We’ve rounded up the best deals for Saturday, October 11, below, so don’t miss out on these limited-time offers.
Death Stranding 2: On The Beach for $49.99
Death Stranding 2: On The Beach has hit a brand-new all-time low price today on Amazon, sitting at $49.99 for a physical copy. Months after the events of the first game, Sam Porter Bridges sets off on a new journey to link together the continent of Australia in hopes of connecting it to the recently established UCA. The sequel upgrades gameplay tremendously, with a fantastic narrative and score that are sure to be memorable for any player.
Nike Air Max Dn Roam Available Now
The Nike Air Max Dn Roam are the perfect shoe to level up your style game. These sneakers maintain the Dynamic Air unit cushioning system while providing reliable coverage and traction. If you’re looking for a new pair of shoes that will impress both friends and strangers, these are an excellent choice.
Apple 2024 MacBook Air 15-inch Laptop with M3 chip
Amazon has the M3 MacBook Air available for just $1099, marking a $600 discount. This laptop packs in 24GB of unified memory, 512GB of SSD storage, and a 15.3-inch display. Powered by the M3 chip, this is a laptop that is capable of anything you throw at it.
Final Fantasy Physical Switch Pre-Orders
Square Enix announced this week that Final Fantasy VII and Final Fantasy VIII Remastered are heading to Nintendo Switch in the form of a physical pack. While this collection was available outside of North America, this is the first time it sees an official release in the United States. A separate Final Fantasy IX physical release was also announced, following the same pattern. Both physicals are set to drop on December 9, so get your pre-orders in now.
Crucial P310 4TB PCIe Gen4 2280 NVMe M.2 SSD
Amazon has this Crucial P310 4TB SSD available for $201.99. This is perfect for PC owners looking to expand their Steam library, but it’s also amazing for PlayStation 5, as a built-in heatsink is included.
Spider-Man 2 for $39.99
Marvel’s Spider-Man 2 is one of the premier PlayStation 5 games, and you can take it home this weekend for just $39.99. Following the events of both Marvel’s Spider-Man and Marvel’s Spider-Man: Miles Morales, Spider-Man 2 pits Peter and Miles against Venom in a wild narrative that takes place across new areas of New York City.
LEGO Marvel Guardians of the Galaxy: The Milano Starship Set for $125.99
Finally, Target has this LEGO Marvel Guardians of the Galaxy: The Milano Starship Set for $125.99. If you’re a fan of the spectacular James Gunn trilogy, this is a set you can easily add to your collection. Fans of GOTG will notice numerous details across this set and its minifigures.
Are you ready to catch — then Mega Evolve — ’em all over again? Pokémon Legends: Z-A is finally almost upon us, with its launch set for October 16, priced at $59.99 for Nintendo Switch or $69.99 for Switch 2.
If you don’t have a Switch 2 yet but think you might upgrade in future (perhaps you’re waiting until the holidays for a new console?) you can pick up Pokémon Legends Z-A’s Switch 1 version now and then grab the game’s $9.99 Switch 2 Upgrade Pack when you’re ready.
Last but not least, you can already buy Pokémon Legends: Z-A: Mega Dimension, a paid DLC which will add two new Mega Evolutions for Raichu and fresh story content. The bulk of this won’t come until after the game’s launch, though buying it now will unlock extra costume items immediately.
You can already pre-load Pokémon Legends: Z-A now via the Nintendo eShop, including the game’s day one update. You’ll need 4.1GB of free space on Nintendo Switch, or 7.7GB of free space on Switch 2.
In the run-up to the game’s launch, it’s worth being wary of spoilers — datamining work has already begun on the game after physical copies were spotted in the wild. Indeed, IGN has seen word of some of the all-new Mega Pokémon included in the game — though we won’t spoil them here.
As with other Nintendo game launches, digital copies of Pokémon Legends: Z-A are expected to unlock within your local region as soon as it hits 12am (midnight) on Thursday, October 16.
