BioWare is slowly beginning to build itself back up following the downsizing it experienced in the wake of Dragon Age: The Veilguard, with hiring now underway for a new senior role on Mass Effect 5.
Now, as work on Mass Effect 5 quietly continues, BioWare is hiring a Production Director for the game who will report directly into the project’s overall boss, BioWare and Mass Effect franchise veteran Mike Gamble.
“Hi, I’m hiring a very important senior leadership role,” Gamble wrote on social media. “They’ll report to me and it’s gonna be awesome.” A job description notes that the role will involve partnering with Mass Effect 5’s “creative leadership, studio teams, and internal and external partners to champion the game’s vision and ensure its execution at the highest quality bar.”
“Since 1995, BioWare has been dedicated to creating games defined by rich storytelling, unforgettable characters, and expansive worlds,” the job description continues. “Over the years, the studio has earned recognition for developing some of the industry’s most critically acclaimed titles. Today, BioWare is building on that legacy with the development of the next Mass Effect game, continuing one of the highest-rated and most celebrated series in video game history.”
BioWare first announced plans to make Mass Effect 5 back in 2020 — a date that now feels a lifetime ago — in part to simply reassure fans that it remained committed to the franchise. In reality, though, the company was still busy devoting most of its development efforts into getting Dragon Age: The Veilguard done and out the door.
During this time, BioWare is believed to have had only a small team working on its next Mass Effect game concept, while the bulk of the studio was busy elsewhere. With The Veilguard finally launched in late 2024, Mass Effect 5 became the sole focus of the studio — albeit in its newly-slimmed down form.
Gamble previously confirmed that Mass Effect 5 was being led by a team of fellow Mass Effect veterans who served key roles on the franchise’s original three games, including art director Derek Watts, creative director Parrish Ley, senior level designer and Normandy programmer Dusty Everman, and game director Preston Watmaniuk.
The leadership team behind Dragon Age: The Veilguard, including its lead writer, senior systems designer, various editors, producer and both its co-directors, Corinne Busche and John Epler, are all no longer at the company following the studio’s downsizing, meanwhile.
Consecutive years have seen BioWare release snippets of concept art and other brief teasers for the game, which is expected to be set hundreds of years after the end of the original Mass Effect trilogy and feature at least one returning character. At the same time, pre-production has also begun on Amazon Prime’s Mass Effect TV series that will also be set after the events of the trilogy.
“Let’s start by setting the record straight: the next Mass Effect game is in development, and EA and BioWare remain committed to telling more stories in this universe,” Gamble wrote in a blog post last November. “The truth is, the last few years have been an incredibly busy time at BioWare,” Gamble continued today. “But currently, the team is heads-down and focused exclusively on Mass Effect. We have a lot of universe to cover, lots of features to build, and lots of romances to figure out.”
BioWare has given no indication of when Mass Effect 5 will arrive, though here’s hoping 2026 brings a better sense of the company’s progress as development ramps up.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Remember those mockumentary-style interview sections in the original reveal trailer for Fable? Well, those will actually be in the game, and they’re inspired by an unlikely source — The Office.
Fable is a distinctly British video game series, and one where comedy has always been allowed to thrive. Both deadpan and absurdist British humor were at the centre of Lionhead’s original trilogy, and it’s great to see that ethos carrying forward into Playground Games’ 2026 reboot, which we recently got an extended look at during January’s Xbox Developer Direct.
Speaking to Xbox Wire, Playground founder and general manager Ralph Fulton mentioned a handful of classic 21st-century British sitcoms as touchstones for Fable’s tone. “We were inspired by the incredibly rich variety of British comedies that have been around over the last 20 years, like Peep Show, The IT Crowd and so many others,” Fulton revealed. “We started with The Office, which again started out as quintessentially British, but also travels really, really well.”
“Not just that IP, but a lot of the techniques and the devices that it’s popularised, you know. It’s that really grounded, awkward style of humour which really appeals to us. And the actors who have been in a lot of these shows — and indeed some of whom are in our game — they’re known all over the world.”
It isn’t just the style of humor from these comedies that Playground is taking inspiration from, but filmmaking techniques, too. “The other cool thing about The Office is something we’ve kind of nicked,” Fulton revealed. “You’ve maybe seen in our trailers that we have a sort of mockumentary interview style. I think a lot of people assume we just did that for those trailers, but it’s actually a device we use throughout the game.”
