The Stylish Anker Zolo 10,000mAh Power Bank Can Fast Charge Your Switch for Under $20

For a limited time, Amazon has brought back one of its best power bank deals from Black Friday. The Anker Zolo 10,000mAh 30W USB Power Bank is back down to only $15.59, a 40% discount from its original $26 price. This is an excellent deal for an Anker-branded 10,000mAh power bank that can fast charge a Nintendo Switch console at its maximum rate. The Zolo is compact, can completely recharge a Switch console more than once, and has a couple of unique nifty features, like a built-in USB cable and a discrete digital display. Plus, it’s decked out in a rare pastel blue, pink, and white color schemes.

Anker Zolo 10,000mAh USB Power Bank for $15.59

There are two reasons why this power bank is a great battery backup for your Nintendo Switch console: capacity and charging rate. A 10,000mAh (37Whr) power bank can charge a Nintendo Switch OLED from completely empty to full about 1.9 times. Provided you fully charge your Switch from the get-go, that nearly triples your total playtime. At the same time, a 10,000mAh power bank still maintains a pretty small footprint; for example, this particular model is about the size of an iPhone and weighs under 8oz. The Anker Zolo power bank also boasts a 30W charging output over USB Type-C. The Nintendo Switch console accepts a maximum charging rate of 18W. That means this power bank will be able to charge your Switch at the same rate as the official Nintendo charger.

The Zolo has a built-in USB cable, however it’s not retractable. Instead, you plug it into itself so that it forms a secure loop that’s strong enough to be used like a lanyard. I have this power bank myself and I can tell you the loop is quite sturdy. There’s also a separate USB Type-C port that be used for either input or output. Finally, there’s a simple digital display that shows you the remaining battery charge as a percentage.

TSA-Approved

Note that the TSA requires all power banks to be brought in carry-on bags; power banks are not allowed in check-in regardless of capacity. The Anker power bank’s 10,000mAh capacity is well below TSA’s 27,000mAh carry-on limit, so it can be brought onto planes. It’s also low-profile enough that no one will take notice in the first place. If a TSA official actually does take the initiative to test the wattage on your power bank, you’re well in the clear.

For more options, check out our picks for the best power banks of 2024. If you’re looking for more Nintendo Switch accessories that might be on sales check out the best Nintendo Switch deals today.

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.

Marvel Rivals: The Comic Book Origins of the Game’s Unlockable Skins

Marvel Rivals may have just launched, but it already boasts a deep roster of iconic Marvel heroes and villains (and a few oddball picks for good measure). The game also includes unlockable skins for every single character. Some of these skins are popular costumes from the MCU. Others are original designs created by NetEase. But many are skins directly inspired by the comic books themselves.

Let’s break down every comic-inspired skin in Marvel Rivals and see how they compare to the source material. Check out the slideshow gallery below or read on to learn more.

Black Panther: Bast’s Chosen

As seen in: Marvel Legacy #1 (2017)

This version of Black Panther isn’t T’Challa, but rather his distant ancestor Bashenga. Bashenga served as one of the prehistoric Avengers of 1,000,000 BC, alongside the likes of Odin and the original Phoenix.

Black Panther: Orisha Blood

As seen in: Avengers #53 (2022)

When forced to defend Avengers Mountain from a powered-up Doctor Doom, T’Challa donned a unique blood-red armor with special mystical properties.

Bruce Banner: Green Scar

As seen in: The Incredible Hulk #92 (2006)

This skin is inspired by the Planet Hulk storyline, where Hulk was dragged away from Earth and forced to fight as a gladiator on the distant world of Sakaar. His strength and rage quickly earned him the nickname “Green Scar.”

Bruce Banner: Mighty G-Bomb

As seen in: The Incredible Hulk #1 (1962)

In Hulk’s earliest appearances, the character was depicted as having stone gray skin and blue pants. The more traditional green skin and purple pants came along a few months later, after Marvel realized that combination was easier for the printers to handle. Hulk still occasionally reverts to his original gray form in the comics.

Captain America: Captain Gladiator

As seen in: Planet Hulk #1 (2015)

2015’s Secret Wars crossover resulted in the creation of Battleworld, a patchwork planet composed of the fragments of many realities. In one of these fragments, Greenland, Steve Rogers is a gladiator fighting to survive in a realm overrun by Hulks.

Captain America: Captain A.I.M.erica

As seen in: Marvel Action – Avengers #10 (2020)

This costume pays tribute to an issue of Marvel Action: Avengers, where Cap and many of his allies are brainwashed into becoming servants of the science terrorists known as A.I.M.

Doctor Strange: Sorcerer Supreme of the Galaxy

As seen in: Doctor Strange #5 (2020)

This skin is based on a storyline where Doctor Strange ventures into space to deal with the sinister Roxnor corporation and forges new magical armor and weapons to up his game.

Doctor Strange: God of Magic

As seen in: Doctor Strange #384 (2018)

When Loki usurps the Sorcerer Supreme mantle, Doctor Strange counters by tapping into the power of the World Tree itself and becoming a god of magic. But as always, invoking great magic incurs a great cost.

Doctor Strange: Master of Black Magic

As seen in: Strange Tales #115 (1963)

Like Hulk, Doctor Strange looked a little different in his earliest appearances. This particular skin is based on Strange’s original appearance, when his Cloak of Levitation was colored blue rather than its customary red.

