Update: The Pokémon Company has officially announced its new series for its popular trading card game, Mega Evolution. Its first expansion will be titled “Pokémon TCG: Mega Evolution.” More information will be revealed on July 10, 2025.
It’s expected to launch in September this year, while Japan’s equivalents, “Mega Brave” and “Mega Symphonia”, will launch in August. The original story continues below.
Just when you thought the Pokémon TCG had enough going on with Destined Rivals and Black Bolt and White Flare, in comes a brand new series altogether with the Mega Brave and Mega Symphonia sets (Update: Mega Evolution for English markets).
Originally announced at Japan’s Championship tournament, as reported by PokeBeach and later confirmed by The Pokémon Company, the two new sets featuring Mega Lucario ex and Mega Gardevoir ex mark the popular trading card game stepping away from its Scarlet and Violet era.
Mega Brave and Mega Symphonia will release on August 1, 2025, in Japan, and in September for English markets as “Mega Evolution”.
Instead of the long-running Scarlet and Violet block, it will now focus on the Mega Evolutions from the upcoming Pokémon Legends: Z-A game.
Mega Brave and Mega Symphonia will contain 63 cards each, before secret rares are taken into account, and officially kick off the new Mega block of cards. Visually impressive full-art Pokémon and item cards were shown off as well. These include Rare Candy, Night Stretcher, Bulbasaur, Vulpix, and Inteleon.
Both sets have been reported to have a Pokémon Center Mega set, including 60 packs of cards amongst two boxes, a card storage box featuring the respective set’s cover Pokémon, four dividers, a deck box featuring Acerola or Lillie, and card sleeves featuring the same character. This has been priced at 12,800 yen (around $87 today), although the official US pricing hasn’t been revealed yet.
Better quality images of Bulbasaur, Vulpix & Inteleon AR’s from Pokemon Mega Brave & Mega Symphonia pic.twitter.com/VTMqIui97d
There will also be a Premium Trainer Box releasing at 6,350 yen in Japan (around $47), with the official US pricing also currently unknown. This will contain 20 packs, 10 of Mega Brave & Mega Symphonia each, 51 unique cards, a storage box, a Poison/Burn marker, damage counters and case, and a damage storage box.
As also shared by PokeBeach in early June, The Pokémon Company informed tournament organisers at the time that pre-release allocations will be even lower than usual, adding to the TCG’s continued problem of stock shortages.
For when we have more concrete details on preorders for the Pokémon TCG’s English versions of Mega Brave and Mega Symphonia in the US and UK, we’ll update this article so you can try and get a jump on them right away.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
We’re seeing serious drops across Final Fantasy cards as more cards enter the market and things start to settle down post-release. That’s a good sign for anyone looking to pick up a few chase cards standalone rather than ripping open more packs than your bank account can handle.
Take Lightning, Army of One, for example. Her Borderless variant was sitting around $90, but has now dropped to around $50. Will it climb again? It’s hard to say, but we’ll keep an eye on it.
The Borderless version of Cloud, Midgar Mercenary is also down to around $50 now, a drop of around $60 from launch week.
Vivi is also still rising in value this week, but it’s still a sharp drop from the $100 market demand last time we looked at him. He can be found for around $55-60 right now, so keep an eye on this one.
Finally, Sephiroth, Fallen Hero’s Extended Art version has crash-landed from around $100 to just $7 since the pre-release day pricing, that’s a big ol’ drop, and a good example as why it’s good to wait and see on how the market will fall post-release of a big set like this.
Magic: The Gathering – Climbers
As we covered recently, Final Fantasy’s cards have bizarrely given some syngizing Doctor Who cards a mega boost in value. For starters, Danny Pink’s ability to draw cards from counters makes him an ideal pickup for your Tidus Commander Deck, but the price has climbed steeply from $4 to over $12 already.
Next up, Barbara Wright might not be the first card you think of when playing Final Fantasy cards, but her Read Ahead ability means she can manipulate Summons from the new set to get to the best effects more quickly. She’s still going for around $4, so she isn’t as pricey as Danny, but she was a dollar not long ago.
Another Tidus synergy, Tekuthal, Inquiry Dominus is a Phyrexian Horror that, admittedly, wouldn’t look out of place in a Final Fantasy battle. He can double your proliferation of counters, which is ideal for Tidus’ deck. He’s gone from $6 not long ago to over $14 now.
Aside from our Blitzball star, Vivi Ornitier is getting plenty of love from players (I packed one myself, hooray!). One card that works well with him is the Flame of Anor, an instant with a trio of effects you can pick one of. If you control a Wizard (like our adorable friend), then you can pick two. It’s up to around $3, with the foil going for over $4. Not big numbers, sure, but not long ago it was a $2 card and it could climb yet.
If you’ve ever wanted to upset pals in a casual game of Commander, Mesmeric Orb can pair nicely with either Final Fantasy’s The Water Crystal or if someone at your table is playing the Mothman Fallout deck.
The first of those combos will get your friends milling themselves endlessly, while the latter can spread so many Rad counters that it could end up being the shortest game of Commander in history. Mesmeric Orb just hit $24 and could climb higher, a $7 increase week-on-week.
MTG Sealed Sets
Everything else Final Fantasy is pretty hot right now, so if you manage to find anything in stock, it might be worth picking up ASAP to avoid disapointment.
Lloyd Coombes is Gaming Editor @ Daily Star. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay. He’s also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tom’s Guide, IGN, and more.
Thanks to the lovely folks at TCGPlayer for the info and data that informed this article.
Reach is one of the coolest VR games I’ve played in a long time. Chasing the high of classic cinematic action games like Tomb Raider or Uncharted, I had a blast climbing ledges, jumping between buildings, and popping enemies while dual-wielding pistols in NDreams’ latest. With dynamic movement and a surprisingly accurate sense of full-body awareness, I can’t wait to see more from this one, even if I got a little dizzy jumping as I platformed my way through the first level.
