Capcom Spotlight Taking Place Later This Week, Here’s A Teaser Trailer

Expect Mega Man and multiple other titles.

Nintendo has already got an Indie World showcase taking place this week, and now Capcom has announced it will be holding a special ‘Spotlight’ broadcast later this week on 5th March 2026.

This Spotlight will run for 30 minutes and wills include news Monster Hunter Stories 3: Twisted Reflection, Pragmata, Mega Man Star Force: Legacy Collection and Street Fighter 6. According to Capcom’s website, one of the “featured titles” is Mega Man: Dual Override, due out in 2027.

Read the full article on nintendolife.com

The Shore: Enhanced Edition Celebrates Five Years with a 2026 Xbox Series X|S Launch

The Shore: Enhanced Edition Celebrates Five Years with a 2026 Xbox Series X|S Launch

The Shore key art

Summary

  • Coming to Xbox Series X|S this year,
  • Dragonis Games’fully optimized Enhanced Edition.
  • Five-year milestone since the acclaimed Lovecraftian horror adventure launched 2021.

Five years ago, The Shore introduced PC players to a nightmare realm of cosmic horror and existential dread. Now, as the game celebrates its anniversary, that same haunting experience is coming to Xbox Series X|S in 2026 with The Shore: Enhanced Edition.

I still remember the first time I encountered one of The Shore‘s massive eldritch entities towering over the island’s abandoned ruins. That oppressive atmosphere, those twisted landscapes shaped by ancient gods – now console players will experience that same terror firsthand, reimagined and optimized for modern platforms.

Originally released on PC in February 2021, The Shore quickly gained recognition for its atmospheric Lovecraftian horror and deeply personal narrative. Dragonis Games’ debut title resonated with horror fans worldwide, establishing the studio’s reputation for creating immersive, story-driven experiences rooted in cosmic dread.

Now, through a publishing partnership with Iphigames, The Shore: Enhanced Edition brings this celebrated indie horror experience to a new generation of players on Xbox Series X|S. The Enhanced Edition has been fully adapted for modern console platforms, delivering refined visuals and an immersive experience that takes full advantage of the hardware.

You take on the role of Andrew, a father searching for his missing daughter on a remote island abandoned by humanity. As you explore decaying ruins and twisted landscapes, reality begins to fracture around you. The island hides secrets older than time itself, and every step forward pulls you deeper into a nightmare shaped by fear, loss and obsession.

Ancient gods lie hidden beneath the island, slowly changing the world above. Armed with strange artifacts and fragments of forbidden power, you must survive encounters with eldritch beings while uncovering the truth behind both the island and your daughter’s fate. Knowledge comes at a terrible cost.

The Shore blends exploration and environmental puzzles in a world shaped by forbidden knowledge. Dark visuals, huge creatures, and unsettling locations create a constant feeling of dread as you navigate villages, ruins and strange landscapes inspired by Lovecraftian horror.

You’ll solve environmental puzzles using logic, observation and strange objects found throughout your journey. The game’s immersive sound design uses whispers and silence to build tension and pull you deeper into this nightmarish world.

The five-year journey from PC launch to console debut represents an important milestone for Dragonis Games. Founded by Ares Dragonis, the independent studio has continued to focus on creating atmospheric, story-driven experiences inspired by cosmic and psychological horror, with previous titles including Eresys and Necrophosis.

The console version comes through a publishing partnership with Iphigames, a game development studio based in Athens, Greece, that supports distinctive and ambitious projects and helps developers bring their creative visions to console and global audiences.

The Shore: Enhanced Edition is scheduled to launch on Xbox Series X|S in 2026. As the game enters its sixth year, this console release marks a new chapter for the beloved horror adventure.

The post The Shore: Enhanced Edition Celebrates Five Years with a 2026 Xbox Series X|S Launch appeared first on Xbox Wire.

Save up to 50% on Space Marine 2 in Woot’s Latest Video Game Sale

Woot’s latest video game sale – titled the ‘Video Games For All!’ sale – is stacked with exciting offers at the moment. Warhammer 40,000: Space Marine 2 is one of the many great games on sale there that’s crossed our radar, with big discounts on its standard edition for PS5 and its Ultima Limited Edition for PS5 and Xbox Series X.

Just how big are these discounts at Woot? Well, the standard version of Space Marine 2 for PS5 is 50% off, down to $24.99. If you’re looking to splash out on the Ultima Limited Edition instead, the Xbox Series X version is also 50% off right now, down to $49.99, while the PS5 version is 45% off, down to $54.99. Check out these deals below.

