Deals For Today: MTG Spider-Man Booster Box Back In Stock and Massive MSI Monitor Sale

Looking forward to Magic: The Gathering: Marvel’s Spider-Man on 26th September? Well Amazon has the Play Booster Box back in stock, so it’s a wise idea to get a preorder in before it does a Final Fantasy and disapears. If you’re like me and absolutley devistated at Courage the Cowardly Dog being taking off HBO, i’ve found the complete series on DVD for less than $20 too.

TL;DR: Deals For Today

LEGO Preorders are still going strong from last week, but the two sales that have stood out to me this morning is the MSI Reconditioned Monitor Sale at Woot and the Higround gaming gear sale over at Best Buy. There’s some ridiculous bargains on top tear battlestation essentials here, even solid budget options. If you need a car battery charger, a brilliant deal on a USB power bank and more, let’s get into today’s daily deals:

MTG: Spider-Man Play Booster Box Back In Stock

I’m expecting this MTG Universes Beyond expansion to web zip off shelves when it drops at the end of Feburary, so if you see a preorder like I have, just secure it. The money won’t be taken from your bank until it ships either, so it’s a no brainer. I’ve also included the listings for the rest of the set from TCG Player incase you needed a massive ripping session.

LEGO Preorders and Deals

These LEGO preorders and deals are still available from last week, so it’s 100% worth having a look through and grabbing a new project. They were amongst our best sellers last week, so make sure you’re not missing out on best selling preorders like the Spider-Man Across The Spider-Verse minifigure set.

Higround Gaming Sale

Every look at your gaming setup and think “This needs more Pokémon and Apex”?, Higround make some of the best branded keyboard, mice and deskmats around. Better yet, their range in Best Buy has had some serious price cuts, so it’s worth scoreing something unique for your gaming rig. The full sale is here.

MSI Monitor Sale

I’ve been running the MSI eSports 40″ gaming monitor since the start of this year, and it’s a fantastic monitor for the money. Getting it for $250 is an even sweeter deal, it’s a perfect 1440p monitor with no ghosting, great extra features and a lovely color balance. Fortnite and Oblivion Remastered at 140 FPS+ never looked so good. The full sale can be found here.

A Charlie Brown Christmas 60th Anniversary Zoetrope

A Charlie Brown Christmas 60th Anniversary Zoetrope vinyl is a limited edition release that celebrates both the 75th anniversary of Peanuts and 60 years of the iconic holiday special.

Pressed onto a two-sided Zoetrope picture disc, this collectible vinyl transforms into a moving animation when played under the right lighting conditions, displaying classic scenes from the beloved Charlie Brown Christmas special. Featuring Vince Guaraldi Trio’s timeless jazz tracks like “Christmas Time is Here,” “O Tannenbaum,” and “Linus and Lucy,” it’s both a visual and musical throwback.

Baseus Laptop Portable Charger 100W

Baseus Laptop Portable Charger 100W 20000mAh in Cosmic Black is currently 50% off with code QR9CPGXL, dropping the price from $99.99 to just $49.99. This slim and FAA-compliant power bank is designed for travel, offering 100W USB-C PD fast charging—enough to charge a MacBook Pro to 50% in 30 minutes.

With two USB-C and two USB-A ports, it can handle laptops, tablets, phones, Steam Deck, and more all at once. A real-time display shows remaining power, and its 20,000mAh capacity delivers multiple charges on the go.

There’s also a buy one, get one free deal currently live on-site, making this one of the best portable charging deals available today.

Teenage Mutant Ninja Turtles Classic Sewer Playset

Teenage Mutant Ninja Turtles Classic Sewer Playset is back in action as an Amazon exclusive for $74.99 and it’s already the #1 new release in play figure playsets.

This retro-inspired set features authentic 1989-style stickers, a working elevator that goes from street to sewer, and a high-voltage battle swing for dynamic action scenes.

Kids (and collectors) can drop figures down hidden passages, launch sewerballs, and stage surprise attacks, just like the old days.

BOOKOO Jump Starter 2000A for Car/Boat/Lawnmower

No one wants to wait for the breakdown service to jump a car battery, so just keep one opf these bad boys in the trunk for emergencies. This is a life saver, making sure you can jump a battery to get the car to a safe location and take the headache out of gettin your car to your local garage for repairs. It isn’t going to fix your cars problems, but it’s peace of mind for a little bit more than a month of Netflix.

Courage the Cowardly Dog: The Complete Series (DVD)

For a month of streaming, you could just own the complete series of Courage the Cowardly Dog forever on DVD. Assuming you still have a DVD player, if not, just buy one and thank me later.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.

