Capcom has announced a Spotlight digital event set for next week, when it will show more of Resident Evil Requiem, Pragmata, Monster Hunter Wilds, and Street Fighter 6.
The Capcom Spotlight livestream is set for 3pm PT / 11pm UK time on Thursday, June 26, and will last 40 minutes.
Capcom said to expect the “latest news” on the company’s upcoming games, as well as interviews with the developers. Specifically, Monster Hunter Wilds fans will get details on Title Update 2, which is set to release at the end of the month.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
It’s all well and good grabbing ridiculously expensive Pokémon TCG cards regardless of the climate, and I’m absolutely writhing in jealousy at those who can.
But imagine going back in time and pulling one of those epic chase cards straight off the shelf? Of course, you could today if you hate your bank account that much, but what about the most expensive Pokémon cards in packs right now?
I’m talking about Pokémon TCG bangers that you can pull in a booster pack today, and there are loads. We’re focusing on Destined Rivals, Prismatic Evolutions, Twilight Masquerade, and Surging Sparks for today, so let’s have a deeper look at the mad bangers you could pull from an in-print Pokémon TCG booster pack.
Just to note, the chances of pulling these cards are extremely slim, so if you plan on spending massive amounts of money on Booster Bundles, Booster Boxes, and ETBs, bear in mind that the actual value of the card itself is usually cheaper than ripping packs. Unless you’re mega lucky, of course.
10: Lillie’s Clefairy ex – 184/159
Whilst Lillie’s Clefairy ex SIR is considered the main chase card of Journey Together, it’s quite affordable now. Due to the overhype surrounding this set and scalpers not being able to get the same astronomical amounts for it, this card soon crashed to around the $150 mark. It’s a gorgeous card and a no brainer decision for your binder.
9: Team Rocket’s Moltres ex – 229/182
How can anyone not love this card? It’s got action, stunning detail and eye popping color that represents the Team Rocket vibe of Destined Rivals perfectly. It’s a beast in battle too, with Flame Screen doing 110 damage whilst reducing damage from the opposing Pokémon by 50.
Evil Incineration allows trainers to discard a Team Rocket’s Energy in order to immidiately discard an opposing active Pokémon and all attached card. Play this right and it could turn battles on their heads, especially because its a basic Pokémon, so it can be built up straight away on a trainers bench without evolution mechanics getting in the way.
8: Latias ex – 239/191
Sharing a dual artwork with Latios Illustration Rare, Latais ex is holding it’s value of nearly $200 and is an absolute stunner playing on a sunset background with Latios.
It’s ability allows you to switch out basic Pokémon to hit swiftly with Eon blade, which does 200 damage and stops it from attacking next turn. All trainers need to do is survive the next turn and switch out with another Pokémon for free. Rinse and repeat, love to see it.
7: Roaring Moon ex – 162/131
Roaring Moon ex SIR has held it’s value out of the gate since Prismatic Evolutions dropped, which is frankly amazing. The linework in this card is ridiculously intricate, giving it that cave painting vibe that goes well with ancient Pokémon found deep in Area Zero, Paldea.
It’s a cool moment too, seeing Roaring Moon seemingly escaping some sort of cosmic calamity. The more you look at it the better it gets.
6: Cynthia’s Garchomp ex – 232/182
I’m calling Destined Rivals as the best Scarlet and Violet set for it sheer amount of detailed and expresive artwork, and Cynthia’s Garchomp ex SIR is a fantastic example of this.
With calls to the Pokémon League in the early anime (See the fire lamps at the top of the stadium) and big screen behind trainers on platforms, Garchomp can be seen lunging forward and breaking ground as it goes. Amazing card and well worth the money.
5: Pikachu ex – 238/191
Pikachu ex SIR is partially to blame for the Pokémon TCG boom that kicked off at the end of October 2024 and is still going today. After peaking at $485 at the end of 2024, it’s finally stabalized at a much for reasonable $295 at the time of writing.
It’s a good time to snap it up, if you’ve got the cash, but the amount of nostalgia and detailed yet soft artwork on this card will make it climb back up as we move away from the Scarlet and Violet era over the years to come.
4: Ethan’s Ho-Oh ex – 230/182
This was one of my main chase cards from Destined Rivals, just look at it. Not only have we got mental amounts of nostalgia for Pokémon Gold and Silver OGs, but it reminds me so much of the first ever episode of Pokémon when Ho-Oh was revealed for the first time (which was before Pokémon Gold and Silver released). It’s a stunning illustration that means so much to plenty of trainers, and I half expected the $300 market value before release.
3: Greninja ex – 214/167
Greninja ex SIR is my favorite in this article as I have it graded in a 10 and I’m being completely bias. Joking aside (I’m not) but this is one of the best artworks outside of Prismatic Evolutions in the Scarlet and Violet era.
Twilight Masquerade was a slept on set in my opinion, but the chances of pulling this are stacked. If you have the money upfront, i’d put it into this card instead of trying to rip packs. But I also obviously hate having fun, so the choice is yours.
2: Team Rocket’s Mewtwo ex – 231/182
What a beast of a card! Mewtwo ex SIR captured that Mewtwo’s Revenge energy so hard, immense amounts of nostalgia in this card for me. It looks like everyone agrees considering it’s currently over $450. Destined Rivals cards are up and down day after day, so no doubt we’ll see this settle at a cheaper pricepoint before it crossed the vintage checkpoint in years to come.
1: Umbreon ex – 161/131
We always knew it was going to be insanely priced, and we needed a cheaper Umbreon chase card after Umbreon VMAX (Moonbreon).
Granted, it’s still a mental market price, and over $1,000. But it won’t get cheaper solely because it’s Umbreon and almost anything linked to this dark type Eeveelution holds it’s value, trust me on this.
If you’re brave enough to drop $1,000 on Prismatic Eeveelutions boosters, or even this card standalone, I salute your efforts, and your bank account.
Honorable Mentions: Even More Eeveelutions
The money in Prismatic Evolution chase cards is insane, and it always will be, which is why the rest of the Eeveelutions need a dedicated section to themselves! These could’ve dominated the whole article, otherwise.