But in the U.S., previous Nintendo game launches have treated the whole country as a singular region, meaning those in timezones behind Eastern (i.e. Central, Mountain and Pacific time) all get to play late on Wednesday, October 15.
Mega Evolution has kicked off with a bang thanks to its base set releasing in the US recently, and it’s single card market is doing some strange things right now. One things for sure, the majority of the top chase cards in this set are getting more affordable by the day. It seems that day one stock is getting better across the board, with The Pokémon Company seemingly printing newer sets into oblivion. The long term effects remain to be seen, but more cards being printed means less damage to your pocket.
TL:DR; Mega Evolution Crashers and Climbers This Week
Gold Hyper Rare cards are the highest value cards in this set, with Mega Gardevoir ex (187/132) doubling in price compared to market value and Mega Lucario ex (188/132) kicking off high and currently settling at an insane $650 for the time being. There’s some supprising Illustration Rare price rises in Mega Evolution too, with Helioptile (143/132) rising by 33.6% recently thanks to it’s gorgeous artwork. One thing is clear with Mega Evolution, Pokémon trainers and collectors aren’t giving in to FOMO. Being able to wait for sealed product and chase cards vs. buying it straight at launch can be a money burner, and it looks like this sentiment is finally sinking in at this point in Pokémania 2025. Let’s get into it:
Pokémon Card Crashers
Mega Lucario ex – 188/132 is currently going for $650 near mint, which is nearly $70 below it’s current market value of $719.37. Whilst it’s only a 9.7% drop, it’s still a great saving right now and a sign that Gold Hyper Rare cards may settle at or below $600 mark throughout the Mega Evolution era of Pokémon TCG.
Mega Brave is a heaby hitter for 270 damage, but can’t be used again next turn, so that’s something to pull out when you’re backed into a corner or need one more knock out. I’d much rather use Mega Lucario ex for energy recycling and building out the rest of my bench whilst dealing a solid 130 damage.
Mega Gardevoir ex – 178/132 is currently the highest valued Secret Art Rare at around $313, which is lower than the current market value of $317.08. That might not sound like a big deal, but these small dips can lead to big crashers and could indicate a price correction over the coming weeks.
Overflowing Wishes is great for getting Psychic energy to your benched Pokémon quickly, and it’s artwork is classicly gorgeous. This is 100% a Pokémon card that would look amazing slabbed or in a chase card binder for sure.
Mega Latias ex – 181/132 is currently valued at a much more modest $168.05, which is around $11 lower than it’s current market value. Again it looks like the fandom are looking towards Gold Hyper Rare cards rather than SIRs in this era, but for me the artwork on this card wins out against the Hyper Rares floating around in this set. Mega Latias’ speed and strength is captured perfectly in this artwork.
It’s Strafe move takes this a step further by causing 40 damage and performing a switch out with a benched Pokémon, perfect for chipping away at opposing Pokémon early game, especially low HP ones. If you follow the switching strategy, Illusory Impulse discards all energy from Mega Latias and deals 300 damage when it counts. Cool or what?
My boy Mega Venusaur ex (177/132) is giving out crashing energy by dropping around 6.2% to $217.97, but that’s still a respectable value for an SIR. However, Mega Venusair is a very playable card, with Solar Transfer allowing trainers to move around grass energy during their turn, which is a fantastic ability and works well with Meganium from the same set.
Jungle Dump is both a hillarious move name and a cracking move, allowing to deal 240 damage and healing 30 damage from Mega Venusaur ex. That’s why I love Venusaur, it’s an absolute troll and always has a long game strategy about it.
Mega Kangaskhan ex (182/132) SIR is also begginign its decent, running in at $91.48 compared to it’s current market value of $94.20. The thing is, Kangaskhan doesn’t have a massive following, so naturally it’s pricing is going to reflect that. It’s not very playable either thanks to trainers relying on coin flips for its main offensive move, however, Run Errand allows trainers to draw two cards per turn which is a bonus.
