Hytale Early Access Review

There isn’t really a better way I could describe Hytale, the new survival crafter from some former Minecraft modders, than to say it’s basically Minecraft 2. From the block-by-block breaking and building, to the stylized environments and enemies, to the procedural world generation, this feels like the, “What would we change if we had the chance to start over again?” version of the now legendary 2009 classic. Many games have been influenced by Mojang’s trendsetter, but this one is more of a cover song than a subgenre. And while developer Hypixel Studios’ lawyers might not love hearing me say that, I honestly don’t think it’s a bad thing. Even in Early Access, it’s a good cover!

All of this will be pretty familiar if you’ve put any time at all into Minecraft, but with some streamlining here and there. You no longer have to begin your journey punching trees, for instance, since basic tools are made with sticks and rubble that can be collected easily with your bare hands. Also, breaking the trunk of a tree will cause everything above it to collapse and drop its resources, which was almost enough to win me over on its own. I still to this day hate having to chop upwards to hollow out a tree in Minecraft!

Movement is also a lot more modern and fluid. You can jump up to three blocks high and pull yourself up, which feels like such a huge quality-of-life improvement over the one-block jump limit in Minecraft. It’s even possible to take a running leap at a ledge, hit the side, and pull yourself up. We’ve got proper parkour now, and I don’t know that I would ever want to give it up.

Building has some welcome additions as well. There are actual roof pieces, for instance, so you don’t need to repurpose stairs. Most block types can be rotated using the R key before placing them. Half slabs can even be placed vertically to create thinner, interior walls. However, the way they’re aligned on the grid and the lack of corner pieces mean you either end up with oddly offset layouts or missing corners, which is a bit of a shame. I wish they could dynamically snap together the way fences do.

It also just runs better than Minecraft on my Ryzen 7 3700X, 32GB RAM, and RTX 4070 Ti-powered system. Even with the draw distance cranked up, my framerates sit comfortably above 60. I haven’t had time to stress test it with anything as elaborate as a 1:1 recreation of Minas Tirith or whatever, but for now it’s like butter.

It’s almost like someone’s wishlist of things Minecraft can’t or will never do.

Combat is fine. There are a handful of different weapon types, from swift-slashing double daggers to a classic sword and shield setup with more defensive options. Each one has its own unique charge attack and a special meter that can be filled up to release a devastating finisher. Archery can be exciting, but I feel like arrows drop off too quickly to allow for really impressive long-range shots. And I suspect this has to do with the fact that enemies shot from even the current max range often have a really hard time figuring out where the shot came from, which makes it a bit too exploitable.

I’m quite impressed with the enemy variety already, with everything from goblin bomb-throwers to really terrifying lava toads that can catch you with their tongues and pull you in for a very painful bite attack. There are a handful of new creatures to fight in every biome, like yetis in the cold mountains and flying insects in the desert. The way they spawn can feel strange and off-putting though. Especially when exploring underground, it seems like they’ll tend to clump up just on the edge of the small safe zone around a player, so I often turn back to leave the way I came only to find an almost literal wall of enemies behind me.

The biomes themselves have a pretty good variety as well, ranging from a chill fairy tale forest all the way up to intimidating basalt islands that can only be accessed with some intense mountaineering. What’s even cooler is that every surface biome has its own associated subterranean environments that can spawn below it. Underneath the desert, you might run into harrowing hives for giant insects. Deeper underground are scorching lava tunnels filled with fire-themed enemies.

As someone who usually plays Minecraft on Large Biomes mode, though, they do feel a bit cramped, and this can’t be adjusted yet. If you’re standing in the desert and you can see a swamp and a lava island just over the next hill, it gives the impression that the world is more of a theme park patchwork than a real place. Hytale also doesn’t support the kinds of extremely deep caverns and monumental mountains that came to Minecraft in the last couple years when they raised both the floor and ceiling for world generation significantly, which contributes to that diorama feeling.

That said, the generated structures scattered around enhance exploration quite a bit. Trork strongholds full of hidden loot chests, often guarded by about a dozen minions and a stronger chieftain, offer exciting targets with worthwhile rewards, at least the first time through. There are even villages of neutral Kweebec, though at this point they only have a limited selection of items to sell. And some of them, like recipes and new seeds for farming, feel a little bit pointless at the moment since there isn’t much difference between the dishes you can cook other than the broad tiers of quality.

There’s very little direction in the Early Access launch version of Hytale, either. The main hub area, the Forgotten Temple, is a rotunda of literal Under Construction signs. I even stumbled into some dungeons out in the world where I’d be excited to throw the doors open only to find one of these barriers promising there will be something here, some day. It’s not clear what the larger, overarching goal is supposed to be. You can progress through the different tiers of materials that are found in increasingly dangerous biomes, but I quickly ran out of things to do after that.

