How to Play the Resident Evil Games in Chronological Order

Through its (near-)consistent excellence, innovation, and longevity, Resident Evil games have earned their crown as the king of survival horror. Capcom debuted its world of mutants and mercenaries in 1996 and has since grown Resident Evil into a multimedia franchise that spans over two dozen console games, six films, two recent Netflix series, novels, comics, and even stage plays.

It can be an exciting franchise to explore given the amount of content it houses, though for the same reason, it can be an equally daunting series to approach in 2025. With the upcoming launch of Resident Evil 9, this article focuses exclusively on video games and cuts out the convolution by presenting two ways to play only the most narratively significant and accessible Resident Evil games in order.

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How Many Resident Evil Games Are There?

There are 10 core Resident Evil games: RE 0-7, Village, and Code: Veronica. However, the total number of Resident Evil console games — including spinoffs and remakes — sits around 30. That number rises near 60 when accounting for mobile and pachinko games.

Which Resident Evil Game Should You Play First?

Our overall suggestion for where to begin is with Resident Evil 4 Remake. It’s the most visually/technically impressive RE remake to date and, thanks to its masterful mix of action and horror, arguably the best overall Resident Evil game in the franchise’s nearly 30-year history. It’s a largely self-contained story that doesn’t require you to play each game that came before it.

However, if you prefer first-person horror, we recommend starting with Resident Evil 7: Biohazard. It’s the beginning of the Ethan Winters storyline and an excellent game that uses the more immersive first-person camera to heighten the horror.

How to Play the Resident Evil Games in Chronological Order

For this list, we’re focusing on 12 Resident Evil games: all 10 core entries and the two Revelations spinoffs. While many others are considered canon, this is not an exhaustive chronology, but rather an approachable guide to entering and enjoying the world of Resident Evil video games.

Missing from this list are mobile and pachinko games, light gun and Wii shooters (Resident Evil Survivor, Survivor 2, Dead Aim, Umbrella Chronicles, Darkside Chronicles), and non-canonical/non-consequential/difficult to access spinoffs (Resident Evil Gaiden, Outbreak, Outbreak: File #2, Mercenaries 3D, Operation Raccoon City, Resistance, Umbrella Corps, Re:Verse)

With series newcomers in mind, the brief plot synopses below contain only mild spoilers such as broad plot points and character introductions.

1. Resident Evil 0

Resident Evil 0 is the fifth game released in the series but the first chronologically. It takes place just before the events of Resident Evil, with Special Tactics and Rescue Service (S.T.A.R.S.) medic Rebecca Chambers and former marine Billy Coen discovering a train full of zombies in the Arklay Mountains (home to the Spencer Mansion). Billy and Rebecca uncover valuable information related to series villains Albert Wesker and William Birkin. We also learn more about the origins of the sinister Umbrella Corporation and its deadly T-Virus. The game wraps with Rebecca headed toward the mansion, where she’d serve as a supporting character in RE 1.

2. Resident Evil

The first Resident Evil came to PlayStation in 1996, though for those coming to the franchise in 2022, you’ll want to play the 2002 remake (or its more recent HD remaster), as it improves gameplay and expands on the story.

RE 1 picks up right after RE 0. You play as one of two S.T.A.R.S. agents — Chris Redfield or Jill Valentine — who come to the Spencer Mansion while investigating a series of murders in the woodlands outside of Raccoon City. Chris/Jill encounters the murderous, mutated victims of the T-Virus and uncovers key information about Umbrella and its biological experimentation.

3. Resident Evil 2

Taking place two months after RE 0 and 1, Resident Evil 2 introduces two new protagonists — rookie cop Leon Kennedy and Claire Redfield (Chris’s sister) — each with their own connected yet distinct campaign. RE 2 also introduces the recurring character Ada Wong and the iconic Tyrant enemy.

We learn more about William Birkin and his work on an even more threatening virus called the G-virus. Leon/Claire uncover more disturbing details about the clandestine work of Umbrella, as well as its ties to the Raccoon Police Department.

Resident Evil 2 is currently available to play for free with an Xbox Game Pass subscription.

4. Resident Evil 3

The chronology gets dicey with Resident Evil 3, but for the sake of simplicity, we recommend playing it after 2. The first part of RE 3 takes place before the events of RE 2; the second part takes place after. You could play halfway through 3, pause, play through 2, then return for the second half of 3. However, playing RE 3 after 2 won’t detract from the experience or your understanding of the story. We chose to place it fourth on this list seeing as its conclusion progresses the overall narrative beyond RE 2.

You begin RE 3 as Jill Valentine, still coping with her experience from RE 1, trying to escape from an overrun Raccoon City. For part of the game, while Jill is indisposed, control shifts to her mercenary ally Carlos Oliviera. RE 3 also introduces Nemesis and reveals the fate of Raccoon City.

5. Resident Evil: Code – Veronica

Resident Evil: Code – Veronica advances the timeline by a couple of months and sees Claire Redfield continue the search for her brother Chris that began in RE 2. This time Claire’s search takes her to an Umbrella facility in France, where she escapes captivity and follows the trail to the southmost region of Earth.

Chris Redfield, one of the protagonists from the original game, returns as a second playable character in Code Veronica. Chris, like Claire, is looking for his sibling, and the search results in a meeting with series antagonist Albert Wesker.

6. Resident Evil 4

Resident Evil 4, arguably the series’ most beloved entry, puts players back in the shoes of Leon Kennedy six years after his time in Racoon City during RE 2. Leon travels to a rural village in Spain on a mission to rescue the U.S. president’s daughter.

There, Leon encounters a cult and explores its ties to a mind-controlling parasite. The story that unfolds weaves together the narratives of two characters from Resident Evil’s past: Albery Wesker and Ada Wong.

Read our Resident Evil 4 Remake review to see the improvements that were made since the original.

7. Resident Evil Revelations

Resident Evil Revelations is set between the events of RE 4 and 5. It explores another consequence of Umbrella’s bioweapon development and introduces players to the Bioterrorism Security Assessment Alliance (BSAA).

Jill Valentine and Chris Redfield are now BSAA agents, with Jill serving as the game’s primary protagonist. The duo head to the Mediterranean to combat the use of T-Abyss, a new variant of the T-Virus.

8. Resident Evil 5

Resident Evil 5 is set five years after RE 4. Chris Redfield, as part of the BSAA, flies to Africa with his partner Sheva Alomar to prevent the black market sale of a bioweapon. The people of Kijuju, however, have already been infected with an enhanced version of the mind-controlling parasite seen in RE 4.