Pokémon Card Climbers
Mega Gardevoir ex – 187/132 Hyper Gold Rare is currently doubling its market value at $600, which is frankly insane. It would however line up up with the other gold hyper rare in the set which is currently going for $650, which makes more sense. It is a ridiculously rare card all things considered, so this level of pricing just weeks after release isn’t that much of a suprise. Whilst it’s Overflowing Wishes and Mega Symphonia moves are cool, it’s value is purely based of the regal presentation and rarity of this Gold Hyper Rare.
Helioptile – 143/132 is moving at a strong pace for an Illustration Rare. It’s gorgeous artwork is the main draw here, and it’s clearly warrants it’s 50.6% climb to $8.90. It’s a good idea to snap this one up before it gets higher, it’s still a great price for an in-demand Illustration Rare. It’s not got the best moved for a basic Pokémon, so this price hike is all about looks.
Mega Lucario ex (179/132) SIR is my top chase card of Mega Evolution just because it features Mega Lucario and Mega Venusaur in battle, two of my favorite Pokémon. It’s gone up to $330, which is a rise of 14% from its $289.45 current market value. Something tells me i’m not the only one desperate for this chase card in my collection. Although I can’t see anyone using this particular card in a deck, even though Mega Lucario’s Mega Brave and Aura Jab moveset is a corker. Once again, this is all about looks, and the artwork here is spot on.
Bulbasaur (113/132) comes in it’s stunning Illustration Rare format and a Mega Evolution promo stamp alternative. The stamped card can be found as a bonus in upgraded booster boxes, and is commanding around $5 more in value right now, which is just a few dollars over it’s market value. It’s early days for both of these cards, but given Bulbasaurs popularity and the stunning floral and trippy artwork on display here, this is 100% a card to keep an eye on and buy now.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.
Battlefield 6 launched mere hours ago, and someone has already managed to recreate the iconic Call of Duty 4: Modern Warfare map, Shipment, in its Portal mode.
After years of waiting, leaks, and hype, EA and Battlefield Studios launched Battlefield 6 for PC, PlayStation 5, and Xbox Series X and S today, October 10. Its promise of a back-to-basics approach for the series has attracted a lot of attention, especially in the Call of Duty community.
Battlefield 6 players can hop into the community tab on the main menu and play on the close-quarters map for themselves right now by simply searching “Shipment” in the Search Experiences or Browse Servers tab. It’s chaotic, noisy, cramped, and constantly riddled with bullets or, in other words, exactly the same as it is in Call of Duty. There are even some Shipment 24/7 servers already live for those looking to dive headfirst into the action.
The most popular result already features more than one hundred likes and sends their thanks to X/Twitter user PR officer at Deep Worlds, Matavatar, who is responsible for bringing Shipment in Battlefield 6 to life. They began posting their progress just yesterday, teasing work on a recreation of another Call of Duty map, Killhouse, as well as a map that could feature a Star Wars Star Destroyer.
Portal is a Halo 3 Forge-like game mode introduced in Battlefield 2042 that allows players to build their own maps and modes. It’s mostly been used to recreate and remix fan-favorite experiences from across Battlefield’s long history, but Battlefield 6 removes many of the restrictions, encouraging imaginative fans to even bring maps from other franchises. Classic Call of Duty map, Shipment, seems to be the first to make waves.
We’ll have to wait and see what other wacky fan-made maps will come to the Battlefield 6 Portal mode. Matavatar, at least, has already teased they’re interested in bringing more classic FPS maps – including Firing Range, Nuketown, Ziba Tower, Metro, and more – to Battlefield 6.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
During its panel at New York Comic Con, Playground Productions not only looked back on the return and relaunch of the beloved Backyard Sports video games, but it also announced it will be completing its Backyard Sports retro collection with Backyard Basketball ’01 and Backyard Hockey ’02 in mid-November, that there are high scores and events coming to Backyard Baseball ’92, and it shared a few new details for the series’ upcoming animated special.