Hawkeye: Freefall

As seen in: Hawkeye – Freefall #1 (2020)

While the game credits Hawkeye: Freefall as the inspiration behind this skin, it’s basically the same costume Clint Barton has worn in the comics consistently since its 2012 debut – a sleek, tactical black outfit with a vibrant purple arrow on the chest.

Hela: Goddess of Death

As seen in: The Mighty Thor #354 (1985)

This skin is based on Hela’s more classic comic book appearance, before her massive, spiky headdress became the norm.

Hela: Ultimate

As seen in: Ultimatum #2 (2008)

This skin is based on the version of Hela from the Ultimate Universe. This Hela is distinguished by her crimson-colored and much more revealing armor.

Iron Fist: Sword Master

As seen in: Sword Master #1 (2019)

Marvel Rivals’ Iron Fist isn’t the traditional Danny Rand, but rather Lin Lie, a more recent heir to the mantle. Previously, Lin masqueraded as Sword Master, and that’s the look from which this skin draws its inspiration.

Iron Man: Superior Iron Man

As seen in: Superior Iron Man #1 (2014)

Due to the events of the AXIS crossover, Tony Stark had his personality inverted and became a vain, self-centered distortion of his normal self. Tony built a new suit of armor to match his personality change, one marked by a uniform silver color and decked out with the latest Extremis technology.

Jeff: Incognito Dolphin

As seen in: It’s Jeff Infinity Comic #3

A four-legged land shark is bound to attract a lot of unwanted attention, so Jeff did the only logical thing and disguised himself as a… land dolphin? At least the comic book incarnation of this costume was a normal silver color and not the bright, frilly pink seen in the game.

Magik: Eldritch Armor

As seen in: New Mutants #65 (1988)

One of Magik’s abilities allows her to summon the mystical Soulsword, but on occasions when she’s especially powered-up, she also conjures an entire suit of silver Eldritch Armor.

Magneto: Master of Magnetism

As seen in: The X-Men #1 (1963)

While this suit retains the various embellishments seen on the standard Marvel Rivals Magneto skin, the color scheme invokes Magneto’s classic red and purple costume from the comics. That look dates back all the way to his very first appearance in 1963.

Magneto: Uncanny Blacksteel

As seen in: Magneto #1 (2014)

This skin draws its inspiration from Magneto’s 2014 solo series, where the Master of Magnetism was dealing with diminished powers and wearing a (relatively) more stealthy all-black costume.

Mantis: Knowhere Corp

As seen in: Guardians of the Galaxy #5 (2016)

Most of the Guardians received costume overhauls for Marvel’s 2015 relaunch of the Guardians of the Galaxy comic. That includes Mantis, who at the time was serving on a team called the Knowhere Corps.

Moon Knight: Mister Knight

As seen in: Secret Avengers #19 (2011)

Secret Avengers and the subsequent Moon Knight solo series cast Marc Spector as the protector of “those who travel by night.” When the situation calls for a dapper detective rather than an imposing vigilante, Marc dons a stark white business suit and mask and goes by the name “Mister Knight.”

Peni Parker: Ven#m

As seen in: Edge of Spider-Geddon #2 (2018)

Pretty much every universe that has a Spider-Man/Woman also has a Venom, and Peni Parker’s universe is no exception. Edge of Spider-Geddon #2 introduced Ven#m, a deadly mecha to rival Peni’s own Sp//dr suit.

Psylocke: Vengeance

As seen in: Uncanny X-Men #256 (1989)

The main Psylocke skin in Marvel Rivals is based on Peach Momoko’s Psylocke: Demon Days comic. For those that prefer the classic psychic ninja look established by artist Jim Lee, this skin is for you.

The Punisher: Punisher 2099

As seen in: Punisher 2099 #1 (1993)

This skin transforms Frank Castle into Jake Gallows, the man who takes up the Punisher mantle in the farflung, futuristic world of Marvel 2099.

The Punisher: Thunderbolts

As seen in: The Thunderbolts (2012) #1

When Red Hulk spearheads a new version of the Thunderbolts team, Frank Castle is one of the hardened killers he recruits. Like the rest of the team, Frank dons a modified red and black version of his traditional Punisher costume.

Rocket Raccoon: Rocky

As seen in: Rocket Raccoon #1 (1985)

This is another skin that hearkens back to a character’s earliest appearances. In this case, back when Rocket Raccoon wore a neon green costume and before he joined the Guardians of the Galaxy.

Spider-Man: Bag Man Beyond

As seen in: The Amazing Spider-Man #87 (2022)

It’s become something of a running joke for Peter Parker to be forced to resort to disguising his identity with a paper bag when his regular costume goes MIA. This skin takes its cues from the recent Spider-Man Beyond storyline, rather than the more iconic “Bombastic Bag-Man” that saw Peter combine a bag with a spare Fantastic Four costume.

Spider-Man: Chasm

As seen in: The Amazing Spider-Man #93 (2022)

This skin transforms Peter Parker into his clone, Ben Reilly. After failing once again to prove himself as a worthy Spider-Man replacement to Peter, Ben took to calling himself Chasm, reflecting the gaping void where his soul should be.

Squirrel Girl: Urban Hunter

As seen in: U.S. Avengers #1 (2017)

When Squirrel Girl joined the patriotically inspired U.S. Avengers team, she donned an appropriately red, white, and blue-colored variant of her traditional costume.

Star-Lord: Jovial Star

As seen in: The Legendary Star-Lord #1 (2014)

When Star-Lord branched out into his own solo series in 2014, he got a new look to match the occasion. This skin is marked by its long red trenchcoat and generally Wild West gunfighter aesthetic.

