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ReBlade: The Death Spiral, a New Cyberpunk Action Roguelike, Announced for PC

Developer ChillyRoom and publisher Spiral Up Games have announced ReBlade: The Death Spiral, a new cyberpunk action roguelike. You'll run through its dystopian city as many times as it takes as a condemned Synthetic fighting your way through to get at the truth.

You'll find different weapons and augments to customize your build in each roguelike run, battle evolved cyborg monsters who've been forged and shaped by the same unforgiving world you have in high-speed combat, trade with people you encounter, and build allegiances along the way. Check out the excellent reveal trailer above and the first screenshots in the gallery below.

ReBlade doesn't have a release date just yet, but you can wishlist it on Steam if you're interested.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

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We Visited PokéPark KANTO, the First Permanent Outdoor Pokémon Attraction

After we've seen Super Mario and even the Minions immortalized at theme parks, I’ve always wondered why Pokémon hasn't received the same treatment. We all know Pokémon is massive. I imagine children to adults all over the world would likely love to visit the world of Pokémon for real — and maybe not ever leave. I’m one of them! Finally, during Pokémon’s 30th Anniversary year, PokéPark KANTO is permanently opening in Yomiuriland Amusement Park just outside of Tokyo, Japan. And I’m one of the very, very lucky few who got to explore the park before its official opening on February 6, 2026.

As we visited well before opening day, I’m not able to share the superfluous number of photos and videos I took, but I can tell you all about my experience and a little of what to expect in PokéPark KANTO. Again, the park wasn’t in operating order, so the rides, shows, music, game booths, and food offerings weren’t available. But honestly, I wouldn’t say any of that is the draw of PokéPark KANTO—it’s simply exploring a space with more than 600 life-sized Pokémon.

PokéPark KANTO is mainly split up between two areas–Pokémon Forest, which is essentially a trail in a woodland inhabited by life-sized Pokémon statues meant to emulate living Pokémon; and Sedge Town, a small collection of buildings and stalls meant to look like what a town within the Pokémon world would look like, also inhabited by life-sized Pokémon statues. These statues don’t move, but they are amazing to spot around the area and are clearly made with care.

[Before we continue, note I won’t be going into exact detail about what I experienced like which Pokémon I saw where, as I’d like to preserve the magic for anyone planning on making a visit. However, I will confirm you absolutely will see Pokémon from every generation!]

You absolutely will see Pokémon from every generation.

I love hiking in nature, so I would have enjoyed a stroll in the Pokémon Forest regardless if it was enhanced even further by the life-sized Pokémon replicas sprinkled throughout the environment. This isn’t just a nature walk with a small handful of statues to be on the lookout for, though. The park designers didn’t hold back—Pokémon filled just about every open space, meticulously placed among trees, in half-dug holes, around blooming flowers, and more, with a huge variety of poses and expressions. There’s a lot of intention about where the Pokémon are placed and what they’re doing. Pay attention, and you’ll notice little stories and interactions happening between them.

Our group arrived at Yomiuriland on a cold, dreary, January afternoon, but that didn’t dampen the enthusiasm a single bit. Just about everyone gasped with delight as soon as the first official area inside Pokémon Forest came into view, brought to life with Pokémon and a habitat slightly enhanced by strategically “planted” faux vegetation. The path wound between different unique areas, aptly named things like “Pikachu and Eevee Forest” and “Ryhorn’s Take Down Hill,” and each new area captivated me just as much as the next. I couldn’t stop smiling as I wandered, taking pictures of and with the Pokemon. There were even Trainer’s Tips signs in both Japanese and English, which only added to the amusement.

How Strenuous is PokéPark KANTO’s Pokémon Forest, Really?

Previously, IGN reported on some pretty strict PokéPark KANTO's Pokémon Forest safety rules that bars people who can’t walk up 110 steps without help, children under 5-years-old, pregnant people, and more, from entering Pokémon Forest specifically. Looking at my phone’s data, I took about 1,500 steps between the beginning of the Pokémon Forest path to the entrance of Sedge Town, and the official website says the trail is about 1,600 feet long. My group happily spent a very meandering 30 minutes on this path, where we had to be ushered on to continue by staff. It wasn’t arduous, in my opinion, as someone who aims to take 8,000 steps a day (and fails to take the time to do that as often as I’d like). Some parts of Pokémon Forest did have some relatively steep stairs, a small hill to climb, and grassy footpaths, making it unfortunately not a very accessibility-friendly area. It also had some tripping hazards. I’m notoriously clumsy and accident-prone and made it out of Pokémon Forest scott-free, besides some dirt on my pants from crouching down to take photos with Pokémon. Halfway through the path, there’s a dedicated area with benches beneath some shade for anyone who needs a rest, too.

