Someone Just Paid $42,500 For A Copy of Fortnite, a Free-To-Play Game

A pristine copy of Fortnite has just been sold for $42,500 — which seems a lot for a free-to-play game.

To be fair, this is a boxed version of Fortnite — something that also grants access to the game’s original Save the World mode, which Epic Games still requires you pay a small amount to access.

But there’s no suggestion this sealed copy of the world’s biggest battle royale will ever actually be played. Indeed, it has been sold encased in a box, and labelled with a 10 A++ rating from video game grading company Wata — its highest possible quality score.

Sold by Heritage Auctions, this copy of Fortnite is an Xbox One version from the game’s original 2017 print run. Only a limited number of physical copies were ever produced, and this edition dates back to when the game’s now-ubiquitous battle royale mode was just a side-offering.

As mentioned, it does include access to Save the World, which is worth… something. Epic Games has bundled the original Fortnite mode in numerous ways over the years, but currently sells access as part of a $18.49 add-on that includes 1,500 V-Bucks (which would separately cost $18) as well as an exclusive skin.

Even with this in mind, though, you’re still paying $42,482 over the odds.

These days, Fortnite is a very different beast — a metaverse of battle royale modes, user-generated maps, plus LEGO and music offerings. Oh, and it’s home to pretty much every media franchise that has ever licensed itself for a video game, as well as real-life popstars and now even Quentin Tarantino.

Earlier today, Tarantino fans got a first glimpse at the director’s new ‘Lost Chapter’ of Kill Bill, which stars an animated Uma Thurman and Fortnite’s Peely the banana, and will debut first within the game. Tell that to someone back in 2017, and I doubt they’d believe you.

Of course, video games attracting huge sums as collectible items is nothing new — and within the grand scheme of things, $42,500 pales in comparison to other auction prices. Back in 2021, a factory-sealed copy of Super Mario Bros. sold for a record-breaking $2 million, though there’s debate over whether the sale counted as an auction in the traditional sense. Officially, Guinness World Records recognizes a copy of Super Mario 64 sold for $1.56 million as the highest amount successfully bid for a video game to date. But who knows how much that copy of Fortnite will be worth in another 100 years?

If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

Image credit: Heritage Auctions/HA.com

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Ubisoft No Longer Plans to Release a Second Assassin’s Creed Shadows Expansion

Ubisoft has confirmed it no longer plans to launch a second major Assassin’s Creed Shadows expansion, something that previously would have formed part of the game’s now-abandoned season pass.

Shadows’ first — and now, it seems, only — major expansion launched in September. The 10-hour Claws of Awaji had previously been described as the “first expansion” included in Shadows’ season pass, an offer that was formally scrapped a year ago when Ubisoft delayed the game’s launch from November 2024 to February 2025.

As an apology to fans for the game’s delay, Ubisoft said it instead would gift Claws of Awaji for free to all pre-order customers. But fans still assumed a second expansion would follow at some point, as has become custom for every other major Assassin’s Creed title over the past decade.

“As of now, at this moment for Year Two, there is no expansion on the size of Awaji that is planned,” associate game director Simon Lemay-Comtois said in an interview with JorRaptor.

Lemay-Comtois caveated his answer by noting some exceptional examples in the past where Ubisoft had changed its plans to make more add-on content than it had originally envisioned (such as with the recent Saudi-funded DLC that arrived two years post-launch for Assassin’s Creed Mirage). But, currently, it seems clear that no second expansion is on the cards, and there’s no suggestion that Shadows’ post-launch plans will extend into a Year Three.

It’s an extremely surprising decision by Ubisoft, which followed up the launch of 2017’s Assassin’s Creed Origins with two expansions (The Hidden Ones and The Curse of the Pharaohs), 2018’s Assassin’s Creed Odyssey with two expansions (Legacy of the First Blade and The Fate of Atlantis), and 2020’s Assassin’s Creed Odyssey with three expansions (Wrath of the Druids, The Siege of Paris, Dawn of Ragnarök) alongside numerous other smaller DLC drops. 2023’s smaller-scale Assassin’s Creed Mirage was itself originally planned as yet another Valhalla expansion, before it was ultimately released as a standalone game.

“We’re still working on content for post-launch and supporting it, but it’s not a full-on DLC the way a season pass would have had in the previous years,” Lemay-Comtois said, confirming at least that Ubisoft still had plans for smaller additions to Shadows within 2026.

“We’re trying to re-adjust for Year Two a little bit,” he continued. “There’s learning from Year One we can apply to Year Two. Any content we want to do in Year Two will probably be more sparse, not a drip-feed… but chunkier updates that shake things up a little more. I’m not announcing anything at this point but our strategy for Year One was to be quick and reactive, so it means smaller drops often, but for Year Two we don’t need to put fires out or anything, so it’s more what good, chunky little piece of meat… we can drop and have people come back and enjoy it.”

