Call of Duty: Black Ops 6 Is the Best-Selling Game of 2025 in the U.S.

Call of Duty: Black Ops 6 is the best selling game of both December 2024 and the full year 2024 in the U.S., returning to the No.1 spot after Hogwarts Legacy took the crown in 2023.

This is according to Circana data and analysis by Mat Piscatella shared with IGN. The annual Call of Duty release historically is almost always the No.1. best-selling game in the U.S. each year by dollar sales going back to 2008, with a few exceptions. Both Grand Theft Auto V and Red Dead Redemption II beat it out in their respective release years, and in 2023, Hogwarts Legacy took the crown. Call of Duty: Black Ops 6 was back on top this year, though it’s possible that victory is short-lived given Grand Theft Auto VI’s expected release late this year.

This year, Call of Duty was also once again the best-selling franchise in the U.S. for a record 16th year in a row.

EA Sports College Football 25, the No.2 best-selling game of 2024 and the No.3 best-selling game of December, was also the best-selling sports game in U.S. history.

Not a single Nintendo game cracked the top 20 for 2024, though that’s possibly because Nintendo does not share digital sales data with Circana, meaning all Nintendo first-party games on this list are only including physical sales in their rankings. That said, on the Nintendo Switch console, Super Mario Party Jamboree was the best-selling game of the year, followed by Mario Kart 8 at No. 2 and Mario & Luigi: Brothership at No.3.

Most of the rankings for the month of December were releases from earlier in the year or even prior years, given a low number of new releases. Indiana Jones and the Great Circle was the only new release ranking in December, at No.14. Because Circana tracks in dollar sales, we don’t see new releases Marvel Rivals (free-to-play) or Path of Exile 2 ($30, as opposed to $60) on the top-selling games list. However, both ranked on Circana’s tracking of the top games in the U.S. by Steam MAUs (No.1 and No.3 for December, respectively) and Marvel Rivals was also No.3 on PS5 and Xbox Series by MAUs.

For the full year, content spending in the U.S. increased by 2% to $50.6 billion, the second highest total for content spending in U.S. history, behind 2021’s $52 billion. There was an 11% drop in console content spending, but it was balanced out by growth in all other content areas. For December by itself, video game content spending was down 5% year over year to $5.8 billion. There was a 21% drop in console content spending in December, but PC content spending grew 13%.

Hardware spending for 2024 dropped 25% from 2023 to $4.9 billion, with PS5 as the best-selling console of both the month and the year. Switch was second place for the year in unit sales, while Xbox Series finished second in dollar sales. Digital editions made up 45% of PS5s sold in the U.S. during 2024, and 44% of Xbox Series.

For the month of December alone, hardware spending was down 29% from 2023 to $1.1 billion in December. All three console makers saw the drop: PS5 hardware spending dropped 18%, and Xbox Series and Switch both dropped by 38%.

For the full year, overall spending on games was down 1.1% to $58.7 billion. For December, total spending dropped 8.9% year over year to $7.5 billion.

The top 20 best-selling games in the U.S. for the month of December, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. Madden NFL 25
  3. EA Sports College Football 25
  4. EA Sports FC 25
  5. Super Mario Party Jamboree*
  6. Sonic X Shadow Generations
  7. Hogwarts Legacy
  8. Astro Bot
  9. Minecraft*
  10. NBA 2K25*
  11. Dragon Ball: Sparking! Zero
  12. Elden Ring
  13. Marvel’s Spider-Man 2
  14. Indiana Jones and the Great Circle
  15. Helldivers II
  16. Mario Kart 8
  17. Mario & Luigi: Brothership*
  18. God of War: Ragnarok
  19. The Legend of Zelda: Echoes of Wisdom*
  20. Just Dance 2025 Edition

The top 20 best-selling games in the U.S. for the full year 2024, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. EA Sports College Football 25
  3. Helldivers II
  4. Dragon Ball: Sparking! Zero
  5. NBA 2K25*
  6. Madden NFL 25
  7. Call of Duty: Modern Warfare III (2023)
  8. EA Sports FC 25
  9. Elden Ring
  10. EA Sports MVP Bundle
  11. Hogwarts Legacy
  12. Dragon’s Dogma II
  13. WWE 2K24*
  14. MLB: The Show 24*
  15. Grand Theft Auto V*
  16. Minecraft*
  17. Final Fantasy VII: Rebirth
  18. Tekken 8
  19. Marvel’s Spider-Man 2
  20. NBA 2K24*

* Indicates that some or all digital sales are not included in Circana’s data. Some publishers, including Nintendo and Take-Two, do not share certain digital data for this report.

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

Final Fantasy 7 Remake Part 3 Has a Completed Story at Square Enix

Square Enix has now completed the story of the third and final part of the Final Fantasy 7 Remake trilogy.

Speaking to Famitsu and translated by Eurogamer, Final Fantasy series producer Yoshinori Kitase and Final Fantasy 7 Rebirth director Naoki Hamaguchi said development on the highly anticipated conclusion is progressing smoothly.