This Pokémon Forest is nestled between the Pokémon Research Center (basically the entrance of PokéPark KANTO) and Sedge Town, and it was definitely the highlight of the visit for me.

The Pokémon Forest was definitely the highlight of the visit for me.

I do worry about the effect a large crowd would have on this experience, especially. Being surrounded by gaggles of Pokémon in the wild and hordes of people may extract some of the wonder out of it all, as it generally does to most experiences. We know entry is limited to a certain number of people each day, but we still don't know what that number is. A Pokémon Company spokesperson said they have nothing to share on this topic at this time.

Starting this summer, for anyone unable to enter or uninterested in Pokémon Forest, there will be tickets that grant entry only for the accessible Sedge Town, so everyone can still experience some of PokéPark KANTO.

The town itself had plenty of Pokémon scattered around to keep it lively along with activities like rides, games, food stalls, and the promise of entertaining Pokémon Parades and performances.

As you can see inthe Sedge Town slideshow above, the Pokémon Forest path brings you to a fountain “town square” of sorts with a Pokémon Center and PokéMart. The fountain is made up of a Primarina statue and Water-type Starter Pokémon, and though we couldn’t enter the Pokémon Center or PokéMart, I did take a peek inside. The Pokémon Center had a counter just like you would find in a Pokémon game, with a Chansey ready to heal your Pokemon team. The PokéMart had pixelated items you’d usually purchase at a PokéMart in-game, like Potions and Poké Balls, on shelves behind the counter. The official PokéPark KANTO website says the PokéMart is where you can purchase refreshments, and I did see a few bottles of Monin brand flavored syrups, often used to flavor coffee drinks, behind a different part of the counter.

The cute Pokémon-themed stalls weren’t all open, so I can’t say what each of them were for, but staff were training in one with a Diglett, Dugtrio, and Wiglett-themed carnival ring-tossing game I had the chance to try! Another stall showed some PokéPark KANTO exclusive key-chains of Pikachu and Eevee for sale. There was also an Altaria-themed food place, perhaps called "Altaria's Roost," with a small selection of soups (700 yen), baguette sandwiches (1300 yen), and sides— spinach fries with caesar cream sauce (600 yen), and a green fruit and nut kale waffle (900 yen).

The star visual attraction of Sedge Town is the ornate carousel, a ride dubbed Vee Vee Voyage. It wasn’t even operating when I was there, but nonetheless, was a spectacle. It featured both regional forms of Ponyta and Rapidash to ride, Eevee surrounding single-seat seaters attached to balloons, and its Eeveelutions surrounding two seaters. Sorry, Vaporeon is not ridable.

The other ride in Sedge Town is Pika Pika Paradise, another low-adrenaline children’s ride featuring Pikachu “cars” to ride in and all of its “spiritual successors,” like Pachirisu, Dedenne, and even Mimikyu, around as decoration. This one looked similar to Disney World’s Dumbo the Flying Elephant ride, or Universal’s Islands of Adventure’s One Fish, Two Fish, Red Fish, Blue Fish ride, but on a smaller scale. Of course, neither of those have Pikachu.

I envision this part of PokéPark KANTO being lively with actors both in and out of Pokémon costumes performing in the streets in a parade and around the square (I did see them rehearsing a number out of costume!); where you can grab a snack, take a seat and relax, partake in the carnival-style games, or do some light shopping. It’s honestly not a huge area, but there’s enough attention to detail to make it an interesting space to just exist in.

There’s a full-fledged Pokémon Gym down the end of the path in town, too. The entrance has replicas of the iconic vague Pokémon statues at the gyms in-game, which I was so stoked to see. The gym is where there will be Pokémon shows, including a show called Pika Pika Sparks, character meet-and-greets, and potentially more. Again, the attention to detail here is delightful—the seats on the bleachers are numbered, and a Pokémon icon matching that Pokédex entry number accompanies each one, up to 300. Cute!

Of course, there’s a merch shop, called Pokémon Daisuke Shop with items exclusive to PokéPark KANTO, like special Pikachu and Eevee plush, a variety of Pokémon ears to wear, ride-themed tins filled with cookies or tea, and a lot more. The walls of the space are decorated with professional (frankly, incredible) photos of the Pokémon replicas found around the park, and the shop in general felt warm and welcoming. I wish I could have purchased more, but my bank account is grateful I couldn’t.

To access the Pokémon Daisuke Shop, keep in mind patrons will need an additional (free) first-come first-served Limited-Access Ticket, “which can be requested via the official PokéPark KANTO app after entering Yomiuriland,” according to the official website. These tickets are meant to regulate visitor traffic, and sound similar to how The Pokémon Company handles the pop-up Pokémon Centers at the Pokémon World Championships. The Sedge Gym shows and meet-and-greets will also require a Limited-Access Ticket, but these are awarded via a lottery system. Alternatively, an Ace Trainer’s Pass will allow you to view the show from a reserved seating area one time.

