Xbox: The State of Every First-Party Developer – Summer 2025 Update

2025 has not been the best year for Xbox. Microsoft’s recent massive company-wide layoff impacted up to 9,000 employees, nearly half of whom worked at Xbox. Multiple games were cancelled, “AAAA” studio The Initiative was shut down, and countless talented staff lost.

It’s a strange and uneasy contrast, then, to see that Xbox has actually had a pretty good year when it comes to games. Its biggest first-party releases so far this year have been Obsidian Entertainment’s Avowed, Compulsion Games’ South of Midnight, Bethesda’s Elder Scrolls IV: Oblivion Remastered, and id Software’s Doom: The Dark Ages. The company has also pushed forward its multiplatform plans with a few ports for the PlayStation 5, including the previously Xbox and PC exclusives Forza Horizon 5 and Senua’s Saga: Hellblade 2.

That good chain of games looks set to continue as many developers and studios at Xbox continue their hard work. There are numerous video games in development at Xbox across multiple divisions today, from Bethesda, Activision Blizzard, and Xbox Game Studios. To help keep track of them all, we’ve collected everything we know about every Xbox studio and their current projects below.

Arkane Studios

Arkane Studios, the developer behind the Dishonored series, was previously spread across two locations: one studio in Austin, Texas, which developed Prey, and another in Lyon, France, which most recently released Deathloop.

On May 7, 2024, Xbox closed Arkane’s Austin branch following the tepid release of its horror co-op shooter, Redfall. However, Arkane Lyon remains open and continues work on the studio’s next game, Marvel’s Blade.

Announced at the 2023 Game Awards, Marvel’s Blade is an upcoming action-adventure game starring the iconic vampire hunter who’s on a mission to protect Paris from an oncoming vampire invasion. And in a big departure from the first-person games Arkane is typically known for, Blade will be playable in the third-person perspective. Deathloop director and studio head Dinga Bakaba will co-direct Blade alongside Arkane’s long-serving art director, Sebastien Mitton, and Bakaba has said he’s excited to bring Arkane’s unique take on Blade to life.

According to Arkane’s financial statements for 2024, Blade entered full production at the end of last year.

Bethesda Game Studios

Officially, Bethesda Game Studios has one big game on the horizon: The Elder Scrolls 6. The next mainline game in the beloved fantasy RPG series was announced way back in 2018 at a long-forgotten event called E3. Crucially, the announcement came simultaneously with the reveal of Starfield, and Bethesda was hard at work creating the space-faring RPG. The developers reiterated to the public many times that The Elder Scrolls 6 would not enter full production until after Starfield was released.

Now, following the launch of Starfield in 2023 and the expansion DLC Shattered Space in 2024, Bethesda is finally all-in on The Elder Scrolls 6. As part of The Elder Scrolls’ 30th anniversary on March 25, 2024, Bethesda announced that the next Elder Scrolls was fully in development, and that there are even early builds of the game up and running.

While The Elder Scrolls 6 is officially Bethesda’s only project, Windows Central’s Jez Corden reports that the next Fallout game has also been greenlit. If that’s true, it comes with many questions, including if the new Fallout is being developed by Bethesda Game Studios or handled by another developer, much like how Obsidian Entertainment developed Fallout: New Vegas.

Blizzard Entertainment

Blizzard Entertainment remains focused on three core franchises: Diablo 4, Overwatch 2, and World of Warcraft. Following the cancellation of an unannounced fantasy survival game codenamed Odyssey back in 2024, Blizzard has narrowed its focus to concentrate on improving its most popular games.

Overwatch 2 is still receiving regular updates. After Blizzard cancelled the planned PvE story mode back in 2023, much of the focus has been on improving the PvP competitive modes. Since the launch of Overwatch 2, Blizzard has released an average of three new playable heroes per year. The next hero coming to Overwatch 2 is a new support character named Wuyang, who is scheduled to be released as part of Season 18. And earlier this year, Blizzard released a new competitive multiplayer format called Stadium, where teams of five fight in a best-of-seven series, and in each new round players can purchase new upgrades for their heroes, similar to Riot’s Valorant.

Diablo 4 operates on a seasonal update schedule, with larger DLC expansions that add more significant upgrades and story content. The first expansion, titled Vessel of Hatred, released on October 7, 2024, added a massive new jungle region called Nahantu as well as a new Spiritborn character class that controls the ancient powers of the jungle to wield both long-range and melee abilities. The latest season, Sins of the Horadrim, launched just last month and adds Nightmare Dungeon upgrades and Horadric Spells, among numerous other new additions.

As for World of Warcraft, Blizzard did something unprecedented at BlizzCon 2023 and announced not one, but three expansions for the popular MMORPG. Starting with The War Within, released on August 26, 2024, Blizzard kicked off the Worldsoul Saga, an overarching story that will unite the three expansions. The next expansions in the Saga are titled Midnight and The Last Titan, but so far, we don’t know when these entries will launch.

Furthermore, Blizzard has committed to supporting World of Warcraft Classic, which recreates World of Warcraft at earlier release states. WoW Classic is currently on Cataclysm Classic, the fourth expansion ever released for WoW.

Compulsion Games

Following We Happy Few in 2018, Canadian-based Compulsion Games released its newest game, South of Midnight, on April 8, 2025.

South of Midnight is an action-adventure game set in a fantastical version of the Deep South. The game follows a young mystic named Hazel Flood on her journey to become a Weaver, a magical mender of broken spirits. Along the way, Hazel encounters numerous mythical creatures and enemies based on Southern Gothic folklore. IGN gave South of Midnight an 8 in our review, calling it “a straightforward but well-executed action-adventure game on the surface, with a simple but satisfying mix of combat and platforming.”

There’s been no word yet on what Compulsion Games is working on next.

The Coalition

Xbox’s dedicated Gears of War studio has quite the busy schedule ahead of it. Canada-based The Coalition is gearing up for the release of Gears of War: Reloaded, a 4K remaster of the original Gears of War game. Reloaded is set to release on Xbox Series X and S, PC, and – for the first time ever – PS5 on August 26, 2025.

But this is just an appetizer for Gears of War: E-Day, the next mainline Gears of War game set 14 years before the events of the original. Marcus Fenix (John DiMaggio) and Dom Santiago (Carlos Ferro) will return in a prequel that finally tells the full story of Emergence Day, when monstrous creatures known as the Locust emerged from underground and destroyed the planet Sera.

Gears of War: E-Day is currently scheduled to release sometime in 2026.

Double Fine Productions

Double Fine had been keeping quiet following the release of Psychonauts 2 in 2021, but all that changed when the studio announced its next game, Keeper.

Keeper was first revealed at this year’s Xbox Summer Game Showcase and will be released on October 17, 2025. Described as a “story told without words,” Keeper is a puzzle adventure game starring a sentient lighthouse and a spirited seabird as they make their way through a magical realm. If you saw the trailer for Keeper and thought it was breathtaking, you should know that Double Fine’s Lee Petty, the art director on Brutal Legend and Broken Age, is the creative lead on Keeper.

Halo Studios

Halo Studios, formerly known as 343 Industries, is currently working on multiple new Halo projects, including an unannounced game made in Unreal Engine 5.

