‘We Wanted It to Feel Like a Playable Episode’ — Robert Kirman and the Developers of Invincible VS Talk About Its Mysterious Story Mode and Making Cecil Work in a Fighting Game

Invincible VS just announced its eighth playable character: Cecil. The no-nonsense director of the Global Defense Agency is a surprise addition to the roster. He lacks any superpowers, so it’s hard to imagine him lasting more than a blink of an eye against the likes of Omni-Man and co. But Invincible creator Robert Kirkman was adamant Cecil be in the game, and left it to the developers at Quarter Up to figure out how to make him work.

Their answer is to lean on all the cool gadgets we see Cecil use in Invincible, which in this 3v3 tag fighting game levels the playing field somewhat. But there’s more: Invincible VS has a sizeable Story Mode in which Cecil plays a crucial role. Kirkman and Quarter Up won’t say much about it, but they describe is as a “playable episode,” so expectations are high.

In this interview with IGN, Kirkman, Invincible VS executive producer Mike Willette, art director Dan Eder, and narrative director Mike Rogers, talk as much about Story Mode as they are allowed to right now, and delve deep into how Cecil actually works in the game. Read on to find out if Invincible VS is canon to the show, details on Cecil’s kit, and much more.

IGN: It must have been an interesting challenge with Cecil. He doesn’t have any superpowers, but he’s smart and can teleport and uses a lot of weapons. So how did you go about making him work in a fighting game?

Mike Rogers: From a lore and narrative perspective, Cecil’s always in control. We often see him as the man in the ear or the man watching the screen, but people forget that he’s a trained agent. He knows how to get his hands dirty and he’s got all the tech and all the money of the U.S. government behind him that can allow him to do that. There’s just a lot of cool things that we’ve got in there that allow Cecil to be a really different character. We wanted him in there. There was no way we wanted to exclude him. And we saw opportunities like using his teleporter, like using Reanimen, like using The White Room, to get him in there in a unique way that people might not expect.

Mike Willette: From a gameplay perspective, you have all these different types of archetypes, and where Cecil really fits in, in a really unique fashion in our system, is manipulating space, almost like he manipulates people, right? So the ability to put out projectiles like his Sonic Mine, that will basically just hover in space and then detonate after a few seconds. So he can put hazards, put roadblocks, put almost like a bullet hell for the opponent to try to get through. And because of our active tag system, he connects one time, he can tag in one of his assists. And so he’s got a lot of utility for just manipulating the screen, getting around it, pelting the opponent from afar, making it frustrating for them, and then putting him back into our combo system.

IGN: So is he a zoner, would you say?

Mike Willette: Yeah, absolutely. So his combo structure, while he does have auto combos like most of our characters, and the magic chain of light, mediums and heavies, he has a lot of utility for the mid and the long range. He can make people try to chase him down. He has a lot of boosted moves that can cause pop-up or hard knockdown. Or for his… we call it Shellhock, he goes down with a Flaxan weapon and he basically launches like a grenade, but when you boost it you can launch multiples. You can do it

while retreating and try to fill the screen and try to just set up roadblocks, so you can kind of like reset and then continue to pelt from afar.

So he can manipulate a lot more than other characters can, because he has to use these tools. He doesn’t have an air dash. He doesn’t have double jumps. He uses the teleportation a lot to make those old bones work.

IGN: Robert, I’d love to know what your input was on this. He’s not the obvious choice for a fighting game when you look at the characters in Invincible. I’m sure fans will love that he’s in there. Was he a character you were keen to see realized in a fighting game particularly? How did it come to be that he was in the game?

Robert Kirkman: His presence in the game is something that’s really exciting for me because it shows the versatility of what these guys are trying to accomplish with the game, by having characters that you wouldn’t expect and working out how Cecil can be equally matched with all the other people that are coming into it.

It’s really great the way they’re pulling in story elements. There’s a lot of character that is intact from the comics and the show that is clear in every frame of these characters. Cecil actually puts his hands in his pockets when he moves backwards, which to me was something that I thought was just absolutely brilliant. And it’s just a really fun aspect of the character that’s there visually as he’s moving around.

There’s definitely a wish list of characters that I wanted in the game. And Cecil was one where I thought it would be really cool and unexpected if he were to show up in the game. Never in a million years did I think they would be able to pull it off and pull it off this well.

I’m gonna tease too much… I’m going to get in trouble, I can’t say anything! But I’m very excited about this game!

IGN: I wanted to ask you about the story and the story mode. I don’t know if that’s something that you can talk about at this stage, but it’d be great to get some input on the narrative side of things, because I do understand that you’re going big on that.

Robert Kirkman: I’ve been working very closely with Mike Rogers, the narrative lead, and Helen Leigh, who’s one of the key writers on the series. She wrote the Adam Eve special episode with me and has done a lot of great episodes for the show. What we’re really trying to do is provide an in-game experience that is like watching an episode of the television show. It’s a really cool story that uses the characters in a really exciting and authentic way, and I think goes into some directions that people are really going to be surprised by. There’s a lot of unexpected twists and turns.

Mike Rogers: We wanted it to feel like a playable episode. It’s this standalone narrative. In the same vein that the Adam Eve special is like a special episode, this is a special episode, too. And just getting to work with Robert and Helen and really craft something that feels right for the Invincible universe, it’s been a real treat.

IGN: Is this canon, or is it like a What If? sort of scenario? I know it’s an original story, so it’s not something we’ve seen before. But, you know the fans will wonder how it all ties in with everything. They always do. I mean, I do! So what do we actually have here?

Robert Kirkman: It definitely fits very neatly into the narrative of the show. There’s a tremendous level of care going into making sure that the characters are authentic and that everything works. Internally, there’s actually a window where we’re like, ‘Yeah, could fit there.’ But, you know, we’re not going to talk about that.

Mike Willlette: Just sit back and enjoy yourself!

IGN: You’ve got Cecil going up against Omni-Man, for example, which on the face of it would be impossible. But as designers of a fighting game, how do you balance everything where that can be a valid matchup, even though you would think that Omni-Man would essentially tear everyone to shreds?

Mike Willette: What’s so awesome about just jumping right into this universe, there’s so much deep lore and personality with these characters and things to pull from, from like all that comic resource. And then you have the show. And it’s kind of the rule of cool, what makes this character and what’s really fun for gameplay? And then merging these ideas together. And then you get to see what archetypes do they fit within or it’s like, are they rushed down? Are they a grappler, are they strikers? Are they long range? You have this kind of triangle and then you’re like, ‘Oh, do they fit more along these two aspects or these two?’

And then things just naturally start to fall in place, and especially within the meta that we’ve created of like, it’s not just a single character, it’s three characters that actually represent your kit. So you get to mix and match all these different things. I want to play pure keep away, or I want to have something that’s a little bit more balanced where I do have a big bully who can push the corners and then I support that character with a bunch of ranged or mid-range characters.