I’m not sure if there will eventually be a story or bigger bosses to find or anything like that. I haven’t run into them yet if they exist already. The only really specific endgame activity revolves around craftable Fragment Keys, which teleport you to a smaller challenge map to collect rare resources within a strict time limit. I found the whole system a bit underbaked so far, though they are one of the only efficient ways to acquire certain late game materials.

PSA: Switch 2 Visual And Performance Improvements Included In New Rocket League Update

Visual quality upgrades, improved resolution and more!

Since the arrival of the Switch 2 last year, many third-party developers have been updating their existing Switch games for Nintendo’s new hybrid system.

With this in mind, Psyonix’s latest update for its vehicular soccer game Rocket League has today added Switch 2 visual and performance improvements. This includes simplified graphics settings, improved resolution and visual quality upgrades.

Read the full article on nintendolife.com

Final Fantasy 7 Remake Intergrade – Nintendo Switch 2 Review Update

After watching Final Fantasy VII Remake Intergrade’s gorgeous opening cutscene on Switch 2, I instinctively reached for the PlayStation 5 controller sitting on my coffee table instead of my Switch 2 Pro Controller. That’s not to say VII Remake looks exactly as good on Switch 2 as it does on the beefier PS5, but this is an impressive port that’s easily up there with the best third-party games we’ve seen so far in the Switch 2’s first year, and I’m still not used to games looking this beautiful on my Nintendo console.

That strong first impression held up as I blasted through the familiar first hours of Cloud’s adventure in Midgar – which remains one of my favorite RPGs of the decade – with solid performance both handheld and docked. Digging through the menus also revealed tons of options to streamline progression for newcomers looking to see what all the hype is, or for returning fans who just want to blast through the epic adventure at a quicker pace on the go. No matter your experience with prior editions of VII Remake, the new Switch 2 version checks pretty much every box you could ask for from a portable version. If you’re a Nintendo-only gamer who’s been waiting for this one for a while, you shouldn’t hesitate to dive in.

FFVII Remake on Switch 2 Looks Great When Docked

When playing on my TV, VII Remake on Switch 2 impressed across all aspects: cutscenes, exploration, and most crucially, its fast-paced combat. It’s a small shame that it runs at 30 fps both handheld and docked, but I didn’t notice a single dropped frame during gameplay. It might’ve occasionally hiccupped during cutscenes, but I only noticed while examining it with a hypercritical eye for the purposes of this evaluation. It’s pretty safe to say that when docked, you can expect extremely consistent performance. It may not be 60 fps like on the other consoles, but it felt perfectly playable and responsive at all times.

I’m impressed with the little details I remember loving in VII Remake back in 2020 that have carried over here: the way the light reflects off Cloud’s Buster Sword as you run around still looks really nice. It targets 1080p while docked, missing out on the Switch 2’s highest capabilities but still looking really good nonetheless, with detailed character models and environments. Some NPCs popped in the distance when I was exploring the Sector 7 slums, but to my memory, that’s how it was on PS4 as well. And whether I was fighting a swarm of Shinra security officers or the hulking Scorpion Sentinel within a Mako reactor, VII Remake always kept up with the action, even when swapping between Cloud, Barrett, and Tifa to perform flashy abilities and Limit Breaks. Pro tip for Pro Controller users: I mapped the left and right d-pad to the GL and GR backpaddles on my controller, using them to conveniently swap between characters in combat.

Handheld Is a Totally Reasonable Way to Play

Playing in handheld is similarly impressive, but all of the minor complaints I noted about docked mode are slightly magnified. It’s still a solid 30 fps for the most part, but I noticed more dips during cutscenes specifically. But that doesn’t impact the combat, which always felt really smooth and totally fun. The resolution also takes a hit as you’d expect, and I noticed certain details like Cloud’s hair looked a lot blurrier. But when everything is in motion, VII Remake still looks nice on the Switch 2’s small screen, and it’s a completely viable way to play through it. It’s eye-catching to see modern AAA games run this well on a handheld device, and I think this era of games that originally came out on PS4 are the best fit for really solid ports to Switch 2. Final Fantasy VII Remake, as well as things like Street Fighter 6 that we saw last year, are third-party games that have dedicated versions on both PS4 and PS5, which have generally seemed to scale well to Switch 2.

Intergrade’s DLC Expansion Is Here, Too

Unlike Nintendo, which is still selling Breath of the Wild’s nine-year-old DLC content separately from its new Nintendo Sw itch 2 Edition, Square Enix has included everything in the Intergrade package for $40. That means you also get Episode INTERmission, an additional bite-sized campaign starring Yuffie, an optional party member from the original Final Fantasy VII who is now a central part of the Remake project. It takes about five hours to reach INTERmission’s credits, and it’s a really solid followup to the main campaign.