“I’m very satisfied with [the story], so I’m sure fans will be satisfied with the final chapter,” Kitase said, adding that Final Fantasy 7 Rebirth creative director Tetsuya Nomura gave him “homework” to ensure this was the case.

The story of Part 3, which currently lacks an official name or release window, was required to have a respect for the original Final Fantasy 7 alongside a new level of satisfaction not felt in that game, Kitase said.

I’m very satisfied with [the story], so I’m sure fans will be satisfied with the final chapter.

Square Enix announced its plans to release Final Fantasy 7 Remake as a trilogy in June 2022, following the release of the first game which had fans questioning if the entire story would need a dozen parts to be told properly. This is because Final Fantasy Remake itself only adapted the opening few hours of the original game, up to the point where the party leaves Midgar.

Final Fantasy 7 Rebirth expanded the scope significantly, however, introducing the open world and thus covering myriad locations such as Costa del Sol, the Golden Saucer, and many more, including some new ones.

It brought the overall story up to the end of Disc 1 of the original Final Fantasy 7, which closes in both games with what’s arguably the most iconic moment in video game history.

Part 3 will pick up immediately after this, though very little is known about it so far. Development began in June 2022 but Square Enix hasn’t said when it will end, only vaguely noting it hopes to release Part 3 by 2027.

Something it has said, however, is that it “will not cheat” when it comes to the Highwind airship. This allowed the party to quickly move around the map in the original game but, now in the world of fast travel, many fans wondered how the iconic ship could be implemented.

“We will not cheat with the airship system [in Part 3] but take the challenge head on so it can freely fly all over the game map,” Hamaguchi said in November.

In our 9/10 review of the last game, IGN said: “Final Fantasy 7 Rebirth impressively builds off of what Remake set in motion, both as a best-in-class action role playing game full of exciting challenges and an awe inspiring recreation of a world that has meant so much to so many for so long.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Palworld Developer Pocketpair Moves Into Publishing to Release Tales of Kenzera Dev’s Next Game

Palworld developer Pocketpair is moving into the publishing business to release Tales of Kenzera: Zau developer Surgent Studio’s next game.

The newly formed Pocketpair Publishing said on X/Twitter it will support “a brand new horror game” from Surgent Studios, which released Tales of Kenzera: Zau as its debut title in April last year. The horror game published by Pocketpair won’t be a continuation of that universe, however.

“We noticed a pattern in the entertainment industry, and Pocketpair has given us the opportunity to make a horror game about it,” said Surgent Studios CEO Abubakar Salim. “Both Surgent and Pocketpair are well versed in taking risks. This game will be short and weird, and we think players will be interested in what we have to say.

“We’re still in earnest conversation about further projects set in the Tales of Kenzera universe, but this will be a standalone piece: a mile marker between where we’ve come from and where we’re going.”

We’re still in earnest conversation about further projects set in the Tales of Kenzera universe, but this will be a standalone piece.

No release window or even a title was announced, so the project is presumably still a while away from releasing. This is also separate from the Project Uso concept previously shared by Surgent Studios.

Pocketpair Publishing, meanwhile, is now accepting pitches from other developers. “We don’t want to tell you what to do.​ We don’t want to take control from you. We don’t want to change your dream or push you to make a certain type of game,” it said on its website.

Head of Pocketpair Publishing John Buckley added: “At Pocketpair, there is nothing we love more than games, and Pocketpair Publishing is our latest venture to help the world enjoy gaming even more. Game development comes with many challenges, but we want to ease that process as much as possible and provide an environment where creators can pursue their dreams.

“We are pleased to be able to support Surgent Studios’ new title as our first step. We deeply sympathize with their original ideas and passion and are honoured to help them realize their vision. We will respect the autonomy and vision of developers and work together to make great games for people all over the world.”

Salim, who is also an actor having played Assassin’s Creed Origins protagonist Bayek, Alyn of Hull in House of the Dragon, and the titular character in Tales of Kenzera: Zau, said “it’s an incredible honor to be Pocketpair Publishing’s first partner” in a follow up post on X/Twitter.

“This is the energy I want to see driving games in 2025,” he said, “developers lifting each other up, creating together, and pushing the industry forward.”

Tales of Kenzera: Zau is a single player Metroidvania game which explores themes of grief and love. It earned a 7/10 in IGN’s review. “Tales of Kenzera: Zau’s action isn’t groundbreaking within the genre, but its elevated by a truly moving tale about how to go on in this world when your loved ones have passed on to the next,” we said.

The positive reception wasn’t enough to drive unbridled success, however, as Surgent Studios announced layoffs in July. Things grew worse as employees were put on notice for redundancy in October amid further funding struggles, meaning the support from Pocketpair Publishing will likely go a long way.

As for Pocketpair, it’s still battling The Pokémon Company and Nintendo’s patent infringement lawsuit, filed following Palworld’s record-breaking sales success.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Save on the Monster Hunter New Year Hunting Collection at Humble!

Monster Hunter is one of the biggest game franchises out there right now, with the highly anticipated release of Monster Hunter Wilds set for next month. If you’ve ever wanted to square up with towering beasts and monsters, this is the perfect series for you.