“I’ve never seen it in games before,” Fulton continued. “But it allows you a way to really neatly tell a joke or drop a little bit of character detail in a way that would feel really clunky in a dialogue, but suddenly feels entirely natural when you do it to ‘camera’.”
This can be seen in the 2024 Xbox Games Showcase trailer for Fable, above, in which Peep Show’s Matt King speaks to us straight down the lens as Humphrey the Golden, Guildmaster of Albion. It’s a sitcom technique pioneered by Ricky Gervais and Stephen Merchant in the original BBC version of The Office, before, obviously, making its way overseas for the likes of Pam and Jim to take full advantage of with their knowing looks to camera in its U.S. edition. This mockumentary-style has spawned dozens of similar TV shows since, but, as Fulton said, it’s something we’ve never really seen in a game before, which makes for an intriguing proposition.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Magic: The Gathering has kicked off 2026 with a return to Lorwyn, and Lorwyn Eclipsed might be the most excited I’ve seen the community since, well, Edge of Eternities (the last Universes Within set).
It’s a trip back to a simpler time, without bagels (Spider-Man), bending (Avatar), or the Buster Sword (Final Fantasy) – just fantasy creatures throwing spells at each other all day long.
Not only is it the first set of a packed year, but it marks big changes to the product lineup. Theme decks are back for Standard play, while a new Draft Night boxed product encourages players to, well, draft cards to build their decks. Then there’s our first Commander decks since Edge of Eternities, and both look pretty great, actually.
Here’s everything on offer (including some brand new discounts to consider), and where you can find it now that the new set is regularly available. Just be warned that prices are still all over the place, and many products are running low on stock even on release day.
The preorder price guarantee means you may pay less, too, and each pack has a guaranteed foil. Since we published this article, though, they’ve been flying off shelves – you’ll need to move fast to secure one.
Bundle
As is the case with pretty much any Magic set, a Bundle is available, too. This one includes 9 Play Boosters, a deck box, 30 lands and a spindown life counter.
After no Commander Decks for Marvel’s Spider-Man or Avatar: The Last Airbender, they’re back with Lorwyn Eclipsed.
Blight Curse is a Jund (Black, Red, Green) deck which promises -1/-1 drain and creature combos, while Dance of the Elements is a rare five-color precon with a gameplan of summoning huge elementals and sacrifice.
They’re both up for $49.99 on Amazon, but there’s every chance one (or both) spike in the coming weeks.
Up next, Collector Boosters are where you’re likely to find the more sought-after variants of Lorwyn Eclipsed cards, with these packs full of foils, full-arts, and special treatments.
They’re not going to come cheap, however, and they’re sold out at Amazon already. With launch closing in, there’s every chance more stock arrives, though.
Draft Night Box
To my knowledge, this is a debut for the Lorwyn Eclipsed set, and this Draft Night box is still without a price on Amazon.
It contains 12 Play Boosters, 1 Collector Booster, and 90 basic lands so that players can draft a 40-card deck with friends and pit them against each other, and the winner gets the Collector Booster.
Theme Decks
Finally, Lorwyn Eclipsed is bringing back Theme Decks for Standard play, and I’m pretty excited to have an easy way to jump into the format since Commander can be overwhelming to newcomers.
They come in Pirates (Izzet) and Angels (Selesnya) forms, with both available right now. If you’re interested, they’re $23.99 each.
UK Preorders
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 Pokémon TCG: Pokémon Day 2026 Collection is back in stock at Amazon right now for $26.99, a steep drop from its $49.99 list price and easily the best price seen for this release so far (especially since market price is around $60 right now).
Timed to celebrate Pokémon’s 30th anniversary on February 27, the commemorative set officially releases on January 30 alongside Ascended Heroes, letting fans mark the milestone a little early. First announced in December 2025, this is a relatively small anniversary collection, but one that includes an exclusive card and a mix of bonus items.
Inside the box is a stamped foil Pikachu promo card, a metallic Pokémon Day coin featuring the anniversary logo, and three Pokémon TCG booster packs from different sets.
Available product images suggest the packs include one Phantasmal Flames booster and two Mega Evolution packs, although, as always with these collections, pack selection can vary between units, so keep that in mind when ordering as well.
At its current Amazon price, the collection undercuts the wider market by a significant margin. The same box is currently selling for around $60 on TCGplayer, making Amazon the clear value option while stock is available. Given this is a limited anniversary release, prices are unlikely to soften once retail stock dries up.
