Nintendo Download: 30th January (North America)

Dispatch! Nickelodeon Splat Pack! The Perfect Pencil!

The latest Nintendo Download update — albeit a day late, but hey, we were living the dream — for North America has arrived, and it’s bringing new games galore to the eShop in your region.

As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Read the full article on nintendolife.com

Next Week on Xbox: New Games for February 2 to 6

Dragon Quest VII Reimagined screenshot

Next Week on Xbox: New Games for February 2 to 6

Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Xbox on PC, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!


Xbox Play Anywhere

DRAGON QUEST VII Reimagined Digital Deluxe Edition

SQUARE ENIX CO., LTD.

$74.99

Xbox Play Anywhere

DRAGON QUEST VII Reimagined

SQUARE ENIX CO., LTD.

$59.99

Dragon Quest VII Reimagined – February 4
Optimized for Xbox Series X|S / Xbox Play Anywhere

As a bright-eyed young fisherman’s son, you’ve lived your entire life on the peaceful island of Estard. Your journey begins with a simple question: is there more to the world than this small island kingdom? On a quest for answers, you and your childhood friends discover the Shrine of Mysteries and are swept back in time. There, you uncover the shocking truth that entire lands have been sealed away by a malevolent force. The fate of the world now rests in your hands. Dragon Quest VII Reimagined brings a timeless classic to life in a whole new way with charming diorama visuals, updated gameplay mechanics, and a streamlined story.


MY HERO ACADEMIA: All’s Justice – Ultimate Edition Pre-Order

Bandai Namco Entertainment America Inc.


17

$99.99

MY HERO ACADEMIA: All’s Justice – Deluxe Edition Pre-Order

Bandai Namco Entertainment America Inc.


17

$79.99

MY HERO ACADEMIA: All’s Justice Pre-Order

Bandai Namco Entertainment America Inc.


17

$59.99

My Hero Academia: All’s Justice – February 5
Optimized for Xbox Series X|S

My Hero Academia: All’s Justice is the super-powered 3D arena fighter where your favorite characters from the My Hero Academia franchise appear in their latest and most powerful forms, framed within a refined battle system. Furthermore, dive into a variety of game modes, including original scenario-based team-up missions where you’ll experience hero life as a U.A. High 1-A student in a virtual space!


Carmageddon: Rogue Shift

34BigThings

$39.99

Carmageddon: Rogue Shift – February 6
Optimized for Xbox Series X|S

The original Carmageddon spirit of vehicular mayhem has been refined and redesigned. We looked at the past and the present to create a visceral, fast and accessible form of combat racing. But the Carmageddon ain’t over when your vehicle is wrecked. Another driver will step up, and the challenge will resume anew, in a typical roguelite loop. Earn Beatcoins to unlock permanent bonuses and new content between runs in the Black Market. Find synergies between these elements to create the ultimate killing machine: the Carmageddon never ends.


Xbox Play Anywhere

Hidden Cats in Christmas

Silesia Games Sp. z o.o.

Hidden Cats in Christmas – February 4
Xbox Play Anywhere

The Hidden Cats are celebrating the holidays in the magical Christmas World Park! Start with a snowy, grey canvas and watch it burst into festive colors as you spot more than 900 hidden kittens and characters inspired by global traditions. Discover photos of real cats from the Hidden Cats community and pair them with illustrated felines to unlock 7 bonus stages featuring a new progressive colorization effect!


Lovish

DANGEN Entertainment


$19.99

$17.99

Lovish – February 4

Labs and Matt Kap present Lovish, an outrageous 8-bit-styled action-adventure game! Venture through a series of bite-sized rooms, slicing up monsters, collecting items and getting to the exit! After exiting each room, enjoy a short event scene, in which anything could happen! Will you find an item? A random encounter RPG fight? Will the world get destroyed? Find out by conquering each room of the Devil Lord’s castle, one challenge at a time!


