GTA 6 Has Been Delayed Again: How Does This Impact the Rest of the Industry?

Grand Theft Auto VI has been delayed again, this time to November 19, 2026, and while the fan community is reeling in its own way, the impacts are not limited to just GTA’s eager audience. Grand Theft Auto is a juggernaut, with GTA V having sold 220 million copies to date, GTA Online still a wildly popular space month after month, and anticipation for the sequel breaking trailer viewership records. With a game’s release as hot as this one, what does moving it to a year away mean for everyone else? How will GTA VI’s delay impact the wider games industry?

As usual, we consulted our favorite panel of industry analysts to get their takes.

Delay-shaped ripples

It probably goes without saying, but GTA VI’s delay into November of 2026 also means that behind the scenes, dozens of publishers are now reevaluating their own planned release dates.

At the moment, analysts point out, there aren’t that many games with public release dates specifically set for the final three months of 2026. But companies of course have their own internal plans, and those plans have been actively shifting around both GTA VI delays, out of sight, this entire time. That could mean a much, much thinner slate of game releases at a time that’s normally bursting with games, says Rhys Elliott, head of market analysis at Alinea Analytics.

“Publishers historically avoid launching anything major within several weeks of a Rockstar title. Sadly, GTA now again lands squarely in what is usually a packed holiday window. I can see the typical Q4 blockbuster season looking considerably thinner in 2026, especially when it comes to the single-player titles.”

Manu Rosier, director of market intelligence at Newzoo agrees,pointing out that major publishers have probably already modeled multiple scenarios that include a GTA VI delay, and have plans for where to move their own games instead – plans that may benefit them in the long run.

“Newzoo’s title-level data shows that nearly 45% of major single-player launches since 2021 have landed between August and November, and those late-year releases underperform by roughly 25–35% compared to February–May launches in their first three months of playtime,” Rosier says. “That means a shift out of that congested window could benefit GTA VI and other game launches nearby.”

Even without release dates set already, there are some games we can genuinely count on coming out late in the year, such as a Call of Duty game, EA Sports FC, and Madden. Analysts told me that it’s possible this GTA VI delay causes at least some of them to move out of their usual corner late in the year to another date either earlier or later than usual.

“GTA will also steal engagement and revenues from the current live-service juggernauts like Fortnite and Roblox, which are always having an engagement tug of war, anyway,” Elliott continues. “All these games – and indeed the entertainment industry at large – will be competing with GTA VI for time and attention. Both money and time are finite, so GTA is going to eat up revenue and engagement across the market.”

Rosier disagrees, saying live-service games will be largely unaffected by GTA VI regardless of where it lands.

“Newzoo’s engagement data shows that average monthly playtime across the top 20 console titles has remained up year-over-year, with live-service games accounting for more than half of total console playtime. Those ecosystems will keep momentum regardless of whether GTA VI arrives in spring or later in 2026.”

It’s not just AAA games that will be impacted, too. George Jijiashvili, senior principal analyst at Omdia suggests that major publishers will be cautious about making big changes to their own dates after two GTA VI delays and with a whole year to go. “The real impact will fall on indies and AA games, which are most sensitive to major launches and likely to feel a much bigger ripple effect.”

Upgrades for the Holidays

But while there may be fewer brand new games coming out around the 2026 holiday season, analysts are optimistic for sales of hardware.

“This is the big question that I’ve been talking with retailers and publishers about for, well, years now,” says Mat Piscatella, senior director at Circana. “When GTA V launched, there was a positive impact to sales of console hardware and accessories in the launch month, but that incremental boost was short lived before sales returned more or less to previous baseline. But that did not happen in a holiday window, so I’d expect the positive impact here to potentially be more profound. Let’s call it somewhere between 250k-800k incremental units of console hardware sold in the holiday quarter worldwide above what would otherwise be expected because of Grand Theft Auto VI (yes, that’s a big range). It’s very difficult to say with any confidence.

Piscatella adds that if a PC version were released around the same time, that would boost PC hardware and accessory sales in the same way. But, he caveats everything by noting that he’s making future predictions based on what happened over ten years ago at the launch of GTA V. Things could always be different now.

But Elliott does agree with him, pointing to College Football 25’s launch last year boosting PS5 and Xbox Series sales in the US last year. GTA VI is much bigger.

“While most are on PS5, a huge share of PlayStation’s monthly active users are still on PS4, and GTA VI will not ship on last-gen consoles,” he says. “Many of the holdout players have been waiting specifically for GTA to justify purchasing a PS5 (or Series X/S). That wave of new console owners – and their spending – has now been pushed deeper into 2027.”

Piers Harding-Rolls, research director at Ampere analysis, also noted that “console sales will be even more back loaded in 2026 than is normal,” and told me he thinks this move was one the hardware manufacturers would celebrate: “Generally, in terms of launch timing to generate the most console sales, I think a Q4 release is better than Q2.”

Will this delay impact GTA VI’s sales?

No.

Literally every analyst I asked said no, GTA VI’s delay won’t impact its sales. Interest and anticipation for GTA VI are off the charts, historically unprecedented, according to Piscatella and Rosier. Piscatella added that GTA VI’s November release would likely make Q4 2026 the biggest in video game history in terms of U.S. game spending.

“Grand Theft Auto is such an outlier franchise when it comes to this stuff that the sky really is the limit, and because it is an outlier in so many ways there aren’t benchmarks from which a reliable forecast can really be generated.”

Other Impacts

The analysts I spoke to also mentioned other possible impacts of the delay that I hadn’t considered. One big one, which turned out to be controversial, was whether or not GTA VI’s delay could also end up delaying the release of next-gen consoles.

Other impacts were a bit more…psychological. Elliott pointed out that GTA VI was likely to be a cultural moment where entertainment, internet, and social identity all collided in a very public way. While it would be impossible to ever say exactly how the delay impacted that, the timing of GTA VI’s release will inevitably fall into a very specific cultural time and moment in politics and online culture, and will both influence and be influenced by what’s going on around it.

