Styx: Blades of Greed Review

It might not have the same kind of ambition or bells and whistles as its contemporaries, but Styx holds a special place in my heart as one of very few pure stealth game series we have left. Will you find the incredibly creative scenarios of Hitman or the insane level of polish and replayability of Dishonored? Nope. Instead Styx contents itself with simply being a reliable way for stealth fans to get their fix, and Styx: Blades of Greed is no exception. More often than not, the usual playbook of sneaking around, stealing and assassinating everything in sight, is as fun as it’s ever been, and this sequel makes some important tweaks, like removing weak multiplayer mechanics to refocus on a solo stealth experience and swapping smaller, mission-based maps for absolutely massive regions. But it’s also saddled with quite a few of the same issues it’s always had, finicky movement, performance issues, and an unremarkable story, which are as disappointing as they are completely expected.

Like its predecessor from 2017, Blades of Greed puts you in the leather boots of an elderly, grumpy goblin as you sneak into small spaces, stab humans, elves, and monsters in their soft places, and use an arsenal of gadgets and special abilities to overcome the fact that getting spotted will get you killed in two seconds flat. There are some modest additions, like a couple of new gadgets and abilities that let you do things like mind control NPCs from afar or use a grappling hook to close large gaps in a short period of time, but for the most part there’s very little that’s changed about the moment-to-moment gameplay. You’ll still find, for example, the ol’ reliable ability to turn yourself invisible for a short period of time, and will still find yourself hiding inside closets and barrels before popping out to slit the throat of some idiot guard. Good times. As ever, stealth is absolutely the star of the show, and Blades of Greed has the same high quality sneaking around that you’d hope it would.

The story in Styx has never been very good, and Blades of Greed lives up to those low expectations by having a completely forgettable story in spite of the fact that its protagonist is inherently interesting and unique. After developing a craving for magical abilities granted to you by quartz crystals found throughout the world, you begin a repetitive journey to, well, find more of it, and 90% of the campaign is just going from place-to-place stealing these glowing rocks to power yourself up with little in the way of plot in between those scavenger hunts. You meet some characters along the way, like a gadget-obsessed dwarf and an orc who becomes your spiritual guide, but they don’t get enough screen time to leave much of an impression and what they do get isn’t used effectively, with everyone spouting off explanations of telling you what you need to do next and little else. You’re unlikely to have come to the Styx series looking for an engaging story, but just in case you were hoping to be pleasantly surprised: I wouldn’t count on that.

Though the vast majority of Styx’s bones remain the same, one major change is that instead of treading (and sometimes retreading) through mission-specific levels, Blades of Greed lets you loose in three extremely large maps filled with both mandatory and optional areas to explore, pilfer, and fall to your death within. It’s a neat idea that allows for significantly more freedom over prior adventures, and it’s quite easy to become distracted and assassinate your way through an entire region before realizing you didn’t even really have any objective behind any of it, except that it’s just hard to see a guard walking by unaware and not take him down. These huge levels also allow you to express creativity in how you navigate the area and solve the problem of getting around when every 10 feet there’s someone who could kill you by breathing on you. When you’re staring at an objective that’s a mountain’s distance above you, you’ll need to just creep around and try things to figure out how to get there – maybe you’ll find a nice spot on the side of a tower to make daring leaps while avoiding the notice of guards along the way, or maybe you’ll find a quieter path via a sewer system that leads you to the same spot, but is infested with giant bugs that will swarm you if you get too close.

That can be a really interesting stealth challenge to figure out, but comes with some unique drawbacks as well. For one, it can be exhausting to have to cross such a massive area slowly sneaking along all the while, and if you try to just sprint past everything to get to the objective, you should be prepared to reload a whole bunch as you work through the trial and error process of doing so. That travel time feels significantly less focused and curated than the more linear model for level design as well, and oftentimes you’re kinda just half-assedly sneaking through ruins and across rooftops with no real obstacles along the way until you get to the place that the objective marker wants you to be, at which point things start to feel much more focused. In other words, it’s a whole lot of fat before you get to the meat of the main objectives. I actually spent the vast majority of the more than 20 hours it took me to beat Blades of Greed trying to figure out where exactly my next objective was and how to get there, rather than actually pulling off the heist in question.

The good news is that each of these maps is pretty awesome across the board. The Wall is an absurdly cool vertical labyrinth of concrete castles and rickety slums, Turquoise Dawn is a jungle of trees, swamps, and massive, deadly roaches swarming in dark areas, and the Akenash Ruins are a ruined, kingdom where everything floats in the air unnaturally and enemies are extremely weird monsters, like something out of Elden Ring. Each visit to these places throughout the story unlocks new areas to explore, though you’ll also do quite a bit of backtracking through areas you’ve already been, which is a bit of a drag. Still, these are some of the more interesting areas I’ve stalked the halls of in a stealth game and highlights the unique, strange, and magically-infused world that this curmudgeonly goblin calls home.

Though the huge amount of space these maps have can be pretty great to explore, they sometimes feel a bit too big for the much smaller objectives within them. The story’s main objectives are much smaller than a typical stealth mission, usually just requiring you to steal a key and open a locked door, or shut down a machine so you can reach your objective – miniature quests that usually only take a couple minutes to complete, if that. Once you’ve checked it off your list, you’re back to the mostly uneventful traveling stealth as you find a way to the next objective, often requiring you to backtrack through some of the same spots in the process, which is how I have spent the bulk of the adventure so far. On the bright side, this format means you’re basically just locked into a constant stream of pure, unadulterated stealth scenarios for hours on end as you work your way through each set of missions, and since that’s Blades of Greed’s strong suit, you’re getting exactly what the doctor ordered.

