Final Fantasy Commander Decks Revealed, Feature Cloud, Tidus, and More

Even if you don’t play Magic: The Gathering, you’ve probably caught wind of its numerous video game crossovers in recent years, including Fallout, Tomb Raider, and Assassin’s Creed. But today we’ve got an exclusive first look at one of the most exciting yet: Final Fantasy. And not just one Final Fantasy – from Terra to Y’shtola, four different mainline games are represented across the preconstructed Commander decks headlining the set.

Flip through the image gallery below for a first look at the lead card and packaging for each deck, and read on for a conversation with Wizards of the Coast about what to expect inside them, why these four games were picked, and plenty more.

Set to launch this June, Magic’s Final Fantasy crossover will be a fully draftable, Standard-legal set accompanied by the four preconstructed decks in the gallery above. Each of those includes 100 cards made up of both reprints of existing cards with new Final Fantasy art and brand new cards designed with Magic’s most popular format, Commander, in mind. And while Commander precons are always themed around certain characters, colors, or strategies, the twist with these is that each one is built around a single Final Fantasy game – specifically 6, 7, 10, and 14.

“Final Fantasy games are so rich with flavor, beloved characters, and unique settings that choosing a single game as the theme provided more than enough material to design a full deck of cards around,” says Senior Game Designer Daniel Holt, who is the Commander Lead for the set. “Approaching each deck as a single game also provided the opportunity to dive deep into the lore of each, capturing even more beloved moments from across the game’s storyline that we may not have been able to achieve otherwise.”

“…we have so many passionate Final Fantasy fans in the building.”

The team decided on these four Final Fantasy games based on a balance of what they wanted for the gameplay of each deck and how well known each story was overall. Holt says that while Final Fantasy 7 and 14 were clearer picks, 6 and 10 took more discussion to arrive at, but were chosen partially because they were favorites among the team. “This was one of those products where everyone in the building was invested in each stage of development, as we have so many passionate Final Fantasy fans in the building.”

Of course, even within those picks, there are some decisions you have to make about direction. For instance, Final Fantasy 7’s remake trilogy has been running alongside the development of this Magic set, so is its Commander precon telling the story of the original or its reality-bending reimagining? Dillon Deveney, Principal Narrative Game Designer at Wizards of the Coast and Narrative Lead for the set, says you’ll see a bit of both throughout that deck’s art, but the story itself will follow the 1997 classic.

“Our core approach to Final Fantasy VII was to capture the original PS1 game’s narrative, while using Final Fantasy VII Remake and Final Fantasy VII Rebirth’s modern aesthetics to push the fidelity of each character design, story moment, and memorable location to the next level,” Deveney explains. “With that in mind, if a scene existed in both games, we had our choice of showing it as the original game did, how the modern version interpreted it, or a unique fusion of both. Hopefully, this deck feels familiar and nostalgic to players of both the original game and the modern series!”

Speaking of nostalgia, Final Fantasy 6 is a trickier nut to crack in some ways as it lacks the more modern art references the other three games can provide. Deveney says they wanted to stick close to what fans would expect from its pixel art sprites and limited concept art while also expanding upon them, and hopes that “the character designs should feel like how you ‘remember’ them, despite being a hybridization of many different references and new ideas.” To help accomplish that, WOTC even consulted directly with the Final Fantasy 6 team as they updated these character to the standards needed for Magic art.

“We developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amano’s original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each character’s design into something ‘new.’ We also encouraged our artists to punch up finer details and bsexplore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about.”

“It’s our hope that the [FF6] character designs should feel like how you ‘remember’ them…”

So they had the four games decided, but when it comes to Commander, that’s only half the equation– WOTC also needed to figure out which characters would lead each deck. Cloud may be the obvious pick for 7, but Holt tells me the others involved some brainstorming. Celes was considered for 6 since the deck is focused around the World of Ruin and the second half of that game, while Yuna was considered for 10 as a fan-favorite. They ultimately decided to stick with the “lead” characters on those, but Final Fantasy 14 is an MMO, which presented its own problem.

“For Y’shtola, it came down to a mix of popularity of the character as well as being a spellcaster, her story and character development offered a wide range of abilities and moments to pull from to lead the deck,” Holt explains, going on to say this deck represents her specifically during her Shadowbringers arc. They did explore the concept of making a “Warrior of Light” commander players could make their own in some fashion, but Holt says those ideas had some “pretty in-depth executions,” and that your own personal hero still has plenty of moments in this deck even without being at the helm.

