Cosmere RPG Review

I first read The Way of Kings by Brandon Sanderson back in the mid-2010s, and ever since I have theorycrafted how I would play a Knight Radiant in my TTRPG campaigns. Conceptualizing how shardblades would function or how best to make a spren that wasn’t just a reskinned familiar. Thankfully, I can put that tiring task behind me thanks to the release of the official Cosmere RPG, which, after a VERY successful crowdfunding campaign, has been released. At long last, I can role-play my Windrunner character with my spren partner, Malbifina (Mal for short), and stand against the Desolation.

Developed by Brotherwise Games in close collaboration with Brandon Sanderson himself, the initial offerings for the Cosmere RPG focus solely on Roshar and the systems of the Stormlight Archive books, with three offerings: The Stormlight Handbook (the Player’s Handbook), The Stormlight World Guide (the Dungeon Master’s Guide), and Stonewalkers (a standalone campaign you can play through). For those who aren’t familiar with the Cosmere or Sanderson’s work, the Cosmere is a large galaxy-spanning, progressively more interconnected series of (mostly) epic fantasy novels by Brandon Sanderson. Composed of multiple worlds, each with its own unique and cleverly crafted magic systems, one of which is Roshar, home to Stormlight (magic lightning), spren (manifestations of different emotions and feelings), the Knights Radiant (super paladins), and millennia of war. We have a comprehensive reading guide, so to find out more and get a better picture, I suggest you head there and take a look.

Cosmere utilizes a D20-based system, similar to something like D&D or Pathfinder, where you will use a 20-sided die to make various skill checks, with other dice used to fulfill other needs (such as dealing damage). The action economy will also feel familiar, with basic actions during combat falling into either Actions, Reactions, or Free Actions territories, with Actions requiring anywhere between one and three of your pool per turn. Generally, on your turn, a player will have two or three action points they can use, with more powerful Actions requiring multiple points to pull off. Thanks to its intelligent use of icons denoting the different types and how many points an action takes to use, the whole process is rather new player-friendly and quick to grasp. But just because aspects may feel familiar doesn’t mean that the Cosmere RPG doesn’t do anything new, however.

Considering this is a system that was designed in part by Brandon Sanderson, a man with the ability to write an inhuman amount of books in a short period of time, it shouldn’t be a surprise that narrative and story play a large part in the actual mechanics of the Cosmere RPG, too. A special d6, referred to as the “Plot Die”, isn’t used for every check and is instead reserved for those moments that the GM deems as moments critical to the plot and story they are telling. Moments where the stakes could be raised, granting unforeseen opportunities that impact the story or granting you an “Opportunity,” which is a special resource that can be spent. On the flip side, your roll of the plot die may instead cause a complication to arise in your plan, perhaps causing you to get in an ally’s way during a crucial moment, or another blunder that results in a failure.

This intertwining of narrative and story development also seeps into the character creation process and progression, resulting in a more open and flexible system that I found particularly enamored by. Before anything, you select your ancestry from either Human or Singer (and yes, you can mess around with Singer forms), which will help dictate what areas of the world or lore you specialize in. As a human, you can pick from what region you hail from, giving you an edge on checks on topics, legends, houses, and language, for example, that would make sense for your character to have. With your ancestry picked, you start fleshing out the sort of person they are.

Instead of picking a specific class like Warrior or Druid, players instead choose a Heroic Path, such as a Hunter, Leader, or Agent, each with its own unique skill tree and specialization lines that you can dive into. There are six base Heroic Paths (Agent, Envoy, Hunter, Leader, Scholar, and Warrior) available in the Stormlight Handbook, each with three specializations, and each has a special Key Talent that helps set each path apart from the others. When you level up, you aren’t leveling up a class but your character themself, meaning if you want you can continue down the path you have chosen already and unlocking new Talents (the abilities of the path) if you want, or you can freely choose a new path to start traveling down that makes sense for where your character finds themselves at that moment. No having to deal with complicated multi-class rules or different hit dice for health, none of that. It makes the idea of making a complicated and multi-faceted character more approachable and incentivized, and also just makes the leveling process quicker.

Once you hit level two, though, things really get exciting as, if you wish to, you are able to begin down a Radiant Path of your choice, and yes, all of them are here: Stonewards, Bondsmiths, Windrunners, Skybreakers, Dustbringers, Edgedancers, Truthwatchers, Lightweavers, Elsecallers, and Willshapers. Each Radiant Path will grant you a spren of your own you can come up with, access to that Radiant’s associated Surges, and of course, spending Stormlight and Investiture. If you have read the Stormlight books, then let’s be honest with ourselves, being a Knight Radiant is a big selling point of these books for us, but if you haven’t read them, think of these orders as super Paladins. Each order has access to pretty awesome powers, a little familiar, and eventually, you can even recruit squires to work with you. And just like the Heroic Paths, each Radiant Path features three talent trees you can dive into, with two focusing on a specific surge, Abrasion and Division, for example, with Dustbringers, and then a path that improves your bond with your spren, allowing you to swear further Ideals as a Knight Radiant. Yes, this is awesome, and yes, I have come up with more spren friends than I care to admit to since getting these books. Come at me, Unmade!