More Magic: The Gathering Funko Pops Are On Their Way, And Amazon Preorders Are Open

Wizards of the Coast has been putting out non-cardboard Magic: The Gathering merchandise for a while now, but it’s been a little while since we’ve had new Funko Pops based on the property to collect.

We’ve already seen iconic Planeswalkers like Liliana Vess, Chandra Nalaar, Garruk Wildspeaker, and Ajani Goldmane brought to life, but that was more than a decade ago. If you’ve been looking to add to your setup, though, two new characters have been remade in plastic.

New Magic: The Gathering Funko Pops Hit Shelves Soon

Over at Amazon, two new listings have been added for Urza and Yawgmoth. Both are available to preorder for $14.99, with release planned for November 9.

The two have fought a long war between the former’s plane of Dominaria and the latter’s Phyrexian plane, but curiously, Mishra (Urza’s brother) is nowhere to be seen this time around.

As someone sat next to a few of the older Funkos from the Magic set, I must say I am somewhat tempted.

Away from Funkos, it’s been a busy year for Magic: The Gathering. The game’s fifth set of the year, Edge of Eternities, is currently in full flow, having launched on August 1.

The next set, focused on Marvel’s Spider-Man, will add new cards as well as a crossover with Marvel Legends figures. So, if Funko Pops aren’t your thing, they could be worth a look instead.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Mass Effect 5 devs should “scapegoat” Veilguard and a Dragon Age trilogy remaster was pitched to EA, says ex-BioWare producer

Former Dragon Age executive producer Mark Darrah has discussed pitching remasters of the first three games in the series to EA, and made clear in the same interview that he’s encourage the developers of the next Mass Effect game to “scapegoat” Dragon Age: The Veilguard “as much as they need to”.

Darrah’s offered a lot of insight into life at BioWare since departing the studio back in 2022, with the veteran dev having done plenty of that via his own YouTube channel. This time, though, he was interviewed by YouTuber MrMattyPlays.

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Review: Heretic + Hexen (Switch) – Two FPS Cult Classics Masterfully Revamped

Faith revived.

I’m really beginning to wonder just how Nightdive Studios manages to fit in so many awesome projects. Last year, we had no less than five major releases from the team, including The Thing: Remastered, DOOM + DOOM II, and Star Wars: Dark Forces Remaster, and it’s clearly looking to achieve a similar degree of prolificacy in 2025. So far this year, we’ve had I Have No Mouth, And I Must Scream, System Shock 2: 25th Anniversary Remaster, and now – straight out of QuakeCon – Heretic + Hexen.

The latter, published by Bethesda Softworks, is a revamped bundle containing two ‘90s shooters from developer Raven Software (now one of the main studios cranking out Call of Duty titles for Activision). In addition to Heretic and Hexen, you’ve also got both games’ additional content, respectively titled ‘Shadow of the Serpent Riders’ and ‘Deathkings of the Dark Citadel’. Much like its work on DOOM + DOOM II in 2024, Nightdive Studios has also produced two completely new episodes with ‘Heretic: Faith Revived’ and ‘Hexen: Vestiges of Grandeur’.

Read the full article on nintendolife.com

Echoes of the End: An Epic Fantasy Adventure Inspired By Iceland

Echoes of the End: An Epic Fantasy Adventure Inspired By Iceland

Summary

  • Explore a brand-new fantasy setting inspired by the untamed beauty of Icelandic nature.
  • Learn how a small team used advancements in photogrammetry and motion capture to craft an authentic world.
  • Echoes of the End is available August 12 for Xbox Series X|S.

In the summer of 2017, I had the good fortune to be invited to take part in a collective brainstorming session at Myrkur Games, a brand-new game studio here in Reykjavík, Iceland. The goal was simple: to help develop the premise for a brand-new video game.

Every person in that room was passionate about video games, about stories and adventures, about characters and small moments that had stuck with us for years. We talked about the games that inspired us, about the kind of game we’d like to make, and in the end, we emerged from that conversation with a simple conviction I hadn’t expected. The belief that we could do it, too.

That belief is what kicked off the journey that would become Echoes of the End, a cinematic third-person action-adventure game set in Aema, a fantasy world of our own creation, inspired by the untamed beauty of our home.

Echoes of the End follows Ryn, a warrior and vestige, one born with an affinity for ancient, destructive magic, as she fights to free her brother from the clutches of a totalitarian empire and prevent a looming invasion. It features high-quality, motion-captured cinematics and gameplay animations, a visceral, fast-paced combat system, tight, reactive platforming and engaging puzzles, as well as a companion that is at your side the whole way through, offering invaluable aid in the face of every obstacle.

