Pokémon TCG Mega Evolution Enhanced Booster Box is Now $20 Cheaper at TCGPlayer vs. Amazon

Mega Evolution, the start of the next era of Pokémon TCG, has kicked off in style, and we’re seeing product slowly come down to market value at big box retailers.

Could this be the Pokémania pricing bubble getting ready to burst?

In any case, TCGPlayer has the best price for the Mega Evolutions Enhanced Booster Box, rocking up at $249.89, $20 cheaper than Amazon’s listed price.

That’s 36 booster packs coming in at $6.90 each, not a bad deal. You’ll also get a Mega Evolution Stamped Bulbasaur Illustration Rare Promo card with this booster box as well, which is worth over $20 on its own.

Bonus Deal: Team Rocket Tin Under Market Value

I’ve also spotted the Team Rocket tin under market value on Amazon today, which is well worth getting thanks to it having either a Mewtwo ex, Nidoking ex or Kangaskhan ex promo card, 3 Destined Rivals boosters and 2 Journey Together packs. Not a bad deal.

Top Destined Rivals, Journey Together and Mega Evolution Chase Cards You Could Pull Right Now

Whilst it seems to be a great time to invest in some Mega Evolution chase cards thanks to the top chase cards finding new floors, mostly due to better stock consistency, Destined Rivals top chase cards seems to be on the rise.

Here’s the top chase cards from all three sets you can rip open with the Mega Evolutions Enhanced Booster Box and Team Rocket Tin, including where you can buy them and up-to-date values:

Team Rocket’s Mewtwo ex – 231/182 (Destined Rivals)

Near Mint Holofoil: $551.59

Market price: $537.71

Most recent sale: $400

Mega Lucario ex – 188/132 (Mega Evolution)

Near Mint Holofoil: $416

Market price: $515.09

Most recent sale: $420.95

Mega Gardevoir ex – 187/132 (Mega Evolution)

Near Mint Holofoil: $338.34

Market price: $381.22

Most recent sale: $312

Cynthia’s Garchomp ex – 232/182 (Destined Rivals)

Near Mint Holofoil: $309.98

Market price: $242.89

Most recent sale: $224.99

Mega Gardevoir ex – 178/132 (Mega Evolution)

Near Mint Holofoil: $225.98

Market price: $265.01

Most recent sale: $255

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.

Ball x Pit Review

I have a new, all-consuming obsession, and that obsession is Ball x Pit. I didn’t set out to replace all my free time with grinding its roguelite take on Breakout, but its reliance on strategy (with a butterfly kiss of luck) and enticing upgrade paths both on and off the playfield grabbed a hold of the primal lizard parts of my brain to the detriment of all other civilized activity. I am hooked. In fact, Ball x Pit is the only video game I’ve played since I first started it a couple weeks ago. I cannot break free from its satisfying loop of running a level and upgrading my balls, upgrading my city to unlock more balls, and then jumping right back in. It’s a sickness, a sickness with no cure – and, honestly… I’m not even sure I’d want to be healed from the madness that has taken hold of me. I’ve been recommending it to everyone and, so far, those who have taken my advice inevitably reach out to tell me the same thing: “You ruined my life, you sicko.” It’s fantastic. Join us. We all bounce down here.

At a distance, Ball x Pit looks like one of those crappy games you see advertised on TikTok or Reels. You know the ones: “We’re playing a game the comments said was fake part 17,” or something like that. At first blush, it does look like some endless runner game trying to hook you with playtime gems or whatever predatory garbage is in vogue these days. But, crucially, it’s not one of those games at all, as it’s entirely free of microtransactions and actually respects your time as it vacuums it all up. It doles out satisfying upgrades in each level and then gives you the opportunity to build up more permanent powers in your home base. There’s nothing cheap or underhanded about it. It makes you feel powerful, not cheated, and even with an element of RNG in each level, it requires you to make the most out of every opportunity rather than rely on dumb luck or random chance. When you beat a level, it feels like you earned it.

The actual gameplay seems straightforward on the surface, too: Your character, or characters, march up the playfield firing bouncing balls at wave after wave of enemies. The balls are weaponized, the enemies are crushed under the onslaught, and eventually you get to a given level’s unique boss. That’s the basic loop, but the operative word there is “basic.” Because, friends, Ball x Pit is much more complex. For starters, there are different kinds of balls to fire. For example, your initial character, the Warrior, starts with a special ball that imparts a “bleed” status effect that stacks up to cause extra damage on successive hits. As you defeat enemies, you’ll also pick up gems in order to level up, which then gives you a choice of balls and other power-ups to use during that specific run.

