Fortnite Responds to Fan Uproar Over V-Bucks Changes, as Players Say They’ll Skip the Next Battle Pass and Cancel Subscriptions

Fortnite fans are in uproar over Epic Games’ changes to the pricing and availability of V-Bucks, and now the game’s developer has finally acknowledged the wave of negative feedback.

This week, Epic Games announced its biggest ever shakeup to how Fortnite’s lucrative in-game currency is doled out, and how much it will cost to buy. In short, you’ll now get fewer V-Bucks for your money, fewer V-Bucks in each battle pass, and fewer V-Bucks as part of the game’s Fortnite Crew monthly subscription.

The response to these changes has been extremely negative, with complaints on reddit and social media criticizing the financial necessity of the changes, as well as their timing.

Fortnite’s recent Chapter 7 relaunch was initially well received, though in-game issues, an ever-increasing amount of premium crossovers, and the sheer length of the most recent season has seen that excitement sour.

Chapter 7 Season 1 is the third-longest in-game season ever, and the first since 2022 to last more than 100 days. It has also featured crossovers with everything from Harry Potter to Kim Kardashian, though outside of a lengthy South Park tie-in, most of these collaborations have simply involved the ability to buy items from the game’s shop.

And then there’s the brief and blunt explanation for the price rises put forth by Epic Games, a video game developer which makes billions. Here it is in full: “The cost of running Fortnite has gone up a lot and we’re raising prices to help pay the bills.” It’s a blunt message from a video game developer known to profit enormously from Fortnite, stated with no further context on the game’s running costs or current performance, to which many fans simply rolled their eyes.

“Here’s the thing, I don’t doubt the cost of running Fortnite has gone up,” said Typical Gamer, one of the game’s most prolific YouTubers, during a subsequent stream. “But other than that it’s tough. We don’t have all the inside knowledge of them running the company.” Indeed, Epic Games has always shied away from discussing the sheer number of people and studios it utilizes to keep Fortnite’s never-ending content machine constantly whirring.

“The community sentiment was truly that there was just collabs, on collabs, on collabs, and that’s what Epic was focused on,” Typical Gamer continued. “So for that to be the community sentiment and then for them to drop this, it’s just not a good mix. And people are angry. They’re really, really upset. Some people are saying they’re not even going to buy the next season’s battle pass in protest.

“If they had just waited a little bit, until after they’d made Save the World free-to-play, focused on the storyline and Fortnite’s own characters, brought the storyline back and made a banger of a season… I think at that point you get a lot less community backlash. A lot of people are just feeling like it’s a slap in the face after everything that’s going on the last few months… But I do feel it’s rare that Fortnite turns back this decision. The way they worded it, the way it’s so blunt, it’s like they just wanted to rip off the bandage and there’s no going back.”

Responses from fans on social media, meanwhile, have been less measured. “This is the ens***ification of Fortnite,” wrote on player in a lengthy thread on reddit. “[Fortnite]’s not growing anymore so the scumbag C suite will try to squeeze as much money out of what is left by lowering the quality of the product (this season was total ass) and charging more for it (v-bucks price changes). So blatant, so predictable.”

Other threads show players screenshotting the cancelation screens of their Fortnite Crew subscriptions, and making pledges not to play Fortnite’s next season.

“Appreciate the posts in these threads today, everyone,” wrote Epic Games staff member EmptyTux, responding after many hours to the many reddit threads on the subject. “There’s been a lot of feedback here not just about the V-Bucks changes, but sharing your feelings about Fortnite as a whole — especially on this current season. Can’t wait to show you next week’s update <3”

Today brought another teaser for that new season, which sees Fortnite’s storyline truly kick up a gear. There’s word of a fresh in-game story moment this weekend, and another Power Hour to keep players engaged and coming back ahead of next week’s new season launch. But will all the players who walked away from Fortnite this week still be there, playing — and paying — as the battle royale soldiers on?

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

Resident Evil Requiem Is Finally Back in Stock at Amazon

Resident Evil fans who have yet to get their hands on Requiem, we have some exciting news: Amazon has restocked physical copies for PlayStation 5, Xbox Series X, and Nintendo Switch 2. Hooray! All copies are available to pick up for $69.99, though you’ll want to be quick to make a move on them. Who knows how much longer they’ll be in stock at the retailer, so now is as good a time as any to grab them.

Buy Resident Evil Requiem for PS5, Xbox Series X, Nintendo Switch 2

If you’re able to get your hands on a physical copy, it’s worth mentioning that we’re very big fans of Resident Evil Requiem. Our review from IGN’s Tristan Ogilvie said it, “successfully splices two separate strains of survival horror together into the one highly infectious new mutation. It signals the return of a series legend and the arrival of a likeable new lead, amps up the gore to a new stomach-turning standard, and unleashes a scarier breed of zombie alongside some truly beastly boss fights.”

Plus, it looks like there’s some extra content in development for the game right now as well, including a story expansion and additional ‘mini game’, which is exciting to look forward to. No better time to scoop up the game while it’s still in stock and available so you can jump into all of this once it’s out, alongside its great main story.

If you grab a copy of Resident Evil Requiem and are still in the shopping mood, there are quite a few gaming deals worth exploring right now, too. Mainly, this week kicked off Mario Day celebrations, and there have been plenty of Mario games popping up on sale. Or, if you prefer to play on PC, it’s worth having a look at March’s Humble Choice lineup to see if this month’s selection is worth adding to your online library.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

We Finally Have Our First Look at Crimson Desert Running on PS5 Pro — but We’re Still Waiting on Base PS5 and Xbox Series X and S

After some fans expressed concern about the performance of ambitious new open world game Crimson Desert on consoles, we finally have a look at the game on a PlayStation 5 Pro.

The reveal comes courtesy of the tech wizards at Digital Foundry, whose John Linneman sounded enamoured with what he called “a stunning game.” The game’s ray tracing features are fully present on the Pro, and the water looks lovely indeed.

Digital Foundry said its counts confirm the PS5 Pro targets outlined by Crimson Desert developer and publisher Pearl Abyss below, but it’s reserving judgment for the final release. Performance Mode “puts up a good fight,” Linneman said, and “by and large” the 60fps target is maintained. “I was surprised by how good it was overall,” he added.

DF found the frame rate drops amid larger crowds, anything involving tonnes of NPCs or enemies, with occasional dips also in quieter spots. The frame rate dropped “significantly” during a big early battle, slipping all the way into the 30s. You can trigger similar results in some of the game’s large cities, too. But, Linneman stressed, this is “not the norm at all.” The 30fps and 40fps modes are more stable overall. Linneman recommends the 40fps or 60fps modes because the 30fps mode feels less responsive than he would have liked, but he thinks this “heavy” gameplay feel is a design choice.