If you’re familiar with the shortcomings of the previous Styx games, then you’ll probably be less-than-stoked to hear that Blades of Greed doesn’t address most of these. Combat, which is a last resort, but sometimes required, is quite sloppy and overly simplistic, and moving around, especially jumping onto ledges and the like can be finicky at times and caused me to fall to my death or get caught out in the open dozens of times by this point. Worse than those though, are the usual performance issues and technical challenges, like NPCs becoming invisible while talking to them and frames dropping to horrifyingly low levels after extended play sessions. Framerate issues are actually a fair bit worse than I remember them being in previous games, presumably due to the significantly larger maps, and it can get pretty bad for long stretches when there’s a lot happening on screen. Most of these issues are sort of baked into Styx by this point, but it’s still worth shouting out that the bulk of this stuff has mostly gone unaddressed, seemingly.

Pokémon Fans Are Worried FireRed and LeafGreen Won’t Be Compatible With Pokémon Home, Making the PokéDex Impossible to Finish

Pokémon FireRed and LeafGreen are coming to Nintendo Switch next week to celebrate the series 30th anniversary. And while The Pokémon Company and Nintendo have already answered a number of questions about the releases that probably shouldn’t have been necessary to ask to begin with, there’s one question we still don’t know the answer to: Will these games be compatible with Pokémon Home?

For the non-Pokénerds out there, Pokémon Home is a cloud-based, paid subscription service that allows users to store Pokémon from various games, as well as move them between certain compatible games. The service has been directly compatible with every new Pokémon game on the Nintendo Switch, as well as Pokémon GO, and it also works with Pokémon Bank, a similar program that existed on the 3DS. The explanations and rules are a bit convoluted, but essentially, it’s only through Bank and Home that Pokémon from older games such as Red/Blue/Yellow and Gold/Silver/Crystal (in their Virtual Console on Nintendo 3DS incarnations) can be brought forward to modern games.

As a result, with some finagling, Pokémon fans can essentially bring a beloved monster from any mainline Pokémon game they’ve ever played (except the original Game Boy cartridges for Red/Blue/Yellow and Gold/Silver/Crystal) to Pokemon Home and, if it’s compatible, transfer it for use into a modern game and continue their adventures. It’s been a cool way for collectors to track their PokéDexes, and for long-time fans to keep beloved monsters from their childhoods by their side as adults.

The original FireRed and LeafGreen are compatible with Home in this way too, though the process is, as suggested above, a bit complicated. In order to get Pokemon OUT of FireRed and LeafGreen into Home, you first have to use the Pal Park feature to transfer them to Diamond, Pearl, or Platinum using a Nintendo DS system. Then, you have to use the Poke Transfer Lab (which requires two Nintendo DS systems) to move them from that game to Pokémon Black, White, Black 2, or White 2. From there, you can move them into Pokémon Bank on a Nintendo 3DS, and then from Bank they can be transferred to Home. It’s convoluted, but it’s possible.

If Pokémon FireRed/LeafGreen on Nintendo Switch are compatible with Home directly, players can skip all that and bring monsters directly from those games into Home without having to own three different DS systems and multiple old game cartridges. However, players are concerned that this may not be the case. Earlier today, when the eShop page went live for FireRed and LeafGreen, it initially included the line, “Support for Pokémon HOME is coming soon. You’ll be able to bring the Pokémon you catch and train to the place where all Pokémon gather-support for Pokémon HOME is coming to Pokémon FireRed/LeafGreen Version!” However, fans noticed that line was almost immediately removed, leaving the compatibility up in the air.

The lack of compatibility would be irritating enough if it was just a matter of convenience, but it’s actually possible that Home not being available could cause issues with the gameplay itself. FireRed and LeafGreen are remakes of the original Pokemon games Red and Green. Players are thus able to complete the “Kanto” PokéDex just by playing them and trading a few monsters back and forth with a friend who has the other version of the game. Though online features are apparently not available in these Switch ports (even though they were in the 3DS ports of Red/Blue/Yellow and Gold/Silver/Crystal!), local trading is, so that’s not the problem.

What is the problem is the National Dex. In FireRed/LeafGreen, the “National Dex” was, at the time, the “full” Pokedex, containing all 151 original Pokemon as well as all new Pokemon added in the second generation (Gold/Silver/Crystal) and third (Ruby/Sapphire/Emerald). The National Dex unlocks in FireRed/LeafGreen’s post-game, and with it comes the ability to catch many of these Pokémon in the wild in-game. However, not every Pokémon is available. The Johto and Hoenn starter Pokémon, legendaries like Mew, Celebi, and Jirachi, and dozens of others were only obtainable back in the day by trading from Ruby, Sapphire, Emerald, Colosseum, or XD. And none of those games are currently available on Nintendo Switch in a way that would be locally compatible for trade with FireRed/LeafGreen.

Which means that, upon release, FireRed/LeafGreen will not be completeable, at least not in the 100% sense, because the National Dex will be impossible to fill out. While that probably won’t bother most casual players, it’s a pretty notable oversight, especially given that the releases of other classic games on Virtual Console on 3DS seemed so well thought-out.

Now, it’s entirely possible this is a lot of hullabaloo over nothing. Maybe the games are compatible with Home and Nintendo was just cleaning up language on the eShop page a bit. Maybe Home compatibility is coming in a few weeks or months, and Nintendo didn’t want to set expectations too early. Maybe we’re about to get an announcement of Ruby, Sapphire, and Emerald on Nintendo Switch Online next week, and they’ll be compatible locally. Maybe Colosseum and XD are coming to Switch Online (Nintendo has already teased them!), though these two games alone wouldn’t canvas all the missing Pokemon. Maybe there’s some other explanation! But it’s weird that given Nintendo’s extensive FAQ, they didn’t address this glaring issue specifically. IGN reached out to both Nintendo and The Pokémon Company today to try and find out what the deal was. The Pokemon Company declined to comment, and we didn’t hear back from Nintendo in time for publication.