Despite working on perhaps the most significant Xbox series of all, Endgadget reported that Halo Studios was impacted by the company-wide layoffs at Microsoft and that, behind the scenes, there are tensions over the direction of the studio.

Provided things all remain steady, the current plan is for Halo Studios to reveal its new game at the Halo World Championships in October 2025.

Id Software

Texas-based id Software has already released one of IGN’s favorite games of 2025, Doom: The Dark Ages.

Released on May 15, Doom: The Dark Ages is a heavy metal, dark fantasy prequel to 2016’s Doom. Id Software intentionally went for a slower, tankier approach to combat with The Dark Ages, taking away some of the Doom Slayer’s speed and agility. In exchange, he has access to heavier weapons like a flail and shield he can throw at enemies, a la Captain America. There’s also our new favorite weapon, the skull-crushing Pulverizer, which uses enemy bones as ammo.

IGN gave the newest Doom game a 9, calling it “a new flavor of the legendary shooter series that’s heavier and more grounded, but no less energetic and exhilarating.” If you haven’t played Doom: The Dark Ages yet, it’s worth checking out for sure. Naturally, considering The Dark Ages was only released this year, there’s no word yet on the studio’s next game.

Infinity Ward

Activision maintains a continuous development cycle to uphold an annual Call of Duty release cadence. That means the franchise’s key studios – Infinity Ward, Treyarch, Raven Software, and Sledgehammer Games – each trade off lead development duties on the newest Call of Duty game. The studios not working on this year’s installment will be working on either next year’s game or the year after.

The last Call of Duty title Infinity Ward led development on was 2022’s Call of Duty: Modern Warfare 2. The studio then assisted Sledgehammer Games on 2023’s Call of Duty: Modern Warfare 3, and Treyarch with last year’s Call of Duty: Black Ops 6. This year’s entry, Call of Duty: Black Ops 7, is co-developed by Treyarch and Raven Software, meaning the studios will have been lead developers two years in a row. It’s unknown whether Infinity Ward is assisting on Black Ops 7 or working on another Call of Duty project.

Inxile Entertainment

After being acquired by Xbox in 2018, the RPG specialists at InXile Entertainment are finally getting ready to release their first game under the Xbox Game Studios banner, Clockwork Revolution.

The first-person RPG is set in a vibrant, steampunk version of the 19th century where crime and violence thrive. Amid an escalating turf war between local gangs, criminal kingpins, and the local government, you gain the ability to manipulate time, which will surely come in handy during the ensuing conflict.

Clockwork Revolution was first announced in 2023, and InXile says it’s the studio’s biggest game to date in terms of scope and budget. Based on the most recent gameplay trailer from Xbox’s Summer Games Showcase, it certainly appears to be a deep RPG with multiple dialogue options that affect the outcome of certain situations, a deeply customizable character creator, and numerous weapon modifications. However, Clockwork Revolution still doesn’t have a firm release window.

King

Sweden-based mobile game developer King remains in charge of one of the most successful mobile games of all time, Candy Crush. While King has taken brief detours away from the series, working on mobile games like 2021’s Crash Bandicoot: On the Run and 2020’s Knighthood, King continues to release new Candy Crush games, most recently Candy Crush Solitaire in 2025.

Despite its flagship series’ continued success, King was affected by the Microsoft layoffs, with 10% of its total workforce cut.

MachineGames

Swedish developer MachineGames blew everyone away with its stellar reboot of Wolfenstein back in 2014, and most recently surprised everyone with the announcement that it was making a new Indiana Jones video game – a totally different style of experience, aside from all the Nazis, of course.

Starring the famous archaeologist in a new, globe-trotting adventure, Indiana Jones and the Great Circle was critically acclaimed thanks to its fantastic mix of first- and third-person gameplay, an uncanny performance by Troy Baker that sounds almost exactly like Harisson Ford circa-1980, and ultimately its ability to capture the exact tone of the better Indiana Jones movies in video game form.

MachineGames is following up its hit release with the first story DLC, The Order of Giants, which was announced at this year’s Xbox Summer Games Showcase and will be released on September 4, 2025.

Mojang Studios

The Sweden-based studio behind Minecraft continues to release regular updates for its massively popular crafting game.

The most recent update for Minecraft, titled “Chase the Skies,” was released on June 17, 2025, and adds 60+ biomes, new buildable structures, and the ability to explore the overworld from the skies with a new mount called Happy Ghast.

In addition, Mojang produced a live-action Minecraft film, which was released earlier this year. Starring Jack Black and Jason Mamoa, A Minecraft Movie is currently the third-highest-grossing film of 2025 and the second-highest-grossing video game film of all time after 2023’s The Super Mario Bros. Movie.

Ninja Theory

UK-based Ninja Theory released Senua’s Saga: Hellblade 2 on May 21, 2024, the long-awaited sequel to 2017’s Hellblade: Senua’s Sacrifice. With Senua’s story wrapped up, Ninja Theory could be shifting focus to Project: Mara, a horror game the studio first teased back in January 2020.

While Ninja Theory hasn’t shared too much information about the upcoming horror game, the studio explained in a video diary that Project: Mara will be a “real-world and grounded representation of mental terror.” This is an area that’s of great interest to Ninja Theory, as both Hellblade and Senua’s Saga also examined mental health in great detail by combining binaural audio effects for the psychosis-inflicted voices in Senua’s head with actress Melina Juergens’ powerful performance.

Additionally, Windows Central reports that Xbox has greenlit another game from Ninja Theory alongside Project: Mara, but nothing else is known about that game.

Obsidian Entertainment

Obsidian Entertainment is having itself a very busy 2025. Earlier this year, the studio released Avowed, a fantasy RPG set in the Pillars of Eternity universe. In IGN’s review, we gave Avowed a 7, calling it a reminder of why we fell in love with Obsidian’s RPG but ultimately a game that plays it “quite safe” overall.

Up next is Grounded 2, a sequel to the 2022 online co-op game about a group of kids who are shrunk down to miniature size by a science experiment gone wrong and must survive the dangers of their suburban backyard. Grounded 2 will hit Early Access on July 29, 2025.

Finally, the biggest game on Obsidian’s calendar is The Outer Worlds 2. The first Outer Worlds game was a sci-fi RPG co-directed by Leonard Boyarsky and Tim Cain, the creators of the original Fallout series, and shares much of Fallout’s morbid humor and world-building sensibilities. The Outer Worlds depicts a retro-futuristic version of outer space that’s been poisoned by unchecked capitalism. All that may sound a little too much like VaultTech, but it’s certainly got its own distinct flavour.

The first Outer Worlds became a sleeper hit, selling over four million units and receiving numerous Game of the Year award nominations, and the sequel looks to expand on that success. Based on our IGN First previews, The Outer Worlds 2 maintains the irreverent tone of the original game, while greatly expanding upon the game’s combat and exploration. It’s set to release on October 29, 2025.

Playground Games

The UK-based Playground Games is best known for its work on Forza Horizon, an open-world arcade racer spinoff of Xbox’s more serious racing-sim, Forza Motorsport.

However, in 2020, Playground Games was officially announced as the developer behind the upcoming Fable reboot. In the years since, we’ve sadly learned very little about it, despite a handful of trailers showcasing the comedic tone, semi-realistic art style, pre-alpha gameplay, and celebrity cameos from famous UK comedians like Matt King and Richard Ayoade. Originally planned to launch this year, Fable was recently delayed into a 2026 release window. We hope to see much more of the game in the coming months.

