The Biggest Pokémon Card Crashers And Climbers This Week – July 30

Prices for Scarlet and Violet 151 Pokémon cards have been moving fast this month. As more booster boxes get opened and singles flood the market, some of the set’s Illustration Rares have started to dip in value, especially the middle evolutions of the starter Pokémon. On the flip side, big Special Illustration Rares of fan favourite Kanto starter final evolutions are seeing steady climbs as collectors chase the best‑looking cards from the set.

Charizard ex, Blastoise ex and Venusaur ex are the top of the climbers hill this week with noticeable price jumps, while Zapdos ex and Alakazam ex are also gaining traction with collectors and competitive players. All five of these cards have strong artwork, great playability, or both, which is helping push prices higher.

The same can’t be said for some of the Illustration Rares of Charmander, Squirtle, Bulbasaur, and their evolutions. These cards spiked when the set first dropped, but with more supply on the market, prices have started to settle. They’re still popular pulls, just not commanding the same premium they did in June.

Crashers

While the Kanto starters’ final evolutions are climbing, their earlier forms have started to dip in value as more Scarlet & Violet 151 product hits the market. Charmander, Squirtle, and Bulbasaur were among the hottest Illustration Rares when the set launched, but prices are cooling as supply catches up with demand. Charmander is down 14% to $44.44, Squirtle has dropped 7% to $43.80, and Bulbasaur has fallen 18% to $32.20. These cards are still popular with collectors who want to complete the evolutionary lines, but they no longer command the inflated early prices from the set’s release month.

The middle evolutions are following the same trend. Charmeleon has dropped 14% to $30.54, while Wartortle is down 15% to $27.36. Both Illustration Rares have fantastic artwork and remain fun pulls, but they simply don’t hold the same appeal as the Special Illustration Rare ex cards of their final evolutions. As Scarlet & Violet 151 booster boxes continue to be opened, the market has become saturated with these mid‑tier rares, bringing prices back down to more reasonable levels.

Even with these price drops, the Illustration Rares of the Kanto starters and their evolutions are still great pickups for collectors who want the full line. Prices are likely to stabilise at these lower points, making now a good time to grab them if you missed out early. The final evolutions will continue to be the big-ticket items, but these cards remain iconic pieces of the set for anyone who grew up with the original Pokémon games.

Climbers

Charizard ex has risen to $210.00, up 14% from early July. It remains one of the most in-demand cards in the set thanks to its powerful Explosive Vortex attack, which hits for 330 damage, and the fantastic Special Illustration Rare artwork that collectors continue to chase. Blastoise ex has seen an even sharper jump, climbing 28% to $84.99, driven by both its intimidating art and competitive appeal.

Solid Shell makes Blastoise surprisingly tanky, and Twin Cannons can unload massive damage by discarding Water Energy from your hand.Venusaur ex is seeing a similar surge, up 27% to $69.99. While Charizard usually grabs the spotlight, Venusaur’s Illustration Rare version has become a favourite for collectors who love its vibrant, personality-filled design. Its ability Tranquil Flower lets you heal 60 damage every turn while in the Active Spot, and Dangerous Toxwhip spreads status conditions alongside 150 damage, making it a tricky card to deal with in grindy matchups.

Legendary Pokémon aren’t being left out either. Zapdos ex has climbed 23% to $61.99, buoyed by a dynamic Illustration Rare that shows the Legendary Bird mid-strike. It isn’t just binder candy, though. Voltaic Float removes its retreat cost when it has Lightning Energy attached, and Multishot Lightning can deal big damage to both the Active and a damaged Benched Pokémon.

Rounding out the climbers is Alakazam ex, which has risen the fastest of the bunch, up 35% to $44.98. The surreal, psychedelic artwork on its Special Illustration Rare has kept collector interest high, but it’s also a flexible attacker. Mind Jack punishes opponents with full benches, while Dimensional Hand can be used even if Alakazam stays on the Bench, giving it options that most other attackers don’t have.

10 Most Expensive Cards In Black Bolt and White Flare

Black Bolt and White Flare are the final Scarlet and Violet expansions, released together earlier this month. Each half of the set has its own focus, with Black Bolt featuring Pokémon like Zekrom, Kyurem, and Genesect, while White Flare highlights Reshiram, Keldeo, and Hydreigon. What makes these sets unique is the new Black White Rares and the fact that every single Pokémon has at least one Illustration Rare or Special Illustration Rare.

Among the most expensive cards are the Black White Rare versions of Zekrom ex, Reshiram ex, and Victini, all highly desirable for both their powerful attacks and prestige foil treatments. Special Illustration Rares like Hydreigon ex, Keldeo ex, Genesect ex, and Kyurem ex are my favorites, plus they’re cheaper than their Black White Rare versions.

Pokémon TCG Price Updates

I can’t believe I was singing Amazon’s praises last week for some near MSRP deals on sealed Pokémon TCG product, as this week they’re back up to ridiculous pricing. You should stay away until they lower their prices and stick to TCGPlayer and eBay right now, which in some cases are a clean $15 below Amazon’s current pricing. The benefit of buying from TCGPlayer is the vetted sellers and full transparancy on market values, but if you can save even more on eBay then go for it. All links are above to make your life easier.

Last Week’s Crashers and Climbers

Scarlet and Violet base set prices have been volatile lately, with Illustration Rares seeing steady gains while some Special Illustration Rares have cooled off. The Ralts evolutionary line has been one of the biggest surprises this month, with Ralts and Kirlia both climbing around 28% in value. Their popularity seems to be driven more by collectors chasing the full evolution line rather than playability alone. Gardevoir ex has also risen significantly, up to $54.99, thanks to its strong Psychic Embrace ability and frequent appearances in competitive decklists. Miraidon ex and Koraidon ex have seen smaller but consistent gains, reflecting their continued use in Lightning and Fighting decks.

