Today’s Best Deals: Pokémon TCG, Like a Dragon Kiryu Statue, Lepro Smart Lights, and More

It’s not often that I get to write about Pokémon TCG deals and smart light bulbs in the same guide, but here we are. Amazon’s finally offering decent prices on Journey Together sealed product, which is the closest thing we’ve had to a “normal” launch since Stellar Crown. Meanwhile, the IGN Store just opened preorders on a legitimately good-looking Kazuma Kiryu statue, Humble dropped a train simulator bundle for $15 that somehow has $283 worth of content, and Lepro’s doing their AI lighting thing again, except now it’s even cheaper. I didn’t expect to be tempted by half this stuff. Yet here I am.

Today’s Best Deals: Pokémon TCG, Like a Dragon Kiryu Statue, Lepro Smart Lights, and More

The best part? Most of this is first-party stock. These aren’t third-party resellers or warehouse dumps. The Pokémon deals come straight from Amazon, the statue is from the IGN Store, and Lepro’s discounts are backed by coupons and Prime shipping. Even the Humble bundle supports CALM, so you can simulate locomotives and feel slightly better about your backlog at the same time.

Pokémon TCG: Scarlet & Violet — Journey Together Elite Trainer Box

This is the first time I’ve seen the ETB for a reasonable price without having to buy it from someone’s backseat eBay hustle. Nine booster packs, full-art N’s Zorua promo, card sleeves, energy, dice, the works. I’ve seen this box selling for $90+ since launch, so $70.31 from Amazon is genuinely solid. Lillie’s Clefairy ex is still floating around $180 and N’s Zoroark ex has dropped to $13, which tells me the hype has deflated and we’re in “buy because it’s fun” territory again. I like it here.

Pokémon TCG: Scarlet & Violet — Journey Together Booster Bundle

This is the low-frills version for people who just want to open packs without pretending they’re going to organize their collection. Six Journey Together boosters and none of the ETB fluff. Honestly, this is how I like to test a set when prices cool off. You still have a shot at cards like Salamence ex SIR, which tanked from $250 to around $106, or a sub-$20 N’s Reshiram. Even if you pull nothing, at least you didn’t overpay trying to win the cardboard lottery.

Like a Dragon – Kazuma Kiryu Statue

I’m not usually a statue guy, but this one’s sharp. Kiryu looks like he walked straight out of Yakuza 0 mid-heat-action combo, and the 11.4-inch sculpt from Kotobukiya actually does him justice. It ships in October, which gives me time to clear desk space and justify the price. It’s not cheap, but I’ve seen statues this size with way less detail go for more. I think if you’re a Like a Dragon fan, this is an easy preorder.

Pokémon TCG – Scarlet & Violet: Journey Together – Sleeved Booster

I threw one of these in my cart last week just to hit the free shipping minimum. One pack, random art, decent discount. There’s no reason to expect anything big, but the price is finally low enough that I don’t feel bad if I just pull a Furret. And if you happen to land something like Articuno’s Illustration Rare (now $18.69) or Wailord (around $14.55), it’s a nice win from a $10 impulse buy.

Train Sim world 5 Route Remix Bundle

I don’t know how many people wake up wanting ten train simulator add-ons, but if you’re one of them, today is your day. For $15, you get Train Sim World 5’s Starter Pack plus nine routes and loco add-ons. Antelope Valley, Cajon Pass, Thameslink, Santa Fe F7—the whole diesel buffet. It’s Steam keys, it supports CALM, and the value is so off the rails (pun fully intended) that I bought it just to mess around with the Railpool BR193 Vectron. Don’t judge me.

Lepro O1 AI Floor Lamp

This is one of those “tech that doesn’t make sense until you try it” products. It’s a smart LED floor lamp with AI-generated lighting modes, music sync, voice control, app scheduling, and a vibe for every mood. It’s absurdly bright at 2300 lumens, and it looks clean in any corner setup. The AI stuff isn’t just fluff either. Say “I want relaxing light” and it’ll give you ten preset scenes. I think it’s great if you want one light to do everything without fiddling with settings for half an hour.

Lepro B2 AI Smart Light Bulbs

These are the same AI bulbs as the ones in the floor lamp, but in classic 75W-equivalent LED form. They’re bright, colorful, and weirdly helpful if you’re too tired to fine-tune your lighting manually. The music sync is fun, the AI scenes work well, and the voice commands actually feel smart instead of gimmicky. I bought a set of these last month and haven’t touched the wall switch since. At $8 per bulb, it’s kind of a no-brainer.

Pokémon TCG: Scarlet & Violet – Surging Sparks

I picked up Surging Sparks because six booster packs under $50 is lower than what Amazon has been charging recently (It’s still above MSRP though) Honestly, I wanted something new to crack open. It’s part of the latest Scarlet & Violet expansion, so if you’re trying to keep up with current sets or just enjoy the chaos of pulling a good card, this one’s a smart grab.

Pokémon TCG: Iono’s Bellibolt ex Premium Collection

This one’s for the collectors who care as much about presentation as they do the pulls. Iono’s Bellibolt ex Premium Collection comes with six packs, a full-art promo, and a display sheet that’s more elaborate than it needs to be — in a good way. It’s also a cool way to snag Journey Together packs with a fantastic promo card.

Mass Effect Merchandise

I think anyone who’s replayed Mass Effect more than once knows exactly why these statues are tempting. I pre-ordered Jack immediately because, well, it felt necessary. The line includes Shepard, Tali, Legion, and others, and they look good enough that I’ve already made space for them on the shelf. If you’re still quoting Garrus unironically, these are for you.

Pokémon TCG: Scarlet and Violet: Paldean Fates: Booster Bundle

Paldean Fates is priced a double MSRP, but it’s also very hard to come by in 2025. I grabbed it because the baby shiny sub-set is awesome, but if you just want to grab the single cards from this set, it might actually save you money.

Fellow Traveller Publisher Bundle

This bundle has some of the better narrative indies from the last few years. I paid the $12, added the games to my backlog like I always do, and immediately booted up The Pale Beyond. It’s a strong lineup if you like character-driven games and don’t mind occasionally being emotionally wrecked by minimalist storytelling.

Pokémon TCG: Scarlet and Violet Shrouded Fable Elite Trainer Box

I think of this one as the all-in-one box for when you want cards and a bunch of gear you probably won’t use but still want around. Nine booster packs, a promo, sleeves, dice, and enough extras to make you feel like you’re doing more than just opening packs. It’s a solid option if you like having a little structure with your chaos.

Pokémon TCG: Terapagos ex Ultra-Premium Collection

I hesitated on this one, then immediately remembered it includes 18 booster packs and a playmat. It’s definitely a big spend, but if you’ve been waiting for a premium bundle that actually justifies the price, this checks out. I picked it up more for the experience than the individual cards, and that’s the right way to approach it.

