Battlefield 6 Campaign Review

It’s been seven years since the last Battlefield campaign. A decade since the last one set in the modern day — the intriguing, but ultimately flawed Hardline. In that time, Doom and its sequels took the speed of a single-player first-person shooter to the next level, Titanfall 2 pushed level design forward in inventive ways, and even Call of Duty reinvented itself on several different occasions to varying degrees of success. But Battlefield 6 has little interest in innovation, instead firmly looking back at what made the series so successful two console generations ago. Aside from being an impressive technical showcase at times, its small set of routine missions has little new to offer. There is some variety and a few moments of impressive scale to be found, but it’s all over so quickly you barely have time to savour them. Though it never quite feels like a full-on afterthought, it’s a campaign that comes across as the sidearm of Battlefield 6’s arsenal when placed alongside its more grand multiplayer suite.

Across its nine missions, Battlefield 6 zips around at a furious pace, but I couldn’t help but feel that I’d done it all before, albeit at much lower fidelity. It’s flashy, but lacking when it comes to genuinely interesting level design, with its great feeling gunplay not supported by what you’re asked to achieve with it. On one hand, it makes sense for Battlefield Studios to take this approach and treat the campaign as a training ground for its trademark large-scale online warfare — the pure size and number of enemies that flood the screen in its missions are certainly in conversation with this. But in the other palm, it crushes all hope of crafting a thrilling story that has the chance of stepping out of the shadow cast by those multiplayer modes.

That’s not to say there aren’t splashes of inspiration. A particular highlight was a sequence that takes place on a crumbling New York bridge. It’s at least visually interesting, even if it offers no great variance in what it’s asking you to do gameplay-wise. There’s just no one mission that screams out as an all-timer here, even if there are attempts to ape Modern Warfare’s Clean House — which fails to capture any of the desired tension — or its own version of a Normandy landing as you storm a Gibraltar beach. It’s, oddly, very much a ‘Call of Duty’ campaign in its map and objective design, and struggles to stamp much of the signature Battlefield large-scale action that made me fall in love with the series. I find it frustrating not to see risks being taken creatively, especially when such a vast budget is available to fuel such ambition.

One later chapter set amongst the mountains of Tajikistan does take place in a wide open area and echoes the multiplayer roots of the series, as you’re encouraged to take your own approach when completing the task at hand. In theory, this could be exciting, with all manner of airborne and ground vehicles ready to be controlled at your fingertips and a vast library of weaponry and gadgets to gear up with. In practice, it presents as more of a thin veneer of choice rather than drastically different ways to tackle objectives, with the range of tools at your disposal kept frustratingly limited. You’re given a drone to play with and a choice of ATVs and armored trucks to drive, but little beyond that. I’m just not a fan of this larger map approach when it comes to first-person shooter campaigns, much preferring an authored hand to level design, rather than being handed a box of crayons to make my own fun with. These stretches are worryingly close to Modern Warfare 3’s “open combat missions” at times — a memory I never wanted to relive, yet again so soon after, but at least they do feel philosophically more at home as Battlefield arenas.

I wanted to be the star of the show, but I just ended up feeling like a passenger.

Thankfully, these don’t make up the majority of the campaign, but what’s found in its smaller scope staging isn’t any more exciting. You’ll often find yourself hunkering down in tight city streets or behind hulking tanks, waiting for the right opportunity to pop your head out. A run-and-gun mentality simply isn’t welcomed here, with a patient, cover-based approach encouraged — the gunplay is snappy at least, with a satisfying weight to it whenever you do choose to open fire. Assault rifles and LMGs pack a powerful punch and serve as efficient tools when faced with another wave of enemies, and sniper rifles are satisfingly devastating — even if the enemy AI displays little brain to blow out. It gets especially exciting when the impressive destruction tech takes a chunk out of the building you’ve been finding solace in, and you’re forced to scramble to another safe haven. These claustrophobic moments of true jeopardy really are all too rare, though, as for the most part, the campaign is reduced to rinse and repeat objectives that were getting old in FPS campaigns a decade ago.

Having one mission include a sequence where you need to destroy anti-aircraft guns or SAM sites can be forgiven, but doing this on more than three occasions is just downright boring and grinds any gathered momentum to a halt. There are only so many times planting C4 can be considered a fun time, and all too often, you are tasked with standing still amongst the action and pressing a single button in order to continue. On multiple occasions, I was asked to watch some explosions that I didn’t even get to set off take place, or sit in the back of a speeding vehicle and control a mounted turret that only gives you a mild feeling of being responsible for the carnage on screen. It’s on-rails all too often, taking its most exciting moments out of your hands and displaying them in cutscenes, resulting in much of the campaign feeling like the most straight-faced Disney ride ever built. I wanted to be the star of the show, but I just ended up feeling like a passenger.

