Star Wars’ Darth Jar Jar Now Available in Fortnite, but Fans Can’t Believe You Must Earn 1 million XP Before You Can Buy Him

Fortnite’s Star Wars season has just dropped its biggest new skin yet from a galaxy far, far away — and stunned fans by locking it behind a 1.28 million XP grind.

Darth Jar Jar became available to buy from Fortnite’s Shop over the weekend, but only after you earn the ability to do so. And even then, after accruing that 1.28 million XP, Darth Jar Jar still costs 1500 V-Bucks (around $13).

Fortnite has locked skins behind an XP requirement before, but only done so once in recent years and not with a skin that had been anticipated as one of the key cosmetic releases of this shortened Star Wars season.

Several weeks in, there’s now less time for players to get the XP needed to nab Darth Jar Jar (Fortnite’s Star Wars season ends on June 7), and anyone who had managed to finish their battle pass already now has a fresh chunk of level grinding to go.

“I was so hyped for this skin and was fine with it being behind a pay wall, after all it is just another skin,” wrote one fan on reddit, in a long thread dedicated to Darth Jar Jar’s release. “But this whole locked behind an XP wall is ridiculous. You want me to earn the right to give you money? I immediately closed the game.”

Another common complaint is the fact that Darth Jar Jar has been released alongside a regular Jar Jar Binks skin, which does not have an XP requirement but still costs a separate 1500 V-Bucks.

Together with the various accessories for both Sith and Gungan variants of this skin, you could choose to pay 6,500 V-Bucks for everything Jar Jar Binks. Which is a lot.

“Regular Jar Jar alone is 20 dollars,” another fan wrote. “If you want both that s**t is 52 entire ass dollars for something that ought to have just been 1 skin with 3 styles.”

Others, meanwhile, have countered to say that Jar Jar is simply a cosmetic option — and there’s no need to buy him at all if you don’t want to. Ignore him, and your Fortnite locker will be as free of the character as George Lucas wanted to be after the backlash to Phantom Menace hit.

“It wasn’t that hard to earn the XP took me around 8/9 hrs,” wrote a third fan. “I had no plans on Saturday. I did it in 3 sittings, but all in one day. I played Rocket Racing and Ranked and did Alignment Challenges to farm as much XP as possible.

“Nothing is making anyone get every item in the Shop you can just pick and choose, and the fact he was just 1500 V-Bucks when Deathstroke was 1,800 V-Bucks I wasn’t bothered at all by the price. I was pissed off at first than I realised after a couple hrs that I had over 300,000 XP already.”

Fortnite’s Star Wars season continues this week with a focus on Mandalorian warriors, and the highly-anticipated release of a new customisable Mandalorian skin in the game’s Shop next.

Epic Games’ battle royale will conclude its time in the Star Wars galaxy with a live narrative event on June 7 — which fans believe will see them boarding the Death Star that has been hovering ominously over the game’s Island since the start of the season.

Earlier this month, Epic Games’ ongoing feud with Apple escalated after Fortnite was “blocked” from returning to the iPhone App Store in the US.

Nintendo Announces Gamescom Return After Skipping Last Year’s Event, Raising Hopes of Switch 2 Game Reveals

Nintendo has confirmed it will return to Gamescom to showcase Switch 2 this year, after skipping 2024’s event.

Gamescom, the biggest games show by attendance in the world, will this year run from August 21 to August 24 at its usual home in Cologne, Germany.

A post by Nintendo on its German-language social media account has confirmed the company will be back on the show floor at the event. But does this mean we’ll get a new Nintendo Direct for Switch 2 at the same time?

Nintendo has not yet said what it plans to showcase at Gamescom 2025, but it’s worth bearing in mind that its two main titles for the Switch 2 launch window — Mario Kart World and Donkey Kong Bananza — will have been out for some time by that point.

What could Nintendo focus on next? Well, Nintendo Switch and Switch 2 shooter Metroid Prime 4: Beyond currently still sits with a vague “2025” launch date, and seems likely to arrive this fall. We may see more of that, and a longer demo than the one previously shown to the public at the Nintendo Switch 2 Tour events made available.

There’s also Pokémon Legends Z-A, another title set to arrive for both Switch and Switch 2, which is down for a “late 2025” launch.

And while Nintendo could sail through the second half of 2025 with those two games, it seems possible the Mario maker may also have something else for this year still tucked up its sleeve.

Last year, Nintendo raised eyebrows by skipping Gamescom’s 2024 event — an ususual move that many saw as indication its aging Switch hardware was running out of steam, and the company did not have much else to show.

Gamescom is one of the key dates on the gaming calendar, with its in-person event regularly attracting more than 300,000 attendees. Online, the show is now accompanied by the Geoff Keighley-fronted Gamescom Opening Night Live, which in 2024 included looks at Borderlands 4, Monster Hunter Wilds and Dune: Awakening.

WizKids Offering Refunds For Baldur’s Gate 3 Minis That ‘Missed the Mark’

Last week, WizKids’ Baldur’s Gate 3 miniatures arrived, and they didn’t exactly garner rave reviews. The public response seems to have been heard, and now WizKids is offering refunds to anyone who feels dissatisfied with their minifig boxes.

“As a company, WizKids seeks to create products that enhance and add to the enjoyment of game play,” the company said in an announcement. “We want our customers to build long-lasting, fond memories around game nights with friends and family using our products.

“Unfortunately, we missed the mark on this goal with the D&D Icons of the Realms: Baldur’s Gate 3 Character Boxed Set. If you purchased this set through our online stores, we will be offering a full refund to those who are unsatisfied with their set.”

WizKids went on to say it’s aware of the reports, and its team is investigating the issues and taking action to both “make this right” and to ensure issues do not pop up again in future products.

The $49.99 pre-painted D&D Icons of the Realms: Baldur’s Gate 3 Character Boxed Set started rolling out to buyers last week, and the results surprised more than a few. Opening the box to strange paint jobs, off details, and a seemingly melting Withers left purchasers feeling frustrated.

WizKids is offering refunds through two options. If you bought the set online, you can contact customerservice@wizkids.com to start a request. If you went through a local retailer, you can return it at the point of purchase for a full refund. The company is also offering a product replacement through its replacement site, where WizKids says it will work to provide a replacement that “meets the standards expected.”

It’s not exactly the happiest ending for those hoping for a nice new set of Baldur’s Gate 3 miniatures, but it’s at least something for those disappointed with the outcome of their box of minis. Hopefully those affected can find some other figure-makers to fill the miniature-shaped hole in their hearts.

