Deals for Today: Free Amazon Prime, Pokémon TCG Discounts, and MTG Preorders

If you’re shopping for Pokémon or Magic: The Gathering cards, tech, and books this week, there’s plenty worth checking out. Prime members aged 18 to 24 can claim six months of Amazon Prime for free, which includes fast shipping, streaming, and monthly gaming perks. Pokémon collectors can find better prices on sealed products at TCG Player, including blisters and premium collections that beat Amazon by a few dollars. Japanese booster boxes are also a smart buy if you’re after clean pulls, less bulk, and more Pokécoins in your pocket.

TL;DR: Deals For Today

Magic: The Gathering fans should look to TCG Player for most sealed product deals, especially with Amazon pricing above MSRP in several cases. Preorders for MTG’s Marvel Spider-Man and Edge of Eternities sets are live, with TCG Player often offering the lowest prices. There are also solid deals on essentials like a 10ft power strip and a retractable 67W USB-C charger from Baseus. If you’re catching up on The Silo Saga or The Witcher series, boxed sets are discounted and worth adding to your shelf.

Nintendo Switch 2 Mario Kart World Tour Bundle for $498.95

If you’re still on the hunt for a Switch 2 console, here’s an opportunity you might want to consider. AliExpress has the Nintendo Switch 2 Mario Kart World Tour Console Bundle available for $498.95 after you apply a $100 off coupon code “AEUS100” in your shopping cart. This console ships free from a local US warehouse.

This is a genuine gaming console that has been imported from another country (usually Japan, Hong Kong, Canada, or Mexico). Region locking is determined by your account, not by console, so all of these systems will play in the US without any problems. You’ll also be able to select English as your default language just like any console you buy here. Although the console itself is region unlocked, the Mario Kart World Tour game voucher is region locked. In order to redeem the download voucher on a US-based Nintendo account, one of the reviews mentions a workaround:

6 Months Free Amazon Prime For Young Adults

This one is a no-brainer. If your 18-24, snap up this 6-months free deal for Amazon Prime. It includes the free and fast delivery Amazon is known for alongside unlimited streaming, free delivery on GrubHub+, free Prime games every month and loads more.

Pokémon TCG Sealed Products

TCG Player is showing Amazon up this week with cheaper deals on the Prismatic Evolutions Super Premium Collection undercutting the big box retailer by a few dollars. It’s also the cheapest place to grab 3-pack blisters for Destined Rivals too. I’ve also included eBay links with the products, as it’s always worth seeing if one can pick up a cheeky bargain before going all in.

Pokémon TCG Japan Sealed Products

Japanese Pokémon TCG booster boxes have far better odds at pulling chase cards, have far less bulk and are often half the price of English booster boxes. This also mean said chase cards are worth significantly less, but Japanese cards are far easier to get perfect grades in given they’re always busting out of booster packs in perfect condition. Want a Pokémon card collection on a budget? Go for Japanese cards.

This Weeks Crashers and Climbers

The Pokémon TCG market is currently experiencing a split trend: Surging Sparks cards are undergoing a steep price correction due to increased supply, with notable drops such as Pikachu ex (247/191) falling 51% to $56, and Hydreigon ex dropping 34% to $49.60—creating a buying opportunity for collectors. Meanwhile, Crown Zenith cards are rising in value, with key VSTAR Secret Rares like Giratina and Dialga seeing double-digit gains, driven by strong demand and the set’s transition into “legacy” status as the Sword and Shield era ends.

Magic: The Gathering Sealed Products

We’re seeing TCG Player destory Amazon pricing on sealed Magic: The Gathering product at the moment too. This is great for us, but perhaps Amazon should use their weight to look after their customers with predatory over MRSP pricing? Atleast with TCG Player you’re getting market value, with some product scating very close to the recommended retail price.

Where To Preorder MTG: Marvel’s Spider-Man

It’s hard work trying to get a preorder in for anything MTG Spider-Man related at big box stores outside of a Play Booster Box, but TCG Player have the stock, and in most cases, the cheapest pricing for preorders. There’s every chance Amazon will get more stock allocation before release, but if you don’t want to miss out on launch, I’d highly reccomend securing preorders with a reputable seller on TCG Player. If this set is anything like MTG: Final Fantasy, launch day stock is going to be none existent.