Storm: Mohawk Rock

As seen in: Uncanny X-Men #173 (1983)

Coinciding with a temporary loss of her powers, Storm donned a fresh new look, ditching the flowing black costume for a grungier punk rock look, complete with a mohawk.

Storm: Ivory Breeze

As seen in: X-Men #1 (1991)

This skin is loosely based on what is arguably Storm’s most iconic look – the all-white suit introduced in the best-selling X-Men #1 and further popularized by X-Men: The Animated Series.

Thor: Herald of Thunder

As seen in: Thor #1 (2020)

Thor received a big upgrade in his 2020 comic series, becoming the newest herald of Galactus and receiving a costume change in the process. The Thurisaz rune on his chest is meant to symbolize the World Tree.

Venom: Space Knight

As seen in: Venom – Space Knight #1 (2015)

This Venom skin transforms Eddie Brock into Flash Thompson, Peter Parker’s former high school bully. After joining the Guardians of the Galaxy and venturing into space, Flash becomes a Space Knight in the grand tradition of Rom.

Venom: Anti-Venom

As seen in: The Amazing Spider-Man #569 (2008)

Eddie Brock once auctioned off his symbiote after contracting terminal cancer. But in a bizarre twist of fate, exposure to Mister Negative’s powers causes the remnants of the symbiote to mutate and become Anti-Venom.

The Winter Soldier: Revolution

As seen in: Captain America – Sentinel of Liberty #6

Bucky Barnes took up a new mantle in Captain America: Sentinel of Liberty, becoming Revolution. Naturally, that name change also brought with it a new costume, in this case marked by a stylish cape thrown across one shoulder.

Which of the many comic book inspired Marvel Rivals skins is your favorite? What do you want to see added to the game next? Let us know your thoughts in the comments below.

For more on Marvel Rivals, check out IGN’s Marvel Rivals review and see the patch notes for the first post-launch update.

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

Black Ops 6 and Warzone December 10 Patch Features Big Changes to Multiple Weapons

Treyarch and Raven Software have published patch notes for their December 10 Call of Duty: Black Ops 6 and Warzone update, revealing a list of changes that will impact the current weapon meta.

The team behind the latest Season 1 update unveiled all of the changes in two blog posts published on the Call of Duty website. The first covers core Black Ops 6 features, mentioning tweaks to weapon motion, aiming idle sway delay, maps, and modes. It’s an update that also comes with general adjustments to stability across the experience, including a handful of Zombies changes, too. However, the real focus of the December 10 Black Ops 6 update revolves around weapon balancing and headhsot damage.

Treyarch explained its goals in detail in a message baked directly into today’s patch notes. It says players can expect new adjustments to “increase the effectiveness of headshots on full-auto primary weapons.” That means most weapons will take less time to kill when executing headshots in Multiplayer, with the one weapon class exception being SMGs. The team says it’s “wary” of allowing SMG time to kill being too fast, so to account for the more general changes, SMG ranges are being increased “to help them keep that consistent edge at short ranges.”

It’s a shakeup that will no doubt alter how your average Multiplayer game plays out, and the team was quick to acknowledge this.

We expect this change to greatly impact the weapon meta…

“We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes,” Treyarch said. “We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.”

Raven’s December 10 Warzone patch notes, meanwhile, detail its own changes to weapon motion and aiming idle sway. This includes reduced visual recoil on all weapons, with full-auto guns specifically mentioned as weapons impacted the most. Raven says its mission is to “improve the combat experience,” adding that players should notice more stability when moving, especially when aiming down sights. As for aiming idle sway, the team explains that individual values across every weapon class “are now improved and consistent.” Both the Call of Duty: Black Ops 6 and Warzone patch notes include fixes for bug fixes, too.

Major weapon changes like this are sure to leave the community divided, but tweaks such as this aren’t the only things that have fans talking. Activision was recently subjected to widespread criticism after players noticed that a Christmas-themed loading screen featured a Zombie Santa with a six-fingered hand, suggesting that it may have been created using generative AI. The company also moved to grant players access to their previously earned XP tokens after some took issue with the decision to remove them from Black Ops 6.

It’s not all doom and gloom for Black Ops 6, though, as players were recently treated to a brand-new Zombies map in the form of Citadelle des Morts. For more on Call of Duty: Black Ops 6, you can check out our 8/10 review of its Multiplayer mode. Finally, you can see the full list of the December 10 patch notes below. Individual Multiplayer weapon changes can be found here, and Warzone weapon changes can be found here.

Call of Duty: Black Ops 6 December 10 Update Patch Notes

GLOBAL

Weapons (MP/ZM/WZ)

We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

  • Weapon Motion
    • Reduced visual recoil on all weapons, especially full-auto weapons.
    • Reduced turn sway on all weapons, especially on higher magnification optics.
    • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
    • Reduced default idle sway on all weapons except Sniper Rifles.
    • Further reduced idle sway while firing on all weapons except Sniper Rifles.
    • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
    • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

  • Aiming Idle Sway Delay
    • Aiming Idle Sway Delay on all weapons is now 2.2s
    • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
    • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons

MULTIPLAYER

Maps

  • Hacienda
    • Adjusted spawn logic

Modes

  • Face Off
    • Face Off Domination score limit increased from 100 to 150
    • Face Off Kill Order score limit increased from 150 to 200
    • Face Off Kill Confirmed score limit increased from 75 to 100
    • Face Off Team Deathmatch score limit increased from 125 to 150
  • 10v10 Moshpit
    • 10v10 Kill Confirmed score limit increased from 75 to 100
    • 10v10 Team Deathmatch score limit increased from 100 to 150
  • Prop Hunt
    • Prop movement speed has been increased on all props except Extra Large props.
    • Round Time Limit reduced to 3 minutes from 4 minutes
    • Prop Hunt enabled in Private Match

LTM Updates

  • Nuketown Holiday
    • Addressed an issue where players could have green visual FX attached to them during the match..

