Update: And we’re back for a final (hmm, we’ll see, but probably final!) round of 11 more Switch 1 games that are worth revisiting on Switch 2.To check those out, head to the bottom of this page and click on page 3 to see even more improved goodness!
One pleasant surprise of the Switch 2 launch, beyond the advertised upgrades — free and otherwise — to various Switch games, has been seeing how some Switch games that once struggled to hit their frame rate targets have gotten a nice boost on the new console.
Dispatched by the crown as part of a secret expedition to a remote island part of the realm, you’re ready for a life of adventure. But in third-person RPG Of Ash and Steel you’re not one of the highly-trained, well-armored holy knights trying to enforce the will of the king… you’re the clever orphan-turned-cartographer along for the ride because the maps of the island, Grayshaft, are pretty bad. Perhaps they’re bad because the island suffers periodic volcanic eruptions so devastating that it’s blanketed in deadly ash that cakes inside your lungs and kills you, eruptions so awful that ships avoid the island for the entire year when one seems imminent.
Which is obviously why brave cartographer Tristan has agreed to go there. And so like many fantasy protagonists, Tristan will soon be in way over his head—all because he wanted a bit of adventure—when the holy knights are all dead and he’s the only one left to deliver the urgent missive. At least, that’s what a hands-on preview with a beta build tutorial and first few hours of Ash and Steel told me.
Of Ash and Steel looks like a pretty traditional RPG, reminiscent of classics from the 2000s. It’s unapologetic about not giving you quest markers or anything but in-world directions, but at the same time it does highlight loot on the ground or chests you can interact with when you’re near them. It’s somewhere between Gothic and the first Witcher game, in its own way, with a nod toward the survival-centric games of the last decade or so. While it doesn’t go all-in on survival and encumbrance, Ash and Steel still has something of the 2019 RPG Outward in it.
It’s unapologetic about not giving you quest markers or anything but in-world directions.
More than anything, Of Ash and Steel feels like a game in the legacy of dearly departed mid-tier RPG studio Piranha Bytes, creators of the Gothic, Risen, and Elex series. That includes the signature campy acting mixed in with some decent drama, as well as plenty of oddball and unexpected humor. (One early quest has you finding the soiled trousers of a man who, when drunk, just craps himself and leaves the pants right there to clean up later.)
Perhaps its most old-school feature is how it has no level scaling in its world—creatures are a fixed level in a fixed location, forever. You’re warned early on that going off the path can be dangerous, and each new enemy encounter is often a question of getting close enough to see if it massively out-levels you before you decide to try and take it on or not—and hope for good loot when you do. Coupled with that lethal-but-rewarding exploration is the rudiments of a survival system, where staying fed and watered is a must to survive, and setting up shop at pre-determined campsites lets Tristan rest and cook to regain hit points and pick up buffs. It also passes time, which is useful in a world where the NPCs and monsters follow a schedule of their own as to when and where they appear, or even when they’re taking a nap and won’t talk to you about your very urgent quest.
Tristan has three skill trees, and perhaps the most pressing one is Combat. Investing in combat skills lets you pick up to three different stances to fight from, each of which looks to have different effects based on what kind of weapons you’re wielding—there were axes, swords, clubs, daggers, and a crossbow. Sadly, poor starter Tristan wasn’t strong or competent enough to wield most of them.
Which is a big part of what I think the story developer Fire Frost is telling with Of Ash and Steel. This isn’t a fantasy hero game where your character starts as competent at any useful skills relevant to his current situation. It’s going to be a zero-to-hero story, with other characters in the world reacting to Tristan as he grows stronger. “If at the beginning of the game you were treated like a ragamuffin,” said Fire Frost, “by the end of the game the characters will literally bow to your feet.”
There was a hint of that in action during the preview play, as characters who previously saw Tristan dressed only in threadbare clothing later had complimentary things to say about a suit of basic armor I’d purchased. Where before they’d just asked: “Are you really wearing that?” they later said, “Ah, I had a sturdy suit like that when I was younger.”