Where To Preorder MTG: Edge Of Eternities

MTG: Edge of Eternities preorders are the exception to the rule in this weeks MTG deals round-up. Amazon comes in cheaper on most preorders, with TCG Player taking the cheapest spot on the Play Booster Box and Commander Deck bundles. I’ve included eBay links too, which is always a wise choice to check for cheap preorders before putting your money on the table.

The Witcher Boxed Set

This is the core of Sapkowski’s epic—Blood of Elves, The Time of Contempt, Baptism of Fire, The Tower of Swallows, and Lady of the Lake—finally bundled in one set. If you’ve only seen the show or played the games, this is where the real magic lives. The writing is sharp, the world-building deep, and Geralt’s story hits harder on-page.

28 Years Later 4K Steelbook

If you’re into post-apocalyptic chaos with a side of smart storytelling, 28 Years Later delivers. Danny Boyle is back behind the camera, teaming up again with Alex Garland, and it shows. This isn’t just another zombie flick, it’s a brutal, atmospheric return to the world of 28 Days Later, packed with tension, grim visuals, and a few twists that hit harder than a crowbar to the face. The 4K UHD Steelbook looks sharp on the shelf, and the digital copy is a nice bonus for rewatching during late-night doomscroll breaks. Horror fans, this one earns a spot in your collection.

Baseus Enercore CJ11 Retractable USB C Charger

Baseus has launched a new line of Enercore wall chargers aimed at travelers, with the standout 67W model now available for $36.99 on Amazon for Prime members using the code “GOHTHZJQ.” This charger features a unique built-in 32-inch retractable USB-C cable, foldable prongs, and two extra USB-C ports, making it compact and versatile. Despite being capped at 67W, it can fast charge devices like the Nintendo Switch, Steam Deck, Asus ROG Ally, and iPhone 16 at full speed

The Silo Series Boxed Set

Season 2 of Silo, the hit Apple TV+ series based on Hugh Howey’s Wool, continues the gripping story of a dystopian world where humanity survives in a giant underground silo governed by strict rules—chief among them: never talk about the outside. As the original sheriff breaks this cardinal law, Juliette, a fearless mechanic from the silo’s depths, steps into a role that challenges the system at its core. Fans can now dive deeper with The Silo Saga Omnibus, which collects Wool, Shift, Dust, author essays, and new short fiction, offering a definitive look into Howey’s acclaimed sci-fi universe.

Power Strip Surge Protector, 10FT

This surge protector is the kind of gear you don’t think about until you need it, and then you’re glad you grabbed it. With 8 AC outlets and 4 USB ports (including 2 USB-C), it’s built to handle your whole gaming setup, plus a few extra devices. The flat plug fits neatly behind desks, and the 5-foot braided cord is sturdy enough to take a beating.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.

Tony Hawk’s Pro Skater 3 + 4 Review

The Birdman is back, and he’s once again 540° Christ Airing his way into my house and into my heart, like some kind of majestic, Motörhead-fueled, messiah of manuals, methods, and madonnas. As the follow-up 2020’s absolutely delightful remake of the first two Pro Skater games, Tony Hawk’s Pro Skater 3 + 4 may lack the outright initial novelty of Tony Hawk’s Pro Skater 1 + 2 – and it definitely colours outside the lines a bit more while bringing these classics back to life – but it’s also impossible for me to deny how infectiously fun it is being transported back to 2001 for some authentically old school, arcade skating action. “The pleasure is to play,” barks Lemmy Kilmister in the iconic speed metal masterpiece Ace of Spades, which was the high-energy opener for the original THPS3 more than two decades ago and returns to do the same job in THPS3+4.

You’re damn right it is, Lemmy.

Five years ago developer Vicarious Visions achieved the improbable with Tony Hawk’s Pro Skater 1 + 2. Despite the stench of Robomodo’s disastrous Tony Hawk’s Pro Skater 5 still lingering in the air like a swampy pair of SB Dunks, Vicarious Visions produced one of the most pitch-perfect and essential remakes of the modern era – one that would go on to record the highest first month of sales for any game in the long-running Tony Hawk’s series. For its valiant efforts, Vicarious Visions was promptly… shut down, and Hawk himself confirmed plans to produce Tony Hawk’s Pro Skater 3 + 4 were subsequently kickflipped to the kerb. Fortunately, this decision was reversed and the project landed at Iron Galaxy.

