If you have ever lost one of your Switch 1 Joy-Con, there’s every chance that you will have seen the ‘Search for Controllers’ feature in action. This menu in the ‘Controller’ settings lets you select any paired controller that you know is in the room somewhere, and make it vibrate, so you can track it down in a pocket, down the back of the sofa, or accidentally left in the fridge when you got up to grab a mid-game snack.
Switch 2 boasts a similar feature, but, with the introduction of HD Rumble 2, it makes the controllers even easier to track down. That’s because the new Joy-Con can now output sound at a pretty impressive volume, all through the magic of vibrations.
Market Price on the Play Booster Set seems to have surged, as on May 14, 2025, you could pick it up for$164.99 from TCGPlayer; it’s now $185.59, a $20+ spike. Amazon had also restocked at $189, and still managed to promptly sell out as well.
So, what is “Market Price”? Those collecting Pokémon TCG will be wildly familiar with the concept, but it’s where retailers will take liberties with the “recommended” part of an MSRP, and list it for what they think folk will pay. Capitalism at its finest, I know, and for Final Fantasy MTG, “Market Price” is currently around $20-40 over MSRP, depending on what you’re buying.
If you can stomach the cost, with the rest of the sets sold out and some singles already going for over $500, you’ll want to lock in your preorders before everything vanishes faster than you can say Chocobo.
TCG Player is good spot for a wide collection of single cards you can purchase and add to your deck without having to hope for a good pull.
It’s also a good resource for figuring out how much your cards are worth once the new set is out, so if you pull any Surge Foil cards in your booster pack preorders, you might suddenly find yourself with quite the nest egg. But, it’s also worth noting that prices change all the time, so some cards may change in value closer to release.
Other highlights to look out for when opening boosters, or to consider buying standalone, include the Cloud, Ex-Soldier Commander card, which costs $45.99 at the time of writing. That’s not surprising, given how easy it makes it for equipping other creatures you might have in play on the field.
Then there’s also the full-art version of the Yuffie Kisaragi – Yuriko, the Tiger’s Shadow, currently just under $100. That’s due to both the card’s use as a Commander and its rarity, especially in that classic late 90’s FF7 art style.
It’s when you get to some of the special cards where things get extra expensive, though. Alongside that eye watering $599 Cloud card, the borderless version of the Traveling Chocobo card, costs $169.98, while the standard version stands at a cheaper, but still expensive $114.97.
Moreover, TCG Player is also hosting preorders for select Final Fantasy booster sets, albeit at over MSRP, but at current market price.
But, for those just preordering the Starter Kit today, it is also worth noting that each deck in the set is preconstructed, and doesn’t feature boosters to open (so no surprise $600 cards).
Instead, it includes one traditional foil legendary creature, five brand-new non-foil cards debuting in Magic, and 54 cards from the main set.
The kit also comes with four non-foil double-sided tokens, two MTG Arena code cards (one per deck), and two deck boxes. That’s a lot of value packed into a $20 price tag.
For new Magic: The Gathering players, the Arena code cards are especially useful. You can redeem both decks to play online, giving you a chance to learn the game at your own pace through AI matches or competitive play.
More MTG Preorders and Restocks at Amazon
Looking for more? There’s also plenty of other Magic: The Gathering products to buy now or preorder, such as the highly anticipated Edge of Eternities set.
The rest are a mixed bag, with older products going for an absolute fortune, such as the $749 Theros Beyond Death booster to the pricey Lord of the Rings sample bundles.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
The following article contains spoilers for The Last of Us season 2, episode 6.
Season 2 of The Last of Us has thus far presented events in chronological order, a departure from the game’s frequent dips into non-linearity. That means there are several important flashbacks it has skipped over – fan favourites like Ellie’s birthday at the Wyoming museum and Joel singing Future Days. Thankfully they were not consigned to the cutting room floor: we got a whole bunch of them in episode six, grouped together for an hour-long look at Ellie’s past.
Three key flashback sequences from the original game were adapted for this episode. Here we’ve compared them against the original source material, analysing what’s changed and what’s stayed the same. You can see both versions in the video above, or read on below for our written explanations.
