Monster Hunter Wilds Best Weapons Tier List

Let’s start by saying this: there is no best weapon type in Monster Hunter Wilds. If you’re looking for a definitive answer on which weapon type will get you the fastest hunt times every time because it’s just that good and overpowered, there isn’t one. The truth of it is that you should choose what feels good to play with for you. If you’re not carting, are consistently hitting the monster, and having fun while doing it, that’s what matters the most.

There’s a lot that goes into making a build for any given weapon successful, like armor, decorations, and a particular Artian weapon for the particular monster you’re up against, and those are the most important aspect, but if you’re looking for weapon types that just might help you get those hunt times down, these are great ones to try. This tier list of best weapons in Monster Hunter Wilds was created by Frankensteining IGN’s community tier list, online sentiment, my own opinion based on difficulty to master, and some current speedrun time averages.

Monster Hunter Wilds Best Weapons Tier List

The “best” weapons in Monster Hunter Wilds are Sword and Shield, Great Sword, Long Sword, Gunlance, and Bow, in no particular order, but the rest of the weapons are absolutely viable. These just stand out above the rest for a variety of reasons, which we’ll describe below.

S-tier:
These are the best of the best for both damage output and relative ease of use to get there. The Gunlance is the most technical weapon here, but its benefits are worth it according to the community.

A-tier:

A-tier weapons have the potential to be as good as S-tier weapons in the right hands as they tend to be a bit more technical and less forgiving, or they fall just a tiny bit short. The Hunting Horn, though potentially not the best solo weapon, is exceptional in co-op.

B-tier:

These may fall a bit short compared to S- and A-rank weapons even when in the most experienced hands, but that doesn’t at all mean they’re “bad.” They just might take a little more effort and fine-tuned builds for the results of some of the others.

Best Monster Hunter Wilds Weapons Explained

Sword and Shield

The Sword and Shield is amazing in Monster Hunter Wilds. It’s long been grossly underrated as solely the “beginner” weapon, and while it’s easy to pick up and get to it, it’s also one of the most versatile, consistent weapons in the game that can deal a ton of damage once you get your combos and movements down. Not only is it incredibly mobile even in the middle of attacks, allowing you to stick on monsters like mud on a Jyuratodos, but it can also guard and deal punishing damage. It can even perfect guard incredibly easily, letting you perform quick, powerful counter slashes and proc an Offensive Guard buff if you have that Equipment Skill. For support hunters, it can even use items without putting it away, letting you administer life-saving Lifepowders and buffing items for your whole party in a flash. Whether you prefer to evade or block, deal slashing or blunt damage, or even attack from above, the Sword and Shield has got it all–even a Power Clash. The only thing it’s missing is an Offset attack.

Great Sword

The Monster Hunter developers have said the first weapon they tool in new games is the Great Sword, and it shows. It can take advantage of Wilds’ new Power Clashes and incredibly satisfying Offset attacks, and its kit in general is quintessential Monster Hunter satisfaction in a nutshell. It will take more getting used to than the Sword and Shield, as it’s quite slow, and mishits can be punishing, but the introduction of Focus Mode makes it easier than ever to aim. If you’re looking for the highest damage output in a single strike, the Great Sword is a great pick, and those True Charged Slash hits look so satisfying.

Long Sword

The Long Sword is consistently Monster Hunter’s most popular weapon for good reason. It’s fast and fairly easy to pick up, with a fun, flashy, and satisfying playstyle that relies on its powerful perfect-evading counterattack, the Foresight Slash, to quickly build up the Spirit Gauge to deal max damage. It’s also got amazing reach, considering its size, so slicing off tails is a breeze with the Long Sword. It takes some management to maintain a maxed Spirit Gauge, but doing it is well worth the incredible damage output the Long Sword can accomplish when you’re in a flow with it.

Gunlance

To be honest, I know little about the Gunlance, but IGN’s community tier list contributors, speedrunners, and people around the internet seem to love it in Monster Hunter Wilds. I have found it much more difficult to pick up than the other S-tier weapons, but if you master it, it’s got amazing defense with its huge shield capable of Perfect Guards and explosive power in exchange for some mobility. In Wilds, the Gunlance can now fire two Wyvern’s Fire shots, which also have longer range. Its new attack, Wyrmstake Full Blast, is also incredibly powerful!

Bow

Though the bow isn’t doing too hot in Tempered Arkveld speedruns, many agree it’s an amazing pick in Monster Hunter Wilds, and I’ve seen it often voted as the strongest weapon in community polls. It certainly feels powerful, even despite its minor Focus Strike nerf since the Open Beta Test. So, what makes it S-tier? The Bow has a new move in Wilds that guarantees your shots will hit its intended target and crit: Tracer Ammo. Wilds also makes it so the Bow never runs out of its damage-boosting or ailment-inflicting coatings, further increasing its damage potential. Finally, if you perfect your dodge timing, the Bow’s Discerning Dodge replenishes your stamina so you almost never need to stop attacking! The Bow is mobile, strong, and its Focus Strike looks rad, what more could you ask for?

