Ubisoft Call of Duty Rival XDefiant Gets Hefty Final Update Ahead of Shutdown Next Year

Ubisoft’s failed Call of Duty rival XDefiant has received a hefty final update today, December 18, ahead of its shutdown in 2025.

The XDefiant X/Twitter account shared the patch notes, below, while executive producer Mark Rubin thanked fans and the development team in his own post for their dedication to the game since before and after its May 2024 launch.

“I wish everyone who worked on this game directly or indirectly the best for their future endeavors,” Rubin said. “And the same goes for all of the fans who played our game, who streamed it, or who worked to build the XDefiant community.”

XDefiant’s final S3.0+ update includes the previously announced Assassins class, which are modelled after Assassin’s Creed’s titular heroes, alongside myriad additional features that were planned for now cancelled future seasons.

This includes a total of three new factions, 13 new maps, a new experience called Tactical, a means of gaining experience versus bots, new weapons, new progression mechanics for Faction Mastery and Badges, and more.

xDefiant is a free-to-play, fast-paced arena shooter that combines intense gunplay with personalized loadouts and specialized factions. But that market can be incredibly brutal, and perhaps after PlayStation arena shooter Concord was shut down after just two weeks on the market, some fans of xDefiant grew concerned for its longevity.

While Rubin said in September that XDefiant “is absolutely not dying,” Ubisoft announced earlier this month it would be shut down on June 3, 2025.

XDefiant Update S3.0+ Patch Notes

Factions

New Faction: Assassins

  • Hiding in plain sight through the centuries, the Assassins have waged a clandestine war against their ancient enemies, the Templars, to safeguard human freedom. Assassins combine rigorous combat training, unconventional weaponry, and a sixth sense to track and take out their targets. Their signature Hidden Blade is a one-hit melee elimination.
  • The Assassins receive combat guidance from Rebecca Crane, the technical genius who developed the Animus 2.0, an advanced model of the machine that lets Assassins relive genetic memories. She guided some of the Order’s most well-known Assassins, including Desmond Miles. With Crane’s assistance, the Assassins work in the dark to serve the light, combating oppression with lethal force.

New Faction: Wolves

  • Ex-special forces gone rogue, Wolves employ an arsenal of Skell Tech drones for both offense and defense. The Wolves trait allows the pack to be a sight unseen, undetected by AI abilities and devices. Their Legion drone acts like a homing proximity mine, while the Stolas is effectively a mobile turret. And their ultra, Drone Swarm, is the last word on area denial.

New Faction: Blood Dragon

  • Super-deadly cyber commandos from a dark future where cyborgs and mutants collide. Use your cyberstrength, throw deadly shuriken, strike with your shock punch, or use the Killstar laser to deal massive damage.

Fixes and Changes:

Cleaners

Fixed a couple of glitches with the Cleaners’ Incinerator Drone when Hijacked by a DedSec player:

  • The Drone no longer explodes next to the player who Hijacked it.
  • The Drone now leaves a complete fire trail back to its point of origin.

Echelon

  • No longer have a 50% reduction in flash grenade duration debuff

Phantoms

  • AEGIS – Addressed issue with shots not registering at point blank range.
  • Blitz – Increased movement speed to truly “Blitz” your opponent.

DedSec

  • Spiderbots 2.0 – We got the message. Spiderbots, DedSec’s infuriatingly face-adjacent electro-minions, are now less in your face and more of an area-of-effect threat. When activated, Spiderbots will now dutifully follow their deploying player for 30 seconds, emitting an electromagnetic pulse that disrupts all enemy equipment within a 10-meter radius. And with that, the era of Spiderbot facehugging comes to a close.

Highwaymen

  • M79
  1. Fixed an issue that would lock the skill when activating right after a weapon swap
  2. This should now have damage dealt while on different elevations
  3. Improved handling and reload speed
  4. Cooldown reduced to 40s
  • Buzzsaw Launcher
  1. Increased ammo count
  2. Addressed issue with damage inconsistency

Maps

New S3 Maps

  • Mykonos (Arena): Experience the island of Mykonos like the ancient Greeks did, except with more rooftop firefights, in this new map for Season 3. Your itinerary includes sprinting by market stalls, seeking roof access for the high ground, and jumping across boat decks in high-risk flanking maneuvers.
  • El Barrio (Arena)
  • Jorvik (Linear)
  • Animus Anomaly (Tactical): Ancient worlds collide in Animus Anomaly, a new corridor-style map for Season 3. Hunker down among Viking castles, flank around the waterways of ancient Greece, or go out with a boom in the new Defuse tactical variant of BOMB!.

New Future Maps – These maps were scheduled for later seasons but were too much fun not to release!

Arena

  • Carlyle’s Lab
  • Enchanted Forest
  • Killstar Temple
  • Razia’s Realm
  • Skell City
  • West End

Linear

  • Skell Complex
  • Esperanza
  • Himalaya

Fixes and Changes:

  • Adjustments were done to invisible collision and areas where players were able to jump to places that are out of bounds for the map.
  • Adjustments to some maps where scrap turrets were also being placed where they’re not supposed to be.
  • DUMBO has decked the halls to be more festive for the holidays
  • Players can no longer climb and leap their way into what was supposed to be an inaccessible area of some maps, where they were using El Remedio to heal allies and doing other sneaky exploits.
  • Many maps have undergone improvements to mantling which should now be fixed in several map locations that previously were not.
  • Map voting improvements

Game Modes

New Modes:

Defuse

  • This season sees the debut of Defuse, a tactical and slower-paced version of BOMB!. Teams take turns planting and defending bomb sites, yet all players only have one life. Defuse is designed for play on a new “corridor” type map, in this case the Animus Anomaly created exclusively for this category.

Vs Bots

  • There’s now a Vs Bots option where you can face off against varying levels of computers. You’ll even earn XP by battling bots. Although at a slower pace with human enemies.

Lum Hunt

  • Catch them if you can, Lums (beings of pure energy possessing of a mindbogglingly sunny disposition) have been placed around the Enchanted Forest map in this variant of Hot Shot. Also available in Private Matches.

Tilt

  • Now available in our Linear playlists, this mode is a simultaneous battle over who can push around Carlos the most, poor robot.

Turbo XD

  • Super jump your way to victory in this gravity defying mode.

New Party Modes Playlist

  • From one shot kill, to headshots only, and even no skills allowed, there’s a little something for everyone in this playlist. With no one here to make names for them, we wish you the very best of luck to figure them out.

Fixes and Changes:

  • Team balancing overhaul to ensure the fairest matches.

BOMB!

  • Several quality-of-life improvements to BOMB! spectator cam.
  • Planting and Defusing behavior improved not to conflict with other game features like looking at the scoreboard.

Private Match

  • Fixed an issue where the lobby menu would become blank after another player accepts a private match party invite.
  • Now allows you to select the server you wish to play on.

Ranked

Ranked BOMB!

  • With Ability Restrictions still in place, we took it 1 step further and you will only be allowed to use your ability once per life.
  • Round timer changed in Ranked BOMB! from 2 mins to 1min 30s, plant and defuse times adjusted, and Round 11 will go to highest scoring team.