Now, it’s worth noting that we still haven’t seen Crimson Desert running on base consoles, including the less powerful Xbox Series S. Digital Foundry notes this in its video. Hopefully we’ll get a chance to see how Crimson Desert runs on base consoles soon.

Digital Foundry chief Richard Leadbetter told IGN: “We’ve not seen much of Crimson Desert on consoles, but when Pearl Abyss offered us the chance to take a look at the PS5 Pro version with no limitations on what we could cover, we jumped at the chance. My main concern was not so much about graphics but on demands on the CPU. Yes, it can be demanding, but overall performance across the three modes is impressive. But more impressive is really what this game is about — the scale and the scope and the systems-driven open world. The high-end PC experience scales well to PS5 Pro and we’re looking forward to seeing the other console versions.”

Earlier this week, Pearl Abyss detailed how the Crimson Desert will run on consoles just over a week before its launch date. As you’d expect, there’s a wide range of performance benchmarks across the console spectrum, from the lesser-powered Xbox Series S right up to the beefy PlayStation 5 Pro.

For each machine, including the base PS5 and Xbox Series X, the developer has also included details for up to three modes (Performance, Balanced and Quality), and there are details of both resolution and “target performance” in terms of frame rate, as well as the quality of raytracing enabled.

The console versions of Crimson Desert have recently come under scrutiny, with Pearl Abyss accused by some fans online of hiding the game’s PlayStation and Xbox versions prior to launch — something that has sparked fears of Cyberpunk 2077-style debacle, where the game’s lesser-powered and buggy console versions were not shown at all before release.

Last week, however, a spokesperson for the highly-anticipated open-world action game begged fans to “let us cook” and show the console version when it was ready — even though we are now just days from the game’s arrival.

“We’re not hiding anything, and I’m sick of having to repeat myself,” Pearl Abyss spokesperson Will Powers said at the time. “I’ve repeated 100s of times that we’ll reveal things ahead of launch to give people adequate time to still preorder the game for themselves. We’re saying this openly… Let us cook? Please and thank you. /rant”

Last month, Powers said the developers at Pearl Abyss were doubling down on the “optimization phase” in a bid to get performance as smooth as possible across all platforms ahead of Crimson Desert’s release date. Crimson Desert is due out March 19 priced $69.99. Pearl Abyss recently confirmed it does not contain a cosmetic cash shop nor microtransactions of any kind.

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.

Tech Boss of Developer Sony Is Shutting Down Thinks PlayStation Has Pulled Back From PC in Response to Steam Machine

Sony has reportedly pulled back from PC gaming to such an extent that its big single-player PlayStation games will remain exclusive to the PS5, marking a significant strategy shift. And while it was speculated that one of the reasons Sony made the decision was to avoid PlayStation games showing up on the next-gen Xbox, which plays PC games as well as Xbox games, one developer at a studio Sony just shut down has another idea.

Peter Dalton, Head of Technology at Bluepoint Games, took to social media to say a “more interesting possibility” is that Sony is responding to the rise of a Steam-based console ecosystem, aka the recently announced and subsequently delayed Steam Machine.

“Consoles largely exist because they provide a cheaper, simpler alternative to gaming PCs,” Dalton said. “For most households, a dedicated gaming console is easier to justify than building or maintaining a high-end PC.

“However, if Valve releases a new Steam console that provides a console-like experience while still giving players access to the entire PC game library, that could become a very compelling option. In that scenario, if Sony were releasing all of its games day-and-date on PC, the Steam console could effectively offer the best of all worlds: console simplicity with the full breadth of PC gaming.

“It would be quite ironic if, after decades of traditional console competition, Valve ultimately ended up winning the console war.”

The question is, when will Valve actually release Steam Machine, and at what price? Valve recently suggested Steam Machine may not launch until 2027, but walked that back by saying it still intends to release the hardware this year. As for the price, Valve has yet to say, but the company faces an uphill battle keeping Steam Machine relatively cheap due to the AI obsession causing PC hardware to spike in price.

Earlier this month, Bloomberg suggested poor recent sales of PlayStation games on PC and the risk to the PlayStation brand, as well as a potential impact on PS5 and maybe even PS6 sales, were to blame for Sony’s policy shift. But it also suggested the prospect of PlayStation games running on the next Xbox may have encouraged Sony’s return to console exclusives.

Sony has in recent years expanded PlayStation to PC, but refrained from going as far as Microsoft, which releases all its games on PC at the same time as console. Sony, however, has employed a staggered approach, releasing its single-player PlayStation games on PC after a period of console exclusivity. When it comes to live service games like Helldivers 2 it’s a different story, with Sony publishing on PC day-one — and in the case of Arrowhead’s third-person action game, to record-breaking success. Indeed, Sony-owned Bungie launched live service extraction shooter Marathon across PC, PS5, and Xbox Series X and S at the same time. The upshot of this is Sucker Punch’s Ghost of Yotei and Insomniac’s Marvel’s Wolverine will not release on PC, but remain PS5 exclusives.

But because some big single-player PlayStation games are already on Steam, then the next Xbox will potentially play the likes of Marvel’s Spider-Man and Ghost of Tsushima. All these games will of course be playable on Steam Machine when it eventually comes out.

As for Bluepoint, the studio behind the remakes of both Shadow of the Colossus and Demon’s Souls, roughly 70 employees are going to be impacted by the closure when it officially occurs this month.

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.

Forza Horizon 6’s Tokyo City Is So Big and Detailed That it Had its Own Development Team | IGN First

Playground Games has grown.

When I first visited the studio in 2014 for Forza Horizon 2, the crew still shared their building with a variety of other businesses. In 2018, when I again flew over to the UK for an early peek at Forza Horizon 4, there was a whole wing of the building filled with developers beavering away on something entirely secret and apparently unrelated to Forza Horizon. Remaining none the wiser, I was escorted past this area with a coy grin from Playground Games co-founder Ralph Fulton – now the director of this year’s highly anticipated Fable.

Today, in 2026, much has changed. Since my last time as a guest, Playground Games now operates in three separate buildings around Leamington Spa, all within walking distance of each other. The team no longer shares its original building with anyone else, either. With Fable being developed across town, every part of Playground Games’ original Rossmore House facility is now devoted to Forza Horizon. The rooms I’m toured through feel familiar to me – packed with desks, dev kits, and diecast cars – but now there are simply more rooms.

Make no mistake: Playground Games is bigger than ever.

So, as it happens, is Forza Horizon 6.

We’ve known for some time that Forza Horizon 6’s Japan is Playground Games’ largest and densest map to date. We’ve known, too, that Playground Games’ version of Tokyo City is set to be the biggest urban space the team has ever made, and five times larger than Forza Horizon 5’s Guanajuato.

