Every Final Fantasy Game on the Nintendo Switch in 2025

For most of the 21st century, the Final Fantasy games were PlayStation exclusives. But when you have a series that’s consistently gotten new games for almost 40 years, you have to think about how younger generations will be able to play them. That, and, of course, thinking about your bottom line, has led every publisher to lean more and more into multiplatform releases. On top of PC ports, Square Enix has released a decent amount of remasters and special editions of the Final Fantasy series specifically for Nintendo’s handheld.

The Final Fantasy games hitting Switch isn’t entirely unprecedented. The connection between Final Fantasy and Nintendo dates back to the series’ infancy, when the first game debuted on Nintendo’s Famicom system in 1987. In fact, the first six mainline Final Fantasy games debuted on Nintendo platforms before Square Enix jumped to PlayStation as the series’ primary platform with Final Fantasy 7.

With Final Fantasy VII: Rebirth’s PC launch and a solid Magic: The Gathering expansion bringing Final Fantasy back into the spotlight in 2025, plenty of people are hoping to dive into the series for the first time. Below we’ve compiled a complete list of Final Fantasy games available on Switch, for those looking to discover or revisit the beloved JRPG series on Nintendo’s latest console.

How Many Final Fantasy Games Are Available on Switch?

There are 20 Final Fantasy games you can play on the Switch — 12 mainline games, one prequel, and seven spinoffs. These games have been split into two sections below: mainline games (ordered by original release date) and other games (ordered by Switch release date).

Every Mainline Final Fantasy Game on Switch

Final Fantasy 1–6 Pixel Remaster

The first six Final Fantasy games are all available on Switch as part of Square Enix’s Pixel Remaster collection. Each game has been overhauled with new graphics, rearranged soundtracks, updated UIs, and new galleries for players to explore the creatures, illustrations, and music from all six games. If you’re interested in diving into the original Final Fantasy experience, this is the best way to do it.

The Pixel Remasters are available individually ($12–18 USD/each) or as part of the six-game Final Fantasy I–VI bundle ($75 USD). If you’re looking at the games individually, I’d recommend FF6, as it has one of the more immersive storylines.

Final Fantasy 7

One of the series’ most beloved games, Final Fantasy VII, is also available on Switch. This is not a remastered version of the game but rather a port of the 1997 original with three extra features: a 3x speed mode, the ability to turn battle encounters off, and a battle enhancement mode to make encounters easier. While the newer remasters, Remake and Rebirth, introduce modern action RPG mechanics to Cloud Strife’s battle against Sephiroth, the Switch edition of FFVII is one of the best opportunities to experience what made the original PlayStation game so impactful.

Final Fantasy 8 Remastered

The series’ next entry is also available on Switch as Final Fantasy VIII Remastered. This updated version was released in 2019, 20 years after FF8 originally debuted on PlayStation. Additions to the remastered version include a 3x speed mode, the ability to turn off random encounters, and battle assist options to lessen the difficulty of combat.

Final Fantasy 9

Final Fantasy IX on Switch, like FFVII before it, is a port of the original RPG, which, despite not being quite as “famous” as Final Fantasy VII, is considered to have one of the best storylines in the series. The Switch version includes a few extras compared to the 2000 original, including high-speed and no-encounter modes, an autosave feature, and HD cutscenes and character models.

Final Fantasy X/X-2 HD Remaster

Final Fantasy X/X-2 HD Remaster is a bundle of Final Fantasy X and its sequel X-2 (the series’ first-ever direct sequel). The two games feature over 100 hours of RPG content, according to IGN sister site How Long to Beat, and include upgraded graphics and reworked audio (with the ability to switch back and forth between the new and original sounds).

Final Fantasy XII: The Zodiac Age

Skipping the now-shuttered MMORPG Final Fantasy XI, the series’ next mainline game available on Switch is Final Fantasy XII The Zodiac Age. The Zodiac Age, a remaster of the 2006 original, features HD graphics and a re-recorded soundtrack, as well as the Zodiac Job System, an increased battle tempo, an optional high-speed mode, and autosave functionality.

Final Fantasy 15 Pocket Edition HD

Final Fantasy XIII and XIV: Online are not available on Switch, which brings us to Final Fantasy XV Pocket Edition HD. It’s the latest mainline game available on the platform, as FFXVI is still only available on PS5 and PC.

Final Fantasy 15 Pocket Edition HD is an abridged version of the original game with cartoonish character models, simplified combat, a reduced skill tree, and fewer side quests. Pocket Edition HD does, however, retain the full FFXV story, boys on the road and all.

Other Final Fantasy Games on Switch

World of Final Fantasy Maxima (2018)

World of Final Fantasy Maxima, co-developed by Square Enix and prolific Japanese developer Tose, came to Switch with new content and the subtitle ‘Maxima’ two years after it was first released on PS4 and Vita. It’s an accessible RPG aimed at younger audiences that combines the series’ Active Time Battle system with the ability to capture Mirages (i.e., creatures) to use in battle.

Chocobo’s Mystery Dungeon: Every Buddy! (2019)

Chocobo’s Mystery Dungeon: Every Buddy! is a remastered version of the 2007 Wii game Final Fantasy Fables: Chocobo’s Dungeon. This Final Fantasy spinoff is a turn-based RPG with randomly generated dungeons and a buddy system that allows players to bring other creatures or characters along for the dungeon-crawling chaos.

Collection of Mana (2019)

This collection of three Mana games is on this list due to its inclusion of the 1991 Game Boy game Final Fantasy Adventure. Despite beginning as a Final Fantasy spinoff, the Mana series dropped those ties with the release of its second game, Secret of Mana, and has since remained an independent franchise.

Final Fantasy Crystal Chronicles Remastered Edition (2020)

Final Fantasy Crystal Chronicles Remastered Edition is an enhanced version of the 2004 RPG/dungeon crawler originally released for GameCube. Crystal Chronicles for Switch features a cute aesthetic, online co-op, and the addition of English voiceover for the first time. It’s a graphical improvement upon the original that also added new areas, monsters, weapons, and a higher-difficulty option.

Collection of SaGa Final Fantasy Legend (2020)

Collection of SaGa Final Fantasy Legend compiles three Game Boy games: Final Fantasy Legend I–III. We’ve included these games in service to creating a comprehensive list, though these are only Final Fantasy games in name; the SaGa games belong to an independent franchise of RPGs inspired by but not necessarily connected to Final Fantasy. The first three SaGa games were given the Final Fantasy name to capitalize on the brand recognition with western audiences.

The collection adds a high-speed mode and Switch-specific enhancements like adjustable screen magnification and the ability to play with your Switch oriented vertically (when in handheld mode, with Joy-Cons detached).

Crisis Core –Final Fantasy VII– Reunion (2022)

A prequel to Final Fantasy VII, Crisis Core –Final Fantasy VII– Reunion is a remastered version of the 2007 PSP RPG. The game stars a young warrior named Zack Fair, whose connection to Cloud and FFVII is revealed throughout the story. Reunion features remastered graphics, new character and background models, fully voiced dialogue, a newly arranged soundtrack, and a refined battle system.

Theatrhythm Final Bar Line (2023)

A rhythm game that celebrates the music of Final Fantasy, Theatrhythm Final Bar Line launched with 385 tracks from across the Final Fantasy series, though that has since grown to include music from other Square franchises for a total of 505 tracks. The Final Fantasy music pulls from 46 games, according to Squre, including FFI–XV. Theatrhythm Final Bar Line features over 100 characters and online multiplayer support for up to 8 players.

Chocobo GP (2023)

Chocobo GP is a Final Fantasy-themed kart racer developed by Arika (Tetris 99). While there are better kart racers available on Switch, Chocobo GP is a fun respite from the more involved RPGs that make up the majority of the Final Fantasy franchise. Like other kart racers, it features time challenges, tournament-style races, and options for multiplayer racing.

