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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

King of the Castle

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

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

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

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

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

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

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

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

Shining Armor

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

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

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

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

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

The Clever Twist

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

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

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

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

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

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

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

Standard Edition

Xbox

PC

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

Deluxe Edition

Xbox

PC

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

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

Premium Edition

Xbox

PC

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

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

On Game Pass Ultimate

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

Premium Upgrade Bundle

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

Preorder Bonus

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

What Is Forza Horizon 6?

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

What About the PS5 Version?

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

More Preorder Guides

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

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

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

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

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

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

January 30, 2026

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

February 20, 2026

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

April 24, 2026

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

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

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

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

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

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

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

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

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

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

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

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

12-Player Animal Crossing: New Horizons Is a Nightmare Because Nintendo Handles Online Functionality in the Most Ridiculous Way Possible

Animal Crossing: New Horizons got a big 3.0 update earlier this month, which alongside a lot of new content for everyone included a Nintendo Switch 2 upgrade with some fancy technological buffs. One of those was the ability to play with up to 12 total people on the same island, up from eight in the original version.

Sounds fun, right? Wrong. It’s a nightmare. A nightmare once again spawned by Nintendo handling online functionality in the most ridiculous way possible.

I was so foolish and naive a week ago, when I first had the idea to get 12 of us together for an Animal Crossing session. It would be easy, I thought! So easy, I originally didn’t even plan on writing anything about it! Let me just call up…11 other people I know who are still playing Animal Crossing: New Horizons.

Who also have Nintendo Switch 2s.

And somehow we’ll manage to find an hour we can all do this, despite everyone being busy adults.

Okay, harder than I thought, but we did it! Last night, a group of 12 of us all logged on at once with a plan to meet up on my island. We considered using the Game Chat functionality, but decided against it due to lack of compatibility with Bluetooth headsets, the function’s friending requirements, and the fact that you can’t take screenshots while Game Chat is active. Discord it was, then, apparently still the second-best place for Nintendo Voice Chat (after the podcast, of course).

The plan was for an hour-long session from 9pm to 10pm last night, but I recalled that the cutscene for people landing on the island was a bit lengthy, and we’d have to watch it 11 times, so I logged on half an hour early to open my island so we could start filtering in. I was hopeful that with improved Nintendo Switch 2 loading times, it might not be so bad. And it’s true, the actual loading times were notably faster, though most of the wait for people to land is a combination of said cutscene (“We’ll be making a water landing, but that’s OK because this is a seaplane.”) and everyone saving the game each time, so we didn’t really shorten the wait by that much.

But all that was to be expected. Here was where the nightmare began.

At 8:35pm, my friends began trickling in. We managed to get three people in before the entire session crashed, booting out everyone who had showed up so far and shutting my islands gates for me. I reopened at 8:46pm and we started again, this time creating a “queue” in our Discord text chat so everyone didn’t try to flood in at once. At 8:58pm, one of my friends got an error that kicked her out alongside one other person, but everyone else stayed, so we brought them back and continued down the line.

At 9:19pm, I typed in Discord, “WE DID IT” as person #12 seemingly landed successfully.

At 9:21pm, as person #12 strolled in, another error occurred and two other people got kicked out. At this point, my husband (who was playing Ace Attorney next to me) started rolling his eyes.

At 9:24pm, one of the people who had been kicked out tried to rejoin, errored out, and the whole session crashed again. Every single person got booted back to their islands and my gates were closed again, just as we were finally about to taste success.

Please enjoy this timelapse video, courtesy of our intrepid Wiki writer KBABZ, of 40 minutes of us trying desperately to get everyone onto the island, only for the unthinkable to happen right at the very end:

I was undaunted. By golly, we got all these people together, we were going to hit each other with nets and drop recipe cards for each other! We started again from the top. This time I forbade everyone from doing anything once they landed aside from standing still in a line next to the airport. No menuing. No talking to villagers. Nothing. Folks started coming back in at 9:27pm. At 9:37pm, the fourth person to join crashed the island again. At 9:39pm, almost 40 minutes after our planned start time, we began yet again. Everyone posted cat pics in the Discord channel for emotional support.

This time worked. Finally, at 10:05pm, after multiple crashes and false starts, we had 12 people on my Animal Crossing island.

I’m happy to report that after the 90 minute ordeal that was getting 12 people onto one island, online play actually worked great. We all exchanged gifts, took a pic in the Town Square, explored the island, and got coffee at Brewster’s. People wrote on my bulletin board and sent me letters. Some borrowed my Wario costume from the hotel. A couple people decided to play pranks, burying junk and trapping my villagers with holes. It was genuinely a pretty great time. It just, you know, took way too dang long to set up.