Top 500 Leaderboard

  • Season 3 sees the debut of the Top 500 leaderboard, which showcases the top 500 players globally each season as they progress through the ranks until the season’s end. These top players are displayed in descending order of total Rank Points earned in the current season. Highlighting a player on the Leaderboard displays the following stats:
  1. Current rank insignia and RP total.
  2. Win/Loss: Player’s ratio of wins to losses.
  3. Kill/Death: Player’s ratio of kills to deaths.
  4. Average Score/Minute: Player’s average score per minute.
  5. MVPs: Number of times the player earned MVP.

Ranked Emblem in HUD

  • Proudly display your ranked tier right on your heads-up display for all to see.

New Ranked Rewards

  • New S3 specific Ranked Rewards are available (to everyone).

Fixes and Changes:

  • Matchmaking ranges have been disabled and join in progress has been enabled so that matches are easier to find.
  • Reduced the forfeit timer duration from 20s to 5s.
  • Players are no longer pulled out of active Ranked game sessions after accepting the Party invite for a Private Match.
  • Added a new menu experience, now players will be able to search for games and jump back to the Ranked menu tab to view rewards, info, and the top 500 leaderboard.
  • Removed Domination and CTF from Ranked playlists.

Weapons

Assault Rifle

  • FAMAS – The FAMAS is a burst-fire rifle like the M16A4 but with faster ADS time, movement, and rate of fire. It is slower to reload, however, and inflicts less hurt per shot.
  • G36K

Sub-Machine Gun

  • M1928

Light Machine Gun

  • MG5 – Despite its shorter range and lower ammo capacity than other belt-fed LMGs, the MG5 with its higher rate of fire makes it a powerful and versatile option for those who can master its challenging recoil.

Marksman

  • M1A – An agile warhorse built for medium-range battles, the M1A offers a speedy rate of fire but deals less per-shot damage compared to other marksman rifles.

Sniper Rifle

  • SRS

Pistol

  • Diceros

Fixes and Changes:Sawed-off Shotgun Balance Adjustment

  • The range and damage potential of the Sawed-Off Shotgun have been adjusted to better focus it on its intended role as a short-range kill-finisher and prevent it from killing full-health opponents with a single shot.
  1. Short Range reduced from 8m -> 6m
  2. Medium Range reduced from 12m -> 10m
  3. Short Range Damage reduced from 12 -> 11
  4. Bullets Per Round reduced from 12 -> 9
  • Tweaked smoke grenade effects so that some components of cosmetic skins will no longer be visible through the smoke, while also improving the size, shape, and transparency of the smoke particles and radius of effect.
  • Adjusted the camera shake so that now it is based on distance to explosion. Removed friendly explosion camera shake.

Attachments

Tapered Barrel

Introduced the Tapered Barrel, an attachment for most weapons that increases handling speed but reduces damage. Here are the pluses and minuses:

  • Pros:
  1. 25 percent boost to sprint-out time
  2. 15 percent ADS speed increase
  3. 5 percent movement speed increase
  • Cons:
  1. 20 percent short-range damage decrease
  2. 20 percent medium-range damage decrease
  3. 10 percent ADS walking speed decrease
  • In other words, this barrel will help you scoot around the map at a zippier pace, but you’ll likely need to land more shots than normal to get kills.

New Reticle Customization

  • New for Season 3: Customized reticules. Players can unlock new reticule shapes and adjust their colors (a helpful feature for players with colorblindness). Custom reticules will be tied to individual loadouts.

Fixes and Changes:

  • Fixed a graphical glitch that let players see parts of their weapon barrel through the Reflex and Holographic sights.
  • Fixed a lagging magazine when player reloads weapons.
  • Fixed floating when using left-handed skills and reloads.
  • Fixed a scope crosshair missing when player ADS in spectating mode.
  • Several skins have had their sights adjusted to match the base weapon being used.
  • Various visual improvements

Progression

Prestige System!

  • Introducing Prestige, an optional new progression system that rewards long-haul dedication with flashy cosmetics and extravagant emblems that showcase your experience to other players. Available to anyone who has completed their Base Challenges, Prestige resets player progress in exchange for an eye-catching Prestige Emblem. All starter and owned weaponry are locked – except the M4, M9, and frag grenade – but can be earned as players earn XP and Prestige Tokens to access their original gear plus new weapons until they complete the current Prestige Tier and acquire the next eye-catching emblem. Players can opt out of Prestige at any time and recover their weapons, or they can commit to unlocking the final Prestige Emblem, the ultimate display of dedication.

Badges!

  • Badges are part of a mysterious new challenge-based progression system where players earn Badges for performing impressive feats and engaging with the game in creative ways. All Badge challenges have hidden requirements, encouraging players to go online and engage with the XDefiant community. Badges can also evolve, requiring players to complete the challenge a second or third time but with more challenging requirements for success.

Faction Mastery!

  • Allows players to level up characters, earn prestigious rewards, and track their progression within the game

Pristine Weapon Mastery Skin

  • A new Pristine Weapon Mastery skin is unlocked at weapon level 50 as an early reward to encourage players to pursue Weapon Mastery. These new Pristine skins are like unmarred, fresh-from-the-factory versions of these weapons. Pristine skins are retroactively applied to any weapons that have already reached level 50.

Daily Rewards and Credits

  • Players can now earn various rewards just for logging into the game. Bigger rewards are granted every 5th and 10th login. The days do not have to be consecutive.
  • Credits are a brand new in-game currency. Use Credits to buy cosmetics from previous seasons, giving you the opportunity to get any skins you may have missed back then, but you have everything now, so that’s nice

Fixes and Changes:

  • Some Challenges, particularly those related to faction characters, weren’t progressing on the main menu, but now they are.

Audio

  • Battle announcer lines have been tweaked for their frequency of play:
  1. Lines announcing death streaks (or dying multiple times without killing an enemy) will trigger less often (now players need to die five times rather than three, and the death streaks will only trigger during the second half of a match).
  2. Lines related to suffering from fire damage (from the Purifier, (Firebomb, Incendiary Drone–really anything involving the Cleaners) will trigger less frequently.
  • Phantoms – Blitz – Now has sounds for blocking a melee attack and for attacking others with a Blitz Shield.
  • GSK – Hardhat – Audio improved for impact confirm headshot
  • Highwaymen – M79 – Now has sounds for hit confirm and impact confirm with the M79.
  • Other various audio improvements.

Miscellaneous

  • New Assassin’s video on the main menu
  • New Career Stats page
  • New Store Layout
  • New Weapon Inspect
  • Input-based matchmaking is now disabled by default for faster matchmaking times.
  • Fixed various crashes and errors

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

Like a Dragon: Pirate Yakuza in Hawaii Brings a Classic Sega Arcade Game to Console for the First Time

Ryu Ga Gotoku Studio is reviving classic Sega arcade game The Ocean Hunter in Like a Dragon: Pirate Yakuza in Hawaii, marking its first release on console.

As reported by Automaton, RGG Studio revealed on X/Twitter the wealth of minigames coming to the incoming Pirate Yakuza in Hawaii including The Ocean Hunter as an arcade game.