Weapons

Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.

In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.

We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.

Melee

We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.

  • Knife
    • Time between melee swings improved by 7.5%
  • Baseball Bat
    • Time between melee swings improved by 14%
  • Power Drill
    • Time between melee swings improved by 9.5%

Equipment

  • Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.

UI

  • Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
  • Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.

Graphics

  • Addressed an issue where the player’s weapon is missing during a benchmark test.

Stability

  • Various stability improvements.

ZOMBIES

Maps

  • Citadelle des Morts
    • Addressed an issue where players could get an AFK warning while actively running around the map.
    • Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
    • Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.

Weapons

  • Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.

Stability

  • Various stability improvements.

Call of Duty: Warzone December 10 Update Patch Notes

RANKED PLAY

Adjustments

  • Buy Stations
    • Buy Stations in Warzone Ranked Play will now spawn at the same, fixed locations each match – identical to those found in our unranked modes.

Ranked Play is designed to minimize randomness wherever possible. By making buy stations static, we promote predictable rotations and reward players for their map knowledge. In addition to today’s change, an upcoming update will improve the buy station layout to address potential dead zones, ensuring a more balanced experience.

FIELD UPGRADES

Adjustments

  • Munitions & Utility Box
    • Both boxes have been adjusted to provide the maximum possible amount of ammunition for the primary and secondary weapons a player is carrying.
    • It will no longer provide ammunition for each other ammunition type.

WEAPONS

Adjustments

The following changes to Weapon Motion and Aiming Idle Sway only apply to Black Ops 6 weapons.

» Weapon Motion «

  • Reduced visual recoil on all weapons, especially full-auto weapons.
  • Reduced turn sway on all weapons, especially on higher magnification optics.
  • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
  • Reduced default idle sway on all weapons except Sniper Rifles.
  • Further reduced idle sway while firing on all weapons except Sniper Rifles.
  • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
  • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

» Aiming Idle Sway «

  • Aiming Idle Sway Delay on all weapons is now 2.2s
  • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
  • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons

Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

BUG FIXES

  • Fixed an issue preventing the Battle Royale Top 250 leaderboard from populating correctly.
  • Fixed an issue preventing the Grenadier Perk from slowing enemies hit by explosive damage.
  • Fixed an issue causing players to get stuck in a “Loading player stats” loop when launching Warzone.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Ubisoft Details Assassin’s Creed Shadows Combat, Including Wandering Ronin, Katanas, and Hidden Blades

Ubisoft has shared a deep dive into combat in the Feudal Japan-set Assassin’s Creed Shadows, detailing enemies such as wandering ronin and weapons such as katanas and the iconic hidden blade.

A blog post from Ubisoft promised a huge amount of variety in Assassin’s Creed Shadows, which was originally due out in November before being delayed to February 14. “The protagonist you’re playing as and the weapon you’re using dramatically alters combat,” the developer said.

Ubisoft has already outlined the two different characters playable in Assassin’s Creed Shadows, including the stealthy assassin Naoe and savage samurai Yasuke. Putting different weapons in their hands will change the playstyle, though Naoe only has three options while Yasuke has five.

Assassin’s Creed Shadows Weapons

Naoe’s standard weapon is a katana, a slim sword with a good balance of speed, damage output, and defense. Correctly timed attacks stagger enemies and the katana also allows a nasty takedown through folding doors.

When stealth goes wrong and full combat is required, Naoe may prefer to use the Kusarigama, an extendable ball and chain attached to a scythe which can reach enemies a a distance and push back multiple at once. Once some distance is created, players can use the Rush Assassinate attack to close the distance and take down an enemy up to ten metres away.

Finally, for pure stealth approaches, the Tanto and Hidden Blade combo allows for lightning fast stabs, dubbed “the ideal weapon for that strike-and-retreat, death-by-a-thousand-cuts playstyle.” This option unlocks Double Assassinations, the iconic takedown method finally returning in Assassin’s Creed Shadows.

Yasuke’s weapons are fully catered to cutting down enemies in open combat, as his basic weapon is a long katana equally efficient in attack and defense. Also capable of fighting multiple enemies at once is the Naginata, a two metre long pole with blade on the end.

Ubisoft deems the Kanabo the deadliest weapon possessed by Yasuke, however, as this long wooden mace of sorts can break through enemies’ defenses with ease, at the cost of speed and mobility, of course. Yasuke also has two ranged weapons, the long range yumi bow and destructive teppo rifle.

Assassin’s Creed Shadows Enemies

Players will have plenty of opportunities to use these weapons as Assassin’s Creed Shadows features “numerous and varied” enemies. These include outlaws, ashigaru soldiers, ronin, samurai, samurai daisho, and guardians.

Outlaws and ashigaru soldiers are the meekest among them, the former being regular bandits roaming Japan and the latter being standard foot soldiers who are trained in the basics but no more.