It’s a larger-scale story than past Resident Evils, though Chris also embarks on the more personal mission of finding his long-lost partner, Jill Valentine. We also learn of Albert Wesker’s latest nefarious plot.

Unlike past games in the series, RE 5 can be played cooperatively; the second player controls Sheva.

9. Resident Evil Revelations 2

Resident Evil Revelations 2 is set between RE 5 and 6. It brings Claire Redfield back into the spotlight for the first time since Code Veronica. The game is split into four episodes, with each episode divided into two parts: a past sequence with Clarie and Moira Burton and a present sequence with Barry Burton (Moira’s father) attempting to locate them. The story introduces another antagonistic Wesker.

10. Resident Evil 6

Resident Evil 6 is an action-heavy adventure that tells an even more sprawling (and convoluted) tale than that of RE 5. It weaves together four campaigns starring Leon Kennedy, Chris Redfield, Ada Wong, and a mercenary named Jake Muller.

The BSAA introduced in Revelations plays an important role in 6, as the quartet of protagonists work to squash the bioterrorist group Neo-Umbrella and prevent the spread of yet another mutant-creating virus (the C-Virus).

11. Resident Evil 7: Biohazard

With Resident Evil 7: Biohazard Capcom reinvented the franchise in several ways: It’s RE’s return to mass acclaim and fandom following the largely disappointing fifth and sixth entries, it introduces a new protagonist in Ethan Winters, and most notably it switches the series’ longrunning perspective from third-person to first-person.

Despite all these changes, RE 7 still exists on the series canonical timeline, presumably taking place in the modern-day sometime after RE 6. The game is set in rural Louisiana, with the first part taking place in the home of the wonderfully insane Baker family. Its ties to past RE games are rather loose, though many of the series staples are here: clandestine human experimentation, bioweapons, and toward the end, a familiar face.

12. Resident Evil Village

Resident Evil Village is a continuation (and the conclusion) of Ethan Winters’s story, set three years after the events of RE 7. Biohazard and Village stand on their own as a duology of games. Though Village includes a few more ties to the series’ past, including a more prominent role for the aforementioned “familiar face” and further information about the origins of Umbrella.

A post-credits scene extends the timeline even further. We’ll save the details, but those curious can read on to the next section for a bit more context.

Bonus: Shadows of Rose DLC

Picking up shortly after Village’s post-credits scene (16 years after the main story of Village), Shadows of Rose progresses the Resident Evil timeline further than any game before it. Assuming the events of Village take place in 2021, Shadows of Rose brings the franchise into the near future of 2037.

The 3-4 hour DLC stars Ethan’s daughter Rose, who attempts to rid herself of the unwanted powers inherited from her father.

How to Play the Resident Evil Games by Release Date

  • Resident Evil (1996)*
  • Resident Evil 2 (1998)*
  • Resident Evil 3: Nemesis (1999)*
  • Resident Evil: Code – Veronica (2000)*
  • Resident Evil 0 (2002)*
  • Residet Evil 4 (2005)*
  • Resident Evil 5 (2009)*
  • Resident Evil: Revelations (2012)
  • Resident Evil 6 (2012)*
  • Resident Evil: Revelations 2 (2015)
  • Resident Evil 7: Biohazard (2017)*
  • Resident Evil Village/Shadow of Rose (2021/2022)*

*Mainline Resident Evil games

The Future of Resident Evil Games

There’s plenty to look forward to from this iconic horror series. In late 2023, Capcom confirmed they’re working on more RE remakes, and some reports suggest Resident Evil Zero and Code Veronica are up next.

Capcom isn’t just looking to previous games, however. The studio confirmed that Resident Evil 9 is in development last year, and a full reveal trailer for what is officially titled Resident Evil Requiem was presented at Summer Games Fest.

Helmed by Resident Evil 7’s director Koshi Nakanishi, the new trailer appears to show Raccoon City, from the original trilogy, after it was destroyed in an attempt to contain the virus. The trailer also introduces Grace Ashcroft, an FBI analyst and potentially the daughter of Alyssa Ashcroft from Resident Evil Outbreak. There’s surely more than meets the eye here.

While some theorists believe the game will once again feature none other than Leon Kennedy, Capcom has outwardly denied those rumors with an interesting justification.

Either way, Resident Evil Requiem is set to launch on PC, PlayStation, and Xbox on February 27, 2026. An RTS mobile game allegedly developed in close collaboration with Capcom, titled Resident Evil Survival Unit, is also set to hit Android and iOS in late 2025. In the meantime, Capcom’s social media has presented Leon with a particular strong threat: the Duolingo owl.

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

Deals For Today: MTG Spider-Man Booster Box Back In Stock and Massive MSI Monitor Sale

Looking forward to Magic: The Gathering: Marvel’s Spider-Man on 26th September? Well Amazon has the Play Booster Box back in stock, so it’s a wise idea to get a preorder in before it does a Final Fantasy and disapears. If you’re like me and absolutley devistated at Courage the Cowardly Dog being taking off HBO, i’ve found the complete series on DVD for less than $20 too.

TL;DR: Deals For Today

LEGO Preorders are still going strong from last week, but the two sales that have stood out to me this morning is the MSI Reconditioned Monitor Sale at Woot and the Higround gaming gear sale over at Best Buy. There’s some ridiculous bargains on top tear battlestation essentials here, even solid budget options. If you need a car battery charger, a brilliant deal on a USB power bank and more, let’s get into today’s daily deals:

MTG: Spider-Man Play Booster Box Back In Stock

I’m expecting this MTG Universes Beyond expansion to web zip off shelves when it drops at the end of Feburary, so if you see a preorder like I have, just secure it. The money won’t be taken from your bank until it ships either, so it’s a no brainer. I’ve also included the listings for the rest of the set from TCG Player incase you needed a massive ripping session.

LEGO Preorders and Deals

These LEGO preorders and deals are still available from last week, so it’s 100% worth having a look through and grabbing a new project. They were amongst our best sellers last week, so make sure you’re not missing out on best selling preorders like the Spider-Man Across The Spider-Verse minifigure set.

Higround Gaming Sale

Every look at your gaming setup and think “This needs more Pokémon and Apex”?, Higround make some of the best branded keyboard, mice and deskmats around. Better yet, their range in Best Buy has had some serious price cuts, so it’s worth scoreing something unique for your gaming rig. The full sale is here.

MSI Monitor Sale

I’ve been running the MSI eSports 40″ gaming monitor since the start of this year, and it’s a fantastic monitor for the money. Getting it for $250 is an even sweeter deal, it’s a perfect 1440p monitor with no ghosting, great extra features and a lovely color balance. Fortnite and Oblivion Remastered at 140 FPS+ never looked so good. The full sale can be found here.

