We Played 30 Hours of Death Stranding 2: On the Beach!

2019’s Death Stranding transcended the framework of ordinary video games by metaphorically depicting cosmology and even anthropology through the act of delivery.

It was a game that challenged the idea of human connection through refreshing gameplay mechanics that fundamentally reexamined the very act of movement. To me, Death Stranding was an undeniable masterpiece that delivered a viscous flow of concepts. Now that I’ve played its sequel for more than 30 hours at a special press event at Kojima Productions’ Tokyo office, I am starting to realize that it may have been only the beginning.

Death Stranding 2: On the Beach can be seen as an attempt to take the premises of the first game to the next level. While taking the player on a journey across the border of the UCA (United Cities of America), its symbolic depiction of connection feels more dynamic yet less certain than its predecessor. What questions will the new journey of legendary deliverer Sam Porter Bridges bring, and how will they be answered?

While it was explicitly stated that what I played was not the final version of the game, the playable portions demonstrated a density and completeness you would expect from a final product. Fundamental elements such as movement, dialogue, and presentation are highly integrated, and the intention to expand upon the experience that the first game delivered was evident throughout.

A new beginning in a new land

In the first game, Sam reconstructed connections between people while uncovering the truth behind Death Stranding, a mysterious phenomenon that caused disconnection between cities. Through Sam’s journey of delivering supplies, players experienced movement in a way video games had not offered before, while the story gradually unfolded its views on life, death, and cosmological visions.

The setting of Death Stranding 2 moves from the rebuilt UCA to the Mexican border region. Bridges, the organization that previously handled delivery operations, has withdrawn from delivery, and instead, an automated delivery system called APAS is now operating with unmanned vehicles.

Sam was living quietly with his daughter Lou in a remote area of Mexico, but at the request of Fragile, another returning character, he takes on delivery missions again in this region where the communication infrastructure is undeveloped. A new journey quietly begins to reconnect the Chiral Network, a communication network similar to the internet.

Photorealistic modeling and subtle facial expressions of characters have also largely improved from the first game.

The photorealistic graphics that meticulously depict Mexico’s desolate land are nothing short of impressive. From the texture of the dried surface to faintly rippling sand dust and rocky mountains in the distance, Death Stranding 2’s visuals drew me in right away. Photorealistic modeling and subtle facial expressions of characters have also largely improved from the first game, and the art style creates an aesthetic that transcends mere realism, forming a powerful foundation supporting its surrealistic worldview and story.

The part that plays in Mexico functions more or less like a tutorial, not just in terms of gameplay, but also story and settings. While the first one overwhelmed players with numerous terms and settings in its early hours, Death Stranding 2 is conscious of being accessible even without prior knowledge. The sequel also offers a recap mode in novel style narrated by Deadman.

The original Death Stranding left a strong impression by overwhelming players with a vast amount of information from the beginning. By doing so, it undeniably confused more casual players not used to such a convoluted story. In contrast, Death Stranding 2 introduces a glossary function called Corpus, showing careful consideration for players who have not played the first game or those who did but found it too complicated.

An evolution of the delivery system

I feel that the game design of Hideo Kojima’s works often comes in three layers. For example, the Metal Gear series’ gameplay consists of infiltration, danger, and stealth while its movement can be divided into walking, crouching, and crawling.

The same philosophy can also be seen in Death Stranding. For example, your scanning device Odradek visualizes terrain danger levels in three different colors. Death Stranding 2 follows the same rules.

Just like in the original, the player once again has to manage cargo weight and balance while traversing unstable natural terrain. Footing must be secured on slopes, while the center of gravity must be controlled to avoid being swept away in rapid water streams. The risk of cargo damage is present throughout the process, which makes traversing the world itself a nerve-wrecking task.

Constructions such as ropes and ladders can be used to traverse the world more conveniently. These infrastructures go beyond individual player experiences, as structures installed by other players are shared in the world as the Social Strand System. As you make use of ladders and bridges left by someone else, the solitary exercise of delivery gradually transforms into a more connected and social experience.

In addition to highways, Death Stranding 2 allows the player to construct monorails too, which makes traversing its world a lot smoother. Highways and monorails require a lot of materials, forcing the player to utilize the mines to gather materials. As a result, establishing trade routes has become more central to gameplay than it was the first time around.

While traversing the world itself has become more convenient, environments have become more challenging in return. The width of rivers can double due to rainfall, while natural hazards such as earthquakes called “gate quakes” and sandstorms can occur. As a new feature, the time of the day also changes in real time, which causes additional challenges for Sam. These natural elements interfere with player actions in various ways, such as footing collapsing due to flooding and earthquakes, or visibility worsening due to sandstorms and nightfall.