Upcoming Final Fantasy Games on Nintendo Switch

The most recent mainline Final Fantasy release is Final Fantasy XVI, which has yet to see any variant or equivalent release on Switch. We probably won’t see a new mainline FF game on PlayStation or Switch anytime soon, as Square Enix’s current focus is its three-part remake of Final Fantasy VII. Final Fantasy VII Remake was released on PS4 in 2020, followed by Final Fantasy VII Rebirth on PS5 in 2024, and both have since made their way to PC.

As some of the biggest Final Fantasy games of this generation, the big question is whether we’ll see either of these massive remakes on the Switch. While unlikely on the current Switch console, Final Fantasy VII Remake and Rebirth are rumored to be part of the Switch 2 launch, which we’ll be hearing more about at a Nintendo Direct in April.

Jordan covers games, shows, and movies as a freelance writer for IGN.

Blades of Fire: The First Preview

When I sat down to play developer MercurySteam’s latest project, Blades of Fire, I expected something of a return to the studio’s Castlevania: Lords of Shadow games, updated with the modern stylings of God of War. An hour later I thought I was playing a Soulslike, albeit one where all the stats were in my weapons rather than an RPG character sheet. By the end of the three-hour hands-on session, I realised both of those observations were simultaneously true and false: this is a game that is unmistakably built on well-worn ground, but the unique arrangement of both its borrowed components and new ideas results in a fresh and interesting approach to the action-adventure genre.

While it’s not exactly a clone of Sony Santa Monica’s work, you’d be forgiven for assuming as much at first glance. With its dark fantasy world, heavy-hitting strikes, and third-person camera that stays close to the action, Blades of Fire has much in common with the Norse era of Kratos’ journey. There are certainly even more parallels that I could talk of: across a demo that took place during the game’s opening hours, I explored a twisty, treasure chest-laden map with the aid of a young companion who helped solve puzzles. Together we sought out a woman of the wilds who lived in a house mounted atop a giant creature. It can sometimes feel a bit too familiar, especially when you also factor in the many elements pilfered from FromSoftware’s library, including anvil-shaped checkpoints that, when rested at, both refill your limited health potions and respawn enemies.

All of this familiarity is filtered through a world that has an air of 1980s fantasy about it. You can imagine Conan the Barbarian easily blending in among its incredibly buff soldiers, while a bunch of orangutan-like enemies bouncing around on bamboo pogo sticks wouldn’t look out of place in Jim Henson’s Labyrinth. Even the story has a retro vibe; an evil queen has turned steel into stone, and it’s up to you – Aran de Lira, essentially a blacksmith demigod – to kill her and restore the world’s metal. Despite these old-school charms, though, at this stage I’m doubtful the story, characters, or writing will prove that compelling – it’s all incredibly video game-y, akin to the many forgotten stories of the Xbox 360 era.

Like many of those games of yore, Blades of Fire’s best accomplishments appear to be mechanical. It boasts a combat system rooted in directional attacks that makes use of every face button on the controller. On a PlayStation pad, tapping triangle aims for the head, cross goes for the torso, while square and circle swipe left and right respectively. Through careful reading of an enemy’s stance you can use these attacks to break through defences. A soldier holding up a blade to protect their face, for instance, can be overcome by aiming low and skewering through their gut. The impact is wonderfully squelchy, with thick trails of blood erupting from the wounds you inflict.

There are occasions when this system really shines. The demo’s first major boss, a slobbering troll, had a second health bar that could only be chipped away after dismembering the beast. The limb that’s lopped off is dictated by your angle of attack, so I could use my right-hand strike to detach its club-swinging left arm, quite literally disarming my foe. Even better: you can cut the troll’s entire face off, leaving it blind and aimlessly flailing until it can regrow its eyes and continue the fight.

Compared to most games, your weapons demand a huge amount of attention.

Interesting wrinkles like this can be found in many of the combat staples. Rather than automatically regenerate, your attack and dodge-fuelling stamina gauge must be manually restored by holding the block button. But despite these new ideas providing Blades of Fire’s combat with a distinctly different edge, the general tone of battle is undeniably Soulsian. Attack pattern recognition and slender dodge/block/parry windows are very much the name of the game here, and there’s the same sense of risk and reward – even if the punishment isn’t quite as severe. It’s enough to trick your brain into reaching for FromSoft muscle memory, but that sadly won’t save you here: the directional attack system demands a very different control map, the safety of blocking repositioned to the left trigger.

After rewiring my brain to remember that none of the face buttons can be used to dodge, things began to click. The unique approaches gradually took centre stage over the Souls of it all, and I soon found the combat to be refreshingly different. Core damage dealing is elevated by a smart weapon system that allows you to wield your bladed armaments with different stances, either slashing with the sharp edge or thrusting with the pointed tip. As with the directional system, you’ll need to assess your enemy (as well as some useful HUD prompts) to determine which method is most effective.

If the title didn’t give it away, your weapons are the very heart of Blades of Fire. And compared to most games, they demand a huge amount of attention. Edged weapons dull with repeated use, meaning each successive strike deals a minuscule less damage than the last. That all adds up over time, so you’ll need to use a sharpening stone to replenish your weapon’s blade. That, or switch to a different stance; the edge and the tip wear down independent of each other, which contributes to the sense that these are tangible items affected by your fighting style.

As with Monster Hunter, you’ll learn to make space to sharpen your sword mid-fight. But every weapon has a durability meter that continually depletes, no matter how well you care for it. When your weapon inevitably shatters, you can repair it at an anvil checkpoint. Or you can melt it down into its raw materials to begin crafting anew in what is undoubtedly Blades of Fire’s most significant and distinguishing innovation: the forge.

With your weapon design complete, you must then physically hammer out the metal on an anvil.

To say MercurySteam has created an extensive weapon crafting system is an understatement. Rather than find new armaments in the world, every weapon’s life begins here in the forge. It starts with the choice of a basic weapon template, which Aran sketches out on a chalkboard. From here you tweak and modify. For instance, when designing a spear, I adjusted both the length of the pole and the shape of the spearhead. Each decision is reflected in the weapon’s stats; a longer pole increases the spear’s range, while the shape of the head dictates if it’s more proficient at slashing or piercing. Different materials affect weight and that in turn changes the weapon’s demands on your stamina pool. All this lends the sense that you are genuinely crafting your weapon. You even get to name your creation.

Most crafting systems would end there. In Blades of Fire, this is only the halfway point. With your design complete, you must then physically hammer out the metal on an anvil. This is achieved via a remarkably involved minigame in which you control the length, force, and angle of every hammer strike. A curved line across the screen represents the ultimate ideal, and with each blow of the hammer you attempt to arrange a series of vertical bars, akin to a graphic equalizer, to match the shape of that curved line. Overworking the steel will result in a weaker weapon, so the aim is to recreate that line in as few strikes as possible. Your efforts are rewarded with a star rating; the more stars you attain, the more often you can repair your creation before it permanently breaks and is lost forever.

I really love the idea of the forge and how it introduces a skill element to what is typically a menu-driven system. But even after several sessions at the anvil, I found the minigame frustratingly obtuse. There didn’t seem to be a clear connection between the areas that I struck and the resulting shape of the metal. Hopefully some improvements, or simply a better tutorial, are implemented before launch – it would be a shame for Blades of Fire’s most interesting feature to be marred by irritation.

The idea at the heart of the forge is something that goes way beyond the boundaries of a three-hour demo session. MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey – a journey the developer claims will be “no less than 60-70 hours.” As you explore the world and find new metals, you’ll be able to reforge your trusted swords, axes, hammers, and spears to enhance their properties, ensuring they’re always suitable for new and more difficult challenges. This relationship between you and your armaments is emphasised by the death system; upon defeat you drop the weapon you were using and respawn without it.

It’s another mechanic inspired by Dark Souls, but built on a different, arguably more meaningful bond: lost souls can always be replenished with more killing, but a brilliant sword you’ve built a connection with is irreplaceable. Luckily your dropped weapons will remain in the world permanently, so your only challenge is to find a way to recover what you lost. I look forward to seeing how this plays out over the entire campaign, and if any kind of backtracking will reunite you with weapons from a dozen hours ago that you can reforge and rekindle your relationship with.

