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Goonies LEGO Set Announced, Coming in November

LEGO has announced a new set based on the classic 1985 movie The Goonies. LEGO Ideas The Goonies is a 2,912-piece set that comes with 12 minifigures. It has the Inferno pirate ship on one side and memorable scenes and locations from the movie on the other. These include the Fratellis’ hideaway, the caves, and One-Eyed Willy’s treasure room, all of which are equipped with booby traps and Easter eggs from the film. The set costs $329.99 and releases via early access on November 1 for LEGO Insiders (sign up here for free) and on November 4 for everyone else.

If you buy this set between November 1 - 7, you’ll also receive LEGO Ideas The Goonies: The Walsh’s Attic (set 40733) as a Gift With Purchase. It re-creates the room where the kids find the treasure map. It’s made up of 179 pieces and is not sold separately, meaning it’s only available as a GWP for one week. It’s also only available while supplies last, so you may want to sign up to be a LEGO Insider to get early access if you want it.

The set includes 12 minifigures (see the full list below), which feature some brand-new LEGO elements, like Sloths’ pirate hat and bandana, and Mama Fratelli’s hair and beret.

LEGO The Goonies Minifigures Included

  • Mike “Mikey” Walsh
  • Clark “Mouth” Devereaux
  • Richard “Data” Wang
  • Lawrence “Chunk” Cohen
  • Andrea “Andy” Carmichael
  • Stephanie "Stef" Steinbrenner
  • Brandon "Brand" Walsh
  • Sloth
  • Mama Fratelli
  • Francis Fratelli
  • Jake Fratelli
  • One-Eyed Willy

There’s plenty to do from a play perspective here. You can drop boulders and open trap doors with the Copper Bones Skeleton Key. You can also press the keys on the Skeleton Organ, but hitting the wrong note opens a trap door where the minifigure is standing.

This set came out of the LEGO Ideas program, in which fans submit designs they’ve created. If a submission gets 10,000 community votes, LEGO considers it as a potential official release. This set was submitted by Greece-based 3D artist Vaggelis Ntezes (LEGO Ideas name: Delusion Brick). You can check out the original design on its LEGO Ideas page.

It's a good time to be a LEGO fan who's also a child of the '80s. LEGO recently released a Gizmo set based on Gremlins and a Soundwave set based on Transformers. For more, check out every LEGO set released in October 2025 above.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.

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How Ninja Gaiden’s Razer Sharp Gameplay Still Influences Games Today

From the series’ earliest 2D entries, to Ryu's critically acclaimed foray into 3D, Ninja Gaiden has hacked and slashed its way to the top of the hyper-violent action games genre. And while countless ninja games have been released since the 1988 NES original, Ninja Gaiden still remains relevant nearly 40 years later.

But why is that? Let’s take a look back to when this series found its core game design DNA, with its early use of cinematics, narrative-driven gameplay, and innovation in difficult but rewarding challenges (not to mention, one of the sickest finishers ever in a video game.) From there, we’ll chart the course of Ninja Gaiden to see how it has kept its blade sharp over the decades, and why it remains one of the most influential action series of all time.

Defining The Great Line

The year is 1988. Arcades are a dominant force thanks to the likes of Double Dragon, Ghouls & Ghosts, and Contra. These are all excellent games in their own right, but little did the world know that one of the most important ninja games of all time was about to be released. Ninja Ryūkenden, the game we in the western world now know as Ninja Gaiden (because, according to the game’s art director, “it sounded cool,”) launched with two dramatically different versions. The arcades saw a Double Dragon-inspired port, which while popular at the time, was dramatically different from the NES console version of Ninja Gaiden we would all come to know and love.

Ninja Gaiden was an unexpected revolution in action games. Overnight, it redefined what video games were capable of thanks to its difficult but gratifying combat, narrative-driven gameplay, and one of gaming’s first uses of cinematic cutscenes to tell its story.

Today, you’d be hard-pressed to find a major release without some sort of cutscene or narrative break, with some even feeling more like interactive movies than video games. In the early days, though, this simply wasn't the case. The majority of games on the NES used a single static image with text and music to bookend a game's story, something you could only very loosely call a cutscene. Games like Castlevania or The Legend of Zelda, which featured stories that demanded more explanation, would require you to open up the manual and find it yourself, rather than find it in the game. And yes, while hardware was a limitation, that wasn’t the only reason. Western and Japanese versions of some NES games varied dramatically in narrative, tone, and marketing. Such variations were due to the fact that, at the time, video games were still considered to be primarily for kids, which each territory’s version tweaked for their respective younger audiences.

