Call of Duty: Warzone Mobile Is Coming This Fall, Bobby Kotick Says

Call of Duty: Warzone Mobile is coming to mobile devices this Fall, according to Activision CEO Bobby Kotick.

Taking the witness stand for today’s portion of the Microsoft FTC trial, Kotick revealed the release window for the mobile version of Warzone. Previously, we only knew that Warzone Mobile was coming sometime in 2023.

First revealed in September of last year, Call of Duty: Warzone Mobile is built from the ground up for Apple and Android devices. Warzone is different from the current Call of Duty: Mobile in that Activision is developing it in-house, whereas Mobile was developed by Chinese developer Tencent.

We got to go hands-on with Warzone Mobile, where we said, “Squeezing Warzone onto mobile devices is no easy task but Activision has managed to introduce it to the platform without much compromise to the game’s DNA. It still looks and feels very much like Warzone, with each new tweak ensuring that the experience translates to mobile as smoothly as possible.”

Kotick is testifying in the hearing that could determine the fate of Microsoft’s proposed $68.7 billion acquisition of Activision Blizzard. To keep up with everything that’s happened, check out our full recap of the trial’s first three days.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Final Fantasy 16 Sold 3 Million Copies During Launch Week

Final Fantasy 16 has sold over 3 million copies during its first week on sale, Square Enix has announced.

Square Enix said the milestone consisted of both physical and digital sales on PlayStation 5. Physical sales for the game in the UK were reportedly 74% lower than those of its predecessor, Final Fantasy 15. Still, Final Fantasy 16 was still the top overall seller during its launch week.

The solid sales numbers should be considered with the caveat Final Fantasy 16 is only available on PS5. Final Fantasy 7 Remake shifted 3.5 million copies in three days when it launched as a PlayStation 4 exclusive in April 2020, but that was to a much larger install base of consoles than PS5 currently enjoys. Final Fantasy 15 sold 5 million units in its first day, but that game launched on PlayStation 4 and Xbox One in November 2016. Final Fantasy 15 remains the fastest-selling game in the history of the series.

It’s likely Square Enix is working on a PC version of Final Fantasy 16, but producer Naoki Yoshida said it wouldn’t be released any time soon.

In IGN’s Final Fantasy 16 review, we said: “Featuring fast, reflex driven, action heavy combat, Final Fantasy 16 is certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer, and the innovative Active Time Lore feature should set a new standard for how lengthy, story-heavy games keep players invested in its world.”

Even Fallout Mods Are Getting Out the Way of Starfield

The team behind ambitious mod Fallout London has delayed its release to avoid the “elephant in the room” that is Starfield.

In a video update, project lead Prilladog admitted the delay of Bethesda’s upcoming behemoth to September caused Fallout London to move from launching around the same time to the fourth quarter of this year (some time from October to December).

“Initially we had hoped for it to be in the third quarter, as in the one that’s coming up,” Prilladog said. “However a certain space game got delayed, and is now scheduled to come out around the same time we had planned.

“So, as a result, we’re making our release for the last quarter. This not only gives you all more time to play Starfield, but also allows us more time for playtesting and bug fixing, so it’s a win-win situation, right? We just appreciate your patience. So expect us around then.”

In a thinly-veiled jab at Starfield, Prilladog pointed out the Fallen London mod team is free from shareholders “breathing down our necks” and forcing a release before the project is ready. “We hope our mod will be the perfect holiday gift for you all,” he concluded.

Fallout London is one of the most high-profile mods in development. It’s a DLC-sized add-on for 2015’s post-apocalyptic smash hit Fallout 4, adding an entirely new setting outside the United States. As you’d expect, Fallout London takes place in a post-nuclear London and features everything from “stuffy parliamentary aristocrats to a resurrection of the Knights of the Round Table to an uncompromising cult of revolutionaries”.

Clearly, Bethesda were impressed by Fallout London, as it has poached the project’s modders to work at the studio. Last week, Prilladog announced Fallout London modder PatchworkProfessor landed a job as an associate level designer at Bethesda. Perhaps PatchworkProfessor will join the team working on Fallout 5.

As for Starfield, its effective release date is September 1. That leaves plenty of time to get the outer space epic out of your system before planting your boots on the ground in Fallout London.

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.