I’ve found that more role-playing is always a good thing in TTRPGs.

To help further define your character, you will also establish a purpose for them, something that drives the character in what they do, which will lead you to create goals for them to strive for. A goal may be something as simple as seeking revenge on someone to something more nebulous, such as finding new ways to heal others, but you are also required to come up with obstacles or character flaws that you have to contend with while striving for your goal. Perhaps in your pursuit of your goal to find new ways to heal others, your character could be blinded by some of the harm done in trying to confirm a hypothesis, or be willing to test ideas that may not be completely safe. Making this goal and obstacle component front-and-center not only helps the GM plan and tailor adventures to individual characters, but also makes the players think more about the characters they are playing as people and not just a character sheet. I’ve found that more role-playing is always a good thing in TTRPGs.

While I may enjoy the mechanics of the Cosmere RPG, as a fan of Sanderson’s books, I would dare say I may like these RPG books more for the details they reveal and how they dive deeper into the world of Roshar and Cosmere as a whole. Since you are able to play as a member of any of the orders of Knights Radiant, I loved looking through the descriptions and breakdowns of not only the various ideals, but also their respective Surges (i.e. the special abilities of a particular order). Reading through these books, especially the World Guide, gave me a better idea of the cultures and visual identity of the peoples of Roshar.

Brandon has stated that the material in these guides will be considered canon with the events in his books, and as such, a great amount of care has been taken by the team to consult and confirm with his lore keepers that everything fits. For readers who may not have finished Wind and Truth, the latest entry of the Stormlight Archive that was released in December 2024, you will want to be careful of spoilers.

In a strange way, the wealth of information these books present also really drew my attention to what the Cosmere RPG doesn’t give me to play around and roleplay with, and it’s here where a vast majority of my complaints reside. Take, for instance, the Heralds, legendary heroes that have held back the evil forces of Odium between desolations. Beings that entire religions on Roshar have been built up around, and whose influence is felt in nearly every facet of the lore. The books have nice sections talking about them, featuring gorgeous artwork, but the RPG is utterly lacking in details for folks that may want to try playing as one.

As someone who is typically in the “forever GM” chair, the fact that none of the books give me basic stat blocks for them is shocking to me. Why aren’t there rules or stats for the Honor Blades? Going even a step further, the fact that the rules don’t give me details for big bads like the various Unmade or even the shards of Odium, Cultivation, or Honor, just bum me out. To a lesser extent, I wish that these first books gave us at least a little tease on what fans may expect from how the other magic systems may operate or the direction they want to take with them. The Ghostblood Enforce enemy does feature “Burning Pewter” which only serves as a buff, and doesn’t give much of an idea on how burning metals will differ from using Stormlight. I realize that each of the worlds will eventually get their own tomes of goodness that dive deep into these things, but couldn’t we have gotten a small, itsy-bitsy tease of how allomancy or AonDor may work?

In addition to the physical books that will be available to the masses in November, Cosmere is seeing relatively frequent updates and additional supplemental materials being added to the Virtual Tabletop service. Not only are you able to snag digital versions of all the books right now, allowing you to build your characters and run games, CosmereRPGNexus.com also has scenarios that you can run and provide you with details and rules to create custom higher-tiered enemies to contend with. If you would prefer just having PDFs, though, you can purchase them all at Drive Thru RPG, too.

For diehard Sanderson fans, even if you have no desire to play a TTRPG, these books, particularly the World Guide, is a must-buy just for lore and the information it provides on Roshar. As TTRPG books, they do well enough, but the item and enemy offerings are lacking in terms of options, especially when compared to other fantasy RPGs. As both a longtime TTRPG player and lover of the Cosmere, it surprises me that some of what has been omitted has left me a bit disappointed. It just comes off as “just wait for the second Roshar set” to me.

The physical Cosmere RPG books will be released on November 12, with digital versions available for purchase now on DriveThruRPG or virtually on Demiplane.

Ubisoft Montreal Discusses the Past, Present, and Future of Rainbow Six Siege X

While attending Gamescom Asia x Thailand Game Show in Bangkok this week, IGN was given the opportunity to sit down with Rainbow Six Siege X’s creative director Alexander Karpazis to talk about how much the tactical live-service shooter has evolved in the ten years since its launch in 2015, where it might go next, the possibility of a campaign mode and Switch 2 port, the use of generative AI in development, and more. Read on for our full chat below!

IGN: 10 years is a great achievement for a live service game, particularly since we’ve seen so many others come and go in that time. What do you put the longevity of Siege down to?

Alexander Karpazis [AK]: I think one of the big points is just the sheer depth of the game. Like even within 10 years, I don’t think you’ll be able to master a game like Siege and as a gamer that’s incredibly rewarding. It means that you’re on a journey to learn, master and discover new things with a game that’s always changing. And I think because of that, it’s just grown and resonates with so many people.

IGN: Has Siege evolved in ways that you could have never predicted at launch?