One of Ninja Gaiden’s goals was to change that. Developer Tecmo used a Hollywood blockbuster-like approach to elevate its storytelling for mature audiences. The game starts with a cutscene of two ninjas duelling to the death in a grassy moonlit field. Like a “big budget” movie, it utilized fast cuts, cinematic camera work, a widescreen aspect ratio, and expressive music to set up the death of Ryu’s father, the inciting incident that leads you on a game-long quest for revenge. Revenge narratives weren't new to video games, but that kind of cinematic setup sure was. In just a few seconds, we went from video games with little to no storytelling, to anime-inspired cutscenes and dialogue motivating you to complete your journey. This level of storytelling marked a major step forward in the perception of video games, proving they could be so much more than a child’s toy. Now, video games could also be an engaging platform to tell a captivating story.

Cutscenes, however, aren't the only thing that made Ninja Gaiden stand out all those years ago. Tecmo’s game design also made significant strides, and Ninja Gaiden proved to be uniquely challenging to gamers of the 8-bit generation. Instead of having to time jumps and memorize level layouts like in early Mega Man and Mario games, Gaiden’s high difficulty, high reward gameplay tied progression to skill development and a player’s ability to master the game’s combat mechanics.

Before Ninja Gaiden, most “hard” games were purposefully designed to be challenging because it was an easy way to pad out the run time (or, in the case of the arcade, make sure our pockets were noticeably lighter when we left.) While some games, like early Mega Man, Castlevania, and Mario games, did demand a level of skill to beat, their difficulty was mostly based on level memorization. Ninja Gaiden was one of the first games to take the idea of high-challenge, high-reward and mould it into something enjoyable. You’re going to die a lot, but after enough frustrating failure (those dogs at the start of the game are no joke, and don't even get me started on the flying enemies in later stages) you’ll quickly find yourself playing with a mix of defensive dodging and aggressive strikes, and having a lot of fun while you do them.

Stage 1-1 is a masterclass in this philosophy, teaching players that challenge can be rewarding. The first stage in most games typically acts as a tutorial. Super Mario Bros. teaches players how to jump with little difficulty. Metroid forces the player to backtrack in order to gain the morphball ability, teaching players the necessity of exploration. And Sonic quickly demonstrates the need for speed. By immediately thrusting you into combat, Ninja Gaiden’s first level not only explains the game's core mechanic of kill or be killed, but also demonstrates that enemies can come from all directions, even behind you. The game's tutorial level is a trial by fire that teaches you to strike first and strike fast. That skill is continually reinforced throughout the game, requiring a lot more trial and error as things get progressively harder.

Sounds familiar, doesn't it? While the first true “soulslike” game wouldn't be released for another 20+ years, it's not hard to see Gaiden's DNA in Demon’s Souls, Bloodborne, and every other soulsborne game since. This challenging and, at times, frustrating game design not only solidified Ninja Gaiden’s NES adventure as one of the 8-bit era’s best games, but also helped shape the next generation of Ryu’s adventures on the Game Boy, SEGA’s Master System, and, a decade later, the original Xbox.

Bury Me in Black

The sixth generation of video games featured some of the most influential games of all time. Grand Theft Auto: San Andreas. Resident Evil 4. Halo: Combat Evolved. Kingdom Hearts. Metal Gear Solid 3. The list goes on and on. So, it would take a forward-thinking (not to mention generation-defining) entry in the Ninja Gaiden series to cut its own place in what many consider one of gaming’s best generations. For Ninja Gaiden, no fewer than three games kept the series sharp during a time where the competition was fierce and groundbreaking innovation was everywhere.

A few years earlier, Tecmo had established a new internal studio to develop Dead or Alive. But by the turn of the millenium, that studio – now named Team Ninja – had begun work on a new Ninja Gaiden. That project would become 2004’s Ninja Gaiden, released exclusively on Microsoft’s new Xbox console. Its expanded 2005 release, Ninja Gaiden Black, is considered one of the greatest action games of not only the sixth generation, but of all time. IGN gave it an incredibly high score of 9.4, praising its fast-paced combat, its hard but rewarding gameplay, and action. Sounds familiar, doesn't it?

