The Pokémon TCG: Mega Evolution – Phantasmal Flames set was just released on Nov. 11, 2025, and with it, an elusive Pokémon TCG: Mega Charizard X ex Ultra-Premium Collection. As a huge Charizard fan, I had to have it, even with its pretty high $119.99 USD MSRP (or a lothigher on resale sites!)
I’ve always collected Pokémon trading cards, but I only just started playing using the official format in the last two years. A few decks have crossed my playmats, but variations of a Charizard ex deck have continued to be my main.
I knew I’d need the Phantasmal Flames’ Mega Charizard X ex and Oricorio ex cards to experiment with new deck builds, so that was a good enough excuse as any to try and grab this collection… even if I might try and get the non promo-art versions to play with instead.
Click through the slide show above to see everything included in the Pokémon TCG: Mega Charizard X ex Ultra-Premium Collection, plus some of the cards I pulled from the booster packs.
Here’s a complete list of what’s included in the Pokémon TCG: Mega Charizard X ex Ultra-Premium Collection:
1 foil full-art promo card featuring Mega Charizard X ex
1 foil full-art promo card featuring Oricorio ex
65 card sleeves featuring Mega Charizard X
1 playmat featuring Mega Charizard X
1 deck box featuring Mega Charizard X
1 metal coin featuring Mega Charizard X
6 damage-counter dice
18 Pokémon TCG booster packs:
2 Surging Sparks TCG booster packs
4 Journey Together TCG booster packs
4 Destined Rivals TCG booster packs
4 Mega Evolution TCG booster packs
4 Phantasmal Flames TCG booster packs
A code card for Pokémon TCG Live
I pulled a few playables from the Phantasmal Flames and Mega Evolution booster packs (still searching for more Lillie’s Determinations), but I didn’t get any Phantasmal Flames “chase” cards, like any of the rare cards listed on this Phantasmal Flames most expensive cards list.
My favorite random pull is absolutely the Destined Rivals illustration rare Team Rocket’s Houndoom, another one of my favorite Pokémon of all time. Fire and Dark-type Pokémon are my favorites, so I’m stoked for the Charizard X and Houndoom cards and Charizard-themed TCG accessories, what can I say.
The playmat included in this set features nice stitching around the edges that many other official playmats lack, too, so I see it lasting quite a while, and the Mega Charizard X coin is beautiful.
This should go without saying, but I don’t think this collection is worth it unless you aim to use the exclusive TCG accessories that come with it.
I would have preferred some variety between the playmat, deck box, and card sleeves, but at least the art they chose for the set is sick.
The coin brilliantly shines in an array of rainbow colors, and it makes for a neat easter egg balanced on top of my Charizard figure by First 4 Figures.
Though this absolutely is not new as far as Pokémon TCG collections go, I’d be lying if I said I wasn’t disappointed by the dated array of included booster packs. I would have loved to see more Phantasmal Flames, and even Mega Evolution, booster packs.
But maybe I’m just salty about this because one Mega Charizard X ex Ultra-Premium Collection was the only Phantasmal Flames product my partner and I could purchase between the two of us. I’m lucky I was also sent a press copy of this particular collection so I didn’t have to share! For reference, we succeeded in buying one at The Pokémon Center website, but failed everywhere else for everything else.
But, that’s an entirely different conversation. Even with the $119.99 price tag, I’m happy with the Mega Charizard X ex Ultra-Premium Collection as both a huge fan of Charizard and the TCG.
Best Phantasmal Flames Cards Chase Cards
According to marketplaces like TCGPlayer, certain Phantasmal Flames cards have already skyrocketed further in price, and, following up from our Mega Evolution round-up, we’ve ranked the ten most expensive cards so far just above. From aggressive Mega attackers to powerful evolution support, Phantasmal Flames brings a fiery mix of competitive threats and high-demand pulls.
Casey DeFreitas is the Deputy Editor of Guides at IGN and loves all things Pokémon. Catch her on all socials as @ShinyCaseyD
Can a ship be a horse archer? This is one of the many maritime musings Mount & Blade II: Bannerlord‘s devs had to grapple with when putting together the flotilla of vessels which make up its naval warfare-themed War Sails expansion.