The Yakuza / Like a Dragon series is known for its myriad minigames and inclusion of full classic titles by visiting actual Sega arcades in the fictional takes on Japan and Hawaii. Yakuza 0 had Out Run and Space Harrier, Yakuza Kiwami 2 had Virtua Fighter 2, Yakuza 6 had Fantasy Zone, and so on.

Bringing over The Ocean Hunter, a 1998 on-rails shooter about killing giant sea beasties like great white sharks, was a “very difficult task that required the cooperation of many people,” however, according to an X/Twitter post from RGG Studio technical director Yutaka Ito.

As mentioned, The Ocean Hunter has never been ported to console, so RGG Studio had to do everything from the ground up. This included visiting actual arcades to understand exactly how it worked, since the game doesn’t exist in any other, more accessible, capacity.

Ito said the development team had been talking about bringing The Ocean Hunter over for a year ahead of actually beginning work, because it’s lack of license-related complications made it an ideal choice and it also very much fits the theme of Pirate Yakuza in Hawaii.

The game, which arrives February 21, is a spin-off sequel to Like a Dragon: Infinite Wealth, the eighth mainline entry in the Yakuza / Like a Dragon series (or ninth including Yakuza 0). It follows Majima as he wakes up with amnesia and becomes a pirate, exploring the likes of Hawaii along the way.

A trailer released at the October Xbox Partner Showcase revealed a proper first look at ship combat akin to Assassin’s Creed 4: Black Flag and the return of the beloved character Taiga Saejima, perhaps teasing more ties to the main series than previously thought.

It will also be a decent bit longer than previous Yakuza spin-off Like a Dragon Gaiden: The Man Who Erased His Name, with its story taking around 15 to 18 hours to complete. Fans can also dress up Majima as longtime series protagonist Kiryu Kazuma, but only if they sign up for email notifications.

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

The Best Horror Game of 2024

It’s not a stretch to say we’re currently experiencing the best run of horror video games since the PS2 era. The past few years have seen the genre revitalised, in part thanks to nostalgia for a time when survival horror was at its peak. The result has been cutting-edge remakes, retro throwbacks, and new experiences that find fresh ways to send shivers down our spines.

Things in the horror space are so good that last year, for the first time, IGN introduced the Best Horror Game category for its annual awards. And it was pretty easy to bring it back for a second year, so good has the selection of spooks been in 2024. We were treated to the uneasy, claustrophobic terror of Still Wakes the Deep and its infected oil rig; the grisly Saw-ish challenges of The Outlast Trials; Bloober Team’s impressive recreation of Silent Hill 2, and the horrifying twists and turns of Mouthwashing, among others.

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

Honorable Mentions

Thanks to the expansive array of experiences offered up by the current horror game renaissance period, the IGN team’s votes went to a wide range of 2024 releases. While not getting enough votes to secure runner-up status, we’d like to give honourable mentions to two extra games.

Still Wakes the Deep from developer The Chinese Room is a gorgeous narrative horror set on an oil rig that’s been infected with a The Thing-like creature. It’s enjoyably Scottish in tone, painted in the depressing shades of 1970s Britain and powered by the unknowable fear of Eldritch literature. It’s much more engaging than its walking sim fundamentals would suggest, too, with exciting chase set-pieces and creepy stealth encounters.

We also have to tip our hat in the direction of Slitterhead. While our reviewer ultimately struggled to fall in love with it, several IGN team members enjoyed its idiosyncratic approach to an Invasion of the Bodysnatchers-style scenario. The latest game from original Silent Hill director Keiichiro Toyama certainly has its fair share of quirks and unusual presentation, but there’s something fundamentally fascinating about its core concept. Hijacking bodies and using different people to further your investigation into Lovecraftian monsters that wear humans like skin suits is unlike anything we’ve ever done in a horror game before. In an industry that plays it increasingly safe, Slitterhead is unafraid to embrace the bizarre.

Runner-up: A Quiet Place: The Road Ahead

The strength of the original A Quiet Place movie is in its simple concept: a world where you have to stay silent to survive. A snapping twig or a rustling snack could be your downfall. On paper that’s not just a good elevator pitch for a story, but the driving mechanic of a great video game. And so, somewhat unsurprisingly, we’ve landed a pretty good movie companion game in A Quiet Place: The Road Ahead.

As you’d expect, this is a tense survival game rooted in stealth systems. Stalked by the same alien creatures seen in the movies, you must carefully navigate through levels filled to bursting with noisy objects. Every opened drawer and door is a risky move, lest the squeak of a hinge alert the beast. Adding even more stress to the situation is the fact that your protagonist is asthmatic, meaning strenuous tasks like climbing over obstacles can push you closer and closer to a noisy respiratory attack that will summon your hunter.

Developer Stormind Games clearly had a limited budget for this project and so The Road Ahead is often a bit rough around the edges. Its cat-and-mouse gameplay isn’t quite the Alien: Isolation successor you’d hope for (see last year’s Amnesia: The Bunker for a better alternative). But despite that, this is a great proof of concept as to how well suited A Quiet Place is to the video game medium.

Runner-up: Crow Country

Much of the horror genre’s recent success can be attributed to developers looking back to earlier generations and finding ways to recreate those original scares. That’s exactly what’s going on in Crow Country, an indie spookfest that pays homage to 1990s PlayStation classics Resident Evil and Silent Hill. The low-polygon visuals, limited inventory space, overhead camera, and foot-anchored shooting all capture the timeless essence of early survival horror.

But it’s the new ideas injected by developer SFB Games that enhance Crow Country above and beyond a simple exercise in nostalgia. Being able to rotate the camera a full 360 degrees brings modern edge to a traditionally fixed-view formula, and the ability to freely aim weapons similarly uplifts the otherwise old-school shooting system. These in turn allow Crow Country’s puzzles and battles to feel freshly invigorated, be that through spinning the camera to find new clues and items, or lining up a headshot to quickly neutralise an approaching monster.

While it does channel some of the unsettling atmosphere of its retro inspirations, Crow County isn’t afraid to have more than a little fun. Set in an abandoned theme park, there’s a level of whimsy that penetrates the darkness, while protagonist Mara always has a comedic line up her sleeve to bring a bit of levity. The result isn’t exactly cosy, but there is a certain comfort to be found in Crow Country – a sort of gross nostalgic hug.

Runner-up: Mouthwashing

Mouthwashing is the word-of-mouth horror hit of 2024. It’s one of those games that comes coupled with “read nothing, just play” advice, so if a twisted narrative adventure that exposes the depravity of human nature is the kind of thing you go for, then you’ll want to stop reading, open Steam in a new tab, and hit the buy button right now.

But we have to provide details to justify Mouthwashing’s position as the IGN team’s second-favourite horror game of the year, so here we go. On the surface, developer Wrong Organ has made a simple walking simulator in which you jog to-and-fro between the different rooms of a crashed space ship completing basic errands. There’s little in the form of classic horror game mechanics – you won’t find any zombies to shoot, enemies to hide from, or resource management here. But as the story pushes forward, you find yourself falling down an increasingly distressing rabbit hole. What happens when a stranded freighter crew faces little hope of survival? Sanity becomes a precious, dwindling resource.