Digging into Lemay-Comtois’ comment, the suggestion here is that Ubisoft’s decision to change course on Shadows following its pre-release reception impacted the company’s plans for post-launch support, with priority placed on fighting immediate “fires.” And indeed, Shadows has enjoyed a series of recent patches that have added numerous fan-requested features, in a clear bid to turn sentiment around. Going into further detail, Lemay-Comtois also suggested Shadows had been a tougher game to develop technologically, further complicating plans to get post-launch content ready.

“I think with Shadows, we had a big jump in generations,” he continued. “The engine work that we had to do on Shadows took a lot of time and a lot of our resources. So the planning for the post launch was not really clear as soon as it would have been on another [game] where the technology was more stable and well known.

“We started fairly late on Shadows… because I remember during pre-launch we had the Season Pass,” he admitted. “And the situation changed when we pushed back on the release date. That plan changed quite a bit and then we had to kind of adapt to the situation. So because of the new tech, because of the new generation, because of the pushes we had in production, we chose an approach that was way more, let’s put our ear to the ground when the game launches… and react.”

For 2026, Lemay-Comtois suggested Shadows would receive updates “not to the size of a DLC or expansion, but like yesterday’s update plus,” referencing the free update that arrived this week that added a new story quest, the game’s Attack on Titan crossover, as well as a significant Isu Easter egg. “At minimum this size,” he emphasized, without stating whether these updates would continue to be provided for free or not.

“And whether or not this is the right way to go, or a good learning, I think it’s more of an experience we’re trying with Shadows, to keep things small and reactive and see how the community feels about it and reacts to it,” he concluded. “And the learnings that come out of that will be applied to whatever other projects we do next.”

Of course, it’s to be expected that Shadows’ lead developer Ubisoft Quebec is already planning its next major Assassin’s Creed project (and indeed, it was previously reported that the studio had begun early pre-production work last year on a now-scrapped entry set in the post-U.S. Civil War period). But the mention here of those projects is interesting, alongside confirmation of what sounds like smaller plans for Shadows in 2026 than fans have seen this year.

And then there’s what else fans expect is coming: a remake of Assassin’s Creed: Black Flag reportedly waiting in the wings, as well as numerous other Assassin’s Creed projects that Ubisoft has already confirmed, including a multiplayer spin-off and the witchcraft-themed Assassin’s Creed: Hexe. Amongst all that, and coupled with Shadows’ delay drama, Ubisoft seems to have simply decided a second Shadows expansion isn’t necessary.

If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

‘Why Stop at AI Use? We Could Have Mandatory Disclosures for What Shampoo Brand the Developer Uses’ — Epic Boss Tim Sweeney Says Steam Should Ditch Its AI Generated Content Disclosure

As the debate around the use of generative AI to build video games rages on, Tim Sweeney, boss of Fortnite developer Epic Games, has waded in to call on Valve to ditch its AI Generated Content Disclosure for Steam games.

Valve’s rules mean developers must disclose their use of AI-generated content on a game’s Steam store page. For example, the Steam page for Embark Studios’ Arc Raiders includes a note from the developer on how the game uses AI-generated content: “during the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.”

Activision’s Call of Duty also includes an AI disclosure: “our team uses generative AI tools to help develop some in game assets.”

Sweeney, though, believes there’s no point in having such disclosures because pretty much all video games will use AI. Responding to one X / Twitter user who called on Steam and all digital marketplaces to drop the “Made with AI” label because “it doesn’t matter any more,” Sweeney agreed, adding: “the AI tag is relevant to art exhibits for authorship disclosure, and to digital content licensing marketplaces where buyers need to understand the rights situation. It makes no sense for game stores, where AI will be involved in nearly all future production.”

Sweeney’s tweet has sparked much debate about the rights and wrongs of Steam’s policy here. While Sweeney may be right to say the use of generative AI during video game development is becoming more prevalent, some say removing AI disclosures would make it harder for some customers to make informed purchasing decisions.

Activision was dragged into this debate recently when Call of Duty: Black Ops 7 players complained about AI-generated images they had found across the game, primarily focusing on calling card images with a Studio Ghibli-esque styling, following a trend of AI-Ghibli images from earlier this year. A member of U.S. Congress subsequently called Activision out, demanding tighter regulation to “prevent companies from using AI to eliminate jobs.”

In the case of art — particularly art sold in premium bundles or battle passes — it seems reasonable to expect a generative AI disclosure to help inform customers about their purchasing decisions. But this is not backed up by law, and Valve is enforcing this policy because it believes it is the right thing to do. And it’s worth point out that using generative AI to make in-game art and selling it to gamers is of course different to the use of AI in, say, NPC behavior or animation work — something that has been a part of video game development for years.