There are special balls with status effects or area-of-effect damage, balls that spawn more “baby balls” (weird), and loads of other options. Then there are buffs, passive effects, defensive boosts, and even allies who’ll join you in the march forward, dealing out damage or even health. Some of the power ups are much better than others. The Earthquake ball, for example, deals damage around the enemy it hits and, like most of the AOE balls, becomes incredibly powerful when fully upgraded. Others, like the Wretched Onion, kind of suck. Part of the fun is finding out which upgrades work best in any given level, as well as discovering what happens when you combine certain balls with Fusions and Evolutions that mix or modify their powers even further.

When you’re fully powered up and the RNG gods have held you in their favor, it’s a beautiful bloodbath.

Fusions can simply save you a slot by mashing two effects onto a single ball, but specific combos instead get the chance to evolve into a new power. For example, fusing the Horizontal Laser with the Vertical Laser creates my personal favorite, the Holy Laser. It shoots beams of pure fiery death vertically and horizontally on hit while also dealing AOE damage, which is as useful much as it just rules.

It’s cool that fusing balls both scales the damage you are dealing and gives you room to add even more. It’s hard to keep track of all the possibilities, but there’s an in-game encyclopedia that shows you the combos you’ve unlocked. I’m more than 30 hours in and I still have fusions I haven’t found yet, which I find pretty damn exciting.

Honestly, the laser balls in any configuration do a crap-ton of damage, searing rows and columns, sometimes adding stackable status effects like radiation while also doing normal, hot laser damage. When you’re fully powered up and the RNG gods have held you in their favor, it’s a beautiful bloodbath. Lasers and explosions and effects are going off constantly, and the damage counters fill the screen as entire rows of enemies evaporate into experience gems, as well as gold you’ll spend back in your town between runs.

The town is the other half of Ball x Pit, one that’s enormously important to growing your characters. In addition to earning permanent stat boosts just by playing as them, constructing certain buildings and character houses will provide buffs and bonuses as well, which you’ll absolutely need in order to make it through the later levels. But while it’s very important, the city-building part of Ball x Pit is extremely clunky – in fact, it’s probably the worst part of what I think is otherwise a flawless game.

After you complete a level, whether or not you did so successfully, you’re thrown back into the town interface where you’ll build structures from blueprints you gathered out in the field. You also build resource tiles: forests for wood, fields for wheat, and rocks for… well, rocks. Those resources, in addition to gold, are required to build and upgrade new structures. Thankfully there are plenty of ways to gather resources outside of just harvesting, including during runs and with passive buildings like the stone quarry, but collecting it manually is the most fun.

In the harvest phase, you use your unlocked characters as balls, taking aim from the bottom of the board and letting them rip, Beyblade style, in the direction of the stuff you want to hit. They then bounce off the walls and buildings, collecting resources from the resource tiles and upgrading any buildings you marked for improvement. This process is amusing but also fairly tedious, as you can move buildings around before you harvest in order to optimize their placement, but there isn’t really a convenient way to do so.

City building is the worst part of an otherwise a flawless game.

What I usually end up doing is moving everything off to one side of the map, then shuffling all the parts and pieces back again to where I want them at that specific moment. It almost seems like Ball x Pit is aware of how cumbersome the city building is, because there’s no penalty or resource cost for moving tiles around. What I’d love to see is some kind of option to wipe the slate clean without needing to go through and manually remove every building, or maybe a holding pen where I could drop structures temporarily while I reconfigure my layout.

And you will be reconfiguring your layout a lot. Building upgrades require your characters to bounce off the buildings multiple times, and if that building is in a weird location, good luck getting the trajectory right to consistently hit it enough times during the harvest phase without reorganizing half the town. I often ended up moving relevant buildings down near the launch area, which meant moving all the other stuff away… and then reorganizing it again after all is said and done. I don’t like it at all.

It’s such a bummer because you can’t really ignore this, as city layout is extremely important to how powerful you are in the levels themselves. Some buildings provide buffs that make the effects of other nearby buildings stronger, so their placement is crucial to your continued success. That need for careful planning is at odds with the reality of constantly shuffling tiles around when it comes time to harvest, build, and upgrade.

However, building-specific issues aside, I do really like how your town structures contribute directly to the action itself. The better your city, the better your characters, and the more blueprints you find, the more options you have when it comes to a new run. It may be cumbersome to move everything around, but the results are meaningful and can sometimes be surprising in a way that is ultimately a positive.

