We’ve rounded up the best deals for Saturday, October 25, below, so don’t miss out on these limited-time offers.
Save $10 Off Metal Gear Solid Delta: Snake Eater
Metal Gear Solid Delta: Snake Eater was one of 2025’s most anticipated games for many, as it marks a major return to the MGS franchise for Konami. This weekend, you can save $10 off the release for either PS5 or Xbox Series X. In our 8/10 review, we wrote, “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”
NBA 2K26 for $49.94
NBA 2K26 is on sale this weekend for $49.94, just in time for the start of the NBA season. Play kicked off this week with the OKC Thunder and Houston Rockets, and if you haven’t yet picked up 2K26, this deal can make every day game day. In our 8/10 review, we wrote, “Ball Over Everything” is a fitting description for NBA 2K26. The smooth on-court action is better than ever and MyCareer’s excellent started-from-the-bottom journey to the pros story make it so the imperfections are easier to ignore.”
Save on Xbox Ally X
Best Buy has open box models of the ROG Xbox Ally X already on sale, allowing you to save on this brand new device. The Xbox Ally X is an excellent choice if you’re looking to take your Xbox experience with you wherever you go, as you can instantly access your library and Xbox Game Pass with the press of a button.
Alan Wake 2 for $39.88
Alan Wake 2 is one of the best games of the last decade for many reasons, and the Deluxe Edition is the perfect way to dive in. This package includes the base game, the two DLC expansions, and deluxe cosmetics. If you’re keen on adding this beloved game to your collection, this weekend is a great time to do so.
Madden NFL 26 for $49.94
PlayStation 5 copies of Madden NFL 26 are available for $49.94 this weekend at Amazon. This latest entry brings new updates that make a noticeable difference, particularly when compared to entries of the last few years. In our 8/10 review, we wrote, “There’s always room for improvement, but it’s hard to overstate what a leap Madden NFL 26 feels like both on and off the field.”
Apple AirTag 4-Pack for $64.99
Apple AirTags are some of the best products out there for numerous reasons. While they aren’t necessarily exciting, AirTags can make your life so much easier. Throw one in your luggage, backpack, or even Nintendo Switch 2 case for easy tracking.
Logitech G502 Gaming Mouse for $37.99
The Logitech G502 Gaming Mouse has been around for a long while, but it’s still one my favorite gaming mice on the market. Some of its best features include a Hero 25K sensor, an adjustable weight system, mechanical switch button tensioning, and a total of 11 customizable buttons. This is an amazing mouse for competitive games, single player games, and even just daily web browsing.
Save $30 Off Warhammer 40,000: Space Marine 2
This weekend, you can score Warhammer 40,000: Space Marine 2 for $39.99. You can play solo or with two friends in three player co-op. In our 8/10 review, we wrote, “Warhammer 40,000: Space Marine 2 may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”
Save 50% Off the Anker SOLIX C1000 Gen 2 Power Station
There is nothing worse than losing power due to a storm or outage at a critical moment. A full backup generator can be very expensive to install, but Anker has a portable solution on sale this weekend for $397.99. The SOLIX C1000 Gen 2 Power Station has a 2,000W power output, which is perfect to set up as a UPS. With 100% battery available in under one hour of charging, this can be a game-changing device to your home.
Logitech G515 Lightspeed Gaming Keyboard for $109.99
This weekend, you can score the Logitech G515 Lightspeed Gaming Keyboard for $109.99 – that’s 31% off the MSRP! This TKL keyboard is quite slim, making it fit into any setup with ease. The Red Linear switches with double-shot PBT caps offer durability and performance, with a 1.3mm actuation distance.
Pints of beer after work in a cosy London pub. A glass of wine in the evening at a villa in the Sunset Marquis hotel, West Hollywood. A phone call in the dark outside a Chinese restaurant in Windsor, England.
These three disparate scenes, all more than 5,000 miles from Sony’s headquarters in Tokyo, were backdrops for a decision that helped define the PlayStation 2, Sony’s landmark console that celebrates its 25th anniversary today.
It’s the best-selling console of all time for well-documented reasons: its massive library, its headstart on the Xbox, its mid-life price cut, and its affordability as a DVD player. But the deal that brought a trio of Grand Theft Auto games – GTA 3, Vice City, and San Andreas – to the PS2 before any other platform was also vital. They collectively make up three of its top six sellers. Some people bought the PS2 just to play GTA and if you didn’t have one, you were nagging a friend who did.
Chris Deering, the then-president of Sony Computer Entertainment Europe, estimates the deal boosted console sales in Europe by a fifth – a huge margin.
We’ve heard snippets about this deal and about that key meeting at the Sunset Marquis before. But IGN has now spoken to four people at the centre of it all who can tell the story in more detail than ever. They reveal previously unknown twists and turns in negotiations: how Sony nearly missed out on exclusivity in the US, how Take Two got cash and a discount on production costs from Sony, and how Microsoft could’ve derailed the whole thing.
The original 2D, top-down GTA games sold decently but scored middling reviews, and Deering’s interest in GTA 3 was only sparked by a chance conversation.
“We used to have these company pub nights,” he says. “It gave me a chance to deal with people I would never talk to and ask them some dumb questions.”
He asked one such dumb question to the “very sharp” Sarah Thompson, who oversaw a Sony team evaluating third-party games. “I said: ‘You seen anything?’ She said: ‘Yeah, GTA is looking really cool.’ It put it at the back of my mind.”
It was actually a contractor called Andy Macoy who had first flagged a GTA 3 test build as impressive. As well as being filed in Deering’s brain, it sat on the team’s shortlist of games that Sony might want to secure as an exclusive at E3 2000, according to the then-vice president of publisher and developer relations at SCEE, Zeno Colaço, who was Thompson’s boss.
Deering went to LA that June knowing he needed exclusives in order to win a second console generation in a row. Microsoft’s Xbox was on the horizon and Bill Gates had showed off a prototype in March.