VR games often need to tow a delicate balance. Moving in a 3D space with stick-based movement is a surefire way to cause motion sickness for a lot of players, so a majority of VR games are designed in a way that takes both point-and-teleport-based movement and stick-based movement into account. But after a demo that featured a lot of running, jumping, and platforming, I’m pleased to say that I didn’t feel that creeping, bottom-of-the-stomach sensation I sometimes feel in VR.
A majority of the demo I played focused on platforming; I scaled up walls and grabbed onto ledges like in The Climb or Horizon: Call of the Mountain. Combined with sprinting, jumping, and even jumping between holds while climbing, the movement here felt surprisingly smooth and dynamic. Before long, I felt like an acrobatic action star pulling off the kinds of stunts only Tom Cruise could accomplish. Multiple times in my demo, I nearly bungled a jump but managed to snag a ledge in the nick of time, swinging in in a way that felt far more real and natural than I could’ve imagined in VR.
Before long, I felt like an acrobatic action star pulling off the kinds of stunts only Tom Cruise could accomplish.
Moreso than any kind of cool action setpiece or stealth encounter, this kind of little detail – snagging a ledge just in time, saving myself from falling to certain doom – helps break free from the often on-rails feeling VR games can have. In sections where I wasn’t so lucky and wound up replaying a few times, I found myself skipping jumps and getting from point A to B in new ways each time. I love finding ways to maximize the tools in my toolkit to improve my movement in any game I play, but that kind of drive is rarely satisfied in VR. Reach answered that question in spades.
Exploring Reach’s first level wasn’t all running and climbing, though. I wound up in a handful of shootouts with generic militia guys as I made my way to rescue some hostages. There’s a bow with unlimited ammo strapped to your shoulder. With just a reach over your shoulder, you can snipe away at enemies from a safe distance before climbing, jumping, or running to where you need to go. While the section I saw didn’t really focus on stealth, I did run guns-blazing into what was probably supposed to be a stealth segment set in an office space.
There seemed to be some kind of enemy alert system, though by the time I realized what that little bubble above my targets’ heads meant, the arrow destined for my last enemy’s chest cavity had whistled off my bowstring. After that, there were a few more shootouts, though they didn’t task me with navigating an enclosed space in quite the same way. Instead, they took the shape of more traditional shooting gallery-style encounters like you’d find in plenty of other VR games with guns. Bad guys popped out of shutters and stood on balconies, with conveniently placed pistols littering the level for me to grab and unload.
These were considerably less fun and interesting than that stealth segment. As anyone who’s spent even a little time in VR will tell you, plenty of VR games make their bones in these shooting galleries – they have for nearly a decade at this point. So going from a more open, interactive design to a handful of moments I’d already seen before in a handful of other VR shooters was pretty disappointing. But after I cleared them, I went right back to platforming, exploring the very ledges my victims fell off of.
The shooting-gallery parts were considerably less fun and interesting than that stealth segment.
After one last shootout, things escalated. A helicopter started firing at me as I clambered my way to safety after a truck barreled through and propped open a gate, letting me scurry up a high wall. This little extra jolt of danger and tension, with walls exploding and ceilings collapsing behind me as the helicopter closed in on my location set off a last-ditch moment of platforming madness.
Blazing through Reach’s first level was the most fun I’ve had in VR in months, capped off with a charming way to end a demo like this. I can’t wait to see the rest of what NDreams cooks up when it eventually releases sometime later this year on Meta Quest 3, PlayStation VR2, and SteamVR.
Tucked into a corner of Summer Games Fest, Spine is definitely the kind of game meant to turn heads and grab attention. There is a decidedly late-’90s arcade style to the third-person action title that compels players to grab a controller and see what is going on for themselves. While it’s still early, in my hands-on demo with Spine, I can safely say that it’s absolutely something I’m excited to see evolve as it develops.
Aesthetically, Spine fits the cyberpunk-Blade Runner mold of an overcrowded dystopian city with profuse neon-yet-dark corners everywhere. The player assumes the role of a street artist named Redline who, in the demo, has been accused of a crime she did not commit and quickly finds herself surrounded by thugs at a bar. Redline fights off the enemies with deadly force and keeps going while punching and shooting everything that gets in her way.
Players familiar with Sifu will notice an immediate resemblance to that game in the form of the quick jabs, special attacks, and parry-driven finishing moves, but the developer shies away from that particular comparison. Instead, they insist it is a little bit more like Rocksteady’s Arkham series of Batman titles, with a heavy focus on reading tells more than predicting enemy movements.
Rather than comparing combat to Sifu, Spine’s developers insist it is a little bit more like Rocksteady’s Arkham series.
Regardless of inspiration, the true carnival-game feel of Spine comes from the flashy and over-the-top finishers that are earned by parrying enemy attacks. Not for the squeamish or meek at heart, Redline will often force enemies to swallow a bullet with a gun shoved between their teeth or spin around them like John Wick with a well-placed shot to the back of the skull. The camera zooms, spins, and pans around the finishers to showcase the most dramatic and cinematic angles for her gunkata before Redline quickly moves on to the next goon coming her way.
Parrying also works at enemies throwing things or shooting at her as well, allowing her to spot-dodge the incoming projectile with a quick lean or turn that feels immensely satisfying, regardless of the ease to pull off.
Occasionally, Redline will pick up another weapon with limited ammo, such as a shotgun, and blow enemies away in one hit. These sections feel more like Hotline Miami than anything Batman has ever done, and sometimes even adopt that overhead camera angle to complete the allusion, intentional or otherwise.
