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

Japanese Charts: Sucker Punch Stops Mario Galaxy Soaring Too High

Fruit of the Luma.

The latest Japanese charts are in, courtesy of Famitsu, and it has been another big week for new releases.

Switch newbie Super Mario Galaxy + Super Mario Galaxy 2 has got off to a reasonable start, shifting 48,265 copies in its first week and landing itself in second place. It’s quite the hop, skip and a jump away from Sucker Punch Productions’ latest, mind you, with Ghost of Yotei comfortably taking the top spot with 120,196 units under its debut belt.

Read the full article on nintendolife.com

How to Get Started in Wizard101

How to Get Started in Wizard101

Wizard101 Key Art

Summary

  • Wizard101 is launching from Xbox Game Preview today for Xbox One and Xbox Series X|S.
  • Learn which School to pick, how to construct a deck, and other useful tips to get started in this turn-based deckbuilding MMORPG.
  • Unleash your inner magic and prepare to unravel the mysteries surrounding a death professor gone rogue.

Wizard101 has made its way to Xbox! While we’re eager to welcome new students into Ravenwood Academy, we know that starting such a massive adventure with so much history can feel a bit daunting. So, consider this article your first lesson: the 101 of Wizard101 to help you get started in the Spiral.

Choosing the Right School of Magic

There are 7 classes in the game, known as schools. The school you choose at the very beginning of the game will shape your style and the rest of your journey to come. Each school has its own set of strengths and weaknesses, as well as special spells and even pets.


Wizard101 Screenshot

Fire

“The All-Rounder”

  • Strengths: Powerful hitter with lots of damage-over-time options
  • Weaknesses: Moderate accuracy and health
  • Great For: Beginners who want a balanced gameplay experience

Fire has a variety of powerful spells, many of which are damage-over-time. This makes breaking enemy shields a breeze while still packing that punch that players are looking for. Their survivability is not the best in the game, but it’s not the worst either. Therefore, Fire is a great school choice for those looking for a pretty straightforward and balanced game experience. Not too challenging, but not too simple either.

Wizard101 Screenshot

Storm

“The Glass Cannon”

  • Strengths: High damage
  • Weaknesses: Low accuracy and health
  • Great For: High risk/high reward players, people who are up for a challenge, group play

Storm is known for its explosive damage from even the earliest of levels. The school is very powerful, but comes with the tradeoff of high fragility. This can make Storm an incredibly challenging school to play solo, but easier to adapt to if you’re playing with a group of friends who can help heal and protect you.

Wizard101 Screenshot

Ice

“The Tank”

Strengths: High health, resistance, and survivability

Weaknesses: Low damage

Great For: Group play, patient solo players

Ice wizards have the highest health in the game and are great at absorbing damage. This makes them tough to defeat in combat and a great tank to have in group play. However, since their spells have low damage, Ice wizards usually have prolonged battles since they’re unable to deal damage quickly. Solo Ice wizards should be prepared to have patience during combat.

Wizard101 Screenshot

Death

The Survivor

Strengths: Can steal health from enemies, access to many universal buffs

Weaknesses: Moderate damage, health, and accuracy

Great For: Solo players, beginners

Despite its name, Death is actually a wonderful school for survivability. Because many of their spells allow you to both damage enemies and steal their health, Death wizards can hold their own in a fight – making it a fantastic choice for solo players. They also have access to multiple universal buffs which helps amplify their damage, allowing for quicker battles.

Wizard101 Screenshot

Life

The Healer

Strengths: Wide array of healing spells, high accuracy

Weaknesses: Doesn’t excel in damage or other areas

Great For: Support players, especially in groups

Life, as you may have guessed, specializes in healing themselves and others. With their high accuracy and various different heals to choose from, Life wizards are extremely dependable support players. They’re always useful in group settings to help keep the gang in tip-top shape, but the school is also a good solo choice if you don’t mind the lack of damage options compared to other schools.

Wizard101 Screenshot

Myth

The Manipulator

Strengths: Variety of minions to aid you, lots of double attack spells, decent damage

Weaknesses: Moderate survivability and accuracy

Great For: Solo players

Myth wizards are great at manipulating battles. They can summon a vast arsenal of minions to aid them and cast highly functional spells that are difficult for enemies to deal with. Myth wizards also excel at removing shields, whether through spell after-effects or double hit attacks. Because they have a variety of tricks up their sleeve to utilize, Myth is a great school for solo players.