Amazon is on a real hot streak with Pokémon TCG deals in January, most recently on the Pokémon TCG: Pokémon Day 2026 Collection, and also on several Mega Evolution – Phantasmal Flames sets as well.
From aggressive Mega attackers to powerful evolution support, Phantasmal Flames brings a fiery mix of competitive threats and high-demand pulls.
Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.
If you’re in Melbourne Australia this holiday long weekend, you’ll get the chance to step into the world of Azeroth’s prime real estate. Ahead of the launch of the next World of Warcraft expansion, Midnight, Blizzard have constructed an impressive interactive display, appropriately called the “Midnight House & Lounge” in Federation Square.
Just in time for a certain racquet-swinging international sports event in town, this interactive slice of Atherothian lifestyles of the rich and orcish allows fans to experience a so-called “home away from home… a sanctuary crafted for heroes of Azeroth to relax and unwind and explore what’s next forWorld of Warcraft.”
Plus, Blizzard will be giving away exclusive gifts at the venue until they run out – so be quick if you want to get your gauntlets on them, adventurer.
Check out a peek below:
Also on hand to celebrate the moment is Paul Kubit, Associate Game Director for Midnight, in town to chat all things World of Warcraft Midnight.
“As we enter the home stretch before the launch of World of Warcraft Midnight, I’m excited to be here in Australia connecting with local fans and sharing insight into the exciting new features arriving in this next chapter of World of Warcraft” said Associate Game Director, Paul Kubit.
“With fans already embracing the excitement of Housing Early Access, we’re thrilled to offer a first real‑world taste of this highly anticipated feature on Fed Square’s Top Court.” said Alexis Boulton, Blizzard VP, International Marketing.
Over the weekend, Melbourne fans will be able to make themselves feel right at home in Federation Square, exploring the world of World of Warcraft Midnight, experiencing the new housing features, and getting their hands on epic exclusive gifts (while stocks last) ahead of the game’s launch.
The Midnight House & Lounge is open from Friday 23 until Sunday 25 January, between 1:00pm-8:00pm daily (subject to weather adjustments). Stay tuned to @Blizzard_ANZ socials for any changes.
There isn’t really a better way I could describe Hytale, the new survival crafter from some former Minecraft modders, than to say it’s basically Minecraft 2. From the block-by-block breaking and building, to the stylized environments and enemies, to the procedural world generation, this feels like the, “What would we change if we had the chance to start over again?” version of the now legendary 2009 classic. Many games have been influenced by Mojang’s trendsetter, but this one is more of a cover song than a subgenre. And while developer Hypixel Studios’ lawyers might not love hearing me say that, I honestly don’t think it’s a bad thing. Even in Early Access, it’s a good cover!
All of this will be pretty familiar if you’ve put any time at all into Minecraft, but with some streamlining here and there. You no longer have to begin your journey punching trees, for instance, since basic tools are made with sticks and rubble that can be collected easily with your bare hands. Also, breaking the trunk of a tree will cause everything above it to collapse and drop its resources, which was almost enough to win me over on its own. I still to this day hate having to chop upwards to hollow out a tree in Minecraft!
Movement is also a lot more modern and fluid. You can jump up to three blocks high and pull yourself up, which feels like such a huge quality-of-life improvement over the one-block jump limit in Minecraft. It’s even possible to take a running leap at a ledge, hit the side, and pull yourself up. We’ve got proper parkour now, and I don’t know that I would ever want to give it up.
Building has some welcome additions as well. There are actual roof pieces, for instance, so you don’t need to repurpose stairs. Most block types can be rotated using the R key before placing them. Half slabs can even be placed vertically to create thinner, interior walls. However, the way they’re aligned on the grid and the lack of corner pieces mean you either end up with oddly offset layouts or missing corners, which is a bit of a shame. I wish they could dynamically snap together the way fences do.
It also just runs better than Minecraft on my Ryzen 7 3700X, 32GB RAM, and RTX 4070 Ti-powered system. Even with the draw distance cranked up, my framerates sit comfortably above 60. I haven’t had time to stress test it with anything as elaborate as a 1:1 recreation of Minas Tirith or whatever, but for now it’s like butter.
It’s almost like someone’s wishlist of things Minecraft can’t or will never do.
