Japanese Crime Syndicates Reportedly Launder Money Using Pokémon Cards

The Pokémon Trading Card Game has grown so valuable that Japanese crime syndicates are reportedly using it to launder money.

The former head of a crime syndicate told Shunkan Gendai Online, translated by Automaton, that his organization used Pokémon cards as a means of transporting stolen money abroad.

The cards being so small, literally the size of a regular playing card, but holding so much value allowed them to be easily bought, transported, and sold abroad, the crime leader said. Some Pokémon cards are indeed incredibly valuable. The record holder sold for more than $5 million but even some cards in regular packs are worth hundreds of dollars or more.

The crime syndicate used well-documented methods of finding these expensive cards too, which are usually the ones with lots of shiny foiling. Thanks to this, advanced metal detectors are able to pick up the foiling from outside the pack, or incredibly sensitive scales can pick up incremental increases in weight.

This allows the crime syndicate to buy packs in bulk using their illegaly obtained cash, open all with actual value, and then re-sell the remaining ones at cost.

Perhaps inspired by Team Rocket, Pokémon cards and crime have long gone hand-in-hand, though plain theft appears to be at the forefront of criminals’ exploits. Tokyo police reported an unprecedented number of trading card thefts in the latter half of 2022, and there are many high profile examples making headlines.

An independent gaming store in Minnesota reportedly had around $250,000 worth of Pokémon merchandise stolen in February 2022, for example, and one month later, again in Tokyo, a man was arrested for allegedly launching a literal heist in order to steal the treasured cards.

Making the most of a bad situation, a trading card shop in California also posted a video of thieves who stole 35,000 Pokémon cards from them in January 2024 and mocked them for not knowing what to take.

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

Pokémon TCG Pocket Gets First Major Update as Mythical Island Expansion Drops

Pokémon Trading Card Game Pocket has received its first major update alongside the release of the Mythical Island Themed Booster, which adds 86 new cards to the game alongside new missions and rewards.

Mythical Island arrived today, December 17, and as a Themed Booster is a smaller set compared to the debut Genetic Apex, which includes 286 cards. Developer Creatures Inc. has still added myriad new missions and solo battles for players to interact with though, which somewhat recreates that opening day feeling of the digital trading card game.

There are plenty of special cards added with Mythical Island too, which despite adding 86 cards total officially caps out at 68 cards. This means there are 18 of the “secrete” alternate art cards, including one immersive and one crown card.

On the mission front, Mythical Island Dex Missions have been added which, just like Genetic Apex, reward players with special shop tickets for collecting five, 10, 15, 20, 25, 30, 35, 40, 50, and 60 unique Mythical Island cards. These can be used to redeem a Mew icon.

Deck Missions are added too, rewarding players with Rental Decks for collecting some of the major new cards available in Mythical Island including Celebi ex, Gyarados ex, Mew ex, Aerodactyl ex, and Pidgeot ex.

Finally, Themed Collections are also updated for Mythical Island. A variety of missions here reward different items for collecting, well, themed collections of cards, such as the Flower Travelers mission tasking players with collecting the three flower Pokémon in the Florges evolution line.

Solo Battles at the Step-Up and Expert tiers have also been updated with new challenges. Eight new Step-Up Battles have been added for Mythical Island decks, with players able to take on the second most challenging versions of decks such as Celebi ex and Mew ex to earn rewards such as pack hourglasses.

Another eight decks are added at the Expert Battle tier, which each reward seven Pack Hourglasses upon completion. The Step-Up Battles offer five, so a total of 96 Pack Hourglasses are available in solo battles alone, letting players open eight booster packs at no cost. This comes on top of 12 Pack Hourglasses that Creatures Inc. offered as free gift to all players.

As for Wonder Picks, these now appear to only serve Mythical Island packs and no longer Genetic Apex, though it’s possible the new set is just dominating the random selection since the majority of players are presumably opening it on launch day.

Other changes to the game will emerge over the coming days, as the 86 new cards are slotted into the meta and shake up the player versus player scene. A new Vaporeon card is already threatening to make Misty even more powerful, while Aerodactyl ex may lead Pokémon TCG Pocket’s first control deck by stopping players evolving their Active Pokémon.

Pokémon TCG Pocket arrived October 30 and is a certified hit for Creatures Inc. and The Pokémon Company, having earned an estimated $200 million in its first month across more than 60 million downloads.

This huge amount of money comes as Pokémon TCG Pocket follows the standard mobile and free to play game model, flooding players with rewards in the first few days before soon drying up, with spending real world money the only real way to re-experience that early thrill outside of the occasional set drop like this.

Completing Genetic Apex, the first set of cards which totals 226 officially but also contains 60 rare alternate art cards, will take players not spending money around two years according to one estimate, while those looking to make it rain can wrap up the collection after dropping around $1,500.

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

Borderlands 4 Narrative Director Remains ‘Firm’ in His Criticism of Borderlands 3’s ‘Overabundance of Toilet Humor’

Borderlands 4’s narrative director has hinted at a cut-back on the toilet humor the series is famous for.

Gearbox’s Sam Winkler tweeted to say he remains “firm” in his criticism of Borderlands 3’s “overabundance of toilet humor.”