“They get a billion dollars a year from Windows licenses. They can do anything they want – they just have to want,” he says. “How do we get out ahead of this? That was in the back of my mind. I didn’t want them to come in and take away the chance of getting two console [generations] in a row. It was almost like a personal, I don’t want to say vendetta, but it could have rained on my parade. So that was a hidden motivation.”
Sony needed it more than we did.
Deering and David Reeves, then head of marketing at SCEE and later Deering’s replacement as president, met various publishers at a villa in the Sunset Marquis hotel. Take Two, the owner of Rockstar Games, was on the list.
Every person at that meeting tells a slightly different version of the story. Non-disclosure agreements obscure some of the details and the intervening 25 years have clouded memories. It’s not clear what was negotiated in the room and what was handled in follow-up phone calls.
But we know at least six people attended. From Take Two it was Kelly Sumner, who led the company outside of the USA and would become CEO in 2001, and Gary Lewis, who was COO and later president of international. From Sony it was Deering, Reeves, Colaço, John Brunning from the legal team, and possibly also Jim Ryan, who later led Sony’s gaming division.
Colaço claims Sumner initiated the meeting “to complain that another one of Take Two’s games was getting a knock back from our content group” – the same group that had earmarked GTA 3 as a winner. He thinks that game may have been State of Emergency, which Sony thought was “gratuitously violent”.
“Anyway, we listened to their complaints,” he says. “I explained our position and thoughts of what adjustments might be an acceptable compromise.” Then, “to smooth the meeting over and throw them a bone, we asked them whether we could do an exclusivity deal on GTA and another game, with the background knowledge that GTA was doing something original”.
Sumner rejects this version of events. “I’m not saying we were happy about the approval process” for games, he says, but any discussion of that was not linked in “any way at all” to the GTA deal. Exclusivity would never have been used as any kind of “sweetener” for Take Two, he says, because “Sony needed [it] more than we did”. (It’s also worth pointing out that Deering intended to bring up exclusivity at the meeting anyway, and that Lewis, from Take Two, also says he doesn’t recall what Colaço describes).
In any case, the starting point of the offer, Colaço says, was “co-marketing” for GTA 3. Basically, Sony would match $1m of Take Two’s marketing money. It offered the same deal for another Rockstar game, but he doesn’t recall which one.
There were at least two other elements to the deal, although they appear to have been negotiated after that initial E3 meeting, likely back in the UK between Deering and Sumner. First, cash up front. Second, what Sumner describes as a “reduction on production costs”.
“In those days, production costs were really, really expensive,” he explains. “Basically for the right to buy a disc and have it packaged and delivered to your warehouse, I think in around 2000 is about $11 per disc… And when you’re selling millions and millions of discs, which hopefully we were, any reduction on that is very nice, thank you very much.”
He won’t say how much of a discount it was, but Deering says it was “in the neighbourhood of a couple of pounds a unit, maybe $3”.
GTA 3 sold 8.5 million copies on PS2 – which, at $3 a unit, would represent more than $25m in potential savings for Take Two and Rockstar.
Take Two also negotiated incentives in exchange for, among other things, Sony getting the rights to sell exclusive software bundles that would include GTA, Colaço says. And as for the cash, Sumner recalls Sony agreeing to pay a “significant amount of money” up front – back then, Take Two was not the mega multi-billion dollar company that it is today, and “any millions that were coming in were gratefully received at that stage”.
We were keen to get into bed with Sony.
Neither side characterises negotiations as tough. “It wasn’t like the United Nations, it was more, ‘Would you like another glass of wine?'” says Deering. “It wasn’t intense.”
“There’s very few formal meetings with Chris [Deering],” adds Sumner.
It’d be a mistake to think that this deal was purely about money. From speaking to all sides, it’s clear that these men got on well, respected each other, and shared a common outlook on gaming’s future.
Deering wanted more “mature” games on PS2 to make the console more relevant to adults – Rockstar fit the mold. Take Two, for its part, knew the PS2’s power could match Rockstar’s creative ambitions. It also knew that Rockstar’s games were edgy and, at times, controversial, so it needed a company that understood its vision and wouldn’t meddle. Sony, which had experience managing stars like Mariah Carey, were ideal, says Take Two’s Lewis.
“So we were keen to get into bed, so to speak, with and work alongside Sony. And interestingly enough, they felt the same,” he says. “You sit down sometimes, if you’re lucky to do so, with certain people in a room and you realize, okay, we’re comfortable with this deal… we knew we could work with them.”
“Everyone knew what they wanted from it,” says Sumner. Sony was “massively supportive… and we just absolutely believed in what they were going to deliver.”
Sumner couldn’t sign the deal off alone, though: he needed his CEO and, crucially, Rockstar to agree. It felt like a “massive, massive bet” to cut off Xbox and to focus on the PS2 as a platform. “It had to be a team decision… but Sam [Houser] and the guys were like, ‘Well, if we want to deliver what we really want to deliver, we can’t keep on PS1. And it has to be PS2.'”
The deal for GTA 3 to have two years of console exclusivity with PlayStation was finalized with an evening phone call. “I was standing outside a Chinese restaurant in Windsor and doing the final negotiation,” Sumner says. “The deal was done at eight or nine o’clock at night, out in the dark, in Windsor.”
Does it look like a fair deal looking back? In a 2013 interview with Eurogamer, David Reeves described it as “remarkably cheap”. Sumner chuckles at the notion.
“I think that’s in hindsight, either that or he’s the best poker player in the world. He certainly squeaked a bit when we did the deal,” Sumner says.
“We were very, very happy at the time. And I think Sony were very happy as well. Yes, it was cheap from what we now know… I wish I could go back in time and renegotiate it and get a few more quid,” he says, chuckling again. “[But] also, it was more beneficial for Take Two and Rockstar than we thought it was going to be. So everyone won.”
Deering, for his part, says he does not think it was cheap, and that it was broadly in line with other exclusive deals negotiated at the time – including securing Tomb Raider as a PS1 exclusive. The concept of the deal, he says, was to “make up what they would’ve made by having the other versions”.