And a sturdy suit of armor is much needed, because the fighting can get pretty brutal. Armor will help you survive a few hits, but the stamina-based combat was really based around perfectly timed dodges and parries. Tristan’s attacks, at least at the start of the game, are slow and clumsy—he’s literally never fought before. As he got combat skills, though, he moved more confidently and picked up the ability to parry in a way that opened up enemies for counterattacks. That blended well with a fast knife, which let him get in those hits before quickly going back on his guard. Still, there’s some tweaking to do on the early stages of the fighting—some people will definitely bounce right off of how clumsy Tristan was, or just won’t be familiar with the time-honored strategy of “train the difficult enemy into a nearby powerful NPC.”
A sturdy suit of armor is much needed, because the fighting can get pretty brutal.
Speaking of trying to survive, that’s the focus of Tristan’s other two skill trees: Survival and Crafting. They’re much more down-to-earth, practical skillsets simply due to their nature. Survival lets you keep yourself fed and alive, while Crafting lets you upgrade and upkeep your equipment. Crafting also does one very important job: Makes you money. Quests and other odd jobs are a great source of experience and cash, sure, but paying people to train Tristan in all these new skills ain’t cheap.
What was cool is that investments of money and skill points into the Craft and Survival trees actually did pay off in combat. A good craftsman can better sharpen their weapon for bonus damage, or reinforce their armor for extra defense. Survivalists, meanwhile, could pick up nasty tricks like thrown daggers and the use of poisons on their weapons—though poor preview Tristan was a bit too intellectually dull and low-level to get to try those skills out.
Even with all the advantages of level and time, however, Of Ash and Steel is definitely going to be a game where you get your butt kicked. A lot. Quicksave, I expect, is Tristan’s greatest friend in the world. Enemies hit hard, and enemies that are higher level than you hit extremely hard—or even so fast that poor low-level Tristan simply stood no chance of reacting in time, let alone getting a single attack in. As a result, he got splatted by a lot of things. He got mauled by a giant rat-thing. Trampled by a big bug. Eaten by a lizard-thing. Dismembered by all manner of bandits, both living and apparently undead.
And the only dang reason Tristan didn’t get splatted by this giant troll is because when everything can splat you, well, you get pretty good pretty fast at running and climbing your way out of danger.
While some people might find that kind of thing frustrating, Of Ash and Steel was pretty nice on that count. The action-RPG combat was somehow clunkier than a FromSoftware game but settled into its own rhythm after a while, and hopefully gets more and more fluid with more skills and abilities in the full game.
Don’t expect miracles from Of Ash and Steel, but the preview was evidence of a promising mid-tier RPG that’ll likely enthuse ye olde genre purists while still being accessible and interesting enough to draw in lovers of more modern character-driven action.
It’s looking like it’ll be a hot one this weekend, and while gaming may not be the first thing that comes to mind, you know we’re all going to need some time chilling in the shade at some point.
Before we get into this week’s What Are You Playing, let’s recap the major news from the past seven days. The biggie was a tasty slice of Donkey Kong Bananza info from a new IGN interview, where we learnt the game’s director and producer, its Switch 1 origins, and how the team got its DK inspiration. Only one week to go!
The Switch 2’s packing a lot more horsepower than the original system, and as a result, a lot of games and series can now ship with higher resolutions and improved performance. With this in mind, the upcoming release Ys X: Proud Nordics will apparently support up to 120fps on Nintendo’s new hybrid system.
This information comes from Japanese outlet Inside Games (via RPG Site), with the source reporting there’ll be a special mode to prioritise performance, where players can apparently experience “smoother movements” thanks to the higher frame rate. The default performance is said to be 60fps.
We’re now less than a week out from the arrival of Donkey Kong Bananza and Nintendo has announced it’s releasing more playable demos into the wild.
If you happen to be located in Canada, Nintendo of Canada has revealed there will be playable demos of the new game at select EB Games and Costco stores. You’ll be able to go ‘hands on’ with DK’s new outing between 18th – 19th July at Costco Canada, and you can experience the new game at EB Games Canada between 19th – 20th July.
Back in May, we reported how The Hundred Line developer Too Kyo Games was “on the brink” of collapse. Fortunately, the strong sales of the game appear to have turned the company’s future around.