Seeing it in person, however, is something else – and obviously extremely exciting. My first showcase of the game in action features a beaming red GR GT – the cover car for Forza Horizon 6 – threading its way from the map’s southern end to the north, up through the outskirts of Tokyo City and onwards to Japan’s Alps. For some stretches I watch as the team drives, and for others they defer to Forza Horizon 6’s new auto-drive accessibility feature. It’s a feature that came about in order to help players with finite energy they want to save for racing and events; energy they may be hesitant to exhaust by driving across the map to reach them (although art director Don Arceta jokingly concedes he’s found himself using it to eat snacks at times).

As with all previous Forza Horizon maps, this is not a 1:1 facsimile of any specific chunk of Japan; it is a greatest hits tour that captures the look and spirit of areas from all over the country, all bundled into a single racing sandbox. From the perspective of someone who has only ever experienced Japan as an occasional visitor, it is instantly convincing. As someone who loves the ability of video games to authentically place me somewhere in the world, I am immediately transported. The colour palette. The road markings. The recognisable bridges. The distinct vegetation. The team has the season set to spring for my very first glimpse of the game in action, which results in zipping past clumps of iconic blossom trees. In the sliver of the map we toured through they appeared satisfyingly occasionally, meaning they remained a novelty when they did so. That is, Playground Games has not turned springtime Japan into an unrelenting and inauthentic sea of non-stop pink – even if pink is the longtime hero colour of the Horizon Festival.

This was the first time that we felt that we could take a shot at [setting Horizon in Japan]; that the fear was healthy rather than an actual panic response.

My general interest in Japan itself does not dwarf my interest in other places around the world famous for their scenic driving opportunities, and I should probably clarify that I’m not the sort of person whose admiration for Japan and its culture is the core defining part of my personality. Yes, I love ’90s JDM cars, Godzilla movies, and Japan’s massively affordable konbini beers when I visit. However, I don’t watch anime, I bounce off JRPGs, and… I hate raw fish and cold rice. I’m also way too tall for Japanese public transport, and I have a scar on my head because of it.

I do, however, firmly believe that Japan is an absolutely excellent setting for a Forza Horizon game.

“It’s one of the first decisions we make and it’s historically one of the toughest decisions to make because, as you say, it informs everything,” says design director Torben Ellert. “And there are many components to it that we’ve spoken about at length, but Japan has been a location we’ve wanted to do and it’s been on our shortlist for a number of games. But I think this was the first time that we felt that we could take a shot at it; that the fear was healthy rather than an actual panic response.”

“Each location offers new challenges, and obviously new gameplay and new experiences, but, for this one, Japan had a lot of challenges that we had to figure out and approach and try to solve,” adds Arceta. “And that was one of the things that, at least for myself, intrigued me to tackle Japan as a location.”

One significant rule that the Playground team took specific care to abide by was the fact that simply transplanting the Horizon Festival to Japan and dusting their hands couldn’t be enough. As highly desired as the location was, it could never be the only thing Forza Horizon 6 brought to the table. Happily, Ellert points out that the location does, in fact, give the team a lot of scope to make new features – which is something he cares deeply about.

“I think a lot of the discussions that we had all the way back in concept for this project were around, ‘Is it just Japan? Is it a previous game that is on a new map?’ says Ellert. “And our games are never like that. We always iterate, always innovate. We always introduce new features and push the game forward.”

We always iterate, always innovate. We always introduce new features and push the game forward.

“So, certainly from a design point of view, we were very careful and very aware of the fact that we needed to think about this as a game that was set in Japan, rather than that being almost like a core part of what the game would be. We couldn’t rely on it being Japan. We wanted this to be the most innovative Forza game that we’ve made; the most exciting game. The game where we push on a bunch of different axes and generate these new features that players would be really excited about. And it’s also in Japan.”

“Japan comes with so many expectations and everyone has their idea of what Japan is,” adds Arceta. “So, obviously, we had to look at those things, like Tokyo City and what they expect – and obviously mountainous roads, which both offer huge challenges for our team technically and gameplay-wise.”

“But it’s also trying to find the things that will surprise and delight players, and things that people don’t immediately think of Japan when they say it. And I think, as with all Horizon games, we always look for those in every location that we choose. For Japan, it’s no different. We have those nice surprises, and we’ve seen it with the footage we’ve shared so far. People are, like, ‘Does that exist? Is this for real?’ And it does exist in Japan, which is really exciting.”

Not too far into the tour, the GR GT reaches Forza Horizon 6’s version of the real-life Kawazu Nanadaru Loop Bridge – a unique, two-story structure that winds into the sky like a giant Hot Wheels track.

“You probably saw this in, I think it was in, the [Developer_Direct] trailer,” grins production director Mike Bennett. “Like, you just know the amount of drift videos we’re gonna get on this road, and I’m so looking forward to it.”

Some time after negotiating the bridge, the first hint of the Tokyo City skyline appears in the distance.

“This flow into the city here is part of how we thought about defining this Tokyo City as a set of experiences,” explains Ellert. “You see it in the distance, on the horizon. You approach it. You drive through suburbs and skirt around the middle of it. You move up onto the freeways and, if I was to turn left, you go down through downtown and the centre of the city.”

“Rather than try to 1:1 rebuild a place we create the individual elements of the experience of driving to a place.”

Entering Tokyo City I’m taken aback by just how vastly different it is to previous Horizon game urban spaces. This is spectacularly different from Guanajuato, and Edinburgh, but that’s not necessarily the pleasantly surprising part. Forza Horizon 3’s modern and vertical Surfer’s Paradise is the closest comparison, but the scale of Tokyo City is immensely more grand. Even skimming around the fringe of the city’s heart and escaping via the raised freeway, it’s clear there is so much more to this take on Tokyo City than has been typical of Horizon games.

“The headline is it’s our biggest ever, compared to Guanajuato; five times bigger than that last urban space,” says Bennett. “But also just the diversity of it compared to previous games is pretty massive as well.”

“I think a criticism that could have been leveled at some of the previous games, within Guanajuato we did have different areas within it – we did have different building styles, and they were really colourful – but maybe it was a bit one-note as you were moving around. There wasn’t huge amounts to separate one area from another.

“Whereas, I think with our version of Tokyo it’s very diverse. You’ve got the tall skyscrapers in the central area. You’ve got the suburban areas with the nice houses as you’re heading in. This is probably the craziest feature, actually, we’ve never done anything like it; just the multiplayered, multi-level road infrastructure that we’ve got going through the middle. Like, we had to go out and build new tooling to allow us to do this, leveraging what we’d learned through Hot Wheels.”

The diversity of Tokyo City stems from the fact that even the city itself, which is regarded as a biome of its own in terms of the overall map, is further divided into four subsections – or districts, as Arceta describes them.