At the same time, several Illustration Rares have dropped sharply. Dondozo and Starly saw the biggest falls, down 30% and 37% respectively, likely due to their limited competitive relevance. Fidough, Armarouge, and Pachirisu also dipped, correcting from their initial launch hype. Overall, Scarlet and Violet’s market is shifting as collectors focus on full evolution lines and competitively viable cards, while once‑popular lower‑tier Illustration Rares settle into lower price ranges.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.

Riot Games’ League of Legends Card Battler Riftbound Gets Release Date and Product List

Riot Games has revealed that its League of Legends card game, Riftbound, will launch on October 31 in multiple regions.

The physical game (not to be confused with Legends of Runeterra) will be available to preorder from Riot’s Merch Store starting on August 4.

“One of the primary goals of the Riftbound team is making Riftbound as accessible as possible to League of Legends players and TCG players alike, as soon as possible,” a press release explains.

Riftbound Product List Revealed

If you’re keen on trying your hand at Riftbound, a store locator will go live on August 4 to find local game stores, while Riot says “Select mass market stores may have Riftbound available at launch, as well.”

The initial offerings will be split between decks and booster boxes, with ‘Origins’ sets being available from October 31.

These include Proving Grounds, a starter set which includes decks based on Annie, Garen, Lux, and Master Yi, as well as Champions Decks which include Viktor, Jinx, and Lee Sin decks.

Players can also pick up 14-card booster packs to supplement their decks or build fresh ones, while booster boxes will include 24 packs. Riot has also promised playmats and card sleeves featuring Ahri, Jinx, Miss Fortune, and Volibear.

Riot Store preorders will require a Riot ID, and there will be limits on purchases. Participating stores will host Riftbound: Origins launch events, with a Promo booster up for grabs, while Riot has said it will “continue to monitor and assess the overall market demand over time for Riftbound: Origins and are prepared to take additional actions as needed.”

There’s an Arcane Boxed Set coming, too, with preorders opening at the end of August.

In the crowded landscape of TCGs, is there room for another? That remains to be seen, but Riot’s clearly excited about Riftbound.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Here’s Everything Coming to Call of Duty: Black Ops 6 and Warzone Season 5 — And It’s A Lot

Activision has finally dropped new details of Call of Duty: Black Ops 6‘s fifth season.

Set to launch on August 7, Activision wants you to “unleash your inner action hero” courtesy of six new modes, four new and/or remastered maps, and a smorgasbord of new weapons, updates, and enemies across Black Ops 6, Zombies, and Warzone.

“The Rogue Black Ops team is finally back in the good graces of the CIA, and that means access to all the weapons and firepower they could ask for,” the publisher teases. “It’s time to finish the job they started and crush the final Pantheon moles, putting their betrayal to rest once and for all.”

In terms of maps, you’ll find three new ones in Black Ops 6: Runway (6v6), Exchange (6v6, 2v2), the remastered World Motor Dynasty (WMD) (6v6), plus an in-season update is on the way for Jackpot (6v6). Warzone, on the other hand, gets a Stadium POI update in Verdansk.

New modes coming to Black Ops 6 are the headshot-tastic Aim High, Snipers Only, Cranked Moshpit, plus in-season updates to Cranked Demotion, Blueprint Gunfight, and Ransack. Warzone gets LTM modes Stadium Resurgence and Deadline.

Warzone gets new cosmetics, weapon attachments, bundles, and a number of limited-time events like 90 Action Heroes, Atomic Block Party, and Operation: Hell Ride “and more.”

“Recent intelligence indicates a massive disruption across Verdansk is imminent, as recon teams have confirmed the existence of a clandestine military base hidden within the sealed walls of the National Acropolis Arena,” Activision added. “The extent of the threat remains unclear, though a weapon capable of large-scale destruction is expected to be unearthed within the vicinity.

“Breach the stadium in possibly the most impressively explosive way possible as you and other enemy squads attempt race to complete the multi-step Satellite Hijack Contract. Infiltrate the Stadium by any means necessary, confirming the nefarious operations and hidden compound within.”

As always, expect a plethora of rewards — charms, emblems, calling cards, stickers, and weapon skins — for those daring to step into ranked play, regards of whether you’re jumping into Black Ops 6’s multiplayer or Warzone’s battle royale.

Activision added that it has now completed the second phase of testing Warzone’s Casual Solos and Core Solos side-by-side, with results showing players are more than three times likely to step into Casual over Core. Consequently, as Season 5 rolls over, both Core and Casual will be available globally on day one, but within a couple of days, Core Solos will only remain an option for North American and European players — Casual will continue to be available for all.

“By tailoring playlists based on regional data, we’re ensuring that every Call of Duty: Warzone player gets the best possible experience, regardless of location,” the publisher said. “This is the next step in refining how we build playlists that serve all Call of Duty: Warzone players. We’ll continue to evaluate performance and feedback as Season 05 rolls out.”

Rounding out the update are some features for Zombies, including new map Reckoning and new Wonder Weapon Gorgofex, which combines fungal, floral, and insectile traits to “deliver precise impact damage and gravity-defying disruption in close quarters, glowing membranes on the weapon show hints of motion and circulation under the surface.” You can also expect new field upgrade Mister Peeks, enemies Uber Klaus and Kommando Klaus, as well as new grief arenas and a shiny new combat bow for stealthy takedowns.

Earlier today, we learned that Activision unshackled Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3 from the main Call of Duty HQ launcher. In a brief message posted to social media, publisher Activision confirmed people with either Modern Warfare 2 or 3 will be able to “access them directly” and without going into HQ first once they’ve redownloaded fresh installs of the shooter games.

