The Elder Scrolls IV: Oblivion Remastered Mods Have Already Been Published Online

Bethesda has confirmed The Elder Scrolls 4: Oblivion Remastered does not feature official mod support, but that hasn’t stopping dedicated fans from already pushing out a few unofficial mods of their own.

A handful of community mods made their way to popular website Nexus Mods just hours after Bethesda and Virtuos’ Oblivion reimagining shadow-dropped for players across PC, PlayStation 5, and Xbox Series X and S. Although these mostly amount to small customization options, it’s proof that few modding communities are as dedicated as those found in The Elder Scrolls fanbase.

At the time of this story’s publication, a surprising 22 mods are available on the site. The first to cross the finish line simply allows PC players to personalize their desktop by replacing the default Oblivion Remastered shortcut with one of two images of its infamous Adoring Fan. More than a few allow players to skip the introduction Bethesda and Vitruos logo screens, while others, including one that tweaks the Wizard’s Fury spell and another that removes the compass, are already tackling options to customize gameplay.

The wave of early mods arrives as Bethesda, which usually encourages mod support in its games, announced that Oblivion Remastered does not feature official mod support this time around. Confirmation that players would need to turn elsewhere for mods was detailed in an FAQ section on its website.

Meanwhile, Nexus Mods user GodschildGaming uploaded their Iron Longsword damage mod in part to show Oblivion Remastered is still ripe for modding.

“This is just to prove modding is possible,” they said in the mod’s description. “Bethesda says no mod support, I say false. It really is Unreal slapped on top of Oblivion, the data folder is nested in a lot more folders but same concept.”

The Elder Scrolls 4: Oblivion Remastered launched today, 19 years after the original, for PC and consoles. As more players get their hands on it in the weeks and months ahead, its pool of mods will only increase and offer more bizarre ways to tailor the experience to your liking. While we wait for more mods to drop, you can read up on why some players think today’s release is more remake than remaster and why Bethesda opted to give it that “Remastered” name in the first place.

We’ve got a comprehensive guide to everything you’ll find in Oblivion Remastered, including an expansive Interactive Map, complete Walkthroughs for the Main Questline and every Guild Quest, How to Build the Perfect Character, Things to Do First, and much more.

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).

Mandragora: Whispers of the Witch Tree Review

If you asked ChatGPT to combine all the most popular action-RPG mechanics in the hopes of creating a single game with broad appeal, you might end up with something as regrettably unfocused as Mandragora: Whispers of the Witch Tree. This 2D sidescroller borrows from soulslikes, metroidvanias, platformers, and more, but it only ever achieves a moderate level of success with any of them and is spread woefully thin in the process. You can see a glimmer of potential in its combat, but that’s immediately undermined by one-dimensional, repetitious enemies with easily evaded attacks; The setting and characters start out intriguing, but quickly devolve into a chain of predictable tropes; And initial lure of running back through previous areas with new abilities becomes monotonous once you get about halfway through and realize how shallow this map really is. None of these missteps are so grievously bad that I outright regretted my time dodge-rolling around the world of Faelduum (apart from the combat), and the deep RPG options the six interesting character classes, dense skill trees, and in-depth equipment and crafting systems provide went quite a long way toward keeping me invested, but this still an otherwise underwhelming adventure in most aspects.

Mandragora’s mix of familiar ideas manages to stand out as its own kind of thing, but no matter what general label you decide to put on it, the important part is that you’re going to be swinging melee weapons, dodge rolling away from attacks, slinging spells, and swinging across gaps with a grapple hook. As you do, you’ll get to know this pessimistic and creepy world, which has been overrun by evil creatures who have left humanity cowering behind city walls. You play as an inquisitor who is sent out into the world in search of evils to kill, all while the creepy voice of a creature you sympathy-murdered whispers things in your head (long story). Unfortunately, that interesting starting point evaporates into a series of extremely lame anti-twists and cliches. For example, there’s not one, but two sections where you meet a character who is obviously the person you’ve been hunting down, but your dumb character believes them when they deny it…only for them to completely shockingly reveal they misled you less than an hour later.