Prologue
Episode six takes us back a few years to one of Ellie’s birthday’s. Now living in Jackson, she’s treated to a birthday cake and a present from Joel: the musical instrument that some folks call a gee-tar.
This is an adaptation of The Last of Us Part 2’s second scene, and so arrives much later in the story than it did in the game. The framing of the scene has been changed significantly, as in the game it was not Ellie’s birthday, rather just a random late night. After having spoken to Tommy about what he did at the end of the first game, Joel visits Ellie to bring her the guitar. The shift in framing means the environment is much darker and more somber in the game, but otherwise the events of this scene are largely identical.
We see Joel play Pearl Jam’s Future Days in both versions of the scene, and both Troy Baker and Pedro Pascal perform the song in a similar fashion. In the show Ellie urges Joel to play, while in the game Joel offers himself. The show’s version of Ellie is more animated as she listens, while the game version is more reserved and stoic. But the differences are minute; this is very clearly the same sequence. Both versions of the song end with Ellie saying “Well, that didn’t suck.”
In the game, Joel then gives Ellie the guitar and promises to teach her how to play. In the game the gift is already made obvious; this is Ellie’s birthday, after all.
The Birthday Gift
Originally taking place at the end of Seattle Day 1 in the game, The Birthday Gift flashback that takes up the middle portion of this episode is a fan favourite. It sees Joel take Ellie to the Wyoming Museum of Science and History for her birthday, where she has a close encounter with a T-Rex and blasts off into outer-space (sort of). Of all the recreated flashbacks in this episode, The Birthday Gift is the most lovingly replicated. This is pretty much a 1:1 clone of what we played in the game. I do wish they’d done the pulling faces in the mirror, though.
The scene begins outside, with Ellie discovering the overgrown Tyrannosaurus rex statue and climbing up onto its head. The dialogue here is nearly line-for-line the same as in the game, and the clothing and backpacks used by both Joel and Ellie are very close matches.
The scene skips slightly ahead of the game to take Joel and Ellie to the museum’s space exhibition, which opens on a perfect recreation of the game’s orrey room. This mechanical model of the solar system functions exactly as it does in the game, with the sun orb lighting up and the planets moving through their orbits when Ellie turns the crank.
Of course, it’s the next room where the important stuff happens. There we find a great recreation of the overgrown rocket shuttle cockpit from the game. Ellie acquires her helmet in a very slightly different fashion – in the game she simply picks it up from a display, where in the show she breaks a glass cabinet to get one – but both versions remark that the helmet smells “like space and dust”.
Inside the shuttle, Joel gives Ellie the tape that contains the lift-off recording. He does so with exactly the same dialogue: “This is something that took a mighty effort to find.” The scene then proceeds into a near identical recreation of the “launch”, with the camera focused on Ellie’s face as the lighting replicates that of a space mission. The only real difference is that where the game’s camera is locked directly on Ellie’s face for the full duration of the sequence, the show sometimes uses a side angle to show the shuttle’s window and the bright light pouring in.
Epilogue
The final sequence of this episode recreates The Last of Us Part 2’s epilogue, and so arrives much earlier in the show than it did in the game. A flashback to the night of Ellie’s kiss with Dina and Joel’s subsequent attack on Seth, this scene sees Joel and Ellie hash out their issues and finally arrive at some kind of resolution. In the game it’s a powerful end point – a reveal that Ellie and Joel didn’t part on a bad note. It’s interesting to see that brought forward to an earlier moment in the story, where it now feels more like season 2’s farewell to Joel.
Despite the relocation, the scene remains largely the same. Ellie arrives at Joel’s porch to find him drinking coffee. The dialogue here is practically identical to the game’s script, with Joel explaining that he’s “a little embarrassed” about what he traded for the coffee. The duo proceed to discuss the same topics as they did in the game; Ellie’s complaints about Joel’s behaviour at the dance, Joel quizzing Ellie on Dina’s intentions. This all leads to the real topic at hand: what Joel did at the end of the first game/season.