AK: Yeah, absolutely. I mean if you look at 2015 when the game first launched, the Bomb game mode wasn’t the number one game mode. It was split between Hostage and Secure Area and Bomb. Back then eSports was something that was very grassroots and new, and now it’s become this entire ecosystem where people make their livelihoods off of it, and that’s something we could have never anticipated when it first launched. And so in these interesting ways it’s built up to be something that is really significant and humbling to be a part of.

IGN: You’ve previously said that Siege X is setting the table for the next 10 years. Do you take it one year at a time? How much of a road map is there for the future? Are there 10 more years worth of ideas in the bank?

AK: When it comes to ideas, we actually sat down and we interviewed the entire team about their ideas for the game, and came up with over 40 pages of concepts that the team still wants to push for. So there is no end in sight when it comes to what we want to do with the game, and it’s a balance of short term and long term. We’re looking at the seasons ahead of us but also because of Siege X, we’re looking at anticipating new technology, new platforms, stuff that’s going to come out and it’s going to affect the game. And so how can we anticipate that too over a longer stretch of time.

IGN: Hitting a 10-year milestone, does that increase the pressure on your team for the future, or do you feel like you’ve mastered it now and you know what you’re doing?

AK: We’re always learning and we’ll never stop learning. There’s so much that goes into building a game like this, and it really comes down to listening to the community. They’ll always be vocal in what they want to see and how things change and so yeah, it’s not a matter of mastering where we are right now. It’s being comfortable and knowing that we still have to listen to our community, we still have to adapt, and we still have to innovate as well. Maybe we’re getting a little bit more comfortable in being uncomfortable, and that’s how we keep on rolling the next 10 years.

IGN: On the topic of listening to the community, how much of a challenge is it to balance your team’s vision for Siege X with the wants, needs, and complaints of the players?

AK: It is a challenge, and it isn’t. Firstly, because this game’s been around for so long I think the DNA is very well understood by players, new and old actually. They know it’s a tactical game that has a lot of unique elements like destruction, like asymmetric attacker-defender characteristics. But it does mean that players do want to see change, and more of it more often, and that’s where we have to anticipate better, adapt even faster. And in a way, that’s sustainable, right? We are humans at the end of the day, the dev team is very human as well, and we want to encourage something that can last another 10 years and not only focus on the short term.

We want to encourage something that can last another 10 years.

IGN: What impact will Ubisoft’s creation of the Vantage Studios subsidiary have on you guys? How do you feel about it, and will it have any noticeable impact on the players?

AK: So when it comes to the player perspective, Vantage Studios is not player-facing so it won’t be anything that’s noticeable for players in the day-to-day or even long term. And even on the project we’re not seeing any major changes, the focus is still on making sure that Siege grows, that it’s invested in, and so that’s something that we can confirm today. And it means that again, we’re still very excited about the future. So it doesn’t actually change anything for us right now.

IGN: When Siege X launched in June, it surged on Steam to around 150,000 concurrent players. Now it appears to be hovering around 40,000. Is that sort of drop-off a concern?

AK: Firstly, the players coming to the game, especially like a record number of new players checking out Siege X? It’s always awesome and it’s exactly what we had hoped for. And then yeah, there’s always a bit of a tail afterwards, especially as the team was also kind of recovering from launching something as massive as Siege X. There are ebbs and flows, and a lot of it’s expected.

So for us, we’re really happy with the game. We’re happy with where it’s going. We have the Munich Majors in November where we’ll be sharing even more about where it’s going next. And again, excited to see players continue to join Siege and grow from there.

IGN: Is it a similar trend on consoles?

AK: Yeah, it is. PC and consoles share the same player habits that we see all the time.

IGN: At this stage, do you feel like switching to free-to-play was the right thing to do, or is it too soon to tell?

AK: For us, we’re seeing the benefits already. We have more new players joining the game than ever before since launch, and that’s exactly what we’d hoped for. We’re seeing a new generation of Siege players as well, which again is really great even as we try to balance the needs of new players and also veteran players. It is hitting the mark.

IGN: You’ve got so many characters and 10 years’ worth of lore built into the game now. Have you at least entertained the idea of a campaign mode? Rainbow Six Vegas had such an awesome co-op campaign.

AK: It’s absolutely part of the heritage and yes, it is something that our players ask about. All I can say right now is we’re still really focused on the PvP aspect. We have been playing around with storytelling within PvP, and we had an event called Assault on Hereford that players really loved, that did build on what our characters are doing, the tone of the game, and we will continue to explore that realm. But yeah, we have nothing to announce right now.

IGN: What’s your stance on the use of generative AI in games development, do you have plans to use it for Siege?

AK: If we just talk about AI at its core, it’s something we’ve always been using, like machine-learning, developing new tools not only for anti-cheat but for things like our AI bots, where they’re actually trained on our real player data. So these are all incredible tools that make us faster and more efficient. And so it’s not a new concept.

However, when it comes to generative AI, this is stuff that’s still really new and so we haven’t incorporated it into our pipeline of Siege.

When it comes to generative AI, this is stuff that’s still really new and so we haven’t incorporated it into our pipeline of Siege. 

IGN: What’s the fan response been like to the Dual Front mode? I know a lot of players were of the opinion that the District map was a bit too big at launch, are you reevaluating that?