It’s really too bad, because in my early hours I was quite intrigued by the bizarre dark fantasy world filled with 10-foot tall witches, dangerous monsters, and a mysterious cosmic energy called Entropy that seemed like it was going to be a really big problem. There are some great characters to meet too, like the completely unhinged jewel collector, Yrsa, who I always enjoyed bantering with. But that writing, not to mention voice acting, is nowhere near consistent, and you spend a lot of your time hearing from various bad guys about how you can’t possibly defeat them as a mere human. Sounds like someone received a word-a-day calendar filled with bad guy cliches for their birthday!

If there’s one thing Mandragora is consistent about, it is its extremely shallow combat, which pits you against sluggish soldiers and skeletons with hilariously obvious windup animations, pushover rats, and flying bats that are there to annoy you more than anything else. All of them have you simply dodging back and forth each time they take a swing, then getting a few hits in before doing so again. Boss fights are even worse, as most only have three or four unique attacks they hopelessly spam, many of which appear five or more times across the 25-hour campaign, making them feel like rank annoyances that completely betray the difficulty they’re clearly going for. Dying in Mandragora therefore usually has more to do with impatience in trying to get through a certain section of samey enemies or repeated bosses than actual challenge. There are moments where the combat’s promise comes through and you get an energizing 2D duel, like when you come across a new minion with a fresh bag of tricks or during a few of the bigger, more unique boss fights. But I mostly found myself starved for those encounters and immediately upset when they passed and I went straight back to fighting bland suits of armor for a couple more hours.

Platforming primarily acts as the most minor of breaks between fights.

The main things that make combat more bearable are the skill trees and RPG mechanics you build up and customize along the way, which have some pretty neat options that at least offer new ways to defeat that fourth giant poisonous rat boss. I spent most of my time as a fast-moving assassin with poisonous daggers, teleporting in to close the distance with my enemies, but there’s also spell slinging options and tanky sword-and-board builds, plus the option to cross-pollinate into other skill trees to make yourself a little more well-rounded. For example, I ended up leveling my assassin into my two neighboring magical skill trees to diversify the types of damage I could deal, since poison wasn’t always effective when fighting the sixth giant poisonous rat boss (they seriously like reusing that boss). You’re also able to find and craft loot, tweaking its stats with runic enchantments and all that usual RPG goodness, and that level of buildcrafting depth is one of the ways in which Mandragora stands out.

As a sidescroller, there’s also a fair bit of platforming and secret hunting to be done, but these sections have mostly acted as the most minor of breaks in between combat sequences. There aren’t any puzzles to solve, and the handful of sections that have you dodging traps are mostly extremely obvious obstacles where giant blocks slam up and down with basically no chance of actually crushing you unless you straight up aren’t paying attention. In true metroidvania fashion, you’ll find plenty of spots that are just out of reach until you unlock a certain upgrade, but this too is quite shallow – there’s only a grapple hook, a double jump, and a glide, all of which are spread super far apart.

You’ll see about a hundred opportunities to use a double jump before you get it way too late in the adventure, and not in a tempting, “I can’t wait to get up there” sort of way. The glide is particularly hilarious as you don’t get it until the very last hour, by which point you’ve got little incentive to go back through every area looking for extras before heading into the final stretch. I generally enjoy backtracking for secrets in games like this, but after seeing eight-hours worth of new levels before getting the next upgrade, it’s a bit exhausting to consider retracing all of that just to get a few upgrade materials, especially when you’d be subjecting yourself to the same tedious combat encounters you’ve already completed a bunch of times.

Mandragora also suffers from some mild technical issues. Whenever I played for long stretches at a time, the framerate would gradually begin to tank until it was nearly unplayable. It never outright crashed, but I got to the point where resetting my PlayStation was the only real option, and that would reliably fix the problem for the next six-to-eight hours. I don’t imagine going for that long in one sitting will be the way most people play, though, and I only ever encountered the most minor of problems outside of these marathons, so this might not be an issue if you aren’t an absolute goblin like me.