PokéPark KANTO isn’t as immersive or high-budget as, say, Super Nintendo World inside Universal’s Epic Universe, but I still had a great time, and that’s keeping in mind I didn’t even experience PokéPark KANTO as fully intended: with music or sound effects or operating rides or shows to schedule around. PokéPark KANTO doesn’t use any perspective tricks to keep it contained within itself, either—I could still see (and hear) the rides of Yomiuriland just beyond the bounds of PokéPark KANTO. The space relied a lot on the preexisting natural settings too, but the fantastically great number of Pokemon statues themselves and the amazing attention to detail still impressed me. And though there’s a lot to see and savor and take in, there aren’t many “star attractions” (besides maybe the shows or parade I didn't see.) The experience itself of being around to-scale Pokémon in what appears to be their natural habitats, and in a real-life Pokémon town complete with a Pokémon Center, PokéMart, and Gym, is the main attraction. I'm confident that if you love Pokémon, PokéPark KANTO will spark a sense of childlike wonder like it did for me, and I was more than happy to spend two hours there. I’m sure with the park open at full operational capacity, too, the experience would have lasted closer to three or four!

For more information on PokéPark KANTO like tickets, location, and more, check out our original PokéPark KANTO announcement story or the official website.

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Fable: The First Preview

Let me start by saying that I’m borderline blown away by what I’ve seen from the Fable reboot so far. New Fable developer Playground Games already had my trust – this is a studio that has produced nothing but one open-world masterpiece after another – but after learning a lot more about what the team has in store for its resurrection of one of Xbox’s biggest franchises, I’m even more bullish about where they’re going with it. Playground has turned the ForzaTech engine into a medieval British postcard, combat is multilayered, a thousand NPC townsfolk are waiting to be romanced, co-parented with, divorced from, and landlord over, and there are chickens abound just waiting to be kicked.

Alongside Fable’s big coming-out party at the recent Xbox Developer Direct, I also spoke with game director Ralph Fulton about the choices the studio has made with this revival, so there’s lots to discuss. But first, if you’ll permit me, a quick Fable history lesson…

How We Got Here

Right out of the gate in the early 2000’s, Fable was always fantastic, even if its early days on the original Xbox got a little extra scrutiny because its director at the time, legendary strategy game developer Peter Molyneux, made crazy promises about players planting acorns that would grow into full-sized trees over the course of the campaign. But while that lofty systemic boast never came to be, the game that Lionhead delivered was nevertheless a rich, textured, uniquely British fairy tale that players could meaningfully affect change in, whether their good deeds manifested a literal halo over their heads, their sheer evil caused actual horns to sprout from their skull, or they got married to a townsperson and lived a whole other life outside of the bigger-picture quest within the world of Albion.

Lionhead arguably perfected the formula in the Xbox 360 sequel, adding a dog who’d be by your side throughout the story, and Fable 3 tweaked it further still while making the questionable-in-hindsight decision to move the timeline forward by 500 years, thereby changing the entire look and feel of Albion. And then Microsoft royally screwed the franchise up by trying to turn it into a 4v1 multiplayer game that cost the studio its entire existence (that’s a story for another day), and since then the franchise has been dormant for over a decade.

Enter Playground, who produced smash hit after smash hit in Microsoft’s Forza Horizon driving series. Fulton told me that Playground was looking to expand and build a second team after Forza Horizon 3, "I don't remember who said the word Fable first, but as soon as I heard it, I was like, ‘That has to be it. That fits so perfectly.’ It's a series that we adored here and still do.

"And the conversation went from there and it went pretty fast. I think everybody felt... certainly I know the folks we spoke to on the Xbox side felt really strongly that if a studio were to start working on Fable to pick that up, it had to be a British studio. And the fact that we had this great working relationship, the fact that we were making this game [Forza Horizon] that was increasingly important and successful, and had this ambition to scale and to grow, it went pretty fast after that."

A Bit of the Old, a Bit of the New

The studio’s adoration for the series shines through in the gameplay it’s shown so far. There are Hobbes and Balverines to slay, swords to wield, and spells to cast, sure. And the humor and British charm look to be there – look no further than a chicken spell wearing off, reverting the target back to their original form but still flapping their arms and clucking. Or the chicken armor. You even start the game as a child.

Where Playground is winning serious points with Fable fans like me so far is in its commitment to the game within the game: the town-management aspects.

But where Playground is winning serious points with Fable fans like me so far is in its commitment to the game within the game: the town-management aspects baked into Fable’s urban areas. You’ll be able to buy property – literally all of it, if you can come up with enough gold, apparently – and become a beloved landlord or a loathed slumlord. Not to mention a kind boss or a horrible boss, should you purchase any businesses. You can also date and marry all of them, have kids with them, and should it come to it, get divorced. There are also jobs to partake in, like blacksmithing.