New Yankee: Through the History Mirror Collector’s Edition

Ocean Media

New Yankee: Through the History Mirror Collector’s Edition – February 4

Guide John and Mary and their friends on two thrilling parallel escapades filled with excitement, perils, and regular errands! Explore mysterious lands and times, navigate mystical phenomena as you join them in traversing space and time. While John and Mary venture into the unknown, you will also help their loyal companions – the brave dog Max, the wise Raven, the inventive Gremlin, and the erudite Spellbook – to unravel the mysteries of their disappearance. Their parallel quest takes them through enchanted forests, crystal caves brimming with wonders and dangers, and epic battles against undead invasions in an attempt to save John and Mary.


Xbox Play Anywhere

Tiny Biomes

Eastasiasoft Limited

Tiny Biomes – February 4
Optimized for Xbox Series X|S / Smart Delivery / Xbox Play Anywhere / Handheld Optimized

Restore life to the troubled lands in tile-based brainteaser style! The natural order has been disrupted, and it’s up to you to set things straight again! Travel to the forest, volcano and winter biomes as a brainteasing top-down adventure ensues. Tiny Biomes is a relaxing yet challenging tile-rotation puzzle game where you must guide the flow of water, snow or lava to bring life back to the biomes, each consisting of 50 unique levels of gradually increasing complexity and challenge.


Xbox Play Anywhere

Dragon Spira

KEMCO


$19.99

$17.99

Dragon Spira – February 5
Optimized for Xbox Series X|S / Smart Delivery / Xbox Play Anywhere

A thousand years ago, the divine created the world and six eggs. The beings born from them, Spirit Beasts, were entrusted with prosperity, but rebelled. Enraged, the divine sealed them away and vanished, leaving behind humanity, the Divine Sword, and the Seed of Hope. Now, fate stirs once more as a new hero rises… Experience a nostalgic pixel-art RPG packed with classic turn-based battles, a board game-style growth system, and a wide range of customizable jobs. Collect items, unlock powerful Wonder Skills, and raise a Spirit Beast companion that evolves with the story. Spin the roulette, grow stronger, and uncover the truth behind the sealed legends!


Jimmy and the Pulsating Mass

Electric Airship

Jimmy and the Pulsating Mass – February 5
Optimized for Xbox Series X|S / Smart Delivery

Jimmy and the Pulsating Mass is a Japanese-style RPG made by a guy from Texas. It blends classic 16-bit RPG design with surreal dream logic and psychologically charged environments. The game takes place in the dream of an eight-year-old boy. When the Pulsating Mass threatens his family and the stability of the dream world itself, Jimmy sets out on an adventure to save his family and eradicate the Pulsating Mass. Along the way, Jimmy must work with his family, confront his own shortcomings, and brave the creeping nightmares of his subconscious.


MENACE (Game Preview)

Hooded Horse

Menace (Game Preview) – February 5

Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboard the strike cruiser TCRN Impetus, you’ll quickly need to unite the disparate locals under your leadership to defeat an unknown threat. Fielding tanks, walkers, and infantry squads with a massive selection of equipment to choose from, you’ll train your troops, plan out operations, and engage in deadly tactical battles.


Sora – Winds of the Jungle

EpiXR Games

$11.99

Sora – Winds of the Jungle – February 5
Optimized for Xbox Series X|S

Embark on a breathtaking journey through the jungle skies in Sora – Winds of the Jungle. Play as a vibrant parrot and soar across tropical islands, dense canopies, waterfalls, and ancient ruins. Your goal is simple yet meaningful: stay close to your flock as you all travel across the wild, untouched archipelago. Each of the handcrafted levels features 40–60 sky markers guiding your path as your flock leads the way. Fly through wind boosts to gain speed, discover hidden shortcuts, and enjoy the feeling of freedom as you glide above treetops and turquoise waters. The world is full of life and color, rewarding you with beautiful vistas and relaxing moments of harmony in flight.


Xbox Play Anywhere

Car Cops

QubicGames S.A.

Car Cops – February 6
Xbox Play Anywhere / Handheld Optimized

In Car Cops, you’re more than just a regular cop – you’re the sharp-eyed officer who never misses a clue! Patrol the streets, pull over suspicious drivers, and dive into the action-packed life of a police officer. Each stop could lead to a dangerous criminal, a desperate chase, or someone in need of urgent help.


