Trails In The Sky 1st Chapter Update Adding “Image Quality / Performance Settings” On Switch 2

A first-person perspective, too.

Following last month’s release, Trails in the Sky 1st Chapter is now getting updated to Version 1.05 on the Switch and Switch 2.

Perhaps, most notably, the Switch 2 update will add “image quality and performance settings”. Additionally, there is also a first-person perspective mode. Here’s the translation from the official Falcom website (via Gematsu):

Read the full article on nintendolife.com

Switch 2 Launch Title Bravely Default: Flying Fairy HD Remaster Updated (Version 1.0.2), Here Are The Patch Notes

Improvements, adjustments, bug fixes and more.

The Switch 2 had all sorts of third-party support at launch, and one of these titles happened to be the Square Enix role-playing game Bravely Default: Flying Fairy HD Remaster.

This remaster comes loaded with not only the main adventure but also brand new minigames utilising the Joy-Con 2 mouse mode. Now, Square Enix has released the Version 1.0.2 update.

Read the full article on nintendolife.com

Final Fantasy 7, 8, and 9 Physical Editions for Switch Are Up for Preorder

The latest versions of the PS1-era Final Fantasy games are getting physical editions for Nintendo Switch on December 9. Final Fantasy VII and Final Fantasy VIII Remastered are being released together in a “twin-pack” box, while Final Fantasy IX will have a box all its own. All of the games feature some modern conveniences that weren’t available in their initial release. They cost $39.99 each and are now available for preorder at various retailers.

Final Fantasy IX

It’s Final Fantasy IX! On Switch! In physical format!

Final Fantasy VII & VIII Remastered Twin Pack

All of these games are already available on Switch (and other platforms) in digital form. But this is the first time they’ll be available in the US in physical form.

Final Fantasy VII was a major release in 1997, and was the first time the series debuted on a non-Nintendo platform. It follows former SOLDIER Cloud Strife as he and a team of freedom fighters battle against the evil Shinra corporation. This version of the game features 3x speed mode, the ability to turn off random encounters, and “battle enhancement mode.”

Final Fantasy VIII Remastered is an enhanced version of a game that hit the PS1 in 1999. It follows Squall and the rest of the members of SeeD as they fight back against the sorceress Edea, who’s causing quite the global ruckus. This version of the game has various battle assist options, a 3x speed boost, and the ability to turn off random encounters.

At the time of its initial release in 2000, Final Fantasy IX was something of a throwback to the medieval-settings settings of the first six entries in the series. This game follows Zidane and a troupe of actors, who “kidnap” Princess Garnet, who secretly wanted to be kidnapped to get away from her deranged mother, the queen.

The visuals have been gently revamped to look better on modern displays. It has other new features as well, including auto-save and seven game boosters, including high speed and no-encounter modes.

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.

‘We Wanted It to Feel Like a Playable Episode’ — Robert Kirman and the Developers of Invincible VS Talk About Its Mysterious Story Mode and Making Cecil Work in a Fighting Game

Invincible VS just announced its eighth playable character: Cecil. The no-nonsense director of the Global Defense Agency is a surprise addition to the roster. He lacks any superpowers, so it’s hard to imagine him lasting more than a blink of an eye against the likes of Omni-Man and co. But Invincible creator Robert Kirkman was adamant Cecil be in the game, and left it to the developers at Quarter Up to figure out how to make him work.

Their answer is to lean on all the cool gadgets we see Cecil use in Invincible, which in this 3v3 tag fighting game levels the playing field somewhat. But there’s more: Invincible VS has a sizeable Story Mode in which Cecil plays a crucial role. Kirkman and Quarter Up won’t say much about it, but they describe is as a “playable episode,” so expectations are high.

In this interview with IGN, Kirkman, Invincible VS executive producer Mike Willette, art director Dan Eder, and narrative director Mike Rogers, talk as much about Story Mode as they are allowed to right now, and delve deep into how Cecil actually works in the game. Read on to find out if Invincible VS is canon to the show, details on Cecil’s kit, and much more.