Despite having a different developer at the helm, THPS3+4 remains mostly in sync with the look and structure of THPS 1+2. That is, the graphics are similarly crisp and colourful, and the performance is robust and reliable. The skate roster is a mix of returning pros from the original games, the new additions from THPS1+2, and some fresh faces debuting in the series (including Chloe Covell, Yuto Horigome, Rayssa Leal, and Zion Wright amongst others). Yes, Bam Margera is here, too. He may be absent from the intro sizzle but you’ll be able to find him in the unlockable secrets.

Despite having a different developer at the helm, THPS3+4 remains mostly in sync with the look and structure of THPS 1+2.

Both games in the package are again represented as two separate strings of levels but, beyond that, everything is unified. Moves and tricks are common across both games (including things like, say, spine transfers – which were only originally introduced in THPS4.) On top of that, the stat points you collect playing one game will improve your skater in the other, and any currency you gather goes to one central kitty to spend on kit for your custom skater (or secret skaters, fancy effects, or special visual filters). Basically, if you’ve played THPS 1+2 you’ll know what to expect. But even if you haven’t, I anticipate you’ll catch on quickly to the neat and tidy, two-for-one philosophy at work.

Kick, Push, Kick, Push, Coast

The magic of THPS3+4 lives in its levels and, despite a couple of apparent absences, the marvelously remade maps are the stars of the show. As was the case with THPS1+2, it’s just so charming to be carving and combo-ing my way through such familiar geometry, only with a slick and modern overhaul. From feeling the heat of the molten metal in Foundry to ascending the levels of Alcatraz, unlocking and arriving in each returning map has been a huge highlight. Airport is still an impeccable string of skate lines. Cruise Ship is still a wonderfully moreish challenge to score crazy combos without cannonballing into the Caribbean. It’s great stuff.

As was the case with THPS1+2, it’s just so charming to be carving and combo-ing my way through such familiar geometry, only with a slick and modern overhaul.

Kona still suffers from parts of its real world-inspired layout being a bit of a plain space for the zany, arcade skating of a Tony Hawk’s game – and London’s shift to night seems to make it a little more boring to look at – but there aren’t really any complete duds here aside from THPS4’s Zoo, which has been turned into a tournament level. The Zoo is now abandoned, so it’s now lifeless and lonely (and the night setting is once again dull on the eyes).

While there’s no sign of THPS4’s Chicago or Carnival maps, there are three brand-new ones Iron Galaxy has added to the THPS4 campaign. I’m not sure how I feel about it in purist terms, although Waterpark and Pinball are both seriously excellent levels. An abandoned waterpark full of empty pools and crusty old waterslides is such a perfect environment for a Pro Skater game it’s almost hard to believe it didn’t already exist, and Pinball is seriously eye-catching – from the chrome sheen of the shiny metal ball to the gigantic Tony Hawk looming over the machine itself.

Level goals are mostly drawn from the original games – Iron Galaxy hasn’t arbitrarily moved the hidden tapes somewhere else – but there are a few new or amended ones throughout. These generally work (for instance, the incredibly easy ‘Trash the Museum’ on Cruise Ship has been replaced with a far more satisfyingly complex trick gauntlet you need to complete in order to produce the same slapstick result) but there are a couple of misses (switching out London’s Stompy the Elephant for a weird bloke in his undies is an odd pivot).

Most of the liberties have been taken in THPS4’s levels, where there’s been some significant pruning. Essentially, THPS4’s levels have all been streamlined to function under the classic two-minute timer, so this means you won’t be freely skating around speaking with fellow pro skaters and receiving verbal goals from them as you encounter each one. Those conversations are gone, and so too are a bunch of goals. I will note that some that I thought were missing appeared as one of the five extra ‘Pro Goals’ that become available after getting every initial goal in all parks. For instance, the parade floats that are parked teasingly out of reach in College do start moving down the street once Pro Goals are unlocked, but you won’t be, say, startling an elephant or hardflipping over Kenny the Koala at Zoo this time around. It’s neat that we eventually get C-O-M-B-O goals for THPS3 levels that never previously had them, but there’s give and take. Either way, the THPS4 campaign generally only feels like a remake in brief bursts; most of the time it’s really a reimagining. You can change the timer to be up to 60 minutes as a new gameplay mod (joining the list of cheats returning from THPS 1 + 2) but, while it reduces friction, it doesn’t really make it any more like classic THPS4.