Then, responding to a user who joked that they wouldn’t be able to use “the poop poop farty 4,000 while doing a mission to clean up porta-potties with my companion skibidi toilet!?!?!?” Winkler said: “I’m not gonna say there’s no toilets but if the word skibidi ships in the game under my watch I’m gonna cry real tears.”

The Borderlands series, which began with the first game’s release in 2009, is known as much for its humor as it is its loot-driven gameplay. The tone of the jokes have remained relatively consistent throughout the franchise’s run, which takes in 2012’s Borderlands 2, 2014’s The Pre-Sequel, and 2019’s Borderlands 3. Indeed, toilet humor has served Borderlands well so far, with total franchise sales now up to an impressive 81 million copies. But the debut teaser trailer for Borderlands 4 suggested a darker tone this time, and the latest trailer, unveiled at The Game Awards 2024, reinforced this shift.

The TGA 2024 trailer showed snippets of first-person shooting and a few returning characters, including Claptrap.

Here’s the official blurb from Gearbox:

Revealed at The Game Awards, a new trailer introduces The Timekeeper, a ruthless dictator who dominates the masses from on high. A world-altering catastrophe threatens his perfect Order, unleashing mayhem across Kairos, the most dangerous planet discovered so far in the Borderlands universe.

Borderlands 4 is the most ambitious Borderlands to date, lovingly hand-crafted by the development studio that first forged the looter shooter genre. The title evolves the series’ gameplay and storytelling in new ways while delivering on the quintessential Borderlands experience fans know and love, including:

Intense action, badass Vault Hunters, and billions of wild and deadly weapons on an all-new planet ruled by a ruthless tyrant.

The deepest and most diverse Vault Hunter skill trees of any Borderlands title yet, giving players an unprecedented level of expression through their builds. Paired with the most expansive loot chase yet, players will have all the tools they need to seek out and perfect the build that best matches their style.

Players will be able to seamlessly travel between zones and become immersed in a more dynamic world featuring events and discoverable side missions that encourage and reward exploration.

New traversal mechanics add to the exploration for loot and add new dimensions to combat. A vehicle that can be summoned almost anywhere will have players racing across the beautiful vistas of Kairos in style.

Fight solo or in co-op with up to three other players in this immense sci-fi adventure, packed with free-form combat and exploration, pulse-pounding boss fights, infinitely varied loot drops, and an eclectic cast of unforgettable characters new and old.

“Borderlands 4 is about freedom and being badass,” said Gearbox boss Randy Pitchford. “This is by far the biggest and most insane world we’ve ever made – it’s overloaded with jerkface ratnozzle scrote monsters that need to be put down with the most over-the-top hardcore nuts op guns and loot in any game ever. Oh, and the story also seriously kicks ass!”

Borderlands 4 is set to launch at some point in 2025, and comes after the disastrous launch of the Borderlands movie.

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.

Catly Creator Says Game Has No Generative AI, No Blockchain, and No NFTs

The developer of recently-announced virtual pet simulator game Catly has responded to allegations that the game’s trailer and marketing was produced using generative AI, saying that no such technology was used in its announcement at The Game Awards, nor in the game itself.

In a statement shared with IGN, a PR representative authorized to speak on behalf of developer SuperAuthenti said that generative AI was not used to produce the trailer, nor the game. Furthermore, the representative said the developer was “very surprised by such speculations,” adding that “We do not think there are any existing AI tools that can produce a video like that. Industry experts have echoed this opinion.”

The PR representative also showed IGN a version of the trailer from The Game Awards that showed in-progress shots interspersed alongside the final version, which did seem to confirm the lack of AI use in the actual trailer production.

Additionally, the PR representative said that other allegations suggesting that Catly was a blockchain game were similarly unfounded. They said that there has been “zero blockchain technology” involved in Catly or the company behind it, SuperAuthenti, and similarly there are no NFTs. “Our company/project has never issued any blockchain currency and any NFTs. Our company does not and has never owned any blockchain currency and NFTs.”

The spokesperson confirmed to IGN that Catly is being made in Unreal Engine 5, and said the developer uses “various software” to produce hyperrealistic fur and hair.

Assertions that Catly was using generative AI technology began to circulate almost immediately after its trailer debuted at The Game Awards last week. The trailer itself featured hyperrealistic cats with brightly colored fur and features bounding around a fantasy playspace and interacting with a human wearing various detailed, high fashion outfits. The art style present was flagged by many critics as reminiscent of the hyperrealistic style often produced by generative AI. That said, Catly’s statement is consistent with the current reality that game trailers of this quality are not within the reach of current generative AI technology without significant, obvious artifacting and other issues.

However, others pointed out that while the trailer may be legit, the other aspects of Catly’s promotion are still giving some off vibes. For instance, the game’s Steam description awkwardly reads, “A Cat Open World, with Beautiful Cats. Hyperrealism, Actions, Cuddle, Speed, Islands, Fashion, Dreams, Snow, Robots, Plants — all with and via Cats.”

And a few of the game’s promotional art pieces had odd details similar to AI artifacting, such as the odd paws and nose of this cat:

And the text on the wall inside the right-hand side of the building in this image:

Others unearthed more images from the official Catly website that appear to raise even more questions about their veracity. Notably, the Catly website was down as recently as Friday, and remained offline over the weekend through today when we reached out to SuperAuthenti to ask about it. The website has since been reinstated, but a number of the old images have been removed.