A narrative triumph, Mouthwashing drops horrifying new reveals at just the right moments of its ever-building tension curve. And as the layers are peeled back, you begin to look at not just your crew mates in a very different light, but also your own protagonist. This is a horror story where force-feeding painkillers to your mutilated captain is just the appetiser to the grotesque late-game main course. It’s as disturbingly delicious as it sounds.

Winner: Silent Hill 2

It’s safe to say that there were no guarantees for Bloober Team’s remake of Silent Hill 2. Team Silent’s timeless survival horror classic was, to some, considered impossible to remake. Others were wary of Bloober’s capabilities after The Medium (itself an underwhelming homage to Silent Hill) and a very up-and-down back catalogue. But when we finally had Silent Hill 2 installed on our consoles – a game that’s simultaneously glossy and rusty – it was instantaneously clear: Bloober didn’t just get Silent Hill 2, it spoke it fluently.

Silent Hill 2 follows in the footsteps of last year’s Dead Space in being a remake that stays almost completely faithful to the original game while adding modern enhancements in a tasteful manner. It features all the dread-inducing, tense exploration of the original – this is a game largely about exploring horrible buildings room-by-room and digesting the terrible secrets within – just this time around you can do all this with a 3D camera and modern over-the-shoulder combat. The result is an experience that feels like a throwback to the peak of survival horror in its design, but is thoroughly modern in its execution. For many people, including much of the IGN team, this is the exact sweet spot a remake should aim for.

Bloober sticking so close to the original formula means Silent Hill 2 isn’t quite as transformative a work as, for example, Capcom’s Resident Evil 2, which re-thought the entire game from the ground-up. As such, we know this could be considered something of a controversial choice. Should a faithful remake be considered for an end-of-year award when so much of the creative work was done by different people in a different decade? While that’s a worthy question, it’s undeniable that Bloober’s efforts on this project is a valuable addition to the horror canon, making a true titan of the genre accessible to modern audiences. Its heavy, bleak story remains as timeless today as it did back in 2001, and that fear-inducing exploration loop is a reminder of the eternal qualities of good game design. As such, Silent Hill 2 was the best horror game we played in 2024, and this modern vehicle for such triumphs deserves to be recognised regardless of its roots.

Matt Purslow is IGN’s Senior Features Editor.

November 2024 Sales Charts: Nintendo Switch Passes PS2 to Become the Second Best-Selling Gaming Hardware in U.S. History

The Nintendo Switch has officially passed the PlayStation 2 to become the second best-selling gaming hardware in the United States, now trailing only the Nintendo DS.

This comes from Circana’s November video game sales report, which states that lifetime unit sales of the Nintendo Switch are now at 46.6 million (we’ve asked for updated totals on the Nintendo DS).

But Switch sales are still slowing down. Per analysis from Circana’s Mat Piscatella, it was only the second best-selling console for November, following the PS5 in both unit and dollar sales, with Xbox Series consoles in third. Overall hardware spending was flat, with 15% year-over-year growth for PlayStation hardware off-setting a 29% drop in Xbox Series sales and 3% drop on Switch.

PS5 sales were driven in part by the release of the PS5 Pro, which accounted for 19% of all PS5 unit sales last month and 28% of all dollar sales. Notably, launch month dollar sales of the PS5 Pro were over 50% higher than launch month sales of the PS4 Pro, but unit sales were 12% lower. This isn’t surprising, and is roughly in line with analyst expectations, given that the PS4 Pro launched at $399 and the PS5 Pro launched at $699.

Spending on games overall was down 7% year-over-year to $5.8 billion, and overall software spending was down 9% year-over-year to $4.5 billion. Both of these drops were in large part simply due to Call of Duty: Black Ops 6’s launch timing compared to Call of Duty: Modern Warfare 3 last year. Black Ops 6 launched in October this year, elevating sales that month, while Modern Warfare 3’s November launch last year pumped that month’s numbers and made for a tougher comparable this year as Black Ops 6 sales settle down a bit.

Call of Duty: Black Ops 6 was still the best-selling game this month, however, and is the second best-selling game of the year thus far. It trails only EA Sports College Football 25, which is now the best-selling sports game in U.S. history by dollar sales, and ranks among the 50 best-selling games of all time by the same metric.

Mario & Luigi: Brothership debuted at No.7 for the month, right behind Super Mario Party Jamboree at No.6. Both games’ position on the chart only reflects physical sales, however, so it’s possible the inclusion of digital sales could have pushed either higher.

A few other big new games this month aren’t reflected on the best-seller charts for various reasons. S.T.A.L.K.E.R. 2: Heart of Chernobyl launched on Game Pass, which means a lot of people played it for “free.” But it debuted at No.6 on Circana’s Player Engagement Tracker Xbox Monthly Active Users chart, and it ranked No.9 for Steam MAUs, indicating it’s doing all right for itself. In a similar situation, free-to-play Genshin Impact launched on Xbox in November, and debuted at No.10 for Xbox MAUs.

And over on mobile, Pokemon TCG Pocket was the second best-selling mobile game by revenue worldwide in November, beating out the incredibly popular Monopoly GO. It was the sixth best-selling mobile game in the States for the month.

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

  1. Call of Duty: Black Ops 6
  2. Madden NFL 25
  3. EA Sports FC 25
  4. EA Sports College Football 25
  5. Dragon Ball: Sparking! Zero
  6. Super Mario Party Jamboree*
  7. Mario & Luigi: Brothership*
  8. Sonic X Shadow Generations
  9. NBA 2K25*
  10. Dragon Age: The Veilguard
  11. Hogwarts Legacy
  12. Dragon Quest 3
  13. Astro Bot
  14. Marvel’s Spider-Man 2
  15. Silent Hill 2 (2024)
  16. Undisputed
  17. Metaphor: ReFantazio
  18. Minecraft*
  19. My Sims: Cozy Bundle
  20. Marvel vs. Capcom Fighting Collection: Arcade Classics

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

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

Pokémon TCG Pocket Meta May Have a New Champ as Celebi ex Dominates

Pokémon Trading Card Game Pocket received its first expansion yesterday in Mythical Island and the collection of new cards has shaken up the meta, seemingly pushing newcomer Celebi ex to the top.

Celebi ex is one of five ex Pokémon added in Mythical Island, a Themed Booster which brought 68 unique new cards to the digital trading card game. It’s a basic Grass type with 130 Hit Points and a Weakness to Fire and a one Energy Retreat Cost.

Its single attack is called Power Bloom and costs one Grass Energy and one Colorless Energy, with the following effect: “Flip a coin for each Energy attached to this Pokémon. This attack does 50 damage for each heads.”

This is okay by itself; it’s on par with one meta leader Mewtwo ex’s smaller attack, essentially averaging 50 damage for two Energy, but increasing it to, say four Energy, means it averages 100 damage. There is potential there for some devastating attacks, with four coin flips potentially presenting 200 (or zero) damage, but it’s another Mythical Island card that boosts Celebi to the top.

