God of War Sons of Sparta Review

I’ve played all of the God of War video games, including that one with the Reject Your Child quick time event, and that crappy mobile game from back in the Bush Administration. I played at least one game I only half remember of the God of War card game. I was a Kratos main in PlayStation All-stars Battle Royale. I like the guy, is what I’m saying, as a sort of cathartic avatar of the Id taken to its very tragic limits in Greece, and as a clunky conversation starter about guilt and finding power in something other than grievances in Midgard. But I can’t recall ever wondering “I want to know more about pre-Ares Kratos’ teenage years.” And as an answer to a question I would probably never ask, Sons of Sparta is a pleasant character rehabilitation of a largely unlikable guy couched in a largely boring adventure about Kratos learning the value of responsibility.

It’s also a pretty mediocre metroidvania, clearly taking the form and function of these games but failing to meet the high bar set by the titans of the genre, let alone bringing anything novel to this specific experience. You’ll move through colorful locations, doing the kind of running, jumping, button pressing, object pushing, and monster slaying that will be second nature to your inner Belmont, but you’ll do so at a pace so slow that it makes the journey feel like aimless wandering, fighting through hordes of baddies with combat that tries too hard to be special but ends up crowded and cloying.

I found this young Kratos to be a well-meaning, earnest guy piously (maybe naively so) devoted to the gods and the stubborn defender of his younger brother, Deimos. These are better times for the pair, who have just been granted permission to leave Sparta in order to adventure through and protect the surrounding lands at their own leisure. The well-written banter between them, and the other young people living in the Spartan agoge, reveals the Kratos that could have been, a charismatic, duty-bound leader that is tough when necessary, but also introspective, open to learn, and most jarring of all, funny.

Combat, for better and worse, was the most reliably compelling thing going on for a lot of the game. Kratos has a lot of offensive options but none that really resemble the God of War’s barbarism.

Even the brief moments of pre-Ares pledge adult Kratos in Sons of Sparta, who is telling his daughter the happenings of the game as a fable while she’s grounded, reveal a man who actually has capacity to love his wife and child in the present, and not just be consumed by rage because of their passing. They banter back and forth in the background as notable in-game events go down, and the way Calliope will cast doubt on the seemingly tall tales of her father, or follow up on moments that either seem contradictory or wrong was charming in the way The Prince attempting to recount his journey in The Sands of Time was.

Ultimately, these don’t really save the story from feeling dull and rote. Sons of Sparta is full of interesting characters that you meet after long stretches of not very interesting travel and exploration. The many locations that Kratos and his brother romp through, like the fiery foundry of Daedalus or the dense and spooky Veiled Bog, look good but there’s nothing all that special or memorable about them. A lot of them seem to be begging to tell the story of what got them to the state they’re in, like a haunted Winery that is covered in a goop and being possessed by Grecian Ivan Ooze, or a farming village where all of the residents have been replaced by cultists. But Sons is content with just marching you through a place in service of one long goal, to find a missing student of the Agoge, without stopping to elaborate on any of these side stories.

The around 20 hours of my journey was a lot of me wishing I could know more about a cool place I was in, knowing the best I was going to get was a blurb in the lore compendium, checking off every single Metroidvania trope without really any hope of seeing much innovation on the concept. The only “new” idea Sons has about the genre is when the player can expect to gain the signature abilities these games are known for. There’s no explicit right or wrong time to gain mechanics, of course, but I went about 10 hours before gaining the ability to drink a healing potion and got a double jump a few hours later, things you might expect to do at the beginning of similar titles. But you spend so much of the early parts of Sons of Sparta running such rudimentary obstacle courses that every time I gained something like the ability to sprint, I felt like I had to wrestle through a fugue state to give it a fair shake.

Combat, for better and worse, was the most reliably compelling thing going on for a lot of the game. Kratos has a lot of offensive options but none that really resemble the God of War’s barbarism. Armed with a spear and a shield, you’ll mash a single attack string, poking and bashing enemies into submission. Normal attacks cause spirit orbs to float out of your targets, which fill your gauge that can be used to turn your blows into spirit attacks, doing less damage but generating health orbs and significantly more stun meter, which you want to build especially on stronger enemies as a stunned opponent is one that can be executed.

I immediately missed the attack paths of the other series’, that let you mix light and heavy attacks or control tempo with delay strings. Instead, you can equip different spear shafts that change your combo-enders, providing one big damage attack but very few of which stand out from one another outside of this. One adds a Brad Pitt-style leaping spear thrust that gives your combo a little more range, but I didn’t find fussing over the right last hit to be worth much.

Instead, the real effective ways to spice up your damage dealing comes from attaching different spear tips that add passive effects. They unlock active abilities as you upgrade them. Not all spear tips are made equal and there are clear stand outs, like one that extends your reach. The reach-extending one’s active ability made every attack hit twice for a brief period of time. These have a more dramatic effect on your playstyle than the shafts, but I rarely strayed away from this tip as it seemed to clearly be the most versatile. I didn’t find many opportunities to get the most out of some funkier ones like the poison tip or ice tip, which do damage over time and slow enemies, respectively, as they’re effects never gave me a clear enough advantage against tougher enemies that seemed just as dangerous under these conditions.

Pommels can be added to the bottom of the spear to give Kratos another active ability, these being more like special attacks that spend your spirit meter to do. The differences between these were more dramatic – one allows the spartan to deliver a flurry of thrusts in quick succession while another sends him marching, spear swinging in wide arcs around his body. I changed these up the most to adapt to challenges because each felt tailored to handling specific sorts of the threats.

The most dramatic offensive tools are those that come from the gifts of the god that Kratos and Deimos invite themselves to possess. These operate like spells that, mostly, give Kratos options he can’t get from his spear and shield – namely good ranged options like Apollo’s sling that lets you launch pellets of solid light at foes, or Hestia’s shrub whose leaves toss bouncing flames. They also double as keys to specific sorts of locks that litter the vast world of Laconia, Apollo’s light can power specific generators and Hestia’s fire can burn away prickly bushes. But in combat, they are often your strongest and most restricted tool, limited by a magic gauge that can’t be refilled through your attacks like health and spirit can.

There’s quite a lot of ways to attack the enemies of Sparta, many little ways to modify these, and even more ways to grow and change these modifications through the upgrade crafting system. But so few of these options have remarkable gameplay consequences that incentivized me to explore past my early game habits. I didn’t even consider upgrading any of my spear tips past the level required to get their special abilities, and that was only just so I could see them in action. That isn’t to say the combat is easy, per say, but most of your most effective battle plan is to mash attack when able, after getting a safe moment or two to do so.