Ahead of War Sails’ release on November 26th, I chatted to a couple of its developers. Naturally, I was keen to hear about what the process of assembling the expansion’s armada. A particular challenge as each of Calradia’s historically-inspired nations has access to unique ships.
While we’ve all become accustomed to using fancy analogue controllers these days, there’s still a large sector of the market which loves a good, old-fashioned eight-way digital arcade experience – and to that end, accessory company iMP has produced the Gaming Mini Arcade Pro for Switch and Switch 2.
On the surface, this looks like a bartop arcade cabinet, but in reality, it’s a cradle for your Switch console that allows you to use authentic arcade-style controls with games that benefit from digital input – such as old-school titles, shmups and fighting games.
The Full Screen Experience is available for Xbox Insiders Starting today!
Cassie Chou, Senior Technical Program Manager
Today the full screen experience (FSE) is generally available on Windows 11 handhelds currently in market, bringing performance optimizations and the ability to boot directly into Xbox for a smoother, more seamless way to play. Designed to minimize friction and get players into their games faster, this update helps deliver a console-like experience on handheld devices. For more information on how to set up, check out the full screen experience support page.
In addition to handhelds, the Xbox full screen experience is now available in preview for more Windows 11 PC form factors, such as laptops, desktops, and tablets, tailored for the PC experience.
The Xbox full screen experience introduces a controller-navigable UI that brings an immersive, console-like experience to Windows 11 PC form factors. Designed for controller-first navigation, it provides a gaming-first, full-screen environment where players can easily browse and launch titles from across their game libraries- including most popular PC storefronts. A powerful Task Switcher enables quick movement between games and apps, delivering a seamless experience.
How to Get Access to the PC Preview: Join Xbox Insider and Windows Insider Program
Share your thoughts in Feedback Hub, accessible via keyboard shortcut (WIN + F) or via the Xbox PC App (by selecting “Report a Problem”). Be sure to submit your Feedback under Gaming and Xbox > Gaming Full Screen Experience.
How to Get Xbox Insider Support and Share Your Feedback
We want to thank all the Xbox Insiders for the feedback you share with us. If you’re an Xbox Insider looking for support, please join our community on the Xbox Insider subreddit, where official Xbox staff, moderators, and fellow Xbox Insiders are there to help. We recommend adding to threads with the same topic before posting a brand new one. This helps us support you the best we can! We’re grateful to our Insider community for the helpful feedback you provide, it continues to shape the future of Xbox.
For more information on the Xbox Insider Program, follow us on Twitter at @XboxInsider and keep an eye on this blog for all the latest news.
For more information: follow us on X/Twitter at @XboxInsider and this blog for announcements and more. And feel free to interact with the community on the Xbox Insider SubReddit.
Last week, we asked to venture off the main path and share moments from a side quest using #PSshare #PSBlog. Here’s this week’s highlights:
jobolts_shares a moment fishing in Red Dead Redemption 2
shovoiceactorshares Alan Wake 2 side character Alex Casey
AlifGreatshares Astro Bot finding a spot to take a scenic framed photo
RhodWulfLeonshares Cal speaking to a shopkeep in Star Wars Jedi Survivor
clarkimoooshares Atsu embarking on the Spider Lily General side quest in Ghost of Yōtei
Yu_games727shares the titular Stray finding one of the hidden napping spots
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?
THEME: Harvest SUBMIT BY: 11:59 PM PT on November 26, 2025
Next week, we’re ready to feast! Share moments gathering food and having a feast in the game of your choice using #PSshare #PSBlog for a chance to be featured.
Seasons of Solitude is a soulful balance of survival game and turn-based strategy about an exiled prehistoric tribesman who is trying not to trash his own habitat. It’s the work of Estonian developers Ninjarithm Studio, and is based on Estonian myths.
There’s a demo on Steam, which I’ve spent barely any time with, but this seems Interesting – Interesting enough that I wanted to get a write-up in front of you before the weekend. Please disregard the rapid-fire editing of the trailer below: it works as an overview of the mechanics, but doesn’t really convey the sleepy pensiveness of the actual game.