Remember, this is all just for reference, and we recommend sticking with your preferred weapon. For example, if you’re skilled with the Light Bow Gun, knowing exactly where to aim with what ammo and dodging every monster attack, you’re going to get better times than with the Great Sword if you keep whiffing your True Charged Slashes and can’t time your Offset attacks consistently. Any weapon takes time to get good at!

What weapon do you think is the best in Monster Hunter Wilds? Contribute to our Community Tier List at the top of this article. Maybe we’ll update this article with new ratings! And for more, don’t miss the growing, extremely comprehensive Monster Hunter Wilds guide.

Casey DeFreitas is a deputy editor for the IGN guides team and has been hunting monsters since the PS2 era. Catch her on every social @ShinyCaseyD.

Carmen Sandiego Review

Revisiting a game series from your youth is like exploring the basement in your childhood home. As you sift through the boxes and shelves, old memories come flooding back — which is exactly what happened as I started playing Carmen Sandiego, the latest game in a multimedia series that spans four decades. When the master thief appeared onscreen in her iconic trenchcoat and fedora, I was eight years old again, my face inches from a computer screen as I used my nascent knowledge of math, geography, and history to solve Carmen’s latest caper. 40 years later, Carmen Sandiego gives me that same thrill of solving puzzles by collecting clues, even if some of the modern additions to the visual novel-esque interface miss their mark.

As a former child gumshoe whose grasp of geography was gleaned from tracking down the world’s worst criminals as they scurried around the globe, I was more than ready to revisit the Carmen Sandiego-verse with the release of this eponymous new adventure from Gameloft. Though it takes some story cues from the animated Netflix series that wrapped up in 2021 — and emulates its cartoony visual style — it’s not necessary to know anything about Carmen’s backstory with the evil organization VILE to enjoy her latest quest. Significantly, this is the first time in the long-running series that players get to step into Carmen’s shoes and don her famous fedora, but it doesn’t make a real difference to the crook-hunting formula.

While the series got its start as an edutainment game, modern Carmen Sandiego is a mix of puzzle-solving, quick-time events, a dash of third-person top-down exploration, and (of course!) the occasional trivia question. In some ways, the newer elements make the world feel bigger and more exciting than its early DOS iterations; there’s more to do than simply click on icons representing key locations, parse through dialogue, and answer questions that wouldn’t be out of place on a fifth-grade final exam. That said, I wouldn’t have missed new activities like hang-gliding and grappling from rooftop to rooftop if they weren’t included.

In some ways, the newer elements make the world feel bigger and more exciting than its early DOS iterations.

As you follow VILE thieves from one country to the next, you’ll need to collect two types of clues: those that help them figure out where to go next, and those that help narrow down the list of suspects in the ACME detective agency’s database. In the ’80s and ’90s, Carmen Sandiego games relied on physical almanacs full of geographical and historical facts to help answer the in-game trivia questions and figure out what their clues meant. This time around, all of that information is kept within the game itself.

Throughout the campaign, you’ll find pieces of data like airport codes, exports, national languages, government structures, and more. This self-built almanac comes in handy when you’re on a VILE villain’s tail and need to decide what to do next. Typically, you’ll have a handful of clues to go by — a color or pattern on the flag, the spoken language, or whether residents drive on the left or right side of the road. You’ll use those clues to determine your next city from three provided choices.

Similarly, you’ll use personal information to narrow down the criminal behind each caper. The reimagined ACME Database makes this process smooth and streamlined; you can easily filter out suspects based on details about their hair and eye colors, hobbies, favorite foods, and fears. It’s quite satisfying to whittle down a list of 30-something suspects until there’s only one remaining and issue a warrant for their arrest. Just make sure you have the right person, otherwise it’s game over for Carmen (and time to start over for you).

It’s quite satisfying to whittle down a list of 30-something suspects until there’s only one remaining.

Clues are found by exploring key spots throughout a variety of exotic locations around the globe, from New Orleans to Barcelona to Singapore to Brisbane, with a few stops in between. This is similar to how the early games worked, but there’s a bit more room for exploration and making choices this time around. In some places, Carmen gets to wander around, question multiple witnesses, and seek out local trivia that could come in handy later. You don’t get to choose which activities happen in which location, but there’s more action involved than there used to be.

Every case has several chapters with individual heists connected by an overarching villain. The cases start out at the scene of the crime, whether that crime is the theft of a Japanese bullet train, or the replacement of a city’s free Wi-Fi hotspots with paid “Vi-Fi” versions. In each city, you can visit three locations to collect clues that bring you one step closer to solving the case.

Here’s how it works in practice: As you visit each of the in-city landmarks and districts, such as Singapore’s Merlion statue, or a viking-themed museum in Reykjavik, you’ll need to complete pre-determined activities to uncover that location’s clues. Sometimes, that means walking around and questioning suspects and witnesses, often picking up some geographical fun facts along the way. Other times, you may have to complete a hacking or lock-picking puzzle or use Carmen’s hang glider or grappling hook.

Some of these gameplay elements are more fun than others. Completing puzzles to hack safes or boost wireless signals was satisfying, but the more physical activities are mostly on rails and not particularly thrilling. I have a particular beef with the grappling hook mini-game, which requires a simple button press as icons align on your screen. The problem is, those icons sometimes move erratically, so grappling is either way too simple or frustratingly obtuse. There’s also a hang-gliding activity that’s perfectly… fine, but I’d rather have fewer gameplay elements that are more fleshed out than some forced action that feels like filler. I would have been perfectly happy with more brain-teasers instead.