“Each major GTA release has shaped how people joke, what music goes viral, how cities are portrayed in art and media, and even how players relate to the idea of rebellion in their daily lives,” he said. “A launch in holiday 2025 or early to mid-2026 would have placed that cultural shift inside a very specific online environment, one defined by the competition between TikTok, Reels, YouTube Shorts, and livestreaming for social dominance. That timing would have made GTA the loudest voice in a conversation driven by rapid content remixing and constant viral cycles. In other words, the memes that could have defined 2026 will instead take shape in 2027!”

Rosier also posed the question of psychological impact, but from a different angle. His view is that the delay itself, regardless of when the game releases, signals something much bigger going on in the AAA gaming industry that other major publishers are watching close:

“A GTA VI delay reinforces the growing tension between creative ambition and production realities in AAA development. It’s another signal that even the most established studios are struggling to balance scale, technology, and timelines.

“Newzoo’s historical engagement data shows that single-player titles typically retain 40% of their active players by week 5 and stabilize between weeks 6–12, declining only ~1% per week thereafter. That means publishers can fill gaps between major launches with live-service content, updates, or early-access beats to sustain engagement.

“From a market view, the broader PC & console segment is forecast to reach $85.8 billion in 2025 and continue growing through 2028, supported by rising engagement rather than an expanding release slate. Publishers are learning that the industry’s biggest risk isn’t fewer releases, it’s announcing too early.”

Joost van Dreunen, NYU Stern professor and author of the SuperJoost Playlist newsletter, was thinking along similar lines. As he points out, the industry has been going through a rough patch the last few years, with mass layoffs, game cancelations, studio closures, price increases, and general economic uncertainty. While there’s a sense from a number of sectors that GTA VI could swoop in and be the industry savior, van Dreunen cautions against putting too many hopes on one game – even one as big as GTA VI:

There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t.

“After the high comes the hangover,” he said. “I realize that many in the industry are looking forward to this undoubtedly pivotal moment. There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t. Once Take-Two releases the game, and both players and investors each enjoy their respective highs, I expect a period of sobriety to follow. In the absence of any similar releases in the near future especially investors are likely to redeploy their capital elsewhere, thereby lowering the industry’s overall valuation.”

It’s clear that GTA VI’s delay to November 19, 2026 has already made massive waves industry-wide, and will continue to do so over the next year as the impacts of both its absence in the spring, and its presence in the fall, are more keenly felt. Elsewhere, we’ve covered who wins and who loses from the delay, the internet’s reaction to the news, and what Take-Two CEO Strauss Zelnick had to say about it.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Call of Duty: Black Ops 7 Multiplayer Review in Progress

Note: This review specifically covers the multiplayer in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our campaign review, and our Zombies mode review is still on its way.

After a very promising multiplayer beta at the start of October, Call of Duty: Black Ops 7 is here and I’m already back on my bullshit. After a brief hiatus, I’ve been playing every year since the multiplayer-only Black Ops IIII (yes, that was the title), and I always have a good time. I mean, functionally and mechanically, it’s consistently solid – but it’s the stuff in and around that core which makes or breaks Call of Duty’s multiplayer. For Black Ops 7, they’ve refined last year’s already razor sharp Black Ops 6 with the addition of wall running and jumping mechanics, as well as smoothed off some of the rough edges in the user interface and weapons tracking. I’ve only played around four hours so far, so I have a lot more to see on the live servers before my final review, but this might end up being my favorite CoD multiplayer since Black Ops Cold War.

Probably the biggest change to BLOPS7 is also its most subtle: skill-based matchmaking (or SBMM) is no longer the default in multiplayer, and the vocal online community that has been crying for this couldn’t be happier. Is the wider, more casual Call of Duty audience going to be just as excited? I’m guessing no once they feel the effects of this decision for themselves. This might be a controversial take, but I really think SBMM is what keeps the vast majority of people playing, even if they don’t realize it or actually know what that is in the first place.

The default playlists in BLOPS7 now only minimally consider the skill of the people it puts into a match together while filling a lobby. That means you’re getting thrown in with players who run the gamut, from complete newbs to the most hardcore of the hardcore. If you’re used to the old SBMM system, the result here is that you’re probably going to think you really suck at Call of Duty all of a sudden.

I never held any sort of delusions about my own skills, and I didn’t need to be a pro to have fun, but stripping away the veneer of only facing players at a similar level as myself has been pretty humbling – almost shockingly so. I’m seeing replays from players who are unlike anything I’ve faced in the past. “Is this guy cheating– oh, nope, he’s just insanely good, hell yeah.”

It’s nice that both those who like SBMM and those who don’t can be satisfied.

The obvious upside to this (other than satisfying the frequent cries for it in recent years) is it’s going to force a lot of people to get better. But the downside is that it can be very frustrating until you do, especially if you’ve only ever been used to a level playing field. That’s why I think it’s awesome BLOPS7 does still have SBMM matches available if you want them. It’s not obvious, but there is a classic matchmaking lobby that pairs you with people near your current skill level. My personal prediction is that they’ll shift the default back to SBMM once the Christmas CoD crowd starts logging on for the first time, but it’s still nice that both camps can be satisfied.

(Protip: use the SBMM lobbies to grind out your levels and weapons, and then dive into the default matchmaking when you feel confident. It’s the best of both worlds. You can do all the level and camo grinding against people near your own skill level, and then jump back into the Wild West to hone your actual skills. Have some cake. Eat it, too.)

Smoothing the Already Smooth Edges

None of this takes away from the fact BLOPS7 multiplayer is super fun, and it’s done away with a lot of the things I found annoying in previous years. As I mention nearly every time I review CoD multiplayer, I love going hard trying to unlock all the skins for all the weapons for the first three or four months at least. This year, there’s a new, wonderful tracker you can instantly access from the lobby between matches. It’s right there with your Dailies, showing you stuff like how many more headshots you need with the AK-27 to unlock the next camo.

This is so awesome for collectors like me. Previously, the move was to jump into the weapon menu and check your customizations, then open up the camo menu and check your progress. It was cumbersome and annoying and ate up time between matches you could otherwise be using to make adjustments to your loadout, if you wanted. Now, with the press of a button, boom!