Recently, IGN teamed up with Nintendo Life to rank the Top 100 Best Nintendo Games of All Time. But this celebration wasn’t just about what we think: we also wanted to know what your list would be, too. This was calculated through our Face Off tool, which pits two games against each other until you’ve run through all of the permutations, and then places the games in order of their win percentage. So, following a face-off in which thousands of you voted — with your number one pick being involved in 21,405 duels — we’ve got a Top 25 based on the IGN audience’s opinion.
The games that appear in this list actually aren’t too different from the ones that make up our own top positions, albeit with quite a different order. You favour Super Mario and The Legend of Zelda series over most others. So much, in fact, that the top 10 is dominated entirely by these two Miyamoto creations.
What follows is the Top 25 as voted by IGN readers, with a handy comparison below that shows your picks alongside the IGN and Nintendo Life’s list.
25. Mario Kart 64 – 59.0% Win Rate
24. Super Mario Bros. – 59.2% Win Rate
23. Pokemon Yellow (Red/Blue) – 59.4% Win Rate
22. Donkey Kong Bananza – 61.2% Win Rate
21. Chrono Trigger – 61.2% Win Rate
20. GoldenEye 007 – 61.9% Win Rate
19. The Legend of Zelda: Link’s Awakening – 62.7% Win Rate
18. Super Metroid – 62.7% Win Rate
17. Super Smash Bros. Melee – 63.4% Win Rate
16. The Legend of Zelda: Twilight Princess – 65.3% Win Rate
15. Metroid Prime (+ Remastered) – 65.6% Win Rate
14. The Legend of Zelda: Majora’s Mask – 66.1% Win Rate
13. Mario Kart 8 Deluxe – 66.1% Win Rate
12. Super Mario Galaxy 2 – 66.8% Win Rate
11. Super Smash Bros. Ultimate – 66.9% Win Rate
10. Super Mario. Bros 3 – 67.9% Win Rate
9. The Legend of Zelda: The Wind Waker – 68.4% Win Rate
8. The Legend of Zelda: A Link to the Past – 69.0% Win Rate
7. Super Mario Galaxy – 69.6% Win Rate
6. Super Mario World – 70.5% Win Rate
5. Super Mario 64 – 70.5% Win Rate
4. Super Mario Odyssey – 71.3% Win Rate
3. The Legend of Zelda: Tears of the Kingdom – 73.2% Win Rate
2. The Legend of Zelda: Breath of the Wild – 77.1% Win Rate
1. The Legend of Zelda: Ocarina of Time – 77.5% Win Rate
So, that’s what you voted as the 25 best Nintendo games ever, but how does it compare to IGN and Nintendo Life’s version? Well, there are a few notable differences. The IGN readers picked Mario Kart 64 as number 25 — a game that didn’t even make our Top 100 as one of our two Mario Kart entries. On the flip side, we had Tetris placed at 5, but it was all the way down at 33 in the public vote.
You can check out the table below to get a direct comparison between the top 25s. Which do you ultimately agree with more? Let us know in the comments below!
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Krafton have revealed PUBG spin-off Black Budget, just in time for alpha testing of the extraction shooter to kick off next month. As you might expect given the genre, this latest work from PUBG Studios is all about getting out of the bad vibe zone in good time, after shooting some baddies in said zone. Oh, sorry, tactically shooting some baddies in the bad vibe zone.
The name “Disney” has been showing up in quite a lot of gaming-related headlines as of late. As part of its arms race with Netflix, the conglomerate announced plans to add AI-powered user-generated content and “game-like features” to Disney+. Last year, it acquired a $1.5 billion stake in Epic Games, adding yet another cash cow to its portfolio. That deal paved the way for Disneyland Game Rush, a Fortnite island released earlier this month to celebrate the theme park’s 70th birthday that features well-received minigames based on Space Mountain, Haunted Mansion, and other iconic rides.
These developments are more than a little surprising, not least because it’s been close to a decade since Disney pulled the plug on its own, in-house gaming initiatives. Disney Interactive Studios, lovingly remembered for its work with Square on Kingdom Hearts and that 1989 NES DuckTales platformer that inspired the bounce mechanic in Shovel Knight, closed down in 2016 following the cancellation of its flagship project, Disney Infinity. Asked why, Bob Iger – who was then nearing the end of his first stint as CEO – told shareholders that while the company was great at making movies and building theme parks, they weren’t nearly as skilled at designing games.