A Charlie Brown Christmas 60th Anniversary Zoetrope

A Charlie Brown Christmas 60th Anniversary Zoetrope vinyl is a limited edition release that celebrates both the 75th anniversary of Peanuts and 60 years of the iconic holiday special.

Pressed onto a two-sided Zoetrope picture disc, this collectible vinyl transforms into a moving animation when played under the right lighting conditions, displaying classic scenes from the beloved Charlie Brown Christmas special. Featuring Vince Guaraldi Trio’s timeless jazz tracks like “Christmas Time is Here,” “O Tannenbaum,” and “Linus and Lucy,” it’s both a visual and musical throwback.

Baseus Laptop Portable Charger 100W

Baseus Laptop Portable Charger 100W 20000mAh in Cosmic Black is currently 50% off with code QR9CPGXL, dropping the price from $99.99 to just $49.99. This slim and FAA-compliant power bank is designed for travel, offering 100W USB-C PD fast charging—enough to charge a MacBook Pro to 50% in 30 minutes.

With two USB-C and two USB-A ports, it can handle laptops, tablets, phones, Steam Deck, and more all at once. A real-time display shows remaining power, and its 20,000mAh capacity delivers multiple charges on the go.

There’s also a buy one, get one free deal currently live on-site, making this one of the best portable charging deals available today.

Teenage Mutant Ninja Turtles Classic Sewer Playset

Teenage Mutant Ninja Turtles Classic Sewer Playset is back in action as an Amazon exclusive for $74.99 and it’s already the #1 new release in play figure playsets.

This retro-inspired set features authentic 1989-style stickers, a working elevator that goes from street to sewer, and a high-voltage battle swing for dynamic action scenes.

Kids (and collectors) can drop figures down hidden passages, launch sewerballs, and stage surprise attacks, just like the old days.

BOOKOO Jump Starter 2000A for Car/Boat/Lawnmower

No one wants to wait for the breakdown service to jump a car battery, so just keep one opf these bad boys in the trunk for emergencies. This is a life saver, making sure you can jump a battery to get the car to a safe location and take the headache out of gettin your car to your local garage for repairs. It isn’t going to fix your cars problems, but it’s peace of mind for a little bit more than a month of Netflix.

Courage the Cowardly Dog: The Complete Series (DVD)

For a month of streaming, you could just own the complete series of Courage the Cowardly Dog forever on DVD. Assuming you still have a DVD player, if not, just buy one and thank me later.

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.

More Magic: The Gathering Funko Pops Are On Their Way, And Amazon Preorders Are Open

Wizards of the Coast has been putting out non-cardboard Magic: The Gathering merchandise for a while now, but it’s been a little while since we’ve had new Funko Pops based on the property to collect.

We’ve already seen iconic Planeswalkers like Liliana Vess, Chandra Nalaar, Garruk Wildspeaker, and Ajani Goldmane brought to life, but that was more than a decade ago. If you’ve been looking to add to your setup, though, two new characters have been remade in plastic.

New Magic: The Gathering Funko Pops Hit Shelves Soon

Over at Amazon, two new listings have been added for Urza and Yawgmoth. Both are available to preorder for $14.99, with release planned for November 9.

The two have fought a long war between the former’s plane of Dominaria and the latter’s Phyrexian plane, but curiously, Mishra (Urza’s brother) is nowhere to be seen this time around.

As someone sat next to a few of the older Funkos from the Magic set, I must say I am somewhat tempted.

Away from Funkos, it’s been a busy year for Magic: The Gathering. The game’s fifth set of the year, Edge of Eternities, is currently in full flow, having launched on August 1.

The next set, focused on Marvel’s Spider-Man, will add new cards as well as a crossover with Marvel Legends figures. So, if Funko Pops aren’t your thing, they could be worth a look instead.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Arrowhead Says Fortnite’s New Alien Bug Season Is Very ‘We Have Helldivers at Home’

The latest season of Fortnite sees you and your squad fending off insectoid alien enemies nicknamed Bugs while levelling up your battle pass — and if that sounds familiar, well, you aren’t the first to notice.

Arrowhead Game Studios, developer of Helldivers 2, another shooter where you squad up against insectoid alien enemies nicknamed Bugs, has now commented on the similarities — and suggested it was a case of imitation being a form of flattery.

“Hmmm… it’s giving ‘we have Helldivers at home,'” community manager Katherine Baskin wrote on the game’s Discord (thanks, Videogamer), before adding: “I’m not worried.”

“Fortnite is Fortnite, Helldivers is Helldivers,” Baskin continued. “If the kings of video game drip think our drip is cool enough to… inspire them… then that’s super cool. But our games couldn’t be more different from one another. There’s room for us all at the king’s table.”

When asked for his thoughts, Arrowhead CEO Shams Jorjani simply replied that the new Fortnite season “feels very democratic,” a reference to Helldivers’ own setting, in an era of human expansion into space dubbed the ‘Great Democratization.’

In reality, Fortnite has riffed on numerous other games, movies and overall genres in the past, with little left that it has not either offered its own version of, or collaborated to include. And, because it is Fortnite, the new season of its blockbuster battle royale also involves you fighting alongside a humanoid panda, the Power Rangers and Spartan soldiers from Halo.

So far, at least, the new gameplay appears to be going down well. According to developer Epic Games, players have now squashed more than 250 million Bugs since their invasion into Fortnite began last week. Next up for Fortnite will be the addition of pet-like Companions, leaks suggest, which will include a turtle riding a skateboard.

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

Whipping Up a Storm: How Indiana Jones and the Great Circle Took Big Last-Minute Changes on the Chin To Become a Hit With Critics and Players

At the Develop Conference in Brighton, MachineGames’ Design Director Jens Andersson and Audio Director Pete Ward told an audience how the Swedish studio approached making Indiana Jones and the Great Circle, the well-received return of the adventuring archaeologist to the world of video games.

Their talk revealed a number of insights into the stresses of the game’s development, how it all came together pretty late in the day (as video games tend to), and the audio quirks that threw more than a few spanners in the works. But what shone throughout was just how much effort the developers put into recreating the world of Indiana Jones as authentically as possible. Everything from the iconic sound of the whip to how market stalls would have looked in the late ‘30s was fussed over in order to help create the right atmosphere for the game.

And it worked, with significant praise from critics and players alike. IGN’s Indiana Jones and the Great Circle review returned a 9/10. We said: “An irresistible and immersive global treasure hunt, and far and away the best Indy story this century, Indiana Jones and the Great Circle doesn’t belong in a museum; it belongs on your hard drive where you can play the heck out of it.”