Serperior is a Stage 2 Grass type with 110 HP, a weakness to Fire, and two Energy retreat cost. It has a single attack called Solar Beam which deals 70 damage for one Grass Energy and three Colorless Energy, which is well below the standard rate of damage.

But it also comes with an Ability, Jungle Totem: “Each Grass Energy attached to your Grass Pokémon procides two Grass Energy. This effect doesn’t stack.” This “stack” clause simply means that if two Serperior are on the board at the same time then only one of these effects will activate, but it otherwise doubles the value of every energy attached to other Grass Pokémon, including Celebi ex.

Having Serperior on the bench, which will take a while given its a Stage 2 Pokémon and needs to be evolved twice, therefore essentially makes Celebi’s Power Bloom card half the cost. One Grass Energy attached to it will result in two coin flips, for between zero and 100 damage, two Grass Energy will mean four coin flips for between zero and 200 damage, and so on.

Exactly what cards are best around these two core pieces will be figured out by players in the coming days and weeks, but Lilligant from original set Genetix Apex may be a valuable inclusion. It’s a Stage 1 Pokémon evolving from Petilil that has a two Grass Energy, 50 damage attack that also grants a Bench Pokémon a free Grass Energy.

Putting it in play with a Celebi ex on the Bench, and building up to a Serperior at the same time, would let players pile Energy onto Celebi ex and then switch it in with the threat of doing serious damage, enough to take down the likes of Mewtwo ex and Charizard ex in one turn.

This is the first deck from Mythical Island to emerge as a meta leader, capable of stacking up to these other dominant decks, but there are other changes already in place, including some that push down Pikachu ex.

Mythical Island arrived December 17 and as a Themed Booster is a smaller set compared to the debut Genetic Apex, containing a total of 86 cards. 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.

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.

Helldivers 2’s Killzone Crossover Is Real — and It’s Out Now

Helldivers 2’s leaked Killzone crossover is real, and developer Arrowhead has released it. But be warned: these cosmetics are only available for five days.

Hot on the heels of the Omens of Tyranny update, which added the Illuminate faction, Helldivers 2 has its first official crossover. Part one of the Helldivers 2 x Killzone crossover is out now, and includes a Killzone-themed armor set, assault rifle, banner, cape, and player title. Part two hits Helldivers 2’s store on December 23, Arrowhead said.

In a blog post, Arrowhead announced that Helldivers 2 x Killzone 2 belongs to a new tier of special premium content “reserved for collaborations and other uniquely-themed work,” so expect to hand over plenty of Super Credits if you want the lot.

The developer added that it plans to offer players “something distinct and special” with the content, and teased an additional Killzone 2 reward for all players depending on their success in the Galactic War.

Meanwhile, Arrowhead outlined plans to improve the way Helldivers 2’s in-game store works. “Right now, many of you feel the items are in rotation for too short a time, and that you sometimes miss out on that killer look you had your eyes on,” Arrowhead said. “At the same time, the more things we add to the store the longer it takes to come back into rotation.

“As we’re not quite ready to roll out a full redesign, we’re going to temporarily test longer rotations with Killzone, which will stick around for five days per page instead (there will be two pages of items to explore).

“After this, the page rotation will go back to its usual cadence and we will be asking for your feedback on our test. If you think this is too short, or you want us to look into bringing items back for longer periods, we’ll ask again in future surveys.”

Last month, Arrowhead CCO and Helldivers 2 creative director Johan Pilestedt cautioned against doing too many crossovers, saying “it would dilute the IP and make it a ‘not Helldivers’ experience.” In its blog post, Arrowhead reiterated the point, insisting Killzone makes “perfect sense for the game.”

This crossover already has fans wondering if Sony may finally be ready to return to the Killzone franchise with a brand new release. Original developer Guerrilla Games has its hands full with the Horizon Online project and the inevitable Horizon 3, so any new game would probably have to come from another developer.

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.

Need for Speed Turns 30: The Lasting Legacy of EA’s Fastest Franchise

It’s December 1994. The Santa Clause, Miracle on 34th Street, Pulp Fiction, and Forrest Gump are duking it out at the global box office. Boyz II Men’s On Bended Knee is about to (temporarily) cede the number one spot on the Billboard Hot 100 to Here Comes the Hotstepper by lyrical gangster Ini Kamoze. In video games, the original PlayStation has just launched in Japan.

But forget the PlayStation for a moment, because December 1994 also marked the arrival of another interactive icon: The Need for Speed, on the ill-fated 3DO home game console. The 3DO, despite being lauded as Time Magazine’s 1993 Product of the Year, was ultimately a flop. There was no ‘3DO II’. The Need for Speed, however, was not a flop. There was a Need for Speed II. And III. And a fourth, fifth, sixth, and so on.

In fact, 30 years later the Need for Speed series is still with us.

And it’s become one of the best-selling game series of all time.

3DOh Yeah

“Need for Speed is actually one of the most successful game franchises ever,” notes Criterion Senior Creative Director John Stanley. Stanley has been with Criterion for 14 years working across multiple EA series, from Battlefield to Battlefront, but his predominant focus is Need for Speed. “So it’s a very big honour and mantle to be lifted each time.”

15 years ago, sales figures for the franchise hit 100 million copies. A decade ago they’d rocketed past 150 million. Precisely what they sit at today is not known, but what’s clear is Need for Speed’s success and longevity make it a monster within the racing genre.

Need for Speed is actually one of the most successful game franchises ever.

It certainly got off to a flying start. The original Need for Speed was an immediate critical hit, despite the 3DO’s own particular woes. Fortunately, subsequent ports to PC, PlayStation, and Sega Saturn would go on to make The Need for Speed a commercial smash as well.

Presented by Road & Track Magazine and developed by EA Canada, The Need for Speed’s 3DO debut boasted just eight cars – a modest mix of European exotics and 1990s sports icons from the US and Japan. It also featured a total of three tracks. Yes, that’s paltry by later standards, but it’s worth keeping in mind that this was entirely typical for the time – at least, until the original Gran Turismo arrived several years later with a garage pumped up to unprecedented proportions.

It’s also important to note that EA Canada had previously been known as Distinctive Software. Prior to its acquisition by EA in the early ’90s, Distinctive Software was responsible for the influential original Test Drive, its follow-up The Duel: Test Drive II, and cult, early 3D racing favourite Stunts (known as 4D Sports Driving in some regions). That high-speed experience was abundantly evident in The Need for Speed. Like the early Test Drive games that came before it, The Need for Speed asked players to dodge traffic as fast as they dared while outrunning the pursuing police. Electronic Gaming Monthly called it “the racing game to beat on the 3DO.” Edge Magazine declared it featured “the richest 3D environment ever seen on a home system.” GamePro was similarly full of praise, positing that “[i]f you dream of racing exotic sports cars, it doesn’t get any better than this incredible game.”

