‘The teenagers have it coming’ I tell myself as I set another spike trap in this Greek myth-infused tower defense game

At the center of the labyrinth is a minotaur. He is bound with muscle. He is fearsome. He is… snoring. Asterion, bored with how long I am taking to place my traps, has gone to sleep. This is despite warriors armed with swords and bows lining up at the gates leading into the maze, itching for their chance to battle the bull-headed, human-bodied creature.

Still, even though he is in mortal danger, I, Daedalus, the labyrinth’s designer, am happy for him to sleep. If I do my job in roguelite tower defense game Minos right, my minotaur won’t have to lift a finger to defend himself.

Read more

Talking Point: What Are You Playing This Weekend? (7th March)

Creating utopia in Pokopia.

Well, another week is almost done and dusted, and what a quiet one it’s been; just a totally normal, uneventful week in this sane world of ours. Sigh…

Anyway, positive vibes! This week, we boshed out not one, but two Pokémon reviews for Pokopia and FireRed / LeafGreen – the 30th anniversary celebrations are certainly underway. Nintendo also confirmed three new Mario-themed games for NSO; two for the Virtual Boy and one for the GBA.

Read the full article on nintendolife.com

Marathon’s story is told like it’s a single player game and that’s no good when my friends are talking on Discord

Marathon is set in a cyberpunk future in which the air is thick with data and information. You play a runner, a human that’s given up their body to become a being of bits and bytes whose consciousness can be transferred into whatever artificial shell they choose. We can’t begin to perceive life in that world. A world where to see the data as it flew through the air it would be an onslaught to the senses, overwhelming and impossible to make sense of.

Scatch that. The experience of a tsunami of stimuli is easy to recreate: you simply need to try and follow Marathon’s tutorial popups and story cinematics while also on a Discord server with your friends.

Read more

Nagoshi’s Gang of Dragon May Never Come Out After Investor NetEase Cut Funding When It Realized an Extra $44 Million Was Needed to Finish the Game

Yakuza creator Toshihiro Nagoshi’s new game is now in doubt after investor NetEase warned the studio that it plans to cut off funding.

Gang of Dragon was meant to be the debut game from Nagoshi Studio, the developer formed by Nagoshi in 2022 under NetEase after he departed Ryu Ga Gotoku a year earlier. Perhaps unsurprisingly, it looks an awful lot like Yakuza.

Bloomberg reported that Chinese megacorp NetEase told Nagoshi Studio employees that it will stop financing the studio from May, which in turn will likely mean Nagoshi’s studio will have to shut down. NetEase is currently in the process of cutting its video game investments, which have already led to studio closures and layoffs.

According to Bloomberg, NetEase made the decision to cut Nagoshi’s funding after it learned Gang of Dragon needed at least another ¥7 billion (approx. $44.4 million) to be completed. Nagoshi is apparently trying to find new investors to help buy the studio out, without much luck.

The news comes just a few months after Gang of Dragon enjoyed a flashy reveal at The Game Awards in December. Now, it looks like it may never see the light of day.

Photo by Daniel Pearce/Edge Magazine/Future via Getty Images.

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.

Poll: So, Will You Be Getting Pokémon Pokopia?

Go on, tell us.

Pokémon Pokopia launched exclusively for the Switch 2 this week, and if you haven’t already heard about this new relaxing life-simulation, it’s been getting quite a lot of praise.

The game has already shot to the top of Metacritic as one of the highest-rated Pokémon games of all time, and here in our review on Nintendo Life, we mentioned how it was the freshest Pokémon experience in a long time, bursting at the seams with charm and content that rewards both curiosity and creativity.

Read the full article on nintendolife.com

Super Mario Run Gets A Super Mario Bros. Wonder Event

Celebrating the Switch 2 Edition + Meetup in Bellabel Park.

Super Mario Bros. Wonder‘s Switch 2 Edition and “Meetup in Bellabel Park” DLC is out later this month, and to celebrate its launch, Nintendo’s mobile runner Super Mario Run is hosting a special event.