But that wasn’t the end of the saga.
There were conversations about doing something with Xbox. But that just didn’t seem right.
This deal only secured exclusivity in Europe: in the US, Sony was “not as massively supportive” of it, Sumner recalls. In fact, GTA 3 could’ve easily launched in October 2001 as a PS2 exclusive in Europe only. That would have, theoretically, allowed it to release on Xbox in the US far earlier than its eventual November 2003 arrival.
The US “were ambivalent at first,” Deering says. “I don’t think they were focusing on the franchise, and hadn’t had that same tip from their third party team on the rumoured power of the game.
“Then word got out around the industry that this is going to be a good game,” he says. “And finally, I think at the very last minute, the US came in and joined on. ‘Can we hitchhike on this deal?'” He claims they did so “reluctantly.”
Colaço says it may have even been after GTA 3’s initial release. Sony Computer Entertainment America “only really got on board when they saw GTA’s sales impact and the relationship we had established with Take Two flourishing,” he says.
As the Xbox’s release approached, Sony and Take Two’s partnership was tested again.
Microsoft has previously revealed that, in 2001, it rejected Rockstar’s pitch to put GTA 3 on the console. It’s not clear how an alternate version of events would’ve jived with Sony’s exclusivity deal, but Sumner believes that, ultimately, a deal with Microsoft was “never going to happen” even if it was “ridiculously large”.
“There were conversations about doing something with them. But that just didn’t, in my mind, my memory, didn’t seem right,” he says. “They weren’t heavy and they weren’t aggressive about it, Microsoft, but… we were happy with the bed we’re lying in. And there was no reason to change and also, you know, PlayStation were doing better than Microsoft at that stage.”
He also claims Microsoft just “didn’t understand what made us tick”.
“Sony made you feel warm and in my memory, that’s not what we got with Microsoft. They weren’t aloof, but they just really didn’t get it. I don’t think they really understood the market. And they weren’t certainly putting their arms around us. You do business with people you like, or you trust. And that’s what we did. We just trusted [Sony], absolutely trusted them.”
He was serenading the whole hotel… And he’s not a bad singer, to be fair.
That trust, and those flourishing relationships, glued Take Two and Sony together, says Lewis. “You could ring any of the senior management there and they would answer your call and they would listen to what your concern was, whether it be getting approval for the game, whether it be production and marketing, whatever it is… I was speaking to someone from Sony probably daily.”
Sony also helped on the development side, recalls Obbe Vermeij, who was then a technical director at Rockstar North. GTA 3 famously began development on the Dreamcast, and while he was initially sad to leave it behind, Sony made the switch easy by sending 20 PS2 dev kits, which were rare.
Sony didn’t lend Rockstar engineers but it did have what Vermeij describes as a “weird room full of electronics” at its London HQ, where third-party developers could test their games.
“They would be able to find the bottlenecks and tell you, at a very detailed level, these instructions [to fix it],” he explains. “Sony were just super supportive whenever we asked for something, they would give it to us.”
Deering and Sumner’s relationship was particularly strong. They only have good things to say about each other, and, Sumner says, still occasionally meet for beers.
“I have very fond memories of Chris Deering singing outside my hotel in Reykjavik at four o’clock in the morning. He was serenading the whole hotel… And he’s not a bad singer, to be fair.” But those trips – those “jollies” – weren’t nearly as important as the support Sony provided.
“They really went out there to support the company… and I hate to say, in my opinion, unlike Nintendo, unlike Xbox, and unlike Sega,” he says.
“It felt like someone putting their arm around you and saying, actually, guys, you’re part of the team. I mean, it sounds like I’m in the Sony fan club. And I’m not saying that just because it’s about PlayStation 2, I actually truly believe it.”
That trust lasted far beyond GTA 3. It’s not clear when timed exclusivity discussions for GTA Vice City and San Andreas began. Deering remembers the initial agreement as a “three-game deal.” Sumner says each of the games was negotiated separately. Colaço says it was when SCEA joined the GTA 3 exclusivity deal.
There was, at the very least, a renegotiation of terms following GTA 3’s release, Colaço says. “Once the game came out and was a success, much bigger than anyone expected, then to maintain the arrangement the financial numbers went up considerably.”
Take Two, he says, made the argument that losing out on sales on other platforms was becoming more and more costly as GTA’s popularity surged. He says that was “partially true”, but that Take Two also enjoyed being a close partner with Sony.
“So the conversations became much more about becoming strategic partners than transactional ones.” That includes, he says, discussions about exclusivity for future GTA games.
While we don’t know the terms of the Vice City or San Andreas deals, it’s safe to say they were far bigger than GTA 3’s. And, as we know, the exclusivity periods shrunk with each new game. Sony secured a full year for Vice City, but just seven months for San Andreas – both down from GTA 3’s two years. As time went on, the people attending meetings “changed a little as discussions were more global and the financial numbers dwarfed the original deal,” Colaço says.
Sam Houser and others were all like, ‘Oh my God, it’s not doing well.’
The impact of GTA 3 on wider gaming culture and on the PS2’s sales was not immediate, nor guaranteed. Before release, Rockstar was worried that GTA 3 wouldn’t cut through, Vermeij says.
“At the last E3 show before [release], maybe six or eight months before the game came out, it had a really poor showing. People weren’t really that interested. I remember the guys in New York, Sam Houser and others, they were all like, ‘Oh my God, it’s not doing well.’
“But of course, we did know that Sony were into it, and they promised a lot of marketing and they totally delivered on that.”
It wasn’t until six months after release that its success was obvious, he says.
“Typically a game would sell well for three or four months and then it would just die out. With GTA 3, it wasn’t like that. It sold okay, but then it just didn’t die out. It just kept going because people told their friends and it was just picked up organically. It just kept going.”
Sumner and Lewis both say Take Two played into that by keeping the product “tight”: if demand was one million units, they’d ship 600,000. “People were saying it was going to be banned. It was never ever going to be banned, but people believed that, and so what we did is we kept the product really, really tight, so when you saw it in Electronics Boutique, you had to buy it, because if you didn’t buy it they may not be here tomorrow,” Sumner says.