Right now, Humble is offering the Monster Hunter New Year Hunting Collection, which packs in ten total items for only $25. This is a great starting place for beginners, as it gives you the biggest Monster Hunter games available on PC with their expansions. Check out the details below, and don’t miss out on this incredible bundle!

Monster Hunter New Year Hunting Collection at Humble

This bundle is the ultimate deal if you’ve yet to purchase any Monster Hunter games on Steam. Depending on how much you’d like to pay, you can score up to 10 items! For $10, you can score Monster Hunter Rise, the Deluxe Kit upgrade, and two coupons for the Monster Hunter Stories games. $15 will give you Monster Hunter Rise: Sunbreak as well, which is a major DLC expansion featuring new monsters and areas to discover.

Next, $20 will grant you Monster Hunter World and its deluxe kit, while the final tier at $25 unlocks Monster Hunter World: Iceborne. At this max tier, you will score the following:

In total, this bundle has a value of $204, offering an unbeatable price for these games and expansions. Like all Humble offerings, part of your payment will go to charity. The Monster Hunter New Year Hunting Collection supports Breakthrough T1D, an organization focused on global type 1 diabetes research and advocacy. Your purchase will help support Breakthrough T1D as it continues to work toward more solutions and improve access to health care. Only three days remain for this deal, so head over to Humble Bundle now to take advantage of this offer before it’s gone!

Dragon Age: The Veilguard Had 1.5 Million Players in First Two Months, EA Expected 3 Million

EA has announced today that it is revising its outlook for the fiscal year after a slowdown in Global Football net bookings growth, and Dragon Age: The Veilguard missed the company’s internal targets by nearly 50%.

In a press release, the company said it was reducing its expectations for the fiscal year ending March of 2025 from mid-single-digit growth to mid-single-digit decline. The largest culprit, EA says, was global football, aka EA Sports FC, which it says experienced a slowdown last year in Q3 after two consecutive fiscal years of double-digit net bookings growth. In the press release, EA CEO Andrew Wilson specifically pointed to EA Sports FC 25 as underperforming.

But in addition to global football, EA also mentioned that Dragon Age “engaged” 1.5 million players during the quarter, which was down nearly 50% from the company’s projections. Notably, EA does not say the 1.5 million number was unit sales – Dragon Age: The Veilguard was also available as a part of EA’s Play Pro subscription service. Additionally, it’s not clear whether EA is counting a free trial of the game that was available through the cheaper EA Play subscription in the 1.5 million number either.

Dragon Age: The Veilguard released on October 31, 2024, and EA’s report only covers the final quarter of the year through the end of December, meaning these engagement totals encompass the game’s first two months on the market. It’s worth noting that 1.5 million (or thereabouts) isn’t an awful sales number, and companies overestimating sales targets is nothing new. In its first three days on the market, The Veilguard managed to debut at No.6 on Circana’s charts for the top-selling games in the US, and that’s not including Steam digital sales. However, an analyst we spoke to in November suggested that Veilguard had tough road ahead:

“Just looking at the first days of sales and initial engagement levels via Circana’s Player Engagement Tracker, it’s been a good – but not great – launch,” said Mat Piscatella at Circana. “Dragon Age: The Veilguard did not reach the launch week sales levels of either Final Fantasy VII: Rebirth or Dragon’s Dogma II, and it will be a bit of an uphill battle to reach Inquisition’s lifetime sales.”

There’s been some smoke around Dragon Age: The Veilguard’s struggles, such as it receiving a significant discount just a month after launch for Cyber Monday, and the departure of its director, Corinne Busche, from BioWare just last week. We’ve chronicled some of the game’s development challenges already, including layoffs and the departure of several project leads at different stages.

We also thought Dragon Age: The Veilguard was amazing, saying it “refreshes and reinvigorates this storied series with enjoyable action combat, a fantastic cast of companions, and moving character writing.”

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

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Players prepare themselves each time a new Monster Hunter is released, wondering how their favorite weapon will feel in their hands in the upcoming game.

Each of the 14 weapon types displays its own unique characteristics while still changing to fit the design of each new title. Monster Hunter: World did away with segmenting off each area during a quest, while Monster Hunter Rise is notable for its Wirebug action. The weapons that feel at home in the hunters’ hands show a new side of themselves in line with a game’s design. So, what kinds of concepts guided the tuning of each weapon in Monster Hunter Wilds, a game that aims to create a seamless hunting experience?

To hear about these weapon details that act as determining gameplay factors, we spoke with the Monster Hunter Wilds art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka was also the director of the first Monster Hunter game, while Tokuda has had a hand in the series since Monster Hunter Freedom.

In the interview, we heard about the concept and development process for various weapons, garnering new details on weapons that players have been particularly interested in, as well as the kinds of adjustments made for the release version of the game after the feedback they received from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda starts by saying that significant changes needed to be made to how a number of weapons are used due to major shifts in the gameplay loop, affected by Wilds’ seamless map and changing weather conditions.

“There are a number of large changes to the Light and Heavy Bowgun, as well as the Bow,” he says.