Wizard101 Screenshot

Balance

The Support

Strengths: Extensive access to universal buffs and utilities

Weaknesses: No school prism, often needs to carry a specific deck for Balance enemies, challenging school to play

Great For: Group play

Balance shines brightest as a key support player in groups. With their wide variety of buffs, Balance wizards can boost the damage of any school in the game. The main drawback is their lack of prism, which creates difficulties when facing other Balance enemies. As a result, Balance wizards often carry dedicated decks for these encounters and makes Balance one of the most difficult schools to master, especially for solo play.


Understanding the Art of the Duel

Now that you’ve selected a school that fits your desired style, it’s time to ready yourself for combat! At its heart, Wizard101 is a turn-based deckbuilding MMORPG. Your success will largely depend on how you build your spell deck, whether you’re fighting solo or with friends, and if you have a bit of luck on your side.

Only 7 spells will be initially drawn from your deck during combat, so constructing a deck that will allow you to get the right cards at the right time is instrumental. Overloading your deck may result in you not getting helpful cards when you need them, but packing too few cards could mean you don’t have enough spells to finish the fight. It’s a delicate balance!

Constructing Your Spell Deck

There are 3 main types of spell sources: regular spells, treasure cards, and item/pet cards.

  • Regular spells are standard spells that you unlock on your adventure either through your professor or through quests. They get added to the “main” section of your spell deck.
  • Item/pet cards are spells that come from equipped items and pets. They appear in a specific section below your “main” spell deck. You can choose which pet/item cards you’d like to appear in battle by clicking on them.
  • Treasure Cards are single use spells that have a dedicated section in your spell deck. Once you use one during battle, it’s gone forever. You’ll need to continuously replenish your Treasure Cards if you find yourself using them often.

When it comes to spell deck strategy, we often find that less is more. It’s very common for new players to get excited and add as many spells to their deck as possible, but that makes it very difficult to fight battles effectively. For example, if you’re at full health, pulling heal card after heal card extends the battle length and doesn’t help you in that specific moment. Packing heal spells is fantastic idea, but make sure you’re keeping a good ratio in mind.

Don’t be afraid to leave some spots empty too … especially as you continue to level up and have access to larger decks!

How Combat Works

Walking up to any enemy will automatically trigger combat to begin. Once the combat starts, you’ll see a 30-second timer and 7 drawn cards from your spell deck. If you’re happy with those cards, amazing! If you’re not, you can always discard any undesired cards to make space for new cards to appear the following round. Discarding a spell also lets you draw a Treasure Card, if you added any to your deck beforehand. A max of 7 cards will always be shown at any given time whether they are normal spells or Treasure Cards.

When you’re ready to cast a spell, select it and choose which enemy (or ally) you want to play it on. You can also pass if you’d prefer to wait or if you don’t have enough pips to cast the spell you want. Pips are the energy/power you use to cast spells.

Once all players have selected a spell, the round plays out in a turn-based fashion where the spell cards are brought to life through whimsical animations. After all spells have been cast, the next planning phase commences with another 30-second timer. This continues until either you defeat all the enemies, or the enemies defeat you.

Helpful Tips for New Wizards

  • Speaking of efficient traveling, utilize the Mark and Recall for locations that you know you’ll need to visit again. You’ll save yourself a lot of walking and time!
  • The Bazaar is an incredible resource for obtaining good gear, especially early on. Check it frequently throughout your adventures to see if anything there provides better stats than what you currently have.
  • The pet system is robust and can be overwhelming at first, but training a pet can come in handy extremely quickly. You never know when a pet spell might just save you in battle!
  • When in doubt? Team-up! If you’re ever stuck on a particular dungeon or boss, you can ask for help through the Team-Up feature. This allows other players in the game to see that you need assistance and come running to your aid.

There’s so much more to explore in Wizard101, but hopefully you have a good understanding of the basics! We’re grateful to everyone who has played our magical MMO the last 17 years, and we can’t wait to see what the next 17 bring … this time on console!


Wizard101

KingsIsle Entertainment, gamigo group


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Unleash your inner magic and prepare to unravel the mysteries surrounding a death professor gone rogue. Darkness threatens to engulf the Spiral as you master powerful spells, explore over 22 whimsical worlds, and team-up with friends in this nostalgic wizard turn-based deckbuilding MMORPG.


The post How to Get Started in Wizard101 appeared first on Xbox Wire.

Skate Story launches December 8 on PS5

Hello again, PlayStation community! I’m Sam Eng, the sole developer behind Skate Story – a game where you play as a glass-bodied demon, doomed to skate through the Underworld and devour the Moon to satisfy the devil’s contract. Today I’m proud to share that Skate Story is set to release on December 8 on PS5.