Enemies can be diligent and lethal, attacking often and in groups, requiring you to get pretty familiar with Kratos’ powerful defensive tools in order to survive. The parry is great for breaking up combos and putting stun damage on a foe, but it isn’t so strong that you autowin the skirmish after a successful swat, like some other games that might reward a good parry with a free execution. You still have to stay locked in, because the enemy will recover quickly to get back to the beating. Dodges, and the handful of follow up attacks that you can nail after, are necessities as well, and mixed together can make getting out of tougher binds feel rewarding. All of these actions can be modified or enhanced through equipment as well – shield rims can make counter attacks stronger or simply raise your armor and make you tougher to take down, for instance.

Losing in scenarios where multiple enemies might hit you with different kinds of attacks at once always feels like whatever the Greek word is for bullshit.

Bad guys get a little too cute with the kinds of offense they can dish out, though. Most action games feature enemies who flash red to denote an unblockable attack, but Sons of Sparta can feature enemies with a whopping four different kinds of special attack conditions, modifying whether an attack can be blocked but not evaded, ones that guard break but can be parried, or ones that you can defend in no way shape or form outside of simply not being around when it happens. This maximalist approach to defensive Simon Says creates too many variables in combat with lots of foes, and losing in scenarios where multiple enemies might hit you with different kinds of attacks at once always feels like whatever the Greek word is for bullshit.

Boss fights turn the screen filling attack machine up to 10, which is definitely a change of pace They don’t start getting tricky until about the last third of the adventure, but those baddies make you earn through extended chains of pattern recognition and reflex checking bullet storms. The easier ones in the earlier in the game can be more disappointing on the difficulty side, but what all bosses share is that they further remove the opportunity to take advantage of many of your offensive tools, since they seem to be largely immune to status effects and don’t have stun bars.

The Big Pokémon Go Mega Evolution Revamp Interview: Everything That’s Changing, and Why

As Pokémon Go announces a seismic shakeup of its Mega Pokémon, IGN has chatted with the smash hit smartphone game’s developer on the inspirations for the move, what’s changing for the better, and what the future of Mega Pokémon looks like in the game.

Today, Niantic announced the addition of a new, tougher Super Mega Raid tier with fresh battle mechanics but better rewards, a fresh currency to engage with Mega and Super Mega raids, and a fourth Mega Evolution tier for your Pokémon to grind for an unlock more bonuses.

Niantic says Super Mega Raids will require upwards of seven players, who are strongly encouraged to bring Mega Pokémon into the fight in order to break shields thrown up by the boss during battle. New and existing Mega Pokémon will feature in Super Mega Raid battles over time, and will reward more Mega Energy once defeated. This will come in handy for levelling your own Mega Pokémon to the new Super Max tier, which provides further boosts and allows you to re-Mega your Pokémon every 24 hours.

Finally, and perhaps most controversially, is the introduction of the new Link Charge currency for Mega and Super Mega Raids. The idea here is that this, like Max Particles, provides a separate method to access in-game content that doesn’t just rely on raid passes (though you can still use raid passes for Megas if you choose). How exactly this will be balanced, however, remains to be seen — though Niantic says it will provide better value. Read on for more detail on all of the above in our chat with Pokémon Go’s senior producer John Funtanilla.

Hey John, great to chat with you again. Let’s start with Super Mega Raids — is the pitch here that they’re going to be the equivalent of Gigantamax in terms of difficulty and launch cadence? Will we really need seven or more players as has been indicated?

John Funtanilla: Yeah, the mission with Super Mega Raids is similar to Gigantamax and we want to lean into the community play aspect of the game that’s gone very well. We want to make sure that we’re gathering folks and we have seen a lot of success with that — communities of sometimes hundreds of players in San Francisco going up and down on the piers playing together. That really inspired us and we know that was happening all across the globe. Not to say that there wasn’t also some Trainers that also did low count lobbies and were challenging themselves to beat these Gigantamax battles with four or five players. We’re very careful with the tuning and we were kind of surprised by that, but we do feel like if you’re a really talented player, you understand the systems, you are able to do different strategies that beat these raids. For Super Mega Raids, it’s kind of the same thing. We are targeting around a seven to eight player headcount to win, and that’s pretty sizable, but again, it’s related to how big your communities are, and being able to find the communities. I can go into it a little bit later, but I would say yes, expect same kind of level of difficulty for Gigantamax and there’s some mechanics in there that require group play.

Right, there’s mention of shield breaking mechanics which sound interesting. I find the Gigantamax battles fun because they do require extra strategy, but I know you always have to balance that with the fact your playerbase has a mix of hardcore players and more casual ‘Korean grandmas’. You have to fit both those things, to some degree. So, were there any learnings from Gigantamax that you applied here to the new Mega changes?

John Funtanilla: Gigantamax was such an ambitious effort. We really wanted to introduce a whole new system. As you know, there’s the three Nax moves, there’s Power Spots. It was a massive, massive effort to finally bring in and actually unlock Gen 8 into the game. For Super Mega Raids, it’s kind of an incremental approach. It’s a little bit more challenging than normal raids, but other than that it does play using a normal raid battle format. We explored different mechanics and we didn’t want to veer away to something that was unfamiliar to players — so we added different iterations on top.

Walking through what this type of battle is, Trainers will need to bring in a Mega Pokémon — it’s not required, but we definitely encourage you to bring one in to take down one of those shields. And when we’re playtesting internally, people are bringing in Mega Pokémon, and when that last person comes in, there’s this big climactive moment where the shields break. There’s an amazing visual but not only that, though, there’s a huge amount of damage that’s done to that boss. And so you get to that powered up form, you’re trying to chip away at it, you’re yelling at other players to bring in their Mega Pokémon. If they were knocked out, tell them to relobby, heal that Pokémon, bring it back in. We really wanted to lean into that. And that’s why I keep saying we wanted community play to be kind of streamlined for this one, it’s less tactical than Max Battles but we wanted that excitement, that energy that comes from that moment.

Nice, and then just to clarify — could you get into a situation where maybe no one has any Mega Pokémon left, could you still break the shields at that point?