A new system called APAS Enhancement allows you to use skill points to enhance stats and obtain new abilities.

To overcome these conditions, the sequel also boasts more room for customization. The “Porter Grade” indicates Sam’s current proficiency in a more direct way, while a new system called APAS Enhancement allows you to use skill points to enhance stats and obtain new abilities. From weapon power enhancement to weather analysis and footprint erasure, you can choose to have Sam specialize in either delivery, movement or combat skills. That means that while preparing your cargo was pretty much the only thing you could do to get ready for a new delivery in the first game, you can now also prepare by customizing Sam’s abilities according to your preference.

Sam’s skills show that once again, Kojima is utilizing three layers of gameplay in which the player can tackle the game’s missions and obstacles. However, while delivery, movement and combat skills can all be customized, combat plays a greater role in Death Stranding 2.

New enemies and a deeper combat system

Combat, meanwhile, occurs much more frequently and has become more flexible in Death Stranding 2. In the first game, combat was limited and functioned merely as a way to secure supplies or to make your way through bases. Death Stranding Director’s Cut already added infiltration missions into Mule bases, but Death Stranding 2 builds more varied stages and systematized combat in the open world, seemingly as an extension of that.

New human enemy forces such as Bandits and Armed Survivalists appear, and their bases are designed as stages with simple three-dimensional structures. When infiltrating these bases, players are often forced to engage in combat.

BTs, or creatures that appeared due to the Death Stranding phenomenon, also have new types. Larger BTs with stronger attacks make the combat more challenging than it was last time.

Combat has become more tactical as well. By throwing a speaking doll called Dollman, you can observe the insides of bases from above to grasp enemy placement and movement lines. While close combat remains important, remote stealth attacks with the Blood Boomerang, precision shooting with sniper rifles, and utilizing assault rifles and grenade launchers give the player a multitude of new options.

It’s even possible to put down Sam’s backpack, allowing for more agile and nimble movement by completely separating him from his cargo. Weight management directly connects to mobility, which greatly enhances tactical flexibility.

Whether to engage in direct combat, choose stealth or avoid combat altogether, freedom of approach has increased when compared to the first game. The APAS Enhancement even allows you to refund skill points, welcoming trial and error to find the playstyle that suits you best.

Death Stranding 2 has four difficulty settings – Story, Casual, Normal (which I played), and Brutal – providing flexibility in how much you want to invest in the game’s expanded combat as well.

Did the trailers say too much?

As partially revealed in trailers, after a series of dramatic events, Sam will cooperate with Drawbridge, a civilian company established by Fragile.

The setting moves from Mexico to Australia, and a journey to spread the Chiral network begins once again. A mobile base called DHV Magellan (Deep-Tar Hunting Vessel), named after the explorer Ferdinand Magellan who travelled around the world, functions as a hub for the player.

As the name DHV Magellan suggests, the story steps into themes reminiscent of colonial domination. Furthermore, the rise of a private political organization called APAC (Automated Public Assistance Company) shows similarities with the PMC (Private Military Company) depicted in Metal Gear Solid 4. Since I haven’t witnessed the story to its conclusion, it is too early to speculate on how these motifs will come to fruition in the full game.

In Death Stranding, people were isolated and only porters traversed the dangerous outside world, which has been noted by many as a portrayal that seemed to foresee the Covid-19 pandemic. In Death Stranding 2, the APAC seems to resonate with recent movements of America’s DOGE (Department of Government Efficiency). With such eerie points of convergence with reality, I can’t help but feel that there is a significance worth noting in contemporary times regarding how connections will be redefined in Death Stranding 2.

As the name DHV Magellan suggests, the story steps into themes reminiscent of colonial domination.

Of particular note is the presence of actor Luca Marinelli, who plays a mysterious man. Both Marinelli’s acting ability and the presentation of scenes he appears in leave a strong impression. The mystery of who this man is and why he stands in Sam’s way will have players speculating for sure. Marinelli and his character are just as captivating as Mads Mikkelsen’s Cliff was in the first game.

One concern I had during my 30 hours with the campaign was that I realized that the trailers contain content that delves quite deeply into the main story, to the extent that a lot of what happened throughout the game I was already somewhat aware of.

Could it be that too much has been given away in the trailers? Or is there a big surprise awaiting players when Death Stranding 2’s full picture is revealed? We can only eagerly await the game’s June 26 release.