Another feature I’m loving is the ability to reroll your daily challenges. Let’s say one of them requires you to get three kills with a melee weapon, but you’d rather not. Give it a reroll, my friend, and now you can try out something new. Of course, you run the risk of getting something crappier, but that’s gambling for you. You can reroll one challenge once a day, and if you end up with something worse, well, it’s no different than the old system.

One very small gripe I do have with the interface is the weapons menu will tell me I have new unlocks but not which ones, so then I have to go through and manually hunt them down. I’m the kind of person who’ll do “select all – mark as read” on my personal emails rather than have that notification number above the icon, so not being able to easily clear this gives my brain some mild discomfort. I’d love an option to immediately show you only the unlocks you haven’t checked out yet.

20v20 Skirmish

New this year is the 20v20 Skirmish mode. Set on very large maps, it feels quite Battlefield-y so far. I much preferred the Ground War 100-player mode from 2019’s Modern Warfare and still want that to come back, as Skirmish just doesn’t hit the same notes.

You spawn with your team and move in to capture and control various points across the map. It’s basically a giant version of Hardpoint, but with vehicles and certain high-value designations that help you accumulate points. When you die, you have a 10-second respawn and then you wingsuit back onto the map. I’ve only played Skirmish for a couple rounds so far, and I dunno, man – it just hasn’t felt like it comes together in a cohesive way yet. The maps are giant, but not Warzone huge, and I’m having a hard time feeling out a playstyle that works for me.

Sniping fools from the rooftops while they try and hold the point is fun, but you’re also completely wide open to getting blasted since everyone respawns from the air. And those reentries are not like the slow parachutes in Warzone, either. The wingsuit lets you travel fast and gives you a lot of mobility. You can land basically anywhere on the map, so if a pesky sniper has you pinned down, well, just respawn, land near their sniper nest, and let them have it. You’re almost incentivized to die just to get a better position on the field.

When a point spawns inside a structure, it’s not really fun to protect from the outside for the aforementioned reasons, but it’s also not really that fun to try and hold from the inside. It’s very chaotic, but not in an exciting way. I’m going to see if I can figure out a playstyle that satisfies my particular tastes, but right now I don’t see myself playing Skirmish much after I finish up this review.

Moving, Grooving

As I mentioned in my beta impressions (which you can read in full down below), the addition of wall jumps has made movement around the map that much more fun. That said, the tactical sprint is no longer available as a default option, but instead is a Perk now. I still find myself double-tapping the Shift key to try and get that extra boost of speed, but it’s not a huge loss when sprinting off walls and flying through the air is way more fun, anyway.

I really love bouncing off walls to get the literal drop on opponents, and when someone gets me by jumping from around a corner, guns blazing, all I can do is nod and give them a mental thumbs up. Somehow being able to run and jump off walls makes the overall gameplay feel faster, even without Tac Sprint. Definitely my favorite update to the Omnimove system. Last year it really felt like Omnimove was designed with controller-players in mind, and while that’s still the case, the wall jump mechanic works just like any regular movement and is great for mouse and keyboard purists like myself.

I’m very excited to jump back into the multiplayer for Call of Duty: Black Ops 7. I haven’t played it enough to declare a favorite map, although I will say Den and Retrieval are already my favorites in terms of looks. I still have to figure out my strategies for all the launch maps, and I still have to get good enough to get that sweet Play of the Game I’ve been chasing since the servers went live. But I’m having a lot of fun so far, and should have a final, scored review in the next week or so.

Original beta impressions – October 3, 2025

I look forward to the Call of Duty multiplayer beta each fall in the same way I look forward to the return of pumpkin spice lattes: I know exactly what I’m in for, and I always savor that first warm, familiar sip. This year’s closed beta is the blast of violent, nutmeg-infused flavor I’ve been looking for since that first northerly chill swept across the land, and while it definitely feels like the CoD I’ve come to expect, there are a few new features I’m already really enjoying and a few more I’m really looking forward to unlocking.

I installed the beta Thursday afternoon and had planned to play it well into the night, rallying my dedicated group of Call of Duty friends (the Beef Lords) to join in on the fun. In fact, playing with the boys is absolutely my favorite thing about CoD, and even a given year’s iteration is only so-so, we still have a good time together.

Sadly, and I can’t really fault it since this is a closed beta, every time I tried to squad up with my friends, I had a hard crash. In fact, it felt like I spent more time waiting for BLOPS7 to restart than I did in matches. That’s a huge bummer, because I just want to run around shooting strangers in the face with my bros. Eventually I was able to get into a few matches with one friends, and good old Call of Duty fun was had by all. It still crashed, but only after a few matches this time. I had initially planned to hit the level 20 cap last night, but with all the time I wasted rebooting not only the BLOPS7 beta but also my PC, I was only able to make it to level 14. I know. I’m not proud.

Crashing aside, and no surprise here, but I’ve had a blast with what I’ve been able to play so far. I mean, it’s Call of Duty, where the whole point is either to rack up as many kills as possible, or hold an objective… while also racking up as many kills as possible. I truly believe no one does it better than CoD, at least when it comes to gunplay. It’s razor-sharp every damn year. It works exactly how I want it to work, it feels exactly how I want it to feel. It’s as dependable as the sun rising in the east each morning.

Omnimovement, Omnimprovement

The biggest and most immediate changes this year are updates to the Omnimove system first introduced in last year’s Black Ops 6. If you’re not familiar, Omnimovement is a control mechanic that lets you perform John Woo-esque flights of gun-firing fancy, while also allowing you to move around more naturally when you’re on the ground. Previously, dropping prone would reduce your target size but would render your movement slow and cumbersome. Omnimovement lets you slide to prone and do sick dolphin dives, mantle walls, and look like an action movie star in everyone else’s clips, firing your weapon with 360-degrees of aiming movement while on your back.

This year’s Omnimovement system adds wall running and wall jumping to your arsenal. It basically lets you hop around the map like Jiminy Cricket, as you can chain up to three wall jumps together. It’s really fun, though I haven’t really used it tactically so far. Mostly I’m flying off walls just because it feels awesome, and if I happen to get the literal drop on an enemy, all the better.