I would have been perfectly happy with more brain-teasers.

Though not as unforgiving as the 1985 iteration, it is possible to fail cases in Carmen Sandiego. The clock is always ticking. You typically have five or seven days to solve each case, and all of your activities take time — as does flying from one city to the next. If you missed a critical clue and ended up flying to Singapore when you’re supposed to be in Buenos Aires, you just wasted 11 hours. If you run out of time, the thief gets away and you have to start the case over. However, I never really felt the time crunch in the main campaign; I typically had at least a day left over, if not several.

There are other ways to fail cases in Carmen Sandiego, and these represented more of a threat in my playthrough. If you’re pickpocketing a VILE lackey and get noticed, you’ve just missed out on a key piece of evidence. Missing one clue won’t blow your case, but do that a few times and you won’t have enough information to make an arrest. Most of the time, I could pinpoint the exact moment when I blew it — I was too slow when following a mark, I didn’t pay close enough attention to actions that required precise button presses. Other times, I found myself at the end with several suspects still in my database and no idea where I missed a clue.

Though I did make some mistakes, the main campaign isn’t exactly what I’d call challenging. But considering the series’ history as a children’s educational resource, I may not be the target audience. I could see parents and kids playing through Carmen Sandiego together and having a great time as children build critical thinking skills and parents brush up on elementary-school geography. And though it’s on the simpler side, Carmen Sandiego never feels dumbed down.

For my fellow olds looking for more of a challenge, you’re in luck. Aside from the main campaign, you can explore the ACME Files for what we’re told are cold cases dating back to the ’80s. These cases have adopted the modern systems for filtering out suspects and jetting around the world, but they’re presented in a retro, pixel art style — and injected with questions that might make you feel like you’re back in school and your teacher just slapped a pop quiz on your desk. Quick, what’s the biggest island in the Caribbean? Which country was the biggest producer of wheat and rice back in 1985? What’s 4x13x80? (Thankfully, despite what my teachers told me, I do have a calculator in my pocket everywhere I go.)

The ACME Files use a simplified interface that made me feel like I was back in front of my family computer in the early ’90s frantically paging through a physical book to find the answers. This time around, Google was my almanac. That might make the retro cases seem easier than those of the campaign, but they’re actually more difficult, particularly the time crunch. I actually did run out of time in the ACME Files, and watching those last few hours tick away filled me with a determination to do it better next time. Overall, these cases are a smart addition that add variety to the experience and provide some comforting fan service.

The historical cases pull from the same list of cities as the main campaign, and it’s only a few hours before you’ve seen everywhere in the world that Carmen Sandiego can visit. I’m not sure why they couldn’t have expanded her global reach in the main campaign, but it results in every environment feeling a bit repetitive after a while. Still, there are often new facts to find upon revisiting, so every city is always worth another look.

Maybe it’s the nostalgia goggles, but none of these shortcomings bothered me enough to make me want to stop playing. Each chapter is paced really well, so it always feels like you’re making progress. I love games that make you think your way out of problems, and for the most part, that’s exactly what Carmen Sandiego demands of the player.

It’s a shame, however, that the campaign ends rather abruptly. There’s another caper coming in a free DLC release later this year, but it was jarring to gear up for the final mystery and see “Coming Soon” in the menu of a completed, publicly released game. The story doesn’t feel like it’s reached a natural conclusion yet, but there’s still a good 15 hours of content between the campaign and the ACME Files — even more if you complete all of the cold cases from way back when. After my initial confusion, I took this as an opportunity to explore more old cases and await the day when I can complete Carmen’s adventure.

PSA: Early Battlefield 6 Footage Seems to Have Leaked Online

It appears that some early gameplay footage of EA’s upcoming Battlefield game has leaked online, following closed playtesting.

Spotted by Insider Gaming, a Twitch user named anto_merguezz appears to have streamed footage from EA’s closed Battlefield Labs playtest, which allowed a small group of players to try out early versions of the game to help developers fine tune. Though there are no clips of the stream available on anto_merguezz’s page, someone appears to have recorded footage from the stream and it’s been posted online in various places, largely circulating via Reddit.

The footage appears to confirm the “modern” setting teased by Vince Zampella previously, distinguishing it from other Battlefield games with historical or futuristic settings. We get a decent look at some firefights, and a taste of the game’s destructible environments in the process. Fans already seem relatively pleased with what they’re looking at, which is a good sign after Battlefield 2042’s tepid reception at launch.

We already knew a bit about what to expect from the next Battlefield after we got our first official unveiling just last month. We’ve been told that the new Battlefield will include the return of a traditional, single-player, linear campaign, which has been welcome news to players irritated at its exclusion in the multiplayer Battlefield 2042.

Currently, EA is expecting its next Battlefield game to launch in fiscal 2026, which means sometime between April 2025 and March 2026. That means we should likely expect to see more of this game in an official capacity in the near future as EA gears up for launch. Hopefully that’s imminent, as it seems like EA won’t be able to keep Battlefield 6 (or whatever it’s going to be called) from leaking for much longer.