Dark Quest: Remastered

Brain Seal Ltd

Dark Quest: Remastered – February 6

An evil sorcerer has established a dungeon beneath the village of Darkwood, sending his minions to raid nearby settlements. Command a party of heroes, explore dangerous dungeons, and fight strategic battles on a grid-based battlefield to stop the growing darkness. Built for players who enjoy thoughtful tactics and old-school fantasy RPGs, Dark Quest: Remastered combines accessible gameplay with deep strategic decision-making.


Xbox Play Anywhere

Un.Key

Rebelião Studio

Un.Key – February 6
Optimized for Xbox Series X|S / Smart Delivery / Xbox Play Anywhere / Handheld Optimized

In un.key, you control a small key on a quest to find its lock, dodging saws, spikes, and clever traps along the way. With smooth, precise rotation mechanics, every turn matters. Test your reflexes and strategic thinking across challenging levels. The game’s minimalist style keeps the focus sharp — clean visuals, bold colors, and obstacles that demand precision.


The post Next Week on Xbox: New Games for February 2 to 6 appeared first on Xbox Wire.

Huntdown: Overtime Is a Goofy, Retro, and Delightfully Violent Roguelike | IGN Game Preview

I confess that I had never heard of 2020’s pixelated arcade shooter Huntdown, but after playing (and replaying) through the demo for its upcoming prequel, Huntdown: Overtime, I immediately went back and did so. That’s because I was so completely hooked by the hour or so of roguelike action that I was fiending for more. Playing the original was also a lot of fun, but this followup seeks to improve in just about every way, making it a bit hard to go back. The cheeky retro ‘80’s tone appeals to my thirst for nonsense, the run-and-gun sidescrolling action channels the likes of Contra or Metal Slug, and the roguelike system of upgrades and repeated failure against daunting odds made it extremely hard to put down. I went from this not being on my radar at all, to eagerly anticipating when it comes to Steam Early Access later this year, making this an early contender for my most anticipated indie game of 2026.

You can infer almost everything you need to know about Huntdown: Overtime’s absurd 80s pulp action vibe by its title alone. Taking place in the dystopian, crime-ridden city of Detroit in 2084, you play a cybernetic rogue robocop who battles against flamboyant street gangs like something out of every VHS action movie you’ve ever seen. You’ll go toe-to-toe against the likes of a shirtless bouncer who pummels you with his fists and climbs around on the ceiling like a monkey, to a six-fingered rockstar called Sammy Sixfingers who tries to kill you with an electric guitar while performing a guitar solo in front of a live audience. The whole thing is just incredibly over the top in the right kind of way, making it very easy to replay each section as you try and fail to get through levels in typical roguelike fashion.

It certainly helps that even when you’re replaying through the same series of levels, things are always a little different. For one, the bosses and levels you end up with on each run have a bit of randomness to them in terms of which you’ll get and in what order, which is aided by the fact that you’re given two routes to choose from if you’d like to avoid one you’ve seen more of than you’d like. The levels themselves seem to be procedurally generated as well, and kept me on my toes with slightly different layouts and enemies never appearing in the same order. This procedural component isn’t anything we haven’t seen before, and the level layouts and enemies you’ll find are similar enough playthrough-to-playthrough that you’ll figure out the patterns pretty quick and run out of things to be surprised by (at least in the short section I played).

It actually sort of reminded me of Hotline Miami, reimagined from a sidescrolling perspective.

Combat is also not anything new, modeled after the likes of Contra or Mega Man, where you’re running and jumping through 2D levels blasting everytc hing in sight as you avoid incoming bullets and environmental hazards. That said, though it doesn’t have many new tricks, the formula it apes is extremely polished here, even in this pre-release state. While initially I was dying a lot and felt destined to be outmaneuvered by the numerous gangsters coming after me, it took less than an hour before I was sliding around, flying through the air, and shooting my way through entire sections without taking a single hit. That’s the kind of rewarding mastery I look for in games like this. It actually sort of reminded me of Hotline Miami, reimagined from a sidescrolling perspective, because although you can take more than one hit, there’s something very pleasantly familiar about the crisp gunplay and melee combat, especially when you hit someone with a baseball bat and see their pink, pixelated giblets go soaring across the screen.