To learn more, IGN had the chance to speak to Playground Productions CEO Linday Barnett and Chief Product Officer Chris Waters about the past and future of this fan-favorite franchise, and we began by chatting about what makes these games so special.
“We think it works because the games have always been character-first, comedy-forward, and accessible,” Waters said. “These games weren’t, ‘Hey, let’s make the most incredibly realistic simulation,’ they were, ‘let’s recreate the experience of what it felt like to go out and pick up a bat and a ball, grab whatever friends you had around whether they’re athletic or not, and go out and play baseball and see what madness ensues.’ That madness transcends time and transcends technology.”
Backyard Sports’ Retro Library Will Be Complete in Mid-November, New Features Headed to Backyard Baseball ’97
Whether you are new to the franchise or returning to it, you’ll be happy to know that the Backyard Sports retro library will be complete when Backyard Basketball ’02 and Backyard Hockey ’02 are released on Steam in mid-November. Oh, and did we mention both will be free to download and keep?
These games, alongside Baseball ’97, Baseball ’01, Football ’99, Soccer ’98, will also be part of the Backyard Sports Retro Bundle, which will be available for $26 – a 40% savings from buying all the games individually. Players will even be able to ‘Complete the Set’ and only pay for the games you don’t have yet at the cheaper price.
Furthermore, the Backyard Soccer ’98 and Backyard Basketball ’02 mobile versions will be free on iOS and Android when that Steam retro bundle goes live later next month.
Speaking of mobile, Backyard Baseball ’97 is getting a new gamification feature in collaboration with Lucra. Fans can now compete against each other in week-long and month-long events like Home Run Competitions or Most Strikeouts.
Global high scores will be tracked in real-time, and the new feature will be free for fans and even includes a chance to win tickets to the 2025 World Series, a Pablo Sanchez trading card, and more. This feature will begin on iOS to start, and players will need to opt-iin and provide some personal information.
“What we want to do is allow that community to grow and for players to be able to engage with each other,” Waters said of the new gamification features. “And again, without the source code, we can’t make these games, but by adding a tournament layer onto them, we’re sort of creating a backdoor co-op mode.”
Fun fact, Playground Productions did not get the source code for most of these games when they acquired the rights, so the team had to hack the old CD-ROMs and rebuilt the games themselves.
“We thought those games were just dead,” Barrnett told us. “And it was an incredible feat that Mega Kat Studios was able to do, which is reverse engineer and hack the CD-ROMs to make them playable. The thing that we didn’t know in all of this, however, was that we’d be able to make the games even better and we were able to remove certain bugs that existed in the original games and add leaderboards and add competitions and just make them playable on systems that didn’t even exist back then, like Nintendo Switch.”
The Future of Backyard Sports Includes an Animated Special That Just Finished Production
We then shifted our talk to the future. While the team wasn’t ready to reveal anything about future games, they did confirm that Backyard Sports officially wrapped production on their new animated special that builds upon the brand’s beloved IP and characters.
This special is being produced by Lighthouse Studios, which is known for its work on Bob’s Burgers and Rick & Morty, and it will feature an “all-star cast” that will be announced in early November. As for when you can see it, the special will be released at Dave & Buster’s in early 2026 and direct to consumer shortly after.
“What makes Backyard Sports special is the characters,” Waters said. “For us, the opportunity to take your favorite characters and bring them to life in a new way was a no-brainer as we’ve already said this is a multi-platform franchise we want to go beyond games. We all loved how beautiful the animation was in the games and how much love and care they put in, and it made you love and understand the characters and made you want to pick a certain character. So, we are really, really humbled to be able to extend that into more animation.
“This special was our way of establishing a tone, establishing a look, and really putting our flag down to say, Backyard is a multi-platform franchise. You’re going to be able to experience it in lots of different ways. I can’t wait until we can say more, but I can promise you that I’ve got a 20-year history in animation and we have pulled out all the stops to make something that captures the tone and magic and comedy of this world.”