IGN has reached out to EA for comment.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Project Citadel is a new RTS inspired by Halo Wars from former Ensemble and BonusXP devs

There have been many attempts to reboot the RTS recently, ranging from throwbacks like the recent Age Of Mythology: Retold to splicey novelties such as Battle Aces. I’m not sure any have managed it, but I’m always glad to see fresh blood spilled in the house of Westwood. Which brings us to Project Citadel, a new space-me-do from Last Keep, a studio founded by former staff of Stranger Things devs BonusXP and Age Of Empires outfit Ensemble. It pitches you against an alien empire, and blends squad mechanics redolent of Halo Wars with a roguelike format that aims to support shorter play sessions, while still supposedly allowing for vintage strategy gambits like booming and rushing.

Read more

Skullgirls Dev Is Off The Game, Taking Legal Action Against Publisher

“Thank you all for everything – you deserve nothing but the best”.

Hidden Variable, the LA-based developer of Skullgirls Mobile, has issued a statement revealing that the team is “no longer involved in the development of Skullgirls Mobile, 2nd Encore, or other Skullgirls IP-related efforts” since 21st January and has initiated legal proceedings against publisher Autumn Games.

Posted to social media platforms (thanks, Event Hubs), the statement says that the legal papers have been filed in LA and the team won’t be making further comment “until this dispute is resolved”.

Read the full article on nintendolife.com

Core Keeper’s Creepiest, Crawliest Boss Stomps into the Sandbox Adventure

Core Keeper’s Creepiest, Crawliest Boss Stomps into the Sandbox Adventure

Core Keeper - Bags & Blasts Key Art

Explorers! Gear up for a supersized battle against the creepiest and crawliest bosses of them all: Nimzura, Queen of the Burrowed Sands, featured in Core Keeper’s new Bags & Blasts free content update. If you’ve yet to discover this underground epic, Core Keeper is a sandbox adventure game that you can play as a solo explorer, or together with friends in 2-8-player online co-op. Best of all it’s available now on Xbox One, Xbox Series X|S, Windows PC, and with Game Pass Ultimate and PC Game Pass!

Nimruza – Queen of the Burrowed Sands

Before the rise of the Caveling empires, cicadas were a dominant species in the Underground. Their life cycles aligned with the natural order, earning them the title of “keepers of time.” However, as the Cavelings expanded, conflicts over territory escalated into a prolonged war. The cicada husks and ruined Caveling settlements that can be found across the underground are remnants of a struggle that nearly wiped out both sides.

At the centre of this conflict is Nimruza, a once towering cicada queen whose brood spanned the desert depths. That was until she was infected with a parasite that burrowed into her body, consuming her from within. Now driven by a dark, malevolent force, she is a formidable enemy in the latest Core Keeper update. Nimruza’s story in Core Keeper is one that expands the adventure and progresses the story of the Cicada-Caveling War.

But Nimruza is not just another boss fight. Her introduction marks a major turning point in Core Keeper’s world and the continuation of the game’s story. Her creation began with the idea of a massive cicada queen, a natural evolution of the cicada husks that you’ve come across during your adventures.

Designing Nimruza

Core Keeper Screenshot

The development team at Pugstorm spent a long time considering all the ways they could make Nimruza stand out from the other bosses in Core Keeper. The decision to design her as a corrupted force that has twisted into something unnatural and menacing is reflected in her attack patterns. You can expect a challenging battle with regimented, almost mechanical attacks designed to illustrate the loss of Nimruza’s natural instincts and transformation into a machine of evil.

Exploring the Oasis

Core Keeper Screenshot

In the Bags & Blasts free update, you will get to explore the Oasis, a brand-new sub-biome located in the Desert of Beginnings and take the battle to Nimruza in an attempt to quell this evil new force. Fend off cicada hordes, evade Nimruza’s crushing attacks, and avoid the devastating effects of dark energy to overcome this supersized insect in one of Core Keeper’s biggest boss fights yet.

While you’re in the Oasis, keep an eye out for the Drohmble, an adorable new camel-like creature that wanders the Oasis’s bountiful plains. Ranching these can uncover a valuable (but stinky) resource that’s useful for crafting brand new weaponry.

Explosive New Skills & Weapons

Core Keeper Screenshot

Wait, new weaponry?! Yep, you heard right! The Bags & Blasts update is all about bringing even more boom to Core Keeper, with the introduction of a brand-new Explosives skill tree that provides a blastingly powerful new way to play. Fend off enemies from afar with the introduction of Grenades, and discover brand-new bomb types, like the vacuum Void Bomb and multi-blast Blunder Bomb, to blast through cavern walls and create all new strategies to take down Core Keeper’s biggest threats.

Play it on Game Pass

Core Keeper Screenshot

It’s incredible to think that over 4 million players have already started their adventure in Core Keeper. Whether you’re a solo adventurer or you’ve been exploring the caverns together online, we’ve been blown away by the reaction the game has received – we’d like to say a huge thank you to everyone who has played so far.

And if you haven’t started your adventure yet, or you’re excited to jump back in to take on Nimruza in this colossal new boss fight, don’t forget: Core Keeper is available right now on Xbox One, Xbox Series X|S, Windows PC, and with Game Pass Ultimate and PC Game Pass. See you in the underground!