Activision didn’t give a reason for the change, but it’s fair to suggest this is just a way of tidying up HQ ahead of Call of Duty: Black Ops 7‘s release later this year.

And while we’re talking about the next Call of Duty game… Announced at the Xbox Games Showcase 2025 last month, we know it’ll feature the Skirmish and Overload multiplayer modes as well a 20v20 wingsuit option after details of a developer-only Call of Duty: Black Ops 7 playtest were accidentally released to all fans on the Call of Duty app last month.

That’s not the only CoD-flavored news we had last month, either. Activision ended up pulling controversial adverts placed inside Black Ops 6 and Warzone loadouts, insisting they were a “feature test” published “in error.”

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.

How Kingdom Come: Deliverance 2 Was Transformed Into a Festival Feature Film

If you’ve put down your controller this year to go touch a very particular patch of grass, you might have noticed that something strange is going on at the world’s major film festivals. It started in May, when a film adaptation of virally-successful Japanese indie game Exit 8 premiered at the prestigious Cannes Film Festival – the first videogame movie to do so. The film’s director, Genki Kawamura, gives his source material a compelling structural spin, appealing equally to the arthouse crowd and to game fans. But live-action adaptations of video games are, of course, nothing new.

That’s why Kingdom Come: Deliverance 2 Cinematic Cut is so interesting. It is not a live-action adaptation of developer Warhorse Studios’ critically-acclaimed RPG. Instead, it is an abridged and reformatted version of Act One of the game itself, presenting a newly-edited blend of the open-world game’s cutscenes and gameplay in a two-hour linear form. It was perhaps the strangest Special Presentation at this month’s Karlovy Vary International Film Festival in the Czech Republic – a unique cross-format experiment. One that wasn’t Warhorse’s idea.

“It all happened at the official launch of Kingdom Come: Deliverance 2,” explains KVIFF artistic director, Karel Och. “The first contact was made through a mutual friend, and Warhorse and KVIFF made each other understand that they wanted to collaborate at some point. During the following months, it was exciting to have a glimpse of what Warhorse represents – and I dare to say the same goes for our friends from the top of the gaming business.”

Warhorse’s communications director, Tobias Stolz-Zwilling, concurs. “They wanted to make the festival more modern and interesting – to offer something new”. The largest film festival in Eastern Europe, KVIFF attracts a younger, more adventurous audience than its contemporaries. The studio saw the film festival’s strange idea as a chance to give video games greater cultural relevancy in the broader mainstream. Besides – much of the game’s cinematics team were already speaking the festival’s language.

Kingdom Come: Deliverance 2’s cinematic director, Petr Pekař, studied film editing and directing with the intention of becoming a traditional filmmaker, but he found his calling in video games. “There are a lot of filmmakers in the Czech Republic, but the market is not that big, so it’s a bit overcrowded.” says Pekař. “Thankfully, there are multiple studios creating cutscenes, which are basically animated movies”. Pekar learned on the job creating cutscenes for Mafia 3, then joined Warhorse – first as a cinematic designer on the original Kingdom Come, then as director on its sequel.

Bringing Deliverance 2’s cutscenes to the big screen invites comparison with conventional cinema, an arena far from the cinematics’ original purpose. “If you’re a player, you’re mainly looking forward to playing the game,” says Pekař. “The cutscenes are more like dessert for the game – not necessary – but when it’s good and it clicks, it really helps the game, the story, and the overall feel”.

The Cinematic Cut opens, naturally, on the game’s first cutscene. As it happens, you can’t help but feel like you’re settling in for a YouTube video titled ‘Kingdom Come: Deliverance 2 – All Cutscenes’ (“I don’t think anybody actually watches those in full” Pekař quips). The team’s cinematic direction is confident, but familiar – steeped in high fantasy tropes. A fiery siege on the castle is highly reminiscent of Peter Jackson’s The Lord of the Rings trilogy – a major influence on Warhorse’s stylistic approach. Transported to the cinema screen, the scene serves as a striking reminder of how video games have traded in pastiche since their inception, responding to our desire to live out the fantasy ourselves whenever we see something cool on screen. But, of course, Cinematic Cut doesn’t deliver on this pivotal fantasy like its source material does – it’s non-playable.

I think this is an experiment that somebody can pick up and do better than we did.

When the cutscene footage ends, something curious happens. Father Godwin readies his crossbow and the scene transitions into first-person. But this is no Let’s Play. Smart, quick cuts establish a new, more cinematic editing language for first-person gameplay. Godwin heads towards the stairs – cut – now he’s halfway up them – cut – now he’s atop the ramparts, plunging his sword into an enemy. It’s remarkably thrilling. “[The gameplay] was mostly recorded by Vítek Mičke, our marketing specialist,” explains Pekař. “He also made the trailers, and he’s got a good sense of timing and aesthetics. He knows how to control the camera with the controller to properly set the scene and set the mood – so it looks cool.”

A couple of awkward transitions disrupt this otherwise ‘cinematic’ tempo. A sudden cut to a ladder lowering, for example, has the distinct feel of a gameplay segment ending and a cutscene beginning, and reminds you of the objective-based game that birthed the footage. But these moments are few and far between, and they accentuate how much Warhorse has otherwise succeeded in their first attempt.

“I think this is an experiment that somebody can pick up and do better than we did – or maybe we can do it again in the future with our future projects, and learn from our mistakes.” reflects Pekař. “It’s a really interesting experience to see it on the big screen – and I was surprised that it held up. It’s odd, but it somewhat works. It’s not some kind of new cinematic media that will sit next to the movies, but for festivals and conventions, for fans – I think it’s a format that others will be doing as well”.