The highlight of each run is when you come into contact with the larger-than-life bosses that can be found in each level. Some of these appear in regular sidescrolling levels, whe re maybe someone named Frankie Starsimmon Sr. will attack you with a big ol’ shotgun and leave you with the option to damage her before taking her alive, or just killing her for a lesser bounty. The ability to take bounties alive for an added bonus to your reward is a particularly nice touch that I’m glad to see they added after the original. But things get especially crazy during the boss fights where you go up against someone with a dedicated boss health bar. The main fight in the demo was against a rockstar who used his stage’s pyrotechnics to try and burn you alive, and always had his stagehand nearby to hand him a new electric guitar after he lost the last one trying to hurl it through the back of your head. These fights can be really challenging, as roguelikes are wont to do, and nine times out of ten when I failed a run it was the fault of one of these deadly weirdos. But they were also some of my favorite moments, and made gearing up for the next big fight that much more exciting.

The retreaded ground you’ll encounter as part of the roguelike formula feels especially easy to get through because of the steady stream of unlockables, upgrades, and buildcrafting options that come with each new playthrough. In one playthrough, for example, you might decide to forgo guns for a pure melee weapon build, grabbing perks and upgrades that enhance your close-range combat skills, while in another you might get your hands on a new plasma rifle you just unlocked and blast your way through rows of thugs with ease. Like many of its genre peers, the joy is in having a build come together perfectly so you can bring it to bear against the string of challenging bosses that have been sending you back to the beginning again and again.

The impressive thing about Huntdown: Overtime is that, at least in the full region I played during the demo, I never started a new run without a ton of new stuff to level up and try out. Sometimes that meant I’d unlock a new weapon that could then be found and powered up during runs, while other times it meant buying a certain permanent upgrade that made my healing items more potent, made me move faster, or some other useful boon to give me an edge on my next run. The pace of unlocks and progression felt perfectly balanced so I never felt like I’d hit a wall or had nothing interesting and new to bring into battle next time. It was so easy to immediately go from one run to the next, that even though I originally sat down for a 20-minute session, I ended up playing until I beat every boss in the demo in a single sitting, completely unable to tear myself away when I was sure the next playthrough would bring me victory. And even after I had my first successful run, I then was returned to base to find even more stuff had unlocked that I just had to try, and found myself immediately going straight into my next run just to try out some new stuff. I can’t remember the last time I found myself so instantly hooked!

Even though I originally sat down for a 20-minute session, I ended up playing until I beat every boss in the demo in a single sitting, completely unable to tear myself away.

One thing that piqued my interest after I went back to play the original Huntdown is the fact that this prequel only has one playable character versus the numerous agents you could take on the role of in the first game. While it feels weird to go backwards with the number of playable characters, Overtime’s demo was so polished and finely tuned that I honestly didn’t feel like I was missing much. It seems to be their focusing in on one specific playstyle and trying to make that work extremely well vs. the buffet-style protagonists, each with their own bag of tricks, that was in the first Huntdown.

I wasn’t expecting to end up so completely won over by such a short glimpse into Huntdown: Overtime, especially after seeing its dorky story and retro art style, but you can count me among the believers. For any roguelike fans out there, this is absolutely one to watch.

Google AI Project Genie Allows You to Create Playable Worlds From Prompts, So of Course It’s Been Used to Rip Off Nintendo Games Like Mario and Zelda

Google has begun selling access to Project Genie, an interactive world creation tool that lets you generate playable environments from a prompt — including those featuring Nintendo characters.

The technology is certainly remarkable, as Google’s Genie 3 models playable 3D spaces in real time based upon user inputs, and allows you to run, swim, fly, or ride in vehicles around its AI-generated worlds.

But the AI technology has also launched with a telling lack of restrictions around copyrighted material — which the model also appears to have been trained upon. A preview of the possibilities published by The Verge shows its reporter able to create playable 3D scenes that look a direct copy of Super Mario 64, The Legend of Zelda: Breath of the Wild and Kingdom Hearts.

Footage published on social media shows gameplay clearly based on Nintendo’s actual Breath of the Wild, where a knock-off Link runs around a world similar to Hyrule, and accurately deploys a glider as he leaps off a cliff. Other creations include a generated world with similarities to Rockstar’s Grand Theft Auto.