On the topic of goals, however, elsewhere there’s been some well-considered evolution to the park editor, which now features a ‘create-a-goal’ function. This is a huge plus. Now user levels don’t have to exclusively be places for you to cruise around until you get bored and decide to move on; they can be a whole new pillar of your THPS 3 + 4 playtime, tackling new challenges and collecting S-K-A-T-E letters, C-O-M-B-O lines, and hitting smashables in fresh maps every time you boot up. I think this has massive promise. You can also add turbo boost pads, friendly and aggressive NPCs, and death pits (that will kick skaters back to a spawn point), so it’s a great evolution of the park creator tools in THPS 1 + 2.

Not the Same

While I’m certain the reimagining of THPS4’s campaign mode will be a bona fide bugbear for some purists, personally I’m far more disappointed in the total about-face on display when it comes to THPS 3 + 4’s soundtrack. It’s actually a genuinely baffling situation.

The importance of soundtracks to the Tony Hawk’s Pro Skater series is a well-established fact. They’ve achieved legendary status in the business, and multiple oral histories have charted the stories behind their creation over the years. In 2020, the philosophy was abundantly clear when it came to THPS 1 + 2: the soundtracks were a critical part of the equation, and it was a central priority. 22 out of the 25 songs that made up the original soundtracks to the first two games were re-secured for the remake, and only three could not be licensed again at that time. With 22 returning songs and 37 fresh ones (59 songs in total), the soundtrack to THPS 1 + 2 is more or less spot-on.

Unfortunately, THPS 3 + 4 is a different story altogether.

Whether it’s a coincidence or otherwise, THPS 3 + 4 has also arrived with 59 songs in total – but the balance is all wrong. Yes, it’s certainly true that both THPS3 and THPS4 had significantly larger soundtracks than the original pair of games (20 for THPS3, and 35 for THPS4). And yes, hypothetically re-securing every single song probably wouldn’t have left much scope to augment the soundtrack with new music released since the heyday of the original Pro Skater games. Therefore, I would’ve been content to concede that a fair compromise would have been half-and-half – or at least a similar mix to THPS 1 + 2. Say, 20-or-so classic songs, and the remainder new.

We didn’t get close to that. Bafflingly, we got just six out of 20 from THPS3, and a mere four out of 35 from THPS4. That’s 10 total; less than 20% of the originals’ songs, and less than half the number of returning songs THPS 1 + 2 has. In actual fact, there are bands that weren’t even asked, and are as surprised as their fans to be absent from the THPS 3 + 4 soundtrack.

Apologists may badger me about using Spotify instead but, despite the presence of Bodyjar, it’s simply not the same as having the music baked into the game where it belongs. That is, I count myself lucky that Bodyjar’s Not the Same made the cut; depending on the day of the week you ask me it’s near enough my favourite song of all time. But my fellow old fans may not be as fortunate. After all, even the title track for THPS4 was brushed aside.

Simply put, this is a fumble for any remake, but it’s a particularly disappointing one for a pair of games in which the music is a key pillar of what makes them special and memorable. Don’t get me wrong, there are some genuinely great new tracks on THPS 3 + 4 that have instantly worked their way from the game to my daily playlists. Dog Years by Urethane, hollywood sucks// by KennyHoopla, Boys in the Better Land by Fontaines D.C., Roller by The Saint Cecilia, and Better Off by Common Perry are all total bangers and I wasn’t previously familiar with a single one of them. Rescuing Lupe Fiasco’s skateboarding anthem Kick, Push from being forever marooned in 2006’s Tony Hawk’s Downhill Jam was also a commendable decision. However, I just cannot ignore the casual indifference shown to the original soundtracks.

Call Of Duty: WW2 pulled offline amid hacking claims after it starts messing with PCs and citing random lawyers

If you had been planning to play Call Of Duty: WW2 – an FPS widely agreed by critics to be among the games released in 2017 – maybe do not do that, for the moment, because certain versions of Call Of Duty: WW2 may randomly show you pornography, send you insulting notepad messages and, at worst, fill your computer with ransomware.

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Looks Like Paradox Pokémon Are Coming To Pokémon GO

Not a paradox here.

Can you believe that the mobile AR game Pokémon GO is nine years old? We can’t; it only feels like yesterday we started taking our phones with us for ‘mon-catching trips.

The official GO X account shared some brand new artwork to celebrate the 9th anniversary, and it seems to include a couple of hints on what we can expect to see in the coming months.