Former BioWare Lead Says Dragon Age: The Veilguard Team was ‘Jerked Around’ Due to EA’s Disinterest in the Franchise

Former Dragon Age series executive producer Mark Darrah says he doesn’t feel EA and BioWare efficiently supported his team during the early development of Dragon Age: The Veilguard.

The ex-BioWare developer shed light on his time working on the legendary fantasy RPG franchise during a recent video uploaded to his YouTube channel. His story recounts events that transpired throughout 2017 or, according to Darrah, “the most impactful 12 months in BioWare’s history.” He touches on not only decisions that affected the early development of last year’s Dragon Age game but how a change in attitude was tied to the final days of development on Mass Effect: Andromeda.

It starts in late 2016, when Darrah was moved over to the team that would handle the last stages of development on Andromeda. He says his “feeling at the time” was that the Dragon Age team felt “jerked around” and had “no support from BioWare or EA.” The hope was that Darrah could aid in getting Mass Effect out the door so the next Dragon Age could utilize more resources, though this ultimately didn’t quite pan out.

“This was the first time where we had this leadership discontinuity, where the person in charge of a project left that project to help someone else, some other project, while the project continued to run,” Darrah explained. “In the cast of Mass Effect: Andromeda, I don’t think the impact to Dragon Age was huge. It wasn’t very long, but it did set this precedent as this being a thing that we could do, and it’s not a good thing to do. It is incredibly dangerous to have a project run while it’s missing some of its core leadership.”

Mass Effect: Andromeda launched in March 2017 and, in Darrah’s own words, “it doesn’t go well.” Throughout this time, BioWare was still adjusting to a structural change that saw the team reporting to new leadership at EA that was “hyper interested” in its projects and plans. He calls the change dramatic, noting that the studio’s new bosses weren’t interested in continuing work on Mass Effect due to its recently troubled launch. However, Darrah didn’t feel like Dragon Age was getting the support it needed even after Andromeda was shipped.

The former BioWare lead says he approached current EA CEO Andrew Wilson and former EA executive Patrick Söderlund with his concerns and was reassured of Dragon Age’s importance to the company. While EA offered few resources in an attempt to maintain the studio’s work in the summer of 2017, Darrah along with the rest of the BioWare staff were told that studio veteran Casey Hudson would be returning. It was a major shakeup that staff was made aware of without notice.

“You have to remember: I am the second most senior person at BioWare,” Darrah said. “Casey was interviewed, and hired, and prepared to be brought back entirely without me being consulted in any way. Would me have being involved in the process have changed the decision? No, I don’t think it would have, but there is an immense amount of disrespect involved in making a hire of this impact, in making a decision of this import, without involving the second-most senior person at your studio in any way.”

Darrah then predicted that BioWare would shift its focus to Anthem. When his concerns were shared with EA, he was told that leadership was committed to giving Dragon Age the attention it deserved.

“As we all know, that’s not what happened at all,” he added.

EA’s interest in Anthem ballooned until its similarly troubled launch in 2019, all while Darrah felt his trust in the company was being “constantly hammered” and “constantly challenged.” Resources were continuously pulled away from what would eventually be known as Dragon Age: The Veilguard all the way through 2019, leading to what Darrah says were “fundamental” changes to the nature of the project.

Dragon Age: The Veilguard would go on to release in late 2024 as BioWare’s latest AAA fantasy RPG. Despite positive reviews from critics (we gave it a 9/10 in our review), EA painted its launch as a letdown, saying in February that it failed to “resonate with a broad enough audience.” These were comments former BioWare developers later pushed back on, with some suggesting the company should follow the lead set up by Baldur’s Gate 3 developer Larian Studios.

Many Dragon Age developers were laid off in January of this year as the studio shifted its focus back to Mass Effect 5.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

GTA 6 Trailer 2 Delivers Massive Spotify Boost to The Pointer Sisters’ Hot Together

The Pointer Sisters’ Hot Together has seen a monumental increase in Spotify streams following its use in the new Grand Theft Auto 6 trailer, which premiered just yesterday.

Global Spotify streams for the 1986 tune shot up a staggering 182,000% in the two hours following the trailer’s premiere alone. Spotify numbers seem to have gone without an update since yesterday, as Hot Together still sits at just over 250,000 streams, though it sounds like that number will see a significant change in the near future.