Double Down on Strategy

Somewhat early on, you unlock a building that lets you bring two characters into battle instead of just one, adding another layer of complexity and experimentation to each run. At first, it almost feels like cheating, but it would be functionally impossible to get much further without it. I’m still figuring out which combinations work well and which ones are total crap. Since you still gain gold and experience even on a failed run, I don’t even mind when I pick a total dud combo because I’ve still made some progress. There have also been several times where I thought I’d figured out some god-tier combo, only to get three-quarters of the way through a level and realize I have made a terrible mistake.

The worst was when I paired The Warrior with The Flagellant for a New Game+ run of the first level. Balls shot by the Flagellant bounce off the bottom of the screen instead of the top, and The Warrior has no special attributes other than being your starting character. The first level boss, the Skeleton King, requires hits to the back of its skull to inflict damage. The RNG gods had graced me with some decent fusions, but all of them ended up bouncing harmlessly between his two arms out front, leaving me almost completely ineffective. An errant baby ball would sometimes bank off the wall to register a tiny amount of damage, but I ended up losing on purpose just to back out of the level.

As frustrating as that was, it’s emblematic of something I love about Ball x Pit: it requires strategy in almost every facet. The balls and upgrades offered to you are at the mercy of RNG, sure, but you also have the choice of which ones to use and which ones to fuse and evolve. I was able to identify good combinations and bad combinations of characters based on their attributes and would make mental notes about which pairings would work out for my specific needs as I pushed through each level. The Juggler, for example, throws balls over enemies – pairing him with The Shade, whose balls shoot from the back of the field, and then following a heavy AOE upgrade path allowed me to clear out basically any row of enemies on the board while still getting a ton of damage from balls bouncing in the back.

That combination of strategy and knowing how to best upgrade any given character combination for a specific level is what keeps bringing me back, over and over again, until I’m bleary eyed and tired. When everything aligns and you’re wiping out entire fields of enemies, when the screen is absolutely filled with lasers and explosions and baby balls scattering in every direction, you feel an enormous sense of power. From an outside view, honing in your upgrades combined with careful building placement and frequent stat leveling from buff buildings makes it seem like Ball x Pit would feel easier over time. But it does a rare thing: instead of feeling easy, it makes you feel powerful.

When I finally did beat the main story and watched the credits around the 20-hour mark, I immediately started up New Game+. I never do that. But the entirely inconsequential story is just a small part of Ball x Pit for me. The real joy here comes from building up your powers and combos and seeing what delights will unlock themselves during the course of a run. I play for moments when the music is nearly drowned out by the sounds of explosions and laser blasts, or when I get a gold bonus for clearing the field of enemies and then doing it two, three, even five more times in a given level. It scratches an itch deep within my lizard brain. Hard work pays off, but the right combinations of upgrades mixed in with a touch of luck pays off even more.

Face the Eternal Night — Everdark: Undead Apocalypse Awakens on Xbox Series X|S

Face the Eternal Night — Everdark: Undead Apocalypse Awakens on Xbox Series X|S

From Comic Panels to Console Screens

Before it was a game, “Everdark” existed as a dark, gritty graphic novel — a world of eternal night where humanity’s last survivors hunted ancient bloodlines beneath a blood-red moon. The creators wanted to bring that intensity to life: the torn leather, the neon-lit rain, the smell of gunpowder and fear.

What began as a side project among friends — illustrators, programmers, and horror fans — soon evolved into something much bigger. Everdark was first imagined as a VR experience, designed to immerse players directly into the chaos of a vampire-infested world.

But as the prototype grew, so did the ambition. The team realized the story deserved a broader canvas — a full, cinematic game that could combine modern gameplay depth with the visceral tension of survival horror. And so, Everdark: Undead Apocalypse was reborn.

Crafted in Unreal Engine 5

Harnessing the power of Unreal Engine 5, the developers built a world where light and shadow are as dangerous as any enemy. Dynamic global illumination, volumetric fog, and real-time reflections make every dark alley, burning church, and moonlit street come alive — or undead.

On Xbox Series X|S, Everdark reaches native 4K resolution at 60 FPS, delivering an atmosphere so tangible you can almost feel the damp fog cling to your skin. Shadows stretch, flames flicker, and blood shines under the pale glow of the moon.

Every environment — from abandoned cathedrals to ruined cities — has been crafted to evoke the gritty aesthetic of 80s horrorcinema, with subtle nods to the films and novels that defined an era: relentless monsters, doomed heroes, and the fragile line between humanity and darkness.

Action, Strategy, and Survival

At its core, Everdark: Undead Apocalypse is a third-person shooter with survival horror elements, blending gunplay, melee combat, and stealth in equal measure. Players will wield an arsenal of ranged and melee weapons — from precision rifles and shotguns to brutal hand-forged blades.