AK: Yeah, there was a lot of feedback on the new mode especially when you’re comparing it to veterans and new players. We see new players really jumping in more often than veterans, which is great. It’s something that we hoped for. But there are still ways to improve it.

So we will be taking some time to make some bigger changes to the game mode that we’ll be really excited to share for Year 11 – Season One. So at the start of next year. We’ll keep on shaking things up and seeing if we can get more good feedback on it too.

It’s definitely something that we want to stand apart from core Siege. Core Siege is very much competitive. The main draw is Ranked where it has this kind of competitive progression. Dual Front is still the place where we want to give all of the sandbox ingredients that you have in Siege in a more free form so you can play around with all of it, mixing attackers and defenders, mixing different kinds of strategies to attack and defend too. That’s where it really shines. So making sure Dual Front is answering a clearly different need than Core is something that we’re focused on.

IGN: We’ve seen Star Wars Outlaws come to Nintendo Switch 2, and Assassin’s Creed Shadows is rumoured to be on its way too. Is Rainbow Six Siege 2 likely to be next?

AK: For us the focus will always be on the platforms we’re on right now, making sure that it’s the best experience and when we do new gameplay [that] it makes use of the platforms that we’re on. So right now, any new platform isn’t necessarily a focus for us. But again, we’re a live game, it’s 10 years. I learnt a long time ago to never say never, so we’ll see as platforms grow and new opportunities come up too.

IGN: Finally, do you have anything special planned for the 10-year anniversary?

AK: We’ve spoken a little bit about it and we’ll share even more at the Munich Majors, but our plan is absolutely to celebrate this major milestone with our players. We have a big event planned for in-game. We have rewards that we have planned for our players as well. So yeah, we’ll absolutely be taking advantage of this big moment and celebrating it with everyone.

IGN: Looking forward to seeing what you have in store. Thanks for your time.

AK: Thank you so much.

Tristan Ogilvie is a senior video editor at IGN’s Sydney office. He travelled to Bangkok as a guest of Gamescom Asia.

Pokémon Card Market Watch: Lost Origin is Going Through Some Mega Value Shifts This Week

Lost Origins saw reprints earlier this year, but now that they’ve dried up, we’re seeing the usual climbs in this Pokémon TCG: Sword and Shield expansion. What I didn’t expect was to see so many Trainer Gallery cards drop in value, but I think this is more of a market correction.

It was only at the beginning of the year that Gengar and Pikachu were in the pocket money binder at your local TCG and collectables stores, but those days are still a distant memory.

Crashers and Climbers: Lost Origin

With Pokémon Mania 2025 still going crazy, everyone is trying to grab new release sealed product at retail, which means it’s a great time to snag some overlooked cards from older sets before they climb up.

For example, I got most of the cards in today’s crasher section for around $5 each 12 months ago, so although they’re currently lowering in price, they’re still a great buy. Let’s get straight into it.

Pokémon Card Crashers

Gengar TG06/TG30 is a bit of a risk to play in-game, Netherworld Gate can bring it back from the dead without the need to evolve it, but you also get three damage counters. Screaming Circle can work out well then opponents have a full bench for one Psychic energy, but it’s still a risk that might not be worth taking. The artwork itself is fantastic, and it’s one of my favorite Gengar cards just for the bold colour and Gengar being fascinated by a washing line. This card has had a brutal crash from $56 to $38, but I see this as more of a correction.

Pikachu TG05/TG30 has the exact same charm, seeing it having a nap with the female trainer from Legends: Arceus. It’s such a sweet image and can see why this card is worth over $26. It’s come down from over $30, but I’m sure this will grow far past this point in the next 12 months. It’s really not worth including in your deck, but it’s a cracking pick for a trainers binder.

Gold and black cards never really did much for me personally, so I can see why the value of Mew VMAX TG30/TG30 has dipped from $26.04 to $21.42. But that’s besides the point, it’s still Mew and there’s plenty of people who need every Mew they can find in their collection, so this still isn’t bad.

Charizard TG03/TG30 is another card im suprised to be calling a crasher this week. It’s Charizard cuddling up with Champion Leon, which is a recipe for a banger card. We’re seeing a lot of Trainer Gallery cards go through a bit of a correction right now, but a 25% drop from $23.95 to $17.98 is a bit rough. I’d reccomend picking one up before it ticks back up.

Pikachu VMAX TG29/TG30 is matching that Mew energy. I pulled this from a booster earlier this year, and it’s a bit of an underwhelming card despite the rarity. It’s not dropped by much, only 9%, and it will probably climb in the next year or two, but black gold cards could have been so much cooler.

Pokémon Card Climbers

Giratina V 186/196 has gone through the roof and into the stratosphere over the last month. In September these we’re going for $570, but it’s now over $720, and I’m here for it. I’m yet to get my hands on one, but what an incredible work of art this card is. It illustrates the Distortion world perfectly.

It’s nice to see Aerodactyl card climbing up in value, especially it’s V Alt Art (180/196). It’s a gorgeous scene of it slying over a tropical area, with a shedload of detail and some lovely use of color. It’s easy to see why this card has been bumped from $129 to just over $180 in the space of a month.