It’s a story that spans a wide variety of environments, all inspired by our home country of Iceland, from cavernous depths and glacial mountaintops, to ruined cities and bubbling lava fields. In short, it’s the sort of game that, until recently, a studio like ours could only have dreamed of making.

That meant finding creative ways of punching above our weight. Fortunately, the past decade has been revolutionary in terms of how accessible game development technology has become. Those environments I mentioned earlier? They’re not only inspired by Iceland, they’re largely recreated through photogrammetry, a process we’ve been practicing and iterating on for eight years now.

Take the glacier above. That’s Sólheimajökull, a stunning attraction found in the south of Iceland. It’s a perfect example of the beauty we wanted to capture for Echoes of the End, and so, armed with a single drone, we scanned the whole thing and placed it in our game world. It’s not the only notable landmark we’ve done this with either. Kirkjufell, a mountain that’s become a symbol of Iceland in recent years, can be seen in our announcement trailer, and in playing the game players may find many more. It’s a bit of an easter egg hunt, really!

We use a similar process for our character models. We started with one camera and a rotating stool that we used to spin the actor around and capture them from different angles. Later, that rig grew to nine cameras and a heavily modified cheese platter, and eventually a 360° solution that thankfully requires no spinning at all.

Motion capture, too, has become massively more accessible in recent years. It was once the exclusive domain of AAA studios with massive budgets, but we decided early on that we were going to build our own stage. I remember working with an actor who had done some motion capture back in 2007. At the time, that studio used 200 cameras. Our mocap studio today has sixteen, and has been crucial in enabling us to do what we do.

And that’s not even mentioning the game engine. It’s difficult to overstate how much of a gamechanger Unreal Engine 5 is for a studio like ours; how all of these advancements have allowed us to build a rich, immersive world without compromising on scope or fidelity. It’s what makes it possible for a small, passionate team to bring a big, ambitious game to life.

Echoes of the End is still the game we set out to make in 2017, but it’s grown and evolved alongside us through the years. We’ve poured our love into it for nearly a decade now, and we can’t wait for you to get a chance to experience it for yourself. 

We recently released an announcement trailer, and the full game is available August 12 on Xbox Series X|S. We hope you’ll check it out, and that the next time you find yourself dreaming about that game you’d like to make one day, you’ll carry with you a simple conviction. The belief that you can do it, too.

Echoes of the End

Deep Silver

The world ended long ago. We’re only living in its echoes.

Echoes of the End is a cinematic third-person action-adventure game. It blends a deeply personal, character-driven story with thrilling magic and sword-based combat, engaging traversal and thought-provoking puzzles. Inspired by Iceland, this epic adventure offers a mature, rich and immersive experience in a breathtaking and original fantasy world.

A Heroine’s Journey

Step into the shoes of Ryn, a vestige wielding volatile yet powerful magic, as she battles to save her brother from a ruthless totalitarian empire. Partner with Abram Finlay – a scholar and explorer haunted by his past – to uncover a conspiracy that could reignite an ancient conflict and plunge Aema into chaos. Immerse yourself in a heartfelt tale of trust, redemption, and sacrifice in a world on the edge of war.

Dynamic Combat and Exploration

• Master Ryn’s prowess in magic and swordsmanship to defeat unique enemies and face epic boss battles.
• Harness a vast array of devastating powers as Ryn grows in strength and confidence throughout her journey.
• Team up with Abram to combine forces in both combat and traversal, unleashing creative combos and interactions.
• Explore breathtaking environments inspired by Icelandic landscapes, from fiery lava fields to icy mountain peaks.

Puzzles and Traversal Challenges
• Solve engaging puzzles with Ryn’s powers, including gravity manipulation, destruction, and illusions, through collaboration with your companion.
• Navigate the world with a diverse range of traversal mechanics, like double-jumping, dashing, and gravity control, with each chapter introducing fresh, unique challenges.

Cinematic Visuals and Realistic Fantasy

• Echoes of the End immerses players in an original, grounded fantasy world brimming with depth and detail.
• This character-driven adventure features motion-captured performances, intricately designed character models and stunningly crafted environments, delivering a truly unforgettable and heartfelt experience.
• Explore the hidden history of Aema, forge unbreakable bonds, and embrace your magical potential as you shape the destiny of a nation.

The post Echoes of the End: An Epic Fantasy Adventure Inspired By Iceland appeared first on Xbox Wire.

Arrowhead Says Fortnite’s New Alien Bug Season Is Very ‘We Have Helldivers at Home’

The latest season of Fortnite sees you and your squad fending off insectoid alien enemies nicknamed Bugs while levelling up your battle pass — and if that sounds familiar, well, you aren’t the first to notice.