With Backyard Sports, the team wants these games and multimedia projects to showcase just how fun sports can be and for this new generation to enjoy all of this alongside those that grew up with them.
“Streamers have picked these games up and people aren’t watching them because they’re amazing video game players,” Waters said. “They’re watching them because they’re bringing these kids to life through their own lens. It reminds you of what it was like to play baseball the first time you picked up a glove and a bat and a ball and you were just playing for fun. I think that’s been the big thing for why this really is a timeless and classic franchise.”
“It is celebrating all of the different characters in your backyard and all their strengths and maybe even some of the weaknesses,” Barnett added. “You laugh and you get through everything together. You play together and you might win, you might lose, but you always had fun doing it. And unfortunately, a lot of sports, not just sports video games, but also just sports in general aren’t really like that anymore.”
Let’s get one thing out of the way: I hate Bubsy. Not Bubsy 4D, the interesting, vibrant game I’m actually previewing here, but rather Bubsy himself, the mangy, atrocious feline, a poisonous product of a cynical age of mascot marketing. Born in a dark hour when it seemed practically every video game company tied their fortunes to some clone of a clone of a Sonic sidekick, Bubsy has a well-deserved reputation as a D-tier cash-in character better left forgotten.
Fortunately, I have much more positive things to say about what I’ve seen of Bubsy 4D, a brand-new reconstruction of the furball’s tainted legacy that, while far from perfect, distinctively improves on Bubsy’s dubious past in almost every way. During a little over an hour with the Bubsy Steam demo, I found a great deal worth exploring… as well as some less encouraging signs.
It’s true: there are quite a lot of things to like about Bubsy 4D. It’s a colorful game with some cute creative accouterments scattered around the thematic worlds, like the knitted doily highways in the thread-and-needle themed opening stages. Voice work is solid (even if the script is a bit uneven) and my preview build was mostly glitch-free. The movement mechanics are fairly solid, outside of a little camera frustration on very long jumps to some small targets.
It’s true: there are quite a lot of things to like about Bubsy 4D.
The tutorial area is concise and useful, a rare enough combination in games, teaching valuable skills with minimal exposition. Bubsy’s jump mechanics are logical but take a little getting used to – with various kinds of combinable jumps tied to a face button and both triggers – and it’s nice to be able to practice getting around with minimal risk or consequences before moving into the main campaign. Not that dying is that much of an issue… checkpoints (represented by litter boxes) are fairly generous, and even if he dies, Bubsy rarely respawns all that far from where he last fell.
And the obnoxious little cat gets around pretty well. Bubsy’s main strength is his airborne mobility. He can jump, double jump, leap forward and gently descend like a parachute, and pounce ahead to cover great horizontal distances… or do them all at the same time. Bubsy can also inflate himself into a ball to roll along hills and half-pipes, building momentum to execute even longer jumps. He can pounce on certain sheer surfaces and scramble up them, or claw at special points to gain mid-air distance boosts. He’s very capable of getting around, so much so that he can occasionally get ahead of the camera when stringing his pounce onto the end of a combo.
That pounce doubles as Bubsy’s primary attack, although in truth I found very few threats in Bubsy worth attacking. The demo stages are populated with plenty of steep jumps and acrobatic challenges, but there are very, very few enemies wandering about, and those that are present are braindead and quite easily dispatched. Platformers with few enemies aren’t unheard of (Portal, Super Meat Boy, and Thomas Was Alone come to mind) but it was still a little odd how remarkably vacant the colorful platforming environments felt without the usual crowds of Goombas, Koopas, or Giant Enemy Crabs. And while Bubsy’s level layouts are clean and competent, none of them approach the more subtle complexity of the classic platformers listed above.