The team at KVIFF are equally pleased with the results. “Storytelling has many faces,” says Och. “We’re proud that a new chapter in the festival’s modern history was written in collaboration with people that we respect a great deal who follow the same goal.”

“I think this format builds a bridge,” concludes Pekař. “Gamers can come to appreciate aesthetics and cinematography, the color palettes and moods in games more, and – in the same way – movie fans can understand how movies have different functions when they’re working with interactivity. When these two mediums collaborate, sometimes it creates really strange and cool ideas. When people go out of their bubble to see something different, it helps us to understand each other’s mediums.”

Kingdom Come: Deliverance 2 Cinematic Cut is available to watch on the KVIFF.TV website for a small fee (approx. $6) until July 31, 2027.

Blake Simons is a journalist with a taste for the self-reflexive, sentimental and surreal.

Pokémon TCG Pocket Suddenly Pulls Card Design Embroiled in Plagiarism Controversy, as Company Admits ‘Production Issue’ and Launches Wider Investigation

The Pokémon Company has dramatically pulled the design of a new Pokémon TCG Pocket trading card, amid a firestorm of controversy over its apparent origins.

Fans had said the card, Ho-Oh EX from the game’s Wisdom of Sea and Sky expansion, was based on plagiarised fan art — and in a statement issued today, The Pokémon Company essentially admitted as much.

Now, the card’s artwork — alongside that of its sister Lugia EX card, which also features the Ho-Oh design — have been pulled from the game, mere hours before Wisdom of Sea and Sky’s global launch. Addressing the situation, The Pokémon Company said it “deeply apologize[d] for any inconvenience” and was now conducting a review of all other cards, to ensure no other designs were at fault.

“To our community, thank you for your continued support and passion for Pokémon Trading Card Game Pocket,” The Pokémon Company wrote. “We want to share an important update regarding the upcoming expansion, Wisdom of Sea and Sky. It has come to our attention that there was a production issue regarding the illustration of Ho-Oh featured in the immersive card artwork for Ho-Oh EX (3-Star) and Lugia EX (3-Star).

“After internal review, we discovered that the card production team provided incorrect materials as official documents to the illustrator commissioned to create these cards. As a result, both cards have been replaced with a temporary placeholder that the team is actively working to replace with new artwork as soon as it’s ready.

“We are also conducting a broader investigation to ensure no similar issues exist elsewhere in the game.”

Currently, obtaining the card shows an empty card design with awkward-looking “New Art Coming Soon” text — and then a black screen in place of the card’s immersive artwork. It doesn’t look great.

Yesterday’s controversy, which came after the Wisdom of Sea and Sky’s card designs were datamined and examined online, sparked a wider discussion over the Pokémon’s legal terms for fanart — which appear to suggest the company could, if it wanted, do whatever it liked with fan-made designs.

Today’s action strongly suggests that while The Pokémon Company may legally be able to argue it can use fan designs, it in practice does not want to typically do so, or leave fans thinking it now sees fanart as fair game for its commercial use.

“To all our players who have been looking forward to this expansion, and to the talented illustrators who bring the Pokémon world to life, we deeply apologize for any inconvenience this has caused,” The Pokémon Company continued. “We take this matter very seriously and are committed to strengthening our quality control processes to prevent this from happening again.

“Thank you for your understanding, patience, and continued support of Pokémon Trading Card Game Pocket. We remain dedicated to delivering an experience that you can enjoy.”

Speaking to IGN yesterday, video game industry legal expert Richard Hoeg, host of the Virtual Legality podcast, said The Pokémon Company’s legal terms on fan art act as an acknowledgement that fans will create their own Pokémon art — but that ultimately, from a legal standpoint, any publicly-shared designs fall under the ownership of The Pokémon Company.

“It effectively says ‘Look, we (TPC/Nintendo) are legally still the only ones allowed to make derivative works (fan art included), but we all know you’re going to do it,” Hoeg said of the terms, “so if you do, on the off-chance it’s special, we can use it without otherwise paying you (since it was ours to begin with)’.”

Today’s statement, however, suggests Pokémon TCG Pocket will not be featuring any more fan art anytime soon.

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

Wildgate Review

It only took one match of Wildgate to see the potential in its spacefaring PvPvE mayhem. The intensely cooperative chaos of managing a spacecraft, delving into PvE dungeons for loot, and fending off rival crews makes for complex and exciting contests of teamwork and communication. After dozens of matches and more than 20 hours of playtime, though, it’s also become clear that there’s plenty of room left to build on that compelling concept. There are only a small number of characters, ships, and weapons to bring into battle, and once you’ve trekked across a few matches worth of dungeons, you’ll likely have seen all the different enemies to fight and areas to explore, which limits the longevity of these cosmic bouts. But when a good crew comes together, Wildgate’s simple but solid gunplay and multifaceted ship-to-ship combat gives Sea of Thieves a run for its money.

Wildgate is a unique multiplayer shooter that sends five teams of four players out into the most dangerous section of the galaxy, called the Reach, to battle it out for loot and glory. Their ultimate goal is to find the all-important Artifact hidden somewhere in space and escape with it out of the Wildgate, but since there’s the little issue of only being one to go around, a clash of crews in tumultuous FPS combat is all but inevitable. To improve your chances of survival (and search for the Artifact along the way), you’ll want to hurriedly touch down on various asteroids and planetoids to enter as many of the small PvE dungeons as possible, killing enemies and solving simple puzzles to claim whatever loot they’re hiding.