For starters, Glaceon ex SIR is a stunner, but I always prefer seeing Pokémon cards with a bit of movement and action in them. I have to say though, the ornate ice patterns and overall terastalisation of Glaceon is dipicted so well. It’s also one of the less eye-wateringly expensive Eeveelution cards from Prismatic Evolutions at the minute.
Keeping up the trend is one of my favorites, Jolteon ex SIR from Prismatic Evolutions. There’s been some banger Jolteon Cards in the past, for me that would be Jolteon from the Brilliant Stars Trainer Gallery and the Jolteon V Sword and Shield Promo Card, but this one has unlimited energy. Just look at how expressive this card is, perfectly showcasing Jolteons speed and agility with one of the coolest backgrounds i’ve seen in a Pokémon card.
The cell shading mixed with comic book artstyle of Vaporeon ex SIR from Prismatic Evolutions is a stunner. Just look at how light is captured in every drop of water and crystal. Plus I think this is one of the cutest depictions of this water-type Eeveelution we’ve had for some time. Absolute banger of a card and would do a flip terribly if I pulled this beast.
Another beautiful pastel artwork with Espeon ex SIR. On top of Espeon being a fan favorite, it’s easy to see why this card is now over $300. I’ve never seen that many shades of purple in such a small space before, such a stunning piece of art, imagine pulling this, getting a 10 then getting it in your slabbed collection? Stuff of dreams.
I love me a good woodblock print, and Leafeon ex SIR gives me massive tradition Japanese art vibes. The bold colours, thick lines and the overall beauty of this makes it worth the price tag.Verdant storm for a grass and colourless energy can be devestating too, 60 x damage for every energy attached to all of your opponents Pokémon. Lethal!
It’s such a shame Fairy typing didn’t come back for Sylveon ex SIR, because I can’t think of a more Fairy type Pokémon card ever. It’s another stunner with a cute stance and a pastel color pallete that just makes it. There’s that much pink it just works, a fantastic card and its easy to see why it’s over $400, especially as it’s one of the most popular Eeveelutions.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.
The 2021 relaunch of Splitgate solidified that Valve-style portals and old-school arena shooters are two great tastes that taste great together. Splitgate 2 carries that same great melding of run-and-gun action and tactical trickery that helped the original plant its flag in the genre, so it’s starting from a good place. Only problem is, it never makes much net progress from there. Even though the addition of character classes and a wider range of power weapons help bring Splitgate 2 through a new threshold of promise, some of the other shots it takes through the looking glass loop around to bite it from behind and have made me a bit less enthusiastic about the time I’ve spent with this free-to-play followup.
Visually, quite a bit has changed relative to the original. Gone is the muted, more industrial look of the battle venues, replaced by lots of vibrant colors and brighter lighting. That all makes it look less distinctive and more like the many games trying to catch the eye of Fortnite players. In the trade up from the grubby metal walls to the cleaner, sleeker surfaces, Splitgate 2 is also absent of the more interesting features that made the original’s maps interesting and memorable. Features like deserts and trees that would be smack-dab in the middle of a map (like in one of my favorites, Oasis) are now relegated to background decorations, and every surface you’ll actually run and gun across feels samey across the 15 map options.
Technically you can fix that problem yourself using the returning map creator mode, now called The Lab, which is powerful enough that it’s already filled with dozens and dozens of fan-made recreations of famous PvP maps from bigger games. To be fair there are some more interesting and original user creations that serve as great side shows to the main action. But most of these that I tried felt too gimmicky to be considered good replacements for the developer-made maps as far as having consistent and competitive rounds of the standard modes (to the extent that’s possible considering there’s no ranked mode currently available). It’s also spreading the community a bit thin. I had a pretty hard time getting strangers to queue for some of the wackier-looking options, often sitting in lobbies alone for long periods of time in hopes some other curious Splitgaters would stumble in. I was often disappointed.
Splitgate 2’s biggest win, though, is in gameplay tweaks that have a huge impact on pacing from match to match. The signature portals are still the X-factor, allowing you to create paths between two points on the map on the fly. Once you wrap your head around how they work they are fantastic tools for setting up ambushes, tricky getaways, and even manipulating physics to slingshot you across the map. I mostly use them here like I did in 2021, pulling off one-man flanks on jerks attempting to take my team’s objectives. This time, though, it only takes one button to create both ends of your personal wormhole when shot in succession, making them much more convenient to use. It comes at a slight cost, in that opening one of your portals on top of an enemy’s is the only way to close theirs, and that can force you to close off your own routes. But after logging over a dozen hours, I much prefer this minor drawback over the anti-portal grenades of yesteryear.
The standard arsenal isn’t very imaginative, but the power weapons are awesome.
Movement always felt smooth, quick, and controlled in Splitgate thanks to its fast (but not too fast) sprinting and limited jetpacks. In Splitgate 2, both of these things combine with a new slide mechanic to make getting around the maps feel like I remember being able to move in my best rounds of Titanfall. The jetpack seems more powerful, with more lift before cooldown than the original’s version. Being able to stay aloft for longer means firefights more often begin or end in the air, adding a level of dynamism that makes every skirmish a challenge at every angle.
The standard arsenal isn’t much different than the original, though, which is a shame because it’s not very imaginative. Most weapons have slick futuristic curves and color schemes but function exactly like the assault rifles, SMGs, and carbines you’ve wielded in too many other games to count, and I wasn’t motivated to do much exploration of the options or customization of loadout presets because of that constant sense of deja vu. They really just make me want to sprint to grab power weapons, which spawn with some fanfare on neutral points during matches, as soon as possible. These returning super guns have gotten a couple of notable additions to their lineup, including my favorite: a pair of machine pistols that can be combined to form a longer machine gun when aiming down the sights. These are all awesome, game-changing weapons that are worth the effort to secure every time they’re available.