Core Keeper

Fireshine Games


251


$19.99

$15.99
Xbox Game Pass

Awaken as an explorer in a long-forgotten cavern teeming with untold secrets.
In this award-winning, 1-8 player mining sandbox adventure, your choices shape an epic journey.
Harvest relics and resources, craft advanced tools, build your base, and explore a dynamically evolving world waiting to be unearthed.

Level up your skills, defeat legendary Titans, and unveil the power of the Core.
Grow your garden, fish in mysterious waters, master a vast array of recipes, raise and care for animals, encounter the Cavelings, and carve out your own unique world in an enchanting underground adventure.

Core Keeper

Fireshine Games


3

PC Game Pass

Awaken as an explorer in a long-forgotten cavern teeming with untold secrets.
In this award-winning, 1-8 player mining sandbox adventure, your choices shape an epic journey.
Harvest relics and resources, craft advanced tools, build your base, and explore a dynamically evolving world waiting to be unearthed.

Level up your skills, defeat legendary Titans, and unveil the power of the Core.
Grow your garden, fish in mysterious waters, master a vast array of recipes, raise and care for animals, encounter the Cavelings, and carve out your own unique world in an enchanting underground adventure.

The post Core Keeper’s Creepiest, Crawliest Boss Stomps into the Sandbox Adventure appeared first on Xbox Wire.

Share of the Week – Lost Records: Bloom & Rage

Last week, we asked you rewind back to the summer of 1995 and share moments from Lost Records: Bloom & Rage using #PSshare #PSBlog. Here are this week’s highlights:

call_me_xavii shares Swann, Autumn, Nora, and Kat crossing a forest log in the setting sun

treeblazah shares Autumn and Kat blowing out dandelions.

​​

Beat_Minerz shares Nora sitting on a picnic bench with a skateboard

sic.parvis.magna.sfd shares Kat with her concert makeup on

MrioMoreno5 shares a picture perfect moment of Swann’s cat gazing at a bird in the window

tlouphotographer shares a close up of Swann’s concert eye makeup

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Monster Hunter Wilds
SUBMIT BY: 11:59 PM PT on March 12, 2025 

Next week, head out into the wilds with your Palico in tow. Capture rapturous moments in Monster Hunter Wilds using #PSshare #PSBlog for a chance to be featured.

Every Final Fantasy Game on the Nintendo Switch in 2025

For most of the 21st century, the Final Fantasy games were PlayStation exclusives. But when you have a series that’s consistently gotten new games for almost 40 years, you have to think about how younger generations will be able to play them. That, and, of course, thinking about your bottom line, has led every publisher to lean more and more into multiplatform releases. On top of PC ports, Square Enix has released a decent amount of remasters and special editions of the Final Fantasy series specifically for Nintendo’s handheld.

The Final Fantasy games hitting Switch isn’t entirely unprecedented. The connection between Final Fantasy and Nintendo dates back to the series’ infancy, when the first game debuted on Nintendo’s Famicom system in 1987. In fact, the first six mainline Final Fantasy games debuted on Nintendo platforms before Square Enix jumped to PlayStation as the series’ primary platform with Final Fantasy 7.

With Final Fantasy VII: Rebirth’s PC launch and a solid Magic: The Gathering expansion bringing Final Fantasy back into the spotlight in 2025, plenty of people are hoping to dive into the series for the first time. Below we’ve compiled a complete list of Final Fantasy games available on Switch, for those looking to discover or revisit the beloved JRPG series on Nintendo’s latest console.

How Many Final Fantasy Games Are Available on Switch?

There are 20 Final Fantasy games you can play on the Switch — 12 mainline games, one prequel, and seven spinoffs. These games have been split into two sections below: mainline games (ordered by original release date) and other games (ordered by Switch release date).

Every Mainline Final Fantasy Game on Switch

Final Fantasy 1–6 Pixel Remaster

The first six Final Fantasy games are all available on Switch as part of Square Enix’s Pixel Remaster collection. Each game has been overhauled with new graphics, rearranged soundtracks, updated UIs, and new galleries for players to explore the creatures, illustrations, and music from all six games. If you’re interested in diving into the original Final Fantasy experience, this is the best way to do it.

The Pixel Remasters are available individually ($12–18 USD/each) or as part of the six-game Final Fantasy I–VI bundle ($75 USD). If you’re looking at the games individually, I’d recommend FF6, as it has one of the more immersive storylines.

Final Fantasy 7

One of the series’ most beloved games, Final Fantasy VII, is also available on Switch. This is not a remastered version of the game but rather a port of the 1997 original with three extra features: a 3x speed mode, the ability to turn battle encounters off, and a battle enhancement mode to make encounters easier. While the newer remasters, Remake and Rebirth, introduce modern action RPG mechanics to Cloud Strife’s battle against Sephiroth, the Switch edition of FFVII is one of the best opportunities to experience what made the original PlayStation game so impactful.

Final Fantasy 8 Remastered

The series’ next entry is also available on Switch as Final Fantasy VIII Remastered. This updated version was released in 2019, 20 years after FF8 originally debuted on PlayStation. Additions to the remastered version include a 3x speed mode, the ability to turn off random encounters, and battle assist options to lessen the difficulty of combat.