Grand Theft Auto was soon a phenomenon with cultural cache. Sumner, who had moved to New York, was called onto primetime TV shows to defend GTA’s violence. He also recalls putting a music budget together of $600,000, only for Tommy Matola, the head of Sony Music Entertainment, to say he’d do it for free. “He said, ‘I will get you the tracks, I just want to release the CD.’ That was the power of Grand Theft Auto.”
Lewis recalls the joy of success following GTA 3’s release. “You get a sigh of relief, I think is fair to say initially, and then this euphoria, because it keeps happening. We really had arrived when these products continued day in, day out, to sell… every 100,000 new PS2s we could pretty much say, ‘Well, we got to sell another 10,000 GTA 3s.'”
It’s impossible to say exactly how much GTA exclusivity contributed to the PS2’s success, but everyone agrees it helped.
“Of course they would have been successful [without it],” Sumner says. “Would they have been as successful without Grand Theft Auto? Probably not, because the amount of coverage and the desirability of that product just sucked people in at a ridiculous rate.
“Sony delivered a great platform but it’s a piece of plastic unless you have something like Grand Theft Auto on it and that was fundamental to people’s understanding or awakening to the opportunities, cultural opportunities that the PlayStation could deliver.”
Deering adds that, in Europe, “all things considered, recognising and trying to be self critical and not inflating everything, we probably did 20% more than we would’ve without it, at least through PS2 and 3.”
Not bad for what started as evening drinks at a Los Angeles hotel. “They came to the Sunset to complain,” says Colaço. “They went out with $2m they weren’t expecting. And we did the best exclusivity deal of all time!”
Samuel Horti is a journalist with bylines at the BBC, IGN, Insider Business, and Edge.
We’ve rounded up the best deals for Saturday, October 25, below, so don’t miss out on these limited-time offers.
NBA 2K26 for $49.94
NBA 2K26 is on sale this weekend for $49.94, just in time for the start of the NBA season. Play kicked off this week with the OKC Thunder and Houston Rockets, and if you haven’t yet picked up 2K26, this deal can make every day game day. In our 8/10 review, we wrote, “Ball Over Everything” is a fitting description for NBA 2K26. The smooth on-court action is better than ever and MyCareer’s excellent started-from-the-bottom journey to the pros story make it so the imperfections are easier to ignore.”
Save on Xbox Ally X
Best Buy has open box models of the ROG Xbox Ally X already on sale, allowing you to save on this brand new device. The Xbox Ally X is an excellent choice if you’re looking to take your Xbox experience with you wherever you go, as you can instantly access your library and Xbox Game Pass with the press of a button.
Madden NFL 26 for $49.94
PlayStation 5 copies of Madden NFL 26 are available for $49.94 this weekend at Amazon. This latest entry brings new updates that make a noticeable difference, particularly when compared to entries of the last few years. In our 8/10 review, we wrote, “There’s always room for improvement, but it’s hard to overstate what a leap Madden NFL 26 feels like both on and off the field.”
Apple AirTag 4-Pack for $64.99
Apple AirTags are some of the best products out there for numerous reasons. While they aren’t necessarily exciting, AirTags can make your life so much easier. Throw one in your luggage, backpack, or even Nintendo Switch 2 case for easy tracking.
Logitech G502 Gaming Mouse for $37.99
The Logitech G502 Gaming Mouse has been around for a long while, but it’s still one my favorite gaming mice on the market. Some of its best features include a Hero 25K sensor, an adjustable weight system, mechanical switch button tensioning, and a total of 11 customizable buttons. This is an amazing mouse for competitive games, single player games, and even just daily web browsing.
Save 50% Off the Anker SOLIX C1000 Gen 2 Power Station
There is nothing worse than losing power due to a storm or outage at a critical moment. A full backup generator can be very expensive to install, but Anker has a portable solution on sale this weekend for $397.99. The SOLIX C1000 Gen 2 Power Station has a 2,000W power output, which is perfect to set up as a UPS. With 100% battery available in under one hour of charging, this can be a game-changing device to your home.
Logitech G515 Lightspeed Gaming Keyboard for $109.99
This weekend, you can score the Logitech G515 Lightspeed Gaming Keyboard for $109.99 – that’s 31% off the MSRP! This TKL keyboard is quite slim, making it fit into any setup with ease. The Red Linear switches with double-shot PBT caps offer durability and performance, with a 1.3mm actuation distance.
First impressions matter, right? Full Metal Schoolgirl throws you into its third-person shooter action shortly after a blazing fast anime-inspired opening to the tune of a J-rock banger. It immediately establishes its irreverent attitude and goofy anti-capitalist satire in a futuristic world where robots are exploited and referred to as “the working dead” – and with the goal of taking down a CEO villain, I thought to myself, “Hell yeah.” But about halfway through a second run of this roguelike, it dawned on me that there just wasn’t much to Full Metal Schoolgirl; it’s a dull and repetitive shooter whose gameplay foundations aren’t quite good enough to save it from the largely tedious, unrewarding grind up its 100-floor tower.
During the intro sequence where you break into the evil Maternal Jobz Corporation, you choose to play as Ryoko or Akemi, two cyborg anime girls who are functionally and aesthetically human – the one you pick winds up being the lead character and the other gets captured and plays into the story as you progress. They’re seeking revenge on the company and its CEO for working their dad to death, and the story’s initial disdain for corporate bullshit is sharp in a way that reminded me of Hi-Fi Rush. However, that’s as far as it goes before things devolve into annoying quips and no real intrigue to motivate each run; like most parts of Full Metal Schoolgirl, it doesn’t build on its good ideas and its shallow execution on them wears thin rather quickly.