Raising the (High) Stakes

Of course, it did get better. Need for Speed built itself into a true racing juggernaut throughout the remainder of the ’90s, and it lapped Test Drive as the premier purveyor of playable police pursuits and illegal street racing. The series became the place to find the greatest exotics of the era: the Lamborghini Diablo and Ferrari 512TR. The Jaguar XJ220 and McLaren F1. Down in my own native Australia, the games were even localised with their own, regional-exclusive covers, and injected with the hottest homegrown sports sedans of the time. That was truly something, as a teenager; to be stalking a games store and see the sickest Australian cars on the street staring back at me from the shelves. That was unique to Need for Speed during this era.

But perhaps more than anything, Need for Speed carved itself out a reputation as a series that celebrated not just racing, but risk.

“I argue it’s the forerunner, or has been and still is the forerunner, in the only franchise really delivering on consequence,” says Stanley. “That thrill of the chase. I think nothing else out there in the racing game genre does that.”

By asking people to outrun police, and eventually even place their pink slips on the line, Need for Speed was a series that pushed its players to take risks. For clarity, by the time Need for Speed came around, we’d admittedly already faced the long arm of the law in 1987’s Test Drive, and many of us would’ve already lost rides to rivals after racing for slips in 1989’s Street Rod. But even if it wasn’t the first, Need for Speed was an extremely early adopter of these philosophies of risk – and it certainly became the most recognisable.

Tuna, No Crust

As the years went on, the property eventually found itself taking risks of its own. Firstly, with 2003’s radically reinvented Need for Speed Underground, and then with 2005’s Need for Speed Most Wanted – which is still the best selling game in the whole series.

“Oh man, they’re my beloved,” grins Justin Wiebe, who jokingly describes himself as the “old fossil” EA dug up for this chat. Currently Studio Design Director at Ripple Effect, Wiebe’s history with the Need for Speed series dates back to Hot Pursuit 2 in 2002.

“They’re like my crown jewels, to be honest with you,” he continues. “I’ve had a long career here and boy am I proud of having a chance to work on those games.”

On Underground, Wiebe explains the team didn’t quite know what they had on their hands at the time, but they were all hooked.

“It was so addictive to play,” he says. “It was the introduction of things like drag racing for the first time, where it was a completely new way of playing at high speed. And we were starting to explore other new, emerging racing genres – like drift racing and stuff like that – and starting to bring all of these new and cutting edge ideas, and then mixing in customisation. We were pioneering at that time.”

EA followed Underground with a direct, open-world sequel – the first open world in the series – but the bigger question was where to take it next.

“We kept asking ourselves, ‘Well, what do we do now? How do we one-up this? What are we gonna do?’” says Wiebe. “And we had an exceptional executive producer at that time, Mike [Mann], who came in and he basically said, ‘I want to make it the most elicit experience that we’ve done to date. I want to bring in the cops, and I want to make them feel so threatening, like they are the real world.’”

So that was the mandate to me: take these cops and make everyone absolutely terrified of them.

“So that was the mandate to me: take these cops and make everyone absolutely terrified of them.’ And I said, ‘Then, Mike, I gotta take away people’s cars that they earned; I’m gonna impound them, and they’re gonna lose them for a while.’ And he’s, like, ‘Do it.’

“[Need for Speed is] a franchise which is big, but it’s also unafraid to try to take risks. To do things differently. To challenge the norm. And that’s what I love about working on the franchise.”

In an entertaining twist, Wiebe even found himself in Need for Speed Most Wanted as the racer Taz – number 14 on the Blacklist – after one of the actors failed to show up for a photoshoot.

“They started wandering around the office trying to see, like, ‘Who’s the most shifty-looking person we have here?’, and then they’re, like, ‘You!’” chuckles Wiebe, stabbing his finger in the air. “So yeah, they just grabbed me and did a couple of shots and there I am. It was a good time.”

According to Stanley, within the corridors of Criterion, Most Wanted remains a revered example of the series at the peak of its power.

“I cite Most Wanted so much within the studio,” he says. “Just around the way that it managed to weave together the narrative, the gameplay, the progression. Everything comes together in this.”

“A term that I use a lot, and now I’ll have to drink a shot for this: ludonarrative harmony. Because actually executing on that in a game? So important. And Most Wanted is a masterclass in that, and something that I definitely cite a lot.”

On: The Run

It’s been almost two decades since Need for Speed Most Wanted, and the series has continued to evolve.

“If you look at it, Need for Speed’s never remained the same,” says Criterion Producer Patrick Honnoraty, who’s worked on every Need for Speed since 2012 – from Criterion to Ghost and back to Criterion. “From one iteration to the next, it’s always had something that was different.”

“For good and for bad – because those things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different.”

Things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different.

“‘For good and for bad’ is a great example,” says Wiebe. “For example, my experience on creating Need for Speed: The Run. We really tried to break some new ground there. We talked about getting out of the car, and we had all these grandiose visions for how it was going to be more than just racing; the character’s going to get out of the car. But then we realised very quickly, ‘Well, we can’t really do that’, so we introduced some quicktime events.”

“Yeah, we all love quicktime events, right?” he adds with an ironic smile.

However, Wiebe believes they ultimately created “a grand racing adventure.”

“We wanted it to feel like your life is on the line,” he says. “That it’s more humanised than ever before about the character and the story that they’re in, racing from coast to coast. I’ll be the first to stand up and say that didn’t really work, but I’m proud of the fact that we tried it.”

“I was actually on a fan forum a few months ago and I actually was shocked at how highly-rated some of the fans actually made that game. I had thought, ‘Well, that’s a bit of a lump of coal in my resume.’ But it turns out that it actually has a massive cult following, and there are certain people that absolutely adore that game. And that brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it.”

That brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it.

Honnoraty has noticed the same thing.

“I think every Need for Speed I’ve worked on, when it’s come out it’s been, ‘Oh my god, it was no good; it was rubbish,” he says. “People didn’t like it. And then years pass and it’s, like, ‘Ah, it was so good! It had these great elements to it. It was the best Need for Speed. Why don’t you go and make one back like that?’”

“Need for Speed is always too ahead of its time, is my thing. Every time we bring one out. Every time we bring one and it doesn’t strike, people look back on them so fondly.”

Defining the Series

30 years on, building a Need for Speed game is an exponentially more complicated task than it ever was, and more challenging than ever. For Senior Vehicle Artist Frankie Yip the work required is significant, but he wouldn’t have it any other way.

“The cars in Need for Speed are far more intricate now compared to the earlier days of the franchise,” explains Yip, who has worked on the franchise for the entirety of his 20-year career in the gaming industry. After picking up a copy of Need for Speed Underground for PlayStation 2 as a teenager, Yip got so hooked he took a 3D modelling course and was soon living his dream, making cars for Need for Speed Underground 2.

“I actually thought I was going to fail in the 3D school,” says Yip. “All the assignments? All I did was just model cars. And they’re, like, ‘That’s not part of the assignment.’ I don’t care; I like cars. So my portfolio was just all cars.”

I actually thought I was going to fail in the 3D school. All the assignments? All I did was just model cars.

According to Yip, dealing with the vast amount of content produced for each car is not as straightforward as it may seem.