Mechanically, the biggest change to the way Splitgate 2 plays is the addition of three character classes, which are presented as avatars of competing corporate entities who settle their differences in this futuristic sport of gun-toting portal slipping. Sabrask, Meridian, and Aeros all have their own unique active abilities, like Meridian’s Hypersight, which reveals enemies around you for a short period, or Aeros’ Rush that gives everyones movement, reload, and regen a speed boost. My favorite is Sabrask’s Smart Wall, which plops a one-way bullet shield that protects anyone standing behind it while keeping them free to shoot through it at the enemy (much like a deployable version of Reinhardt’s shield in Overwatch). They each also have passive effects that they can grant their whole team simply by being present, incentivizing teams to have at least one of each in play. That means actives are more obviously impactful than the passives, largely because I’ve yet to play a game where every team involved wasn’t receiving boosted health regen from Meridian and faster ability and equipment recharges from Aeros and Sabrask, respectively. Is it really a “boost” if it’s basically the standard?
I think there’s an argument to be made that the choice to forgo class-based, hero shooter-y design was a keystone of the monument to the past’s simpler shooters that the original Splitgate was building. It meant all of us started from the same base capabilities and had to earn every advantage during a match, and there’s validity to that. I am sympathetic to this old-school Halo-style mentality, but I’ve come to prefer the diversity of these three new classes, which add just enough tactical expression to give old people like me a chance against fast-twitch no-scoping youth so long as I can out-think them.
Regardless of mode, matches are almost always more fun on smaller maps.
Part of that is because Splitgate 2 matches, regardless of the mode you’re playing, are almost always more fun on smaller maps. They may not be as interesting as the maps in Splitgate, but at least they are built to take the most advantage of portaling in a way that ensures you’re never too far from the action. Larger maps, like the ones found in the three-team, 24-player Onslaught game types, can feel almost lonely because you have to run a fair distance to find some other players exchanging fire before plotting your portal game.
Across the board, though, it strikes me as odd that maps seem to deemphasize the advantage that using portals in combat would have. So many objectives sit in places completely hidden from a portal wall, and it felt much more difficult to use portals for aggressive pushes. Fortunately for me, someone who mostly uses portals to set traps and for escapes, and I felt like Splitgate 2’s layouts firmly establish that my more passive approach is the right way to play. Firstly, thank you so much for the 1047 Games. But secondly, this means that offensive strikes on objectives – especially the ones you have to hunker down on like in Firecracker or Domination – happen with the kinds of jetpack assaults and high-energy flanks that you could do anywhere else, from Tribes on down. Even modes that require lots of movement or rotating objectives, like Splitball and Hotzone, don’t afford many more opportunities to use the feature in a way that couldn’t be done without it. The most damning realization of this came when I was playing one of the limited-time No Portals playlist maps and realizing my games didn’t feel all that different without that supposedly defining ability.
Finally, the big new marquee feature of Splitgate 2 is the battle royale mode, and it operates mostly as expected: many teams of four drop into a semi-random zone on the map and fight each other to be the last squad standing. The wrinkle it adds to the genre (besides portals) is that the greater map is made up of four smaller maps connected to one another by jump paths and tunnels. These maps are styled as different environments – there’s a snowy zone and a lava zone, for instance – so it’s easy to communicate which one you’re talking about when planning with your team. Splitgate 2’s version of the storm closing in around you is shutting down one of these regions, forcing all surviving squads toward each other in a shrinking set of rooms; the effect is mostly the same.
What’s disappointing is that the different locations aren’t all that mechanically unique, so fights play out the same way no matter where you are. You certainly don’t want to have shoot outs while knee deep in magma, but when determining which zone to move to next, the potential hazards of the environment was never a top factor. And here, like in the other modes, Portals only come into play a bit, usually to move across long distances quickly, but not very much in the heat of battle. All in all, I didn’t find much going on in this battle royale worth steering your drop bus away from your current favorite for.
I’m not going to lie to you, folks. When I hear the word “soulslike,” my eyes start to glaze over, and I imagine the sweet release of death. It’s the same way I feel when someone says “metroidvania,” or “roguelike.” There’s nothing inherently wrong with soulslikes, metroidvanias, or roguelikes, for the record. There’s just an awful lot of them. I love a good steak, but you can’t eat fillet mignon every day. Sometimes you need some sushi, a taco plate, hell, even just a burger. A little variety goes a long way. So when I got asked whether I wanted a one or two-hour appointment with Wuchang, I only signed up for an hour. But I was allowed to play for two, and I’m really, really glad I did. Wuchang may be a soulslike, but it’s got unique ideas, and by the time I put down my controller, I knew I wanted to see more of what it has to offer.
Wuchang: Fallen Feathers sets itself apart from the jump with its unique art and setting. It takes place in the land of Shu during the latter part of the Ming Dynasty. That single choice sets what I played of Wuchang apart from just about every other soulslike. Most games in this genre aren’t shy about their dark fantasy aspirations. In theory, that should mean everything looks a little different. In reality, that means most games look like Dark Souls, which means that most games really look like Berserk. I like Berserk, but it’s not great when everything looks like it stepped out of one of Kentaro Miura’s panels. Wuchang’s dark fantasy, make no mistake, but its setting means a lot of what I saw looks and feels unique (and colorful).
The story’s got an interesting setup, too. You play as Wuchang, a pirate with a nasty bout of amnesia. In my demo, she woke up without knowing who she was or what was going on. Unfortunately for her, amnesia might be the least of her problems. You see, Wuchang has contracted a disease known as the Feathering. It starts small; feathers form on your limbs. But as the disease progresses, you lose your memories, go mad, and undergo a “monstrous transformation.”
Unlike most other Souls games, you don’t have to equip or spec into magic for it to be useful. It just is.
There’s no known cure, but that doesn’t mean our girl is just going to lie down. She’s healthier than most, so she’s going to look for a cure. The problem is, once most people realize you’ve contracted the Feathering, they’ll attack you on sight. It’s a neat reason for why just about everyone in Wuchang (though not all; there are plenty of people willing to help you) will attack you as soon as they see you. And the Feathering isn’t entirely a curse; it also gives Wuchang access to very powerful magic. Unlike most other Souls games, you don’t have to equip or spec into magic for it to be useful. It just is. That’s pretty slick.
The other big thing Wuchang does is make each of its weapons unique. Each one is different in very subtle ways. The greataxe in my demo could block, but parrying was a technique that was essentially reserved for a longsword. Other weapons didn’t have either ability, opting instead for attack skills to lay on the hurt. And you can’t just fire off these skills anytime, either. Using them (aside from block and parry, which you always have provided you’ve equipped a weapon with them) take charges, which you build by pulling off perfect dodges or parries. Nailing perfect dodges and parries also charges your magic.