Even if neither company Koffings up an answer soon, we’ll know more next week when the games actually launch and as the dust settles from Pokémon Day and all its announcements. Regardless, the rollout of FireRed and LeafGreen on Switch has been real weird, especially in light of past efforts to preserve classic Pokémon games. Only Nintendo and The Pokémon Company knows why they don’t just dump all these things on Switch Online and make the people happy.

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

Pokémon TCG: Everything You Need to Know About First Partner Illustration Collection Series 1

The journey to Pokémon’s 30th Anniversary has officially begun with these gorgeous illustration rare-style promo cards that commemorate the bonds between a Trainer and their loyal first partner.

Whether you’re a Kanto veteran or new to the world of Pokémon, this new collection encourages you to look back on your favourite adventures from the last 30 years.

Here’s all the information you need to know about Series 1 of the First Partner Illustration Collection Pokémon TCG collection, including release date, preorder information, and what’s next for this set of cards.

Release Date and Preorder Info

Pokémon TCG’s First Partner Illustration Collection – Series 1 will be available on March 20, 2026. You’ll likely be able to find them in all your typical stockists; Pokémon Center, Target, Best Buy for the US, and Pokémon Center UK, Smyths Toys, Chaos Cards and Magic Madhouse for the UK.

Pre-orders haven’t gone live yet, but are expected to drop early March for MSRP $14.99 / £14.99, as per a live listing from Smyths UK.

Pokémon Day 2026 Collection

Don’t forget to grab the Pokémon Day 2026 Collection (available now), which features the 30th Anniversary stamped Pikachu promo. It’s the perfect companion piece to display alongside these First Partner sets!

What’s Inside the Box?

The International version is designed as a celebration of the bonds between Trainers and their First Partner. Each collection includes 1 Promo Booster Pack, where you can pull three of nine illustration rare-style promo cards.

Each of these cards feature stunning illustrations of beloved first partner Pokémon. You’ve got your classic Kanto friends – Bulbasaur, Squirtle, Charmander. Then, we jump forward a few generations to Sinnoh, with Turtwig, Pipulp and Chimchar. Last, but certainly not least, we find ourselves in Alola with Rowlet, Popplio and Litten.

You’ll also get two booster packs, likely to be from recent Scarlet & Violet expansions like Ascended Heroes or Perfect Order. Perhaps best of all – a fun sticker sheet featuring First Partner Pokémon friends! I know that’s why you’re really after these sets.

If you, like me, want to catch ’em all, you might be interested in checking out the special feature of the Chinese collection – an acrylic, connectable magnetic display frame to showcase the cards and connect with future volumes. Perfect if you want to have your collection on display!

Expected Chase Cards

All cards in Series 1 feature stunning nostalgic artwork by fan-favorite artist Saboteri, the mind behind Mega Froslass ex from Ascended Heroes and Phanpy from Surging Sparks. Each card includes “Easter egg” background details like regional Gym Badges, Z-Crystals and Poké Tech from their respective region. Neat!

Because these Special Illustration Rare (SIR) style promos are exclusive to these boxes, this will be your only chance to get this piece of 30th Anniversary history. High-priority for anyone looking to complete a 30th Anniversary master set, or collect all cards of their favourite first partner Pokémon.

When Will Series 2 and 3 Drop?

Considering this collection is branded as “Series 1”, it’s likely we’ll see the rest of the First Partner Pokémon in an unannounced Series 2 and 3. We can look at the current 2026 release calendar to predict when they might launch.

Given that Series 1 launches in March, exactly one week before Perfect Order, I think it’s highly likely Series 2 would closely follow the next major expansion, Chaos Rising, in Summer 2026. The 1-4-7, 2-5-8, 3-6-9 pattern is a common TCG trope, so it’s likely to cover Johto (Gen 2), Unova (Gen 5), and Galar (Gen 8).

Series 3 would then drop in Fall 2026, rounding off the collection in Hoenn (Gen 3), Kalos (Gen 6), and Paldea (Gen 9).

With rumors of Generation 10 being announced on Pokemon Day (February 27), collectors are wondering if we’ll see a secret Series 4, or if the Gen 10 starters could be being teased right in front of our very eyes… If so, that could completely shift the resell value of these special 30th Anniversary collections!

For more on celebrating Pokémon’s 30th anniversary this year, I’d also highly recommend checking out the TIME magazine exclusive celebration covers, all of which feature in the top of the best seller Amazon charts this week, and can be bought for just $14.99 each.

Sara Heritage is a freelance contributor for IGN.

Nier: Automata Has Now Sold 10 Million Copies

Nier: Automata, Yoko Taro and PlatinumGames’ 2017 action RPG follow-up to Nier and the Drakengard series, has officially sold 10 million copies nine years after its release.

This comes from a tweet/X post and YouTube video shared by the official accounts for Nier and publisher Square Enix respectively. The post includes a celebratory piece of Nier: Automata art:

In a press release, Square Enix confirmed that in addition to this milestone for Automata, Nier Replicant ver.1.22474487139, the remake of Nier released in 2021, has sold two million copies.

The six-minute-long YouTube video provides a recap of everything Nier: Automata-related from the last decade, and unless you’re a superfan, the sheer volume is probably a lot higher than you’d expect. There’s the game itself and its various re-releases and ports, plus multiple concerts, stage presentations, written works, animation, and more.