So when it comes down to balance, it’s really just seeing what’s the essence of the character, what belongs in their kit, and then how it works within our omni tag system, how do characters play well with each other or support each other, whether it’s through the assist systems and the different types of assists that they can have, or how they naturally tag into each other. You can play almost any character like a point character or have it dedicated for a very specific role. It’s really play the way that you want. And again, we’re just given this beautiful sandbox by Robert and company that’s just like, God, we have so much great source material.

Dan Eder: I will say one of the challenges of using an established IP is that you have to find the middle ground between being authentic to the IP but also making a fighting game that’s gonna work. If you’re authentic to the quote unquote power levels of the show, then that wouldn’t be a very satisfying experience because it just wouldn’t be very balanced. And if you know anything about fighting games, it’s that balance is key. We do want to allow people to be able to play with their favorite character and not be completely demolished just because the other one is so OP.

So I think as long as you’re authentic to the character and there’s some sort of plausibility of, okay, that character would use those powers, right? Then I think a lot of it comes down to pure skill of whoever is playing that character. And that’s how you stay true to the source material, but also just make it stand on its own. Because I think the reality is that not everyone is going to be intimately familiar with Invincible. We don’t want to make this game just for the fans. We want to make this game for people who may not be aware of Invincible, and this would be their starting point. So then that wouldn’t matter as much to them. ‘Hey, why is Omni-Man so…’

Mike Willette: We’re gonna turn them into fans, Dan!

Dan Eder: Exactly. So I think there’s a big opportunity to do our own thing, make the game stand on its own, without relying on the fandom, but also make it very pleasing for the fans. At the end of the day we’re gonna have a lot of Easter eggs, we’re gonna have a lot of small touches and character moments as much as we can. And I think it’s gonna be an all around great experience.

Mike Rogers: And Cecil was a character where we got to think about this also. Every character has a round reset in between rounds of the fight where they fly at each other, their fists smash and like, okay, if Omni-Man’s fist is smashing into Cecil’s, that’s not gonna end well for Cecil, but he’s got these Reanimen and can jump in and do that for him. He’s got the teleporter that can allow him to dash around, sort of in the way he has a conversation with Nolan at the end of Season 1. And we got to interpret that and bring those into like, how do they work in a fighting game? And I think it brought an extra level of authenticity to the character. And that challenge for a character like Cecil yields more specificity, which is great.

IGN: Did all you fighting game developers all over the world get together one day and decide 2026 was going to see the return of tag fighters?

Mike Willette: It’s the most insane thing — and it’s true — that all great minds think alike! Because we haven’t seen a really awesome tag battle fighting game since like Dragon Ball Fighterz, and that’s like, what? Eight years now. And then before that, the gold standard was Marvel vs. Capcom. So there was this huge void. And we all approached it differently. Our competitors are different from us. And that’s actually a really good thing. And it’s interesting, everyone has their own take, and we really like our take. We really like the universe that we get to play in, and we like the violence of it, the brutality of the stakes that are involved, and our unique style of combat and what it means to read someone — you read your opponent and be able to have large amounts of counterplay. Yeah, it’s an exciting time. 2026 is crazy!

IGN: Why was a tag fighter right for you? And then 3v3?

Mike Willette: Obviously being a huge fan of the comics in the show, when I was asked like, ‘Hey, Mike, what game do you want to do?’ I’m like, ‘I want to do an Invincible tag battle fighting game.’ There’s so many factions and teams that exist within the universe, whether it’s like the Teen Team or The Guardians or The Lizard League or The Order, like there’s just so many. And when you watch people fight, like yeah, there’s solo fights, but there’s also a lot of team fighting that takes place.

There’s been this lack of team fighter games for such a long period of time. And then this IP had lots of strengths when it came to teams and team synergy, and I always thought about the ideas of like, what happens when these characters team up and do shit together? Like when Eve and Mark fight together, how awesome is that? So we just wanted to play out those fantasies, and what better method than in a fighting game?

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.

Hyrule Warriors: Age of Imprisonment – 7 Key Changes From the First Game

[Editor’s Note: If you’d like more in-depth hands-on impressions of Age of Imprisonment, check out our recent preview.]

It’s time to go back – way back – with Zelda in Hyrule Warriors: Age of Imprisonment. Set in the ancient past, during the founding of Hyrule, this hack-and-slash action game will pit the Princess and her allies against massive armies in their war against the Demon King Ganondorf. After several trailers, multiple runs of their hands-on demo at Tokyo Game Show, and probably too much time going over footage frame-by-frame, I’ve come away with seven key changes from Hyrule Warriors: Age of Calamity that you should know before starting in Age of Imprisonment.

1) This is a True Prequel

Hyrule Warriors: Age of Calamity had a fun story: reliving the war between The Champions and Calamity Ganon. Set 100 years before The Legend of Zelda: Breath of the Wild, it was an opportunity to spend extended time with fan favorite characters like Urbosa and Daruk, and take control of the Divine Beasts in the war. The only problem? It split off into a separate side story, making it non-canon to BoTW. That’s just fine for folks who love a good filler episode, but for those of us invested in the complex and often contradictory overarching Zelda story, that was a bit of a bummer. Fortunately for us lore Hounds, Age of Imprisonment is confirmed to be canon to the Tears of the Kingdom story. That means our adventure with Zelda, Rauru, Queen Sonia will tell us exactly how this ancient war with Ganondorf played out.

2) Combat is Evolving

The hack-and-slash combat at the center of Hyrule Warriors is alive and well, and it’s evolving further thanks to all new Unique Skills. These special moves are tailored towards specific situations and let you execute an aerial attack, targeted toward leaping of flying enemies, and a straightforward thrust attack to use against charging enemies. As the name implies, these are unique to each character. Zelda, for example, can unleash a barrage of Light Arrows from her Bow of Light to bring down flyers, or use Piercing Light on charging enemies, blasting them with a beam of light fired from the tip of her sword. These are strong options that will reward making the correct decisions quickly in the heat of battle, and if used correctly will do immediate damage to the Weak-Point gauges of tougher enemies, setting you up for devastating Weak Point attacks.

Zelda and company will have a massive array of moves to fight back against Ganondorf and his army. 

3) Sync Strikes are your Ace in the Hole

Zelda won’t be fighting alone, and the way her allies factor into battles is evolving thanks to the new team-up attacks. This goes beyond the simple souped-up special attacks from musou games of old, as now the pairs of warriors employ unique tactics when paired together – to devastating effects. Two examples I saw in my hands-on demo were Zelda paired with Raru firing a powerful, aimable beam of pure light that tears through enemies, and Zelda with Mineru summoning Mineru’s hulking construct to use as an enemy-smashing battlemech. Whether it’s every pairing on just select compatible duos, it’s clear Zelda and company will have a massive array of moves to fight back against Ganondorf and his army.