Arrowhead Game Studios, developer of Helldivers 2, another shooter where you squad up against insectoid alien enemies nicknamed Bugs, has now commented on the similarities — and suggested it was a case of imitation being a form of flattery.

“Hmmm… it’s giving ‘we have Helldivers at home,'” community manager Katherine Baskin wrote on the game’s Discord (thanks, Videogamer), before adding: “I’m not worried.”

“Fortnite is Fortnite, Helldivers is Helldivers,” Baskin continued. “If the kings of video game drip think our drip is cool enough to… inspire them… then that’s super cool. But our games couldn’t be more different from one another. There’s room for us all at the king’s table.”

When asked for his thoughts, Arrowhead CEO Shams Jorjani simply replied that the new Fortnite season “feels very democratic,” a reference to Helldivers’ own setting, in an era of human expansion into space dubbed the ‘Great Democratization.’

In reality, Fortnite has riffed on numerous other games, movies and overall genres in the past, with little left that it has not either offered its own version of, or collaborated to include. And, because it is Fortnite, the new season of its blockbuster battle royale also involves you fighting alongside a humanoid panda, the Power Rangers and Spartan soldiers from Halo.

So far, at least, the new gameplay appears to be going down well. According to developer Epic Games, players have now squashed more than 250 million Bugs since their invasion into Fortnite began last week. Next up for Fortnite will be the addition of pet-like Companions, leaks suggest, which will include a turtle riding a skateboard.

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

Bithell Games are laying off most full-time staff, with the Tron: Catalyst studio “unable to secure a new larger scale project”

Some upsetting news from the past weekend: Bithell Games, the Mike Bithell-founded indie studio behind Thomas Was Alone, John Wick Hex, Tron: Identity and the just-released Tron: Catalyst, are laying off 11 developers. That’s “The majority of our full-time staff,” according to a post on Bithell’s personal Bluesky account.

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McDonald’s Japan Pulls Happy Meal Pokémon Cards Early, And Fans Blame Scalpers

But will they learn from their McSteaks?

McDonald’s restaurants in Japan seem to have got a little more than they bargained for over this past weekend, as a promotion between Pokémon and the company’s Happy Meals had to shut down early. The reason? “Higher-than-expected sales”. However, it appears there’s more going on here — and, as you can guess, scalpers seem to be involved.

Reported on by Yahoo Japan and as seen on social media (cheers, MyNintendoNews) customers have been showing off counters in stores that are lined with wasted food, purchased only for the Pokémon cards inside. The promotion was originally due to run between 9th and 11th August, but was pulled after just 24 hours.

Read the full article on nintendolife.com

Whipping Up a Storm: How Indiana Jones and the Great Circle Took Big Last-Minute Changes on the Chin To Become a Hit With Critics and Players

At the Develop Conference in Brighton, MachineGames’ Design Director Jens Andersson and Audio Director Pete Ward told an audience how the Swedish studio approached making Indiana Jones and the Great Circle, the well-received return of the adventuring archaeologist to the world of video games.

Their talk revealed a number of insights into the stresses of the game’s development, how it all came together pretty late in the day (as video games tend to), and the audio quirks that threw more than a few spanners in the works. But what shone throughout was just how much effort the developers put into recreating the world of Indiana Jones as authentically as possible. Everything from the iconic sound of the whip to how market stalls would have looked in the late ‘30s was fussed over in order to help create the right atmosphere for the game.

And it worked, with significant praise from critics and players alike. IGN’s Indiana Jones and the Great Circle review returned a 9/10. We said: “An irresistible and immersive global treasure hunt, and far and away the best Indy story this century, Indiana Jones and the Great Circle doesn’t belong in a museum; it belongs on your hard drive where you can play the heck out of it.”

DLC beckons, and questions are swirling around a potential sequel, set up by the ending of The Great Circle itself. It was with all this in mind that IGN sat down with both Andersson and Ward at Develop to follow-up on their talk, to find out more about the dramatic changes that were made in its last year, and to ask a few cheeky questions about the future.

IGN: There was something interesting that you said in the talk, which was around licensing. You said that at the start, the iconic Indiana Jones music had to be licensed. It wasn’t a given. And that surprised me, because I would’ve thought that when it’s agreed to do an Indiana Jones game with Lucasfilm, that just all comes as part of it. That there wouldn’t be subsequent things that you’d have to do for individual bits, especially something so big and important as that. So it’d be great to get some insight into the process you had to go through to get all that agreed.