Final Fantasy 9

Final Fantasy IX on Switch, like FFVII before it, is a port of the original RPG, which, despite not being quite as “famous” as Final Fantasy VII, is considered to have one of the best storylines in the series. The Switch version includes a few extras compared to the 2000 original, including high-speed and no-encounter modes, an autosave feature, and HD cutscenes and character models.

Final Fantasy X/X-2 HD Remaster

Final Fantasy X/X-2 HD Remaster is a bundle of Final Fantasy X and its sequel X-2 (the series’ first-ever direct sequel). The two games feature over 100 hours of RPG content, according to IGN sister site How Long to Beat, and include upgraded graphics and reworked audio (with the ability to switch back and forth between the new and original sounds).

Final Fantasy XII: The Zodiac Age

Skipping the now-shuttered MMORPG Final Fantasy XI, the series’ next mainline game available on Switch is Final Fantasy XII The Zodiac Age. The Zodiac Age, a remaster of the 2006 original, features HD graphics and a re-recorded soundtrack, as well as the Zodiac Job System, an increased battle tempo, an optional high-speed mode, and autosave functionality.

Final Fantasy 15 Pocket Edition HD

Final Fantasy XIII and XIV: Online are not available on Switch, which brings us to Final Fantasy XV Pocket Edition HD. It’s the latest mainline game available on the platform, as FFXVI is still only available on PS5 and PC.

Final Fantasy 15 Pocket Edition HD is an abridged version of the original game with cartoonish character models, simplified combat, a reduced skill tree, and fewer side quests. Pocket Edition HD does, however, retain the full FFXV story, boys on the road and all.

Other Final Fantasy Games on Switch

World of Final Fantasy Maxima (2018)

World of Final Fantasy Maxima, co-developed by Square Enix and prolific Japanese developer Tose, came to Switch with new content and the subtitle ‘Maxima’ two years after it was first released on PS4 and Vita. It’s an accessible RPG aimed at younger audiences that combines the series’ Active Time Battle system with the ability to capture Mirages (i.e., creatures) to use in battle.

Chocobo’s Mystery Dungeon: Every Buddy! (2019)

Chocobo’s Mystery Dungeon: Every Buddy! is a remastered version of the 2007 Wii game Final Fantasy Fables: Chocobo’s Dungeon. This Final Fantasy spinoff is a turn-based RPG with randomly generated dungeons and a buddy system that allows players to bring other creatures or characters along for the dungeon-crawling chaos.

Collection of Mana (2019)

This collection of three Mana games is on this list due to its inclusion of the 1991 Game Boy game Final Fantasy Adventure. Despite beginning as a Final Fantasy spinoff, the Mana series dropped those ties with the release of its second game, Secret of Mana, and has since remained an independent franchise.

Final Fantasy Crystal Chronicles Remastered Edition (2020)

Final Fantasy Crystal Chronicles Remastered Edition is an enhanced version of the 2004 RPG/dungeon crawler originally released for GameCube. Crystal Chronicles for Switch features a cute aesthetic, online co-op, and the addition of English voiceover for the first time. It’s a graphical improvement upon the original that also added new areas, monsters, weapons, and a higher-difficulty option.

Collection of SaGa Final Fantasy Legend (2020)

Collection of SaGa Final Fantasy Legend compiles three Game Boy games: Final Fantasy Legend I–III. We’ve included these games in service to creating a comprehensive list, though these are only Final Fantasy games in name; the SaGa games belong to an independent franchise of RPGs inspired by but not necessarily connected to Final Fantasy. The first three SaGa games were given the Final Fantasy name to capitalize on the brand recognition with western audiences.

The collection adds a high-speed mode and Switch-specific enhancements like adjustable screen magnification and the ability to play with your Switch oriented vertically (when in handheld mode, with Joy-Cons detached).

Crisis Core –Final Fantasy VII– Reunion (2022)

A prequel to Final Fantasy VII, Crisis Core –Final Fantasy VII– Reunion is a remastered version of the 2007 PSP RPG. The game stars a young warrior named Zack Fair, whose connection to Cloud and FFVII is revealed throughout the story. Reunion features remastered graphics, new character and background models, fully voiced dialogue, a newly arranged soundtrack, and a refined battle system.

Theatrhythm Final Bar Line (2023)

A rhythm game that celebrates the music of Final Fantasy, Theatrhythm Final Bar Line launched with 385 tracks from across the Final Fantasy series, though that has since grown to include music from other Square franchises for a total of 505 tracks. The Final Fantasy music pulls from 46 games, according to Squre, including FFI–XV. Theatrhythm Final Bar Line features over 100 characters and online multiplayer support for up to 8 players.

Chocobo GP (2023)

Chocobo GP is a Final Fantasy-themed kart racer developed by Arika (Tetris 99). While there are better kart racers available on Switch, Chocobo GP is a fun respite from the more involved RPGs that make up the majority of the Final Fantasy franchise. Like other kart racers, it features time challenges, tournament-style races, and options for multiplayer racing.