“I’ll give you an example, just to break it down,” he begins. “Bodykits, for example. Say a car has three bodykit designs. That’s three front bumpers, three rear bumpers, three sideskirts, three front fenders, so on and so on. That tallies up to 15, 20 individual parts. But allowing the player to seamlessly and smoothly mix and match those parts? Yeah, it sounds simple, but it actually involves a significant amount of work. You run into issues; like, this part doesn’t fit with this. This part doesn’t fit with that.”

“There’s different variations in bumper widths, fender shapes, fender sizes; the list goes on. Panel lines, shut lines; nothing lines up. So, how do we make this all work? We actually have to build out every single part combination out there. You take that 15 to 20 individual parts I mentioned, and you multiply it to an additional 60, or well over a hundred. It depends on the car. Like, every car is a different shape. It is a ton of work, but what this does allow is it allows the player to have thousands of part combinations. And who doesn’t want that?

“So now you know why, in earlier Need for Speed titles, we just restricted the body kit to be equipped as one whole unit. But honestly, where’s the fun in that?”

For Criterion Vehicle Art Director Bryn Alban, there’s a bigger-picture challenge; that is, what defines Need for Speed to its massive and multi-generational audience.

“It means so much to so many people, and everybody’s got a different opinion as to what a good Need for Speed is,” says Alban, who’s been around since the days of Need for Speed Shift and brings the experience of building his own Skylines over the past 20 years to his role on the franchise. “So trying to appease everybody at all times is super difficult. Even down to the nitty gritty details of what customisation we put on our cars; it’s so divisive a subject for our players that it’s almost impossible for us to get it a hundred percent right, all the time.”

“So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core. You’re, like, ‘Oh yeah, I forgot that we should’ve added that to the game.’ So, yeah, it’s really tricky and tough to get that balance of making the perfect Need for Speed, really.”

So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core.

For what it’s worth, I’ve been missing Australian cars in the Need for Speed series since they stopped featuring back in the early 2000s, and Alban agrees it could be time for the series to circle back and include them again.

“Yeah, that’s a very valid point, and I think it’s true that Australian cars have been underrepresented in Need for Speed in its most recent history,” he says. “I can’t give you a reason why that is the case, but it’s definitely something that we should take a look at in the future moving forward, to see if we can redress that balance a little bit.”

“When you look at things like Holden, they’re very iconic within Australia,” adds Honnoraty. “They’re very interesting things; the utes that you have. So I think those are interesting examples for us to look at. And I’m sure, Bryn, you’d tell me there’s plenty of them in the drift scene as well?”

“Yeah, you see them crop up,” Alban responds with his finger clearly on the pulse. “I mean, just this last week there’s the Drift Matsuri that’s happening in Japan, and I saw that there were a couple of Ford Falcons over there in Japan doing their thing. So there’s definitely opportunities to tap into that, I think.”

It’s obvious Alban knows his cars. There’s also a fun synergy in the fact that the first Instagram video I’d watched of the very Falcons Alban is referencing features one cruising through a Tokyo tunnel to Get Low by Lil Jon & The East Side Boyz. It should go without saying that anyone who played Need for Speed Underground has that song seared into their synapses.

To the Window, to the Wall

Need for Speed itelf has cruised both high and low over the last three decades but, while the team seems conscious that the series hasn’t always been at its best, there’s a clear feeling that it’s always remained faithful to being fun and approachable above all else.

“I think the trajectory has been bumpy, actually, in some cases,” admits Honnoraty. “But what’s happened – and I think what’s been most important – is if you think about the first inception of what The Need for Speed was, it was really accessible.”

“I remember going to what was probably the local video game shop, or computer shop, at the time, and me and my friends saw it on the 3DO. We were like, ‘What’s this?’ We all jumped on it, on the 3DO, and you felt badass. Being able to drive it, being chased by the cops; there wasn’t an experience that was really like it at the time.

I think today the biggest challenge we face is literally the age of the franchise, and what it’s been.

“I think it’s really tried to stay true to that formula. It’s still accessible today; a lot of car racing games are not so easily accessible, so people still have the option to jump in and have fun with a Need for Speed game. It makes you feel like you’re just a bad-arse… It’s really inside of the DNA; it’s always there.

For Honnoraty, what makes handling Need for Speed tricky today are the side effects of how long the series has survived.

“I think today the biggest challenge we face is literally the age of the franchise, and what it’s been,” Honnoraty continues. “It’s been so many different things and appeals to so many different people.”

“We even see the debates between players: which is the best game, and why is it the best game? You look at [Underground and Most Wanted]. The divisive debate that happens between which one of those is better and why – and how different they really are and what they were looking at – means that we sit in a place where Need for Speed means many different things to many different people.”

Honnoraty gives an example where, after speaking to attendees of the Need for Speed Payback booth at EA Play, some players compared the demo to Most Wanted, and others were adamant it reminded them of Underground.

“And I’m, like, ‘How? What? They’re completely different!’ he says. “So I think it’s just that people carry with them the feeling that they had when they played those games… I think that’s the hardest thing today; it’s honestly reconciling what Need of Speed means to players. And you’ve seen it; when we go in one direction with something that doesn’t quite work, and it doesn’t appeal to certain sorts of players. Or we go in another direction, so it’s a real thing that we have to tackle with, day in and day out. But John [Stanley] and I work with it constantly. We think we’ve nearly cracked it, so we’ll see.”

“Don’t forget the Porsche Unleashed crowd that would argue that that is the number one Need for Speed of all time!” adds Wiebe.

“Exactly! Exactly!” smiles Honnoraty. “We have a very vocal member in our player council that’s very vocal on Porsche Unleashed.”

“And then the Carbon crowd, the ProStreet crowd,” lists Stanley.

“The list goes on,” replies Honnoraty.

The list goes on indeed. So too, we hope, will Need for Speed.

To the window, to the wall, ‘til the sweat drop down… well, you get the idea.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

These Last Minute Video Game Deals Will Ship to You By December 25: Super Mario, Sonic, Star Wars, and More

If you’re shopping for last minute video games for the holidays, surprisingly you’re not too late. There are plenty of deals on PS5, Xbox Series X, and Nintendo Switch video games that can still be delivered to you before December 25. Many (but not all) of these deals are actually as good as the ones we saw during Black Friday and Cyber Monday. They’re mostly limited to retailers that have nearby retail locations like Best Buy and Target, but you should still be able to choose delivery and receive it with time to spare.

Nintendo Switch Video Game Deals (Arrives by 12/25)

PS5 and Xbox Video Game Deals (Arrives by 12/25)

Super Mario RPG

Super Mario RPG is a remake of the 1996 SNES classic. It was one of the best games to grace the console back then amidst a sea of other incredible titles, and Nintendo did a great job of staying faithful to the game’s charm and fun factor. A whole slew of improvements have been implemented to bring this game up to modern day standards, including updated visuals, music, gameplay mechanics, and several small yet welcome quality-of-life UI improvements. In our Super Mario RPG review, Tom Marks wrote that “Super Mario RPG is considered a classic for a reason, and this faithful remake makes it easy for anyone who missed it in the SNES era to see why.”