DLC beckons, and questions are swirling around a potential sequel, set up by the ending of The Great Circle itself. It was with all this in mind that IGN sat down with both Andersson and Ward at Develop to follow-up on their talk, to find out more about the dramatic changes that were made in its last year, and to ask a few cheeky questions about the future.

IGN: There was something interesting that you said in the talk, which was around licensing. You said that at the start, the iconic Indiana Jones music had to be licensed. It wasn’t a given. And that surprised me, because I would’ve thought that when it’s agreed to do an Indiana Jones game with Lucasfilm, that just all comes as part of it. That there wouldn’t be subsequent things that you’d have to do for individual bits, especially something so big and important as that. So it’d be great to get some insight into the process you had to go through to get all that agreed.

Pete Ward: So for the music, I don’t actually know how all the legal framework and systems work exactly. From my perspective, I just knew that we needed to get this theme and also Marion’s Theme, and also the music from the Peru section of the level, because that’s original John Williams scoring as well.

And we didn’t want to use the original recordings because then there’s a mechanical copyright issue there as well, and we’d have to license all that too, because mechanical copyright is the scoring or composition copyright. So that’s why we recorded all of our music, again, it was re-orchestrated, we recorded so that we — by we I don’t mean MachineGames, I mean Disney — owned the mechanical copyright for those new recordings.

But we needed to make sure that we were allowed to use the Raiders March theme, which is the famous one everyone knows. And we agreed that we could use that wherever we wanted in the product. So there was an unlimited number of times that we could quote it or reference it. But then for some of the other themes like the Peru content, we agreed to use that once, and we agreed to use Marion’s Theme a handful of times. There were very specific legal rules that we had to follow, and what we could use where and when, and all that stuff had to be approved and agreed by Lucasfilm Games obviously as well.

Jens Andersson: Is this because they have on their end agreements with John Williams?

Pete Ward: I think it’s to do with that. So that had to go through our legal team and they did a really good job with that. It took a little while to get through and we had to assume that we’d be able to use it and then confirm we could during development.

Jens Andersson: And they are super careful about that stuff, which kind of makes sense. Like all the rights, it goes for fonts, it goes for everything. It needs to be by the book.

Pete Ward: The other sound example is there’s some specific Marion lines in the first level that were performed by Karen Allen. They’re recordings from the original films, and those had to be licensed properly as well. We couldn’t just take that and use it.

IGN: Some people would have liked to hear a bit more John Williams in there, but maybe that’s to do with what you’re talking about, which is it is not as simple as just having access to everything that’s ever been, and you have to almost go piecemeal with it.

Pete Ward: Well, we had really careful discussions actually with Lucasfilm Games throughout about where to first use the theme, and how it should be used. We definitely had feedback that people would like to hear The Raiders March more, but then when we’re developing it, we didn’t want to create a game where every time you punch someone heroically, you get that theme. People would get tired of it in the end.

So there was a bit of feedback and back and forth about how we should use that theme. And one of our main goals was to use it in the same way as it was used in the movies. And it gets quoted in the movies a number of times and there are some bits where it’s quite strong, but you only really hear the whole thing as far as I know — I hope I don’t get this wrong! — but you only really hear the whole thing in the credit sequence at the end. So the whole thing leads up to that and then you get the dun, dun dun dun… and it rolls out along the credits. So we were trying to emulate that basically. We wanted to use that theme where it really mattered and we needed to hear that.

IGN: One of the other interesting things you said in the talk is that the design changed quite late in the day. It didn’t sound like this was a massive surprise to anyone, more just this seems to be the way MachineGames develops games and yes, it can be stressful from what you were saying in the talk, but ultimately everyone understands the bigger picture.

Jens Andersson: Most days.

IGN: Were there any specific examples where you had to make a dramatic decision late in the day that people who played the game will recognize as being a good decision, they got something that they wouldn’t have otherwise experienced it, or maybe something that you had to say, this isn’t going to work, we’re just going to have to cut this?

Jens Andersson: It is really hard to remember to be honest, because a lot of things change a lot of the time. Luckily it becomes smaller and smaller, but at the time it feels really, really big. One thing that I remember, it was just four months before we shipped, we changed how we set up the in-game guidance system, like markers on-screen and stuff like that. Sort of really committed, this is how we do it and we had to redo the whole thing. It turned out really well…

IGN: People love the map in the game.

Jens Andersson: Yeah. Basically if you walk around in “lowered” mode, you see markers in the world. And that’s something we fought for a long while. We didn’t want to have markers in the world because we hate games where there are constantly markers in the world and they start looking at the markers and you go follow them.

But having that only appear in this “lowered” mode as we called it, that proved to be this good balance where it was still very much opt in for the player. But it took us a lot of iterations to get there very late into the process and obviously had a huge effect on evaluation of player guidance. And even we weren’t always sure that the player would understand this, discover this by themselves.

So a lot of these kind of things that feels like in the end it’s like, oh, when do we turn this on? When do we turn it off? That feels like it’s a small code change, but it has huge implications for how people play the game.

IGN: And that was just a few months before you shipped?

Jens Andersson: Yeah. Similar with the whole stealth UI. We have these markers on top of a more classical version. We had a completely different system six months before ship that was hub based, more like if you know Fortnite, how you see firefights. But in the end decided that it wasn’t clear enough, we were going to go back to previous design and do that.

So it’s iteration and it’s frustrating and it’s hard and at that point when the pressure is really on as well, it becomes very emotional. You invested a lot of time, a lot of effort, a lot of work, a lot of pride in this is what we’re doing, and you need to be absolutely convincing to the rest of the team: this is how it’s going to be in the game, this is going to be excellent. And then one month later it’s like, no.

But speaking about MachineGames in particular, I know other studios who do this completely differently, but MachineGames has a strong tradition of doing it like this. There’s a lot of fear that plays into this kind of final phase of development, where what if you make the wrong choices? And you rarely know all the consequences of the decisions you need to make. You just need to trust your gut sometimes and say this is going to make the game better, trust me. And you’ve been arguing about this for years usually, and you have all these kind of informations and all the permutations and everything, and there’s no explaining that.

So people are like, Jerk [Gustafsson], our game director, he needs to be the one saying, okay, this is what we’re going to do. I know it’s late, we are past beta, but this is the feedback, this is the data that shows we need to change. This is what we’re going with and this is what we know is going to happen when we do this. And then most of the time it’s correct.