It ends on a teasing note, with text reading: “Nier: Automata to be continued…”

Tantalyzing as it sounds that this may mean another game is in the works, Nier fans have been here before. A number of the Nier works shown in that video have seemingly teased more Nier to come, but it’s never quite been the AAA video game rendition fans wanted. The story has been told and sequelized through many different mediums at this point, including a no-longer-available mobile game that’s effectively a direct sequel, but no full-blown PC/console game has emerged in the last nine years. Maybe other fans feel differently, but it’s left me a bit jaded at the idea. Even Yoko Taro sounded a bit weary when he was last asked about it, saying that he was trying to make new projects, but they kept getting canceled on him.

Which is a shame, because Nier: Automata rules. We gave it an 8.9/10 when we reviewed it in 2017, saying it’s “a crazy, beautiful, and highly entertaining journey full of nutty ideas and awesome gameplay. It may not include the most sensical story or compelling characters, but its frenzied combat — coupled with beautiful visuals and a stunning soundtrack – make it too much fun to pass up.”

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

Capcom Pledges ‘Firm Action’ Following Widespread Resident Evil Requiem Leaks, Begs Fans Not to ‘Ruin’ Excitement for Others

Capcom has at last acknowledged the fact that Resident Evil Requiem has now been widely leaked, and promised “firm action” against those responsible.

In a statement posted to social media, Capcom said it believed the “large number of gameplay videos” now floating around the internet — some of which contain huge spoilers and clips of the game’s finale — originated from copies obtained “through illegal means.”

IGN has verified the leaked spoilers as legitimate, but will not be reporting any details of the game’s plot or ending within its own reporting.

Capcom has now said that the posting of these videos constitutes copyright infringement, as well as generally being “an act that offends other customers.” However, the publisher seems somewhat limited in what it can actually do in response — suggesting it will simply delete the videos or issue “warnings.”

“We have found a large number of gameplay videos of Resident Evil Requiem that appear to have been obtained through illegal means,” Capcom wrote. “For the sake of our customers who are eagaerly awaiting this game, we ask that you refrain from publishing or posting gameplay videos on video streaming services or social media before the game’s release date.

“Posting gameplay footage before the release of this game is not only a copyright infringement, but also an act that offends other customers, so we will take firm action, such as deleting videos or issuing warnings, as soon as we become aware of such activity. Additionally, we also ask anyone viewing this post who happens to see the videos in question, please be careful not to watch or share it.

“Through this game, we hope to deliver a ‘story that intertwines mystery and tension’ and a ‘thrilling gaming experience that challenges unknown threats.’ We would appreciate your cooperation in not ruining the excitement for others. Thank you for your understanding.”

Resident Evil Requiem’s February 27 release date is now less than a week away — so for those still trying to avoid spoilers, there’s not too long left to wait. If you were hoping to get your hands on the bizarre Japan-only version of the game that comes with exercise equipment, however, we’re sorry to say that this has now sold out.

“After getting hands-on with a total of about four hours of Resident Evil 9 Requiem at this point, and sharing that experience with colleagues, I’m more excited for the series than I have been in recent memory,” IGN wrote after going hands-on with Resident Evil Requiem recently. “It’s the old mixed with the new, but all in a modern package with two protagonists I already like a lot.”

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 Has a Bizarre Ultra-Limited Edition With Exercise Equipment in Japan — and It Sold Out Almost Instantly

In Japan, Capcom has teamed up with a company known for its shopping channel-style infomercials, to release a bizarre and extremely limited edition of Resident Evil Requiem that includes exercise equipment.

Limited to only 50 sets and priced at 19,800yen ($127), the Terrifying Nightmare Set made in collaboration with e-commerce/talent management Yume Group sold out completely in less than 5 hours, as fans reached for their credit cards faster than they ever ran from Mr. X.

Resident Evil Requiem’s Terrifying Nightmare Set includes a copy of Resident Evil Requiem on either PS5 or Switch 2 and a full-sized pull-up bar for exercising. Yes, you read it right.

In Japan, Yume Group (Dream Group) is known for its catchphrase “make it cheaper!” and for selling all sorts of shopping channel-style products via their website and through commercials. Naturally, the Resident Evil Requiem Terrifying Nightmare Set has its own tongue-in-cheek commercial — which you can watch above — in which Yume Group president Shigehiro Ishida and affiliated singer Yuri Hoshina promote the game in their signature style, with Ishida introducing the selling points and Hoshina exclaiming enthusiastically in response.

Brilliantly, the commercial even features Resident Evil Requiem director Koshi Nakanishi, who makes a rather deadpan cameo wearing industrial workwear and an unconvincing wig. Nakanishi mentions Requiem’s dual protagonists Grace and Leon, and the game’s mix of horror and action, while these keywords flash boldly on screen.

But what’s with the pull-up bar? The idea here is apparently so that gamers can use this piece of freestanding exercise equipment — dubbed the “Dream Hanging Health Device” — to release tension after fighting off zombies and getting perplexed by puzzles.

“When you’re tired from gaming, hang on tight. It’ll loosen up your back and shoulders stiff from fright!” advises the product’s store page. The accompanying tongue-in-cheek infomercial advertises the pull-up bar while showing shots of a terrified Grace Ashcroft hanging upside down from the game’s reveal trailer.

Other moments from the commercial include Hoshina cheerfully exclaiming that the game is “easy for even beginners to start playing,” while the ‘You are Dead’ game over screen plays in the background, and an apparent claim that the exercise equipment is also good for drying laundry on a rainy day.

When official Resident Evil accounts in Japan suddenly started posting a Yume Group infomercial on the morning of February 20th, some users thought it was simply a parody. “I started watching it with a smirk, laughing at the image of Grace hanging upside down on the device but then went dead serious when the detailed purchase rules and phone number came up ‘Huh? They’re actually selling this?!'” a user commented in Japanese on X.