While previous Monster Hunter titles featured a routine of returning to your base to replenish your resources after each quest, Wilds aims to offer seamless play, making this process no longer required. Ranged weapons in Monster Hunter historically use consumable ammo and coatings, so there was a possibility that they would be more of a burden to use in Wilds without an established time to restock these items.

“That’s why we designed it so that basic damage sources can be used without expending resources,” says Tokuda. “We balanced it around the idea that things like normal, pierce and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing your gauge. But we still wanted it to be possible to use what you’ve prepared ahead of time or what you find in the field on top of that, and so our balancing took into account the presence of design that allows you to create powerful ammo with attributes from gathered materials.”

One change after the next was made to each of the weapons while considering the new elements found in Wilds and the game’s concept, with ranged weapon changes being the most notable. Fujioka says that this goes beyond playstyle and mechanics, even stretching into design.

“We had the idea of wanting to properly show the movement of charging a Bowgun for a special shot,” he says. “Shots that cancel out a monster’s attack look properly convincing as they perform that canceling. Ever since the previous game in the series, we’ve put a lot of work into making it visually clear to the player what they’re doing in the moment.”

He says that advances in technology increasing the ability to create such depictions also play a major role in these animation changes. Players can swing weapons, put them away, and switch between them. Tokuda says that adding more fine detail to the transitionary animations that connect each action changed even what hunters can do.

“One common concept shared by all weapons is that we made sure it’s possible for hunters to use them in a natural way given the situation at the moment,” he says. “Our goal was to do this particularly when you can’t make any inputs.”

For example, in previous games, you needed to stow your weapon and stop moving before using a healing item. The greater ability to depict actions through animations played a role in changing that.

Fujioka continues: “The Focus Mode that we added to [Wilds] is something we put a lot of work into when it comes to action. You can move while facing a specified direction, making continuous attacks possible while on the move but slightly off-center from your target. Players can properly go in the direction they want. We wanted to make a game that made possible the image players have in their minds about how they want to play.

“There have been incredible technical leaps for the development environment in recent years, such as in managing animations, and there have been even greater changes in how games themselves are played. For action games, in particular, the question of how you meet the players’ desires to play in a certain way in the moment they actively want to make a movement is an important one. During development, we’re always conscious about not being left behind by changes in the times.”

Focus Strikes

One major change in Wilds is the new system that allows you to wound a monster if you continuously attack a specific spot on its body. Whether or not a wound is formed is generally determined by the amount of damage dealt to that area. Some acts wound a monster more easily, such as attacks that use environmental elements like falling rocks or battles between monsters. When it comes to attacks from player weapons, though, they generally form due to accumulated damage, which is why there aren’t any differences between weapon types in this regard.

Hunters can deal massive damage to wounded monsters by using Focus Strikes while in Focus Mode. Completely different animations were prepared for each weapon type, such as acrobatically flying all around a monster with the dual blades, making it appear at first glance like there are differences in abilities here. So do different weapons have different Focus Strike effects aside from the visuals? Tokuda gives us an answer.

“For Focus Strikes, we wanted to have animations that show each weapon’s uniqueness,” he says. “But I admit that this also created a variation between weapons during the open beta test where some were far too strong, while feeling the strengths of others was difficult. Though we do allow differences between weapons in order to give them personality, we don’t want the disparity between weapons to be too extreme, and so we’re tuning them to be more standardized for the official release of the game.”

The wound system gives hunters a new option when hunting. For example, if you’re attacking the head while using a hammer to flinch a monster, the accumulated damage can create a wound there. You’re then able to deal a large amount of damage by then hitting it with a Focus Strike, but that wound will turn into a scar, meaning that you can no longer create a new head wound. You can of course continue to focus on the head, or you can target another body part that can be wounded. Once players are in the latter half of the game, they will learn that there are ways to use the environment that lead to unexpected scars. Tokuda says that, like flinching and part breaking, the wound system acts as a new option for players, where they may expect to create a wound on a monster by hitting it just one more time in a certain location.

“Monsters are unwounded when a quest begins, but you can hunt monsters as you explore the locale in Wilds, so as the situation in the locale changes, monsters can have turf wars even without a hunter’s involvement,” he says. “This means that a monster may already have multiple wounds by the time it interacts with the player. You can think yourself lucky and hunt a monster when it’s in that state. There may also be special additional rewards for felling monsters wandering the locale. In some cases, there are even monsters that give gems as additional rewards.”

In this game, the use of Focus Mode and wounds has made it easier than before to land dramatically damaging attacks, like the Great Sword’s Charged Slash. So were changes made to monster health and toughness to go along with the addition of these features?

“It’s not as if that was our intention from the start, but health did end up being a little bit higher than World once we thought about maintaining appropriate playtimes and player satisfaction, compared to past titles,” says Tokuda. “Elements like flinch resistance are also higher, but this doesn’t mean that hunts will be tedious. Part of the purpose of Focus Mode is to allow players to feel more accomplished through shorter loops. We tried to design it so that the time they spend hunting is even more concentrated than before.”

The Tempo of the Great Sword

You can imagine that tuning each of the 14 weapon types requires quite a lot of development work. We asked Tokuda if each weapon type had a dedicated director or designer.