Pete Ward: My experience of that was that Jerk would quite often come into my room and ask me what the audio consequences of a particular change would be. For example, putting an interactive moment or taking one out or something like that, he would come to me and ask me how bad would it be if we do this? And that was really nice because sometimes it was very easy for us because of how all the scenes were put together, and sometimes it would be very, very difficult and expensive.

I had the opportunity to say, to just give Jerk that information and then he could choose whether he wanted to, and why he wanted to do that. But I felt like I was listened to and my team was listened to, rather than things just happening. The big stuff we were consulted about and that was nice.

IGN: The game really came together in the last year, but it had been in development for five years?

Jens Andersson: Yeah, almost five years. But it is always hard to put a starting point on development. The first six months was just a few people, but yeah, almost five years is a good answer.

IGN: I often hear from AAA developers that this is often the case, that there’s no game at all and then all of a sudden there is a game, which must be very difficult to have to plan for because you can’t really know until right at the end if something’s working.

Pete Ward: It’s terrifying!

Jens Andersson: Yeah, it’s not a great way to work. I wish there was a different way to work.

Pete Ward: Yeah, the reason it’s terrifying for me is because there are some big things in audio, like massive tankers that take a long time to steer music. Recording on this game is one of those. If we were making a game that was not fully orchestral score and recorded, it would be easier because we can make changes later.

But when you have to commit to recording sessions and compose well in advance before you know actually how much you need, that’s a bit tricky. Lots of games have a lot of localization in as well and lots of VO, but that’s one of those things where you have to get the script locked and record it and then do the localization and there’s big processes that you can’t just change on a whim.

IGN: One of the other things that came through really strongly from the talk was how much effort went into trying to make it authentic as a period piece, which I think people really did appreciate. I’d love to get some more insight into some of the extreme lengths you went to try and make it really feel like what it would be like at that time period in all those locations around the world.

Jens Andersson: I have an anecdote that I really like personally. A lot of the game takes place in the Vatican and we had artists who went there. I remember having a conversation with one of the designers about the opening level in the Vatican where you scale the Castel Sant’Angelo. We had some player guidance problems there and everything and I asked, how about we do this and that and this? We change, we move this thing so you come up there instead of over there. And the answer is, well then it wouldn’t look like it does in real life. And I was like, what do you mean? Yeah, here are the reference photos. And they pulled up the reference photos and it looked identical, almost.

And it’s almost like an opportunity lost here because players don’t really understand how accurate it is. I proposed a developer’s commentary mode where you could pull up the photos and see the reference. That would be super cool! Who knows, one day when they do the remake in 20 years!

But it was so ingrained with the team that this is important. We had that throughout. I know they worked a lot with Sukhothai, really fought hard to dig up old photos from when they first started excavating Sukhothai and the temples around there just to find reference for how it actually looked before. Now it’s very clean and touristy with walking paths and everything. But finding good references to that. And then of course our layer on top of that, the whole thing is flooded as part of the narrative twist we have to Sukhothai. What would it look like in 1937 if it was flooded and the enemy was there doing huge excavations?

IGN: And it sounded like you found quite a character to help you recreate the whip sound? I have a picture in my head of some sort of Thor looking character wearing very little smashing trees with a whip or something. I dunno if that’s the reality?

Pete Ward: You’re not totally wrong! I think his company’s Witchcraft Whips. He’s based up in northern Sweden somewhere. He builds whips. He’s won competitions doing that as well. He was just incredibly good at consistently cracking in different locations with different methods. So yeah, it was much better than me doing it!

Jens Andersson: We had one of those whips in the motion capture room in the basement.

IGN: Did you have a go?

Jens Andersson: Yeah, yeah, absolutely! I think everyone did at some point, walking down there and there’s no one around, trying…

IGN: But beyond just the audio, it sounds like it was quite a design challenge to make the whip because of course that’s going to be one of the central pieces of the game, but making that into a fun AND functional part of the game that doesn’t clip through things or look like it’s broken and the animations make sense. That must’ve taken years to perfect?

Jens Andersson: It took years, absolutely. And it took years because we kept changing inventory systems. Right now we have a reserved button for the whip, but that wasn’t always the case. In an earlier version you had to equip it, stuff like that. And then really the challenge was to find great opportunities in gameplay to use it. It isn’t a very natural tool for an action hero.

IGN: Or games really. You don’t really have first-person games that revolve around a whip.

Jens Andersson: No, because it’s not very effective.

IGN: It’s not a gun.

Jens Andersson: It’s not a gun. Or a flyswatter. So the traversal stuff, that was pretty clear where we needed to go with it. Scale walls and all that kind of stuff. But we tried a lot of different things, using it in puzzles and stuff like that. But I think it started to come together when we started using it as an entry point to combat, is kind of the final pitch for how it was used in combat. So you can use it to disarm, but you can also use it to pull people into what we call ‘clinch.’ So it became a good reminder to the player, here’s a good opportunity for the whip, use it to disarm, run up, punch them, rather than try to fiddle with it mid-combat. At the same time we were careful not to create a situation where you could whip people to death. It comes with certain problems…

IGN: People definitely would have tried that!

Jens Andersson: Well… they do! So all these things in conflict at the same time, you’re just trying to get a fun semi-chaotic combat experience that fits in Indiana Jones.

Pete Ward: And those little set piece moments are really fun as well. You disarm someone and pull their weapons to you, or trip them over or something, or whip them in a place where they don’t want to be whipped and they have an animation reacting to that, which is fun.

IGN: Some Indiana Jones fans really want to know if your game is canon alongside the movies. Did you ever care that much about that? Did you have to make the game make sense within the context of a Lucasfilm guided canon? You are set between two movies.

Jens Andersson: It was super important for us to create this authentic Indian Jones experience and we worked directly with Lucasfilm games on doing that. And that was in their interest too. I know the word canon… it’s the word that’s banned more or less because it comes with a lot of baggage. So it doesn’t matter, is the point. People can change things later on. It’s their IP, they can do whatever they want. What’s important is that we’re creating an authentic Indiana Jones experience with the backing of Lucasfilm, and making sure it fits into the universe. We really feel like we are extending the world. Our game is contributing to what Indiana Jones is. And I feel like we have absolutely Lucasfilm Games’ backing on that and that’s what they’ve expressed as well.

IGN: You went with the likeness of Harrison Ford and very successfully recreated his likeness, but obviously Troy Baker for the performance. Was there ever any thought about recreating Harrison Ford’s voice through whatever means, whether that be technological or with his involvement? Did you ever have any considerations of doing what I know IOI is doing with James Bond where they’re creating an original likeness of James Bond? Was it ever on the table to do either of those things?