Read the full article on nintendolife.com

Charge into EA Sports College Football 26 with EA Play Now

Charge into EA Sports College Football 26 with EA Play Now

EA Play Rewards July Hero Image

Summary

  • EA Sports College Football 26 is available to try for 10 hours with the EA Play trial.
  • Members can save 10% off EA digital purchases including the full version of the game and College Football Points.
  • Score recurring rewards like monthly College Football Loyalist Ultimate Team Packs.

From July 7, Game Pass Ultimate members have the playbook in their hands with EA Play. EA Sports College Football 26 is hitting the field, letting them step into the game early for up to 10 hours and build your legacy.

As a member, you can also save 10% off EA digital purchases including the full version of the game and College Football Points. Plus, envision your lineup your way with a monthly College Football Loyalist Ultimate Team Pack. If you decide to buy, your progress carries over to the full game and you can get back to leading your program to glory.

Whether you’re building a powerhouse in Dynasty, carving your path from high school recruit to the Heisman, or assembling your dream team in College Football Ultimate Team, this is your moment to define college football history.

What’s New in College Football 26?

The Playbook Is In Your Hands

Take command of 136 FBS schools with 300+ authentic coaches and 2,700 new plays at your disposal. Experience true college football strategy with enhanced mechanics and dynamic substitutions. This is the most authentic and tactical college football experience yet.

Game Day, Every Day

Feel the roar of 100,000 fans during Penn State’s White Out or the pulse of crimson lights in Tuscaloosa. With stadium-specific traditions, fight songs that shake the screen, and dynamic commentary that reacts to your season, every game delivers authentic Saturday energy.

Live the life of a student-athlete from high school recruit to Heisman legend in Road to Glory. Build your highlight tape to earn an offer from your dream school. Rise in class rankings and secure scholarships before other recruits. Every decision counts, on and off the field, as you earn Coach Trust and carve your path to the NFL Draft.

Forge Your Legacy

Live your legacy through two dynamic paths to greatness. Build an unstoppable squad through deep recruiting and coaching in Dynasty, or rise from recruit to Heisman legend in Road to Glory. Every decision etches your legacy into the sport.

Membership for EA Play is included with Game Pass Ultimate and PC Game Pass subscriptions at no extra cost.

Whether you’re scoring an unbelievable hat-trick in the EA Sports FC franchise, showing no mercy on suburban battlegrounds in theBattlefield series or timing a perfect hit to dominate the gridiron in the Madden NFL franchise, you can feel the thrill with EA for just $5.99 a month. Membership unlocks unlimited access to a collection of top titles, trials of select new games, in-game member rewards and more. Members also save 10% off EA digital purchases—including game downloads, points packs, and DLC.

For more details on all the EA Play member benefits this month, visit: EA Play Member Benefits. Conditions, limitations and exclusions apply. See EA Play Terms for details.

The post Charge into EA Sports College Football 26 with EA Play Now appeared first on Xbox Wire.

ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

ILL made quite the splash — or rather, splatter — when the trailer dropped at Summer Game Fest 2025. We saw a first-person horror game packed with guts, frenetic combat, and some heinously grotesque creatures — and we loved every disturbing little detail.

So what kind of twisted minds can make a game like ILL? Ones well-versed in the horror genre. The developers at Team Clout have plenty of experience with horror, including working on several well-known TV and film projects (e.g. Longlegs, V/H/S/Beyond, It: Welcome to Derry), and they’re eager to bring their brand of terror to a new medium. We asked Team Clout founders and incredible artists Maxim Verehin and Oleg Vdovenko to let us pick their brains about ILL.

The unique horror of ILL

As Verehin tells us, ILL is “A story-driven action-horror game with visceral visuals, gruesome moments, interesting inspiration, exploration, and wild ideas — a good mix of survival horror elements and first-person 3D action. We’re working to balance the parts where players are s***ting their pants from fright with parts where players are screaming because they’re enjoying the intense action, shooting mechanics, and dismemberment.” 

Much of the details around the game’s story — which involves a mysterious fort in an Eastern European-like setting overrun by monstrosities — have been kept secret so far. While Verehin intends to keep it that way, he does share some information when we ask. “ILL’s focus is on the personal story of the main protagonist. His story is deeply interconnected with what is happening in the world. Broadly speaking, the world will feel isolated and hopeless. We want players to feel how dark the mood is. I hope the audience will sympathize with the main character and his personal motivations.”