There is some degree of Sega Genesis vibe going on with Spine that I cannot quite put my finger on, but it absolutely evokes an alternate reality where beat-‘em-ups became the biggest genre in the world in the ‘90s and iterated on that formula for decades. While there is a lot more to see before deciding where in that storied hierarchy Spine will land, I am more than interested in watching it get there.
Rekindling the long-running debate about whether Call of Duty skins have well and truly gone off the deep end, Beavis and Butt-Head are heading to the game.
Beavis and Butt-Head are perhaps the poster boys of the MTV generation and genuine 90s cartoon icons. Created by Mike Judge, Beavis and Butt-Head are two idiotic teen slackers who sit around grunting and giggling at rock music on MTV.
Call of Duty has form when it comes to 90s-themed skins, so perhaps we shouldn’t be surprised to see Beavis and Butt-Head finally get their moment in the shooter. But what is perhaps surprising is how their skins look, which is a jarring combination of the cartoon style fans know Beavis and Butt-Head for, but wearing MilSim outfits.
Mike Judge’s Beavis & Butt-Head are coming to Call of Duty Season 04 Reloaded 🔥 pic.twitter.com/3QnIYMv2AN
“Of all the collabs to get military-themed outfits in this game, I definitely did not see Beavis and Butt-Head getting one,” said redditor RdJokr1993. “Lol these are unironically more MilSim than most skins in the game,” added LoneRogue2018.
Others are coming up with on-brand one-liners we might hear Beavis and Butt-Head say in-game. For example: “Heh heh heh heh, he said ‘Duty.’”
In truth, Beavis and Butt-Head shouldn’t come as any surprise to anyone who’s played Call of Duty in the last few years. This is a game that has the Teenage Mutant Ninja Turtles, a Dragon Knight that looks straight out of Skyrim, and, more recently, a skin made from strips of bacon, all running around realistic, war-torn environments. Activision releases these sorts of skins and players complain about realism, but they sell enough for Activision to keep releasing these sorts of skins. And so the cycle continues.
The question will be how much Beavis and Butt-Head cost. Activision has come under fire recently for its ultra aggressive monetization of Black Ops 6 and Warzone, with some players complaining about the high price of bundles, the introduction of event passes, and ever more expensive battle passes. Earlier this month, Activision pulled controversial adverts placed inside Black Ops 6 and Warzone loadouts, insisting they were a “feature test” published “in error.” It’s worth remembering that Black Ops 6 is a premium, $70 game, and this year’s Black Ops 7 is set to jump to $80.
And will this Beavis and Butt-Head skin carry forward into the recently announced Black Ops 7? Activision has yet to say. But given the timing of its release, the hope is that anyone who forks out for Beavis and Butt-Head will get bang for their buck.
For now, Call of Duty players are speculating that getting a headshot against Beavis and Butt-Head might be a little easier than against other skins in the game. Is this a pay-to-lose bundle?
We don’t know when the Season 4 Reloaded mid-season update is set to launch exactly, but based on how many days players have left to complete the Season 4 battle pass, it should be released on or around June 26.
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.
There’s plenty of sealed Pokémon TCG stock available today, and while most Amazon listings are still above MSRP, a few products are finally trending down. The Prismatic Evolutions Super-Premium Collection is one of the most inflated at $208, while staples like the Lillie Premium Tournament Collection and Destined Rivals booster bundles are more reasonably priced. If you’re looking to crack packs or complete a set, there are a few solid pickups, just be sure to compare with secondary market prices first.
As usual we’re looking at over-inflated pricing at big box stores, but it’s a dependable source of sealed product for trainers looking to add to their collections or rip open boosters. Although we’d recommend checking out secondary market prices first, as big retailers are now regularly selling over market value now too. I’ve already done the hard work for you:
TCG Player and eBay Pokémon Sealed Product
The Most Expensive Japanese Black Bolt White Flare Cards
The most expensive cards from Pokémon TCG’s Black Bolt and White Flare sets are already commanding serious prices in Japan. Top of the list are the Special Illustration Rares of Zekrom ex and Reshiram ex, both featuring intricate, hand-drawn artwork and fetching well over ¥20,000 (around $130–$150 USD) on the secondary market.
Also climbing fast are the new BWR (Black White Rare) cards and the full-art Victini promos from the themed file sets. With stunning clay and knitted art styles also making their debut, collectors are pushing prices up across the board, especially for low-population, high-style secret rares.
This Weeks Pokémon TCG Crashers and Climbers
With Black Bolt and White Flare wrapping up the Scarlet & Violet era, all eyes are now on what’s next—and Mega Evolution is officially back. The Japanese Championships 2025 confirmed MEGA Symphonia and MEGA Brave as the first entries in the new Mega Expansion Packs, launching August 1 in Japan. These sets reintroduce Mega Evolution ex cards in a powerful new form, now Stage 2 Pokémon worth 3 Prize Cards when knocked out. Cards like Mega Gardevoir ex, Mega Venusaur ex, and Mega Lucario ex are leading the charge, and collectors are already snapping up classic Mega cards in anticipation of their return to the spotlight.
MTG Live Preorders
Preorders are now live for Magic: The Gathering’s next major set, Edge of Eternities, ahead of its August 1 release. You can lock in Play Booster Boxes, Bundles, Commander Decks, and Collector Boosters, with prices already dipping below MSRP in some spots. With some chunky lore, borderless cards, and premium packaging teased, now’s a good time to grab your picks before stock tightens closer to launch.
I was going to say how insane MTG Final Fantasy’s popularity is, but it’s completely understandable. Whilst sealed stock is going up in value and becoming harder to get, there’s plenty of option for the most in-demand cards for your deck or collection.
MTG Aetherdrift Chase Cards
Aetherdrift is one of Magic: The Gathering’s more experimental sets, blending high-speed vehicle mechanics with a bold visual style. Released as part of the Universes Beyond series, it introduced new archetypes and card types designed to shake up both casual and competitive formats.