An early mission that takes you through an abandoned WW2 tunnel network-turned-museum to the decades-old war serves as an unfortunate symbol for the campaign as a whole — a relic of first-person-shooter design dressed up in a new guise. Being funneled through corridors towards the next static shooting gallery to gun down fish in a barrel is hardly exciting in 2025, and it barely was 20 years ago. Outside of a series of tank battles as dry as the desert roads they take place on, it attempts to sprinkle very little of that Battlefield magic into the mix, largely negating environment destruction as part of your toolkit and never once putting you in control of an airborne vehicle. Is it really Battlefield if I’m never zooming along in a fighter jet or unleashing hell from a helicopter gunship?

There’s a slight glimmer of tactical ops magic to be seen, as you can call on your squadmates to activate their personalised skills to help you in a fight. They each come packed with their own multiplayer-class-flavoured abilities, such as Gecko, the recon specialist, being able to tag targets, which, admittedly, does make certain situations ridiculously easy, as every enemy in the area is revealed to you instantly. Ultimately, though, each member ends up playing practically the same and feels like another missed opportunity to add a dash of variety into the mix.

They each fall under the banner of an expert Marine Raider squad called Dagger 1-3 — an unfittingly sharp name for such a dull bunch. On the whole, they’re a fairly cookie-cutter military unit who love nothing more than getting their boots on the ground and shouting “hooah”, with memorable character moments near non-existent. The performances and the shells of humans they inhabit are wholly forgettable, barely coming across as fully formed, and it’s hard to detect any sort of emotion, even when one of their own falls in the line of fire. Nuance is hardly the name of the game when it comes to Battlefield 6’s campaign, though, and its story, centered on taking down a rogue private military force called Pax Armata (ironically, Latin for Armed Peace), proves to be anything but a peaceful one.

It’s a fairly straightforward affair that doesn’t leave too much room for interpretation. For a military shooter about the collapse of NATO, it’s all oddly apolitical in its presentation, and as such, it feels like it has nothing of real substance to say. It’s safe, and as a result, largely uninteresting. At least Call of Duty has attempted to take on subjects such as chemical warfare and terrorism, even if they’ve ultimately been misguided efforts that come across as antithetical to its larger message. It’s not easy to present such important themes delicately, so I can understand why Battlefield Studios may have felt like trying to fire and catch a bullet laced with hot-button issues may have been a risk not worth taking when it could simply choose not to pull the trigger at all. It just means it doesn’t have anything to say on a global or personal level, and all feels a little hollow as a result. It’s a far cry from when the series did tell some engaging tales through the eyes of fun characters in its Bad Company days.

I did also fall victim a few annoying little glitches on the way, such as my character zipping across the screen involuntarily, fuzzy textures popping in, and occasional bullets aimed right at enemy heads leaving zero impact. But on the whole, there’s no denying that it looks and sounds very impressive, with spectacular explosions peppering skylines and gunfire whizzing and cutting through smoke and debris as mayhem ensues around you with regularity. I just wish there was a little more substance hiding behind it all.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Absolum Review

They say “insanity” is doing the same thing over and over again while expecting a different result, but if I believed that, I wouldn’t play video games – and I certainly wouldn’t be playing roguelikes. They are, by definition, doing a lot of the same things over and over again and expecting that this time, this time, Steve, shall be different. This time, I am going to bash my head against that boss until that mother goes down. This time, I’m going to make it to the end of the run, and I’m going to look fabulous doing it. This time will be different. Those are the things I tell myself as I die for the umpteenth time in Absolum, a roguelite beat ‘em up that’s fun enough to convince myself it just might be true every single time.

There is, of course, the undeniable possibility that I’ve gone ‘round the bend, full on cuckoo for Cocoa Puffs, lock-me-in-a-padded-room, Looney-Tunes-finger-on-lips bonkers. I’ll leave that up to you. The point, reader, is that if you’d put a gun to my head five hours into Absolum and demanded that I score it on the spot, it’d be a lot lower than the score you see on the bottom of this page. But I’m a professional, and you don’t turn the movie off halfway through. There are large parts of Absolum’s fusion of genres that don’t work, and those growing pains are most obvious early on. But if you push through that weak start and get to the point where you’ve got some permanent rewards, have opened up the map, and runs end with you operating with a full kit and making good progress, it comes together quite nicely, even if it’s still never quite the game I wanted it to be.