Combat is fine. There are a handful of different weapon types, from swift-slashing double daggers to a classic sword and shield setup with more defensive options. Each one has its own unique charge attack and a special meter that can be filled up to release a devastating finisher. Archery can be exciting, but I feel like arrows drop off too quickly to allow for really impressive long-range shots. And I suspect this has to do with the fact that enemies shot from even the current max range often have a really hard time figuring out where the shot came from, which makes it a bit too exploitable.
I’m quite impressed with the enemy variety already, with everything from goblin bomb-throwers to really terrifying lava toads that can catch you with their tongues and pull you in for a very painful bite attack. There are a handful of new creatures to fight in every biome, like yetis in the cold mountains and flying insects in the desert. The way they spawn can feel strange and off-putting though. Especially when exploring underground, it seems like they’ll tend to clump up just on the edge of the small safe zone around a player, so I often turn back to leave the way I came only to find an almost literal wall of enemies behind me.
The biomes themselves have a pretty good variety as well, ranging from a chill fairy tale forest all the way up to intimidating basalt islands that can only be accessed with some intense mountaineering. What’s even cooler is that every surface biome has its own associated subterranean environments that can spawn below it. Underneath the desert, you might run into harrowing hives for giant insects. Deeper underground are scorching lava tunnels filled with fire-themed enemies.
As someone who usually plays Minecraft on Large Biomes mode, though, they do feel a bit cramped, and this can’t be adjusted yet. If you’re standing in the desert and you can see a swamp and a lava island just over the next hill, it gives the impression that the world is more of a theme park patchwork than a real place. Hytale also doesn’t support the kinds of extremely deep caverns and monumental mountains that came to Minecraft in the last couple years when they raised both the floor and ceiling for world generation significantly, which contributes to that diorama feeling.
That said, the generated structures scattered around enhance exploration quite a bit. Trork strongholds full of hidden loot chests, often guarded by about a dozen minions and a stronger chieftain, offer exciting targets with worthwhile rewards, at least the first time through. There are even villages of neutral Kweebec, though at this point they only have a limited selection of items to sell. And some of them, like recipes and new seeds for farming, feel a little bit pointless at the moment since there isn’t much difference between the dishes you can cook other than the broad tiers of quality.
There’s very little direction in the Early Access launch version of Hytale, either. The main hub area, the Forgotten Temple, is a rotunda of literal Under Construction signs. I even stumbled into some dungeons out in the world where I’d be excited to throw the doors open only to find one of these barriers promising there will be something here, some day. It’s not clear what the larger, overarching goal is supposed to be. You can progress through the different tiers of materials that are found in increasingly dangerous biomes, but I quickly ran out of things to do after that.
I’m not sure if there will eventually be a story or bigger bosses to find or anything like that. I haven’t run into them yet if they exist already. The only really specific endgame activity revolves around craftable Fragment Keys, which teleport you to a smaller challenge map to collect rare resources within a strict time limit. I found the whole system a bit underbaked so far, though they are one of the only efficient ways to acquire certain late game materials.
After watching Final Fantasy VII Remake Intergrade’s gorgeous opening cutscene on Switch 2, I instinctively reached for the PlayStation 5 controller sitting on my coffee table instead of my Switch 2 Pro Controller. That’s not to say VII Remake looks exactly as good on Switch 2 as it does on the beefier PS5, but this is an impressive port that’s easily up there with the best third-party games we’ve seen so far in the Switch 2’s first year, and I’m still not used to games looking this beautiful on my Nintendo console.
That strong first impression held up as I blasted through the familiar first hours of Cloud’s adventure in Midgar – which remains one of my favorite RPGs of the decade – with solid performance both handheld and docked. Digging through the menus also revealed tons of options to streamline progression for newcomers looking to see what all the hype is, or for returning fans who just want to blast through the epic adventure at a quicker pace on the go. No matter your experience with prior editions of VII Remake, the new Switch 2 version checks pretty much every box you could ask for from a portable version. If you’re a Nintendo-only gamer who’s been waiting for this one for a while, you shouldn’t hesitate to dive in.
FFVII Remake on Switch 2 Looks Great When Docked
When playing on my TV, VII Remake on Switch 2 impressed across all aspects: cutscenes, exploration, and most crucially, its fast-paced combat. It’s a small shame that it runs at 30 fps both handheld and docked, but I didn’t notice a single dropped frame during gameplay. It might’ve occasionally hiccupped during cutscenes, but I only noticed while examining it with a hypercritical eye for the purposes of this evaluation. It’s pretty safe to say that when docked, you can expect extremely consistent performance. It may not be 60 fps like on the other consoles, but it felt perfectly playable and responsive at all times.