While SuperAuthenti confirmed to me that it did not use generative AI in either the trailer or the game itself, it did not respond to my question about its promotional images on Steam or on its website.

As for web3, speculation of the game’s ties to the technology surfaced as individuals unearthed the studio co-founder, Kevin Yeung’s, ties to other blockchain games. Additionally, the game’s Steam page features a glowing quote from League of Legends and Arcane producer Thomas Vu, who himself is a prominent web3 investor. However, it also contained a quote from Hearthstone and Marvel Snap creator Ben Brode, who has taken to Bluesky to say that he’s heard nothing about either AI generation or web3 involved in Catly, and that his interest is sincere. “I saw 20 [minutes] or so of gameplay footage a few months back and thought it looked cool so they asked me for a quote,” he wrote.

For now, it does seem that SuperAuthenti is telling the truth about the Catly trailer at The Game Awards, though the question of whether or not, or how much, generative AI has been used in Catly’s overall development and promotion remains to be seen. Generative AI is becoming an increasingly popular tool for game companies, too. Call of Duty reportedly sold an “AI-generated cosmetic” for Call of Duty: Modern Warfare 3 in late 2023, and fans accused Activision of using generative AI again for a loading screen this year. EA said in September that AI was “the very core” of its business.

Unfortunately, as the technology becomes both more prevalent and more complex, it seems likely it will become increasingly difficult to tell the difference between AI-generated and human-crafted work. In Catly’s case, we’ll have to wait for 2025 to find out more about what exactly is behind those hauntingly rainbow cat eyes from the trailer.

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.

Tekken 8’s Final Fantasy 16 Collaboration Has Roots That Go Back Decades

It’s fitting that in the year of the 30th anniversary of the original PlayStation, two of the console’s biggest franchises — Tekken and Final Fantasy — are collaborating once more. The two names are nearly synonymous with the PlayStation brand, and more than that share a development history not many know about.

“I guess we can talk about [it] now since so much time has passed. Back around Tekken 3, a lot of our staff left the team and actually went to Square,” Tekken executive producer Katsuhiro Harada reveals in a sit down interview with IGN. Given Tekken 3 was in development during 1995 and released a year later, there were likely several ex-Tekken staff lending their 3D development skills to what would likely have been the only Final Fantasy game in production around then: the seminal PlayStation RPG, Final Fantasy 7.

“We’re both titles that were synonymous with PlayStation and also the kind of high-level 3D graphics [both series had] at the time were similar,” Harada continues. “And although we were making different games at that point, [the ex-Tekken developers] were still our friends and people we worked really closely with. So [at the time I thought] it would be interesting if we could work together again sometime in the future. It just turned out that it took a lot more time than I initially thought.”

So here we are, decades later and the Tekken and Final Fantasy brands are going head-to-head on friendlier terms. Clive Rosfield, the protagonist of Final Fantasy 16, will be the latest guest character joining the Tekken roster. He’s only the second Final Fantasy character to ever join Tekken, following after Final Fantasy 15’s Noctis, who made an appearance in Tekken 7.

You might be surprised to hear that this collaboration between Final Fantasy 16 and Tekken 8 began much earlier than expected. So early, in fact, that Final Fantasy 16 was still in the middle of development when Tekken series producer Katsuhiro Harada reached out to FF16 producer Naoki Yoshida about a potential collaboration. Yoshida invited Harada and Tekken 8 director Kohei Ikeda to Square Enix to play an in-development build of the game and the foundations were laid for the crossover.

Developed by the team responsible for the massively popular Final Fantasy 14 MMORPG, Final Fantasy 16 is a stark departure for the series as far as gameplay goes, eschewing any kind of turn-based combat in favor of real-time action where Clive can wield his sword and chain combos together. Final Fantasy 16’s more action-forward direction meant that Clive could fit seamlessly into Tekken. His combo-heavy attacks and ability to channel the powers of different “Eikons” — powerful familiars like Ifrit, Phoenix, and Titan — ensures a fairly diverse kit for his Tekken 8 appearance..

“We wanted to make sure that all of the Eikons were available in some way while playing [as Clive in Tekken 8],” says Ikeda. Expect to see Clive use various elemental abilities such as wind, lightning, ice, fire, and more.

While fans of Final Fantasy 16 will find Clive has access to a lot of the same abilities in Tekken as he does in his own game, there were some changes made to the character. Namely, his character model.

“The director of the Final Fantasy team told us that he would like us to adjust Clive’s frame a bit because our characters are quite beefy,” Ikeda recalls. “So we did adjust his legs and lower body to make him more in line with our fighters when they’re both on the same screen at the same time.”

So Clive hit the gym for Tekken, but in payment for those new pecs he did have to make some sacrifices elsewhere. “It’s funny that although he’s gotten more muscular, his sword has shrunk in size because in a fighting game, it would give him way too much of an advantage if the sword was as big as it is in the original game,” Harada adds.

So I guess that means no chance of Cloud and his colossal Buster Sword joining Tekken, then? Well, don’t think so fast. According to Harada, the Tekken team is not limited to just one character from Final Fantasy. He says it “might be cool if we had two,” but for now it’s not something in the cards.