Oblivion Remastered Is Already on Sale for PC

In what’s gotta be the worst-kept secret in recent gaming memory, Bethesda has shadow-dropped The Elder Scrolls IV: Oblivion Remastered for Xbox, PS5, and PC. If you’re a PC gamer (or a Steam Deck owner, as it’s verified on Deck) you can save some cash, because it’s already on sale for PC. Right now, both Fanatical and Green Man Gaming are offering deals on the Steam version of Oblivion Remastered that drop the price up to 17%. Not bad on a brand-new version of a classic game.

Oblivion Remastered PC Deal

The standard edition of the game comes with the original base game, plus the Shivering Isles and Knights of the Nine story expansions, as well as some additional downloadable content. The above links bring you to the best deals currently available. We’ll update the list if any more pop up.

Oblivion Remastered Digital Deluxe Edition

For about $10 more, you can get the digital deluxe edition (which is also on sale at the above retailers). If you do, here’s what you get, in addition to the base game:

  • New quests for unique digital Akatosh and Mehrunes Dagon Armors, Weapons, and Horse Armor Sets
  • Digital Artbook and Soundtrack App

What’s New in Oblivion Remastered?

This remaster, made by Virtuos Games while Bethesda keeps plugging away at Elder Scrolls VI, has a number of improvements over the original:

  • Overhauled visuals including dynamic lighting, updated character models, and remastered environments
  • Improved combat and quality-of-life UI enhancements
  • Native widescreen and ultra-widescreen support
  • Full controller support and Steam Deck compatibility
  • Enhanced modding tools for the community

The remaster preserves the massive open world that helped make Oblivion IGN’s Game of the Year 2006 winner, while bringing it in line with contemporary performance standards on Unreal Engine 5.

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Bluesky @chrislreed.com.

Days Gone Remastered Will Let You Slow Down The Game Speed

Days Gone Remastered is not far off now, and today Sony’s Bend Studio detailed some of the accessibility features in store for the updated version of the game, including the option to slow down Game Speed when things get tense.

In a new PlayStation Blog, Bend Studio’s Creative & Product Lead Kevin McAllister walked through the different accessibility features included in Days Gone Remastered. When it comes to Game Speed, Bend has an option for letting players change the actual speed of gameplay, from 100% down to 75%, 50%, and 25%. The aim, as McAllister said, is to make it easier for players who struggle in high-pressure situations.

“Game Speed is ideal for players who might feel overwhelmed in certain situations or have difficulty with various inputs in high pressure moments, specifically fighting off hordes of Freakers,” said McAllister. “Hordes are a pillar in Days Gone gameplay and with our new Horde Assault mode arriving in the remaster, we wanted to make this unique combat experience more accessible to our players.”

Other parts of the accessibility options for Days Gone Remastered include subtitle colors, a customizable High Contrast Mode, UI Narration, and Collectible Audio Cues. The auto-complete QTE option, previously only allowed in Easy difficulty, is also getting enabled on any difficulty from Easy to Survival II.

While these options are all going to arrive in Days Gone Remastered, Bend Studios also confirmed most of the new accessibility features will be coming to Days Gone on PC as well. Some, like the feedback and customization control options, will require a compatible controller.

Days Gone Remastered was officially announced in February, with some extra bells and whistles like an enhanced photo mode, permadeath and speedrun options, and the aforementioned accessibility features. The remaster of the 2019 biker-centric, post-apocalyptic zombie action-adventure isn’t far off, either.

Days Gone Remastered will go live on April 25, 2025. Those who already have a PS4 version of Days Gone will be able to upgrade to the PS5 remastered version for $10.

Eric is a freelance writer for IGN.

I’ve Found 25 Pokémon TCG 151 Cards That Cost Less Than Amazon’s Booster Bundle

If you’ve been eyeing the Scarlet & Violet: 151 set — one of the most nostalgia-fueled Pokémon TCG releases in years — chances are you’ve come across the 151 Booster Bundle on Amazon. At $66.65 for just six packs, it might seem like a harmless splurge. But that price? It’s more than double the MSRP.

A standard six-pack bundle should cost around $29.99 to $34.99, making Amazon’s markup not just steep, but straight-up bad value. Despite the flashy marketing and glowing reviews, there’s no guarantee you’ll pull anything even close to worth that price. You’re basically paying premium for the privilege of disappointment.