First, there are the suburbs – which Arceta regards as the crust of the city. These are quiet and peaceful areas, packed with all the charm of a clean but cluttered, densely populated Japanese urban area. The roads, covered in bike lanes and school markings, stretch out beneath a spaghetti of chaotic cabling.

“We weren’t able to do this visual in previous games; we had to go and invest in our telegraph wire tech for our artists to have more of these on screen, and connect them with the chaos we see,” notes Bennett, chuckling at the specificity of the phrase ‘telegraph wire tech’ and the idiosyncratic hurdles game developers encounter in their professions. “It’s such a small thing but, as soon as it’s there, it’s gluing together all of those elements in the way that you expect things to look.”

“It’s amazing,” adds Ellert. “It’s one of these things where, in pre-production, you look at it and say, ‘Okay, there’s no way we can do that.’ And then some really smart people go away and they mess around with some things, and it’s, ‘Wait, what? I thought that was impossible!”

“It is a quintessential thing, throughout all of Japan: the cabling,” says Arceta, before he describes the second area: the dockyard.

Tokyo City’s dockyard, which promises to be an extremely popular destination for Event Lab creators, is a large area that appears primarily filled with containers – though the team promises they’ve placed ramps and elevated pathways around to facilitate the over-the-top driving and stunts we typically associate with Forza Horizon games.

“All your fantasies you have of driving and drifting around the docks,” says Arceta.

“Relive the Horizon 2 days,” adds Bennett, referencing the modestly sized dockyard that formed a part of Forza Horizon 2.

“Relive your favourite movie,” Arceta continues. “This is where you do it.”

The third district of Tokyo City is the industrial area, which is on its own island – reached by crossing the iconic Rainbow Bridge. The industrial district is also home to Forza Horizon 6’s ode to the famous Daikoku parking area, the real-life 24-hour highway rest stop that attracts and hosts a regular stream of the coolest cars in Japan, and has become regarded as the best car park in the world.

I joke about the nonsensical amount of time I spent doing donuts in the car park that was tucked inside Forza Horizon 3’s Surfer’s Paradise, and the team are well aware of the power of having these sorts of areas in a Horizon game. Car parks and petrol stations aren’t just sensible, car adjacent infrastructure to have around the map; they let players pause and admire their surroundings, stop and meet friends, and do their own storytelling. There are a lot more of these coming in Forza Horizon 6.

“There are a lot of car parks and, yeah, there’s not always a feature tied to them, but visually it just makes the world feel more rich,” says Arceta.

There are a lot of car parks and, yeah, there’s not always a feature tied to them, but visually it just makes the world feel more rich.

The final district of Forza Horizon 6’s Tokyo City is the downtown area, which contains not only the distinct, neon elements of Shibuya and Akihabara, but also a clean and crisp commercial and banking area. Even within this single district there will be multiple different aesthetics.

It’s in the downtown area that Arceta notes you’ll also see more in-world Horizon Festival branding presence, inspired by the sorts of banners and signage a real-world city would hang and display in certain ways if it were hosting an event like, say, the Olympic Games. This actually goes further than just helping the Horizon Festival feel like a more authentic global event that has, in fact, descended upon Tokyo City and its surroundings – it helps in unexpected ways, too.

“You can imagine that one of the challenges we have is, you know, cars can drive everywhere in our game,” says Bennett. “And, when you’re building a city, one of the things that you expect to see is people.”

“We’re not GTA, and we’re not trying to be GTA, so cars and people don’t always play nice. So we always have this challenge of, ‘So, how do we integrate people into the scene while still keeping them safe from cars?’ And the nice thing about having the Horizon infrastructure ever present within the city, is that we can create areas within the city with Horizon Festival branding, and we can keep people in there, safe from cars, and you can still see a populated city as you’re driving around. So that fiction really helps us tie that in and solve one of those challenges.”

Arceta explains that, for the first time in a Forza Horizon game, the team building the world itself has been split into two: one for Tokyo City, and one for the remainder of the map.

“We have a team making our city specifically, and a lot of that is: it’s our biggest city we’ve ever made,” says Arceta. “It’s so layered and so detailed – much more than anything we’ve done in the past.”

“To make Tokyo City for Forza Horizon, we really need a dedicated team. It covers everything from roads, buildings, foliage, terrain; Tokyo has all of it. It’s just such a big biome that it just warranted its own team.”

[Toyko is] just such a big biome that it just warranted its own team.

I’m a passenger at this point, and we don’t spend very long cruising through the city itself, nor explore it thoroughly. For his part, however, Ellert is particularly fond of how immersive Tokyo City is proving to be, and how the geometry of its road network is changing the way he attacks it – and even the cars in which he does so.

“Driving around in Tokyo City, what strikes me is just how immersed I feel in a place,” he says. “That’s true of many of our biomes because of the way that your lines of sight are constricted but, because it’s the city, it feels radically different.

“I think one of the things that excited me when we had the first white box versions of the city that we could drive around in, was just how it changed the way I drove around those white box roads. You find yourself doing a lot more technical driving; a lot more hard-90 turns. You’re driving a lot in the B and A class of cars, which is quite a different experience to driving around the rest of the world.

“So when you enter Tokyo City, unless you’re just binning through it on one of the motorway links, your driving experience gears down, and you need to interact with the slightly broader main roads and the quite narrow, because we’ve got some really narrow alleys through the city. It is a completely different driving experience.”

For Arceta, it’s his favourite place on the map.

“It’s awesome just being there, he says. “The team’s done an amazing job. This is our first real, I guess, city that we’ve ever done, and it feels like it. Also, I love architecture, so it’s easy to just say that’s my favourite.”

Outside of Tokyo City, Forza Horizon 6’s Japan is made up of five further biomes: the Japan Alps, the highlands, low mountains, plains, and the coast.

The Alps are the highest point on the map, and they’re an area of permanent snow that reminds me a lot of Forza Horizon 3’s Blizzard Mountain expansion. The area includes a ski resort with working chair lifts, and an interpretation of the Tateyama Kurobe Alpine Route and its towering corridor of snow walls. Yes, you can jump over it; we asked, and the Playground Games team instantly obliged. Tokyo City seems tiny in the distance from the Alps, which seems fabulous for the sense of scale here.

The highlands is the next step down, which Arceta points out took a lot of inspiration from the Venus Line (or Veena Skyline as it’s sometimes called; one of the most scenic driving roads in Japan).

“It’s so open so it’s the best place to appreciate the skies,” he says.

These rolling hills appear draped in a sea of susuki grass, which promises to be vivid green in the summer before yellowing for autumn. We’re also promised cows, but we don’t get to spot any today.

Next are the low mountains, which Arceta describes as the transitory biome between all places, stitching the map together. This will be the home of touge racing through dense tree corridors and tunnels.