And that’s my biggest question about where the full version of Bubsy 4D will ultimately land. The demo stages struggle somewhat in the fundamental level design, not in terms of the aesthetic production, but in the layouts themselves. The worlds, while adequately themed, are not especially well laid out. Most are obvious main paths with clearly-visible spokes and isolated islands. Scattered around the spokes are the most valuable collectables, while along the main path are myriad yarn-balls hovering in space. The results are mid-sized, explorable levels which should encourage curiosity and discovery… but often fail to do so.
The problem is not in the overall method, but its glaringly obvious lack of refinement. It is, in a sense, a return to the PlayStation 1-era world design of many mascot platformers, or perhaps more accurately, the kitchen-sink, haphazard-style popularized by many C64 and Amiga platform games, including classics like the Turrican series. Wherever the inspiration comes from, it doesn’t quite work yet here. The goals of each small section of a level feel repetitive, with the layout either too obvious or the goals not challenging enough. You can tell where you should probably go next, which is a good thing, but it’s often so obvious that the sense of discovery really suffers. There are a metric ton of collectables to seek out, but they’re rarely concealed in interesting ways or blocked by compelling challenges. And the lack of enemies greatly reduces the layered threats that might otherwise enhance the nuance and challenge.
Jumping between towers and collecting baubles is as old as video games, but what separates the mediocre from the classic is the refinement that takes place in implementing these rote mechanics into practice. After playing Astrobot and Donkey Kong Bananza within the past year, I can say that Bubsy 4D’s level design feels unfinished by comparison. The play areas, while visually interesting, are unpolished in their dynamic interactions. Leaping between obstacles and avoiding spikes feels clean, fair, and competent, but rarely feels exhilarating. There’s just enough openness to the worlds to obviously require tremendous testing and refinement on the part of the developers when designing obstacles that can be approached from multiple available angles and elevations, yet it’s painfully obvious this testing process has not come near final fruition. It’s not bad at all, it’s just not nearly as good as you know it could be. Within a few minutes of getting into Bubsy 4D, you realize you’ve done most of this before, but much better… and that’s not a feeling you want a video game to give you.
After playing Astrobot and Donkey Kong Bananza within the past year, I can say that Bubsy 4D’s level design feels unfinished by comparison.
Fortunately, these are problems that can be addressed with time and attention on the part of the developers. This is a preview of a work in progress, not a review of a finished product, and there’s a lot of room yet for vast improvement before release next year. The potential is certainly there… Bubsy’s MASSIVE horizontal mobility is a great deal of fun in practice, and if the environments continue to be tightened up to match the cat’s core abilities, the team at Fabraz could be on to something really fun.
I do have one specific complaint about a design choice that doesn’t work so well: the demo’s only mandatory timed challenge, a racing romp across some steep blind hills and a bridge that pretty much demands memorization to be successfully completed. I had hoped that in the Year of Our Lord Two Thousand and Twenty-Five we might have moved beyond cramming an unskippable, fairly unintuitive, timed obstacle race into the golden path through a level, yet here we are with Bubsy 4D. These were not fun in the PlayStation 1 era, and 30 years later they are unforgivable sins.
Elsewhere, Bubsy purchases additional abilities from a central hub store run by his annoying niece and nephew, trading collectables for power-ups. My favorite of these was a Wile E. Coyote-inspired power that allowed me to float above empty space for a second like a Looney Tunes cartoon character who’s just run off a cliff, a flavorful and genuinely useful inclusion. It was thematically appropriate and adorable.
Finally, on the audio front, Bubsy 4D’s sample scores ranged from unremarkable to droning. The theme music for the first three stages started with an innocuous quality, but after a few loops became grating. I can only qualify the sound as something that began its life as elevator music that was then run through an N64 nostalgia filter and digitizer, and what came out the other side did little to add to the platforming experience. Maybe that one is just me and others might enjoy it more.