Upgrading your spacecraft with better shields, weapons, defensive measures, and stat improvements (like improved turning speed) can make all the difference when an enemy vessel nears and all hell breaks loose, which make for Wildgate’s tensest moments. I especially enjoy picking my favorite cannons for my ship, as there are some really neat options, like the sniper cannon that can cause a whole lot of trouble for enemies even when they’re far away, or the bomb cannon that attaches bombs to whatever they hit and can be exploded when shot by another cannon. If you’re able to find and escape with the Artifact, or simply murder all the enemy crews before they’re able to extract it themselves, then victory is yours – and in matches that can run over 40 minutes each, the taste of triumph is one of the sweetest there is.

Unfortunately, the level of coordination required doesn’t always lead to great outcomes when matchmaking with random crewmates, where silent players or, worse yet, insanely toxic personalities can make for a bad time. I found the vast majority of my matchmade experiences resulted in catastrophically bad showcasings of Wildgate’s potential, as you really need a full team communicating and firing on all cylinders to have any hope of beating your opponents. But when I got lucky with matchmade teams or brought my own friends to the party, working together to take down dungeons and outplay rival squads made for some incredibly memorable matches.

As with a lot of Wildgate, the biggest issue is simply a scarcity of options.

There’s no story to be found in Wildgate, or at least not one outside of little snippets you can read from a menu between matches, but the world definitely has a distinct and endearing personality to it. That could be in the baddies like raiders and alien life forms who look like booger people, or the playable characters, called Prospectors, who span from a big dog-looking alien to an aquatic creature in a mecha fishbowl. Each Prospector has their own interesting set of traits and abilities they can use to contribute to the team’s success (or demise). A four-armed alien named Ion, for example, can use his brawn to damage the hulls of ships just by smacking them with his fists, while Venture the robot serves as a great starter character since they don’t require oxygen to survive, regenerate health faster, and get warned when enemies are behind them.

I had a lot of fun trying each one out to see which suits my playstyle, with my favorite being Sal, an aquatic engineer who is an expert at healing the ship and can turn unwanted loot into useful items by rerolling it – a frankly overpowered ability in a game where your luck with loot drops is often the difference between life and death. There seems to be a little bit of imbalance with the characters in that regard, as Prospectors like Kae, whose teleport and telekinesis abilities makes her amazing at boarding ships without notice, even stealing items off their hull without ever entering the vessel, can seem quite busted at times. On the other hand, characters like Adrian, who can mostly just move through space extremely quickly, feel woefully underpowered by comparison. And, as is the case with lots of stuff in Wildgate, the biggest issue is simply a scarcity of options, because it doesn’t take long to unlock all seven Prospectors and decide on the winners. Seeing the same handful of familiar characters aboard each ship just feels a bit underwhelming in what’s supposed to be a galaxy of possibilities.

There are also several ships to unlock, each with their own strengths and weaknesses. Your starter ship, the Hunter, is reliable all around, with three front-facing cannons and increased speed when you elect to drop your shields that make it well-suited for getting in and out of skirmishes quickly, but the other three are more interesting in their tradeoffs. My favorite, The Bastion, has a special feature that makes it much more difficult to board by rival players, with doors that lock down tight (if your knucklehead teammates remember to close them) and the ability to detect intruders by default – plus it has more health and defensive capabilities than other ships to offset its modest cannons and speed. This allowed me to play it slow in matches, building up defenses and resources while outlasting my opponents like a balled up hedgehog waiting to prick would-be predators.

There’s also the Privateer, a warship with eight cannon slots that fire faster and do more damage than other ships, which all but mandates an extremely aggressive playstyle that either proved immediately effective or resulted in the shortest matches imaginable. Finally, there’s the Scout: a tiny little ship with low health and offense that’s more than made whole by insane maneuverability and speed, and which I must admit that I won the most matches with just because being able to more easily find or steal the artifact, then outrun my opponents for a quick extraction, is pretty hard to beat. Unfortunately, these were also some of the less interesting games I played since ship-to-ship combat is so much fun and it’s tough to set that aside in the name of victory.

There are few better feelings than killing an enemy with a regular ol’ rock. 

When fighting on foot, you’ll use a small handful of weapons and gadgets to ward off NPC monsters, and occasionally other players when boarding or being boarded by the enemy. With only nine weapons currently available, there’s not a lot of different playstyles to choose from. That’s especially true when some options like the Sidelong launcher, a weird, horizontally-firing blaster that pierces through the environment, didn’t really connect with me and gathered dust on the shelf, making my viable pool of options that much smaller. Still, there are a few that stole my heart, like the goo-firing gatling gun or the powerful anti-ship rocket launcher that lets you tear through enemy vessels without needing to be mounted on a turret. You’ll also pick two gadgets to keep in your toolbelt, which allow you to do things like toss a drill onto the side of a ship to damage it over time, or a tool that automatically reloads all your weapons whenever you teleport back to your ship. My personal favorite is the rock, which is, well, a rock. You throw it at people and it does enormous damage – I just really appreciate that they could have made it a throwing dagger, but they chose the funniest possible option instead. There are few better feelings than bringing down a rampaging enemy who is carrying a massive weapon with a regular ol’ rock.

Although matches can be a ton of fun and you can definitely develop a “just one more match” mindset early on, with only one game mode and such limited character and ship options, it all feels a tad thin at the moment. Wildgate could have some real legs with regular content updates, and it’s nice that developer Moonshot Games has already put out a roadmap that promises three new characters or ships per year, because what’s here at the moment feels like just a taste of what will hopefully be a game with a lot more variety down the road. I’m not quite sure that update cadence will be fast enough to sustain my short attention span, but it’s at least a good sign there’s a plan in place that has the potential to keep me coming back to this weird galaxy. There’s still a ton of fun to be found in getting better at winning, and knowing what I know now about the types of dungeons to be found and loot to be claimed has made me a lot more strategic with how I play, but I stopped being surprised by things I saw out in the Reach pretty quickly.