Pokémon TCG: Shining Fates Collection Pikachu V Box

I grabbed Shining Fates Pikachu V mostly because I never actually opened it when it first dropped, and now seemed like a good excuse. Four booster packs, a Pikachu promo, and the oversized card that ends up somewhere near your desk — standard stuff, but still a nice throwback if you missed it the first time around.

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.

Pre-Order Your Own Skryrim Dragonborn Helmet Today at IGN Store!

The Elder Scrolls V: Skyrim is one of the biggest RPGs out there. While there are many iconic items and locations in the game, perhaps none comes close to the Dragonborn Helmet worn by your character. For a limited time at IGN Store, you can pre-order this brand new Dragonborn Helmet Replica from Fanattik. If you’re a huge fan of Skyrim or just looking for a new item for your gaming collection, the Dragonborn Helmet is the perfect choice!

Pre-Order The Elder Scrolls V: Skryrim Dragonborn Helmet Today at IGN Store

Fanattik is no stranger to the worlds of collectibles and replicas, with many items available at IGN Store. This Dragonborn Helmet Replica is a limited edition product, with only 5,000 units available worldwide. With The Elder Scrolls as big as it is, it’s likely that this item will sell out quickly. For many Skyrim fans, this Dragonborn Helmet should be quite familiar, as it is used by the protagonist of the game.

Thanks to the hand-painted work, there are a ton of details all over the helmet, so you can expect even details like rust to appear on this premium product. There’s a built-in stand included in the box, so you won’t have to worry about finding a way to display the helmet.

Currently, this Skyrim Dragonborn Helmet Replica is set to ship out in September 2025. Don’t miss your chance to take home this limited edition collector’s item!

About IGN Store

IGN Store sells high-quality merch, collectibles, and shirts for everything you’re into. It’s a shop built with fans in mind: for all the geek culture and fandom you love most. Whether you’re into comics, movies, anime, games, retro gaming or just want some cute plushies (who doesn’t?), this store is for you!

Astro Bot Cut Content Included a Bird Flight Level and a Headless Astro

Astro Bot fans have all heard the story of the creation of the sponge power-up, but did you know developer Team Asobi also prototyped even wackier powers, like a coffee grinder and a roulette wheel?

We didn’t, until IGN attended GDC 2025, where Team Asobi studio director Nicolas Doucet gave a talk simply titled, “The Making of ‘ASTRO BOT'”. In his talk, Doucet went in-depth on the process of creating the PlayStation mascot platformer, including showing off a number of early prototype images and cut content.

Doucet began his talk by talking about the initial pitch for Astro Bot, which was written in May 2021, just a few months after Team Asobi began prototyping it. According to him, there were 23 different revisions of the pitch before it was shown to top management. Their pitch was apparently initially given as an adorable comic strip showing off the main pillars and activities of the game. Clearly, it was a success.

Next, Doucet explained how the team generated ideas. The answer, unshockingly, is a lot of brainstorming, but what Team Asobi did was form small groups of 5-6 people that mix individuals from different disciplines together. Everyone wrote or drew ideas on individual sticky notes, leading to this absolutely incredible brainstorming board image:

Not every idea made it to the next phase, prototyping, Doucet said. In fact, only around 10% of their brainstorms actually got made. But that was still a lot of prototyping. Doucet went on to talk about the importance of prototyping all sorts of things, explaining that everyone on the team was encouraged to prototype ideas they had. This included departments outside of game design, such as an example where audio designers made a theater inside Astro Bot to prototype haptic controller vibrations that corresponded to different sound effects, such as the different ways a door can open and close.

Prototyping was so important to the Astro Bot team, Doucet said, that a few programmers on the team were reserved to prototype things that had nothing to do with platforming. That’s where Astro Bot’s sponge mechanic came from – they prototyped a sponge that squeezed dry using the adaptive trigger, it was fun, and it became a part of the game.

Doucet shared the above image, which included a number of such prototypes that were made, but never turned into Astro Bot mechanics, alongside those that did. You can see the balloon and sponge, which were used, alongside prototypes of what looks like a tennis game, a little walking wind-up toy, a roulette wheel, a coffee grinder, and several more.

Later in the talk, Doucet also discussed how levels were selected and designed around certain mechanics. The goal, he said, was for every level to have unique gameplay of some kind and never feel too similar to another level. While that doesn’t mean that Astro Bot could never use the same power-up on more than one level, Doucet said that the expression of it had to be different enough each time to make the level feel unique. For instance, he showed some images of a cut level themed around bird flights that was cut due to reusing Astro Bot’s monkey power-up in ways that were a bit too similar to the level Go-Go Archipelago, as well as another level in Astro’s Playroom that had a similar power.

“In the end, it was decided that the overlap was not healthy enough to create variety, and we just cut this level entirely,” he said. “We’ll never know if that level would have been popular. But in hindsight, I think it’s a good thing that we got to spend that time elsewhere.”

Finally Doucet closed the talk by talking about the game’s final scene, and yes, this is Spoilers if you haven’t finished Astro Bot yet. Read on at your own risk.

In the final scene of Astro Bot, the player reassembles a broken Astro Bot using limbs and assistance from the other gathered bots. According to Doucet, originally the player was just handed a completely dismembered Astro. No head, no limbs, just the torso. But Doucet said that this made some people “really upset”, so they went with the slightly more intact version we see in the existing game.

Doucet’s talk included a number of other interesting nuggets and tidbits about the development of Astro Bot. We’ve spoken to him in the past multiple times about the development of Astro Bot, a game that we gave a 9/10 in our review, calling it “A fantastically inventive platformer in its own right, Astro Bot is particularly special for anyone with a place in their heart for PlayStation.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Star Wars: Zero Company to Be Officially Revealed From Respawn and Bit Reactor This Weekend

After a small leak last week, EA has confirmed the title of its next Star Wars game, as well as who’s making it. It’s called Star Wars: Zero Company, and it’s being developed by Bit Reactor with support from Lucasfilm Games and Respawn.

We don’t know much more about Zero Company, except that it be a “single-player turn-based tactics game”. We won’t have to wait long for more information, though, as EA says it will be giving a first look at the game on April 19 at Star Wars Celebration in Japan.

Developer Bit Reactor is a newly-formed strategy game studio made up of veterans from games like XCOM, Civilization, Gears of War, and Elder Scrolls Online. The studio was founded in 2022, and we’ve known for a while now that it was working on a Star Wars game with Respawn, but this is the first time we’ve received any real details about the project.

As for Respawn’s involvement, it’s not 100% clear exactly how involved the studio is. Respawn has undergone a number of difficult challenges lately, including the cancelation of its own Star Wars FPS one year ago alongside mass layoffs at EA, and the cancelation of another multiplayer FPS incubation project just last month.

More about Star Wars: Zero Company will be revealed at a live panel on Saturday, April 19 at 4:30pm local time in Japan…which is unfortunately 12:30am PT and 3:30am ET over here in the U.S., so set your alarms accordingly.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Switch 2 Zelda Ports Will Let Players Repair Equipment With the Zelda Notes App, If They’re Lucky

The Nintendo Switch 2 versions of The Legend of Zelda: Breath of the Wild and Tears of the Kingdom are getting a few upgrades, and one of them looks to be a way to repair equipment.

