.
Not only that, while there's been a rapid price increase, none of these cards are overly expensive to buy standalone on the secondary market right now (maxing out at $15 at most). From card draw engines to Saga skippers, these are three of the best cards you can snap up right now, and what to use them for.
Harmonic Prodigy has seen a significant price jump because it pairs so nicely with Vivi Ornitier, a great Commander option from the new set.
Aside from the Prowess, Harmonic Prodigy triggers abilities of a Shaman or Wizard a second time. Not only does that mean Vivi can grow in power and turn into a mana source, but it also means you can ping rivals for an extra point of damage, too.
It's up by +272.96% in the past year, and +131.78% this month, currently sitting at around $11.45 market value.
Look, I have no interest in Doctor Who (but my editor does!). Still, even if you donât like timey-wimey sci-fi shows, Barbara Wright is certainly now worth a look for any Final Fantasy decks youâre building.
Her History Teacher perk allows players to select a step on a Saga (including Final Fantasy Summons) and jump right to it. That means you can get to Bahamutâs Megaflare or Primal Odinâs Zantetsuken without delay. Sure, itâll mean your Summons are gone sooner than they otherwise would be, but let's be honest, your opponents arenât going to know what hit them.
She's up an unbelievable +4230% in the past year, +2835.71% in the past three months, and even +415.48% just this month. With market currently sitting at $4.58, she's still pretty affordable, but considering it was $0.15 in March 2025, that's some big stonking gains.
More Doctor Who? (Sigh) OK, but itâs still a great inclusion if youâre a big fan of drawing cards (and who isnât?). He's up 189.84% just in the past few months, rising to $12.68 market value, up from $4.33 in March.
Danny Pink is a 4-cost 4/3 on his own, but he also gives other creatures +1/+1, which then allows for additional draw. If youâve been keeping an eye on the latest batch of Commander Decks, youâll know where this is going.
Put simply, Danny Pink gets out of hand quickly when used in the Counter Blitz precon deck. Its mix of additional counters, and its focus on proliferating said counters, means you can rack up a frankly obscene amount of card draw per turn.
Final Fantasy x Magic: The Gathering cards can be found non-foil in both Play Boosters and Collector Boosters, with foil versions of the cards only available in Collector Boosters.
But, the best avenue to get the cards you want, without spending an absolute fortune, is by purchasing singles, so keep that in mind as well.
Whether you're here for FF6âs Terra, FF7âs Cloud, FF10âs Tidus, or FF14âs Warrior of Light, these sets are stacked with heroes and villains from across the series.
And thatâs just the Commander Decks, the full release runs deep. If you managed to lock in a preorder before they vanished, congrats. Otherwise, check in with the links just above to bookmark or wishlist your favorite set in anticipation of any restocks soon.
Lloyd Coombes is Gaming Editor @ Daily Star. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay. He's also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tomâs Guide, IGN, and more.
If thereâs one thing beyond doubt after having played well over 100 hours with Dune: Awakening, itâs that Funcom has done its homework in crafting the most authentic take on the Dune-iverse imaginable. As a longtime fan of Frank Herbertâs iconic sci-fi setting, thatâs an incredible thing to experience more often than not, and my time on Arrakis has been filled with moments of genuine shock. Itâs very clever how the harsh environments and empty space are repeatedly used as progression checks, turning what seem like they should be weaknesses into strengths. Other times, that stubborn adherence to established lore results in annoying or just plain boring irritations, like how youâre all but forced to adopt a nomadic lifestyle in a genre where putting down roots and building up your base is one of the fundamentals. There have also been plenty of technical issues and bugs, an endgame that could use a bit of hydration, and combat that never stops being underwhelming, but on balance my friends and have had an absolutely awesome time nerding out.
If youâve ever played a survival game (and have read a Dune book or seen the movies) before, youâll know most of what you need to feel at home among the giant sand worms: you gather materials from the world, build your own ugly-as-heck home, and upgrade your equipment to gain access to more dangerous areas with rarer materials. Like plenty of survival games, including Funcomâs own Conan Exiles or last yearâs Once Human, all of this is happening on a server full of similarly sunburnt players in a perpetually online world, where cooperation and limited instances of PvP are both a distinct possibility, and which account for most of its best moments.