It’s been quite the journey to see games like Tekken and Final Fantasy evolve alongside each other, and now to see them crossover like this. While neither franchises are strictly exclusive to PlayStation anymore, their association with the brand means both Tekken and Final Fantasy feature prominently in our Top 100 PlayStation Games of All Time list.

So of course we had to ask the Tekken developers: “What is your favorite Final Fantasy video game?”

“I actually learned Japanese by playing through the Japanese version of Final Fantasy 7. I think my girlfriend at the time hated me for asking me so many questions about stuff,” joked producer Michael Murray. “But if I had to pick one with memories and everything involved, it’s probably [Final Fantasy] 11 because I think it was around Tekken 4 everyone on the team would wake up early and not go to work yet and we’d meet up online in FF11 and play for a bit.”

For Tekken 8 director Ikeda, he says his favorite is Final Fantasy 4 as he enjoyed feeling the series change to be “more narrative-based. It followed the main character Cecil and his transition from the Dark Knight to a paladin.”

For Harada, Final Fantasy 4 is also a favorite but, from a personal perspective, there’s just no comparison to the iconic entry: Final Fantasy 7.

“There’s so many scenes in the game I can still remember to this day,” Harada says. Perhaps his colleagues working on that title helped make that connection feel even stronger, and being able to return the favor with Clive in Final Fantasy XVI is thanks for those memories.

Matt Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

The Best PC Game of 2024

The PC is arguably the definitive gaming platform, deeper and broader than any of the bespoke boxes you stick under your TV. It has become a catch-all for multiplatform games, an inevitable second home for first-party console exclusives, and a bastion for smaller games that may not be able to develop ports. It’s also a destination of its own for unique, mouse-and-keyboard-driven genres that just aren’t quite as comfy to play while sitting on a couch, while also being the place for portable-friendly games thanks to the likes of the Steam Deck. Unsurprisingly, it meant we had a lot of games to pick from when it came to crowning our 2024 PC favourites.

While plenty of incredible games came to both the PC and other platforms this year, our picks for the best PC games of 2024 stand as a mix of impressive experiences across multiple genres – some of which you simply can’t play with a controller in your hand. There’s the intricate, automated empires of Satisfactory; the exquisite puzzle design of Animal Well; the just-one-more-round compulsion of Balatro; the thrilling detective work of The Rise of the Golden Idol, and more besides.

But only one can be crowned the best PC game of 2024. What did the IGN team judge to be the most worthy? Let’s take a look at the results…

Honorable Mentions

With so many excellent games to choose from this year, the spread of votes for the best PC game was understandably broad. The varied taste of the IGN team meant that several games picked up a strong number of votes, but sadly not enough to secure a podium finish. Of those games, the two that only just missed out were 1000xResist and The Rise of the Golden Idol.

Plenty of games tell a compelling story, but it’s the way 1000xResist tells its story that truly stands out. It is a confident and moving tale that isn’t afraid to get deep, blending surreal concepts with emotionally charged deconstructions of the human condition in a manner reminiscent of games like Nier: Automata. Thanks to its narrative-first design being something of a first cousin to visual novels, 1000xResist’s story is able to double down on delivering ideas and plot in innovative ways that raise the bar for its genre.

A follow-up to 2022’s breakout detective game, The Rise of the Golden Idol continues to impress by empowering you to solve its crimes with hands-on detective work. Set in the 1970s, it presents multiple diorama-like crime scenes in each chapter, demanding you to gather clues via close observation and then piece together exactly what happened. Rarely are the actual events as simple as they seem, and the truth can only be deduced from spotting minor things such as an empty gun chamber or the hidden subtext in an angry note. It’s a “puzzle” game that’s not simply about finding the right button to push, with an artistic presentation uniquely its own.

Runner-Up: Animal Well

2D pixel art platformers can feel like they are a dime a dozen these days, but Animal Well is different. That may sound like a cliche setup, something you’ve heard before about plenty of other games, but it really is true here. Animal Well wears the skin of a puzzle-driven metroidvania while also twisting all the usual trends that come along with that structure.

You aren’t fighting your way through waves of enemies or upping your missile capacity here, in part thanks to Animal Well’s almost complete rejection of violence. Instead you’ll find bubble-blowing wands that can produce floating platforms, frisbees that can tame ferocious dogs, and firecrackers that illuminate the dark to reveal the hidden platforming challenges ahead.

The real joy of Animal Well, though, is realising that there’s far, far more to each item than their obvious use. And then you begin to realise that there’s far, far more to each location than the obvious objectives. And as you begin to peel back the layers, you soon discover that what initially appeared to be a five-hour metroidvania is instead a gargantuan puzzle with enough secrets to discover that they could fill an actual well. It’s an innovative and endlessly enticing take on otherwise well-worn territory.

Runner-Up: Satisfactory

After nearly five years in Early Access, Satisfactory’s 1.0 update arrived this year to cement it as one of the absolute best automation games around. It’s a game all about building assembly lines and laying down endless miles of conveyor belts, which is much more of an immense joy than it may initially seem. The subsequent tech climb that sees your factories become faster, more efficient, and inevitably more complicated always keeps you looking forward to that next big breakthrough.