As spotted in the recent Nintendo Treehouse Live stream by YouTuber Zeltik, the Zelda Notes app—a mobile companion app exclusively for the Nintendo Switch 2 versions of Breath of the Wild and Tears of the Kingdom—has a Daily Bonus feature. When the user opens this up, they can roll for a number of in-game bonuses, including helpful meal effects, health and stamina recovery, and one labeled Equipment Repairs.

Both The Legend of Zelda: Breath of the Wild and Tears of the Kingdom use durability meters, where weapons, shields, and other items will break after enough uses. It’s been a controversial mechanic, so having a workaround for keeping your favorite Flameblade intact certainly has its appeal.

For those worried about this completely changing the game though, there is at least one notable limitation: chance. The Daily Bonus uses a roulette wheel to randomly select which bonus the player gets, so it’s not guaranteed to always hand you an Equipment Repair. The bonus is also daily, with a built-in timer you’ll have to wait on until your next spin. While this may be extremely effective in a pinch, it’s unlikely to become a massive game-changer.

The Zelda Notes app looks to have many other interesting features alongside some free Equipment Repairs. Both Zelda games are also getting their own form of achievements through the mobile companion program, and special audio memories will add new lore and background to different parts of Hyrule.

These additional upgrades certainly seem like they’ll enhance the open-world Zelda experience, alongside the performance improvements, especially for people who really disliked breaking their favorite weapons.

For more, read up here on how the Nintendo Switch 2 is improving on certain Switch 1 games.

Eric is a freelance writer for IGN.

Switch 2 Around the World: High Game Price Is a Universal Pain

What a year for Nintendo to finally release the Switch 2. While the hardware itself looks to be what anyone could have hoped for in a Switch successor — a more powerful version of the console millions of owners already love — the economic uncertainty gripping the world has made the Switch 2 a much more complicated prospect.

And that’s before we even consider the trade war the United States is currently engaged with China in. The $450 USD console price point and $80 USD sticker on Mario Kart World has made the Switch 2 something of a flashpoint amid the rising cost of games and gaming hardware, both here in the US and abroad.

To get a better idea of how the world is reacting to the Switch 2, I spoke with editors from IGN brands across the world to get a sense of the Switch 2’s impending release.

How the Rest of the World Feels About the Switch 2

After consulting with editors from IGN sites abroad, including those based in Europe, South America, and Asia, the reception to the Switch 2 has been, well, mixed. The hardware improvements like 120hz refresh rate, HDR, and 4K output are praised, but missing features like not having an OLED screen are seen as serious drawbacks.

“As far as reception goes, IGN Italia’s readers are predominantly dissatisfied with the Nintendo Switch 2,” says IGN Italy editor-in-chief, Alessandro Digioia. “Among hundreds of comments across news articles and social media, the main concerns revolve around the price point, the lack of an OLED screen, the absence of a trophy/achievement system, and a modest launch line-up. While some third-party announcements were welcomed, many readers expected more from Nintendo’s first-party titles.”

IGN Portugal’s Pedro Pestana shared similar sentiments from their readers – sentiments they agreed with: “Personally, I’m not that impressed with Switch 2, as it is basically a souped up Switch 1 – better in every sense, but without the novelty factor of the original. That being said, I reckon it’s gonna come down to the games, and Mario Kart World looked damn nice.”

Other regions are seemingly more receptive to the Switch 2’s hardware improvements. IGN Benelux’s Nick Nijiland says the site has been getting mostly positive feedback, despite the price of the console. “We have seen in our region that the console has been received very well. People complain about the price, but at the same time the console sold out within hours. We put up a post on our website stating that we would let our readers know through our Discord server when pre-orders went live and our Discord got so many new members that day, it was insane.”

IGN Turkey’s Ersin Kilic also shared positive views from the region’s readers. “When I look at the comments, it is seen as positive that Nintendo corrected the points criticized on [the first] Switch. Although the console is stylish and uses LCD, the fact that the screen is much better was received positively.” However, Kilic says “the most criticized point was that Hall Effect was not used in Joy-Con 2,” which some gamers hoped could minimize the risk of Joy-Con drift.

IGN China’s Kamui Ye gave both sides of reader reactions to the Switch 2. “The reveal event has been met with widespread disappointment due to its lackluster launch title lineup and perplexing regional pricing strategies,” they explained. Furthermore, Ye says the launch lineup that didn’t include a new Mario, Legend of Zelda, or Animal Crossing was another negative.

“However, optimism persists among core fans regarding Nintendo’s long-term plans,” Ye adds. Along with the belief of a better software lineup down the line, any of the horsepower and battery concerns for the Switch 2 “appear secondary to loyalists prioritizing backward compatibility, hardware refinements like magnetic Joy-Cons, and Nintendo’s legacy of iterative software support.”

“Ultimately, the brand’s entrenched fanbase seems willing to tolerate short-term missteps, betting on Nintendo’s historical ability to refine its platforms through compelling games over time,” Ye says.

Hardware Price and Tariff Fears

The Switch 2 is expected to launch at a $450 USD price point in the United States when it is made available to pre-order some time in the future. The reason pre-orders have yet to happen in the United States and Canada, despite the rest of the world already registering their purchases with retailers, is of course due to an ongoing tariff situation from President Trump. It’s a state of affairs that’s seemingly making Nintendo reconsider how to roll out the console properly in time for its June 5 release date.

Naturally, IGN editors from Europe aren’t particularly impacted by the tariffs in their regions, where pre-orders are already up and running.

“In Germany, nobody is really worrying about the tariff situation regarding the Switch 2,” says IGN Germany’s Antonia Dressler. However, the actual retail price of the Switch 2 is a separate matter.

“There are a lot of complaints about the pricing of the console… and [readers are making] direct comparisons with the pricing of the PS5 [which] is seen as the better console,” explains Dressler. Despite the complaints, though, pre-orders do seem to be coming in for the region.

The pricing of the Switch 2 firmly places it in direct competition with consoles like the PS5 and Xbox Series X in many regions, making the choice of which console to get even harder for global buyers. “At the moment, Nintendo’s official website is taking pre-orders and the price is R12,499,” says IGN Africa’s Zaid Kriel. “It is not crazy pricing, but it’s now in the same bracket as the PS5 and Xbox Series X. It’s no longer a cheaper alternative, and that could be a problem, especially with the increase in game prices Nintendo has introduced.”

“The pricing problem pretty much overshadowed everything going on around the Switch 2 reveal, good or bad,” IGN France editor-in-chief, Erwan Lafleuriel, says. “The debate is raging mainly about prices, but I believe because it was kind of easy to overshadow a reveal lacking in many other aspects. Part of that is… we already knew most of what was revealed from the leaks. And there is no impressive ‘one more thing’ to add. Even in terms of games, it’s good, but it feels like something is missing.”