Pikmin 4

Pikmin 4 for the Nintendo Switch is the latest in the Pikmin franchise and arguably the best one. Pikmin 4 is incredible, and feels like the full realization of where the Pikmin franchise started heading in Pikmin 3. It has tons of content, is insanely charming, and is just overall a blast to play. In our Pikmin 4 review, Jada Griffin wrote that “Pikmin 4 adds variety to the series’ traditional gameplay by offering options other than the grab-and-throw formula of the past, and brings an extra helping of top-tier levels after the credits roll.”

Super Mario Odyssey

Super Mario Odyssey is still one of the best games available on Nintendo Switch. From the stunning Kingdoms to the numerous new gameplay elements, this is a title any Switch owner should have in their collection. Odyssey is best known for its Capture mechanic, which allows Mario to use Cappy and take over different enemies and objects in the environment. In our Super Mario Odyssey 10/10 review, Ryan Mccaffrey wrote that “Super Mario Odyssey is a brilliant adventure and love letter to the series that made Nintendo a household name.”

Ring Fit Adventure

Do you want to work out but simply don’t enjoy working out? Ring Fit Adventure is one way to get around this hurdle. Ring Fit incorporates a huge variety of excellent workout exercises disguised as an RPG game. An epic adventure awaits you slaying monsters and dragons, tackling new levels, traversing different environments, acquiring powerups and skills, all the while toning your abs and burning calories. In our Ring Fit Adventure review, Jonathon Dorbush wrote that “Ring Fit Adventure is a marathon, not a sprint, just like adapting a healthy lifestyle should be. The last couple of weeks haven’t altered my life or made me look like The Rock all of a sudden, but as a way of getting into (or back into, in my case) a pattern of healthy living, it’s been a solid push in the right direction.”

Star Wars Outlaws

Star Wars: Outlaws was released only three months ago and it’s already 33% off for Black Friday. Maybe Ubisoft is trying to boost sales after a lackluster launch, but that means you get to enjoy a AAA title at a great discount. IGN’s Tristan Ogilvie gave it a 7/10 review, which is still good, but I’ve beaten the game and immensely enjoyed it, so I would have given it an 8. It definitely has an “Assassin’s Creed game in a Star Wars skin” vibe, and there’s nothing wrong with that.

Metaphor: Refantazio

Metaphor: ReFantazio is the latest game from Persona 3, 4, and 5 Director Katsura Hashino and the team at Atlus’ Studio Zero. For the first time since launch, you can score the game at a discount, saving $20 this Black Friday. In our 9/10 review, Michael Higham wrote that “Refining the Atlus RPG formula of weaving tough turn-based combat into compelling social sim mechanics, Metaphor: ReFantazio doesn’t just send a powerful message across its political drama, it becomes a beautiful expression of the real impact storytelling can have on all of us.”

Sonic X Shadow Generations

Sonic X Shadow Generations is easily one of the best Sonic games in recent history. In our 9/10 Sonic X Shadow Generations review, Jada Griffin wrote that “Sonic X Shadow Generations takes an already excellent game and spring jumps it to new heights with a creative Shadow campaign and an appreciable graphical upgrade.” This game is actually a collection of two games in one: a remaster of the 2011 Sonic Generations and – the highlight – a brand new, original campaign starring Shadow the Hedgehog.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

The Best Black Friday Xbox Controller Deals Are Back (Including the Xbox Elite)

Today, Best Buy and Target are matching the lowest prices I saw for Xbox Series X|S wireless controllers on Black Friday. Right now you can get one in either Carbon Black or Robot White for only $34.99. Best of all, your order will arrive by December 25. These controllers are compatible with Xbox Series X and S and PC.

Xbox Controllers for $34.99

Aesthetics aside, these Xbox wireless controllers are identical to the one that’s bundled with the Xbox Series X and S console. Standard features include textured grips, hybrid D-pad, button mapping with the Xbox app, a 3.5mm audio jack that works with any wired headset, and a Share button to upload screenshots and video.

The controller supports both Xbox wireless and Bluetooth connectivity. That means you can use it for your PC or mobile device. In fact, we think this is the the best PC controller you can get. If your PC doesn’t have Bluetooth, you can still use it in wired mode with a USB Type-C cable or go out and buy a Bluetooth or Xbox wireless adapter.

Xbox Controller Ghost Cipher Edition for $45.49

If you want a color scheme that’s sure to grab yours and other people’s attentions, check out the Ghost Cipher Limited Edition Xbox Series X|S wireless controller. It’s down to $45 at Target and arrives by December 25. The Ghost Cipher Edition is an absolutely gorgeous controller, with a translucent clear top case, rubberized ash gray grips, metallic bronze triggers and D-pad, and a solid white back. The interior components are colored silver to match the overall theme.

Xbox Elite Wireless Controller Series 2 for $124

Includes component pack

Want something even more premium? Right now, you can pick up the professional-grade Xbox Series X Elite Series 2 Wireless Controller for only $124.00 after a 30% off instant discount. That’s a great deal for the original Elite Series 2 controller that includes the component pack. The newer Elite Series 2 Core controllers in White, Blue, and Red do not include the component pack and they normally retail for $140. The component pack itself retails for $59.99.

The Xbox Elite Series 2 Core controller features better build quality and lots more customizability than the stock controller that comes with the Xbox Series X console. Some of the more significant pro gaming features include adjustable-tension thumbsticks, wrap-around rubberized grip, and shorter hair trigger locks. The component pack, which is bundled with this controller, includes an extra sets of paddles, thumbsticks, D-pad, and case.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Pre-Order the Helldivers 2 Original Game Soundtrack Vinyl Now on IGN Store!

The battle for democracy in Helldivers 2 made it one of the biggest games of 2024. Many fans found the gameplay and multiplayer nature of the game fun, enthralled by the fast action and triumphant soundtrack. For the first time ever, you can take home the sound of freedom with the Helldivers 2 Original Soundtrack Vinyl, which is available to pre-order now at IGN Store.

Pre-Order the Helldivers 2 Original Game Soundtrack Vinyl Now on IGN Store!

This vinyl is the ultimate collector’s item for any Helldivers fan. Composed by Wilbert Roget, II with additional music by Ross Tregenza, the Helldivers 2 soundtrack is the perfect soundtrack to listen to in the fight for freedom. A total of 11 tracks are included on this 1LP release, which we’ve outlined below.

Side A

1. Ode to Liberty
2. Welcome to the Fight
3. The Super Destroyer
4. Hellpods Primed
5. A Cup of Liber-tea (Helldivers 2 Main Theme)
6. The Terminid Horde

Side B

7. Track 11
8. The Automaton Legion
9. No Diver Left Behind
10. March of the Helldivers
11. Super Earth National Anthem

The yellow translucent vinyl is unmistakeably Helldivers, and the front of the package features the key art from the game. The vinyl is packed in a single-pocket jacket with a credit insert, which includes a note from the composer Wilbert Roget, II. The Helldivers 2 Original Soundtrack Vinyl will ship out starting February 2025. Pre-orders are now open on IGN Store, so don’t miss your chance to grab this unique collector’s item!

About IGN Store

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