IGN: It must have been an interesting challenge with Cecil. He doesn’t have any superpowers, but he’s smart and can teleport and uses a lot of weapons. So how did you go about making him work in a fighting game?

Mike Rogers: From a lore and narrative perspective, Cecil’s always in control. We often see him as the man in the ear or the man watching the screen, but people forget that he’s a trained agent. He knows how to get his hands dirty and he’s got all the tech and all the money of the U.S. government behind him that can allow him to do that. There’s just a lot of cool things that we’ve got in there that allow Cecil to be a really different character. We wanted him in there. There was no way we wanted to exclude him. And we saw opportunities like using his teleporter, like using Reanimen, like using The White Room, to get him in there in a unique way that people might not expect.

Mike Willette: From a gameplay perspective, you have all these different types of archetypes, and where Cecil really fits in, in a really unique fashion in our system, is manipulating space, almost like he manipulates people, right? So the ability to put out projectiles like his Sonic Mine, that will basically just hover in space and then detonate after a few seconds. So he can put hazards, put roadblocks, put almost like a bullet hell for the opponent to try to get through. And because of our active tag system, he connects one time, he can tag in one of his assists. And so he’s got a lot of utility for just manipulating the screen, getting around it, pelting the opponent from afar, making it frustrating for them, and then putting him back into our combo system.

IGN: So is he a zoner, would you say?

Mike Willette: Yeah, absolutely. So his combo structure, while he does have auto combos like most of our characters, and the magic chain of light, mediums and heavies, he has a lot of utility for the mid and the long range. He can make people try to chase him down. He has a lot of boosted moves that can cause pop-up or hard knockdown. Or for his… we call it Shellhock, he goes down with a Flaxan weapon and he basically launches like a grenade, but when you boost it you can launch multiples. You can do it

while retreating and try to fill the screen and try to just set up roadblocks, so you can kind of like reset and then continue to pelt from afar.

So he can manipulate a lot more than other characters can, because he has to use these tools. He doesn’t have an air dash. He doesn’t have double jumps. He uses the teleportation a lot to make those old bones work.

IGN: Robert, I’d love to know what your input was on this. He’s not the obvious choice for a fighting game when you look at the characters in Invincible. I’m sure fans will love that he’s in there. Was he a character you were keen to see realized in a fighting game particularly? How did it come to be that he was in the game?

Robert Kirkman: His presence in the game is something that’s really exciting for me because it shows the versatility of what these guys are trying to accomplish with the game, by having characters that you wouldn’t expect and working out how Cecil can be equally matched with all the other people that are coming into it.

It’s really great the way they’re pulling in story elements. There’s a lot of character that is intact from the comics and the show that is clear in every frame of these characters. Cecil actually puts his hands in his pockets when he moves backwards, which to me was something that I thought was just absolutely brilliant. And it’s just a really fun aspect of the character that’s there visually as he’s moving around.

There’s definitely a wish list of characters that I wanted in the game. And Cecil was one where I thought it would be really cool and unexpected if he were to show up in the game. Never in a million years did I think they would be able to pull it off and pull it off this well.

I’m gonna tease too much… I’m going to get in trouble, I can’t say anything! But I’m very excited about this game!

IGN: I wanted to ask you about the story and the story mode. I don’t know if that’s something that you can talk about at this stage, but it’d be great to get some input on the narrative side of things, because I do understand that you’re going big on that.

Robert Kirkman: I’ve been working very closely with Mike Rogers, the narrative lead, and Helen Leigh, who’s one of the key writers on the series. She wrote the Adam Eve special episode with me and has done a lot of great episodes for the show. What we’re really trying to do is provide an in-game experience that is like watching an episode of the television show. It’s a really cool story that uses the characters in a really exciting and authentic way, and I think goes into some directions that people are really going to be surprised by. There’s a lot of unexpected twists and turns.

Mike Rogers: We wanted it to feel like a playable episode. It’s this standalone narrative. In the same vein that the Adam Eve special is like a special episode, this is a special episode, too. And just getting to work with Robert and Helen and really craft something that feels right for the Invincible universe, it’s been a real treat.