John Funtanilla: That can be a state that does happen, maybe one person doesn’t have a Mega Pokémon. There are ways that we try to alleviate that. So we’ve recreated the first time user experience, so this time we put the tutorial right in front of you as soon as you log into the game and that triggers and you’ll catch your first mega Pokémon. You’ll understand the utility of it, you’ll catch another Pokémon of that species to understand that you get more Mega Energy. So there is an update to this, but we’ve tried to kind of lift the total tide for the entire feature and include UX improvements.

I think some of the big reasoning that we gave for actually diving in and improving the Mega system is that we felt that players — looking at the data — weren’t engaging with Megas as met as much as we’d seen, especially for something as powerful and with as much utility as they have. That was the biggest thing — improving things all across the board so by the time you get into the Super Mega raid you feel prepared.

So unfortunately it is a scenario that can happen, but we’re hoping that a player realizes that they don’t have a Mega Pokémon involved, they back out to the lobby, they come back in and they’re going to be that one person that breaks the shield. And I’ve seen that many times. So I think after players have gone through this a few times, hopefully they’ll understand like, ‘Oh, I should bring a mega Pokémon in. I see everyone with their Nega Pokémon and there’s toasts and texts that keep saying bring a Mega Pokémon in.’ So yeah, we’re making it easy for players to have a Nega Pokémon and reminding them to bring it in.

And a quick one: is the reason the Primals don’t count as Megas here lore-related? As they’re not technically Megas?

John Funtanilla: 100% lore. They’re not Mega Pokémon. They have the same kind of power, but The Pokémon Company created the lore which is that technically they’re not identified as Mega Pokémon.

Let’s discuss Link Charges, which are the third sort-of currency for interacting with battles in Pokémon Go, on top of the existing raid passes and Max Particles. Obviously people love looking at datamined information and drawing their own conclusions, and there’s been conversation already around Link Charges potentially offering more activities to do for free but also being another currency to keep track of, and separately work within the limits of.

John Funtanilla: I saw that reaction from players too. You know how it goes, players will see things with a limited amount of information, but obviously there’s still a huge portion of the feature coming out and players are yet to experience it for themselves. I did want to set the perspective on that which is that we had a lot of learnings from Max Particles. So yes, there’s the system where you can get a daily free raid pass, there’s a system where you can engage with Power Spots and get Max Particles, and then we have Link Charges, which is the new currency. I think the biggest thing here is we want to give players access to premium content. We also want to make sure that we’re encouraging and incentivizing engagement into our social features.

“When you use Link Charges in person, it’s actually cheaper than using a battle pass…”

We just put out the Weekly Challenges. We have community check-ins, we love the gifting feature. Those are things we want to encourage and we see players engaging with these a lot, but those lead directly towards the Niantic mission. And with Link Charges, for us, these are ways for players to have flexible access to premium content. When you use Link Charges in person, it’s actually cheaper than using a battle pass, so there is some kind of discount there. We always want to encourage IRL play and as long as you’re doing some of the social actions I mentioned, we reward that effort. And with community check-ins, we understand that’s a high value effort action. We reward that, we give you a ton of link charges, you check in, you’re good, you’re set.

So you do get a lot of Link Charges and we learn from Nax Particles to increase the cap higher. There are some other aspects where we understand that the content is very, very premium and it’s difficult to challenge. So with Super Mega Raids, remoting into those does have an added cost of extra Link Charges, and again, it’s like a balance that we have to form with the system. With economy, I think it all comes down to flexibility. If you’re a player that doesn’t want to pay too much, but you love engaging with the game, you love engaging with your community, gifting, things like that, we want to make sure that you have flexible ways to access that content.

Have you nailed down how many Link Charges you can hold at a time, how many you’ll need for a Mega Raid (is it just one?), how many you’ll need for a Super Mega Raid?

John Funtanilla: The tuning will definitely be in different denominations than raid passes. Raid passes is like one for [a specific battle]. Link Charges are again like a currency. We’re still tuning it, and that’s likely going to be something that we’re looking at as we’re playtesting it internally, reviewing it with the team. Again, the stance we want to take is that playing in person will be cheaper, and it’s going to be cheaper than a battle pass, and it’s not going to require a battle pass. That’s a fundamental part of the system.

And I guess the same question on how much it might cost to buy Link Charges in the shop. Can you give an equivalent to buying a raid pass?

John Funtanilla: It’ll be better value, 100%. The final tuning, we’re still getting to that, but better value is the main thing that we keep driving here.

While we’re talking raid passes, something I’ve come against in my community is the issue with remote raid passes in Max Battles — where players sometimes fail a battle, can’t rejoin, and don’t get that remote pass refunded. Max Particles are only consumed when a battle is successful, but remote passes get used up regardless. Are you aware of this, and how will it work with remote battles using Link Charges?

John Funtanilla: 100%. I think the biggest way to look at it, is we learned so much from the Max Particle system. We really pushed for Max Particles not being consumed until you win. Raid passes, meanwhile, are applied to the gym or Power Spot when you join the battle and that means until you win, you can keep trying. Max Particles and Link Charges [work similarly], so those will be consumed at the end of the battle once you win. That’s a key learning that we wanted to carry forward.

For remote raid passes, I totally understand and that it might not be as favorable. There is still that leeway again that you can keep trying, though for remote passes you do have to somehow get back into that same gym and that does mean that the player, whoever invited you or if you joined their lobby, they’ve got to get you back in there. I do think there are some aspects to improve for that, but when we introduce new systems, we’re trying to learn from that. We’re trying to make it better.

We’re constantly talking with the player experience team for raiders, and they’re looking at players trying to understand what problems are coming in. So we see that a lot and we try to build ways to reimburse if there’s a crash, things like that. I understand it’s not the best system, but we’re trying to improve it with everything that we put in the game.

The timing of these changes happening now feels interesting, because not only do you have the longer-term player behavior around using Megas that you mentioned, but you have the first new Mega Evolutions from Pokémon Legends Z-A coming into the game at Go Tour, with Mega Malamar and Mega Victreebel. Certainly from player behavior I’ve seen, Megas have felt like one-and-done releases which don’t really benefit the community or new players — and it sounds like you’ve seen data that suggests they’re underused too.

John Funtanilla: Yeah… I mentioned earlier the core problem is that from the data we’re looking at and player behavior, players are not fully realizing how powerful Megas are. You get that CP stat increase when you Mega Evolve, you can use that in raids, you get boosted ally attacks, you get increased candy. These are things where we only see the most hardcore high level players interacting with it. That’s a problem. It’s such a great feature. It’s in its third or fourth iteration now, and so we wanted to bring that to the game.