I think there are more trees in this map than probably a few games combined!

“I think there are more trees in this map than probably a few games combined!” laughs Arceta. “Because we’re not shipping on Xbox One X anymore, that just gave us the headroom to achieve the density you see.”

Forza Horizon 6’s trees are rendered deep into the distance, which the team state is crucial to achieving the aesthetic of Japan, but couldn’t be done before.

Finally, there’s the coast, with its picturesque rock formations and ocean, and the plains, which are portions of rural Japan. We’re shown a quaint shrine perched in the middle of a soggy field. In this case it’s loomed over by a stretch of raised Shinkansen track, ready for a bullet train to blaze over. The juxtaposition between the traditional and modern worlds is an interesting one.

It’s important to note, however, that the map itself is not simply broken up into Tokyo City and five other zones. This time around biomes are elevation-based, which Arceta explains is a totally different approach from past games, which typically sliced the environment into separate chunks. That is, desert here, rainforest there, and so on.

“I think it makes this map super unique,” says Arceta. “As you mentioned, past biomes in past games were quite region locked, or separated.

“I mean, [Forza Horizon 6 still has] a few regions that exist in certain areas. So we have our Alps up in the north and then we have our Tokyo City down in the south. But all the biomes that live along with those are altitude-based, and it really changes how you experience the map. And we could only do it this way because our map is so vertical. It’s so elevated. When we were doing our research on Japan and that elevation, the biomes just changed that way.”

According to Arceta, blending portions of the different biomes all over the map also made them more conscious about introducing subtle differences to define areas which otherwise sit under the same biome umbrella.

“So we have plains, for example, and those are dotted around all over the map,” says Arceta. “But it also got us thinking, ‘Well, how can we change these plains up in each location?’ Sure, it’s the same biome, but it just led us to all these micro-nuanced changes within biomes.

“We have our low mountains, which is almost like the glue that ties all the biomes together; you’re either transitioning up to the highlands or you’re going down to the plains, or you’re going up to the Alps – but you’re always traveling through low mountains. And it was one of the things that we wanted to tackle; to just make sure to give each area its own identity. So if you’re going up this one touge road, it feels different from the one down south of the map.”

In fantastic news, Forza Horizon 6 will also include multiple permanent race circuits on the map we can visit.

Every game we always have a bit of internal tension of, ‘Should we put a race track in it?’ And you know we want to leave some space for our friends on the Motorsport team to do the race circuits.

“It’s funny,” says Bennett. “Like, every game we always have a bit of internal tension of, ‘Should we put a race track in it?’ And you know we want to leave some space for our friends on the Motorsport team to do the race circuits.

“And we dipped our toe into the water on the LEGO expansion [for Forza Horizon 4], LEGO Speed Champions, where we had a race circuit there – and then on FH5, where we had some mini circuits and the Baja circuit.

“When we came to doing Japan, as someone who’s really into cars, one of the things you love about Japan is all the little grass roots circuits they’ve got dotted around, and it was, like, ‘We can’t not be inspired by some of these and put them in the game world.’ I love the fact that we have them, and there is more than one, which is really cool.”

Instead of informal zones based on biomes, this time around Playground has overtly split the map into named regions, which contain a mix of environments.

“That’s a way to keep the map a little more manageable,” says Ellert. “Establishing the idea that we have regions – and the regions have things you can collect, they have an identity, they have races – just to make the experience a bit less overwhelming. Which, historically, can also be a bit of a challenge with Horizon games, particularly if you join late.”

“It’s both a good thing and sometimes a bad thing is that there’s so much to find, so much to see, but also it can be really overwhelming when you open the map and it’s just covered in stuff to do,” adds Bennett. “So breaking that down into the regions, hopefully should let people chip away at things in a way that feels more manageable.”

Playground has also applied a fog of war to the map for Forza Horizon 6, with an aim to encourage players to explore at their own pace and enjoy what they discover as they find it, rather than immediately swamping their maps with icons.

“Because you use road discovery to understand where you’ve been on the roads, writing this across the map as a whole meant that suddenly it was, like, ‘Oh, I have not been here; I’m just going to drive. Oh wow, there was a thing there,’” says Ellert “And that’s absolutely what it’s intended to be.”

It’s the downhill stretch for the Playground Games team now, and it won’t be long until the entire Forza Horizon community is unleashed upon the brand-new world the crew has crafted. Arceta can’t wait to hear what players from Japan itself think of Forza Horizon 6.

“For myself, and I’ve seen some of this with footage we’ve released, it’s when someone from Japan plays the game and it’s, like, ‘That looks like just down the street from me. I’ve been here,’” he says. “Even if it’s not a landmark – it’s just a regular street – that makes me super happy when people respond that way.”

Ellert is in agreement, but would also love to hear that people from outside Japan find it immersive in their own ways.

“I would love it if people who would love to go and live a year of their life in Japan vicariously have that experience through the thing that we’ve made,” he says.

I would love it if people who would love to go and live a year of their life in Japan vicariously have that experience through the thing that we’ve made.

For what it’s worth, absorbing every inch of it is what he plans to be doing himself.

“I still am delighted to find bits of Horizon 4’s map, even though I worked so much on that game,” says Ellert when asked about the parts of Horizon 6’s world that he’s most happy with. “Just yesterday when I was setting up for us to start talking, I found a little farmhouse surrounded by cherry blossom trees on a little raised surface in the middle of some paddies, quite close to the stadium. And I was just, like, ‘This is the most picturesque, beautiful place.’

“Actually, I saw a screenshot of it on someone else’s screen and I’d said, ‘Okay, is that concept art?’ And they said, ‘No, that’s a place,’ and I’m, like, ‘That is not a place.’’ And they showed it to me and I’m, like, ‘Wow.’

“So for me, I would say it’s the little places where artists have obviously spent time and thought about what they’re going to make there, and I can’t wait to find all of those and look at all of them.”

There’s still more to come from IGN on Forza Horizon 6 throughout the rest of March, including a look at the game’s new customisation options, plus a discussion on seasons.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

Magic’s Lord of the Rings Commander Decks Are Finally Back In Stock Online, and Just Got an Tidy Discount As Well

If you’ve been waiting for Magic: The Gathering’s return to Middle-earth with a Hobbit-focused set this year to jump into buying cardboard versions of your Tolkien favorites, we’ve got good news for you – and bad news for your wallet.

The Commander precons from the Lord of the Rings set are not only back in stock at Amazon, but many of them are cheaper than they have been and remain cheaper than market value (as seen on TCGplayer).

Better yet, they’re all pretty great decks for jumping in and playing with friends, and while they’re technically all above market value, you’ll find them selling for much more elsewhere.