Other regions outside of the United States, however, are contending with the fallout of the tariffs. IGN Brazil’s Matheus de Lucca says, “The current tariff war initiated by the United States makes the scenario even worse for Brazil, since the Real is a weak currency compared to the dollar and an increase in the price of the Switch 2 in the United States will most likely have a huge impact on the whole of Latin America. The scenario of uncertainty and a possible increase in the price of the console could make the Switch 2 accessible to only a very small group of players in the Brazilian market.”

There is also the unique situation in Japan where Nintendo is launching a region-locked version of the hardware at a lower pricepoint to protect its domestic market “I think Nintendo knew they couldn’t go over 50,000 yen in Japan – the weak yen means the relative pricing scale is very different here,” says IGN Japan’s executive producer, Daniel Robson. “But presumably they also realised that if the console was much cheaper here than anywhere else, people would try to import it or buy all the stock when they visit Japan. Hence the region lock – our cheaper Switch only plays Japanese games and supports only Japanese accounts. I’m sure this is a direct result of the global trade situation.”

Robson also says that, “The price is still high, and will be tough for many families here, but it’s far more competitively priced than the 77,000 yen PS5. Not to mention that Japan is firmly a Nintendo country – the house of Mario dominates the console Top 10 week in, week out, so I doubt families here will be able to go without a Switch 2. That said, as a parent, I’m secretly relieved that my daughter hasn’t asked for a Switch 2, as the price puts it comfortably over the bounds of a birthday present.”

Software Price Remains the Biggest Pain Point

Despite the issues of hardware costs and tariffs, the biggest bugbear affecting the general feeling regarding the Switch 2 announcement has been the price of software. Some of that pain is to be expected: Nintendo games have always been expensive and held their price, and it’s only natural that Nintendo would join the trend of increasing game prices. But it seems the company may have jumped the gun by pricing Mario Kart World at $80 USD. While Nintendo says pricing will be determined on a game-by-game basis, with other Switch 2 launch window games priced at $70 USD or as low as $10 USD, the move has prompted fears that the gates are now fully open for even more expensive software.

“Game pricing is by far the biggest issue raised, not only by our readers but by the Italian gaming community at large,” says IGN Italy’s Digioia. “Many feel that Nintendo’s new pricing structure is unjustifiable, especially in light of recent increases that came with the PS5 and Xbox Series X/S era (when AAA titles moved from €70 to €80). Now, Nintendo is pricing some first-party games at €90, which has caused considerable concern – particularly given the company’s historically conservative approach to discounts. The €9.99 price for Switch 2 Welcome Tour sparked additional backlash, and even the paid upgrade paths for existing Switch games are widely seen as another way to extract money from loyal customers.”

“People are pissed,” IGN Germany’s Dressler says plainly. “Especially with the 90 Euro for Mario Kart World, that is a record for a video game in Germany; not even titles like Assassin’s Creed cost as much (talking about the base version). It also seems ridiculous that the tutorial game will cost anything — Nintendo just looks absurdly greedy right now.”

Take a look in any Switch 2 comment thread on IGN.com and you’ll find similar sentiments; the high price of games is unwelcome, especially in a time of increased living costs. A more unusual perspective can be found in mainland China, however, where there are no current plans for an official release. As a result, Switch 2 shoppers there may have to look to the gray market, with stock coming from Japan and Hong Kong – places where prices for games look to be a bit cheaper.

“Regarding pricing, game prices in Hong Kong and Japanese editions are relatively lower compared to Western markets. Observations from social media comments under our content show most players find the official price acceptable,” IGN China’s Ye says. “While the console itself has seen some price hikes, users generally consider it more cost-effective than handheld PCs like Steam Deck, especially with backward compatibility support. Based on our data, Chinese mainland Nintendo Switch 1 players appear largely receptive to the official Nintendo Switch 2 price increase.”

Right now it seems sensible to bet that the Switch 2 will be a success – it’s a safe, recognizable upgrade to one of the most popular and beloved consoles of all time. But what kind of a success story Nintendo has on its hands remains to be seen. The threat of an era of $80 games during a time of economic hardship has clearly put a substantial amount of prospective buyers into a negative headspace. Plus there are still many unknowns surrounding the console, especially in the United States where tariffs stand to negatively impact the North American launch. Then there’s the question of how international politics may result in potential stock shortages and impact the system’s launch around the globe.

For all those unknowns, what is clear from chatting with IGN’s global staff is that Nintendo has whipped up excitement around the world. It’s just excitement with a few more caveats than you’d expect from Nintendo.

Matt Kim is IGN’s Senior Features Editor.

Pokémon TCG: Journey Together and Lost Origin Premium Box Boosters Are Back in Stock Today

I rarely need an excuse to grab more Pokémon cards, but every so often, something especially good comes along. Right now, a few premium boxes are actually worth it. Not because they’re stacked with guaranteed hits (they’re not), but because the sets inside are finally seeing a drop in single-card prices.

That opens two solid options: rip the packs and hope for something great, or skip the gamble and grab your chase cards while they’re cheaper. Either way, it’s one of those rare moments where buying in doesn’t feel like lighting your wallet on fire. With decent promos, good pack variety, and a few worthwhile extras, these boxes are the ones to watch.

Pokémon TCG: Iono’s Bellibolt ex Premium Collection

Yes, it’s one of the pricier premium collections out there. And yes, you get a Bellibolt ex promo, which is about as subtle as a battery-powered frog can get. But the real draw here is the 2 x Journey Together, Surging Sparks, Obsidian Flames, Twilight Masquerade and Paradox Rift packs.

Single prices from Journey Together are already coming down, which is great if you’ve been waiting to scoop up stuff like Perrin or Pecharunt ex without giving your credit card a stress headache. You also get an acrylic standee display and photo stickers, which is either a cute bonus or something you’ll shove in a drawer forever. I’m choosing to see it as décor. Don’t ruin this for me.

Single Card Options

Pokémon TCG: Infernape V Box

This is probably the easiest yes on the list. It’s cheap, it’s on sale, and it includes packs from Fusion Strike and Lost Origin. That’s a decent combo if you like old sets with some high highs and very, very low lows.

If you’re thinking of chasing Gengar VMAX or Giratina V, just know those prices are finally starting to cool off. So you can skip the suspense and buy singles now, or you can open these and pretend you’re immune to regret. Either way, the Infernape and Empoleon promos make nice binder filler, and the oversized card will make a great bookmark for someone who doesn’t read.

Single Card Options

Pokémon TCG: Ogerpon ex Premium Collection

This one’s for anyone who actually plays the game or just likes pretending they might. You get six Twilight Masquerade packs, a Teal Mask Ogerpon ex promo, and sleeves that don’t suck. Twilight Masquerade’s singles are already starting to slide in price, including cards like Carmine, Bloodmoon Ursaluna, and Dragapult ex.