Pokémon TCG 151 Booster Bundle

The upside? Prices for singles from the 151 set are dropping fast. So instead of gambling on blind packs, you can pick up exactly the cards you want — from heavy hitters like Charizard ex to stunning collector pieces like the alt-art Pikachu — for way less.

If you’re after nostalgia, go ahead and crack some packs from the wallet-busting 151 bundle. But if you’re building a competitive deck or just chasing standout cards like Blastoise ex, the smart move is investing in singles. Sites like TCGplayer offer great value, and buying directly means no dud pulls, no wasted cash, and just the cards you care about.

Best 151 Illustration Cards to Collect

Blastoise ex (200/165) is currently the crown jewel of the 151 illustrated rares, and for good reason. Priced at about $66, it features a serene riverside scene of Blastoise at rest, a far cry from typical action poses.

The artwork feels more like a Ghibli frame than a trading card, which is why collectors are paying top dollar for it. It’s a grail card that you’d be extremely lucky to pull from a booster pack, let alone multiple copies.

Venusaur ex (198/165) isn’t far behind. Retailing around $60, it showcases the Grass-type legend lounging among blooming flowers in a dreamy forest scene.

These Illustration Rares are printed with unique texturing and alternate art styles, offering depth and color palettes that set them apart from standard ex cards. If your collection leans toward display-worthy art, this is an easy pickup.

Then there’s Charmander (168/165), a fan favorite that combines cuteness and nostalgia in one of the most beloved alt-art designs in recent memory. Despite its popularity, you can currently snag it for under $50, which is less than the price of the booster bundle and a far better emotional return than pulling a non-holo Caterpie.

Best 151 Cards for Competitive TCG Decks

While the illustrated rares turn heads, the set also includes powerful cards for players looking to improve their competitive decks. Charizard ex (183/165) can cause a massive 160 damage with just one fire energy thanks to Brave Wing, just make sure it gets knocked around a bit first. It’s one of the few viable Charizards in standard play and it’s only about $39 as a single card.

Blastoise ex (184/165) also deserves a second mention, not just as a collector card but a solid battlefield tank. Its Solid Shell passive reduces incoming damage and Twin Cannons can hit for 140 per Water energy discarded, making it lethal in the late game. And if you don’t need the full-art version, the Alt Art ex is going for just $13.

Finally, Mew ex (193/165) offers unmatched versatility. Its Restart ability gives you a once-per-turn card draw boost and its Genome Hacking attack can copy an opponent’s attacks with ease. That makes it ideal for control decks and rogue strategies.

For under $27, it’s a tactical addition that gives you flexibility without wrecking your wallet. Mew ex – (205/165) has the same moveset but is only $13.49 at the time of writing, so you can slide double the Mews into your Psychic deck for the same price.

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

Cloudheim: The Zelda-Styled Action-RPG Shows Off Crafting Gameplay

Cloudheim, an upcoming action-adventure RPG from developer Noodle Cat Games that we exclusively announced earlier this year, is now showing off its crafting system and shop system in a new gameplay trailer. You can watch it above and take a look at crafting and shop system screenshots in the new gallery below.

Noodle Cat explains that while they hope players will enjoy crafting in Cloudheim, it won’t be forced upon them: “Crafting in Cloudheim doesn’t force players to deeply engage if they don’t want to – you can spend time finding specific materials, or just throw all your loot into stations and see what happens.” Furthermore, there’s also smelting and forging, alchemy, and cooking.

Shopkeeping is also an opt-in gameplay element – but if you’re going to do it, you’d better do it right. “Correctly displaying items (e.g., swords on weapon racks) increases profits,” Noodle Cat explained. “Decorative items and banners improve shop appeal, influencing shopper behavior. Cleanliness and layout also impact success.”