This event, taking place between now and 3rd April 2026, gives players the opportunity to get special in-game statues inspired by Meetup in Bellabel Park, which you can then decorate your kingdom with.

Read the full article on nintendolife.com

Magic: The Gathering’s TMNT Turtle Power Deck is Amazing, Here’s Why I Love It

Magic: The Gathering’s crossovers get harder to predict, and the second set of the year takes us back to New York City – not for Spider-Man, but for Teenage Mutant Ninja Turtles.

Unlike the ill-fated Marvel set from last year, there’s a single Commander precon here, and while we may not have been sure what to expect before launch, it turns out it’s actually pretty great (with the caveat that you should be looking to find it at MSRP or lower).

Here’s why Turtle Power is worth picking up, whether you’re a new player or you’re just looking for some great new cards.

What Makes A Good Precon in Magic?

There are a few key considerations when picking up any deck. What does the deck intend to do as its playstyle, and does it execute on that vision? Are there any desirable reprints? Are there new cards that you’d want to use elsewhere?

In all of those areas, Turtle Power does a pretty good job. We’ll comment on how fun it is to play (and the myriad ways to do so) shortly, but for now, there are some decent reprints here.

Naturally, the value will drop as soon as players have picked up Turtle Power, but Fabled Passage, Wave Goodbye, Assassin’s Trophy, Vigor, and Steelbane Hydra are cards that would have been pricey had they not been included here.

For new cards, Continue is an awesome low-cost recursion instant that brings you four creatures back from the graveyard following a board wipe, while Krang, the All-Powerful, gets you double draw triggers and counters.

All in all, there’s plenty of value here in both new cards and reprints, but the real appeal is in how the deck plays.

Swappin’ Shells

Commander Decks have multiple Legendary creatures inside, if you want to swap out your leading favorite for someone else, but Turtle Power goes a step further.

There are six borderless foil cards that cover the Turtles individually, Splinter, and then Heroes in a Half Shell as the team comes together. That means you can swap them around as you see fit, but there are plenty of other Legendary Creatures to use as a Commander, too.

That means you can rotate elements of the deck to fit your playstyle, or try out new cards to find some synergies, while the Partner mechanic lets you play a pair of Commanders.

That’s a LOT of potential combinations (29 possible Commanders in total). Baxter, Fly in the Ointment gives cards with tokens flying, for example, and we can see that being useful in all manner of decks, while Shredder’s ability to slash life totals makes him ideal for ‘Group Slug’ decks.

There’s so much modularity here that with something like the Starter Collection from Foundations, you could use this as a deckbuilding tool that lets you swap in as few or as many cards as you feel comfortable with.

It doesn’t hurt that the mana base here is strong – like, really strong. City of Brass will take the plaudits for being an otherwise expensive card, but there are plenty of land options, including bond lands.

You could, if you have the collection for it, potentially make a couple of decks from the Turtle Power deck – at a major drop from the Avatar set’s $109.99 Commander Bundle.

Lack of Turtle Power?

The two drawbacks to the Turtle Power precon are its price of $69.99, which is a markup over what you’d have paid for the (excellent) Lorwyn precons), and the fact that it’s perhaps less powerful than other decks we’ve had in recent months.

Its real strength is in being able to swap out components as you see fit, but it’s hard not to feel like it’s perhaps not quite as cohesive as a five-color deck as Lorwyn’s Dance of the Elements.

Have you ordered Turtle Power? Will you consider picking it up? Let us know in the comments.

Xbox Is Bringing Another Game To Switch 2 Later This Month

Compulsion’s award-winning title ‘South of Midnight’.

It’s been a busy week for Xbox, but it’s not done just yet! Following the announcement of its next generation console, it’s now locked in a release date for the Switch 2 version of the “award-winning” title South of Midnight.