“Roguelite beat ‘em up” is a combination of words that I never expected to see, much less put in a sentence, but here we are. Because it’s a roguelite, you need a reason to die, and a reason to come back. The reason to die is simple: the land of Talamh, broken by a magical cataclysm (bro, what is it with mages and magical cataclysms? Why can’t they ever bumble their way into magical utopias?), has been taken over by Sun King Azra. Wizards are enslaved, and the general populace, still a bit miffed by the whole “breaking the world” thing, are understandably not super upset about it. You play as one of the rebels using that forbidden magic in an attempt to bring him down. That’s the “how you’ll die” part.

The “why you’ll come back” part is because you’re working for Uchawi, the last of the Root Sisters, and as you bite it, she swoops in and saves your ass from being condemned to a permanent end. Live, die, get saved by Uchawi, repeat. The Sun King must die. And you gotta kill him.

The story goes to some cool places eventually, but it takes a while to get there.

Now, don’t get me wrong: I love a good ol’ fashioned “somebody done somebody/a lot of somebodies/society/the world at large wrong and now that somebody gotta die” story as much as the next guy, but Absolum’s problem is that the story isn’t that interesting for a good chunk of its runtime, especially early on. Yeah, there are some compelling character moments, the general history of the world is cool, and some conversations enticingly imply more questions than they answer. There’s more going on here than meets the eye, but a lot of it is couched in a fairly generic fantasy setting. Dwarves live underground, they delved too greedily and too deep (figuratively), bad things happened; elves have a mythical, lost land; the strong rule in many places so you can gain entrance by beating up The Current Big Boss, blah blah blah. The story does go to some cool places eventually (and, like Hades, you really gotta play it to completion multiple times to see everything), but man does it take a while to get there.

It’s good, then, that the playing part of Absolum rules. In a lot of ways, it’s a standard beat ‘em up with four different characters to pick from (though you only start with the first two listed here): Karl, the bruiser dwarf with a gun; Galandra, the elven knight with a massive sword; Cider, a nimble thief who is almost more machine than woman; and Brome, the frog-shaped spellcaster. Each character has a standard combo, a throw, a strike unique to that character – Galandra uses her sword, Cider pulls herself to enemies, and so on – a couple of unique special attacks tied to a meter, and an Ultimate Attack.

The real sicko stuff comes when you combine everything to form long combos, bounce enemies off walls or each other, and chain moves together in a symphonic beatdown that would make the deepest action game aficionado blush. Absolum was made by the teams behind Streets of Rage 4, and, as you’d expect, it absolutely has the sauce. I particularly loved the way so many moves paid homage to the greats: Cider’s Gyro Drop is essentially Ryu Hayabusa’s Izuna Drop, many of Galandra’s moves recall Devil May Cry’s Dante, and so on. If you know, you know. If you don’t, they’re just cool moves.

The big thing separating Absolum from its beat ‘em up brethren, aside from the whole “man, can you get lost in this sauce and it tastes good” combo-mad gameplay, is its focus on defense. You can dodge, which is pretty normal for a modern beat ’em up, but if you dodge toward an enemy at the right time, you can deflect their attacks, potentially opening them up. If you’re feeling particularly spicy, though, you can time your strikes with an enemy’s attack to cause a clash and stun them for a hot second, allowing you to lay into them with a sweet, sweet punish combo. This is harder, but the payoff is huge. And it feels great when you land it against a boss who was kicking the crap out of you and then the timing clicks and they can’t hit you no more. On a moment to moment gameplay level, Absolum’s bona fides are unimpeachable.

Absolum’s combat bona fides are unimpeachable, but problems stem from its roguelite structure.

Its problems instead stem from its structure as a roguelite. Unlocking new rituals that power up your attacks, deflects, clashes, dodges, and so on each run is fine. I particularly like the ones that spawn throwable knives and allow you to extend combos by locking dudes into a bubble or hitting them with chain lighting. Finding a mount to help you out? Awesome. Buying or finding some trinkets to boost your stats or hiring a mercenary (or finding a chicken) to follow you around and help out in combat? That stuff is great.

What sucks is that parts of each character’s kit have clearly been chopped up and segmented into upgrades called Inspirations for you to temporarily acquire during your runs. Galandra’s dive kick? Amazing. Life-changing. The same is true of her three-hit sword combo. She should always have it. She doesn’t only because this is a roguelite and we have to have something to upgrade, a reason to choose that path that you know will end in an Inspiration. When you go from that one hit sword attack to the three-hit combo, it’s like being struck by lightning. The same is true of Cider’s Legally Distinct Izuna Drop or her ability to dash through enemies. “Oh,” I said, after getting them once. “This is how it should always be.” These are core parts of these characters’ identities and kits. They shouldn’t all be locked behind random upgrades. Like, give me something here that I don’t have to unlock besides my strikes and special attacks, y’all. Just a little bit of fun, as a treat. Admittedly, once you learn what paths lead to upgrades (Absolum is a roguelike, but its map does not change), you’ll quickly learn what the optimal path is, and likely never deviate from it.