Red and Pikachu, this is peak Pokémon generation one nostalgia at its finest. Showcasing Red checking out a map and Pikachu looking ready for a new adventure, there’s no reality where Pikachu V TG16/TG30 twouldn’t double in value in a month. At $99.07 right now, trainers would be wise to add this to their collection sooner rather than later.

Pikachu VMAX TG17/TG30 takes this nosgalia and kicks it up a gear into the Sword and Shield era of Pokémon with Pikachu Gigantamax form. The posture of Red ready for another challenge with chonky Pikachu just happy to be standing upright is a cracking scene. This card used to be $10-20 higher than Pikachu V, but is settling in the same ballpark at $96.

Rotom is a cool Pokémon and no one will tell me any different. I’d have one in my phone making it fly around every day of the week, and i’d love to have Rotom V 177/196 in my collection one day. It’s cheap and cheerful at $26, but it’s climbed up from $22 in a month, so I’d call that a low risk investment.

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.

Borderlands 4 Players Are Tearfully Waving Goodbye to Their Hard-Earned Legendary Loot as It Erupts From Bosses and Gets Trapped Out of Bounds

Borderlands 4 is a looter shooter that revolves around… loot. But what happens when you can’t get your hard-earned Legendary drop because it got trapped out of bounds or behind an invisible wall? Desperate Borderlands 4 players are running into that exact problem and are now pleading with developer Gearbox for a fix.

If you’ve played Borderlands 4 you’ll probably know the feeling. It’s the europhoria that comes from a Legendary drop among the confetti-like explosion of loot that erupts from a downed boss. This is something the Borderlands series has always done well, perhaps better, even, than any other looter shooter. When Gearbox chief Randy Pitchford recently said if more developers better understood why gamers love loot, then Borderlands would have “good competitors,” most agreed with him.

But if that Legendary flies off and lands out of bounds, the frustration is just as intense as the euphoria that proceeded it. Double the intensity if the Legendary spirals away after a particularly difficult boss fight.

This has been a problem with Borderlands 4 since launch, but it was exacerbated this week with the weekly endgame content reset, which rotated The Oppressor into this week’s Big Encore boss fight. The problem here is The Oppressor is a flying enemy (flying enemies in shooters are almost always more annoying to fight than any other), which means it darts about the sky, sometimes over areas the player can’t reach. And what happens when you land the killing shot as it’s in the air? The loot flies sometimes lands on a roof, behind an invisible wall just out of reach, or off the map entirely.

Players are, understandably, infuriated. “Do not waste your Eridium on this week’s Big Encore Boss Opressor unless you want to lose loot,” declared redditor PuzzleheadedDust8094. “If you value your Eridium and dislike getting screwed out of your items because Gearbox can’t seem to prevent your loot from flying outside of the arena or through walls, you absolutely should avoid fighting this boss UNTIL THEY FIX THIS.

“I have lost so much loot to bosses dropping stuff in places you can’t get to because it’s a giant death pit or because of bogus invisible walls. This week’s Big Encore boss might just be the biggest offender yet. I’ve lost (and I wish I was joking) 7 OUT OF 10 Big Encores worth of loot. That’s 700 hard earned Eridium down the drain.”

“I swear to god if they don’t fix The Oppressor loot issues (out of bounds or spread around the entire arena rather than where the boss is) and flying around for a full f***ing minute before you can even hit him, I may lose a bit of faith,” said StretchDizzy7792.

“Please QC your Big Encore picks. Two weeks in a row of bosses with issues (loot under floor on last weeks). It takes 15 minutes of farming the boss to realize if there’s an issue most people will experience.

“I hope to god they pushed back the patch to add a fix in for this.”

“Big Encore… 6 kills. 3 Legendary’s out of bounds. 0 Legendary’s in the lost loot box,” said S0LWAY. “Horse apples! Absolute horse apples!!”

That’s a reference to Borderlands 4’s Lost Loot Machine, which is supposed to be a backup for this very problem by scooping up lost loot and saving it for collection later. But it doesn’t seem to be working properly — at least, players believe it isn’t working properly — because it tends to favor low quality loot over rare loot and thus fills up, leaving no room for those prize guns.

“The Lost Loot Machine has to be broken,” said one disgruntled player. “There is no way it’s working correctly right now. I’ve only seen one purple and one blue item in it. The rest has always been white and green.”

“It’s supposed to replace gear with higher quality loot once full but it’s definitely not doing that,” said another. “I constantly leave behind blue gear and that thing should be littered with blues, but nope.”

For now, Borderlands 4 players are trying to help each other out by suggesting fixes for the problem, although there’s no consensus on what works and no guarantees, either. Some suggest saving and quitting as soon as the Legendary goes out of bounds, and then, upon loading back in, heading straight to the Lost Loot Machine. Maybe you’ll be lucky. Maybe not.

This week’s hotly anticipated patch — the one set to nerf “unintended interactions” such as the crit knife, was delayed to early next week. Some are hoping this ‘Day 30 Update’ will also sort out Borderlands 4’s lost Legendaries problem. In the meantime, there’s a new mod, on the Borderlands 4 NexusMods page, that some players are finding success with (this is only if you’re playing on PC, of course). It’s called Ground Loot Helpers and lets you teleport all the loot to your character. Now that’s a quality-of-life improvement I can get behind.