Rare

Rare was deeply impacted by the recent company-wide layoffs at Microsoft. The famed developer behind games like Goldeneye 007 and Banjo-Kazooie has spent the better part of the past decade releasing regular updates for its popular online pirate game, Sea of Thieves. However, Rare was also working on Everwild, a third-person fantasy adventure game that was first announced in 2019.

At some point in 2021, it was reported that Everwild was experiencing development difficulties and underwent a complete reboot. However, following the layoffs at Microsoft, Xbox announced internally that Everwild would be canceled. In addition, longtime Rare director Gregg Mayles, who had reportedly been lead on Everwild following its reboot, resigned from the studio he first joined in 1989.

While work on Sea of Thieves will likely continue, it’s unclear what the next steps are for the venerable British studio.

Raven Software

Raven Software is part of Activision’s stable of dedicated Call of Duty developers and is the co-developer of the upcoming Call of Duty: Black Ops 7, which it is working on alongside Treyarch.

The two studios previously led development on 2024’s Call of Duty: Black Ops 6, with Raven developing the single-player campaign. In our review, IGN gave Black Ops 6 a 9, calling it “the best Call of Duty campaign in many, many years.” Will Raven and Treyarch be able to follow up on their prior game’s success when Black Ops 7 is released later in 2025? We’re excited to find out.

Sledgehammer Games

California-based Sledgehammer Games is another Call of Duty studio working under the Activision umbrella. It previously led development on 2023’s Call of Duty: Modern Warfare 3, and before it, Call of Duty: Vanguard.

While Sledgehammer was listed as an assist studio on 2024’s Call of Duty: Black Ops 6, it was also reported that the studio lost 30% of its staff in a round of layoffs back in 2024, and it’s unknown whether Sledgehammer will be able to lead development on a new Call of Duty game going forward.

Treyarch

Alongside Raven Software, Treyarch is the co-developer of the upcoming Call of Duty: Black Ops 7.

As one of the longest-running developers at Activision, Treyarch has worked on Call of Duty games since as early as 2005’s Call of Duty 2: Big Red One. Treyarch is responsible for founding the very popular Black Ops sub-series, and is also responsible for developing Call of Duty’s Zombies – most recently for 2021’s Vanguard, 2023’s Modern Warfare 3, and last year’s Black Ops 6.

Turn 10 Studios

Washington-based Turn 10 Studios was once the home of Xbox’s racing sim Forza Motorsport, but all that appears to have changed following the recent layoffs at Microsoft. According to Bloomberg’s Jason Schrier, Turn10 reportedly lost nearly 50% of its staff in this year’s layoffs, and the studio is effectively “shuttered.”

Further reports suggest that the Forza Motorsport series will no longer be supported, and remaining Turn 10 staff will serve as an assist team on the spinoff series, Forza Horizon.

Undead Labs

Seattle-based studio Undead Labs has been working on State of Decay 3 for the past several years. The third game in the popular zombie survival sim series, it was officially announced in 2020. However, there have been multiple reports of behind-the-scenes trouble at the studio leading to its slow development.

First, studio founder Jeff Strain left Undead Labs in 2021 to start up a new studio, Possibility Space (which faced its own internal struggles). This was followed by a 2022 investigation by Kotaku into a toxic work environment at the studio, which resulted in an internal Microsoft investigation and the departure of studio HR boss, Anne Schlosser. These issues have reportedly contributed to the delay of State of Decay 3, which still doesn’t have a release window.

World’s Edge

World’s Edge was established by Xbox Game Studios in 2019 to be the stewards of the Age of Empires real-time strategy series. Since its inception, World’s Edge has released a number of remasters, starting with Age of Empires 2: Definitive Edition in 2019, and the most recent being Age of Mythology: Retold. A remaster of the original Age of Mythology, it focuses on ancient civilizations and the gods they worshipped. It was released on September 4, 2024.

World’s Edge isn’t solely dedicated to remasters, though; it also released a new entry into the series, Age of Empires 4, back in 2021 to positive reviews. It’s unclear if its next step will be to continue working on its remasters (AoE2: Definitive Edition continues to receive expansion packs) or develop an entirely new project.

ZeniMax Online Studios

The Maryland-based ZeniMax Online Studios has been releasing continuous updates to The Elder Scrolls Online since the game’s launch in 2014. The MMORPG spinoff of Bethesda’s popular Elder Scrolls RPG series has quietly grown to become one of the biggest MMOs in the world, alongside games like World of Warcraft and Final Fantasy 14.

Behind the scenes, it was reported that ZeniMax Online Studios was also impacted by the recent Microsoft layoffs. Not only has veteran studio boss Matt Firor stepped down from the company, but an unannounced game known only as Project Blackbird was also canceled.

While Bloomberg reported that Xbox executives were “blown away” by Project Blackbird, Xbox still announced internally that it was cancelling the game. Reports have since come out with more details about Project Blackbird. The game was set to be a new sci-fi MMO where players would navigate the politics of warring gangster factions on an alien planet where one side of the planet is engulfed in fire and the other covered in ice.

ZeniMax Online Studios was reportedly staffing up to begin full production on Project Blackbird before it was canceled. And while work will continue on The Elder Scrolls Online, developers have shared online how devastating the news of Project Blackbird’s cancellation has been.

The fallout of the Microsoft layoffs is still being felt throughout the industry and will likely shape Xbox as it heads into the next generation. Not only have games been canceled, but entire studios, like The Initiative, have been shut down, and games like the Perfect Dark reboot have gone with them. While there are still Xbox games to look forward to on the horizon, the future of Xbox remains an open question.

Matt Kim is IGN’s Senior Features Editor.

Wuchang: Fallen Feathers Clocks Up 114,000+ Concurrent Player Peak On Launch Day, But Reports Of Poor Performance Dominate Player Reviews

Wuchang: Fallen Feathers has launched to 114,000+ concurrent players on Steam, making it one of the biggest launches for a non-FromSoftware Soulslike game yet.

It’s currently the eighth biggest game on Steam by concurrent player count, smashing through the 100,000 concurrent player barrier and clocking up 114,132 players in the last 24 hours. By comparison, and according to data supplied by SteamDB, Lies of P‘s highest concurrent peak is a little over 30,000 players, Lords of the Fallen is 43,075 players, and The First Berserker: Khazan is just shy of 33,000.

Concurrent players isn’t the only metric we should use when measuring how successful a game is, of course, but it’s a good starting point, even though it doesn’t account for players on other platforms.

Despite the launch-day success, however, Wuchang: Fallen Feathers originally released to ‘overwhelming negative’ user reviews on Steam but has since upgraded to ‘mostly negative’ as players report issues with “extremely awful performance,” a “completely lifeless” main character, and “clunky” combat and gameplay. At the time of writing, just 21% of the 6,500+ reviews left on Steam are positive.

“Wanted to give this game a good chance. I was excited for this. I had seen the mostly negative rating and checked the concerns and I can say now that as of this moment, they are correct,” wrote one reviewer. “The game has some massive performance issues. I tried just playing because sometimes gameplay can more than make up for lacking in other areas. I was unfortunately not able to see much of the combat. I did fight the opening tutorial boss, I did fight through a few camps of enemies, and, at one point, during the boss fight, I was enjoying it and having fun. I was unable to experience more of that due to the overshadowing performance issues.”