You can wishlist Cloudheim on Steam if you’re interested.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Steel Seed Review

With poorly lit metal halls, flickering neon lights, a larger than life mechanical sprawl, and a cyborg ninja protagonist, Steel Seed has a lot on the surface that piqued my interest, as I can be easily lured into B-tier sci-fi stories if things look weird enough. Unfortunately, this one is weird in all the wrong ways. Its stealth action and energetic platforming are its best traits, but they are uneven across the roughly 12-hour campaign. Some really cool moments and creatures end up lost amongst miles of dreary and uninspired spaces, overshadowed by frustrating combat and a flimsy story that sap whatever shuddering signs of life this machine had in it.

The problems with Steel Seed start with its hero’s generic presentation. Zoe, awkwardly plucky and earnest daughter of the creator of the dystopia she woke up into, feels completely out of sync with the post-apocalyptic sci-fi world she is in. She’s well-voiced, but not well-written, relying heavily on some vapid self-reflection about a past she can’t fully remember and superhero movie-style banter with her robot pa. Ma’am, you’re the last living human on a planet overrun by killer robots and the only chance to bring humanity back from extinction. I need you to stop quipping and lock in.

Steel Seed is dense with lore about how some major corporation was humanity’s last hope until the CEO (who is also Zoe’s father) got double crossed by whoever and whatever, but its plot is light on interesting happenings or compelling reasons to continue to the next objective outside of “because it’s telling me to.” There’s a part that technically satisfies the literary definition of a plot twist, but you see it coming so far in advance that it might as well be a naked man covered in gold.

You’ll spend a great deal of your time navigating this post-human settlement by hopping on platforms and scurrying up walls. It’s all very reminiscent of the Uncharted games, where shimmying across a ledge could be filled with enough mishaps and jump scares to make the process a tense one. Steel Seed even goes a step further, making its high stakes sequences of sliding through collapsing structures or outrunning gunfire feel way more precarious as it’s pretty easy to fail some of the more intense sections.

There’s little about the world Zoe is saving even worth remembering.

Light puzzle mechanics can add some small speed bumps to your progress, often in the form of commanding your R2D2-coded companion, KOBY, to shoot unreachable buttons while your hands and feet are busy keeping you firmly attached to a wall. These were just dynamic enough to stay engaging, which is all I can ask for for a game that has platforming but isn’t entirely focused on that kind of gameplay, a la Astrobot. Things do get more clever in certain chase encounters, where your perspective changes from 3D to 2D in order to outrun enemy fire from the background – but these moments are scarce, and Steel Seed does nothing that clever anywhere else.

The vast environments you’ll be doing all this poking around in are very hit and miss, visually speaking. There are quite a few stretches of pretty generic techno-hallways or oft-troped rust-chic junk yards that don’t really inspire awe if you’ve seen any science fiction ever. But occasionally those halls will be filled with weird little robot bugs, or a X-story tall mech that rivals the scale of some of God of War’s largest creatures will rise to greet you, and you can’t help but think, “they cooked with this one, at least.” Generally, though, there’s very little about the world Zoe is tasked with saving even worth remembering, something me and the amnesiac protagonist have in common.

There are a lot of enemies in all of these spaces looking to stop you from saving the day, and you can take care of them with stealthy wit or brute force. The stages where you find most enemies are rife with nooks and crannies to hide in and precariously placed obstacles to use as distractions, or to cause killing blows themselves. At first stealth is pretty simple thanks to the very slim variety of different bad guys that patrol around, as well your limited starting skills. I was happy to see that blossom into something more robust as time went on, though. Even though you don’t really see more than five different enemy types in any given encounter throughout Steel Seed, each one is so different and they are mixed together well enough to create checkpoints that can be a real challenge to navigate safely.

Sections get larger and more dense with lookouts that have overlapping patrols and vision vectors, and while some of the mid-game scenarios hit the “just right” mix of enemies and area size, the late-game stealth sections drag on way too long. The fairly strict checkpoints also mean you need to start from the beginning of the section if you fail during it, sometimes throwing 15-20 minutes of patient stabbing and enemy hacking directly into the recycling bin when you slip up. You also run out of new ways to take down foes pretty early on, and I found myself setting a lot of the same traps throughout. So while the hunt started tense, it became stale sooner than I’d hoped.

