If you know a Spider-Man fan or a Magic: The Gathering player, then there’s a perfect product that’s tailor-made for them this Christmas.
Magic’s Spider-Man set includes cards depicting classic comic moments, costumed heroes, and nefarious villains, and you can get an instant collection with the Gift Bundle. Better yet, this unique product is reduced by 25% at Amazon for Black Friday.
Get The MTG Spider-Man Bundle For Under $70 This Black Friday
This discount brings the $89.99 set down to $67.94, and includes ten packs, with nine Play Boosters and a single Collector Booster. Given Collector Boosters, when you can find them, are going for around $35 – $40 each, that’s a chunk of the value of this bundle tied up there.
It includes cards in foil or alternative art treatments, increasing the chances of finding something rare or valuable, but the other nine packs inside are Play Boosters, which are ideal for actually playing Magic: The Gathering.
Also included is an alternate-art promo card exclusive to the box, as well as 30 lands to help with deckbuilding.
Why the discount? It’s twofold. For one, this product seems squarely aimed at being a gift option this holiday season. The other is that, despite high hopes from Wizards of the Coast, the Spider-Man set just didn’t take off as they’d hoped.
Maybe it’s product fatigue, maybe it’s the set’s less-than-compelling mechanics, but it’s still got some awesome artwork that’s ideal for collectors and casual players.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.
The director of Clair Obscur: Expedition 33 always believed the turned-based RPG was going to be “cool,” but had no idea it would get this “big.”
Talking to Radio Times Gaming following this year’s Golden Joysticks awards, creative director Guillaume Broche spoke candidly about the studio’s work, admitting that the game’s reception from fans and critics alike has been so unexpected, saying “nobody really understands what’s happening.”
“I think people don’t really realize that, now it’s become big, but before the launch, it was not supposed to be big,” Broche said. “I think we all felt the same thing. It’s going to be cool. It’s not going to be big, it’s going to be cool. And what’s happening today is like, as we say, nobody really understands what’s happening.
“It’s a weird feeling, when you put your heart out into the world and the world embraces it and gives you so much love back. We get so much love from the players… it’s so touching and incredible that it’s very hard to explain.”
Ben Starr — who voices Verso in the RPG — feels the same, adding: “It was never intended to be as big as it is. It’s turned into this kind of cultural moment, phenomenon, but that’s just because the game is very honest, I think. And a lot of people have bought into that.
“I don’t think anyone expected this because it’s a small game. No one expected those numbers, and we’ve all just been messaging each other thinking, this is, well, this is just silly. This is just silly now. Everyone just stop. It’s a silly joke. But yeah, it’s been very cool.”
Clair Obscur: Expedition 33 launched on April 24 across PC and console, but also straight into Xbox Game Pass as a day-one title. In IGN’s 9/10 review of Clair Obscur: Expedition 33, we described it as a “modern RPG classic,” adding: “In so many ways, Clair Obscur: Expedition 33 reminded me of numerous classic and contemporary RPGs I love, but developer Sandfall truly understood why those games are special and made the pieces it borrowed its own.”
Clair Obscur: Expedition 33 has sold 5 million copies in five months, making it one of the biggest hits of the year. It also received a record-breaking 12 nominations at this year’s The Game Awards, and is up for Best Direction, Best Narrative, Best Art Direction, Best Score and Music, Best Audio, Best Independent Game, Best Debut Independent Game, and Best RPG, as well as the ceremony’s coveted Game of the Year gong. Three of its performers are also up for Best Performance.
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
The Holidays are approaching, and you know what that means: tanks. Lots and lots of tanks. And to celebrate the season, Wargaming just revealed that none other than Benedict Cumberbatch will be the official Ambassador for the World of Tanks Holiday Ops 2026 event. You can check out an exclusive behind the scenes look at the actor’s appearance in the game in the player above.
Cumberbatch sat down with IGN to dive into his participation in World of Tanks, break down his favorite video games as a kid, and share whether Doctor Strange would beat Doctor Doom in a fight.
“World of Tanks is about as good as it gets,” Cumberbatch says. “My character in the game does much more than just handing out assignments. From the winter garage, he shares bits of life (and) wisdom through stories that inspire players to push forward. There’s also the special Holiday Ops Challenge filled with over 50 battle missions that grant exclusive, customized rewards – including my role as a tank commander with my own voice in the game.”