Park Beyond Review

The magic of a park sim is its ability to make time disappear. When you are in the zone building your park, managing the wants and needs of your attendees, and creating a self-sustaining financial juggernaut, there’s potential for an almost euphoric Zen from the best of the genre. At its best, Park Beyond hits these highs with interesting rides, a simple and compelling upgrade system, and a whimsical sense of imagination. But, like a poorly maintained rollercoaster, there’s a looming threat that things will fall apart with disastrous results. It’s this tendency for things to come off the rails that left me feeling queasy after spending a few days in this park.

A game like this lives and dies by its building mechanics, and Park Beyond is pretty solid in that regard. Crafting a thriving and growing park from scratch is a lot of fun: building paths, flat rides, roller coasters, and shops is easy, thanks in part to a simple interface and controls that are straightforward when it comes to the simple stuff.

After your grand opening there’s a linear, step-by-step process to upgrading and expanding your park that’s easy to understand and fun to execute. The capacity, and by extension income potential, of the park is limited at first. In the beginning there are only a few rides that can be built to entice customers. The amount of fun people have and the cleanliness of the park increases Park Appeal. Earn enough appeal and the park ranks up, increasing capacity and unlocking additional rides and shops.

Which upgrades to select presents an interesting tactical choice.

Which upgrades to select presents an interesting tactical choice. You can focus on obvious things, like unlocking shops to fulfill basic needs like food and drink and add some more basic ride options. Or you can be more strategic, unlocking options that appeal to a specific demographic (such as adults), or rides that prioritize fun over profitability to gamble that you can build a large base of customers quickly and then capitalize on them later. The moments when I’m clicking back and forth between different options, torn about what to select, is agonizing and engaging in the best way.

The key differentiator between Park Beyond and other park sims is its fantasy concept of “impossificaiton.” As the amazement of your guests accumulates, you earn the ability to pull out a magic pencil and supercharge rides or employees. Suddenly that Shining Pendulum transforms into a colorful launcher of human-filled spinning tops, or that Ring of Fire loses the top of the arch, and launches riders from one side to the other while spinning like someone juggling on a turntable. It’s hilarious and wondrous, with a whimsical imagination that one would expect from a Roald Dahl book. I couldn’t help but smile the first time I impossified one of my janitors and he started cremating the nearby trash bins with a full on flamethrower.

It’s hilarious and wondrous, with a whimsical imagination.

Some rides can even be impossified twice to become… impossibler? Each upgrade increases potential fun, amazement, and profit, but also adds to upkeep cost, and that’s unfortunately one of many areas where poor economic tuning becomes an issue for Park Beyond. Some rides become devastating financial drains after the upgrades, which turns the promise of a park filled with joyfully ludicrous machinery into a trap leading to financial ruin. Often the best long-term strategy is to play it safe with conventional rides, which can suck the soul out of these fantastical parks and reduce them to something run-of-the-mill.

That kind of oversight is unfortunately par for the course when it comes to the fiscal aspects of managing your park. Customer appeal, for instance, is unpredictable to the point of feeling random. A ride can be red hot one moment, then a money pit the next without any changes to ticket prices. Some evolution in park-goer taste over time makes sense, especially as rides age, but the wild swings from crowded to abandoned defy strategy, and mature parks have an unfortunate tendency to go from extremely positive cash flow to hemorrhaging money, seemingly in the blink of an eye and without explanation, which can be a miserable experience.

What’s much more dependable are the roller coaster construction options, which should feel familiar to park sim veterans whether you’re building from scratch or selecting from prefabricated rides. Simple rail and chain lift options are enough to get a roller coaster going, and building simple rides is a breeze while more complex ones can be a challenge, as you’d expect. Unfortunately there’s an issue that crops up here as well when you get into the fancier options: there are enjoyably absurd modules that can fire cars out of cannons, or send them across open fields in giant hamster balls a la Jurassic World, but those come with the catch that getting tracks to point in the desired direction is like wrestling a fire hose. I often found myself giving up on opportunities to use the terrain in neat ways with tunnels, switchbacks, or loops, as the simple act of placing tracks became more trouble that it was worth. That stifled my more creative urges in a disappointing way.

No direct control options exist: you are fully at the mercy of the AI.