Others would beg to differ. While it’s true that Disney has never managed to compete with Nintendo, Ubisoft, or Electronic Arts, its influence on games as a medium might well be greater than all of these three companies combined. To understand how the company was able to leave a mark on the one part of the entertainment industry it couldn’t conquer, you need to go where Fortnite has gone: to Disneyland.
When Don Carson quit his job as a senior designer at Walt Disney Imagineering – the research and development group in charge of creating new rides for Disney’s theme parks – he filled up some of his spare time playing video games. To his surprise, his new hobby heavily reminded him of his old job, so heavily that he felt compelled to write a long and – in due time – widely-read article for Game Developer (formerly Gamasutra) about what people working in one industry could learn from those working in the other.
Carson’s article was originally published in 2000, when 3D games like Wolfenstein, Doom, and Quake III Arena were all the rage and the industry found itself on the cusp of a revolution. “The ability to create virtual worlds is relatively new to us,” reads one particularly nostalgic line. “With the growing popularity of multiplayer games and the promise of higher band widths, I relish the day I can meet friends and explore these worlds together.”
Despite its age, the article’s central argument – that gaming and themed entertainment “are not that far apart” – still rings true today, perhaps even more so than it did 25 years ago. Sure enough, the two have more in common than you’d think. Both can be described as immersive experiences where people move through a carefully constructed space that responds to their presence. More importantly, both are born from the same design philosophy – one Carson boils down to the following question: “How do I draw my audience into my imagined world and make them want to stay?”
How do I draw my audience into my imagined world and make them want to stay?
All too often, the answers point to the original Disneyland. Prior to its opening in 1955, most theme parks were disappointingly light on theming. As one the world’s leading providers of escapism, Walt Disney did not merely want to distract guests with thrills and frights – he wanted to transport them to a different reality. To sell this fantasy, Disneyland turned its ride vehicles into boats, spaceships, and teacups, covered up tracks and scaffolding, and made sure that each of its major attractions told a story that incorporated the rider. When you get on the Cyclone at Coney Island, you are you, riding the Cyclone at Coney Island. Not so in Disneyland. On the Jungle Cruise, you’re a tourist exploring the tropics. On Peter Pan’s Flight, you’re placed in the shoes of its titular character, soaring over London and Neverland. The list goes on.
Video games have traveled down a similar road, enhancing raw experience with increasingly immersive theming. While some of the first-ever arcade games – think Pong and Pacman – took place in geometric voids, subsequent titles mapped their gameplay loops onto more clearly defined locations and situations, from Donkey Kong’s construction site to the roads and rivers of Frogger.
This transition repeated itself when gaming veered into the third dimension. While large parts of Super Mario 64 played out in liminal spaces, levels in Super Mario Sunshine – released 6 years later, in 2002 – are all part of a single, interconnected, fully realized setting: Delfino Island. Echoing Disneyland’s ride design (Tokyo Disneyland, featuring many of the same attractions found in LA, opened in 1983,) Sunshine not only fleshes out the environments, but also serves up a more ambitious narrative. No more saving Princess Peach from Bowser because game. This time, Mario is going vacation, is framed for a crime, and has to clear his name to earn back his freedom.
Disneyland’s influence on games is most evident when it comes to level design. To help guests find their way around the park – and encourage exploration on their own terms – Walt Disney envisioned a hub-and-spoke layout, with various lands connected to a central vocal point: Sleeping Beauty’s Castle. As mentioned in this Game Developers Conference (GDC) talk from 2022 – which covers the same ground as Carson’s article – Uncle Walt famously referred to the castle and other tall structures scattered throughout the park as “weenies,” because they lured guests from one area to another in the same way that he himself used hot dog wieners to lure his poodle around the house.
If you’re familiar with Mark Brown’s popular YouTube channel Game Maker’s Toolkit, you may know that weenies have worked their way into the language of video game design as well. They’re especially common in the open-world genre, where they help players orient themselves and guide them towards worthwhile content scattered throughout the sprawling sandbox environment. In this sense, structures like the Erdtree and Minor Erdtrees in Elden Ring function as the digital equivalent of Mount Kilimanjaro in Animal Kingdom or Spaceship Earth in EPCOT. The Legend of Zelda: Breath of the Wild and Tears of the Kingdom are filled with various types of weenies, from shrines and Sheikah Towers to the Divine Beasts and – of course – Hyrule Castle itself. One game that particularly resembles Disneyland in outline is 2018’s God of War, where Midgard’s centrally located Lake of Nine (complete with a Jörmungandr-weenie) opens up into several branching paths, some leading to other realms.