So if there’s a card you’ve been eyeing, now’s the time to grab it without going through a box’s worth of filler. Still, if you do want to roll the dice, this is probably the best pack selection of the bunch. Plus, the magnetic card protector almost tricks me into thinking I own something valuable. Almost.

Single Card Options

Pokemon TCG: Stacking Tin (Q1 2025)

Is it weird that this is the one I’m most tempted by? You get three booster packs from three solid sets: Stellar Crown, Surging Sparks, and Temporal Forces. That gives you a shot at everything from Pikachu ex to Hydreigon ex to Iron Crown ex. Or nothing.

That’s also on the table. But with single prices dropping in all three of those sets, this is a decent way to gamble without spending too much. You also get two sheets of stickers, which is exactly the kind of freebie that tricks me into thinking I made a responsible decision.

Single Card Options

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.

The Last of Us Season 2 Episode 1: TV Show vs Game Comparison

The Last of Us is back for a second season, and – naturally – this time we’re seeing an adaptation of the second game in the series. However, showrunners Craig Mazin and Neil Druckmann have taken a different approach this time around. Where the first season was largely a one-to-one recreation of the game, with a huge chunk of the runtime dedicated to replicating the original cutscenes in live action, this second season appears to be making more changes to the game’s story. Events are restructured, reordered, and recontextualised with the addition of new characters and story ideas.

That’s not to say that the scenes we know and love have been scrapped, though – far from it. It’s just that they might not always be exactly how you remember them. And so we’ve taken the key moments from episode one that recreate the game and compared them against the source material, analysing what’s changed and what’s stayed the same. You can see both versions in the video above, or read on below for our written explanations.

Tommy’s Sniper School

Due to the show having been re-arranged to tell the story in a more linear fashion, the sequence in which Tommy teaches Ellie how to shoot across long distances is now one of the earliest scenes of The Last of Us season 2. In the game, this was told in flashback as part of the Finding Strings chapter, which occurs during day two of Ellie’s time in Seattle – many hours into the campaign.

That’s not the only change. As you can see from the thick blanket of snow, the time of year is completely different. While Ellie and Tommy trek through the sun-kissed Wyoming mountains in the game, they’re lying prone in a freezing winter landscape in the show. There is a connection, though; in the game, Tommy mentions that hordes of infected move through this region in the winter. Since it’s currently winter in the show, perhaps such a horde will turn up in the next few episodes?

Despite the changes to timeline and climate, the fundamentals remain the same. Show Ellie uses the same Springfield Armory M1A rifle as game Ellie does, while Tommy provides advice about how to snipe at shambling infected. He suggests she compensate her aim for distance, which is what you must do during this sequence in the game, as bullets drop over very long distances due to gravity.

Ellie and Dina’s Patrol

The midpoint of the season two premiere sees Ellie and Dina head out on a patrol. This is one of the earliest sequences from the game, and is replicated quite closely. In both the game and show, Ellie takes Shimmer from the stables, gears up to head out, and is scolded by Jesse for being late. The most significant change here is that, where in the game Jesse lists off all the things that must be achieved on a patrol, in the show Dina sarcastically explains their goals before Jesse can instruct them. This helps construct the show’s version of Dina, who is more brash than her game counterpart.

The conflict between Jesse and Dina helps set up the horseback conversation between the two women. This same chat, about Dina’s breakup with Jesse, also happens in the game, but Dina’s attitude to her former boyfriend is softer, discussing how Jesse’s parents will always feel like her family. In the show, the pair’s relationship is somewhat brushed off as more of an on/off thing.

Both the show and game’s patrol is interrupted by the discovery of the gory corpse of an animal – in the game it’s a moose, while in the show it’s a bear. This encourages Ellie and Dina to search out the infected who killed it. The key difference here is that in the show Ellie and Dina are just two of a larger patrol that doesn’t want to get into any unwarranted danger. In the game, Ellie and Dina are patrolling on their own.

Infected Attack

Ellie and Dina’s search for infected brings them to the same place in both the game and the show: the Greenpeace Market. In both versions they climb over the store’s truck to enter via the upstairs window and proceed to search inside. From here the events diverge – in the show, the pair take down a clicker and then Ellie falls through the floor alone. In the game, both Ellie and Dina fall through the collapsing floor, and Dina saves them both from a clicker by shooting it several times.

In the show, it’s not a clicker in the main store area but a stalker, a new, more intelligent infected type that doesn’t appear until much later in the game. Ellie must face this foe alone, and the resulting fight sees the stalker bite her stomach, something that doesn’t happen in the game. Dina arrives too late to help, but by that point Ellie has already shot her attacker. This somewhat echoes an earlier scene from the game, in which Dina arrives to help a runner that’s attacking Ellie outside of the supermarket – in that instance Dina shoots the infected to save her partner.

Barn Dance

One of the most famous scenes from The Last of Us Part 2 is recreated in almost perfect detail for the show, but once again it comes at a very different time thanks to the reordering of the story. The barn dance, during which Dina and Ellie kiss for the first time, was originally shown as a flashback and occurred just before the game’s final act, but in the show it’s the last major scene of the season two premiere.

Despite the shift to show this scene in chronological order, everything else about it remains largely the same, even down to the music, dance choreography, and camera direction. The dialogue between Ellie, Jesse, and Dina is almost word-for-word the same as the game’s original script, including Dina’s “I think they should be terrified of you.”

The pair’s dance is once again interrupted by Seth, but Joel’s reaction to his bigotry is much more violent. In the game, Joel only shoves Seth to indicate his anger, but the show’s version of events sees Seth thrown to the floor.

The Overlook

The episode’s final scene is a recreation of The Overlook section of the game’s first chapter. We see Abby and Owen climb up to an outcrop that overlooks the town of Jackson. In the game, Abby and Owen are talking, expressing relief of finding their goal and surprise at how large it is – “it’s a fucking city!” The show instead opts to keep the characters in total silence, building an ominous tension as they survey the town where their target lives.

For more from The Last of Us, check out our spoiler-free season two review and our spoiler-filled review of the season premiere. We’ve also asked the show’s creators whether Joel was right to save Ellie, and spoken to them about the terrifying stalkers who appear in this episode.

Matt Purslow is IGN’s Senior Features Editor.

The Best Deals Today: Pokémon TCG Bundles, Mass Effect Collectibles, and More

I think we can all agree the Pokémon TCG is a wallet-endangering hobby, but that doesn’t mean we have to overpay for cardboard. Amazon clearly got the memo because a bunch of solid bundles just dropped , including Surging Sparks, Journey Together and Paldean Fates. If you’ve been telling yourself you’re just buying “a few packs for the kids,” this is your moment to stock up and pretend it’s not for you. I’m not judging. I’m doing the same thing.