Even so, I was generally satisfied with the rides I was able to produce, but that just made the abysmal staff managing them that much more aggravating. Roles that keep your park clean and running are essential to earn income and raise your park appeal, but the people available to hire to do them operate with a terrible lack of basic sense. Is that ride shooting sparks and about to catch fire? Better fix up this seldom-used vending machine instead! Janitors will ignore heaps of litter in the streets to empty far-flung trash bins, and mechanics will ignore rides on the verge of collapse. That would be excusable if this were the kind of game where you could directly control them or manually set priorities, but no such options exist: you are fully at the mercy of the AI. The only solution is often to overstaff and hope for the best, which is a frustrating feeling when you are trying to grow your park on a shoestring budget.

Then there’s the park attendees themselves. They’re the true villains of Park Beyond, but through no fault of their own. The people you need to please and collect money from simply break at times. On several occasions I had a park that I thought was fully dialed in with great rides, plenty of food, drink, and bathroom options – earning strong metrics all around – only to have a total collapse of customer sentiment because entire crowds of people became frozen in place, unable to satisfy their basic needs or spend money at rides. Sometimes you can fix it by closing and reopening a ride, other times I had to delete chunks of my park, and in some cases I had to restart missions entirely. Eventually I just started checking every inch of my park for glitched attractions for customers every few minutes, a tedious necessity to keep things operating.

That bugginess unfortunately doesn’t stop there. I’ve had immaculate parks’ scores ruined by invisible garbage, seen sidewalks disappear below ground, and entire shops lose their identity and become groups of dissociated parts. Some of these things are annoying, like employees getting stuck in the staff lounge until I delete it, and others are soul crushing, like the handful of hard crashes that undid untold amounts of focused park construction. It’s aggravating, and any large park feels like a ticking time bomb, ready to rob hours of work seemingly at random. Reverting to a manual or autosave is an option, but often introduces new bugs, and an inexplicably crashing balance sheet that had been healthy on the previous run through.

The threat of bugs dangles over you regardless of which of the two main modes you choose, but they do a good job mixing up the ways you can approach park building. First, there’s the Campaign, which throws you into eight increasingly difficult park-building scenarios, acting as a cross between a tutorial and story-driven challenge. While the story and characters are a forgettably generic group of scrappy park builders, the first few missions do a great job introducing a unique wrinkle that gives each one a different feel. One has you taking over a failing park that’s in need of your deft touch to turn it around. Another places you at the center of an archipelago, racing to earn money fast enough to buy the surrounding islands before they get turned into parking lots. It keeps things fresh and exciting, and makes for some good park-building puzzles.

The later missions, however, are a slog. The difficulty spikes considerably, which isn’t necessarily a bad thing when done well, but a slim margin of error just isn’t compatible with the unpredictable systems and unreliable tech. Rather than a triumphant culmination of all my skills, beating the last mission after about 40 hours felt more like the end of a prison sentence.

Sandbox is a much more consistent experience, and a more fun way to play. There are over two dozen maps to start with and build from. I like that you can assign yourself optional goals and starting funds, or just take unlimited money with no objectives and focus on creative freedom. This is where the whacky construction really shines, and it’s easy to lose hours (which, again, is the mark of a good park sim) to creating increasingly impossible roller coasters. It doesn’t have nearly as many customizations options as something like Planet Coaster, especially on the flat rides, but pulling the magic marker out and turning all the rides into delightful absurdities is well worth the tradeoff.

Yager Announces the Cycle: Frontier Shutdown, Points Finger at Cheaters

Free-to-play extraction shooter The Cycle: Frontier shuts down in September, developer Yager has announced.

Yager, developer of Spec Ops: The Line and Dreadnought, set the shutdown for September 27, 2023, calling the decision “very difficult” but “necessary”. Real money purchases are now disabled. Any purchases made from June 13 will be refunded.

The Cycle: Frontier is described as a “competitive quest shooter”, with player versus environment versus player combat. It launched in early access form in 2019, before launching proper last year.

“We are incredibly grateful for all your support during this wonderful journey, we couldn’t have done it without you!” Yager said in a tweet. “From the bottom of our hearts, thank you.”

Expanding on the decision in a blog post, Yager said The Cycle: Frontier was not “financially viable”.

“Despite our best efforts and meaningful improvements brought to the game since launch and up until the release of Season 3, the reality is that The Cycle: Frontier is unfortunately not financially viable,” the developer said in a statement.

So what went wrong? Yager said The Cycle: Frontier started strong, but soon faced “many challenges”, the “most crucial” being the increasing number of cheaters shortly after the game went live.