However, just five hours later the Terrifying Nightmare Set was sold out. Perhaps some Resident Evil fans aspire to get chainsaw-wielding worthy biceps like Leon S. Kennedy’s, whose new look has won him a bit of a fan following.

Speaking of Leon and unexpected Resident Evil special editions, who can forget Resident Evil 6’s Leather Jacket Edition which came with a replica of Leon’s coat and retailed for 109,000 yen ($1,300) back in 2012?

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Causal Loop Preview: Adventuring With an AI That Hates You

For as long as humanity has existed, we’ve looked up at the stars and wondered how we got here, and whether we were alone. In Causal Loop, the answer to the latter is obvious: no. Or, at least, we might not have been. Causal Loop follows exo-archaeologist Bale and exo-linguist Jen as they land on the planet of Tor Ulsat to study the ruins of the Tor civilization. Whatever was here is gone now. Only the monuments and the structures remain. It’d be a pretty neat set up in and of itself (we need more games about archaeology), but that’s just the start for Causal Loop, though you wouldn’t necessarily know it from the jump.

Causal Loop starts slowly, letting you get to know its characters, systems, and world before pushing you into the deep end of the pool that’s the actual game. See, Jen and Bale aren’t alone. They’re accompanied by Walter, an AI housed in a drone armature. It’s clear from the jump that Bale and Walter don’t get along. Bale constantly needles Walter and openly resents his presence; it’s clear that the AI is there to supervise him and keep the mission on track because Bale did something in the past that caused issues, and Walter isn’t about to let him forget it. “That’s why they pay me the big bucks,” Bale crows when his idea to open an early door by shorting it works out. “Until your contract gets terminated again…” Walter shoots back. Even letting Walter have access to his suit so he can activate Bale’s amplifier is something Bale pushes back against. They don’t like each other much, these two.

Ironically, Causal Loop wasn’t always that way. It kind of happened by accident, according to creative director Kai Moosmann. “So the first version of Walter was like, “Hey, Bale, my scans detect this and that. And that’s very interesting.” And Bale would be like, “Oh, thank you Walter, let’s move on to the next thing.” So it was always: they see something, they comment on it, they move on to the next thing. And more by accident, one of the placeholder audios for Walter was a bit snippy, and I was like, ‘That’s interesting.’ That’s interesting stuff right there because now we could maybe have these characters quip with each other and riff off of each other on that emotional level. And the problem was still though that Walter was not really sentient and I was not sure whether or not Walter and Bale, their relationship should be seen as something like a tool versus an actual character. And so we started experimenting and started treating Walter like an actual person, and that’s how all of it happened. That’s how Jen was introduced. That’s how all the other characters got into the mix because now we needed a reason for Bale to dislike Walter.”

“I think one of the rules in the design document was whenever we can do Hollywood, we do Hollywood.”

The moderating influence is Jen, who is clearly sympathetic to Bale but would like him to try to work with Walter to make things go more smoothly. The pacing here is very deliberate, Moosman tells me. “We said right from the get-go, we didn’t want to lock the player into a playground, into a jungle gym or something like that. We wanted to make sure that the story of Causal Loop and the gameplay are completely inseparable in so many ways… We wanted to make sure that people get to know these characters and that they get to care about the characters and what happens to them. I think one of the rules in the design document was whenever we can do Hollywood, we do Hollywood. That was sort of the rule for all of this, and it led to this slow opening and it was deliberate. We could have made it even slower, but we accelerated it even a little bit because at the beginning we had a scene where we showed the characters arriving on the planet and unpacking their gear, having conversations with each other, but we just wanted to push people into gameplay faster.”

And make no mistake, Causal Loop is teaching you how to play it long before it becomes obvious. Whether it’s Jen’s gentle ribbing about Bale’s speed (he’s not fast; Jen often refers to him as slowpoke), learning how to scan items in the world and determine their purpose, or having Jen and Bale synchronize their actions to open a door or switch on a bridge at the right time so the other one can cross. There’s also some really nice foreshadowing as to what you’re actually dealing with before the characters themselves find out.

As the group progresses, they gradually awaken more of the Tor technology, which culminates in the awakening of what seems to be a power source. Walter is hesitant to check the thing out because they have no idea what it is, but Bale’s full steam ahead, and… well, it goes about as well as you’d expect. Jen gets zapped away, Walter’s drone armature is destroyed, and Bale… Bale dies. When Walter brings him back, things are different. There’s a massive megastructure they didn’t notice before, alien squids are flying through the air, and there are farting plants. Yeah, no seriously. And all of that is intentional, because the developers at Mirebound knew that Tor Ulsat needed to feel alien, despite being a barren planet. What does the ecology of a planet like that look like? What still lives here? And that, in turn, influences the story. The blue goo you see everywhere eventually became something that powered the Tor’s buildings.

But the biggest difference is what that energy source did to Bale. Soon after waking up, Bale is contacted by a Tor named Nala’Tor, who informs him that the device he activated is called the Chronolith, and that Bale’s meddling has “fractured the fabric of reality, altering the very constraints that define [Bale’s] existence.” Fancy. In reality, that means that Bale can now see and interact with phase rifts, which allow him to create echoes of himself. The uses for this start small. Is that button that opens a door too far away from said door for Bale to press the button and run through it? Have an echo do it for you and waltz through once he opens the door. That bridge too far for you to cross before it vanishes? Get an echo to press the button for you and walk on over once it materializes.

The cool thing about echoes is that they’ll repeat their path over and over again until you tell them to stop… or until you run into them, which will kill them. There are some interesting existential questions there, and even Bale doesn’t quite know how to feel about them. What’s better is that everything you need to know about echoes is presented diegetically, as is almost every part of Causal Loop’s UI. Walter color-codes them for you and creates a meter that shows how much time you have while creating one – and where each echo is in their cycle.