Cumberbatch follows in a long line of celebrities who’ve participated in World of Tanks Holiday Ops events including Arnold Schwarzenegger, Jason Statham, Milla Jovovich, and Vinnie Jones. Cumberbatch says that his favorite tank in the game is the M24 Chaffee, but that all the artillery in the game wouldn’t stand a chance against one of his famous on-screen characters.
When we asked Cumberbatch who would win a face-off between every single tank in World of Tanks combined and Doctor Strange, he scoffed. “Doctor Strange. Come on guys, of course it would be the good Doctor.”
Cumberbatch, who’s appeared in games like The Nightjar, Sherlock: The Network, LEGO The Hobbit, and Family Guy: The Quest for Stuff, says video games were an essential part of his childhood. “It all started with a little Nintendo Donkey Kong Jr.,” Cumberbatch says, “which I was obsessed with, and then Mario Brothers of course. I had an Atari console which I used to remember playing very basic ping-pong with my dad and a rather scary end of days nuclear strike game where you had to intercept intercontinental ballistic missile(s)! I remember how stiff the control sticks were but (they were) all very fond memories and despite the simplicity a great deal of fun.
“I had a SEGA Game Gear a little later on, but apart from that now the console and gaming world kind of left me behind with adult life. At moments like this I wish I could find some time to while away the hours either with a shoot ’em up or strategy-heavy game. Everything that happened (with World of Tanks) was a completely new experience for me – engaging with the video gaming world and its creative side in such an intense way. It’s been fascinating, and I’m excited to see how players will receive it.”
Cumberbatch, who’s known for his appearances in the MCU, on-screen roles like Sherlock and Smaug, and critically acclaimed turns in films like The Power of the Dog, August: Osage County, and The Imitation Game, says he and the Wargaming team recorded hundreds of voice lines to give his character depth and make him “instantly recognizable.”
“Like all things gaming, (World of Tanks is) wild and clever and fast moving. Here I am stepping into a completely new world and exploring a role that’s both grounded in a certain reality that then slowly swirls into magic realism and absurdity via some great comedic beats.
“I’m the virtual commander in World of Tanks, but in the guise of a highly inappropriate therapist. I’m guiding players through the battlefield with a steady hand. My character is eccentric and high-energy but also the embodiment of calmness. He is a tactician and strategist who knows that true strength lies in composure and clarity of thought.”
Beyond World of Tanks, fans are eager to know if Cumberbatch will appear as Doctor Strange in next year’s Avengers: Doomsday. While he’s tightlipped on that possibility, Cumberbatch does have an opinion as to who’s the ultimate Doctor in the MCU. When we asked him who would win in a fight – Dr Strange or Doctor Doom – he didn’t mince words.
“I hope Dr Strange!”
The World of Tanks Holiday Ops 2026 event kicks off on December 5, 2025, and continues through January 12, 2026.
Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He’s spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton
I’m parked at the back of the grid on Mount Panorama, awaiting the race start, and there are cars ahead of me literally facing backwards. This is not going to go well. As you’d expect, pandemonium ensues when the lights go off. The race has just begun and it’s already a mess.
Unfortunately, this is Project Motor Racing in a nutshell right now.
On paper, Project Motor Racing is precisely the sort of racing game I want to play. It has a great selection of cars, a number of which are thoroughly underrepresented in modern racers. It’s also not crippled with free-to-play chicanery or subject to a monthly subscription, and its focus isn’t primarily multiplayer. All of this is high-octane music to my ears. In practice, however, Project Motor Racing simply hasn’t worked out, and I’ve totally bounced off it in its current state thanks to AI that essentially ignores your presence on track, a hopelessly uneven penalty system that serves only to frustrate and ruin your races, and its array of bugs and peculiar physics quirks.
Project Motor Racing arrives as a spiritual successor to Slightly Mad Studios’ now-defunct Project CARS series, which failed to survive the Codemasters acquisition of Slightly Mad (and the subsequent EA purchase of Codemasters). There may be some different logos on the loading screen, sure, but developer Straight4 Studios is basically a rebirthed Slightly Mad after someone hit the VIN with an angle grinder.