“Although we had tools and measurements in place, we quickly realized we needed to improve our anti-cheat efforts to be able to ensure a fair game experience for all players,” Yager explained. “By the time we got additional partners onboard for our anti-cheat efforts and could focus again on gameplay and performance improvements for The Cycle: Frontier, many of you had already been affected and as a result we saw a significant decrease in our player base.”

Following this, Season 2 failed to generate enough attention to kickstart the game again. In response, Yager took steps to make The Cycle: Frontier more approachable, which sparked a modest increase in players alongside the launch of Season 3 in March, but, as Yager admits, “it was still not enough to make The Cycle: Frontier financially viable.”

The Cycle: Frontier will be unplayable from September 27, Yager confirmed. The developer said it “strongly considered” making the game available to everyone so it could be played offline, possibly on private servers, but decided this wasn’t feasible.

“The Cycle: Frontier is a server-based game with a dedicated backend system, which doesn’t allow keeping the game somewhat available after being shut down,” Yager said.

Yager said it will now shift focus to new projects, although it has yet to announce any new games in development. Yager’s free-to-play spaceship combat game Dreadnought remains available to play.

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.

Diablo 4 Player Gets World First Andariel’s Visage, Fans Compare Drop Rate to Other Near Impossibilities

As the debate about the chances of getting Diablo 4’s most powerful and rare items rages on, one player has confirmed the world first drop of the Andariel’s Visage super rare unique item.

WowHead reported a Diablo 4 Barbarian called YesYou was the lucky recipient of the coveted helm. Polish streamer NadinWins subsequently shared the drop on YouTube, showing off its powerful, one-of-a-kind Life Steal modifier.

The player behind YesYou, called Lithie, is the first in the world the community knows about to get Andariel’s Visage. As Blizzard recently confirmed, there are currently six of these super rare unique items in the game, and only a handful of finds have surfaced since Diablo 4 went live earlier this month.

Given the hundreds of millions of hours Diablo 4 has already been played for, the drop rate of these six items is clearly miniscule, causing many in the community to call on Blizzard to take action. In the meantime, amid these eye-catching item finds, players are comparing super rare unique item drop rates to other real-life impossibilities to highlight just how pointless any grind for them is.

“You’re vastly more likely to die falling out of bed than to get Shako,” said redditor Shaka Walls of the all-powerful Harlequin Crest (Diablo players have nicknamed this unique helm Shako). “Yeah, the odds are that I get killed by a shark with a golden AK-47 before I drop one of those, and I ain’t no casual,” joked Sauvadurbuz.

Other players have insisted you have a better chance of winning the lottery than obtaining one of Diablo 4’s super rare unique items. “It’s just not going to drop for you,” Shaka_Walls continued in the post that has so far had over 3,000 upvotes. “The chances are effectively 0%. Stop wasting your time. Even if it did, it would be financially irresponsible not to sell your account.”

“It’s just not going to drop for you. Even if it did, it would be financially irresponsible not to sell your account.”

Forbes reporter Paul Tassi took to Twitter to compare the chances of getting a Diablo 4 super rare unique item to getting struck by lightning. “This isn’t ‘oh cool something rare to farm!’ You are not farming, you are trying to get struck by lightning,” Tassi said. “Two of these total were found out of millions of players in like two weeks.”

What has emerged since Blizzard’s confirmation of the existence of these items is a community-driven effort to come up with a reliable “target farming” method. Target farming involves repeating the same slither of Diablo 4 over and over again because it’s felt the enemies within it are more likely to drop a particular item.

All Blizzard has said so far about these super rare unique items is they only drop from level 85 plus enemies, always drop at 820 power, and can be obtained anywhere you can get a regular unique. Because of this, Blizzard has said, the best way to farm for these items is to play content that gives you “the most uniques per x period of time”. Check out IGN’s guide How to Get the Rarest Unique Items for more.

Admittedly, there is not much to go on, but that hasn’t stopped players coming up with relevant theories. One popular theory suggests players focus on specific monster families. The theory suggests specific monster families (we’re not talking about The Addams Family here!) can drop specific items. As WowHead suggests, if this theory is true, specific monster types (cannibals, for example) are more likely to drop certain items (axes and helms).