Jens Andersson: Indiana Jones is so tied to Harrison Ford as a character, so it would be a worse Indiana Jones game if we couldn’t use this likeness. And we chose in-between Raiders and The Last Crusade intentionally because that’s Harrison Ford’s Indiana Jones in his prime. That’s the one you want to be. That’s the one I want to play. So for us, that was always a given.

And as for the voice, it became very clear very quickly when we got Troy Baker on board, that was the way for us to go. I can’t speak about all the things that went on before that, but very soon when he came in, he can do it. And we were so incredibly lucky to have him and his enthusiasm, just the effort he put into creating his version of Harrison Ford’s Indiana Jones. And you see that right?

IGN: Yeah. And Harrison Ford loved it!

Jens Andersson: And that was such a good moment for us as well, at The Game Awards when he came out and basically gave praise to… this is the way to do it. And that felt like, yes, that means a lot coming from him.

IGN: I’d love to talk to you about the future. You’ve got the DLC coming out obviously, and there’s been a little bit of information about what fans can expect from that. This DLC is set during the events of the game itself as opposed to continuing the story from the ending of The Great Circle.. So just to make that distinction, is it the case that this isn’t going to resolve all the teases at the end of the various endings that are in the game and all the Antarctica pointers and stuff?

Jens Andersson: It is self-contained. It is set in Rome. It does take place during the events of the main storyline. A lot of this stuff, I think we’ll talk more about Gamescom so we can’t talk too much more about it.

IGN: I’d like to ask about a potential sequel, which your ending did tease, especially the secret ending obviously. I’m not expecting anyone to confirm Indiana Jones and the Great Circle 2 or anything. But from your point of view, would you like the opportunity to pay off that tease? Is there an internal drive to want to do that? Or was it always designed to just be a sort of like, if this is the only one that can happen, that’s how you set out to make it, that’s fine and you’ll be completely happy with that? Is there a grander ambition story wise, which the game itself does suggest for you to realize at some point down the line?

Jens Andersson: Obviously we can’t talk to anything about future projects at this point. But it’s still easy to answer your question because all the individual Indiana Jones movies have self-contained stories.

IGN: They don’t have secret endings though that suggest future destinations that players might be able to experience at a later time!

Jens Andersson: There are so many storylines in the game, right? So you can do whatever. But yeah, no comment!

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Why Has There Never Been a Dragon Age: Origins Remaster? BioWare Exec Explains Past Plans and Continued Difficulties

Former Dragon Age franchise boss Mark Darrah has discussed BioWare’s difficulty getting a remaster of the series’ first game off the ground, and why it would be a much tougher project than Mass Effect’s trilogy re-release.

Firstly, speaking about the future of the Dragon Age series after the mixed response to last year’s Veilguard, Darrah told YouTube channel MrMattyPlays that he was “not sure” how a new entry in the series would get started. Darrah has spoken in the past of how BioWare is now a single-project studio, and with the company now slimmed-down in size and solely focused on Mass Effect 5, that leaves Dragon Age on pause for the forseeable future.

Instead, Darrah said, he believed BioWare should next focus on remakes of the series’ first three games, starting with Dragon Age: Origins — something that had previously been discussed, but has not happened for various reasons.

“I honestly think they should do — I don’t think they will, but they should do — a remaster of the first three [Dragon Age games],” Darrah said. “One of the things we pitched at one point — pretty softly, so pitched is a massive overstatement — was to retroactively rebrand the first games as if they were a trilogy, call it the Champions Trilogy, so you have these larger-than-life heroes… maybe you do that as a first step.

“You shine them up, you re-release them — probably remaster, probably not a remake — see what happens and maybe go from there,” Darrah continued. “I’m very curious to see… in a weird, twisted way, the Mass Effect franchise and the Dragon Age franchise are in similar states. They have a trilogy of games that are pretty well received, and then a fourth game that’s less well received. I’ll be curious to see what Mass Effect does with Mass [Effect] 5 — how does Andromeda fit in there?”

Early trailers for Mass Effect 5 acknowledge the Andromeda galaxy, and there is an expectation among fans that the events of the sci-fi series’ fourth entry will be a part of the game’s narrative — even if the main thrust of the game’s story will be back in the series’ original Milky Way setting, following more familiar characters, alien races and themes.

So why hasn’t a Dragon Age remaster happened? Well, according to Darrah, a lack of enthusiasm within publisher EA is at least partly to blame.

“EA’s historically been — and I don’t know why, but they’ve even said this publicly — they’re kind of against remasters,” he continued. “I don’t really know why, and it’s strange for a publicly-traded company to seemingly be against free money but they seem to be against it. So that’s part of it.

“The other problem is, Dragon Age is harder than Mass Effect to do. To some degree unknowably harder, maybe only a little bit harder, maybe a lot harder?” Darrah pondered. “One of the very earliest things for Joplin [BioWare’s initial version of Dragon Age 4, before its multiplayer reboot, and before the subsequent single-player version that became Veilguard] was, ‘let’s do Frostbite tools, and then let’s find a mod house that seems talented, and just uplift them, and pay them to do a remake of Dragon Age: Origins.'”

In other words, Darrah is saying that during the early days of development on Dragon Age 4, a remake of the franchise’s first chapter was discussed — even if it never moved forward.

“There were lots of pitches around, is there a way to bring Dragon Age: Origins forward? And depending what you do, a remaster you kind of get Dragon Age 2 for free, a remake you don’t.”

Alas, the difficulties in working with Dragon Age: Origins already-archaic engine made it a harder task than remastering Mass Effect (whose entire trilogy was made in the more commonly-used Unreal Engine), and hiring people to either work on a remaster within BioWare or work with an external team was a tough sell.

“You can’t really remaster Dragon Age externally, you probably have to do it internally,” Darrah said. “The studios run their own financials within themselves, and to some degree EA’s stance was probably ‘sure, go ahead and do it, but do it with the money you already have’,” Darrah said. “And it was like, we can’t do it with the money we already have because we’re doing all these other things.”

As for BioWare’s future, Mass Effect 5 is now in early production, but still seems to be years from release. A few months ago, we did at least get confirmation of one particular returning feature.

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

Amazon Restocks Spider-Man MTG Booster Box Preorders for the First Time in Months

If your wallet is still nursing bruises from the Final Fantasy and Edge of Eternities Magic: The Gathering sets, you might want to brace yourself for another hit.

For the first time in months, Amazon has restocked part of the Marvel’s Spider-Man MTG lineup, one of the most sought-after Universes Beyond releases of 2025.