Streamlined Options for Casual Players or Double Dippers

There’s a lot here that makes a full replay pretty enticing. First, you can fast-forward through cutscenes at either 1.5- or 2-times speed, making it a snappier revisit for those who already know everything that happens but still want to see it play out. And, the brand-new Streamlined Progression menu adds options you’re probably used to seeing in modern remakes and remasters of old-school RPGs, like the HD-2D Dragon Quest games or even the most recent version of the original Final Fantasy VII itself. Having access to things like constant maximum health and magic points, an infinitely full Limit gauge, or the ability to deal 9999 damage on every hit lets you tailor your playthrough however you’d like, and it’s really cool to see those options come to a modern game. There’s also a nifty Head Start mode that hands you high-level characters and plenty of money, equipment, and abilities right from the beginning. I’d never recommend someone plays with these activated for their first playthrough, but it’s definitely fun to revisit old favorites by way of a frictionless power trip that lets you see all the sights again. It’s worth noting these features aren’t exclusive to Switch 2, Square Enix also updated the PS5 and PC versions with the same options, and everything is included in the new Xbox Series X|S release as well.

This Isn’t the Final Final Fantasy

Final Fantasy VII Remake is just part one of Square Enix’s currently unfinished Remake trilogy, with 2024’s Final Fantasy VII Rebirth representing the middle chapter, and a third and final entry yet to be formally revealed. If you’re worried about starting the series with just one entry on the platform so far, Square Enix has already committed to bringing Rebirth to Switch 2 and Xbox Series X|S, as well as the in-development third game. So you can jump in worry-free: the full story will eventually make it to Switch 2, and this first port is a great way to get things started.

Nintendo Switch 2 Was the Best-Selling Console of 2025 in the U.S. and Is Still Outselling the Nintendo Switch

The Nintendo Switch 2 was the best-selling console of 2025 in the U.S., both in unit sales and dollar sales, selling a total of 4.4 million units in the U.S, and continuing its streak of selling faster than the original Nintendo Switch.

This comes from Circana’s full-year reporting on the U.S. games market courtesy of analyst Mat Piscatella, and shouldn’t come as a shock to anyone. The Switch 2 has been at the top consistently since it launched earlier in the year, amid a period of decline for the steadily aging PS5 and Xbox Series consoles.

Battlefield 6 was the best-selling game of last year, and the Nintendo Switch 2 Pro Controller was the best-selling accessory.

Overall, the U.S. games market reached $60.7 billion in sales for all of 2025, and $7.8 billion in December alone. That’s up 1% and 3% year-over-year, respectively.

In hardware, spending was up 9% year-over-year to $5.4 billion for the year, and up 6% year-over-year to $1.2 billion in December. The Nintendo Switch 2, as the best-selling console of the year, managed to sell 4.4 million units, 94% higher than the original Switch at the same amount of time after its own launch, and 35% ahead of the PlayStation 4. It also continues its reign as the fastest-selling video game console hardware platform, with Piscatella pointing out on Bluesky that the Game boy Advance remains the fastest-selling hardware platform overall after seven months on sale.

Over in software, December spending was up 3% to $5.9 billion, with subscription services seeing the biggest increase of 24% year-over-year. Overall full-year spending was only up 1% year-over-year, with subscription spending increasing 20% offsetting declines in everything else except mobile spending.

While Battlefield 6 was the best-selling game of the whole year, Call of Duty: Black Ops 7 took the crown in December, despite its precense on Game Pass making its impact on Xbox much harder to tally. Fortnite saw the highest total active users across PlayStation and Xbox in 2025 of any game, with over half of all active users on the two platforms playing Fortnite at least once.

As for other games, the top five sellers for the full year should shock no one who’s been watching the numbers all month: after Battlefield 6 was NBA 2K26, Borderlands 4, Monster Hunter: Wilds, and Call of Duty Black Ops 7, again noting that Call of Duty was a Game Pass Day 1 title. The rest of the list was populated by a series of expected sellers, with some standouts such as The Elder Scrolls IV: Oblivion: Remastered coming in at No.9, Elden Ring: Nightreign at No.14, Pokemon Legends: Z-A at No.17 (though Nintendo doesn’t report digital sales, so it’s possible this would have been higher), and Split Fiction at No.19. Grand Theft Auto V clocked in at No.20 as players await the release of Grand Theft Auto VI, probably this year.

And finally, just looking at December, standout games including Metroid Prime 4: Beyond, which launched into No.7 overall for the month, and Flight Simulator 2024, which released on PlayStation in December and shot from No.114 in November to No.16 last month. Over on PC for December, both Elden Ring and Elden Ring: Nightreign saw jumps likely due to the new Nightreign DLC.