The sight of spaghetti-like factories that span a thousand acres can seem intimidating at first, but don’t let that put you off: Satisfactory’s well-constructed web of objectives helps you build confidence in your engineering capabilities. Within just a few hours you’ll have graduated from novice conveyor belt enthusiast to an automation veteran, capable of troubleshooting catastrophic malfunctions as if they were minor inconveniences.

But while the factories are your primary concern, Satisfactory is much more than the end result. This is also a Minecraft-style open world in which you must delve into caves, survive deadly gas clouds, and stripmine rock formations in order to gather the materials needed to both fund and fuel your colossal creations. Throw in a few friends working together in co-op to pave over every inch of green on this detailed alien world and you’ve got a recipe for “blink and an hour has passed” captivation that rarely quits.

Runner-Up: UFO 50

UFO 50 is an almost incomprehensible achievement. The concept of an old-school gaming system being miraculously unearthed and made available today is a cute one already, and I wouldn’t blame you if you assumed the catalogue of 50 games that came with it were largely just quant minigames that make for an amusing but fleeting distraction. But that’s simply not the case.

Each and every entry in this library is essentially the size of an entire retro game of its own, many of which would have surely been standout hits in their era if they actually existed at that time. But this isn’t a collection of games made in the 1980s, and the deeper down the rabbit hole you go the more obvious that becomes. The games of UFO 50 are smart. Like, modern day indie darling smart. Each one weaves excellent new ideas into the canvass of a retro classic, resulting in games that feel like toys of yesteryear but play like a 2024 Steam top-seller. Echoes of No Man’s Sky, Hotline Miami, Into The Breach and more can be found between the scan lines, but each game is more than just a de-make of its inspiration. UFO 50 is essentially a playable examination of the past and present of video games.

There’s just so much to dig into here, with an almost alarmingly consistent level of quality. UFO 50 could have been half as big as it is and it still would have been impressive – instead, it’s borderline stunning.

Winner: Balatro

If you’ve already played Balatro, you probably understand why it’s here. In fact, odds are good you might still be playing it right now. And if you haven’t, I’d recommend you do, but the kinder thing might be to tell you to run. Because once you’ve jumped into its smart mix of roguelite deckbuilding and digital poker, you might find your free time slipping away and the sun creeping up during what was supposed to still be night. But then again, it sure is worth it.

There’s something about Balatro that effortlessly hooks you, the “just one more turn” syndrome distilled into its purest form. Everything about its fairly simple presentation is tuned perfectly to be endlessly satisfying, bringing delight or destruction with every card you play. While on the surface it’s a poker game that’s approachable for anyone who can tell their flushes from their full houses, don’t be fooled into thinking you need to know the rules of the classic casino game to play. In fact, this isn’t actually poker.

Balatro is an entirely original idea, and while poker hands may be at the centre of the screen, the real centre of the experience is building wild game-breaking decks that can send your score multiplier skyrocketing. Each round allows you to tweak and improve your collection of cards, switching out suits to more easily achieve better hands, or using celestial powers to assemble literal wildcards. The options are unbelievably deep for those who then want to break the intuitive tropes open with smart modifiers – you may have put together a four-of-a-kind in your day, but play a five-of-a-kind for the first time and you won’t ever want to go back.

This is the truly impressive trick of Balatro, making you think you know what it’s doing at every step of the way, then teasing you in deeper as more game-shifting Jokers are discovered, more decks are unlocked, and the scores you consider impressive start stretching from the thousands into exponents so large you need a degree to decipher them. Wrap that up in a lo-fi presentation as deceptively well designed as the card game it houses, and you’ve got a game we’re undoubtedly going to be playing for years to come.

IGN UK Podcast 778: The Game Awards Reveals and Ferry Fights

Cardy, Wes, and Dale are here to talk through all of the biggest reveals and announcements from The 2024 Game Awards. We’ve got Elden Ring Nightreign, Intergalactic: The Heretic Prophet, Okami 2, and much more. Plus, plenty of time to talk about spilled cereal and teenage brawls on ferries.

Remember to send us your thoughts about all the new games, TV shows, and films you’re enjoying or looking forward to: ign_ukfeedback@ign.com.

IGN UK Podcast 778: The Game Awards Reveals and Ferry Fights

Pokémon TCG Pocket Players Cower as Mythical Island Expansion Threatens to Make Misty Even Stronger

Pokémon Trading Card Game Pocket players are already having enough trouble with Misty but the incoming Mythical Island expansion could make her even more powerful.

The trailer for Mythical Island, which arrives tomorrow, December 17 as a smaller expansion for the digital trading card game, showed a new version of Eevee evolution Vaporeon that takes successful Misty coin flips to another level of powerful.

Pokémon TCG Pocket uses mana generation, similar to games such as Magic: The Gathering and Hearthstone, at its core, with players able to attach one energy per turn to slowly but surely build up to more and more powerful attacks.

A handful of cards break this one per turn rule, however, by allowing for additional mana generation. Of the four best decks in Pokémon TCG Pocket — Mewtwo ex, Pikachu ex, Charizard ex, and Starmie ex — only one (Pikachu) doesn’t rely on these additional mana generation cards. They’re therefore very powerful.