Unlike an invisible wall.

We’ve got plenty more on Borderlands 4. Last month, a Borderlands 4 dataminer unearthed evidence to suggest that one of the most hated characters from Borderlands 3 was cut and replaced relatively late in development. 2K Games and Gearbox declined to comment when contacted by IGN.

And IGN recently interviewed a Borderlands 4 player who spent 150 hours on over 3,000 boss kills to find out the game’s true drop rate.

If you are delving into Borderlands 4, don’t go without updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

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.

Over Half of You Are Picking Totodile as your Pokémon Legends: Z-A Starter

Who’s your starter Pokémon in Pokémon Legends: Z-A? Wait, wait, let me guess: is it Totodile?

Odds are, I was correct, at least based on a poll we’ve conducted surrounding the launch of Z-A yesterday. Our poll’s been up for 22 hours and has over 11,000 votes from IGN readers, and it reveals that of the three Z-A starter Pokémon, over half of IGN’s audience is picking Totodile over Tepig or Chikorita.

At the time this piece was written, water-type Totodile had 56% of the vote, with 24% choosing grass-type Chikorita, and only 20%, one-fifth of our readers, picking fire-type Tepig.

This might not be a shock to anyone, though, as Totodile has long been a fan-favorite. Just look at the bitey boy! Chikorita and Tepig have historically gone less-loved, and Tepig in particular is an outlier in this trio as both Totodile and Chikorita hail from Johto, while Tepig was a starter in Pokémon Black, White, Black 2, and White 2.

That said, while I personally went with Chikorita (having picked Totodile in Generation 2 every single time and wanting a change-up), I gotta say, Tepig by far has the best final Mega Evolution of the three. All members of this trio get new Mega Evolutions in Z-A, and while I won’t spoil them here, Meganium’s was rather disappointing and Feraligatr’s just looks weird. Emboar though? Looking awesome.

Don’t overthink it though. All three starters are perfectly viable for the entirety of Z-A’s campaign, and it’s very easy to catch all three Pokémon for your PokeDex once you hit the endgame, so you won’t be missing out.

You can learn more about the starter Pokémon and their evolutions in our Wiki guide if you’re still on the fence. Then check out our in-progress Pokémon Legends: Z-A Walkthrough, plus our Side Missions List to make sure you don’t miss anything. We’ve also got a Pokémon Legends: Z-A Pokedex, and most importantly, a guide to All Clothing Stores and Clothing in Pokémon Legends: Z-A so you can catch ’em all in style. And my review-in-progress of Pokémon Legends: Z-A is now live, if you want to check out my impressions of the first 24 hours, with a full review coming next week.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

The Biggest Magic: The Gathering Crashers and Climbers This Week – October 17

After a short hiatus, the Magic: The Gathering Crashers and Climbers are back – and there are some decent drops on Spider-Man cards that you may have on your radar.

There are some fun synergies popping off, too, leading to climbs for cards that came out when I was 8 years old – a poignant reminder that, like death and taxes, Magic is forever.

Let’s get into it.

MTG Crashers This Week

Now that the Spider-Man set is here, a lot of the pre-launch pricing has settled down and that means you can grab some fantastic cards on the (relative) cheap.

Gwenom, Remorseless is down to just $13 now, and is a 4/4 with deathtouch and lifelink who can play card from the top of your library. The fun thing is that you pay for those cards with life instead of mana, hence why that lifelink keyword is handy.

Next up in Spidey’s baddies, Norman Osborn/Green Goblin is a 1/1 that can’t be blocked, triggering Connive and giving him the potential to climb in power. Pay the mana cost, and he turns into Green Goblin, able to cheapen spells from the graveyard that you discarded through Connive. He’s $15 now.

Anti-Venom, Horrifying Healer we’ve already touched on, and he’s now $12 or so. I’m personally planning to pick him up once we get to around the $10 mark I think.

Next up, the meme-worthy Imposter Syndrome has levelled out at around $10. It lets you create a non-legendary copy of a creature that attacked.

Finally, if you wanted to build a five-color Spider-Verse deck, Cosmic Spider-Man is just $10 now. He’s got a ton of keywords that he transfers to other Spider Hero characters, and makes an ideal Commander for anyone looking to drop a ton of them into the same deck

MTG Climbers This Week

Number one on our climbers this week is Mortuary, a card that’s 27 years old and basically bounces creatures from your graveyard straight to the top of your library.

It’s simple enough, and it’s been a few dollars at most. Now, TCGPlayer has it climbing to around $30 thanks to the emergence of Gwenom, Remorseless, which can pay life to cast cards from the top of your library.

Next up, when is a Turtle Ninja not a Ninja Turtle? When it’s Taeko, the Patient Avalanche, of course. Nothing to do with the upcoming TMNT set, this card enters tapped and powers up as cards leave the battlefield without dying. It’s reached $15, having been around $5 just a week or two ago. Turtle power, indeed.