Monster Hunter Wilds PS5 and Xbox Series X
Monster Hunter Wilds has hit its lowest price yet for the standard physical edition on PS5 and Xbox Series X at just $55.99, down from $69.99. This latest entry takes the series into a fully voiced narrative, dynamic biomes, and crossplay multiplayer. If you’ve been waiting for a price drop to jump into the Forbidden Lands, this is a solid time to grab a copy.
Symphonic Journeys Pokémon Red & Blue – IGN Exclusive Vinyl
Symphonic Journeys: Pokémon Red & Blue is now up for preorder in a stunning IGN-exclusive Fire Red vinyl variant. This 1xLP release features orchestrated arrangements of classic tracks like Pallet Town, Gym Leader Battle, and the Pokémon Center theme, performed by the renowned Budapest Scoring orchestra.
Elden Ring Nightreign Official Strategy Guide
The official strategy guide for Elden Ring: Nightreign is now up for preorder, with a hardcover release set for September 30, 2025. Created by Future Press, this companion book dives deep into the game’s new roguelike multiplayer systems, class mechanics, and shifting world of Limveld. You’ll get detailed Nightfarer builds, bestiary entries, system breakdowns, and beautifully illustrated maps plus bonus art prints and lore. Sounds like a bargain to me.
Serrenity Forge Storyteller’s Bundle
Humble’s latest bundle spotlights the thoughtful and emotional storytelling of Serenity Forge, offering 12 indie games for just $12. Titles like Arcadian Atlas, Virgo Versus the Zodiac, and Long Gone Days bring unique mechanics and narrative depth, while cult favorites like LISA: The Painful and Smile For Me round out a powerful lineup. With a total value of $171 and proceeds supporting Children’s Miracle Network Hospitals, it’s a great way to discover impactful games and support a good cause at the same time.
Donkey Kong Bananza
Donkey Kong Bananza is available now for preorder on Nintendo Switch 2 at $69.99, with a release date set for July 17. This all-new 3D platformer brings DK back into the spotlight with a full physical edition and gameplay reminiscent of Super Mario Odyssey. If you’ve been waiting for the return of classic Donkey Kong exploration with modern polish, this looks like the one to watch.
amFilm Switch 2 Tempered Glass Screen
amFilm’s 3-pack tempered glass screen protector for the Nintendo Switch 2 (7.9″) is down to $7.99 and includes everything you need for a smooth installation. The 0.3mm ultra-clear glass offers 9H scratch resistance, touchscreen sensitivity, and an oleophobic coating to reduce smudges. It also comes with a alignment frame, making it easier to apply without bubbles.
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.
Concept art from a long-canceled Batman Arkham Knight follow-up set to star Damian Wayne as the Dark Knight has surfaced online, giving us our best look yet at an aged Bruce.
Project Sabbath, as it was known, was in development at Batman Arkham Origins studio Warner Bros. Games Montreal after the launch of 2015’s Arkham Knight, and would have featured two Batmen — father and son.
Ultimately, however, the project was canceled by Warner Bros. and WB Games Montreal instead shifted focus to launch 2022’s poorly-received Gotham Knights, a game with no Batmen at all.
At the time, Sabbath was planned as Warner Bros’ next big Batman game, while Rocksteady itself explored concepts featuring other characters. Of course, Rocksteady itself circled back to its version of Batman (sort of) in its next project, the ill-fated Suicide Squad: Kill the Justice League.
Images from a former WB Games Montreal artist who worked on the project have now popped up on Artstation, featuring a youthful-looking Damian, grizzled and bearded Bruce, plus concepts for Killer Croc and Huntress.
Whether this game would have been strictly part of the Arkhamverse canon has never been firmly established. On the one hand, some of the designs here — particularly a very different-looking Killer Croc — suggest this would have been something of a different take. That said, the same could be said of Poison Ivy’s appearance in Suicide Squad: Kill the Justice League, which definitely was part of the Arkham-verse. And, of course, WB Games Montreal did make Batman Arkham Origins, a prequel that is considered canon to Rocksteady’s core trilogy.
New concept art from WB Games Montréal’s cancelled 2015 Damian Wayne game “Project Sabbath” has surfaced, shared by character artist Rodrigue Pralier. The pieces clearly show Damian, an older Bruce, Killer Croc, and Huntress. The style and character designs further support the… pic.twitter.com/aRwTD7caYE
— Batman Arkham Videos (@ArkhamVideos) June 22, 2025
This isn’t the first time concept art from the game has hit the internet. Back in 2021, another former WB Games Montreal developer posted images of Damian Wayne in his Batsuit — a sleek outfit with red Bat signal emblazoned on his chest.
These designs also showed the same bearded older Bruce Wayne, although only inside his suit — meaning his newly-revealed face was obscured. Still, the designs suggest that, at some point, the older Bruce would still have suited up during his retirement.
“Project Sabbath”, a canceled Damian Wayne Batman game at WB Games Montreal, apparently has another wave of concept art revealed – this time by concept artist Goran Bukvic. The images match how the game was first described years ago.
Kojima Productions has confirmed the global release times for Death Stranding 2: On the Beach, the sequel to Hideo Kojima’s open-world delivery adventure game starring Norman Reedus.
While most people will be able to play from midnight local time this coming Thursday, June 26, Kojima Productions has confirmed that those who bought the digital deluxe edition are able to jump in two days early on Tuesday, June 24.
It’s at this point that we normally add in a handy map, but Kojima Productions hasn’t provided one this time. That said, you don’t really need a satnav to navigate this release — the game will unlock for most at midnight local time.
IGN’s Death Stranding 2 review returned a 9/10. We said: “Death Stranding 2: On the Beach is a triumphant sequel that emphatically delivers on the promise of its original.”