Catch Surging Sparks, Journey Together and Paldean Fates

I also want to point out the Mass Effect statues in the IGN Store, because apparently my bookshelf wasn’t crowded enough with plastic space heroes. Commander Shepard and crew are up for pre-order, and yes, I already added Jack to my cart because I enjoy chaos. There’s also a Humble Bundle packed with narrative indies that scream “you have emotions, deal with them.” All in all, it’s a good day to make impulsive but justifiable purchases.

Pokémon TCG: Scarlet & Violet – Surging Sparks

I picked up Surging Sparks because six booster packs under $50 is lower than what Amazon has been charging recently (It’s still above MSRP though) Honestly, I wanted something new to crack open. It’s part of the latest Scarlet & Violet expansion, so if you’re trying to keep up with current sets or just enjoy the chaos of pulling a good card, this one’s a smart grab.

Pokémon TCG: Iono’s Bellibolt ex Premium Collection

This one’s for the collectors who care as much about presentation as they do the pulls. Iono’s Bellibolt ex Premium Collection comes with six packs, a full-art promo, and a display sheet that’s more elaborate than it needs to be — in a good way. It’s also a cool way to snag Journey Together packs with a fantastic promo card.

Mass Effect Merchandise

I think anyone who’s replayed Mass Effect more than once knows exactly why these statues are tempting. I pre-ordered Jack immediately because, well, it felt necessary. The line includes Shepard, Tali, Legion, and others, and they look good enough that I’ve already made space for them on the shelf. If you’re still quoting Garrus unironically, these are for you.

Pokémon TCG: Scarlet and Violet: Paldean Fates: Booster Bundle

Paldean Fates is priced a double MSRP, but it’s also very hard to come by in 2025. I grabbed it because the baby shiny sub-set is awesome, but if you just want to grab the single cards from this set, it might actually save you money.

Fellow Traveller Publisher Bundle

This bundle has some of the better narrative indies from the last few years. I paid the $12, added the games to my backlog like I always do, and immediately booted up The Pale Beyond. It’s a strong lineup if you like character-driven games and don’t mind occasionally being emotionally wrecked by minimalist storytelling.

Pokémon TCG: Scarlet and Violet Shrouded Fable Elite Trainer Box

I think of this one as the all-in-one box for when you want cards and a bunch of gear you probably won’t use but still want around. Nine booster packs, a promo, sleeves, dice, and enough extras to make you feel like you’re doing more than just opening packs. It’s a solid option if you like having a little structure with your chaos.

Pokémon TCG: Terapagos ex Ultra-Premium Collection

I hesitated on this one, then immediately remembered it includes 18 booster packs and a playmat. It’s definitely a big spend, but if you’ve been waiting for a premium bundle that actually justifies the price, this checks out. I picked it up more for the experience than the individual cards, and that’s the right way to approach it.

Pokémon TCG: Shining Fates Collection Pikachu V Box

I grabbed Shining Fates Pikachu V mostly because I never actually opened it when it first dropped, and now seemed like a good excuse. Four booster packs, a Pikachu promo, and the oversized card that ends up somewhere near your desk — standard stuff, but still a nice throwback if you missed it the first time around.

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.

Verdansk Has Given Call of Duty Warzone a Shot in the Arm, and Its Developers Say It’s Not Going Anywhere

It’s fair to say Verdansk is breathing new life into Call of Duty Warzone, and it couldn’t have come at a better time. The internet had declared Activision’s now five year-old battle royale “cooked” before the nostalgia-fueled Verdansk turned things around. Now, the internet has declared Warzone “back.” Didn’t Activision nuke Verdansk? It doesn’t seem to matter, as lapsed players who fondly remember Warzone as their lockdown game are returning to the map that started it all, and those who stuck with the game through thick and thin over the past five years are saying Warzone is more fun now than it’s been since it exploded onto the scene in 2020.

This back-to-basics gameplay experience was a deliberate design decision on the part of developers Raven and Beenox. Pete Actipis, game director on Warzone at Raven, and Etienne Pouliot, creative director at Beenox, both worked on the multi-studio effort to bring Warzone back. In this sweeping interview with IGN, the pair discuss how they went about it, the success of Verdansk’s Casual mode, reveal whether they considered limiting operator skins to mil-sim for a more 2020 feel, and answer the crucial question: is Verdansk here to stay?

Read on to find out.

IGN: I imagine I fit the typical profile, which is someone who played a lot of Warzone during lockdown and was enticed back by the return of Verdansk. Was that the point of all this, to get lapsed Warzone fans back in the game? And now it’s been out for a while, is that what you’re seeing happening?

Pete Actipis: We hit our fifth year anniversary for Warzone and we wanted to bring back Verdansk for quite some time now. It just felt like the right timing. When we were talking about bringing it back, it wasn’t just bringing back the map. It was more than that. Over the last five years we have learned a lot, experimented with a lot. The one thing you can say about Warzone, it’s constantly changing for good or for bad. It is something that we just try to keep evolving. And we listen to the players and we take some shots and sometimes they land, sometimes they don’t. But when we talked about bringing Verdansk back, it was very important for us to bring back a nostalgic moment in time as best as we could and be respectful of that as well.

During Covid it was just a special time in the world, it was crazy, it was something that we all experienced together individually, but Warzone created this social experience in a way that was pretty new to Call of Duty. So we wanted to pay homage to that as best as we could. We looked at every single component of what made Warzone special back in 2020 and we wanted to really treat it right.

I’ll let Etienne talk about the map side of it, but at least on the gameplay side, we wanted to make sure that we looked at all the design principles and all the reasons that we added the things that we did back then, and are they still viable? Are those still fun mechanics and loops? And if we were to bring them back, we wanted to make sure we did it with the right intent. And that’s why I think it’s stuck around so well. Post-launch, right now it’s getting great feedback from the community. They seem to really be enjoying it. We’re players too, so we wanted to build an experience that we fell in love with back in 2020. So yeah, it’s worked out. We’re really careful about what we do to the game right now because we hit that sweet spot of that nostalgia bit and people seem to be enjoying it. So we’re pretty excited by it as players too.

Etienne Pouliot: We know that gaming in general goes pretty fast. Five years of Warzone just went by really, really fast, and we’ve tried so many things. But each day Verdansk was still in the discussion and in the bucket of ideas of, ‘oh we will need to return to that place someday.’

But it was just not a matter of, ‘oh we’re going to port that thing toward that new engine or that new Call of Duty.’ It was really more like, ‘let’s bring the best version of Verdansk.’ So, just to be sure that we remade everything from the ground, the sky, the player visibility, the audio. There is a lot of stuff that we put a lot of energy in. And we see the result right now. We were playing the game and we were like, ‘yeah, it feels great.’

So we were just eager to give it to the player. And the answer is really successful right now. So we are really, really happy. And just like Pete mentioned, I think it’s only a beginning and we’ll continue to challenge ourselves to see if we need to make some changes, improvements.

IGN: The online sentiment does look positive right now, and you’ll know that the online sentiment across places like Reddit and social media has certainly not always been positive about Warzone. Is that something that you’re seeing in the data? Are you seeing more people returning to play Warzone?