Misty is one such card, as players can flip a coin until hitting tales, and add one energy to a single Pokémon for every heads. This obviously gives players a 50% chance of getting an additional energy, but Misty became Pokémon TCG Pocket’s most infamous cards for instances when players would get several heads in a row and add five, six, seven, or more energy to a single Pokémon.

There is a soft limit to how useful this is, as most cards don’t need more than three or four energy to use their most powerful attacks. but that’s all about to change. A handful of cards including Stage 1 Pokémon Vaporeon were revealed in the Mythical Island trailer, and it’s this card that could turn those several successful coin flip turns into practically an instant win.

Vaporeon has an Ability called Wash out, which lets players move around an unlimited number of water type energy between their Pokémon. This means the several energy created by successful Misty turns are no longer trapped on one Pokémon and can instead be spread around evenly.

At its most extreme, players on Turn 3, the opening player’s first chance to attack, could therefore play a Misty and have a board with Starmie ex and two Articuno ex all capable of unleashing their strongest attacks; players would have, say, eight energy at their disposal instead of the two provided to most.

This exact play will be the exception and not the rule, but it will almost certainly make those already annoyed by Misty even more frustrated.

Vaporeon could still be an incredibly strong card outside of these major Misty moves too, as being able to move around energy freely offers myriad new solutions to old problems.

If an Active Pokémon is near a knock out, for example, players could shift all its energy to another Pokémon so the replacement is immediately ready to fight next turn, or transfer energy the opposite way to allow it to retreat and not damage the player.

It therefore could be enough to bump the Starmie ex above the other meta leaders, though with more than 80 new cards coming to the game in Mythical Island, the entire player versus player scene could be due a mix up.

Pokémon TCG Pocket arrived October 30 and is a certified hit for Creatures Inc. and The Pokémon Company, having earned an estimated $200 million in its first month across more than 60 million downloads.

This huge amount of money comes as Pokémon TCG Pocket follows the standard mobile and free to play game model, flooding players with rewards in the first few days before soon drying up, with spending real world money the only real way to re-experience that early thrill.

Completing Genetic Apex, the first set of cards which totals 226 officially but also contains 60 rare alternate art cards, will take players not spending money around two years according to one estimate, while those looking to make it rain can wrap up the collection after dropping around $1,500.

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

Elden Ring Has Now Outsold the Entire Dark Souls Franchise

FromSoftware titan Elden Ring has now outsold the entire Dark Souls franchise thanks to a sales boost seemingly spurred by expansion Shadow of the Erdtree, though still ahead of spin-off Elden Ring Nightreign launching next year.

Elden Ring publisher Bandai Namco announced the open world role-playing game has now sold 28.6 million units, up 3.6 million from the 25 million revealed in June. And as pointed out by @ZhugeEX on X/Twitter, this means its outsold the Dark Souls series’ 27 million.

FromSoftware launched Elden Ring in February 2022, meaning its reached the impressive 28.6 million sales figure in two years and ten months. Dark Souls, meanwhile, arrived in 2011 with follow-ups Dark Souls 2 and Dark Souls 3 arriving in 2014 and 2016 respectively.

Elden Ring enjoyed the lessons learned from the beloved Dark Souls series, of course, and also marked FromSoftware’s first foray into the more accessible open world formula. Players struggling with a challenging boss could step away and spend time on weaker enemies, for example, so Elden Ring gained more mainstream appeal.

The franchise is only growing too, as FromSoftware has just announced co-op spin-off Elden Ring Nightreign, in which up to three players are dropped into a condensed version of Limgrave from the main Elden Ring and simply tasked with surviving. Enemies and structures are procedurally generated to allow for a varied experience, with players encouraged to battle to grow stronger and survive the night, when a boss appears.

Surviving three days and nights spawns a major boss for players to take down, and the game has eight in total for players to conquer. IGN has already played the game and you can read our impressions here. And be sure to read our big interview with Elden Ring Nightreign’s game director for an even deeper dive.

Elden Ring Nightreign could even boost the Dark Souls franchise itself, as it’s already confirmed to feature bosses from the iconic series and potentially other FromSoftware titles.

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

Hideki Kamiya is Back! After Surprise Okami 2 Announcement, What’s Behind His New Studio Clovers?

In a surprise turn, a follow-up to 2006 PlayStation 2 game Okami was announced at The Game Awards 2024. A year after his split from PlatinumGames, series creator Hideki Kamiya now heads the newly founded studio Clovers and is workiing on Okami 2 as its director. IGN Japan spoke with Kamiya and Clovers President and CEO Kento Koyama to hear all about about how the company came to be and more.

IGN: Tell us about the founding of Clovers.

Kamiya: I left my former company, PlatinumGames, on October 12, 2023. There were all kinds of restrictions placed on me for the following year, which meant that I couldn’t create games [as reported by IGN in a previous interview]. Now that the year has passed, I have finally been appointed as the studio head of Clovers. I’ll be developing games at this new company with Koyama as president and CEO.

Koyama: Kamiya was under a year-long non-compete agreement. We wanted to have a clean slate when making games, even at Clovers, so we waited until this restriction was over and Kamiya had entered the company before officially going active.

Kamiya: I was genuinely unemployed between quitting PlatinumGames and joining Clovers. But once Clovers was formed and before I could announce anything, I decided to quietly add a “?” to the “Unemployed” description on my X account’s display name!