After getting a good grasp of the basics, I’m taken to a later part of the game to kick off the training wheels. Now, there are teleporters – which, like doors and bridges, often need to be activated by an echo, and can also be used by echoes. Handy – and square keys that explode if they’re out of a socket for too long. Now, the puzzles become more complicated and more interesting. Make an echo to run down and turn on a teleporter, then stand on it when he does. It takes me to an isolated, outside area with a key. Great. I grab that sucker and head back to the teleporter, and the damn thing promptly explodes in my hands. Okay, so teleporters and keys are out. But there’s a hole in the wall, so I chuck it through there, zap back through the teleporter, and manage to slot the key into another wall slot before it explodes (though it takes me a few attempts).

To get him through, I have to synchronize my echoes, passing through the forcefield while creating my second after my first has lowered it.

A couple of pit stops later, and I put it in its lock, which reveals a gravity lift that takes me up real high. A little key-throwing and another gravity lift later, and I get to what is probably my favorite puzzle in my time with Causal Loop, and the first one I play that requires two echoes. I send the first to a lower level and through a teleporter into a sectioned-off room to hit a switch that controls a forcefield. That done, I make another echo (this one’s blue) who runs around the upper level I got to from the gravity left. He needs to hit another button, but the trick is that there’s a forcefield in the way, and running into one means you’ll have a dead echo. To get him through, I have to synchronize my echoes, passing through the forcefield while creating my second after my first has lowered it. It’s not the most elaborate puzzle I play in Causal Loop, but it’s a great example of the strengths of Causal Loop’s puzzle design. When designing them, Daniel Radschun, Mirebound’s Technical Director, told me that he’s often starting from the end goal of the puzzle. “I work my way a little bit backwards, but also not, and I add separate elements step by step and really make sure that each of the elements are already working together.” Every element builds on the last.

I’ll be honest, y’all: I have an extremely poor sense of direction in both video games and real life, and I’m pretty map reliant. Causal Loop doesn’t have one, so my path through it often started with exploring a bit, finding a phase rift, and saying, “Okay, what can I do from here? What can I interact with? If I push that switch, what happens? Where does that teleporter take me?” Then, I’d work out the answers to those questions and see what I could do from there. A lot of my time with Causal Loop was spent in trial and error, learning new mechanics and seeing what did what. Sometimes, that meant doing something dumb and dying. Others, it meant looking at something like a gravity lift over a pit of lava and saying, “I wonder if I can get into that?” and learning I could in the coolest way possible. But I was always learning as I played it.

Radschun and Moosmann assured me that the full game builds these lessons up organically and reiterates the lessons you’ve learned, something I got a feel for even though I was jumping around to several points in the game. The fact that I was solving some of Causal Loop’s later puzzles without help speaks to how well it teaches you, and both developers I spoke to were proud that folks had been finishing Causal Loop’s public demo in ways they hadn’t intended.

Mirebound is rightfully proud of the way story and gameplay are inseparable in Causal Loop, but when I asked the team what they were most proud of, they told me it was Causal Loop’s optimization. Obviously, the build I played was a work-in-progress, but Moosmann told me every decision they made was with optimization in mind so Causal Loop could run on as many computers as possible. It was a ton of work, but the gamble seems to have paid off: other studios are now asking them how they did it. “If there’s a wall, for example,” Moosmann told me, “and that wall is casting a shadow, and in that shadow frustum, inside that shadow frustum, there are several other objects, they’re still casting a shadow even though you don’t see it because that big shadow is on [top of them]. We just disable the shadows of the objects…where you don’t see that they’re casting a shadow. And that might sound stupid. We’ve been called stupid for this. ‘Unreal handles this very well.’ Yeah, up to a point, up to a couple of thousands of objects. But our worlds are made of 7, 8,000, 9,000 objects and yeah, it stacks, so it’s totally worth doing that work.” The result is that as of our interview, they tell me that Causal Loop still runs at around 60 FPS on a 1080 Ti on high settings.

After spending a few hours with Causal Loop, I’m not surprised. You can see the attention to detail Mirebound is putting into everything, whether it’s the story, the characters, or the world. Causal Loop is shaping up to be a brain-bending puzzle game, and an interesting story to boot. It may not have been what I imagined when I first met Bale, Jen, and Walter, but one of the best parts of digging through the past is being surprised at what you find.

Here’s How to Save $20 on Xenoblade Chronicles X for Nintendo Switch 2

Amazon’s sale on a selection of digital Nintendo Switch games has been great for those hoping to stock up on new options for their digital library. Xenoblade Chronicles X: Definitive Edition is one of the many deals from this sale that stood out to us, but not just for the fact its Switch version is on sale for $39.99. If you’ve been hoping to add it to your Switch 2 library, this Amazon deal can actually save you cash there, too.

Buying the digital Switch 2 edition of Xenoblade Chronicles X: Definitive Edition from the Nintendo eShop will cost you $64.99. However, if you buy the digital edition for the original Switch through this Amazon deal and then purchase the Nintendo Switch 2 Edition Upgrade Pack from the eShop for $4.99, that’ll set you back about $45 instead. That’s roughly $20 in savings, so why not take this opportunity to upgrade for less if you’ve wanted Xenoblade Chronicles X for Nintendo’s latest console?

Step 1: Buy Xenoblade Chronicles X: Definitive Edition for Switch

Step 2: Buy Nintendo Switch 2 Edition Upgrade Pack

Xenoblade Chronicles X: Definitive Edition is a game that’s worthy of a spot in your gaming library. Our review from George Yang had high praise for it, saying “Xenoblade Chronicles X was already one of the Wii U’s best games, and this Definitive Edition has escaped the destruction of its old home like the White Whale and settled down nicely on Switch.”