“Players are not fully realizing how powerful Megas are…”

And for Super Mega Raids, it’s the same thing. Is the utility of your Mega Pokémon worth evolving, worth bringing into Super Mega or original Mega Raids? We want to make sure you feel like your Pokémon are powerful and are meaningful. It didn’t matter if it’s a 1500CP Mega Beedrill or a crazy Mega Rayquaza. You both are truly important to the battle and you both can take down a shield. That was important for us, we wanted players all across that gradient to feel like they can come in and make an impact on that. And if you can’t provide damage like a level 50 player, you’re still breaking a shield, you’re still helping the community.

Then there’s the new Super Max level. This is just a start and I thing I can’t really talk too much about right now, but when I say that Pokémon is invested in Megas, we are truly invested in that. We have a roadmap for the year. This is just the beginning of that rollout for players right now. It might not seem like there’s a lot, but there’s the Super Max level coming out and there’s going to be new systems built on top of that.

Part of today’s announcement mentions that bonuses vary by Pokémon when Mega Evolving. Is that just due to typing, like a Grass-type Mega gives advantages when catching Grass-type Pokémon? Or will there be specific bonuses for specific Mega Pokémon, almost akin to Adventure Effects?

John Funtanilla: You’re asking all the right questions. I can’t speak to a lot of that right now, we just need to have that space open and it allows us freedom to create different things there. We do have to leave it open-ended because if we want to design something cool and a different Pokémon at that Super Max level is different from another, that’s something that we can design. I hope players will enjoy it with Super Max level coming out and understand that there’s a much longer runway that we’re kind of cooking in the lab right now.

One thing you have confirmed as forthcoming is the ability to spend Mega Energy to boost up your Mega Level. How are you balancing the cost there versus the lengthy process now?

John Funtanilla: Yeah, so to get to Super Max level will be a good chunk of Mega Energy and that’s why I do think it’ll be important for players to keep raiding that Pokémon and collecting Mega Energy to use it for that sink. For that last level, you won’t need to continuously Mega Evolve, it’ll just be one sink for you to spend your Mega Energy on.

And then once there, you can Mega Evolve it every 24 hours without expending Mega Energy, right?

John Funtanilla: That’s correct. We looked at it, there’s not a lot of players that get there. Some players are trying to optimize and Mega Evolve and they have a tag, but for the players that do get there, it’s going to be rewarding for sure. So yeah, it is going to be free, you get that cooldown, you can use it again.

You mentioned a long runway for Mega features, there’s also now a much longer list of Mega Pokémon. Are there any learnings there from the release of previous Mega Pokémon? It felt like it was taking a very long time for every Mega to release, and we got to the point last year where most of the remaining few were launched quickly to clear the decks for the Z-A additions. What can people expect the cadence of new Mega Pokémon to be going forward?

John Funtanilla: It is crazy to think we’ve reached the end of the road for the existing Mega Pokémon —

You are sat in front of a picture of Mewtwo, so I should point out that people are still waiting there…

John Funtanilla: [laughs] I know, what is this guy doing here? But yeah, the biggest thing there is that we took a look at all the features in the game. Megas were underneath the magnifying glass for us. We were trying to figure out what to do with this. Partly the reason for all of this was that we’re were nearing the end of that [initial batch of Mega Pokémon] runway. But also we need to do some really, really exciting stuff this year and need to make sure we have the right foundations for that. For the new Mega Pokémon from Z-A, the DLC, there’s such cool things to work with there.

For Super Mega Raids we can probably kind of map that to how a community might behave. I would like to see, around every one to two months, a big gigantic, Super Mega community raid day. We’re still trying to figure out the best thing that works. The biggest thing to anchor it to is how we’d like to see people be able to interact with their communities.

On Mewtwo, would the 10th anniversary of the game this summer be a fitting time to finally launch its Mega Evolutions?

John Funtanilla: We have a lot to show to the players. You’re kind of seeing all the foundations for that kind of being put down now and even in the last few years, almost in the shadows… All I can say is that the 10th anniversary for Pokémon Go, the 30th for Pokémon, means you can expect a really, really exciting year.

Image credit: Jakub Porzycki/NurPhoto via Getty Images

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

Clair Obscur: Expedition 33 Actor Ben Starr Joins Dwayne ‘The Rock’ Johnson and Brie Larsen as Voicing a Member of Fortnite’s Heroic Seven

Epic Games has cast Clair Obscur: Expedition 33 actor Ben Starr as a key in-game Fortnite character, following in the footsteps of Dwayne ‘The Rock’ Johnson, Brie Larsen and Joel McHale.

Starr’s turn as dashing Clair Obscur hero Verso is arguably his most famous role to date, and earned him a second nomination for best performer at both last year’s Game Awards and the forthcoming BAFTA Game Awards. You may also have heard his vocal talents as Clive in Final Fantasy 16 and Prometheus in Hades 2.

Now, Starr’s set to star in Fortnite as The Visitor, one of the game’s key NPC characters who will finally rejoin the battle royale mode’s storyline (and speak!) later this month.

The Visitor is one of Fortnite’s heroic Seven, a band of intergalactic heroes who often turn up to save the day during its memorable live events. Indeed, the character of the Visitor was actually the focus of the game’s very first live event — 2018’s rocket launch — although he has seldom been heard, until now.

Over the years, players were introduced to more of the Seven, including its lead member The Foundation (played by Johnson), The Scientist (McHale), The Paradigm (Larsen), The Origin (Rahul Kohli), The Imagined (Cherami Leigh) and The Order (Laura Bailey).

After being written out of the game’s story in 2022, players were reintroduced to the team following the events of last year’s climactic Zero Hour finale, which also featured a recap video setting up Fortnite’s current Chapter 7 era — offering a quick reminder of who the Seven were and what they were up against. You can watch that again just above.

Alas, not all of the Seven are still standing, and Starr’s incarnation of The Visitor is a different one to the original. In a clever twist, the game’s OG mode, which offers Fortnite’s original battle royale map, is considered a separate multiversal reality. It’s from here that Starr’s version of The Visitor will arrive in the coming days — following the OG version of that original rocket event — in order to help save the day and speak for the first time.