December 2025 U.S. Top 20 Best-Selling Games:

  1. Call of Duty: Black Ops 7
  2. NBA 2K26
  3. Battlefield 6
  4. Madden NFL 26
  5. EA Sports FC 26
  6. Pokemon Legends: Z-A*
  7. Metroid Prime 4: Beyond (NEW)*
  8. Minecraft*
  9. Donkey Kong Bananza*
  10. Ghost of Yotei
  11. EA Sports College Football 26
  12. Grand Theft Auto V
  13. Sonic Racing: CrossWorlds
  14. Forza Horizon 5
  15. Red Dead Redemption II
  16. Flight Simulator 2024
  17. Kingdom Come: Deliverance II
  18. Kirby Air Riders*
  19. Super Mario Galaxy + Super Mario Galaxy 2*
  20. Marvel’s Spider-Man 2

Full Year 2025 U.S. Top 20 Best-Selling Games:

  1. Battlefield 6
  2. NBA 2K26
  3. Borderlands 4
  4. Monster Hunter: Wilds
  5. Call of Duty Black Ops 7
  6. Madden NFL 26
  7. EA Sports College Football 26
  8. EA Sports FC 26
  9. The Elder Scrolls IV: Oblivion: Remastered
  10. Call of Duty: Black Ops 6
  11. Ghost of Yotei
  12. MLB: The Show 25*
  13. Minecraft*
  14. Elden Ring: Nightreign
  15. Kingdom Come: Deliverance II
  16. Forza Horizon 5
  17. Pokemon Legends: Z-A*
  18. WWE 2K25
  19. Split Fiction
  20. Grand Theft Auto V

* Indicates that some or all digital sales are not included in Circana’s data. Some publishers, including Nintendo, do not share certain digital data for this report.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Sovereign Tower Preview: Hands-On With This Unique Arthurian Round Table Management RPG

Text-based games, management RPGs, and visual novels – of whatever kind – rarely make the most exciting previews. It’s just not easy to build a rich interest in the world and characters of a story you can only get the slightest taste of. I’m very pleased to say that a few hours with Sovereign Tower broke that trend entirely.

Whosoever turns the key in the giant magic lock on the tower becomes king. So, as the mystically-appointed lord of the tower, your poor faceless wanderer becomes a very important person overnight in what developer Wild Wits calls a “story-rich, Round Table management RPG.” It’s an entertaining concept that draws its characters and dialogue equally from fantastical tradition and modern life. Couple that with a deliciously detailed art style and a sense of what’s most entertaining to do in both management games and visual novels.

That’s enough to sell it, I think, but it also has some nice surprises and a weird little twist on the genre as a whole. I had a pretty darn good time with it, and I’m looking forward to more.

King of the Castle

In each turn of Sovereign Tower, you have to do two things: accept audiences, then assign knights from your round table to various quests. Taking audiences is a simple concept: Sit on the throne and deal with problems people bring you. The decisions you make there can alter the path of the story, bring up new quests for your knights, or avoid problems. They’ll also affect the sovereign’s standing with the realm’s four factions: the Nobility, People, Merchants, and Scholars.

Some problems go away if you just throw money at them, and the taxes you get at the start of every cycle can pay for some of that—but those are the same taxes you use to pay for stuff like cool new swords and horses and magic potions, so do you really want to spend them on boring stuff like bridges or whatever? Probably not.

That sounds pretty normal, but it’s the weirdos that show up to need things from you or to join your kingdom that make it memorable. I encountered a stinky jester, proud emissaries unable to admit they couldn’t solve their own problems, clever peasants, annoying nobles, and even an assassin. Talking with them solidifies the personality of your blank-slate Sovereign, raising their stats in Audacity, Tyranny, Wisdom, and Kindness to unlock alternate decisions in future events.

It’s the weirdos that show up to need things from you or to join your kingdom that make it memorable.

The Knights are the flavor that’ll really have to carry the game, and from what I saw they might do it. I met a huge guy that acted like a child, a very fancy boy, an extremely overdramatic guy, a nice lady who loved forest critters, the most goth knight ever, and even a straight-up actual wolf. Each of them had their own unique little events and dialogue that popped up from time to time, each of which affected your sovereign’s relationship with them. They also had history to learn, as well as more straightforward stats, all of which affect their performance on missions.

Figuring out which knight would be best for each quest was an actually interesting choice. Equipment like a specific horse to ride, a sword to use, or a magic potion can give them temporary stat boosts, but it’s often the bonuses or penalties from their personality traits that make the difference between a failure and success or between mere success and an outstanding victory.

For example if you’re doing something that’s a bit of public relations? Probably should send the more charismatic knight, but not the really arrogant one. Watching each knight’s background and figuring out which of the little highlighted keywords apply to the current mission is a fun bit of understanding the characters.

And there’s a real penalty for failure. Your knights each have an armor score, which if it goes to zero means that knight’s, well, dead and gone. Your blacksmith can only fix one knight’s armor each cycle—so you need to be reasonably sure that the task you’re sending a knight on is one they can at least survive if they fail.

Shining Armor

None of the characters, nor the entire game as I saw it, would have nearly as much personality without the visual art on display in Sovereign Tower, and I’ve got to take a moment to run through the influences and elements that make it up. Starting with the simple choices of colors to draw from: The warm pastels, earth tones, and jewel tones are lovely, then they’re combined with copious golden shades and tints to express lighting. It’s a palette of colors that’s something between stained glass or rich watercolor on thick paper.