Similar to the original, this new take on the series had the goal of redefining the standards of what an action game could be. While the cutscenes looked great for the time, it’s Ninja Gaiden’s gameplay that would once again shine and raise the bar for challenging action games across the board, while still emphasizing the strike hard, strike fast precision and timing from the NES era games.

Combat is more chaotic and aggressive now that Ryu can be attacked in three dimensions, and parrying incoming attacks relies heavily on timing and rhythm. You can't just button mash your way through enemies – it requires a more methodical approach with each encounter, something you hone through a lot of death. Just like in the first game, you're taught this right off the bat as you find yourself fighting two very annoying ninjas on a cliffside. Rhythm, timing, and enemy behavior are important here. Foes can attack you from all sides and quickly overwhelm Ryu. Choosing when to attack, when to dodge, and when to avoid enemies ends up becoming a meta game of rock, paper, scissors, and it’s something we’ve seen in countless games since – from the Batman Arkham series to practically every Souls game ever.

For some players, myself included, Ninja Gaiden Black was one of the first games where, even though the gameplay could get extremely frustrating at times, it was pretty hard to put down once the game's core mechanics were figured out. For me, it wasn't until I beat the first boss, timing my strikes and dodges by finding the right balance between patience and aggression, that I understood how rewarding Ninja Gaiden could be.

By the time the final boss comes stomping around, I’d been trained to fight in such a way that the entire event feels cinematic based on its gameplay, not cutscenes. Instead of cheesing the boss and spamming the attack button a million times until their health bar hits zero (which is how I unsuccessfully played at the start of the game,) I found myself dodging and parrying in ways I simply couldn't early on in the game.

This is a journey that's found in pretty much every high-difficulty, high-reward game to this day. But if you take a step back and think about it, by forcing the player to “get good”, or at least achieve some semblance of a flow state, the combat actually becomes a narrative device that helps progress the story. By combining parries, dodges, and attacks with razor precision, you grow alongside Ryu. You get stronger alongside Ryu. And, most importantly, by the end, you fight like a master Ninja. It’s just like what the first game achieved, way back in 1988.

Never Fade Away

While not as impactful as the 2004 release, Ninja Gaiden 2 and 3 went on to receive critical acclaim and multiple re-releases and revisions. These games improved on what made the original Xbox release so meaningful, pushing Gaiden’s precise combat and difficulty into the next console generation.

Unfortunately, the franchise didn't cut through the competition in quite the same way Ninja Gaiden Black did at the height of the sixth console generation. And so it wasn't until well over a decade later that indie developer The Game Kitchen would revitalize the series with Ninja Gaiden Ragebound. What’s old is new again. Ragebound took the series back to its 2D roots, adding more to the lore of Ninja Gaiden, and perfecting the series’s difficult-but-fair gameplay for a new generation of side-scrollers. It went on to be considered one of the best entries in the series, according to the IGN audience, and I concur. What’s more, it helped pave the way for the latest instalment, Ninja Gaiden 4, which looks set to raise the bar again for a new generation of hyper-violent and tough action games.

It’s impossible to overstate the impact Ninja Gaiden has had on action games over the years. Its DNA can be found in hundreds of great games – echoes of its excellent combat mechanics, crushing difficulty, and use of cinematics can be found everywhere in the genre. Simply put, action games as they are today simply wouldn’t exist without the influence of Ninja Gaiden.

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Japanese Teacher Introduces Terrifying New Way For Students to Learn English — Playing Hideo Kojima's P.T. Demo

A language teacher in a Japanese secondary school has introduced a novel — if horrifying — new way to teach students English: by playing P.T., also known as the Silent Hills teaser.

P.T. is Hideo Kojima's uniquely terrifying spin on the horror genre, presented via a home filled with unexpected encounters and bizarre mysteries. In the end, P.T. revealed itself to be a "Playable Trailer" for the secret project Silent Hills, which never came to fruition. For many — myself included — it's considered one of the scariest video game experiences of all time.