It’s baffling to me that Nintendo’s infrastructure for Animal Crossing is still set up this way. Yes, the island landing cutscene is very cute, and I do think the sea plane line is pretty funny. But why on earth do we need to sit through it 11 times, with everyone who’s not traveling collectively watching a mostly-blank airport-themed loading screen? Why does everything on my island need to completely freeze and exit menus so someone can come in? Why does Group Stretching require me to be Best Friends with everyone on my island? How much worse would all this have been if we had used Game Chat? Mario Kart World doesn’t have this problem!

The best explanation I can think of is that Nintendo genuinely didn’t intend for anyone to use this feature in the first place. Animal Crossing: New Horizons’ 3.0 update is fun, sure, but it’s not creating the same massive surge in interest that existed in 2020 when we were all locked at home and had nothing better to do than ponder whatever it is that Dodos do. You’re unlikely to ever need to collect 11 friends and drag them to your island all at once. Heck, given how hard this was to schedule, I’ll be lucky to get four one of these weekends.

Anyway, Animal Crossing: New Horizons is still very fun to play with friends, but it’s still a massive pain in the butt to actually set up the circumstances for that play to be possible. Next time I’ll just get everyone together for Jackbox.

We’re still checking out the big 3.0 update and all the fun new stuff that’s been added. We’ve catalogued some of the surprising little changes, including the ability to strafe and jump, and we’ve got tips if you, like us, are returning to your island after a long hiatus. Oh, and check out this Zelda stuff added in the 3.0 update!

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

Blogroll image screenshot courtesy of KBABZ.

Pokémon TCG: Mega Evolution Phantasmal Flames Booster Bundles Just Drop To Its Lowest Price Ever at Amazon

Amazon has produced yet another brilliant Pokémon TCG deal ready for the weekend, and it’s once again on the latest Mega Evolution set, Phantasmal Flames.

While we’re looking forward to Ascended Heroes at the end of the month, it’s a mighty bit of fresh air to finally get some reasonable prices on boosters for the popular Mega Charizard sporting set from last year.

Not only has this week blessed us with a fairly outstanding $100 discount on the Pokémon TCG: Mega Charizard X ex Ultra Premium Collection – we’ve also now got the best price ever on Phantasmal Flames’ Booster Bundles, which are now just $44.99 at Amazon.

While stock lasts, at least, as this is such an excellent deal, and below market price, I fully expect these to fly off the digital shelves. Other Phantasmal Flames deals include that UPC for $145 at Amazon or TCGplayer, or you can pick up the Elite Trainer Box for just $79.94 at Amazon as well.

All around, these are pretty excellent deals, and hopefully a sign of things to come when Ascended Heroes and Perfect Order.

Best Phantasmal Flames Cards Chase Cards

According to marketplaces like TCGPlayer, certain Phantasmal Flames cards have already skyrocketed further in price, and, following up from our Mega Evolution round-up, we’ve ranked the ten most expensive cards so far just above. From aggressive Mega attackers to powerful evolution support, Phantasmal Flames brings a fiery mix of competitive threats and high-demand pulls.

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

‘Are We Cooked?’ — Pokémon Go Looks to Be Adding a New ‘Currency’ to Access Mega Raids, Though Players Are Split on Whether it Will Revitalize Mega Pokémon

Pokémon Go looks set to add another battle currency to the ever-popular mobile game, this time focused around raids for Mega Pokémon.

As Pokémon Go prepares to roll-out the first of Pokémon Legends Z-A’s new wave of Mega Evolutions next month as part of its upcoming Go Tour Kalos event, the game also appears to have a major rework of its Mega Raid system in the offing.

Datamined information published by The Pokémod Group have spilled details of Link Charges, a new in-game resource that the game’s files refer to as “enhanced currency.” An in-game description states that Link Charges “can be used to enter Mega Raid in place of Raid passes” and will now be “required to enter Mega Raids remotely.”

The addition of a new type PVE battle resource for Mega raids comes as something of a surprise, as Mega battles have existed in the game for years, accessible simply via regular raid passes.

While details remain unconfirmed and subject to change, Link Charges sound like something of a cross between existing raid passes and the Max Energy system introduced more recently specifically for use in Dynamax/Gigantamax battles. The introduction of Link Charges would certainly also delineate Mega raids from regular raid battles — similar to how the use of Max Energy sets Max battles apart.

Unreleased in-game text states that players will be able to “earn Link Charges from activities such as Weekly Challenges, Campfire Check-Ins, and opening Gifts,” all of which are free. That said, images showing the Link Charges themselves (which look like futuristic USB sticks) in various bundles suggest the resource will, of course, also be sold via the game’s in-game shop.