4) New Hardware Means New Tricks

Age of Imprisonment is exclusive to the Nintendo Switch 2, which means it takes full advantage of the more powerful hardware. While I haven’t done a full stress test just yet to see how far I can push the action before the framerate breaks down, I was impressed in my hands-on demo with how well it looked and ran. Also, fighting thousands of bokoblins is more fun with a friend, and Age of Imprisonment makes that easier thanks to GameShare. The idea is pretty simple: if one player has a Switch 2 and a copy of Age of Imprisonment, then another player can be their co-op body by joining the session from their own Switch or Switch 2. Just keep in mind that the session belongs to the player doing the sharing, so once they stop playing the session ends for both players.

5) Zonai Devices

So much of what made Tears of the Kingdom special was the way you could find and use Zonai devices – ancient machine parts – to aid your adventure. You can do that here too, as demonstrated when I tried out a Flame Emitter. This let me fry my enemies with an aimable stream of fire when I held it. It could also be activated and dropped on the ground to burn everything around it. I’ve thrown time bombs into the mouth of a Frox, and watched in trailers as Zelda combined the wind from a sideways fan with a Shock Emitter to create a massive electric cyclone.

6) The World Above and Below

Our entire demo took place in the Depths, in the area just beyond Mineru’s Lab. I didn’t get to see a map, but I do know that Age of Calamity covered the entire overworld, and the Depths spans an area just as large. That potentially doubles where levels could take place, and that’s before factoring in the Sky Islands, places we know from prior trailers where we will be fighting. Taken together, there is a lot of potential variety for where levels will take place, and it’s fair to wonder just how big Zelda’s fight in the ancient past will be.

7) Zelda and Link

Zelda, despite her title role in the series, has almost always been relegated to, at best, a secondary character, and at worst an off-screen motivation for Link on his adventures. While she was the star of The Legend of Zelda: Echoes of Wisdom, her largely non-combat role in a retro-style adventure stands in stark contrast to her place in Age of Imprisonment, wielding a sword as the lead character as the vanguard in battle. Link, meanwhile, is in the “present” many centuries after the Imprisoning War takes place. While we have seen a construct with a strikingly Link-like visage show up in trailers and character art, we know this will be rare, and for Hyrule Warriors first, a case of Zelda taking the lead while Link steps out of the spotlight.

Even these seven items barely scratch the surface when it comes to what’s new in The Legend of Zelda: Age of Imprisonment, like a Korok warrior joining the fray, or an all new cast of Champions to defend Hyrule alongside Zelda. Fortunately you won’t need to wait much longer to uncover all the secrets from the great war near the founding of Hyrule. The Legend of Zelda: Age of Imprisonment launches on November 6, exclusively for the Nintendo Switch 2.

New Batman LEGO Sets Announced for Legacy of the Dark Knight, and They’re Up for Preorder

I have some good news and some bad news. The good news: to celebrate the upcoming video game LEGO Batman: Legacy of the Dark Knight, LEGO has announced four new Batman LEGO sets, and each one comes with a code for in-game DLC. They’re all up for preorder now.

The bad news? They’re not coming out until March 1, 2026. But three of them are iterations of the Batmobile, and some of them may just end up in our list of the best Batman LEGO sets. Let’s take a look, and you can lock in whichever set(s) you want right now.

Featured in this article

As mentioned above, all of the sets are associated with the upcoming video game LEGO Batman: Legacy of the Dark Knight, which is scheduled to release sometime in 2026. Each of the Batmobile sets comes with a code for a gold variant of that vehicle in the game. The Batman Logo set gets you a gold variant of Batman himself.

LEGO DC Batman: Batman Logo

I have a real soft spot for the Batman logo. I was eight when Tim Burton’s Batman came out, and that logo was everywhere you looked for pretty much the entire 1990s. This set lets you build and display the logo, with tons of “greebling,” or LEGO-y texture on it. It even has a hidden compartment where you can house a minifigure. It comes with a buildable stand, a regular and a gold Batman minifigure, plus a gold coin celebrating 20 years of Batman LEGO sets.

LEGO DC Batman: Batman v Superman Batmobile

From the universally beloved 2016 movie Batman v Superman comes this sleek, gray, angular take on the Batmobile. It looks like a futuristic race car, but with sharp armored panels adorning it. Say what you will about the movie it came from, but this is an awesome Batmobile.

LEGO DC Batman: The Batman Batmobile

Batman’s vehicle in 2022’s The Batman is a boxier thing, more like the muscle cars from the ‘70s. It has vents on the hood, with the engine in the rear. It almost looks like a jet engine, pulsing blue when Batman puts the pedal to the metal.

LEGO DC Batman: Batman & Robin Batmobile

The Batmobile from the 1997 movie Batman & Robin is long and narrow, with sharp edges and no roof at all. Its spoiler looks like bat wings opening to take flight. The LEGO version isn’t too intricate: it replicates the rotating light in the hood with a sticker. But at $29.99, the price sure is right.

These sets are announced right on the heels of the awesome new Arkham Asylum LEGO set, which ought to hold over Bat-fans until these new sets come out. But for even more Bat-vehicles, check out the LEGO Batman Forever Batmobile, the Classic TV Series Batmobile, and the 1989 Batman Batmobile.

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.

The Elder Scrolls 6 Will Feature a Memorial Character For a Much-Missed Fan, Following $85,000 Donation to Make-A-Wish

Bethesda’s long-awaited The Elder Scrolls 6 will include a character designed in memory of a much-missed fan, after a remarkable charity campaign that raised more than $85,000 for Make-A-Wish.

Led by the team behind top lore wiki The Unofficial Elder Scrolls Pages (UESP), the effort will see former member Loranna Pyrel immortalized in The Elder Scrolls 6, after having created a forum-based roleplay campaign series that was inspired by Bethesda’s games and went on to inspire the in-game work one of Ted Peterson, one of the series’ writers.

Fans had previously attempted to get Pyrel included in The Elder Scrolls 6 via a silent auction organized by Bethesda for Make-A-Wish — only to have their group bid pipped at the post by another, anonymous entry.

After that incident, Bethesda agreed to bend the rules and let the UESP gang get a second shot — if they matched the auction’s winning bid of $85,450. And match it they have now done, thanks to numerous donations from The Elder Scrolls creators, the UESP, and fellow fan resource The Imperial Library.

“It’s kind of unbelievable that we got this far,” the UESP wrote in a post on Instagram. “This whole thing started on an offhand comment about possibly teaming up, and then grew into this giant group effort. We’re looking forward to adding this character to TES6.

“We couldn’t think of a more appropriate way to honor Loranna’s contributions to both the Elder Scrolls community and the lore than a community charity fundraising effort like this while simultaneously making an addition the lore proper.”

In a follow-up post on X today, the UESP revealed it had just finished a meeting with Bethesda about their Elder Scrolls 6 character, and said they had left “extremely excited for what’s in store.”

As for when The Elder Scrolls 6 might actually arrive, we’re less certain. Bethesda officially announced the game with a teaser trailer at E3 2018, an eye-watering seven years ago. Next, it confirmed The Elder Scrolls 6 had entered “early development” in August 2023, and “early builds” were available in March 2024. When the six year anniversary of the project’s announcement arrived in June last year, even Bethesda development chief Todd Howard paused to say, “oh wow, that has been a while.”