One thing that does help keep games fresh is the fact that there are randomly generated modifiers injected into each match that require you to adapt if you want a chance at winning. One game might feature energy-devouring leeches floating out in the void that attach to your ship as you go and need to be shot off, while another might be filled with an abundance of asteroids that make traveling especially dangerous, or a cosmic storm that sweeps through large swathes of the map and will destroy your ship unless you’re able to loot a special shield to defend against it. These are a really clever way to make every match not feel like a carbon copy of the last, but once again, there just aren’t that many of them yet, and I started seeing repeat modifiers in pretty short order – definitely one of the areas where a bit more variety would go quite a long way, especially if they have live events that impact the world in some way to shake things up.

Where Winds Meet: Our Thoughts After 3 Hours in its Wuxia World

Last weekend, a global beta test began for Where Winds Meet, the open-world game published by NetEase that is already available in China. This free-to-play game takes place around the year 1000 between the great Tang and Song dynasties during what’s known as the Five Dynasties and Ten Kingdoms period. In it, players take the role of a lone wandering hero during this time of upheaval where one’s own strength matters more than the rules of society. IGN readers may not be too familiar with the Five Dynasties and Ten Kingdoms period, but don’t worry – the same even seems to apply to players in China.

We know that the game takes some influence from Ghost of Tsushima and The Legend of Zelda: Breath of the Wild thanks to a past interview with lead designer Chris Lyu, but it can be difficult to imagine exactly what the gameplay will be like. According to Lyu, it is “the world’s first wuxia-themed open-world” game. Once I got my hands on the game, I found Where Winds Meet was indeed a wuxia game through-and-through, with the strength of the concept bringing together a variety of elements seen in games today.

Once you’re finished with character creation and begin playing the game, you’re first met with a graceful man with flowing hair resting in a bamboo grove while holding a baby to his chest, almost like Zhao Yun from the Romance of the Three Kingdoms. Then, another handsome and long-haired man comes to talk to him, and it seems that this man with a baby has betrayed his school. He hops on a white horse then gallops through the bamboo while avoiding his pursuer’s weapons, at times in slow motion. All of these shots are reminiscent of famous scenes from various Chinese movies of the past, making it clear from the start that this game is closely linked to the wuxia tradition.

This game is closely linked to the wuxia tradition.

A sense of “wuxia-ness” oozes out of this game at every turn even after this opening scene ends and you take control of the character you’ve created – whether that’s through its gameplay in general, its systems and graphics, or its dialogue. A few minutes after I started walking freely through its world, I spoke to an old man on the side of the road who asked me to repel a bear who’s been after honey. It seems that the protagonist is able to learn techniques from the movements of the bear, as pressing buttons at the right time according to icons that pop up caused him to learn tai chi from the beast, incredibly enough.

All of this serves as a tutorial for the Mystic Arts that make up part of your arsenal, but more importantly, this process of observing familiar objects and nature to learn abilities and grow stronger gives the player a strong sense of the game’s wuxia flavor. It seems there are other abilities that come from nature, like Lion’s Roar and the venomous Toad Style, so I’m sure there will be many other techniques the protagonist learns from all the creatures of the game’s world. Just as you might expect to be able to use magic to create fire in a game with a fantasy setting, the player in this game’s wuxia world is able to master strange powers of their own. It’s also interesting to note that these abilities can be used outside of combat as well. For example, nearby fish are caught up in tai chi when it’s used by the water’s surface, making for efficient fishing.

One of the most notable things about this thoroughly wuxia game is its inclusion of many elements we’ve come to expect from combat systems and exploration in action games today. For example, pressing the correct button just before an enemy’s attack lands will parry it, creating a back-and-forth tempo during action segments.

While equivalent to the kinds of parry systems that have become a staple in recent action games, this game goes into slow motion when it’s time to parry an enemy attack and displays an icon telling you what button to press (though it is possible to turn this icon off in the options). While similar to Final Fantasy XVI’s Story-Focused mode, these icons deplete an Insight Points meter when they’re displayed and won’t show up if you run out, so you can’t recklessly fend off every single enemy attack.

There are currently seven weapon types that a player can use (with plans to add more). In addition to standard swords and spears, there are also more unusual weapons like umbrellas and folding fans. Each weapon provides for its own unique gameplay, such as the umbrella’s skill that temporarily stuns an enemy, or the fan’s ability to create a zone that heals the player and their allies.

Players can equip both a main weapon and a sub-weapon, each enabling a variety of martial techniques. What techniques are available to you will also change based on the school you study under, with a total of eleven available schools. The game’s combat style changes quite a bit depending on the combination of mystic and martial skills you use, allowing for a wide degree of customization. Between all of the different attacks, the balance between offense and defense enabled by parries, and the overall voracious approach to combat elements, it felt like the game had taken a menu of popular modern features and ordered one of everything.

The bow and arrow is treated differently whether it’s being used as a main or a sub-weapon, capable of attacking enemies from afar while also solving puzzles by burning through vines to open up pathways. The way it’s positioned shows the influence of another game that was previously mentioned, The Legend of Zelda: Breath of the Wild.

It sounds like upwards of a thousand NPCs have reputation levels, allowing you to befriend them on an individual basis.

The game’s core of open world exploration and progression has also been extravagantly created. During the preview, I was able to visit Kaifeng, one of China’s eight ancient capitals located in Heinan province that flourished at the time as one of the world’s largest cities. Despite the war-ravaged world, the city in the game was open and lively, with its residents chatting away like it was Cyberpunk 2077 after just a short walk through its streets. It sounds like upwards of a thousand NPCs have reputation levels, allowing you to befriend them on an individual basis.