I’m impressed with the little details I remember loving in VII Remake back in 2020 that have carried over here: the way the light reflects off Cloud’s Buster Sword as you run around still looks really nice. It targets 1080p while docked, missing out on the Switch 2’s highest capabilities but still looking really good nonetheless, with detailed character models and environments. Some NPCs popped in the distance when I was exploring the Sector 7 slums, but to my memory, that’s how it was on PS4 as well. And whether I was fighting a swarm of Shinra security officers or the hulking Scorpion Sentinel within a Mako reactor, VII Remake always kept up with the action, even when swapping between Cloud, Barrett, and Tifa to perform flashy abilities and Limit Breaks. Pro tip for Pro Controller users: I mapped the left and right d-pad to the GL and GR backpaddles on my controller, using them to conveniently swap between characters in combat.
Handheld Is a Totally Reasonable Way to Play
Playing in handheld is similarly impressive, but all of the minor complaints I noted about docked mode are slightly magnified. It’s still a solid 30 fps for the most part, but I noticed more dips during cutscenes specifically. But that doesn’t impact the combat, which always felt really smooth and totally fun. The resolution also takes a hit as you’d expect, and I noticed certain details like Cloud’s hair looked a lot blurrier. But when everything is in motion, VII Remake still looks nice on the Switch 2’s small screen, and it’s a completely viable way to play through it. It’s eye-catching to see modern AAA games run this well on a handheld device, and I think this era of games that originally came out on PS4 are the best fit for really solid ports to Switch 2. Final Fantasy VII Remake, as well as things like Street Fighter 6 that we saw last year, are third-party games that have dedicated versions on both PS4 and PS5, which have generally seemed to scale well to Switch 2.
Intergrade’s DLC Expansion Is Here, Too
Unlike Nintendo, which is still selling Breath of the Wild’s nine-year-old DLC content separately from its new Nintendo Sw itch 2 Edition, Square Enix has included everything in the Intergrade package for $40. That means you also get Episode INTERmission, an additional bite-sized campaign starring Yuffie, an optional party member from the original Final Fantasy VII who is now a central part of the Remake project. It takes about five hours to reach INTERmission’s credits, and it’s a really solid followup to the main campaign.
Streamlined Options for Casual Players or Double Dippers
There’s a lot here that makes a full replay pretty enticing. First, you can fast-forward through cutscenes at either 1.5- or 2-times speed, making it a snappier revisit for those who already know everything that happens but still want to see it play out. And, the brand-new Streamlined Progression menu adds options you’re probably used to seeing in modern remakes and remasters of old-school RPGs, like the HD-2D Dragon Quest games or even the most recent version of the original Final Fantasy VII itself. Having access to things like constant maximum health and magic points, an infinitely full Limit gauge, or the ability to deal 9999 damage on every hit lets you tailor your playthrough however you’d like, and it’s really cool to see those options come to a modern game. There’s also a nifty Head Start mode that hands you high-level characters and plenty of money, equipment, and abilities right from the beginning. I’d never recommend someone plays with these activated for their first playthrough, but it’s definitely fun to revisit old favorites by way of a frictionless power trip that lets you see all the sights again. It’s worth noting these features aren’t exclusive to Switch 2, Square Enix also updated the PS5 and PC versions with the same options, and everything is included in the new Xbox Series X|S release as well.
This Isn’t the Final Final Fantasy
Final Fantasy VII Remake is just part one of Square Enix’s currently unfinished Remake trilogy, with 2024’s Final Fantasy VII Rebirth representing the middle chapter, and a third and final entry yet to be formally revealed. If you’re worried about starting the series with just one entry on the platform so far, Square Enix has already committed to bringing Rebirth to Switch 2 and Xbox Series X|S, as well as the in-development third game. So you can jump in worry-free: the full story will eventually make it to Switch 2, and this first port is a great way to get things started.
The Nintendo Switch 2 was the best-selling console of 2025 in the U.S., both in unit sales and dollar sales, selling a total of 4.4 million units in the U.S, and continuing its streak of selling faster than the original Nintendo Switch.