Space Marine 2 Deal at Woot

The Ultima Limited Edition is quite the upgrade for Space Marine 2 fans, if that’s the one you have your eyes on. This version of the game comes in a white and gold steelbook, which you can see below, and includes Season Pass 1 and 2 – which sets you up with decals, colors, armor pieces, and champion skins – alongside the Macragge’s Chosen DLC.

Even if you don’t opt to buy the Ultima Limited Edition, you’re still in for a great time playing the game with the standard PS5 copy. Our review from IGN’s Chris Reed said it, “may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”

The ‘Video Games For All!’ sale only runs for a few more days, until March 5, but there’s plenty more to explore alongside these Space Marine 2 deals. Check out our breakdown of Woot’s latest sale to see some of our favorite picks worth grabbing before it comes to an end.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Pokémon TCG: Perfect Order Elite Trainer Boxes Market Price Crashes After Massive Target Restock

Pokémon TCG’s next Mega Evolution expansion, Perfect Order, is set to release on March 27. It’s been hard to come by at major retailers, at least at MSRP prices.

But a recent preorder surge at Target (which is now out of stock again) has seemingly added to the ongoing price crash for Perfect Order products, such as the Elite Trainer Box, at resale marketplaces at like TCGplayer.

For a limited time, Target had preorders available for the Perfect Order Elite Trainer Box at $59.99, which is the best price we’ve seen on an ETB in a long time. If you missed out, hard luck this time. But, not all hope is lost, as long as you’re okay with paying just a bit more.

Over the past month, the Perfect Order Elite Trainer Boxes have dropped from a high of $145.92 resale at trusted marketplace TCGplayer, to an all-time low of $94.48. Market price is currently sitting at $95.88, and has been on a steady decline, dropping -26.76% in just the past 30 days.

Target’s latest restock could potentially even sink the ETB market price further, and we’ll have to keep an eye on it over the next couple of weeks to see how things stablize.

By comparison, other Mega Evolution expansions like Ascended Heroes (which launched just a few weeks back), is sitting at around $110 market price. That’s a -32.11% drop in just the past month, falling from its all time high of $179.99. Still, it’s not just hit the resale lows of Perfect Order, a set that’s not even out yet.

To paint a clearer picture, we can even look at Phantasmal Flames ETBs, which currently sit a lot closer to Perfect Order with a market price of $93.63. However, interestingly, Phantasmal Flames is actually on the rise in popularity after hitting lows of $75 just a few weeks back at TCGplayer and Amazon.

That’s a +20.70% spike in just 30 days, and signals how Phantasmal Flames ETBs could even be in for something of a renaissance in price if it continues this trend. It’s still far from its $175 highs, but definitely still worth keeping an eye on.

Third party sellers have also recently started to sell Perfect Order at Amazon, with prices still above market price for the time being (at least for the most part). Note that Amazon is yet to officially list its own stock (i.e. sold and shipped by Amazon).

ETBs are listed for $115 via ‘Kings Games’ – which in all fairness has a very positive 5-star Amazon rating. Still, at that price, you’re currently better off ordering from TCGplayer.

The better deals can be found on 3 Pack Blisters (Chikorita), which are around $46.88 at TCGplayer, but $44.95 via Kings Games at Amazon with free delivery. The retailer has also got the Build & Battle Box for $59.99 with free delivery, also cheaper than TCGplayer right now at around $69.11 market price.

Robert Anderson is IGN’s Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Poll: 20 Years On, Does Your DS Lite Still Have Charge?

Green light.

After last week’s 3DS 15th anniversary, we knew it was only a matter of time before another big hardware birthday sent us spiralling; we just didn’t expect it to come this quickly.

Today marks 20 years since the launch of the DS Lite in Japan — a fact that we are totally comfortable and okay with. Yes, on 2nd March 2006, Nintendo launched the slimmer, glossier, more colourful counterpart to the OG phat DS, and it was a beauty.

Read the full article on nintendolife.com

Coming Home – World of Warcraft: Midnight’s New Housing Feature Adds a Cozy Paradise Within Azeroth

Coming Home – World of Warcraft: Midnight’s New Housing Feature Adds a Cozy Paradise Within Azeroth

Summary

  • Housing allows you to take a break from your many adventures in Azeroth and decorate a place you can call home, be it in Razorwind Shores or Founder’s Point.
  • Tokens from your many adventures can be put on display in your home, giving your House a very distinct and unique experience for all.
  • World of Warcraft: Midnight, the newest expansion for World of Warcraft, is now available for PC on Battle.net.

Over the years, World of Warcraft has started to feel like a big plate of comfort food to me, with big servings of quests piled up high, a generous scoop of lore on the side, with a nice, refreshing new expansion every so often to wash it down. It’s familiar. It’s cozy. It’s home.