It also makes moving around the map faster and gives you an advantage over mantling. When you mantle a ledge, your arms can’t be used to shooting, on account of them being used to pull you up and onto that ledge. On top of that, it’s kind of slow, and an opponent can use this to their advantage. You’re basically a sitting duck until you get your feet all the way up, and those few moments can be the difference between life and death… well, usually death and a different kind of death.

Wall jumps change that, because rather than mantle over a ledge in the traditional way, you can just bounce off the wall and make your way to the top without using your arms. You never have to put away your weapon – heck, you don’t even need to stop firing your weapon. It takes away that moment of complete vulnerability, and as long as there’s a wall nearby and the next level up is reachable within three jumps, you can parkour your way to victory.

Wall jumping might be my favorite addition to BLOPS7 so far.

It’s easier said than done, mind you, and I’m not yet skilled enough to consistently hit shots when I’m going up or down from a wall jump. But it’s still fun as hell, and might be my favorite addition to BLOPS7 so far.

BLOPS7 Beta Maps

There are three maps in the closed beta: Cortex, The Forge, and Exposure. They’re fine. They’re not bad maps by any means, and I do like playing on them, but nothing about them really stands out to me in the way some of the maps from BLOPS6 did, either. Last year’s Rewind map, with its super long corridors and building interiors, was one of my favorites, as was Skyline, with its secret passageway, various hiding spots, and multiple levels.

Then again, the maps in last year’s beta were even worse (I’m looking at you, Babylon), so the middling nature of these is probably not an indication of overall quality.

Cortex is probably my favorite of the three this year just because it has everything I like in a map: outside lanes with the possibility of falling to your death, tight interiors to come face-to-face with opps, as well as medium-length interiors and exteriors that work well with LMGs, SMGs, and assault rifles. It lends itself really well to deathmatch and objective-based modes. Plus it has some sweet sci-fi incubator tanks where I presume the super soldiers of tomorrow are being grown from the cells of past heroes.

Exposure is a larger map, and has a lot of cool opportunities to really feel out the wall jumping and running. There’s a dangling shipping container on the map that might as well have a Wile E. Coyote-esque sign on it saying “WALL JUMP HERE.” Meanwhile, The Forge is pretty big, but it doesn’t really have any super long, open lanes for snipers to trade lead back and forth. That’s not to say there aren’t some great opportunities to do just that, but it doesn’t have the same feel as last year’s Rewind, with its back alley and strip mall-front.

The Forge might not be my favorite map of the three, but it does have one of my favorite environmental features so far: a spinning, four-piece circular wall in the center of the map. During modes like hardpoint, the hardpoint will spawn in that area and people take turns either hiding behind or popping out from those spinning walls. It adds an extra layer of unpredictability when you’re trying to hold an objective that I really like. You can’t just lay prone with a sniper and peek around a corner, because the corner moves. That being said, there are a pair of lookouts on either side, so you can keep watch of the objective or just pick people off as they try to bumrush it. It’s great. Even in deathmatch or Kill Confirmed it’s fun, but it’s really cool for Hardpoint and Domination.

The Forge has one of my favorite environmental features.

According to the official BLOPS7 blog, there’s a fourth map, Imprint. Either I’ve just had terrible RNG luck or they haven’t actually turned that one on yet, because I haven’t seen it so far. I’m going to play the hell out of BLOPS7 over the weekend, so that could change.

Guns and Guns

Once you unlock all the level requirements, there are a total of 16 available guns. Right now, and I hope Treyarch is reading this, the M10 Breacher, the default shotgun, is stupidly overpowered. You can nail enemies from way farther away than the laws of physics should allow right out of the gate, and they’ll fall down dead when you do so. You barely need to aim it to get a kill across a large room. That sort of shotgun behavior is fine, even expected, at close range, or when you’ve leveled up and thrown a bunch of attachments on it. But as a default gun, it’s just too powerful.

On the flip side, and this is something I never expected I’d say, but the XR-3 ION sniper rifle is exactly where it should be, power wise. Usually I feel like sniper rifles lean toward being way too OP. Don’t get me wrong, I still hate snipers, and I still think people who use snipers on small maps are weak and their bloodlines are weak. But when you get a kill with the XR-3 it feels earned. There’s a level of finesse here I’m not accustomed to with previous sniper rifle iterations, and I’ve actually used it without feeling like a dirty sniperboy.

I’ve always loved SMGs in Call of Duty, but none of the three available this year are doing it for me as of yet. They feel a tad too weak, which is usually the case, but it’s generally made up for by a high rate of fire and lighting-fast speed of handling. I’m going to have to wait and see on the SMGs until progress is fully unlocked, but for right now, they don’t feel quite like they should, as if it takes one or two bullets more than I’d expect to down an opponent. I also don’t love the LMG, the Mk. 78. Similarly to the SMGs, it feels like it takes a millisecond or two too long to effectively down an enemy. I’m going to need more time with that one as well to see how it ends up running when it’s fully kitted out, but for right now I’m not feeling it at all.

The Assault Rifles this year are, much like last year, where it’s at.

The Assault Rifles this year are, much like last year, where it’s at. While in previous years I ran with SMGs or LMGs, in BLOPS6 I fell madly in love with my XM4 assault rifle. This year I’ve been grinding on the M15 MOD 0, but I’m a level away from unlocking the Peacekeeper Mk.1 in the beta, which might be the best weapon in multiplayer, hands down. At Call of Duty Next, it felt like everyone was using it, so I’m excited to try it out again from the comfort of my own desk.

I’ve got an entire weekend with the closed beta, and I plan to hit that level cap and unlock as much as it will let me. The open beta next week will let you grind to level 30, and the best part is all your progress will carry over to the final game. I’m hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I’m really excited to spend hours and hours of time I’ll never get back just so I can have a gun that’s all shiny. Until then, I’m really enjoying BLOPS7, and I’ll be back with a full review around launch.

Plan Your Pokemon Team with This Cool Tool on Planet Pokemon

Attention trainers! Maxroll and IGN have teamed up to launch Planet Pokemon, a new strategy guide site and competitive Planner for your Pokemon team with a bunch of other cool features you won’t find anywhere else.