Zoe and KOBY gain more tricks as they progress, but you sort of have to earn the ability to buy them with the points you find by breaking containers or enemy robots, completing what can often feel like busy work first. Kill five enemies without being seen and you’ll earn the privilege of buying the extremely useful glitch mine skill, which goes a long way towards killing bots without being seen. A lot of the skills have requirements that can come naturally through play, like scanning a number of enemies individually in order to unlock a version of the scan that hits everything of interest in a small zone – ,but others were more tedious tasks, such as searching the mostly bland locations for hidden pick-ups or completing more challenging skill tests like killing a certain amount of enemies a specific way in a small window of time, which were things I happily avoided.

I less than happily avoided outright combat like a computer virus, though. From the buggy lock-on that lets you focus on an enemy but will still pull you towards other nearby foes, to the mashy attack strings with mushy responsiveness, to the dry attack animations from both Zoe and all of her victims, confronting your foes directly is generally a mess. None of the skills you unlock make combat feel any better, despite giving you some admittedly strong options for late-game encounters that can spin out of control with the number of potential participants in any given melee, attacking from off screen with reckless abandon. By the end of the campaign, if I got caught during a stealth section, I’d more often just reload at the last checkpoint than clean up the foes that caught me because it was simply less boring that way. Zones where you have no choice but to fight in open combat were consistently my least favorite parts of the Steel Seed, but mercifully, they are few and far between.

With Baldur’s Gate 3’s Steam Player Count Booming Following Patch 8, Larian Now Has ‘Room to Focus on Making Our Next Big Thing as Good as We Can’

Baldur’s Gate 3 has seen a significant boost in player numbers on Steam following the release of the hotly anticipated Patch 8, and this has set developer Larian up nicely to focus on its next big game.

The enormous, game-changing Patch 8 launched last week and with it added 12 new subclasses to Baldur’s Gate 3. Its release sparked a player surge as fans flocked to test out the new subclasses as well as the brand new photo mode.

On Steam, Baldur’s Gate 3 hit a player concurrent peak of 169,267 over the weekend — an incredible feat for a single-player focused role-playing game in its second year. Sony and Microsoft do not make PlayStation nor Xbox player numbers publicly available.

Reflecting on the release of Patch 8, Larian chief Swen Vincke tweeted to say he expects Baldur’s Gate 3 to “continue to do well for quite some time,” not just because of the Patch 8 player boost, but because of “thriving” mod support.

This in turn gives Larian “room to focus on making our next big thing as good as we can,” Vincke continued. “We’ve got big shoes to fill.”

“Feeling good today about where we are with BG3,” Vincke said. “Patch 8 got a lot of people playing again. It took a lot of development effort but I’m happy we did it.

“With mod support thriving, I think the game will now continue to do well for quite some time. It gives us room to focus on making our next big thing as good as we can and that focus is more than welcome. We’ve got big shoes to fill.”

Patch 8, as Larian has signalled, is the final major update for the game and draws a line under what has been a remarkable time for the developer. Baldur’s Gate 3 launched to critical acclaim and enormous commercial success back in 2023, and has continued to sell strongly throughout 2024 and into 2025.

Larian shocked the gaming world by confirming its intention to leave Baldur’s Gate 3 and Dungeons & Dragons behind to work on a brand new game, which it teased at various points before announcing a media blackout to focus on the new mystery project.

D&D owner Hasbro, however, has teased plans to continue with the series. Speaking to IGN at the Game Developers Conference, SVP of digital games at Hasbro, Dan Ayoub, let on that with Larian moving on, Hasbro has “a lot of people very interested in Baldur’s Gate.”

“We’re kind of working out our plans for the future and what we’re going to be doing with that,” Ayoub said. “And actually, in pretty short order, we’re going to have some stuff to talk about around that.”

Ayoub didn’t offer any further information about whether this “stuff” would be a full-blown new Baldur’s Gate in the works, or some sort of crossover like the characters had with Magic: The Gathering previously. However, he did acknowledge that he eventually wants a Baldur’s Gate 4, but that making one will likely take a while.