Perhaps more specifically, it’s attempting to pick up where Project CARS 2 left off – brushing aside the bafflingly casual reinvention of the series in Project CARS 3. If you need a comparison to chew on, it’s a little like how Jaws 4 ignores the events of Jaws 3D. Unfortunately, just like Jaws 4, things get real fishy, real fast.
Superficial Intelligence
To be fair, Project Motor Racing’s single-player set up has a good base and I do like how malleable it initially is, with three starting budget figures that give us the flexibility to approach the career mode however we choose. That is, you can select to begin with just enough cash to scrape into the entry-level categories, or a wallet big enough to buy any car on offer and head straight to the top classes. It’s smart that it has these options. There are actually slots to have three separate careers on the go simultaneously, so it’s possible to experiment with multiple approaches (or, in my instance, for my sons to dabble with their own career saves without messing around with mine – an underrated addition to any racing game).
I do like how malleable it initially is, with three starting budget figures that give us the flexibility to approach the career mode however we choose.
Your in-game payouts can also be tweaked to fit your playstyle. For instance, you can opt to keep things simple and take a flat payout per event, or you can mix it up and take bonuses for winning only – or even have your damage repair bills covered in return for a steady portion of your event takings. This is an equally smart way of slinging out credits to us, regardless of how differently you or I may plan to go about our racing.
The management component plateaus here, though, since there are no other meaningful aspects to it. There’s no in-game way of creating a custom team appearance for the cars you buy and race, or applying sponsor logos. In this regard, don’t expect anything like, say, the recently released NASCAR 25. Support for mods is a much-touted feature of Project Motor Racing on both PC and console – and I have no doubt that many recognisable liveries will be convincingly recreated and available via user-created mods – but mods feel unlikely to fill this specific gap.
Once you have a team and a car, the campaign mode becomes a simple matter of selecting a championship or event, paying the entry fee, and competing. At this point, the overall objective is really that of any real-life race driver – spend your work days at high speed on 18 world-famous race tracks and do your best to win (or, failing that, not send your team bankrupt). This approach works for me. Or, at least, it would have, if Project Motor Racing had not been so bafflingly irritating to race in.
The racing is frustratingly close to being entirely decent, but it’s currently completely undermined by its aggressively oblivious AI and its brazenly unfair penalty system – both of which are so annoying I have no desire to keep playing at the moment.
The racing is frustratingly close to being entirely decent, but it’s currently completely undermined by its aggressively oblivious AI and its brazenly unfair penalty system.
The big problem with the AI is that they regularly drive like you’re not on track. I’m not just talking about them coming across on you when you only have a slight overlap and probably got optimistic sticking your nose there in the first place (although they will do that, and watching the replays exposes that they’ll do so by sometimes clipping through your front end like you’re a ghost). I’m talking about the absolute argy-bargey that occurs when you’re right alongside them and they want to carry on sticking to the racing line like freight trains, so they thump into you with zero regard for your existence. It certainly doesn’t help that it currently features no radar or proximity indicators for the cars around you, and no spotter either.
On PS5, the single-player opponent count is actually limited to just 15 (crossplay multiplayer allows up to 32). Frankly, 15 isn’t near enough for a racing sim of this type but, considering the way they drive, I guess I don’t know that I’d want any more of these lunatics out there right now.
Let’s be clear, my favourite real-world racing categories are old school Super Touring and V8 Supercars, so I am unequivocally all for elbows-out, panel-punishing racing in my games, too – but this just takes the piss. Project Motor Racing’s AI regularly reminds me more of classic Gran Turismo, where the AI racers always felt exponentially heavier and generally incapable of being affected by the player’s car. To experiment, I’ve cannoned into the back of opponents for no result. They just carry on cornering without losing a position, while I’m parked in the gravel.
The issue is compounded by a ruinously strict track limit penalty system that will just nuke your whole race for zero reason. Get bumped off track by the AI? That’ll be a two-second penalty for breaching track limits. It doesn’t matter that it wasn’t your fault, and it doesn’t matter that you’ll have already likely lost time because of it. If you have the opponent strength slider set at just the right level to have your times toe-to-toe with the AI, two seconds can be a lifetime. It just immediately ruins races. It’s a real buzzkill to be in the groove, lapping consistently with the pack a bit spread out, and thinking, “You know what? This actually feels pretty good right now” – then, bam; tiny moment, dud penalty.