Pete Actipis: It has been pretty successful, and I think you can tell in the experience, right? Look, I’ll take it when Reddit says positive things about Warzone! That is an anomaly and I’m excited by it. Like Etienne said, we recreated Verdansk to be the best experience possible. But then we didn’t stop there. This is the starting point. It is not an anomaly for where Warzone is going.

We knew there was going to be a lot of new players or lapsed players, word of mouth of like, ‘hey come check out Verdansk.’ We added this Casual mode, which is doing really well for us. We wanted players to come in and re-experience it at their pace, or experience it for the first time in a safe way where they don’t feel like they’re getting sweated out or outplayed. We were very careful with crafting this experience this season, and the data is showing us that it’s been really successful and we just hope to keep that momentum going into the future.

Etienne Pouliot: Yeah, it’s really impressive how much Call of Duty touches different players from all different backgrounds. We’ve seen that during the pandemic and we’ve seen that today. So it’s really a privilege to work on that level of successful franchise. We have that approach of, we want as many players as we can. So having that Casual mode, having more quality of life, having more ways to have a stable, performant game is really important. Down the rest of that chapter and so for the rest of Warzone, how can we be a place to welcome new players and make sure that if you were there back then you will return to what you love?

IGN: Casual mode is where I’m playing right now as a lapsed player returning to Warzone. However, I am starting to see the sweats maybe looking at Casual mode and going, ‘we can have some fun here.’ You can tell when you’re playing it when someone shouldn’t be there, this is too easy for you. Are you seeing that internally?

Pete Actipis: The whole spirit of the Casual mode was to give people that were scared about getting into a time commitment or a game commitment or a skill commitment with Warzone, but do it on their terms. The nice thing about this is, this is the first rev of it. It just went live and we’re going to look at the data, we’re going to evolve it over time to make sure it retains the design principles and spirit that we wanted it to have. So if we see sweats come in there wrecking the whole server, then we will have to come up with plans against that. It’s still pretty new right now. I think it’s still giving players what they need in it right now, and we’ll just keep monitoring and involving it. But it’s a fun mode. I can’t lie – I enjoy playing it myself and I can play with people that never played Call of Duty before. It’s a little less intimidating that way, and I think that’s what makes it so appealing for myself.

Etienne Pouliot: And you get the sense of learning the tension of the game. It’s not just you get thrown away and after that you go to the Gulag and that’s it, it’s done. Internally we have a lot of great players, and maybe we call them ‘demon players.’ It’s funny to just have those discussions with them about the game and how they see it, how they approach it. And on my side, me I’m more on the downfall skill player – I was great before and now I’m just getting worse and worse. So I think it’s really important to just have those conversations with those great players and see how we can tweak that experience in a way that everyone gets something out of it.

And I’m pretty sure that we have a lot of players who are going to get inside ranked down the road of BR. So I see that as a more broad, different mode to just engaging depending on your skillset.

IGN: Yeah, I guess when ranked starts, the sweats will probably gravitate towards that and they’ll have had their fun. I want to talk to you about Call of Duty lore. I remember reporting on Warzone and how everything became unified and all the different brands became mashed together in a timeline. And I remember in 2021 you blew Verdansk up, and it was publicly said: ‘this is never coming back.’ And I believed it! So are we just supposed to go, ‘you know what, actually it doesn’t really matter, it’s about the fun.’ Or have you come up with a story explanation for how we’re back?

Pete Actipis: I don’t want to spoil any sort of narrative story bits. And that’s not confirming nor denying either way. It’s just, what we wanted to do for this moment was take a pause from any sort of timelines or anything like that and just say, ‘look, let’s just celebrate this moment in time and just have a great time with it.’ If and when we introduce a narrative we may or may not figure out if we have to resolve this. But again, I’m not trying to spoil anything or say or mislead in any direction. But this season’s launch was just, let’s have a fun moment and go back to the nostalgic bits.

Etienne Pouliot: And I don’t know if you’ve seen some clips around it, but all I can say is that there is stuff in the map that I’m pretty sure that players who know the map will definitely find some bits of information. And after that they can figure it out. But at the same time it’s important to acknowledge some of the historical moments of five years of Warzone. So Verdansk is part of that five year celebration.

IGN: A lot of people are wondering, is Verdansk here to stay? Is it like a celebration, one-shot type thing that you’re doing, or is this something that players can expect longer term and you iterate on it on that basis?

Pete Actipis: We brought Verdansk back for a reason. It wasn’t just to bring it back for a season and kind of say goodbye to it again. A lot of effort went into it. So for the time being Verdansk is sticking around and this is just the beginning of the Verdansk 2025 journey, and then we’ll see how things go from there. So again, no confirmation or anything on the strategy on the maps moving forward, but we love Verdansk. It was a nostalgic map that we loved and it’s fun to play on, and so we just want to keep investing on it and continue to make it a better experience for our players moving forward for at least the time being.

IGN: I’ve seen players go back to unlock Price’s ghillie suit from Modern Warfare 2 now Verdansk is back. Have you seen this?

Etienne Pouliot: Yeah, I’ve seen that.

IGN: People are asking each other how to get it again, going back to Modern Warfare 2 or even buying it to unlock the ghillie suit.

Etienne Pouliot: It’s really interesting how the community is engaging with the game. We have the chance of having all the different operators from Modern Warfare 2, Modern Warfare 3, and all the different games. It’s something that I really love from the game, is that all the different battle passes and Blackcell, I can change every time my loadout and my operator. And sometimes I even use really, really old weapons that maybe are not meta, but I have the feeling that I’m back, I’m there the way I want to play. So I’m pretty sure a lot of people are just using all the different content we gave them across all those years and having fun right now.

Pete Actipis: On launch day I went back and picked an old Ghost costume that looked very similar to the launch trailer versions. I’m like, ‘okay, I’m back in it too.’ That’s part of the fun, picking your operator and the look and trying to relive that moment as you remember it.

IGN: I’ve been having old debates again about whether to play aggressive or just camp on a rooftop and snipe, or just hide, in the same old places. When you were thinking about bringing back the map, did you consider tweaking it in such a way to encourage certain gameplay types or gameplay styles, or did you want to recreate it as accurately as possible so the same gameplay styles in the same places would happen once again?

Etienne Pouliot: We wanted to recreate those moments, but again, we’ve learned a lot. So just to give you a quick example: player visibility is really better right now than back then. Maybe people will remember Roze, but there were a lot of dark corners. That was an experience that a lot of people were not attracted by. So we’ve made slight adjustments like this to make sure it’s fun for everyone.

And another thing is audio was really, really, really important for us. So just making sure that you understand from each corner where you’re in this, where will be the enemy, and how you need to react. So again, just making sure that it’s the best Verdansk version we will deliver. That was the goal and I think that we are on the right path to continue.