Larian just bid farewell to Baldur’s Gate 3 with Patch 8, its final major patch for its 2023 RPG that took the world by storm. The studio’s CEO Swen Vincke has dropped some hints about what’s next for Larian, but aside from it not being Baldur’s Gate nor Dungeons & Dragons, there’s not too much more to go on.

Eric is a freelance writer for IGN.

Magic: The Gathering Final Fantasy Starter Kit and Bundle Preorders Are Back in Stock Today

One of the most exciting trading card crossovers in years is nearly here. Magic: The Gathering Final Fantasy releases on June 13, and the only set still available from major retailers is the Starter Kit, now back in stock and available to preorder at Amazon for just $19.87 (and £15.99 in the UK).

The upcoming set has been steadily building in hype since its announcement, and a new trailer has since kicked the excitement up an extra notch. Walmart also has the Final Fantasy bundle back in stock today for $69.87.

Market Price on the Play Booster Set seems to have surged, as on May 14, 2025, you could pick it up for $164.99 from TCGPlayer; it’s now $185.59, a $20+ spike. Amazon had also restocked at $189, and still managed to promptly sell out as well.

There’s also the nine-booster Final Fantasy bundle (plus bonus cards) that’s shot up to $95 (was $87.99), despite still being available to preorder for $70 at Walmart, alongside single sealed boosters that have risen from $7.99 to $9.54 as well.

So, what is “Market Price”? Those collecting Pokémon TCG will be wildly familiar with the concept, but it’s where retailers will take liberties with the “recommended” part of an MSRP, and list it for what they think folk will pay. Capitalism at its finest, I know, and for Final Fantasy MTG, “Market Price” is currently around $20-40 over MSRP, depending on what you’re buying.

If you can stomach the cost, with the rest of the sets sold out and some singles already going for over $500, you’ll want to lock in your preorders before everything vanishes faster than you can say Chocobo.

Prices in the singles market are looking remarkably high as well, with the borderless version of Cloud, Midgar Mercenary, currently sitting at $147.23, and the Surge Foil version is at an almighty $599, the most expensive of the entire FF set.

If you’ve already preordered, or are just on the hunt for rare singles, there are a few other clear standouts to keep an eye on in the coming weeks.

That includes the gorgeous borderless Kefka, Court Mage card, shown off in the new MTG teaser trailer from PAX East, and featuring longtime Final Fantasy artist, Yoshitaka Amano.

TCG Player is good spot for a wide collection of single cards you can purchase and add to your deck without having to hope for a good pull.

It’s also a good resource for figuring out how much your cards are worth once the new set is out, so if you pull any Surge Foil cards in your booster pack preorders, you might suddenly find yourself with quite the nest egg. But, it’s also worth noting that prices change all the time, so some cards may change in value closer to release.

Other highlights to look out for when opening boosters, or to consider buying standalone, include the Cloud, Ex-Soldier Commander card, which costs $45.99 at the time of writing. That’s not surprising, given how easy it makes it for equipping other creatures you might have in play on the field.

Then there’s also the full-art version of the Yuffie Kisaragi – Yuriko, the Tiger’s Shadow, currently just under $100. That’s due to both the card’s use as a Commander and its rarity, especially in that classic late 90’s FF7 art style.

It’s when you get to some of the special cards where things get extra expensive, though. Alongside that eye watering $599 Cloud card, the borderless version of the Traveling Chocobo card, costs $169.98, while the standard version stands at a cheaper, but still expensive $114.97.

You can also buy the new Traveling Chocobo cards, which even had their own teaser trailer featuring a limited edition Gold Chocobo.

While it can be expensive when seeking out the rarest cards, quite a number of singles at TCG player can also be bought at a low price.

That includes the likes of Sazh’s Chocobo for $1.96, Tonberry for $2.49, the useful Summon: Shiva for $1.56, or even Gladiolus Amicitia for 33 cents.

Moreover, TCG Player is also hosting preorders for select Final Fantasy booster sets, albeit at over MSRP, but at current market price.

But, for those just preordering the Starter Kit today, it is also worth noting that each deck in the set is preconstructed, and doesn’t feature boosters to open (so no surprise $600 cards).

Instead, it includes one traditional foil legendary creature, five brand-new non-foil cards debuting in Magic, and 54 cards from the main set.

The kit also comes with four non-foil double-sided tokens, two MTG Arena code cards (one per deck), and two deck boxes. That’s a lot of value packed into a $20 price tag.

For new Magic: The Gathering players, the Arena code cards are especially useful. You can redeem both decks to play online, giving you a chance to learn the game at your own pace through AI matches or competitive play.

More MTG Preorders and Restocks at Amazon

Looking for more? There’s also plenty of other Magic: The Gathering products to buy now or preorder, such as the highly anticipated Edge of Eternities set.

The rest are a mixed bag, with older products going for an absolute fortune, such as the $749 Theros Beyond Death booster to the pricey Lord of the Rings sample bundles.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

The Last of Us Season 2 Episode 6: TV Show vs Game Comparison

The following article contains spoilers for The Last of Us season 2, episode 6.

Season 2 of The Last of Us has thus far presented events in chronological order, a departure from the game’s frequent dips into non-linearity. That means there are several important flashbacks it has skipped over – fan favourites like Ellie’s birthday at the Wyoming museum and Joel singing Future Days. Thankfully they were not consigned to the cutting room floor: we got a whole bunch of them in episode six, grouped together for an hour-long look at Ellie’s past.

Three key flashback sequences from the original game were adapted for this episode. Here we’ve compared them against the original source material, analysing what’s changed and what’s stayed the same. You can see both versions in the video above, or read on below for our written explanations.

Prologue

Episode six takes us back a few years to one of Ellie’s birthday’s. Now living in Jackson, she’s treated to a birthday cake and a present from Joel: the musical instrument that some folks call a gee-tar.

This is an adaptation of The Last of Us Part 2’s second scene, and so arrives much later in the story than it did in the game. The framing of the scene has been changed significantly, as in the game it was not Ellie’s birthday, rather just a random late night. After having spoken to Tommy about what he did at the end of the first game, Joel visits Ellie to bring her the guitar. The shift in framing means the environment is much darker and more somber in the game, but otherwise the events of this scene are largely identical.

We see Joel play Pearl Jam’s Future Days in both versions of the scene, and both Troy Baker and Pedro Pascal perform the song in a similar fashion. In the show Ellie urges Joel to play, while in the game Joel offers himself. The show’s version of Ellie is more animated as she listens, while the game version is more reserved and stoic. But the differences are minute; this is very clearly the same sequence. Both versions of the song end with Ellie saying “Well, that didn’t suck.”