The Spider-Man Play Booster Display set is back and available to preorder now, with Amazon not charging until it ships. Given how fast these have been selling, you might not want to hang around.

Set to release on September 26, 2025, most of Magic’s Spider-Man range is already gone from all major online retailers, and considering past restocks on elusive sets like Final Fantasy sold out within days, you can see where this is going.

If you haven’t yet snapped up your 30 boosters and you’re desperate for some Spidey MTG cards, it may be worth securing a preorder now for peace of mind, even if you change your mind closer to release day, as it won’t cost you anything until then.

For those looking to save a few bucks, and don’t mind paying right away, TCGPlayer does have the booster set available as well, and for less, at $190.92 at the time of writing.

That’s not bad, and just under a dollar over the preorder price Amazon had a couple of months back ($189.99). In hindsight, that’s looking like a pretty spectacular deal right about now, with the price back up to $209.70.

As I’ve mentioned, every other preorder for the upcoming MTG Spider-Man crossover is sold out at the time of writing. That includes the Collector Boosters, Gift Bundle, Booster Bundle, Scene Box, and Prerelease Pack. If you want those before launch, your best bet is the secondary market at trusted resale sites like, as we’ve mentioned, TCGPlayer.

There’s also the Welcome Decks (around $30-$50 each on TCGPlayer right now) that became available at the 2025 San Diego Comic Con that ran from July 24–27, with another wave of these “expected to become available closer to release later in September”.

Also part of July’s San Diego Comic Con, IGN had exclusive look at some of the first cards that will actually be a part of that Standard-legal set, including five Spideys that will surely look familiar to any Spider-Verse fans out there.

WOTC has previously stated that its ongoing Universes Beyond crossovers, such as Spider-Man, Fallout, Assassin’s Creed, and more have brought a huge amount of new players through the door, and recently revealed that the recent Final Fantasy set made a whopping $200 million on its first day.

And in other Spidey news, production is now in full swing for Brand New Day, with shooting taking place in central Glasgow over the past week. Holland at one point was filmed riding a tank through the Scottish city’s streets, while a stunt actor also took part in some physical swinging.

Robert Anderson is a deals expert and Senior Commerce Editor for IGN. You can follow him @robertliam21 on Twitter/X or Bluesky.

Take-Two CEO Strauss Zelnick Insists Projections for the ‘Lifetime Value’ of Civilization 7 Are ‘Very Consistent With Our Initial Expectations for the Title’ — Despite ‘Slow Start’

We’re now half a year since the troubled launch of Civilization 7, which has fewer players on Steam than both Civilization 6 and the 15-year-old Civilization 5. But according to the boss of Take-Two, Civ 7 is projected to meet the company’s initial internal expectations over the course of its lifetime.

Civilization 7 has had a rough launch on Steam and has struggled for players on Valve’s platform ever since its launch in February. Reaction is ‘mixed,’ according to Steam user reviews. Civ 7’s Steam performance does not paint the entire picture, of course. The strategy game also launched on PlayStation, Xbox, and Nintendo Switch (the Nintendo Switch 2 version and a VR version recently launched, too). But Civilization’s bread and butter is PC, and there Civ 7 is clearly struggling.

In an interview with IGN to discuss Take-Two’s hugely positive financial results for the latest 2025 quarter, CEO Strauss Zelnick admitted Civ 7 had got off to a “slow start,” but he insisted that the company’s internal projections for what he called the “lifetime value” of Civ 7 still match its initial expectations.

“It’s definitely improving,” Zelnick said of Civ 7 (Take-Two has yet to announce a sales figure for the game).

“I think the key thing is that Civ has always been a slow burn. It’s always been a title that had — I’m not really a big believer in the long tail theory of the entertainment business — but Civ is an example of that theory. And right now our projections for the lifetime value of the title are very consistent with our initial expectations for the title.

“So while we were off to a slow start and while we have had to make changes — and there are more changes coming — I feel like consumer uptake is better and better and we feel really good about the title. I think over time it’s going to take its place in its civilization pantheon in a very successful, credible way.”

When Civ 7 launched, players highlighted issues with the user interface, a lack of map variety, and expressed a feeling that the game launched without a number of features they’d come to expect from the franchise. But some veteran Civ fans also didn’t get on well with the dramatic changes developer Firaxis made to the game.

A full campaign in Civilization 7 is one that goes through all three Ages: Antiquity, Exploration, and Modern. Once the Age is completed, all players (and any AI opponents) experience an Age Transition simultaneously. During an Age Transition, three things happen: you select a new civilization from the new Age to represent your empire, you choose which Legacies you want to retain in the new Age, and the game world evolves.

The Civilization games have never had such a system, and it has proven divisive. But Firaxis has launched a number of key updates to Civ 7 since launch, most recently patch 1.2.3, which made Age Transition improvements.

The question now is, can Firaxis turn Civilization 7 sentiment around from its current ‘mixed’ user review rating on Steam, and get more people to make the jump from past Civ games to the latest effort?

We’ve got plenty more from our interview with Strauss Zelnick, including his thoughts on controversial Borderlands developer Randy Pitchford, and his response to recent reports around the troubled BioShock 4.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Best Deals Today: Silent Hill 2, Raidou Remastered, Doom: The Dark Ages, and More

We’ve rounded up the best deals for Sunday, August 10, below, so don’t miss out on these limited-time offers.

The Best Deals for August 10, 2025

Silent Hill 2 for $29.99

Bloober Team’s remake of Silent Hill 2 is on sale at Target this weekend for $29.99. Recreating one of Konami’s most beloved titles was never going to be easy, but the Silent Hill 2 remake delivers an immersive horror experience that preserves almost everything that made the original so great. In our 8/10 review, we said the game “smoothly polishes down the rough edges of the original game’s combat while taking a piece of heavy grit sandpaper to scuff up every rust and mold-covered surface of its nightmarish environments, successfully making them appear far more abrasive and menacing to explore.”

Score Raidou Remastered on Switch for $39.99

Raidou Remastered: The Mystery of the Soulless Army launched in mid June, and you can save $10 off a Nintendo Switch copy for the first time this weekend at Amazon. This action RPG is a remaster of the 2006 PS2 game, and there are many improvements and new features to discover. For one, UI, visuals, and voice acting have all been tweaked to refine the experience, but you can also discover more than 120 different demons.

Doom: The Dark Ages for $44.99

Doom: The Dark Ages is on a major sale for the first time, and you can save $25 off a PlayStation 5 copy at Best Buy this weekend! This game takes the Doom Slayer back to the medieval ages, acting as a prequel to both Doom (2016) and Doom Eternal. The latest update was just released this week as well, so really, there has never been a better time to hop in.