Having been a casual WoW player for about 20 years now, which is a bonkers thing to type out, I’ve always enjoyed going at my own pace while exploring Azeroth. That’s to say I still don’t consider myself good at the game — sometimes all I want to do is collect a couple of boar pelts and call it a night, y’know? Now with the release of World of Warcraft: Midnight, the stakes continue to mount for the future of our heroes, and Azeroth itself, as we’re all being asked to take up arms… to move furniture.

Housing is one of the biggest features included in the newest expansion — maybe even one of the biggest new features in years — making World of Warcraft truly feel like a home. After a hard day of adventure, what’s better than taking a nice stroll through the neighborhood, hitting up a fishing spot, repairing a neighbor’s fence, and becoming envious of some of those larger houses down the street, to help round out your day in Azeroth?

For the last few weeks, I’ve been dabbling with the new Housing feature as part of the early access period of Midnight. While I may not be the most creative designer, I’ve found that the more time I’ve spent with the tools, the more adventurous I’ve felt in coming up with new layout ideas to stake my little corner of this fantastical world that I can call my own.

Selecting My Plot

Things started off briskly when I first arrived in Razorwind Shores, the Housing island zone for Horde players (my main is a forsaken warrior) – Alliance players have Founder’s Point. The initial tutorial of finding a spot to live was a lot of fun, as Toncho Cloudhide — think of him as a Tauren realter — guided me through the various biomes that I could choose to live in.

From the lush forests of the Cragthorn Highlands, the impressive rocks along The Bluffs, and the seaside retreat along Saltfang Shoals, there’s sure to be a spot for anyone to call home. Selecting an available plot is as easy as clicking on the signpost and paying a small fee. But if there’s a particular patch you really have your heart set on, you can cycle through various servers to see if that spot has been claimed.

I didn’t have trouble finding an area that suited what I was looking for. In fact, I’ve already moved my house once! I initially set up shop in the more densely wooded area near the Highlands (one of the more popular biomes based on availability). Now I’m more central in Runetotem’s Bounty, which is a tropical mix of elegant flora and palm trees, complimented by fishing streams, beautiful waterfalls, and friendly creatures. It’s also a much closer walk to The Common, which works as a central hub full of vendors and neighborhood quest givers.

Going Shopping

Having amassed quite a treasury over the years during my adventures, my gold stockpile is pretty healthy. As such, buying up a variety of furnishings in town from Decor Vendors isn’t hurting my bank account at all – and I don’t imagine it will hurt yours either. Most items like frames, chairs, desks, and light fixtures are priced at just a few gold coins, with the larger structures like tents and water fountains costing a bit more.

You can find most of the vendors located in The Common, with some others hiding just outside of town, down by the shore. What I would suggest, however, is finding a particular style that suits you before you start buying up everything on offer from these vendors. It is all about finding one who appeals to your design sense, like the wooden Bel’ameth style or the lavish Silvermoon interior to name a couple sold by Jehzar Stafall. For me, my go-to vendors are Shon’ja and Gronthul – I love that rugged Orgrimmar style for my home.

The large number of customizable home goods is another area I am incredibly impressed by – the sheer number of unique items you can purchase is a little mind-boggling. It’s clearly understood by the crafters of this world that not all sizes fit all, especially in a massive game like World of Warcraft, as these designs are intended to serve every type of player in Azeroth.

A Token of Adventure

As I’ve mentioned, I’ve never considered myself a very creative person when it comes to designing a virtual living space in video games. Even in time with life sims like The Sims and Animal Crossing, I’ve usually erred on the basic placements of living room furniture: a bed, a table, a desk, and some chairs. Maybe a fun wallpaper. But something about the Housing feature for World of Warcraft has hit different.

I think a big part of it is that it finally feels like I can give my hero, whom I’ve spent years with, a place to live. I’ve gone on hundreds of quests over the years but, really, all I’ve been able to show for it has been a nice set of armor, a fancy mount, and a cool-looking sword. Which are all great — who doesn’t love a new piece of loot? But now these contributions in the world can be more noticeable and memorable. Housing gives me something more tangible to connect to within this world I’ve enjoyed participating in. There’s now a mark on the ground that I was here. And that really resonates with me.

Another nice feature is how my legacy has found a way to be included amongst the variety of decor I can add to my home. Alongside the variety of chairs and rugs, my collection includes mementos from adventures long ago (and some pre-order tie-in bonuses). It’s modest, but it’s my collection.