“UE5 games is [sic] a hit or miss when it comes to performance, and in this case it’s a miss unfortunately (at least for my system),” added another. “This game needs a free demo for this exact reason.”

It’s not all bad, though. “I’m one of the lucky ones: the game runs fine on my machine. No crashes, no stutters, no slideshow combat,” said a happier reviewer. “And that makes one thing crystal clear — Wuchang: Fallen Feathers is being unfairly crucified by players with garbage PCs and zero optimization knowledge.”

Wuchang: Fallen Feathers is a Soulslike action-RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty. You play as a mysterious warrior afflicted by a horrific feather disease, who uncovers hidden secrets and battles supernatural enemies in an ancient empire teetering on the edge of collapse.

“Wuchang: Fallen Feathers is yet another great Soulslike to add to the ever-increasing pile, featuring excellent combat, wonderful level design, an incredible skill tree, and fearsome bosses,” IGN wrote in our Wuchang: Fallen Feathers review, which returned an 8/10 score. “Just watch out for some steep difficulty dips and spikes, and a reliance on cheap-feeling ‘gotcha!’ ambushes.”

Wuchang: Fallen Feathers released earlier today, July 24, 2025, for PS5, Xbox Series, and PC via Steam and Epic Games Store. Microsoft has also brought it to Game Pass day one for those subscribed to the Ultimate tier.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Sony Strikes ‘Strategic Partnership’ With Elden Ring Publisher Bandai Namco, Acquires 2.5% Stake

Sony has acquired a 2.5% stake in Elden Ring publisher Bandai Namco.

Sony said the 16 million-share acquisition forms part of a broader “strategic partnership” with Bandai Namco and “will focus on expanding the fan community for IP such as anime and manga around the world and strengthening engagement.”

Sony said it has “historically collaborated on various projects in the fields such as games, anime, and music” with Bandai Namco, and plans to extend this collaboration “to a broader range of areas.”

While not explicitly addressed in the announcement, gaming forms a substantial part of both companies, and it’s hard to imagine a world where FromSoftware’s gargantuan Elden Ring — which Namco Bandai publishes — isn’t expanded further. After all, Sony is already the largest shareholder in FromSoft’s parent company, Kadokawa, and an Elden Ring movie is already in development.

“The two companies intend to implement initiatives including the expansion of works as well as products and services based on IP developed by Bandai Namco, leveraging Sony’s strengths in areas such as the production and distribution of anime and other video content, as well as merchandising,” Sony said in a press release.

“Through this partnership, we aim to co-create an array of content and experiences that exceed expectations and deliver Kando (emotion) to even more fans, alongside Bandai Namco Group, with its outstanding capacity for multidirectional expansion of diverse IP and deep connections with fans at real touchpoints, both domestically and internationally,” said Sony’s chief strategy officer, Toshimoto Mitomo.

While we’re talking about Elden Ring: In case it wasn’t clear, yes, Elden Ring movie director Alex Garland cares about FromSoft’s game as much as you do. He’s currently on his seventh playthrough of the epic fantasy RPG, and recently revealed the boss he found the toughest to take down.

“It’s Malenia who’s the tough one”, Garland told IGN last month. “I’m now on my seventh playthrough of that game. I’ve leveled up, I’ve got lots of juice, and a cool sword, and stuff like that, and I just throw myself at them again, and again, and again, and again.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Battlefield 6 Will Release in October for $80, Leak Suggests — and There’s an Open Beta Coming, Too

Battlefield 6 is looking at an October release date and an $80 price tag.

That’s according to a noted leaker, Dealabs’ Billbil-kun, who claims rumors of an October 10, 2025, release are correct, and that Battlefield 6 will release on PC, PS5, and Xbox Series X/S with both a standard edition ($79.99) and a special Phantom edition ($109.99). The PC release, however, will reportedly be $10 cheaper.

With pre-orders expected to go live in a week’s time on July 31, we’ll reportedly learn later today that there’ll be no early access, no matter what edition you buy — which deviates somewhat from usual industry practice these days — and standard edition owners can upgrade to the Phantom version at any time for $29.99.

An open beta is finally on the way, too — something confirmed directly by the Battlefield team itself. In a post on social media, the official Battlefield account asked if players preferred open weapons or closed weapons, and then suggested: “why not both?”

“Starting at Open Beta, players can choose official playlists with Signature Weapons locked to class, or not. More to come.”

EA is finally ready to fully reveal its next Battlefield game in just a few hours. Its official title is Battlefield 6, and we’re getting a first trailer later today, July 24, at 8am PT.

Ahead of EA’s full Battlefield 6 reveal, a brief teaser for the game’s campaign was posted online yesterday, revealing a major conflict. Set in the near future, Battlefield 6’s campaign will see NATO under attack. Its base in Georgia is hit, the British territory of Gibraltar is invaded, and NATO’s secretary general is assassinated inside the organisation’s Brussels headquarters by an organisation named Pax Armata.

It’s been a long wait for Battlefield 6. It was first announced way, way back in 2021, sort of, mostly just as EA confirming it was still working on more Battlefield games after Battlefield 2042. Since then, we’ve seen an early piece of concept art and had it confirmed that the game would take place in a modern setting. Since then, however, everything we’ve seen has come from leaky NDAs and excited fans participating in closed Battlefield Labs testing.

The Battlefield playtest has proven to be leaky indeed, and developer DICE has “loads of feedback from the very active testers selected.” Unlike Battlefield 2042’s lukewarm reception, fans seem pretty pleased with what they’ve seen so far, and for some time EA wasn’t even trying to take them down. So far, we’ve seen evidence of a new drag mechanic and the ability to cling on to vehicles, as well as improved in-game movement, 3D maps, improved destruction, quality of life improvements, and the start of a battle royale match.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Ghost of Yotei: The Big Interview With Sucker Punch

Hot on the heels of Ghost of Yotei’s very own State of Play showcase, we sat down for a chat with creative directors Nate Fox and Jason Connell to talk about what we saw of Sucker Punch’s upcoming PlayStation 5 exclusive — and what we were left wondering about. Read on for answers!

IGN: The backdrop of Ghost of Tsushima was a real-life invasion by Mongol forces on the island of Tsushima. With Ghost of Yotei, what’s the historical setting of what’s going on in Japan at this time and how will that play into Atsu’s journey?

Nate Fox: The game takes place in the year 1603. Peace has just broken out in Japan after decades and decades of civil war and there are a lot of sellswords that suddenly are out of work. So they travel north to the edge of the Japanese empire, an island called Ezo, modern day Hokkaido. And this place becomes a powder keg. It’s very, very dangerous with all these sellswords walking around trying to make a buck. This moment in history combined with the beauty of Ezo, these lush mountainscapes and forests and rivers, creates a dynamite combination for an open world game, and it’s where we wanted to set Atsu’s quest for vengeance.

IGN: During your presentation at the State of Play, you mentioned that Ghost of Yotei focuses on more freedom than any game Sucker Punch has ever made. That’s a large claim considering the amount of freedom that was already offered in Ghost of Tsushima, I can definitely attest to that. Can you elaborate on some of the ways in which you’ve enhanced the feeling of freedom compared to what the player could already do in Ghost of Tsushima?