I have a high tolerance for anime tropes, and here, it teeters between charming and eyerolling, and more frequently leans toward the latter. It’s not just for its crass innuendos, but also in its incessant yapping that doesn’t exude any memorable personality into its interesting premise. I’m not here to handwave the attention drawn to upskirts or the creepy actions of the doctor who upgrades your skills, either – it’s just unnecessary. The moments its tropes really do work are at the very beginning and the very end, and it’s as if everything in between was overlooked in the process, which is where you’ll spend most of your time.
Once you’ve given Full Metal Schoolgirl a couple runs, you’ve pretty much seen it all.
Each floor is made up of a series of narrow hallways filled with enemy fodder alongside environmental hazards, as well as square office building rooms that function as small combat arenas. The latter throws optional challenges at you like clearing the room within a time limit or without using heals for extra money for upgrades. But this overall formula does not fundamentally change across its 100 procedurally generated floors. The scenery may change slightly for each block of floors, yet the structure stays the same. While they may throw different enemy types at you like drones, bomb-strapped robots, turrets, and mechanized dogs, no amount of mixing and matching them can make up for mediocre implementation.
It’s easy to see how the procedural generation clashes with itself when certain doors lead to a completely empty room or the combat challenge prompts just don’t align with the way encounters are set up. This haphazard level design feels very basic at best and frustratingly messy at worst, and it persists through the large majority of the 14 hours I put into finishing the campaign. Boss fights act as endcaps to blocks of floors, and while they’re relatively refreshing after blasting through the same areas over and over again, their attack patterns are quite telegraphed and simple to overcome. Still, I’ll take dodging area-of-effect explosions and dumping my ultimates (or Punishment attacks, as it’s called) into a spongy boss over thoughtlessly repeating identical floors of enemies, so I do wish these kinds of battles weren’t so few and far between.
Defeating a boss grants you a key to start a subsequent run at their floor, which is a godsend to cut through the needless repetition – but, they’re one-time-use. If a run goes sideways after using the key and you don’t defeat the next boss 20-something floors up for the next key, get ready to start at a much lower level, buddy. While this raises the stakes, as any roguelike worth its salt should do, the disappointment of having to trudge through the most boring parts to make it back to where you left off doesn’t feel worth it. Even though it gets easier on account of upgrading your stats and abilities from the materials and money you earn from each run, ascending chunks of floors still takes a lot of time.
I was excited that this is an anime-style shooter at least, which is something I’ve been seeking since Freedom Wars and Sword Art Online: Fatal Bullet (which didn’t quite capitalize on the premise). More often than not, playing through Full Metal Schoolgirl felt like a chore, but I can appreciate the mindless fun its mechanics sometimes offer. With a handful of specific guns and melee weapons I vibed with, I was able to get into a groove, turn my brain off, and just mow down mobs of enemies. Although most guns are pretty counterintuitive for the way encounters are designed, a high-level electric chaingun or chunky plasma ball launcher carry the right kind of weight and feedback you want from a shooter. That said, movement itself is a little too sticky for this style of game, especially when there are annoying platforming sections. And melee attacks and jumps are a tad unresponsive, even if cutting through a crowd with a katana’s dash attack or the Labrys axe’s aftershocks can be satisfying.
It’s moments like these that started to shine though more frequently in the final chunk of floors. The rate at which genuinely challenging encounters presented themselves, and the confluence of weapons that were fun to use showed up, let Full Metal Schoolgirl finish on a higher note than the absolute slog it took to get there. It didn’t exactly flip the script or break away from the conventions established at the start, but it began to make the most of its basic pieces by throwing almost everything at you at a brisk pace.
As I progressed, I naturally figured out which types of guns worked for me – slow shotguns and rifles never made sense to use, but a strong SMG that’d overheat quickly became a favorite. Learning to manage my energy meter for big axe combos, dodging, and hoverdashing became more important in the late game. And weaving in your auto-attack drone (which you summon on a cooldown) was key to salvaging a few runs. Being smart with the scarce battery supply (which is your healing item) factored into how I approached combat as well.
Rarity of gear you’re rewarded with from challenge rooms is random, which leads to moments of pointlessness where I’d clear a challenge room only to be met with common level rarity items that pale in comparison to rare and legendary gear from much earlier floors. At least this makes the modifiers meaningful as they can affect how your health, energy, movement, and damage output works, especially when the shields you equip have a sizable impact on your survivability.
Weak Legacy 2 is a Roblox experience inspired by the manga series Demon Slayer. Whether you fight alongside the demons or choose to fight for humanity, the challenge is the same: you need to rank up, increase your rep, and earn status buffs along the way. To give you a boost, we’ve collected all the available Weak Legacy 2 codes.
Working Weak Legacy 2 Codes
The following codes have been tested and are active:
75SPINS150KLIKESANDSORRYFORTHEBUGS – Rewards
MISTUPDRESETBREATHINGORART – Breathing Art Reset
25SPINSMISTUPD – Rewards
MISTUPDERESETRACE – Race or Breathing Art Reset
15SPINS200KLIKES – Rewards
How to Use Weak Legacy 2 Codes
To redeem Weak Legacy 2 codes, launch the experience on Roblox. From there, follow these steps to get your freebies:
Locate the menu button in the bottom left corner of the screen
Look for the icon of the purple gift box. This is the codes sub-menu
Click codes and then copy the code from this article
Paste the code into the “Enter code here…” bar
Press redeem and enjoy!
Expired Weak Legacy 2 Codes
These codes are no longer valid:
25SPINS250KLIKES
Why Isn’t My Weak Legacy 2 Code Working?
Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double-check that you haven’t copied over an extra space!
When Is the Next Weak Legacy 2 Update?
Weak Legacy 2 just had an update on Sunday, October 18th that introduced a mist rework and more. But they’re planning to release content for a new Halloween event soon, so stay tuned!
Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.
Halo is looking for a fresh start, and today’s 2025 Halo Project Update livestream could give it just that.
Nearly four years removed from the launch of Halo Infinite, gaming fans from every corner of the industry are looking to today’s Halo World Championship 2025 festivities for a sneak peek at the future of the flagship Xbox franchise. What exactly the developers at Halo Studios (formerly known as 343 Industries) have cooking remains to be seen, but judging by a tease shared late last month, it sounds like the Halo universe could soon head into uncharted territory.