“We want ILL to make you feel like the horror is physically happening to you. Not just psychological tension or scripted scares, but a kind of grounded, body-level discomfort. The main thing that sets us apart is how we combine hyperrealistic body horror with a reactive, tactile world. Enemies don’t just die – they suffer, adapt, mutate. Your actions leave a mark, and the world responds.”

– Max Verehin, Game Director & Co-founder, Team Clout



ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

Why the name “ILL?”

Clearly, a lot of thought and care has gone into the game’s details, and the team wants to keep secrets to heighten the player experience. But we had to know: what’s behind the game’s name? “We really wanted a short, striking name that when you write it, it looks like a logo. The word represents something horrible, something sick, something cursed. Also, it reflects the monsters — I’m not gonna spoil our monsters’ origins, but there’s going to be a cool interconnection between the name and the story of the game.”

Designing the monsters of ILL

The creature designs by Oleg and Verehin have been getting plenty of attention. The pair have a shared background in concept art, and their twisted artistic sensibility has created a game filled with nightmarish encounters.

What’s the inspiration behind the creatures of ILL? “Mostly old horror films from the 1970s to the 1990s,” says Oleg. “Everything was done with practical effects and quality animatronics. The imperfections were hidden with smart lighting and strong direction.” 

“In games,” says Verehin regarding early ILL inspirations, “it’s Half-Life 2, Silent Hill, and Resident Evil series – titles where the world felt alive and dangerous, where the horror wasn’t just visual but systemic. We were especially drawn to that feeling of being trapped somewhere real, reacting moment to moment with limited resources. From the beginning, we wanted to build something that felt grounded but deeply disturbing, an experience that doesn’t just scare you, but unsettles you long after you’ve put the controller down.

Verehin elaborated on the monster design process. “We don’t have a set process for creating a new monster.  Sometimes you have a concept drawing and say, ‘how can I make this concept art a playable character in the game?’ Sometimes you see a video online featuring a scary concept. ‘Can I make a monster like that?’ It sounds ridiculous, but sometimes it works. It’s inspiration that you got from your life experience.”

“You also have to consider the monsters from a gameplay standpoint. They have to be fun to fight. There’s a trial and error process. Some designs were rejected because they didn’t work in the game.”

The assorted nasties of ILL are more than just ugly faces, however — their uncanny animation adds to the visceral discomfort of looking at them. 

“We’ve had big help from the team of Mundfish in setting up our animation department.We have a lot of experience doing animation, like making our own short horror animations that taught us how movement should work in order to scare you,” Verehin explains. “We’ll have, for example, a monster that moves normally at first, but we’ll try and tweak it in ways to make it more unique and horrifying.” 

He shared a funny development story to illustrate. “28 seconds into the Official Trailer, this monster bends over. This is how Team Clout’s Art Director, Alexey Mikhailov, bent over for fun at one of the mockup sessions. The team found it really creepy, and they decided to include it in the game!”

Oleg mentions that the animation was challenging at first, “especially when working at 60 frames per second. Compared to 30 FPS, animations can feel less cinematic. But over time, I got used to it—and now I actually like the feel of it.”

What to expect from ILL gameplay

How about the gameplay? Verehin explains: “You explore, you use resources, you find and upgrade weapons. You can use your resources to craft and update weapons. You’ll need to manage your inventory, of course, because resources are limited. There will be intense encounters — sometimes with single enemies, sometimes a small group, and cool moments when you fight waves of enemies and bosses.”

There will also be environmental puzzles and interactions. “For example, if you fix the electricity in the area, the environment changes — things might become dark somewhere else. We want the setting to feel believable and realistic.” 

What are some of the weapons we’ll be using? “A shotgun, an AK- 47–there was like this revolver gun, a sniper rifle, all the standard things — and, not to spoil, but there will be fun, crafty weapons — and a lot of melee weapons as well.”

Overall, what do the developers at Team Clout hope players take away from ILL? “We want players to tell each other, ‘Do you know about this game? This crazy thing happened!’ The other person would say,  “Okay, but this happened in my playthrough!’ We’re making our game enjoyable for different people–not only horror fans, but also players who want to experience good storytelling and  cool action.”

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

Fromage Board Game Review: A Grate Twist on Worker Placement

Fromage is a worker placement board game where players assume the role of French cheesemakers, tasked with making, aging, and selling their cheeses. Players take their turns simultaneously, thanks to an innovative rotating game board. Each turn, players focus on the quadrant facing them, placing workers to craft aged cheeses and gather resources, all aiming to rack up the highest score by the end of the game.