Jason Connell: When we started to think about what the next game would be for us at Sucker Punch, we really had to take stock of what we loved and what our fans really loved, and how we saw people play Ghost of Tsushima. And one of the aspects of Tsushima that we wanted to carry forward was the sense of exploration. We saw people play very wide in their experience. We saw some people drop 80, 90 hours and just exploring and using modes like photo mode just to soak in the nature and the beauty of the world.

That really resonated with us. We’re big wide players as well, so when we set out to make Yotei, especially once we decided that it was going to take place in Hokkaido — back then it was called Ezo, this vast, vast landscape that just frankly had a nice overlap with us having a desire to have a more open game design because it’s such a vast place — led us to a whole host of features, ranging from simple utility features like spyglass, being able to pull your spyglass up really quickly and look around the environment really is the way that I think Nate and I both really love to play, just see something on the horizon and go to it, to traversal features. We have flower streams that are just woven into the environment and help you get across vast landscapes. If you follow those flowers you’ll get a little bit of a speed boost because they’re joyful for Atsu to ride in, but they also might lead you to something. Or developing features like our clue system, or camping features, which just really celebrate the wilds of Ezo.

IGN: One of the coolest moments at the State of Play was the seamless switch from present day to Atsu’s past when she was looking around the remnants of her childhood home, and then you actually saw her reliving those memories in the past with just the press of a button. I wondered where this idea came from, and is it the kind of thing where it’ll be tied to specific spots throughout the game world, so there’ll be an area where it’s clearly time to switch back to the past? Or is it up to the player to discover those for themselves?

Nate Fox: In Ghost of Yotei there are a number of places in the world that Atsu visits in which she has a lot of memories from her youth. And at the touch of a button, you can go back into the past and you control Atsu as a child, you get to play as her interacting with her brother and her parents and other people in Ezo.

We wanted you to be able to really control her as a kid so that you would feel like you knew what her life was like, you could experience that, and of course because this shows you what she lost. It’s a feature we really love because the player is in command, they can hit the button to go back and see what it used to be like and then hit it again and see what it’s like now, comparing and contrasting for instance, what her own homestead looked like in her youth to what it looks like now after it’s been run down by weather and lack of use, it’s become a ruin. So you get to see the before and after of her experience in the landscape.

IGN: So was it from day-one work on the sequel? Did you know that you were starting fresh with a brand new character, or were there ever some initial ideas for maybe continuing Jin’s story on after the events of Ghost of Tsushima?

Jason Connell: For us at Sucker Punch, one of the things that, especially if you look back on our catalog of games, we have a deep love for making origin stories. It’s something we have a lot of passion for. We like coming up with those stories, those arcs, the characterizations, how they might come through in the game experience, what type of features it might sort of spark as we create this new character. And so really from the beginning we knew that we were going to be charting on new territory here.

And then once we pretty quickly started looking at Hokkaido and this region and this time period and just how vast and stunning and big and filled with wilderness, and you combine that with this idea of doing a tale of vengeance where Atsu is hunting someone inside of that landscape, it was just such a great match.

It’s not hunting for somebody in a safe environment. This is a massive landscape that she’ll be going under quite an undertaking hunting them here. We felt like that was an exciting connection. I’ll say also the story of the folk legend of the onryō, this Japanese folk legend of tale of vengeance, often women who’ve been wronged in life and now they’ve come back to seek vengeance, we got really excited about that folk legend and decided that we were going to inject that pretty heavily into our version of a Ghost story.

IGN: One of the other new features involving campfires you mentioned was a system that allowed members of your wolf pack to visit you at night. You sort of hinted that you don’t have to leave where you’re exploring, the game comes to you. Can you tell us a little bit more about that?

Jason Connell: First and foremost any feature that makes it into the game has to be tonally celebrating the land of Ezo. And as I mentioned earlier, this vast landscape, there’s nothing better than celebrating the camping aspects of it. That is something we felt was really important.

Now secondly, I must say we’re always looking for ways to make the game feel approachable. And I mentioned it a little bit in the State of Play, is that, open world in big games, managing resources is kind of challenging. In our game you can fast travel. In our last game, you could fast travel anywhere. If you want to go upgrade your bow, you could fast travel over here and upgrade your bow, that’s fine and you can do that again in this game.

But after you meet people and your wolf pack grows, we show this screen briefly, you can go into those wolf pack screens and see what people have to offer for you. Say you like that bow here, if they have an upgrade available to you, you might be able to pull them into your campsite. So if you’re exploring a region of the game, it sometimes can be really discordant to just like stop there, go warp to another area, upgrade, and then come back to where you’re exploring. This is what we mean. You can actually just stay here, set up camp, briefly engage with this person, this bow, your person comes over, you get your upgrade and then you go back on your way all while celebrating the wilds of Ezo. And that’s where camping has been an iteration and evolution of the Ghost game.

IGN: Ghost of Tsushima Legends was objectively awesome. How happy were you with that mode as a team and is there a possibility to see something like it again for Ghost of Yotei, either at launch or maybe in the far off distant future?

Nate Fox: We were extremely happy with Ghost of Tsushima Legends and allowing players to connect with friends and use their skills fighting with the katana against a variety of enemies. We loved it. Right now we are very focused on completing Ghost of Yotei to the highest quality possible and putting it in players’ hands very soon on October 2. That is our absolute focus right now.

IGN: Masterfully answered! What has it been like developing combat based around a whole arsenal of weapons this time as opposed to just a katana and the variety of different stances?

Nate Fox: In Tsushima, we really loved our stance system where the player could choose one of four ways to hold the weapon to combat a particular type of enemy. In Ghost of Yotei we took that system and we expanded it. Instead of four stances, there are now five. Instead of stances with one weapon, we took that same system and we said, okay, instead of stances it’s new melee weapons. Functionally it’s the same as stances but it’s more. For instance, if you use a spear, you can use that weapon to knock enemies backwards in space. So if you’re standing near a cliff fighting them, you can knock them off the cliff into the abyss. Works just like stances, but there are extra abilities attached to each of these weapons to give the player more options.

IGN: So should the player be expecting to juggle weapons and learn which is going to work against which type of enemy, perhaps what weapon they’re using? Or is it more a case of unlocking the right skills for the right weapons?

Nate Fox: The game definitely would like players best to learn how to switch weapons when it is appropriate. It is the most efficient way to play. Let’s face it, people sometimes want to play in the way that makes them feel the coolest and the game will not hurt you if you do that. If you want to play with just two swords in each hand because it looks cool, you can play through the whole game that way. It’s A-okay.

IGN: Can you mention any of your favorite skills that you’re able to unlock or moves you’re able to do with any of the weapons?

Nate Fox: I love the kusarigama because while it’s really good for taking down people with shields, it also allows you to do an area of effect attack by spinning that chain above your head. If you’re surrounded by enemies, you can hit them all. This is something we never had in Tsushima, but in Yotei it’s absolutely there for you. It is a moment where you’re kind of improvising, and these weapons allow you to do a broader selection of abilities that give you more choice and more freedom in how you deal tactically with the enemies around you.

IGN: Jason, do you have one as well?