“Like last year we’ll be on the Main Stage to talk about it but this year we’ve also got a ‘deep dive’ panel planned for the Community Stage that you won’t want to miss,” Halo Studios said in a Halo Waypoint post last month.
The Halo World Championship 2024 presentation served as fans’ introduction to Halo in Unreal Engine 5, setting the series up for a new direction. We’ll keep track of everything Microsoft and Halo Studios have to announce at the 2025 Halo Project Update stream here, so be sure to check in when the presentation begins at 1 p.m. PT / 4 p.m. ET for all of the latest news.
Developing…
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Board games and anime are living in a bit of a golden era right now, where both are more popular and widely accepted by the masses than ever before. I count myself lucky that I am living in a period of time where I also get to see these two awesome things blend and combine together, in equally – almost Voltron-esque – awesome new ways. One of the most exciting recent examples of this collaboration is Monolith Board Game’s upcoming Berserk: The Board Game, which has taken off on Gamefound this month.
With nearly 5,900 backers and pulling in just over €2 million at time of writing, this tabletop adaptation of Kentaro Miura’s Berserk manga/anime has cut through its funding goal like Guts cleaving through a demon with his signature Dragon Slayer. Berserk: The Board Game lets 1-5 players take up the weapons of characters, including Serpico, Farnese, Isidro, Shierke, and of course, Guts to dispatch and destroy demonic foes. All of Guts’ crew come in detailed miniatures just begging to be painted. These plastic avatars of the Grunbeld and its Grunbeld Apostle, Slan, and Makara are sights to behold, and more than 120 miniatures is a treasure trove for fans that enjoy painting.
Fans of the Berserk manga will be treated to a ton of artwork pulled from the original story to enjoy. All of the action cards that compose each character’s deck feature iconic moments from the series, along with the imposing enemy cards and more. The core game box gives you an 11 Act campaign that takes place during the Millennium Falcon arc, but the additional Black Swordsman expansion that is also available during the campaign allows you to build your own adventures with tons of possible combinations and options to pick from – including the characters in your party and the enemies you are going to face.
While board game adaptations, especially these grandiose boxes, aren’t uncommon these days, most of the time it seems as though video games are the source material, and seeing an anime with such legacy and personality as Berserk is exciting. Monolith Board Games has a pedigree for adapting properties for the tabletop that let players team up and bash some heads in, having previously designed games based on Conan the Barbarian and Batman. Berserk, with its mix of dice rolling, card draw, and grid-based movement, looks like it is going to be another gruesome good time.
Backing the project
Berserk: The Board Game looks to have set itself up as a box that will appeal to fans of Berserk who may not have much exposure to the board game scene, thanks to all of the miniatures, as well as fans of co-operative board games thanks to Monolith’s expertise. If you want to make sure that Berserk is for you and your game group before backing it, there is a WIP Rulebook available to look at for a better sense of gameplay. This is undoubtedly a premium product with just the Core pledge running you €200 (about $233) with the total jumping to €335 (about $390) if you want it all, including the 184 miniatures. Gamefound does offer StretchPay that lets you pay off these large costs over multiple months. As someone who has taken advantage of this myself, it helps a ton!
The campaign is going on for only a few more days, but late pledges will open soon after it closes for those to jump on if you miss the initial campaign.
More board game collaborations
Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.
If you’ve ever wanted to run your own zoo, then Raise Animals is the Roblox experience for you. Though you’ll start with just a single animal, you can race along an obstacle course, taming new animals with your lasso to bring them back to your farm. Feed your animals, level them up, and unlock new mutations that will increase the value of your zoo, so visitors will pay more to see your collection. Want a head start? Here are all the codes that are currently active for Raise Animals.
Working Raise Animals Codes
These codes are currently active and can be redeemed in Raise Animals:
FreeCorals: 1,000 Coral and 150 Rubies
SorryForAllTheBugs – 1,000 Coral and 500 Rubies
50MVisitsTysm – 1,000 Rubies
Ocean – 500 Coral, 1,000 Money, and 250 Rubies
Update1 – 500 Rubies and 500 Coral
How to Use Raise Animals Codes
When you’re ready to redeem your Raise Animals codes, launch the Roblox experience. You’ll then need to like the game and join the Raise Animals Studio group before codes will be accepted. Once you’ve done that, follow these steps to get your freebies:
Click the gear icon in the top right corner to open settings
Scroll down to “Redeem Code”
Copy the code from this article and paste it into the box
Click redeem!
Expired Raise Animals Codes
The following codes have now expired:
SryForTheGamepassIssue
10MVisitsTysms
10KActiveTysm
Release!
FREE RANDOM ANIMALS
5MVisitsTysm
1MVisitsTysm
5KActiveTysm
3KActiveTysm
SorryForBugs
Why Isn’t My Raise Animals Code Working?
Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double-check that you haven’t copied over an extra space!
Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.
Battlefield 6 appears to have suffered yet another leak, this time relating to its battle royale.
According to ModernWarzone, which has a track record of accurate reporting around unannounced video game information, particularly in relation to Call of Duty, the Battlefield 6 battle royale is called Battlefield: RedSec.
ModernWarzone also reported that it’s free-to-play and is due out on October 28, the same day Battlefield 6 Season 1 is set to launch. Given EA and Battlefield Studios are yet to make any announcements about this so close to that date, a shadowdrop is expected.
Here’s a quick look at what changes you may notice the next time you play:
Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.
Battlefield 6 Season 1 update 1.1.1.0 patch notes:
We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times:
09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes.
15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players.
Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC.The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.Major Updates for 1.1.1.0:
Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.
CHANGELOGPLAYER:
Fixed an issue where combat dive could break when diving uphill.
Fixed an issue where players would detach from ziplines when entering at high speed.
Improved steady aim and sight centering for more consistent precision.