As such, I have the Head of the Broodmother sitting above my fireplace, the Nesingwary Elk Head adorned on a wall in my living room, and the Prime Evil chest from Diablo sitting in the corner. I also found a great place to put a miniature replica of The Dark Portal that I’ll share in a minute, which is a limited-time log-in bonus that players can grab right now.

Making a Home

When I started out, placement of my furniture was basic. A chair by the fireplace. A writing desk in the corner. A rug in the middle of the room. Then I started to play with the scaling and height of these objects. I put a few pictures up, windows, and then some candle lighting. Soon I found myself becoming more critical of where I’m positioning tables and bookshelves, leaning coffin lids up against walls, and creating a staircase to the second floor. Where a few weeks ago I wasn’t sure how to properly place a chair, now I’m meticulously placing cobwebs in my hallways… and building secret bookcases that lead to Dark Portals…

That’s to say the more time I’ve put into the creative tools, the more ideas have started to flow on how else to decorate my home. It’s a very cool and different approach to playing within World of Warcraft – I’m not trying to min/max anything. Instead, I’m fretting over what to do about that dark corner underneath my staircase. I’m no longer worried that I’m not carrying weight during a raid; now I need to find things to put on my bookshelf. I like it. It gives Azeroth a more “lived in” feel than anything that has been here before.

The Next Adventure

Over the years, the grand adventure of World of Warcraft has felt centered around fighting alongside iconic heroes, saving the world from numerous cataclysmic events, and charging into battle alongside names like Sylvannas and Thrall. But that was always in knowing that everyone gets to experience these same adventures too. Sometimes together, other times alone. Warcraft has always wanted you to feel like you’re contributing to this massive world. Now with the addition of Housing, that feeling is coming through stronger than anything Blizzard has done before.

A lot of care and attention has been spent to make sure every player has what they need to make their own home within Azeroth, be it in Razorwind Shores or Founder’s Point. It has really started to feel like I am here in Azeroth. This is my little slice of comfort. Now as I continue the next grand adventure with the launch of World of Warcraft: Midnight, I can’t wait to bring home some new tokens of adventure to adorn my little corner of this magnificent world.

The post Coming Home – World of Warcraft: Midnight’s New Housing Feature Adds a Cozy Paradise Within Azeroth appeared first on Xbox Wire.

Bringing ILL to life: How the dev translates horror filmmaking chops into the game

ILL is a first-person action-horror game coming to PS5 that aims to deliver relentless terror, both when the player is in full control and during the game’s motion-captured cutscenes. I’m Max Verehin, Co-founder of Team Clout, and I’m honored to give the PlayStation community a behind-the-scenes look at the work that goes into creating the cutscenes that complement the game’s immersive, horrific gameplay.

Bringing ILL to life: How the dev translates horror filmmaking chops into the game

This challenging new phase of development has been intense and unpredictable, but not entirely a leap into the unknown. Our background is deeply embedded in the language of cinema, with team members bringing extensive industry experience from working on major horror projects like the Until Dawn film and It: Welcome to Derry television series. We’ve spent years learning how a monster should move, how shadows should fall, and how a creature needs to command a frame to evoke true fear. Join us to catch a glimpse into our wonderfully engaging and deeply collaborative process.

The kind of horror we want to create

At its core, ILL is grounded, emotionally honest horror. The story unfolds inside a massive research fort overrun by a mysterious force and the Aberrations it creates. The game leans into grotesque realism and intense binaural audio designed to keep players constantly on edge.

But beyond the brutality, our focus is immersion. We want moments to feel frightening, but also human. Characters aren’t just obstacles, they are three-dimensional people with motivations and personal stories that deepen the experience. Similarly, the locations in ILL are spaces designed to feel real, like you’re actually navigating them in person. We’re creating an environment that makes the player’s imagination work against them.

Where gameplay changes everything

Our cinematic experience influences how we approach tension, pacing, and character presence. But the interactivity of video games as a medium changes that process. On set, every filming decision came back to one question: how will this feel once the player is in control?

Unlike traditional filmmaking, every scene in ILL connects directly to gameplay. The game stays in first-person, and most performance moments begin and end inside active play without cuts. We can’t rely on cinematic tricks—transitions have to return control naturally to the player, guiding what they do next and how the moment feels from their exact viewpoint.

Some cinematic ideas didn’t survive that test. If a scene disrupted the gameplay flow, we reworked it. It wasn’t an easy process, but one that ultimately made the overall play experience stronger.

Expect the unexpected

Even though we’re making a game about monsters, the performances came from real people, and that changed our expectations fast. Dramatic scenes—those including expressions of fear like screaming, and crying—are physically and emotionally demanding. They drain real energy and real emotion. We quickly adjusted our schedule to match that reality, giving actors more creative breathing room to tackle the heaviest moments earlier in the day.