Samurai are a harder chalenge. “Superb warriors, well-trained and fierce in combat, samurai can carry a wide variety of weapons, from their trusty katana to the mighty kanabo; they can also wear an impressive selection of armor sets, including some very high level end game ame sets, and employ a surprising number of attacks and counterattacks in a fight,” Ubisoft said.

These offshoot in three different ways too. Ronin are paradoxically described as “masterless samurai” but “in the employ of Naoe and Yasuke’s enemies,” so will wander the land and attack the player on sight. Samurai daisho go the other way, as these enemies are only found in military castles and usually defend some serious loot.

Finally, guardians are an elite group of samurai used as reinforcements when the alarm is raised in any given province. “With their unmistakable white manes and facemasks, Guardians aim to strike fear in their opponents, and offer some of the most difficult combat you’ll find in Assassin’s Creed Shadows,” Ubisoft said.

Assassin’s Creed Shadows Combat

Fans of more modern Assassin’s Creed games will be familiar with the Dark Souls-esque combat returning in Assassin’s Creed Shadows. Players can once again deploy simple light attacks and heavy attacks alongside what’s called a posture attack: essentially a charged version of either basic move.

“Mixing light, heavy and posture attacks is the best way to build up different types of complex combos,” Ubisoft said, and players should look to put enemies in a vulnerable state. This is a short window where devastating damage can be dealt.

Players can once again dodge to avoid incoming attacks, plus deflect and parry with their own weapons. Blocking is a mechanic unique to Yasuke, allowing him “to turtle up behind his weapon and withstand attacks including incoming arrows or kunai.”

Familiar combat actions including flurry attacks, unstoppable actions, and defensive actions are also making a return, alongside typical skills and ability mechanics.

Ubisoft is changing up a handful of practices behind the scenes of Assassin’s Creed Shadows despite bringing back old mechanics. It’s ditching its main paid content model of releasing a Season Pass with two main, paid expansion drops in the year after launch, for example. The faux “early access” period that sees publishers charge players more to play on the actual release date instead of three days later has also been scrapped.

Releasing myriad pieces of downloadable content for free will perhaps bring some Assassin’s Creed fans back on-side in what’s otherwise been a particularly rough pre-launch campaign for Ubisoft.

Issues began as some fans expressed frustration with inaccuracies in the game’s depiction of Japan, leading the development team to issue an apology and say the game is not intended to be a factual representation of history but instead “a compelling, historical fiction.” This despite art director Thierry Dansereau telling IGN that Ubisoft looked to make Shadows as “authentic as possible to match historical events” just two months prior.

Concern was also raised when the developer used a flag from a Japanese historical re-enactment group in artwork for Assassin’s Creed Shadows without permission. Ubisoft apologized for doing so but refused to remove the artwork from the aforementioned and presumably already printed artbook available in the Collector’s Edition. The historical re-enactment group said this was not good enough, but Ubisoft hasn’t publicly acknowledged it since.

Yet another controversy came as collectible figure maker PureArts removed an Assassin’s Creed Shadows statue from sale over its “insensitive” design.

All this comes as fans are already frustrated by the delay to the game, which puts Assassin’s Creed Shadows in more direct competition with PlayStation’s Ghost of Tsushima sequel, Ghost of Yotei. This is also expected in 2025 and is another open-world action adventure game set in Feudal Japan.

Ubisoft CEO Yves Guillemot maintained confidence, however. “There’s a lot of space for very high-quality games, and those two games can sell very well,” he said in the company’s latest earnings call. “The focus is to really make sure that we deliver a fantastic experience with this dual protagonist approach and two different and complimentary gameplays.”

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

Cyberpunk 2077 Patch 2.2 Fully Revealed — and It’s Out Now

CD Projekt has unveiled Cyberpunk 2077 patch 2.2, which significantly expands the game’s customization options.

Developed in partnership with support developer Virtuous, 2.2 is called ‘Express Yourself,’ with the idea that players can express themselves more in-game. The update launches today, December 10.

2.2 lets players change the colors of more cars in a more detailed way, with an upgraded vehicle customization user interface. The new TwinTone feature lets you scan any car in Night City and add its paint job to your car. The idea is if you’re driving around and see a cool car, you’ll be able to save its paint job in a database and from there apply it to your cars. This creates a paint job collecting and exploration aspect to Cyberpunk 2077.

There are gameplay implications, too – if you change the color of your car while you’re being chased by the police, you’ll fade out your heat level. So, you can escape into an alley, change your color, then drive away Scott free.

10 cars previously unavailable to buy or own will be added to the Auto Fixer website, eight to the base game and two to the Phantom Liberty expansion.

Johnny Silverhand, played by Keanu Reeves, will spawn next to you in the passenger seat around 25% of the time. The idea here is to increase the presence of Johnny while playing, reinforcing the fact he’s stuck in your brain. He’ll make comments, too, some of which are insults. Johnny will not spawn when you’re in combat, when another NPC is sat in the passenger seat, or when you’re on main story quests (since he’s usually involved in those) but CD Projekt said you’ll see him quite a bit. You’ll be able to use photo mode when Johnny is sat next to you, too.

Speaking of photo mode, the camera is much improved. It now has a drone mode letting it fly around farther due to a bigger range. You can disable collisions, too, to help nail that perfect shot. The new aspect ratio feature is PC only, unfortunately, due to limitations with the consoles. There are new lighting options, too.