Get bumped off track by the AI? That’ll be a two-second penalty for breaching track limits.
For comparison, Assetto Corsa Competizione also dishes out penalties, but only if it detects an advantage. If you’re forced off track – or if your ego writes a cheque your tyres can’t cash and you grab a bit of impromptu dirt on a corner exit – ACC won’t penalise you if you didn’t benefit from the off-track excursion. Project Motor Racing is the exact opposite, whacking you with penalties for tiny mistakes that have already cost you time. Hell, they don’t even have to be tiny; you can spin, get overtaken by the whole field, and still be slapped with a two-second penalty the moment you rejoin. I wasn’t cheating; I was crashing. Confusingly, I had better luck actually cheating, because the penalty system allowed me to blast straight ahead at T1 on Project Motor Racing’s off-brand version of Monza, pay my dues by slowing to 60km/h, and immediately go from 16th to 1st. This is repeatable, too – and sometimes I actually didn’t get penalised at all.
At any rate, it’s thanks to the penalty system I certainly have no interest playing the career on “authentic” difficulty, which locks the opponent strength at 100 and does not allow race restarts. This might be a problem if trophies are important to you, because a horde of them are tied up behind completing the career on “authentic”. Authentic mode is optional, but Project Motor Racing would do well to remember we’re not all as quick as real racing drivers when we play video games. That’s why I play video games. For now, any time I get pinged unfairly in my current career I typically just hit the pause menu and try again. I just need to hope that everyone is facing the right way when we restart.
A Storm is Coming
Project Motor Racing’s weaknesses on track are annoying considering how much I like its current garage, and doubly so considering how excited I was to learn that Australian touring cars from two separate eras of the Supercars series are planned to arrive as DLC later next year.
Project Motor Racing features over 70 cars, and I admire the distilled approach of focusing strictly on racing models. Ferrari and McLaren appear to have turned down a seat at the table for now – which does create some hefty holes in the categories it focuses on – but it’s particularly neat to see some of the old GT and N-GT cars that rarely get much love in contemporary racing games. For instance, I’ve always had a soft spot for the Lister Storm and its 7.0l V12. After all, there ain’t no replacement for displacement.
The cars look nice in the menu screens, but they’re not as glamorous out on track. In action, it’s actually quite washed out, and it absolutely does not look a generation newer than the excellent Project CARS 2. Damage is underwhelming, as is the rain. There are a lot of layers to the sound, which does capture a good deal of the raw, mechanical noises of a race car – although broadly speaking there’s room for improvement, and I’d love the engine notes to be a little thicker and throatier.
In terms of how the cars handle, however, I’m tugged in two directions – literally, in this instance. There’s really nothing more important to a race sim than the handling, and I have to say there are some car and track combos in Project Motor Racing where I’ve felt very satisfied with the overall feel on a wheel (the only PlayStation wheel I have is the Thrustmaster T-GT II, which isn’t a direct-drive wheel, but is about as good as belt-driven wheels get in terms of force feedback).
For instance, in a GT3 car like the Audi R8 or the Ford Mustang at Mount Panorama, I can lap clean and the cars feel compliant beneath me. Am I as quick as a real GT3 driver? Not at all, and I’m probably underdriving the cars by some margin – but it does all feel quite intuitive to me at the speed I race. The buzz from kerbs is strong, and the sensation of weight fluctuating is impressively pronounced – like everything lightening up for a beat as you barrel over a crest and your car becoming heavier and stickier as you scoot from the end of a slope. This is a big factor on a track with such profound elevation changes, like Bathurst. The disparity in performance on a cold tyre versus a warm tyre is also huge in Project Motor Racing, and the very real necessity to drive the first lap or so more delicately is also a satisfying enough challenge here.
I’ve been far less confident in other cars, however. The hypercars are the worst culprits. They just want me dead. Obviously I’m not a professional racing driver, and I’m not going to speak to you like I am – or act like I know exactly what’s going on beneath the surface of something like Project Motor Racing when it comes to simulating a Le Mans prototype. The hypercars, however, are undriveable out of the box – even on a wheel. They pull left and right, they slip, slide, and scrub – and there’s just zero feeling of the immense downforce I expected. For clarity, we’re talking about cars that produce four times as much downforce as they do drag.