Upcoming Final Fantasy Games on Nintendo Switch

The most recent mainline Final Fantasy release is Final Fantasy XVI, which has yet to see any variant or equivalent release on Switch. We probably won’t see a new mainline FF game on PlayStation or Switch anytime soon, as Square Enix’s current focus is its three-part remake of Final Fantasy VII. Final Fantasy VII Remake was released on PS4 in 2020, followed by Final Fantasy VII Rebirth on PS5 in 2024, and both have since made their way to PC.

As some of the biggest Final Fantasy games of this generation, the big question is whether we’ll see either of these massive remakes on the Switch. While unlikely on the current Switch console, Final Fantasy VII Remake and Rebirth are rumored to be part of the Switch 2 launch, which we’ll be hearing more about at a Nintendo Direct in April.

Jordan covers games, shows, and movies as a freelance writer for IGN.

Nvidia GeForce RTX 5070 review: an RTX 4070 Super with a DLSS 4 badge

I knew the RTX 5070 was tricking me. Parked next to the extravagant silliness of the two-grand RTX 5090, this £539 / $549 graphics card looked like a very agreeable deal, offering all the same DLSS 4 and Multi Frame Generation as its bigger, pricier brothers. Also, an upgrade to the RTX 4070 Super, a GPU that could handle 4K without looking too out of place in a premium 1080p rig. Tragically, though, the RTX 5070 breaks a sacred covenant, a mutual understanding between PC owners and parts makers that’s held strong for decades: if you buy a new version of a thing, it should be faster than the old version of that thing. Look past the MFG illusion, and far too often, it isn’t.

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Blades of Fire: The First Preview

When I sat down to play developer MercurySteam’s latest project, Blades of Fire, I expected something of a return to the studio’s Castlevania: Lords of Shadow games, updated with the modern stylings of God of War. An hour later I thought I was playing a Soulslike, albeit one where all the stats were in my weapons rather than an RPG character sheet. By the end of the three-hour hands-on session, I realised both of those observations were simultaneously true and false: this is a game that is unmistakably built on well-worn ground, but the unique arrangement of both its borrowed components and new ideas results in a fresh and interesting approach to the action-adventure genre.

While it’s not exactly a clone of Sony Santa Monica’s work, you’d be forgiven for assuming as much at first glance. With its dark fantasy world, heavy-hitting strikes, and third-person camera that stays close to the action, Blades of Fire has much in common with the Norse era of Kratos’ journey. There are certainly even more parallels that I could talk of: across a demo that took place during the game’s opening hours, I explored a twisty, treasure chest-laden map with the aid of a young companion who helped solve puzzles. Together we sought out a woman of the wilds who lived in a house mounted atop a giant creature. It can sometimes feel a bit too familiar, especially when you also factor in the many elements pilfered from FromSoftware’s library, including anvil-shaped checkpoints that, when rested at, both refill your limited health potions and respawn enemies.

All of this familiarity is filtered through a world that has an air of 1980s fantasy about it. You can imagine Conan the Barbarian easily blending in among its incredibly buff soldiers, while a bunch of orangutan-like enemies bouncing around on bamboo pogo sticks wouldn’t look out of place in Jim Henson’s Labyrinth. Even the story has a retro vibe; an evil queen has turned steel into stone, and it’s up to you – Aran de Lira, essentially a blacksmith demigod – to kill her and restore the world’s metal. Despite these old-school charms, though, at this stage I’m doubtful the story, characters, or writing will prove that compelling – it’s all incredibly video game-y, akin to the many forgotten stories of the Xbox 360 era.

Like many of those games of yore, Blades of Fire’s best accomplishments appear to be mechanical. It boasts a combat system rooted in directional attacks that makes use of every face button on the controller. On a PlayStation pad, tapping triangle aims for the head, cross goes for the torso, while square and circle swipe left and right respectively. Through careful reading of an enemy’s stance you can use these attacks to break through defences. A soldier holding up a blade to protect their face, for instance, can be overcome by aiming low and skewering through their gut. The impact is wonderfully squelchy, with thick trails of blood erupting from the wounds you inflict.

There are occasions when this system really shines. The demo’s first major boss, a slobbering troll, had a second health bar that could only be chipped away after dismembering the beast. The limb that’s lopped off is dictated by your angle of attack, so I could use my right-hand strike to detach its club-swinging left arm, quite literally disarming my foe. Even better: you can cut the troll’s entire face off, leaving it blind and aimlessly flailing until it can regrow its eyes and continue the fight.

Compared to most games, your weapons demand a huge amount of attention.

Interesting wrinkles like this can be found in many of the combat staples. Rather than automatically regenerate, your attack and dodge-fuelling stamina gauge must be manually restored by holding the block button. But despite these new ideas providing Blades of Fire’s combat with a distinctly different edge, the general tone of battle is undeniably Soulsian. Attack pattern recognition and slender dodge/block/parry windows are very much the name of the game here, and there’s the same sense of risk and reward – even if the punishment isn’t quite as severe. It’s enough to trick your brain into reaching for FromSoft muscle memory, but that sadly won’t save you here: the directional attack system demands a very different control map, the safety of blocking repositioned to the left trigger.