Today’s Fortnite update included datamined dialogue lines where Starr’s voice is unmistakable. Long-term Fortnite fans will also be pleased to hear the return of the Seven’s AI assistant AMIE, who sounds like she is once again voiced by the prolific voice actress Erica Lindbeck.

“I’m joining Fortnite as The Visitor,” Starr confirmed today on Twitter/X. “I’m so excited to bring back this iconic member of The Seven. I imagine I’ll be very normal about it.”

Image credit: Ben Starr

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

Capcom Faces Uphill Battle to Stop Resident Evil Requiem Leaks as Ending Spoilers and Videos Appear Online

Resident Evil Requiem has been fully leaked online, with videos showcasing the game’s finale and major spoilers now spreading across the internet.

Earlier this week, IGN reported that early physical copies were now out in the wild, and spoilers would inevitably follow. Days later, full details of the game’s plot, villains, major deaths and ending mechanics are now everywhere — with little sign that Capcom is able to stop the flow.

On reddit, a lengthy thread lists a series of plot reveals beat by beat, with links to off-screen images and even lengthy clips of footage that leave no doubt that the spoilers are real. There’s mention of unrevealed characters, various lore connections, and yes — the mechanics and details of game’s ending.

On the main r/ResidentEvilRequiem reddit, spoilers have completely taken over — with 17 of the top 20 posts discussing the leaks and already turning under-wraps plot details into memes.

That said, considering the huge anticipation for Resident Evil Requiem’s release, none of this really comes as a surprise. As noted Resident Evil leaker Dusk Golem wrote on X/Twitter yesterday:

“RE9 starting to leak 10 days away from release is actually super good for the series. RE:4 & RE8 leaked 14 days away, RE:3 was 16 days away, & f***ing RE7 was almost a whole month before release. I see people asking, ‘How could it leak a whole 10 days before release’, and over here I’m all like, ‘Huh, Capcom did better than usual this time. Good for them.

Resident Evil Requiem’s February 27 release date is now just a week away, and we’ll be keeping spoiler free here on IGN as much as possible.

“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

God of War Actor Christopher Judge Says ‘You’ll Be Hearing About What We’re Doing Probably Late Summer’

The legendary voice behind God of War’s recent iteration of Kratos, Christopher Judge, has teased that we’ll likely get more news about the franchise in “late summer.”

According to a recording from streamer and YouTuber Fuzhpuzy at Canada’s Fan Expo, Judge, who may not have known he was being recorded at the time, confirmed that while he would not be “playing in the remake” — that role is for Kratos’ original voice actor, TC Carson — “you’ll be hearing about what we’re doing probably late summer.”

The suggestion here is that Judge is back working with Sony Santa Monica on a separate God of War project unrelated to the studio’s early work beginning to remake the franchise’s original trilogy (and the new side-scrolling spin-off Sons of Sparta, which was largely made elsewhere).

Interestingly, Judge also explained that the recently announcement remake starring TC Carson will boast “all the new technology in it, add more stuff, a new fighting system.”

It’s our biggest clue yet that an all-new Sony Santa Monica God of War game is on the way. It’s been pretty quiet ever since 2022’s God of War: Ragnarök in which Kratos and Atreus set out on a mythic journey for answers before Ragnarök arrives, visiting each of the Nine Realms in the brutal and epic sequel.

There had been a live-service multiplayer game in the works, but at the beginning of 2025, Sony canceled two unannounced live-service projects that had been in development at Bend Studio and Bluepoint Games, with the latter thought to be a multiplayer God of War game. Then, towards the end of the year, details and images of the canceled game leaked online, confirming the rumors had been true.

As for Amazon’s upcoming adaptation of Sony Santa Monica’s God of War series? The live-action Prime Video TV series based on the popular ancient mythology-themed video game is picking up speed. Ryan Hurst will play Kratos, Callum Vinson will play Kratos’ son, Atreus, and Teresa Palmer, Max Parker, Ólafur Darri Ólafsson, Alastair Duncan, and Mandy Patinkin join as Sif, Heimdall, Thor, Mimir, and Odin, respectively.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Zero Parades Hands-On Preview: A Complex Spy RPG Hiding in One Giant Shadow

Hershel Wilk awakes in a small, dirty apartment in the city of Portofiro. Why she’s here, she does not know. Her mission objectives were supposed to be provided by her partner, codename “Pseudopod”, but he’s unresponsive – he just sits there in his underwear, staring at nothing, his senses on lockdown. In his pockets are an invoice for socks and a lipstick-printed business card that simply reads “All you need is miracle.”

It’s not just Hershel who needs a miracle. Developer ZA/UM needs one, too. Zero Parades: For Dead Spies is an espionage RPG that follows the playbook of the studio’s previous game, Disco Elysium, incredibly closely, right down to opening on a confused protagonist in a run-down room. It’s another high-concept, combatless, dialogue-driven game about following threads and investigating leads. But capturing lightning twice is no easy feat, and simply repeating Disco Elysium’s triumphs is no guaranteed road to success. Thankfully, there are fresh ideas here that expand and evolve ZA/UM’s formula, making for what appears to be, on the surface, a more traditionally accomplished video game, but potentially at the cost of crafting a less interesting artistic creation.

I recently spent around six hours with Zero Parades, playing through the entire upcoming Steam Next Fest demo, plus a significant amount beyond it. That meant exploring a wide section of Portofiro, a vibrant hub of criss-crossing cultures, painted in shades of Central America and Southern Europe. It’s made up of six districts, stretching from docklands, through a central marketplace and winding back alleys, and up to a hillside housing project. While perhaps small by traditional RPG standards, this is a much larger playspace than we saw in Disco Elysium, and that’s not just reflected in your step count.

The city is alive. Rather than a decaying echo of times gone by like Revachol was, Portofiro is active. Every street is home to an oddball with their own strange perspective and, often, their own weird problem in need of solving. In the “Bootleg Bazaar” you’ll find two children transfixed by Sixty-Six Wolves, a cartoon that seems suspiciously like foreign propaganda. A few stalls down there’s Petre, a “Format Fetishist” obsessed with a type of vinyl record that wipes itself clean after a single play. Further up the road, you’ll bump into Kurt, a man so consumed by the need to follow imported fashion trends that he’s landed himself in crippling debt. Each is a window into a place where personal obsessions are the tools through which sinister powers manipulate the world.