You can currently plan your Pokémon team using Planet Pokémon one-of-a-kind tools for four games: Pokémon Legends: Z-A, Pokémon Legends: Arceus, Pokémon Scarlet and Violet, and Pokémon Sword and Shield – and we are working on more Pokémon games now!

All of our Planner stats are powered by a deep Pokédex and curated by our team of Pokémon experts that brought you Maxroll, IGN, Eurogamer, and Map Genie’s decades of the very best Pokémon strategy guides out there. So how does this all work? We will have Eurogamer’s Pokémon lead Lottie Lynn walk you through it…

How to Use the Pokémon Planner

Whether you’re new to the Pokémon universe or a longtime player getting ready for your next nuzlocke challenge, our Pokémon Planner is here to help you organize your next team!

Since our Planner is divided up by game, you don’t have to worry about accidentally including Pokémon you can’t actually catch. Alongside this, we’ve also included the complete moveset for each Pokémon and every item they can hold. You can even play around with the EVs and IVs for a Pokémon. Combining all of these features together in one place means you can easily curate a team to suit your purposes.

Want to make a strong start in the online competitive world? Then use the Planner to ensure you have a balanced team! Want to see how changing one Pokémon could affect your team on the whole? Then our Planner will show you any weakness gaps that might appear! Want to build a team of six Magikarps for some reason? Well our Planner can help you do that too.

So let’s take a look at how it works!

Getting Started

The first step in using the Pokémon Planner is to select the game you wish to make a team for. You can easily do this by selecting the drop-down menu next to ‘Change Game’ at the top of the planner.

Before we go any further, however, it’s important to point out that you will need to be logged into Pokémon Planet if you want to save your planned team. It’s a good idea to do this before going any further! You can find the ‘Login’ button in the top right-hand corner of the page and there will also be an option to make an account too. We go over the exact details for saving your team further along in this guide.

Adding Pokémon

Once you’ve selected the game you’re playing, it’s time to add the Pokémon you want in your team. To do this, click on one of the six ‘Choose Pokémon’ boxes to open a menu containing all of the Pokémon in your chosen game.

Don’t worry, we’ve ensured that only the Pokémon present in each game’s Pokédex will appear. This means that, as long as you’ve selected the correct game, you won’t run into any unavailable Pokémon. Just remember that if you’re building a team for a version title, such as Pokémon Scarlet, you will need to keep an eye out for any version exclusive Pokémon.

There are three main ways you can search for Pokémon – simply scrolling down the list, searching by name or filtering by type. It’s possible to select multiple types too, which is handy if you’re looking for a dual type Pokémon. Selecting the ‘Mega Pokémon’ option will also allow you to just see the Mega Pokémon present in your chosen game. Though, keep in mind that Mega Pokémon are only available in select Pokémon games.

Since all of the Pokémon in your chosen game are available – including pre-evolved Mons, Legendary and Mythical Pokémon – you’re free to input whichever Pokémon you like. This could be your current team, your endgame goal or Pokémon you’re considering adding. No matter what you choose, I recommend adding six Pokémon so you’ve got a whole team to play with.

After selecting all of the Pokémon you either have or want in your team, it’s time to start filling in the details for each one. This includes adding their moves, stats and any item they might be holding. Let’s start with stats.

Adding Stats

The Stats section for each Pokémon can be found on the left-hand side of the Planner and will always display the Base Stats for each Pokémon. You’re also able to add its current Stats, including EVs and IVs.

The first step in adding your Pokémon’s Stats is to choose its Level. The Pokémon Planner selects each Pokémon’s Level to 100 by default, which is handy for organizing an endgame team.

If, however, you want to enter a Pokémon’s current level, you can do so by either selecting the number ‘100’ and changing it or by moving the blue slider beneath said number. Changing a Pokémon’s Level from 100 will automatically change all of its current Stats – found at the bottom of this section – to make the Level you’ve chosen.

Now it’s time to sort out the EVs and IVs, which is where things get a little complicated. This is because both are considered Hidden Stats, meaning you can’t see their exact values in-game. There’s a quick Hidden Stats explainer further along in this guide if you want to learn more about how exactly EVs and IVs work.

You’ve got two options when it comes to entering both into the Pokémon Planner – either put in the EVs / IVs you’re aiming for or do your best to figure out what they are in-game. If you’re going for the last option, keep in mind that the IV Judge Function typically doesn’t unlock until you’ve reached the postgame.

Once you’ve decided which option you’re going with, EVs can be entered either using the blue slider in the middle or by typing them directly into the left-hand column. Since you can only have 510 EVs for every Pokémon, the Pokémon Planner will helpfully prevent you from going over that number.

For IVs, you’ll need to change the number in the right-hand column. (Remember – it’s highly unlikely you’re going to have a Pokémon which has 31 perfect IVs for every stat.)

The changes you make to see values will be reflected in the Stat layout at the bottom of the screen.

Adding Moves

Adding Pokémon’s Moves is quite easy. Simply select the ‘Add Move’ button beneath the ‘Move’ subheading on the right-hand side of the page. This will open up a menu of all the moves this Pokémon can use in your chosen game. Here you can either search for a specific move or simply scroll down the menu. The moves a Pokémon can learn from TMs will also be available!

Remember – each Pokémon can only know four moves at a time and we’ve kept to this rule in the Pokémon Planner. If you want to remove a move, hover your cursor over it and select the ‘Change’ option.

Adding Items

To add an item, select ‘Add Item’. This will bring up a list of every item available in the game you’re building a team for. You can either scroll through the list or search for the one you’re looking for.

Once you’ve found the correct item, simply click on it and it shall be added to your Pokémon!

Now you just need to repeat this process for all of the other Pokémon in your team.

Team Defense and Team Coverage Explained

After filling in all of the information for your team, take a look at the ‘Team Defense’ and ‘Team Coverage’ sections.

Team Defense will give you an idea of what types your team currently includes (based on both Pokémon and moves) and the weaknesses you need to keep an eye out for. A blue line means that you’ve included these Pokémon types, while a red line means one of your included Pokémon is weak to this type.