Save On Lord of the Rings Commander Decks Again

Elven Council is an interesting Simic (Blue/Green) deck that uses voting to get going, and it’s helmed by Galadriel, Elven-Queen and Eldrond of the Whiter Council. There are great cards for Elf-deck fans, too, and the deck is currently $49.99 – only slightly above its market value of $43 (if you can find it).

Riders of Rohan is an aggressive deck that snuck into our honorable mentions in the best Commander precon list for a cohesive game plan. Commander options include Eowyn, Shieldmaiden, and Aragorn, King of Gondor, and it’s easy to build up an army pretty swiftly. It’s $61.44 now, which is higher than the market price but still a solid deal given these decks are tougher to find nowadays.

Food and Fellowship did get onto our best precon list, and it’s a deck befitting Frodo, Sam, and the Shire. Great reprints like Toxic Deluge are welcome, but you’ll also find a fun lifegain strategy helmed by the dynamic duo. The deck’s market value is $51, but you can snap it up from Amazon for $62.38 if you’re swift.

Finally, the Hosts of Mordor deck represents Sauron, Saruman, et al. It’s seeing a 25% discount, but it’s worth noting that it’s at a much higher price to begin with and isn’t being sold directly by Amazon. It’s now $90, which is higher than the market value according to TCGplayer.

All four decks include a Collector Sample Booster, which includes two cards you’d otherwise need to buy the pricier Collector Boosters to buy – and those are long gone.

In case you missed it, a bundle of all four Scene Boxes from the Lord of the Rings set is reduced by 24% at Amazon. Each includes a trio of Set Boosters, and you’ll also get some pretty great cards.

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.

Life Is Strange: Reunion’s Entire Premise Goes Against the Original Game’s Message

The upcoming Life is Strange: Reunion is an attempt, as superficially befits the supernatural franchise, to rewind time. It follows the lead of 2024’s Double Exposure, which brought back the original game’s protagonist, Max Caulfield, for the first time since 2015, evolving her from nervous high school student to intrepid university lecturer. There’s a sense with this new release, though, that the series is eating its own tail for fan service and sales, and that strangeness is being replaced with comfy morality and memories. Reunion sees not just the return of Max but also her former best friend / girlfriend Chloe, a balm to players who have fixated on this relationship for an entire decade. And with the pair’s reunion, perhaps the most important lesson of the original game has been ignored: the uncomfortable – and very anti-shareholder reality – that we cannot, and often should not try to, ever go home again.

The original game, released episodically across 2015, is undoubtedly one of the best-known “modern” adventure games. Treading the same ground as Telltale’s 2012 The Walking Dead, it used an episodic, “interactive television” approach to bring adventure games back into mainstream awareness. Adopting the narrative-branching choices that had become hugely popular in contemporary RPGs like Dragon Age, Life is Strange asked you to make decisions that could have deeply shocking repercussions. Max’s adventure begins as she saves her friend, Chloe, from death using a newly discovered power to rewind time, and from that moment on you’re never made to feel like a bystander. It hands over as much timeline-twisting control as possible at the earliest opportunity.

Despite its supernatural leanings, Life is Strange’s key appeal perhaps came from being something altogether different from the wider market: a rare video game that explores the ritual of coming-of-age while navigating cliques and classes. The high school drama is something well explored in cinema and for good reason, as most people alive have experienced the chaos of being a teenager. It might seem like niche material for a medium that is typically action-driven, but Life is Strange’s approach found fans from a multitude of backgrounds and has been enjoyed by many millions of players.

What is so compelling about that foundational story of Max and Chloe is how explosive it is. The two characters appear as chalk and cheese, the former reserved and the latter destructively rebellious. The use of Max’s ability to rewind time brings destruction, too, with her interventions harming as much as they help. By the end of the game it’s clear that loss is an unavoidable part of her power, reflected in the final decision: will you save her home, Arcadia Bay, or save Chloe from the incoming storm? An objective appraisal seems to suggest that the only really positive choice you can make is to allow Max to save the town, unlocking a path to becoming a photographer and move forward with her life. Of course, many people have been happy to use Max’s powers to save Chloe regardless of the consequences – it’s not a realistic situation, but it nevertheless reflects the muddy, sometimes unsatisfying nature of emotional and moral realities as we age.

As it has evolved, the Life is Strange series has lost its ability to tell compelling, thorny human stories through a supernatural lens. 2019’s Life is Strange 2 was divisive but presented a story with vast reach: a road trip following two brothers trying to escape the ramifications of racism and police brutality. 2021’s True Colors marked a turning point for the series, moving away from such nuance and embracing a direction that’s excessively sedate. At least some of that shifting direction can be attributed to publisher Square Enix passing the franchise’s torch to Deck Nine, creators of prequel Before the Storm and the current custodians of Life is Strange. There are well-meaning messages, ones hard fought for amidst toxic studio culture across True Colors’ development. Sadly, that doesn’t make up for the lack of real bite and narrative risk, and the sense of a game steered towards the broadest audience possible.

True Colors is, on the surface, very similar to the original Life is Strange games developed by Don’t Nod, but it’s undeniable that it leans into the cosy games movement. It’s set in a picture-perfect rural town, and your arrival there is accompanied by the beautiful-but-saccharine tones of Gabrielle Aplin’s “Home”. The log cabins and flower-laden frontages are joined by an extremely close-knit group of characters, with even the gruff older bar owner not curmudgeonly enough to avoid partaking in a wholesome LARP. There is, as per the wider series, a central mystery, supernatural elements, and some betrayal. The limited number of locations and general warm-heartedness, however, makes this feel like a soap opera for teens – with all the emotional catharsis that implies.

If Reunion intends to retread the same ground as the original, its characters are in no position to successfully echo what made them so compelling in the first place.

True Colors was the first Life is Strange game to release as a complete story, rather than delivered episodically. While it is divided into chapters, there’s a clear difference between its narrative structure and those of the games that preceded it. The original’s TV season-like approach delivers frequent, striking cliffhangers and distinctive differences between episodes, whether parallel timelines or unexpected deaths. It’s a design that, while perhaps crafted to encourage players to return for the next episode drop, creates a particularly incident-laden narrative.

True Colors and Double Exposure, meanwhile, are more focused on the relationships between characters, creating tales that aspire to be more mature rather than focused on maintaining a propulsive, season-selling narrative. The trade of incident-laden tales for closer-told realism, however, means sacrificing the emotional texture that should be central to the series. A coming of age tale, which all Life is Strange games are meant to be, should be as much about big ideas and even bigger emotions as the utter inter-personal whirlwind that change brings.