2.2 will let you spawn up to three NPCs from a list of characters taken from the base game and Phantom Liberty in Photo Mode. Smasher is one of the NPCs you can spawn, complete with unique poses, so you’ll be able to have your revenge on him if you want.

Generally, photo mode has a reworked user interface, with additional depth of field options. CD Projekt hopes that the improvements to photo mode will mean players won’t need to rely on mods or other external software to take their in-game pictures.

There’s a new gallery you can display in your apartment to show off your snaps. So you can hang a picture of your date with Panam up on the wall for… future reference, if you fancy it.

Moving on to the character creator, there are 112 new assets available for customization of V. Eight new face plates are available, so you can make your character look like they’re a member of The Mox if you’d like. New nail and even lip designs are in there, too, lifted from the various corporations in Cyberpunk 2077, and loads of new eyes (including double eyes). There’s a new randomizer, too, with a ‘plain to punk’ slider to influence what it might spit out. You can lock specific assets, too, then continue with the randomizer.

During a community broadcast, game director Paweł Sasko teased additions CD Projekt will let fans discover for themselves. There are a “bunch of new things that happen in the city,” which will no doubt set players on a hunt throughout Night City. There are a couple of secrets Sasko has yet to see appear online even from the base game, so there’s plenty to work towards.

Is this the true end for Cyberpunk 2077? CD Projekt has yet to say. 64 staff at CD Projekt are working on Orion, the sequel to Cyberpunk 2077, but most are working on The Witcher 4.

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.

Undaunted 2200: Callisto Board Game Review

Undaunted: Normandy was a surprise smash hit back in 2019 thanks to its novel marriage of building a deck of action cards in-game that you then played to command squads of soldiers on a board. It spawned several spin-offs with the same World War II theme, including the aerial Undaunted: Battle of Britain and the stupendous campaign version Undaunted: Stalingrad. (Those games are so exceptional, by the way, they landed on our lists of the best war board games and best deck-building games.)

However, right back to the original, some players who were uncomfortable reducing real-life conflict to a game wanted a sci-fi version. Now their wish has been granted, as the same systems have been ported to the fight for an icy, mineral-rich moon between miners and their corporate overlords in Undaunted 2200: Callisto

What’s in the Box

Undaunted 2200: Callisto arrives in a very heavy box, and those familiar with the previous entries in the series may be surprised to find the weight is mostly down to four double-sided, fold-out boards, replacing the modular board tiles of the original. While this reduces the number of maps you can fight on it is, for the most part, a positive change making setup easier and the boards better looking, with clear space demarcations and helpful information printed around the edges. The board art is suitably dark, cold and futuristic.

Some other surprises await. Alongside the 10-sided dice that the series has always used are a collection of eight- and 12-sided ones, used with one of this entry’s new rules, shooting at different elevations. This is also the first entry to contain a dedicated solo rule book, with solitaire play being available only via an expansion previously. There are also game rules and a scenario booklet which are clear and concise.

Beneath these are more familiar components. There are a couple of sheets of punch-out tokens and standees, which represent foot units and vehicles, respectively. There are also two large decks of cards, one for each faction, which you’ll use to command your troops. The art on these is detailed and atmospheric but has one problem: most of the figures depicted are in space suits, which makes them feel weirdly anonymous and identikit, despite efforts being made to visually differentiate the two factions. This, alongside the black-on-yellow and white-on-blue of the counters, can also make it a little awkward to tell at a glance exactly what unit under your command is what.

Rules and How it Plays

The core gameplay remains unchanged, so veterans of the series can dive right in. Each scenario gives you a list of cards for your starting deck, and a bigger pool of cards you can incorporate into your deck during play. At the start of each turn, both players draw four cards and pick one to bid for initiative, with more powerful cards having a higher bid value. Going first can have a huge impact on how the turn unfolds, and the loser’s card is wasted, so this is a rapidly repeating dose of tension.

Your other cards can be a mix of combat and command cards. Playing the former allows you to activate the corresponding counters on the board to do things like move and attack. The latter let you either choose new cards to add to your deck, or sometimes to draw more cards or re-activate units for a second action in the same turn. How you choose to use command cards is a fascinating strategic puzzle that depends on the scenario and the state of your forces. The more cards you add, the slower your deck will cycle and the less likely it is you’ll get complementary cards in your draw, but it also gives units more staying power in a game where eliminating enemies is often a victory condition.

When it comes to activating troops, you can’t just rush for objective spaces, or into combat with foes. Before most counters can reach a space, it has to be marked as scouted, which is the preserve of cards with the matching action, generally recon and navigation units. Once scouted, heavier units can move in and use an action to control the space, which is the other key victory condition in most scenarios. This sets up a constant stress over how to most effectively move and utilize the forces at your disposal. Each space has a defensive bonus, and the need to scout often leaves counters in vulnerable positions before they can creep into safely. Similarly, you often want your soldiers to be attacking, not spending precious actions to take control of spaces.

Most of the new game aspects add pieces to this tactical puzzle. Most noteworthy is a simple elevation system, where clearly marked spaces and platforms are treated as one level above standard spaces. Firing up a space means you’re rolling an eight-sided dice against the target number of the counter’s defense, plus the range, plus the bonus printed on the space they’re in. Firing down gets you a 12-sided dice, whereas the same elevation uses 10-sided dice. When target numbers are generally six or more, that variation makes a huge difference, meaning the fight over elevated spaces can be vicious, diverting your attention away from the objective spaces that can win you the game.