I will, of course, need to play Zero Parades to completion to judge if its writing around this and other topics can match the unbelievably lofty heights of its celebrated predecessor. And I understand if you’re skeptical – ZA/UM’s controversial firing of key Disco Elysium creatives in 2022 has left many fans wary of both the studio’s management and the current team’s ability to craft something as meaningful. Based on my experience of this demo, though, I feel positive about the writing’s quality, with the odd caveat.

The skills, for instance, which once again form the pieces of your fractured psyche and comment on your choices and the world around you, lack defined voices and feel largely interchangeable (with the exception of Statehood, which bellows your home country’s party line in all-caps). But when it comes to the city’s collection of strangers, it appears the current writing team has successfully penned a cast possessed of a similar blend of literary prose, otherworldly Lynchian vibes, and off-kilter political humour. And, as I cross-referenced their tales with those of others, I began to paint a picture of this deeply troubled world, where techno-fascist superpowers, communist republics, and investment banks battle for power, using secret police forces as knives and pop culture as rifles.

Portofiro begins to feel like a Venn diagram of multiple overlapping quests, much like the cities of Baldur’s Gate and Athkatla.

Finding my place among all that initially felt overwhelming. As a spy, it’s my job to be a disruptor, to exploit those tensions for the gain of my home state. But, as previously mentioned, Hershel has no idea what her mission is. You simply need to talk and talk and talk until you find the threads relevant to your objectives, and there is no shortage of people to pull them from. But soon I began to see the connections. A representative of EMTERR, the world’s super bank, could be the starting point for solving Kurt the fashionista’s financial woes. A group of grizzled veterans impatiently waiting for their turn to dial into the “Miracle” sex line suddenly makes that business card I discovered make sense. And the suicidal Dr. Gonza’s medical know-how could diagnose Pseudopod’s condition… but first I’ll have to bring him the teeth of a medical board “narc” to halt his hanging attempt. As you collect these leads, Portofiro begins to feel like a Venn diagram of multiple overlapping quests, much like the cities of Baldur’s Gate and Athkatla did in BioWare’s seminal Infinity Engine RPGs.

While Disco Elysium certainly shared some DNA with the classics, it held many traditional RPG ideas at arm’s length. Zero Parades is less shy about being a video game. That feeling starts with the increased size and scope of its city, but is cemented in its more wholehearted embrace of regular skill checks and, importantly, building a gameplay system around failing them. You have a trio of pseudo health bars – Fatigue, Anxiety, and Delirium – which fill when you stumble through conversations and interactions in their respective field. For example, elongating an early phone call by asking all of the wrong questions will cause your anxiety levels to soar. Fail too often, or keep digging down into a dark memory hole that you shouldn’t, and you’ll take a permanent penalty to one of your stats.

There are interesting mechanical wrinkles to this system. Skill checks typically involve rolling two dice, but you can choose to “exert” yourself, adding an extra die to increase your chances at the cost of damaging one of those pressure bars. It’s vital to learn how to manage your stressors, then, to keep the bars balanced. Smoking, for instance, will reduce your anxiety, which in turn gives you another opportunity to exert yourself.

Another example of this more crunchy, systemic approach can be found in “Dramatic Encounters”, which turn moments of peril into a series of turn-based decisions, creating a sense of life-or-death drama in a game devoid of combat. It’s essentially Disco Elysium’s late-game tribunal sequence transformed into a defined mechanic. The example in my demo saw me attempt to evade an enemy agent through a busy marketplace, and the branching decisions offered classic spy fiction options: Do I pause to analyse, or act on gut feeling? Try to flee, or hide in plain sight? A skill check on my “Nerve” stat – a test of how cool I can stay under pressure – succeeds, and I walk straight past my hunter, confidently blending into the crowd.

While this example is fairly low stakes, at every junction I nonetheless held my breath as I picked my next move, anxiously waiting to see if my choice paid off. I’m very interested to see how this approach will be applied to other spycraft staples – perhaps tailing, deploying bugs, or even straight-up assassination – as success here will likely be the thing that helps Zero Parades feel distinct from its predecessor and truly cement it as an espionage RPG, rather than Disco Elysium with a 00 license in its wallet.

This project more recognisably a video game than the parameter-defying art experiment that was Disco Elysium.

Zero Parade’s most interesting push into more traditional video game territory, though, is how it uses the city’s physical space to structure its branching quests. My final few hours were spent completing tasks that await beyond the Steam Next Fest demo, and the majority of that time saw me searching for a hidden jail, inside of which awaited a prisoner with vital information. The way you find this jail is determined by a number of different factors; there’s your personal method of investigation, of course, but your character’s stat build and your own ability to interpret the world’s clues also come into play. From what I can tell, this results in at least two completely different routes to the jail: breaking into a subterranean tunnel, or via poetry. Yes, poetry.

It was that second, more artistic path that I took. After quizzing a reluctant boatman who clearly knew about the jail but refused to talk, I was able to use my “Blueprints” skill to track his involuntary eye movements and approximate the prison’s location. Poking around the region he kept gazing at led me to the offices of a poetry magazine, the Noscorrentes Review, which featured a suspicious locked gate that only contributing writers were permitted to pass through. So, how do you convince a pretentious editor that you’re a genuine, publish-worthy poet? Well, dumpster diving through the publication’s trash will secure you a poem, but it’s in the garbage for a reason. And so the only option is to literally write a verse yourself, digging deep into your own soul to increase the chance modifiers on your “Poetics” skill check. The task provides an insight into Hershel’s painful past, but also – most importantly – creates a composition worthy of the magazine’s pages. The editor lets me past the locked gate, and there, in the basement of the Noscorrentes Review, is the secret jail. It’s real. And it’s a path to even more trouble… but I won’t spoil that here.

This branching path, effectively creating two entirely separate questlines that take place in entirely separate locations, reminds me more of RPGs like The Witcher and Baldur’s Gate than it does the almost immersive theatre approach of Disco Elysium. That’s not to say that Zero Parades is a traditional role-playing game. Far from it. But it’s clear that ZA/UM’s attempt to build on its established formula has taken it down a path that makes this project more recognisably a video game than the parameter-defying art experiment that was Disco Elysium. It’s a feeling only reinforced by the espionage genre and the more global approach to its story. There are factions, and one of them is an evil empire! That’s video game stuff.