The ever chatty Tim Sweeney then used shampoo to reinforce his point in a response to another tweet — although, as many have pointed out, letting customers know about shampoo isn’t quite the same thing as, say, letting them know they’ve replaced artists with AI-generated slop trained on their work.

It’s no surprise to see Sweeney take this position on AI, given Fortnite’s extensive use of the technology. Over the summer, Epic released AI Darth Vader into Fortnite and announced plans to let people create their own AI NPCs. The original Darth Vader was voiced by James Earl Jones, who died in September 2024 at the age of 93. The AI version of his voice, powered by Google’s Gemini 2.0 Flash model and ElevenLabs’ Flash v2.5, was used with the Jones family’s permission. Within an hour of the feature going live, Fortnite players manipulated Vader into saying the kind of things very much associated with the Dark Side of the Force, including swearing. Epic soon patched it out.

Speaking to IGN in June, Sweeney predicted that small teams would soon be able to use AI prompts to make video games on the scale of Nintendo masterpiece The Legend of Zelda: Breath of the Wild. “AI characters giving you the possibility of infinite dialogue with a really simple setup for creators means small teams will be able to create games with immense amounts of characters and immense and interactive worlds,” he said. “What would it take for a 10-person team to build a game like Zelda Breath of the Wild in which the AI is just doing all the dialogue and you’re just writing some character synopsis? That’s totally going to be within reach over the next few years.”

If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Lies of P Director Says Neowiz’s Next Game ‘Will Not Disappoint You All’ 

Lies of P director Choi Ji-won says the team is “working really hard” on Neowiz’s next game, promising: “I will not disappoint you all.”

Talking to GamesRadar+ after winning a Golden Joystick award for best expansion — “I’m so happy that I’m lost for words right now” — the director explained how the team approached Lies of P’s DLC Overture, saying, “we didn’t just view it as just pure expansion, but almost as a sequel and a brand new project.”

And now, looking ahead to the studio’s next project, Ji-won says “you can expect the most fun that we can achieve within the game.”

“Please stay tuned for it; we are working really hard, and I will not disappoint you at all,” the director added.

Lies of P developer Neowiz shadow-dropped DLC Overture during Summer Game Fest, introducing new locations, new enemies and bosses, new characters, weapons, and the controversial decision to add in two easier difficulty options. At that time, we also learned that Lies of P had topped 3 million copies sold.

We had a good time with Lies of P, awarding it 8/10, and Overture itself also secured a 8/10. “Even if it’s clearly dancing on the same old strings, Lies of P: Overture is an excellent expansion that adds a whole lot more to a game that was already great,” we wrote, although since then, the DLC has been patched to reduce monster difficulty in repeat playthroughs and “adjusted stats” for some of the field monsters you encounter in your first playthrough of Overture.

While Choi Ji-won failed to specify which game he’s talking about here, it seems likely that it is the Lies of P sequel he already confirmed was in the works in November 2023. At the time, Choi said: “Our highest priority is developing the DLC and working on our sequel. The dev team is putting in significant effort, brainstorming and exploring different aspects of the projects.”

If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Final Fantasy 10 Was ‘Ultimate Perfection,’ Says Dragon Quest Creator Yuji Horii

The creator of Dragon Quest, Yuji Horii, believes Final Fantasy X was “ultimate perfection” when it released back in 2001.

In an interview with Game Informer, Horii talked about his experience developing Dragon Quest, which at the time was up against the Final Fantasy series as Square and Enix had yet to merge. While he didn’t really think of Final Fantasy as “competition” per se — while they’re both RPGs, their approaches to storytelling are quite different — he did acknowledge that he was “definitely paying attention to it.”

“Way back then, when Final Fantasy originally came out, I was definitely paying attention to it because it was something we needed to look out for,” Horii said, reflecting on how the games differ. “But there’s one key difference that I really saw back then: the protagonists in the Final Fantasy titles, they speak a lot. Whereas for Dragon Quest, the key objective for [the games], or the experience it offers for the player, is that the player becomes the protagonist themselves.

“In Final Fantasy, you kind of observe the protagonist, but you’re not necessarily becoming the protagonist in the games. So I thought that was a really interesting and stark difference between Dragon Quest and Final Fantasy, but I didn’t necessarily see them as a rival back then.”

That may have changed when Final Fantasy X came along, however.

“Final Fantasy, again, [the protagonists] just talk a lot,” Horii added. “I do like Final Fantasy, though. When I first saw Final Fantasy X, I recall feeling this was the ultimate perfection of Final Fantasy.”

Don’t forget that Dragon Quest I & II HD-2D Remake released at the end of October. We thought it was Amazing, awarding it 9/10, writing: “Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift.”