This third-person action-adventure title by Compulsion Games was announced for Nintendo’s new hybrid platform (and the PlayStation 5) last December, and the latest trailer confirms it will be releasing later this month on 31st March 2026.

Read the full article on nintendolife.com

Slay the Spire 2 Early Access Review So Far

On its Early Access launch day, before I’d unlocked anything, I was struck by how much Slay the Spire 2 felt more like a remake of the original Slay the Spire than a sequel. The tutorial didn’t tell me – someone with over 1,000 hours in the original – anything I didn’t already know. The map where you choose your path and whether to aim for riskier battles with higher rewards or potentially lower-stakes encounters (which can still turn wild on you) is exactly the same, and the turn-based combat follows basically all the old rules of how you spend your allotted energy points to play cards that build up your armor and hack away at the enemy’s defenses and health until one side or the other is dead.

That’s not a bad thing when your starting point is one of the all-time greats – just a few months ago I lavished praise on another deckbuilding roguelike sequel, Monster Train 2, for a similar approach. And as I’ve progressed and unlocked some of the new content over the first eight or so hours of runs, this follow-up has come more into its own: Two entirely new characters – the Regent and the Necrobinder – join three revamped ones, and loads of new enemies, bosses, artifacts, and random events make Slay the Spire 2 feel worthy of being called a sequel, even if it’s extremely familiar in its opening hours. It also has a new art style that’s very quickly won me over with its larger characters and less subtle animations (including more elaborate enemy deaths) that make it a bit more lively even though everybody’s holding still most of the time.

Since we’re still so early, I’ve been concentrating my progression efforts on my old favorite character, the Defect. This faulty robot is a lot chunkier-looking this time, but his orb-summoning and evoking mechanic is carried over almost unchanged. However, balance is different enough that as someone who routinely blasts through Daily Climbs in the original, I’ve only managed to win a couple of runs thus far – my first, as the Ironclad (which is probably kinda rigged to make us feel powerful), and one more since as the Defect. Part of that is that there are quite a lot of new cards to unlock that will certainly make things a bit easier than when I’m working with just the basics, and part of it is me cockily charging head-first into battles with elites and bosses I’ve never seen before and getting my butt handed to me as a learning experience. But it’s not like I go into a roguelike of any type expecting to win runs early on – losing and then improving is a big part of the fun.

One area developer Mega Crit has definitely gotten a little more inventive is with special events, some of which can give you a sort of quest that can span across acts (think a more formal version of the first game’s Red Mask interaction). I’ve gotten a map in Act 1 that led me to a huge treasure pile in Act 2, and a key in one act that opens a chest in the next. There’s also a bird egg that must be hatched at a rest site (so it comes at the opportunity cost of not healing yourself or upgrading a card). Those are represented by unplayable cards until their quest is resolved, so there’s at least a minor consequence to carrying them with you because they take up space in your deck and hand that could’ve gone to something useful in the moment.

I’ve also seen a bit more willingness to let us tweak how cards work beyond simply upgrading them. A few new modifiers like letting you re-use a card, making defense cards exhaust but gain +1 after use, giving you an extra energy the first time you play a card, making a card retainable, etc. – these all have the potential to make builds a lot more flexible than in the original.

The big feature that truly sets Slay the Spire 2 apart is the up-to-four-player co-op mode, and in the couple of runs I’ve done with others, it’s been more than a little chaotic. Within each turn of combat, it’s a real-time free-for-all where everybody plays their cards at once, so if you’re not coordinating your attacks over voice chat it gets crazy extremely quickly as the cards stack up and wait their turns for their animations to play out. If you plan on getting anywhere as a team you’ll definitely want to make sure you’re working together, because Slay the Spire 2 balances out the presence of multiple players by dramatically increasing enemy hitpoints (and their attacks hit everybody at once), so you’ll need to focus fire to take out priority targets quickly. Given there’s no matchmaking to find random people to play with, though, it’s safe to say you’ll be in some form of communication with your teammates.