Unfortunately, on gamepad, the news is worse. It’s just way too twitchy to be a satisfying sim on a standard controller – especially when the tiniest erroneous flick of a stick can mean a nonsense penalty. I tried dialling down the sensitivity of the steering, but it really had little effect. Cars (especially the prototypes) get so unsettled when steering from left to right on a gamepad I just can’t really recommend picking up Project Motor Racing if that’s exclusively the way you plan to play it.
Here we go! It’s officially Black Friday 2025, and the amount of Pokémon deals available right now is insane. Rather than sifting through endless listings, I’ve already done my homework to ensure trainers catch the best Pokémon deals. From Pokémon TCG to Plushies, there’s something for every Pokéfan this year.
TL;DR: The Best Pokémon Black Friday Deals
The best thing about Amazon right now is the different ways to get even more money off these Black Friday deals. The first method is applying for an Amazon Visa card. If successful, you’ll snag a free and instant $60 Amazon gift card to spend right away, no need to get into debt.
You can also get up to 50% off using the AMEX or Discover loyalty scheme, which also includes points to spend on orders to save money. You usually have to spend atleast $1 on your card to activate the automatic discount, but you’ll end up saving far more.
Let’s get into the best 2025 Pokémon Black Friday deals, whhich i’m also keeping an eye on and updating until the end of Cyber Monday!
TCGPlayer’s Cyber Sale (Starts Nov. 28)
This promotion will be running until December 1, 11 pm ET. So if you’ve been waiting for your favorite chase cards to go down in value to snap them up, this is it.
TCGPlayer does these promotions once or twice a year for a big holiday like Black Friday and Halloween, but this 10% credit offer comes while Pokémon TCG is finding a new floor.
That much is clear just by looking at the most recent Pokémon TCG set, Phantasmal Flames. But more on that later, long story short, this is a great time to pick up chase cards.
If you’re planning on snapping up quite a few Pokémon cards in the sale, this is a great time to become a TCGPLayer subscriber. It costs $8.99 a month and gives users free delivers and 1% cashback regardless of the time of year.
Whilst this climbs to 3% after a years membership, subscriber will get a boosted 13% cashback over cyber weekend on top of their usual cashback. For longtime members, this could equate to 16% cashback, which is frankly insane.
Pokémon TCG
Amazon TCG sealed product is getting closer and closer to market value, with some products such as MEga Evolution and Phantasmal Flames dipping under quite often.
Whilst Black Friday is all about shifting old inventory, The Pokémon Company is still rolling out their bigger print runs, so expect pretty much anything in the TCG department this year.
Using the above discounts and gift card offer could even score you a free booster bundle or two this Black Friday, so stay savvy and I’ll keep trainers updated on any bangers.
AMEX and Discover Amazon Loyalty Discounts
Not only can you sign up for an Amazon Visa card for a free $60 gift voucher right now, but you can get up to 50% off Pokémon TCG if you use your AMEX or Discovery card when you place an order on Amazon.
You’ll only need to spend $1 to activate the automatic discount, so if you end up combining the 50% discount with the $60 gift card, you could get things like Booster Boxes and Blister Packs for free, with Elite Trainer Boxes costing around $20-$30. Now that’s a Black Friday deal!
Squishmallows
I’m calling it, Pokémon Squishmallows are perfect and i’ll die on that hill. Soft materials, even softer fillings and loads of different Pokémon to choose from. Tell me you don’t want to cuddle a Happy Pikachu when you go to bed on Christmas Day? I’m a 37 year old man, and I’m also not a liar. The 20″ Black Friday deals are the best at the moment, so snap one up.
Plushies
If you like all your Pokémon Plushies not looking like easter eggs this holiday, there’s plenty of official ones that have been given the Black Friday price cut too. Favorites such as Pikachu and Dragonite are here, and even a new set of Christmas Kanto starters to make your home or bedroom even cozier whilst its freezing outside. There’s also an Alolan Raticate if you like offending your eyes.
MEGA
Yes, Pokémon LEGO is coming in 2026, but that doesn’t mean MEGA Pokémon sets aren’t awesome. There’s some brilliant deals here, with my favorite being the Motion Gyarados. It rocks over 2000 pieces and has a moving mouth and tail, it’s a very cool display piece at a an even better Black Friday price.