Right now, Project Genie is limited to generating interactive experiences it can maintain for up to 60 seconds, with a resolution and frame rate capped at around 720p and 24fps. Still, Google is selling access as part of its Google AI Ultra subscription, its top level of access to AI features that costs $124.99 per month when signing up for a three-month package. (Also, Project Genie access is currently just for U.S. subscribers aged 18 or over.)

“Project Genie is an experimental research prototype designed to follow prompts a user provides,” Google Deepmind product manager Diego Rivas told The Verge when asked why the the product generated material that was clearly based on Nintendo intellectual property. “As with all experiments, we are monitoring closely and listening to user feedback.” The Verge noted that its ability to generate worlds based on Mario had subsequently been halted, with a warning message that blamed the “interests of third-party content providers.”

IGN has contacted Nintendo for comment.

The situation feels reminiscent to the rollout of OpenAI’s Sora 2 video model last October, which initially allowed users to generate clips featuring licensed Nintendo and Disney characters, including Mario, Darth Vader, Pikachu and an array of other Pokémon. Shortly after, OpenAI vowed to give copyright holders “more granular control” over the creation of what the company’s boss Sam Altman dubbed “interactive fan fiction.” Less than two months later, Disney said it was investing $1 billion into OpenAI to officially license 200 of its most popular characters for the AI model to use, in a move that the Mickey Mouse owner described as a way to “thoughtfully and responsibly extend” its storytelling.

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

More than half of gamedev professionals see GenAI as harmful, according to GDC’s latest survey

GDC have released their 2026 State of the Game Industry report, comprising survey results from thousands of quizzed developers on the craft and business of gamesmaking. As in the 2025 report, this year’s responses signal a growing discontent with generative AI tools, with opposing sentiments tipping into simple majority status for the first time: 52% now say GenAI is having a negative impact on the industry, up from 30% in 2025 and 18% in 2024.

Before we start celebrating the moral arc of the universe, this opinion-hardening appears to correlate with neither an overall decrease not increase in the adoption of GenAI tech. Asked if they or someone in their company used these tools, 52% said yes and 35% said no, both unchanged from their 2025 survey levels. However, optimistic views are becoming harder to come by, with the percentage of respondents who thought GenAI is having a positive impact dropping from 13% in 2025 to a mere 7% in 2026. Presumably that’s made up of Tim Sweeney, Larian’s Swen Vincke, half the people on my LinkedIn feed, and that one dentist out of ten who doubts toothpaste.

Read more

Crimson Desert Promises the World, But How Much Will It Deliver?

The Legend of Zelda. The Witcher. Dragon’s Dogma. Monster Hunter. Street Fighter. And now, GTA 5? Every time South Korean studio Pearl Abyss shows off a new slice of its upcoming open-world, action-adventure Crimson Desert, I feel like I see a new line of influence. Over the six years since its reveal, we’ve seen a fantasy land akin to one Geralt would explore, puzzle shrines in the sky that could easily hover above Hyrule, and a complex combat system rooted in Capcom classics. But in the developer’s latest lengthy video detailing the world of Pywel, a new surprise awaited us: the addition of two new playable characters to join Scottish Jon Snow-alike main protagonist, Kliff Macduff. With whole skillsets of their own for us to now anticipate getting our heads around, I can’t help but be excited, but also cautiously wary. By trying to do so much, does Crimson Desert risk achieving nothing?

I say this as someone who has had the benefit of seeing and playing Crimson Desert more than pretty much anyone outside of Pearl Abyss’ walls, having visited the studio a few months back for our IGN First. Despite playing a good few hours of it, and having quite a lot of fun with its dynamic systems and satisfyingly flexible action, I still left feeling like I’d only scratched the surface of what Crimson Desert has in store. And I don’t mean that entirely positively – while it’s good to leave a preview knowing there’s plenty more to see, it’s not often you conclude a studio visit still unsure of a game’s big picture. If all those hours of hands-on haven’t successfully communicated what the game is, is something off?