The other problem is the persistent progression. Absolum isn’t a game you’re meant to beat on the first run. You’re supposed to die – a lot – while you build up the currency needed to acquire permanent upgrades (and find new paths full of rewards) to get you through future runs. Yeah, sure, if you’re really good at Absolum, you might be able to progress faster, but the margin of error early on is very, very small. In both solo and co-op, I often felt like I was dying because my numbers just weren’t high enough. It doesn’t help that Absolum is pretty stingy on health pickups. This structure might work in a game like Hades, but there’s very little narrative meat to chew on between runs, and in a beat ‘em up – a genre where you’re traditionally able to get by on sheer skill – it feels bad to be a slave to the Evil God of Numbers. I genuinely hate it when RPG elements get in the way of my action game, and that happens a lot in Absolum’s early hours.

At the beginning, runs feel like you’re going through the motions. You always start at the same place, and you have very limited paths to choose from. That means seeing the same enemies, environments, and bosses over and over and over again with very little room for change. Yes, there are quests, and exciting new things do pop up from time to time – I’ll never forget the first time I went to [redacted] (trust me, you’ll know when it happens) – but there is a lot of repetition here, and Absolum doesn’t handle it the way the best roguelikes, like FTL, for example, do. In the early hours, I often felt like a broken record, testing that definition of insanity. Even the joy of finding a secret chest is dulled by the fact that it’s always there, in the same place, every time. While the stuff you’ll get changes and new things do get added, the map itself never fundamentally changes. There’s not enough Rogue to this roguelite. It can’t just be a progression system. It has to be everything around that, too, and implementing that clashes with the way beat ‘em ups work.

It does eventually click; around 8 hours in, my mastery and Having Enough Numbers dovetailed, and I started to make more and more progress on each run. The jump was pretty substantial, and once that happened, I began to enjoy myself a lot more. On the one hand, yay, less repetition! On the other hand, I think there’s something to be said for games using mechanics and structure to reinforce their narrative. Dying over and over again while you work to take down a tyrant would suck! It would wear on you! I think that decision helps Absolum’s story, but I don’t think that story is strong enough, especially initially, to earn that. It doesn’t feel intentional; instead, it feels like padding out a runtime that could (and should) be much shorter.

And it sucks to feel that way, because so much of Absolum is so good. When it hits, it hits, kids. It’s beautiful, the soundtrack is wonderful, the combat has the sauce, there are cool build opportunities, and on and on it goes. But man could I have gone without the repetition. There’s a better version of this game somewhere that’s about half of the 20 or so hours it took me to see the conclusion of the main story. Unfortunately, it’s not the one we got, and if I wasn’t reviewing Absolum, I probably would have bowed out before it ever clicked. My co-op partner did, and I can’t blame him for it.

Walmart+ Members Get First Dibs on Pokémon TCG Phantasmal Flames Preorders Today

Attention, Pokémon TCG collectors, another hot drop is hitting Walmart with more from its early-access restock program just in time for Phantasmal Flames, the latest and most hyped expansion I’ve seen in a long time.

Following the frenzy of the recent Prismatic Evolutions ETB drop, Walmart is following it up by granting paid Walmart+ members the first opportunity to preorder three key Phantasmal Flames products before they open to the public, all at MSRP.

Starting October 9 at 10 AM ET, Walmart+ subscribers will get exclusive online access to preorder the Phantasmal Flames ETB, Booster Bundle, and Three-Booster Blister, each featuring the stunning Mega Evolution lineup, headlined by Mega Charizard X ex.

The centrepiece of the latest Pokémon TCG at Walmart is the Phantasmal Flames Elite Trainer Box. Instead of the $150+ price tag it’s currently valued at on TCGPlayer, it’ll be priced at $55.

It includes a mix of booster packs, card sleeves, dice, and game accessories, everything needed to dive headfirst into the set while keeping your collection battle-ready.

If you’re not already a member, it’s admittedly a slight drag that you’ll essentially have to add $12.95 onto the price to pick this up and avoid the eye-waterlingly high resale prices, but needs must.

Whilst that products selling for their retail price as intended is not necessarily a bargain.

But, thanks to market conditions stemming from a Pokémon card shortage leading to an imbalance of supply vs demand, it is still great opportunity compared to the higher prices for all sets across other major retailers like Amazon, and resale marketplaces like eBay or TCGPlayer.