Now comes the question of figuring out how to fit an entire video game’s story, characters, and themes into a single deck and the carefully balanced restrictions of Magic’s five colors. “Building these decks called for us to decide color identity for the chosen game itself, but also the gameplay we desired from them,” says Holt, going on to point out that it’s no mistake all four include White, “for both theming and it helped cover the wide range of Heroes we wanted to include in each deck.”

As mentioned, the deck for 6 is centered on the latter half of that game – as such, it’s essentially all about rebuilding your party by bringing other creatures back from your graveyard. For 7, Cloud wielding a big sword lines up nicely with the equipment strategies of a white-red Magic deck, but Holt says that “adding green to the mix let us tie in the ‘power matters’ cards and cards that reference the Planet and lifestream.”

While Tidus’ ability to pass counters around might lead you to think the deck for 10 is all about Blitzball, this classic white-blue-green strategy actually primarily came from the idea of that game’s Sphere Grid leveling system as a way to empower your creatures. Holt also admits that the theme for 14 was tricky to land on, but its white-blue-black color identity allowed them to lean into a noncreature spell casting theme while also including the characters they wanted to.

“…fans can expect to see some of their favorite characters in the 99 of each deck…”

Last but not least, Commander might be all about your leader, but RPGs are often about your party as a whole, and WOTC won’t leave the supporting casts of these games hanging. “Final Fantasy games are full of loveable AND villainous characters and getting them in these decks was very important,” Holt says. “While I can’t talk specifics on who is included in each deck or their abilities just yet, fans can expect to see some of their favorite characters in the 99 of each deck as new legendary creatures and captured in action on other exciting spells.”

Magic’s Final Fantasy set will release on June 13, and if you don’t see your personal favorite Final Fantasy game or character here (or even if you do), don’t worry – Holt assures me that “all sixteen of the mainline games will have their moments to shine in the accompanying products.”

Returning to the same territory as the Warhammer 40,000 Commander decks from 2022, all four of these decks will be available in both a regular version (MSRP $69.99) and a Collector’s Edition (MSRP $149.99), the latter of which will feature all 100 of the cards in each deck in a special Surge foil treatment.

Read on for the full, unedited interview with Wizards of the Coast’s Daniel Holt and Dillon Deveney:

IGN: Why did you decide to build each commander deck around a whole game this time?

Daniel Holt, Senior Game Designer: Final Fantasy games are so rich with flavor, beloved characters, and unique settings that choosing a single game as the theme provided more than enough material to design a full deck of cards around. Approaching each deck as a single game also provided the opportunity to dive deep into the lore of each, capturing even more beloved moments from across the game’s storyline that we may not have been able to achieve otherwise.

How did you land on these four games specifically? Were there any close runner-ups you considered?

DH: In exploratory design, before getting too deep into deckbuilding and card design, we brainstormed what games offered the most for what gameplay we wanted with the decks as well as being the more commonly known storylines among the audience. Final Fantasy VII being one of the more referenced games in media made it a strong first contender. Final Fantasy XIV offered a unique gamestyle, that of an MMO, and has SO MANY active players that we knew we could delight this group by selecting it as one of the four. After that, it became a bit more of a team discussion. Final Fantasy X is a favorite of mine and Zakeel, the FIN Product Architect, so we were a little biased in choosing it. Final Fantasy VI touched the pixel era of games and was a favorite of several other designers in the studio. So with that, we ended up with our four game selects! That said, all sixteen of the mainline games will have their moments to shine in the accompanying products.

Should we expect reprint art/lands/etc. within each deck to also be tied to each game?

DH: Absolutely! We want players to feel like they are entering the world of that game as they summon creatures and cast spells from it. This means that the nonland reprints are placed from within that deck’s game, while lands can appear from any of the four games included in the product.

Can you talk a bit about your approach to Magic’s color identities across these decks as it relates to Final Fantasy – why these colors for these characters/games?

DH: Building these decks called for us to decide color identity for the chosen game itself, but also the gameplay we desired from them. Being three colors each did help me have a wider range of options to apply to different characters and moments within the game. For example, you’ll notice all four decks include White in their color identity for both theming and it helped cover the wide range of Heroes we wanted to include in each deck.

Final Fantasy VI – This is a graveyard reanimator deck, so white-black-red was a great fit — gaining access to discard and mill effects in BR and ‘return from graveyard’ effects from WB. Thematically this deck rebuilds its large ensemble of characters in the World of Ruin, so the deck theme really plays into that section of the story.