Pete Ward: So for the music, I don’t actually know how all the legal framework and systems work exactly. From my perspective, I just knew that we needed to get this theme and also Marion’s Theme, and also the music from the Peru section of the level, because that’s original John Williams scoring as well.

And we didn’t want to use the original recordings because then there’s a mechanical copyright issue there as well, and we’d have to license all that too, because mechanical copyright is the scoring or composition copyright. So that’s why we recorded all of our music, again, it was re-orchestrated, we recorded so that we — by we I don’t mean MachineGames, I mean Disney — owned the mechanical copyright for those new recordings.

But we needed to make sure that we were allowed to use the Raiders March theme, which is the famous one everyone knows. And we agreed that we could use that wherever we wanted in the product. So there was an unlimited number of times that we could quote it or reference it. But then for some of the other themes like the Peru content, we agreed to use that once, and we agreed to use Marion’s Theme a handful of times. There were very specific legal rules that we had to follow, and what we could use where and when, and all that stuff had to be approved and agreed by Lucasfilm Games obviously as well.

Jens Andersson: Is this because they have on their end agreements with John Williams?

Pete Ward: I think it’s to do with that. So that had to go through our legal team and they did a really good job with that. It took a little while to get through and we had to assume that we’d be able to use it and then confirm we could during development.

Jens Andersson: And they are super careful about that stuff, which kind of makes sense. Like all the rights, it goes for fonts, it goes for everything. It needs to be by the book.

Pete Ward: The other sound example is there’s some specific Marion lines in the first level that were performed by Karen Allen. They’re recordings from the original films, and those had to be licensed properly as well. We couldn’t just take that and use it.

IGN: Some people would have liked to hear a bit more John Williams in there, but maybe that’s to do with what you’re talking about, which is it is not as simple as just having access to everything that’s ever been, and you have to almost go piecemeal with it.

Pete Ward: Well, we had really careful discussions actually with Lucasfilm Games throughout about where to first use the theme, and how it should be used. We definitely had feedback that people would like to hear The Raiders March more, but then when we’re developing it, we didn’t want to create a game where every time you punch someone heroically, you get that theme. People would get tired of it in the end.

So there was a bit of feedback and back and forth about how we should use that theme. And one of our main goals was to use it in the same way as it was used in the movies. And it gets quoted in the movies a number of times and there are some bits where it’s quite strong, but you only really hear the whole thing as far as I know — I hope I don’t get this wrong! — but you only really hear the whole thing in the credit sequence at the end. So the whole thing leads up to that and then you get the dun, dun dun dun… and it rolls out along the credits. So we were trying to emulate that basically. We wanted to use that theme where it really mattered and we needed to hear that.

IGN: One of the other interesting things you said in the talk is that the design changed quite late in the day. It didn’t sound like this was a massive surprise to anyone, more just this seems to be the way MachineGames develops games and yes, it can be stressful from what you were saying in the talk, but ultimately everyone understands the bigger picture.

Jens Andersson: Most days.

IGN: Were there any specific examples where you had to make a dramatic decision late in the day that people who played the game will recognize as being a good decision, they got something that they wouldn’t have otherwise experienced it, or maybe something that you had to say, this isn’t going to work, we’re just going to have to cut this?

Jens Andersson: It is really hard to remember to be honest, because a lot of things change a lot of the time. Luckily it becomes smaller and smaller, but at the time it feels really, really big. One thing that I remember, it was just four months before we shipped, we changed how we set up the in-game guidance system, like markers on-screen and stuff like that. Sort of really committed, this is how we do it and we had to redo the whole thing. It turned out really well…

IGN: People love the map in the game.

Jens Andersson: Yeah. Basically if you walk around in “lowered” mode, you see markers in the world. And that’s something we fought for a long while. We didn’t want to have markers in the world because we hate games where there are constantly markers in the world and they start looking at the markers and you go follow them.

But having that only appear in this “lowered” mode as we called it, that proved to be this good balance where it was still very much opt in for the player. But it took us a lot of iterations to get there very late into the process and obviously had a huge effect on evaluation of player guidance. And even we weren’t always sure that the player would understand this, discover this by themselves.

So a lot of these kind of things that feels like in the end it’s like, oh, when do we turn this on? When do we turn it off? That feels like it’s a small code change, but it has huge implications for how people play the game.

IGN: And that was just a few months before you shipped?

Jens Andersson: Yeah. Similar with the whole stealth UI. We have these markers on top of a more classical version. We had a completely different system six months before ship that was hub based, more like if you know Fortnite, how you see firefights. But in the end decided that it wasn’t clear enough, we were going to go back to previous design and do that.