Team Coverage, meanwhile, informs you which Pokémon types your team has an advantage over. The more little blue bashes beneath a type, the more Pokémon you have in your team that can counter it. If a type doesn’t have a dash at all, then you might want to consider changing your team!

How to Save Your Team

To save your planned team, you first need to log into Planet Pokémon. You can do this by using the ‘Login’ button in the top right-hand corner of the screen. After this, either login or make an account if you’re new!

Next, click the ‘Manage Teams’ button which can be found above the Pokémon you’ve entered for your team. Here you’ll be able to name your current team, save it, create folders to organize your various teams in and be able to create new teams too.

To save a team, first give it a name by entering something into the box containing the words ‘Name your Team’. Once you’re happy, select ‘Save Current Team’. This will automatically save your team into the folder you’ve currently got selected.

After saving a team, you’ll be able to change its name, make a copy or delete it by using the options found on the right hand side. You can also move a team to a new folder by dragging and dropping it.

A Note on Hidden Stats

The EV and IV for every individual Pokémon are considered Hidden Stats. This is because, while you’re able to get an idea of what they are, you’ll never be able to see the exact number for each one.

It’s also worth noting that Gen 3 changed how EVs and IVs worked. The following explanation follows those rules, so will not be applicable for the Gen 1 and Gen 2 games.

EVs – Effort Value – corresponds to each of the six main stats. Each Pokémon has a total amount of 510 EVs divided across these stats, with the maximum one stat can have being 252 EVs. Depending on the game, various items, such as Vitamins, Berries or Feathers, can be used to train or deplete an EV. Depending on the game, you should be able to view a Pokémon’s EVs on the Stat page of their Summary. Just keep in mind that you won’t be able to use the exact value.

Each main stat also has an IV – Individual Value – which is calculated based on the Pokémon’s Base Stats, Nature and EVs. Typically an IV can not be changed unless you use Hyper Training to maximise it. IVs range from 0 to 31 – with 0 being the worst and 31 being perfect. Each Pokémon game has a Judge Function which can be unlocked, usually by reaching the postgame, that will give you an idea of what a Pokémon’s IVs are.

But Wait… There’s More

Beyond the the Builder, Planet Pokémon offers these helpful services for Pokémon Legends: Z-A:

For more on Pokeémon Legends: Z-A check out our latest coverage like How get Diancite and Baxcalibrite, and all the rare stone locations, a full list of all TMs, and a bunch of news on the upcoming updates here.

Uncharted Synergy Sends a Previously Unloved MTG Card’s Price Skyrocketing by 1200%

Magic: The Gathering is fully into its crossover era, and while the Avatar: The Last Airbender set isn’t far away, Secret Lair has seen Wizards of the Coast truly cut loose.

That means we’re getting some truly bizarre synergies, including one for Thieving Varmint. A ‘mana dork’ for cards that aren’t yours, we’re not sure anyone fits the idea of pilfering better than Nathan Drake from the PlayStation Secret Lair drop.

Nathan Drake, Treasure Hunter is a three-cost card which has 3/2 base stats and First strike.

It also has the uncanny ability to spend mana of any color to activate abilities of permanents on your battlefield that you don’t own, and cast spells from other players. It’s particularly handy, then, that Nate can also take cards from your opponents’ libraries.

In a game of Commander, you could be throwing around 2, 3, or 4 spells per turn using those that aren’t yours, so long as you have the mana, and that’s where Thieving Varmint comes in.

Thanks to this new synergy, Thieving Varmint has jumped to sit around $9.73 market price, which is a massive jump from its previous average at $0.70-$0.90 only a few months ago (according to data from TCGPlayer).

Featuring in Outlaws of Thunder Junction’s Commander Decks, Thieving Varmint is a 2/1 with Deathtouch and lifelink for two-cost, which is pretty useful, but you can tap it and pay a life to add two mana of any one color to cast spells you don’t own.

Get a board state going early on with your own lands and Thieving Varmint, and you can be using other players’ spells against them with reckless abandon.

As a reminder, Nathan Drake, Treasure Hunter is only found in the PlayStation Secret Lair drop, hence why he’s almost $30 on his own on the secondary market.

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.

Clair Obscur: Expedition 33 x Yoshitaka Amano Collaboration Now Available on IGN Store

Here’s one for fans of the massively popular RPG Clair Obscur: Expedition 33. The IGN Store has just launched exclusive new Clair Obscur artwork by legendary artist Yoshitaka Amano. Even if you don’t recognize the name, you’ll recognize his work – Amano is the artist behind the iconic artwork for the Final Fantasy series. This is no coincidence, as the team behind Clair Obscur: Expedition 33, and most notably the Studio Co-Founder, François Meurisse, confirmed in an interview with GamesRadar that they were heavily inspired by the Final Fantasy franchise when creating Expedition 33. This art truly showcases the game’s beauty and depth.

Amano has joined with IGN Store and Sandfall to lend his talents for this new series of Clair Obscur: Expedition 33 art. Check out the exclusive drop below and order right now on IGN Store.

Clair Obscur: Expedition 33 x Yoshitaka Amano Collaboration

The art captures a breathtaking scene. Broken and bloodied, Maelle and Verso face the feared expedition slayer, The Dualliste, in the depths of the Forgotten Battlefield. The battle is a defining moment for Expedition 33, but it’s not just a fight…it’s a reckoning. Amano’s brush brings the tension, sorrow, and grace of this struggle to life.

The art is available in four limited editions:

1 – Esquie Edition – Hand Signed by Yoshitaka Amano

  • Edition Size: 33
  • Print Size: 30 x 38 in. (Art: 24 x 32 in.)
  • Printed on 305 gsm Cold Press Fine Art Paper with Waterbased Giclée Ink
  • Hand Numbered
  • Esquie Face UV Spot Clear Print
  • Hand Signed by Yoshitaka Amano!