Reddit user, u/Spartun put together a handy infographic to help players out, although it’s worth pointing out that currently no monster families theoretically increase the chance of dropping a ring or amulet, which means the Ring of Starless Skies (unique ring) and Melted Heart of Selig (unique amulet) may be even harder to obtain.

Whatever the truth, some players have said target farming even with some theory underpinning the process is pointless. “People who are talking about target farming these super rare uniques are just… let’s say ‘ignorant’ of just how abstract the mathematics are on getting these items,” Shaka_Walls said. “There’s a saying that goes ‘the lottery is a tax on stupid people’ and it seems to apply here.”

Diablo 4 launched big, becoming Blizzard’s fastest-selling game ever. It is also a hit with critics, and, generally, has gone down well with fans. However, the cost of Diablo 4’s microtransactions has raised eyebrows, and, surprisingly, Whoopi Goldberg called on Blizzard to release Diablo 4 on Mac.

Check out our interactive Diablo 4 map to start tracking your progress as you play.

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.

Among Us Animated Series In the Works From Infinity Train Creator and Titmouse

Three years after it exploded into a pandemic-era sensation, an Among Us animated series is in development at CBS Studios, Variety reports.

The new series will be based on the premise of the game, with a murderous Impostor sabotaging the ship, backstabbing crewmembers, and generally sowing chaos. Who will be the Impostor? Maybe we’ll find out in the season finale.

Among Us developer Innersloth is involved with the project. It is being led by Owen Dennis, who worked on Regular Show as a writer and storyboard artist before creating Infinity Train, a Cartoon Network series about an endless train filled with impossible worlds. Titmouse, the studio behind Big Mouth and Star Trek: Lower Decks, is handling the animation.

Since Among Us first exploded into the public consciousness back in 2020, Innersloth has sought to build on its popularity, including developing a VR version and participating in various crossovers. It even got its own one-shot manga. A sequel was in development, but work was abandoned in favor of reworking the original game’s codebase.

Among Us is far from the only game to explore adaptations in other media, with The Last Of Us leading the way in 2023. The ongoing trend speaks to the outsized influence that games have on popular culture, which Hollywood can seemingly no longer ignore.

Among Us does not have a release date.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Marvel Snap: Is Spider-Man 2099 Worth 3000 Collector’s Tokens?

The final new card release of the Marvel Snap Spider-Versus season is none other than Spider-Man 2099. The Spidey of the future gives some serious firepower to the Move archetype, but is it enough to justify its cost of 3000 Collector’s Tokens? To find out, we’re going to break down what the Spider-Man 2099 card does, explore what strategies best suit it, and what decks it can be used in.

Just like last week’s Spider-Ham card (that we highly recommend), Spider-Man 2099 is starting out in Series 4 instead of Series 5 and will cost 3000 Tokens. This is part of Marvel Snap’s efforts to make new cards more accessible to players upon release.

Miguel O’Hara became a very different kind of Spider-Man after his sabotaged Alchemax science experiment miraculously granted him the usual suite of spider-powers but also a pair of vampire-like fangs that allow him to bite and paralyze foes with spider venom. As a more aggressive kind of Spider-Man (as audiences saw in the recent movie, Spider-Man: Across the Spider-Verse), it’s fitting that he has a very aggressive and very destructive effect.

What Does Spider-Man 2099 Do in Marvel Snap?

The Spider-Man 2099 card costs four Energy, has six Power, and features the ability, “The first time this moves to a location, destroy an enemy card there.” Destroying an opponent’s card can be a seriously impactful ability, given the right situation. If, for example, he moves to a location where your opponent only has a single high-powered card such as Devil Dinosaur or Evolved Hulk, he can win the location single-handedly. Then again, because the card he destroys at his new location is chosen at random, he’s far less effective on locations with multiple units. If your luck is bad, then he’ll only remove a small unit, like Spider-Ham or Korg.

The ability to destroy an opponent’s card regardless of its cost and power is quite rare in Marvel Snap, and when we do see it, it’s always offset by specific conditions that make it difficult to use. Spider-Man 2099 is no different. While his card is not the easiest to utilize because it requires a movement enabler, it’s at least more accurate than Gambit and less of a gamble than Negasonic Teenage Warhead.