After rewiring my brain to remember that none of the face buttons can be used to dodge, things began to click. The unique approaches gradually took centre stage over the Souls of it all, and I soon found the combat to be refreshingly different. Core damage dealing is elevated by a smart weapon system that allows you to wield your bladed armaments with different stances, either slashing with the sharp edge or thrusting with the pointed tip. As with the directional system, you’ll need to assess your enemy (as well as some useful HUD prompts) to determine which method is most effective.

If the title didn’t give it away, your weapons are the very heart of Blades of Fire. And compared to most games, they demand a huge amount of attention. Edged weapons dull with repeated use, meaning each successive strike deals a minuscule less damage than the last. That all adds up over time, so you’ll need to use a sharpening stone to replenish your weapon’s blade. That, or switch to a different stance; the edge and the tip wear down independent of each other, which contributes to the sense that these are tangible items affected by your fighting style.

As with Monster Hunter, you’ll learn to make space to sharpen your sword mid-fight. But every weapon has a durability meter that continually depletes, no matter how well you care for it. When your weapon inevitably shatters, you can repair it at an anvil checkpoint. Or you can melt it down into its raw materials to begin crafting anew in what is undoubtedly Blades of Fire’s most significant and distinguishing innovation: the forge.

With your weapon design complete, you must then physically hammer out the metal on an anvil.

To say MercurySteam has created an extensive weapon crafting system is an understatement. Rather than find new armaments in the world, every weapon’s life begins here in the forge. It starts with the choice of a basic weapon template, which Aran sketches out on a chalkboard. From here you tweak and modify. For instance, when designing a spear, I adjusted both the length of the pole and the shape of the spearhead. Each decision is reflected in the weapon’s stats; a longer pole increases the spear’s range, while the shape of the head dictates if it’s more proficient at slashing or piercing. Different materials affect weight and that in turn changes the weapon’s demands on your stamina pool. All this lends the sense that you are genuinely crafting your weapon. You even get to name your creation.

Most crafting systems would end there. In Blades of Fire, this is only the halfway point. With your design complete, you must then physically hammer out the metal on an anvil. This is achieved via a remarkably involved minigame in which you control the length, force, and angle of every hammer strike. A curved line across the screen represents the ultimate ideal, and with each blow of the hammer you attempt to arrange a series of vertical bars, akin to a graphic equalizer, to match the shape of that curved line. Overworking the steel will result in a weaker weapon, so the aim is to recreate that line in as few strikes as possible. Your efforts are rewarded with a star rating; the more stars you attain, the more often you can repair your creation before it permanently breaks and is lost forever.

I really love the idea of the forge and how it introduces a skill element to what is typically a menu-driven system. But even after several sessions at the anvil, I found the minigame frustratingly obtuse. There didn’t seem to be a clear connection between the areas that I struck and the resulting shape of the metal. Hopefully some improvements, or simply a better tutorial, are implemented before launch – it would be a shame for Blades of Fire’s most interesting feature to be marred by irritation.

The idea at the heart of the forge is something that goes way beyond the boundaries of a three-hour demo session. MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey – a journey the developer claims will be “no less than 60-70 hours.” As you explore the world and find new metals, you’ll be able to reforge your trusted swords, axes, hammers, and spears to enhance their properties, ensuring they’re always suitable for new and more difficult challenges. This relationship between you and your armaments is emphasised by the death system; upon defeat you drop the weapon you were using and respawn without it.

It’s another mechanic inspired by Dark Souls, but built on a different, arguably more meaningful bond: lost souls can always be replenished with more killing, but a brilliant sword you’ve built a connection with is irreplaceable. Luckily your dropped weapons will remain in the world permanently, so your only challenge is to find a way to recover what you lost. I look forward to seeing how this plays out over the entire campaign, and if any kind of backtracking will reunite you with weapons from a dozen hours ago that you can reforge and rekindle your relationship with.

It’s unsurprising to see MercurySteam adopt multiple ideas from Dark Souls and its siblings. That’s partly due to FromSoftware’s seemingly irreversible impact on action games, but also because Blades of Fire is something of a spiritual successor to Blade of Darkness: a relic of the early 2000s, it was developed by MercurySteam’s founding members and is considered (by its cult following, at least) to be a precursor to the Souls series. In many ways, those developers are simply picking up from where they left off, implementing the advancements made by other studios during their time away from the genre.

As I played, I could feel the gravitational pull of all of MercurySteam’s apparent influences – the brutal combat of this project’s decades-old predecessor, the innovations of FromSoft, and the world design of God of War. But as much as those ideas are clear to see, they fall short of defining the studio’s latest work. Rather than craft a Soulslike or a God of War-like, those firmly established systems have been reinterpreted as part of a larger canvas of ideas. Blades of Fire has a recipe of its own that successfully distances it from any of its obvious gaming touchstones.

I do have some misgivings – I’m unsure if this fairly generic dark fantasy world is up to the challenge of supporting a 60 hour adventure, and within three hours I’d fought the same gatekeeping miniboss three times, which makes me question the variety on offer. But the demonstrated depth of relationship between your forged blades and the foes you face has me totally intrigued. In a time when complex and, frankly, obtuse games like Elden Ring and Monster Hunter have become mainstream hits, I think Blades of Fire has the potential to contribute something fascinating to the scene.

Matt Purslow is IGN’s Senior Features Editor.