Final Fantasy VII – As an equipment matters deck, white-red is well-known for that archetype in Magic and showcases this group’s iconic weaponry and battle prowess. Adding green to the mix let us tie in the ‘power matters’ cards and cards that reference the Planet and lifestream.

Final Fantasy X – White-blue-green counters are a classic staple in Magic deckbuilding and having access to all three here really let us build out a whole deck about moving the counters on the board and leveling up your team.

Final Fantasy XIV – This deck was tricky to land on, but by being white-blue-black, we had access to the colors we needed for the characters we wanted to include, but also be a noncreature matters theme, representing spell casting and ability usage you perform as the player while playing the Final Fantasy XIV game!

Terra, Cloud, and Tidus are the clear picks for their games, but how did you land on Y’shtola for Final Fantasy 14?

DH: I won’t deny that Cloud was a pretty obvious choice for the face commander of the Final Fantasy VII deck. The others went through a few rounds of brainstorming though! In Final Fantasy VI, since we were focusing on the themes of the second half of the game, Celes was actually a big contender for the lead. And with Final Fantasy X, we know Yuna is a fan favorite and could have led the deck to success. We ultimately landed on ‘the main protagonist’ character for each of these titles, resulting in Terra and Tidus filling those slots respectively; though Final Fantasy VI is an ensemble cast, Terra is often portrayed as the face of the series.

For Y’shtola, it came down to a mix of popularity of the character as well as being a spellcaster, her story and character development offered a wide range of abilities and moments to pull from to lead the deck.

Was using the Warrior of Light as the lead ever on the table, perhaps with some sort of background/class system to let players customize their precon?

DH: You caught me! We did explore card designs and themes around the Warrior of Light with some…pretty in-depth executions, before ultimately landing on Y’shtola as the commander. That said, there are still plenty of ‘Warrior of Light’ moments in the deck!

7, 10, and 14 have plenty of modern references when it comes to Magic-style art, but you’re pulling from a comparatively smaller pool for 6. Did you feel like there was more freedom to define your own look for those characters, or did you try to stick as closely to what was out there as possible?

Dillon Deveney, Principal Narrative Game Designer: I love this question! We wanted to stick closely to what fans remembered about these characters, while looking to merge the two major aesthetics of FFVI: the concept art and the in-game sprites. There was a lot of freedom in this approach, while trying to stick closely to the original designs. We worked directly with the Final Fantasy VI team to determine the aesthetics, designs, and costumes of the FFVI characters and world. To do that, we developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amano’s original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each character’s design into something ‘new.’ We also encouraged our artists to punch up finer details and explore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about. Ultimately, it’s our hope that the character designs should feel like how you ‘remember’ them, despite being a hybridization of many different references and new ideas.

Conversely, was there more pressure to get a character like Y’shtola exactly right when fans know so precisely what she looks like?

DH: From the game design side for each of these popular characters, this was one of those products where everyone in the building was invested in each stage of development, as we have so many passionate Final Fantasy fans in the building. At every playtest of the decks, I would get feedback about coworkers’ favorite characters, story moments, etc. that they wanted to make sure got included and implemented properly.

Some characters, like Y’shtola, have such deep character development throughout portions of their game. Each card that depicts one of those types of characters needed to capture them at a specific point in time of their story. For the Final Fantasy XIV commander deck, we have Y’shtola in the Shadowbringers arc where she has become a talented spell caster.

For the Final Fantasy 7 deck, did the recent remake series influence or impact your thinking/designs much, or were you mostly looking toward the original here?

DH: We had the fortunate overlap of some of the remake game series releasing WHILE we worked on this set. So it was a really cool experience getting to leave work, go home, and play games featuring the characters of cards I was designing in a ‘new’ video game.

DD: Our core approach to Final Fantasy VII was to capture the original PS1 game’s narrative, while using Final Fantasy VII Remake and Final Fantasy VII Rebirth’s modern aesthetics to push the fidelity of each character design, story moment, and memorable location to the next level. You will see a mix of classic FFVII moments and modern FFVII visuals in the deck, but generally, the product is intended to follow the original game’s story. With that in mind, if a scene existed in both games, we had our choice of showing it as the original game did, how the modern version interpreted it, or a unique fusion of both. Hopefully, this deck feels familiar and nostalgic to players of both the original game and the modern series!

It’s super cute that Tidus is all about passing counters around like a ball. Did you know this was going to be a counter deck already or did counters come from exploring Blitzball as a concept?