Wuchang isn’t quite as fast as Bloodborne, but it’s faster than most souslikes and encourages you to be aggressive to build those charges. The dance is still here against bosses, and you shouldn’t charge in blindly, but Wuchang is less about waiting for enemies to whiff an attack and punishing them and more about forcing them to swing at you, building those charges, and then cashing in for big damage, either through weapon abilities, magic, or attacks that deal damage while switching to your other equipped weapons. It’s a nice change of pace from traditional soulslike, and forces you to take risks to get access to your best stuff.
Even leveling up is its own thing. Instead of dumping points into your core stats, you fill out a skill tree for everything from your weapons to upgrading your flasks. If you want specific stats, you’ll get them through the armor you equip. There’s no shortage of outfits in Wuchang, from the traditional to the risqué (and there is no shortage of fanservice in Wuchang), but you’re not just playing Fashion Souls or looking at core stats here. You always want to be sure you’re picking the right resistances. If you’re losing to enemies with swords, you might want some slashing resistance. Getting smashed by a big hammer? Bludgeoning resistance is the way to go. Magic got you down? Get some magic resistance in you. These choices matter, and I appreciate that your gear matters, even if I could have done without some of the fan service.
There’s no shortage of outfits in Wuchang, from the traditional to the risqué.
There are still bonfires (here, they’re shrines) and resting at them, which in Wuchang is known as “entering the Dream,” still respawns any enemies you’ve defeated. Even that, though, isn’t necessarily safe. The first time I entered the dream in my demo, I was attacked by a large, bird-like boss. I lost the fight that followed, but when I went back to the dream, the boss wasn’t there. I couldn’t tell you what the deal with that was, but it was interesting, and I kept wondering when (or if) I would get another shot at him. I didn’t, but I am interested in getting another crack at him and figuring out what all that stuff is about.
Speaking of bosses, I did get to square off with three of them during my time with Wuchang, and none of them corresponded to the “Big Dude in Armor” stereotype. From Software got that right with Artorias the Abysswalker, and they (and many others) have leaned on similar versions of that fight since. Often imitated, never duplicated, as the saying goes. Wuchang isn’t interested in sitting down at that table, though.
Instead, every one felt very different. The first was a masked man with a halberd. He definitely had a range advantage on my longsword and greataxe combo, but that was fine with me. I wanted him to swing at me so I could build charges and then use my greataxe to lay down the law. This boss took me quite a few attempts, mostly because I’d think I had an opening when I really didn’t, and get cooked for trying to attack when it wasn’t actually my turn. Once I got his patterns down, though, I was building charges and spending them efficiently, dodging through his attacks and landing big swings of my own. And when I needed to back off? I could cover myself with magic.
The second fight was against someone who seemed to have been transformed by the feathering. This was more acrobatic. The boss would leap into the air and attack from range, forcing me to time my dodges to avoid projectiles and keep from committing until I absolutely had to. I didn’t find it nearly as hard as the first (it took me just s couple tries), but I did appreciate the change of pace.
The last fight… whew, that last fight. Only one person at the entire event beat the final fight in the Wuchang demo, and I’m sad to say it wasn’t me. While the other two fights were all about dodging, this one (against a woman wielding a sword), forced me to parry. Even with the right weapon and good timing, she was a hard fight: incredibly fast, aggressive, and damaging. Every time I tried to back off to heal, she was in my face. Even when I parried her successfully, I had to be careful; I often only had time for a single counterattack before she’d hit me again. It was a brutal fight, and I didn’t win, but I appreciated how hard it was, and how I’d had to change my strategy for each boss. I can’t wait for another crack at her from the comfort of my couch.
And that sums up my feelings with Wuchang as a whole, really. I got a ton of time with it, far more than anything else I played at Summer Game Fest, and I left satisfied with what I’d seen. But I was also excited to see more. Not bad for a souslike, right?
If you scan the shelves of your local board game store, any number of well-known video game adaptations will likely leap out at you. There’s Mass Effect: Priority Hagalaz for example, or Slay the Spire: The Board Game, alongside many other board games based on video games. But one very well-known name you won’t see is that of Lara Croft, or her beloved Tomb Raider franchise. For the series’ legions of fans, that is all about to change, but not necessarily in the way that they might think.
“We wanted to create a solo board game where Lara Croft is on a new adventure,” Luke Meila, designer of the upcoming Tomb Raider: The Crypt of Chronos, explained to IGN at his stand at the UK Games Expo, boldly supported by a hirsute gentleman cosplaying as Lara Croft. “We’ve seen Lara in video games, movies, comics and her adventures are always tailored to whatever the medium is, so that’s what we did with this: make a board game as if Lara has always been in a board game.”
That’s the core conceit driving the unusual solo nature of the game, which Melia feels is a pretty bold decision. “There are lots of franchises that create one-player modes in their board game adaptations, but we’ve never seen one build a complete solo game,” he continued. “While there are some great solo games like Under Fallen Skies and Final Girl, there’s nothing with a license this big. I was worried someone would get cold feet and pressure us into turning this into a more traditional multiplayer game.”
Luckily, that didn’t happen, and Melia has been free to realize his vision in the form of a game with two different ways to play. “There’s the adventure book, which is fifteen structured missions,” he said. “It’s designed to tell the story of how Lara got to the island of Kairos and what she’s looking for there. It kind of teaches you how to play, using a minimal set of components.”
Once you’re familiar with that, you can move onto campaign play. “This is much more of an open world, much more expansive” said Melia. This involves moving Lara across a map of the whole island, with different terrain hexes divided into jungles, deserts, mountains and tombs. “Each of the tombs has a token on it, and one of those tokens hides a map, while another hides a key,” he added. “When you get both, you’ll gain access to your big final mission.”
Each hex on the map has you drawing a card which shows you how to set up a level to play through, built from modular tiles supplied in the box. Traversing this has its own set of challenges depending on the terrain. “Jungles are quite balanced,” Melia said. “Deserts are hot and dangerous, wide open spaces that require a lot of traversal and enemies can see you from far away. Tombs are more puzzle-based with fewer enemies.”