In the game, Joel then gives Ellie the guitar and promises to teach her how to play. In the game the gift is already made obvious; this is Ellie’s birthday, after all.

The Birthday Gift

Originally taking place at the end of Seattle Day 1 in the game, The Birthday Gift flashback that takes up the middle portion of this episode is a fan favourite. It sees Joel take Ellie to the Wyoming Museum of Science and History for her birthday, where she has a close encounter with a T-Rex and blasts off into outer-space (sort of). Of all the recreated flashbacks in this episode, The Birthday Gift is the most lovingly replicated. This is pretty much a 1:1 clone of what we played in the game. I do wish they’d done the pulling faces in the mirror, though.

The scene begins outside, with Ellie discovering the overgrown Tyrannosaurus rex statue and climbing up onto its head. The dialogue here is nearly line-for-line the same as in the game, and the clothing and backpacks used by both Joel and Ellie are very close matches.

The scene skips slightly ahead of the game to take Joel and Ellie to the museum’s space exhibition, which opens on a perfect recreation of the game’s orrey room. This mechanical model of the solar system functions exactly as it does in the game, with the sun orb lighting up and the planets moving through their orbits when Ellie turns the crank.

Of course, it’s the next room where the important stuff happens. There we find a great recreation of the overgrown rocket shuttle cockpit from the game. Ellie acquires her helmet in a very slightly different fashion – in the game she simply picks it up from a display, where in the show she breaks a glass cabinet to get one – but both versions remark that the helmet smells “like space and dust”.

Inside the shuttle, Joel gives Ellie the tape that contains the lift-off recording. He does so with exactly the same dialogue: “This is something that took a mighty effort to find.” The scene then proceeds into a near identical recreation of the “launch”, with the camera focused on Ellie’s face as the lighting replicates that of a space mission. The only real difference is that where the game’s camera is locked directly on Ellie’s face for the full duration of the sequence, the show sometimes uses a side angle to show the shuttle’s window and the bright light pouring in.

Epilogue

The final sequence of this episode recreates The Last of Us Part 2’s epilogue, and so arrives much earlier in the show than it did in the game. A flashback to the night of Ellie’s kiss with Dina and Joel’s subsequent attack on Seth, this scene sees Joel and Ellie hash out their issues and finally arrive at some kind of resolution. In the game it’s a powerful end point – a reveal that Ellie and Joel didn’t part on a bad note. It’s interesting to see that brought forward to an earlier moment in the story, where it now feels more like season 2’s farewell to Joel.

Despite the relocation, the scene remains largely the same. Ellie arrives at Joel’s porch to find him drinking coffee. The dialogue here is practically identical to the game’s script, with Joel explaining that he’s “a little embarrassed” about what he traded for the coffee. The duo proceed to discuss the same topics as they did in the game; Ellie’s complaints about Joel’s behaviour at the dance, Joel quizzing Ellie on Dina’s intentions. This all leads to the real topic at hand: what Joel did at the end of the first game/season.

While the script is broadly similar for this part of the conversation, the characters are notably more distressed in the show. The game’s tone has always been very subtle, its characters very reserved and stoic. In the show, there’s tears and broken voices from both sides. When Joel explains that, if given the chance, he’d make the same decision again, in the show he expands on those thoughts, saying that Ellie will never understand the way he loves her. He ends by saying he hopes that she’ll do better than he did, should she ever have a child of her own.

Both in the game and show, Ellie concludes their conversation by saying that she can never forgive Joel, but that she would like to try. The scene then cuts to black in the show, but there’s a little extra in the game, as Joel responds that he’d “like that”. It’s a line that actually makes the whole sequence feel a little more uplifting – a hope that things may return to “normal”, or something resembling it.

For more from The Last of Us, check out our spoiler-free season two review and our spoiler-filled review of the sixth episode.

Matt Purslow is IGN’s Senior Features Editor.

Stellar Blade Devs ‘Closely Discussing’ Mysterious PC Region Lock Issue With Sony

After Stellar Blade‘s Steam rollout was mysteriously blocked in countries like Egypt, Vietnam, Estonia, and Cuba, developer Shift Up said it was “closely discussing the region locked issue” with publisher Sony.

While there’s still no formal explanation on why sales have been blocked in over 100 countries around the world, it’s thought the list broadly matches that of places where PlayStation Network is not available — although neither PlayStation nor Shift Up has explicitly confirmed that. Instead, the developer insisted it was “doing our BEST to resolve most of it as soon as possible.”

“PSN connecting [is] entirely optional and NEVER required,” the studio added.

In the same message, Shift Up sought to assuage fears that adding DRM — an additional system to help protect against tampering and piracy — would adversely impact the game’s performance. It comes after players of Resident Evil Village essentially proved that the game’s anti-piracy technology was behind a persistent stuttering issue a couple of years ago.

“As shown in the test chart below, the DRM has been hard tuned to maintain the same average frame rate, with even higher minimum frames in some cases,” the studio explained, adding modding is also “fully supported without any restrictions.”

At the time of writing (Monday, May 19), there has been no further update on the issue.

The PC version of Stellar Blade launches via Steam on June 11 along with a raft of PC-specific features, including AI upscaling via Nvidia DLSS 4 and AMD FSR 3, an unlocked framerate, Japanese and Chinese voiceover, ultrawide display support, higher resolution environment textures, and DualSense support for haptic feedback and trigger effects.

IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”

Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

The Elder Scrolls IV: Oblivion Remastered Achievement Stats Suggest Not Many of You Have Completed the Main Questline — Are You Getting Sidetracked Like Everyone Else?

A month after launch, a small percentage of The Elder Scrolls IV: Oblivion Remastered players have completed the main questline. But for a game like this, that’s not particularly surprising — fans are saying they’re way too busy doing other stuff.

I’m one of those fans! I’ve been playing and enjoying Oblivion Remastered since it shadow-dropped on April 22, and upon leaving the sewers and handing over the Amulet of Kings to Jauffre at Weynon Priory, I’ve done everything BUT the main questline. I’ve joined the Fighters Guild, explored Cyrodiil, and completed loads of side quests. I’ve even tried to brute force my way out of the map, as one player managed to do.

Why? Well, the side quests in Oblivion are brilliant fun (I won’t spoil any story stuff here), but I’m also trying to avoid the main quest (and potentially difficult parts of it like Kvatch) for the time being while keeping leveling up to a minimum.