Every quadrant offers distinct scoring opportunities and decisions in its minigame-style setup, keeping each turn fresh and engaging. With only a limited number of workers available, players must carefully balance the choice between going all-in on a single quadrant for big points or strategically placing workers across multiple areas to snag easy points.

What’s in the Box

Fromage’s box is on the larger side when it comes to board games, but it does manage to pack some pretty interesting components inside. The main gimmick of Fromage is its rotating Lazy Susan-style board that features four distinct quadrants for players to interact with. The game board does require some assembly with its interlocking parts, but it’s not too difficult to configure. The four quadrants are linked together in no particular order with a resource tile placed in the middle of the board in any orientation, which creates a randomized game board each time you play.

Depending on the player count, there are double-sided inserts that are slotted into the bottom of each quadrant of the rotating game board, modifying the scoring and spaces available to suit the number of players.

Like most modern board games, there are punchboards containing the game’s various tokens that you’ll need to punch out and separate before playing. Thankfully, Fromage includes two wedge-shaped resource trays with labeled compartments for the groups of tokens, as well as plastic lids to make cleanup a breeze when you’re done playing. The side of the game box even provides a visual aid for fitting all the components neatly back into the box, something that I wish more games did.

There are four double-sided player boards featuring rustic farm artwork on one side, and information about the solo mode on the opposite side. Each player receives a set of components that include 15 colored wooden cheese tokens, three workers, and three worker bases – in Hard, Soft, and Bleu cheese varieties.

While not used during the first game, there’s an additional 32 structure tiles that can be drafted before each game and placed on each player’s board that adds more strategy and variety for those looking for an even greater challenge.

Rules and How It Plays

Gameplay consists of placing workers on your quadrant of the rotating board each turn to score points and generate resources while strategically blocking your opponents from doing the same. The player with the most points at the end of the game is the winner.

After assembling the rotating game board with inserts corresponding to your player count, each player selects a random player board, and a matching set of cheese tokens, workers, and worker bases. All players start with two resources depending on which player board they have. Resources include structures, livestock, fruit, and orders to fulfill.

Players assume the role of French cheesemakers, tasked with making, aging, and selling their cheeses.

Each turn in Fromage is played simultaneously by all players, which not only keeps everyone engaged, but also allows the game to keep moving forward at a brisk pace. During your turn, you’ll use your available workers to make one cheese and/or gather one resource in the quadrant facing you.

Every quadrant features a different venue, each with its own minigame-style objective and scoring opportunity. For example, the Fromagerie requires you to display your cheese on as many shelves as possible to score points and potentially gain bonus resources, while the Bistro has you pairing specific cheeses together for restaurantgoers in order to score. The Villes venue tasks you with distributing your cheese throughout the regions of France to expand your customer base and score points, while the Festival requires you to show off your cheeses by placing them near each other to score. Despite performing the same core actions, each quadrant feels distinct from one another and requires you to constantly adjust your strategy for each one.

Where you place your cheese token each turn is very important. Each of your three workers specializes in a different type of cheese: Hard, Soft, or Bleu. The spaces within each quadrant are represented by one of the three cheese types, as well as its required age, indicated by a gold, silver, or bronze color on the space. Cheeses that are aged longer are generally more valuable, but require you to leave your worker on that space for one to three turns while the cheese ages.

This risk/reward mechanic is what makes Fromage so delectable. Do you play it safe and get fewer points and resources, or double down on a specific quadrant and lose one of your valuable workers for a bit? You’ll need to weigh these decisions carefully or you may find yourself twiddling your thumbs while everyone else takes their turn.

This is also where Fromage’s rotating game board design really shines. When placing your worker on a space, it’s oriented in a specific direction depending on the cheese’s age. Gold aged cheese (the best) makes your worker face left, while silver faces upwards, and bronze to the right. Once all players have made their moves, the board is rotated clockwise 90-degrees to symbolize the cheese aging, and causing your workers to face a new direction in the process. At the start of each turn, players retrieve any of their workers facing them and continue making cheese until someone runs out of cheese tokens.