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

How Crimson Desert’s Combat Adds Fighting Game Flair to Fantasy Battles

It would be easy to take a quick look at Crimson Desert and assume it’s another fantasy action game where you hack and slash your way through enemies with repeated presses of the attack button. And if you equip your protagonist, Kliff, with a sword, you can certainly do that. But tap two of your controller’s face buttons together and he’ll lunge, thrusting the blade directly forward. If you then press both the light and heavy attack buttons at the same time, he’ll transition into a powerful, magic-infused overhead slam, bringing his sword down in an arc of dizzying particle effects. There’s more than one way to swing a sword, basically – and that applies to everything in your combat arsenal.

Transition from aiming a bow into a dodge roll and you’ll trigger a brief window of medieval Matrix slow motion, perfect for scoring a headshot. Cast a spell at the apex of a jump and you’ll launch yourself into the air, riding the energy of the magic’s blast (do it twice more to climb even higher). And, in perhaps the most entertaining example, hold two face buttons in conjunction with shifting the direction of the left analogue stick to unleash a variety of increasingly amusing wrestling moves, from simple grapples to human hammer throws.

For this month’s IGN First, we spoke to the design team at Crimson Desert developer Pearl Abyss to learn how they crafted this deep, multi-layered combat system. The very first thing they said was both surprising and helped contextualize everything: one of the key inspirations for Crimson Desert’s combat was retro arcade games like Samurai Showdown, Final Fight, and King of Fighters. Suddenly, all those multi-button combos and linked moves make much more sense.

But those fighting game combos are not necessarily the thing that Pearl Abyss intended to replicate. The team cites the strong sense of impact that comes with each blow, both inflicted and received, as a key aspect they wanted to capture. That’s clear not just in the visuals, but in the crunchy audio – the sound design team directly references Capcom as an inspiration. But across the 10 different boss battles I’ve fought so far, plus plenty more skirmishes in the open world, it’s clear that there’s more to it than that. Fighting game characters have access to many, many different moves that can be chained together to create unique approaches and strategies. Open world action games, on the other hand, typically have a much more restrained move set – a dodge, attack, and counter, for instance. But despite being a fantasy open world game itself, Crimson Desert’s long list of combat moves seems to be gunning for the breadth of options that fighting games thrive on.

Kliff’s ever-expanding ability tree means there’s a multitude of ways to approach any fight. It’s not just ranged vs melee, but the more minute choices within those options. Will you weave kicks and suplexes into your swordfight? Channel lightning down your blade? Use whistling arrows to summon artillery strikes? The important takeaway here is that Pearl Abyss refuses to provide any real strict definition for Crimson Desert’s combat system – unlike something like Batman: Arkham, there’s no rhythm or pattern to follow. The combat team told me that they had no interest in creating a game where you have to respond to on-screen prompts by pressing specific buttons, the kind of system we’ve seen in games like Mad Max, Shadow of Mordor, and both Marvel’s Avengers and Spider-Man games. Instead, the studio aims to fulfill a player’s fantasies by allowing them to do whatever they want in any situation.

That arguably makes Crimson Desert’s approach to battle a bit loose, and for some, the distinct lack of rules or rhythm may be frustrating. There are no hard counters for particular enemies, for instance, nor any kind of strict rock, paper, scissors relationships between different attack or defence types. A particular weapon may be stronger against shielded enemies, for instance, but there’s no requirement for you to use it. The same applies to bosses – while they certainly have attack patterns that can be memorised and weaknesses that can be exploited, Pearl Abyss has no interest in demanding you pay attention to that. The team believes any method of attack should be valid (within reason – you can’t swing a 500-pound monster by its ankles, of course.)

Crimson Desert’s long list of combat moves seems to be gunning for the breadth of options that fighting games thrive on.

This “there if you want it, but no worries if you don’t” approach extends out into the world itself. The BlackSpace engine that powers Crimson Desert is able to simulate elemental reactions, so water can either freeze or conduct electricity when struck by the correct spell, while wood will burn and smoulder when set alight. The combat team cites the modern Legend of Zelda games as inspiration for this, in which there’s constant interaction between you and the environment. But this is very much a system that you can master and exploit if you choose to, rather than a core component of combat. For instance, there won’t be a boss battle where you have to freeze water to hold your foe in place, or coax them into a metal grid you can then electrify with a lightning spell.

Kliff is not a wizard, and so his spells come courtesy of a bracelet that grants him simple mastery over fire, ice, and lightning. But new weapons and gear help expand his ability set further than the unlocks on your skill tree. There’s a spear, for instance, which opens up like a propeller and blasts enemies with bursts of wind like a deadly Airzooka, and a sword that summons an angry genie-like creature. The further you progress, though, the wilder the options become. Kliff is able to ride a number of mounts, which in the early hours are simple horses with no remarkable talents. But head into territory held by The Black Bears and you’ll be able to saddle up on a massive grizzly, which can swipe at foes with sharpened claws, effectively thinning out herds of barbarians.

Fast forward a few hours and things become stranger still. Your simple horse could be traded for a raptor. Yes, you can ride on the back of a literal dinosaur. If you prefer your scaly mounts to fly and breathe fire, then Crimson Desert also has that covered, too – fantasy’s most important creature is present and correct here, and in the game’s later hours you’ll be able to command Tristar the dragon, who’ll swoop in at your beck and call. But that’s not the wildest option. Dispelling any notion that this is a typical high fantasy video game, in Crimson Desert, you can pilot a mech. Yes, really.

The dwarven-engineered battle robot is a late-game treat that asks the question: What if a Bioshock Big Daddy and a Titanfall mech had a baby? Equipped with thrusters, machine guns, multi-target-lock homing rockets, and a wide-radius EMP blast, your sword-and-board-wielding enemies don’t stand a chance.

Fire-breathing dragons and machine-gun-toting mechs could absolutely destroy Crimson Desert’s balance, but they’ve been carefully plotted on the campaign’s overall power curve. Pearl Abyss’ combat team explained that such mounts are not designed to be simple tools that you can use whenever you want, and so all of the robot’s destructive devices drain a limited fuel gauge which, when depleted, will put the machine out of action. This means you can’t just use this modern marvel of technology in perpetuity – you won’t be able to stroll up to a boss battle and decimate a knight with your stock of missiles. But when you are in the pilot’s chair, there’s no denying that things become more of a massacre than an even match-up. Pearl Abyss is happy with this power spike, though; the team considers it something of a “present” or reward for players who have progressed so far into the game.

As you can see, there is a wide range of combat options, to say the least. And that brings us back to the fighting game comparison. Something like Street Fighter is arguably the inverse of Dark Souls, as in a FromSoftware game, the true challenge is learning everything about your enemy and then attempting to exploit that, whereas in a fighting game, the challenge is to learn everything about your character and master their moveset. Pearl Abyss subscribes to the Street Fighter approach, and explains that the goal is for Crimson Desert’s difficulty to become increasingly more manageable the more you master Kliff’s abilities.