This comes from Circana’s full-year reporting on the U.S. games market courtesy of analyst Mat Piscatella, and shouldn’t come as a shock to anyone. The Switch 2 has been at the top consistently since it launched earlier in the year, amid a period of decline for the steadily aging PS5 and Xbox Series consoles.
Battlefield 6 was the best-selling game of last year, and the Nintendo Switch 2 Pro Controller was the best-selling accessory.
Overall, the U.S. games market reached $60.7 billion in sales for all of 2025, and $7.8 billion in December alone. That’s up 1% and 3% year-over-year, respectively.
In hardware, spending was up 9% year-over-year to $5.4 billion for the year, and up 6% year-over-year to $1.2 billion in December. The Nintendo Switch 2, as the best-selling console of the year, managed to sell 4.4 million units, 94% higher than the original Switch at the same amount of time after its own launch, and 35% ahead of the PlayStation 4. It also continues its reign as the fastest-selling video game console hardware platform, with Piscatella pointing out on Bluesky that the Game boy Advance remains the fastest-selling hardware platform overall after seven months on sale.
Over in software, December spending was up 3% to $5.9 billion, with subscription services seeing the biggest increase of 24% year-over-year. Overall full-year spending was only up 1% year-over-year, with subscription spending increasing 20% offsetting declines in everything else except mobile spending.
While Battlefield 6 was the best-selling game of the whole year, Call of Duty: Black Ops 7 took the crown in December, despite its precense on Game Pass making its impact on Xbox much harder to tally. Fortnite saw the highest total active users across PlayStation and Xbox in 2025 of any game, with over half of all active users on the two platforms playing Fortnite at least once.
As for other games, the top five sellers for the full year should shock no one who’s been watching the numbers all month: after Battlefield 6 was NBA 2K26, Borderlands 4, Monster Hunter: Wilds, and Call of Duty Black Ops 7, again noting that Call of Duty was a Game Pass Day 1 title. The rest of the list was populated by a series of expected sellers, with some standouts such as The Elder Scrolls IV: Oblivion: Remastered coming in at No.9, Elden Ring: Nightreign at No.14, Pokemon Legends: Z-A at No.17 (though Nintendo doesn’t report digital sales, so it’s possible this would have been higher), and Split Fiction at No.19. Grand Theft Auto V clocked in at No.20 as players await the release of Grand Theft Auto VI, probably this year.
And finally, just looking at December, standout games including Metroid Prime 4: Beyond, which launched into No.7 overall for the month, and Flight Simulator 2024, which released on PlayStation in December and shot from No.114 in November to No.16 last month. Over on PC for December, both Elden Ring and Elden Ring: Nightreign saw jumps likely due to the new Nightreign DLC.
December 2025 U.S. Top 20 Best-Selling Games:
Call of Duty: Black Ops 7
NBA 2K26
Battlefield 6
Madden NFL 26
EA Sports FC 26
Pokemon Legends: Z-A*
Metroid Prime 4: Beyond (NEW)*
Minecraft*
Donkey Kong Bananza*
Ghost of Yotei
EA Sports College Football 26
Grand Theft Auto V
Sonic Racing: CrossWorlds
Forza Horizon 5
Red Dead Redemption II
Flight Simulator 2024
Kingdom Come: Deliverance II
Kirby Air Riders*
Super Mario Galaxy + Super Mario Galaxy 2*
Marvel’s Spider-Man 2
Full Year 2025 U.S. Top 20 Best-Selling Games:
Battlefield 6
NBA 2K26
Borderlands 4
Monster Hunter: Wilds
Call of Duty Black Ops 7
Madden NFL 26
EA Sports College Football 26
EA Sports FC 26
The Elder Scrolls IV: Oblivion: Remastered
Call of Duty: Black Ops 6
Ghost of Yotei
MLB: The Show 25*
Minecraft*
Elden Ring: Nightreign
Kingdom Come: Deliverance II
Forza Horizon 5
Pokemon Legends: Z-A*
WWE 2K25
Split Fiction
Grand Theft Auto V
* Indicates that some or all digital sales are not included in Circana’s data. Some publishers, including Nintendo, do not share certain digital data for this report.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Text-based games, management RPGs, and visual novels – of whatever kind – rarely make the most exciting previews. It’s just not easy to build a rich interest in the world and characters of a story you can only get the slightest taste of. I’m very pleased to say that a few hours with Sovereign Tower broke that trend entirely.