It will also be a whole lot cheaper than what will surely follow after the set’s launch on November 14.

It’s also important to know that whilst Walmart+ does have a 30-day trial available, the Walmart+ hub page states that only paid members will have early access on October 9.

The annoying part of the Walmart+ subscription process, if you want to buy early access items right away, is that you’re only given the initial option to claim the 30-day trial. However, you can get around this by starting your free trial, cancelling it, and resubscribing for paid access.

For those after packs without the extras, the Booster Bundle, retailing for $29.87, delivers multiple boosters in one clean package and hits that sweet spot for players who love cracking packs at home.

Meanwhile, the Three-Booster Blister, listed at $15.87, offers a quick and affordable way to snag a few packs with a free Sneasel promo card, ideal for collectors chasing specific pulls or newcomers looking to join the fun.

Like with the Prismatic Evolutions drop, early access is locked behind Walmart’s paid membership tier; trial members aren’t eligible. With the resale market already selling each product for two-to-three times their MSRP, these listings are expected to sell out within minutes once live.

If you’re a Pokémon card fan who wants a fair shot at preordering Phantasmal Flames at the price the set’s intended, make sure you’re logged in and ready the moment the preorder window opens. We’d advise is to have your paid Walmart+ subscription set up and ready ASAP, and if you get the chance to add anything to your basket, you take it.

The “Walmart Deals” event, is still ongoing through to October 12, and is designed to compete directly with Amazon’s October Prime Day sale that just concluded.

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

Note: Pokémon TCG pricing is incredibly volitile and any mention of sale pricing is indicative of the current market rate for the aforementioned products.

For example, Pokémon Elite Trainer Boxes are meant to sell for around $50-$60 MSRP, but instead retailer at around $100+ post launch.

Borderlands 4 on PS5 Just Got Its First Big Discount At Amazon

Amazon’s Prime Big Deal Days are over, but the retailer is still cutting prices – including a discount on Borderlands 4, which only launched a few weeks ago.

While it’s not the biggest discount at 19% off, it does mark the first saving on Gearbox’s open-world loot shooter, bringing the PS5 version down to $56.99.

This Borderlands 4 Deal Should Be Looted Immediately

Sadly, there’s no discount to be found on the Xbox version, but PS5 owners can get the standard edition a bit cheaper at least.

While our reviewer and loot shooter aficionado, Travis Northup, felt the open world wasn’t quite as open as it could be, he gave the game an 8 out of 10.

“Borderlands 4 gives the series the massive kick in the pants it has needed, with a fantastic open world and greatly improved combat, even if bugs and invisible walls can sometimes throw off that groove.”

The game recently got a big balance patch, which had very positive ramifications for my chosen Vault Hunter, Amon, and the PS5 version in this deal now has an FOV slider and improved performance.

Expect Borderlands 4 to be around for a while, too. While the Switch 2 port has been delayed indefinitely, the game’s post-launch roadmap is stacked – and will include a new Vault Hunter, C4SH, who was revealed recently.

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.

Wondering Where Metal Gear Creator Hideo Kojima Got His ‘Future-Oriented and Globalized Outlook?’ A ‘Life-Changing’ Expo He Attended in 1970

Death Stranding and Metal Gear series creator Hideo Kojima recently revealed how repeated visits to the 1970 World Expo (Expo ‘70) as a child had a “life-changing” impact on him, profoundly shaping his outlook as a game developer. In a separate piece, the legendary video game auteur shared how he had a very different experience of the current Expo 2025.

As spotted by Automaton, the 62-year-old Kojima wrote an essay for An-An magazine detailing how Expo ’70 shaped his worldview: “Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

Osaka hosted the Expo ’70, with 76 countries and 32 organizations participating (source: Expo ’70 Commemorative Park official website). Kojima said that at the time he had just started elementary school and lived near the event site. This gave him the opportunity to visit the Expo many times.

“I could even go after school on weekdays,” he recalled, borrowing his dad’s brand new camera (the Ricoh Auto Half Expo ’70 Model) and snapping loads of photos. “Whenever you entered a pavilion, you received a badge,” he remembered, adding that children proudly showed off their collections to each other.

The main theme of Expo ’70 was ‘Progress and Harmony for Mankind.’ It even had its own theme song — Haruo Minami’s ‘Sekai no kuni kara konnichiwa’ (Hello from the countries of the world), which Kojima quoted in his essay — with lyrics that focus on saying “hello” and “holding hands” across countries and borders (the song is on YouTube with English subtitles).