Jason Connell: I think my favorite when it comes to combat is the dual wielding. It really rewards the feeling of being really fast, and when she hits with those two swords you can kind of get into a flurry and get into a groove where it just keeps going. You’re like, this is going to stop, but it just keeps going. There’s speed there, it feels really lethal. It doesn’t feel like you’re swinging a lot and doing little damage. It feels like you’re actually really hurting them. I like dual wielding… that’s my fantasy melee weapon set up for me. That might be different for other people, but that’s why there’s five of ’em. Everybody’s going to try something new and different.

IGN: So Jason, in a New York Times interview, you mentioned that you were left in awe by the sight of Mount Yotei reflected across Lake Tōya during a research trip. Was that the site that inspired the setting of Ghost of Yotei, or were there ever any other locations or historical settings that could have perhaps been the home for Atsu?

Jason Connell: By the time we had gone on the research trip, we definitely knew that we were making a game up there. We had seen enough images. We had embraced the idea that this is where our game was going to take place, and it was about just getting immersed in the culture up there because it’s quite different than Honshu mainland Japan. A number of us, it was our first time.

So really opening the door to all of the unknowns that we could take home and be inspired by and develop new relationships for new advisors. That’s the real reason to go. But that Lake Tōya moment where — and I bet Nate had a very similar experience — certainly was some of the birthplaces of thinking about what the actual name of the game would be, because it was just such a majestic moment where the mountain is sort of towering over you. It was a nice middle point of the trip for us, and really symbolized a lot of what we learned and felt while we were there.

And then there were a bunch of natural decisions and some implicit decisions that were made over the course of the game that suddenly, our home is at the foot of Mount Yōtei, this massive mountain that’s casting this shadow over and we were naming things based off of it. It really felt like it was the geographical heart of the experience, and the story was spiraling out from there. It felt like just a great moment for us as we were getting towards the early parts of making the game, and it ended up transforming into the actual name.

IGN: And I know this is going to be hard, but Nate, starting with you, I’d love to know one thing you’re super excited for players to be able to see and play with when the game comes out in October?

Nate Fox: Oh, I’m very excited for players to get out into the wilds, the dangerous lawless wilds of Ezo and hopefully they’re really entranced by Atu’s quest. The wind’s blowing them towards a mission start, but what’s that over there? They see something on the horizon that stokes their curiosity and they say, you know what? I’m going to go check it out. And they ride to that thing and they’re going to find something worth discovering, whether it’s a story or some piece of valuable treasure, you name it. We wanted to make sure in this game that we honored players’ curiosity, that we would reward exploration. And to me that’s the magic of Yotei. It’s those spaces in between missions when players just find themselves propelled by the smallest little puff of curiosity and it takes them on an adventure they hadn’t anticipated doing.

IGN: What I’m hearing from that is I’m going to be having a lot of late nights, way later than intended. Jason?

Jason Connell: I actually want to say something we haven’t talked about much, which is Atsu’s shamisen, which is the instrument that she carries, which is her mother’s shamisen. Just like in Ghost of Tsushima, we had features in that game, I think it was called the Traveler’s Attire in the last game… it would help you find content nearby, you could use it almost like a completion tool or a navigation tool in order to get through the world.

I love that the shamisen exists and there’s actually songs that you can learn inside of the open world, and those songs can then guide you to certain types of things. So you want to collect some of these songs because they’ll guide you. The Song of Vanity might guide you to cosmetics, and we know how people love dressing up in the game and putting on cool outfits. So I’m really excited about showing more of that and for players to get an opportunity to use that.

Interview conducted by Rachel Weber.

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.

Double Fine Honor’s Heavy Metal Legend Ozzy Osbourne by Making Heavy Metal Video Game Brütal Legend Free for 666 Minutes Only

Double Fine Productions has made heavy metal video game Brütal Legend free for 666 minutes only to honor heavy metal legend Ozzy Osbourne, who died this week aged 76.

The Black Sabbath frontman passed away on July 22 just a few weeks after he performed at the Back to the Beginning farewell concert.

Osbourne voiced the character The Guardian of Metal in Brütal Legend. The character’s appearance and personality was based on Osbourne himself.

In a post on social media, the Microsoft-owned Double Fine said it had made Brütal Legend free on Itch.io. “But this incredible deal will only last for 666 minutes, as the prophecy foretold,” the studio continued. “So get yourself clicking, before it disappears like a demon in the night…”

Brütal Legend is Double Fine’s 2009 heavy metal-themed action adventure real-time strategy hybrid, which stars Jack Black as roadie Eddie Riggs. Brütal Legend was published by EA after Activision dropped the game, and Double Fine and Activision ended up in a legal battle over the publishing issues.

Ozzy Osbourne starred in the game itself alongside fellow metal icons Lemmy Kilmister, Rob Halford, and Lita Ford. Double Fine boss Tim Schafer selected over 100 metal songs to be included in the game.

Double Fine, which is busy developing Keeper for PC and Xbox, announced the deal at 4pm PT, which means it ends at 3am on Thursday, July 24.

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.

Exclusive: 5 New Cards from Spider-Man’s Upcoming Magic: The Gathering Crossover

Back in March we got to reveal Magic: The Gathering’s very first Spider-man cards as part of a special Scene Box outside of the main set. Well today, as part of San Diego Comic-Con 2025, we’re back with an exclusive look at some of the first cards that will actually be a part of that Standard-legal set – and this cast of five spideys will surely look familiar to any Spider-Verse fans out there.

Flip through the slideshow below to see all five Spider-Man cards, as well as an alternate comic book art style for the titular webslinger himself.

Magic: The Gathering developer Wizards of the Coast previously told IGN that it wasn’t limiting this set to a single comic run, and that’s made quite clear with this early look. All five cards are different versions of Spider-Man depicted as legendary creatures: at Uncommon you have Spider-Man Noir and the robotic SP//dr piloted by Peni Parker, at Rare are Spider-Man 2099 and the delightfully goofy Spider-Ham, and finally at Mythic Rare is the man himself, Peter Parker, who flips over to become the Amazing Spider-Man.

That last card is especially interesting as it is double-sided. The front is simply Peter Parker, while the back is his Amazing Spider-Man alter ego, and you have some flexibility in how to cast him. Magic has had what are called “modal double-faced cards” before that allow you to cast either side from your hand, but this is the first I know of that also allows you to pay a cost to flip it while the front side is already in play – in this case, you can play Peter Parker for two mana, and then pay four more on a later turn to have him transform.

If you do, you get access to his very flavorful ability called web-slinging, which allows you to pay just three mana to cast Legendary spells if you also return a tapped creature to your hand. This card is sure to be a popular leader in Magic’s most popular format, Commander, as it will let you cheat all sorts of big and expensive legendary creatures into play far earlier than expected. And because this card will also be legal across Magic’s regular competitive formats, giant dinosaurs and terrifying demons alike could be swinging onto the table.

The rest of the cast here is a clear nod to Sony’s excellent Into the Spider-Verse animated films, only missing a take on Peter B. Parker and Spider-Gwen to complete the first movie’s main cast (though there’s plenty of time for those to potentially be revealed themselves before the set launches in September). But before you get too excited, this was almost definitely just a nod to their reveal as part of this year’s Comic-Con, as these cards and this set in general are not actually tied to that series in any direct way.