Yang continued on to say that, “The quality-of-life improvements here are enough to justify another trip to Mira alone for veteran players, and it’s the perfect opportunity for newcomers to explore its beautiful landscapes for themselves.” If its one that’s been sitting on your must-play list, this is a great time to pick it up, especially because the Switch 2 upgrade lets you play at up to 4k resolution and with smoother frame rates.

Alongside Xenoblade Chronicles X: Definitive Edition, Amazon has plenty more digital Switch game deals to explore right now. Our rundown of Amazon’s digital Nintendo Switch game sale highlights some of our top picks, including Luigi’s Mansion 2 HD, Princess Peach: Showtime, and more.

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

Call of Duty and PlayStation 5 Lead U.S. Video Game Sales in a Quiet January

It was an understandably quiet January in the U.S. games market, with very few new releases and a bit of a comedown from a busy holiday season leaving Call of Duty: Black Ops 7 again the best-selling game of the month, and the PlayStation 5 on top for consoles.

The PS5 led hardware in both unit and dollar sales, with the Nintendo Switch 2 taking second in both, according to analysis shared by Circana senior director and analyst Mat Piscatella. Overall hardware spending was up 16% year-over-year, with an increase in Switch 2 spending (admittedly an increase over nothing, as the Switch 2 wasn’t out last year) offsetting declines in spending on PS5 (down 17%), Xbox Series (down 27%) and Switch 1 (down a whopping but understandable 79%). Accessories spending was down 5% to $185 million.

In content, spending up was up 3% year-over-year to $4.3 billion, largely driven by a 23% increase in subscription spending. Call of Duty: Black Ops 7 was once again the best-selling game of the month, followed by NBA 2K26 again in the No.2 spot, and Madden NFL 26 rising from No.4 last month to No.3 in January. Battlefield 6, last month’s No.3, dropped to No. 5 in January.

The only new game entering the top 20 for January was Code Vein II, which came in at No. 11. We did see Final Fantasy 7: Remake leap from No.225 last month to No.9 for January, thanks to its Xbox Series and Nintendo Switch 2 releases. Fallout 4 also made a big jump from No.68 to No.20, possibly thanks both to Season 2 of the Fallout TV show coinciding with a major drop in price on Steam at the end of the month.

Overall, total gaming spending reached $4.7 billion, up 3% year-over-year. Not exactly a thrilling start to 2026, but when has January ever been an explosive month for games?

January 2026 U.S. Top 20 Best-Selling Games:

  1. Call of Duty: Black Ops 7
  2. NBA 2K26
  3. Madden NFL 26
  4. Minecraft*
  5. Battlefield 6
  6. EA Sports FC 26
  7. Grand Theft Auto V
  8. Red Dead Redemption II
  9. Final Fantasy VII: Remake
  10. Forza Horizon 5
  11. Code Vein II (NEW)
  12. Ghost of Yotei
  13. Kingdom Come: Deliverance II
  14. EA Sports College Football 26
  15. Helldivers II
  16. Pokemon Legends: Z-A*
  17. Split Fiction
  18. Elden Ring
  19. Flight Simulator 2024
  20. Fallout 4

* 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.

Tunic, Night in the Woods Publisher Says TikTok Is Creating and Running Racist GenAI Ads for Its Games Without Permission

Finji, publisher of beloved indie titles such as Night in the Woods and Tunic and the developer behind Overland and Usual June, says that TikTok has been using generative AI to modify its ads on the platform without permission and pushing those ads to its users without Finji’s knowledge, including one ad that was modified to include a racist, sexualized stereotype of one of Finji’s characters.

This was first brought up by Finji CEO and co-founder Rebekah Saltsman on Bluesky, where she shared a screencap of a social media post from another brand that appeared to be going through the same thing, and saying the following, “If you happen to see any Finji ads that look distinctly UN-Finji-like, send me a screencap.”

Unusual June

According to Saltsman speaking with IGN, Finji’s official account on TikTok does push ads for its games, but has “AI turned all the way off.” The team first learned that generative AI ads were being created without their knowledge thanks to social media comments on Finji’s actual, regular ads from users concerned about what they were seeing. Saltsman was able to get screenshots from audience members showing the offending ads, which prompted her to escalate the issue to TikTok support.

The original ads in question appear to be videos advertising Finji’s games, with one showing off several games and the other focused on Usual June. The AI-“enhanced” versions, which appear on TikTok as if posted directly from the official Finji account, seem to consist of slideshows rather than videos as indicated by a number of comments on both ads. Finji has sent IGN screenshots sent in by viewers who claim they saw the AI version of those ads. While several of the AI-“enhanced” images seem to be relatively unedited compared to their official counter parts, one image seen by IGN is noticeably modified.

The offending image depicts an edited version of the official cover art, the original version of which is pictured above. In the seemingly AI-edited version, the main character June (center in the image above) is depicted alone, but the image extends down to her ankles. She is depicted with a bikini bottom, impossibly large hips and thighs, and boots that rise up over her knees, seemingly invoking a harmful stereotype. This is extremely distinct from June’s actual depiction in the game:

IGN has viewed a conversation between the official Finji account and TikTok customer support, including a part of the discussion where the customer support agent confirmed Finji did have TikTok’s “Smart Creative” option shut off. “Smart Creative” is essentially a TikTok function that uses generative AI to create multiple versions of user-created ads. So if a company makes Ad A with Image A and Text A, and Ad B with Image B and Text B, generative AI will mix and match these in different combinations to test which versions of the ads work best with users, and then surface the best ones more frequently. There’s also an “Automate Creative” feature that uses AI to “automatically optimize” assets, such as “improving” images, music, audio, and other things to make an ad allegedly more pleasing to an audience. Saltsman confirms that Finji has both of those options shut off, and showed screenshots of the TikTok backend for several of the ads in question to confirm this.