“Grand Theft Auto cuts through popular culture like almost nothing else,” Spotify’s Global Head of Editorial Sulinna Ong said in a statement. “Music has been synonymous with the series since the very beginning, so it’s great to see fans both new and established connecting with an iconic track in this way.”

It’s now been 24 hours since Rockstar Games revealed its latest look at GTA 6, with the trailer itself already boasting an incredible 77.7 million views on YouTube at the time of this story’s publication. Hot Together’s newfound success is quite the sight to see, but it’s also far from a shock. When Rockstar’s latest saw its first trailer revealed in late 2023, the song it featured, Tom Petty’s Love Is A Long Road, saw a similarly massive boost in Spotify streams. Its popularity brought on such a moment for gamers that many began to spin theories about how it might connect to GTA 6’s story, though no such creativity has emerged for Hot Together – yet.

Rockstar is giving eager fans lots of good music to listen to while they wait for its (recently delayed) GTA 6 release date of May 26, 2026, to arrive. In the meantime, you can read up on some of the best Trailer 2 fan theories we’ve seen so far, as well as our list of 89 details Rockstar tucked into the video.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

After Some Said GTA 6 Trailer 2 Looked Too Good to Have Been Captured on a Base PS5, Rockstar Confirms It Really Was — and There’s Even Gameplay in There

Is GTA 6 Trailer 2 too good to be true? Some cast doubt on the small print shown at the end of the trailer that said it was captured on PS5, suggesting the footage came from either a PS5 Pro or a PC. Not so, according to Rockstar.

In a social media post, the developer said GTA 6 Trailer 2 was captured “entirely in-game” from a PS5, and not only that, but it contains “equal parts” gameplay and cutscenes.

Here’s the statement in full from Rockstar:

Grand Theft Auto VI Trailer 2 was captured entirely in-game from a PlayStation 5, comprised of equal parts gameplay and cutscenes.

With that in mind, it makes GTA 6 all the more impressive. The footage in Trailer 2 is astonishingly detailed, and, we now know beyond any doubt, running on a five year-old console. By the time of GTA 6’s May 26, 2026 release date, the PS5 will be five-and-a-half years old.

The developer wizards at Rockstar are working their magic once again, but their mention of gameplay in Trailer 2 also sparks questions about which moments it’s talking about here. The most obvious one, already picked up by the GTA 6 community, is what looks like a cutscene to gameplay transition moment when Jason enters his apartment.

What else? GTA 6 fans will be going through the trailer as we speak to try to sort the gameplay from cutscenes.

While we wait to find out, we’ve got plenty more on GTA 6, including all the details we’ve discovered so far, a roundup of 70 brand new screenshots, and all the GTA 6 fan theories emerging from Trailer 2 itself.

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.

Nikoderiko: The Magical World – Director’s Cut Released as Free Upgrade

In 2024, indie developer VEA Games released Nikoderiko: The Magical World, their love letter to classic platformers. Now, they’ve released a Director’s Cut that refines gameplay and adds new content, and they’ve offered it as a free upgrade.

If you missed out on Nikoderiko the first time around, it’s a family-friendly platformer with an art style inspired by Saturday morning cartoons. It stars mongooses Niko and Luna and can be played in single-player or couch co-op. You travel through the game’s varied worlds on a quest to retrieve an ancient relic stolen from you by the nefarious Baron Grimbold, and you can team up with animal mounts to defeat his Cobring army and save the local tribes.

Since the release of the base version of the game, the dev team has received extensive feedback from players and worked to improve on as much as possible with the Director’s Cut.

“We have a lot of emails; I personally read and answer every email,” said Dmitry Smirnov, founder of VEA Games and director of Nikoderiko. “We tried to implement all the necessary features you asked for. There are a lot of ideas for the game and how to improve the game. It really helps us to make a good game a great game.”

One of the biggest improvements to the Director’s Cut is the expansion of its difficulty options, which target a wider range of players and experience levels. For hardcore players, there’s a new Hard Mode with level modifiers.

“It will push players,” Smirnov said. “There are more challenges, more hard but honest mechanics. We would like to give you the experience of a soulslike game in a family platformer.”

On the other end of the spectrum, Easy Mode has been made easier, lowering the barrier to entry for younger players or those new to gaming or the platformer genre. It is a family game, after all.

“We decided to make it more accessible for kids and younger players,” Smirnov said. “While we were developing Nikoderiko, it was nice to know that my kids will be able to feel the same impressions like I did in my childhood.”

Keeping with the theme of making Nikoderiko accessible to as many people as possible, the Director’s Cut adds text and voiceover options for several languages, including German, French, Italian, Spanish, Japanese, and Chinese. It also adds Steam Deck compatibility for the first time.