Death Stranding 2: On the Beach global release times — early access:
Tuesday, June 24, 2025
PDT (Los Angeles):
12am midnight
CDT (Mexico City)
12am midnight
CDT (Chicago):
12am midnight
EDT (New York):
12am midnight
CLT (Santiago):
12am midnight
BRT (São Paulo):
12am midnight
BST (London):
12am midnight
CEST (Berlin):
12am midnight
GST (Dubai):
12am midnight
CST (Beijing)
12am midnight
KST (Seoul)
12am midnight
JST (Tokyo)
12am midnight
AEST (Sydney)
12am midnight
Death Stranding 2 global release times — standard access:
Thursday, June 26, 2025
PDT (Los Angeles):
12am midnight
CDT (Mexico City):
12am midnight
CDT (Chicago):
12am midnight
EDT (New York):
12am midnight
CLT (Santiago):
12am midnight
BRT (São Paulo):
12am midnight
BST (London):
12am midnight
CEST (Berlin):
12am midnight
GST (Dubai):
12am midnight
CST (Beijing):
12am midnight
KST (Seoul):
12am midnight
JST (Tokyo):
12am midnight
AEST (Sydney):
12am midnight
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.
Announced at Japan’s Championship tournament, as reported by PokeBeach, the two new sets featuring Mega Lucario ex and Mega Gardevoir ex mark the popular trading card game stepping away from its Scarlet and Violet era. It will release on August 1, 2025, in Japan, and September 26 in English markets (with preorders also supposedly taking place on September 13).
Instead of the long-running Scarlet and Violet block, it will now focus on the Mega Evolutions from the upcoming Pokémon Legends: Z-A game.
Mega Brave and Mega Symphonia will contain 63 cards each, before secret rares are taken into account, and officially kick off the new Mega block of cards. Visually impressive full-art Pokémon and item cards were shown off as well. These include Rare Candy, Night Stretcher, Bulbasaur, Vulpix, and Inteleon.
Both sets have been reported to have a Pokémon Center Mega set, including 60 packs of cards amongst two boxes, a card storage box featuring the respective set’s cover Pokémon, four dividers, a deck box featuring Acerola or Lillie, and card sleeves featuring the same character. This has been priced at 12,800 yen (around $87 today), although the official US pricing hasn’t been revealed yet.
Better quality images of Bulbasaur, Vulpix & Inteleon AR’s from Pokemon Mega Brave & Mega Symphonia pic.twitter.com/VTMqIui97d
There will also be a Premium Trainer Box releasing at 6,350 yen in Japan (around $47), with the official US pricing also currently unknown. This will contain 20 packs, 10 of Mega Brave & Mega Symphonia each, 51 unique cards, a storage box, a Poison/Burn marker, damage counters and case, and a damage storage box.
As also shared by PokeBeach in early June, The Pokémon Company informed tournament organisers at the time that pre-release allocations will be even lower than usual, adding to the TCG’s continued problem of stock shortages.
For when we have more concrete details on preorders for the Pokémon TCG’s English versions of Mega Brave and Mega Symphonia in the US and UK, we’ll update this article so you can try and get a jump on them right away.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
Warhammer 40,000: Darktide developer Fatshark has released the Battle for Tertium update, with the new Adeptus Arbites class DLC also set to go live. Patch notes are below.
The Adeptus Arbites, Darktide’s first class DLC, goes live around 7am PDT / 4pm CEST time today, June 23, priced $11.99 / €11.99 across all platforms.
This comes alongside the free Battle for Tertium update. This reworks the core player experience “to provide a new clearer narrative focus, following the conflict of the Battle for Tertium,” Fatshark said.
Players will now experience a linear campaign with new mission debriefs and embedded cinematics. This new progression path is designed to “ease in new players and gradually unlock features that were previously gated by character level,” the studio added.
While previously each new player’s experience was completely random, the Battle for Tertium narrative presents maps, enemies, and characters in a specific order. This, Fatshark hopes, means players will discover all aspects of the game at a much better pace.
The story missions play the same as regular missions, except they have a tighter control over which enemies spawn. You might also hear some new VO lines during missions, Fatshark teased, and some brand new mission debrief cinematics when completing each mission.
Existing players with characters at level 10 or higher can choose to skip the story or play it from the beginning. Players who change their minds about playing the campaign can opt out by using the Personality Scourge at the Barber-Chirurgeon.
It’s worth noting that if you skip the story when you first log-in with this update, you cannot revert this decision. The only way to play the story after choosing to skip it is to create a new character. The option to replay story missions at any time is still in progress, Fatshark clarified.
Story wise, the Arbites’ arrival takes place after the events of the Battle for Tertium, so while you can absolutely play as an Arbites through the new campaign, some of the story scenes will not be addressed to your type of character. Fatshark suggests playing the Battle for Tertium for the first time with one of the core characters.
Elsewhere, there’s a new mission board system, which changes how you engage with missions and difficulties. Missions are no longer tied to a specific difficulty, allowing you to select a mission and then choose the difficulty you want. This will effectively increase the amount of mission options available for players of all difficulty levels.
Tied into this, the difficulty system has been overhauled. You now unlock new difficulties by completing missions rather than leveling up your characters. “You must prove your skills at your current maximum difficulty to unlock access to the next one,” Fatshark explained. “We intend to create a motivation for new players to master the game step by step, and for veteran players to feel assured that their teammates have earned the right to be there.”
You will make progress by playing missions at your current maximum difficulty. Completing missions advances your progress. Mission Failures reduce your progress slightly but you will never be demoted to a lower difficulty. Higher difficulties will require you to complete more missions to unlock them. For existing characters, your difficulty progression will be migrated based on their character level and completed missions.