It’s not hard to imagine how people live in the game’s detailed streets of Kaifeng, apparently recreated by referring to historical remains that still exist today. Walk down the big street that cuts through it all and eventually you’ll find a large arching bridge. A beautiful palace with towering defenses awaits you on the other side, making it clear just how prosperous this Chinese capital was at the time. From there the player will be able to dig into the secrets around their own birth as a wandering hero.

After only about three hours of gameplay, I could tell that Where Winds Meet is packed full of elements that players have experienced before in open-world games. But what shocked me most of all is that while you could call this a mishmash of features, the key concept of wuxia along with the way those elements are presented worked to bring all of them together in a natural way. Perhaps you could say that what best defines Where Winds Meet is this coexistence of the past decade of what has made open-world and action games fun alongside its Chinese creators’ love for the genre of wuxia.

The Biggest Magic: The Gathering Crashers and Climbers This Week – July 29

The Magic: The Gathering Final Fantasy Universes Beyond set is drawing to a close (at least until Spider-Man’s arrival), with Edge of Eternities debuting in just a few days.

The new sci-fi set will take us to space, and there are new synergies emerging already. This week’s movers and shakers include cards with spaceships and aliens in mind, thanks to data from TCGPlayer.

Climbers: Return of The Gaffer

Players have already spotted a lot of potential in The Gaffer, a three-cost white card who turns lifegain into card advantage.

This card from The Lord of the Rings is seeing a climb ahead of Edge of Eternities, reaching $9 and up, thanks to synergies with Ragost, Deft Gastronaut. It was just $2 not long ago.

Next up, we mentioned Thrumming Hivepool last week, and Hatchery Sliver is another shoo-in for Sliver decks with Edge of Eternities. It’s slithered its way to over $10 pretty quickly.

Sticking with Slivers, The First Sliver from Modern Horizons saw a steep drop but has now started to pick up. Giving your Sliver spells Cascade, and offering a 7/7 body in its own right, it’s likely to be a nuisance to play against, and it’s now $30.

The last Edge of Eternities synergy this week is Sylvan Safekeeper, which plays on the land sacrificing theme of the World Shaper Commander precon. It’s up to $8 and climbing.

Finally, it wouldn’t be a Crashers and Climbers without something to do with the Tidus deck, and this week it’s Wave Goodbye, which sends a board’s worth of cards back to an owner’s hand if their cards don’t have a counter on them.

Crashers: Big Beasts and Baddies

This week’s crashers are well worth a look for just about anyone. First up, Summon: Primal Odin from Final Fantasy is now under $2. Given you can manipulate his lore counters with the right setup, you can keep Zantetsuken primed to deal game-ending damage to players.

One more Final Fantasy one, and it’s Ultima, Origin of Oblivion. This 4/4 could be an ideal inclusion in colorless decks since it gets you double colorless mana, but it also ‘blights’ an opponent’s land. It’s just a dollar.

Next up, we switch our focus to Dragons. Tarkir: Dragonstorm remains one of my favorite sets of this year, and Betor, Kin to All was arguably a better inclusion in the Abzan Armor deck than Betor, Ancestor’s Voice. Now you can right that wrong for under $4.

Sticking with alternative versions of Commanders from the set’s precons, Ureni, the Song Unending is down to under $3 and could be devastating if you can pull enough lands before introducing it.

Finally, Craterhoof Behemoth’s Showcase Halo Foil version is one of the priciest cards in the set, but you can get this big bad beast for around $12-$15 in its standard printing.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Donkey Kong Bananza Interactive Maps Are Now Available

IGN’s Donkey Kong Bananza maps are here! Our interactive maps track essential locations across the game’s various layers, including Lagoon Layer, Hilltop Layer, The Divide, and more. If you’re looking for collectibles, such as Banandium Gems and Fossils, or simply want to see all the Challenge locations, you’re in the right place.

Donkey Kong Bananza Interactive Maps

Click on a link below to go to that specific Donkey Kong Bananza interactive map:

The available map filters for our DK Bananza interactive maps include:

  • Locations, including Checkpoints, Transitions, and Shops.
  • Collectibles, such as Banandium Gems, Cranky Kong, Clothing, and Fossils.
  • Challenges, including Battles, Shifty Smashes, and Courses.
  • Other miscellaneous map markers.

Donkey Kong Bananza Guides

While you’re adventuring through the various layers in DK Bananza, make sure to head over to IGN’s Donkey Kong Bananza wiki. We have a whole host of guides to assist you, including:

Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she’s not working, you can find her playing an RPG or cuddling her corgi.

Grounded 2 Early Access Review

Obsidian recently made a lot of hay out of how it’s a studio that’s best known for sequels, and with Grounded 2’s early access version already shaping up to be one of the best survival games I’ve ever played, the marketing team should have plenty of fodder for that bit for years to come. This miniaturized survival game isn’t even half complete, with only one act (which took me around 25 hours to beat), just a handful of regions, and plenty of technical issues to iron out, but it already eclipses the already stellar original in practically every way. Stomping through the park atop an ant or spider simultaneously makes travel faster and more interesting while also solving my long-standing inventory gripes with Grounded 1 by letting you offload your loot to a multi-legged backpack; the RPG mechanics of building into specific specializations like warrior and mage have been seriously leveled up and streamlined; and the story, characters, and pacing are a massive step up compared to its predecessor.