As detailed on the school's blog and reported by Automaton, students were required to play through the experience in English, as well as give each player's commands in English, such as "walk around the room" and "answer the phone." According to the blog update, it created an exciting atmosphere in which students — around the age of U.S. sophomores — could familiarize themselves with English while taking a trip through one of the most terrifying games ever released.

Apparently, the students were particularly alarmed when the phone started ringing but were encouraged to talk about through "natural English expressions."

Konami officially cancelled Silent Hills in 2015 after a painfully public fallout with Kojima. The free-to-play demo was then scrubbed from the PlayStation Network, provoking false rumors that the company was removing already downloaded copies of the demo from PlayStation 4 consoles worldwide. Clearly, this teacher had the forethought to preserve their saved copy for over a decade.

With Death Stranding 2 out the door, Kojima is working on a number of new projects, including horror game OD for Xbox Game Studios. He revealed the first trailer for it last month, sparking speculation it is connected to P.T. in some way. Certainly there are striking similarities. The mysterious game will star Dungeons & Dragons: Honor Among Thieves' Sophia Lillis, Hunters' Udo Kier, and Euphoria's Hunter Schafer, with the trailer showcasing Lillis' character in a spooky house, lighting candles before meeting a malevolent figure.

Kojima has explained that the game was subtitled as OD: Knock — and indeed, a creepy knocking sound can be heard throughout the trailer. The subtitle appears to differentiate Kojima's video game from the OD project being worked on by filmmaker Jordan Peele. "There is a different kind of fear Jordan [Peele] will do. Mine is the 'knock,' is the fear," Kojima said. "I really am afraid of big knock sounds."

Photo by Amy E. Price/SXSW Conference & Festivals via Getty Images.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Metroid Prime Producer Seems as Excited as Fans for a Metroid Prime 2 Remake

If you are interested in catching up on the Metroid Prime trilogy ahead of Metroid Prime 4, Nintendo isn’t making it easy at the moment. We think that should be remedied — and so does Metroid Prime series producer Kensuke Tanabe.

In the new book, Metroid Prime 1-3: A Visual Retrospective, out October 28, 2025, the legendary Japanese developer brings up the idea of a Metroid Prime 2: Echoes remake himself while musing on the multiplayer mode Echoes introduced, saying: “Retro completed the multiplayer mode without compromising on quality... Being of its time, it was designed for local play, so the number of players who actually experienced it might not have been very large. If it is remade, I would be delighted for more people to have the chance to experience it.”

Metroid Prime’s 2023 remake for Nintendo Switch, which I scored a lofty 10/10, seemed to be, ahem, priming us for more remakes, with Metroid Prime 2: Echoes being naturally on deck. In the lead up to Metroid Prime 4’s December 4 release date, a series of remake drops seemed like a natural choice. But remakes take lots of time and resources, which made it even more likely, perhaps, that Metroid Prime 2: Echoes would appear on the Nintendo Switch Online + Expansion Pack’s recently added GameCube selection. But no!

As of right now, you can’t play Metroid Prime 2: Echoes anywhere but off of an original GameCube or Wii disc. It is not easy to play any Prime game other than Metroid Prime Remastered. The Metroid Prime Trilogy for Nintendo Wii was the last time Echoes or Metroid Prime 3: Corruption were made available, and that disc has long since become a hot collector’s item. And you can forget about playing Metroid Prime Hunters for DS, or Metroid Prime Pinball, which are both locked to DS carts – and you can just plain forget about Metroid Prime Federation Force for Nintendo 3DS entirely, that’s fine.

While Tanabe’s comments don’t get us any closer to a Metroid Prime 2: Echoes remake, each day gets us closer to Metroid Prime 4. Who knows, maybe the GameCube games will hit Nintendo Switch Online, or better yet, we’ll see a re-release of the Wii’s Metroid Prime Trilogy with its upgraded controls and widescreen graphics that we scored a 9.5 ala the recent Super Mario collections… or even better, Metroid Prime 2 and 3 Remastered. But maybe we are being too greedy, Metroid Prime 4 is, after all, mere weeks away. And you can get this nifty art book, filled with insights from the Retro and Nintendo teams that assembled a series of Metroid masterpieces.

Samuel Claiborn is IGN's managing editor and a fixes/breaks ancient arcade and pinball machines in his garage. TCELES B HSUP to follow him @Samuel_IGN on Twitter.