The characters are drawn with a lot of emotion and movement, too, for what are otherwise relatively flat portraits. You can feel the shrug in how Urusla stands, for example. You can see the carefree attitude in the angle of Angelica’s head. And, well, everything about Gideon tells you exactly who he is and how he behaves. It’s not just great illustration work in that you can feel the motion, it’s that you can immediately start to feel who the characters are just from how they look.

The characters are drawn with a lot of emotion and movement, too, for what are otherwise relatively flat portraits.

It’s clear that these are artists who understand how to work their chosen medium, and if you’ll put up with me for a nerd moment, it is deeply reminiscent of the Art Nouveau period in design from France, Belgium, and the Netherlands. Particularly the advertisements, posters, and calendars of justly-famous artist Alphonse Mucha. It’s a fitting choice, too: Mucha’s work often used the kind of medieval romantic and even fairytale themes that Sovereign Tower seems to use in its stories—I imagine he’d approve of being the inspiration here.

I think that’s where I’d place this whole game’s artistic style, too: It’s a blend of medieval fantasy and Arthurian romance setting, the art of Mucha, and the writing of a wryly clever modern comic book. There’s basically nothing to dislike in that.

The Clever Twist

It’s not a surprise to people who like this kind of game that there are going to be secret events and pathways through the story to uncover, as well as desperate outcomes and painful prices to pay when choosing poorly at certain decision points. I found that Sovereign Tower must have more than a few, since I managed to stumble into at least two hidden story outcomes while playing just by assigning an unexpected or suboptimal knight to a specific quest.

The frustration with these kinds of events, however, is that they can give you unwanted outcomes or change the story when you weren’t expecting them to or were aiming for another outcome. The only choice you’ve got at that point is often to play the entire visual novel over again just to see a new path or the immediate consequence of a tough choice.

The real good choice that Sovereign Tower makes is to have a built-in do-over mechanic. See, there’s a demon that lives in a cage in the tower basement, which I’m sure isn’t scary or plot-relevant at all because the demon helps you do something very useful: Step back in time. Don’t worry—the demon assures me this is because it has absolutely no bad intentions and is bound to help you—much like all the other magical things that live in the tower.

With the demon’s help you can turn back time, especially when some choice you’ve made would lead to a disastrous end. I expect you’ll also be able to use the power to avoid the worst ends in the game, and I’m betting most players will want to use it at least once or twice to avoid making whatever NPC they’ve chosen to romance not mad at them about something. There’s also the hint, given in the trailer and screenshots for Sovereign Tower, that you’ll be able to use the demon’s power to unlock alternate dialogue in situations you’ve seen before—tagged with an “Omniscience” stat that surely won’t upset or alarm people who don’t realize you’re time travelling.

Overall, from the art and the writing, I’m pretty intrigued by Sovereign Tower and it’s going on my list of games to watch out for. Sure, the game mechanics are pretty simple, but when the story and characters are interesting in this way I’m glad the game rules are getting out of the way to let me entertain myself—failing and succeeding on my own terms.

Forza Horizon 6: Here’s What Comes in Each Edition

Forza Horizon 6 is set to release for Xbox Series X|S and PC on May 19 — unless you buy the most expensive edition, which comes out May 15. This latest installment of the reliably excellent Microsoft racing series whisks drivers to Japan to get their speed on. It’s available now to preorder in a number of editions (see it at Amazon). Below, you can find out what comes in each one, how much they cost, and more. Let’s put the pedal to the metal and take a look.

Standard Edition

Xbox

PC

If all you want is the base game for now, the standard edition is the one to preorder. It comes with the game itself, plus the preorder bonus (see below)

Deluxe Edition

Xbox

PC

The deluxe edition includes the game, the preorder bonus detailed below, plus the following:

  • Car Pass – 30 new cars, with one new vehicle made available each week starting May 19.
  • Welcome Pack – 5 special pre-tuned cars and a Car Voucher, which can be used to claim any car available from the Autoshow. You’ll also receive 3 tickets to redeem any Common or Rare clothing items.

Premium Edition

Xbox

PC

If you want everything possible included with the game, plus early access, you’ll want to preorder the premium edition. It comes with the game, as well as the following:

  • 4 day early access (May 15)
  • Car Pass
  • Expansion 1
  • Expansion 2
  • VIP Membership
  • Time Attack Car Pack
  • Italian Passion Car Pack
  • Welcome Pack

On Game Pass Ultimate

The standard edition of Forza Horizon 6 will also be available to play on May 19 for Game Pass Ultimate members at no additional cost.

Premium Upgrade Bundle

If you have Game Pass, but you want to get all the extras included in the Premium edition, you can purchase the premium upgrade bundle.

Preorder Bonus

Preoder any version of Forza Horizon 6, and you’ll receive a “pretuned and exclusive” Ferrari J50 in the game.

What Is Forza Horizon 6?