IGN: Is this canon, or is it like a What If? sort of scenario? I know it’s an original story, so it’s not something we’ve seen before. But, you know the fans will wonder how it all ties in with everything. They always do. I mean, I do! So what do we actually have here?

Robert Kirkman: It definitely fits very neatly into the narrative of the show. There’s a tremendous level of care going into making sure that the characters are authentic and that everything works. Internally, there’s actually a window where we’re like, ‘Yeah, could fit there.’ But, you know, we’re not going to talk about that.

Mike Willlette: Just sit back and enjoy yourself!

IGN: You’ve got Cecil going up against Omni-Man, for example, which on the face of it would be impossible. But as designers of a fighting game, how do you balance everything where that can be a valid matchup, even though you would think that Omni-Man would essentially tear everyone to shreds?

Mike Willette: What’s so awesome about just jumping right into this universe, there’s so much deep lore and personality with these characters and things to pull from, from like all that comic resource. And then you have the show. And it’s kind of the rule of cool, what makes this character and what’s really fun for gameplay? And then merging these ideas together. And then you get to see what archetypes do they fit within or it’s like, are they rushed down? Are they a grappler, are they strikers? Are they long range? You have this kind of triangle and then you’re like, ‘Oh, do they fit more along these two aspects or these two?’

And then things just naturally start to fall in place, and especially within the meta that we’ve created of like, it’s not just a single character, it’s three characters that actually represent your kit. So you get to mix and match all these different things. I want to play pure keep away, or I want to have something that’s a little bit more balanced where I do have a big bully who can push the corners and then I support that character with a bunch of ranged or mid-range characters.

So when it comes down to balance, it’s really just seeing what’s the essence of the character, what belongs in their kit, and then how it works within our omni tag system, how do characters play well with each other or support each other, whether it’s through the assist systems and the different types of assists that they can have, or how they naturally tag into each other. You can play almost any character like a point character or have it dedicated for a very specific role. It’s really play the way that you want. And again, we’re just given this beautiful sandbox by Robert and company that’s just like, God, we have so much great source material.

Dan Eder: I will say one of the challenges of using an established IP is that you have to find the middle ground between being authentic to the IP but also making a fighting game that’s gonna work. If you’re authentic to the quote unquote power levels of the show, then that wouldn’t be a very satisfying experience because it just wouldn’t be very balanced. And if you know anything about fighting games, it’s that balance is key. We do want to allow people to be able to play with their favorite character and not be completely demolished just because the other one is so OP.

So I think as long as you’re authentic to the character and there’s some sort of plausibility of, okay, that character would use those powers, right? Then I think a lot of it comes down to pure skill of whoever is playing that character. And that’s how you stay true to the source material, but also just make it stand on its own. Because I think the reality is that not everyone is going to be intimately familiar with Invincible. We don’t want to make this game just for the fans. We want to make this game for people who may not be aware of Invincible, and this would be their starting point. So then that wouldn’t matter as much to them. ‘Hey, why is Omni-Man so…’

Mike Willette: We’re gonna turn them into fans, Dan!

Dan Eder: Exactly. So I think there’s a big opportunity to do our own thing, make the game stand on its own, without relying on the fandom, but also make it very pleasing for the fans. At the end of the day we’re gonna have a lot of Easter eggs, we’re gonna have a lot of small touches and character moments as much as we can. And I think it’s gonna be an all around great experience.

Mike Rogers: And Cecil was a character where we got to think about this also. Every character has a round reset in between rounds of the fight where they fly at each other, their fists smash and like, okay, if Omni-Man’s fist is smashing into Cecil’s, that’s not gonna end well for Cecil, but he’s got these Reanimen and can jump in and do that for him. He’s got the teleporter that can allow him to dash around, sort of in the way he has a conversation with Nolan at the end of Season 1. And we got to interpret that and bring those into like, how do they work in a fighting game? And I think it brought an extra level of authenticity to the character. And that challenge for a character like Cecil yields more specificity, which is great.

IGN: Did all you fighting game developers all over the world get together one day and decide 2026 was going to see the return of tag fighters?