“There are some staff members who oversee multiple weapon types, which ultimately makes for about six individual planners, who are responsible for player experience,” he replies. “We don’t just have game designers, of course. We include artists and animation designers to discuss details like what kinds of movements would be good and how that may mean a weapon could be better off used in a different way as we polish the weapons. We didn’t have staff members assigned to weapons from the start; their number grows as development progresses. We generally begin by developing the Great Sword as a prototype, then verify weapons like the Sword and Shield and Heavy Bowgun, applying the knowledge we get from there to the other weapons as we create them.”

Designers and artists work together to create a weapon’s action as they think about how much fun it is to use along with how good it feels to look at. It seems that Focus Strikes were an inspiring idea for the art team led by Fujioka as well.

“Attacks like the Focus Strike didn’t exist in the series before, so now that we had this new form of expression available to us, we began by coming up with ideas while focusing on making it feel good over anything performance related,” Fujioka explains. “The Great Sword is an all-rounder weapon, so we generally begin with it when creating animations. It’s one of the first weapons we created for the original Monster Hunter, and there’s a strong sense of wanting to challenge ourselves with the Great Sword first. We felt excited when we first made the Focus Strike for the Great Sword, thinking that if we were able to create something that feels this good, we’d be able to do even more with the other weapons.”

It seems that the Great Sword has an even larger presence when it comes to the development of Monster Hunter’s animations than we expected.

Tokuda continues: “I feel like weapons with a sense of heavy tempo like the Great Sword are rare in other action games. That’s why it’s a Monster Hunter standard to begin by making sure that the Great Sword is fun to use. The concepts for the other weapons come together in part by placing the Great Sword at the center and seeing how we can differentiate each of the other weapons from it.

“I guess you could say that once you’re used to the game, you’ll have noticed that the Great Sword is the most rounded of them all. While the speed of weapons like the Dual Blades or the Sword and Shield will always result in there being technical elements needed in order to earn damage in small ways, you’re able to go straight to defeating a monster once you’re good at using the Great Sword’s style as it exists. It can even block, it has area of effect attacks, and it can create moments where you can deal solid damage. It’s actually made so that you can go back and forth with a monster in the most straightforward way if you can just get used to its weight.”

“Creating a game that’s fun to play using the Great Sword’s weight makes it easier to create weapons that fight with a quicker tempo,” adds Fujioka. “If high-tempo weapons become the focus, or if we match the speed of the monsters to them, movements will just get quicker and quicker. I think that we’re able to create a game that feels like Monster Hunter when you play it by making sure that both sides are properly tuned with a weapon that has the Great Sword’s tempo.”

Weapons with Personality

Every hunter has a favorite weapon, with strong feelings about weapon types in general. But at the same time, it’s an unavoidable fact that there will always be a most used and most popular weapon along with a 14th-place weapon. Players will make themselves heard if they feel that a weapon is being treated unfairly, and many players will inevitably pick a weapon up if its strengths are easy to understand. There are no right answers when it comes to weapon tuning, which is why these creators aim to bring out their individuality instead.

Fujioka explains, “We always think that it’s better to focus on how to design what makes a weapon unique rather than trying to make all weapons equally easy to use. That said, we do think it’s a problem if players can’t have the gaming experience we want them to have. Of course, it’s not a good thing to have a weapon that’s both easy to use and overpowered, so there are weapons we’ve made a lot of changes to for the release version of the game given what we saw in the open beta.”

What exactly does he mean by “what makes a weapon unique?” Tokuda explains, using the example of the Hunting Horn.

“At the outset, I told the team that I wanted the concept of this weapon to be that it can produce proper amounts of damage when used where it performs best, the area around you,” he says. “Instead of being able to unleash one attack after the next, you can use something like an Echo Bubble to deal damage by controlling the area. Since we have this element of sound that other weapons can’t produce, how do we make use of that while outputting damage? That’s the kind of thing we challenged ourselves to do with the weapon. Instead of thinking that it’s all about damage, we care more about making the most out of each weapon’s personality.”

“Now that you’re able to carry two weapons in this game, there was some discussion during the open beta about the most powerful choice being to buff yourself with the Hunting Horn before switching to another weapon and fighting. We’re tuning the release version, balancing with the end content in mind, to make sure that the Hunting Horn isn’t the only choice for a secondary weapon by having self-buffs be worthwhile but not too strong.”

There are always going to be certain weapons that do better or worse against each individual monster. The developers accept that these discrepancies are going to exist, but they want to avoid there being a certain build for a certain weapon that would allow anyone to hunt every monster in the most efficient way possible. Of course, the range of monsters that players target will narrow the further into the endgame they go, and weapon usage will narrow to some degree from an efficiency standpoint. Yet flattening the uniqueness of the game’s weapons and monsters would be to erase the roots of Monster Hunter.

Fujioka has this to say. “While I think that weapons that stand at the top in terms of time efficiency–ease of use and ease of hunting–are going to see more popularity, we have made it so that if you really care about a weapon type, you’ll be able to beat a monster through enough trial and error.”

Regarding this, Tokuda brings up the fact that hunters can carry a primary and a secondary weapon in Wilds.