Whosoever turns the key in the giant magic lock on the tower becomes king. So, as the mystically-appointed lord of the tower, your poor faceless wanderer becomes a very important person overnight in what developer Wild Wits calls a “story-rich, Round Table management RPG.” It’s an entertaining concept that draws its characters and dialogue equally from fantastical tradition and modern life. Couple that with a deliciously detailed art style and a sense of what’s most entertaining to do in both management games and visual novels.
That’s enough to sell it, I think, but it also has some nice surprises and a weird little twist on the genre as a whole. I had a pretty darn good time with it, and I’m looking forward to more.
King of the Castle
In each turn of Sovereign Tower, you have to do two things: accept audiences, then assign knights from your round table to various quests. Taking audiences is a simple concept: Sit on the throne and deal with problems people bring you. The decisions you make there can alter the path of the story, bring up new quests for your knights, or avoid problems. They’ll also affect the sovereign’s standing with the realm’s four factions: the Nobility, People, Merchants, and Scholars.
Some problems go away if you just throw money at them, and the taxes you get at the start of every cycle can pay for some of that—but those are the same taxes you use to pay for stuff like cool new swords and horses and magic potions, so do you really want to spend them on boring stuff like bridges or whatever? Probably not.
That sounds pretty normal, but it’s the weirdos that show up to need things from you or to join your kingdom that make it memorable. I encountered a stinky jester, proud emissaries unable to admit they couldn’t solve their own problems, clever peasants, annoying nobles, and even an assassin. Talking with them solidifies the personality of your blank-slate Sovereign, raising their stats in Audacity, Tyranny, Wisdom, and Kindness to unlock alternate decisions in future events.
It’s the weirdos that show up to need things from you or to join your kingdom that make it memorable.
The Knights are the flavor that’ll really have to carry the game, and from what I saw they might do it. I met a huge guy that acted like a child, a very fancy boy, an extremely overdramatic guy, a nice lady who loved forest critters, the most goth knight ever, and even a straight-up actual wolf. Each of them had their own unique little events and dialogue that popped up from time to time, each of which affected your sovereign’s relationship with them. They also had history to learn, as well as more straightforward stats, all of which affect their performance on missions.
Figuring out which knight would be best for each quest was an actually interesting choice. Equipment like a specific horse to ride, a sword to use, or a magic potion can give them temporary stat boosts, but it’s often the bonuses or penalties from their personality traits that make the difference between a failure and success or between mere success and an outstanding victory.
For example if you’re doing something that’s a bit of public relations? Probably should send the more charismatic knight, but not the really arrogant one. Watching each knight’s background and figuring out which of the little highlighted keywords apply to the current mission is a fun bit of understanding the characters.
And there’s a real penalty for failure. Your knights each have an armor score, which if it goes to zero means that knight’s, well, dead and gone. Your blacksmith can only fix one knight’s armor each cycle—so you need to be reasonably sure that the task you’re sending a knight on is one they can at least survive if they fail.
Shining Armor
None of the characters, nor the entire game as I saw it, would have nearly as much personality without the visual art on display in Sovereign Tower, and I’ve got to take a moment to run through the influences and elements that make it up. Starting with the simple choices of colors to draw from: The warm pastels, earth tones, and jewel tones are lovely, then they’re combined with copious golden shades and tints to express lighting. It’s a palette of colors that’s something between stained glass or rich watercolor on thick paper.
The characters are drawn with a lot of emotion and movement, too, for what are otherwise relatively flat portraits. You can feel the shrug in how Urusla stands, for example. You can see the carefree attitude in the angle of Angelica’s head. And, well, everything about Gideon tells you exactly who he is and how he behaves. It’s not just great illustration work in that you can feel the motion, it’s that you can immediately start to feel who the characters are just from how they look.
The characters are drawn with a lot of emotion and movement, too, for what are otherwise relatively flat portraits.
It’s clear that these are artists who understand how to work their chosen medium, and if you’ll put up with me for a nerd moment, it is deeply reminiscent of the Art Nouveau period in design from France, Belgium, and the Netherlands. Particularly the advertisements, posters, and calendars of justly-famous artist Alphonse Mucha. It’s a fitting choice, too: Mucha’s work often used the kind of medieval romantic and even fairytale themes that Sovereign Tower seems to use in its stories—I imagine he’d approve of being the inspiration here.
I think that’s where I’d place this whole game’s artistic style, too: It’s a blend of medieval fantasy and Arthurian romance setting, the art of Mucha, and the writing of a wryly clever modern comic book. There’s basically nothing to dislike in that.