Next up, Attunement came out in 1998 and works very nicely for turning Norman Osborn into Green Goblin and causing chaos. Did the designers in 1998 ever anticipate that sentence? It’s unlikely, but the card is up to $11 right now.

Goryo’s Vengeance is a nice bit of graveyard recursion that gets you flinging a big nasty from the graveyard back for one last hurrah, all for just two mana. It’s up to $15.

Entangler is a very fun one. It pairs with Anti-Venom, Horrifying Healer (more from him shortly), allowing him to block multiple creatures at once. That’s particularly useful given he ends up negating that damage and powering up with counters in return. After being under a dollar, Entangler is now reaching closer to $10.

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.

In Japan, Pokémon Legends: Z-A Discusses Pikachu Pooping, Though The Game’s English Translation Simply References ‘Tummy Troubles’

Japanese fans playing Pokémon Legends Z-A have spotted a rare mention of Pikachu pooping. However, the game’s English-language translation adjusts the dialogue — and instead simply references Pikachu experiencing “tummy troubles.”

According to Automaton, “Pikachu’s Poop” briefly trended on X for some Japanese users after the discovery of a Lumiose City NPC who mentions that their Pokémon is unwell. “Pikachu’s pooping more than usual, I’m worried,” the character reportedly says.

There’s no follow-up dialogue, leaving players without any further detail on Pikachu’s bowel habits. Nevertheless, the mention is notable, based on how infrequently Pokémon actually references the creatures’ need to poop at all.

The Pokémon series has occaisonally mentioned Pokémon droppings, suggesting that some species’ poop makes for good fertilizer (Diglett), while other species’ poop can be dangerously explosive (Turtonator). A particular favorite Pokédex of mine mentions the Fire-type creature Darumaka, whose “droppings are hot so people used to put them in their clothes to keep themselves warm.” Lovely.

Back to Pikachu, though, and Pokémon Legends: Z-A’s English translation of the above scene. As seen by IGN, the explicit mention of poop has been replaced with the following dialogue: “My Pikachu’s been having tummy troubles recently. I’m worried…”

The English dialogue feels something of a santized take on the game’s original script, though in keeping with a franchise about wild creatures that tries to skirt around some of the less family-friendly aspects of their lives whenever possible. Breeding, death and Pokémon eating other Pokémon as food are all canon within the franchise — though it’s increasingly rare to hear these elements referenced in the series’ games or anime.

Earlier today, IGN reported on a viral post discussing whether Pokémon can eat food meant for humans without getting some serious indigestion, sparked by the ability to take in-game photos of your character with their Pokémon hanging out in cafes. And for news on leaks of a different kind, we brought you the latest on this week’s spread of information pertaining to unannounced Pokémon projects — much of which has now been scrubbed from social media due to copyright notices.

If you have already picked up Pokémon Legends Z-A and are wondering which initial Pokémon to pick, see our tips for choosing from the game’s three starters. If you’re jumping into Pokemon Legends Z-A, choose your Starter Pokemon, then check out our in-progress Pokemon Legends: Z-A Walkthrough, plus our Side Missions List to make sure you don’t miss anything. We’ve also got a Pokemon Legends: Z-A Pokedex, and most importantly, a guide to All Clothing Stores and Clothing in Pokemon Legends: Z-A so you can catch ’em all in style.

There’s also IGN’s Pokémon Legends: Z-A review-in-progress, which shares some early thoughts. Our full review comes out next week.

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

Hallmark’s New Decayed Master Sword Zelda Christmas Ornament is Now Up for Preorder

Just when you thought Hallmark’s 2025 Christmas ornament lineup couldn’t get any better, it pulls this out of its festive stockings.

Halo 3’s 2025 ornament is certainly fantastic, and another immensely popular decoration from Hallmark.

But, The Legend of Zelda: Tears of the Kingdom “Decayed Master Sword” ornament just might take its place as a frontrunner on many of our trees this year.

Releasing on the same day as many of the other new ornaments, October 20, the Zelda ornament is up for preorder now and costs $31.99.

That’s a tiny bit more expensive than some of the other new ornaments available, such as the Halo 3 Master Chief, or that Xbox 360 which plays the Halo theme, but still well worth considering for gamers who love to get festive.

The increased cost may be down to the material used and its larger size, as it’s a metal ornament with a hanger attachment that makes it stable when hanging on the tree. Size-wise, it comes in at approximately 5.5in height, 2.25in width, and 0.75in depth.

The Master Sword isn’t the only Nintendo-themed ornament going this year either, with the dedicated Hallmark Nintendo collection expanded earlier this year.

That included a handful of great new additions like Link, Elephant Mario from Super Mario Bros. Wonder, Venusaur, and an adorable Winter-themed Rowlet.

These don’t light up or make sound like the Star Wars holo-chess diorama, so the prices are much more tolerable.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

Stellar Blade On PS5 Is Down To Its Black Friday Price Right Now at Amazon

One of last year’s most highly anticipated action titles, Stellar Blade, has seen a price cut at Amazon.

The game has landed within 2 cents of its previous lowest price at the retailer, bringing the character action title from Shift Up down to $49.99 from its $69.99 MSRP – a drop of 28%.