There’s also a new secret eighth world for players to unlock, with its own hidden treasures and new boss. With the new world comes new music from veteran composer David Wise, who composed the soundtrack for the base game. Wise has worked in gaming for more than 30 years and is probably best known for his composing work in the Donkey Kong Country series.

“On my fourth birthday, I got a present and it was Donkey Kong Country,” Smirnov said. “I always loved to play with my brother, and it changed a lot of my direction in life, because I was very inspired by the graphics and the mystical and atmospheric music.”

In addition to all the new content in the Director’s Cut, it also refines what was already there. Graphics have been upgraded, animations have improved, and performance has been optimized across all platforms.

If you’ve already bought Nikoderiko, the Director’s Cut is available as a free update and is compatible with your previous saved games, so you don’t need to start over. For the achievement hunters, the update adds new trophies and achievements on the appropriate platforms.

If you haven’t picked it up before, the Director’s Cut has replaced the base game on all platforms, so buying it now will get you the expanded version. It’s available on PC, Nintendo Switch, PS4/5, Xbox One, Xbox Series X/S, and Amazon Luna, so it’s safe to say you probably have access to it. It’s also offered on sale pretty regularly, so you can always wishlist it on your preferred platform and buy it when it’s at a price you’re comfortable with.

For the collectors among you, a physical release was recently announced and is scheduled to release on August 22. The base game will be available on its own, and there will also be a Collector’s Edition that comes with the game, David Wise’s soundtrack on CD, and an official artbook with around 100 pages.

For more information, check out the game’s official website or join the community on Twitter for updates.

Best Xbox Game Pass Deals and Bundles Right Now (May 2025)

With so many great games coming down the pipeline, now’s a great time to hop on the Xbox Game Pass bandwagon. If some titles joining the catalog this year have caught your eye and you’re itching to join in on the fun, you can choose between one or three month Game Pass Ultimate membership options at Amazon. Unfortunately, there aren’t any discount deals available at the moment, but we’ll update this when a new one drops.

You can learn more about options for signing up, what’s coming soon to Game Pass this month, and the big releases still to come below.

Navigate to:

Best Xbox Game Pass Deals

While there aren’t any deals available at the moment, we’ve included where you can buy a one month Game Pass Ultimate membership above at Amazon. This will set you back $19.99. Amazon also has a three month Game Pass Ultimate membership option available for $59.99, if you want to stock up on a few months to get you started.

What’s Coming Soon to Xbox Game Pass?

Game Pass has a nice rotation of new titles to play every month. If you’re curious about what’s in store for the start of May, we’ve got you covered. The Xbox Game Pass May Wave 1 lineup is:

It’s important to note that the Game Pass Standard tier (available for $14.99/month) does not give users access to day one releases – that’s exclusive to the Game Pass Ultimate tier. If you’re looking to play big Xbox exclusives and other new games on the day they release, you’ll need to be subscribed to Game Pass Ultimate.

What Games Are Leaving Xbox Game Pass?

Unfortunately with new games joining the catalog it means a few must take their leave. Below, we’ve listed the games that’ll be leaving Xbox Game Pass on May 15.

  • Brothers A Tale of Two Sons (Cloud, Console, and PC)
  • Chants of Sennaar (Cloud, Console, and PC)
  • Dune: Spice Wars (Game Preview) (Cloud, Console, and PC)
  • Hauntii (Cloud, Console, and PC)
  • The Big Con (Cloud, Console, and PC)

Biggest Games Releasing on Xbox Game Pass

Xbox’s Summer Showcase last June was a massive success, revealing an incredible amount of new games coming to the platform. The showcase included Doom: The Dark Ages, Perfect Dark, Fable, Gears of War: E-Day, and so many more. But which of these titles will appear as day-one releases on Game Pass? Thankfully, quite a few! Including all of the previously mentioned titles.

The latest big release on the platform is Clair Obscur: Expedition 33. In our review, IGN’s Michael Higham said, “Wearing its inspirations on its sleeve, Clair Obscur: Expedition 33 paints itself into the pantheon of great RPGs with a brilliant combat system and a gripping, harrowing story.”

If you’re looking for even more savings on all things Xbox, have a look at our roundup of the best Xbox deals. There, we’ve highlighted all of the latest and greatest discounts on the platform, from incredible game deals to fantastic offers on high-quality headphones. Or, if you’d rather see what’s going on with other platforms, check out our roundups of the best PlayStation deals, the best Nintendo Switch deals, and our overall roundup of the best video game deals.