Although on the surface they run the risk of appearing as less experimental design decisions, I don’t think these are poor choices. In fact, they are what I think make Zero Parades interesting. I left the studio feeling as if I’d just played a fascinating RPG with a strongly defined, richly realised setting, spearheaded by a protagonist who could navigate that world’s obstacles in a myriad of compelling ways. And yet, despite this, Zero Parades still feels beholden to Disco Elysium, as if its ambitions are caged by the reluctance, or refusal, to stray too far from the safety of beloved ideas. Elements like the sentient skills feel like they are template, rather than tradition. In many ways, it feels willing to risk being an imitation in the hope of capturing lightning twice. I doubt that was a risk worth taking, and yet I still think the odd chimera of old and new that ZA/UM has produced may prove to have merit in its own right.

Matt Purslow is IGN’s Executive Editor of Features.

Bungie Delays Major Destiny 2 Update by Three Months to Focus on ‘Quality-of Life Updates’

The next major Destiny 2 update, Shadow and Order, has been delayed by three months, until June 2026.

In a series of messages posted to Bluesky, developer Bungie admitted the expansion was “undergoing large revisions,” and “will be delayed” from its original March release.

“This update is being changed and expanded to include sizable quality-of-life updates and as a result, will also be renamed. This update will now launch on June 9, 2026,” the studio said. “We will provide exact details closer to release covering previously announced Weapon Tier Upgrading, but also additions like expanding Tiered Gear to all Raid and Dungeon activities, Pantheon 2.0, Tier 5 stats for Exotic Armors, and more.”

The studio is, of course, preoccupied getting Marathon out of the door after last week’s State of Play reaffirmed its March 5 release date. Nonetheless, the delay intimates the studio may be struggling to juggle everything on its plate, particularly as it alludes to “sizeable quality-of-life updates.”

“Through June, we will continue to have routine bug fixes and stability improvements, continued portal modifiers, Guardian Games (March), and the return of a more frequent Iron Banner cadence (April),” Bungie added. “In terms of communications, we will be focusing on providing you with updates about our live game content, community activations, and general upkeep through the TWID and our Destiny social channels.”

The statement closed on thanking players for their “continued patience and support,” and said there’ll be more information on the next major update and future plans for Destiny 2 “closer to launch.”

“Raids and dungeons getting tiers and pantheon 2.0 is great, but will there even be anyone left playing by then?” asked one player on the Destiny 2 subreddit. “I still log on every week and play a little bit, but nobody can deny that renegades was not meant to last six months.”

“Not to be a total downer, but that really gives me age of triumph ‘final update’ style vibes of making all the endgame viable,” added another fan. “Not to mention this is just a major update in the end. It isn’t gonna have expansion level content, but its now releasing right around when the next expansion was supposed to, which I assume is also delayed at least three months. Even with way more content in this update, renegades being the expansion for nine months at least now is very bad.”

“Until June is rough. The population is going to be absolutely dire by then…,” one player commented, to which someone replied: “Dire[?] It’s dire right now. Falling off a cliff.”

At the time of writing (when, admittedly, much of the U.S. is asleep), there are 10,463 players online right now on Steam. Once Human, eFootball, and single-player Hollow Knight: Silksong all have higher concurrent counts.

It’s undoubtedly a tough time for Bungie and Destiny 2, with parent company Sony recently saying the studio has failed to meet its sales and user engagement expectations. In its latest financial report, Sony said it had recorded a 31.5 billion yen (approx. $204.2 million) impairment charge as a result of Destiny 2’s underperformance. That was significant enough to drag down profits at Sony’s Game & Network Services Segment, which includes Sony Interactive Entertainment.

Following the launch of The Edge of Fate expansion in July, Destiny 2 saw a slump in player activity, and Bungie’s team is feeling the pressure. “For years now, Destiny has been on this steady hardening of the core [audience],” game director Tyson Green told IGN back in November. “More and more core players are staying and playing the game, but relatively few [new] people come into the game. There’s a tightening and contraction, and this presents problems for a game that you’re trying to maintain as a live service, especially when you want to keep serving those core players with great, compelling expansions.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Pokémon TCG: Next Mega Evolution Expansion is Expected to Be Called Chaos Rising, Focusing on Mega Greninja

The Pokémon Company International is supposedly set to reveal the fourth English Mega Evolution set soon, as leaked production schedules suggest that it will be called Chaos Rising – rumored to be the Western release of Japan’s Ninja Spinner set.

If true, Mega Greninja ex will be officially stepping into the spotlight for the next expansion. Here’s everything we know so far, including the release date, expected card lists, and when preorders should go live.

Pokémon TCG Chaos Rising Release Date

Supposedly, Pokémon TCG’s next Mega Evolution expansion, Chaos Rising, will release on May 22, 2026. According to the report at Pokébeach, this also means that pre-releases will take place from 9th to 17th May.

This means that if you attend a local tournament during this window, you can get an early access “Build & Battle Box”. This includes a 40-card ready-to-play deck and four Chaos Rising booster packs. This pre-release window would be the first time we’ll see Mega Greninja ex in the wild as well.

Chaos Rising Card List Expectations

Serebii claims that Ninja Spinner has 83 cards in its main set. While it still doesn’t have an official card list in Japan, we can guess, based on previous sets, it’ll have about 40 secret rares, totalling about 120 cards.

We expect the Ninja Spinner card list to be officially revealed in the next few weeks, which will give us a hint as to what we can expect in the Western release.

We do know that the set includes all the Kalos starter Pokémon – Chespin, Fennekin and Froakie. Unsurprising, given its cover star!

What Impact Will This Have on Pokémon TCG’s Meta?

A Japanese translation of Mega Greninja ex from Bulbapedia talks about a “Mortal Shuriken” ability – “Once per turn, if this Pokémon is Active, you can discard a Water Energy to place 6 damage counters on any 1 of your opponent’s Pokémon.”

This pairs perfectly with its “Ninja Spinner” attack (120+ damage). The card states: “You may return a Water Energy from this Pokémon to your hand to do 80 more damage.”

That’s a total of 260 damage, including the 60 from its ability. Very ninja-like of it.

I’m a little scared about the impact the rumored Supporter card AZ’s Tranquility will have on the meta. This card lets you switch your Active Pokémon and heal 80 damage – a potential life-saver for high-HP Mega Evolutions. It just so happens that Mega Greninja ex has 350 HP, making it one of the highest HP Pokémon cards ever released.

Early rumors from the Japanese printing suggest the artwork features Greninja riding its own water shuriken. Considering the popularity of Greninja and its ridiculous stats, it wouldn’t surprise me to see this chase card reach $500+ on the secondary market.