So far the new co-op mode has been more than a little chaotic.

Things are made a little more forgiving in co-op in that downed players are automatically revived to 1HP after a battle and you can use your rest site action to heal a teammate instead of yourself. You also get the same number of random artifacts as you have players each time they’re handed out, which lets you choose the best fit for each of your builds (with any disputes settled randomly). I can see that giving you a major leg up over simply taking whatever pops out of a chest. I’ve also gotten a few co-op-specific cards that allow me to boost my teammates, such as giving them a random card to play in combat.

Of course, I expect that the difficulty will ramp up pretty dramatically as well, and require even more planning of your order of operations than you have to do alone. It’s deliberately designed to make you and your teammates hash things out in conversation: You can’t see a teammate’s entire hand, but they can mouse over one card at a time and it’ll be displayed over their character’s head so you can see what they’re talking about. I also love how you can draw on the map now, plotting out where you’re going or just doodling. (That works in single-player as well, if you want to leave yourself a note.)

I will say that it would be great if Mega Crit could find a better solution for what happens when someone in your party has to bail mid-run, because right now that person’s character just stops and you have to abandon your game with nothing to show for it. To be fair, a typical run isn’t going to go more than an hour and everybody should know what they’re getting into before setting out on a group adventure, but things happen.

After just one day of playing there’s certainly a lot more here to cover, especially since it at least appears to be largely “complete” in terms of how much content is here (though who knows how much bigger Mega Crit plans to make it before 1.0). Outside of the balance changes we’ve been told to expect, the only real indication that this is an early access game is the goofy MS Paint-style placeholder art you’ll see on a handful of cards and in the progression tree that serves up bite-sized bits of lore as you unlock new cards, potions, and artifacts.

So how long will it take me to wrap up this review? Hard to say: this isn’t really the kind of game that you ever fully “beat,” and if the first one is any indication I’ll likely still be doing the randomized Daily Climbs in Slay the Spire 2 well into the 2030s. But I expect I’ll be able to form some coherent thoughts about its new ideas within the next week or so of bashing my head against its various bosses and figuring out how to generate the star currency the Regent uses to cast his spells and how to manage the Necrobinder’s pet skeleton hand. So check back next week for more impressions, and tell us how your early runs have been going so far in the comments.

Pokémon TCG’s 151 Cards Continue to Skyrocket in Value After 30th Anniversary Celebrations

This week has been historic for Pokémon, as we celebrated the franchise’s 30th anniversary with a Pokémon Presents that gave us our first look at Pokémon Winds and Waves.

With the reveal of a new region based and our first look at the Generation 10 starters, we bid a fond farewell to Paldea.

This ‘see you later’ to Generation 9 has definitely been reflected in the Pokémon TCG, as Scarlet & Violet – 151 has become the market’s hottest focal point this week.

Using data from TCGPlayer, the gold standard for secondary market pricing, we’ve analyzed the biggest movers of the week to see which cards are capturing the anniversary hype.

7. N’s PP Up – 262/217

  • Weekly Spike: +$6
  • Current Market Price: $14
  • Investment Velocity: 75% Increase

Perhaps not a card you’d expect to see spiking, it hardly follows the typical chase cards we’ve come to expect. This Trainer-Item card is from the Pokémon TCG Scarlet & Violet – Journey Together set (153/159). This week, it’s jumped from $8 up to $14 thanks to its place in the competitive meta right now.

This card is an energy acceleration tool within “N’s Pokémon” decks, which allows a player to attach a basic energy card from their discard pile to one of their benched N’s Pokémon. Notably, its synergy with N’s Zoroark ex’s “Trade” ability in Ascended Heroes and “Night Joker” attack is perfect for setting up attackers quickly. A 75% spike for a common card is a great investment opportunity, but it’s not the time to be buying, unless you’re a competitive player.