It’s unsurprising to see MercurySteam adopt multiple ideas from Dark Souls and its siblings. That’s partly due to FromSoftware’s seemingly irreversible impact on action games, but also because Blades of Fire is something of a spiritual successor to Blade of Darkness: a relic of the early 2000s, it was developed by MercurySteam’s founding members and is considered (by its cult following, at least) to be a precursor to the Souls series. In many ways, those developers are simply picking up from where they left off, implementing the advancements made by other studios during their time away from the genre.

As I played, I could feel the gravitational pull of all of MercurySteam’s apparent influences – the brutal combat of this project’s decades-old predecessor, the innovations of FromSoft, and the world design of God of War. But as much as those ideas are clear to see, they fall short of defining the studio’s latest work. Rather than craft a Soulslike or a God of War-like, those firmly established systems have been reinterpreted as part of a larger canvas of ideas. Blades of Fire has a recipe of its own that successfully distances it from any of its obvious gaming touchstones.

I do have some misgivings – I’m unsure if this fairly generic dark fantasy world is up to the challenge of supporting a 60 hour adventure, and within three hours I’d fought the same gatekeeping miniboss three times, which makes me question the variety on offer. But the demonstrated depth of relationship between your forged blades and the foes you face has me totally intrigued. In a time when complex and, frankly, obtuse games like Elden Ring and Monster Hunter have become mainstream hits, I think Blades of Fire has the potential to contribute something fascinating to the scene.

Matt Purslow is IGN’s Senior Features Editor.

I Went Mad and Killed Everyone in Atomfall

Join me on a violent journey through the English countryside, AKA: 90 minutes with Atomfall, the new survival-action game from Sniper Elite developer, Rebellion. I recently visited a pub in North London to have a pint and some hands-on playtime, and came away intrigued by Atomfall’s open-ended approach to mission design and eerie tone. I also may have lost my mind and decided to attack everyone I saw, including an old lady who likely didn’t deserve it, with a cricket bat. Let me explain why.

Every NPC in Atomfall can be killed, from the lowliest grunt to the most important quest-giver. As I sit down to start the demo, I decide that my mission is to test that design. I’ll admit that my approach is inelegant; barely two minutes into my exploration of this digital Cumbria, I clumsily activate a tripwire alarm that results in me having to end the lives of three alerted guards. I do so with the blunt face of a cricket bat, a hefty chunk of wood that’s Christened as my murder partner with a liberal splash of claret.

I later loot a bow and arrow, and being the glutton for archery in games that I am, I quickly equip it. Now I’m set for long and short-range encounters, and so can let Mr. Cricket Bat take a well-earned rest. Nearby, I spot a hulking wicker man, towering over me and waiting to be set alight. I’m not going near that. I’ve seen how that story ends. Sights like this nod to the folk horror undertones that serve as the bedrock for this region of Atomfall’s segmented world, which is made up of multiple “open zones”. It generates a convincingly uneasy atmosphere that only feeds into the larger mystery I’m trying to crack: what exactly happened here in this sleepy, now irradiated corner of England?

My thoughts about such a mystery are interrupted by a rabble of druids, who presumably have something to do with that wicker man. They prove the perfect range finders for my newly-acquired bow. One. Two. Three. They all fall down. “I’M ROBIN BLOODY HOOD”, my brain shouts to itself, before I snap out of it and back into my London pub surroundings. I haven’t had a drink yet, I promise. It’s only 10am.

The bow feels good to fire. But I’m more interested in Atomfall’s smart approach to stamina. A traditional depleting and regenerating bar is nowhere to be found, instead replaced by a heart rate monitor that increases the more you perform physically taxing actions. Sprinting for an extended period will push you well over 140 bpm, for example, making it harder for you to aim steadily and accurately if you suddenly have to stop and fight. Later, I find a Bow Mastery skill manual that unlocks a perk that negates the impact a heightened heartbeat has on drawing the bowstring back. It’s not exactly the most exciting perk, and a browse through the menus suggests Atomfall doesn’t boast the most complex skill tree suite. However, it does seem malleable enough to tailor your character’s skills to a gameplay style of your choosing if, for example, you’d prefer to specialise in stealth over gunplay.

With my only achievement so far being a bunch of dead druids, you may rightfully be wondering what my overall goal is here. And, to an extent, so was I. Aimless exploration of the Casterfall Woods region had yet to unearth anything significant, so I follow my only quest lead: a note pointing me in the direction of a herbalist, Mother Jago, who lives near an old mine. Along the way I spot allusions to the greater story at play, as a shimmering, oily swirl of blues and purples hovers over a power plant – the apparent cause of Britain’s descent into the post-apocalypse. Nearby, a phone box rings and a creepy voice warns me to stay out of the woods. It’s too late for that, but thanks for the call anyway.

The path is littered with similar small environmental story touches, such as an old boathouse rigged with an unsettling alarm system, the words “get lost” painted across it – a warning the nearby mound of skulls and bones seemingly didn’t heed. There’s an enjoyably uneasy vibe around every corner of Atomfall, with sleepy, leafy forests giving way to creepy zones of terror. Plenty of Fallout comparisons have been made ever since its reveal, but I think Stalker and its recent sequel is a far more apt touchstone, both in terms of tone and game design.

Reminds me of classic point-and-click adventures in the way you’re encouraged to explore every corner of conversation in search of a hint.

Following another druid massacre in which I butcher them and loot their garden center home for herbs (a quick-thyme event, if you will) I meet Mother Jago at her quaint allotment retreat. Dressed in a plum-coloured coat and animal skull and rose-laden hat, she resembles Angela Lansbury if she’d got big into black magic aromatherapy instead of crime solving. But my hopes that she could make Atomfall’s opaque mystery any clearer are immediately dashed – she gives only vague answers to my questions, despite exhausting every dialogue option as I dig for clues as to where to go next. This reminds me of classic point-and-click adventures in the way you’re encouraged to explore every corner of conversation in search of a hint. Eventually, a door is opened: Jago offers what she promises to be valuable information in exchange for the safe return of her herbalism book. A book that is, of course, not in a library, but held hostage at the druids’ fortified castle. So, with a new lead in my notebook, I traipse back across the map in search of recipes and the druid blood protecting it.

Atomfall’s freeform design means I’m able to approach from any angle, and so I decide to attack the castle from the side. As I make my way there I encounter a druid patrol near an abandoned petrol station. The surely soon-to-be-considered historic Battle of the Forecourt kicks off as I lob my only grenade into the middle of them. The enemy AI isn’t the most reactive, rarely darting for cover or really engaging in any evasive maneuvers, but the satisfying eruption of blood and bits of bone does alert a couple of archers from further down the road. I put a halt to their advance with a nail bomb and then proceed to slalom their arrows, quickly closing the distance so that I can snap one’s neck before getting my trusty bat out for another round of head-smashing. There’s definitely fun to be had playing around with these enemies, but from the small sample I’ve had so far, I wouldn’t go into Atomfall looking for top-tier combat. Instead, it seems wise to treat enemy encounters more like a fun sideshow to the main event of discovering the world’s secrets.

After sniping a couple of axe-wielding brutes I make it inside the castle’s outer walls. There I stumble across a locked hut. A note printed with a set of map coordinates pinned to its door suggests that the keys are far away to the southeast. Atomfall doesn’t believe in objective markers, instead leaving it up to you to study your map and place down markers on points of interest yourself. Could this locked hut be where the book is hidden? Do I need to go on a quest for this key? My hunch tells me no, and I instead walk up to the central keep’s big front doors.

Once inside, I find a few more druids to club, but no sign of the book. I hunt around its dank hallways, finding nothing but cloth and alcohol to craft healing bandages with. I spend a good ten minutes searching every corner, but no luck. It’s a further example of Atomfall’s obtuse approach to mission design. You won’t have your hand held here, and the book won’t glow gold with a big “pick me up” sign attached. While it can lead to moments of frustration, I find myself ultimately encouraged by Rebellion’s approach to make something that challenges the player and sticks stubbornly to its explorative, almost detective-like vision.

I find myself ultimately encouraged by Rebellion’s approach to make something that challenges the player.