The other major change is the addition of space-specific actions, which are also printed on the board. Most commonly these are doors which you can spend an action to open, or to attack, removing them permanently, although some scenarios have laser turret spaces you can use to make a powerful attack. Between these action spaces and the elevation rules, Undaunted 2200: Callisto answers another common request from fans of the series for more interactive terrain rules. Like everything else in the game, the designer’s solution is streamlined yet effective, adding variety and depth to play with minimal extra rules overhead.

Undaunted 2200: Callisto answers another common request from fans for more interactive terrain rules.

Vehicles are another example of this thought process at work. They have a shield printed round their defensive values, which essentially means they’re immune to small-arms fire. Some attack options have values to use against soft foot units, while others can attack these armored targets: often the ranges and values are different. A mining Ripper unit, their standard troop, rolls one die at any range against soft targets, but gets two dice against armored targets in the same hex, for example. Vehicle units can be very powerful, not only in terms of firepower but also flexibility, and so become yet another move in the interlocking circles of prioritization that bedevil all your choices in this game.

Units also get plenty of variety. In addition to the standard scouts, solider and machine-gunners that you meet in the first scenario, later units add additional effects such as area attacks and suppressing fire, or the ability to transport other troops with them for fast deployment. It’s also noteworthy that there’s more asymmetry in the units available to both sides than there were in earlier Undaunted games. The scouts available to the corporate player, for instance, move faster but have more limited attack options compared to their mining counterparts. This minor asymmetry is a welcome addition, making trying out each side in a scenario a much more interesting prospect.

Despite the sci-fi trappings, and the presence of mechs and laser turrets, this still feels like a pre-modern skirmish game. There are no awesomely powerful sci-fi weapons to leverage on either side, no cool technologies to harness, just re-themed rifles and machine guns. This, of course, betrays the roots of the game in World War Two. It doesn’t really spoil the game – getting up close and personal enhances the tactical options available, and you could make the same arguments about perhaps the most popular sci-fi tabletop game around, Warhammer 40k – but some players may find it disappointing.

The solo version plays well, although the overhead in following simple flowcharts for each unit, specific to each scenario, is a bit of a pain. The payoff is a mute enemy that makes tactically sensible choices, often offering clues as to the best way to approach any given scenario. There’s also a new team game for four which works surprisingly well, in which the troops on each side are subdivided into two decks, with teammates swapping the lead role in bidding for initiative each time. Splitting forces like this makes the chances of piecing together combos you might need in any given turn less likely, can be frustrating but also very exciting, and leads to emergent co-operative decision-making.

Where to Buy

First Look at Conan the Barbarian Gameplay in Mortal Kombat 1

Mortal Kombat 1 developer NetherRealm has revealed a first look at Conan the Barbarian gameplay with a teaser video that also confirms the DLC character’s release date.

Conan the Barbarian’s early access release date is set for January 21, 2025, with a general release planned for a week later. In the video, below, we see Conan go up against Mortal Kombat’s villainous warmonger Shao Kahn and deliver the iconic line: “To crush your enemies, see them driven before you.” Shao Kahn, clearly recognising the wisdom of the words, replies: “Truly, what is best in life.” The pair are kindred spirits, it seems.

In the 1982 Conan the Barbarian movie, Arnold Schwarzenegger’s titular character is asked: “what is best in life?” He responds: “To crush your enemies, see them driven before you, and to hear the lamentations of their women.” It sounds like NetherRealm left that last bit out.

As for the gameplay, Conan plays as you’d expect, with what looks like a fairly straightforward use of his Atlantean Sword. We see a number of flashy moves fans of the film will find familiar, including Conan’s sword swirl. Conan can deflect projectiles, too.

One open question is who voices Conan in Mortal Kombat 1? It seems likely that Chris Cox, who voiced the Terminator in Mortal Kombat 11, plays Conan here, given publisher Warner Bros. would probably have trumpeted getting Arnie in if it had managed it.

Conan the Barbarian is the fifth DLC character to be released for Mortal Kombat 1’s Kombat Pack 2, and follows Noob Saibot, Cyrax, Sektor, and last month’s addition of Ghostface from the Scream films. The sixth and final DLC character is T-1000 Terminator. Warner Bros. is yet to announce a third Kombat Pack or a new set of DLC characters.

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.

Amazon Has a Magnificent New Sale on Board Games Today, Here’s the Best Deals

Amazon has just launched a brand new sale of some of the most popular board games available at the moment, including discounts on Azul, Catan, Ticket to Ride, and more.

Azul is undoubtedly the highlight of the sale, especially for those who might have missed the Black Friday discounts last month. It’s down to $15.99 when you clip the list voucher on Amazon, over 50% off its original list price of $39.99. It’s a brilliant board game, and quite rightly earned a spot on IGN’s list of the best family board games, and received a highly recommended 8/10 in our review.

But Azul isn’t the only board game in the sale, no matter how popular it is. Other top discounts include games like Pandemic, where players must work together playing to their characters’ strengths as they plan their strategy of eradicating the diseases before they overwhelm the world with ever-increasing outbreaks. It’s down to $18.39 when clipping the list voucher.

Then there are also absolute classics like Ticket to Ride or Catan, both also down to just $20.39 when clipping the voucher. While Azul is a couple of dollars more than the Black Friday sales, both Ticket to Ride and Catan are actually less, as each was listed for $25 over the past few weeks.