Battle for Tertium is one of the most significant updates for Darktide yet, and comes as the co-op first-person Warhammer 40,000 game nears its third birthday. After a troubled launch, Fatshark has improved Darktide significantly, to the point now where it has a ‘mostly positive’ Steam user review rating.
Warhammer 40,000: Darktide Battle for Tertium update patch notes:
Quality of Life Changes
Increased maximum number of operatives to 8.
Increased maximum number of weapon loadouts to 8.
Added a total of ~900 new banter conversations, both between the original cast and Arbites.
Weapon Balance Changes & Tweaks
Catachan “Devil’s Claw” Swords
This batch of changes for the Devil’s Claw swords aims at further reinforcing the crowd control and reliability of the family.
We increased the offensive properties of the Light attack profiles, while also significantly increasing the armour damage modifiers (“adm” from now on) of the Heavy Strikedown and Special Riposte profiles against specific armour types.
We improved the base Stamina statistic, reduced the minimum Block time (the amount of time that the Block stance must be maintained after performing the input) and allowed for most attacks and attack starts to be performed while sprinting. This will make the weapon snappier and more responsive in different situations.
Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.
For the Mk I, we added a new Heavy Strikedown attack, only reached from Light 3. In turn, the Light 3 attack is now reachable also from the Push action, and has an increased baseline power multiplier.
These additions will grant additional options to a mark which was lacking in single target attacks.
For the Mk IV, we raised the power level multiplier of the Light 4 attack as it was very far into the attack chain and not particularly enticing.
For the Mk VII, we increased the power level multiplier of the Pushfollow and Light 3 attacks while also changing the possible combos after a Riposte attack.
Now after a successful Special Parry, the combo will chain into the Pushfollow attack instead of Light 3; as the Pushfollow attack still chains into Light 3, this will give the mark a new unique chain.
Detailed Changes – Catachan “Devil’s Claw” Swords
Damage profiles
Light Vanguard
1st target damage from {40, 80} to {60, 100}.
Dev Note: The change will also affect the Turtolsky Heavy Swords Special followup Light attacks.
Light Strikedown / Light Strikedown Stab
1st target adm vs Maniac from 1 to 1.25.
1st target damage from {100, 200} to {115, 230}.
2nd target damage from {25,60} to {40,80}.
Dev Note: The changes will also affect the Turtolsky Heavy Swords Pushfollow attacks and the Maccabian Mk V Duelling Sword Light 3 attack.
Heavy Strikedown
1st target adm vs Unarmoured from 1 to 1.1.
1st target adm vs Unyielding from 0.75 to 1.25.
Riposte
1st target adm vs Unarmoured from 1 to 1.25.
1st target adm vs Unyielding from 1 to 1.25.
1st target adm vs Carapace armour from 0.25 to 0.5.
All marks
Added Allowed during sprint to most attacks and attack starts.
Block minimum time from 0.3 to 0.225.
Stamina template update:
Base Stamina from 4 to 4.5.
Tweaked damage windows, hitboxes and ranges for several attacks.
Updated Inspect screen to correct some attack gestalt icons (visual only change).
Mk I
Added a new Heavy Strikedown attack with 540 power level multiplier .
This attack will chain only from Light 3.
Light 3 chains now to Light 2 / new Heavy Strikedown instead of Light 1 / Heavy 1.
Push chains now to Light 3 / Heavy 1 instead of Light 1 / Heavy 1.
Heavy 2 chain time to Start attack from 0.55 to 0.5.
Push chain time to Start attack from 0.35 to 0.3.
Added 545 power level multiplier to Light 3 (from default 500).
Added 535 power level multiplier to Pushfollow attack (from default 500).
Mk IV
Heavy 1 windup from secondary start from 0.56 to 0.46.
Added 550 power level multiplier to Light 4 (from default 500).
Mk VII
Pushfollow damage profile from Light Strikedown to Light Strikedown Stab.
Riposte chains now to Pushfollow / Heavy 1 instead of Light 3 / Heavy 1.
Added 535 power level multiplier to Light 3 (from default 500).
Added 525 power level multiplier to Pushfollow attack (from default 500).
Atrox Tactical Axes
While sporting overall good mobility, the Tactical Axes had only average Sprint values.
We significantly improved their Sprint profile, while also allowing for most attacks and attack starts to be performed while sprinting.
We also significantly raised the damage of the Special attacks and added a new profile for the Heavy Strikedowns with a vertical or uppercut direction, with increased damage and Carapace armour modifier.
Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.
For the Mk II, we added a power level boost to the Light 3 attack, as it is further into the attack chain, and to both Special attacks, as they are slower compared to the other two marks.
For the Mk IV, we upgraded the damage profile for both Heavy attacks and slightly lowered their chain timings, as they are both performed in a vertical or uppercut direction.
For the Mk VII, we added a power level boost to all Light attacks, as they inflict a higher movement speed penalty compared to the Lights of the other marks, and changed the Heavy 2 profile to the new Heavy Strikedown.
Detailed Changes – Atrox Tactical Axes
Damage profiles
Light Assassin
Added 3rd target.
Heavy Strikedown (diagonal)
Adm vs Carapace armour from 0.25 to 0.3.
Added a new Heavy Strikedown profile for vertical and uppercut attacks, with the same. properties as Heavy Strikedown (diagonal) aside from:
1st target damage from {100,200} to {115,230}.
1st target adm vs Carapace armour from 0.3 to 0.5.
Special Stab
1st target damage from {25,50} to {70,140}.
Removed Crit Chance bonus.
Special Strikedown
1st target damage from {25,50} to {60,120}.
1st target impact from {8,16} to {10,20}.
Removed Crit Chance bonus.
All marks
Sprint template from “default” to “assault”.
Forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
Forward deceleration from 1.25 to 2.1.
Sprint speed modifier from {-0.5, 0.5} to {-0.25, 0.85}.