Forza Horizon 6 is the newest installment of Microsoft’s open-world racing game. You play as a tourist who joins the races as a novice and works the way up the racing ladder. It’s set in Japan, with a variety of biomes scattered around, from the skyscraper-dense, neon landscape of Tokyo to winding mountain roads and snowy vistas. It features over 550 real-world cars, which is the most in any Forza Horizon to date. That includes special Forza Edition cars fitted with extreme modifications, as well as rare Aftermarket Cars you can collect.

What About the PS5 Version?

Games that used to be Xbox exclusives are no longer Xbox exclusives in this brave new world we find ourselves in, which means Forza Horizon 6 is coming to PS5. Unfortunately, Microsoft hasn’t announced a release date for it. But with Forza Horizon 5’s excellent sales numbers on PS5, you can bet it will arrive on Sony’s console eventually.

More Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.

Random: Mario Wonder’s New Box Art Might Be The Ugliest ‘Switch 2 Edition’ Cover Yet

Wonder Wall (of text).

Nintendo has lifted the lid on a bunch of Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup In Bellabel Park info today. We got a new trailer packed with fresh playable characters and challenges, three new amiibo, a closer look at that darn ‘real’ Talking Flower, and the all-important release date. We also got a look at the new box art. And it’s grim.

Now, look, the ‘Nintendo Switch 2 Edition’ re-releases have been fighting a losing battle as far as box art is concerned. Those unwieldy titles take up more than enough room themselves, and then they add all of that “Includes the Nintendo Switch game and the Nintendo Switch 2 Edition upgrade pack. Upgrade pack also available separately. For details…” at the bottom. But worse than that is the key art ‘split’, where the old and new designs are slapped together to presumably sell the idea of ‘See? This is the same as the one before, but now with a new bit too!’

Read the full article on nintendolife.com

Xbox Developer_Direct 2026 Recap: Everything Revealed, Including a Surprise New Double Fine Game

Xbox Developer_Direct 2026 Recap: Everything Revealed, Including a Surprise New Double Fine Game

Developer_Direct 2026 Hero Image

Developer_Direct kicked off 2026 with new gameplay and developer insights for four games coming to Xbox, all of which players can enjoy this year.

The development teams at Playground Games (who brought two games to the show), Game Freak and Double Fine showed off Fable, Forza Horizon 6, Beast of Reincarnation, and surprise announcement, Kiln. Each brought extended new footage, looks behind the development curtain and, of course, information on when you’ll be able to play the games yourselves.

All the games in our show are Xbox Play Anywhere titles, meaning when you buy them through the Xbox or Windows store, they’re yours to play on PC, Xbox console, or supported gaming handhelds at no additional cost – and you can pick up where you left off with all your saves, game add‑ons, and achievements.

Here’s a summary of everything we brought to Developer_Direct today:

Beast of Reincarnation – Launching Summer 2026

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, Handheld Optimized, or play it day one with Xbox Game Pass Ultimate (see developer website for other platforms)

Launching this summer and available day one with Xbox Game Pass Ultimate, Beast of Reincarnation promises an unforgettable blend of action, strategy, and mystery. Game Freak gave us more details on Emma and her companion Koo’s adventure in a haunting, post-apocalyptic Japan.

We learned that Emma has been afflicted by “blight” – which has removed her memories and emotions, but given her the ability to manipulate plants – and led her to meet Koo, a dog that’s become a “malefact.” Emma’s role is to hunt down malefacts, but she forms an unusual bond with Koo, setting her off on a journey through Japan circa 4026 AD.

Game Freak call Beast of Reincarnation a “one-person, one-dog action RPG”, and have created a unique combat system to match – Emma provides classic, fast-paced action game attacks in real-time, but Koo offers added skills that can be used from a menu that slows time, more like a turn-based RPG. It makes for a game that offers a very different feeling to other action titles, adding tactical complexity to high-speed combat – which can be tweaked to your liking with three difficulty settings.

You can learn much more about the characters, combat, world, story and the game’s dynamic tempo in our Xbox Wire article, and wishlist the game now ahead of its launch this summer.

Fable – Launching Autumn 2026

Xbox Series X/S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, and launching day one with Game Pass Ultimate – also available on PlayStation 5 and Steam

The Fable team at Playground Games took us to the fairytale world of Albion, for the first in-depth look at the studio’s brand new open world action-RPG – and revealed that the game will be coming to players in Autumn 2026. Developed by a dedicated team at the UK-based studio, Fable is set to deliver everything players love about the original trilogy – choice and consequence, dry British wit and playful moral chaos – all reimagined for a new generation of players in an unmistakably Playground way.

During the show, we learned how your story in Albion begins, how character customization will work, learned more about the game’s new take on Fable’s morality system and saw brand-new gameplay that showcased combat – with enemies old and new – as well as the game’s unique living population of NPCs. Fable will be a fresh new beginning for this much-loved franchise and will be coming Autumn 2026 to Xbox Series X/S, Xbox on PC, Xbox Cloud, Steam, PlayStation 5 and Game Pass Ultimate.