So it’s iteration and it’s frustrating and it’s hard and at that point when the pressure is really on as well, it becomes very emotional. You invested a lot of time, a lot of effort, a lot of work, a lot of pride in this is what we’re doing, and you need to be absolutely convincing to the rest of the team: this is how it’s going to be in the game, this is going to be excellent. And then one month later it’s like, no.

But speaking about MachineGames in particular, I know other studios who do this completely differently, but MachineGames has a strong tradition of doing it like this. There’s a lot of fear that plays into this kind of final phase of development, where what if you make the wrong choices? And you rarely know all the consequences of the decisions you need to make. You just need to trust your gut sometimes and say this is going to make the game better, trust me. And you’ve been arguing about this for years usually, and you have all these kind of informations and all the permutations and everything, and there’s no explaining that.

So people are like, Jerk [Gustafsson], our game director, he needs to be the one saying, okay, this is what we’re going to do. I know it’s late, we are past beta, but this is the feedback, this is the data that shows we need to change. This is what we’re going with and this is what we know is going to happen when we do this. And then most of the time it’s correct.

Pete Ward: My experience of that was that Jerk would quite often come into my room and ask me what the audio consequences of a particular change would be. For example, putting an interactive moment or taking one out or something like that, he would come to me and ask me how bad would it be if we do this? And that was really nice because sometimes it was very easy for us because of how all the scenes were put together, and sometimes it would be very, very difficult and expensive.

I had the opportunity to say, to just give Jerk that information and then he could choose whether he wanted to, and why he wanted to do that. But I felt like I was listened to and my team was listened to, rather than things just happening. The big stuff we were consulted about and that was nice.

IGN: The game really came together in the last year, but it had been in development for five years?

Jens Andersson: Yeah, almost five years. But it is always hard to put a starting point on development. The first six months was just a few people, but yeah, almost five years is a good answer.

IGN: I often hear from AAA developers that this is often the case, that there’s no game at all and then all of a sudden there is a game, which must be very difficult to have to plan for because you can’t really know until right at the end if something’s working.

Pete Ward: It’s terrifying!

Jens Andersson: Yeah, it’s not a great way to work. I wish there was a different way to work.

Pete Ward: Yeah, the reason it’s terrifying for me is because there are some big things in audio, like massive tankers that take a long time to steer music. Recording on this game is one of those. If we were making a game that was not fully orchestral score and recorded, it would be easier because we can make changes later.

But when you have to commit to recording sessions and compose well in advance before you know actually how much you need, that’s a bit tricky. Lots of games have a lot of localization in as well and lots of VO, but that’s one of those things where you have to get the script locked and record it and then do the localization and there’s big processes that you can’t just change on a whim.

IGN: One of the other things that came through really strongly from the talk was how much effort went into trying to make it authentic as a period piece, which I think people really did appreciate. I’d love to get some more insight into some of the extreme lengths you went to try and make it really feel like what it would be like at that time period in all those locations around the world.

Jens Andersson: I have an anecdote that I really like personally. A lot of the game takes place in the Vatican and we had artists who went there. I remember having a conversation with one of the designers about the opening level in the Vatican where you scale the Castel Sant’Angelo. We had some player guidance problems there and everything and I asked, how about we do this and that and this? We change, we move this thing so you come up there instead of over there. And the answer is, well then it wouldn’t look like it does in real life. And I was like, what do you mean? Yeah, here are the reference photos. And they pulled up the reference photos and it looked identical, almost.

And it’s almost like an opportunity lost here because players don’t really understand how accurate it is. I proposed a developer’s commentary mode where you could pull up the photos and see the reference. That would be super cool! Who knows, one day when they do the remake in 20 years!

But it was so ingrained with the team that this is important. We had that throughout. I know they worked a lot with Sukhothai, really fought hard to dig up old photos from when they first started excavating Sukhothai and the temples around there just to find reference for how it actually looked before. Now it’s very clean and touristy with walking paths and everything. But finding good references to that. And then of course our layer on top of that, the whole thing is flooded as part of the narrative twist we have to Sukhothai. What would it look like in 1937 if it was flooded and the enemy was there doing huge excavations?

IGN: And it sounded like you found quite a character to help you recreate the whip sound? I have a picture in my head of some sort of Thor looking character wearing very little smashing trees with a whip or something. I dunno if that’s the reality?

Pete Ward: You’re not totally wrong! I think his company’s Witchcraft Whips. He’s based up in northern Sweden somewhere. He builds whips. He’s won competitions doing that as well. He was just incredibly good at consistently cracking in different locations with different methods. So yeah, it was much better than me doing it!

Jens Andersson: We had one of those whips in the motion capture room in the basement.

IGN: Did you have a go?