“At the Expo, I experienced ‘Progress and Harmony for Mankind’ up close. I said ‘hello’ and ‘shook hands’ with (avant-garde artist) Taro Okamoto, (sci-fi novelist) Sakyo Komatsu, (architects) Kenzo Tange and Kisho Kurokawa, and (fashion designers) Junko Koshino and Hanae Mori. It was all a shocking ‘close encounter of the third kind,'” Kojima remembered. “Technology, science, design, fashion, history, the world, culture, society. You could say that that ‘hello’ back then shaped who I became. ‘Shaking hands’ with the Expo changed my life and my vision of the future.”

Kojima explained that “the Expo’s greatness wasn’t just in the glimpses it offered of cutting-edge technology and the daily life of the future. It showed me the global diversity of nations, ethnicities, races, religions, customs, and histories. It embodied the essence of ‘past and future’ and ‘the world and harmony.’ Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

One of the major attractions of Expo ’70 was the Moon Rock at the U.S. pavilion, which had been brought back from the Moon by Apollo 12 astronauts the previous year. Despite his many visits, Kojima said that “unfortunately, the U.S. pavilion, where I’d hoped to see the Moon Rock, was too crowded, so I never got to see it with my own eyes.” He also recalled waiting over two hours to get into the U.S.S.R pavilion.

But what does Kojima feel about the current Expo 2025 that is being held in Osaka, and how did his experience compare? In a follow-up essay published in An-An, Kojima wrote about visiting Expo 2025 on a very rainy day, camera in tow again: “I wanted to see for myself how ‘globalism’ and ‘visions of the future’ have changed over the past 55 years, and how the baton will be passed on (to future generations).” However, the experience gave Kojima a “strange feeling.”

The developer explained: “I didn’t get that sense of a tremendous future like I did as a child (at Expo ’70). It wasn’t thrilling or exciting. Just a ceaseless, predictable tomorrow stretching on and on. It wasn’t that there was no ‘future’ — rather that I couldn’t ascertain the next ‘tomorrow’ for myself. The ‘future’ I dreamed of at that (1970) Expo — I’ve already experienced most of it. Robots, videophones and moving walkways have become commonplace. The tomorrow that this (2025) Expo promotes is one that children will witness.

Kojima gave the opinion that World Expos are primarily for children, as they are the ones who will take mankind into the future. Whether the futuristic designs at the 2025 Expo will be representative of what the real future will be is “something old people can never know.” However, Kojima added that he enjoyed the Expo: “Although I will not be able to experience this future firsthand, I plan to go again.”

Any player of Metal Gear Solid or Death Stranding doesn’t have to look far to see how both series feature diverse casts of characters, with stories often set in the near future that grapple with both the tremendous possibilities and dangers of technology. MGS1 explored genetic engineering and the concept of gene-therapy enhanced soldiers, MGS2 delved into the dangers of internet censorship and human-sounding AI chatbots (making it an interesting revisit in 2025), while MGS4 showed a mech-filled future in which paramilitary conglomerates wage endless wars for profit.

With its Chiral Network, Death Stranding holds up a mirror to the benefits and dangers of the internet and digital society, and the struggle to reconnect a fragmented, post-apocalyptic world. Legacy and passing on the future to subsequent generations are also big Kojima themes, and it seems they were shaped by his childhood experiences of Expo ’70.

As a side note, the Expo ’70 site is still open to the public today, although all the pavilions that awed the young Kojima have since been demolished. Now called the Expo’70 Commemorative Park, it still features the event’s symbolic Tower of the Sun, a sculpture by Taro Okamoto.

Photo by Phillip Faraone/Getty Images for Kojima Productions.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Maxroll’s Blue Protocol: Star Resonance Guides

The anime MMORPG Blue Protocol: Star Resonance is out on October 9, and it’s arriving with plenty to do. Whether you’re interested in digging deep into the grind and challenges or just want to know how to get started, Maxroll’s comprehensive Blue Protocol: Star Resonance guide can help you every step of the way.

Getting Started in Blue Protocol: Star Resonance

Maxroll has spent the last few months creating detailed yet beginner-friendly guides for every major BPSR system. A great place to start is the Beginner’s Guide, which introduces you to the core mechanics of the game with detailed explanations and tips. If you’d like a character progression roadmap for your first few weeks, the Game Plan for Weeks 1-4 is an ideal companion.

Blue Protocol: Star Resonance Build Guides

At launch, Blue Protocol: Star Resonance features eight classes, built around the traditional trio of Tank, DPS, and Healer. Each class branches into two specializations, offering unique playstyle variations. Maxroll’s BPSR Class Build Guides break down the ins and outs of each role and class:

You can also experiment with Maxroll’s Build Planner, then share your creations with the community in the Community Builds section!