DH: Everyone loves Blitzball! People in the office got a ‘kick’ out of every time we mentioned it or referenced it somewhere in the product. But when starting the Final Fantasy X deck, the actual theming of counters came from the Sphere Grid experience system used in the game. This system is visually portrayed as a board where you add colored markers on the tracks to gain new abilities. In commander, I wanted to capture that idea by filling the deck with +1/+1 and other counters and then moving them around your team for added abilities!

Commander is all about your leader, but what is an RPG without a party – was it important to y’all to also highlight the folk supporting these leads within each deck?

DH: Of course! Final Fantasy games are full of loveable AND villainous characters and getting them in these decks was very important. While I can’t talk specifics on who is included in each deck or their abilities just yet, fans can expect to see some of their favorite characters in the 99 of each deck as new legendary creatures and captured in action on other exciting spells.

I assume a popular character like Cloud is going to be on more than just this card in the same way Frodo or Galadriel were in the Lord of the Rings set – I know you can’t get into main set spoilers here, but is there anything about designing around these characters for a commander-only product that you enjoy getting to do differently from a product that has to be in Standard?

DH: I think it’s safe to say you’ll see some characters making multiple appearances in the product and each is appealing to different kinds of players. With the ones we see here, they are all ‘commander-sized’, meaning they are aimed to be exciting in the commander format, both in and out of the precon. All the legends in these decks have a unified goal of working together within their deck’s theme and it’s fun building cards like this to have that creative team synergy, whether that’s say…interacting with counters in Final Fantasy X or playing with the graveyard in Final Fantasy VI. On the other hand, legends in the main set can be designs built around the character independently of other cards to spark new archetypes of decks.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

Blindfolded Mario 64 Speedrunner Seconds Away From Heartbreak With Invalid Record-Pace Attempt

The moment of tension one feels when they realize they’re closing in on a record run is palpable. Doubly so if the competitor is a blindfolded speedrunner who can’t see the chat telling him that his webcam is off.

Last week, as spotted by GamesRadar, speedrunner Bubzia was working on beating the world record for a blindfolded 70-star run in Super Mario 64. It’s a record he set himself last June at one hour, 25 minutes, and 11 seconds. He’d spent days — 72, at the time of this incident — trying to topple his own record. And on February 10, while on good pace to break his record, Bubzia’s webcam shut off.

Bubzia had been having some difficulties with his webcam before the run started. “That’s a new one, dude,” he said in a run prior to the big one, where his webcam turned off about one minute and 34 seconds in.

The heartbreaker in question would happen after, at 23 minutes and 59 seconds into a really solid run. You can check out the YouTube VOD of his run to see the chat, in real-time, react. “This could be the funniest WR,” one person in chat said.

The facecam is crucial because it’s required for the run to be valid. On the Speedrun.com rules and regulations, it specifically states: “The player must be visibly devoid of sight during the gameplay, i.e. something must be covering the eyes.” Ergo, if you couldn’t verify Bubzia had his eyes covered the entire time, the run would not qualify.

Having a back-up of some kind, like a notification, might be a thought. But the second category-specific rule says runners can’t have any assistance from other people. This includes hints from a Discord call or text-to-voice chat. After the first webcam failure, Bubzia confirmed he had “everything disabled” to alert him in case of a failure, and had received multiple Discord DMs trying to catch his attention while running.

For some viewers, it might be agonizing to watch someone run a game for over an hour, unaware their attempt has been invalid since the 24-minute mark. Bubzia’s chat even leaned into the irony, hoping for the runner to not set a world record, to avoid the heartbreak when the blindfold came off.

So in that way, it may have been a relief that Bubzia’s time came in a few seconds behind the world record. The pace clock concluded at 1:26:09, almost a full minute behind Bubzia’s standing record.

“If this would have been world record, I would have cried,” Bubzia said, after taking off his blindfold and realizing the facecam had been off. “Dude, I would have quit SM64, man.”

You can follow more attempts from Bubzia, whose facecam is currently working at the time of this writing, on his Twitch here. And for more on speedrunning, check out our Speedrun video series of devs reacting to speedruns of their own games.

Image credit: @Bubzia1.

Eric is a freelance writer for IGN.

Armored Core 6 for PS5 Drops to $20 in Amazon and Best Buy’s Presidents’ Day Sales

Presidents’ Day marks one of the first big sale events of the year, and if you’ve been looking to save on video games there’s been a fantastic variety on sale to look through. One of our favorite video game deals at the moment is on Armored Core 6: Fires of Rubicon for PS5, which is down to just $20 at Amazon and Best Buy.