Jens Andersson: Yeah, yeah, absolutely! I think everyone did at some point, walking down there and there’s no one around, trying…

IGN: But beyond just the audio, it sounds like it was quite a design challenge to make the whip because of course that’s going to be one of the central pieces of the game, but making that into a fun AND functional part of the game that doesn’t clip through things or look like it’s broken and the animations make sense. That must’ve taken years to perfect?

Jens Andersson: It took years, absolutely. And it took years because we kept changing inventory systems. Right now we have a reserved button for the whip, but that wasn’t always the case. In an earlier version you had to equip it, stuff like that. And then really the challenge was to find great opportunities in gameplay to use it. It isn’t a very natural tool for an action hero.

IGN: Or games really. You don’t really have first-person games that revolve around a whip.

Jens Andersson: No, because it’s not very effective.

IGN: It’s not a gun.

Jens Andersson: It’s not a gun. Or a flyswatter. So the traversal stuff, that was pretty clear where we needed to go with it. Scale walls and all that kind of stuff. But we tried a lot of different things, using it in puzzles and stuff like that. But I think it started to come together when we started using it as an entry point to combat, is kind of the final pitch for how it was used in combat. So you can use it to disarm, but you can also use it to pull people into what we call ‘clinch.’ So it became a good reminder to the player, here’s a good opportunity for the whip, use it to disarm, run up, punch them, rather than try to fiddle with it mid-combat. At the same time we were careful not to create a situation where you could whip people to death. It comes with certain problems…

IGN: People definitely would have tried that!

Jens Andersson: Well… they do! So all these things in conflict at the same time, you’re just trying to get a fun semi-chaotic combat experience that fits in Indiana Jones.

Pete Ward: And those little set piece moments are really fun as well. You disarm someone and pull their weapons to you, or trip them over or something, or whip them in a place where they don’t want to be whipped and they have an animation reacting to that, which is fun.

IGN: Some Indiana Jones fans really want to know if your game is canon alongside the movies. Did you ever care that much about that? Did you have to make the game make sense within the context of a Lucasfilm guided canon? You are set between two movies.

Jens Andersson: It was super important for us to create this authentic Indian Jones experience and we worked directly with Lucasfilm games on doing that. And that was in their interest too. I know the word canon… it’s the word that’s banned more or less because it comes with a lot of baggage. So it doesn’t matter, is the point. People can change things later on. It’s their IP, they can do whatever they want. What’s important is that we’re creating an authentic Indiana Jones experience with the backing of Lucasfilm, and making sure it fits into the universe. We really feel like we are extending the world. Our game is contributing to what Indiana Jones is. And I feel like we have absolutely Lucasfilm Games’ backing on that and that’s what they’ve expressed as well.

IGN: You went with the likeness of Harrison Ford and very successfully recreated his likeness, but obviously Troy Baker for the performance. Was there ever any thought about recreating Harrison Ford’s voice through whatever means, whether that be technological or with his involvement? Did you ever have any considerations of doing what I know IOI is doing with James Bond where they’re creating an original likeness of James Bond? Was it ever on the table to do either of those things?

Jens Andersson: Indiana Jones is so tied to Harrison Ford as a character, so it would be a worse Indiana Jones game if we couldn’t use this likeness. And we chose in-between Raiders and The Last Crusade intentionally because that’s Harrison Ford’s Indiana Jones in his prime. That’s the one you want to be. That’s the one I want to play. So for us, that was always a given.

And as for the voice, it became very clear very quickly when we got Troy Baker on board, that was the way for us to go. I can’t speak about all the things that went on before that, but very soon when he came in, he can do it. And we were so incredibly lucky to have him and his enthusiasm, just the effort he put into creating his version of Harrison Ford’s Indiana Jones. And you see that right?

IGN: Yeah. And Harrison Ford loved it!

Jens Andersson: And that was such a good moment for us as well, at The Game Awards when he came out and basically gave praise to… this is the way to do it. And that felt like, yes, that means a lot coming from him.

IGN: I’d love to talk to you about the future. You’ve got the DLC coming out obviously, and there’s been a little bit of information about what fans can expect from that. This DLC is set during the events of the game itself as opposed to continuing the story from the ending of The Great Circle.. So just to make that distinction, is it the case that this isn’t going to resolve all the teases at the end of the various endings that are in the game and all the Antarctica pointers and stuff?

Jens Andersson: It is self-contained. It is set in Rome. It does take place during the events of the main storyline. A lot of this stuff, I think we’ll talk more about Gamescom so we can’t talk too much more about it.