2 – Esquie Edition

  • Edition Size: 333
  • Print Size: 30 x 38 in. (Art: 24 x 32 in.)
  • Printed on 305 gsm Cold Press Fine Art Paper with Waterbased Giclée Ink
  • Hand Numbered
  • Esquie Face UV Spot Clear Print
  • Single Color Hand Highlights
  • Auto-Pen Signature

3 – Lumiere Edition

  • Edition Size: 1000
  • Art Size: 24 x 32 in. (Full Bleed)
  • Printed on 305 gsm Cold Press Fine Art Paper with Waterbased Giclée Ink
  • Single Color Hand Highlight
  • Hand Numbered
  • Auto-Pen Signature

4 – Expeditioner Edition

  • Edition Size: 3333
  • Art Size: 18 x 24 in.
  • Printed on 240 gsm Poster Paper with UV Ink
  • Hand Numbered

Walmart’s Pokémon TCG Black Friday Drops Start Today, Here’s What’s Up for Grabs

Heads up, Pokémon TCG collectors, as another hot limited-time drop is hitting Walmart as part of its early Black Friday sales (that are starting today!)

Whilst it’s going to be hell catching these deals, paid Walmart+ members will get five hours of early access; music to the ears of any fellow Pokémon trainers, I’m sure.

So what’s up for grabs? From Nov. 13, 4 pm PT / 7 pm ET, Walmart will open the floodgates for three Pokémon TCG Special Collection boxes for Walmart+ members.

Outside of preordering new sets, it’s next to impossible to find Pokémon TCG products like these at market value, never mind MSRP, so this deal isn’t to be missed and is well worth getting a Walmart+ membership for.

Selling for $24.99, at MSRP, each box contains eight booster packs and features three foil promo cards that differ depending on the set you pick up: Snorlax ex + Blissey ex, Greninja ex + Kinggra ex, or Incineroar ex + Torterra ex.

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

It’s $12.95 per month, or you can opt for an annual membership which is half off right now, and down to $49, previously $98. That’s not a bad deal at all, and includes a whole lot more than just early access to Pokémon cards. So make sure to get that boxed off and logged in ASAP to avoid missing out on this top Black Friday deal.

Best Pokémon Cards To Chase From These Sets

Whilst I wish you all the luck in the world, the chances of pulling top chase cards from these boosters is ridiculously difficult.

If you’re like me and don’t have the money to spend on endless sealed product, you’ll likely savew money in the long run just buying your chase cards instead.

Here’s the top five you could pull from these boxes, complete with where to buy links and up-to-date market value information.

Christian Wait is a contributing freelancer for IGN.

Red Dead Redemption Coming to Nintendo Switch 2, PS5 and Xbox Series X/S, New Rating Suggests

Rockstar’s cowboy classic Red Dead Redemption is now cleared for launch on Nintendo Switch 2, PlayStation 5 and Xbox Series X/S.

A new ESRB rating has popped up for Red Dead Redemption on modern consoles (where it will come rated M for Mature, due to blood and gore, intense violence, nudity, strong language, strong sexual content and use of drugs).

The rating also mentions “zombies”, likely referring to the games’ beloved Undead Nightmare expansion — so fans should probably expect this to come too.

Rockstar is yet to make this new version of Red Dead Redemption official, but it does now have 12 months to fill since the most recent delay to Grand Theft Auto 6 — which is now slated for launch November 19, 2026.

Originally released back in 2010 for PlayStation 3 and Xbox 360, Red Dead Redemption is now also officially available for Nintendo Switch, PlayStation 4 and PC. Of course, you can play the PS4 version on PS5 (and the Xbox 360 version on Xbox Series X/S) but no native version for modern consoles exists, yet.

(Of course, no modern console version of Red Dead Redemption 2 exists yet either, but one thing at a time.)

Earlier this month, Rockstar was criticized by fans and employees alike after it fired more than 30 staff it said had leaked confidential company details. Workers organized a physical protest outside Rockstar offices in response, and more than 200 employees signed an open letter that alleged the job losses were an attempt at union busting.

All fired staff are believed to have been members of the Independent Workers’ Union of Great Britain (IWGB) union members, organized via an external Discord channel. This week, the IWGB confirmed it had filed a legal claim against Rockstar — to which the company is yet to respond.

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

Pokémon Pokopia Trailer Showcases Animal Crossing-Style Gameplay — Plus A Mysterious Pale Pikachu, Mossy Snorlax and Professor Tangrowth

An extended trailer for Pokémon Pokopia has offered a deep dive into the upcoming Animal Crossing-like life sim, and a curious first-look at some all-new Pokémon designs.

The start of the game will see you help out an original character, Professor Tangrowth, who seems to be Pokopia’s main quest giver. This looks to be a unique-colored Tangrowth in an outfit, rather than a new regional form.

Weirder still, however, are a ghostly pale version of regular Pikachu, and a mossy Snorlax that has a pale flower growing out of his head. Again, these are not specified to be new regional forms, but the trailer deliberately leaves it unclear exactly what these new designs are meant to suggest.

Over on the freshly-updated Pokémon Pokopia website, these creatures are given character names, though still appear to be based on the species’ regular forms. For example, “Mosslax” is described thus: “Moss has grown all over this Snorlax, and a flower sways atop its head. How long has it been asleep?”

Amid the ruins of an old town, Prof Tangrowth and other creatures soon give your main character quests to tame the world’s landscape using Pokémon abilities, create new environments to attract more Pokémon, and so on.

Once you’re up and running, multiple Pokémon can work together on more complicated projects, such as building houses and other ameneties like fountains.

As well as copying other Pokémon abilities (Water Gun from Squirtle, for example, to water plants), you can fully transform into a couple of species to help you travel around quicker. You can surf by transforming into Lapra, and fly by transforming into Dragonite, for example.

Multiplayer for up to four people is supported, as is GameShare — allowing you to play with others who don’t have the game themselves on Nintendo Switch and Switch 2.

Earlier this week, Nintendo confirmed Pokémon Pokopia’s March 5, 2026 release date and surprised fans by revealing it would be the first Nintendo-published game physically released via Switch 2 Game-Key card.

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

Death Stranding Anime Series Confirmed for Disney+ in 2027, Concept Art by Ghost in the Shell: SAC_2045 Character Designer Released

An all-new original animated series based on Hideo Kojima’s Death Stranding series is coming to Disney+. It has the working title of Death Stranding Isolations.