So, with the book nowhere in sight, I decide to follow the paper trail and head to those map coordinates in search of the keys I previously read about. Perhaps this would unlock my path forward? The coordinates lead me into the den of a poison plant monster… thing that seems to boil my brain if I spend too long near it. Rifle bullets make minimal impact, and there’s little I can do to prevent my quick death. I reload my save and use my Skyrim bunny-hopping muscle memory to bypass the beast, leaping down a rock face to collect the keys from one of the creature’s earlier victims. I head back to the hut, where I find a shiny new perk point and a smattering of ammo. As you’ll no doubt be aware, none of these items resemble the herbalism book that I’m trying to find.

Forlorn and slightly lost, I venture under the castle and deep into its bowels, where the druids concoct their rituals and chemical-fuelled practices. I kill the High Priestess and about a dozen of her lackeys, find an SMG, a recipe for crafting poison bombs, and an atomic battery which seemingly opens up a whole new questline that I simply don’t have time to look into before my demo time runs out. Again, the observant among you will notice that none of these items are the book I’m looking for.

After my play session ends, I’m told the book was in the castle, just lying on a table I must have walked past several times. Before that revelation, though, I start to believe the book simply doesn’t exist. That it is a ruse. A lie. I decide to go back to the herbalist and see if she has anything to say for herself. She doesn’t, of course, because the book is real and the quest to acquire it is legitimate. But my own confusion manifests as fully buying into my character’s descent into violence, and so I kill her. She becomes one with her plants in the soil. Searching her body for some kind of hidden “truth”, I find a recipe for something that would appear to help combat the poison swamp monster I encountered earlier. It’s too late for that, but I assume this is the valuable information she was going to exchange her book for. We could have saved a lot of time here, it seems.

Not that you can shave a huge amount of time off Atomfall’s runtime. I’m told by the developers at Rebellion that you’d struggle to finish the story in “less than four or five hours”, and that most players will take around 25 hours. Quite what will happen within those 25 hours could be quite varied, though. I spoke to someone else at the demo session who went on an entirely different adventure to mine during their time playing, one that started with a crashed helicopter I never encountered and led to a whole new region filled with killer robots and mutants. It appears that even by just skimming the surface of Atomfall, there are many depths, secrets, and mysteries to be found.

Atomfall feels like a game that rewards you the more you indulge in its obfuscated quest design.

I do wonder if some of the objectives may be too obtuse for some, though. The lack of direction could certainly be offputting, but Atomfall feels like a game that rewards you the more you indulge in its obfuscated quest design. The blurred lines between the side and main objectives add a real peril to every action, with its malleable plot design encouraging each player to tell their own tale and find their own ending and explanation for what has happened here in the irradiated English countryside. I’ll still see the end of the story, despite killing off poor old Mother Jago, it may just be wildly different from yours.

But, that’s all that I have time to see today. For now, my hands bloodied from the undeserved demise of a herbalist and the warpath I’ve left behind, I decide to engage in full-British mode: take my cricket bat, head to the pub, and wait for this all to blow over.

Simon Cardy is a Senior Editorial Producer who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Who is Danny Dyer and Why is Rockstar Posting About His Latest Movie?

If you follow Rockstar Games on X (the Everything App formerly known as Twitter), then you may have been surprised, confused, or a combination of the two when you saw the GTA studio posting about the film Marching Powder and its star, Danny Dyer.

Why on earth would Rockstar be posting about a small British film to its audience of 21 million followers? And who is this Danny Dyer guy? Don’t worry, we’re here to explain.

Who is Danny Dyer?

Danial John Dyer, better known as Danny Dyer, is an actor from East London. And if you live in the UK, he needs no introduction. As Rockstar’s post states, he’s an “absolute legend”. If you don’t speak British slang, then please refer to the Urban Dictionary’s definition of the term to better understand Dyer’s reputation:

“A person who embodies the pinnacle of all the important social aspects. Any person who is funny, reckless, original and sensitive in the right measures is likely to be nominated a legend by his associates. A person to whose persona you aspire.”

Dyer has been acting since 1993 and has built up a reputation for playing rough-and-ready working class characters. That’s in part due to his public persona; he’s considered somewhat outspoken on societal and government issues, and is known for his “tough uncle” approach to life. For example, in 2010 when offering advice to readers of Zoo magazine, Dyer told a man attempting to recover from a recent break-up that he should go “on a rampage [drinking session] with the boys.”

Dyer is also beloved for his many wild social media posts, such as this gem:

How is Danny Dyer Connected to Rockstar?

If you’ve no idea who Danny Dyer is, but are a big fan of the Grand Theft Auto games, then you’ve almost certainly heard his voice. Dyer plays Kent Paul in GTA: Vice City, the manager of Scottish rock band, Love Fist. He reprised the role for GTA: San Andreas, in which Kent represented a new band, the Gurning Chimps, and later produced for rapper Madd Dogg.

Dyer has a more important connection to Rockstar, though, and it comes from an unusual place. In 2004, Dyer starred in The Football Factory, a British film directed by Nick Love and produced by… Rockstar Games. Yes, once upon a time Rockstar helped create a feature film.

Marching Powder, a new film releasing in the UK and Ireland this week, reunites Danny Dyer with Nick Love. The project, while not a sequel to The Football Factory, pulls on many of the same ideas, including football hooliganism (see: violence among fans), heavy drinking and drug use, and a uniquely British gritty sense of humour.

Despite the post on X, Rockstar has nothing to do with Marching Powder. It seems the studio is simply championing the film because of its prior connection to Dyer and Love and their work on The Football Factory.

Is Vice City’s Kent Paul Returning for GTA 6?

Short answer: we’ve no idea. And this social media post certainly has nothing to do with GTA 6. But hey, we might as well theorise anyway. Could Kent Paul show up in Grand Theft Auto 6?

It’s important to remember that GTA is split up into two very different eras: the 3D era (games released on the PS2 and PSP) and the HD era (GTA 4 onwards). Both are considered their own universes – storylines from one do not continue into the other. That’s why GTA 5’s Los Santos looks entirely different to San Andreas’ equivalent city, and why there’s no direct mention of characters from the PS2-era games in GTA 4 and 5.

That’s not to say there’s no overlap, though. CJ’s home cul-de-sac, Grove Street, appears in GTA 5, and many of the gangs that first featured in the 3D universe are present in the HD universe, including the Ballas. Lazlo, the infamous ponytailed scumbag, has also been in a number of GTA games spanning the two eras. And here’s the kicker: Kent Paul has his name on the Vinewood Walk of Fame.

So is there a chance that Kent Paul could return for GTA 6? It’s certainly possible. But a post on X about Marching Powder certainly doesn’t bring us any closer to confirmation.

Matt Purslow is IGN’s Senior Features Editor.

Elden Ring: The Board Game Review

Not many games in the past decade have generated as much buzz in the zeitgeist as FromSoftware’s Elden Ring. In a time when board games based on video games are becoming commonplace, it was only a matter of time before FromSoftware’s behemoth made its way to the tabletop. Steamforged Games – creators of other major video game adaptations like Resident Evil, Monster Hunter World, and FromSoftware’s Dark Souls – took up the flask to do just that. Now, after a highly successful crowdfunding campaign in 2022, Elden Ring: The Board Game (referred to as just Elden Ring going forward) is nearly in the hands of backers and available for preorder for everyone else. Rise, Tarnished. It is time to fight once more.

Elden Ring is a campaign board game, meaning you and your fellow players progress through a series of scenarios, leveling up and improving your characters as you play through the story. Steamforged Games has created three of these “campaigns” for prospective Tarnished to choose from – Realm of the Grafted King, The Weeping Peninsula, and Stormveil Castle – with Grafted King serving as the larger “base game” and the other two as standalone expansions. These expansions can be tackled on their own or played after Grafted King, allowing you to carry over your characters and continue their adventure, growing ever stronger in the process. Depending on which box you purchase, you will have access to different classes, including the Vagabond, Samurai, Astrologer, and Prophet in the Grafted King (base game) box; the Hero, Prophet, Astrologer, and Bandit in Weeping Peninsula; and the Confessor, Prisoner, Samurai, and Vagabond in the Stormveil Castle box.