We now know that Crimson Desert’s open world is twice the size of Skyrim’s and larger than Red Dead Redemption 2’s. I’ve put over 200 hours into Rockstar’s Western masterpiece and feel like I still haven’t seen everything, so it’s anyone’s guess how much awaits in this world. Crimson Desert’s Pywel is a gorgeous piece of geography, too, with streets filled with life and rivers running with glistening water. That water is also systemically linked to the gameplay options, conducting lightning magic to electrocute those who stand in it, and is transformed into blocks of ice when struck by freezing spells.

It’s all very impressive on a technical level, but leaves me wondering if this is all part of a “we can put it in the game, so why shouldn’t we?” mentality. From what I played, and from talking to the team, the ability to manipulate the elements won’t necessarily have puzzles or challenges built around them to make it a system you’d legitimately find worthwhile. In Breath of the Wild or Tears of the Kingdom, for example, you know that if you’re taught how to make giant ice cubes, a puzzle shrine will likely follow asking you to put that lesson into action. Nintendo is a developer that has been making games like this for decades now, though, whereas Pearl Abyss is a studio in its relative infancy, having only released MMORPG Black Desert Online so far. By trying to fit everything it can think a player would like to do in a fantasy open world into Crimson Desert, I fear it may be shooting straight for the moon without learning how to get into orbit first.

The power trip is there; I just worry about the rest of the journey.

It all loops back to this latest revelation that not only will we be playing through Kliff’s story, but stepping into the shoes of two new protagonists along the way. The as-yet-unnamed characters with their own (presumably) complex fighting systems look very fun to play as, don’t get me wrong — I’m particularly drawn to the quick dodging, magic-shifting, pistol-wielding woman who appears at first glance to better fit my more rogue-ish tendencies — but it’s yet another layer added on top of an already ambitious cake. I like cake, you can probably tell from a quick look at my face that that would be the case, but when it’s stacked so high that even Bruce Bogtrotter would take a pass on it, I worry it’s a sign that Crimson Desert should not be trying to have and eat it.

The other new playable hero is a hulking, giant axe-wielding brute with a machine gun attached to his wrist. If you’ve been keeping up with Crimson Desert, you’ll know that this isn’t your typical fantasy world, but one where dragons, steam trains, and mechs also roam around. It’s all very exciting in isolation, and genuinely fun to play as your giant metal monsters come face-to-face with helpless medieval soldiers holding only a shield. The power trip is there; I just worry about the rest of the journey.

Story and questing are incredibly important to me when it comes to open-world games. The Witcher’s twisting tales and many memorable side stories are what make The Wild Hunt an all-timer in my eyes. The cast of characters in Red Dead Redemption 2 and the way they weave seamlessly in and out of its world are what make it my favourite game ever. Crimson Desert has a lot going for it — the combat is exciting, the world is diverse and beautiful, and its systems are impressively reactive — but I can’t help but feel wary. Most of the missions I’ve played so far, at several different events, have been castle sieges, often ending in admittedly impressive boss battles. But, they’ve all been relatively thin narrative-wise, aside from an interesting detour to a mad inventor’s lair where he’d built a golden mechanical dragon, as you do. I’ve seen little of what’s going to be the thrust story-wise in Crimson Desert as a whole to get me hyped in that regard, nor met any characters that I feel will get close to my heart. And I can’t help but worry that there’s a reason we’ve seen so little of this world’s story.

Now, with the surprise addition of two extra playable protagonists to get to know on this adventure that is less than two months away, I worry that Kliff and his friends may well be fun to play as stylistically, but contain little substance within them. I’d be very happy to be wrong, though. I’ve been looking forward to Crimson Desert for a long time now, and have had a genuinely fun time whenever I’ve managed to get hands-on with it. I just wonder how all of these well-constructed building blocks will, in turn, create a greater whole. Will its gameplay systems overlap in interesting ways and be built into mission design? Will authorial intent come to the fore, or will I ultimately feel like a kid being dropped into a sandbox of possibilities with direction? I’m excited, just also a little afraid that by trying to be everything, it may end up achieving nothing.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

World of Warcraft’s getting a prop hunt mode, so you can pretend to be a chair during breaks from Midnight’s voidpocalypse

Well, World of Warcraft developers Blizzard have decided to have a bit of extra fun with all the junk that’ll fill up the new player houses rolling out in full with March’s Midnight expansion. The MMO’s getting a prop hunt mode dubbed Decor Duel, designed to act as a “small diversion” from the whole Xal’atath-led void invasion business.