Many other aspects of the original experience have been muted. Music was always a key part of Life is Strange but, with the disappearing drama, it’s faded into the background. There aren’t moments like Max popping in her headphones for a listen of “To All Of You”, the ode to Americana which perfectly fits the first moments of the game’s high school experience. And the watercolour visuals of Life is Strange, which made its opening imagery of a towering tornado unforgettable, have been brushed aside in favour of the smooth and realistic. Double Exposure has industry-leading facial animations, but they can’t make up for a world that is devoid of wonder. It’s telling that one of True Colors’ most memorable moments, its characters watching lanterns rise into the sky, is simply a mirror of a sequence in Life is Strange 2.

The return of Chloe after so many years looks very likely to tread familiar ground. With another natural disaster threatening Max and her friends, it seems poised to once again ask what we should sacrifice for love. However, Double Exposure already indicates that these themes won’t be satisfyingly revived. Max’s return in 2024 didn’t bring the original spirit of the series back with her. The young, uncertain student was replaced by an adult fully capable of facing new challenges. Grief and doubt thread their way through the narrative but Max feels too emotionally equipped to deal with them, always with Gen Z quips – or measured reassurances – to hand no matter the situation. It’s alienating to be in the shoes of a protagonist who isn’t in much need of an emotional education, and for her to exist in a world where every character feels poisoned by ironic internet language. And if Reunion intends to simply retread the same ground as the original, its characters – now changed by life and experience, their arcs long since completed – are surely unable to successfully echo what made them so compelling and enduring in the first place.

There was the potential for a bolder approach than what’s coming. Double Exposure introduced the power to switch between timelines, which was an interesting concept but brought about simple, almost immediately explained puzzles. A marriage of that idea and the original rewind power might have allowed for some innovative, layered adventuring that could lend some frisson to the now overly-smooth Life is Strange formula. Instead, there doesn’t seem to be much justification for Reunion’s existence. Comic books have already looked at the possibility of Max and Chloe reuniting, and even those great reads are hard to recall in the long run. The further adventures of that doomed duo seems best left to the imagination or less time-consuming side stories.

Despite the success of the arguably already anodyne True Colors, Square Enix appears to have balked at anything that might make Life is Strange unprofitable. The return of Max Caulfield alone was reported as not enough to bring financial success to the franchise’s publisher, and as a factor in an end-of-year downturn. The return of so many elements from the first game – Chloe, the rewind power, and seemingly even narrative and themes – feels like a crass attempt to profit from uninspired fan service. Repetitive doom and chaste romance are especially likely to be the default given Square Enix is well reported as having wanted to avoid the series being known as a “gay game”. It’s a series that seems intent on keeping its queer fans held at arms length, having refused to definitively determine its characters’ sexualities despite the direction of its story.

It’s reasonable that fans do want to see more Max and Chloe. There are always those who want more of any story, of course, but particularly so when the characters’ story originally lacked much in the way of an overt relationship. The problem is that there seems to be no indication of authentic artistic drive behind the series’ current direction. There can be no foundation to a meaningful story in the mixture of a troubled developer, ambivalent publisher, and weak vision for what the franchise means. Any impact of this title, other than being another product in a franchise, doesn’t look to last beyond Square Enix’s financial year.

It feels altogether like the series has reached a dead end with its trend-chasing and, more recently, profit-seeking, which now appear to be Life is Strange’s guiding principles. A brighter picture of what could have been can be found in Don’t Nod’s successor series, Lost Records, which launched with Bloom & Rage last year. Some maudlin melodrama can be found there, yes, but there’s also a level of emotional unpredictability that has been stripped out of Life is Strange’s DNA. This isn’t to say that Reunion is totally star-crossed, and no doubt fans will be clamouring to see the review scores. This is to say, however, that the risk-taking heart of the series feels long gone. Life is Strange: Reunion looks likely to have little to say about life or its strangeness, but damning things about intellectual property.

Ceridwen Millington is a journalist, gamer, and reader who is almost always ready to dive into science fiction.

Valve Breaks Silence Over NY Attorney General Lawsuit, Says Loot Boxes Are Like Baseball Cards, Pokémon, Magic the Gathering, and Labubu

Valve has responded to the New York Attorney General’s lawsuit, stating it has “serious concerns with the alterations the NYAG claims are necessary to make to our games.”

The attorney general of New York, Letitia James, announced her office was suing Valve at the end of February, alleging the platform illegally promotes gambling to children. Following an investigation, the office of the attorney general “found that Valve’s video games, including Counter-Strike 2, Team Fortress 2, and Dota 2, enable gambling by enticing users to pay for the chance to win a rare virtual item of significant monetary value.”

“In Valve’s most popular game [Counter-Strike 2], the process resembles a slot machine, with an animated spinning wheel that eventually rests on a selected item. The randomly selected virtual items have no in-game functionality but can be sold online for money, with one item reportedly being sold for more than $1 million. The lawsuit alleges that Valve has made billions of dollars luring its users, many of whom are teenagers or younger, to engage in gambling in the hopes of winning expensive virtual items that they can cash in on. With this lawsuit, Attorney General James seeks to permanently stop Valve from continuing to promote illegal gambling in its games and to pay disgorgement and fines.”

Unusually for Valve, the company has shared its response publicly, claiming it has been working with the AG since early 2023 to “educate” them on how virtual items are won and shared in its games.

“We shared with the NYAG that these types of boxes in our games are widely used, not just in video games but in the tangible world as well, where generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive,” Valve wrote. “On the physical side, popular products used in this way include baseball cards, Pokémon, Magic the Gathering, and Labubu. In the game space, digital packs similar to our boxes date back to 2004 and are in widespread use. Players don’t have to open mystery boxes to play Valve games. In fact, most of you don’t open any boxes at all and just play the games — because the items in the boxes are purely cosmetic, there is no disadvantage to a player not spending money.”

Valve added that it has shared its efforts to shut down accounts found to be using its game items on gambling sites in violation of the Steam Subscriber Agreement, its efforts to combat fraud and theft of users’ items, and “our extraordinary measures to stop gambling sites from taking advantage of Steam accounts and Valve game items.”

“Valve does not cooperate with gambling sites. To date, we’ve locked over one million Steam accounts that were being misused by third parties in connection with gambling, fraud, and theft. We’ve also shipped features (like trade reversal and trade cooldown) to discourage gambling sites’ ability to operate and protect Steam users from fraud. And we forbid any gambling-related business to participate in or sponsor tournaments for our games,” the company stressed.

Valve also shared candid observations about the lawsuit, writing: “We have serious concerns with many of the alterations the NYAG claims are necessary to make to our games.