Announced today, November 13, the series will “bring to life a new story based on the award-winning Death Stranding video game to life for audiences across the world” in 2027. Kojima was joined by series director Takayuki Sano to announce the partnership with Disney+, and shared concept art by Ilya Kuvshinov, who served as character designer for Ghost in the Shell: SAC_2045.

Death Stranding Isolations’ story will be told through “a traditional, hand-drawn 2D animation style,” with some of Japan’s top “animation talent at E&H production […] working to bring the series to life.”

We have only the image above to go on — there’s no video as yet — but we do have a story synopsis:

Somewhere in North America, just as Sam Bridges walks through the continent in order to save America, the someones are also trying to deal with their isolation in their own way. An old man trying to realize salvation through ways outside of the connection advocated by Bridges. A female warrior who tries to kickstart a world of constant fighting. A boy with a grudge against Bridges. A girl who embraces loneliness.

On the precipice of the end of humanity and the world, their fates and hopes converge, as another story of Death Stranding begins.

With Death Stranding 2 out the door, Kojima is still busy 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 that it is connected to P.T. in some way. 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.

There’s a lot going on with Death Stranding, too. There’s a Death Stranding live-action movie in the works, which Kojima and director Michael Sarnoski have confirmed will tell a new story instead of retelling the events of the games. In other words, those hoping to see some of Death Stranding’s real-life movie stars reprise their roles for the live-action film may be out of luck. There’s also a seperate Death Stranding animated film, called Death Stranding: Mosquito.

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.

Warhammer 40,000: Space Marine 2 and Space Marine 3 Are ‘Definitely Not Competing for Resources,’ Dev Insists While Remaining Coy About Necrons in the Sequel

Warhammer 40,000: Space Marine 2 and Space Marine 3 are not competing for resources internally at Saber Interactive, one of its chief developers has insisted.

Space Marine 2 may well be the most successful Warhammer 40,000 video game ever made. It sold over 7 million copies less than a year after going on sale, and, according to Saber exec Tim Willits, changed everything for the studio. Even Games Workshop itself has talked about the money it’s made from Space Marine 2, and protagonist Titus is now leading the charge on the next narrative expansion of the Warhammer 40,000 setting.

Space Marine 3 was announced in March, six months after Space Marine 2 came out. Some Space Marine 2 fans were left concerned about the timing of the announcement, but Games Workshop has said Space Marine 3 “is likely years away from release,” and Saber has promised to continue to support Space Marine 2 for some time to come.

Speaking on the latest episode of Games Workshop’s Warhammer TV show, Deep Strike, Saber Interactive creative director Oliver Hollis-Leick was asked why Space Marine 3 was announced so early instead of going down the DLC route (story DLC expansions, for example) for Space Marine 2.

“Announcing a third game doesn’t in any way mean that we’re not going to continue creating content for the existing game,” Hollis-Leick responded.

“The thing is the development cycles for these projects are long. For Space Marine 2 it was something like four years. And so, for Space Marine 3 it’s going to be the same.

“We announced it to in one way keep people aware of the fact we’re going to continue this, that there’s going to be more coming. But we’re also doing the same thing with DLC. There’s lots already been created and there’s lots more to come. They’re definitely not competing for resources.”

That’s a crowdpleasing comment, but what is the actual situation when it comes to Space Marine 2 support? In August, publisher Focus Entertainment revealed Space Marine 2’s second year of DLC, confirming patches 10 all the way up to 15.

Patch 15 takes players up to the end of the second quarter of next year (June 2026). Highlights include the new Techmarine class, now set for release during the first quarter of 2026, a new Battle Barge expansion during the same period, and a new Siege map coming Q2 2026.

Space Marine 3, however, looms large over the horizon. Based on Oliver Hollis-Leick’s comments, we’re looking at a four-year development cycle, which means we may not see the game until 2029. That’s a big gap!

But what can we expect from Space Marine 3? Will we see new factions? Will Saber expand co-op beyond the three-player limit? Will there be actual meaningful PvP?

Most fans believe the Necrons will make an appearance in Space Marine 3. That’s because one mission in Space Marine 2 sees Titus and co delve deep within the bowels of an alien planet, which contains ancient and mysterious wall markings that are a clear nod to the Necrons. Some players even suspected the xenos would make a surprise appearance as a third enemy faction in the Space Marine 2 campaign, given the nature of the mission.

Indeed, it turns out that the Space Marine 2 story sort of revolves around the Necrons. The Techpriest who goes off the rails in the story is trying to use an ancient Necron artifact to nullify the influence of Chaos by closing off the warp, the hell dimension from which Chaos spews forth. At least that’s what the Techpriest thinks the artifact does (it doesn’t, then it does).

In the episode of Deep Strike, Oliver Hollis-Leick was asked straight up if this nod to the Necrons means they’ll turn up at some point. He was coy in his answer.

“One of the things about this universe is it’s vast,” he said. “It’s almost timeless. And so if you go digging deep down below the surface of a planet, you could find all kinds of things. And so finding what appears to be a Necron tomb, or at least Necron technology below the surface of a world, is not an outrageous thing to happen. But also in the narrative they’re dealing with what seems to be Blackstone-like technology, although it’s never expressly stated. And so that directly links to the Necrons.

“As to whether we’ll see any more of them, that I cannot say. But it certainly was a nice thing to see at the end of the game there.”

Oliver Hollis-Leick then went on to explain why Saber included all those cool Necron bits and bobs in Space Marine 2 for players to discover.

“It’s really important to show that the Imperium don’t know everything,” he said. “They seem incredibly advanced, incredibly well equipped, but there is an enormous amount about this galaxy and the history of the galaxy they simply don’t know, and never will know. Even the audience who read these books, even they don’t know. It’s not stated. That’s one of the things I love so much about this universe, is that there’s so much ambiguity. And so I liked including something like that in the game, so we get a sense of the mystery still out there.”

Two characters from Space Marine 2 we won’t see in Space Marine 3 alive and kicking are Sevastus Acheran and Lieutenant Chairon, who were killed off-camera via a lore post on the Warhammer Community website.

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.