When Will Chaos Rising Preorders Go Live?

At the moment, preorders for Chaos Rising are not available, as we’re still waiting for an official announcement from The Pokémon Company.

But, once they are available, you’ll be able to find them in all your usual retailers – if you’re quick! We don’t expect these to stick around for long, especially at MSRP.

If you’re in the US, set your alerts for Pokémon Center US, Amazon, Target, Best Buy and Walmart. If you’re in the UK, keep your eyes on Pokémon Center UK, Smyths and Amazon.

There’s also dedicated TCG resellers like TCGPlayer or Magic Madhouse, but, as third party sellers, we can’t predict the prices we’ll see. We expect to learn more information about Chaos Rising in the next few weeks, so check back to see the latest updates, and follow IGN Deals for live stock information.

What’s Next for Pokemon TCG?

Before Chaos Rising lands on May 22, there’s plenty more for fans to get excited about. For starters, Pokémon’s 30th anniversary celebrations are on February 27, but you’ll be able to celebrate early as the commemorative Pokémon Day 2026 Collection dropped on January 30, alongside Ascended Heroes.

Announced back in December 2025, this is a very small release with one confirmed card: a unique stamped foil promo card of Pikachu looking cute as standard, along with a logo’d metallic coin, and a trio of TCG booster packs from different sets.

Available imagery seems to show the packs being a mixture of one Phantasmal Flames and two Mega Evolution, but we like to warn that the contents may always differ from unit to unit.

The Pokémon Day 2026 Collection is currently marked as “Coming Soon” at Best Buy, but it can be bought now at Amazon for around $37, or from around $27 on TCGplayer at current market rates.

Pokémon TCG: 2026 Release Calendar – At a Glance

Looking ahead, as Ascended Heroes has already set the foundation of what the Mega Evolution set’s expansions are going to look like, Perfect Order’s going to kick things up a notch.

Just announced earlier this year, and arriving on March 27, 2026, Perfect Order is going to be honing in on many of the Pokémon featured in the Legends: Z-A game.

Among the cards announced from the 120-card set so far, we know we’re going to be seeing many of the game’s starring Mega Pokémon; Mega Zygarde ex, Mega Starmie ex, and Mega Clefable ex; but also some surprising extra additions like Meowth ex.

For the moment, the only place to preorder Perfect Order is via TCGplayer and other resale markets.

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 at IGN.

Magic’s Avatar Collector Boosters Aren’t Just In Stock – They’re Discounted

Magic: The Gathering packs come in a few shapes and sizes (we covered the excellent Jumpstart Boosters for the Avatar: The Last Airbender set recently), but Collector Boosters are the most expensive.

Now, though, Amazon not only has Avatar Collector Boosters in stock, but it’s selling a box of 12 at a discount with a 16% saving off the list price.

Avatar Collector Boosters Are On Sale At Amazon

That brings a Collector Booster box down to $384.62 from $455.88. It’s still super expensive, but it’s admittedly slightly easier to swallow.

It drops the price per pack from $37.99 to $32.05, which is a steep enough drop to almost pay for a whole Play Booster with the money you save – imagine that.

So, what’s the deal with Collector Boosters? Why does a box of 12 command a fee of over $450 when Play Boosters can be had much cheaper?

In truth, it’s because the most valuable cards from the Avatar: The Last Airbender set are much, much more likely to be found in Collector Boosters. They contain all manner of special art treatments, including those controversial ‘Source Material’ full-art cards (no, we still can’t love them either).

The cards remain functionally the same as buying Play Boosters, but as the name suggests, these ones are aimed at collectors of Avatar superfans. We don’t often give advice, but if you do buy them, please try and put them in a sleeve to keep them in the best condition possible!

For more on Magic: The Gathering, check out our early look at the Turtle Power Commander Precon, as well as a full preview of the upcoming TMNT set.

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.

Amazon Has Some Great Deals On Magic: The Gathering Commander Decks Right Now

There’s nothing better than a Magic: The Gathering Commander night with friends, and Wizards of the Coast keeps releasing plenty of preconstructed decks so you can jump right in with friends or start to build around a choice card.

They’re pretty regularly discounted, too, which is always appreciated, but right now Amazon has some fantastic deals on Lorwyn Eclipsed’s duo of decks and a huge bundle of Tarkir Dragonstorm decks, too. Here’s why they’re worth a look.

Save Big On MTG Precons At Amazon Right Now

Kicking off with the latest set, Lorwyn Eclipsed, there are two decks available for the set.

Blight Curse is helmed by Auntie Ool, Cursewretch (or The Reaper, King No More), and leans into the -1/-1 counters archetype that we really don’t see too much of in precons. It’s a fantastic deck—possibly one of the best in recent memory—and has a few bucks knocked off the price to bring it to $45.49.

It’s joined by Dance of the Elements, which has an even better price. The five-color Elementals deck is all about making copies of big creatures and is helmed by Ashling, the Limitless (or Mass of Mysteries). It’s currently just $37.99, a 24% discount on a great precon.

Better yet, we recently pointed out that you can buy a bundle that includes two of each deck for around $80 off, and that’s still true. That means you and a friend can spend $60 each and each get both decks!

Onto Tarkir: Dragonstorm, then, and while the 2025 was somewhat overshadowed by Universes Beyond: Final Fantasy dropping right after, it remains a great set.

Its Commander decks had a wide range of reprint values, but they’re all fun to use. I own three of them myself and have had a blast playing with Sultai Arisen. Can’t pick? Good news – Amazon has a discount on a bundle of all five (that’s right, five) decks.

The bundle would cost $224.95, but is now $195, bringing each deck down to $39. While some are going for around that number, Temur Roar was particularly popular at launch and shot up in value. In fact, it’s still $60 on its own.

That deck is particularly good because it essentially drops a ton of Dragons on the board for big damage, but the others are fun, too.

Jeskai Striker is all about playing rapid spells, while Sultai Arisen has a graveyard recursion theme that helps keep opponents guessing.

Mardu Surge is focused on tokens and sacrifice, while Abzan Armor is a ‘toughness matters’ deck that turns colossal defenders into terrifying attackers.

You really can’t go wrong with any of them, and if you’re new to the format, Tarkir’s decks are relatively easy to pilot, too.

For more on Magic’s Commander format, check out why the Teenage Mutant Ninja Turtles’ precon, Turtle Power, looks to be so fun to play, and one crazy combo from the set already.

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.