This marks a 67% price drop from its $59.99 list price and a return to its lowest price yet, according to price tracker camelcamelcamel. If you’ve been hoping to dive into its masterful world of mechs, now’s your chance to do it and save some cash in the process.

Armored Core 6: Fires of Rubicon for $20

If you’re still on the fence about adding this game to your collection, it’s worth noting that we had a lot of praise for it in our review. IGN’s Mitchell Saltzman said, “Armored Core 6 doesn’t look to reinvent the bipedal legs of the mech action genre, but it does update, refine, and polish them to an aggressive shine.” He also mentions that it’s “a welcome return of a classic mecha series.”

If you’re looking for even more game deals available during this sale event, have a look through our roundup of the best video game deals to shop during Presidents’ Day sales. Right now some of the best offerings can be found at Best Buy, including discounts on big releases like Metaphor: ReFantazio, Dragon Age: The Veilguard, and more.

To see even more gaming deals, make sure to check out our individual roundups of the best PlayStation deals, the best Xbox deals, and the best Nintendo Switch deals to see the latest and greatest discounts for each platform. For an overall look at the highlights for each console, have a look at our breakdown of the best video game deals.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Star Wars: The Old Republic Jedi Revan Statue Revealed by Diamond Select Toys

Darth Revan may well be the most popular Star Wars character yet to appear in a live-action project. Star Wars collectors looking to add to their Revan shrine will soon have a new option, as Diamond Select Toys reveals the Star Wars: The Old Republic Jedi Revan Gallery PVC Statue.

Check out the slideshow gallery below for an exclusive first look at this dynamic Star Wars collectible:

This piece is essentially a sequel to DST’s previous Darth Revan statue. It’s specifically inspired by Revan’s appearance in Star Wars: The Old Republic and depicts the character wielding a single purple lightsaber and white Jedi robes.

The Star Wars: The Old Republic Jedi Revan Gallery PVC Statue is designed at 1:8 scale and measures about 10 inches tall. Like the rest of the Star Wars Gallery line, it’s designed to be a more budget-friendly option for collectors and carries an MSRP of $80.

The Jedi Revan statue will be released in Fall 2025. Preorders will open on the Gentle Giant Ltd. website and other retailers on Friday, February 21.

You can also currently preorder DST’s Darth Revan statue, which is seeing wider release in 2025 after originally debuting as a Diamond Select Toys/Gamestop exclusive.

While you’re at it, why not check out the many Star Wars collectibles available on the IGN Store?

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Overwatch 2 Dev Blizzard Welcomes Marvel Rivals Competition, Says It’s Never Faced Another Game ‘So Similar to the One We’ve Created’

Marvel Rivals was, from the moment it was revealed, compared to Overwatch. Taken at face value, Marvel Rivals is remarkably similar to Blizzard’s game; while Marvel Rivals uses Marvel heroes and villains for its playable characters, it is, like Overwatch, a competitive multiplayer hero shooter with some remarkably similar mechanics and gameplay systems. Both Marvel Heroes and Overwatch 2 are free-to-play, monetized as live services, and lean on the addition of new characters to keep things feeling fresh.

Marvel Rivals has enjoyed explosive popularity since launching in December, and it is speculated that this has come at the cost of interest in Overwatch 2. Blizzard’s game, according to the current narrative, is dwindling as NetEase’s Marvel Rivals gobbles up its players.

In a recent interview with GamesRadar, Overwatch 2 director Aaron Keller discussed the new reality Blizzard finds itself in, with Marvel Rivals now out in the wild and attracting tens of millions of players.

“We’re obviously in a new competitive landscape that I think, for Overwatch, we’ve never really been in before, to this extent where there’s another game that’s so similar to the one that we’ve created,” Keller said.

You’d think this would be a bad thing for Overwatch, then, but Keller called the situation “exciting,” and even said it was “really great” to see Marvel Rivals take ideas established by Overwatch in a “different direction.”

Still, Keller admitted Marvel Rivals’ success had forced a change in attitude within Blizzard when it comes to Overwatch 2, saying: “this is no longer about playing it safe.”

To that end, Blizzard has announced radical changes coming to Overwatch 2 in 2025. While the roadmap ahead includes much of what you’d expect to see in terms of new content, the core gameplay itself will see a seismic shift, including the additions of hero perks and the return of loot boxes.