Skate Story launches December 8 on PS5

It’s been a while since the last PlayStation Blog where we announced Skate Story coming to PS5, but I wanted to fill you all in on some new gameplay features, a peak behind the creation of an all-new original soundtrack from Blood Cultures, as well as how the PS5 DualSense Controller can help shape your experience of the game.

Skate Story or true story

Did you know? Skate Story is based on a true story. Yes, that’s right folks. Sure, it’s slightly dramatized for effect, but it’s all totally 100% true. Of course, names and places have been altered as well, for the privacy of those involved. For example, it was not originally a Frog who ran the bagel shop, and the Skater actually had to get a lawyer before signing the Devil’s Contract.

Sound (track) of the city

Blood Cultures breathed real New York City life into a brand-new 12 track original soundtrack. The way they captured the city’s heartbeat – the chaos, the beauty, the endless motion elevates the game into something richer and more alive.

Their music doesn’t just accompany the world, it defines it. I tapped Blood Cultures to guide the statement above.


“When I was working on the soundtrack, Sam gave me some insane instructions. He was like, “I dunno, maybe make it sound industrial… it’s the underworld, you know?” Industrial? So I decided to apply for a job at the local train depot. I was worried they wouldn’t like the bag I keep over my head, but I figured everyone would be wearing masks anyway! They were actually really nice, but they kept insisting I take off my jacket. I’m not doing that! So I didn’t get the job. The foreman said “don’t trip on the way out!” I should have heeded the warning because I tripped on several metal beams. What a tumble! It sounded glorious! Then I realized… I should sample New York itself!

So then I went around the city, with my little pocket field recorder and a variety of little objects: spoons, chopsticks, my grandmother’s father’s watch, and started recording myself hitting objects! I eventually realized that inanimate objects work pretty good, and I was able to get some really nice samples from that. I recorded so many sounds of the city. I sampled obscure pillars under the bridge, to classic sounds like the rare subway screech at the last stop.”

– Blood Cultures


Dynamic board wear + stickers, stickers, and stickers

The best thing about skateboarding is getting a new board. So what better to make you get a new board than to completely shred your current setup? In Skate Story, every trick, grind, slide, will wear away your deck. If you do more nose pops, then the nose will wear away. If you do more tailslides, the tail will show scrapes.

As you skate your way to the Moon, you’ll come across various gift shops. These are gifts created specifically for your soul. You can then trade collected portions of your leased soul for new decks, fresh trucks, and stylish wheels. Make your own setup and then bless it with some new stickers.

Stickers add style, customization, and will help keep your deck from falling apart. However, keep in mind you can only use a sticker once! Once you stick it, it’s stuck. Unhappy with where you stuck it? Grind it off!

As you skate, the stickers on your board will wear off. Enjoy the ephemeral nature of the many adhesive designs you’ll find.

The DualSense controller lights will dazzle you in the dark

Playing Skate Story on PlayStation 5 with the DualSense Controller is a multisensory experience. I designed the DualSense light bar effect in Skate Story to give a beautiful effect to ambiently dazzle the darkness. As you skate through the underworld, your tricks will beam out the DualSense. The light bar will reflect the Skater’s glass body, a lens to the gritty underworld lights in that eternal night.

STOMP your combo to deal damage

To take down the celestial beasts of the underworld, you’ll need to deal some massive damage with your skateboard.

Every trick you do will add to your skate combo. The combo will increase more if you perform different, stylish tricks. Performing tricks at speed, over objects, gaps, and catching air will increase your combo higher. If you repeat tricks or skate too slowly, it’ll still go up, but not as much.

Keep your line by switching it up and chaining tricks at a stylish pace. In the light of the Moon, you can STOMP your combo to end it in explosive fashion. Every trick you’ve done in that line will be expelled as damage around you. All of your tricks and your combo will reset, allowing you to start a new line. Keep pushing. Chain a beautiful skate line. Stomp the lunar projection. A tasty Moon awaits.

Well, I think that’s really all for now – it’s been quite the journey leading up to the final months of development, and I hope you all get to experience Skate Story on PS5 when it launches on December 8.

How Crimson Desert’s Combat Adds Fighting Game Flair to Fantasy Battles

It would be easy to take a quick look at Crimson Desert and assume it’s another fantasy action game where you hack and slash your way through enemies with repeated presses of the attack button. And if you equip your protagonist, Kliff, with a sword, you can certainly do that. But tap two of your controller’s face buttons together and he’ll lunge, thrusting the blade directly forward. If you then press both the light and heavy attack buttons at the same time, he’ll transition into a powerful, magic-infused overhead slam, bringing his sword down in an arc of dizzying particle effects. There’s more than one way to swing a sword, basically – and that applies to everything in your combat arsenal.