Some sequences we thought would be simple turned into hours of work, requiring precise choreography and tight synchronization between performers. Capturing believable horror isn’t just about acting: it requires timing, movement, and constant iteration.

Another surprise we encountered: not every scene can be played “into the void,” or without an audience. Sometimes actors need something tangible to react to. At different points, our own producer and supervisor stepped in as stand-ins for enemy creatures so our performers had a real presence in front of them.

And despite the grim material, the set itself wasn’t always heavy. After long days, the exhausted cast would suddenly crack jokes or start singing—small human moments that made the contrast with the final in-game atmosphere even sharper.

Creative collaboration

Working closely with actors became one of the most rewarding parts of the process. Watching performers grow into roles, get more comfortable with their characters—from rehearsals to final takes—changed how we saw certain scenes.

We came in with a clear script, but actors often suggested different deliveries or interpretations. Many came from dramatic or cinematic backgrounds, and their perspective helped shape the emotional tone. Instead of feeling rigid, filming became a genuinely collaborative space where ideas evolved in real time, with contributions from differing points of view.

Acting in an almost empty space

In addition to the challenge of not having real monsters to react to, one of the other hurdles for our performers was to imagine a fully realized environment while standing in a nearly empty space. On set, props are minimal—sometimes nothing more than a stick representing a creature—while actors have to visualize the entire world around them.

To help, we used monitors showing a rough in-engine perspective from the protagonist’s POV, so performers could see their digital models moving in real time. It helped, but it also demanded focus: some actors instinctively glanced at the screens instead of staying fully in character. Directors and staging leads constantly guided performances by describing invisible walls, obstacles, and even threats. One of the game’s monster types, visible below, is just one of many that we need actors to clearly imagine in front of them.

In the end, a lot of solutions were invented on the fly: where to stand, how far to turn, how to capture emotion without breaking the technical side of the process. It’s a constant balance between creative intent and practical limits—and that’s where the “magic” happens.

ILL is in development for PlayStation 5, with release information to follow.

Resident Evil Requiem Final Puzzle Solution Finally Laid Bare, Hours After Pokémon YouTuber Completed It by Accident

The cryptic Final Puzzle challenge in Resident Evil Requiem seems to have been fully solved, with video evidence of the method now circulating online.

Earlier today, Pokémon YouTuber Gengar Collects provided proof they were the first in the world to complete the Final Puzzle — but there was still confusion over how he’d done it, despite his attempts to try and help other fans.

Now, a repeatable method for finishing the puzzle has been published online — albeit only after datamining work was carried out to reveal the necessary requirements. The solution is bizarre, and there’s still discussion among fans now over why exactly it works this way. But first… here’s what you have to do.

Warning! Spoilers for Resident Evil Requiem follow:

In a video published to YouTube, Resident Evil fan Kyro says they and fellow player Rantsycancy “spent two days tirelessly working through” Requiem’s Final Puzzle challenge based on a “datamining background.”

Step one requires you to wait 15 minutes at the game’s meat processing plant, where a conveyor belt of bodies are dumped into… well, a meat processor. In the following meat grinder sequence, you then must ensure all zombies die to the grinder, rather than shooting them yourself. All of this is to ensure that enough zombies have been harvested here, something the game quietly counts in the background.

Next, head to the toilets in the restroom area and flush one eight times. This is all you reportedly need to do to spawn Marie’s Doll during the facility escape sequence — the same doll that Gengar Collects accurately reported finding and using to complete the puzzle himself (though he wasn’t sure what he’d done to make it spawn).

From here, the solution resolves as Gengar Collects previously stated. You’ll need to complete the game, start a new save, then have Marie’s Doll in your inventory when inputting the now infamous code sequence into the DNA sequencer machine that players previously worked out last week. And with all of that done, The Final Puzzle is finally complete.

Fans are still working to deduce why this process is the solution to the puzzle. There’s speculation about a note referencing Marie that mentions extracting “a 2.3 millilitre sample from the 524.3 litres of blood collected from 115 infected,” which may be the count of bodies (or bodies not wrapped up) on the conveyor belt. Why you then need to flush a toilet eight times, though, remains to be seen.

For now, however, Resident Evil Requiem’s biggest mystery does at least have a full working solution. Are you planning to give it a go yourself?

IGN’s Resident Evil: Requiem guide will help you every step of the way through RE9. Take note of these key tips and tricks before you get started, and focus on finding these important items early. Plus, our comprehensive walkthrough will make sure you don’t miss a single Bobblehead or file as you try to survive from the Rhodes Hill Chronic Care Center all the way to Raccoon City.

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