Pete Actipis: We also didn’t want change too much because then it wouldn’t be what you remembered in Verdansk. The map itself had a lot of that sandbox-y kind of like, ‘do I want to play long range and go camp at the top of ATC Tower or the top of Stadium roof with a helicopter?’ There was a lot of play potential, a lot of opportunities for close range, long range, you name it; great fighting in the woods areas north of Quarry, or south west of Hills.

To make that a reality we went back into the core experience and made sure we were able to pay those moments off. So we retuned the circle back the way it worked originally. So we allow these wild swings for these first and last circles so you can get more of these dynamic and crazy experiences where you’re, the first part of the match you’re playing in a dense area, maybe like Downtown, and then it ends somewhere where there’s an opening, and you’re like, ‘oh crap, I got to go hit my loadout again, let’s go get some money so we can acquire a loadout so I can get more of a mid to long range weapon to be able to handle late game.’

And we also made vehicles more impactful, so we had to remove things like the redeploy drone beacons and all the other fast travel mechanics, to make the rotations a little bit more difficult, which made you think of, ‘how do I want to move with my team and what kind of weapons do I need to carry and what sort of equipment do I carry?’

All of those things might look like individual things, but they all compound together to really form the experience. And so we were very careful. It was like, ‘what’s the experience that we really want to go after when we brought back Verdansk?’ So then that started peeling back the onion of, ‘okay, we have to change this, we should change this and this and this.’ And so all of it together as the sum of the parts of that beat that we were going after.

IGN: I wanted to get some insight into TTK (Time to Kill) and how you approached what you wanted to achieve there for Verdansk coming back. It feels shortened to me, but exactly what happened there, and why did you make the changes you made?

Pete Actipis: Comparatively to last year, the Urzikstan year, it is a faster TTK. It’s pretty equivalent – I don’t know the exact numbers offhand – but the original experience and what we wanted to go back for now was make it more of a casual, friendly kind of, ‘if I’m not good at hitting straight shots, I have an opportunity, I’m not going to get destroyed every gun battle.’ There’s also a lot more excitement of like, ‘oh, I have an opportunity to get a kill.’

That being said, it is not like we’re trying to remove skill from the game. There’s still a lot of skill involved in this game, but it’s approachable, which is the key difference there. And part of this was not only how do weapons handle, but then also how does your movement handle in response to that? Do I feel like I can engage in combat and get a bead on somebody and react to how someone’s moving or get away from shots?

So movement and gunplay are very tied to the hip. And this is again the peeling onion approach. We like right now where the TTK sits. We will evaluate as the game progresses and see what our fans think. We’re always evolving and we’ll react appropriately based on that. But right now it seems like people are enjoying it. I know TTK is… some people either love it or they hate it. It depends on their player type. It’s okay to be opinionated. That’s cool! We’re just trying to do what’s best for the community at large.

IGN: My first Verdansk match back I was in the plane and there were four of us getting ready to jump out, and one of the players was a giant Teenage Mutant Ninja Turtle and the other was this fairy thing. I was like, ‘this is not how Warzone was back in lockdown.’ Was that on your minds as you were thinking of rekindling the feeling exactly as it was back then, when some of these crazy skins weren’t so prevalent in the game? Did you ever think at any point that actually, just for the relaunch, at least at the start, we’re going to limit it to mil-sim [military simulation] stuff, or some of the stuff that people remembered? Or was that just never a consideration for you?

Pete Actipis: We talked about everything. We left no stone unturned really. But we wanted to create the best version of Verdansk possible. And part of that is just understanding the reality of where we’re at. We’re in a Black Ops 6 year. So at the end of the day we still are dealing with differences in loadouts and weaponry and even operators. We tried to pay homage and pay off the spirit of that nostalgic experience as best as possible. But our intent was never to be a facsimile of that old experience. It was supposed to be the best version of Verdansk and Warzone to date.

Part of that was respecting players’ purchases. As a player, I’ve invested X amount of time, money, whatever it is, and this is who I like to play with. Okay, we could have restricted weapons and operators, but then it creates this big friction moment for players who are like, ‘I just want to play the game. I want to have fun in my mode.’ I know some players might have more of a stance on it, like, ‘I want it to be pure mil-sim.’ But the spirit was to make it welcoming for all players.

Etienne Pouliot: I remember sometime with my friend, we were like, ‘yeah, today we all buy a different turtle and we wanted to be the four turtles winning a match. It was pretty crazy. So I think just having those possibilities in front of the player.

Mil-sim – one of my friends is really hardcore, he plays only with one attachment. That’s his rule. Because he feels that it’s cheating. He’s like, ‘no, it’s not a usable case of a weapon. So I will only use one.’ And I’m like, ‘okay man, if you want to do it, but I will never go toward that path.’

So I think that just having all those different possibilities so you can engage the way you want. And after that, like Pete just mentioned, I think that it’s really important for us to respect all the time and money you spend in the game and making sure it’s still worth it for you.

IGN: Your friend must be very good at Call of Duty if they can get by with just one attachment.

Etienne Pouliot: Yeah, it’s really incredible how many people I’ve seen through all the years that they have such a great skill that from my point of view I’m like, ‘hey, are you using something else that I’m not aware of?’ But yeah, you’re a true player.

IGN: That does lead me on to one of the final questions I wanted to ask. Activision has increased communication around cheating in Warzone and made changes recently, like with crossplay. But are you seeing any improvements now with Verdansk coming back?

Pete Actipis: To be honest with you, that’s not our area of expertise, the whole cheating side. I would defer those questions to the Ricochet team and how that stuff has been working out. Anecdotally, the games have been feeling good. I don’t feel like I’m getting cheated on. I think that’s even what our streamers are saying. But again, that’s not really a data point.

Etienne Pouliot: And something just to add, it’s just that it’s always something on top of our mind. So we’re just making sure that the right person speaks with the right team and makes sure that we put a lot of effort. Because everything we saw from the community, it’s important for us too. So just making sure that yeah, we will put all the energy needed to prevail and making sure the game is at the right condition that we want.

IGN: Do you have any message to the community about your plans for Warzone in 2025 now that you’ve gotten to a place where there’s positive sentiment? What can players expect?

Pete Actipis: First of all, thank you for either coming back or continuing with us on this Warzone journey. We are players too and we strive to make the game as good as possible. The launch of Verdansk, the simplification of our systems and our mechanics and just the flow, is the beginning. We’re going to cultivate the game and we’re pretty excited for our roadmap moving forward. We’ve got some great surprises that I’m not going to spoil today in store, but we hear the community and we want feedback. We listen. We take all opinions. We have our own, and we like hearing what the players think and feel. The passion is really important for us because that fuels us. We’re excited to continue on with our journey here.

Etienne Pouliot: Yeah, totally. The first thing is just to thank all the players for all the love. And even the bad things. I think it’s important to know both sides of the community. We’re all passionate, and we have a lot of great ideas that are coming down the path. Warzone has so much room to continue to grow and opportunity in front of us. So I just hope that with all the different players we will get to those moments, and after that they will stick as memories for them for quite a long time.

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.