“First, the NYAG seems to believe boxes and their contents should not be transferable. They appear to assume digital mystery boxes and items in our games are different from tangible items like baseball card packs (which contain random cards), and to take issue with the fact that users have the ability to transfer the items they receive through Steam Trading or user-to-user sales on the Community Market. We think the transferability of a digital game item is good for consumers — it gives a user the ability to sell or trade an old or unwanted item for something else, in the same way an owner can sell or trade a tangible item like a Pokemon or baseball card. NYAG proposes to take away users’ ability to transfer their digital items from Valve games. Transferability is a right we believe should not be taken away, and we refuse to do that.”

It also claims that the NYAG wants to gather further personal data from Valve’s players — “beyond what we normally collect in the course of processing payments” — including “evasive technologies for every user worldwide.” The office is also demanding additional age verification, even though Valve stresses that most payment methods used by Steam users in New York already have age verification built-in. “Valve knows our users care about the security of their personal information, and we believe it’s in our and their interest to only collect the information necessary to operate the business and comply with law,” it added.

It also took issue with NYAG’s comments about the link between games and real-world violence, which Valve dismisses as “a distraction and a mischaracterization we’ve all heard before.”

Valve closed by writing: “We respect New York’s right to determine the laws governing behavior in the state. We will of course comply if the New York legislature passes laws governing mystery boxes — something it has not done despite considering the issue a few times. Such laws would be the result of a public process, presumably with input from the industry and New York gamers.” However, it claims the commitments demanded by the “went far beyond what existing New York law requires and even beyond New York itself,” and while it “may have been easier and cheaper for Valve to make a deal with the NYAG, we believed the type of deal that would satisfy the NYAG would have been bad for users and other game developers, and impacted our ability to innovate in game design.

“Ultimately, a court will decide whose position — ours or NYAG’s — is correct. In the meantime, we wanted to make sure you were aware of the potential impact to users in New York and elsewhere.”

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.

Pokémon Pokopia Launch Sales Announced, Confirming It’s Off to a Strong Start

Pokémon Pokopia has launched big on Nintendo Switch 2, and sold 2.2 million copies over its release weekend.

Across four days, the new Pokémon life simulation game shifted 1 million copies in Japan alone, despite supply constraints for its physical version being reported in several countries.

Indeed, such has been the game’s popularity that Amazon recently raised the price of its boxed copy by $10, up to $80. Nintendo shareholders have also reacted positively to the game’s performance, sending the company’s stock price shooting upwards.

While 2.2 million copies is less than the 5 million already sold by Resident Evil Requiem, it’s important to remember that this game is an exclusive for Switch 2 — a console which still has a relatively modest userbase.

Just over 17 million Switch 2 consoles have been sold so far, meaning just shy of one in every eight owners also now has a copy of Pokémon Pokopia. The game has already beaten the sales to date of Kirby Air Riders (1.76 million) and Metroid Prime 4: Beyond (less than 1 million on Switch 2).

The sales even compare quite favourably with those for Pokémon Legends: Z-A, the highly-anticipated franchise title which introduced a new menagerie of Mega Pokémon. That has sold 3.89 million copies to date on Switch 2 since its launch last year (though was also available on Switch)

With a big launch and a very positive reception from both players and critics alike, Pokopia looks like a new evergreen hit for Nintendo as more players take the leap to Switch 2. Could it eventually become the best-selling Pokémon spinoff of all time? It seems possible. N64 classic Pokémon Stadium currently holds that title with 5.4 million sales, though the combined sales of Pokémon Mystery Dungeon Red and Blue are slightly higher, at 5.8 million.

Looking to join in the fun for yourself? IGN’s Pokémon Pokopia review returned a 9/10 score, and dubbed the game as “an enjoyable building and town simulator that capitalizes on the charming personalities of its monsters in a way that appeals to both the creative and collector alike.”

If you’re already playing, be sure to check out our list of all the Pokémon in Pokopia, and take a look at our Things to Do First in Pokopia guide to make the most of your first few days. To help you get started, we’ve also got a list of 17 things that Pokopia doesn’t tell you, plus How to Raise the Environment Level and How to Raise Pokémon Comfort Level.

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

‘It Is More Fun to Destroy That Which Is Beautiful’ – Nintendo Crammed More Than 340 Million Voxels Into Just One of Donkey Kong Bananza’s Layers

Nintendo says it believes in the idea that “it is more fun to destroy that which is beautiful,” which is why it stuffed hundreds of millions of voxels into at least one of the layers in Donkey Kong Bananza.

Nintendo producer Kenta Motokura and programmer Tatsuya Kurihara peeled back the layers of last year’s Nintendo Switch 2 Donkey Kong game during a GDC panel attended by IGN earlier today. The hour-long session offered a deep dive into the crust of what made the game special, including information about its ties to Super Mario Odyssey and, of course, its destruction mechanics.

Outside of his love for bananas, Motokura says one of the first things that comes to mind when many others think about DK is that “his arms are big and strong” and allow him to do things most humans are incapable of. The Nintendo team kept this in mind when challenging themselves to deliver a unique experience with Donkey Kong Bananza, which eventually led to its core feature: destructable environments.

Voxels, which Kurihara describes as 3D versions of pixels, were used in Super Mario Odyssey for elements like snow and cheese. Following that game’s launch in 2017, Nintendo experimented with the technology (one famous example saw the team strap arms onto a Goomba) before completely destructible terrain became the core feature in Donkey Kong Bananza.

Kurihara describes the game’s Canyon layer, just one of its 17 nearly destructible levels, as “rather big,” saying that it contains roughly 347,070,464 voxels. Each voxel on any one level can contain properties that include things like density, wetness, destructibility, and more. Voxels materialize as terrain and NPCs, and are always moving, with individual voxels also carrying varying resolutions, too.

Motokura, Kurihara, and the rest of the team felt each detail packed into the voxels helped make exploring layers more satisfying. It’s a complex, dynamic system that Nintendo strived to bring to life. DK’s destructible sandbox takes elements from Super Mario Odyssey and brings them to a new level, but achieving these goals was easier said than done.

Building a foundation on voxels while maintaining 60fps proved difficult, especially when the project was originally in development for the original Switch. It wasn’t until the technological advancements offered by the Switch 2 that the team was able to build DK and Pauline’s journey to the planet’s core with more freedom.

“There were times confusion permeated the team. There were even times when I wanted to say, ‘Oh, banana,'” Motokura said via translator, quoting DK’s Bananza catchphrase. “Even in those times, we understood each other’s ideas and continued forth, like when Donkey Kong gives a thumbs up.”

Donkey Kong Bananza launched exclusively for the Switch 2 July 17, 2025. Its DK Island and Emerald Rush DLC added new locations to dig through and mechanics to uncover when it launched for $19.99 in September. We gave the base game a 10/10 review upon its release, calling it “a truly groundbreaking 3D platformer, with satisfying movement, powerful abilities, impressive destructible environments, and clever challenges.”

Photos by Rebekah Valentine/IGN.

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).