Increased action total time for most Heavy attacks.
This will make continuing the combo chain after the attacks more forgiving.
Added Allowed during sprint to most attacks and attack starts.
Tweaked damage windows, hitboxes and ranges for most attacks.
Buffer time for the Special input from 0.2 to 0.4.
Mk II
Added power level multiplier 515 to Light 3 (from default 500).
Added power level multiplier 550 to Special 1 and Special 2 (from default 500).
Mk IV
Changed damage profile of Heavy 1 and Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
Lowered chain times to Start Attack and Special Attack from Heavy 1 and Heavy 2 from 0.5 to 0.4.
Added power level multiplier 515 to Heavy 2 (from default 500).
Mk VII
Changed damage profile of Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
Added power level multiplier 550 to Light 1, Light 2, Light 3 (from default 500).
Shock Mauls
The Shock Mauls, while being dependable in inflicting stagger, were also below average in damage output and overall not very exciting.
We increased the damage against the 1st target on most profiles, with a particularly large bonus to the Heavy Strikedown and Special attacks.
We also enhanced the base Stamina and Dodge templates, and tweaked hitboxes and active windows of some attacks to better align with their animations.
For the attacks with an uppercut direction (Light 3 on the Mk Ia / Light 4 on the Mk III) we slightly delayed the start of the attack active window to make it easier to connect with weakspots.
Finally, for the Mk Ia, we added power level multipliers to the Light 3 and Light 4 attacks, to make them a more enticing combo alternative to just returning to Heavy 1.
Detailed Changes – Shock Mauls
Damage profiles
Light Strikedown
1st target damage from {100,200} to {115,210}.
Light Vanguard
Cleave from “light” to “medium”.
From {3.0,6.0} to {4.0,9.0}.
1st target damage from {100,150} to {110,165}.
Heavy Relentless
1st target damage from {110,260} to {120,270}.
Heavy Strikedown
Cleave from “big” to “light”.
From {8.5,12.5} to {3.0,6.0}.
1st target damage from {140,350} to {160,390}.
4th target damage override removed (from 0 to {30,50}).
Light Relentless
adm vs Maniac from 0.8 to 0.75.
adm vs Carapace armour from 0.75 to 0.4.
1st target damage from {80,150} to {90,165}.
Special attack
Sticky damage tick from {10,70} to {30,80}.
Stun damage tick from {40,50} to {50,65}.
All marks
Stamina template update:
Base Stamina from 4 to 4.5.
Sprint cost per second from {1.5, 0.5} to {1.25, 0.75}.
Inner angle Block cost from {1.5, 0.5} to {1.0, 0.5}.
Dodge template update:
Effective dodges limit from {3, 4}, to {3, 5}.
From 4 to 5 maximum effective dodges at high Mobility stat.
Dodge distance from {0.85, 1.0} to {0.9, 1.1}.
Dodge speed from {1.0, 1.2} to 1.0.
Mk Ia
Light 1 damage profile from Light Relentless to Light Vanguard.
Added power level multiplier 530 to Light 3 (from default 500).
Added power level multiplier 550 to Light 4 (from default 500).
Tweaked hitboxes for Light 3 and Light 4.
Tweaked damage windows for Light 4 to make it easier to connect with weak spots.
Mk III
Tweaked hitboxes and damage windows for Light 1 and Light 2.
Tweaked damage windows for Light 3 to make it easier to connect with weakspots.
Tigrus Heavy Eviscerators
The Eviscerator’s thunder was in part stolen by the Relic Blades, which have overall better cleave properties while also being no slouch in the single target department.
To give these iconic Zealot weapons a deserved bump, we tweaked most of the attack profiles: we removed the damage caps on secondary targets for the sweeping Vanguard/Relentless attacks, but also increased several armour modifier values, significantly improved the damage on the Heavy profiles and normalised most of the Special active profiles.
For the Mk III, we changed the chain times to key actions after the Heavy 1 attack to make it more responsive but less spammable with swap cancelling, slightly increased the speed of the Light 2 attack and added a power level multiplier to the Light 3 and Heavy 2 attacks.
Detailed Changes – Tigrus Heavy Eviscerators
Damage profiles
Light Strikedown
adm vs Maniac from 0.5 to 0.9.
adm vs Infested from 0.75 to 1.
Removed adm reduction on 1st target vs Carapace armour; from 0.1 to 0.25.
Light Vanguard/Relentless
Upped damage on secondary targets.
Removed damage cap after 4th target.
Heavy Vanguard
1st target damage from {150,300} to {165,345}.
1st target finesse multiplier from 0.5 to {0.4,1.0}.
Upped damage on secondary targets.
Heavy Strikedown
1st target damage from {150,300} to {175,350}.
1st target adm vs Carapace armour from 0.25 to 0.5.
1st target finesse multiplier from 0.5 to {0.5, 1.0}.
Added power level multiplier 525 to Heavy 2 and Light 3 (from default 500).
Updated Heavy 2 and Pushfollow attack damage profiles on Special abort.
Mk XV
Updated Pushfollow attack damage profiles on Special active and Special abort.
Lucius Helbore Lasguns
The Helbore Lasguns suffered from a very long Wield action duration, making it hard to quickly swap to priority targets (especially accounting also for the charging shots).
While this behaviour was intended, it also became increasingly punishing as the enemy numbers grew in higher difficulties.
In this balancing pass we sped up the Wield action, walking the line of maintaining the cumbersome feeling while also allowing for the weapons to be easier to swap into.
Alongside this change, we improved some of the armour and Finesse modifiers for ranged shots, and extended the hitscan radius of the las projectiles*, to make it easier for the weapon to shine as a marksman tool.
* This will make the hitscan detection more generous and allow for shots that would have slightly missed the target to still be considered a hit.
For the Mk V, we slightly increased the camera zoom in ADS mode.