So, I’ve decided to enjoy Oblivion until I get bored enough to play the game properly. Although there is no properly with a Bethesda game like this one, is there? That’s why they’re brilliant. You do what you want whenever you want, and the game still works.

It seems a lot of other players are doing the same thing. “I’m BUSY doing OTHER STUFF like hunting for SLAUGHTERFISH in Lake Rumare,” the wonderfully named redditor MrCrispyFriedChicken said in response to the percentage completion stats for finishing Oblivion Remastered’s main questline.

“I spend 160 hours in already and Kvatch is still waiting for me,” added Roffear. “I’m one of those weirdos who actually likes the Oblivion gates so I purposefully don’t finish the main quest until I’ve found all 60 gates in my world and closed them,” said Ellert0. “44 hours and an actual in-game year, and I haven’t even been to Weynon Priory,” said PlayaHatinIG-88. “Those poor Kvatch city guards never stood a chance.”

At the time of this article’s publication, a paltry 2.97% had completed Oblivion Remastered’s main questline on Xbox and a slightly better 4.4% had on Steam. Why the difference? I presume that’s because Xbox factors in Game Pass, which will have seen a number of players dip their toe into Oblivion Remastered before bouncing. Steam players are all in, of course, because they actually bought the game outright.

Either way, it’s still a low percentage for Oblivion Remastered, which has so far seen over 4 million players. But in truth most video games have a surprisingly low campaign completion rate, whether it’s an epic, 100-hour open-world fantasy role-playing game like Oblivion Remastered or a five-hour story like Call of Duty. Indeed, a lot of games have a surprisingly low percentage of players who stick around after an hour or so or continue playing after the tutorial. Such is the fickle nature of the gamer.

For Oblivion Remastered, the stats may be skewed further because it’s a remaster of a beloved game many of its players finished back in the day. If you completed Oblivion’s main quest 20 years ago, perhaps you’re less inclined to do it again now, and would rather focus on all the pretty new visuals and upgraded bits and bobs. Or, as one player has done, spend seven hours lining up books to get a Dominoes chain reaction just right.

Thaddeus122 said they were almost 100 hours in and hadn’t even completed three of the main quests. They have, however, completed the Arena and the Mages Guild. And the rest of the time? “Leveling, getting money for homes, closing all the Oblivion gates, the Nirnroot quest, a bunch of little quests. To be fair, also don’t fast travel anywhere.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Best Legend of Zelda Gifts for Fans of the Beloved Video Game Series

It’s never a bad time to get into the Legend of Zelda. Nintendo’s legendary action-adventure franchise has seen over 25 mainline games and a handful of great spinoffs, and if you own a Nintendo Switch and subscribe to their online service, you have access to just about every single Zelda title to date. But the green-clad Hero of Time transcends just video games, so we’ve put together a gift guide for that special Zelda fan in your life. From the video games and controllers, books to apparel, and even an amazing LEGO Deku Tree set, there’s quite literally something for both new and old Legend of Zelda fans alike.

Legend of Zelda Video Games

With the Nintendo Switch 2 just around the corner and both Breath of the Wild and Tears of the Kingdom receiving performance upgrades, you can still pick up two of the best games the system still has to offer. And if you’re waiting a bit to pick up the Switch 2, there are still plenty of other Legend of Zelda games to keep you occupied. Skyward Sword HD and the Link’s Awakening remake are the best ways to revisit these older titles, while Echoes of Wisdom finally allows players to take control of Zelda. The first two Hyrule Warriors titles are incredibly fun action games, so be sure to check them out before Hyrule Warriors: Age of Imprisonment releases on Nintendo Switch 2.

Legend of Zelda Controllers and Accessories

Now what if you already have all these Legend of Zelda games, what are you supposed to play them with to show your support of the franchise? Luckily there are tons of great Zelda-themed controllers and accessories to deck your system out with. From official Zelda Joy-Con (I have Skyward Sword HD set, they look incredible!) and pro controllers to third-party Nintendo Switch dock covers, you’ll be sprucing up your game room setup in no time.

For more things like this without the Zelda theme, you can check out our guide to the best Switch accessories.

Legend of Zelda Encyclopedias

Legend of Zelda Manga

There are an impressive amount of Legend of Zelda manga and encyclopedias that look great a shelf or coffee table. We put together a breakdown of all the Zelda books you should know about, like the wide breadth of manga covering the games from the Legend of Zelda: A Link to the Past and even both Oracles of Ages and Oracle of Seasons. The encyclopedias are great collectibles for any Zelda fan, as they offer closer looks at the lore and history of Hyrule, complete with old concept art and sketches.

Legend of Zelda Puzzles, Cards, and Board Games

There are tons of great jigsaw puzzles for adults, and the Legend of Zelda-themed puzzles are among our favorite. The 1.000-piece Hyrule map puzzle would look right at home framed over a fireplace once complete. You can also find a handful of classic board games with a Legend of Zelda skin, such as the Monopoly Legend of Zelda Collector’s Edition or Legend of Zelda Uno. Also, be sure to have a look at the official Zelda playing cards (these are Japanese imports only!).

LEGO Great Deku Tree Set

Other Nintendo properties, like Super Mario and Animal Crossing, are no strangers to getting the LEGO treatment, and the massive Great Deku Tree set is one of the best LEGO has to offer. The over 2,500-piece set has a 2-in-1 modular function, allowing you to build either the Breath of the Wild or Ocarina of Time Great Deku Trees. It comes with four minifigures: Princess Zelda and three different versions of Link – Breath of the Wild’s Link and both young and adult Link from Ocarina of Time. It also comes with detailed Master Sword and Hylian Shield pieces and a buildable Hestu figure.

Legend of Zelda Amiibo and Action Figures

There are dozens upon dozens of available Nintendo Amiibo figures, and the Legend of Zelda characters make up a healthy chunk of them. You can scan these figures on your Nintendo Switch system to unlock different features in various Nintendo Games. Check out our breakdown of every Legend of Zelda Amiibo. You can also grab a couple of Legend of Zelda action figures from the IGN store, like super detailed Zelda and Ganondorf Figma action figures from Tears of the Kingdom.

Legend of Zelda Apparel

Also available on the IGN store are tons a great Legend of Zelda apparel items. T-shirts, hoodies, and crew necks all with sweet Legend of Zelda designs are available in various sizes. The designs vary from retro pixel art to stylized images of classic scenes from throughout the series’ entire history. I’m a big fan fan of the Wind Waker stained glass crew neck, myself.