Save On Stellar Blade at Amazon Right Now

Stellar Blade puts players in the shoes of EVE, tasked with saving humanity from the Naytiba through fast, flashy combat that constantly evolves as she levels up and faces ever more challenging foes.

It looks incredible, too, whether you’re on a base PlayStation 5 or the PlayStation 5 Pro, with lightning-fast loading times.

The game previously dropped to around $50 around Black Friday 2024, but it’s worth noting that with another Holiday season on the horizon, there’s every chance it could drop further.

Our reviewer Mitchell Saltzman gave the game 7 out of 10 in his review, saying “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”

In the months since, the game got an improved Photo Mode in patch 1.3.0, and has come to PC, which pushed the game past the 3 million sold mark.

A sequel, unsurprisingly titled Stellar Blade 2, is in development and slated to arrive before 2027.

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.

Sony Blasts Tencent’s ‘Knock-off Horizon’ Lawsuit Response As ‘Nonsense,’ Insists ‘Damage Is Done’ And Calls For Injunction

Sony has asked the courts for a preliminary injunction against Light of Motiram maker Tencent to stop the Chinese megacorp from commencing pre-release promotion of the upcoming adventure game, filing its opposition to Tencent’s motion to dismiss the high-profile copyright lawsuit.

It comes after Sony accused Tencent of developing a “knock-off game [of Horizon Zero Dawn] so blatant that the public loudly decried the obvious and pervasive copying of Horizon’s protected elements,” claiming the release of Light of Motiram “jeopardizes Horizon’s continued success, including current expansion plans for the franchise.”

Sony claimed Tencent’s upcoming game Light of Motiram was nothing more than a “slavish clone” of Horizon Zero Dawn, and filed a copyright lawsuit in a California court at the end of July, outlining numerous similarities and comparing various marketing screenshots from both games, as well as their descriptions. As we explained at the time, just like Horizon, Light of Motiram takes place in a post-apocalyptic world overrun by giant robot dinosaurs who roam large, natural environments such as tropical forests, deserts, and snowy mountains. Both games even feature red-haired women protagonists that wear very similar outfits and styles, and devices similar to Aloy’s “Focus” earpiece.

Just days after Sony filed its lawsuit alleging the upcoming game was a “slavish clone” of Horizon, Tencent quietly updated its Light of Motiram Steam page and swapped out a number of screenshots, including its cover image, before responding to Sony’s lawsuit by claiming it was only making use of “well-trodden” tropes and suggesting the PlayStation maker’s own game was too similar to Enslaved: Odyssey to the West.

Tencent then hit back by describing Sony’s lawsuit an overreach, highlighting other game franchises with similar elements to Horizon Zero Dawn such as The Legend of Zelda and Far Cry. It was “startling,” Tencent said, that Sony was now attempting to claim Horizon’s concept was original, rather than an idea based on “ubiquitous genre ingredients.”

Now, as reported by The Game Post, Sony has dismissed Tencent’s response as “nonsense,” insisting “the damage is done – and it continues” and accusing the Chinese company of trying to minimize its involvement by using “shell” entities even though the Chinese firm remains “at the helm.”

“The copying was so egregious that numerous journalists and Horizon fans called Light of Motiram ‘a major Horizon rip off,’ ‘an obvious knock off,’ a ‘copycat’ with a main character that ‘resembles Aloy to a tee,’ and ‘extremely similar to Horizon Zero Dawn’,” Sony wrote.

That’s not all, though. As spotted by Games Fray, Sony has also filed for a preliminary injunction in a bid to prevent Tencent from using a red-haired character in Light of Motiram, as well as other visuals or storyline elements close to that of the Horizon franchise. It hopes for the injunction to be enacted by the end of the year.

Tencent, however, maintains that with a scheduled release date on Q4 2027, Sony “cannot possibly hope to demonstrate the ‘immediate threatened injury’ that is the prerequisite of a preliminary injunction” given the game is so far from release. It attached declarations from a number of key stakeholders, including Guerrilla’s head of music, Lucas van Tol, and artist Jan-Bart Van Beet who both claim they were “shocked” when they saw Light of Motiram, with Van Beet writing: “Tencent’s promotional material presents a visual setting almost identical to SIE’s Horizon promotional material.”

“After spending over a decade creating and developing the Horizon franchise, it was disappointing to see our work copied to such a significant extent,” he wrote. “Instead of spending the years and money that we invested into creating the Horizon world, Light of Motiram simply copied it, sidestepping the investment we made — and significant risk we took — in developing Horizon.”

He continued: “There is an even greater risk of harm to the Horizon franchise if Light of Motiram, once released, does not have the same high quality as the Horizon games. The confusion caused by Light of Motiram promotions has already interfered with our existing Horizon development strategy, as there is a risk that future expansion could be incorrectly interpreted as copying Light of Motiram.”

Van Tol wrote: “I have reviewed the music and sounds in Light of Motiram’s promotional materials. I found striking similarities between their promotional trailer and the Horizon music. Light of Motiram’s promotional materials contain the same core features of the Horizon sound, including the pillars, instrumentation, intimacy of the lead female voice, melodic composition, and rhythm, creating a similar overall feel.”

The case continues.

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.