Check out our in-depth interview with Fable GM & Game Director, Ralph Fulton here.

Forza Horizon 6 – Launching May 19, 2026

Xbox Series X/S, Xbox on PC, Xbox Cloud, Steam, Xbox Play Anywhere, Handheld Optimized, or play it day one with Xbox Game Pass Ultimate at launch – coming to PS5 later in 2026

Forza Horizon 6 is speeding towards players in 2026, with the announcement that the much-anticipated next instalment of the Horizon series will be landing on May 19 this year. As part of the Developer_Direct show,  the Forza team at Playground Games revealed first-ever gameplay showcasing the breathtaking landscapes of Japan in all their glory, and lifted the curtain on the spectacular cars that will be gracing the cover of the game – the 2025 GR GT Prototype, which is making its video game debut in Forza Horizon 6, and the 2025 Toyota Land Cruiser.

Forza Horizon 6 will feature the largest and densest map of any Horizon game to date, full of verticality, diverse biomes, seasonality and breathtaking driving experiences – all elevated by Japan’s unique car culture. And just when you thought things couldn’t get better, the team provided an overview of the new features players will enjoy as part of Forza Horizon 6 – including Customizable Garages and The Estate, an overhauled car roster (with 550 cars to collect and customize at launch) as well as new shared experiences, Drag Meets and Horizon Time Attack Circuits.

For an in-depth look at what’s new in Forza Horizon 6, check out our interview with Design Director, Torben Ellert here.

Kiln – Launching Spring 2026

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, Handheld Optimized, or play it day one with Xbox Game Pass Ultimate – also available on PlayStation 5 and Steam

We joined Double Fine in their game-turned-ceramics studio in San Francisco, California to learn more about Kiln, an Online Multiplayer Pottery-Party Brawler (say that ten times fast!), arriving this spring.

Double Fine’s new foray into fun asks the question: what would it look like for a game to combine the beautiful expression of creation with all of the chaotic fun of destruction? Turns out it’s a team-based arena battle game which asks you to craft ceramic battle armor on a realistic pottery wheel, and where your abilities are determined by the kind of pot you make.

We took a turn on the clay-splatted wheel to learn all about the 4v4 action of Kiln, the wide variety of crafting tools at your disposal, and what each size and shape of crafted pot means for your combat abilities.

You can catch more of the action in their smashing Announce trailer now and get fired up for the ultimate throwdown by wishlisting Kiln today. Help the team sculpt the game before it launches this Spring by signing up for their upcoming closed beta test, and joining the Double Fine Action Insiders. Find out about the game’s story, mechanics, and more in our hands-on preview on Xbox Wire.

Looking Ahead

As with every Developer_Direct, today’s show marks just a selection of the games coming to Xbox this year. 2026 marks the 25th anniversary of Xbox, and offers a moment to honor the games, creators, teams, and players that have inspired play for decades  – and we’ll be celebrating that all year long. With the likes of Gears of War: E-Day and Halo: Campaign Evolved still to come, we’ll be returning to some of our most beloved franchises, not to mention introducing new worlds of our own, and those from our incredible third-party partners. It’s going to be an incredible year – make sure to stay tuned to Xbox Wire and Xbox social channels to keep up to date with everything we have to show you.

The post Xbox Developer_Direct 2026 Recap: Everything Revealed, Including a Surprise New Double Fine Game appeared first on Xbox Wire.

Fable launches on PS5 Autumn 2026

For the first time in the franchise’s history, Fable is coming to PlayStation 5 in Autumn 2026. Today we’re excited to reveal the most detailed look yet at our fresh take on Albion – a world that’s familiar in spirit, but newly reimagined for modern RPG players.

Fable launches on PS5 Autumn 2026

Fable is not a remake or a sequel. It’s a new beginning for the franchise, designed to capture the heart and humor that defined the original trilogy while bringing contemporary storytelling, world design, and player agency to the forefront. Fans of the classic games will recognize the series’ signature blend of choice and consequence, dry British wit, and playful moral chaos – yes, chickens included.

In Fable’s fairytale land of Albion, heroism is less about spotless morality and more about navigating the ripple effects of your decisions. The game embraces the small, messy, often hilarious choices that shape who you become. Even the tiniest actions can snowball into stories that townsfolk remember, judge, and gossip about.

Today we showcase an early narrative setup: the pursuit of a mysterious stranger who has frozen an entire village. In the game, you assume the role of hero – and your resulting journey winds through dark forests, picturesque villages and rolling fairytale countryside – blending fantasy, comedy, combat and consequence.

For the first time, Albion is fully open world. Rather than being a backdrop, the world itself participates in the story. NPCs have routines, relationships, and evolving opinions. They react not just to major plot choices but to your smallest actions. Some decisions change conversation paths; others can reshape portions of the world itself, leaving physical evidence of your journey for hours to come.