IGN: I’d like to ask about a potential sequel, which your ending did tease, especially the secret ending obviously. I’m not expecting anyone to confirm Indiana Jones and the Great Circle 2 or anything. But from your point of view, would you like the opportunity to pay off that tease? Is there an internal drive to want to do that? Or was it always designed to just be a sort of like, if this is the only one that can happen, that’s how you set out to make it, that’s fine and you’ll be completely happy with that? Is there a grander ambition story wise, which the game itself does suggest for you to realize at some point down the line?

Jens Andersson: Obviously we can’t talk to anything about future projects at this point. But it’s still easy to answer your question because all the individual Indiana Jones movies have self-contained stories.

IGN: They don’t have secret endings though that suggest future destinations that players might be able to experience at a later time!

Jens Andersson: There are so many storylines in the game, right? So you can do whatever. But yeah, no comment!

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.

Why Has There Never Been a Dragon Age: Origins Remaster? BioWare Exec Explains Past Plans and Continued Difficulties

Former Dragon Age franchise boss Mark Darrah has discussed BioWare’s difficulty getting a remaster of the series’ first game off the ground, and why it would be a much tougher project than Mass Effect’s trilogy re-release.

Firstly, speaking about the future of the Dragon Age series after the mixed response to last year’s Veilguard, Darrah told YouTube channel MrMattyPlays that he was “not sure” how a new entry in the series would get started. Darrah has spoken in the past of how BioWare is now a single-project studio, and with the company now slimmed-down in size and solely focused on Mass Effect 5, that leaves Dragon Age on pause for the forseeable future.

Instead, Darrah said, he believed BioWare should next focus on remakes of the series’ first three games, starting with Dragon Age: Origins — something that had previously been discussed, but has not happened for various reasons.

“I honestly think they should do — I don’t think they will, but they should do — a remaster of the first three [Dragon Age games],” Darrah said. “One of the things we pitched at one point — pretty softly, so pitched is a massive overstatement — was to retroactively rebrand the first games as if they were a trilogy, call it the Champions Trilogy, so you have these larger-than-life heroes… maybe you do that as a first step.

“You shine them up, you re-release them — probably remaster, probably not a remake — see what happens and maybe go from there,” Darrah continued. “I’m very curious to see… in a weird, twisted way, the Mass Effect franchise and the Dragon Age franchise are in similar states. They have a trilogy of games that are pretty well received, and then a fourth game that’s less well received. I’ll be curious to see what Mass Effect does with Mass [Effect] 5 — how does Andromeda fit in there?”

Early trailers for Mass Effect 5 acknowledge the Andromeda galaxy, and there is an expectation among fans that the events of the sci-fi series’ fourth entry will be a part of the game’s narrative — even if the main thrust of the game’s story will be back in the series’ original Milky Way setting, following more familiar characters, alien races and themes.

So why hasn’t a Dragon Age remaster happened? Well, according to Darrah, a lack of enthusiasm within publisher EA is at least partly to blame.

“EA’s historically been — and I don’t know why, but they’ve even said this publicly — they’re kind of against remasters,” he continued. “I don’t really know why, and it’s strange for a publicly-traded company to seemingly be against free money but they seem to be against it. So that’s part of it.

“The other problem is, Dragon Age is harder than Mass Effect to do. To some degree unknowably harder, maybe only a little bit harder, maybe a lot harder?” Darrah pondered. “One of the very earliest things for Joplin [BioWare’s initial version of Dragon Age 4, before its multiplayer reboot, and before the subsequent single-player version that became Veilguard] was, ‘let’s do Frostbite tools, and then let’s find a mod house that seems talented, and just uplift them, and pay them to do a remake of Dragon Age: Origins.'”

In other words, Darrah is saying that during the early days of development on Dragon Age 4, a remake of the franchise’s first chapter was discussed — even if it never moved forward.

“There were lots of pitches around, is there a way to bring Dragon Age: Origins forward? And depending what you do, a remaster you kind of get Dragon Age 2 for free, a remake you don’t.”

Alas, the difficulties in working with Dragon Age: Origins already-archaic engine made it a harder task than remastering Mass Effect (whose entire trilogy was made in the more commonly-used Unreal Engine), and hiring people to either work on a remaster within BioWare or work with an external team was a tough sell.

“You can’t really remaster Dragon Age externally, you probably have to do it internally,” Darrah said. “The studios run their own financials within themselves, and to some degree EA’s stance was probably ‘sure, go ahead and do it, but do it with the money you already have’,” Darrah said. “And it was like, we can’t do it with the money we already have because we’re doing all these other things.”

As for BioWare’s future, Mass Effect 5 is now in early production, but still seems to be years from release. A few months ago, we did at least get confirmation of one particular returning feature.

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