Walt Disney envisioned a hub-and-spoke layout, with various lands connected to a central vocal point.
These similarities do not imply that developing a game is functionally identical to designing a ride or an entire theme park. On the contrary, each industry works under unique constraints and pressures. Ideas for new attractions have to consider things like safety and carrying capacity. Short ride times, large vehicles, and efficient loading areas keep wait times low and guest experience positive. Another important distinction concerns user experience. While games can be enjoyed in isolation, theme park rides are made for large groups. Unlike with games, where no two play-throughs are exactly alike, most attractions offer a near-identical experience to every rider, every time they ride. Customization and personalization, standard features in games, are largely unattainable in attractions.
Still, while some of the details are different, the big picture is anything but. Whether you work at Universal Studios or Sony Santa Monica, your day-to-day job will see you navigating the same challenge: meeting economic and logistical demands without compromising the immersive quality of the final product.
Rarely does this balancing act succeed without something breaking. When Disneyland opened, it quickly became clear that the quaint, narrow streets of its opening area – a traditional American town loosely based on Walt Disney’s birthplace of Marceline, Missouri – had to be widened in order to accommodate the large summertime crowds: an imperative that completely went against Disney’s original vision.
Likewise, Carson – who after his Imagineering days ended up going into game development himself – recalls a time when he’d sunk weeks into programming realistic-looking flames for an Indiana Jones-style game, only for his colleagues to ramp up their flickering animations to unrealistic speeds. “When I complained,” he writes, “the programmer proudly argued (…) that ‘gamers’ should appreciate the visual effect of a high frame rate over the realism of my environments.”
If the video game industry’s indebtedness to Disneyland’s theme park design was already evident during the arcade era, this relationship has only deepened over time. Already in the late ‘90s, Carson observed that “we can visit and explore worlds on our computer screens that are increasingly dramatic and realistic” – so dramatic and realistic that he had on more than one occasion “been blown to bits because I dared hesitate to admire a beautiful piece of virtual architecture.” Just as Disneyland made it all but necessary for theme parks to conceal the machinery of their own attractions behind mock-up space stations and plywood mountains, so too did the gaming industry arrive at a point where we expect developers to cover up the artificiality of their games by means of organic level design, invisible walls, and hidden loading screens.
Games also bear a closer resemblance to theme park rides in that playing them has become an increasingly social experience. That moment Carson dreamt about, when you could meet friends and explore digital worlds as you would the real one, didn’t take long to arrive. Within just a few years, online play – from browser games like Habbo Hotel to multi-player shooters like Call of Duty and Battlefield – had become the backbone of the industry, paving the way for our current live service era. At present, even purely single-player experiences are plugged into globe-spanning networks thanks to vibrant fan communities on Reddit, YouTube, TikTok, and other platforms.
Now, after decades of theme parks influencing games, the relationship appears to be reversing. While the gaming industry continues to boom, the world of themed entertainment is currently struggling due to mounting costs and decreased attendance. To stay with the times, ride designers are increasingly working with and learning from game developers. From Los Angeles and Florida to Paris and Tokyo, more and more theme parks are adding digital, interactive, AI-assisted elements to their attractions, blending the distinction between rides and games. Smuggler’s Run, the Millenium Falcon simulator at Disney’s Galaxy’s Edge park, is built in Unreal Engine and its next iteration will feature branching pathways to allow player choice. Then there’s the various Mario Kart attractions at Super Nintendo World, where riders wear augmented reality headgear that project virtual elements onto the physical ride itself, or Web Slingers: A Spider-Man Adventure at Disney California Adventure, which uses motion tracking technology to allow riders to shoot their own webs. Before long, we might just see Fortnite show up inside Disneyland, rather than the other way around.
Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.
This one is now underway on the North American eShop and will be sticking around until 3rd December, so you only have a couple of weeks to make the most of all the seasonal savings on offer.