Putting puzzles in board games has always been a double-edged sword. Puzzling and strategy feel like very close bedfellows, but once you’ve solved a puzzle, there’s little point in doing it again, making your game obsolete. Melia has found an ingenious way to get around this problem by making parts of each puzzle highly dynamic.
“So in this tomb we have to collect an artifact, which is locked behind a door,” he demonstrated. “We’ve got a boulder that you have to push around and you’ve got to try and work out how to get to the artifacts. So you need to work out where to put the boulder to get access to the unlocked corridors, and work out the correct order to throw the switches. There are twelve different tombs in the game, with different maps, different objectives and different switches. That would be a lot to try and memorize.”
And even if you do, Melia has designed things so that the game will keep on throwing you curveballs. “How each tomb plays out is going to be different on each replay,” he continued. “The events are going to be different, the enemies are going to be different. You’ll create a plan at the beginning of each tomb, but you have to continually adjust that plan according to what’s going on around you. You might learn where to push a boulder but that will be complicated if an enemy wanders into the area.”
He’s spent a surprising amount of time ensuring that his invention continues to puzzle even experienced players. “I experimented with all kinds of different puzzle options because having stale solutions was exactly my worry,” he confessed. “I wanted this to be endlessly replayable. But we’ve done a lot of playtesting and so far we’ve not had an issue where someone has done the same tomb twice and it’s not felt different each time. There’s enough variation in there to throw you off, whatever your plan is.”
Outside of tombs, you’re faced with more traditional challenges such as jumping, sneaking, and fighting, which are handled with a palette of six different actions and a pool of six dice that you can spend to boost your action. “ You can use as many dice as you want on an action and the more you use, the more powerful it is,” said Melia. “However, once you’ve used all six, your turn is done. If I want to run across the board, I could roll four dice for movement, but then if I find myself in a combat situation, it only leaves me with two.”
Once you’re out of dice, the enemies get to react. “They move on patrol routes,” Melia said. “Unless you’ve created noise in which case they’ll go and investigate and if they see you, they’ll attack. Then there’s an event phase where you’ll draw a card. There are lots of different kinds, like a dart trap you’ll have to try and dodge, or enemies spawning onto the board, or bonus resources. As you uncover resources, you can use them to craft new weapons and new outfits, and new actions as well.”
In the campaign game, enemies don’t just spawn and move in the level you’re playing but on the island map as well. “On the island enemies are NATLA, one of the famous villains from the Tomb Raider games,” Melia revealed. “Their invasion is spreading across the island, and every time you run out of event cards, more and more will appear. So if you draw helpful events like bonuses, they’re out of the deck and the game gets harder because enemies appear more frequently.”
Individual missions take about 20 to 60 minutes, so it can take a while to play through the 15 scenarios in the adventure mode. But, happily, the campaign missions are a bit shorter, allowing you to fit the whole thing into an evening’s play, which takes about three hours. However, the game has still been designed so you can “save” it in the midst of a campaign if you so wish. “We’ve included a save box,” says Melia. “You put in what you’ve crafted and it tells you how to save the decks.”
Video game adaptations to tabletop always face a barrier of how far to replicate the twitch action of the screen to the more sedate pace of the table. That’s why Melia tried to focus on the puzzling aspects of the franchise, but he made sure to try and make taking actions in the game feel like those of the original as much as possible. “You climb up to different levels of terrain in the game,” he explained. “Originally, I made moving and climbing two separate actions, with a roll to climb, because that’s how it works in the video game. You stop in front of the wall, jump and then climb up. But it just wasn’t fun on the tabletop, it got in the way of itself. We made them into one fluid action and it costs movement points to climb up and down.”
There are lots of other subtle nods to the original experience, too. “There’s a cooperative mode called pass the controller,” Melia said. “You take the dice, take a turn and then pass it to the other player. My wife and I play together quite a lot and we make joint decisions on what Lara is doing. It’s great until Lara gets surrounded by enemies and we disagree on how to get her out!”
And after months of design work and internal testing, Melia, who admits to being a devotee of the series from the very first game, finally got to try it out with some fellow fans. “They said it felt like an authentic Tomb Raider experience,” he beamed. “During one puzzle, one of them said that it couldn’t be done. That it was impossible. And I didn’t say anything, I just watched him reverse engineer it until finally I saw it click, and he smiled and solved it. And that was excellent.”
There can’t be many finer moments for a game designer, nor a player who loves the series, and it won’t be long before you get the chance to experience it on your own tabletop, too.
Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.
Elden Ring Nightreign‘s status as a co-op PvE excursion introduced a fresh mechanic for previously solo players in revives. Those who fall in battle hit the ground and can get picked back up, if their teammates wail on them hard enough to knock out the purple bars of their circular dial.
I’m probably not alone in feeling like, sometimes, this mechanic seems to get more arduous as players fall more often. If you fall once, it’s only one pip on the bar; but by third death, you’ve got the whole radius covered in purple, and it can feel quite difficult to chip that much purple bar down while a Nightlord is attacking you.
As it turns out, there are some hidden mechanics that may be helping or hindering your efforts to pick your teammates back up. YouTuber Zullie the Witch has been on the Elden Ring Nightreign beat, and recently put up new video in which they try to understand how revives work. (Thanks for the spot, PC Gamer.)
Per Zullie’s investigation, the first time a player falls in battle, they get one bar at a total of 40 HP. But as they continue to fall, this escalates at a surprising rate, with 45 per bar at second death and a whopping 80 per bar at three, for a grand total of 240 HP total if you’re on three bars.
Hitting the player who’s downed chips away at those totals, but if they’re left alone for 3.5 seconds, the death timer around their dial resumes (unless you’re in a Night boss fight) and the gauge starts to refill. The fill time also speeds up as you gain more bars, going from 2-per-second at one bar to 40-per-second at three bars.
That’s a lot of math to say: the more you fall, the harder it gets (exponentially so) to pick you back up. There is some good news though, as penalties gradually wear off over time or whenever one visits a Site of Grace.
Zullie also highlights some hidden math in how weapons work on the revive bars, too. It’s about what you’d expect, compared to regular attacks; giant weapons, like Halberds, Reapers, and Greatswords have more impact on the revive bar than Claws, Daggers, Torches, or Fists on a per-swing basis.