There are a wide variety of Move cards that can trigger Spider-Man 2099’s ability, including Iron Fist, Ghost-Spider, Cloak, and Heimdall, but being a Move card means his strength will always be handicapped by the inherent weaknesses of the move archetype. Cards need to be drawn and played in a specific order, your entire strategy can be rendered inert by random Locations and opposing card effects that close off lanes or clog the board and make it hard to move cards, and the deck tends to be easy to predict because most Move cards go to the left, most notably the big finisher Heimdall. New Spider-Versus Season Pass card Ghost-Spider helps with that latter point because she can pull left, right, or center, allowing you to play Spider-Man 2099 to one lane and leave your opponent guessing which of the other two he’ll get moved to. It’s worth pointing out that Spider-Man 2099 offers six power for four energy, which is a solid stat line that makes him a respectable card even if you don’t get to trigger the ability.

Spider-Man 2099 may find a home in decks that aren’t pure Move decks. Perhaps he could thrive in a deck with a small move package. The Good Stats archetype could be a good home for him, as Zabu will discount his four-energy cost down to three.

Note that the wording on Spider-Man 2099 could be read in two ways — it sounds like either he triggers only the first time he moves or he triggers each time he moves to a new location. The developers have clarified that he only triggers one time, even if you bounce him back to hand and play him again.

What Are the Best Decks for Spider-Man 2099?

Spider-Man 2099 is a very hit-or-miss card, but when it hits the right target it can be a game-winner, so it’s worth trying him out in a variety of decks.

Classic Move With Spider-Man 2099

To start us off, we’re trying out Spider-Man 2099 in the standard Move build with all of your old favorites. With five different Move enablers, you’ll have plenty of opportunities to trigger his effect. Try to line things up so he lands in your Kraven lane. That way you not only destroy one of their cards but gain 2 extra Power.

  • Human Torch
  • Iron Fist
  • Dagger
  • Kraven
  • Ghost-Spider
  • Cloak
  • Silk
  • Doctor Strange
  • Vulture
  • Miles Morales
  • Spider-Man 2099
  • Heimdall

Tournament Winning Move With Spider-Man 2099

A recent Marvel Snap tournament saw JungCAT take first place with a Move deck, beating out 147 other competitors. Even though Move is considered a lower-tier deck, this is proof that it can still hang with the big boys when done right. We’re trying out their build with Spider-Man 2099 by swapping out Shang-Chi but Vision could also be an option. By running Spider-Man 2099 alongside Stegron and Magneto, you’ll be messing with their board so much that they’ll never feel like any play they make is safe.

  • Iron Fist
  • Dagger
  • Kraven
  • Ghost-Spider
  • Cloak
  • Vulture
  • Miles Morales
  • Stegron
  • Spider-Man 2099
  • Vision
  • Heimdall
  • Magneto

Good Stats Move With Spider-Man 2099

This deck uses the tried and true (and recently nerfed but still playable) Good Stats skeleton of Black Bolt, Stature, Zabu, and friends with a Move package featuring Spider-Man 2099. The deck aims to out-value the opponent with numerous high-stat cards, and what better way to get ahead than to wipe some of their stats completely off the board?

  • Iron Fist
  • Korg
  • Zabu
  • Ghost-Spider
  • Vulture
  • Dawkhawk
  • Spider-Man 2099
  • Enchantress
  • Miles Morales
  • Rockslide
  • Stature
  • Black Bolt

Sera Move With Spider-Man 2099

Sera’s Energy-reducing ability helps Move pop off on the final turn, pushing and pulling cards around the board in an unpredictable way. Adding Spider-Man 2099 into the mix has the potential to swing seemingly untouchable lanes back into your favor.

  • Kitty Pryde
  • Nova
  • Angela
  • Hit-Monkey
  • Kraven
  • Ghost-Spider
  • Cloak
  • Killmonger
  • Vulture
  • Spider-Man 2099
  • Enchantress
  • Sera

Should You Spend 3000 Collector’s Tokens on Spider-Man 2099?

After playing a handful of games with each of these lists, the short answer is no, Spider-Man 2099 is not worth buying.

While Spider-Man 2099 has a very strong destroy effect, a variety of factors stop him from working consistently. Oftentimes we weren’t able to trigger his destroy effect, and even when we did, his random-targeting had him hitting low-value cards instead of big ones. There were some instances where he worked exactly as intended, and those moments felt awesome and rewarding, but they were far and few inbetween. The meta is currently dominated by decks like Bounce and Sera that play lots of small units, so it’s rare to snipe a big card with Spider-Man 2099. The popular High Evolutionary archetype likes to close out games with Evolved Hulk soloing a lane, so you’d think Spider-Man 2099 would be able to take advantage of that, but because you’re often playing him down on turn 4 or 5, it gives the oppponent a chance to play around it.