“Even if you have somewhat specialized weapons, it’d make me happy if players brought two in order for them to complement one another as they play,” he says.

Build Your Own Skills

When thinking about weapon performance, one ultimately begins to wonder about the endgame content that is decorations. The decoration system affects skill builds, so what does it look like in this new title? Tokuda explains.

“Decorations are currently similar to the system in World, with decorations having specific skill abilities,” he says. “These skills are still activated by placing them into weapon or armor slots (In Wilds, weapon and armor skills can each be activated separately). However, you can make single-skill decorations through something like alchemy. So in [Wilds], players won’t have the issue of never being able to get a specific skill.”

Fujioka nods vigorously from his seat beside Tokuda before speaking about his experience with World. “I never ended up getting it once. My Shield Jewel 2… I ended up finishing the game without having completed my build.” (Read more about how equipment skills work in Monster Hunter Wilds.)

Now that we are on the subject of builds, I decide to ask the duo about their favorite weapons. Tokuda says he often uses long-range weapons like the Heavy Bowgun and Light Bowgun, and the Sword and Shield which has high adaptability to show monster actions and movements, because as the game’s director, he needs to explain what’s going on as he plays. He says that he’d like to take plenty of time after the release of Wilds to try out all the weapons now that hunters can carry two. Meanwhile, fans are aware that Fujioka’s favorite weapon is the Lance.

“I’m a Lance main, or rather, I only use the Lance,” he admits. “I think that the Lance is a weapon where positioning is very important, as you stick to a monster’s feet or some other part. Until now, you had to perform this kind of positioning by walking or sidestepping, but in Wilds it’s now a lot easier to make minor adjustments, like shifting over slightly as you attack. It’s a simple change, but it’s important for players to have more choices, so in that sense I think that’s one of the positives for Lance users in this game.”

Then again, the Lance is also the weapon that generated the largest reaction during the open beta. While the developers have already announced that major tweaks will be coming to a number of weapons before the official release, we ask Tokuda about the user reaction they received during the beta.

“We received a lot of feedback during the open beta test, and to be honest, one of the largest reactions we got was that the Lance isn’t embodying its concept as a weapon,” he says. “Our intention was for players to guard in a variety of ways, sticking to a monster as required and counterattacking. But there were a lot of actions that weren’t working properly, such as it being hard to use and perform the right action at the right time, actions going off by mistake, actions coming out late, and so on. Surrounded by so many other actions that worked properly, it ended up feeling like a pretty dull weapon. We’re now making major improvements to this for the release version, and we hope you look forward to that.”

Even at the time of our interview, the Wilds creators were working tirelessly in order to give hunters the best time they can. They’ve heard what players had to tell them during the open beta. Both as developers who’ve made Monster Hunter for many years now and as hunters, they’re coming face to face with the 14 weapon types to build the greatest gaming experience. Monster Hunter continues to be an unmatched action game series because of the support it receives from both the players’ passion and the developers’ tireless spirit of inquiry.

You can see for yourself just how much the Monster Hunter Wilds developers take feedback from passionate players into account in their official detailed community update video, where Tokuda covers performance enhancements, detailed weapon changes, and more.

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom. Casey DeFritas is deputy editor of guides for IGN.

Call of Duty: Black Ops 6 Terminator Crossover Brings the T-800 to Season 2

Activision and Treyarch have revealed more Call of Duty crossover content in the form of a Terminator event and themed cosmetics for Black Ops 6 Season 2.

The developers behind the long-running first-person shooter franchise detailed its plans for the upcoming seasonal content drop in a blog post on its website. It comes with news about all the maps, modes, guns, and changes set to arrive when Season 2 starts next week. Included in the rundown is information about how The Terminator will make its Call of Duty debut with a special limited-time event that comes with unlockable rewards and in-game store skins that look like they were cooked up in a Skynet factory.

The Terminator Tracer Pack is the real headline here, as it comes with two skins modeled after the T-800 cyborg Arnold Schwarzenegger and James Cameron made popular in the ‘80s. The Titanium Core skin is ripped straight out of the movie, featuring the machine’s iconic, cold facial features and glowing red eyes. The T-800 skin, meanwhile, aims to bring Schwarzenegger’s appearance to the battlefield, though it doesn’t exactly look like the younger version of the action star it’s based on. Still, it’s no doubt a fun callback to a classic series that also comes with four Weapon Blueprints, a special finishing movie, the “Tracking…Tracking…” emote, “What Pain?” emblem, and “Lookin’ Fly” calling card.

The Terminator Call of Duty: Black Ops 6 Season 2 crossover content doesn’t stop there. From February 6 to February 20, Warzone, Multiplayer, and Zombies players will enjoy The Terminator event, which sees players collecting skulls to unlock up to 13 rewards. This is in addition to two other events – Shadow Hunt and St. Patrick’s Day: Clover Craze – which will add even more unlockable upgrades in February and March, respectively. Activision and Treyarch tease more reveals for the upcoming Season 2 Reloaded patch set to arrive at a later date.