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Cyberpunk Squad-Based Shooter DEFECT Gets First Gameplay Trailer

emptyvessel has released the first gameplay trailer for its upcoming cyberpunk squad-based shooter, DEFECT. The game will be using Unreal Engine 5, so this trailer will give you a glimpse at what its devs aim to create. In DEFECT, players will choose from a collection of dangerous factions. To be more precise, you can choose … Continue reading Cyberpunk Squad-Based Shooter DEFECT Gets First Gameplay Trailer

The post Cyberpunk Squad-Based Shooter DEFECT Gets First Gameplay Trailer appeared first on DSOGaming.

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'I Love That Universe. I'm Ready. Anytime' — Jennifer Hale Calls on Fans to Tell BioWare They'd Love to See Commander Shepard Return for Mass Effect 5

The iconic voice behind Commander Shepard, Jennifer Hale, hasn’t been asked to return for Mass Effect 5, but “would be there before they finish the sentence” if asked.

Hale, the actress who gave life to “FemShep," the protagonist of the Mass Effect trilogy, spoke to IGN recently and expressed her desire to return to perhaps her most beloved character.

But, it turns out, it wouldn’t even need to be the temptation of reprising her role as Commander Shepard that would lure her back to the series, but just being able to step back into that world once again in any form.

When we asked, “Would it have to be Shepard, or would you play anyone?" Hale replied: “Anyone. I love that universe. I’m ready. Anytime”. Krogan? Salarian? Turian? The possibilities are endless.

As mentioned, developer BioWare has yet to pick up the phone and call on Hale to return for Mass Effect 5, but that doesn’t mean we should give up hope. Hale pleaded with fans to let BioWare know that you’d love to see Shepard return somehow — the developers could find a way to make the hundreds of years gap work, I’m sure. Or, perhaps more likely, pop Commander Shepard in the game as a holographic display in some future museum.

“Everyone out there, the more you tell them what you want, maybe the likelier it is that it'll happen,” Hale said. And who are we to disregard the orders of our Commander?

Of course, all of this was said amid a turbulent time for both BioWare and its parent company, EA. Earlier this year, it was reported that the studio had been entirely restructured, following the disappointment of Dragon Age: The Veilguard, to focus entirely on Mass Effect.

More recently, EA was acquired and made private by an investor group composed of the Saudi Arabian PIF, Silver Lake, and Affinity Partners in an eye-watering $55 billion deal. It’s currently unclear how this change in ownership has affected projects in development, such as the new Mass Effect.

Details may be very thin as to what we can expect next from BioWare’s landmark sci-fi RPG series, but fear not, one returning feature has been confirmed by the game’s director, Michael Gamble: excessive lens flare. And let's not forget Amazon plans to film its Mass Effect TV series at the end of 2026.

Over the years, BioWare has issued repeated teasers, including artwork stuffed full of Easter eggs and secrets hinting at Mass Effect 5's eventual story. BioWare has suggested that the game will be set hundreds of years after the original Mass Effect trilogy, with a story that spans the events of both the Milky Way and the Andromeda galaxy featured in the series' fourth main game.

Would you like to see Jennifer Hale and Commander Shepard return in the next chapter of Mass Effect alongside that lens flare? Let us know in the comments below.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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Pokémon Legends: Z-A Sells 5.8 Million in Launch Week, Half Were Bought For Nintendo Switch 2

Pokémon Legends: Z-A sold almost six million copies in its opening week.

In a statement, The Pokémon Company announced that Pokémon Legends: Z-A, which debuted on October 16, has already sold 5.8 million units worldwide, with around half of those bought for Nintendo's new console, the Switch 2.

This means the first Pokémon game to feature real-time Pokémon battles is the fifth best-selling game of the franchise in terms of first week sales.

By comparison, that's more than Pokémon X/Y and Let's Go Pikachu / Eevee managed in their first weeks, but, according to X / Twitter user Pierre485, not as much as Pokémon Scarlet / Violet, Pokémon Legends: Arceus, and Pokémon Sword / Shield managed.