Mike Willette: It’s the most insane thing — and it’s true — that all great minds think alike! Because we haven’t seen a really awesome tag battle fighting game since like Dragon Ball Fighterz, and that’s like, what? Eight years now. And then before that, the gold standard was Marvel vs. Capcom. So there was this huge void. And we all approached it differently. Our competitors are different from us. And that’s actually a really good thing. And it’s interesting, everyone has their own take, and we really like our take. We really like the universe that we get to play in, and we like the violence of it, the brutality of the stakes that are involved, and our unique style of combat and what it means to read someone — you read your opponent and be able to have large amounts of counterplay. Yeah, it’s an exciting time. 2026 is crazy!

IGN: Why was a tag fighter right for you? And then 3v3?

Mike Willette: Obviously being a huge fan of the comics in the show, when I was asked like, ‘Hey, Mike, what game do you want to do?’ I’m like, ‘I want to do an Invincible tag battle fighting game.’ There’s so many factions and teams that exist within the universe, whether it’s like the Teen Team or The Guardians or The Lizard League or The Order, like there’s just so many. And when you watch people fight, like yeah, there’s solo fights, but there’s also a lot of team fighting that takes place.

There’s been this lack of team fighter games for such a long period of time. And then this IP had lots of strengths when it came to teams and team synergy, and I always thought about the ideas of like, what happens when these characters team up and do shit together? Like when Eve and Mark fight together, how awesome is that? So we just wanted to play out those fantasies, and what better method than in a fighting game?

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Devolver’s Awesome New Skating Game Lands On Switch 2 This December

Seriously, this one looks cool.

Devolver Digital has confirmed that Skate Story will launch on the Switch 2 on 8th December 2025, and the latest trailer is looking seriously cool.

Created by solo dev Sam Eng, Skate Story is a psychedelic adventure in which you take on the form of a demon made of “glass and pain”. It’s your job to hone your skills and skate through nine layers of the Underworld to become a serious hardened skater.

Read the full article on nintendolife.com

Invincible VS: Intelligence Agent Cecil Stedman Joins The Roster

Invincible VS: Intelligence Agent Cecil Stedman Joins The Roster

Invincible VS Screenshot

Summary

  • Intelligence agent Cecil Stedman is the latest playable fighter in Invincible VS.
  • Invincible VS is a new 3v3 tag fighting game based on the beloved comic book and TV series.
  • Invincible VS comes to Xbox Series X|S, Xbox on PC, and Xbox Cloud as an Xbox Play Anywhere title in 2026.

With decades of rich storytelling across comics and television, a dynamic roster of charismatic heroes and villains, and a universe packed with superpowered beings wielding brutal and diverse abilities, it was only a matter of time before “Invincible” made the leap to video games.

Now, several months after Invincible VS’ reveal during the Xbox Games Showcase 2025 in June, Skybound’s first in-house game development studio, Quarter Up, has been steadily unveiling a lineup of playable characters for Invincible VS, the 3v3 tag fighting game, and the latest addition is sure to be a fan-favorite surprise.

Recently, during Quarter Up’s developer livestream, which featured an appearance from
“Invincible” co-creator Robert Kirkman, the team revealed that intelligence agent and Director of the Global Defence Agency, Cecil Stedman, has joined the Invincible VS roster as a playable character.

A fan-favorite from the “Invincible” TV series and comic, Cecil has been one of the most requested playable characters. Pragmatic and driven, Cecil is willing to do whatever it takes to save the world, even when that means crossing a line. Decades of espionage experience and near-limitless resources fuel Cecil’s mission, and he refuses to let anyone – enemy or ally – stand in his way.

While he’s been behind the desk for a long time, he’s more than happy to dust off those old bones and get his hands dirty back on the battlefield. Usually heard as a voice in Mark’s earpiece, Cecil enters the fight in Invincible VS with specialized weapons, including plasma pistols, projectile launchers and grenades to keep opponents at a distance.

His ranged gameplay style is paired with tactical combat, allowing him to play cat and mouse with enemies. Cecil can also summon a limitless supply of ReAnimen for backup; his access to The Hammer, a massive orbital laser, makes him a devastating force on the battlefield.