Funko Pop!
An exclusive Softcolor Charmander Funko Pop! in a Black Friday deal? Insane scenes, snap that one up before it sells out. The Galar starters, Grookey, Sobble and Scorbunny are all here, including some fan favorites like Eevee and Mewtwo for well below MSRP. Catch ’em all!
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.
Arc Raiders developer Embark Studios released update 1.4.0 this week, and in the patch notes teased a “very hot fix for the locked room exploits.” It turns out they weren’t kidding.
Following the release of the patch, players — as they often do — jumped into the hugely successful extraction shooter to give this fix a proper test. They’ve been able to cheat their way into locked rooms as before, but what they now find inside… well, Embark called it a “very hot fix” for a reason.
As redditor Forward_Problem_7550 discovered, locked rooms now turn you into a fireball if you glitch inside. The clip below shows the trap in action.
Reaction to the change is positive, with most players getting a kick out of what Embark has done here. “Best part of this is the clowns doing the glitch lose all their stuff to someone who legitimately opens the door with a key. CLASSIC!” enthused A_Tortured_Crab. “It’s genuinely a really good fix,” added vedomedo. “Hopefully this is the mindset they keep going forward. Punish the exploiters and reward legit players.”
Now, some players are saying they’re more inclined to use their keys to enter locked rooms legitimately in the hope of finding “some dingus who hasn’t read the patch notes.”
Technically this isn’t a fix, as players can still use the exploit to enter locked rooms. But it is an eye-catching workaround, and will surely put off players from trying to cheat their way inside a room after they’ve been cooked once.
“Would’ve been better if they just didn’t say anything and rolled this out,” suggested Maverixk_. “Imagine all the door glitches finding this out and losing all of their s**t before word of mouth spread. Would’ve been hilarious.”
That’s not all the update did. It’s also patched the gun quick swap exploit. Full patch notes are below.
Arc Raiders Patch Notes 1.4.0:
Content and Bug Fixes
Exploit mitigation mechanisms have been added for all locked rooms across all maps.
Fixed the gun exploit that allowed you to shoot quicker than intended by swapping to a quick use item and back.
The exterior access to Spaceport’s Control Tower locked room has been blocked off.
Fixed the issue that sometimes caused low resolution textures in the Main Menu.
Fixed players being able to push each other by jumping on each other’s backs.
Fixed lighting artifacts that would sometimes occur upon entering maps.
Raider Voice now correctly respects the selected voice option after restarting the game.
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
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.
A pristine copy of Fortnite has just been sold for $42,500 — which seems a lot for a free-to-play game.
To be fair, this is a boxed version of Fortnite — something that also grants access to the game’s original Save the World mode, which Epic Games still requires you pay a small amount to access.
But there’s no suggestion this sealed copy of the world’s biggest battle royale will ever actually be played. Indeed, it has been sold encased in a box, and labelled with a 10 A++ rating from video game grading company Wata — its highest possible quality score.
Sold by Heritage Auctions, this copy of Fortnite is an Xbox One version from the game’s original 2017 print run. Only a limited number of physical copies were ever produced, and this edition dates back to when the game’s now-ubiquitous battle royale mode was just a side-offering.
As mentioned, it does include access to Save the World, which is worth… something. Epic Games has bundled the original Fortnite mode in numerous ways over the years, but currently sells access as part of a $18.49 add-on that includes 1,500 V-Bucks (which would separately cost $18) as well as an exclusive skin.
Even with this in mind, though, you’re still paying $42,482 over the odds.
These days, Fortnite is a very different beast — a metaverse of battle royale modes, user-generated maps, plus LEGO and music offerings. Oh, and it’s home to pretty much every media franchise that has ever licensed itself for a video game, as well as real-life popstars and now even Quentin Tarantino.
Of course, video games attracting huge sums as collectible items is nothing new — and within the grand scheme of things, $42,500 pales in comparison to other auction prices. Back in 2021, a factory-sealed copy of Super Mario Bros. sold for a record-breaking $2 million, though there’s debate over whether the sale counted as an auction in the traditional sense. Officially, Guinness World Records recognizes a copy of Super Mario 64 sold for $1.56 million as the highest amount successfully bid for a video game to date. But who knows how much that copy of Fortnite will be worth in another 100 years?