Voice work, on the other hand, is solid, and the script has a lot of nods to the mascot-platformer era. Bubsy maintains a heightened self-awareness throughout his new journey. He’s openly unenthusiastic about his latest quest for the golden fleece. He’s older, tired, and kind of over it all, and the comments that reflect that sense of 40-something exhaustion mostly work. The occasional sarcastic quips and poop jokes seem obligatory nods to the era that birthed Bubsy, but nothing I heard was laugh-out-loud funny. I did not like Bubsy’s family and cohorts, who sort of came across as worse iterations of Sonic’s terrible friends or DK’s annoying extended catalog of characters.
Overall, Bubsy 4D is, thus far, a bright, interesting template for a 3D platformer. Whether it will grow to fulfill its full potential before release is difficult to predict. The obvious care of the developers in treating the character with some reflection, even a possible wisp of dignity, works in 4D’s favor. Hopefully the final product will capitalize on the strong start evident in this demo.
Jared Petty likes writing about how wonderful and silly video games are. You can find him at Bluesky as @pettycommajared and Threads as @pettycommajared.
Glenn Israel, a 17-year veteran of Halo game development, has announced his departure from the series via a startling message that has left fans worried over the future of Xbox’s flagship shooter franchise.
Originally an artist at Bungie, Israel ultimately served as an art director at 343 Studios (now Halo Studios), with contributions to a long list of Halo projects from 2009’s Halo 3: ODST, through Halo: Reach, Halo 4, Halo 5 and Halo: Infinite.
Now, however, Israel has announced he is “officially no longer contributing to the Halo universe” via a post on LinkedIn, and updated his profile to indicate he departed Halo Studios this month.
“As of today and after 17 long years, I am officially no longer contributing to the Halo universe,” Israel wrote. “There is little more I can say for the moment, though I intend to share this particular story in its entirety when it is absolutely safe to do so next year. In the meantime, I have a message for anyone and everyone who needs to hear it.
“I know that the state of our industry seems dire, but never forget that you are *free to choose*. No illusion of security nor promise of wealth or fame or power is worth trading away your health, your dignity, your ethics or values – and no one can force you to. Stay strong, take evidence when necessary, and find where you belong.”
Needless to say, Israel’s statement has prompted concern and confusion among Halo fans, at a time when the future of Microsoft’s once-emblematic series is far from certain.
Microsoft gaming boss Phil Spencer has previously suggested that a new Halo project will launch in 2026, with the expectation being that this is the previously-reported Halo: Combat Evolved remaster that will also see the series launch on PlayStation for the first time.
With all this in mind, however, fans now say the timing of Israel’s departure seems particularly ominous, with Halo Studios on the cusp of revealing what it has planned for the franchise’s future, and just a few weeks after the quiet departure of Halo Studios chief of staff Melissa Boone.
For Microsoft, meanwhile, which has suffered a tumultuous year marked by layoffs and increasing fan dissatification around price rises, Israel’s public statement likely couldn’t have come at a worse time. Though more worrying still, perhaps, is the developer’s statement of sharing a more detailed account at a later date.
IGN has contacted Microsoft for comment.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
With a week to go until the official launch of Pokémon Legends: Z-A, fans have issued a warning over online spoilers, as datamined details from the game have begun to leak online — including word of even more new Mega Pokémon.
Pokémon Legends Z-A is due to launch on October 16 for Nintendo Switch and Switch 2, but already there’s evidence of early copies filtering out into the wild. And now, as of this morning, IGN has seen evidence that the game is actively being datamined to extract its secrets.
To date, The Pokémon Company has revealed just a handful of the new Mega Pokémon expected to make up the game’s final roster of fresh Mega species. And while an older leak had listed out many of the still-to-be-confirmed Mega Evolutions, there’s evidence today that even more creatures may be included than first expected.
In response to all this, Pokémon fans have now begun signalling that anyone hoping to go into Pokémon Legends: Z-A without seeing spoilers should be mindful of where they click online over the next few days — or log off social media completely. (IGN will not be spoiling any of the new species here.)
New Mega Evolutions include the majestic-looking Mega Dragonite — which has also now made its Pokémon anime debut — plus Mega Victreebell, Mega Hawlucha and Mega Malamar.