Cecil joins a growing lineup of fan-favorite superheroes in Invincible VS, including Mark Grayson (Invincible), Atom Eve, Bulletproof, Thula, Rex Splode, Battle Beast, and Omni-Man. Unlike the others, Cecil doesn’t rely on superhuman powers – instead he brings a tactical edge to the battlefield with a masterfully engineered arsenal of classic weapons, proving that timeless tech can go toe-to-toe with raw power.

Look for Invincible VS to launch in 2026 for Xbox Series X|S, Xbox on PC, and Xbox Cloud as an Xbox Play Anywhere title. Players can register for an upcoming Invincible VS Closed Alpha later this year here.

Find out more by following Invincible VS on Instagram, X (formally Twitter), TikTok, YouTube, and online at InvincibleVS.com. Add Invincible VS to your wish list on the Microsoft Store below.


Xbox Play Anywhere

Invincible VS

Skybound Games

Invincible VS is a brutal superhero 3v3 tag fighting game set in the Invincible universe, where you can battle to the death as a team of fan-favorite characters in iconic locations. Unleash bone-breaking combos through fast combat and smart defensive tactics to leave a trail of blood and destruction. Land vicious Super moves and Ultimates to leave your opponents in a mess of blood.

Invincible VS features a variety of game modes including a captivating cinematic story mode with an original narrative from a writer of the animated series. Jump into Arcade and battle with your team, hone your combos in Training mode, and test your skills against the world in competitive and casual multiplayer. Show, comic fans, and fighting game lovers will experience unparalleled heroic brutality, where every earth-shattering blow will leave you feeling… Invincible.

This is the debut title from the newly formed Quarter Up™—the first in-house studio at Skybound—led by former members of the core Killer Instinct (2013) dev team.


The post Invincible VS: Intelligence Agent Cecil Stedman Joins The Roster appeared first on Xbox Wire.

Hyrule Warriors: Age of Imprisonment – 7 Key Changes From the First Game

[Editor’s Note: If you’d like more in-depth hands-on impressions of Age of Imprisonment, check out our recent preview.]

It’s time to go back – way back – with Zelda in Hyrule Warriors: Age of Imprisonment. Set in the ancient past, during the founding of Hyrule, this hack-and-slash action game will pit the Princess and her allies against massive armies in their war against the Demon King Ganondorf. After several trailers, multiple runs of their hands-on demo at Tokyo Game Show, and probably too much time going over footage frame-by-frame, I’ve come away with seven key changes from Hyrule Warriors: Age of Calamity that you should know before starting in Age of Imprisonment.

1) This is a True Prequel

Hyrule Warriors: Age of Calamity had a fun story: reliving the war between The Champions and Calamity Ganon. Set 100 years before The Legend of Zelda: Breath of the Wild, it was an opportunity to spend extended time with fan favorite characters like Urbosa and Daruk, and take control of the Divine Beasts in the war. The only problem? It split off into a separate side story, making it non-canon to BoTW. That’s just fine for folks who love a good filler episode, but for those of us invested in the complex and often contradictory overarching Zelda story, that was a bit of a bummer. Fortunately for us lore Hounds, Age of Imprisonment is confirmed to be canon to the Tears of the Kingdom story. That means our adventure with Zelda, Rauru, Queen Sonia will tell us exactly how this ancient war with Ganondorf played out.

2) Combat is Evolving

The hack-and-slash combat at the center of Hyrule Warriors is alive and well, and it’s evolving further thanks to all new Unique Skills. These special moves are tailored towards specific situations and let you execute an aerial attack, targeted toward leaping of flying enemies, and a straightforward thrust attack to use against charging enemies. As the name implies, these are unique to each character. Zelda, for example, can unleash a barrage of Light Arrows from her Bow of Light to bring down flyers, or use Piercing Light on charging enemies, blasting them with a beam of light fired from the tip of her sword. These are strong options that will reward making the correct decisions quickly in the heat of battle, and if used correctly will do immediate damage to the Weak-Point gauges of tougher enemies, setting you up for devastating Weak Point attacks.