All eyes will be on Overwatch 2 to see if these changes spark a resurgence in interest. We’re now nearly nine years out from the debut of Overwatch in 2016, and two-and-a-half from the launch of Overwatch 2. And while Blizzard does not make Overwatch player numbers public, we can see concurrent player numbers on Steam are as low as they’ve ever been since Overwatch 2 launched on Valve’s platform in 2023, with a 37,046 concurrent player peak over the last 24 hours.

Marvel Rivals, meanwhile, remains a top 10 most-played game on Steam, with a 310,287 concurrent player peak over the last 24 hours.

Overwatch 2 still has a ‘mostly negative’ user review rating on Steam. Indeed, in August 2023, Overwatch 2 became the worst user-reviewed game on Steam ever. Most of the negative reviews focused on monetization after Blizzard was heavily-criticised for forcing its premium predecessor to update into a free-to-play sequel, rendering the original Overwatch unplayable, back in 2022. Overwatch 2 subsequently endured a number of controversies including the cancellation of its long-awaited PvE Hero mode — the one feature, players said, that justified the sequel’s existence.

IGN has loads more on Marvel Rivals, including the developer’s clarification on datamining, and thoughts on the possibility of a Nintendo Switch 2 version.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Mortal Kombat 1 Dataminer Discovers Animations for Hara-Kiri Fatalities — and They Could Be Coming as Quitalities

A Mortal Kombat 1 dataminer has unearthed what looks like compelling evidence that the gory fighting game will get Hara-Kiri Fatalities in the form of Quitalities.

Redditor InfiniteNightZ published a video, below, showing off what look like Hara-Kiri Fatalities in Mortal Kombat 1. A Hara-Kiri finisher, first introduced in 2004’s Mortal Kombat: Deception, sees the defeated player cause their own death with a self-Fatality.

What’s interesting here is that InfiniteNightZ found Hara-Kiri animations for recently released DLC characters, such as Ghostface, adding credence to the speculation that they will be added to Mortal Kombat 1 in a future update rather than left on the cutting room floor. “After seeing that they’re adding it to the downloaded roster now, I think it’s highly possible,” InfiniteNightZ said.

InfiniteNightZ then suggested the Hara-Kiri animations could arrive as Quitalities, given that’s how they’re referenced in the game’s code. Quitalities are quick-fire finishers that trigger when a player quits a multiplayer match, and have been in previous games in the series. “They are listed as Quitalities, there’s still hope,” InfiniteNightZ said of the animations.

High-profile Mortal Kombat 1 dataminer Interloko found additional Hara-Kiri animations, after InfiniteNightZ’s find was made public.

Of course, this may all amount to nothing, and it’s worth noting that neither NetherRealm nor publisher Warner Bros. Games has announced Quitalities for Mortal Kombat 1.

Mortal Kombat 1 recently enjoyed a resurgence with the addition of a secret fight with Floyd, the pink ninja, and the community-driven effort to work out his unlock conditions. Meanwhile, Mortal Kombat 1 fans have the T-1000 guest character to look forward to, and potentially more DLC to come, although NetherRealm has yet to confirm that.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Xbox Boss Phil Spencer Issues Update on Rare’s Long in Development Everwild

What happened to Rare’s Everwild? It’s been over five years since the game was announced back during Microsoft’s X019 presentation. Repeated no-shows during Xbox showcases and rumors of reboots have caused some to wonder whether Everwild had fallen by the wayside. Not so, Xbox boss Phil Spencer has said.

In an interview with XboxEra, Spencer listed Everwild as one of the games yet to come out that he was excited for, adding he’d recently visited UK studio Rare, which runs live service pirate adventure game Sea of Thieves, to get a look at Everwild and the progress the developers were making.

“Yeah, State of Decay is just one of the franchises I love back from the original one, so that one stays on the board. I do think the work that Double Fine’s doing and how Tim [Schafer] kind of solicits feedback from the team. And the other one, I’ll say because I was recently out at Rare. It’s nice to see the team with Everwild and the progress that they’re making.”

Spencer said Microsoft had been able to give the developers of those games (State of Decay, the next game from Double Fine, and Everwild) time while still having a packed schedule of releases (bolstered, obviously, by the acquisitions of Bethesda and Activision Blizzard).

“We can give those teams time,” Spencer said. “And next week I’m going to be up in Vancouver with the Coalition [Gears of War developer] — and how fun is that?”

As for Everwild, it’s faced concern over the years after the aforementioned reboot rumor, which Microsoft has denied, and the exit of creative director Simon Woodroffe in 2020. Rare filled the director’s chair with veteran designer Gregg Mayles, who previously worked on Donkey Kong Country, Banjo-Kazooie, Viva Pinata, and Sea of Thieves.