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

Elden Ring Nightreign – Raider Class Hands-On Impressions – IGN First

One of the great things about Elden Ring has always been the diversity of playstyles it enables, and one of my favorite playstyles is loading up on Strength, grabbing the largest weapon I can find, and crushing foes with posture-breaking jumping attacks and charged-up heavy strikes. If that’s you too, then allow me to introduce you to the Raider in Nightreign (see the video below).

While the Guardian — the other big burly class with lots of health and an affinity for big weapons — is more focused on defense with a shield as a starter weapon and an ultimate ability that can mitigate damage for the entire party for an extended period of time, the Raider is designed as an absolute offensive powerhouse.

The most important ability of the Raider is Retaliate, which initially may not seem like a very strong skill on its own — it’s just two stomps that deal a bit of physical and poise damage. But the real magic is that thanks to the Raider’s passive, he cannot be knocked down while doing Retaliate. This means that the Raider basically has a free damage-soaking technique that will let you totally armor through pretty much any enemy or boss attack, with the added bonus of that weak second stomp getting replaced by an extremely powerful punch that will stagger even the largest enemies, if you manage to absorb an attack that would’ve done a substantial amount of damage.

Then there is the Raider’s ultimate, Totem Stela, which has him slamming the ground and causing a large totem to erupt, dealing big damage to anything around it. Like all of the other Ultimates in Nightreign, this is an incredibly powerful technique that can alter the tide of a fight. Not only does it deal big damage, but the totem is climbable, giving both you and your teammates either a safe place to lay low, or a vantage point to hit. In addition to that, it also gives everyone a damage buff as well, meaning it’s one of the first ults you’ll want to coordinate using so that the rest of the team can benefit from it.

Of all the classes I’ve played in Nightreign, the raider was the one I had the most fun with.

The Raider starts with the Raider’s Greavtaxe, which is a pretty solid starting weapon that deals some fire damage and has the “Endure” skill affixed to it, which basically gives you another way to absorb and power through enemy attacks in case Retaliate is on cooldown. Still, you’ll definitely want to find a better weapon as the nights get closer, and large strength-scaling weapons are definitely the Raider’s go-to style of weapon.

Of all the classes I’ve played in Nightreign, the Raider is definitely the one that I’ve had the most fun with. It’s the one that is most well-suited for one-on-one battles, which is appropriate because its Remembrances (we’ll talk about those later on in the month) have you fighting in one-on-one boss fights in a sort of gladiatorial arena, which is a nice change of pace.

That’s all for our hands-on impressions of Nightreign’s classes, but stay tuned all throughout the month in depth looks at the mechanics of Nightreign, along with interviews with the developers, and more as IGN First continues on.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Every Fire Emblem Game on the Nintendo Switch in 2025

It’s been 35 years since Intelligent Systems debuted its Fire Emblem series on Nintendo’s Famicom. Through its ever-evolving combat and the introduction of beloved character bonding mechanics, the series has ascended to the upper echelon of tactical RPGs, culminating in two excellent mainline entries on the Nintendo Switch.

As we near the end of the original Switch era, we’ve compiled a list of every Fire Emblem game available on the console as well as what’s coming to the Switch 2.

How Many Fire Emblem Games Are on Switch?

There are five Fire Emblem games on Switch: two mainline games and three spinoffs. There are two additional Fire Emblem games available with Nintendo Switch Online, with a third due out for the Switch 2 in June.

Every Fire Emblem Game on Nintendo Switch

Fire Emblem Warriors (2017)

The first Fire Emblem game released on Switch was the Dynasty Warriors crossover Fire Emblem Warriors. The mashup incorporates the best elements of each series, blending Fire Emblem’s team-based strategy with Dynasty Warriors’ button-mashing, hack-and-slash action. It’s a worthwhile spinoff for action fans, though the light story makes it inessential to those concerned with Fire Emblem lore.

The game was developed by Dynasty Warriors studio Omega Force in collaboration with the action gurus at Team Ninja (Ninja Gaiden, Nioh).

Fire Emblem: Three Houses (2019)

Fire Emblem: Three Houses was a milestone release for the series. It was the first Fire Emblem game released on a home console in 12 years, the first mainline entry released on Switch, and a critical and commercial success that carried forward the momentum of Awakening seven years before it.