If you missed the first one (and you really shouldn’t have), part of what makes both of these games special is their premise, which realizes a dream that pretty much everybody had as a kid: they’re survival RPGs where you and up to three friends play as a group of teens who have been shrunken down to the size of ants and are made to brave a miniature suburban wilderness, Honey, I Shrunk the Kids-style. You and up to three friends will battle bugs, build bases out of grass and pebbles, face off against an evil corporation obsessed with shrinking kids for some reason, and get lost in a world that feels magical and epic despite taking place in the most mundane places ever, like the inside of a trash can.

Where the original’s excellent story was the best-kept secret in gaming (mostly due to the fact that story bits were separated by dozens of hours of survival gameplay) the sequel keeps its goofy characters and hilarious dialogue front and center. In true Obsidian fashion, this is one of the most laugh-out-loud-funny games I’ve played in a while; each of the four returning protagonists is way too comfortable with the idea of being shrunken this time and are bursting with smarmy one-liners, and your main “ally” and guide, Sloane Beaumont, gives one of my favorite performances with her vaguely evil stepmother routine that never failed to put a smile on my face.

In true Obsidian fashion, this is one of the most laugh-out-loud-funny games I’ve played in a while.

Moving from a backyard to a park allows for some interesting new areas, my favorite of which is an overturned ice cream cart that has transformed the entire region into a frigid wasteland where unprepared travelers will freeze in their tracks. There’s also a giant statue that acts like a foreboding tower which demands to be scaled, and a garden of cobblestone steps that serves as a vast labyrinth. Beyond these examples, though, there are currently too few areas that feel special and unique – you’ll also find a big bush filled with branches to navigate, a fallen grill that serves as a volcanic area, and a picnic table, but all of those ideas are taken straight from the previous game’s backyard setting and don’t mix things up too much. The first Grounded also has a neat koi pond water area, a bug-bombed zone filled with poison, and a desert-like sandbox, but this new map doesn’t currently have that same level of variety yet. Of course, many of those were added during Grounded 1’s own early access development period, and there are still massive parts of the park currently roped off – so assuming something doesn’t go terribly wrong (and in this day and age, that’s not necessarily a guarantee), it’s reasonable to assume that Obsidian has some big ideas to roll out before 1.0.

A lot of the fundamentals from the first Grounded have returned, including enemies like red ants and orb weavers, weapons like the life-draining mosquito needle rapier, and mechanics like the mutation system and weapon upgrades that will all feel pretty familiar as of now. But Grounded 2 also doesn’t shy away from trying new things and making important improvements, like how you no longer need to carry around a shovel, ax, and hammer since it’s all been replaced with a much better omni-tool that you always have on hand and doesn’t require repairing. That’s just handy!

One massive change is the fact that you can now build into specific classes, like rogue or mage, with armor and weapons available to support different playstyles. This was already sort of an unofficial thing in the original, but now you get equipment specially designed with certain functions in mind and stat bonuses to go with them, which is really freakin’ cool. Getting to choose between turning my nerdy teen into a fast-moving rogue with a deadly dagger or a lumbering brute with a two-handed weapon and ladybug shell armor was exactly the kind of thing I didn’t know was missing, and it absolutely rules.

Grounded 2 doesn’t shy away from trying new things and making important improvements.

The biggest addition, though, is that you can now hatch and domesticate insects to use as your own personal exo-stallions, which completely changes how you navigate the wilderness. Instead of building ziplines or trekking everywhere on foot, you can now scramble across the entire map in no time at all and even battle mosquitos and beetles from your mounted beastie. Right now there’s only two mounts available, but they’re both absolutely badass gamechangers: a red soldier ant that can carry a ton of materials and chew through obstructions with its powerful mandibles, and a giant orb weaver that can crawl across spiderwebs and scare lesser bugs away with a mighty spider roar. The ability to dash across the map in less than a minute also means that now when a friend finds themselves in a tight spot, you can summon your warbeast and race to their aid, which wasn’t always a real option in the original.

I love what I’ve seen in those areas, but one place I hope Obsidian will eventually show some more love is base building, which is disappointingly similar to the original right now. Its mechanics are still serviceable enough to get the job done, but too often I’m getting the same old error messages that some object I was trying to place was obstructed when there’s no obstruction in sight, and some building surfaces (like pebble foundation) are so uneven that placing items leaves them so hilariously askew that it’s just unacceptably ugly. It seems like one of the least-improved areas in its current state.

Another thing that could use some love is enemy variety, since the vast majority of baddies you’ll find in Grounded 2 are ripped straight from its predecessor, so I already knew all their moves before I set foot in the park. Occasionally I’ve run into some new creatures, like ice-breathing butterflies that fight with the ferocity and tactics of a dragon, or praying mantises that use their razor-sharp claws to slice me to pieces, but more often than not I was killing the same ants, orb weavers, and larvae I’ve already slain thousands of. For that matter, right now Grounded 2 is even missing lots of the enemies found in the original (or, if they are here, I haven’t looked under the right rock yet), like black ox beetles and wasps – but, again, there’s a pretty good chance Obsidian is saving these monsters (or better yet, revised versions of them) for the later areas that aren’t accessible just yet.

As for how it runs, this is a fairly rough one even as early access games go. Especially since the last one still didn’t perform the best even well after it reached its 1.0 version, I wasn’t expecting it to run flawlessly, but even with those expectations set, this was reliably unreliable. After building a good-sized base and chopping down a bunch of grass, I found that the area near my home regularly had serious framerate issues, my game crashed about once every five or so hours, enemies would occasionally get stuck inside objects, and more. “Unfinished game feels unfinished” is hardly a surprise, I know, but this is still enough of an issue that it’s likely to prove a sticking point for those with a low tolerance for the wrong kind of bugs. I tend to have a fairly short fuse when it comes to this stuff, so it’s a testament to how great everything else is that I’m still so high on Grounded 2 after having to put up with all of it.