The Clever Twist
It’s not a surprise to people who like this kind of game that there are going to be secret events and pathways through the story to uncover, as well as desperate outcomes and painful prices to pay when choosing poorly at certain decision points. I found that Sovereign Tower must have more than a few, since I managed to stumble into at least two hidden story outcomes while playing just by assigning an unexpected or suboptimal knight to a specific quest.
The frustration with these kinds of events, however, is that they can give you unwanted outcomes or change the story when you weren’t expecting them to or were aiming for another outcome. The only choice you’ve got at that point is often to play the entire visual novel over again just to see a new path or the immediate consequence of a tough choice.
The real good choice that Sovereign Tower makes is to have a built-in do-over mechanic. See, there’s a demon that lives in a cage in the tower basement, which I’m sure isn’t scary or plot-relevant at all because the demon helps you do something very useful: Step back in time. Don’t worry—the demon assures me this is because it has absolutely no bad intentions and is bound to help you—much like all the other magical things that live in the tower.
With the demon’s help you can turn back time, especially when some choice you’ve made would lead to a disastrous end. I expect you’ll also be able to use the power to avoid the worst ends in the game, and I’m betting most players will want to use it at least once or twice to avoid making whatever NPC they’ve chosen to romance not mad at them about something. There’s also the hint, given in the trailer and screenshots for Sovereign Tower, that you’ll be able to use the demon’s power to unlock alternate dialogue in situations you’ve seen before—tagged with an “Omniscience” stat that surely won’t upset or alarm people who don’t realize you’re time travelling.
Overall, from the art and the writing, I’m pretty intrigued by Sovereign Tower and it’s going on my list of games to watch out for. Sure, the game mechanics are pretty simple, but when the story and characters are interesting in this way I’m glad the game rules are getting out of the way to let me entertain myself—failing and succeeding on my own terms.
Forza Horizon 6 is set to release for Xbox Series X|S and PC on May 19 — unless you buy the most expensive edition, which comes out May 15. This latest installment of the reliably excellent Microsoft racing series whisks drivers to Japan to get their speed on. It’s available now to preorder in a number of editions (see it at Amazon). Below, you can find out what comes in each one, how much they cost, and more. Let’s put the pedal to the metal and take a look.
If all you want is the base game for now, the standard edition is the one to preorder. It comes with the game itself, plus the preorder bonus (see below)
The deluxe edition includes the game, the preorder bonus detailed below, plus the following:
Car Pass – 30 new cars, with one new vehicle made available each week starting May 19.
Welcome Pack – 5 special pre-tuned cars and a Car Voucher, which can be used to claim any car available from the Autoshow. You’ll also receive 3 tickets to redeem any Common or Rare clothing items.
If you want everything possible included with the game, plus early access, you’ll want to preorder the premium edition. It comes with the game, as well as the following:
4 day early access (May 15)
Car Pass
Expansion 1
Expansion 2
VIP Membership
Time Attack Car Pack
Italian Passion Car Pack
Welcome Pack
On Game Pass Ultimate
The standard edition of Forza Horizon 6 will also be available to play on May 19 for Game Pass Ultimate members at no additional cost.
If you have Game Pass, but you want to get all the extras included in the Premium edition, you can purchase the premium upgrade bundle.
Preorder Bonus
Preoder any version of Forza Horizon 6, and you’ll receive a “pretuned and exclusive” Ferrari J50 in the game.
What Is Forza Horizon 6?
Forza Horizon 6 is the newest installment of Microsoft’s open-world racing game. You play as a tourist who joins the races as a novice and works the way up the racing ladder. It’s set in Japan, with a variety of biomes scattered around, from the skyscraper-dense, neon landscape of Tokyo to winding mountain roads and snowy vistas. It features over 550 real-world cars, which is the most in any Forza Horizon to date. That includes special Forza Edition cars fitted with extreme modifications, as well as rare Aftermarket Cars you can collect.
What About the PS5 Version?
Games that used to be Xbox exclusives are no longer Xbox exclusives in this brave new world we find ourselves in, which means Forza Horizon 6 is coming to PS5. Unfortunately, Microsoft hasn’t announced a release date for it. But with Forza Horizon 5’s excellent sales numbers on PS5, you can bet it will arrive on Sony’s console eventually.
More Preorder Guides
Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.