That’s easier said than done, though. Like a fighting game, there’s the sense that every one of Kliff’s actions has an alternate version if you combine it with the right skill. This naturally creates depth, but also complexity – dive in without any instruction, and it can feel quite overwhelming. In an attempt to keep things as simple as possible, Pearl Abyss has put a lot of focus on what each button does. The idea is that there’s consistency in every action – if you want to introduce an element into an action, you build on your existing knowledge of the controller. Clicking the thumbsticks, for instance, fires magic spells from your palms. Click the left stick to use your left palm, click the right stick to use your right palm. And so to do a triple-jump, which is powered by your magic spells, you string together an L3, R3, L3 combo, rather than tap the jump button three times.

At first glance, Crimson Desert certainly looks like many other open world games. And that’s not an unfair comparison – as we’ll explore later in this month’s IGN First, there are plenty of genre staples here, from puzzle dungeons to faction quests to bounties posted on town bulletin boards. In totality, this is not an unusual game. But zoom in on the combat, and you’ll find quite an unusual beast. It’s built atop the classic ideas – there’s still dodges and parries and regular attacks – but never before have I played a medieval fantasy game where I can chain Spider-Man’s swing into Batman’s glide into a ground pound that’s delivered like Sonic the Hedgehog doing his best Hulk impression. In short, it’s safe to say Crimson Desert is trying something different.

Matt Purslow is IGN’s Executive Editor of Features.

Battlefield 6 Campaign Review

It’s been seven years since the last Battlefield campaign. A decade since the last one set in the modern day — the intriguing, but ultimately flawed Hardline. In that time, Doom and its sequels took the speed of a single-player first-person shooter to the next level, Titanfall 2 pushed level design forward in inventive ways, and even Call of Duty reinvented itself on several different occasions to varying degrees of success. But Battlefield 6 has little interest in innovation, instead firmly looking back at what made the series so successful two console generations ago. Aside from being an impressive technical showcase at times, its small set of routine missions has little new to offer. There is some variety and a few moments of impressive scale to be found, but it’s all over so quickly you barely have time to savour them. Though it never quite feels like a full-on afterthought, it’s a campaign that comes across as the sidearm of Battlefield 6’s arsenal when placed alongside its more grand multiplayer suite.

Across its nine missions, Battlefield 6 zips around at a furious pace, but I couldn’t help but feel that I’d done it all before, albeit at much lower fidelity. It’s flashy, but lacking when it comes to genuinely interesting level design, with its great feeling gunplay not supported by what you’re asked to achieve with it. On one hand, it makes sense for Battlefield Studios to take this approach and treat the campaign as a training ground for its trademark large-scale online warfare — the pure size and number of enemies that flood the screen in its missions are certainly in conversation with this. But in the other palm, it crushes all hope of crafting a thrilling story that has the chance of stepping out of the shadow cast by those multiplayer modes.

That’s not to say there aren’t splashes of inspiration. A particular highlight was a sequence that takes place on a crumbling New York bridge. It’s at least visually interesting, even if it offers no great variance in what it’s asking you to do gameplay-wise. There’s just no one mission that screams out as an all-timer here, even if there are attempts to ape Modern Warfare’s Clean House — which fails to capture any of the desired tension — or its own version of a Normandy landing as you storm a Gibraltar beach. It’s, oddly, very much a ‘Call of Duty’ campaign in its map and objective design, and struggles to stamp much of the signature Battlefield large-scale action that made me fall in love with the series. I find it frustrating not to see risks being taken creatively, especially when such a vast budget is available to fuel such ambition.

One later chapter set amongst the mountains of Tajikistan does take place in a wide open area and echoes the multiplayer roots of the series, as you’re encouraged to take your own approach when completing the task at hand. In theory, this could be exciting, with all manner of airborne and ground vehicles ready to be controlled at your fingertips and a vast library of weaponry and gadgets to gear up with. In practice, it presents as more of a thin veneer of choice rather than drastically different ways to tackle objectives, with the range of tools at your disposal kept frustratingly limited. You’re given a drone to play with and a choice of ATVs and armored trucks to drive, but little beyond that. I’m just not a fan of this larger map approach when it comes to first-person shooter campaigns, much preferring an authored hand to level design, rather than being handed a box of crayons to make my own fun with. These stretches are worryingly close to Modern Warfare 3’s “open combat missions” at times — a memory I never wanted to relive, yet again so soon after, but at least they do feel philosophically more at home as Battlefield arenas.

I wanted to be the star of the show, but I just ended up feeling like a passenger.

Thankfully, these don’t make up the majority of the campaign, but what’s found in its smaller scope staging isn’t any more exciting. You’ll often find yourself hunkering down in tight city streets or behind hulking tanks, waiting for the right opportunity to pop your head out. A run-and-gun mentality simply isn’t welcomed here, with a patient, cover-based approach encouraged — the gunplay is snappy at least, with a satisfying weight to it whenever you do choose to open fire. Assault rifles and LMGs pack a powerful punch and serve as efficient tools when faced with another wave of enemies, and sniper rifles are satisfingly devastating — even if the enemy AI displays little brain to blow out. It gets especially exciting when the impressive destruction tech takes a chunk out of the building you’ve been finding solace in, and you’re forced to scramble to another safe haven. These claustrophobic moments of true jeopardy really are all too rare, though, as for the most part, the campaign is reduced to rinse and repeat objectives that were getting old in FPS campaigns a decade ago.

Having one mission include a sequence where you need to destroy anti-aircraft guns or SAM sites can be forgiven, but doing this on more than three occasions is just downright boring and grinds any gathered momentum to a halt. There are only so many times planting C4 can be considered a fun time, and all too often, you are tasked with standing still amongst the action and pressing a single button in order to continue. On multiple occasions, I was asked to watch some explosions that I didn’t even get to set off take place, or sit in the back of a speeding vehicle and control a mounted turret that only gives you a mild feeling of being responsible for the carnage on screen. It’s on-rails all too often, taking its most exciting moments out of your hands and displaying them in cutscenes, resulting in much of the campaign feeling like the most straight-faced Disney ride ever built. I wanted to be the star of the show, but I just ended up feeling like a passenger.

An early mission that takes you through an abandoned WW2 tunnel network-turned-museum to the decades-old war serves as an unfortunate symbol for the campaign as a whole — a relic of first-person-shooter design dressed up in a new guise. Being funneled through corridors towards the next static shooting gallery to gun down fish in a barrel is hardly exciting in 2025, and it barely was 20 years ago. Outside of a series of tank battles as dry as the desert roads they take place on, it attempts to sprinkle very little of that Battlefield magic into the mix, largely negating environment destruction as part of your toolkit and never once putting you in control of an airborne vehicle. Is it really Battlefield if I’m never zooming along in a fighter jet or unleashing hell from a helicopter gunship?