Transition from aiming a bow into a dodge roll and you’ll trigger a brief window of medieval Matrix slow motion, perfect for scoring a headshot. Cast a spell at the apex of a jump and you’ll launch yourself into the air, riding the energy of the magic’s blast (do it twice more to climb even higher). And, in perhaps the most entertaining example, hold two face buttons in conjunction with shifting the direction of the left analogue stick to unleash a variety of increasingly amusing wrestling moves, from simple grapples to human hammer throws.

For this month’s IGN First, we spoke to the design team at Crimson Desert developer Pearl Abyss to learn how they crafted this deep, multi-layered combat system. The very first thing they said was both surprising and helped contextualize everything: one of the key inspirations for Crimson Desert’s combat was retro arcade games like Samurai Showdown, Final Fight, and King of Fighters. Suddenly, all those multi-button combos and linked moves make much more sense.

But those fighting game combos are not necessarily the thing that Pearl Abyss intended to replicate. The team cites the strong sense of impact that comes with each blow, both inflicted and received, as a key aspect they wanted to capture. That’s clear not just in the visuals, but in the crunchy audio – the sound design team directly references Capcom as an inspiration. But across the 10 different boss battles I’ve fought so far, plus plenty more skirmishes in the open world, it’s clear that there’s more to it than that. Fighting game characters have access to many, many different moves that can be chained together to create unique approaches and strategies. Open world action games, on the other hand, typically have a much more restrained move set – a dodge, attack, and counter, for instance. But despite being a fantasy open world game itself, Crimson Desert’s long list of combat moves seems to be gunning for the breadth of options that fighting games thrive on.

Kliff’s ever-expanding ability tree means there’s a multitude of ways to approach any fight. It’s not just ranged vs melee, but the more minute choices within those options. Will you weave kicks and suplexes into your swordfight? Channel lightning down your blade? Use whistling arrows to summon artillery strikes? The important takeaway here is that Pearl Abyss refuses to provide any real strict definition for Crimson Desert’s combat system – unlike something like Batman: Arkham, there’s no rhythm or pattern to follow. The combat team told me that they had no interest in creating a game where you have to respond to on-screen prompts by pressing specific buttons, the kind of system we’ve seen in games like Mad Max, Shadow of Mordor, and both Marvel’s Avengers and Spider-Man games. Instead, the studio aims to fulfill a player’s fantasies by allowing them to do whatever they want in any situation.

That arguably makes Crimson Desert’s approach to battle a bit loose, and for some, the distinct lack of rules or rhythm may be frustrating. There are no hard counters for particular enemies, for instance, nor any kind of strict rock, paper, scissors relationships between different attack or defence types. A particular weapon may be stronger against shielded enemies, for instance, but there’s no requirement for you to use it. The same applies to bosses – while they certainly have attack patterns that can be memorised and weaknesses that can be exploited, Pearl Abyss has no interest in demanding you pay attention to that. The team believes any method of attack should be valid (within reason – you can’t swing a 500-pound monster by its ankles, of course.)

Crimson Desert’s long list of combat moves seems to be gunning for the breadth of options that fighting games thrive on.

This “there if you want it, but no worries if you don’t” approach extends out into the world itself. The BlackSpace engine that powers Crimson Desert is able to simulate elemental reactions, so water can either freeze or conduct electricity when struck by the correct spell, while wood will burn and smoulder when set alight. The combat team cites the modern Legend of Zelda games as inspiration for this, in which there’s constant interaction between you and the environment. But this is very much a system that you can master and exploit if you choose to, rather than a core component of combat. For instance, there won’t be a boss battle where you have to freeze water to hold your foe in place, or coax them into a metal grid you can then electrify with a lightning spell.

Kliff is not a wizard, and so his spells come courtesy of a bracelet that grants him simple mastery over fire, ice, and lightning. But new weapons and gear help expand his ability set further than the unlocks on your skill tree. There’s a spear, for instance, which opens up like a propeller and blasts enemies with bursts of wind like a deadly Airzooka, and a sword that summons an angry genie-like creature. The further you progress, though, the wilder the options become. Kliff is able to ride a number of mounts, which in the early hours are simple horses with no remarkable talents. But head into territory held by The Black Bears and you’ll be able to saddle up on a massive grizzly, which can swipe at foes with sharpened claws, effectively thinning out herds of barbarians.