Koyama: I wonder if anyone truly noticed, haha.

Kamiya: It seems like a number of X users actually did. They were speculating that I’d be starting something new. I really was unemployed around the time of Tokyo Game Show 2024, so I wasn’t lying when I added “unemployed” to my username at the time!

IGN: How many people are working at Clovers at the moment?

Koyama: About 20 people.

Kamiya: The company has bases in Tokyo and Osaka. People from those two cities came to Clovers, and so we started locations in both at the same time. We began in small rental offices, but now they’re so full that they can’t even fit everyone. We’re now working on moving to real offices. The move to the Osaka office is scheduled for February 2025, while the Tokyo office move is slated for spring 2025.

Koyama: We’re thinking of adding new employees together with these moves.

Kamiya: We already have people who say they would like to work at Clovers, so we need to put a system in place to hire some of them. We imagine that hiring is going to become even more active now that we’ve officially announced Clovers’ foundation [in fact, a guide to career applications is now available on the official Clovers website]. The vision that Koyama and I have in mind is to aim for the company to grow to around 70 people in the future.

IGN: Please tell us about what kind of work this new studio will undertake, and what you hope to do in the future.

Koyama: We’re currently focusing on developing a contracted title for a publisher (the sequel to Okami). We’ll be focusing on that one for a while, but we’d like to create our own IP at Clovers in the future. That isn’t to say that making IP is a top priority of ours, though. What’s important is bringing players the most interesting and fun titles that we can.

Kamiya: Our strength at Clovers is that we’re a group with a unique sense of creativity. I’ve never been too fixated on creating only original properties, even when I was at PlatinumGames. When I was there, the company also developed IP belonging to other companies, like Metal Gear Rising: Revengeance. [Kamiya was not directly involved in developing this game.] Whether it’s an existing IP or a new one, our mission at Clovers is to create unique games that only we can make.

IGN: Recently there are quite a few Japanese companies that have been funded by overseas publishers, but has Clovers taken on any investments?

Koyama: We haven’t received any outside investment at the moment. That was a decision we’ve made.

Kamiya: We were fortunate enough to receive a number of offers, but right now we’d like to see just how far we can go on our own. We want to maintain the freedom to do whatever we want. It is true that it’s harder to keep the lights on without taking on investors, but we’re doing our best at Clovers to preserve our independence as a studio.

IGN: Mr Koyama, please tell us about your history in the game industry.

Koyama: I got my start in the game industry at a company called Mario Club [a subsidiary of Nintendo that conducts debugging and more]. I worked there as a debugger, but I never gave up on my dream of being a game designer. I then moved to DeNA where I got to fulfill that dream. After that, I became involved in a smartphone title at PlatinumGames.

Kamiya: Koyama was making the predecessor of what would become World of Demons, released on Apple Arcade. It was being developed as a live service game at first, but changed direction mid-development.

Koyama: I left PlatinumGames once World of Demons was no longer going to be a live service game. After that, I was in charge of the games division at the Kyoto office of a company called Donuts, but after a while there, someone I knew from PlatinumGames contacted me. When we met, they said, “You once mentioned that you wanted to work together with Hideki Kamiya, right?”

Kamiya: I never had the chance to work with Koyama during his first time at PlatinumGames. But the mere sight of how he worked and the quality of his work did impress me. I kept on thinking what a pity it was that he left the company, so when the time came when I wanted to ask for Koyama’s help, I had a mutual acquaintance reach out to him.

Koyama: Through that connection, I returned to PlatinumGames and ended up working under Kamiya for the next three years.

IGN: What did you think when you heard that Mr Kamiya would be leaving PlatinumGames?

Koyama: I felt that his leaving was a loss for the game industry. Had his games not been fun, perhaps I wouldn’t have thought about it. We can look back on it and laugh now, but at the time, Kamiya looked unusually serious.

Kamiya: It’s not as if I was feeling sad about my own future. I felt bad for the company’s staff I would be leaving behind by exiting the company and my team, and by leaving my positions as game director and vice president. This may sound conceited, but I was in a position where I shouldered quite a lot at PlatinumGames. From my perspective, I left the company based on my own convictions as a creator, but I’m sure that others also saw it as a selfish act. I felt very sorry about that.

Koyama: Kamiya didn’t have any plans at all following his departure from PlatinumGames. He was saying things like, “Maybe I’ll go back to my family’s home and wipe down the floors there.” So I said, “If you ever want to make another game, please contact me. I come from a farming family, so let’s make games in your free time outside of planting and harvesting rice. I might not be able to pay you a salary, but I can at least send you some rice!”

Kamiya: I was happy when Koyama told me he’d send me rice. I mean, I was thinking, “How could there possibly be a company that’d take in an industry troublemaker who’s constantly spewing venom on X like me?” But maybe this unemployable guy would still be able to make ends meet if Koyama sent me rice. Of course, it wasn’t rice he ended up making for me, but rather a company!

How could there possibly be a company that’d take in an industry troublemaker who’s constantly spewing venom on X like me?

IGN: Mr Koyama, will you mainly be working as a manager as the CEO of Clovers, or will you still be involved in game development?