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
Image credit: Heritage Auctions/HA.com
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Ubisoft has confirmed it no longer plans to launch a second major Assassin’s Creed Shadows expansion, something that previously would have formed part of the game’s now-abandoned season pass.
Shadows’ first — and now, it seems, only — major expansion launched in September. The 10-hour Claws of Awaji had previously been described as the “first expansion” included in Shadows’ season pass, an offer that was formally scrapped a year ago when Ubisoft delayed the game’s launch from November 2024 to February 2025.
As an apology to fans for the game’s delay, Ubisoft said it instead would gift Claws of Awaji for free to all pre-order customers. But fans still assumed a second expansion would follow at some point, as has become custom for every other major Assassin’s Creed title over the past decade.
“As of now, at this moment for Year Two, there is no expansion on the size of Awaji that is planned,” associate game director Simon Lemay-Comtois said in an interview with JorRaptor.
Lemay-Comtois caveated his answer by noting some exceptional examples in the past where Ubisoft had changed its plans to make more add-on content than it had originally envisioned (such as with the recent Saudi-funded DLC that arrived two years post-launch for Assassin’s Creed Mirage). But, currently, it seems clear that no second expansion is on the cards, and there’s no suggestion that Shadows’ post-launch plans will extend into a Year Three.
It’s an extremely surprising decision by Ubisoft, which followed up the launch of 2017’s Assassin’s Creed Origins with two expansions (The Hidden Ones and The Curse of the Pharaohs), 2018’s Assassin’s Creed Odyssey with two expansions (Legacy of the First Blade and The Fate of Atlantis), and 2020’s Assassin’s Creed Odyssey with three expansions (Wrath of the Druids, The Siege of Paris, Dawn of Ragnarök) alongside numerous other smaller DLC drops. 2023’s smaller-scale Assassin’s Creed Mirage was itself originally planned as yet another Valhalla expansion, before it was ultimately released as a standalone game.
“We’re still working on content for post-launch and supporting it, but it’s not a full-on DLC the way a season pass would have had in the previous years,” Lemay-Comtois said, confirming at least that Ubisoft still had plans for smaller additions to Shadows within 2026.
“We’re trying to re-adjust for Year Two a little bit,” he continued. “There’s learning from Year One we can apply to Year Two. Any content we want to do in Year Two will probably be more sparse, not a drip-feed… but chunkier updates that shake things up a little more. I’m not announcing anything at this point but our strategy for Year One was to be quick and reactive, so it means smaller drops often, but for Year Two we don’t need to put fires out or anything, so it’s more what good, chunky little piece of meat… we can drop and have people come back and enjoy it.”
Digging into Lemay-Comtois’ comment, the suggestion here is that Ubisoft’s decision to change course on Shadows following its pre-release reception impacted the company’s plans for post-launch support, with priority placed on fighting immediate “fires.” And indeed, Shadows has enjoyed a series of recent patches that have added numerous fan-requested features, in a clear bid to turn sentiment around. Going into further detail, Lemay-Comtois also suggested Shadows had been a tougher game to develop technologically, further complicating plans to get post-launch content ready.
“I think with Shadows, we had a big jump in generations,” he continued. “The engine work that we had to do on Shadows took a lot of time and a lot of our resources. So the planning for the post launch was not really clear as soon as it would have been on another [game] where the technology was more stable and well known.
“We started fairly late on Shadows… because I remember during pre-launch we had the Season Pass,” he admitted. “And the situation changed when we pushed back on the release date. That plan changed quite a bit and then we had to kind of adapt to the situation. So because of the new tech, because of the new generation, because of the pushes we had in production, we chose an approach that was way more, let’s put our ear to the ground when the game launches… and react.”
“And whether or not this is the right way to go, or a good learning, I think it’s more of an experience we’re trying with Shadows, to keep things small and reactive and see how the community feels about it and reacts to it,” he concluded. “And the learnings that come out of that will be applied to whatever other projects we do next.”
And then there’s what else fans expect is coming: a remake of Assassin’s Creed: Black Flag reportedly waiting in the wings, as well as numerous other Assassin’s Creed projects that Ubisoft has already confirmed, including a multiplayer spin-off and the witchcraft-themed Assassin’s Creed: Hexe. Amongst all that, and coupled with Shadows’ delay drama, Ubisoft seems to have simply decided a second Shadows expansion isn’t necessary.