And while we may not have a second version of Peter to show here, we do have an alternate art treatment for this one – one that is sure to excite any comic book fans out there. This secondary version shows off what’s called the “Iconic Moments” Booster Fun treatment for this set, and all of the cards that use it will feature art from the pages of Spider-Man’s adventures. This first one is taken straight from the cover of 1963’s The Amazing Spider-Man #1, complete with artist credits for Jack Kirby and Steve Ditko.

If you happen to be in the San Diego area yourself, Wizards of the Coast is hosting a Spider-Man event at the Hard Rock Hotel where fans will be able to go hands-on with the set’s Welcome Decks – smaller preconstructed decks themed around Spider-man that are meant to be an intro point for new players as they learn the ropes. WOTC has previously stated that its Universes Beyond crossovers have brought a huge amount of new players through the door, and just today Hasbro revealed that the recent Final Fantasy set made a whopping $200 million on its first day.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

Bethesda Breaks Silence on Starfield Future, Promises to Share Details on ‘Exciting Things’ in the Coming Months

Bethesda has broken its silence on the future of Starfield, insisting it’s still working on updates and will share details on the “exciting things” it has planned in the coming months.

Starfield players have for some time now expressed their dissatisfaction at the level of communication coming out of Bethesda on the future of the game, with its no-show at June’s Xbox Games Showcase considered the final straw for some.

The Starfield community had hoped Bethesda would announce something to do with the game at its show, but while The Elder Scrolls Online and Fallout 76 both got their moment in the spotlight, Starfield skipped proceedings entirely. No DLC, no expansion, no PlayStation 5 release… nothing.

Now, ahead of Gamescom in August, Bethesda has piped up with a statement on Steam that is as brief as it is vague, but at least addresses Starfield’s future and promises more content is in the works.

“Looking ahead, we’re continuing work on future updates and will share more about the exciting things we have planned for Starfield in the coming months,” Bethesda said in a post accompanying Starfield Update 1.15.222, which is in beta form on Steam. Patch notes are below.

Starfield players are hoping this means the promised second Starfield expansion is still coming, and that Starfield may follow the likes of Forza Horizon 5 and make the jump to PlayStation 5.

Starfield launched in September 2023 as Bethesda’s first brand new IP in 25 years, but it was not as well received as the studio’s previous games in the Fallout and The Elder Scrolls franchises, and the Shattered Space expansion, released a year later in September 2024, has a ‘mostly negative’ user review rating on Steam.

Starfield went on to reach 15 million players, but the question of whether Bethesda might walk away from the game to focus on its other franchises has been a running theme since release. In June 2024, Bethesda insisted it remained committed to supporting Starfield, and confirmed at least one other story expansion would release following Shattered Space. And in an interview with YouTube channel MrMattyPlays, Bethesda Game Studios’ Todd Howard said the developer was aiming to release an annual story expansion for “hopefully a very long time.”

Bethesda was seriously affected by Microsoft’s latest round of layoffs, with cuts to its London office and ZeniMax Online Studios. Its unannounced MMORPG was canceled, and its veteran studio head stepped down.

Starfield Update 1.15.222 patch notes:

General

  • Minor improvements to format and display in Creations menus.
  • Addressed an issue that could cause that Extreme Temperature gear to appear incorrectly.
  • Minor improvements to sorting in the Missions Menu.
  • General crash and stability fixes.

This update is currently in Steam Beta. If you would like to opt in to the Starfield Beta update, please follow these instructions:

  • Open your Steam Library and navigate to Starfield
  • Right click on “Starfield” and select “Properties”
  • In the new properties pop-up window, select “Betas”
  • In the beta drop down to opt into, select “[beta]”
  • Wait for app to download new build and launch

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 Superhero Board Games for Fans of Comics and Fun

While we have put together lists recommending the best DC board games and Marvel board games on the market, there are still plenty of great titles out there that don’t fall under either of those banners and instead highlight the “superhero” motif itself. These are games that pit players against one another as heroes and villains, and those that let you work together to stop some dastardly villains. This list takes a look at some of those games that will appeal to fans of capes and spandex, regardless of publisher.

TL;DR – These are the best superhero board games

If you don’t have time to peruse the blurbs, you can see all the items on this list in the catalog above. But if you want more info about any of these superhero board games, read on for the info.

Kapow!

With art that looks like it was pulled straight out of a comic book, Kapow! from Wise Wizard Games has players filling the role of either heroes or villains as they duke it out in this dice-battling game, players roll a set of dice and then, by locking in different combinations of faces, trigger their respective hero or villain’s signature skills and attacks. While on the surface this may sound similar to Dice Throne, one of the coolest features of Kapow! is its dice crafting mechanic, where you can create unique dice by inserting different symbols into the dice faces, helping to increase the odds of getting those rolls you want. Currently, there are two volumes of Kapow!, each containing six characters – three heroes and three villains – that can be mixed and matched together.

Sentinels of the Multiverse: Definitive Edition

Sentinels of the Multiverse is a cooperative board game where teams of heroes struggle against a villain in an effort to thwart their dastardly plan of the week. Both the heroes and villains come with unique 40-card decks that show off the characters’ various skills and play styles. One of the things that sets Sentinels apart is how the game also factors in the environment, with each environment also coming with its own deck and effects that further expand the game’s replayability. To keep things manageable, players will only have to worry about their own hero’s deck, with the “game” handling the villain and environment decks. With characters like Citizen Dead or the one-man-army, Militia, Sentinels of the Multiverse feels like a relic of early ’90s comics, in all of the best ways.

Massive-Verse Fighting Card Game

Featuring characters from various Image Comics series including Radiant Black, the Massive-verse Fighting Card Game is a fast-paced 1v1 card game where two players choose from a roster of heroes, each with their own unique deck, and then proceed to attack, block, and hurl large ultimates at one another until only one is standing. Built on the backbone of Solis Game Studios’ Pocket Paragon system, gameplay feels like a mix of the classic War card game and rock-paper-scissors, where both players play down their cards for the turn and then reveal them simultaneously, with some card types being able to counter others. The Massive-verse FCG is a great little game to keep in your car or bag to bust out when you have a few minutes of downtime and are in the mood for a quick brawl. If you want a bit more variety or to play with up to two more players, you can snag the game’s Team Up Expansion, which introduces four new character decks and 30 special team-up cards for 2v2 games.

Invincible: The Hero-Building Game

Invincible: The Hero-Building Game puts players in the superhero boots of the characters from the hit comic and animated series, Invincible. You can play as Atom Eve, Rex Splode, or Robot, and you and your friends are tasked with rescuing civilians, beating up minions, and stopping the big-bad of the day. Featuring a handful of scenarios, each with different goals to complete, this is a deck and bag-building game where you can level up and improve your hero as the game progresses. There’s a push-your-luck aspect that comes into play by letting you fire off more of your powers – but draw too many black cubes, and you crash out and end your turn. The included scenarios can be played either as standalone games or strung together in order as a sort of campaign game. And if you’re looking for additional challenge, you can pick from three difficulty levels – Easy, Normal, or Hardcore.