That’s why we think Spider-Man 2099 is not worth the 3000 Tokens, especially if your collection is still missing much better Series 4 cards such as Zabu, Darkhawk, or Spider-Ham. It’s hard to imagine Spider-Man 2099 becoming a popular meta card seen in the most competitive ranks of the game, so you won’t be missing out if you let him swing right on by. If you’re a Move enthusiast and just want to play the card for fun, then you’ll definitely get your money’s worth in that regard because he is a cool card with a sweet animation that can pull off some seriously satisfying wins (just not often enough).

Joshua is IGN’s resident card game fantatic. He’s played Yu-Gi-Oh! and the Pokemon TCG competitively and regularly reaches Infinite rank in Marvel Snap.

Diablo 4 Patch 1.03 Fixes Nightmare Dungeons and the Endgame XP Grind

Diablo 4 Patch 1.03 is here, and it’s a big one.

In a lengthy list of patch notes posted to their blog, Blizzard detailed Diablo 4 Patch 1.03, which included an enormous list of gameplay improvements and some hotly requested changes to address the endgame XP grind.

Many issues that have bothered players have been addressed, like rogues becoming invisible indefinitely in the PvP-focused Field of Hatred zones, and disappearing corpses when using Corpse Tendrils as a necromancer.

But the most notable changes can be found in a section called “Experience Rewards,” where numerous improvements to the endgame XP grind can be found.

A major issue with the endgame grind is that Nightmare Dungeons, which are meant to be one of the main activities for players to tackle, have actually been less efficient for leveling than doing certain standard dungeons. One of the reasons for this is that many Nightmare Dungeons are simply too far from fast travel points to be worth hiking over to enter the activity in the first place, while a second even more critical reason is that Nightmare Dungeons simply didn’t give enough XP to make the high-difficulty activity worth it.

Both of these issues are now being addressed, as players will now be able to teleport directly to Nightmare Dungeons, which have been tuned to give off dramatically more XP. Similarly, Helltide chests now provide “substantially more bonus experience when opened” and XP granted from completing Whisper bounties has been “significantly increased.”

If the patch notes deliver on these changes, it should dramatically improve a lengthy endgame grind that has frustrated some players in its sluggishness, especially when tackling the activities that were meant to be grinded were not the most efficient way to level.

Diablo 4 arrived earlier this month and it has thus far proven to be a major hit for Blizzard. For more coverage, check out our extensive map of Diablo 4’s Sanctuary.

Travis Northup is a freelance writer at IGN.

Final Fantasy 16 Ultimate Edition Soundtrack Is Up for Preorder

For those with a love of video game soundtracks, the Ultimate Edition soundtrack for Final Fantasy 16 is officially up for preorder. This box set includes 8 discs and a booklet containing artwork from the game and notes from the composer, Masayoshi Soken, and other developers from the game. It’s set to release on July 28 this year with a price tag of $99.99. Click the link below to learn more.

Final Fantasy 16 Ultimate Edition Soundtrack Preorder

Final Fantasy 16 is a game we absolutely adored, giving it a 9 in our review and stating that it’s “certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer.” In regard to the soundtrack, our review also stated that “It manages to perfectly accompany every big scene, whether it’s the tender moments between Clive and Jill, the quiet moments of respite inside the hideaway, or the absolutely epic battles between Eikons.”

If you want to know of even more soundtracks you can preorder right now, there are actually a few set to release in the coming months that are worth keeping on your radar. If you enjoyed The Super Mario Bros. Movie, that film’s official vinyl soundtrack (and a special 7″ single vinyl with Bowser’s song “Peaches”) are expected to release in Q3 of this year. You can also preorder the Horizon Forbidden West deluxe vinyl collection right now, which is set to release sometime this summer after a delay.

And, if you want even more Final Fantasy gift ideas to look through, make sure to visit our Final Fantasy gift guide. There, you can find everything from a Cactuar plush toy to a Final Fantasy XIV cookbook that are perfect gifts for the Final Fantasy fan in your life.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.