Speaking to Bloomberg, co-director (and Danganronpa creator) Kazutaka Kodaka has revealed the title is “selling pretty well” at this point, and although no figures are attached, he goes on to mention how he no longer sees “bankruptcy as a serious future” for the team. The studio also has a brand new game in the pipeline.
There’s an old idea that second efforts generally aren’t as good as the first. It’s called the sophomore slump, and there are a dozen reasons for it. Sophomore students don’t care as much as freshmen; bands have less time to write, practice, and record a second album than the “breakout” hit they worked on for years before anyone knew who they were; athletes who have exceptional rookie years regress to the mean; and so on. There’s no denying the power of new car smell. I think part of the reason College Football 25 popped off as hard as it did (and trust me if you’re unsure: it popped off) was it’d been more than a decade since NCAA 14 and people really, really wanted a new game based on college football. It didn’t hurt that it was also a good game, but the yearly “it’s the same game as last year” fatigue of the sports genre hadn’t set in yet. That makes College Football 26 the real test.
I’ll be honest, reader: I haven’t had a ton of time with this sequel yet (I’ve been busy finishing up my review of Mecha Break, which I thought was pretty great), so these impressions are going to be pretty light. One of the things I’m interested in as I play more is how this car handles after we’ve put some miles on her, and if it falls into the same slump so many games, bands, and students have hit before it. But while that remains to be seen, I’m having a pretty good time so far.
Part of that is College Football 26 is built on a really firm foundation. College Football 25 was a good game, and it still has that infectious spirit and sense of tradition that made it a nice change of pace from the more straight-laced Madden. From what I’ve seen, College Football 26 builds on that in good ways. One of the things I’m appreciating most is the Trophy Room, which tracks the real world trophies you’ll accumulate across your entire career, no matter what mode you’re in. It’s cool to see stuff like the Heisman Trophy, the Unitas Golden Arm Award, and the Orange Bowl Trophy collected in one place, and be able to learn about them, too. There’s a lot of history to college football, and I appreciate that EA has tried to capture that.
So far, most of my time has been spent sneaking Quick Play games in where I can, so I haven’t really dug into College Football’s major modes too much yet (something I plan to remedy this weekend), but I have noticed some on-the-field stuff that makes me happy.
Better defenders can now make plays average ones can’t.
The little change I’m happiest about is to how defenders play the football when it’s in the air. If you’ve played College Football or Madden in the last few years, you’ve probably been intercepted (or had one of your defenders intercept) a pass that they can’t see without turning around. They’ve essentially got eyes in the back of their heads, and it could be very frustrating. EA has said they’ve changed that, and in my testing, it’s proven true. Now a defender has to see the ball to pick it off, and you’ll notice defenders turning their heads (or not) before the ball arrives. If they don’t, however, it doesn’t mean that defender can’t make a play on the ball. They can still swat it. It’s a good change because it’s two-fold: you now actually have a reason to swat the ball down instead of going for the pick every time, and better defenders can now make plays average ones can’t.
I’m also a big fan of dynamic subs and custom zones for defenders. The former allows you to swap players on the field and not just on the playcall screen (thank God), though you may have to wait a play for the substitution to take effect, and the latter is the defensive version of last year’s custom stems for routes on offense. I enjoy the defensive game more than the offensive one, so being able to set where I want my zones to be on the field in real-time and not in a menu is welcome. I’m enjoying playing around with this stuff, and I imagine I’ll be using it quite a bit.
Now that I have the time to really dig into College Football 26, I am excited to see all the new additions to Road to Glory, where I’m really looking forward to being able to play my high school career, as well as all the new bells and whistles in Dynasty, which is where I imagine I’ll be spending most of my time. But the on-field stuff is where it counts. I can’t say yet if EA has avoided the sophomore slump with College Football 26, but I’m going into this year optimistic, and that’s not nothing.
I have to admit, I was really nervous about Tony Hawk’s Pro Skater 3 + 4. I played the first ‘1 + 2’ collection back in 2021 and absolutely loved it, but my early teenage years were shaped by the Birdman’s third and fourth console outings. So to say that a lot was riding on Iron Galaxy’s remake would be an understatement, and early concerns regarding THPS4’s shift in structure definitely rattled me.