This game is an imposing thing, arriving in large boxes filled with fearsome-looking monster miniatures, hundreds of cards, cardboard tokens, tiles, and a plethora of books containing rules, combat maps, and scenario guides. It’s one of the most intimidating games in my collection, made even more terrifying by the fact that I only own one of the campaigns – I have yet to get the other two boxes or any of the bonus boss sets that can be added in. For such a large game, Steamforged has knocked Elden Ring out of the park in terms of production value, featuring some of the most detailed miniatures I’ve seen, along with great-feeling cards and sturdy cardboard components.

Scenarios come in a handful of varieties that do a good job of keeping things fresh, so you’re not doing the same thing back-to-back. However, not every scenario type lands as well as others. Narrative scenarios ask you to read paragraphs of story, choose different actions to take (potentially making skill checks), and then draw the appropriate card to see what happens. While these are well-written and I appreciate the inclusion of skill checks, this type of scenario didn’t do much for me – if I wanted to do a bunch of reading or storytelling, I’d simply read a book or play Dungeons & Dragons.

By far, my favorite are Exploration scenarios, which excellently capture the spirit of discovery and the feeling of never knowing what lies beyond the next hill – something that almost defines the source material. In these scenarios, you and the other players explore a region of the map, flipping and placing random tiles as you work to complete various quests. Tiles can contain enemies, items, Sites of Grace, or other surprises for you to uncover and take advantage of. I’m a big fan of the “grow as you go” approach to map creation in board games – whether it’s in Betrayal at House on the Hill or Clank! Catacombs – as it enhances both the sense of discovery and the game’s replayability due to the random nature of tile placement. These scenarios offer a balanced mix of everything Elden Ring has to offer – combat, story, and exploration – without feeling overwhelming.

The remaining three scenario types are strictly combat-focused: Gauntlet, Dungeon, and Boss scenarios. Gauntlets throw you into incredibly difficult encounters with mobs of enemies and special rules sprinkled in. Dungeons are similar but culminate in a strong boss at the end. Finally, Boss scenarios – where you and your friends square off against the game’s true threats – are the ultimate test of your builds and teamwork. Between these scenarios and the encounters you stumble upon while exploring, Elden Ring is a combat-heavy experience, which isn’t a bad thing considering that the combat is really solid.

Combat takes place on grids formed from ring-bound notebooks included with the game. Some fights require multiple books to be laid out in a multi-page spread, creating a battlefield where players and enemies move strategically in their struggle to defeat one another. Attacks with spells and weapons have specified ranges, but depending on the row you’re standing in, players can gain additional boons – such as dealing extra damage, modifying turn order, or blocking more effectively. My friends and I frequently found ourselves deep in deliberation over positioning, trying to survive the onslaught of incoming attacks. Alas, even our best-laid plans often led to our demise – because the enemies in this game are TOUGH.

Basic enemies each have a card displaying their actions, with symbols indicating attack placement, movement, and other mechanics. It takes some time to get used to what all the symbols mean, but it’s manageable. Once an enemy has taken its listed actions – or passed if it can’t fulfill all the steps – its turn ends. That’s straightforward and relatively easy to manage. Bosses, however, are terrifying. They have entire decks of actions, each with its own place in the initiative order. Sometimes, you get lucky and their attacks land last. Other times, they pounce on your party before you can react. It’s brutal and unforgiving, but thanks to scalable health pools based on player count, the fights never felt unfair. Every boss battle was exciting and full of tense moments where we held our breath, hoping to stagger the boss or dodge a devastating attack. Despite just being miniatures moving on a grid, the combat offers surprising depth and strategy that makes it shine.

Elden Ring forgoes dice entirely, opting instead for a card-driven deck-building experience.

One aspect that may surprise players is that Elden Ring forgoes dice entirely, opting instead for a card-driven deck-building experience. Players play cards from a deck dictated by their equipped weapons, skills, and gear. However, damage dealt and mitigated – along with special effects like Bleed – are determined by a separate Attribute deck. Different Attribute cards contain symbols representing Strength, Dexterity, and other stats, with attack and defense decks favoring certain symbols over others.

Character progression is a core component of campaign board games, and Elden Ring is no different. Similar to the video game, not only can you level up your class for new abilities, but you can also customize your character by swapping weapons, armor, accessories, and Attribute cards, as well as increasing overall stats through Trait cards. This is all managed via the Rune system, which functions as an equipment load limit. Your total Rune count increases as you progress in the campaign, allowing more customization. However, the tracking method is lacking – Steamforged provides small Rune cards to track your total, but they aren’t abundant enough for every player and add to the card clutter. A simple tracker, like the one used for health, would have been far more effective. As it stands, the best method is to track Runes on paper, which feels clunky. Hopefully, a better solution will emerge from the community or Steamforged itself.

Despite Elden Ring’s strengths, my initial experience was frustrating – not due to the game itself, but because I started with Stormveil Castle, the third campaign. While technically a standalone expansion, it assumes your characters have completed earlier quests and starts with adjustments to gear, runes, and decks. This made it overwhelming to set up for fresh players. I strongly urge anyone interested in this game to start with Realm of the Grafted King.

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The Sinking City 2 Resurfaces With a New Trailer and a Crowdfunding Launch

After a quiet year beneath the waves, The Sinking City 2 has resurfaced with a brand new trailer and an official Kickstarter campaign launch.

Exactly one year after its announcement, the new trailer for The Sinking City 2 gives us our first look at pre-alpha gameplay and the expected focus on Lovecraftian horror first, with survival, and investigation gameplay mixed in that developer Frogwares is embracing as its signature style. The team has also published a developer deep dive with a more detailed look at what the team is planning for combat, exploration, and optional investigation.

Alongside these trailers, Frogwares has launched a Kickstarter today to help get the game over the finish line. In a statement, CEO Wael Amr explained that the Kickstarter funding was necessary due to the ongoing war in Ukraine:

After 3 years of this horrid war hanging over our daily lives, we’ve learned to adapt, though it has never been easy. In 2023 when we released Sherlock Holmes The Awakened with the help of Kickstarter and our loving fans, we built ourselves a safety net that saved us more than once. From power outages and the need for team members to relocate on short notice, to having to pause development for days, this safety net was crucial. Given that The Sinking City 2 is a far more complex and demanding game, we’ve decided to take the same route as before.

Frogwares has faced numerous challenges over the years in its work on both the original The Sinking City, and now its sequel. In addition to the immense challenges of developing games during wartime, Frogwares was locked in a publishing rights struggle over the first The Sinking City with original PC publisher Nacon that resulted in the game being pulled from some platforms back in 2020. Fortunately, Frogwares won full publishing rights last year, and announced it had settled its disputes.

The Kickstarter for The Sinking City 2 is live now, with a target of $105,000 USD.

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.

S.T.A.L.K.E.R. The Board Game Review

One of the real achievements of tabletop crowdfunding has been the freedom to experiment with ambitious ideas. Instead of needing to target a mainstream audience with wider appeal, video-game-to-board game adaptations have been able to aim at more niche audiences whose hobby identity overlaps between both mediums. This has allowed a game like S.T.A.L.K.E.R. The Board Game to thrive, offering a full-blown analog experience that is enormously rich and full of life, just as the original franchise fully deserves.

This is a complex and expensive game chock-full of content. In it, up to four players take on the role of STALKERs, cooperating to achieve mission objectives such as rescuing a prisoner, retrieving an artifact, or hunting a massive beast in the irradiated environs of Chernobyl. Setting up the tiles, tokens, overlays, and cards can take a solid 20 minutes. Sneaking or fighting your way through the zone while handling all of the necessary aspects of play is another two or three hours. These estimates are for players who are familiar with the game and its rules as your first session is likely to stretch even longer. This experience is the inverse of the recent Mass Effect board game, instead seeking to offer an entire world to immerse yourself in at the cost of accessibility. Fortunately, all of this effort is absolutely worth it, for S.T.A.L.K.E.R. is a marvelous experience on the tabletop.