But there’s a twist that makes every encounter unforgettable: vampires don’t die easily. To end them, you must move in close and drive a wooden stake through their heart, turning every battle into a deadly dance between aggression and risk.

This mechanic captures the raw tension of the hunt. Every time you close the distance, you gamble everything — a heartbeat away from death.

Beyond the combat, players will face environmental puzzles, hidden clues, and moments of stealth and infiltration, demanding both reflexes and intelligence. Light becomes your greatest ally… and your greatest weakness. Every flicker, every sound, every breath can draw attention.

Small Team, Big Vision

The team behind Everdark may be small, but their ambition is monumental. Composed of fewer than twenty developers — artists, writers, and coders spread across several countries — they share a single obsession: to revive the emotional, tactile horror that defined a generation.

Instead of chasing trends, they embraced creative freedom. They wanted to make a game that feels handmade, one that channels the analog grit of VHS horror but uses the power of Unreal Engine 5 to make it modern, visceral, and alive.

“Every flicker of light, every echoing scream, every frame was built by someone who grew up loving this genre,” says the creative director. “We didn’t want to just scare players — we wanted them to feel like they’ve stepped into a nightmare they recognize, but can’t escape.”

Evolving from VR to a Full Apocalypse

The first prototypes of Everdark were built for virtual reality, focusing on close-quarters combat, atmosphere, and immersion. The team experimented with first-person interactions, hand tracking, and environmental tension.

But as the lore expanded, thescale, the exploration, the story — they all demanded more space.

So, they pivoted from VR to full third-person gameplay, without losing that sense of intimacy and danger that defined their early vision. The result is a game that feels both cinematic and personal — where every encounter is up close, every fight leaves scars, and every decision can mean survival or damnation.

A Tribute to 80s Horror, Reimagined for a New Generation

From its haunting synth-inspired soundtrack to its neon-lit visuals, Everdark: Undead Apocalypse is a love letter to the horror of the 1980s — but reimagined with modern storytelling and technology.

You’ll see echoes of forgotten classics: smoky city streets, fog-drenched cemeteries, flickering televisions, and monsters that feel terrifyingly real. But beneath the nostalgia lies a new story — one about faith, loss, and the thin line separating hunters from the hunted.

Out Now on Xbox Series X|S

Prepare to face the eternal night in its most intense form. Built with the soul of independent creators who dared to dream bigger.

Everdark: Undead Apocalypse is more than a game — it’s a resurrection of classic horror for a new era.

EVERDARK: Undead Apocalypse

Pdpartid@games


2

$19.99

Inspired by horror and B-movies from the ’80s, Everdark takes us to a city infested with vampires. Armed with stakes, garlic, crosses, holy water, and an arsenal of firearms and melee weapons, we’ll fight our way through this shooter that blends classic survival horror with an oppressive atmosphere.

Main features

Frenetic first-person shooter that will take you back to the ’80s with its atmosphere, references, and inspirations.

Classic survival horror elements, including scarce resources and ammunition for your firearms, as well as puzzles that complete the experience.

15 levels full of bloodsuckers, action, exploration, and all the ingredients you could expect from a vampire story.

Fearsome enemies that will only die if you manage to drive a stake through their heart.

Powerful arsenal of weapons that will allow you to fight against vampires with different strategies, using firearms, melee weapons, and classic vampire-slaying tools like holy water, crosses, garlic, and the favorite among experts: the wooden stake!

Everdark is the first chapter of a series of video games that will take place in the same universe.

Find out what happened in Everdark and put an end to the nightmare!

The post Face the Eternal Night — Everdark: Undead Apocalypse Awakens on Xbox Series X|S appeared first on Xbox Wire.

The latest Peak update does in fact see the forest for the trees with its fungus and bug-filled woods

There is perhaps no better setting than some woods or a forest that just sucks ass. Just a confusing, scary, maybe sometimes enchanting mess of nature that is impossible to navigate. Today’s latest update for Peak just so happens to present such a visage, with towering, beautiful trees, and yet again a wonderful sense of scale.

Read more

Miss the Knight from OG Hollow Knight? There’s a Silksong mod that’ll solve your little bug blues

Throughout my time playing Hollow Knight: Silksong, I mostly didn’t actually miss the first game’s not-so-titular Knight. I do love that bug, it’s just Hornet made for quite a compelling protagonist (even if I think that the game has a number of issues that go further than just it being potentially unfairly hard). I doubt this will be a universal feeling however, which is where this handy mod where you can once again play as the Knight, but in Silksong, comes into play.