While the script is broadly similar for this part of the conversation, the characters are notably more distressed in the show. The game’s tone has always been very subtle, its characters very reserved and stoic. In the show, there’s tears and broken voices from both sides. When Joel explains that, if given the chance, he’d make the same decision again, in the show he expands on those thoughts, saying that Ellie will never understand the way he loves her. He ends by saying he hopes that she’ll do better than he did, should she ever have a child of her own.
Both in the game and show, Ellie concludes their conversation by saying that she can never forgive Joel, but that she would like to try. The scene then cuts to black in the show, but there’s a little extra in the game, as Joel responds that he’d “like that”. It’s a line that actually makes the whole sequence feel a little more uplifting – a hope that things may return to “normal”, or something resembling it.
For more from The Last of Us, check out our spoiler-free season two review and our spoiler-filled review of the sixth episode.
“What morbid force is calling you deeper into the heart of the caves?” asks the Steam page for The Cave Diver. It ain’t calling me, developer Ovsko. I read the opening words of your description and immediately started running away from my laptop. I’m still running, in fact. This article is being breathlessly dictated to Oisin over the phone. I’m somewhere in the vicinity of Luton, now, and hope to make it all the way to Scotland by the weekend.
After that, there’ll be the problem of securing naval travel as I continue my headlong flight. Then I’ll have to worry about frostbite as I gallop past the North Pole and begin my long traversal of the Pacific. At some point I will reach New Zealand, which – according to this handy antipodal mapping site – is approximately as far away from The Cave Diver Steam page currently loaded on my laptop as I can get without venturing into outer space. I do not rule out venturing into outer space, which is notable for its complete and categorical deficit of caves.
Nintendo always seems to renew its trademarks at the juiciest of times. While these renewals are rarely anything to get excited about, a little bit of speculation never hurts. Especially with a new console looming.
As brought to our attention on BlueSky by @Stealth40k, Nintendo has today renewed the trademarks for the Wii’s Metroid Prime 3: Corruption and the DS’ Metroid Prime: Hunters. With Prime Remastered making a surprise appearance on Switch back in 2023 and Prime 4 set to land on Switch 2 at some point this year, it’s only natural to let a little bit of excitement take hold when two more series additions are mentioned in the same breath, but let’s not get ahead of ourselves here.
Despite the best efforts of all concerned, there are once again new PC games this week. See how they frolic among the days ahead, trampling all over our life commitments and need for tranquility like boisterous, fugitive oxen. Please equip yourself with a broom, weighted net and klaxon and help me herd them back into the pens, for proper disassembly. Here are a few I’ve rounded up already.
While there’s still no formal explanation on why sales have been blocked in over 100 countries around the world, it’s thought the list broadly matches that of places where PlayStation Network is not available — although neither PlayStation nor Shift Up has explicitly confirmed that. Instead, the developer insisted it was “doing our BEST to resolve most of it as soon as possible.”
“PSN connecting [is] entirely optional and NEVER required,” the studio added.
“As shown in the test chart below, the DRM has been hard tuned to maintain the same average frame rate, with even higher minimum frames in some cases,” the studio explained, adding modding is also “fully supported without any restrictions.”
🔸️We are closely discussing the region lock issue with the publisher and are doing our BEST to resolve most of it as soon as possible. 🔸️As shown in the test chart below, the DRM has been hard tuned to maintain the same average frame rate, with even higher minimum frames in… pic.twitter.com/JDimvKiKte
At the time of writing (Monday, May 19), there has been no further update on the issue.
The PC version of Stellar Blade launches via Steam on June 11 along with a raft of PC-specific features, including AI upscaling via Nvidia DLSS 4 and AMD FSR 3, an unlocked framerate, Japanese and Chinese voiceover, ultrawide display support, higher resolution environment textures, and DualSense support for haptic feedback and trigger effects.
IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”
Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
If internet videos with titles like “Supersonic Golf Ball to the Forehead” have taught us anything, it’s that a slow motion chthonic mace to the dome is a weighty chthonic mace to the dome. So goes the thinking being Doom: The Dark Ages liberal dolloping of slow motion effects all over its melee attacks and parries. The FPS does away with the series’ canned glory kills, so it’s nice to take a split second of mud time to catch your bearings where you can. Still, the game isn’t exactly shy about its application.