Thankfully, I can wholeheartedly say that this latest nostalgic revisit to what I would argue was the peak of the Tony Hawk’s series is a success – albeit with a few caveats.
Some of my favorite childhood memories come from playing co-op games with my friends over summer break. Now, as an adult, summers don’t quite hit the same. Whether it’s the weight of the world bearing down on me or the severe lack of couch co-op games, I’m not sure. But, every once in a while, a special game comes around that brings me back to that feeling of pure joy.
Split Fiction, the follow-up from It Takes Two developer Hazelight Studios, launched earlier this year and features another amazing co-op adventure designed specifically for two players. Despite being only a few months old, the PS5 and Xbox Series X|S versions of the game are already discounted to just $35 during Prime Day. Don’t wait too long, though, as Prime Day ends tonight at midnight PT.
Like its predecessor, Split Fiction is a split-screen experience designed for two players that can be played locally or online. It even includes a Friend Pass so you and a buddy only need to purchase a single copy in order to play together.
The game features plenty of memorable moments and requires you to carefully coordinate with your partner to solve puzzles as you alternate between sci-fi and fantasy worlds. Our reviewer gave it a 9, saying “Split Fiction is so good at wanting to be played it’s hard to stop playing. It simply doesn’t stay the same long enough for it to ever become boring.” In fact, it’s already on our list of the best games of 2025.
If you’re looking to save even more on PS5 games, we’ve rounded up the best Prime Day PS5 deals available right now, so make sure to stock up before the sale is over.
Should I play It Takes Two first?
Despite the similarities between the two games, Split Fiction is a completely new experience featuring a brand-new story and characters. So, if you never got around to It Takes Two, you don’t have to worry about missing anything by jumping straight into Split Fiction. Although, there are quite a few nods and inside jokes for players who have played the previous game.
Shop the lowest prices this Prime Day
Matthew Adler has written for IGN since 2019 covering all things gaming, tech, tabletop games, and more. You can follow him on the site formerly known as Twitter @MatthewAdler and watch him stream on Twitch.
Looking for active Parasite Testing codes? We’ve got all the working codes for this Roblox experience, so you don’t have to search for them. Redeem each one for rewards like credits to buy weapons or leveling up to access the armory sooner!
Working Parasite Testing Codes (July 2025)
Here are all the current active codes you can redeem in Parasite Testing as well as the rewards you’ll get from them:
PUPPETEER – 50 Credits, 10 Levels
Expired Parasite Testing Codes (July 2025)
The below codes have unfortunately expired and will no longer work. We’ve included them here so you know not to bother trying to redeem them:
ACOLYTE
2KSERVER
1M VISITS
1KSERVER
How to Redeem Parasite Testing Codes
Redeeming codes in Parasite Testing isn’t too hard once you know where to look. Follow these simple steps to start getting those rewards:
Launch Parasite Testing
Interact with the laptop in the first room you spawn in. You can see it in the screenshot above.
Enter a code in the box that says, “Enter a code…”
Press the big green Submit button to redeem your code.
Why Isn’t My Parasite Testing Code Working?
If you’re having trouble redeeming a code, there are two common reasons why it may not be working:
The code is expired
The code has been entered incorrectly
If a code has been entered incorrectly or has expired, you’ll see a message that says, “Not a valid code”. In order to avoid this, we recommend copying and pasting the code directly from this article. As long as you don’t accidentally get an extra space in there when copying it, it should work if it’s active. We make sure to check and test every Parasite Testing code before we add them to this article.
Where to Find More Parasite Testing Codes
We always recommend checking our article here for up to date codes since you can rely on us to verify which ones are working. But, if you’d prefer to search for some Parasite Testing codes on your own, you can check the dedicated Discord server.
What is Parasite Testing in Roblox?
Parasite Testing is a Roblox experience that revolves around shooting eldritch creatures. A large red biomass will keep spawning parasites that evolve when attacking players. If you let them get too close, you’ll become infected and have to worry about your teammates taking you out. Depending on the parasite type, you’ll either respawn or can fight researchers while infected.
Eliminating creatures and infected players will give you credits and level you up. This will help you unlock new weapons for taking on tougher creatures. But you can also use traps to wipe out hordes of parasites via decontamination or electricity.
Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.