In fact, Revenant’s Cursed Claws make for uniquely effective revival tools in this regard, as they have the same base numbers as a Greatsword. Revenant mains can effectively play both White Mage and Summoner, I guess?
Zullie’s video goes into even more math around the revival numbers, but for the average Elden Ring Nightreign player, the solid takeaways are that higher bars get increasingly harder to clear as Nightfarers fall. Honestly, it makes certain characters like the Revenant even more valuable as teammates, when they have both summons to help out and an ultimate that will pick teammates back up regardless of their bar’s status.
With Blumhouse’s next Five Nights at Freddy’s film releasing this December, there’s no better time to play through the Five Nights at Freddy’s games. Created by Scott Cawthon, the first Five Nights at Freddy’s game launched back in 2014 and has since garnered an incredible fan base. The horror hit has been followed with a wide variety of sequels; from mainline games to plenty of spinoffs.
For those interested in taking on the night shift against these killer animatronics, we’ve detailed how to play each of the mainline FNAF games in both chronological and release date order below.
There are 12 main FNAF games in total, which we’ve covered below. As far as spin-offs and more challenge-based games go, though, there are 4 additional FNAF games that fall in this category. These are Five Nights at Freddy’s World, Freddy in Space 2, Security Breach: Fury’s Rage, and Ultimate Custom Night.
Which Five Nights at Freddy’s Game Should You Play First?
We recommend starting with Five Nights at Freddy’s, the series’ first entry from 2014. It’s the ideal way to familiarize yourself with the series’ mechanics, as newer entries build on that original formula. It’s also a safe way to begin from a narrative perspective given how convoluted the chronology has become over the last decade.
Five Nights at Freddy’s Games in Chronological Order
For those looking to play through the Five Nights at Freddy’s games in chronological order to get the full story, we’ve done our best to arrange them in story order. If you have different theories about this franchise’s order, though, share them in the comments!
1. Five Nights at Freddy’s: Secret of the Mimic (2025)
Available on: PC, PS5
The newest FNAF game happens to be the earliest-set game in the series so far. Secret of the Mimic, from what we can gather from various hints in-game, takes place in 1979, several years before the official opening of Freddy Fazbear’s Pizza. The Mimic was originally introduced in the Ruin DLC for Security Breach, and plenty of theories have been thrown out there about who (or what) The Mimic really is.
Secret of the Mimic dives into these questions. The player takes on the role of a Fazbear technician named Arnold who’s tasked with retrieving the Edwin Murray’s inventions from a particularly unsettling Costume Manor. When power goes out at the manor, Arnold begins to notice signs he may not be alone. Secret of the Mimic uses first-person view, leaning into the survival horror genre with subtle hints about the killer animatronics (and their creators) we encounter later in the series.
2. Five Nights at Freddy’s 4 (2015)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
Five Nights at Freddy’s 4 takes place in 1983. This is assumed because of an easter egg during one of the post-Night minigames that can be seen by interacting with a TV in the living room. After hitting it enough times, it’ll eventually bring up a still for a commercial for a show called Fredbear and Friends, which appears to have aired in 1983, given that’s the date beneath the title.
Compared to its predecessors, though, FNAF 4 has a different setting. This time, you play as a young child in their bedroom rather than as a security guard in an office. Throughout the night, you’ll need to run from your bedroom doors to your closet (and even check behind you on your bed) for a variety of terrifying enemies, but mainly nightmare variations of the original animatronics: Freddy, Bonnie, Chica, and Foxy. Listen out for them and keep your flashlight close to scare them away.
3. Five Nights at Freddy’s 2 (2014)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
Five Nights at Freddy’s 2 is next in a chronological playthrough and brings players to the newly-opened Freddy Fazbear’s Pizza to work the night shifts as a security guard. FNAF 2 also introduces new animatronics in the mix alongside updated versions of its classics. These new additions are The Puppet and Balloon Boy, so you’ll have more to watch out for on the cameras.
This time around, you’re also given a Freddy Fazbear head to wear in case the animatronics happen to reach your office. With it on, most of the animatronics will have a harder time recognizing you and leave, which’ll buy you some more time before the crack of dawn. You also have a music box that you need to keep wound up to keep The Puppet away. This animatronic won’t be fooled by your sneaky little fake Freddy head, so make sure to keep the music box going.
We’ve placed this game as second in line for a chronological playthrough, as it’s set in 1987. This can be assumed from the paycheck you receive at the end of Night 5, which is dated for that year.
4. Five Nights at Freddy’s: Sister Location (2016)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
In a departure from the previous game, and as its title may point to, Five Nights at Freddy’s: Sister Location takes place at a different spot called Circus Baby’s Entertainment and Rental, which features its own animatronics as well. This time around, you play as a technician working night shifts with a series of tasks to complete alongside surviving the animatronics.
Five Nights at Freddy’s: Sister Location is actually a bit trickier to place on the timeline, and many fans still debate when it could be set. The reason we’ve chosen this slot is because of a line HandUnit says at the beginning of the game: “Due to the massive success, and even more so, the unfortunate closing of Freddy Fazbear’s Pizza, it was clear that the stage was set, no pun intended, for another contender in children’s entertainment.” This line could be referencing when Freddy Fazbear’s Pizza closed down in ‘87 following FNAF 2, which is also brought up by Phone Guy in FNAF 1 during Night 1. So, for now, having Sister Location between the two seems like a good fit. Let us know your theories in the comments below, though!
5. Five Nights at Freddy’s (2014)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
The one that started it all. Five Nights at Freddy’s was the first game that had players taking on the security guard mantle to keep watch of Freddy Fazbear’s Pizza for five night shifts. Mainly, you need to keep an eye on the animatronics there: Chica, Bonnie, Foxy, and of course, Freddy Fazbear. Their behavior has become a bit unpredictable lately, and they like to roam around freely at night… just make sure they don’t roam into your office.
Alongside the cameras that need to be checked, players can also close the security doors near them if the animatronics get too close during the night. Keep in mind, though, you only have limited amounts of power to use. Once it’s gone, goodbye doors and lights!