Read more

Reminder: Today’s Your Last Day To Buy Switch Game Vouchers

Grab ’em before they’re gone.

Well, folks, the day is finally upon us. Today is the last day that you can buy Switch Game Vouchers before Nintendo consigns them to the ‘Discontinued’ pile.

The Big N initially made the announcement way back in July 2025, but time has flown by since then, so we thought it was only right to give you one last nudge now that the day of reckoning is upon us.

Read the full article on nintendolife.com

After Going Gold, Crimson Desert Developer Deep in Optimization Phase ‘To Make the Game Run as Good as It Possibly Can’ Before Launch

If you’ve seen Crimson Desert’s impressive 15-minute gameplay video, you might be wincing at the thought of it running smoothly on your console or PC. Well, right now, the developers at Pearl Abyss are focusing on optimization to help ensure a “smooth” experience when the game comes out in March.

Crimson Desert is set in a huge and seamless open world packed with enemies, NPCs, and all sorts of things to do. It’s dense with detail, and you can zip around quickly on the back of a dragon. Based on the video, below, Crimson Desert will be a demanding beast — it will be interesting in particular to see how it runs on the Xbox Series S.

According to Will Powers, director of public relations at Pearl Abyss America, the developers are doubling down on the “optimization phase” as we speak, telling former IGN video extraordinaire Destin Legarie in a new interview that this is the focus ahead of Crimson Desert’s March 19 release date.

“We have gone gold. Now comes further, further optimization to make the game run as good as it possibly can,” Powers said. “And that’s as important of a part. So that’s the phase we’re currently in between now and launch to make sure that the experience when players eventually get their hands on the game, is as smooth as possible.”

Powers wouldn’t go into specifics on the graphics settings that will be available on consoles, but did confirm Crimson Desert has PS5 Pro enhancement. You can also turn off the particle effects in settings, although Powers said they do convey important information during fights.

Pearl Abyss built a new engine for Crimson Desert, and Powers explained that it’s capable of providing a 4K60 native presentation, complete with ray tracing, without the aid of graphics technology such as DLSS or FSR. But of course you’ll need powerful hardware to enable it.

“Yeah, we’ll show 4K 60 native, sure, with ray tracing on, that’s not done through DLSS or FSR, that’s done natively in-engine,” Powers said. “And then if you want to further optimize then you can tweak all the settings and do all the things, but we want to show that you don’t have to… like the game itself should be able to stand on its own.”

And on that decision to go with a proprietary engine:

“I’m not going to say that the game is absolutely perfectly optimized, but within the engine it’s using every single thing. So it’s as optimized as it can be within that space. That’s not possible otherwise. And so rendering thousands of trees within draw distance, it does those things better than an off-the-shelf engine could because of that.

“Off-the-shelf engines weren’t able to deliver the uncompromised vision that the developers set forth to create with this game. So, they needed to create their own engine in order to deliver on that vision.”

Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around protagonist Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.

Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.

Earlier this month, Powers called Crimson Desert’s open world “absolutely massive,” bigger even than that of Bethesda’s Skyrim and Rockstar’s Red Dead Redemption 2.

Speaking on the Gaming Interviews YouTube channel, Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open-world games around.

“I don’t think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world’s at least twice as big as the open world, the playable area, of Skyrim. It’s larger than the map of Red Dead Redemption 2.”

Powers went on to insist that the size of Crimson Desert’s open world wouldn’t determine its quality. Rather, what you actually do in it is the key factor.

“The continent of Pywel is absolutely massive, but size doesn’t really matter if there’s nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that’s not only massive, but is also incredibly interactive.”

Image credit: Pearl Abyss.

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.

Yes, Paradox are aware that a “barrage of DLCs” can scare away new players, for all their bundles and discounts

If you’ve ever intrepidly looked up a Paradox game, seen a million DLC expansions on the Steam page, and fled screaming into the woods, rest assured that Paradox have you in their eye. It’s doubtful they’re going to change anything about their broad DLC strategy, mind, but they’re aware that some players may feel reluctant to purchase older Paradox games that have dozens of add-ons.

Read more