Fixed an issue where movement could interrupt steady aim.
Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
Fixed an issue where the jump animation could play twice when aiming down sights.
Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
Fixed an issue where jump inaccuracy could linger too long after landing.
Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
Fixed an animation delay when opening doors while sliding.
Fixed an issue where players could get stuck while vaulting over certain objects.
Fixed a visual issue where dead players appeared alive while swimming.
Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
Fixed an issue where getting killed by a mine would highlight it in the killcam.
Fixed a camera jitter that could occur when entering ladders and looking down.
Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
Fixed an issue where pistols disappeared while swimming.
Improved lighting precision for visibility while hip-firing and aiming down sights.
Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
Fixed an issue where the killer snapshot sometimes did not display in the killcam.
Small improvements to weapon and camera sway for smoother movement.
Fixed an issue where enemies could take melee damage in protected vehicle seats.
Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
Improved training path progression display to better match actual unlocks.
Fixed an issue where friendly players could clip into each other when climbing ladders.
Fixed an issue preventing vaulting directly from a slide.
Fixed an issue causing the camera to rotate abruptly after a takedown.
Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
Improved stab animations when reviving with drag and revive.
Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
Fixed a camera clipping issue when going prone while strafing.
Fixed a missing third-person animation when transitioning from prone to sprint.
Fixed an issue where falling while sprinting caused incorrect hand movement.
Fixed visual clipping when soldiers stood too close to glass doors.
Fixed jittery aim animations in third-person when mounted.
Fixed a bug where mounting near walls prevented aiming left or right.
Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
Fixed an issue where third-person hit reactions were missing when hit while mounted.
Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
Fixed an issue where taking melee damage interrupted weapon fire.
Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
Improved vaulting, parachute, and door-opening animations for smoother transitions.
Fixed rare animation freezes for friendly soldiers reloading off-screen.
Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
Added parachute customization for soldiers.
Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
Improved ragdoll impacts for more consistent and reliable reactions.
Improved stance transition and landing animations to settle faster and feel smoother.
VEHICLES:
Fixed missing haptic feedback when switching between tank weapons.
Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.
GADGETS:
Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
Fixed an issue where Defibrillators appeared floating during vaulting animations.
Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
Deployable gadgets are not destroyed/removed from debris piles
AT grenades now create a small sized crater instead of a medium one.
Buildings now take more hits to be destroyed by a Sledgehammer.
WEAPONS:
Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
Fixed a misalignment issue with top-mounted red dot sights.
Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
Improved reticle settling for automatic weapons to make burst firing more efficient.
Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
Balanced sledgehammer damage against world objects for better consistency.
Fixed an issue preventing players from leaving the Firing Range.
MAPS & MODES:
Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
Improved exposure transitions between indoor and outdoor areas for better visibility.
Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
Squad names are now randomized at the start of Squad Deathmatch matches.
Added visible bomb meshes to armed M-COMs in Rush.
Updated overtime UI visualization across all modes.
Fixed animation and positioning issues during insertion sequences on all maps.
Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
Fixed an End of Round progression issue in King of the Hill mode.
Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.
Mirak Valley
Fixed a misaligned zipline mesh in Conquest.
Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.
Siege of Cairo
Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.
Liberation Peak
Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.
New Sobek City
Fixed an issue preventing players from capturing part of Flag C in Escalation.
Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.
Manhattan Bridge
Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.
UI & HUD:
Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
Updated 3D previews for certain gadgets to show their deployed state.
Added preview videos demonstrating how gadgets work.
Added new cosmetic options for selected gadgets.
Changed “Save & Close” to “Close” in the Deploy menu for clarity.
Fixed various UI issues in Loadouts.
Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
Fixed multiple text inconsistencies in Dog Tags and Challenges.
Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.
SETTINGS:
Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.
SINGLE PLAYER:
Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
Fixed a black screen issue in the Night Raid mission.
PORTAL:
Fixed an issue where the Host Experience screen did not display the Portal experience image.
Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
Corrected a spelling error in the message shown when attempting to join an unavailable server.
AUDIO:
Fixed an issue where footstep sounds were missing when moving with the knife equipped.
Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
Added radio chatter through controller speakers.
Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
Added missing ambient audio setups for environmental props like construction barriers and buses.
Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
Fixed an issue where delayed challenge tab displays triggered early audio playback.
Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
Fixed missing or out-of-sync reload sounds.
Corrected the M39 EMR using suppressed audio when unsuppressed.
Restored missing external sound effects for RWS Gunner countermeasure mines.
Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
Reload audio polish for several weapons.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
So I’m going to be that guy and start bringing up Christmas 2025 before Halloween has started, but for good reason. Ever thought “My Christmas tree needs more Nintendo?” Well Hallmark just dropped their Mario, Pokémon and the Legend of Zelda tree ornaments and I want to buy all of them.
TL;DR: Deals for Today
Not ready to get festive just yet? How about a beast of a power bank from Anker that can handle Macbooks, Xbox ROG Ally X and Switch 2? Yeah, it’s a cracking prime-exclusive deal. In other deals today i’ve found a craceking deal on a cult classic 4K steelbook and some last minute Steam game deals that you can’t ignore, so let’s get into it:
Hallmark Nintendo Christmas Tree Ornaments
Today’s deals article marks the only time i’ve paid attention to anything Hallmark, and it’s a worthy sacrifice considering I could have Link, Elephant Mario and Snorlax hanging on my Christmas tree this year. Pricing varies, but I couldn’t ignore all of these epic Christmas tree decorations.
Anker 737 24,000mAh 140W Power Bank
There’s hardly any power bank brands I trust more than Anker, as every product i’ve bought or tested has been brilliant. So coming across this prime member-exclusive 32% discount on a 24,000mAh 140W Power Bank for $74.99 is Black Friday territory. This will charge anything from a Macbook or handheld gaming PC to your smartphone, so don’t sleep on this deal.
The Fog (1980) – Limited Edition Steelbook 4K Ultra HD + Blu-ray
A 4K Steelbook with stunning artwork at 55% off? That once sentence sells this deal, but The Frog (1980) is also a cult classic. 100% worth $17.99 if this kind of film is up your street.