The story is an interesting twist on the Dune world that takes place in an alternate reality where Paul Atreides was never born and House Atreides doesnât collapse as a result. Itâs a smart decision that allows for Awakeningâs developers to play in the Dune-iverse without tying themselves to canon events or being obligated to kill off the various fan-favorite characters that the novels dispose of with reckless abandon. The plot is full of lore, familiar faces, and a few compelling twists and turns, but unfortunately each of those chapters is separated by about a dozen hours of gameplay and grinding that makes it pretty hard to keep track of or enjoy in any comprehensive way. Plus, Funcom makes the classic mistake of randomly throwing in a stealth level, and though itâs not quite as annoying as these one-offs tend to be, itâs definitely not playing to Awakeningâs strengths. All in all though, I quite enjoyed the story thatâs told, in large part because it makes such good use of the universe and worldbuilding.
Where this game really sets itself apart, though, is by just how much it adheres to its legendary setting, and that has a major impact on just about everything you do. For example, clever use is made of Arrakisâ harsh environment, which is weaponized against you quite literally every second you stay within its atmosphere. Standing directly in sunlight unprotected will bake you alive in a matter of seconds; sandstorms blow on a regular basis and will kill you if you arenât able to get to shelter first; and most notably, thereâs the issue of those pesky, enormous, man-eating worms which gobble you up if you dare tread upon their domain for too long. By leaning into the unforgiving world as much as it does, Awakening puts you in a constant battle against the planet itself. So instead of casually trotting around collecting resources at your leisure and settling your own little piece of the world, youâre frantically ducking behind rocks to avoid the sunâs harsh rays and drink what little water you have left, and playing a never-ending game of âthe floor is lavaâ as you rush from one place to another with a shai-hulud hot on your heels.
All of these hazards give you obstacles that are satisfying to overcome. For example, early on youâre unable to leave the tutorial area thanks to a massive gap of empty space where sun exposure or, more likely, a massive worm would certainly kill you if you attempt to go on foot, so you have to craft your first vehicle in order to safely cross it. Later on, you start to encounter places that are too hot or irradiated to explore without proper equipment. There are plenty of examples just like this, where the unique nature of the setting is turned into an interesting mechanic and usually Awakening is a better, more interesting survival game for it.
But there are other times where this fanatical adherence to Dune conventions can be quite obnoxious, like how youâre encouraged (and in some cases required) to move your base of operations from place to place as you unlock access to higher-level regions. Pulling up stakes means you either have to abandon all youâve built up to that point or tediously relocate as much of your equipment as you can, piece by piece.
Then thereâs stuff like the fact that guns are often useless, since many enemies make use of the all-important Holtzman shields that completely protect from ranged attacks. This creates a weird situation where youâre juggling back and forth between guns and melee weapons depending on which enemy is currently running towards you, oftentimes having to choose between addressing the swordsman barreling down on you or the guy a few feet behind him with a chaingun, which can create a really oppressive rhythm to combat. While using guns is more effective at the start, once enemies start getting shields hereâs little reason to ever use a gun. Melee is much better at killing enemies, since you can sprint through almost any bullets that bounce off your shield, then stun and stab enemies relentlessly until they die, but this becomes extremely monotonous, since every encounter plays out identically with almost no variety.
Thatâs just part of the reason that, like almost every single one of its peers, Dune: Awakening has pretty awful combat. I knew going into a survival MMO that would be the case, but itâs still a particularly bitter pill that never gets any easier to swallow. I spent half of my time playing with ranged weapons before switching to a vastly more effective melee build, but both are repetitive, sloppy, and downright janky. I honestly kinda respect how much Dune: Awakening sticks to its guns by making said guns ineffective to keep with Dune lore, even as it sometimes comes at the expense of me having a good time.