But what is Everwilds? Reports have indicated it’s a third-person adventure game with god game elements, but given how long it’s been in development, that may have changed. The last Everwilds trailer, released in July 2020, carried the following description: “Everwild is a brand new IP from Rare. A unique and unforgettable experience await in a natural and magical world.”

Microsoft has a long list of in-development games, including the Perfect Dark reboot, the next Halo, and Playground’s new Fable game. Meanwhile, Bethesda is working on The Elder Scrolls 6, and Activision is of course working on this year’s Call of Duty. In the shorter term, id Software’s Doom: The Dark Ages launches in May.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

‘Fallouts Like That Happen, It’s Just Part of the Deal’ — Mass Effect 1 and 2 Composer Jack Wall Discusses Why He Failed to Return for Mass Effect 3

Composer Jack Wall has discussed why he failed to return for Mass Effect 3 having created the much-loved music for the first two games in the series.

Wall worked with developer BioWare to create the 80s sci-fi music-styled soundtracks for Mass Effect, released in 2007, and its sequel, 2010’s Mass Effect 2. Mass Effect 2 in particular is often cited as one of the greatest action role-playing games ever made, and Wall’s soundtrack, which includes the rousing ‘Suicide Mission,’ is considered a series high-point by fans.

But Wall failed to return for 2012’s Mass Effect 3, which came as a shock to fans. Now, in a new interview with The Guardian, Wall discussed why, pointing to a falling out with then Mass Effect development chief Casey Hudson.

“Casey was not particularly happy with me at the end,” Wall said. “But I’m so proud of that score. It got nominated for a Bafta, and it did really well … [even if] it didn’t go as well as Casey wanted.”

The Guardian suggested a “creative tension” between Wall and Hudson, but Wall remained vague. “Fallouts like that happen, it’s just part of the deal,” he added. “It’s one of the few times in my career that’s happened, and it was a tough time, but it is what it is.”

Wall did, however, go into a bit more detail on the challenges he and BioWare faced getting Mass Effect 2 out the door and Suicide Mission into the finished product, which may provide some insight into Wall and Hudson’s relationship at the end of the project.

“It was the biggest mind-f***ing thing I’ve ever done in my entire life,” Wall said. “And there was no one available to walk me through it, because they were all freaking out trying to finish the game. I handed it in, and they had to do a lot of massaging on their end in order to get it to work, but they did it… and the result is still one of the best ending sequences to a game that I’ve ever played. It was worth all that effort.”

After Mass Effect 2, Wall went on to make music for Call of Duty games, most recently composing the soundtrack for Black Ops 6. BioWare, meanwhile, is currently working on the next Mass Effect game following the release of Dragon Age: The Veilguard. BioWare is yet to announce the composer.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Ubisoft Announces Siege X, the ‘Biggest Transformation’ in Rainbow Six Siege History

Ubisoft has teased a significant evolution of Rainbow Six Siege, promising to unveil what it calls Siege X in March.

Siege X is described as “the biggest transformation in the game’s history, including new tactical gameplay, graphical and audio upgrades, and more.” This is not Rainbow Six Siege 2, rather a significant change for Rainbow Six Siege designed to set the competitive multiplayer game for its second decade of live service.

Rainbow Six Siege struggled when it launched in December 2015, but Ubisoft’s work to improve the game is seen as one of the most dramatic turnarounds in video game history alongside Final Fantasy 14 and No Man’s Sky.

In the last decade, Rainbow Six Siege has proven a reliable money-spinner even when Ubisoft’s other attempts at live service have fallen by the wayside. In recent years, when Ubisoft has found the going particularly tough, Rainbow Six Siege has helped prop up those financial reports. Now, there’s even more pressure on Siege X, given Ubisoft’s high-profile troubles.

10 years is a long time for any video game to remain relevant and financially stable, and so it makes sense that Ubisoft would want to refresh Rainbow Six Siege with a headline-grabbing evolution. Ubisoft will announce more on March 13 at the Siege X Showcase.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Daily Deals: Rise of the Ronin, Kirby and the Forgotten Land, Pikmin 4, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, February 16, below:

Kirby and the Forgotten Land for $39.99

Kirby and the Forgotten Land is still one of the best Nintendo Switch games. Forgotten Land marks the first full 3D game in the entire series, with a massive amount of new gameplay mechanics and offerings compared to its 2D counterparts. The game also has an amazing soundtrack, which perfectly accompanies the fun and engaging environments. If you’ve yet to play Kirby and the Forgotten Land, pick the game up for a discount this weekend!