For the Mk IV, we increased the camera zoom in ADS mode to be equivalent as the Mk IIIa.
We also improved the speed and offensive properties of the Special Slash attack, to be more in line with the Special Stab used in the other marks.
Detailed Changes – Lucius Helbore Lasguns
Damage profiles
Near charged shot
adm vs Unarmoured from 1 to 1.1.
adm vs Maniac from 1 to 1.25.
adm vs Infested from 1 to 1.1.
Far charged shot
adm vs Unarmoured from 1 to 1.25.
adm vs Infested from 1 to 1.25.
All shots Finesse Boost
vs Carapace armour from 0.1 to 0.2.
vs Maniac from 0.25 to 0.35.
vs Unyielding from 0.25 to 0.3.
Special Slash
Added Ignore stagger reduction.
1st target finesse multiplier from 0.75 to 1.
All Marks
Added time scale 1.5 to Wield action (sped up).
Added 0.05 radius to hitscan templates.
Buffer time for the Special input from 0.2 to 0.4.
Mk V
ADS Vertical Field of View from 65 to 55.
Mk IV
Chain from Special start to Special attack from 0.3 to 0.25.
Chain from Special attack to Special start from 0.7 to 0.645.
Tweaked Special attack hitbox and damage window.
ADS Vertical Field of View from 65 to 45.
Combat Shotguns
The Combat Shotguns have been in a spot where they are mostly used for their Special shells, while the normal shots felt underwhelming in most circumstances. They also suffered from long reload times relative to other weapons.
With this update we are trying to improve the overall usability without relying solely on the Special mechanic.
Along with increased base damage and reload speed, the Combat Shotgun family gets updated Sprint and Stamina templates, to enable a more mobile, close-range playstyle and not rely only on precision weak-spot shots.
We also significantly increased the ammo reserves for all marks.
Finally, we slightly increased the Cleave and Impact values to allow it to punch through lesser enemies.
For the Mk VII, we aligned the Finesse boost curve between hipfire and ADS modes.
For the Mk IX, we slightly extended the Near and Far effective ranges.
Detailed Changes – Combat Shotguns
All Marks
Sprint template from “killshot” to “assault”.
Sprint forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
Sprint forward deceleration from 1.25 to 2.1.
Sprint sideway acceleration/deceleration from 5 to 7.
Sprint speed modifier from {0.5, 0.5} to {0.25, 0.85}.
Updated Stamina template
Stamina modifier from 2 to 4.
Sprint cost per second from {2, 1.5} to {1.5, 0.5}.
Increased Reload speed by around 10%
Affecting both regular and special shells.
Damage profiles
Zarona MK VI
Damage from {250, 500} to {300, 600}.
Cleave
Cleave attack From 0.01 to {2, 4}.
Cleave impact from 0.01 to {2, 4}.
Ammo reserve from {60, 80} to {70, 95}.
Agripinaa Mk VII
Damage from {200, 400} to {250, 480}.
Cleave
Cleave attack From 1.3 to 2.5.
Cleave impact from 1.3 to 2.5.
Ammo reserve from {75, 95} to {80, 105}.
Finesse boost curve shooting from HipFire increased to match ADS.
{0.6,1.2} to {1.25,2.5}.
Accatran Mk IX
Damage from {450, 700} to {550, 740}.
Cleave
Cleave attack From 2 to 3.5.
Cleave impact from 1 to 3.
Ranges
Close range from {6, 8} to {6, 11}.
Long range from {12, 16} to {12, 17}.
Ammo reserve from {45, 65} to {55, 85}.
Double-barreled Shotgun
To increase the reliability of the weapon against bigger targets, we increased the armour damage modifier against the Unyielding type at both Near and Far ranges.
Additionally, we slightly raised the ammo reserves to allow for more aggressive approaches.
Detailed Changes – Double-barreled Shotgun
Damage profiles
adm vs Unyielding
Near from 1.0 to 1.1.
Far from 0.5 to 0.65.
Ammo reserve increased from {40, 80} to {50, 90}.
Bug Fixes & Changes
Weapons and Blessings
Fixed an issue where the description for the ‘Run n Gun’ blessing was displaying incorrect prefixes.
Classes
Psyker
Fixed an issue where the Disrupt Destiny keystone sometimes failed to show stacks in the HUD.
Missions
Inter-Zone Void Sector Omega-12
Clandestium Gloriana
Fixed several places in Clandestium Gloriana where players could get out of bounds.
Rotated the door after the mid event in Clandestium Gloriana to avoid players getting trapped behind it when it opens.
UI/UX and Animation
Fixed an issue where an “additional objectives” string in the Penance menu would not localize correctly.
Miscellaneous
Deadzone options now apply to both sticks when playing on controller.
Cosmetics
Fixed clipping issue on the Zealot “Stygian Kantrael MK IVG Flak Helm” headgear.
Fixed clipping issue behind the arms on the Veteran “Stygian MK lll Flak vest” upper body.
Fixed longer hairstyles clipping issue with the Psyker “Stygian MK IV Psykana Collar with Rebreather” headgear.
Fixed an issue where the Psyker “Illius Pattern Battleshoud with Psykana Collar (Burn Sulphur)” headgear would remove the operative’s eyebrows.
Fixed issues with the Veteran “Militarum Field Jacket” upper body clipping with “Militarum Type 47” lower body.
Fixed issues where the following Veteran headgear cosmetics would clip certain hairstyles
Ock’s Blood Goggles
Tinker Zard’s Superior High-vis Goggles
Chasm Railer Goggles
Fixed corrupted texture on Veteran “Vostroyan Hat with Tox Guard Face Mask (Mountain Snow)” headgear.
Fixed clipping issue on the Veteran “Stygian Mk I Armoured Fatigues” lowerbody.
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.