And as for the latest on Final Fantasy 7 Remake Part 3? Director Naoki Hamaguchi recently confirmed the upcoming game would “strike a balance” when it came to pacing and be “more concise,” but insisted didn’t mean he would cut any content from the game.

If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Battlefield 6 Just Scored an Unbelievably Good Black Friday Discount at Amazon

Battlefield 6 has dropped to just $35 at Amazon in the Black Friday sales (see here). That’s 50% off, and an almighty $28 less than the previous best discount this week. Now that’s more like it.

If you’re looking for an excellent multiplayer shooter to play over the holidays, this is it, and it’s the best price we’re likely to get on it for a long while.

Snap it up ASAP, as I don’t see this deal lasting until the rest of Thanksgiving, let alone the Black Friday sales weekend. Sorry, Xbox fans, this is a PlayStation 5-only deal for now, as Battlefield 6 is still just under $60 for Xbox consoles. But, we’ll also keep an eye out for any changes.

Only releasing in October this year, Battlefield 6 has offered a true return to form for the long-running shooter franchise and has pretty much finally outdone Call of Duty at its own game, selling some almighty big numbers.

While we didn’t love the campaign, there’s no denying it’s a gorgeous-looking shooting gallery, but as with any Battlefield game, the real draw is multiplayer. Whether you’re looking for infantry combat, the opportunity to fly a jet or helicopter, or you just want to pile into a tank with your friends and bring down buildings, there’s something for everyone.

Reviewer Justin Koreis gave the multiplayer an 8 out of 10, saying, “Battlefield 6’s multiplayer action is expertly crafted, wrapped in a wonderful layer of destructibility that both looks great and materially affects the flow of combat. The gunplay is excellent, with weapons that are accurate enough to reward skilled shooting, but have just enough sway to promote a bit of careful thought while you take aim.”

Battlefield 6 is currently in the middle of its first season of post-launch content, including new maps and modes, while the RedSec Battle Royale mode is also available as a standalone free-to-play game. Given how successful the game has been for EA, you can likely expect new seasonal updates well into the future.

EA and Battlefield Studios have also recently launched the first Battlefield 6 free trial week, giving new players on PC, PS5 and Xbox the chance to try Season 1 multiplayer maps and modes from November 25, at 4 a.m. PT / 7 a.m. ET to December 2 at 4 a.m. PT / 7 a.m. ET.

Should You Wait for Black Friday on Nov. 28?

Not for deals like this. Black Friday might come with a few surprises of its own, but today, Battlefield 6 for just $35 is a Black Friday quality deal, and well worth snapping up before it goes out of stock.

Only Amazon has the deal right now, so if the deal gets nuked, then I’m afraid it’ll be Black Friday FOMO for you. Fingers crossed Walmart and Best Buy price match it soon. Apologies for the tough love, but if BF6 has been on your wishlist, this is the best possible deal we’re getting, and blows any other deals out of the water.

It’s such a good offer, it properly rivals my previous best PS5 game deal recommendation in Metal Gear Solid Delta: Snake Eater for $30 at Amazon and Walmart. Just like BF6, that’s likely to sell out fast as well. Snag both as soon as you can, and have a great Thanksgiving.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

Paradox Takes the Blame for Vampire: The Masquerade – Bloodlines 2 Sales Flop, Announces $37 Million Write-Down

Publisher Paradox Interactive has today taken the blame for the poor sales of Vampire: The Masquerade – Bloodlines 2.

The long in development sequel launched in October and was met with a ‘mixed’ Steam user review response, with fans saying it failed to meet the expectations they had for the sequel to Troika’s 2004 cult classic Vampire: The Masquerade – Bloodlines. IGN’s Vampire: The Masquerade – Bloodlines 2 review returned a 7/10. We said: “Vampire: The Masquerade – Bloodlines 2 takes another flawed but unique and remarkable bite at the jugular, with plenty to love and loathe alike, but I certainly enjoyed my time as an elder vampire at the very least.”

Now, after 30 days on sale, Paradox has issued a note to financial markets signalling a write-down valued at 355 million SEK (approx. $37 million) of capitalized development costs for Bloodlines 2. This write-down, Paradox said, was based on an updated sales forecast now it has had a month to look at Bloodlines’ commercial performance.

Fredrik Wester, CEO of Paradox Interactive, said the blame for Vampire: The Masquerade – Bloodlines 2’s failure lay at the publisher’s door, not that of The Chinese Room, which had been drafted in to save the project after years of development hell.

“Vampire: The Masquerade – Bloodlines 2 is a strong vampire fantasy and we are pleased with the developers’ work on the game,” Wester said.