Astro Knights

Take up arms as an Astro Knight to defend your home planet in this cooperative deck-builder that has a unique twist – you don’t shuffle your deck. More of a Guardians of the Galaxy approach to superheroes than Spider-Man or Superman, Astro Knights has a science fiction aesthetic, as you and your fellow knights build your decks, playing and equipping cards as you fight against the boss you are going up against. For fans of Aeon’s End, this game will feel familiar, as it is a reimplementation of that game’s systems.

Hellboy: The Board Game

Hellboy: The Board Game is a dungeon-crawling adventure where you and your friends move detailed minis of members of the BRPD like Hellboy, Abe Sapien, or Roger, as you work to solve different cases, taking down any bosses and enemies that get in your way. Each playable character comes with a set of skills and attacks that are unique to them, which you will need to use if you have any hope of succeeding in the game’s included scenarios. Besides simply navigating around the modular board that you set up before each game, players also need to adjust on the fly as the Deck of Doom throws wrenches in your way at every turn, helping keep things exciting. This game can be played both as one-off sessions or as a strung-together campaign, and with a bunch of expansions released, there is plenty of Hellboy goodness out there for fans of the Dark Horse Comics series.

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.

The Corps of Discovery Board Game Is a Challenging Trek Through the American Wilderness

“Here be monsters,” says the legend on so many antique maps, firing the imagination with thoughts of kraken, chimeras, or worse. But what if it were true? What if Lewis and Clarke, setting out on their expedition across the American interior, encountered buffalo-headed minotaurs and man-eating plants.

That’s the premise of the Corps of Discovery comic and now of this board game adaptation. The game comes from the same designers as the superb Mind MGMT, although, save for the comic book connection, this is a very different kind of game.

What’s in the Box

Most box-openings start with a board, and Corps of Discovery is no exception, but the nature of the board itself is rather surprising. Instead of the usual fold-out affair, you get a cardboard sandwich: two layers of card stuck together, with room in between to slip in a sheet of paper. The top layer is punctuated by a regular grid of circular holes, and the box contains an equally unusual supply of thick cardboard sun tokens with wide “pegs” that fit loosely into the grid’s holes.

There are two folders of paper maps that slide into the sandwich, one for each of the two scenarios included in the game. There’s also a second board which is used for tracking the current game state, with spaces for three challenge cards, backpack items and water: this doubles as a handy reminder of the flow of each game day. There are tokens for the various resources that go in your backpack and for your water supply. There are also several card decks, not only the challenge cards that’ll outline the obstacles you must overcome each day, but also characters to play, items for them to use and so on.

As a scenario-based game, there are also additional cards and tokens applicable to particular scenarios. One thing to note is that, as a game based on a comic book series, all the components are furnished with excellent art from the original comics. While it might not be to everyone’s tastes, it does a fantastic job of bringing the game’s dangerous world to life, especially if you’re familiar with the source material.

Rules and How It Plays

Understanding how the game is set up is, unusually, an integral part of understanding how it plays. First, your group chooses one of the two scenarios to play (plus a training mission), and one of the 10 map sheets included for that scenario, covering it with a blank sheet so you can’t see what’s on it. You slip this, cover and all, into the cardboard-sandwich board then cover all the holes with the sun tokens. Then you slip out the blank sheet. The result is a game map that you know nothing about, ripe for exploration and discovery.

This is a cooperative game where you’re working together to map the wilderness and survive. On your individual turn, you simply remove a sun token, revealing an icon underneath, and take a matching resource to add to your collective backpack. There’s no piece to mark where you are on the map. Instead, movement is abstracted away under the presumption that it’s easy to move through already explored territory. The next player just removes a sun token next to any already-revealed space, although there are some mountainous areas on each map that you can’t traverse.

Exploration, however, is far from a random walk in the park. Each scenario has a set of rules about where and how the various different icons are laid out. In the Fauna scenario, for example, there’s always one wood icon per row and column, and there will always be a water icon orthogonally adjacent to each wood. Each mud icon will be next to a water and a stone, while forts always form an L-shape series with a water and a skull. There are more rules – and icons – but you get the idea.

This allows you to make predictions and deductions about what you’re going to encounter on the map. Sometimes you can figure it out with complete certainty, but more often it’s a bit of a gamble, where you can narrow down the odds without being sure. Exploration is thus both a fun puzzle where you can aim for specific resources, and an exercise loaded with tension. The rules are complex enough to make it a good group discussion, ensuring there’s a dynamic sense of cooperation, and something you can master with practice.

The rules are complex enough to make it a good group discussion, ensuring there’s a dynamic sense of cooperation, and something you can master with practice.

Each time you remove a sun token from the board you place it on one of three challenge cards dealt at the start of the game day. These cards have a resource requirement that you must spend in order to pass the challenge and a consequence for passing or failing, the latter of which usually means losing even more, different resources. You have to face these consequences once the card accumulates a certain number of suns, often only two or three. Considering many challenges require more than two or three resources to pass, this immediately puts your game under massive pressure to find the right icons on every turn.

If you run out of water tokens, you die. If you end the day – timing out the three challenge cards for that die – without any food tokens, you die. Monsters generally don’t kill you outright but sap these precious, precious resource tokens until you die. Even when you’re on top of the resource-mapping system, most games will go down to the wire of you gaining your objective with a few measly drops of water left in your canteen. The last few turns ramp up the tension to crushing levels, until it almost feels like you’re struggling through a real wilderness, desperately following signs of water in the hope of surviving just one more day.

As if this wasn’t enough, on top of surviving you also have a goal to complete. This depends on the scenario. In Fauna, for instance, you’ll meet those buffalo-headed minotaurs who’ll make it harder to traverse rows and columns until you find a fort, learn a recipe for killing one, and sacrifice the necessary resources, all of which you were probably hoping to save to pass a challenge card. These kinds of trade-offs are part of the game’s strategy: identifying times when failing a daily challenge can be a useful step in the wider goal of passing the winning objectives.

Other aspects of your decision-making come down to the characters in play and the gear you choose at the outset, all of which offer you special abilities to piece together and increase your chance of survival. You can plan ahead with these since you pick them yourself, look for combos, and build a strategy around them. But there are also destiny cards, random helpful bonuses that you can sometimes replenish by achieving in-game goals, and for these you’ll have to roll with whatever fate gives you, adjusting your tactics accordingly.

With practice and luck you will, eventually, manage to beat Fauna and, in time, the game’s second scenario, Flora, which involves a giant carnivorous plant. Corps of Discovery goes out of its way to make these scenarios replayable by offering such a huge range of map sheets – you can also download and print out more – that memorising the layouts is essentially impossible. Variety, however, cannot fully undermine human psychology: there’s an innate tendency to treat a mission as “done” once it’s been won. This is exacerbated by the game’s high difficulty level and lack of narrative detail. Although it does a great job of conjuring up the spectre of starving in the wilderness, the challenge cards feel pretty mechanical, so repeated tries at a scenario can feel a little same-y.

This isn’t quite the limiting factor it may sound like as it’ll take you repeated attempts to win both the scenarios, and there are expansions available which further the story and build considerably on the core mechanics – all four are included in the deluxe edition, which we used for the photos accompanying this review. But it still would have felt like a more complete experience if more of these elements had been included in the base game. As it stands, the game’s high toughness is the major motivation for a replay, and it’s almost enough by itself: winning against the odds, in a land where almost everything you encounter is out to kill you, is a hugely satisfying moment.

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