Three Houses is a massive tactical RPG that balances the grand with the intimate. Large-scale battles progress an overarching story of politics and religion within a continental war, while quieter moments between battles are spent in the monastery training, teaching, exploring, and bonding with other characters through well-written and -acted conversations.

Three Houses is Fire Emblem at its best, and what we’d recommend as a starting point if you’re looking to jump into the series on Switch.

Tokyo Mirage Sessions #FE Encore (2020)

In 2020, Nintendo released Tokyo Mirage Sessions #FE Encore, an expanded port of the original Wii U release. Encore added new story content, characters, and music to the Nintendo-Atlus crossover game, which blends Fire Emblem’s “weapon triangle” combat mechanic — swords have an advantage over axes, axes over lances, lances over swords — with the flashy style, dungeon-crawling, and moment-to-moment combat of Atlus’s Shin Megami Tensei and Persona games.

The story is a comical, often over-the-top send-up of Japanese pop-culture that, as in Warriors before it, takes a backseat to the action.

Fire Emblem Warriors: Three Hopes (2023)

Nintendo re-teamed with Omega Force for Fire Emblem Warriors: Three Hopes, the companies’ second Fire Emblem-Dynasty Warriors crossover following Fire Emblem Warriors. Three Hopes is a retelling of Three Houses set in an alternate timeline where Three Houses’ protagonist Byleth serves as the main villain.

Three Hopes is a more robust blend of the two franchises than its predecessor, integrating more of Fire Emblem’s social and tactical mechanics with Dynasty Warriors’ fast-paced action.

Fire Emblem Engage (2023)

Fire Emblem Engage is the series’ latest game and its second mainline entry on Switch. Engage is a progression of Three Houses’ excellence and an ode to Fire Emblem’s past: It refines and scales down the social and hub mechanics of Three Houses while shifting its primary focus to the series’ longstanding tactical combat, most notably reintroducing Fire Emblem’s “weapon triangle” system.

The story of Engage follows a Divine Dragon named Alear, who’s tasked with collecting 12 rings to defeat the Fell Dragon and save the continent of Elyos. Engage’s original story connects to the series past through these 12 rings, each of which houses the spirit of a past Fire Emblem protagonist, allowing you to summon past heroes such as Marth, Ike, Celica, and Byleth.

Fire Emblem Games Available With Nintendo Switch Online

There are currently two Fire Emblem games available with a Nintendo Switch Online subscription outside of Japan: the 2003 Game Boy Advance game Fire Emblem, aka Fire Emblem: The Blazing Blade, and the 2004 follow-up Fire Emblem: The Sacred Stones.

A third game, 2005’s Fire Emblem: Path of Radiance, will be added to the catalog when GameCube games are integrated into the service alongside the launch of Switch 2 on June 5.

Here’s the complete list of Fire Emblem games currently available with a Nintendo Switch Online + Expansion Pack subscription:

Upcoming Fire Emblem Games on Switch and Switch 2

There’s no official word on new Fire Emblem games in development, but it’s pretty likely we’ll see something new (or remade) in the series on the upcoming Switch 2. Speaking of, as mentioned above, the next Fire Emblem game to be playable on the Switch will actually be Fire Emblem: Path of Radiance, available through the GameCube library of Nintendo Switch Online exclusively on the Switch 2 starting on the system’s launch day, June 5.

Jordan covers games, shows, and movies as a freelance writer for IGN.

Genshin Impact Updates Shop to Show How Much You Need to Spend to Guarantee Pulling a Character — and Now Players Want HoYoverse to Sell the Characters Directly

Genshin Impact is one of the most popular gacha games in the world. The free-to-play action RPG from HoYoverse lets players spend a virtual currency called Primogems to have a chance (a “wish”) to obtain rare characters of varying power. It’s a microtransactions system that has proved controversial, but a money-spinner for the developers, generating billions of dollars in revenue over the years.

In most games of this type, the amount of money you have to spend to eventually pull a character is withheld from the player — and you can see why given the poor odds available. But now, HoYoverse has updated Genshin Impact to do just that, revealing front and centre just how much needs to be spent.

The Genshin Impact shop now tells U.S. players how many pulls you’re getting with each purchase (you can buy wishes directly with a direct conversion rate displayed) and how much you need to spend to guarantee pulling a character, which varies between $1.98 to $475.20. The figure is based on the base prices of the pulls (without bonuses) and if you hit the max pulls to guarantee the character (180 pulls).

So, while the posted figure assumes the highest possible price if you intentionally don’t buy the higher value (and more expensive) bundles, you could face spending nearly $500 pulling just one character in Genshin Impact.