Five Nights at Freddy’s takes place a few years later than the previously mentioned games, likely sometime in the early ‘90s. This can be assumed from Phone Guy’s dialogue during Night 1 where he says that the animatronics used to be able to walk around during the day, “but then there was the bite of ‘87.” This helps place it after FNAF 2 and before FNAF3, which we’ll get to next.
6. Five Nights at Freddy’s: Into the Pit (2024)
Available on: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, PC
Into the Pit, the latest game in the series, is a point-and-click adventure based on the Five Nights at Freddy’s book of the same name. The story is split between two time periods: modern day and 1985.
It’s uncertain where Into the Pit’s modern storyline fits into the series’ chronology, or if it exists within the ongoing narrative at all, though assuming it does, we’re confident it takes place around the time of Five Nights at Freddy’s 3. We’ve placed it ahead of FNaF3 given several items found in Jeff’s Pizza, the setting of Into the Pit, can be found at FNaF3’s Fazbear’s Fright, which was said to be decorated with remains from the original restaurant, which later became Jeff’s Pizza.
7. Five Nights at Freddy’s 3 (2015)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
According to Five Nights at Freddy’s 3’s Steam description, this game is set “Thirty years after Freddy Fazbear’s Pizza closed its doors,” which would put it after the events of FNAF 1, given that’s when Freddy Fazbear’s Pizza closed for good, and, if we’re going with the early ‘90s, would set it sometime around the 2020s. It brings players into a brand new location as well… Fazbear’s Fright: The Horror Attraction. Yes, this new attraction is based on the terrifying events that happened in Freddy Fazbear’s Pizza, and they even have old animatronics from it to really keep you on your toes!
Once again, you step into the shoes of a security guard keeping watch of the attraction and its “great new relics” that have been picked up. Like before, you’ll have security cameras to monitor, but this time you also have a maintenance panel to reboot systems that go offline and close off vents to prevent those creepy animatronics from crawling toward your office space.
8. Freddy Fazbear’s Pizzeria Simulator (2017)
Available on: Android/IOS, Nintendo Switch, PC, PlayStation 4, Xbox One
If you’re feeling tired of working security or maintenance, why not make the jump into running your own pizza place? In Freddy Fazbear’s Pizzeria Simulator, you get to do just that. But don’t worry, this game isn’t without its frights. You’ll still need to keep the animatronics away from you when in your office, and there’s plenty to monitor when you’re in there as well.
Not only do you have a computer near you to keep tabs on everything and complete your tasks, but you’ll need to watch the vents on both sides of you for anything that could be crawling through. However, both your computer and the vents make quite a bit of noise, so you’ll have to take turns shutting them off to hear your surroundings.
Throughout the game, you’ll salvage animatronics as well. One of these is Springtrap, whose first appearance in the series was in FNAF 3, which places this game sometime after it in a chronological playthrough.
9. Five Nights at Freddy’s: Help Wanted (2019)
Available on: Android/IOS, Nintendo Switch, Oculus Quest, PSVR, PC, PlayStation 4, Xbox One
Five Nights at Freddy’s: Help Wanted was the franchise’s first step into VR – and later came out on PC and consoles. Developed by Steel Wool Studios in collaboration with Scott Cawthon, in Help Wanted you can play through a variety of mini-games that feature familiar animatronics and experiences from earlier games in the series.
But where does this game fit into the timeline? During the opening ‘Welcome’ message for the game, HandUnit states that “Fazbear Entertainment has developed something of a bad reputation over the last few decades, […] That’s why we have recreated many of these completely fictitious scenarios (lies) that you’ve been fed over the last several years into a hilarious VR game.” And given that Help Wanted recreates situations from previous games in the timeline up to FNAF 3 on our list, it makes sense to place it after that game and near Pizzeria Simulator.
10. Five Nights at Freddy’s: Special Delivery (2019)
Available on: IOS/Android
Five Nights at Freddy’s: Special Delivery is an Augmented Reality game that was released on mobile devices just a few months after Help Wanted. Much like how Help Wanted immersed you into FNAF in VR, Special Delivery did the same by bringing the animatronics home to you. In this game, you have to keep an eye out for them on your mobile device as they stalk around the room, utilizing a flashlight and controlled shock to stop them.
Similar to Help Wanted, Special Delivery involves its own branch of Fazbear Entertainment. Here, the Fazbear Funtime Service is what’s sending the animatronics to your house and, when it comes to the franchise’s timeline, it would make sense that they’d create something like this around the time of The Freddy Fazbear Virtual Experience in Help Wanted. Given how HandUnit explains at the start of Help Wanted that, “Fazbear Entertainment is excited to join the digital age, and what better way to do that than with an edge-of-your-seat virtual reality experience,” it sounds like that was their first endeavor, and this would be their second outing into it.
11. Five Nights at Freddy’s: Security Breach (2021)
Available on: Google Stadia, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch
Security Breach is the second game in the franchise to be developed between both Scott and Steel Wool Studios, following Help Wanted. It’s a free-roam survival horror where you play as a young boy named Gregory who gets trapped at night in Freddy Fazbear’s Mega Pizzaplex. Throughout the night, he’ll need to survive the various animatronics, but with a surprising helpful hand along the way.
In a chronological playthrough, this game comes in last. This can largely be taken away from the fact that Freddy Fazbear’s has now grown into a Mega Pizzaplex, but there’s also a moment in one of the endings that helps confirm that it’s set after one of the previously mentioned games. However, so as to avoid spoilers, we’ll let you uncover that ending on your own!
Available on: PlayStation 5, PC, PSVR2, Steam VR, Meta Quest
Once again developed by Steel Wool Studios in collaboration with Scott Cawthon, Five Nights at Freddy’s: Help Wanted 2 is pretty similar to its predecessor, featuring a wide variety of minigames for you to dig into. But where does this game land on the Five Nights at Freddy’s timeline?
Help Wanted 2 takes place between Five Nights at Freddy’s: Security Breach and its DLC, RUIN. That makes it the last full game in the lore’s current timeline, but not quite the very final event. This slightly complicated placement is due to one of Help Wanted 2’s endings, in which your character becomes the Maskbot that gives the V.A.N.N.I mask to Cassie, the protagonist from the RUIN DLC. This interaction with her happens towards the start of RUIN, meaning the events of Help Wanted 2 start sometime before that DLC.