The default mode of play is a story-focused campaign that lasts three scenarios. This is a more modest and reasonable commitment than popular campaign board games such as Gloomhaven or Divinity: Original Sin the Board Game. Crucially, it means players are far more likely to actually finish the game.

It plays like a mashup of a traditional dungeon crawler with adventure game aspects. Each player controls a different STALKER outfitted with a variety of firearms, armor, and supplemental items. You then take turns performing one of several actions, including the expected moving and shooting, but also more unusual options like tossing bolts to distract enemies or interacting with terrain elements on the map.

Fortunately, the effort is absolutely worth it, for S.T.A.L.K.E.R. is a marvelous experience on the tabletop.

The environment is dynamic and unpredictable. This is a key quality of the game, as it seeks to capture the danger and mystique of the Zone. You accumulate radiation moving through certain areas, hopefully possessing some kind of suit to offer protection. You also manipulate objects depending on the scenario and your goals. This may mean you have to locate a hidden trapdoor and pry it open, or choose between climbing a shaky ladder and descending into a drainpipe to enter a ruined building cut off from your approach. Often these environmental challenges are displayed on cards that are laid atop the map tiles. After spending an action to trigger or interact with their features, you flip the card over and reveal the outcome. There’s a strong sense of the unknown, particularly on your first playthrough of each scenario.

This core element of mystery is most strongly conveyed through anomalies. These swirling elemental entities are a significant detail of the video game’s setting, and they’re fundamental in establishing the character and personality of the post-apocalyptic surroundings. The board game adaptation of these oddities is spectacular. They’re represented by a standee and sit atop a translucent template on the board. The template contains various symbols spread across multiple map spaces, establishing a tense threat for any who would approach.

Any figure that enters such a space must roll a die. If the symbol rolled matches one in the current space, it triggers the anomaly’s reaction. The effects depend on the specific type of anomaly, but often this means substantial damage with occasional detrimental status afflictions. To successfully navigate the area of threat, STALKERs must toss bolts to cover the face-up symbols and find a safe path through the chaos. This system is fantastic, as it captures the tone and atmosphere of the source material in a way that’s not overly cumbersome. It also uses a unique set of components that is unusual in the board game space, which adds an esoteric quality and emphasizes its alien nature.

The enemy AI is also well implemented. After all of the STALKERs have activated, a card is flipped and a menu of actions is performed. Different enemy types, such as mutants and humans, behave somewhat differently, and they also take into consideration whether the protagonists were overly loud or acted with stealth. Players running and gunning like lunatics draw more attention and receive a higher degree of aggressive response. This system provides strong incentives to conduct stealthy operations, and the tools afforded as well as the construction of the scenarios themselves make this a satisfying strategic approach. Much like the anomalies and environment facets, the intersection of enemy behavior and player conduct is a well considered system that is surprisingly satisfying.

The story-focused campaign is interesting, with its own quirks worth exploring, but its lifespan is limited. The narrative offers two branches of missions you can embark on, which means you can replay the game to pursue the pathway you neglected. Each playthrough consists of only a few missions, but you may even find some joy in replaying scenarios you’ve already bested. Some terrain elements are randomized, and most scenarios offer multiple viable solutions to accomplishing the objective.

The campaign also offers some neat between-mission diversions. You can visit scavenger camps, interact with armorers, and unearth forgotten stashes. This is handled through an overland map of the nearby area, with newly discovered location nodes applied to the map via sticker. Two blank maps are included in the game as a fresh sheet is needed for each campaign you embark upon. These small location visits are executed fairly well, as they bring in a more macro view of the setting and help add context to the more zoomed-in missions.

The single best feature in this box is the Zone Survival module.

If that’s all S.T.A.L.K.E.R. The Board Game was, it would still be a solid entry into the tabletop gaming space. Fortunately, there’s more: the single best feature in this box is the Zone Survival module. This is a full-fledged scenario generator that combines several randomized components to create a unique procedurally crafted mission. The event deck is constructed from a random allotment of cards, and your objective is either randomized or chosen from a list. You select the map from one of 10 layouts, and various environmental details are created through card draw.

This system is bonkers. Nearly half the cards and tokens in the game are dedicated to this fully developed and robust system. The story-driven campaign could have been removed wholesale, and this mode alone would have established S.T.A.L.K.E.R. as one of the year’s best board games. Yes, the setup here is even more finicky and detailed, but the ensuing one-off scenario is full of surprises and drama. The degree of variability here is wild, and the game looks to support near endless play.

S.T.A.L.K.E.R. The Board Game is a complete and hefty package, but it’s also one with an enormous amount of future potential. The core game comes with miniatures for the STALKERs, and cardboard standees for all foes and anomalies. Optional miniatures sets can be purchased, alongside several content expansions that add more detailed personal narratives to the characters, factions to interact with, and new narrative campaigns to embark upon. The commitment by the publisher is staggering, and this game looks to have long legs.

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Sony Lays Off Unknown Number of Workers at PlayStation Visual Arts Studio

Sony has laid off an unknown number of individuals from its San Diego-based Visual Arts studio as well as PS Studios Malaysia, according to a Kotaku report and testimonies from former employees on LinkedIn.

Per Kotaku, staff were informed earlier this week that March 7 would be their last day, and included developers who had contributed to a number of different projects, such as a recent canceled live-service game at Bend Studio. Visual Arts is an art and technical support studio that has worked over the years with PlayStation’s other first-party studios, most notably the recent The Last of Us Part 1 and 2 remasters.

IGN has identified a number of developers on LinkedIn saying they had been laid off from Visual Arts, as well as at least one from PS Studios Malaysia. One former Visual Arts employee noted that the layoffs were “due to multiple project cancellations.”

This is the second round of layoffs at Visual Arts in the last two years, after another wave impacting an unknown number of individuals in 2023. It is unclear how many people remain at Visual Arts or what the studio is working on now. IGN has reached out to PlayStation for comment.

The layoffs contribute to an ongoing trend of games industry layoffs and project cancellations that’s been reported on since 2023, when it was estimated that over 10,000 game developers were laid off. That number rose to over 14,000 in 2024, and in 2025 the trend has continued, albeit with far hazier numbers due to more studios declining to report the exact number impacted.

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.

Civilization 7: Modern Civilizations Tier List

The Modern Age in Civilization 7 is the most important age in the game. It’s where winners are decided, and where the game comes to an end. That means it’s imperative you press your advantages and make the right choices moving on from the Exploration Age.

The Civilization you choose is key to securing your victory. The Modern Age offers ten civilizations for you to choose from (eleven, if you have the Crossroads of the World DLC). When mixed with the right Civ 7 Leaders, you can produce some extremely powerful synergies. To make your selection easier, here’s our tier list for the best Modern age civilizations in Civ 7.

Civ 7 Modern Civs Tier List

S-tier: America, Meiji Japan

A-tier: French Empire, Mexico, Qing

B-tier: Buganda, Prussia, Russia, Siam

C-tier: Mughal

S-Tier Modern Civs

This is the best of the best Civilization 7 has to offer. From access to good military units, to very powerful resource access, you can largely dominate maps with these choices.

S-tier: America

  • Frontier Expansion – Gain 100 Gold every time you improve a Resource. +30% Production towards constructing the Statue of Liberty.
  • Marine – American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train.
  • Prospector – American Unique Civilian Units. Claims a Land Resource outside of your regular Settlement radius.
  • Industrial Park – American Unique Quarter. Created by constructing the Railyard and Steel Mill in the same district. +2 Food in this City for every Resource assigned to this City.
  • Railyard – +5 Production. +1 Production Adjacency for Quarters and Wonders. American Unique Production Building. Ageless.
  • Steel Mill – +6 Production. Gold adjacency for Resources and Wonders. American Unique Production Building. Ageless.

America has a lot going for it, as it can utilise a lot of resources, making it one of the best civilizations in the modern era. The Frontier Expansion trait can provide some big spikes in gold by improving resources. Elsewhere, the Railyard and Steel Mill coming together to make the Industrial Park means a lot of Food, Production, and Gold. This makes the USA a really varied and rounded civilization that can expand fast and has the production to meet it.