“It’s somewhat of an unenviable position,” he said. “I mean, we’re not in a hurry. Right? That’s the thing, we’re going to take a very measured approach… We’ve got a lot of plans, a lot of different ways to go about it. We’re starting to think about, okay, yeah, we’re ready to start dipping toes a little bit and talking about a few things. And I think, in really short order, like I said, again, not to over-tease that point, we’re going to have some other things to talk about around that.”

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.

Surprise! This 20-Year-Old Fire Emblem Game Has Just Stealth-Dropped onto Nintendo Switch Online

Surprise! Fire Emblem: The Sacred Stones has just been added to the Nintendo Switch Online library.

Although originally released on Game Boy Advance way back in 2004, The Sacred Stones didn’t come to the West until 2005. It tells the standalone tale of twin heirs to the throne of Renais, Eirika and Ephraim, who fight to free their kingdom and uncover the secret behind their former ally’s treachery.

For some, this may be the first opportunity to play The Sacred Stones — not only did it release a full 20 years ago, but at the time it was only the second Fire Emblem game to release outside Japan, and the final to be developed for GBA.

We thought Fire Emblem: The Sacred Stones was great, awarding it 8.5/10 way back in 2005, saying: “Fire Emblem: The Sacred Stones is to the original Fire Emblem just as Advance Wars 2 was to the original Advance Wars. It’s only a letdown in the sense that all this game really offers is an entirely different storyline on top of the pre-existing gameplay built for the GBA Fire Emblem released in 2003.”

Nintendo Switch Online is a subscription-based online gaming service for the Nintendo Switch gaming platform. Memberships include online functionality, allowing you to compete or cooperate with friends, as well as a collection of classic Nintendo games spanning four decades, including titles from the NES, SNES, Game Boy, Nintendo 64, and (with the upcoming launch of the Nintendo Switch 2) the new GameCube libraries. A free seven-day trial is also available.

Talking of Nintendo’s highly anticipated new console: Nintendo Switch 2 was supposed to arrive on June 5, 2025, with prices starting at $449.99, but the Nintendo Switch 2 pre-order date was delayed in the United States after import tariffs enacted by President Trump sent financial markets spiraling. Consequently, Nintendo Switch 2 pre-orders will now go live later this week on April 24, with the price still fixed at $449.99.

You can currently register your interest with Nintendo to be notified about pre-orders for Nintendo Switch 2 and accessories from My Nintendo Store. Invitations to purchase will be sent via email on a first-come, first-served basis, although they will prioritize users with a 12-month Nintendo Switch Online membership and at least 50 gameplay hours as of April 2, 2025.

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.

Sega Arcade Racer OutRun Gets Surprise Movie Adaptation From Transformers Director Michael Bay and Madame Web Star Sydney Sweeney

Sega’s arcade racing game OutRun is set for a surprise movie adaptation, with Michael Bay and Sydney Sweeney attached.

The Hollywood Reporter said that Universal Pictures has Transformers director Bay lined up to direct and produce the OutRun movie, with Sweeney also signed on as a producer. Jayson Rothwell will write the screenplay, although there are no plot details yet. Nor is there a release date.

On the Sega side, Toru Nakahara, who worked on the Sonic movies, is a producer, and Sega America and Europe CEO Shuji Utsumi will oversee the film.

OutRun began life in 1986 as a graphically impressive arcade driving game designed by Sega developer legend Yu Suzuki. It’s seen numerous versions and ports over the years, with a proper sequel released in 2003, but has been somewhat dormant in recent times. The most recent release came in 2009 with Sumo Digital’s OutRun Online Arcade.

Sega, however, has dipped into its back catalogue for inspiration, with new Crazy Taxi, Jet Set Radio, Golden Axe, Virtua Fighter, and Shinobi games all in the works.

Sega has also pushed adaptations of its coveted IP. The Sonic movies are of course hugely popular, and an adaptation of Like a Dragon: Yakuza launched last year on Amazon. Hollywood is keen for more video game films, with The Super Mario Bros. Movie and the recently released A Minecraft Movie breaking records.

As for what sort of film OutRun will be, perhaps Bay and Sweeney invisage a Fast & Furious-style driving and action flick.

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.