Stellar Blade Complete Edition for $59.99

Stellar Blade made the jump to PC in June, and just a few months later, you can save 25% off the Complete Edition at Amazon. This package includes the base game plus the two packs of cosmetic DLC. Crossovers include both NieR: Automata and Goddess of Victory: Nikke, so you can encounter Emil’s Shop and pick up an A2 outfit if you wish.

Super Mario Odyssey for $39

Super Mario Odyssey is one of the best games of all time, and it’s well worth it even at $39. We rarely see this game go on sale, so it’s an easy recommendation each time it does. With Nintendo Switch 2 enhancements already live, now is the time to jump in and explore various Kingdoms with Cappy if you haven’t already.

Pre-Order Evangelion 1.11 & 2.22 on Blu-ray

Following the release of Evangelion: 3.0+1.11 Thrice Upon a Time, GKIDS is rereleasing and reprinting both Evangelion: 1.11 You Are (Not) Alone and Evangelion: 2.22 You Can (Not) Advance. Both of these Blu-rays will feature the original Japanese dub and the latest English dub, in addition to bonus features on the disc. If you’re a fan of Eva, these are two items you don’t want to miss out on adding to your collection.

M4 MacBook Air for $799

This weekend at Amazon, you can save $200 off an M4 MacBook Air. This 13-inch model includes 16GB of Unified Memory and 256GB of SSD storage, making it ideal for multitasking and running intense applications. All 2025 models support Apple Intelligence features as well.

New Super Mario Bros. U Deluxe for $39

New Super Mario Bros. U Deluxe is one of the biggest content packages available on Switch. There are over 160 courses available to choose from in the game, which makes for dozens of hours of fun to be had. While the premier Nintendo Switch 2D Mario title is Super Mario Bros. Wonder, this package is an excellent pickup worth adding to any Switch collection.

Star Ocean The Second Story R for $29.99

Star Ocean The Second Story R was a fantastic remake when it released in 2023, and the same still remains true today. As Square Enix’s first HD-2.5D game, this remake brings a new twist on the HD-2D formula seen from Team Asano. Action combat is the star here, with numerous sci-fi locations to discover. This weekend, you can pick up a Nintendo Switch copy at Amazon for $29.99, allowing you to take this adventure with you anywhere you go.

A2 Statue Up for Pre-Order at Amazon

Amazon has opened pre-orders for the Bandai Spirits Ichibansho A2 statue. Featuring her for The Glory of Mankind outfit, A2 stands at roughly eight inches tall, featuring her iconic blade in hand. If you’re a fan on NieR: Automata and have yet to add an A2 statue to your collection, now is an excellent time!

Paper Mario: The Thousand-Year Door for $39

You can score Paper Mario: The Thousand-Year Door for just $39 this weekend at Walmart. This classic RPG is perfect for anyone, even if you’ve never played an RPG before. The Thousand-Year Door features a loveable cast of characters, a fun combat system, and, overall, a refreshing take on the classic Mario formula.

Xenoblade Chronicles X: Definitive Edition for $46.99

Xenoblade Chronicles X: Definitive Edition launched earlier this year, and it’s still one of the biggest RPGs you can jump into on any platform. The remaster introduced numerous quality-of-life updates that were much needed, in addition to a brand-new epilogue chapter. We gave the game a 9/10 in our review, stating, “Xenoblade Chronicles X was already one of the Wii U’s best games, and this Definitive Edition does more than enough to justify another trip to planet Mira.”

The Best Deals Today: Doom: The Dark Ages, Stellar Blade Complete Edition, and More

We’ve rounded up the best deals for Saturday, August 9, below, so don’t miss out on these limited-time offers.

The Best Deals for August 9, 2025

Doom: The Dark Ages for $44.99

Doom: The Dark Ages is on a major sale for the first time, and you can save $25 off a PlayStation 5 copy at Best Buy this weekend! This game takes the Doom Slayer back to the medieval ages, acting as a prequel to both Doom (2016) and Doom Eternal. The latest update was just released this week as well, so really, there has never been a better time to hop in.

Stellar Blade Complete Edition for $59.99

Stellar Blade made the jump to PC in June, and just a few months later, you can save 25% off the Complete Edition at Amazon. This package includes the base game plus the two packs of cosmetic DLC. Crossovers include both NieR: Automata and Goddess of Victory: Nikke, so you can encounter Emil’s Shop and pick up an A2 outfit if you wish.

Pre-Order Evangelion 1.11 & 2.22 on Blu-ray

Following the release of Evangelion: 3.0+1.11 Thrice Upon a Time, GKIDS is rereleasing and reprinting both Evangelion: 1.11 You Are (Not) Alone and Evangelion: 2.22 You Can (Not) Advance. Both of these Blu-rays will feature the original Japanese dub and the latest English dub, in addition to bonus features on the disc. If you’re a fan of Eva, these are two items you don’t want to miss out on adding to your collection.

M4 MacBook Air for $799

This weekend at Amazon, you can save $200 off an M4 MacBook Air. This 13-inch model includes 16GB of Unified Memory and 256GB of SSD storage, making it ideal for multitasking and running intense applications. All 2025 models support Apple Intelligence features as well.

Star Ocean The Second Story R for $29.99

Star Ocean The Second Story R was a fantastic remake when it released in 2023, and the same still remains true today. As Square Enix’s first HD-2.5D game, this remake brings a new twist on the HD-2D formula seen from Team Asano. Action combat is the star here, with numerous sci-fi locations to discover. This weekend, you can pick up a Nintendo Switch copy at Amazon for $29.99, allowing you to take this adventure with you anywhere you go.

A2 Statue Up for Pre-Order at Amazon

Amazon has opened pre-orders for the Bandai Spirits Ichibansho A2 statue. Featuring her for The Glory of Mankind outfit, A2 stands at roughly eight inches tall, featuring her iconic blade in hand. If you’re a fan on NieR: Automata and have yet to add an A2 statue to your collection, now is an excellent time!

Xenoblade Chronicles X: Definitive Edition for $46.99

Xenoblade Chronicles X: Definitive Edition launched earlier this year, and it’s still one of the biggest RPGs you can jump into on any platform. The remaster introduced numerous quality-of-life updates that were much needed, in addition to a brand-new epilogue chapter. We gave the game a 9/10 in our review, stating, “Xenoblade Chronicles X was already one of the Wii U’s best games, and this Definitive Edition does more than enough to justify another trip to planet Mira.”