On top of that, the Prospecter can grab important resources, further fueling your yields. The Marine is also a solid unit thanks to the Amphibious ability, making them surprisingly nimble. There’s just a lot to like about this civilization.

S-tier: Meiji Japan

  • Goisshin – When you Overbuild a Building, gain Science equal to 50% of the Building’s Production cost. +30% Production towards constructing Dogo Onsen.
  • Mikasa – Meiji Japanese Unique Heavy Naval Unit. The first time this Unit is destroyed, it respawns in the closest Settlement you own at 50% HP.
  • Zero – Meiji Japanese Unique Fighter Air Unit. Increased range. +4 Combat Strength against other Fighter Air Units. Can intercept enemy Air Units.
  • Zaibatsu – Meiji Unique Quarter. Created by constructing the Ginko and Jukogyo in the same District. +1 Gold and Production on Buildings in adjacent Districts.
  • Ginko – +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Meiji Japan Unique Gold Building. Ageless.
  • Jukogyo – +5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. Meiji Japan Unique Production Buiding. Ageless.

Meiji Japan is very resourceful and has access to some seriously powerful aspects. Goisshin means you can reshape your districts and buildings for your modern needs while getting a decent chunk of Science back for your trouble. Meanwhile, the Zaibatsu Quarter can rack up massive amounts of Gold and Production if you have quarters with a lot of Buildings. It’s a really nice collection of yields that can propel you into the endgame.

On top of that, the civilization has some fearsomely strong Units. The Mikasa can be incredibly strong, and is able to respawn once after death at the closest Settlement. This means you can either protect your investment into the Naval Unit, or potentially reengage a low unit that just killed it to finish the fight. On top of that, the Zero is a nice late-game aircraft that should make you a force to be reckoned with in the skies.

A-Tier Modern Civs

You can’t go wrong with an A-Tier civilization. They often have varied access to important resources, and bring some military power to the table too with their special units.

A-Tier: French Empire

  • Liberte, Egalite, Fraternite – You can select the Celebration effects of any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower.
  • Garde Imperiale – French Imperial Unique Infantry Unit. Can make a Ranged attack. +2 Combat Strength when within a friendly Army Commander Radius. More expensive to train.
  • Jacobin – A Great Person with one charge. Can only be trained in Cities with an Avenue, and the specific Jacobin received once. Cost increases per Jacobin trained.
  • Avenue – French Imperial Quarter. Created by constructing the Jardin a la Francaise and Salon in the same District. +2 Happiness on Quarters in this City.
  • Jardin a la Francaise – +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. French Empire Unique Culture Building. Ageless.
  • Salon – +5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. French Empire Unique Happiness Building. Ageless.

The French Empire is a really nice synergistic Civilization that is really worth considering if you have plans to take a Cultural victory. Thanks to the Avenue, which is made from the Jardin a la Francaise and Salon, the civilization has a great feedback loop of Culture and Happiness that can propel it through the Modern Age if managed properly. Because of this, you’ll have a lot of Celebrations, feeding into the Liberte, Egalite, Fraternite trait.

Although it’s not a world beater, the Garde Imperiale is a decent Unit to have access to just in case anyone tries to bully you as you build the happiest, most cultured civilization.

A-Tier: Mexico

  • Revolucion – Starts with a unique Government, Revolucion. This Government has one Celebration effect, +30% Culture for 10 Turns. Cannot enter any other Government type. +30% Production towards constructing Palacio de Bellas Artes.
  • Soldaderas – Mexican Unique Infantry Unit. Adjacent Units heal +10 HP. Does not stack.
  • Revolucionario – A Great Person with one charge. Can only be trained in Cities with a Zocalo, and the specific Revolucionario received is random. Each Revolucionario can only be received once. Cost increases per Revolucionario trained.
  • Zocalo – Mexican Unique Quarter. Created by constructing the Catedral and Portal de Mercanderes in the same District. +2 Culture for every Tradition slotted into the Government.
  • Catedral – +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. Mexican Unique Culture Buiding. Ageless.
  • Portal de Mercaderes – +5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. Mexican Unique Culture Building. Ageless.

Not dissimilar to the French Empire, the Mexican civilization is a Culture powerhouse. While it is slightly less capable of Happiness, that comes with the added bonus of access to more Gold, and a huge helping of Culture. As long as you can stack Happiness with your buildings and initiate Celebrations, your civilization will have access to 30% Culture bonuses. The Zocalo Quarter, made by building the Catedral and Portal de Mercaderes in the same District, provides even more Culture.

The Soldaderas Unit can also be relatively tanky if in the correct formations, with units healing each other. If you are going for Culture and can get an abundance of access to Happiness, Mexico is a prime candidate for a cultural victory.

A-Tier: Qing

  • Kang Qian Shengshi – +4 Gold, +3 Culture, +2 Influence, but -1 Science from imported Resources. +30% Production towards constructing Chengde Mountain Resort.
  • Gusa – Qiang Unique Infantry Unit. +4 Combat Strength if adjacent to another Gusa.
  • Hangshang – Qing Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Gain 50 Gold for every Resource acquired when creating a naval Trade Route.
  • Huiguan – Qing Unique Quarter. Created by constructing the Qianzhuang and Shiguan in the same District. +35% Influence in this Settlement.
  • Shiguan – +6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. Qing Unique Science Building. Ageless.
  • Qianzhuang – +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Qing Unique Gold Building. Ageless.

The Qing Civilization has plenty going for it, though with a drawback you will have to manage. The Kang Qian Shengshi trait gives you a nice boost in Gold, Culture, and Influence, but it can also make you drag in Science. In the Modern Age, Technology moves fast, so mismanaging this trait can have you lagging behind in discoveries.

That said, with some specific resource, Wonder and Building management, this shouldn’t be an enormous problem, especially as the Shinguan can offset that a little. There’s a lot of useful access to yields here, so there’s plenty to recommend this Civ.

On top of that, the Gusa Unit is also potentially pretty powerful in the right formations and as big squadrons, meaning you have good access to some military might.

B-Tier Modern Civs

This is where good civilizations with a decent amount of benefits belong. They may be a little more specialized and viable in fewer scenarios, but generally bring some overall value to most legacy paths.

B-Tier: Buganda

  • River Raids – Gain Culture when pillaging Buildings or Improvements equal to the yield or healing gained. Land Military Units gain the Amphibious ability. +30% Production towards constructing Muzibu Azaala Mpanga.
  • Abambowa – Bugandan Unique Infantry Unit. Heals +10 HP from Pillaging any tile.
  • Mwami – Bugandan Unique Army Commander. 50% yields from pillaging within its Command Radius.
  • Kabaka’s Lake – +3 Happiness. Receives Lake yield bonuses, including yields for all Buganda’s abilities and the Muzibu Azaala Mpanga Wonder. Bugandan Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.

Bugunda is an interesting choice for those who like to burn places to the ground. You’ll need a strong military to get into enemy territory and start tearing apart your their Settlements. If you do though, you can gain quite a lot of resources. You need to be active and at war often, but if managed correctly, this can go well for you. The River Raids trait, as well as the Abambowa and Mwami units, bring immense value from Pillaging, so you need to do it and do it often.

That’s also because while the Kabaka’s Lake is nice for Happiness and Lake resources, the civilization doesn’t have direct access to important yields in the Modern Age like Science, Culture, Gold, and Influence. So, you’ll have to go pillaging to make up for it. It’s a rather unique style of play, and if you’re strong enough and resourceful enough to target the yields you need access to, it can go well. However, it can also fall apart quickly if you’re unable to be active enough.

B-Tier: Prussia

  • Blood and Iron – Units receive +1 Combat Strength for every Unfriendly or worse Civ Relationship.
  • Hussar – Prussian Unique Cavalry Unit. Has +1 Movement. +1 Combat Strength for every Movement it has remaining.
  • Stuka – Prussian Ground Attack Air Unit. +3 Combat Strength against Land Units.
  • Staatseisenbahn – Prussian Unique Railroad. +2 Gold and Production on Rural tiles with a Staatseisenbahn.