First Week Sales for Pokemon games pic.twitter.com/VdQlBCg4bi

— Pierre485 (@pierre485_) October 24, 2025

Pokémon Legends: Z-A is set in Lumiose City, where an urban redevelopment plan is underway to shape the city into a place that belongs to both people and Pokémon and features a new battle system. It returned 8/10 in IGN's review in which we concluded: "Pokémon Legends: Z-A finally feels like Game Freak hitting its stride in Pokémon’s 3D era, with a fun setting to explore, a well-written story, and a total battle system overhaul that works surprisingly well."

For more, check out our guide to Pokemon Legends: Z-A's new battle system, as well as our tips to catch Eevee, Gengar, and where to find all colors of Flabebe. You can learn more about the starter Pokémon and their evolutions in our Wiki guide, check out our Side Missions List to make sure you don't miss anything, and ensure you're dressed to impress with our All Clothing Stores and Clothing in Pokémon Legends: Z-A.

Did you know Pokémon Legends: Z-A has a terrifying zone called Wild Zone 17, which can be scary depending on the time of day?

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Johnny Depp Looks Set to Play Ebenezer Scrooge in His First Role From a Major Studio Since 2018's Fantastic Beasts: The Crimes of Grindelwald

Johnny Depp is reportedly in final talks to star in Ebenezer: A Christmas Carol for Paramount Pictures. Depp would play the title role of Ebenezer Scrooge, following in the footsteps of the likes of Bill Murray, Michael Caine, and Jim Carrey.

Variety reported that the adaptation of the Charles Dickens novel, if it goes ahead, would come out on November 13, 2026. Horror movie director Ti West, who’s behind the likes of Maxxxine and Pearl, has signed on, with Andrea Riseborough, who was nominated for the Academy Award for Best Actress for her role in 2022’s To Leslie (2022), set to co-star.

It turns out that Depp will have competition when it comes to Scrooge, as Nosferatu director Robert Eggers has an adaptation of A Christmas Carol in the works for Warner Bros., with Willem Dafoe, who stole the show in Nosferatu, in line to play the title role.

Assuming Depp in Ebenezer: A Christmas Carol comes to pass, it will be his first role from a major studio since Fantastic Beasts: The Crimes of Grindelwald. Depp is slowly but surely returning to the limelight. He’s currently working on creating the character of Hyde for a new graphic novel with Ridley Scott, and he’s set to star alongside Penélope Cruz in Lionsgate’s American action thriller Day Drinker, which carries a 2026 release date.

Meanwhile, there are rumblings that Depp may return to the world of Pirates of the Caribbean, in which he played the much-loved Captain Jack Sparrow. Producer Jerry Bruckheimer has said he’s spoken to Depp about returning as Captain Jack Sparrow in Pirates of the Caribbean 6 — and it sounds like the actor is interested.

In 2018, Depp lost a libel case he lodged against the UK publisher of The Sun newspaper over an article which characterised him as having been violent towards his former wife Amber Heard. The following year, Depp then successfully sued Heard for defamation over an article written by her in The Washington Post, the publication of which, Depp claimed, had led to Disney refusing to work with him.

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

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Assassin's Creed Shadows Finally Has an Official Nintendo Switch 2 Release Date and a Price

After a number of leaks, Ubisoft has finally made it official: Assassin's Creed Shadows will release for Nintendo Switch 2 on December 2 priced $59.99 / £49.99.

The Nintendo Switch 2 version includes all content updates introduced since the game’s release, as well as cross progression across all platforms and touch screen support, "making navigation of menus, maps, and the hideout more intuitive than ever."

Ubisoft has also confirmed Assassin's Creed Shadows is Game-Key Card game, which means Switch 2 players will have to download the game before they can play. Game-Key Cards have sparked a vociferous debate because they're essentially useless unless your console is connected to the internet.

In September, a Ubisoft developer who worked on the Nintendo port of Star Wars Outlaws defended the use of Game-Key Cards, saying the real reason why the Switch 2 version of Star Wars Outlaws uses a Game-Key Card was due to the console's data speeds, and how quickly the hardware can read information from its bespoke cartridges, versus games downloaded to the console's internal memory.

Later in September, Final Fantasy VII Remake trilogy director Naoki Hamaguchi implied that developers are choosing Game-Key Cards not necessarily from a cost perspective, but a performance one, as the format enables them to bring smoother-running games to the Switch 2. Nintendo recently launched a survey designed to poll the Switch 2 userbase on its thoughts surrounding digital and physical games.