“We’ve had high expectations for a long time, since we saw that it was a good game with a strong IP in a genre with a broad appeal. A month after release we can sadly see that sales do not match our projections, which necessitates the write-down. The responsibility lies fully with us as the publisher. The game is outside of our core areas, in hindsight it is clear that this has made it difficult for us to gauge sales. Going forward, we focus our capital to our core segments and, at the same time, we’ll evaluate how we best develop World of Darkness’ strong brand catalogue in the future.”

Vampire: The Masquerade – Bloodlines 2 has two expansions planned as part of the game’s Premium Edition, and Paradox said it remains committed to delivering them. “Our post-release plan remains firm; we will deliver updates and the promised expansions to the game in the coming year,” Wester added.

Swedish game company Paradox’s main focus is on grand strategy games, which have proven enormously successful over the years. Games such as Stellaris, Europa Universalis, Crusader Kings, and Cities: Skylines have all enjoyed big sales, and, in total, Paradox games have six million players each month.

Vampire: The Masquerade – Bloodlines 2, however, falls outside that core grand strategy genre, and always looked like it would struggle upon release. And while its development trouble began years ago, it suffered issues right up to launch. In September, a month before release, Paradox and The Chinese Room announced that the Lasombra and Toreador clans would be available in the base Vampire: The Masquerade – Bloodlines 2 experience following a backlash from players.

Paradox announced Vampire: The Masquerade – Bloodlines 2 all the way back in 2019 with then-developer Hardsuit aiming for a Q1 2020 release window. That, of course, never happened, as Paradox would go on to announce an indefinite delay alongside Hardsuit’s departure from the project. The Chinese Room was then announced as its new developer in 2023.

In a recent interview with the Goth Boss podcast, former creative director Dan Pinchbeck said the development team tried to work out how to get Paradox to not call the game Bloodlines 2.

“The tricky question around it was Bloodlines 1,” Pinchbeck said. “Are you making a sequel to Bloodlines 1? We used to sit there and have these planning sessions of how do we get them to not call it Bloodlines 2? That feels like the most important thing we do here, to come at this and say this isn’t Bloodlines 2. We can’t make Bloodlines 2; there’s not enough time, there’s not enough money.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Amazon Has Magic: The Gathering Final Fantasy Playmats Discounted For Black Friday

Amazon has almost every Ultra Pro Magic: The Gathering Final Fantasy playmat on sale during its early Black Friday sale. A small number of popular mats, like fan-favorite Vivi, Stray Black Mage are sold out, but there are many other mats with incredible art to pick from at new discounted prices.

Magic: The Gathering Final Fantasy Playmats On Sale

If you’re new to TCGs, people use playmats as a way to show off their favorite art or accomplishments, and also for practical reasons: have you tried picking up cards off of a kitchen table? I assure you, it gets annoying fast.

With the Final Fantasy crossover set that launched this past June, TCG accessory maker Ultra Pro released tons of playmats featuring some of the most iconic characters and moments from throughout the game series’ long history, including Y’shtola from Final Fantasy XIV and Lightning from XIII. Mats for Final Fantasy VII characters Cloud and Tifa feature the new art from their cards, and some mats, like those for Clive or Sephiroth, are double-sided to represent mechanics of the cards they’re based on.

Whichever Final Fantasy character speaks to you the most, odds are there’s a playmat for you to bring to your game night or local game store for some cardboard slinging. These also make great mousepads if you’re in the market to spruce up your home office or gaming setup.

If you’ve been on the lookout for MTG Final Fantasy cards, Amazon has the Revival Trance Commander deck featuring Terra on sale for 53% off, and Final Fantasy play booster boxes (30 packs) are at their lowest price ever for Black Friday, down to $162.57 (22% off).

More Magic: The Gathering Gifts

Be sure to check out our detailed Magic: The Gathering gift guide for inspiration while shopping for that special Planeswalker in your life. Everything from recommended deck boxes and dice packs, to card binders and even apparel, this guide covers everthing they’ll need to protect their collection and give it some flare.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

Every Mario Switch Game on Sale During Black Friday This Year

If you’re a Nintendo Switch or Nintendo Switch 2 owner, there is no better series of games to collect than Mario. The plumber has had some of his best adventures ever across the two systems, and this Black Friday, you can save on select Mario games for a limited time. Nintendo rarely puts its games on sale, so now is the time to pick these Mario games up before deals run out.

These Black Friday Nintendo deals have been very popular so far and have mostly sold out at Amazon. We’ve included the other retailers that still have the games in stock.

Every Mario Switch Game on Sale for Black Friday 2025

First up, it’s hard to beat Super Mario Odyssey for only $29.99. Mario’s quest to stop Bowser from forcibly marrying Princess Peach sees him traversing various Kingdoms with a new friend named Cappy, a sentient hat creature and this game’s central gimmick. Mario can throw Cappy to possess and take control of enemies, inanimate objects, and more. If there’s one game from this list I cannot recommend enough, it’s Super Mario Odyssey.