I was watching a Doom 3 retrospective last night that talked about how the original copies of the game came with a note explaining that “Doom 3 is not for cowards!”. By contrast, the amount of accessibility options and sliders in The Dark Ages, alongside Id saying that it was ” a game for all Slayers!” is, you know, at least one nice reminder that games are far less twattish than they used to be. In some ways, at least. One thing those sliders don’t allow for, however, is removing the abundance of slow motion effects. Once again, modders have our backs. Thank you, modders. That’s my favourite back and I’d strongly dislike having to replace it.
A month after launch, a small percentage of The Elder Scrolls IV: Oblivion Remastered players have completed the main questline. But for a game like this, that’s not particularly surprising — fans are saying they’re way too busy doing other stuff.
I’m one of those fans! I’ve been playing and enjoying Oblivion Remastered since it shadow-dropped on April 22, and upon leaving the sewers and handing over the Amulet of Kings to Jauffre at Weynon Priory, I’ve done everything BUT the main questline. I’ve joined the Fighters Guild, explored Cyrodiil, and completed loads of side quests. I’ve even tried to brute force my way out of the map, as one player managed to do.
Why? Well, the side quests in Oblivion are brilliant fun (I won’t spoil any story stuff here), but I’m also trying to avoid the main quest (and potentially difficult parts of it like Kvatch) for the time being while keeping leveling up to a minimum.
So, I’ve decided to enjoy Oblivion until I get bored enough to play the game properly. Although there is no properly with a Bethesda game like this one, is there? That’s why they’re brilliant. You do what you want whenever you want, and the game still works.
“I spend 160 hours in already and Kvatch is still waiting for me,” added Roffear. “I’m one of those weirdos who actually likes the Oblivion gates so I purposefully don’t finish the main quest until I’ve found all 60 gates in my world and closed them,” said Ellert0. “44 hours and an actual in-game year, and I haven’t even been to Weynon Priory,” said PlayaHatinIG-88. “Those poor Kvatch city guards never stood a chance.”
At the time of this article’s publication, a paltry 2.97% had completed Oblivion Remastered’s main questline on Xbox and a slightly better 4.4% had on Steam. Why the difference? I presume that’s because Xbox factors in Game Pass, which will have seen a number of players dip their toe into Oblivion Remastered before bouncing. Steam players are all in, of course, because they actually bought the game outright.
Either way, it’s still a low percentage for Oblivion Remastered, which has so far seen over 4 million players. But in truth most video games have a surprisingly low campaign completion rate, whether it’s an epic, 100-hour open-world fantasy role-playing game like Oblivion Remastered or a five-hour story like Call of Duty. Indeed, a lot of games have a surprisingly low percentage of players who stick around after an hour or so or continue playing after the tutorial. Such is the fickle nature of the gamer.
For Oblivion Remastered, the stats may be skewed further because it’s a remaster of a beloved game many of its players finished back in the day. If you completed Oblivion’s main quest 20 years ago, perhaps you’re less inclined to do it again now, and would rather focus on all the pretty new visuals and upgraded bits and bobs. Or, as one player has done, spend seven hours lining up books to get a Dominoes chain reaction just right.
Thaddeus122 said they were almost 100 hours in and hadn’t even completed three of the main quests. They have, however, completed the Arena and the Mages Guild. And the rest of the time? “Leveling, getting money for homes, closing all the Oblivion gates, the Nirnroot quest, a bunch of little quests. To be fair, also don’t fast travel anywhere.”
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
“It doesn’t take itself too seriously… the inspiration is basically my life”.
At PAX East, we had a chance to sit down with the lively Nico Papalia and Top Hat Studios – developer of Athenian Rhapsody, and its newly-announced prequel, Tales of Tuscany (releasing on “whatever you play games on,” including Switch, in 2026).
We wanted to learn a bit more about what inspired such a mad-cap universe, and where the WarioWare / EarthBound / Pokémon-esque ideas all stemmed from. While it was a bit of a challenge to talk over the raucous laughter coming from the crowd gathered at the demo booth, we managed to get an inside glimpse at Papalia’s surprising backstory and his work on both games.