In keeping with its older sibling, Help Wanted 2 is also a VR game! It’s available on PSVR 2, Steam VR, and Meta Quest. And for those who don’t want to be fully immersed as a Fazbear employee, a flat version of the game was also released on June 20 for PlayStation 5 and PC.
Five Nights at Freddy’s Games in Release Order
If you’re interested in playing through the main Five Nights at Freddy’s games in their release order, you can find them listed as such below:
Secret of the Mimic launched on June 13. There’s no official word on new Five Night’s at Freddy’s games in development, though we’re sure they exist. In the meantime, a sequel to the Five Nights at Freddy’s movie starring Josh Hutcherson is also on the way, planned for release on December 5, 2025.
Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.
While frequent sell-outs and scalping are still regular problems in the Pokémon TCG Community, Walmart is seemingly trying to find a way around by making early access to the White Flare & Black Bolt sets only available by having a paid Walmart+ membership.
Preorders for a variety of the usual TCG products for White Flare and Black Bolt, including Elite Trainer Boxes, Poster Collection Boxes, and Booster Bundles, will go live on June 18 at 9 PM ET. For the first three, however, only paid Walmart+ members will be able to place preorders while stocks last.
Then, if any are left, non-Walmart+ shoppers are able to buy from the set themselves. While the Walmart+ hub page does state there’s a 30-day trial available, each early-access item’s product page, like the $60 Black Bolt Trainer Box, does state that only paid members are eligible to purchase preorders during those early hours.
Standard Walmart+ memberships are available for $12.95 per month, or $98 annually, which equates to $8.17 per month instead. While it is a pain that you have to subscribe to a service just for a better guarantee you’ll get a preorder in, Walmart+ does have added benefits too, including free delivery without minimums, a free Paramount+ membership, savings on fuel and Burger King, free tire repair, free pharmacy delivery, and more.
If you’re a student or college graduate, then you’re in luck, because you can get a membership at 50% off, $6.49 a month, or $49 for a year, with all of the same benefits as a standard subscription. As part of the verification process, previous student emails should qualify you.
The annoying part of the Walmart+ subscription process, if you want to buy early access items right away, is that you’re only given the initial option to claim the 30-day trial. However, you can get around this by starting your free trial, cancelling it, and resubscribing for paid access.
If you’re also a previous member of Walmart+, we’ve seen reports of users getting a limited-time offer that you can rejoin for just $1, making getting early pre-order access to White Flare and Black Bolt, with all of those other bonuses a great steal.
Our Black Bolt & White Flare preorder guide for Pokemon TCG players also notes that the sets have been popping up at other retailers like Amazon and Best Buy as well. Stock won’t always be available, but it’s a good page to bookmark for when you want to click through to each product page quickly on the fly.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
Nintendo has revealed new gameplay details of Donkey Kong Bananza in today’s Nintendo Direct, which has also confirmed that Super Mario Odyssey’s Pauline will be your sidekick character in the game.
Here, Pauline can use her singing talents to transform DK into several new forms — a charging zebra, or a flying ostrich that can drop egg bombs. Pauline can also be controlled by a second player, turning Bananza into a co-op experience where Pauline’s vocals become explosive blasts, helping DK with his destruction.
Using GameShare, this co-op offering can be played on multiple Switch consoles — including Switch 1 — without your co-op partner needing a copy of the game themselves.
Other new gameplay features confirmed today included the ability to skate around on ripped up pieces of the environment, and even stick them together to form new structures such as bridges.
Eagle-eyed viewers will likely have spotted returning characters Cranky Kong and Rambi the Rhino, but did you also spot Diddy Kong and Dixie Kong? You can see them here, in this image below:
Speaking of other familiar elements, today’s Nintendo Direct also confirmed a fresh version of the iconic DK Rap from Donkey Kong 64 would feature in Bananza. (Here’s hoping composer Grant Kirkhope is credited for this version, after previously complaining he had been left out of the Super Mario Movie credits.)
And speaking of credits, today’s Nintendo Direct offered no further clues to the exact Nintendo development team behind Donkey Kong Bananza. Fans had previously speculated that it is the work of the company’s talented Super Mario Odyssey team. Whether Pauline’s reappearance here is another clue remains to be seen.
“Bananza is on track to be one of the most gorgeous Nintendo games I’ve seen,” IGN wrote in our Donkey Kong Bananza hands-on preview. “It really does take advantage of Switch 2’s hardware – the environments are beautiful and DK’s animations are wonderfully expressive, and I left feeling like the next generation of first-party Nintendo games had truly arrived.”
Donkey Kong Bananza launches July 17, exclusively for Nintendo Switch 2.
Developing…
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Pokémon Go will continue its summer events plan by driving a big red truck around seven cities in Europe, beginning in the UK next month.
Manchester will host the tour’s first stop, before subsequent visits to London, Paris, Valencia, Berlin, Den Haag in the Netherlands and finally Cologne, just in time for Gamescom.
Players who make the trip to a host city will get an array of bonuses around the truck location, including Phanphy, Venipede and Wooloo spawns with boosted Shiny rates, plus raids for a costumed summer Pikachu with the possibility of a Location Background. Timed Research, meanwhile, will offer up a Varoom — the engine-like Pokémon. Plus, of course, you get to look at the big red Pokémon Go truck.
Across the host city, other bonuses will be activated — including 3-hour lures and up to 5 Special Trades per day. Nationwide, meanwhile, Timed Research advertising the upcoming arrival of the Road Trip will award the same summer costumed Pikachu.
Earlier this week, Pokémon Go announced an unprecedented $20 event pass featuring the game’s first Golden Bottle Cap item — something that will allow players to increase a Pokémon’s stats until they are a rare 100%. Ahead of the item’s introduction, fans expressed concern the feature could see the game straying into pay-to-win territory, something director Michael Steranka discussed at length in our exclusive interview.
Separately, IGN also chatted with Steranka about this year’s biggest change — that Pokémon Go is now owned by Monopoly Go! maker Scopely, a company backed by the Saudi-founded Savvy Games. How will the change impact the game? IGN put that question to Steranka as well.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social