Legend of Zelda Replica Weapons, Drinkware, Vinyl Records

Everything listed here is just scratching the surface of the awesome collectibles and items you can get with a Legend of Zelda theme tacked onto it. On the IGN store, you can pick up a replica Master Sword and Hylian Shield, great for future cosplays or game room displays. I highly recommend the 2LP vinyl record set from iam8bit which include a collection of the some of the series’ best tracks. On Amazon, you can find an array of Zelda memorobilia like mugs, thermoses, and coasters. You can even buy a working ceramic ocarina!

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

Every Doom Game Ranked

Doom. Four letters, two gunbarrels, one space marine and boatloads of demon guts is all it takes to change the face of gaming forever.

Id Software’s seminal series is ground zero for first-person shooters, PC gaming, online multiplayer, community modding, speedrunning, and so, so much more.

Video games are still living in the shadow of this infernal masterpiece three-decades later. The FPS genre has evolved a lot since the days they were called “Doom-likes,” and so has the series itself– with varying degrees of success.

How does your favorite title rank among the seven (or so) main entries in the franchise? Which Doom games cover themselves in guts and glory, and which are cursed to wallow knee-deep in the unalived? We promise not to be too rough as we rip and tear through the series to bring you every Doom: Ranked.

7. Doom 3

2004’s Doom 3 is the end result of an ultimatum John Carmack issued to the rest of Id, and it kind of feels that way.

Carmack was dead-set on making a next-generation remake of Doom to showcase the impressive new light and shadow capabilities of the IdTech 4 engine. Doom co-creator John Romero was long gone at this point, and the remaining Id OGs were staunchly opposed to what they saw as a retread– a tech demo in search of a purpose. Carmack very publicly overruled them, and thus we have Doom 3.

To their credit, Carmack and crew made some big changes in pursuit of modernizing the series. Doom 3 is a slower, more story-driven affair than the first two games. There are voiced NPCs and lore-filled terminals that you interact with in a super clever way. Its jumpscares and “monster closets” instill a sense of anxious survival horror, a sharp contrast to the run-and-gun arcade frenzy of classic Doom.

It’s a valiant effort to bring Doom to a new generation of gamer culture. The problem is that this generation was extremely ugly.

The graphics tech itself is awesome. The projectiles and explosions almost make the game’s dull metal hallways interesting, but Id’s decision to showcase the game’s lighting engine is the game’s fatal flaw. You can’t see anything. Intentionally. The game is tuned to be super dark until you switch to your flashlight, which you cannot use at the same time as your weapon.

This was largely met with derision from fans, but the combat is actually tuned around it– juggling between seeing your enemy and shooting it creates a huge amount of drama and tension. It’s actually kind of cool, just not that fun. A popular “duct tape” mod addressed this, as did Doom 3’s “BFG Edition” remaster, but it somehow makes things worse. Having your light and your gun trivializes the entire combat loop. It’s the worst of both worlds.

The new demon designs are sapped of color and charm, turning iconic abominations into run-of-the-mill Umbrella B.O.W.s. It’s impossible to envision them as anything but their counterparts in the 2005 movie. The aesthetic is very of its era and just all wrong for Doom.

Doom is a heavy metal mural airbrushed on the side of a speeding van. Doom 3 is the embodiment of nu metal butt rock– more Mudvayne than Metallica. Decent for what it is, but it would take 12 years more before the series got a refresh with some actual rizz.

6. Doom 64

Some fans insist that Doom 64 is the true sequel to Doom 1 and 2. Id closely supervised Midway Games’ development of the N64 exclusive, resulting in an interesting but ultimately inconsequential side entry in the series– A Doom gaiden.

The game still utilizes sprites, but instead of digitized photos of hand-sculpted maquettes, Doom 64’s demons are pre-rendered with the same SGI tech as Donkey Kong Country. The enemy designs are slightly more subdued, but nowhere near the grey blobs of Doom 3, and they’re a higher resolution than the vintage bestiary.

Doom 64 isn’t hurt too much by its titular console’s limitations, but there are fewer enemies thanks to small cartridge sizes, and the reduced animation frames on the shotguns really robs them of their kick. Worst of all, Midway couldn’t get multiplayer working, despite four-player, split-screen Doom deathmatches being a perfect fit for the system that gave us Goldeneye.

Still, on the whole the game looks great. Doom 64 has a uniquely bleak, gothic vibe, with a gorgeous colored lighting system that’s impressively sophisticated for the era.

Instead of MIDI speed metal, the soundtrack is a dark ambient drone. There’s no HUD, no grimacing Doomguy face, only subtle numbers and letters rendered in bleary N64 textures. The gameplay is largely the same, though a new scripted events system creates neat opportunities for map design.

Doom 64 seems like the game Carmack’s co-owners were afraid Id was going to make: More Doom, slightly different. It’s just not different enough to warrant a higher place on the list. Doom 64 is a fun, fascinating, evolutionary dead end.

That brings us to another followup that doesn’t reinvent the wheel:

5. Doom II

Today’s fans demand big changes to make a sequel worthwhile, but in the olden days folks were perfectly happy with an iterative successor like Doom II.

32 new levels designed in-house by Id, a bunch of new enemies, and just one new weapon was more than enough to make Doom II the highest-selling software program of 1994.

Doom II is Doom refined. Old monsters are reconfigured in clever ways while fresh faces like the Revenant and Arch-Vile add more complexity to demon distribution. Your arsenal has only one addition, but it’s a weapon that would come to define Doom: the Super Shotgun.

So, with all this great new stuff, shouldn’t Doom II be a straight upgrade to the original? It almost is, but Doom II’s map design just doesn’t hit the same.

Maybe it’s the amount of larger, more open levels compared to the disciplined precision of the original’s holy spaces. Doom II was billed as “Hell on Earth,” but the aging tech couldn’t really produce convincing Suburbs or Downtown the same way Duke Nukem’s Build Engine would a couple of years later.

It’s also possible that John Romero was checked out. On the verge of leaving the company after clashing over Quake, Romero contributed fewer and less-interesting maps to Doom II compared to his ten definitive levels from the first game, which may be why Id programmers snuck their co-founder’s disembodied head inside the final boss.

Doom II feels like less of a journey than Doom. As shareware, the first game was divided into three (later four) clear episodes, with interstitial map screens between levels tracing your path of destruction across the moons of Mars until thy flesh is consumed by Hell itself.

As a boxed game from the get go, Doom II is presented as a barely-connected 32-level megawad. The game supposedly depicts a full-on demon invasion of Earth, but this is mostly conveyed through three different skyboxes.