In Assassin's Creed Shadows, you choose between a Shinobi or Samurai and explore the open world of Feudal Japan, from spectacular castle towns and bustling ports to peaceful shrines and pastoral landscapes. IGN's Assassin's Creed Shadows review returned an 8/10. We said: "By sharpening the edges of its existing systems, Assassin’s Creed Shadows creates one of the best versions of the open-world style it’s been honing for the last decade."

Earlier this week, IGN reported that Assassin's Creed franchise boss Marc-Alexis Côté had departed Ubisoft after a career spanning more than 20 years. Just a few days later, Côté made it clear that his shock exit from Ubisoft was not his decision.

In a post on LinkedIn, Côté said he bore "no resentment," but wanted to make clear to former colleagues and fans that he had not quit the Assassin's Creed franchise after 15 years of his own free will. The news came just two weeks after Assassin's Creed, Ubisoft's biggest brand, became operated by Vantage Studios, the separate business entity formed by Ubisoft with a 25% stake from Chinese giant Tencent that will also now oversee all future Far Cry and Rainbow Six games.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Star Wars Fans Actually Flew a 'Save The Hunt for Ben Solo' Banner Over Disney Studios After Adam Driver Revealed Failed Sequel

Star Wars fans want Adam Driver's The Hunt for Ben Solo movie so much they flew a banner over Disney studios.

Collider reported on the banner, which read “Save The Hunt for Ben Solo,” as it flew over Walt Disney Studios in Burbank, California. Collider interviewed Lianna Al Allaf, the Star Wars fan who commissioned it, who said: "I really hope this banner shows the decision makers at Disney that the fans really do want this. I hope this banner shows just how much the character of Ben Solo means to so many of us, and that the fans really do want this movie.”

Star Wars fans paid for a plane to fly over Disney Studios with a banner reading “Save The Hunt for Ben Solo”

📸: @Collider pic.twitter.com/MhuzNVtwdL

— Star Wars Holocron (@sw_holocron) October 23, 2025

This week, Kylo Ren actor Adam Driver revealed he and director Steven Soderbergh spent two years developing a Star Wars: The Rise of Skywalker follow-up called The Hunt for Ben Solo, but Disney said no to the proposal.

Speaking to the Associated Press, Driver said that because Disney had officially declined the movie, he was now able to talk about it.

Driver played Ben Solo / Kylo Ren in each of the three films in Lucasfilm’s Sequel Trilogy, with his final appearance in 2019’s divisive The Rise of Skywalker. “I always was interested in doing another Star Wars,” Driver said. He revealed he had been in talks about another Star Wars movie since 2021, and that Lucasfilm president Kathleen Kennedy had “reached out.”

“I always said: with a great director and a great story, I’d be there in a second,” Driver commented. “I loved that character and loved playing him.”

The idea was The Hunt for Ben Solo, a movie directed by Soderbergh set after The Rise of Skywalker. Of course, it’s hard to imagine Ben Solo in any future Star Wars film after his heroic death at the end of the movie (a fatally wounded Ben uses his remaining Force power to revive Rey and they kiss before he dies). But apparently Driver felt there was unfinished business for his character.

The movie was pitched to Kennedy, Lucasfilm vice president Cary Beck, and Lucasfilm chief creative officer Dave Filoni, and they were apparently interested. Scott Z. Burns was drafted in to write a script, which Driver described as “one of the coolest (expletive) scripts I had ever been a part of.” Driver said Lucasfilm “loved the idea” and “totally understood our angle and why we were doing it.”

However, Disney CEO Bob Iger and Disney co-chairman Alan Bergman said no. "They didn’t see how Ben Solo was alive. And that was that,” he said. Soderbergh told AP: “I really enjoyed making the movie in my head. I’m just sorry the fans won’t get to see it.” Disney and Lucasfilm declined to comment.

Driver was described as feeling mystified by the decision, insisting the plan was to “be judicial about how to spend money and be economical with it, and do it for less than most but in the same spirit of what those movies are, which is handmade and character-driven.” He pointed to the much-loved Empire Strikes Back as being “the standard of what those movies were.”

Disney and Lucasfilm have so far declined to comment.

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

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