Zelda and company will have a massive array of moves to fight back against Ganondorf and his army. 

3) Sync Strikes are your Ace in the Hole

Zelda won’t be fighting alone, and the way her allies factor into battles is evolving thanks to the new team-up attacks. This goes beyond the simple souped-up special attacks from musou games of old, as now the pairs of warriors employ unique tactics when paired together – to devastating effects. Two examples I saw in my hands-on demo were Zelda paired with Raru firing a powerful, aimable beam of pure light that tears through enemies, and Zelda with Mineru summoning Mineru’s hulking construct to use as an enemy-smashing battlemech. Whether it’s every pairing on just select compatible duos, it’s clear Zelda and company will have a massive array of moves to fight back against Ganondorf and his army.

4) New Hardware Means New Tricks

Age of Imprisonment is exclusive to the Nintendo Switch 2, which means it takes full advantage of the more powerful hardware. While I haven’t done a full stress test just yet to see how far I can push the action before the framerate breaks down, I was impressed in my hands-on demo with how well it looked and ran. Also, fighting thousands of bokoblins is more fun with a friend, and Age of Imprisonment makes that easier thanks to GameShare. The idea is pretty simple: if one player has a Switch 2 and a copy of Age of Imprisonment, then another player can be their co-op body by joining the session from their own Switch or Switch 2. Just keep in mind that the session belongs to the player doing the sharing, so once they stop playing the session ends for both players.

5) Zonai Devices

So much of what made Tears of the Kingdom special was the way you could find and use Zonai devices – ancient machine parts – to aid your adventure. You can do that here too, as demonstrated when I tried out a Flame Emitter. This let me fry my enemies with an aimable stream of fire when I held it. It could also be activated and dropped on the ground to burn everything around it. I’ve thrown time bombs into the mouth of a Frox, and watched in trailers as Zelda combined the wind from a sideways fan with a Shock Emitter to create a massive electric cyclone.

6) The World Above and Below

Our entire demo took place in the Depths, in the area just beyond Mineru’s Lab. I didn’t get to see a map, but I do know that Age of Calamity covered the entire overworld, and the Depths spans an area just as large. That potentially doubles where levels could take place, and that’s before factoring in the Sky Islands, places we know from prior trailers where we will be fighting. Taken together, there is a lot of potential variety for where levels will take place, and it’s fair to wonder just how big Zelda’s fight in the ancient past will be.

7) Zelda and Link

Zelda, despite her title role in the series, has almost always been relegated to, at best, a secondary character, and at worst an off-screen motivation for Link on his adventures. While she was the star of The Legend of Zelda: Echoes of Wisdom, her largely non-combat role in a retro-style adventure stands in stark contrast to her place in Age of Imprisonment, wielding a sword as the lead character as the vanguard in battle. Link, meanwhile, is in the “present” many centuries after the Imprisoning War takes place. While we have seen a construct with a strikingly Link-like visage show up in trailers and character art, we know this will be rare, and for Hyrule Warriors first, a case of Zelda taking the lead while Link steps out of the spotlight.

Even these seven items barely scratch the surface when it comes to what’s new in The Legend of Zelda: Age of Imprisonment, like a Korok warrior joining the fray, or an all new cast of Champions to defend Hyrule alongside Zelda. Fortunately you won’t need to wait much longer to uncover all the secrets from the great war near the founding of Hyrule. The Legend of Zelda: Age of Imprisonment launches on November 6, exclusively for the Nintendo Switch 2.

New Batman LEGO Sets Announced for Legacy of the Dark Knight, and They’re Up for Preorder

I have some good news and some bad news. The good news: to celebrate the upcoming video game LEGO Batman: Legacy of the Dark Knight, LEGO has announced four new Batman LEGO sets, and each one comes with a code for in-game DLC. They’re all up for preorder now.

The bad news? They’re not coming out until March 1, 2026. But three of them are iterations of the Batmobile, and some of them may just end up in our list of the best Batman LEGO sets. Let’s take a look, and you can lock in whichever set(s) you want right now.