Finji also says it is unable to view or edit the AI-generated versions of its own ads, and is only aware of them via numerous comments on the ads as well as users in its official Discord reporting the problem and sharing screenshots. Saltsman says she suspects there is at least one other inappropriate generative AI ad circulating based on comments on some of the ads regarding another character in Usual June, Frankie, but is unable to see the modifications herself and thus cannot confirm.

In that same support conversation, the TikTok support agent was unable to find an immediate solution for Finji. At one point, the agent suggests that one of Finji’s ads was inadvertently using the Automate Create feature, to which Finji replies, “I have never turned that on,” and had the agent confirm that option was not on for the ads described above.

Later in the conversation, the agent said, “I am checking all the possible cause [sic] why this can happen but as per checking all the setup is clear and there should be no ai generated content included.” The agent offers to “raise a ticket” for further investigation, but ignored repeated requests from Finji to share a timeline for when the ticket might be responded to.

The Support Circle of Hell

Since this incident took place, Finji staff have made efforts to follow up and get answers, only to be shut down by TikTok support repeatedly. Finji has sent IGN screenshots of all of the following messages to TikTok, and their responses.

The above conversation happened on February 3. On February 6, after a follow-up message to support from Finji asking for an update, TikTok Ads Support responded as follows:

After checking the creatives, we do not see any indication that AI-generated assets or slideshow formats are being used. Both ads are confirmed as video creatives sourced directly from your Creative Library / TikTok posts, and creatives appear unchanged at the ad level. There is no evidence that AI-generated content or auto-assembled slideshow assets were added by the system. [All emphasis TikTok’s.]

A Finji representative responded that same day with the screenshot of the offensive ad (which Finji had already sent during the initial support request) and asked for TikTok to escalate the issue, which prompted the following response from TikTok:

We acknowledge receipt of the evidence you’ve provided and understand the seriousness of your concerns. Based on the materials and context you’ve shared, we recognize that this situation raises significant issues, including the unauthorized use of AI, the sexualization and misrepresentation of your characters, and the resulting commercial and reputational harm to your studio.

We want to be clear that we are no longer disputing whether this occurred. We understand that you have provided documentation and that audience comments on the ads further corroborate your claims. This matter will be escalated immediately for further review at the highest appropriate level.

We are intiating an internal escalation to ensure this issue is investigated thoroughly, and we will work to connect you with a senior representative who has the authority to address the situation and discuss next steps toward resolution.

On February 10, having not received further responses nor been connected with a “senior representative”, Finji followed up again to ask where the ticket was at. It received a message containing the following:

I understand how surprising it was to see AI-generated or automatically created content appear in your ads, especially when you weren’t expecting any changes to your creatives.

Here’s what happened and why you saw those assets:

Your campaign recently included an ad that used a catalog ads format designed to demonstrate the performance benefits of combining carousel and video assets in Sales campaigns. This is part of an initiative aimed at helping advertises [sic] like you achieve better results with less effort. Campaigns that use these mixed assets typically see a 1.4x ROAS [return on ad spend] lift, and we wanted to ensure you had access to that potential improvement. [All emphasis TikTok’s].

The message from support went on to describe the claimed improvements gained from a catalog ads format, followed by an offer to request to be added to an “opt-out blocklist” for which approval “isn’t guaranteed.”

Finji responded, understandably pretty irate at this point, demanding to know why it had not been put in touch with a senior representative, why it isn’t addressing the “SEXUALIZED, RACIST, and SEXIST representation of [the] studio’s work” [emphasis Finji’s], why the company can’t track AI-generated versions of the ads, why it was opted into this without the company’s consent, and why TikTok cannot guarantee an opt out.

TikTok responded again, stating that the most recent response it sent was in fact from its escalation team, and that Finji would not be contacted by a “senior representative” because the person currently speaking was “the highest internal team available for this type of issue.” The representative went on to say the escalation team had already reviewed the situation and “their findings were included in the previous response” and that the feedback “had been taken seriously.” It said that Finji had been included in “a broader automated initiative” and concluded that the escalation team had “already provided their final findings and actions on this matter.”

Does TikTok want me to be grateful for the mistreatment of my company and our game?

After another reply from Finji, the TikTok representative promised to “re-escalate the issue internally,” but this was the final communication received as of publication time, even after another check-in from Finji on February 17. When reached out to by IGN, TikTok declined to provide comment on-record.

“I have to admit I am a bit shocked by TikTok’s complete lack of appropriate response to the mess they made,” said Saltsman in a statement to IGN today. “It’s one thing to have an algorithm that’s racist and sexist, and another thing to use AI to churn content of your paying business partners, and another thing to do it against their consent, and then to also NOT respond to any of those mistakes in a coherent way? Really?

“What really is utterly baffling is what appears to be a profound void where common sense and business sense usually reside. Does TikTok want me to be grateful for the mistreatment of my company and our game? Based on the wild response through the weeks of customer service correspondence we have received, I think this is their stance and take on their obvious offensive and racist technology and process and how they secretly use it on the assets of their paying clients without consent or knowledge.

“This is just simply embarrassing but not for me as an individual. For me- I am just super pissed off. This is my work, my team’s work and mine and my company’s reputation- which I have spent over a decade building. My expectation was a proper apology, systemic changes in how they use this technology for paying clients and a hard look at why their technology is so obviously racist and sexist. I am obviously not holding my breath for any of the above.”

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