Read more

Join the Pillars of Eternity Public Beta Today!

Join the Pillars of Eternity Public Beta Today!

Pillars of Eternity Public Beta

We are excited to invite Xbox Insiders on Windows PC to join the Pillars of Eternity Public Beta. This beta introduces a major new way to play the original Pillars of Eternity: Turn-Based Mode. Your feedback is invaluable, so explore, experiment, and share your feedback to help shape the next update! To participate in the Pillars of Eternity Public Beta, you will need to either own Pillars of Eternity OR have access to the title via an active Game Pass subscription.

About the Game:

Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.

If you want to learn more, please visit the Pillars of Eternity Official Website.

How to Participate:

  1. Sign-in on your Windows PC and launch the Xbox Insider Hub app (or install the Xbox Insider Hub from the Store first if necessary)
  2. Navigate to Previews > Pillars of Eternity – Hero Edition
  3. Select Join
  4. Wait for the registration to complete and be directed to the Store and install Pillars of Eternity – Hero Edition

NOTE: To participate in the Pillars of Eternity Public Beta, you will need to either own Pillars of Eternity OR have access to the title via an active Game Pass subscription.

NOTE: This playtest is only available on Windows PC.

NOTE: If you already have Pillars of Eternity installed, please restart your PC after the registration has completed to ensure you get prompted to update to the Pillars of Eternity Public Beta version.

NOTE: If you wish to revert to the publicly available version of Pillars of Eternity, you will need to leave the Pillars of Eternity Public Beta via the Xbox Insider Hub. This will prompt an update reversion to occur.

Other resources:

For more information: follow us on X/Twitter at @XboxInsider and this blog for announcements and more. And feel free to interact with the community on the Xbox Insider SubReddit.

The post Join the Pillars of Eternity Public Beta Today! appeared first on Xbox Wire.

Oh My God They’re Finally Making an Overcooked Reality TV Show

Holy pizza, they’re making an Overcooked reality TV show at last.

This news dropped today from Deadline, which reports that the series is in the works for Netflix from A24. This would be A24’s first reality series.

The reality show is supposedly an unscripted format along the same lines as Nailed It! and Floor Is Lava, and will feature kitchen challenges with a bent toward the kind of chaos you might see in the Overcooked video game. You know, trying to cook meals in the beds of two moving trucks, for instance. Probably. I’m sure.

The show is in the early stages and is being produced by Gemma Langford, Oli De-Vine, and Phil Duncan, all members of developer Ghost Town Games.

Overcooked first released in 2016, as an up-to-four-player cooperative game where players try to complete cooking tasks to build orders to meet customer requests, all while dealing with various kitchen obstacles. It’s a fun, chaotic time that we gave an 8.4/10 back in 2017 when its Nintendo Switch port first arrived. As our reviewer said then, “Overcooked is one of the freshest couch co-op games I’ve ever played. It’s a perfect blend of strategy and chaos, asking you and your teammates to think on your feet as its smart and strange levels do everything they possibly can to make sure you are shouting at each other.”

The “All You Can Eat” version of Overcooked, which includes both Overcooked and its sequel, Overcooked 2, online play, and all DLC, launched back in 2021.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Forget about those real leaves you have to deal this autumn with Leaf Blower Co, which arrives later this month

There are many words that could be said, and I’ll attempt to say a few of them here, on the gamification of both menial labour and tasks, but it is always fascinating to me when a new game crops up that somehow makes me go “oh, sure, why not!” Today that applies to a game called Leaf Blower Co., which is a simulation game about exactly what you’d expect (blowing leaves) and I suppose not what you expect (blowing paper boats and coconuts).

Read more

The Sims 4 gets a laundry list of much needed, community-voted fixes to get the game back in ship shape again

It has not been a good time for Simmers recently, and that’s not even touching the recent controversial private buyout that has led to a creator exodus. The Sims 4, for a while now, has been riddled with bugs that simply make it difficult to play, prompting Maxis to outline a quality of life roadmap in September. Part of said roadmap was delivered yesterday in a big update that introduced more than 150 community-voted fixes, as well as some free goodies!

Read more

Marvel Cosmic Invasion Devs Showcase Every Fighter In The Upcoming Beat ‘Em Up

“Most of our inspiration comes from the comic books”.

We are mere weeks away from Marvel Cosmic Invasion punching its way onto Switch and Switch 2 on 1st December, and with the full character roster now out in the open, the team at Tribute Games has shared a breakdown of what we can expect from each fighter.

In the above video, the team explains how it assembled a lineup of both familiar and lesser-known faces, and how each character keeps things interesting.

Read the full article on nintendolife.com