Another fantastic Nintendo Switch game on sale is Luigi’s Mansion 3, starring Mario’s ghost-hunting brother. This time, Luigi enters a giant hotel with Mario, Toad, and Princess Peach for vacation, but as always, things go horribly wrong. One of the great new features involves solving puzzles using a cloned Luigi, named Gooigi, who can walk on spikes and squeeze through bars to get to places Luigi otherwise can’t reach.

Paper-Mario: The Thousand-Year Door was one of the best Switch games of 2024, and this Black Friday, you can save 50% on the beloved remake. Originally released for GameCube, The Thousand-Year Door brings a fantastic story, great characters, and a satisfying turn-based RPG combat system. The Nintendo Switch remake added numerous quality-of-life features, like the Partner Ring to switch Partners on the fly, a fast travel system to cut down on backtracking, and more. And that’s not to mention the overhauled graphics.

Finally, Princess Peach: Showtime! is on sale for $39.99 for Black Friday. Princess Peach must defend the stage in multiple plays against threats from a new group of enemies in this action-packed adventure. Each play brings a different outfit and ability set for Peach, opening up a completely new gameplay style. This is unlike any other Mario adventure, so if this one went under your radar last year, it’s a great time and a worthy addition to your Nintendo Switch library.

More Great Nintendo Switch Black Friday Deals

While there aren’t any Nintendo Switch 2 console deals available, you can still get the bundles before Christmas if you buy now. The Mario Kart World bundle includes a copy of the latest Mario Kart game while shaving off some of the cost of buying it separately.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Call of Duty: Black Ops 7 Zombies Review

Ladies, gentlemen, beloved they/thems, the Zombie-curious, wretched undead, at last, my watch is over (mostly). After two weeks of ups and downs with Call of Duty Black: Ops 7’s Zombies mode, my feelings are mixed. I think this version has all things that make Zombies good – a cleverly designed quest line, a cool map, the joy and despondence of the Mystery Box and Call of Duty’s consistently fun gunplay. But those returning strengths don’t shine this year in the way they usually do, with an Easter Egg hunt that’s too big, too time-consuming, and too unwieldy to wholeheartedly recommend. It’s not bad, per se, but it can be frustrating in a way that might make you bow out early. And that’s lousy.

First, I come with a confession, one that serves as the foundation for the thesis of this review: my squad and I, brave souls who conquered Call of Duty: Black Ops 6’s Zombies mode last year, and several others before, have not beaten Black Ops 7’s signature Ashes of the Damned map at the time of this writing. Instead, the attempt fractured our group, perhaps permanently. One member threw up his hands and simply walked away after a particularly devastating loss, leaving us down a man and his not-insubstantial institutional knowledge and skill. Another was temporarily banned from our Discord after our last, best run. We were so close, friends. So tantalizingly close. And we came up short.

“Well, Will,” you might reasonably ask, “why issue a review if you haven’t finished it?” A few reasons, dear reader. First, we always try to learn the map and discover the process for ourselves, because that is how the average person will do it; second, because our failure mirrors what I feel many other teams will experience playing Ashes of the Damned, making it a crucial part of both this year’s game and this review; and third, because I have seen damn near everything the mode has to offer except the finale itself, and I already have a good idea of what Ashes of the Damned is: a very good map that can be exceptionally frustrating, especially if you use matchmaking to team up with random players, that often doesn’t work as it should.

Ashes of the Damned is a very good map that can be exceptionally frustrating.

Before we get started, allow me a chance to tee off on Black Ops 7’s PC anti-cheat system. This is Call of Duty. We will not be playing this game in a year because there will be a new one, and requiring me to flash a new BIOS to my computer and then go into my BIOS so I can flip the right switches until the Powers That Be decide I can play Call of Duty is ridiculous, even if this anti-cheat requirement remains in next year’s game, as Activision claims it will. You will never create an anti-cheat so good that it can’t be beaten, and whatever is gained from requiring all this is likely not worth it, nor the access it requires you give Activision to your computer. It is ludicrous, frankly, and the battle is unwinnable. If you create a better shield, the other guys will simply craft a better spear. Okay, rant over. Back to Zombies.

There is allegedly a story here – your characters are dropped somewhere into the Dark Aether where they run into a guy called the Warden who looks like the sexy ghoul from the Fallout TV series. After transmogrifying you into the semi-living by having a weird skull in a birdcage sap some of your life essence away like he’s the six-fingered man from The Princess Bride, you’re dropped into Ashes of the Damned and left to figure out what the hell is going on. All of it is very well-produced and so goofy that the only thing I could do was watch the introductory cutscene while emulating the face that I imagine a cow would make if you gave it cocaine, chuckle a little, and get on with it. Yeah, choosing certain characters gives you more story dialogue, but there’s nothing crazy here unless you’re already far too invested in Zombie lore. If that’s your bag, Godspeed. I’m here to shoot stuff.