The Terminator collaboration follows Season 1’s popular Squid Game crossover event, which included more tie-in skins that coincided with the release of Netflix’s Squid Game 2. Although some players were upset to find its rewards locked behind a premium battle pass, many were quick to purchase bundles that included cosmetics like the Young-hee bundle and the Pink Guards bundle. We’ll have to wait to see everything included in The Terminator Call of Duty crossover, but in the meantime, Black Ops 6 Season 2 is set to launch January 28, 2025.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.

Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Like a Dragon: Pirate Yakuza in Hawaii – Here’s What Comes in Each Edition

Like a Dragon: Pirate Yakuza in Hawaii is set to release for PS5, PS4, Xbox Series X|S, and PC on February 21. The latest in a long line of Sega games about Japanese organized crime, it brings the beloved character of Goro Majuma to Hawaii. Where he becomes a pirate. It’s all there in the title, see? The game is available to preorder now (see it at Amazon) in a variety of editions. Read on to see what comes in each.

Like a Dragon: Pirate Yakuza in Hawaii – Standard Edition

PS5

PS4

Xbox

PC

If all you want is the game, pick up this edition, which just comes with the game and the preorder bonus (see below for details).

Like a Dragon: Pirate Yakuza in Hawaii Collector’s Edition

PS5

Xbox

The collector’s edition costs $129.99 and comes with the game itself, plus the following extras:

  • 6″ Acrylic Standee
  • Eye Patch
  • Treasure Coin Pin
  • Digital Deluxe Content: Legendary Pirate Crew Pack, Legendary Outfit Pack, Ship Customization Pack, and Extra Karaoke & CD Pack

Like a Dragon: Pirate Yakuza in Hawaii Digital Deluxe Edition

Those ready to embrace the all-digital lifestyle and want more than just the game can pick up the digital deluxe edition. It includes a digital copy of the game, plus the following digital extras:

  • Legendary Pirate Crew Pack
  • Legendary Outfit Pack
  • Ship Customization Pack
  • Extra Karaoke & CD Pack

Like a Dragon: Pirate Yakuza in Hawaii Preorder Bonus

Preorder any version of the game, and you’ll get the following digital items for free:

  • Ichiban pirate crew set
  • Ichiban special outfit set

What Is Like a Dragon: Pirate Yakuza in Hawaii?

Goro Majima is back in this installment, with a memory that’s been wiped as clean as the chalkboard in your granddaddy’s kindergarten classroom. He’s also in Hawaii, so he hops aboard a ship and sets out to do pirate things. As you can probably tell, the series’ goofy humor remains fully intact in this installment.

Unlike the recent Like a Dragon games, however, the combat isn’t turn-based. It’s more of the real-time beat-‘em-up style from earlier Yakuza games. See our Like a Dragon: Pirate Yakuza in Hawaii hands-on preview for more information.

Other Preorder Guides

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Bluesky @chrislreed.com.

Synduality Echo of Ada Review in Progress

The first time I lost my mech in Synduality Echo of Ada was on my second sortie, and lot of things went wrong. I didn’t buy insurance beforehand and I took way too much stuff out with me because I hit the wrong button, and then I chose not to take a moment to repair right before I got into the encounter that killed me. I made a series of avoidable mistakes followed by a bad decision, and this mech-flavored extraction shooter made sure I lost everything I had for it – so it’s a good sign that, after I was done cursing Synduality and then myself, I was immediately excited to try and get it all back. I have much more to do and see before I am ready for a final review, but that trial by fire will certainly stick with me until the end.

Synduality has a pretty cool premise: In the far future, humanity has been nearly wiped out by a mysterious blue rain called the Tears of the New Moon. In addition to killing humans on contact, the blue rain also made animals and plants gigantic and aggressive. To survive, society has moved underground and adopted the use of enormous mechs called Cradlecoffins to explore the surface world and gather energy-producing AO Crystals to survive. You step into the role of a nameless, faceless Drifter — someone who pilots a Cradlecoffin. Your goal? Get up there, get the things you need to upgrade your base and make some cash, and get out before the locals turn your Cradlecoffin into a grave.

Cradlecoffins aren’t your traditional mechs. They’re slower than something you’d find in Armored Core – though similarly armed, as they’re still bipedal and wield weapons – but faster than the behemoths you’d see in MechWarrior. Ready for a deep cut? They’re actually a lot like the mechs from 2002’s Phantom Crash, which is to say they are a nice balance of being reasonably fast but still heavy and limited in terms of, shall we say, vertical mobility. Armored Core mechs can dunk like Jordan. Cradlecoffins got no ups.

But you’re not alone. In addition to your mech, you’ve got a Magus — think a humanoid AI you can fully customize and play dress up with — helping to guide you when you’re out on the surface by marking objectives on your map, alerting you to threats, and even keeping track of the weather. You can be as normal or as strangely intimate as you want about the creation process, though it kinda seems as if Synduality assumes you’re more likely to pick a robo-girlfriend than a robo-boyfriend based on the clothing choices available. (Even the AI-controlled Cradelcoffins have robo-girlfriends.) There are several different personalities to choose from, including supportive mentor lady, demure, eager-to-please girl; encouraging big brother, and spicy athlete who just wants you to be the best version of yourself. They’re a weirdly likeable little crew — I chuckled when my spicy athlete robo-girlfriend essentially told me to stop whining and eat my veggies (read: weeds that we had removed from the base) or she’d beat me up. And since they’re the only companion you’ll have for most of your time with Synduality, their presence is welcome.