Map duties were largely handled by designers American McGee, of later Alice fame, and Sandy Peterson, who really shines with unique gimmick levels like Tricks & Traps and the infamous Barrels o’ Fun. Doom II has some great maps and lots of innovative twists on the formula, but on the whole it’s a less cohesive and satisfying package than the first game.

At the time, map quality didn’t matter quite as much. Fans had already been sharing their own custom levels en masse, passed around as .wad files via floppy disks and 28-kilobaud modems. Doom II is almost more notable as a platform than as a standalone title. It gave modders and wadders a chance to shine and even go legit.

A group called TeamTNT created two megawads that impressed Id so much they bought the rights and slapped them together for retail as “Final Doom.” Today, these maps and others have been fully incorporated into the canon by modern releases of Doom II. It makes the game a more comprehensive product, but that’s not enough to elevate it above our next, and most recent entry:

4. Doom: The Dark Ages

The Dark Ages couldn’t be more different than Doom II. A sequel that refuses to offer more of the same, The Dark Ages takes a sharp turn away from the neon frenzy of Doom Eternal into a grim and gothic new setting, with drastically altered gameplay to match.

If Eternal is Doom meets Devil May Cry, The Dark Ages is Doom Souls. The gameplay isn’t slow, like some of the trailers would have you believe, but it is deliberate, and the player’s individual actions have more consequences.

Stand and fight is more than just a marketing slogan, it’s the only way you’re going to take down some bosses and badder enemies. Melee combat means getting up close and personal with monsters, trading mace blows and shotgun blasts in a boxing match from hell.

Gone is Eternal’s verticality, deliberately downplayed in homage to the original Doom’s lack of a jump button. Projectiles move more slowly, choking the battlefield with patterns that evoke bullet-hell shmups and Serious Sam. Glory kills are a shadow of their former, well, glory, taking a backseat to the new rhythms of The Dark Ages’ combat.

The most impactful addition to the Doom formula is the parry mechanism that allows the player to deflect green attacks with the integral new shield saw. It’s the backbone around which the game is designed and it’s not going to click with everybody, but

The Dark Ages brings a few firsts to the franchise, like friendly NPCs fighting alongside the Slayer and difficulty sliders to make the series more accessible. It’s also the first game since Doom 64 to lack any kind of multiplayer.

The Slayer trilogy’s online components have been a noble but largely perfunctory effort. Id decided to ditch it entirely and focus on making the most compelling campaign they could, exchanging multiplayer and snapmap for dragon riding and giant mechs. It’s bummer to see the IP that literally invented deathmatch drift away from multiplayer entirely, but frankly a lot of fans aren’t going to miss it.

You have to give modern Id credit: they just will not make the same game twice. Will The Dark Ages become the new way forward for the franchise or merely an interesting diversion like the aforementioned Doom 64? Only time will tell if it has the same staying power as our next entry,

3. Doom: Eternal

Doom: Eternal is a Doom game’s Doom game. It’s everything a fan of Doom 2016 would expect from a sequel, and while the vibe is different from its predecessor, the whole experience feels more vibrant and alive.

The Doom franchise isn’t exactly known for its awe-inspiring vistas and diverse biomes, but Eternal impressively mixes snow levels and baroque ivory fortresses in with the usual techbases and fleshy hellscapes. We’re not used to seeing this kind of environmental variety in Doom, and it’s a refreshing change of pace.

The monsters have shed the last remnants of their realistic Doom 3 designs and embraced their inner iconography. Cacodemons bleed blue again, the Imps have all their spikes back, and the former humans have once again embraced the crew cut. If Illumination ever made an animated Doom movie, this is what the monsters would look like.

In line with the more expressive demons, Doom: Eternal embraces its inherent arcadeiness. The Doomslayer now has extra lives, which he secures from glowing in-world pickups that literally say “1UP.” Weapons and items now float off the ground and spin around, easier to spot and snag as you double jump across implausible arenas with not one but two airdashes.

Doom: Eternal is unrepentantly a video game, designed for maximum readability and playability. It’s worth noting that the game’s technical performance is impeccable, offering smooth frame rates across a variety of hardware that would make its famously compatible ancestor proud.

When it comes to combat, Doom: Eternal asks a lot more of you than 2016. Ammo is much more scarce, forcing you to juggle through most of your weapons in nearly every fight. Choosing the right gun for the right enemy and exploiting their weak spots is essential, though some fans argue that the Marauders, dark Doomguy counterparts with a limited vulnerability window, are a bridge too far for the power fantasy.

Doom: Eternal’s biggest flaw is that it’s doing too much. The Doomslayer has new guns and enemies to deal with, a meathook to yank yourself across the battlefield, and a shoulder cannon with grenades and bombs and fire belches that are crucial for survival– on top of an avalanche of additional collectibles, resources, and upgrade trees

Even the Doomguy himself has gotten a little too big for his armored green britches, having somehow come into possession of a massive outer space fortress between games, a vast hub to explore that has plenty of great easter eggs and secrets but also a lot of locked doors and samey-looking hallways to get lost in.

Speaking of getting lost, Doom: Eternal suffers under a sheer mountain of lore. Endless paragraphs of indecipherable sci-fi fantasy with more proper nouns than a phone book are at your bloody fingertips. To some, it’s a welcome addition that makes the series that much more rich. For others, it’s an albatross around the neck of Doom’s action-first ethos: start shooting as soon as the screen melts.

It’s an excellent sequel, superior to its predecessor in many ways, but as a total package, it falls just short of

2. Doom (2016)

Doom 2016 is the platonic ideal of Doom.

It marries the kinetic and aesthetic purity of the original with a winking, self-aware tone that evokes not just the first game’s “Hurt Me Plenty” attitude but society’s perception of the series.

This is the Doom we envisioned in our adolescent brains. It’s the Doom of the infamous ‘90s comic, the ultraviolent nightmare that Jack Thompson and Joe Lieberman warned us about– and it is glorious. But Doom 2016 almost didn’t happen.

The game was originally conceived as “Doom 4,” designed around a dull-looking modern-day demon invasion that incorporated some of the worst excesses of 7th-gen shooter design.

Scripted setpieces, cover-based firefights, and health regeneration earned Doom 4 the derisive nickname “Call of Doom.” Why “press F to pay respects” when you could “press F to rip a demon’s jaw off and slice open its belly?”

Marty Silva and Hugo Martin salvaged Doom 4 from the shores of development hell by stripping it into a back-to-basics, gleefully indulgent romp that fully rekindles the lost soul of the series.