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Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
As the debate around the use of generative AI to build video games rages on, Tim Sweeney, boss of Fortnite developer Epic Games, has waded in to call on Valve to ditch its AI Generated Content Disclosure for Steam games.
Valve’s rules mean developers must disclose their use of AI-generated content on a game’s Steam store page. For example, the Steam page for Embark Studios’ Arc Raiders includes a note from the developer on how the game uses AI-generated content: “during the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.”
Activision’s Call of Duty also includes an AI disclosure: “our team uses generative AI tools to help develop some in game assets.”
Sweeney, though, believes there’s no point in having such disclosures because pretty much all video games will use AI. Responding to one X / Twitter user who called on Steam and all digital marketplaces to drop the “Made with AI” label because “it doesn’t matter any more,” Sweeney agreed, adding: “the AI tag is relevant to art exhibits for authorship disclosure, and to digital content licensing marketplaces where buyers need to understand the rights situation. It makes no sense for game stores, where AI will be involved in nearly all future production.”
Sweeney’s tweet has sparked much debate about the rights and wrongs of Steam’s policy here. While Sweeney may be right to say the use of generative AI during video game development is becoming more prevalent, some say removing AI disclosures would make it harder for some customers to make informed purchasing decisions.
I havent really looked at the Multiplayer and Zombie calling cards as closely and im willing to bet they’re using ai on those too but its only the Campaign and endgame calling cards that are this type of blatant Sora/Grok artstyle pic.twitter.com/5qmEXhoQkJ
In the case of art — particularly art sold in premium bundles or battle passes — it seems reasonable to expect a generative AI disclosure to help inform customers about their purchasing decisions. But this is not backed up by law, and Valve is enforcing this policy because it believes it is the right thing to do. And it’s worth point out that using generative AI to make in-game art and selling it to gamers is of course different to the use of AI in, say, NPC behavior or animation work — something that has been a part of video game development for years.
The ever chatty Tim Sweeney then used shampoo to reinforce his point in a response to another tweet — although, as many have pointed out, letting customers know about shampoo isn’t quite the same thing as, say, letting them know they’ve replaced artists with AI-generated slop trained on their work.
Why stop at AI use? We could have mandatory disclosures for what shampoo brand the developer uses. Customers deserve to know lol.
Speaking to IGN in June, Sweeney predicted that small teams would soon be able to use AI prompts to make video games on the scale of Nintendo masterpiece The Legend of Zelda: Breath of the Wild. “AI characters giving you the possibility of infinite dialogue with a really simple setup for creators means small teams will be able to create games with immense amounts of characters and immense and interactive worlds,” he said. “What would it take for a 10-person team to build a game like Zelda Breath of the Wild in which the AI is just doing all the dialogue and you’re just writing some character synopsis? That’s totally going to be within reach over the next few years.”
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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.
Lies of P director Choi Ji-won says the team is “working really hard” on Neowiz’s next game, promising: “I will not disappoint you all.”
Talking to GamesRadar+ after winning a Golden Joystick award for best expansion — “I’m so happy that I’m lost for words right now” — the director explained how the team approached Lies of P’s DLC Overture, saying, “we didn’t just view it as just pure expansion, but almost as a sequel and a brand new project.”
And now, looking ahead to the studio’s next project, Ji-won says “you can expect the most fun that we can achieve within the game.”
“Please stay tuned for it; we are working really hard, and I will not disappoint you at all,” the director added.
We had a good time with Lies of P, awarding it 8/10, and Overture itself also secured a 8/10. “Even if it’s clearly dancing on the same old strings, Lies of P: Overture is an excellent expansion that adds a whole lot more to a game that was already great,” we wrote, although since then, the DLC has been patched to reduce monster difficulty in repeat playthroughs and “adjusted stats” for some of the field monsters you encounter in your first playthrough of Overture.
While Choi Ji-won failed to specify which game he’s talking about here, it seems likely that it is the Lies of P sequel he already confirmed was in the works in November 2023. At the time, Choi said: “Our highest priority is developing the DLC and working on our sequel. The dev team is putting in significant effort, brainstorming and exploring different aspects of the projects.”
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Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.