There’s a slight glimmer of tactical ops magic to be seen, as you can call on your squadmates to activate their personalised skills to help you in a fight. They each come packed with their own multiplayer-class-flavoured abilities, such as Gecko, the recon specialist, being able to tag targets, which, admittedly, does make certain situations ridiculously easy, as every enemy in the area is revealed to you instantly. Ultimately, though, each member ends up playing practically the same and feels like another missed opportunity to add a dash of variety into the mix.

They each fall under the banner of an expert Marine Raider squad called Dagger 1-3 — an unfittingly sharp name for such a dull bunch. On the whole, they’re a fairly cookie-cutter military unit who love nothing more than getting their boots on the ground and shouting “hooah”, with memorable character moments near non-existent. The performances and the shells of humans they inhabit are wholly forgettable, barely coming across as fully formed, and it’s hard to detect any sort of emotion, even when one of their own falls in the line of fire. Nuance is hardly the name of the game when it comes to Battlefield 6’s campaign, though, and its story, centered on taking down a rogue private military force called Pax Armata (ironically, Latin for Armed Peace), proves to be anything but a peaceful one.

It’s a fairly straightforward affair that doesn’t leave too much room for interpretation. For a military shooter about the collapse of NATO, it’s all oddly apolitical in its presentation, and as such, it feels like it has nothing of real substance to say. It’s safe, and as a result, largely uninteresting. At least Call of Duty has attempted to take on subjects such as chemical warfare and terrorism, even if they’ve ultimately been misguided efforts that come across as antithetical to its larger message. It’s not easy to present such important themes delicately, so I can understand why Battlefield Studios may have felt like trying to fire and catch a bullet laced with hot-button issues may have been a risk not worth taking when it could simply choose not to pull the trigger at all. It just means it doesn’t have anything to say on a global or personal level, and all feels a little hollow as a result. It’s a far cry from when the series did tell some engaging tales through the eyes of fun characters in its Bad Company days.

I did also fall victim a few annoying little glitches on the way, such as my character zipping across the screen involuntarily, fuzzy textures popping in, and occasional bullets aimed right at enemy heads leaving zero impact. But on the whole, there’s no denying that it looks and sounds very impressive, with spectacular explosions peppering skylines and gunfire whizzing and cutting through smoke and debris as mayhem ensues around you with regularity. I just wish there was a little more substance hiding behind it all.

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.

Absolum Review

They say “insanity” is doing the same thing over and over again while expecting a different result, but if I believed that, I wouldn’t play video games – and I certainly wouldn’t be playing roguelikes. They are, by definition, doing a lot of the same things over and over again and expecting that this time, this time, Steve, shall be different. This time, I am going to bash my head against that boss until that mother goes down. This time, I’m going to make it to the end of the run, and I’m going to look fabulous doing it. This time will be different. Those are the things I tell myself as I die for the umpteenth time in Absolum, a roguelite beat ‘em up that’s fun enough to convince myself it just might be true every single time.

There is, of course, the undeniable possibility that I’ve gone ‘round the bend, full on cuckoo for Cocoa Puffs, lock-me-in-a-padded-room, Looney-Tunes-finger-on-lips bonkers. I’ll leave that up to you. The point, reader, is that if you’d put a gun to my head five hours into Absolum and demanded that I score it on the spot, it’d be a lot lower than the score you see on the bottom of this page. But I’m a professional, and you don’t turn the movie off halfway through. There are large parts of Absolum’s fusion of genres that don’t work, and those growing pains are most obvious early on. But if you push through that weak start and get to the point where you’ve got some permanent rewards, have opened up the map, and runs end with you operating with a full kit and making good progress, it comes together quite nicely, even if it’s still never quite the game I wanted it to be.

“Roguelite beat ‘em up” is a combination of words that I never expected to see, much less put in a sentence, but here we are. Because it’s a roguelite, you need a reason to die, and a reason to come back. The reason to die is simple: the land of Talamh, broken by a magical cataclysm (bro, what is it with mages and magical cataclysms? Why can’t they ever bumble their way into magical utopias?), has been taken over by Sun King Azra. Wizards are enslaved, and the general populace, still a bit miffed by the whole “breaking the world” thing, are understandably not super upset about it. You play as one of the rebels using that forbidden magic in an attempt to bring him down. That’s the “how you’ll die” part.

The “why you’ll come back” part is because you’re working for Uchawi, the last of the Root Sisters, and as you bite it, she swoops in and saves your ass from being condemned to a permanent end. Live, die, get saved by Uchawi, repeat. The Sun King must die. And you gotta kill him.

The story goes to some cool places eventually, but it takes a while to get there.

Now, don’t get me wrong: I love a good ol’ fashioned “somebody done somebody/a lot of somebodies/society/the world at large wrong and now that somebody gotta die” story as much as the next guy, but Absolum’s problem is that the story isn’t that interesting for a good chunk of its runtime, especially early on. Yeah, there are some compelling character moments, the general history of the world is cool, and some conversations enticingly imply more questions than they answer. There’s more going on here than meets the eye, but a lot of it is couched in a fairly generic fantasy setting. Dwarves live underground, they delved too greedily and too deep (figuratively), bad things happened; elves have a mythical, lost land; the strong rule in many places so you can gain entrance by beating up The Current Big Boss, blah blah blah. The story does go to some cool places eventually (and, like Hades, you really gotta play it to completion multiple times to see everything), but man does it take a while to get there.

It’s good, then, that the playing part of Absolum rules. In a lot of ways, it’s a standard beat ‘em up with four different characters to pick from (though you only start with the first two listed here): Karl, the bruiser dwarf with a gun; Galandra, the elven knight with a massive sword; Cider, a nimble thief who is almost more machine than woman; and Brome, the frog-shaped spellcaster. Each character has a standard combo, a throw, a strike unique to that character – Galandra uses her sword, Cider pulls herself to enemies, and so on – a couple of unique special attacks tied to a meter, and an Ultimate Attack.

The real sicko stuff comes when you combine everything to form long combos, bounce enemies off walls or each other, and chain moves together in a symphonic beatdown that would make the deepest action game aficionado blush. Absolum was made by the teams behind Streets of Rage 4, and, as you’d expect, it absolutely has the sauce. I particularly loved the way so many moves paid homage to the greats: Cider’s Gyro Drop is essentially Ryu Hayabusa’s Izuna Drop, many of Galandra’s moves recall Devil May Cry’s Dante, and so on. If you know, you know. If you don’t, they’re just cool moves.

The big thing separating Absolum from its beat ‘em up brethren, aside from the whole “man, can you get lost in this sauce and it tastes good” combo-mad gameplay, is its focus on defense. You can dodge, which is pretty normal for a modern beat ’em up, but if you dodge toward an enemy at the right time, you can deflect their attacks, potentially opening them up. If you’re feeling particularly spicy, though, you can time your strikes with an enemy’s attack to cause a clash and stun them for a hot second, allowing you to lay into them with a sweet, sweet punish combo. This is harder, but the payoff is huge. And it feels great when you land it against a boss who was kicking the crap out of you and then the timing clicks and they can’t hit you no more. On a moment to moment gameplay level, Absolum’s bona fides are unimpeachable.