It’s no coincidence that retro “boomer shooters” comeback began right around Doom 2016. The aggressive, push-forward gameplay has you leaping onto cacodemons in midair as Mick Gordon’s impossibly detuned guitars belch out riffs of pure hype. It’s here we first see the glory kills, expanded on in future sequels but never quite as elegant as their debut.

Simple is the operative word of Doom 2016, and sometimes to its detriment. Unlike later games, there’s little incentive to cycle through your weapons. It’s easy to let the rockets or the SSG carry you to the Spider-Mastermind. Still, the barebones approach is appreciated, particularly when it comes to the plot.

It was John Carmack who famously compared video game stories to those of x-rated movies: “It’s expected to be there, but not important.” Doom 2016’s less-is-more approach is extremely refreshing after the dense Metal Hurlant nightmares of its sequels. The storytelling is never really bad in Eternal or The Dark Ages, but also never quite as funny as the Doomslayer seething with impatient rage as exposition drones on.

It took some huge guts to name the 2016 reboot “Doom,” but that very confidence is what propels this game to greatness. There’s only one shooter in the world that could possibly top Doom 2016.

But first:

1. Doom

Doom has more than earned its spot on the Mt. Rushmore of the medium.

As chronicled in the excellent book Masters of Doom, the game’s creation is a brilliant example of developers stripping away extraneous details and focusing on what works. As a followup to Id’s groundbreaking but plodding and plain shooter Wolfenstein 3D, original designer Tom Hall dreamed up a sprawling space RPG with multiple playable characters, an inventory system, and a thick “bible” filled with backstory and lore.

Carmack and Romero rightly recognized all of this as chaff that got in the way of the fast and brutal gameplay they envisioned. They slowly stripped away unnecessary flavor and realism until what remained was a bare-bones, no BS exercise in adrenaline. Doom is like the titular Xenomorph in Alien: One must respect its purity.

There’s no mouselook in the original Doom. Aiming on the y-axis literally doesn’t matter, you can hit that Imp on a ledge above you as long as it’s centered on your gun. Doomguy cannot jump, and his only interaction with the world besides shooting, punching, and chainsawing is a single “use” button that you’ll spam endlessly as you search each legendary map for secret doors.

Anyone can pick up the game today, whether through a fan-made source port or an official rerelease, and immediately understand the assignment. Run, gun, rip and tear. Find keys and snag powerups to keep Doomguy alive as he stares bullets through your soul from the UI.

To say Doom has aged is to say Tetris or Pac Man has aged. Its simplicity is its greatest strength– there’s almost no friction between you and the coveted “flow state” towards which all action games aspire. Doom’s kinetic appeal makes it immortal,

Released as shareware, anyone with a working PC was free to play the first episode of Doom, from the iconic first moments of E1M1 to beating the Bruiser Brothers in Phobos Anomaly. You could mail a check to Id if you wanted more, but the sheer accessibility and availability of Knee-Deep in the Dead’s nine perfect levels all but ensured Doom’s dominance.

Doom became shorthand for gaming itself. The moral panic over video game violence resulted in pundits and politicians alike warning parents of the gory, demonic slaughter simulator warping their children’s minds, blaming the shooter for real-world tragedies. It’s a sad footnote in an otherwise unparalleled success story, and a formative moment in gaming history that helped shape a still-developing industry.

At the start of every new project, the current developers at Id play through the original Doom, to re-familiarize themselves with its brilliance and look for interesting new ways to expand the formula.

Every single entry on this list is in some way a response to the first game, either trying to recapture its glory or recreate what makes it fun. Some games succeed, others have faltered, but they’re all chasing after perfection that was already achieved in 1993. Doom is still the best Doom.

Where does your favorite Doom rank on the spectrum? Would you have put Eternal above 2016? Should we have included the surprisingly awesome mobile phone RPGs? Leave a comment and let us know.

GTA 6 and Star Wars Will Be the Ultimate Barbenheimer of Games vs. Movies, But the Winner Is Already Clear

When The Mandalorian and Grogu is released next year on May 22, 2026 – the first new Star Wars movie to hit theaters in six and a half years – and then Grand Theft Auto VI hits four days later on May 26, 2026 – the first new GTA game in 12 and a half years – which one do you think is going to be the bigger deal? And which is going to be same old/same old?

On paper at least, these should be two of the biggest pop culture events of the year – the Barbenheimer of 2026. A new Star Wars movie? A new GTA title!? Grand Theft Watto!!? And while we can guarantee that GTA 6 will be huge – it’s already huge – The Mandalorian and his little friend are actually far less of a sure thing.

It reminds me of when I was a kid and I told my Noni that I would eat pizza every day if I could. And I meant it! She was like, no, you’d get sick of it eventually. But man, pizza every day sounds amazing! You know what though? Noni was 100% right. Pizza every day is actually really freaking gross, and it’s bad for you, and it’s bad for the people selling the pizza in the long run because eventually I’m just going to not want to even think about pizza again for a long, long time.

And this is where we’re at with Star Wars right now: It’s pizza every day, over and over again. But GTA… the anticipation for a new GTA game has been building for years. And in some ways, that very anticipation is a big part of the allure of the franchise as well. It’s something Lucasfilm and Disney would do well to take note of.

It’s not that GTA has a bigger cultural footprint than Star Wars. On the contrary, everyone knows who Darth Vader is (even my Noni did, I expect; at the very least she got me a TIE Fighter toy for my third-grade graduation). But the GTAs of the world are still aimed at a tighter demographic. The reason something like GTA can make as much money as it does (more on that in a sec) is because folks spend a lot more playing a game like that than they do going to see a movie. Its success is not because more people are playing it than are watching Star Wars. But one must also consider the lasting impact of a game of this nature, the amount of time that it takes to complete, the replayability, and the interactivity versus the, frankly, old-fashioned act of watching a movie or show and then moving on.

2015’s The Force Awakens, which kicked off the era of modern (i.e., Disney) Star Wars, brought in $2.071 billion at the box office worldwide. But Lucasfilm’s hyperdrive motivator was already starting to lose some steam by the time the Sequel Trilogy closed out: The last new Star Wars movie to be released, 2019’s The Rise of Skywalker, made $1.077 billion, almost half what The Force Awakens did. Star Wars was already feeling pretty commonplace after just four short years of its return to the big screen, and the numbers bear that out.

Star Wars was already feeling pretty commonplace after just four years back on the big screen, and the numbers bear that out.

The Force Awakens actually serves as a better comparison than Rise of Skywalker to the last Grand Theft Auto game, GTA 5, since the game came out in 2013. That just lets us compare the amount of money the two properties brought in a little more cleanly since it’s just a two-year gap between releases. And even though Rey, Finn and Poe’s first adventure (remember them?) is also the fifth-highest grossing film of all time worldwide (not adjusted for inflation), its numbers still pale in comparison to those of GTA 5.