But, making and selling cheese isn’t the only way to score points. The various resources you collect during Fromage are also key to your success. Collecting structure tokens allows you to build structures on your player board that grant you unique abilities, like gaining a resource when placing your cheese in a specific quadrant, or increasing your overall score if certain criteria is met. The default player board structures offer some interesting strategies, but once you get a feel for the game you can draft new structure tiles to replace the default options before you start. This allows you to create some interesting (and sometimes broken) strategies if you get the right tiles.

Order cards task you with making a specific type and age of cheese and grant you an escalating number of points depending on how many orders you complete during the game. This resource is particularly useful, since it often rewards you just for playing aged cheeses. My only complaint is that there’s not really an incentive to complete the more valuable cheese orders unless it aligns with your strategy, as they aren’t worth any extra points, despite potentially tying your worker up for multiple turns.

Certain spaces require you to make fruited cheese or jam, which can only be done if you have fruit on hand. Like the other resources, this can be totally ignored, but not collecting fruit effectively blocks you from being able to place your cheese on many of the spaces. This creates an interesting dilemma where you always want to try and have at least one fruit on hand to ensure you can make cheese during your turn, or you may fall behind the other players. At the end of the game, the number of fruited cheese and jams you made are multiplied together for bonus points.

The final resource, livestock, can be collected and exchanged for a specific type of aged cheese during your turn. This allows you to bypass the standard rules by making additional cheese on your turn, and potentially catching your opponents off guard by ending the game sooner.

While Fromage offers plenty of interesting decisions throughout the game between its four quadrants, I found that there wasn’t as much player interaction as I would have liked from a worker placement game. You can almost entirely ignore your opponents and still come out on top as there are many different paths to victory. It’s also somewhat difficult to determine who’s ahead at any given moment with points coming from so many sources, so you’re never really sure if you’re actually getting in your opponent’s way or just wasting your own resources.

There wasn’t as much player interaction as I would have liked from a worker placement game.

As much as I love Fromage’s rotating game board as a concept, in practice I had multiple situations where the quadrants separated while rotating it. Thankfully, a slightly updated design is in the works that includes a central locking axle to keep everything in place that will debut in 2026 alongside the standalone expansion, Formaggio.

Fromage also includes a solo mode, complete with an automa called the Corporation that’s hell-bent on running your small cheese operation out of business. Instead of playing in different quadrants, the Corporation plays in your quadrant. At the start of each turn, the Corporation draws an order card and places a cheese token on the matching space, if possible. This creates an interesting dynamic as you can’t effectively plan ahead since the Corporation can easily disrupt your strategy. The game ends when you or the Corporation runs out of cheese tokens, and the highest score wins. Overall, I found the solo mode to be a fun score-chasing opportunity and and its adjustable difficulty levels make it a rewarding challenge for players eager to test their cheese-making prowess solo.

Where to Buy Fromage

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Yep, amid much chatter about potential Hytale revivals since the news of its cancellation and Hypixel Studios’ impeding closure broke last month, the devs of Vintage Story are trying to make sure that at least some of the game’s spirit lives on.

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Per Automaton, Capcom was set to host a talk at Japan’s Computer Entertainment Developers Conference, which would have covered performance optimization through the lens of Monster Hunter Wilds. The developers would have explored the angles of CPU and GPU load, as well as memory usage.

No reason was given for the cancellation, but speculation has swirled around whether this is related to harassment the developers have faced over Monster Hunter Wilds. The PC version of Wilds, specifically, has garnered criticism since launch, prompting commitments to improvements and updates from the team at Capcom.

Following the release of Title Update 2, planned adjustments were hoped to have fixed the problem. Results seemed varied, however, and Capcom released a statement addressing several major bugs and issues on Twitter/X.

Amid all this, though, Capcom also put out a statement on its official site, responding to what sounds like a more extreme degree of feedback. Per Automaton, Capcom said its staff have faced harassment through social media and customer support channels, including targeted threats against individuals. The company reportedly warned that it will take legal action in severe cases of harassment against employees.

So while no official reason was given for the lecture’s cancellation, the alignment of these events certainly suggests that concerns over harassment played a role. And it should go without saying that critique and feedback are worthwhile, but these extremes do worse than nothing, and certainly won’t assist in tuning Monster Hunter Wilds.

As for Wilds itself, Title Update 2 recently went live, and players do seem to be enjoying the addition of several new hunts, especially the bout with Lagiacrus.

Eric is a freelance writer for IGN.

Stop Killing Games’ proposals would make online-only games “prohibitively expensive to create”, argue EU lobby group

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