Koyama: Yes, I will be working as the company’s president, but I’ll continue to be a game designer as well. While I am new to being a company president, I feel like I’ve been able to do a good job thanks to the help of the other members of the company around me.

Kamiya: I don’t know what I’d do without Koyama’s ability to handle that kind of work. I’m clueless when it comes to the management side, so my primary job will be creating games. I’m able to let him handle the parts of running a business that I’m not capable of doing myself. I’ve never once felt concerned. I’m very grateful to have someone like him with talents that even stretch outside of game development. I’d like to rely on him as the company’s president, and I also highly value his abilities as a creator, so I have high hopes for his future as a game designer.

IGN: Your studio’s name, Clovers, brings to mind Clover Studio, which was responsible for the original Okami and other titles and where Kmaiya used to work. Can you tell us how you decided on this name?

Koyama: As I mentioned earlier, I come from a family of farmers, so I first thought about a company name that had to do with agriculture. It seemed that Kamiya had some concerns about my ability to come up with a good name, though.

Kamiya: His sense for names is rather unique, you see… That’s when I proposed that we name the company Clovers.

Koyama: We ended up going with his very first suggestion as-is. At first, I couldn’t help but be reminded of Clover Studio, which Kamiya was previously a part of. We were going out of our way to create a new company, so I was reluctant to have a company name that looked back to the past.

Kamiya: I may have some fond feelings for Clover Studio because of titles like Okami, but Koyama doesn’t have that history.

Koyama: I was able to empathize with Kamiya’s explanation for the name, though. If you break down the name Clovers you get “C” and “lovers.” The C in Clovers stands in part for “creativity,” something that all of us love. Also, when thinking about the company’s philosophy, in reference to a four-leaf clover, we began to talk about being a group with four guiding Cs, as in “C-lovers.” Our company’s logo is four interconnected Cs in the shape of a clover, as I think you can tell by looking at it.

Kamiya: We decided on three of the four Cs right away: Challenge, Creativity and Craftsmanship.

Kamiya: While things went smoothly up to here, we had trouble figuring out the fourth and last C. Too many positive words that begin with the letter C, so we didn’t know which to pick. That’s when Koyama had the idea, “How about we don’t decide on the fourth C, and leave it up to each of our new members to decide what the final C means to them personally?”

Koyama: That’s why we share three of the Cs as a company, while the fourth is thought up by each of our employees when they join the company, and we have them write down their reasons. Clovers now has a system where new hires choose their own fourth C the day they join the company. [The fourth C is also discussed in this way on Clovers’ website.]

IGN: What words did the two of you choose for that fourth C?

Kamiya: I’ve made my fourth C “Curiosity.” It’s always been what has driven me forward in my game design.

Koyama: I made my fourth C “Cleanness,” to show my desire to always be sincere in my work and towards business partners. Within the company, you have everything from people who make their fourth C “Century,” striving to create titles that will last for a hundred years, to stylish types who made theirs “Coffee Break.”

Kamiya: By having everyone choose their own fourth C, it makes them even more aware of themselves as creators. I think Clovers is a good name for the company we want to become, as it stands for our desire to be a group that loves that fourth C.

IGN: Resident Evil creator Shinji Mikami often talks about wanting to focus on helping young talent to bloom. Mr Kamiya, as someone who came up under Mikami, how do you feel about that idea?

Kamiya: I was able to work as a director for the first time on Resident Evil 2 thanks to Mr Mikami’s guidance. The offer shocked me because it was only my second year after joining Capcom, but within a fraction of a second I told him I’d do it. There’s no question that I’ve also inherited what you might call this kind of “Mikami-ism,” and at PlatinumGames I’d actively give direction work to promising young employees even if they didn’t have experience as a director. That’s why I’d like to continue to give opportunities to young talent at Clovers.

IGN: Your new website mentions that you are recruiting, but what kind of staff are you looking for?

Koyama: We believe that people who can relate to our three Cs – Challenge, Creativity and Craftsmanship – will be a good fit for Clovers.

Kamiya: I think that things like taking on a challenge, being creative or having a craftsmanlike mentality are not things you only do because you’re told to do them. I feel that people who naturally have that kind of mindset and passion for creativity are the ones who fit in with us. In fact, the members who have joined Clovers so far are exactly like that. I hope to maintain that concentration and expand it even further.

I can’t do anything alone. We have team members who draw artwork, others who turn it into 3D models, or who add movement, or who add sound and music, and people who program and finalize the output. Thanks to this combination of people, a game can grow into a wonderful work that exceeds my imagination; miracles are born, and players can enjoy the end result. Just like with game development, as we start a company from scratch this time, I really feel the importance of people’s support. The current staff also came to Clovers without knowing what would happen, and I am so grateful to them for that. I wanted to leave that feeling of gratitude in a tangible form, so we took a group photo of all the Clovers staff. It was a sobering feeling once again. I’m sure they are not without anxiety, but they seem to be enjoying the process of building something from scratch, and that makes me feel really confident. I would be happy to create something with people who can enjoy taking on this challenge together.

This interview was conducted by Daniel Robson, Chief Editor of IGN Japan, and the article was written by Ryuchi Kataoka, a freelance writer for IGN Japan. It was translated by Ko Ransom.

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.