6. Team Magma’s Groudon-EX – 15/34

  • Weekly Spike: +$18
  • Current Market Price: $492
  • Investment Velocity: 3.8% Increase

The awesome Team Magma’s Groudon-EX (#15/34) was released in the XY Double Crisis special mini-set in March 2015. Can you believe that was 11 years ago? It was $130 at the beginning of 2025, jumping to $221.50 in March 2025. This week, it’s up from $474 to $492. It may only be a 3.8% spike, but that’s still a $18 profit.

5. Team Rocket’s Mewtwo ex – 231/182

  • Weekly Spike: +$40
  • Current Market Price: $471.73
  • Investment Velocity: 9.3%

This is just straight up one of the coolest cards in the Destined Rivals set. With the menacing Giovanni in the foreground, and the awesome Mewtwo softly pulsing with Psychic energy in the background, looming over you, it has quickly become the most valuable modern Mewtwo ever printed.

Destined Rivals is no stranger to cards breaching triple digits, but the Secret Rare Illustration Team Rocket’s Mewtwo ex remains on top. This week, it’s going for $471.73, a 9.3% increase from $430 last week.

4. Charizard ex – 199/165

  • Weekly Spike: +$94.68
  • Current Market Price: $443.20
  • Investment Velocity: 27.2% Increase

There’s no shortage of iconic Charizard cards, and this one from Scarlet & Violet 151 is the start of the spikes from this set. This gorgeous Secret Rare is actually part of an evolution story – Charizard soars over the canyon where the Scarlet & Violet—151 Secret Rare Charmander and Charmeleon are trapped.

It’s no wonder this ‘Zard card is highly sought after by collectors. This week it reached a high of $443.2, compared to $348.52 last week. That’s nearly $100 more, in nearly a week!

3. Blastoise ex – 200/165

  • Weekly Spike: +$66.28
  • Current Market Price: $216.51
  • Investment Velocity: 44.1% Increase

Charizard isn’t the only card from Scarlet & Violet – 151 making waves this week. The market for the “Big Kanto Three” remains incredibly volatile as collectors chase the set’s top-end Special Illustration Rares.

A Blastoise ex (200/165) card recently sold on TCGPlayer for a whopping $216.51, a dramatic jump from its $150.23 price point earlier this week. This sudden surge represents a 44% leap in value in just a few days, perhaps helped by the fact Pokemon FireRed and LeafGreen made a triumphant return this week. Blastoise is my First Partner Pokemon of choice, so I’ll be looking to secure this card for sure.

2. Venusaur ex – 198/165

  • Weekly Spike: +$17.59
  • Current Market Price: $145.42
  • Investment Velocity: 77.23% Increase

I couldn’t mention Charizard and Blastoise and not bring up Venusaur ex (198/165)—the objective best Kanto First Partner, right? Fortunately, the data backs it up: Venusaur is also riding the 151 wave this week, albeit with a slightly more “steady” climb than its Kantonian counterparts.

A Lightly Played holofoil is sitting at $104.78 this week, crossing that psychological $100 barrier after being valued at $87.19 just last week. While it isn’t quite as explosive as the other two, it’s my personal favourite of the three. You’re looking at $145.42 for a mint card, however.

1. Mega Gengar ex – 284/217

  • Weekly Spike: +$58.75
  • Current Market Price: $979.65
  • Investment Velocity: 6.4% Increase

This Special Illustration Rare is the biggest chase card in Ascended Heroes. While much of the set saw a temporary price dip after the recent Elite Trainer Box restocks, Mega Gengar ex (284/217) has had an impressive rebound this week.

Currently moving at a market rate of $979.65 – up from $920.90 last week, this card is resisting the typical price drop that follows a major supply influx. With these restocks selling out instantly and the next major expansion, Perfect Order, looming at the end of this month (March 27, 2026), it’s anyone’s guess where cards from this set go from now. Will Mega Gengar ex cross that $1000 price point next week?

Sara Heritage is a freelance contributor to IGN.