Most of the other players I’ve seen aren’t out there to kill you.

In addition to their clothes and look, you can also customize the special abilities and focus of your Magus, whether that’s finding AO Crystals, providing more info about different Enders (the name for that superpowered flora and fauna I talked about earlier), or giving you the low-down on the other Cradlecoffins you’ll run into once you pop out on the surface. So far I’ve liked both the one that’s good at protecting me from the evil rain and the one who has a knack for spotting other Cradlecoffins at range because hearing another engine in this game is stressful, but I appreciate that you can tailor your Magus to assist you be the best Drifter you wanna be.

You’ll run into other players in Synduality’s world, but in my experience, most of them aren’t out there to kill you and take your things. Usually, an encounter with another player means the two of you being very cagey, aiming your guns at each other, until one of you finally uses the wave emote. Then the other returns it and you both go on your way. It’s admittedly tense, and an extraction shooter like this should be, because you’re never more than a single insurance-less run away from losing all your things. The whole “we’re all working together to help humanity” thing sets up that cautious camaraderie, but there is always the danger that someone’s gonna see your shiny shotgun and think “I want that and I don’t wanna work for it,” so… you know. This does seem (so far) like a kinder, gentler extraction shooter, but you should still be careful around other people, even if they do the wave emote.

Managing each mission means making a lot of interesting choices. How far from the elevators that bring you to and from the safety of the underground are you willing to venture? What kind of materials are you looking to collect for your base, and how much are you going to risk to get them? How much ammo will you head out with? What kind of mech? Will you prioritize carrying capacity or defense? All of these choices matter, and you may regret your words and deeds when you’re sitting at low health with no repair kits, far away from an elevator in a world where everything wants to kill you.

So far Synduality has mostly just been this loop played over and over again, but it’s at least an amusing one, with a little bit of fun base building and dress-up in-between that I haven’t had a chance to dig too deeply into yet. What’s less amusing are the microtransactions and battle pass (we live in hell!) that can speed up the process of getting a better Cradlecoffin substantially despite this not being a free-to-play game. You get almost nothing in the free track of that pass, which is a standard-issue problem to some degree, but I’ll need to play more to see how much these systems feel like they impact the overall pace of progression without spending any money. I don’t think I would have all the nice things I have now, which replaced the stuff I lost, if I didn’t have that battle pass.

I am at least enjoying Synduality for now, though I have yet to unlock the single-player missions or the second map. Once I put some time into those, expand my base, and just generally Do More Stuff, I’ll have a better idea of where Synduality falls. Until then, I’ll be out in the world, trying not to die too much. Buy insurance, kids. It’s a scam, but it may save your life – or, at least, your mech.

Nintendo of America’s Former President Reggie Fils-Aimé Says Astro Bot ‘Almost Outdid Nintendo at Its Own Game’

Former Nintendo of America president Reggie Fils-Aimé has joked that beloved PlayStation exclusive platformer Astro Bot “almost outdid Nintendo at its own game.”

Fils-Aimé made the comment while presenting at the New York Game Awards, where Astro Bot took home not only the overall Game of the Year award but also Best Music and Best Kids’ Game. It overcame Final Fantasy 7 Rebirth, Indiana Jones and the Great Circle, Metaphor: ReFantazio, and more to win Game of the Year.

Though Nintendo is famous for making games of all genres and has many beloved franchises such as The Legend of Zelda, Pokémon, and more, it’s perhaps the platforming Mario series which is most iconic. Astro Bot clearly took much inspiration from the 3D platformers such as Super Mario Galaxy and Super Mario Odyssey, but put its own spin on the concept and wrapped it in a celebration of PlayStation history.

Indeed, Astro Bot director Nicolas Doucet paid tribute to Nintendo when accepting the Game of the Year award at The Game Awards 2024 last month, saying: “I remember I was a kid in 1989 Christmas, and I got a grey box, there was a game packed in, it was called Super Mario Bros. and it was really, really great – so we are in Japan, we are in Tokyo, they are in Kyoto, but I want to pay tribute to the company who really put like platformers and showed us innovation and quality consistently, and inspired us to actually make the game that we made… And I’ve managed not mention them, have you noticed? But you all know who they are.”

It’s likely this comparison that Fils-Aimé had in mind during the show. “I have to admit it,” he said. “Astro Bot almost outdid Nintendo at its own game.”

Nintendo, meanwhile, hasn’t released a brand new 3D platformer since Super Mario Odyssey was released in 2017. It was as beloved as any other, of course, being called a “masterpiece” in IGN’s 10/10 review, but the seven year gap has left Nintendo fans pining for more.

A new entry will likely come on the Nintendo Switch 2 though, which was officially revealed earlier this month. Nintendo only revealed a new Mario Kart game alongside it, but a Nintendo Direct presentation in April will likely reveal much more, including a release date.

Photo by David Ryder/Bloomberg via Getty Images.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.