Many of the pain points from last year remain early on – for instance, you can’t make your loadout until you hit level four, which means if Zombies is all you want to do in Black Ops 7 (and for me, it is), you’re stuck with a pistol and whatever you can earn by buying stuff on the walls after you’ve dispatched enough undead. Remember when games just let you have fun from the outset instead of unlocking it?

Otherwise, the underpinnings of Zombies feel much the same. You’re on a map, you open up new doors and paths with currency you earn, and you’ve got Pack-a-Punch machines to upgrade your guns. There’s additional armor you can apply plastered to the walls, an Arsenal to really crank up specific aspects of your weapons, Gobblegums for a little flavor if your mouth is lonely and you want a mid-battle pick-me-up that can make your run easier, and so on. And of course, while you’re managing all of this, the undead rise and hunger for flesh. Ghouls, man.

The gameplay here is similar to last year’s – I still love sliding at a group of zombies and firing off a shotgun until they’re just paste and all that. No, what’s new are the maps. Vandorn Farm is there for your classic, round-based survival attempts on a smaller map, Dead Ops Arcade for something a bit more ridiculous, and Cursed for the ultra hardcore (there’s no guidance here, loadouts and your HUD are limited, and you can equip Relics for additional difficulty). But the seven-course dinner of it all is Ashes of the Damned, the Easter Egg-heavy, “how does anyone figure any of this out?” gauntlet that you’ll have to clear if you really want to say you’ve beaten this year’s iteration. Ashes of the Damned is utterly massive, a monstrous figure eight with several different sub-sections (including Vandorn Farm) that, in years past, might have stood alone as a single map. Now they’re all connected by roads you’ll travel in a truck called Ol’ Tessie.

It’s goofy and fun and I don’t know how anybody solves this stuff other than trial and error.

I love Ol’ Tessie. You can stand on the roof and lean out her windows, and if she takes too much damage, she’ll explode and you’ll have to repair her. She’s your way to and from places without dying (short of the jump pads you can activate), but early on she also becomes your Pack-A-Punch machine (which juices any gun you use it on, essential for the tougher zombies of later rounds), so something as simple as where you park her becomes a lot more important because you might need that boon or to get going in a hurry. You can also slot her with a turbo booster and three monster heads that shoot lightning. Tessie forever.

A lot of our runs began the same way: get Tessie outfitted, pray to pull the Ray Gun at the randomized Mystery Box (we had a shockingly good track record here; my friend Thomas kept pulling one on on his first or second try, and I am baffled by his power), and then start doing the rest of the Easter Eggs. Part of this becomes something you can brute force – you can use certain extremely rare Gobblegums to make it spawn a Ray Gun or the map’s Wonder Weapon – but it’s kind of essential for your long-term survival. Doing the map right means doing it quickly, before the round count gets too high and the Zombies get too strong, and there’s a fun sense of progression that comes with that. Not in a “yay, we’re getting more/better stuff” sense, although that is true, but in a “look at us mastering this” sense that I appreciate, especially since so many games now are about making your numbers go up and not actually improving as a player.

All the wacky Zombies stuff is still here. At one point, you have to throw an axe at the foot of a zombie hanging from a barn and then use a molotov cocktail to turn the severed foot into bones you can use for something else. At another point, you’re killing zombies inside of an old diner until one of them drops a key to the refrigerator in the back carrying a pretty grotesque surprise. It’s goofy and fun and I don’t know how anybody solves this stuff through anything other than trial and error, much less how the dev team comes up with it every year.

This is what makes Zombies so hard. Not only do you have to figure out all these steps, but you have to do them in order and remember where everything is on the map, and do all of it without your team dying. A full Zombies clear will take you several hours, and if you screw up and your whole team buys the farm late in that process, you’ll need to restart from scratch. You will lose every Gobblegum you spent, every weapon you jacked up with a Pack-A-Punch, every Perk you guzzled from a soda machine. Do everything you just did all over again.

It can be demoralizing, but I don’t actually mind this stuff. I’m a fighting game sicko, an action game degenerate, a beat ‘em up guy. I play in a competitive Madden league. I like learning the ins and outs of a system, mastering it, and watching what felt impossible become routine. That is one of the joys of playing games for me. But one of the crucial things you have to understand is that my Zombies group has never been made up of other game critics. It’s regular guys with nine-to-fives in fields like accounting and medicine and law and IT who play games only for fun. It’s always been something I’ve felt is necessary to review something like this: playing it with regular people. And this year, it was too much for some of them.