EDENS ZERO Standard Edition (Steam)
Using code “OMENVIP” will bag players Edens Zero on Steam for just $35.33, down from $49.99. Pretty great deal, right? It’s a 3D action RPG based on the Manga and Anime “Eden Zero” by Hiro Mashima, and might just be your way in if you don’t have the patience for reading or binge watching a new anime.
Zone of the Enders: The 2nd Runner (Steam)
It’s $4.68 for a steam code, what’s not to like? It’s a full-length remaster of the original featuring full Steam VR support, native 4K support and surround sound. So now if going to be a great time to take JEHUTY out for a spin.
Unknown 9: Awakening (Steam)
Another banger for the price of a posh coffee, Unknown 9: Awakening for $4.99 is well worth it. Redeemable on Steam, play as Haroona who’s able to pull powers from a parallel dimension known as “The Fold” to dodge bullets, vanish, fire energy Dragon Ball style and more.
Hulu (with ads) + Live TV for $64.99/mo for 3 Months
30% off Hulu just in time for the world series? Yes please! It contains adds, but a saving is a saving especially when it’s commitment free after the offer ends. Just in time for the holiday season, you can have cosey film nights for less this year.
77″ LG Evo C5 4K OLED Smart TV
Over $2,000 off one of the best TVs of this year, plus you get free stand or wall mount setup and a LG S40T Soundbar and Subwoofer bundle (Worth $229.99), just add it to your basket. If you need a new TV in time for the holidays, this is an absolute banger to have in the lounge.
Anker 25,000mAh 165W Power Bank
No more loosing USB-C cables with this bad boy. It pumps out enough power to charge anything from your phone and Nintendo Switch 2 to a Macbook. The 25,000mAh power capacity means it’ll store more than enough more to charge two devices at once too. It’s a win-win kind of deal.
Lenovo Legion 5 Pro Gen 10
30% off an Nvidia RTX 5070Ti gaming laptop brings the price of entry for DLSS 4 to way under $2,000. 16GB of DDR5 RAm alongside a Intel Core Ultra 9 275HX processor backing up the GPU means this 16-inch Lenovo Legion beast is well worth it!
Football Manager 26 (Steam)
Preorders are now available for Football Manager 26 over on Fanatical, which gives players early access for pre-purchasing. New features such as Premier League and Womens Football is included this time around, to there’s plenty to go at in this new instalment.
Once Upon A KATAMARI (Steam)
Releasing today, Once Upon a Katamari introduces tiem travel to the frankly insane cult classic series from Bandai Namco. Roll through Jurrasic, Ice Age and other eras to rebuild the Earth and Moon that the king destroyed whilst playing as The Prince and one of his 68 cousins. Mental.
SILENT HILL f (Steam)
Set in 1960s Japan, Silent Hill f follows Shimiza Hinako as she deal with her town and home covered in a strange fog, turning her life into a living nightmare. This next instalment focuses more on Psycological horror and finding beauty hidden in terror. I’d find out for myself, but i’ll be giving my goldfish a bath instead (I’m scared).
Alienware Gaming Desktop Discounts
Fancy a solid RTX 5080 build for under $2,000 including free delivery? You’ll be able to take advantage of DLSS 4 with more gas in the tank than a RTX 4080 Super, which is one of Nvidias best graphics card releases last year. Buyers can look forward to high frame rate 4K gameplay with all the bells and whistles added. We’re talking ray tracing and definition sharper than any console can currently output. Check our review out for more information on this epic GPU.
Alienware Gaming Laptop Discounts
When it comes to gaming laptops in general, picking one within your budget is the first major step. For something worth gaming on, the $1,000 mark is the price of entry. That will include a RTX 5060, going all the way up to $3,549 for a RTX 5090 build if you really want that mobile gaming flex.
Nvidia RTX 5000 Series Refurb Deals
Still running a Nvidia RTX 1000 to 3000 series? This is your chance to upgrade your rig to DLSS 4 and Ray Tracing with Woots RTX 5000 series refurbished sale. The sweet spot with this generation has to be RTX 5080 that includes 16GB of GDDRR6 RAM that can handle 4K gaming and all the frames. Need to upgrade on a budget? RTX 5070 12GB is a great option for $529 too.
MTG: Cheapest at Amazon
There’s a handful of booster boxes available for slightly less at Amazon this week, but it’s a bit of a poor turnout for Magic: The Gathering players. Most of the listing on Amazon are above MSRP and higher than secondary market values, but the carosel above are good deals when compared to TCGPlayer.
MTG: Cheapest at TCGPlayer
TCGPlayer’s sellers are keeping away from the sneaker-heads and crypo bro mentality that’s hit Magic and Pokémon TCG is 2025 and is keeping prices down. Market value for MTG sealed product goes off what people are willing to pay, and it shows. There’s so much here that’s at a lower price than big box retailers it’s embarassing. But, it’s great for your pocket!
Blaziken ex & Volcanion ex Premium Collection
Trainers and collectors will get five Destined Rivals Boosters and five Journey Together Boosters in this bad boy, so that’s about the right kind of ball park for ten booster packs, plus you’re getting the promo Volcanion ex and Blaziken ex promo card and a jumbo version of Blaziken ex.
I think these promo’s would work great together in a fire-themed deck. Use Blazikens Seething Spirit to grab fire energy from your discard pile to build up Volcanion. In the meantime Volcanion can burn opposing Pokémon then use Scorching Cyclone for 160 damage then transfer all it’s energy to a benched Pokémon. So many possibilities here.
Poké Price Check: Mega Evolution In Stock
Mega Evolution seems to be a well-printed start to the next era of Pokémon TCG. I’m seeing boosters in convienience stores and some products on physical shelves, not to mention the Booster Bundle ($52.89), Gardevoir ETB ($88.81) and Three Booster Blister ($28.90) available on Amazon. Like the rest of the products in this carousel though, the cheapest is TCGplayer right now.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.