Where the new Fable breaks from the old one is in the morality. No longer will it be so black or white, Fulton told me. You won’t manifest that halo or sprout those horns. Instead, individual people in each city or town will form their own opinion of you based on how you treat them, meaning you could be a “rich twat” (in Fable’s own words) in one town while getting hailed as a saint in another one. Better still, one of my least favorite aspects of modern role-playing games, procedurally generated content and all of the generic, time-filling tedium it brings with it, is nowhere to be found in Fable. Instead, Fulton told me that every NPC is a unique, handmade, and fully voiced character. That is so refreshing these days that it gets me extra excited to talk to as many of them as I possibly can once I get a build of Fable in my hands.

Clever Fairy Tale Misdirection

That goal to make each hero’s story unique extends to the larger world of Albion too. Remember the 2023 teaser trailer that introduced us to Dave, a giant? It turns out that the whole setup for the new Fable isn’t a Jack and the Beanstalk story. Instead, Dave is an “egotistical gardener in a rural village” who finds a magic growth formula. You’ll then have to decide how to deal with him: will you spare him – hopefully this means find a way to return him to normal size and befriend him – or slay him, which will see his giga-corpse splayed over a hill just outside of town for the rest of your campaign, negatively impacting surrounding home prices in the process?

And so if Dave’s foray into gigantism is merely a quest, perhaps that means this Fable isn’t as much of a departure from the originals, lore-wise, as that video had led me to believe. In fact, I point-blank asked Fulton whether or not this is a true reboot or if this Fable is in some way connected to Lionhead’s originals, and he had quite a telling answer for a supposed non-answer. He told me, “I'm going to avoid that question, Ryan. And I'll tell you why. We touch very lightly on story in the Dev Direct piece, but honestly, what we really wanted to do is come out and speak to the detail in the game and answer all those questions that people inevitably have about the game we haven't answered before. We're going to talk more about story later in the year, so I'm not going to say yes or no to that particular question just yet.

“What I would say is with this being a reboot, it felt really imperative for us to clear the space, to tell a story that we want to tell within Albion, which is why this isn't a sequel, for example. This isn't necessarily connected to the original timeline or events or characters, but we do share lore and some of that originating lore of the Fable universe is really important to our story.” Make of that what you will…

My Big Concern

So Fable seems to have the look, the humor, the moral choices, the quintessentially British charm. Playground, to put it simply, seems to understand the assignment here. And the studio, as I mentioned earlier, absolutely gets the benefit of the doubt from me on account of its impeccable track record since its inception. What, then, am I worried about? There is one thing, and it’s a key part of Fable: combat.

To be clear, I’m not in any way judging Fable’s combat based on what we’ve seen so far. How could I? I haven’t played it for myself yet! However, for as talented as Playground is, it’s never made a game with combat before. It’s not that all of the delightful town-management and NPC relationship stuff suddenly means nothing if the combat doesn’t deliver, but Fable will have a big problem if battling Balverines isn’t a blast.

I'm disappointed by the fact that horses seem to be your only four-legged companions.

Oh, and I suppose I’ll be honest and share one actual disappointment with what I’ve seen of Fable so far: the fact that horses seem to be your only four-legged companions. After the big reveal was decidedly dog-free, I asked Fulton about the decision to ditch the dog, and he admitted, "There are some folks on the team that were relishing me getting this question because I cut it a while back. You know what? For development reasons, right? I don't need to go into any more detail than that, except to say there are a substantial number of people on the team who have yet to forgive me for that decision." Now, I know full well that game development is extremely difficult and that Fulton probably has a very defensible reason for not moving forward with Fable 2’s signature feature – it stung a little extra when he told me that Fable 2 was his favorite of Lionhead’s original trilogy – but as a player I’m still allowed to be bummed out by it. Here’s hoping it’s first on the new features list for the sequel, should we get that far.

Things Are Looking Up

On the whole, though, I am truly, genuinely excited and optimistic about the new Fable. I’ve long felt that – particularly in Playground’s hands – Fable has the highest ceiling (in terms of game quality and finally delivering Xbox – and PlayStation, as it turns out – a PlayStation Studios-like Game of the Year award-contending single-player game) of anything currently in Microsoft’s massive first-party games portfolio.

And though we don’t yet have a specific release date to count down to, Playground is promising that we’ll be playing it this Fall – which basically means “before November” since it’d be patently stupid to try and relaunch this franchise after the better part of a decade in development right up against the incoming game industry meteor known as Grand Theft Auto 6. Here’s hoping that the new Fable lives up to its sky-high potential.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

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