Prussia is the choice of Civilization for those who are not afraid to make everyone mad. If you are looking to bully the entire map, Prussia is for you, as you will gain Combat Strength for everyone who dislikes you. This is a civ for those who are not just militarily minded, but pugnacious too. The Hussar and in particular, Stuka, are strong Units too that will have you winning most fair fights.

The problem with Prussia is that it’s a little one-note. This is about throwing yourself at other civilizations and trying to overpower them. You will need to be taking Settlements to keep up with the Science and Cultural needs a strong Military requires. Both are important in the Modern Age, and if you can’t keep pace with quickly evolving Technology, you may end up falling behind even in a Military sense. The Staatseisenbahn will only go so far when it comes to Gold and Production. On top of that, you could end up biting off more than you can chew here. Keeping everyone mad at you is funny, that is, until every civilization on the map simultaneously declares war on you.

B-Tier: Russia

  • Prosveshchenie – +1 Culture on Districts in Cities. +1 Science on Districts in Cities in Tundra. +30% Production towards constructing the Hermitage.
  • Cossack – Russian Unique Cavalry Unit. +4 Combat Strength in friendly territory.
  • Katyusha Rocket Launcher – Russian Unique Siege Unit. Has +1 Movement. Lower base Combat Strength but has the Splash ability. Dealing damage to enemy Units adjacent to the target Unit.
  • Obschchina – +2 Food from adjacent Farms. +2 Culture in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.

Russia has access to some nice yield bonuses on Districts, and the Science and Culture mix is a strong suit for the civilization. That said, these bonuses aren’t enormous, and you’ll only really supercharge your Culture output on Tundra, which could be restrictive for your borders. All things considered, you may trail behind other more specialised civilizations in terms of yields.

The Cossack and Katysha Rocket Launcher are interesting units that will mean you can protect the Science and Cultural forward civilization you are building, but usually only defensively and against big armies where splash damage is relevant.

B-Tier: Siam

  • Itsapharahab – Gains a unique Diplomatic Action to immediately become Suzerain of a City-State at a higher Influence cost than Befriend Independent. +30% Production towards constructing Doi Suthep.
  • Chang Beun – Siamese Unique Ranged Unit. Has increased Ranged Strength and +1 Movement. Can move after attacking.
  • Uparat – A Great Person with one charge. Can only be trained in Cities when an Independent Power has been befriended, and the specific Uparat received is random. Each Uparat can only be received once. Cost increases per Uparat trained.
  • Bang – +3 Culture and Happiness. Siamese Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on a Navigable River.

Siam has a fairly unique trait, in that it allows you to become the Suzerain of a City-State immediately. This can be strong, especially if you rack up many city-states to support you in other yields. However, the Civilization has no special access to generating the Influence it needs to do so, so it will be reliant on your ageless buildings and your Leader. If you can facilitate that Influence need, though, this trait could serve you well.

The Chang Beun is also a great ranged Unit that can maneuver around enemies and stay out of their reach when played correctly. Otherwise, there’s not a ton here that stands out. The City-States should help you make up lost yields with various benefits, but that is also dependent on the right City-States turning up.

C-Tier Modern Civs

While not bad civilizations, these are often more situational civilizations or civilizations that require a unique playstyle that might be best for more experienced players.

C-Tier: Mughal

  • Paradise of Nations – +75% Gold from all sources. -25% to all other yields. +30% Production towards constructing the Red Fort.
  • Sepoy – Mughal Unique Infantry Unit. Can make a Bombard Ranged attack.
  • Zamindar – Mughal Unique Settler. Civilian Unit capable of founding new Towns. +1 Population on new Settlements.
  • Stepwell – +2 Food from adjacent Farms. Mughal Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.

Mughal are in no way a bad civilization. With proper setup and circumstances, this civilization can be very strong. That said, it comes with risk. +75% Gold from all sources can be really powerful and will have you easily becoming the richest in the game. However, if you don’t manage to mitigate the -25% on all other yields, you can easily fumble. Since Science and Culture vitally important in this Era, to keep up, you need to make sure the money you’re investing is compensating for that penalty.

Elsewhere, the Mughal’s other traits are fine but don’t jump out as essential to a victory. In the right hands, the Mughal can be really good, but for those less certain, there are many more straightforward options out there.

Patrick is a a freelance journalist with over 13 years of experience who loves going deep on games and getting into their systems. His four-figure hours into both Overwatch 2 and Destiny 2 are a testament to that.

Best Xbox Game Pass Deals and Bundles Right Now (March 2025)

With so many great games coming down the pipeline, now’s a great time to hop on the Xbox Game Pass bandwagon. If some titles joining the catalog this year have caught your eye and you’re itching to join in on the fun, we have good news: You can score some savings on a three-month Xbox Game Pass Ultimate membership right now at Amazon, which is worth taking advantage of.

You can learn more about that deal, what’s coming soon to Game Pass, and the big releases still to come below.

Navigate to:

Best Xbox Game Pass Deals

Amazon’s offering three months of Xbox Game Pass Ultimate for $49.99. Considering the new price of Game Pass Ultimate is $19.99/month, you’re saving $9.98 with this three-month deal. That’s a nice little discount that allows you to enjoy the massive Game Pass library for less.

What’s Coming Soon to Xbox Game Pass?

Game Pass has a nice rotation of new titles to play every month. If you’re curious about what’s in store for the start of March, we’ve got you covered. The Xbox Game Pass March wave 1 lineup is:

  • Balatro (Cloud, Console, and PC) – Out Now: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Monster Train (Cloud, Console, and PC) – Out Now: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Galacticare (Xbox Series X|S) – Out Now: Now with Game Pass Standard
  • One Lonely Outpost (Cloud, Console, PC) – March 6: Game Pass Ultimate, PC Game Pass
  • Enter the Gungeon (Cloud, Console, and PC) – March 11: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Mullet Madjack (Cloud, PC, and Xbox Series X|S) – March 13: Game Pass Ultimate, PC Game Pass
  • 33 Immortals (Game Preview) (Cloud, PC, and Xbox Series X|S) – March 18: Game Pass Ultimate, PC Game Pass

Unfortunately, for those subscribing to the new Standard tier (available for $14.99/month), this does not give Game Pass users access to day one releases. This means that some big new releases on the platform, like Call of Duty: Black Ops 6, will not be available on that tier.

What Games Are Leaving Xbox Game Pass?

Unfortunately with new games joining the catalog it means a few must take their leave. Below, we’ve listed the games that’ll be leaving Xbox Game Pass on March 15.

  • Evil West (Cloud, Console, and PC)
  • Yakuza 5 Remastered (Cloud, Console, and PC)
  • Yakuza 6: The Song of Life (Cloud, Console, and PC)
  • Solar Ash (Cloud, Console, and PC)
  • SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated (Cloud, Console, and PC)
  • Lies of P (Cloud, Console, and PC)
  • No More Heroes 3 (Cloud, Console, and PC)

Biggest Games Releasing on Xbox Game Pass

Xbox’s Summer Showcase last June was a massive success, showcasing an incredible amount of new games coming to the platform. Alongside Black Ops 6, the showcase also included Doom: The Dark Ages, Perfect Dark, Fable, Gears of War: E-Day, Indiana Jones and the Great Circle, and so many more. But which of these titles will appear as day-one releases on Game Pass? Thankfully, quite a few! Including all of the previously mentioned titles.

The latest big release on the platform is Avowed. In our review, writer Travis Northup said, “Even if it doesn’t swing for the fences or leave a memorable mark on the genre, though, it’s still perfectly competent with all the tried-and-true stuff I expect, including chaotic combat, leveling systems and a loot progression that lets you build the kind of character you want to play, and meaningful decisions that can have a massive impact on the world.”

If you’re looking for even more savings on all things Xbox, have a look at our roundup of the best Xbox deals. There, we’ve highlighted all of the latest and greatest discounts on the platform, from incredible game deals to fantastic offers on high-quality headphones. Or, if you’d rather see what’s going on with other platforms, check out our roundups of the best PlayStation deals, the best Nintendo Switch deals, and our overall roundup of the best video game deals.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.