Featured in this article

As mentioned above, all of the sets are associated with the upcoming video game LEGO Batman: Legacy of the Dark Knight, which is scheduled to release sometime in 2026. Each of the Batmobile sets comes with a code for a gold variant of that vehicle in the game. The Batman Logo set gets you a gold variant of Batman himself.

LEGO DC Batman: Batman Logo

I have a real soft spot for the Batman logo. I was eight when Tim Burton’s Batman came out, and that logo was everywhere you looked for pretty much the entire 1990s. This set lets you build and display the logo, with tons of “greebling,” or LEGO-y texture on it. It even has a hidden compartment where you can house a minifigure. It comes with a buildable stand, a regular and a gold Batman minifigure, plus a gold coin celebrating 20 years of Batman LEGO sets.

LEGO DC Batman: Batman v Superman Batmobile

From the universally beloved 2016 movie Batman v Superman comes this sleek, gray, angular take on the Batmobile. It looks like a futuristic race car, but with sharp armored panels adorning it. Say what you will about the movie it came from, but this is an awesome Batmobile.

LEGO DC Batman: The Batman Batmobile

Batman’s vehicle in 2022’s The Batman is a boxier thing, more like the muscle cars from the ‘70s. It has vents on the hood, with the engine in the rear. It almost looks like a jet engine, pulsing blue when Batman puts the pedal to the metal.

LEGO DC Batman: Batman & Robin Batmobile

The Batmobile from the 1997 movie Batman & Robin is long and narrow, with sharp edges and no roof at all. Its spoiler looks like bat wings opening to take flight. The LEGO version isn’t too intricate: it replicates the rotating light in the hood with a sticker. But at $29.99, the price sure is right.

These sets are announced right on the heels of the awesome new Arkham Asylum LEGO set, which ought to hold over Bat-fans until these new sets come out. But for even more Bat-vehicles, check out the LEGO Batman Forever Batmobile, the Classic TV Series Batmobile, and the 1989 Batman Batmobile.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.

The Elder Scrolls 6 Will Feature a Memorial Character For a Much-Missed Fan, Following $85,000 Donation to Make-A-Wish

Bethesda’s long-awaited The Elder Scrolls 6 will include a character designed in memory of a much-missed fan, after a remarkable charity campaign that raised more than $85,000 for Make-A-Wish.

Led by the team behind top lore wiki The Unofficial Elder Scrolls Pages (UESP), the effort will see former member Loranna Pyrel immortalized in The Elder Scrolls 6, after having created a forum-based roleplay campaign series that was inspired by Bethesda’s games and went on to inspire the in-game work one of Ted Peterson, one of the series’ writers.

Fans had previously attempted to get Pyrel included in The Elder Scrolls 6 via a silent auction organized by Bethesda for Make-A-Wish — only to have their group bid pipped at the post by another, anonymous entry.

After that incident, Bethesda agreed to bend the rules and let the UESP gang get a second shot — if they matched the auction’s winning bid of $85,450. And match it they have now done, thanks to numerous donations from The Elder Scrolls creators, the UESP, and fellow fan resource The Imperial Library.

“It’s kind of unbelievable that we got this far,” the UESP wrote in a post on Instagram. “This whole thing started on an offhand comment about possibly teaming up, and then grew into this giant group effort. We’re looking forward to adding this character to TES6.

“We couldn’t think of a more appropriate way to honor Loranna’s contributions to both the Elder Scrolls community and the lore than a community charity fundraising effort like this while simultaneously making an addition the lore proper.”

In a follow-up post on X today, the UESP revealed it had just finished a meeting with Bethesda about their Elder Scrolls 6 character, and said they had left “extremely excited for what’s in store.”

As for when The Elder Scrolls 6 might actually arrive, we’re less certain. Bethesda officially announced the game with a teaser trailer at E3 2018, an eye-watering seven years ago. Next, it confirmed The Elder Scrolls 6 had entered “early development” in August 2023, and “early builds” were available in March 2024. When the six year anniversary of the project’s announcement arrived in June last year, even Bethesda development chief Todd Howard paused to say, “oh wow, that has been a while.”

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