Rise of the Ronin for $39.97

Rise of the Ronin is one of the biggest 2024 PlayStation 5 exclusives to release, with the gamecoming from Team Ninja and Koei Tecmo. Set in 1863 Japan, you play as the Ronin and take down those coming from the West. This action epic offers well over 70 hours of content, with an excellent dive into a history somewhat unexplored in modern gaming.

LEGO Roses for $10.79

Who doesn’t need a pair of LEGO Roses in their life? If you’re searching for a late Valentine’s Day gift, this pair of LEGO Roses can be a great option. It’s the perfect gift to build with that special someone.

Preorder Elden Ring: Nightreign at Best Buy, Get $10 Gift Card

Elden Ring Nightreign, a new multiplayer game from FromSoftware, is set to release for PS5, PS4, Xbox Series X|S, Xbox One, and PC on May 30. You can explore the world and take on bosses with two other friends, making for a unique experience that’s sure to stay engaging. Best Buy has opened pre-orders for Elden Ring Nightreign, and you can score a free $10 Best Buy gift card with any pre-order for a limited time.

Fantasian Neo Dimension for $39.99

Fantasian Neo Dimension is on sale for the first time since launch! Both the PS5 and Switch versions are available for $39.99, and this is one of the best turn-based RPGs you can buy right now. With a story by Hironobu Sakaguchi and music by Nobuo Uematsu, this is one experience any RPG fan does not want to miss.

LEGO Infinity Gauntlet for $51.19

The Infinity Gauntlet is one of the most recognizable items from the Marvel Cinematic Universe, and you can take it home in LEGO form at a discount this weekend! This 590 piece set includes a stand to hold up and display the Infinity Gauntlet, with each of the six Infinity Stones on display. Don’t miss out on your chance to save on this LEGO set!

Final Fantasy Pixel Remaster Collection for $39.99

The Final Fantasy Pixel Remaster Collection has hit a new all-time low at Woot, priced at just $39.99. The first six Final Fantasy games paved the way for the series as we see it today. Many fans still regard both Final Fantasy IV and Final Fantasy VI as some of the best that Final Fantasy has to offer, with gripping narratives and engaging gameplay. This package includes all six Final Fantasy Pixel Remasters, which feature updated graphics, soundtracks, font, and more.

Pikmin 4 for $39.99

This weekend at Best Buy, you can save on Pikmin 4, with copies available for just $39.99. As the latest game in the Pikmin series, Pikmin 4 brings loads of new features for fans, new and old alike, to discover. In our 9/10 review, we stated, “Pikmin 4 adds variety to the series’ traditional gameplay by offering options other than the grab-and-throw formula of the past, and brings an extra helping of top-tier levels after the credits roll.”

LEGO Star Wars Mos ESPA Podrace Set for $54.39

The Mos Espa Podrace scene in Star Wars: Episode I – The Phantom Menace is one of the most iconic in all of Star Wars, and we’ve seen it recreated in multiple LEGO Star Wars games ever since. As part of the 25th Anniversary celebration for The Phantom Menace, LEGO released this diorama set of the Mos Espa Podrace scene. This set includes both Anakin Skywalker’s Podracer and Sebulba’s Podracer.

Apple AirPods 4 for $99.99

Amazon has the Apple AirPods 4 on sale for $99.99 today. These earbuds feature Spatial Audio, up to five hours of listening time per charge, and so much more. Apple AirPods 5 likely won’t be out for a good bit, so now is the perfect time to pick up a pair of new AirPods if your old ones are giving out.

Romancing SaGa 2: Revenge of the Seven for $39.99

Romancing SaGa 2: Revenge of the Seven is arguably the best entry point into the SaGa series at this time, and you can score a PS5 copy for $39.99. Acting as a full 3D remake of the 1993 release, this game features English and Japanese voiceovers, rearranged music, retooled gameplay, and more. If you’re still unsure about Romancing SaGa 2: Revenge of the Seven, you can check out the free demo across all platforms!

Splatoon 3 for $39.99

Splatoon 3 is one of the best multiplayer games available on Nintendo Switch, with all kinds of content available across single player and multiplayer modes. It’s no secret that Splatoon is incredibly popular, and this game is no exception. At $39.99, you’ll be challenged to find a better multiplayer game at this price.