Combat is built around a new style weaving philosophy, which allows players to fluidly blend melee, ranged, and magic to create their preferred fighting identity. Classic Fable creatures make a return, alongside new threats that fit the tone of a world balancing fairytale charm with modern action RPG depth.

Fable still embraces its hallmark self-awareness — its ability to poke fun at hero tropes, the world, and sometimes the player. It’s this mixture of sincerity and silliness that gives Albion its unmistakable personality, and the reboot aims to preserve that spirit while giving it room to grow for new players.

That makes the PS5 launch particularly meaningful. Fable has always been defined by player expression – by the ways different people interpret heroism, mischief, kindness or chaos. Launching on PS5 opens the world of Albion up to an entirely new community of players, expanding the range of stories, decisions, and unlikely heroes that will take shape.

With today’s reveal, we’ve shown just a fraction of what’s coming in Autumn 2026. More details about characters, quests, and gameplay features will arrive in the months ahead, but for now, there’s just one thing to know: Fable is back, reinvented for modern audiences, and ready to welcome new adventurers.

If you’re excited to carve out your own legend in Albion, you can wishlist Fable today at PlayStation Store. Fairytale ending not guaranteed.

Pokémon TCG: Ascended Heroes Preorders Are Up at TCGplayer, Revealing the Latest Market Price Data for Sealed Products

The highly anticipated next expansion for Pokémon TCG’s Mega Evolution series, Ascended Heroes, is (as per usual) increasingly hard to get hold of right now. Preorders are unavailable at most major retailers, and if you missed The Pokémon Center’s latest drop, then you’re hard out of luck. Well, not entirely.

Trusted resale marketplace TCGplayer has just launched its selection of Ascended Heroes sealed products (see here), giving plenty of fans another opportunity to secure the new cards, albeit at a significantly higher price than MSRP.

I’ll leave a link to everything that’s now available in TCGplayer’s presale, ready for the January 30, 2026, release. But, if that’s not of interest to you, then we can swiftly move on to discussing the latest market price data on display for Ascended Heroes’ sealed products.

Just to note, while Ascended Heroes will certainly be available from January 30, several products will be part of a staggered release instead. To get you up to speed, here’s when to expect everything:

January 30, 2026

  • Booster Collection (2 Pack)—Erika/Larry
  • Tech Sticker Collection

February 20, 2026

  • Elite Trainer Box
  • Pokémon Center Elite Trainer Box
  • Mini Tins
  • First Partners Deluxe Pin Collection
  • Premium Poster Collection—Mega Lucario or Mega Gardevoir

April 24, 2026

  • Booster Bundle
  • Mega Meganium ex Box, Mega Emboar ex Box, or Mega Feraligatr ex Box

With that out of the way, let’s dig into the latest market price data on everything available right now at TCGplayer, whether it’s actually worth the increased cost versus MSRP, and how it compares to the other sets from Mega Evolution so far.

Let’s kick things off with the Elite Trainer Box, set to release on February 20, 2026. MSRP is $49.99, but the current market price at TCGplayer is listed at $118.01. That’s around a 135% markup, but not as significantly higher compared to Phantasmal Flames last year.

While that averaged around $150-$200 in the build up to its launch, Ascended Heroes is sitting closer to $120, at least for now. That’s… somewhat positive! At least in my eyes. Having to spend less to get Pokémon cards is a win, whether or not the prices are getting a little ridiculous in recent memory.

Even more positively, is that Phantasmal Flames’ ETB market price has dropped significantly since last year, dropping almost 50% in a short space of time, and now sits around $80. It’s even up at Amazon right now, below market, for $75, which is a bargain in my eyes.

Finishing up, if you’re after the exclusive Pokémon Center Elite Trainer Box for Ascended Heroes, you’re instead looking at around $357 market price right now. That’s pretty steep, but hardly unsurprising with how sought after these exclusive ETBs are, even years after release.

On the other hand, Ascended Heroes’ Booster Bundles are looking a little steep right now, and sit at $79.10 market price at TCGplayer. That’s a fair lot more than its $26.94 list price, roughly a 194% markup, and almost triple the cost for what accounts for just six boosters.

Still, that’s the price of cards on the resale market these days! I’m sure most of us are already quite used to it, even if it’s still a mega pricey. By comparison, just to be clear, single boosters will still run you around $14.50 at market, which works out at $87, so it’s still a better offering to pick up the bundle if you’re dead set on it. It’s out on Feburary 20, just like the ETBs.

So what else is up for grabs, and how are the prices looking right now? For starters, there’s the Premium Poster Collection (with a choice of Mega Lucario or Mega Gardevoir), that’s running for $86 for each.

There’s also the First Partners Deluxe Pin Collection, currently at $75.90, alongside the various Ascended Heroes Mini Tins, that are sitting at around $35 market price as well.

You’ve also got the Tech Sticker Collection, Charmander or Ghastly, for around $37, and then the Ascended Heroes Booster Collection featuring either Larry Erika, for about $44.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.