Part of that is how big Ashes of the Damned is. It’s a well-designed, varied map with a ton of different environments, but its sheer size means it can take a minute to get from Point A to Point B, even with Ol’ Tessie or a jump pad, and you’ll have to go all over Creation to finish it. The other issue is the number of steps involved to get things done. It’s a lot to remember! A lot to figure out! A lot to execute! And you’re expected to do it all in one run without all of you dying.

It feels like it’s hard because it wants you to pay for the stuff that will make it easier.

Even the rare Gobblegums that feel necessary for a good run are limited with the $250 Vault Edition, which was the version of Black Ops 7 we were provided by Activision for review. Using one of the rare ones that essentially makes the Mystery Box spawn a Ray Gun or loads you up with every perk at once and then failing on a run feels bad because you’ve lost a limited resource with little to show for it aside from whatever progress you’ve made in learning the map and whatever experience you gain for meta progression. Naturally, you can buy Gobblegum packs for real money, because of course, right? But the whole thing feels exploitative, like it’s hard because it wants you to give in and open your wallet and just buy the stuff that will make it easier.

And that’s assuming the map works properly. At one point, you have to use stun grenades to wake up a robot named Klaus. He’ll join up with you afterwards, and you can command him to interact with a computer that will then trigger a retinal scan that someone in your group has to stare at until a meter fills up. The problem is you’re being attacked by zombies the whole time. If everything’s working right, you can just have someone do that while the rest of the crew defends them. But we ran into an issue where Klaus simply wouldn’t activate the control panel no matter how many times we commanded him to. Instead, he’d stand dumbly in front of it like “Well, what do you want me to do?” while we fought off zombies before peacing out, requiring we spend valuable currency to bring him back. That time, he did activate it, but no matter how hard I stared at the retina scanner, the little bar wouldn’t go up. Needless to say, we died.

And that’s the thing, right? You’re going to die. You’re going to die because someone forgot to get an item you needed and you weren’t high enough level to craft it at the bench (this, for the record, is extremely dumb; just let me make a throwing axe! Yes, you can find one on the map if you know where to look; that isn’t the point); because OI’ Tessie took a bunch of damage and exploded, stranding you in the No Man’s Land between proper segments; because somebody got knocked off a truck and you had to go back for them; because you got cornered and made a mistake; because you forgot what to do for step 227 and had to look it up; and on and on and on. You will have to start over again, and remember, a full run takes hours and must be done in a single sitting.

And yeah, I know the tricks to make it easier. Kill all but one zombie that you kite around so the next wave doesn’t spawn, make sure everyone has a self-revive, load up with perks and armor, and so on. All of that adds interesting depth. But if you screw up and you all die, it doesn’t matter how good that run was because, aside from whatever account progression you earned during it, it all gets wiped away when you fail. After a ton of attempts, I understand why some folks just throw up their hands and spend their limited time on this Earth doing something else.

Again, this doesn’t personally bother me; failure is part of the gig, and I fully intend to finish this year’s Zombies mode at some point in the next few weeks. But it did break up a group that has a long history of doing this, and I get why they were demoralized. After our best run, where we got really close to the end before someone screwed up and it all came crashing down, one of our best guys just refused to play anymore. “I already have a job and it’s really stressful,” he told me afterwards. “The last thing I need is to come home and have to deal with this nonsense.” I wonder how many people are going to try Ashes of the Damned and come to a similar conclusion.

That sentiment feels like an indictment of this year’s Zombies to me. It is so big and so long and so unforgiving that a lot of people simply won’t be able to complete it naturally even if they do know all the steps because they’ll either have bad teammates or get unlucky or just get discouraged after failing several times and give up. It also feels more than a little pay-to-win with the Gobblegum situation, and with how much simply grinding levels improves your chances because you have better stuff. If all you want to do is play Zombies, both of those things drag the experience down. I’m not saying it shouldn’t be a challenge, but it probably shouldn’t have people comparing it to their job, either. I fear the good folks behind this year’s Zombies mode have gotten so lost in the sauce that attempting to please the hardcore Zombies community may have come at the cost of letting regular people complete the map.

Honestly, the biggest problem we ran into on most runs was other people. We had teammates that didn’t speak English (I don’t hold that against them at all, it just makes communication difficult), teammates that ran off and left the rest of us to die, teammates that barely contributed or didn’t collaborate at all, and so on. In fact, basically every good run we had early on was derailed by our matchmade fourth player; we normally roll with a full squad of four, but not everyone was available to play every night. I cannot imagine trying to do this with an entirely matchmade group. Eventually, I just turned off auto-fill and we ran a group of three when our fourth couldn’t make it, which was better than adding another random player to the mix.