Blue Protocol: Star Resonance Character Progression

Like any MMO, you’ll need to hone your skills and upgrade your gear to take on tougher challenges. To learn the basics of gear progression and upgrades, start with these two guides:

Blue Protocol: Star Resonance Dungeons & Raids

Few experiences in MMOs rival the thrill of conquering dungeons and defeating powerful bosses. For casual players, Normal and Hard difficulty dungeons and raids are designed to be accessible and rewarding, without hours-long grinds.

Those looking for a greater challenge can test themselves in Master difficulty, which demands preparation, communication, and mastery of boss mechanics.

Start your journey with Maxroll’s General Dungeon Guide, then dive into the dedicated Dungeon Guide section for each encounter.

Blue Protocol: Star Resonance Leisure Content

Explore how to best approach BPSR daily and weekly tasks with Maxroll’s guide, and then when you’re ready to try something new, check out these other helpful guides to make sure you get the most out of the game’s side content:

These are only a few of the side activities you’ll find on your journey in Star Resonance. Make use of the guides on Maxroll before you embrace the true end content of this game: Fashion!

Written by IGN Staff with help from Maxroll.

Forget Amazon Prime Day – These Are The Best Deals In Target’s Circle Week Sale

Amazon’s Prime Big Deal Days finish today after a shorter run than in July, but the retailer isn’t the only one with deals to go around.

Target’s Circle Week, which offers deals for anyone who’s a Target Circle member (it’s $99 a year or $10.99 annually), has sales on Apple tech, LEGO, and even Magic: The Gathering cards and video games. Here are our picks.

Save On Tech And Toys At Target

Kicking off with a doozy, you can get this LEGO Star Wars Darth Vader Helmet for under $50 with Target’s deals. It’s an 834-piece build, so is ideal for intermediate builders, and shows off arguably the most iconic helmet in cinematic history (seriously, who comes close other than Stormtroopers?).

Target also has some Apple tech deals. The Apple Watch Series 10 is down to just over $300 now that the Series 11 is here, and considering the new model adds very little on top of what the Series 10 offers, it’s well worth that if you want a device that’s a seamless extension of your current iPhone.

Next up for Apple, there’s a $100 discount on the ridiculously powerful iPad Pro M4. I’ll be honest, there’s a good chance an M5 version arrives in a few weeks, but this is a phenomenally powerful tablet that can take advantage of iOS 26’s new features like multitasking and more Mac-like features.

The Apple deals continue, with half off the Beats Studio Pro over-ear headphones, and 32% off the AirPods Pro 2, although expect the latter to get cheaper for Black Friday since the third-generation ones are out.

Next up, you can get a compact Anker Power Bank for $14.99, saving around $10 – ideal for charging your phone while out and about.

Next up Target is running a Buy 2, Get One Free promotion across books, movies, music, and uh, Funko Pop figurines. If you’ve been lacking in any of those areas, now’s the time to splurge, with books like the recently released Alchemised, movies like Moana 2 and Thunderbolts, and more included.

PS5 gamers can pick up some first-party exclusives on the cheap, too. The Last of Us Part 1 and Gran Turismo 7 both see 56% discounts, dropping to $29.99 each.

Finally (ha!) the Final Fantasy Limit Break Commander Deck is now cheaper than MSRP. This is the one that’s tended to hold its value since launch in June, and it’s now reduced by 22% – and you don’t even have to be a Target Circle member for this one, either.

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.

Battlefield 6 Servers ‘Should Be’ Ready for Friday’s Release Date, Says Producer — Open Beta ‘Helped Gauge the Interest’

Battlefield 6‘s servers are ready for launch day on Friday, one of the game’s developers has insisted.

Battlefield lead producer at DICE, David Sirland, replied to a question on X/Twitter about server readiness with a sort of confident sounding “should be!”

“We are planning for [servers to be ready], of course,” Sirland said, “and open beta helped gauge the interest as well.”

He’s not wrong about the beta helping to gauge interest. Battlefield 6 became the series’ biggest beta ever, hitting a peak concurrent user count of 521,079 players on Steam alone, resulting in a lengthy queue for those trying to get into August’s open beta. Whether or not the full, paid release will garner such a draw remains to be seen — but we’ll find out one way or the other on Friday.

Battlefield 6 has a release date of October 10 for PC, PlayStation 5, and Xbox Series X and S. Check out the Battlefield 6 global release times if you want to know when you’ll be able to play in your timezone. Season 1, meanwhile, kicks off October 28 and will deliver additional maps, guns, vehicles, and more, with additional updates planned for November 18 and December 9. And here’s some of the gameplay tweaks and balance changes coming with the Battlefield 6 day one patch.