Players have reacted with a mix of disbelief and positivity at the transparency.

“Whole thing is weirdly…. Transparent,” said redditor Zion-plex. “You see it clear as day, 100 bucks 50 pulls every time staring at you (whales think or maybe don’t even care they ‘know’ the math). Man, that’ll sting, even for those who can and will spend, there’s a lot of mental suppression that goes on.”

”Unmitigated positive,” said Whilyam. “The only people helped by obscuring costs are the ones who want to take advantage of people or make it easier for people with addictions to justify spending money.”

“I think it’s harder to justify the spending with abysmal conversion rate visible with your eyes,” added Mtboomerang. “I think the biggest problem with addicts is they follow the emotion then they will calculate. With the conversion rate visible now, their logic will shut their emotion down in time before they are deep in emotion abyss trying to come up with a reason.”

“Good changes that should be standardized for all Gachas and other similar games with gambling/loot box type mechanics,” said mikethebest1.

Some players are now calling on HoYoverse to just let Genshin Impact players buy characters directly, given they now know how much it could cost to obtain them through the gacha system.

“I wish they would just freaking sell the damn characters,” said yuusharo. “Horse armor works on me, I’d pay a freak ton on these games if I knew I’d get what I wanted every single time.

“Instead, the vast majority of their revenue comes from a tiny percentage of players exploiting gambling tendencies, preying on people like vultures. I hate it, I feel so gross whenever I succumb to that.”

So, why has HoYoverse added this layer of transparency to Genshin Impact now? It’s because it lost a court case against the Federal Trade Commission (FTC) back in January that resulted in a ban on selling loot boxes

If you are wondering why, back in January HoYoverse reached a settlement with the Federal Trade Commission (FTC) that resulted in increased transparency around parental consent and virtual currency practices within its games. The results are now kicking in.

As part of this, HoYoverse is now required by U.S. law to age verify U.S. player accounts. That’s because as part of the FTC’s settlement order, sales of Genshin Impact loot boxes to kids under 16 without their parents’ consent were banned.

The age verification process will be rolled out to all U.S. players by May 20. If you don’t provide your age information by July 18, 2025, you could see your account suspended, the developer warned. If the verification is not completed by July 20, 2026, the personal information of your HoYoverse account will be deleted permanently.

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.

EA Bucks Industry Trend And Says It Has No Plans to Increase Video Game Prices

Publisher/ developer EA has confirmed it has no plans to raise the price of its games even as the likes of Microsoft and Nintendo jump to $80.

Addressing investors in its latest financial call, CEO Andrew Wilson said the company’s focus was to “deliver incredible quality and exponential value for our playerbase,” such as its hit co-op adventure Split Fiction, which has now sold 4 million copies.

“In terms of pricing power, our business is very different today than it was even just 10 years ago,” Wilson explained. “In a world where everything we did 10 years ago was about selling shiny discs in plastic boxes in retail shelves — well, that’s still a part of our business, it’s a significantly smaller part of our business, and we now have pricing representing everything from free-to-play all the way to deluxe editions and beyond.

“At the end of the day, whether we’re doing something that costs a dollar, or we’re doing something that costs $10, or we’re doing something that costs $100, our objective is always to deliver incredible quality and exponential value for our playerbase,” said Wilson. “And what we’ve discovered over the course of time is [when] we can marry quality and value together, our business is strong, resilient, and continues to grow.”

“From a guidance perspective […] we have reflected no changes in our current [pricing] strategy at this point,” added CFO Stuart Canfield.

It’ll be welcome news to some, given just last week, Microsoft confirmed it was raising Xbox prices as well as increasing the cost of controllers, headsets, and some games. The price hike for consoles and accessories has already taken effect, and while game prices will stay the same for now, we should expect to see Xbox charging $79.99 for new, first-party games around the holiday season.

It follows a broader trend in AAA gaming that has seen prices jumping from $60 to $70 in just the last five years, and Nintendo going with $80 for upcoming Switch 2 exclusive Mario Kart World and some other Switch 2 Edition games. The Switch 2 itself was recently revealed to be launching at $450, a price that drew criticism from Nintendo fans even as analysts admitted such a high price was likely inevitable amid current economic conditions.

Given EA’s comments, we can expect the next EA Sports FC, Madden, and Battlefield games to stick to the $70 standard edition pricing.

Last week, IGN reported EA cut around 100 jobs at Apex Legend developer Respawn Entertainment, as well as making wider cuts across its organization, impacting around 300 individuals in all.

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.