Absolum’s combat bona fides are unimpeachable, but problems stem from its roguelite structure.

Its problems instead stem from its structure as a roguelite. Unlocking new rituals that power up your attacks, deflects, clashes, dodges, and so on each run is fine. I particularly like the ones that spawn throwable knives and allow you to extend combos by locking dudes into a bubble or hitting them with chain lighting. Finding a mount to help you out? Awesome. Buying or finding some trinkets to boost your stats or hiring a mercenary (or finding a chicken) to follow you around and help out in combat? That stuff is great.

What sucks is that parts of each character’s kit have clearly been chopped up and segmented into upgrades called Inspirations for you to temporarily acquire during your runs. Galandra’s dive kick? Amazing. Life-changing. The same is true of her three-hit sword combo. She should always have it. She doesn’t only because this is a roguelite and we have to have something to upgrade, a reason to choose that path that you know will end in an Inspiration. When you go from that one hit sword attack to the three-hit combo, it’s like being struck by lightning. The same is true of Cider’s Legally Distinct Izuna Drop or her ability to dash through enemies. “Oh,” I said, after getting them once. “This is how it should always be.” These are core parts of these characters’ identities and kits. They shouldn’t all be locked behind random upgrades. Like, give me something here that I don’t have to unlock besides my strikes and special attacks, y’all. Just a little bit of fun, as a treat. Admittedly, once you learn what paths lead to upgrades (Absolum is a roguelike, but its map does not change), you’ll quickly learn what the optimal path is, and likely never deviate from it.

The other problem is the persistent progression. Absolum isn’t a game you’re meant to beat on the first run. You’re supposed to die – a lot – while you build up the currency needed to acquire permanent upgrades (and find new paths full of rewards) to get you through future runs. Yeah, sure, if you’re really good at Absolum, you might be able to progress faster, but the margin of error early on is very, very small. In both solo and co-op, I often felt like I was dying because my numbers just weren’t high enough. It doesn’t help that Absolum is pretty stingy on health pickups. This structure might work in a game like Hades, but there’s very little narrative meat to chew on between runs, and in a beat ‘em up – a genre where you’re traditionally able to get by on sheer skill – it feels bad to be a slave to the Evil God of Numbers. I genuinely hate it when RPG elements get in the way of my action game, and that happens a lot in Absolum’s early hours.

At the beginning, runs feel like you’re going through the motions. You always start at the same place, and you have very limited paths to choose from. That means seeing the same enemies, environments, and bosses over and over and over again with very little room for change. Yes, there are quests, and exciting new things do pop up from time to time – I’ll never forget the first time I went to [redacted] (trust me, you’ll know when it happens) – but there is a lot of repetition here, and Absolum doesn’t handle it the way the best roguelikes, like FTL, for example, do. In the early hours, I often felt like a broken record, testing that definition of insanity. Even the joy of finding a secret chest is dulled by the fact that it’s always there, in the same place, every time. While the stuff you’ll get changes and new things do get added, the map itself never fundamentally changes. There’s not enough Rogue to this roguelite. It can’t just be a progression system. It has to be everything around that, too, and implementing that clashes with the way beat ‘em ups work.

It does eventually click; around 8 hours in, my mastery and Having Enough Numbers dovetailed, and I started to make more and more progress on each run. The jump was pretty substantial, and once that happened, I began to enjoy myself a lot more. On the one hand, yay, less repetition! On the other hand, I think there’s something to be said for games using mechanics and structure to reinforce their narrative. Dying over and over again while you work to take down a tyrant would suck! It would wear on you! I think that decision helps Absolum’s story, but I don’t think that story is strong enough, especially initially, to earn that. It doesn’t feel intentional; instead, it feels like padding out a runtime that could (and should) be much shorter.

And it sucks to feel that way, because so much of Absolum is so good. When it hits, it hits, kids. It’s beautiful, the soundtrack is wonderful, the combat has the sauce, there are cool build opportunities, and on and on it goes. But man could I have gone without the repetition. There’s a better version of this game somewhere that’s about half of the 20 or so hours it took me to see the conclusion of the main story. Unfortunately, it’s not the one we got, and if I wasn’t reviewing Absolum, I probably would have bowed out before it ever clicked. My co-op partner did, and I can’t blame him for it.

Walmart+ Members Get First Dibs on Pokémon TCG Phantasmal Flames Preorders Today

Attention, Pokémon TCG collectors, another hot drop is hitting Walmart with more from its early-access restock program just in time for Phantasmal Flames, the latest and most hyped expansion I’ve seen in a long time.

Following the frenzy of the recent Prismatic Evolutions ETB drop, Walmart is following it up by granting paid Walmart+ members the first opportunity to preorder three key Phantasmal Flames products before they open to the public, all at MSRP.

Starting October 9 at 10 AM ET, Walmart+ subscribers will get exclusive online access to preorder the Phantasmal Flames ETB, Booster Bundle, and Three-Booster Blister, each featuring the stunning Mega Evolution lineup, headlined by Mega Charizard X ex.

The centrepiece of the latest Pokémon TCG at Walmart is the Phantasmal Flames Elite Trainer Box. Instead of the $150+ price tag it’s currently valued at on TCGPlayer, it’ll be priced at $55.

It includes a mix of booster packs, card sleeves, dice, and game accessories, everything needed to dive headfirst into the set while keeping your collection battle-ready.

If you’re not already a member, it’s admittedly a slight drag that you’ll essentially have to add $12.95 onto the price to pick this up and avoid the eye-waterlingly high resale prices, but needs must.

Whilst that products selling for their retail price as intended is not necessarily a bargain.

But, thanks to market conditions stemming from a Pokémon card shortage leading to an imbalance of supply vs demand, it is still great opportunity compared to the higher prices for all sets across other major retailers like Amazon, and resale marketplaces like eBay or TCGPlayer.

It will also be a whole lot cheaper than what will surely follow after the set’s launch on November 14.

It’s also important to know that whilst Walmart+ does have a 30-day trial available, the Walmart+ hub page states that only paid members will have early access on October 9.

The annoying part of the Walmart+ subscription process, if you want to buy early access items right away, is that you’re only given the initial option to claim the 30-day trial. However, you can get around this by starting your free trial, cancelling it, and resubscribing for paid access.

For those after packs without the extras, the Booster Bundle, retailing for $29.87, delivers multiple boosters in one clean package and hits that sweet spot for players who love cracking packs at home.

Meanwhile, the Three-Booster Blister, listed at $15.87, offers a quick and affordable way to snag a few packs with a free Sneasel promo card, ideal for collectors chasing specific pulls or newcomers looking to join the fun.

Like with the Prismatic Evolutions drop, early access is locked behind Walmart’s paid membership tier; trial members aren’t eligible. With the resale market already selling each product for two-to-three times their MSRP, these listings are expected to sell out within minutes once live.