Post-launch, Pokémon Legends: Z-A will unlock Mega Evolutions for each of the three fully-evolved Starter Pokémon, available via online play: Delphox, Greninja and Chesnaught. And beyond that, you can already buy Pokémon Legends: Z-A: Mega Dimension, a paid DLC which will add two new Mega Evolutions for Raichu.
EA has insisted players won’t see anything made by generative AI in Battlefield 6.
The use of generative AI is one of the hottest topics in the video game industry, with the pressure on publishers to cut costs and speed up development in order to boost profits despite the risk of backlash from some fans. Indeed, according to a report by The Financial Times, EA’s new prospective owners (the ones who just spent $55 billion to take the company private) are betting on the use of generative AI to do just that.
For now though, at least when it comes to Battlefield 6, generative AI is taking a backseat. Rebecka Coutaz, general manager of original series developer DICE in Sweden, and Criterion, the UK studio now also a part of what’s collectively called Battlefield Studios, told the BBC that while generative AI “is very seducing,” currently there is no way to work it into the developers’ daily work.
However, Coutaz clarified that generative AI is used in preparatory stages “to allow more time and more space to be creative.”
Based on Coutaz’s comments, and the current lack of an AI generated content disclosure on the Battlefield 6 Steam page, we won’t see something similar in EA’s rival first-person shooter.
“We live in a world now, where there are AI tools,” Leslie told IGN ahead of Black Ops 7’s reveal at Opening Night Live 2025. “I think our official statement we said last year, around Black Ops 6, is that everything that goes into the game is touched by the team a hundred percent. We have generative AI tools to help us, but none of that goes in-game.
“And then you’re going to say, ‘Yeah, but it has.’ I’ll say it has by accident. And that was never the intention. We’ve come out and been very clear that we use these as tools to help the team, but they do not replace any of the fantastic team members we have that are doing the final touches and building that content to put it in the game.
“So everything you play: human-created and touched. AI tools in the world we live in: it’s, how do we streamline it? That’s really the goal. Not replace, but streamline.”
It’s worth noting the Black Ops 7 Steam page does include the AI disclosure.
But will Battlefield Studios’ stance on generative AI hold for much longer, especially with EA’s new owners breathing down its neck? In the interview with the BBC, Coutaz sounded optimistic about the use of the tech going forward. “If we can break the magic with AI it will help us be more innovative and more creative,” she said.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
The latest versions of the PS1-era Final Fantasy games are getting physical editions for Nintendo Switch on December 9. Final Fantasy VII and Final Fantasy VIII Remastered are being released together in a “twin-pack” box, while Final Fantasy IX will have a box all its own. All of the games feature some modern conveniences that weren’t available in their initial release. They cost $39.99 each and are now available for preorder at various retailers.
All of these games are already available on Switch (and other platforms) in digital form. But this is the first time they’ll be available in the US in physical form.
Final Fantasy VII was a major release in 1997, and was the first time the series debuted on a non-Nintendo platform. It follows former SOLDIER Cloud Strife as he and a team of freedom fighters battle against the evil Shinra corporation. This version of the game features 3x speed mode, the ability to turn off random encounters, and “battle enhancement mode.”
Final Fantasy VIII Remastered is an enhanced version of a game that hit the PS1 in 1999. It follows Squall and the rest of the members of SeeD as they fight back against the sorceress Edea, who’s causing quite the global ruckus. This version of the game has various battle assist options, a 3x speed boost, and the ability to turn off random encounters.
At the time of its initial release in 2000, Final Fantasy IX was something of a throwback to the medieval-settings settings of the first six entries in the series. This game follows Zidane and a troupe of actors, who “kidnap” Princess Garnet, who secretly wanted to be kidnapped to get away from her deranged mother, the queen.
The visuals have been gently revamped to look better on modern displays. It has other new features as well, including auto-save and seven game boosters, including high speed and no-encounter modes.
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