There are, at least, some neat little tricks like Bene Gesserit powers that let you command enemies to stop dead in their tracks for stretches of time, or an anti-gravity grenade that suspends everyone in the air, but very little of this stuff mixes things up enough to make up for the hours of blandness forced upon you. Whatâs more, thereâs also some really irritating bugs, like how sometimes the parry button is unresponsive, or for some reason you simply wonât be able to swing your weapon at all until you unequip and re-equip it, which requires running away frantically to find a hiding spot where itâs safe to do so. Again, in the world of MMOs and survival games alike, I donât expect anything as polished as Gears of War, but if you were hoping Dune would get this bit right Iâm afraid that it definitely does not in its current state.
Thankfully, the combat miss is more than counterbalanced by the absolutely stellar survival mechanics, which are some of the most thoughtful and polished Iâve seen in a while. Thereâs a constant stream of new technologies to research, equipment to craft, and material to hunt for with almost no filler or repetitive grind along the way. Every time I collected the right materials to craft the latest shiny thing I want, I immediately had another enticing item to chase, and with unique schematics dropping left and right, I was always making interesting decisions on whether to spend my rarest materials on a cool item with a special effect versus taking the more conservative route and just crafting common items to save those resources for a rainy day (itâs gotta rain on Arrakis eventuallyâŚright?) There are some instances where the exact amount of materials needed to craft something, and the time it takes for those recipes to be cooked up, are a bit much, especially in the endgame where you can go through ornithopters quite quickly during PvP. But aside from these more extreme, late-game examples, the progression is incredibly well paced.
Itâs especially impressive that Funcom accomplished this loop so well in a desert world where there are no other locations aside from hot sand, and almost no plants or wildlife available to harvest. A major hallmark of survival games is punching trees, and there are no trees on Arrakis â instead, youâre making tools to pull water from morning dew collecting in the world at night and by pulling it from the air, which is just really clever and a welcome change of pace that embraces the weird and barren setting, even if it is still essentially the same thing.
Though it took me over 80 hours to complete the campaign and master the main map of Hagga Basin, thereâs still quite a bit to do once you reach the end of the grind and are inevitably pushed out to the Deep Desert to begin the endgame. This PvP-heavy zone is the only source of the materials necessary to reach the highest heights currently available in Dune: Awakening and has some really great ideas, like how the Coriolis Storm sweeps through each week and destroys everything in its path, leaving behind a new procedurally generated map to explore and fight other players to build settlements on. Unfortunately, those maps are absolutely massive and largely empty (and not in a good way, like the Hagga Basin), and what structures and shipwrecks there are to explore are mostly carbon copies of one another and almost instantly become a chore to explore.
But worse than that is the fact that the main event of the Deep Desert is the PvP experience, which is presently pretty awful â and not just because combat in general isnât great in Awakening. The current meta involves everyone on the map flying around in ornithopters, carpet bombing one another into oblivion as they fight for a small amount of minerals needed for crafting. Thereâs very little in the way of gunplay, and hand-to-hand combat is fairly rare unless you get caught inside a shipwreck or cave, which isnât all that likely when so much of the map is barren dunes. Itâs a massively unrewarding experience that leaves those without guilds or powerful ships to live under the oppressive regime of their fellow players. If your ornithopter is destroyed in a dogfight, which is fairly likely, then youâll need to haul your defeated butt back to Hagga Basin for another few hours of grinding to make a new ship, just for the chance to get your teeth kicked in and your mouth filled with sand all over again.
Whatâs hilarious is that even if youâre on the winning side of that brutal equation, youâre rewarded with basically nothing since players only drop the loot in their backpack and hang on to the much more valuable items they likely currently have equipped on their person. Youâre at least able to grab some high-value materials, including the all-important spice, which helps you craft some of the most potent items on Arrakis, but those can also be scavenged from the world if you simply get lucky and swoop in undetected to grab what you need and leave before someone blasts you. Itâs a meta that simply isnât very fun for either side, and combined with the lack of rewarding things to do, I suspect this underdeveloped part of the Dune journey will be the focus of some serious revamping in the weeks and months to come.
Speaking of which, thereâs still some technical work to be done as well. Itâs certainly better than it was during the beta, but even as improved as it is, Iâve had disconnects, seen entire mountains disappear and reappear before my eyes, and even had a few hours where all sand worms just up and deleted themselves from existence, making everyone on the server swarm to the resources normally protected by their constant threat. Itâs not been the smoothest launch by any stretch â but also far from the worst.