If you’re a Pokémon card fan who wants a fair shot at preordering Phantasmal Flames at the price the set’s intended, make sure you’re logged in and ready the moment the preorder window opens. We’d advise is to have your paid Walmart+ subscription set up and ready ASAP, and if you get the chance to add anything to your basket, you take it.

The “Walmart Deals” event, is still ongoing through to October 12, and is designed to compete directly with Amazon’s October Prime Day sale that just concluded.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

Note: Pokémon TCG pricing is incredibly volitile and any mention of sale pricing is indicative of the current market rate for the aforementioned products.

For example, Pokémon Elite Trainer Boxes are meant to sell for around $50-$60 MSRP, but instead retailer at around $100+ post launch.

Borderlands 4 on PS5 Just Got Its First Big Discount At Amazon

Amazon’s Prime Big Deal Days are over, but the retailer is still cutting prices – including a discount on Borderlands 4, which only launched a few weeks ago.

While it’s not the biggest discount at 19% off, it does mark the first saving on Gearbox’s open-world loot shooter, bringing the PS5 version down to $56.99.

This Borderlands 4 Deal Should Be Looted Immediately

Sadly, there’s no discount to be found on the Xbox version, but PS5 owners can get the standard edition a bit cheaper at least.

While our reviewer and loot shooter aficionado, Travis Northup, felt the open world wasn’t quite as open as it could be, he gave the game an 8 out of 10.

“Borderlands 4 gives the series the massive kick in the pants it has needed, with a fantastic open world and greatly improved combat, even if bugs and invisible walls can sometimes throw off that groove.”

The game recently got a big balance patch, which had very positive ramifications for my chosen Vault Hunter, Amon, and the PS5 version in this deal now has an FOV slider and improved performance.

Expect Borderlands 4 to be around for a while, too. While the Switch 2 port has been delayed indefinitely, the game’s post-launch roadmap is stacked – and will include a new Vault Hunter, C4SH, who was revealed recently.

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

Wondering Where Metal Gear Creator Hideo Kojima Got His ‘Future-Oriented and Globalized Outlook?’ A ‘Life-Changing’ Expo He Attended in 1970

Death Stranding and Metal Gear series creator Hideo Kojima recently revealed how repeated visits to the 1970 World Expo (Expo ‘70) as a child had a “life-changing” impact on him, profoundly shaping his outlook as a game developer. In a separate piece, the legendary video game auteur shared how he had a very different experience of the current Expo 2025.

As spotted by Automaton, the 62-year-old Kojima wrote an essay for An-An magazine detailing how Expo ’70 shaped his worldview: “Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

Osaka hosted the Expo ’70, with 76 countries and 32 organizations participating (source: Expo ’70 Commemorative Park official website). Kojima said that at the time he had just started elementary school and lived near the event site. This gave him the opportunity to visit the Expo many times.

“I could even go after school on weekdays,” he recalled, borrowing his dad’s brand new camera (the Ricoh Auto Half Expo ’70 Model) and snapping loads of photos. “Whenever you entered a pavilion, you received a badge,” he remembered, adding that children proudly showed off their collections to each other.

The main theme of Expo ’70 was ‘Progress and Harmony for Mankind.’ It even had its own theme song — Haruo Minami’s ‘Sekai no kuni kara konnichiwa’ (Hello from the countries of the world), which Kojima quoted in his essay — with lyrics that focus on saying “hello” and “holding hands” across countries and borders (the song is on YouTube with English subtitles).

“At the Expo, I experienced ‘Progress and Harmony for Mankind’ up close. I said ‘hello’ and ‘shook hands’ with (avant-garde artist) Taro Okamoto, (sci-fi novelist) Sakyo Komatsu, (architects) Kenzo Tange and Kisho Kurokawa, and (fashion designers) Junko Koshino and Hanae Mori. It was all a shocking ‘close encounter of the third kind,'” Kojima remembered. “Technology, science, design, fashion, history, the world, culture, society. You could say that that ‘hello’ back then shaped who I became. ‘Shaking hands’ with the Expo changed my life and my vision of the future.”

Kojima explained that “the Expo’s greatness wasn’t just in the glimpses it offered of cutting-edge technology and the daily life of the future. It showed me the global diversity of nations, ethnicities, races, religions, customs, and histories. It embodied the essence of ‘past and future’ and ‘the world and harmony.’ Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

One of the major attractions of Expo ’70 was the Moon Rock at the U.S. pavilion, which had been brought back from the Moon by Apollo 12 astronauts the previous year. Despite his many visits, Kojima said that “unfortunately, the U.S. pavilion, where I’d hoped to see the Moon Rock, was too crowded, so I never got to see it with my own eyes.” He also recalled waiting over two hours to get into the U.S.S.R pavilion.

But what does Kojima feel about the current Expo 2025 that is being held in Osaka, and how did his experience compare? In a follow-up essay published in An-An, Kojima wrote about visiting Expo 2025 on a very rainy day, camera in tow again: “I wanted to see for myself how ‘globalism’ and ‘visions of the future’ have changed over the past 55 years, and how the baton will be passed on (to future generations).” However, the experience gave Kojima a “strange feeling.”

The developer explained: “I didn’t get that sense of a tremendous future like I did as a child (at Expo ’70). It wasn’t thrilling or exciting. Just a ceaseless, predictable tomorrow stretching on and on. It wasn’t that there was no ‘future’ — rather that I couldn’t ascertain the next ‘tomorrow’ for myself. The ‘future’ I dreamed of at that (1970) Expo — I’ve already experienced most of it. Robots, videophones and moving walkways have become commonplace. The tomorrow that this (2025) Expo promotes is one that children will witness.

Kojima gave the opinion that World Expos are primarily for children, as they are the ones who will take mankind into the future. Whether the futuristic designs at the 2025 Expo will be representative of what the real future will be is “something old people can never know.” However, Kojima added that he enjoyed the Expo: “Although I will not be able to experience this future firsthand, I plan to go again.”

Any player of Metal Gear Solid or Death Stranding doesn’t have to look far to see how both series feature diverse casts of characters, with stories often set in the near future that grapple with both the tremendous possibilities and dangers of technology. MGS1 explored genetic engineering and the concept of gene-therapy enhanced soldiers, MGS2 delved into the dangers of internet censorship and human-sounding AI chatbots (making it an interesting revisit in 2025), while MGS4 showed a mech-filled future in which paramilitary conglomerates wage endless wars for profit.

With its Chiral Network, Death Stranding holds up a mirror to the benefits and dangers of the internet and digital society, and the struggle to reconnect a fragmented, post-apocalyptic world. Legacy and passing on the future to subsequent generations are also big Kojima themes, and it seems they were shaped by his childhood experiences of Expo ’70.

As a side note, the Expo ’70 site is still open to the public today, although all the pavilions that awed the young Kojima have since been demolished. Now called the Expo’70 Commemorative Park, it still features the event’s symbolic Tower of the Sun, a sculpture by Taro Okamoto.

Photo by Phillip Faraone/Getty Images for Kojima Productions.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.