While you wait to play, check out IGN’s Battlefield 6 Campaign Preview, and find out what we think of Battlefield 6 Multiplayer. And don’t forget, a free-to-download battle royale mode is expected to launch later in October.
Based on our time with the Battlefield 6 beta, we’ve got a BF6 Beginner’s Guide and Tips, plus the best Battlefield 6 Loadouts and how to use the Range Finder, deploy the Bipod, and how to turn off Haptic Feedback in Battlefield 6.

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.

Silent Hill f Hides a Special Easter Egg in Plain Sight

While at first glance it may not look like there are many links between Silent Hill f and the Silent Hill games that preceded it, someone has discovered a cheeky little Easter egg hidden in plain sight.

As shared by Frankielollia on TikTok and one of her livestream viewers, during Hinako’s exploration of the Ebisugaoka Middle School, you’ll hear someone tinkling the ivories before opening the stairway door to the second floor. And it’s in one of these second-floor rooms that you’ll find a nod to the original game: a sheet of music displaying the opening notes of the original Silent Hill’s main theme.

As someone who can’t read music, I missed this entirely on my first playthrough, but Frankielollia happened to be streaming when someone who could read music and had a guitar to hand was watching. Together, they worked out what the notes depicted.

@frankielollia Did you read the sheet music in the school👀? #silenthillf #fyp ♬ original sound – Frankie Lollia

It may not be much, but as a “completely new title” with few links to its predecessors to make the game accessible for “people who have never played the Silent Hill series,” it’s good to see a confirmed, non-speculative nod to the game — and music — that started it all.

Silent Hill f takes us to 1960s Japan, where we follow Hinako Shimizu, a teenager struggling under the pressure of expectations from her friends, family, and society. It’s out now for PC, PS5, and Xbox Series X and S.

IGN’s Silent Hill f review returned a 7/10. We said: “Silent Hill f presents a fresh new setting to explore and a fascinatingly dark story to unravel, but its melee-focussed combat takes a big swing that doesn’t quite land.” If you’ve played through and are still scratching your head about its story, check out our handy guide that explains what happens and why in each of Silent Hill f’s numerous endings.

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.

Dead Space Fans Blast Cardboard Isaac Clarke’s ‘Absurd’ $35 Pricetag in Free-to-Play Skate

Dead Space fans have reacted in dismay at the cost of cosplaying as series star Isaac Clarke in EA’s new free-to-play Skate, which is currently available in early access.

Skate’s new Isaac Clarke bundle, which includes a homemade-style cardboard Isaac Clarke costume for your skater, a themed skateboard, the Necro Stomp emote and a bunch of stickers, is priced at 3,350 San Van Bucks — Skate’s in-game currency.

A pack of 2,800 San Van Bucks costs $25, while a 500 San Van Bucks pack costs $5. Inconveniently, buying these will leave you needing another 50 Van Bucks — so you’ll need another 500 pack ($5), making for a minimum total spend of $35. (There is at least a USG Ishimura T-shirt for free.)

While Skate is a free-to-play game funded by microtransactions, Dead Space fans have reacted to the bundle’s pricing in disbelief, with many comparing its cost to the price of the franchise’s full games.

Currently, the original Dead Space trilogy is available via Steam for $20 each, though individual games have been offered for as little as $4 each during sales. The celebrated 2023 Dead Space remake is currently $60 — although has been offered for as little as $12 during sales.

And then there’s the fact that, for the forseeable future at least, EA has put the Dead Space franchise on ice. Ideas for an all-new Dead Space 4 and any plans to follow the Dead Space Remake with a new version of Dead Space 2 are seemingly not in the works, with developer Motive put to work on the Battlefield franchise instead. Isaac Clarke, meanwhile, has been left to simply cameo in other games, such as Fortnite and Battlefield 2042.

In one post on reddit titled “The state of Dead Space,” IllustriousReveal962 wrote: “Let’s hope that one day Dead Space will reach state as an IP that it isn’t solely relegated to just being a skin in a mediocre always online game to boost mtx.”

“You can buy 3 Dead Sapce games with that money (and probably 3 Skate games),” wrote another fan, Diogo Rodriguez, in a post on X. “Dead Space 2 remake got cancelled and now we get this,” wrote cayo0663.

EA’s Dead Space and Skate franchises have something of a history, with a snazzy Isaac Clarke skin and cool sci-fi skateboard unlockable in Skate 3 for free via cheat code. The franchise’s celebrated 2023 Dead Space remake meanwhile featured an in-game Easter egg for a fictional “Skate 3000.” Many fans have said it should have been a positive this crossover is continuing — but not priced like this.

Image credit: @Realradec.

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