That makes this an excellent opportunity to stock on up on more board games ready for the holiday play sessions. For more board game roundups, check out the best roll-and-write games, and the best deck-building games.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Sony Adds Classic Sly Cooper and Jak and Daxter Games to PlayStation Plus Games Catalog Today

Sony has added a handful of beloved PS2 games to its PlayStation Plus Classic Games Catalog such as those from the Sly Cooper and Jak and Daxter franchises today, December 10.

The three games previously announced by Sony are available to players with the most expensive PS Plus Premium subscription. Jak and Daxter: The Precursor Legacy, Sly 2: Band of Thieves, and Sly 3: Honor Among Thieves can all be downloaded now.

Sony will announce the full collection of December’s games coming to not just the Classic Games Catalog but the regular Games Catalog tomorrow, December 13.

All three games were well-received when IGN reviewed them upon release in the 2000s. Jak and Daxter: The Precursor Legacy earned a 9/10, when IGN called it “really something special” and said “it has that magical feeling that not all games can possess and it’s just flat out a joy to play.”

Sly 2: Band of Thieves also received a 9/10. “The amount of creativity that is packed into the different quests and the various characters is nothing short of amazing and it all combines to form a mega fun adventure,” we said.

Finally, Sly 3: Honor Among Thieves is a touch lower but still well praised at 8/10. “It’s still a fun ride and many of the new additions work out well, especially the pirate sections, but there are enough rocky spots to make the game feel kind of awkward and hold it back from being truly great,” we said.

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

Path of Exile 2 Dev Admits the Game Doesn’t Feel Rewarding Enough, Outlines Plans to Increase Loot Drops

Changes are coming to action role-playing game Path of Exile 2 thick and fast following its huge Early Access launch, with a new hotfix out now.

In a post on the Path of Exile forum, developer Grinding Gear Games published a list of issues it felt needed to be “urgently addressed,” with other less urgent issues to be tackled later on. Chief among them is the feeling that Path of Exile 2 isn’t rewarding enough, something GGG acknowledged is a problem.

“One of the major problems that players have been experiencing is feeling that the game is not rewarding enough,” it said. “This is an area that we have to be very careful when adjusting because it’s very hard to reduce drops if we increase them by too much.”

Specifically, GGG felt that rare monsters were not rewarding enough, especially in the endgame where unique monsters are less common. GGG also saw that the reward players received for the increased difficulty of rares wasn’t lining up.

So, it’s doubling the rarity bonus per rare mod, increasing the quantity bonus per rare mod by 10%, and increasing the chance of rare monsters inherently having more modifiers as players progress through endgame.

“These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame,” GGG explained.

“In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too.”

Meanwhile, GGG is changing the game to make sure each map has a minimum number of rares, which will also increase the average number of rare mods and thus increase drops further.

Another major issue GGG has identified is outlier “unlucky” drops. “A single unique boss dropping badly, especially early on can significantly affect your character,” GGG admitted. Changes here include no more than 50% of a unique monster’s drops can be gold, and act bosses and map bosses will now always drop at least one rare.

Elsewhere, GGG is making dodge roll changes after players complained about being trapped in by monsters. “While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high,” GGG explained.

GGG has posted the first set of patch notes for these changes, with more to come as they’re rolled out. Check out the patch notes for 0.1.0c below (you will need to restart your client to receive the client changes in this patch).

GGG is already nerfing a number of Path of Exile 2 skills it’s deemed to have “unacceptable balance.” And in a fresh tweet, the developer said it plans to nerf Raging Spirits so it can only summon five Raging Spirits per cast at all levels. They will also no longer be able to be spawned from triggered Fire Skills. Players are already calling on GGG to give all a full character respec opportunity as a result.

Here’s which class to pick in PoE 2 Early Access, plus an early Mercenary build guide and Sorceress build guide to help you get started. Beyond that, if you’re wondering how to get more Spirit, how to trade, and how to ascend, we’ve got you covered.

Path of Exile 2 update 0.1.0c Patch Notes

  • Campaign bosses killed after the first kill will now drop less currency items, replacing them with other items.
  • Increased the drop rate of Regal Orbs.
  • Significantly increased the drop rate of Gemcutter’s Prisms.
  • A single Gemcutter’s Prism also improves the Quality of a Skill Gem by +5% (previously +1%).
  • Lowered the drop rate of Chaos Orbs and distributed it amongst the other more valued Currency Items (Like Regal Orbs, Exalted Orbs).
  • Lowered the drop rate of Artificer’s Orbs and distributed it to Lesser Jeweller’s Orbs.
  • Disenchanting Rare Items with 6 Modifiers now provides 2 Regal Shards (previously 1). The value displayed will still show as 1 until a later patch.
  • Increased the values of all Prefix Modifiers that can roll on Waystones. We’ve also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size.
  • Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone.
  • Increased the chance for Rare Monsters in Maps to have 3 or 4 modifiers.
  • Rare Monsters in Map areas are now revealed on the minimap when there are 200 Monsters remaining (previously 50).
  • Fixed a bug where some Persistent Buff Skills, such as Raging Spirits and Mana Remnants, were not working for the Infernalist when in Demon Form.
  • Fixed a bug where you could sometimes be unable to interact with the Map Device in The Ziggurat Refuge.
  • Fixed a bug where Monsters Shattered in a Blood Circle Ultimatum Encounter were not contributing blood.
  • Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer.
  • Fixed a bug where Rare Monsters could not be found within the Chimeral Wetlands.
  • Fixed a bug where “Move only” was name-locking.
  • Fixed three instance crashes.
  • Fixed a client crash.

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.