As ever, Pokémon Go’s highly-engaged community have been reacting to the datamined details with their usual mix of excitement and healthy scepticism.

“Are we cooked?” wrote Kind_Cheesecake_8297 on top Pokémon Go reddit The Silph Road. “Asked the frog in the pot,” replied EquivalentReality988. “This is just another temperature increase, we’ve been boiling for years.”

But while the introduction of another PVE battle resource has naturally prompted questions over how plentiful it will be (and how much it will cost via the in-game shop), many others have agreed that the game’s Mega raids do need some form of shakeup.

Following their most recent rework years ago, Mega raids typically provide enough in-game resource to Mega Evolve a specific Pokémon within a few battles. After that, Mega Pokémon can be set as a Buddy Pokémon to generate Mega Energy for free. Beyond hunting for a Shiny or better stat version of a particular creature, there’s little need to then continue raiding — and as an active player, I have to say I don’t consider Mega creatures when deciding what to spend my daily raid pass on.

While this is fine for players who have all Mega Pokémon unlocked already, this leaves newer players without others to battle Mega raids alongside (and most Megas require multiple people to take down). Providing an additional resource to battle Mega raids means players can choose to take on the battles in addition to regular raids — just as the Max Particle system works for Dynamax and Gigantamax battles now.

“I don’t actually hate this (depending on how easy they are to get for free),” said TheWiseMountain. “I feel like Mega raids can get dead very easily because you can just walk Pokémon for more energy. If they’re free and give normal raid rewards though? Seems like a win for newer players who might need help with those raids.”

“Yeah as a F2P [free-to-play player] who can hardly remote anyways this sounds great,” Mushimishi agreed. “I haven’t done a Mega raid outside of new debuts and raid days in almost 2 years, since getting enough energy for everything.”

Pokémon Go has so far introduced all Mega Pokémon species released prior to last year’s Pokémon Legends Z-A other than the highly-anticipated Mega Mewtwo X and Y. The game has officially confirmed the introduction of both Mega Malamar and Mega Victreebell from Legends Z-A next month. As for Mega Mewtwo, while there’s no word on its arrival just yet, the same datamine includes an all-new Tier 7 difficulty Mega raid egg — suggesting that players may finally see it arrive in the future, once this Mega raid rework has been introduced.

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

Nintendo Announces Super Mario Bros. Wonder Switch 2 Edition Release Date, Plus Elephant Mario and Captain Toad Amiibo

Nintendo has just confirmed a release date for Super Mario Bros. Wonder’s expanded Switch 2 Edition, which will include a suite of new minigames and the ability to play as Rosalina, ahead of her big screen debut in The Super Mario Galaxy Movie.

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup In Bellabel Park, to give its full name, will arrive on March 26. As that extremely lengthy title suggests, the upgraded version of Nintendo’s 2023 platformer includes the additional Bellabel Park area to explore, which comes stuffed with extra activities.

The Switch 2 Edition will be available to purchase separately, or existing Switch owners of the game can alternatively purchase an upgrade pack.

Bellabel Park’s Local Multiplayer Plaza features 17 new co-op or versus minigames, with support for up to four local players (and yes, your pals can join even if they don’t have the game, via GameShare). Game Room Plaza, meanwhile, features six minigames for either local or online play — with the latter option supporting up to 12 players.

A third area, Camp Central, features the adorable Captain Toad and his Toad Brigade, who set challenges based on existing courses. Complete them all and you’ll become an elite Toad Brigade explorer yourself. Lastly, the Koopalings are also back — having stolen treasure from Bellabel Park, you’ll need to search through the game’s levels and defeat them.

Helpful additions to the game include Co-Star Luma, who offers a way for a second player to join in as an assist character, while Assist Mode lets you explore the game without fear of damage or falling down a pit. Handy!

Three new amiibo figurines will launch alongside the game on March 26: Elephant Mario, Poplin & Prince Florian, and Captain Toad & Talking Flower. Yes, Captain Toad has a dedicated amiibo figurine at last — and quite right too.

Speaking of Super Mario Bros. Wonder’s chatty/annoying Talking Flower, Nintendo is continuing its plans to launch a real-life Talking Flower desk accessory. Available on March 12, this thing will spout out random phrases “roughly twice every hour” or when prompted with a button press. Holding down its button will mute it “for a while.” I have no idea why this exists.

Pricing details for all of this are still to follow, as Nintendo’s pre-order links don’t yet seem to have gone live. We’ll keep an eye and update when we know more.

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

New League of Legends TCG Riftbound Has Posted Explosive Early Growth Since Launch, With Searches Surging Over 300%

Riftbound, the new trading card game (TCG) from Riot Games, released on October 31, 2025, in the West, and has since seen incredible growth, both in terms of overall interest and card listings at online storefronts.