So about that: Released in September 2013, GTA 5 made a billion dollars in three days. By May of 2014, the game had sold 33 million copies, which would come to approximately $1.98 billion in sales (based on a price of $60 per unit, which is an estimate and doesn’t take into account sale prices, for example). I know – you’re thinking, ‘That’s still below The Force Awakens’ $2.017 billion and it took nine months to get there.’ But whereas The Force Awakens made all that theatrical dough in just a couple of months before leaving theaters, GTA 5 just kept on grabbing the loot year after year after year.

In 2023, Barron’s reported that GTA 5 had grossed over $8.5 billion since its release in 2013. And last year, publisher Take-Two revealed in an earnings report that the game had, at that time, continued to sell approximately five million units every three months. This is of course in part due to the fact that GTA 5 has been released on three generations of consoles over the years, and the revenue from GTA Online must be considered as well.

By comparison, the combined box office total of all the Disney-era Star Wars movies – The Force Awakens, The Last Jedi, The Rise of Skywalker, Rogue One, and Solo – is $5.934 billion. That’s, well, a few billion dollars less than what is essentially a single game in GTA 5. But the other money that the Star Wars franchise brings in is a little harder to track – Blu-rays, digital downloads, streaming, merchandising, theme parks, and, of course, its licensed video games as well.

Things get a bit opaque here because while having, for example, all the Star Wars movies (and TV shows) available on Disney+ exclusively is certainly a draw for potential subscribers, it’s also difficult to attach a dollar value to that scenario. Ditto the theme parks. Yes, you too can rub elbows with an ersatz Rey while at Galaxy’s Edge, and you can also pay $200-plus for a custom lightsaber to shut up your kid’s whining, but how much does that add to the overall take-home of quote/unquote Star Wars itself? (Star Wars games, meanwhile, can be hit or miss; for every Jedi Fallen Order success there’s an Outlaws that has a rough go of it.) Does all the Star Wars stuff in the world that people can and do buy make up that extra three billion dollars to put the series at the same gross revenue point as GTA 5? Maybe.

But that’s only one Grand Theft Auto game as compared to the entirety of the modern Star Wars line. Of course, GTA’s online multiplayer mode, with its new cars and interactive events, keeps players coming back over and over again – easily spending beyond the price of the game itself thanks to its in-game currency. (And by the way, why doesn’t GTA have a more extensive line of merchandise IRL? Where are my GTA toys? Why can’t I go to a GTA theme park in California, or even better, Florida, where I can get in an awesome car and run over people to my heart’s desire before buying a custom uzi!?)

Well actually, maybe that’s where the real difference between these two franchises – in the here and now of the year 2025 – can best be articulated, and why people rolled their eyes when, for example, the Ryan Gosling/Shawn Levy Star Wars movie Starfighter was officially announced recently compared to the incredible excitement that can be felt around any and all GTA 6 news. As noted, it’s going on 13 years since a new GTA game was released. Compare that to the constant watering down of Star Wars through streaming shows, announced movies that never happen, bad movies (and, sure, some good ones!), and the aforementioned ever-present merchandising that we’ve been inundated with since at least 2014, when the marketing build-up to The Force Awakens kicked in. There’s just so much Star Wars now.

When a new GTA title finally is released, there’s a huge demand, but also the amount of time and resources that have been put into it are clear.

And that brings me back Noni and my pizza dreams – dreams that were dashed (Dash Rendar’d?) when I realized she was right about too much of a good thing. Sure, sometimes the toppings are different, and some days it tastes better than others, but Star Wars is just always there now. There’s nothing special about it anymore.

But GTA… GTA brings me to a different Noni memory. Rockstar only serves new editions of the beloved franchise on the most special of occasions. It’s sort of like lasagna on Christmas! We didn’t get lasagna all the time growing up, so when we found out Noni was making sauce and lasagna was in the offing, it was awesome. The meatballs and sausage sliced up, the oozing ricotta, the basil leaves on top, the toasted Italian bread to go with it – just the best. And it wasn’t just the actual lasagna, but even the anticipation of it. Knowing that it was coming was almost as good as actually sitting down and eating it. It was a rare and special thing, like a new GTA game.

Rockstar also has a history of delaying new installments of the series – they will serve no wine before its time. The result of this philosophy is that when a new GTA title finally is released, there is a huge demand, but also the amount of time and resources that have been put into the game are clear in the finished version. With all due respect to the Star Wars Sequel Trilogy, there was obviously no plan in terms of the trilogy part of it all. (One day Rian Johnson will say how he really feels about the 180-degree turn The Rise of Skywalker took after his film.) Audiences aren’t dumb; they can tell the difference between something that is rushed to make a date versus a work of art that is given its due time to develop and evolve as it should.

Is the GTA series an outlier in the world of games? Certainly. And yet, as of 2023, Minecraft had sold over 300 million copies (including sales across the many platforms it’s released on) and Tetris had sold over 520 million copies. (GTA 5 is at 200 million+ and the Grand Theft Auto franchise overall has 430 million units sold.) And that’s just the top of the pile of best-selling games. People like video games! Who knew?

It’s crazy to think now that there was a 16-year gap between Return of the Jedi and The Phantom Menace. It was a relatively fallow period for Star Wars (even if the expanded universe and merchandising continued), and when George Lucas finally did return to theaters in 1999 with young Ani and Obi-Wan and Qui-Gon, there were lines around the block everywhere. That was excitement. There was huge anticipation for a thing we all loved that we hadn’t gotten a new installment of in a long, long time. The same happened 10 years after Revenge of the Sith, which we had all thought was the end of the Star Wars movies forever, when The Force Awakens rekindled the Star Wars flame. Audiences were truly amped to return to that galaxy far, far away again.

And that gap between Return of the Jedi and The Phantom Menace, that 16 years, that’s not far off from the 13 years that will have passed between GTA 5 and GTA 6. The expectations, the hopes, the theorizing, the fun of knowing a new game in the series is coming. It’s almost as important as the game itself.

But in the case of the next Star Wars movie… which is the continuation of a TV show… which has had three seasons already… and at least a couple of spin-offs… well, it’s gonna be kind of hard for audiences to get too excited for that, I think. Sure, it may prove to be a good or even a great movie – I hope it does.

But you have to wonder. How many people are gonna say to themselves, “Eh, I’ll wait for when it hits streaming.”