According to new data provided by TCGplayer.com, daily searches for the game have increased by over 300% since launch, compared to the preorder period (about 2 weeks prior to launch). Globally, the term “Riftbound” was searched over 6,300 times per hour, and that’s just by TCGplayer users.

TCGplayer CEO Rob Bigler also provided comment to IGN on the new TCG’s immense success so far: “Riftbound’s early success is a huge positive for the hobby and reinforces that fans are excited to engage with the worlds and characters they love in new ways. Trading card games are a compelling and social way to extend fan affinity when developed authentically and thoughtfully – and we see this via the demand on our marketplace.”

With a property as popular as League of Legends, supplementary media such as Netflix’s Arcane and the upcoming fighting game 2XKO have garnered significant mass appeal, with many fans staying true to their favorite characters from all mediums.

Per TCGplayer, the most popular Riftbound card searches between October 17 and December 7 included some of the most iconic League characters. Jinx, the star of Arcane, had over 65,000 searches, while other fan-favorite character Ahri had more than 54,900. Other popular searches included other League of Legends characters like Sett, Teemo, and Darious, each with over 43,000 searches on the site.

TCGplayer is the biggest online storefront for all things TCGs in the world, and the launch of Riftbound exploded exponentially with related card and sealed product listings.

It’s no secret that getting your hands on sealed Riftbound product was (and still is) a bit tough, but the marketplace saw a 750% increase in listings a month after launch; October 30 saw more than 68,600 listings, while October 31 saw that number almost double, with over 118,100 listings. As of November 30, the number of listings was sitting at more than 585,000.

Riftbound’s second set, titled Spiritforged, is scheduled to launch in the West on February 13 after launching in China on December 12. Preorders are now open for Spiritforged products.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

‘Miraculous’: Beyond Good & Evil 2 Fans Can’t Believe the Game Has Survived Ubisoft’s Major Project Cull That Killed the Prince of Persia: Sands of Time Remake

Beyond Good & Evil 2 fans are celebrating a small piece of good news to come from Ubisoft’s major cull of projects, studios and people yesterday — that after almost two decades, the game that holds the Guinness World Record for the longest development still isn’t dead.

While yesterday saw the end of Ubisoft’s plans to release a Prince of Persia: Sands of Time remake (a project that the company had been working on for at least six years) and five other unnamed games, no mention was made of Beyond Good & Evil 2, whose record-breaking development now spans almost 20 years, off and on.

Indeed, Beyond Good & Evil was named by Ubisoft as an ongoing franchise that would now be overseen by its reorganized “Creative House 4” division, dedicated to narrative driven and fantasy games. Separately, Insider Gaming has reported that the project is indeed still alive today, as the dust settles.

On reddit, Beyond Good & Evil’s long-suffering fans have reacted to the sequel’s survival by calling it “miraculous“, “insane” and simply “too big to fail.”

“It’s insane this game is still in production and survived,” dan_in_his_own_way wrote. “Don’t get me wrong, I want to play it but the cancelation of the Price of Persia remake hit really hard. A project that would arguably cost them less and require less resources than Beyond Good & Evil.”

“Beyond Good and Evil 2 will survive World War 3,” quipped Travguard. “But it still won’t be out by the armistice,” added meathappening.

One fan, 33Sharpies, pointed to the likely financial implications of Beyond Good & Evil 2 ever being canceled, at which point Ubisoft would have to write down the cost of its gargantuan development. While the project is still alive, however, it can still be listed as an ongoing asset. (Insider Gaming has reported that the project has been valued internally as having now cost over $500 million, though that figure is unverified.)

Beyond Good & Evil 2 is believed to have originally begun early development in 2007, with series creator and Rayman mastermind Michel Ancel and his Ubisoft Montpellier team on board. Over the coming decade, development was mostly paused while Montpellier worked on other projects, but Ubisoft re-announced the game with fanfare in 2017 and showed off an in-engine concept featuring space flight and designs to feature multiple solar systems and planets.

Again, however, development struggled — and the project was further impacted by Ancel’s departure from Ubisoft and the sad death of its subsequent creative lead Emil Morel. But the last couple of years have seen work coalesce once more, with the sequel’s characters given intriguing cameos in the new Beyond Good & Evil 20th Anniversary Edition, while a new creative director — former DICE and King veteran Fawzi Mesmar — has come on board to steady the ship.

Beyond Good & Evil 2 still lacks any word of a release date — and may well have been one of the titles Ubisoft delayed to receive further polish yesterday. As of now, however, it remains alive — however improbable that may seem.

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