Fast forward a few hours and things become stranger still. Your simple horse could be traded for a raptor. Yes, you can ride on the back of a literal dinosaur. If you prefer your scaly mounts to fly and breathe fire, then Crimson Desert also has that covered, too – fantasy’s most important creature is present and correct here, and in the game’s later hours you’ll be able to command Tristar the dragon, who’ll swoop in at your beck and call. But that’s not the wildest option. Dispelling any notion that this is a typical high fantasy video game, in Crimson Desert, you can pilot a mech. Yes, really.

The dwarven-engineered battle robot is a late-game treat that asks the question: What if a Bioshock Big Daddy and a Titanfall mech had a baby? Equipped with thrusters, machine guns, multi-target-lock homing rockets, and a wide-radius EMP blast, your sword-and-board-wielding enemies don’t stand a chance.

Fire-breathing dragons and machine-gun-toting mechs could absolutely destroy Crimson Desert’s balance, but they’ve been carefully plotted on the campaign’s overall power curve. Pearl Abyss’ combat team explained that such mounts are not designed to be simple tools that you can use whenever you want, and so all of the robot’s destructive devices drain a limited fuel gauge which, when depleted, will put the machine out of action. This means you can’t just use this modern marvel of technology in perpetuity – you won’t be able to stroll up to a boss battle and decimate a knight with your stock of missiles. But when you are in the pilot’s chair, there’s no denying that things become more of a massacre than an even match-up. Pearl Abyss is happy with this power spike, though; the team considers it something of a “present” or reward for players who have progressed so far into the game.

As you can see, there is a wide range of combat options, to say the least. And that brings us back to the fighting game comparison. Something like Street Fighter is arguably the inverse of Dark Souls, as in a FromSoftware game, the true challenge is learning everything about your enemy and then attempting to exploit that, whereas in a fighting game, the challenge is to learn everything about your character and master their moveset. Pearl Abyss subscribes to the Street Fighter approach, and explains that the goal is for Crimson Desert’s difficulty to become increasingly more manageable the more you master Kliff’s abilities.

That’s easier said than done, though. Like a fighting game, there’s the sense that every one of Kliff’s actions has an alternate version if you combine it with the right skill. This naturally creates depth, but also complexity – dive in without any instruction, and it can feel quite overwhelming. In an attempt to keep things as simple as possible, Pearl Abyss has put a lot of focus on what each button does. The idea is that there’s consistency in every action – if you want to introduce an element into an action, you build on your existing knowledge of the controller. Clicking the thumbsticks, for instance, fires magic spells from your palms. Click the left stick to use your left palm, click the right stick to use your right palm. And so to do a triple-jump, which is powered by your magic spells, you string together an L3, R3, L3 combo, rather than tap the jump button three times.

At first glance, Crimson Desert certainly looks like many other open world games. And that’s not an unfair comparison – as we’ll explore later in this month’s IGN First, there are plenty of genre staples here, from puzzle dungeons to faction quests to bounties posted on town bulletin boards. In totality, this is not an unusual game. But zoom in on the combat, and you’ll find quite an unusual beast. It’s built atop the classic ideas – there’s still dodges and parries and regular attacks – but never before have I played a medieval fantasy game where I can chain Spider-Man’s swing into Batman’s glide into a ground pound that’s delivered like Sonic the Hedgehog doing his best Hulk impression. In short, it’s safe to say Crimson Desert is trying something different.

Matt Purslow is IGN’s Executive Editor of Features.

Battlefield 6’s launch day patch notes are here and nearly 2800 words, so whip out your reading specs private

Battlefield 6‘s launch day patch was promised to be a big one, and EA weren’t lying. The full notes have just arrived ahead of the shooter’s launch tomorrow, October 10th. They’re over 2700 words long. That’s about double the length of my last feature, but solely dedicated to stuff like recoil and times to murderdeath.

If you played the beta, is there anything left you’ll actually recognise when you fire up the full version? I’ve no idea, to be honest, they could have hidden a line about swapping every character model for Mr Bean in here and I’d likely have struggled to clock it.

Read more

Battlefield 6 review

All hail the Battlefools! They fan out efficiently from spawn and are instantly massacred in a hail of rifle fire and grenades. Arguments erupt in the chat. Who’s watching the flanks? Were you watching the flanks? I’m not supposed to watch flanks, I’m an engineer – my two defining passions are blowing tanks up and fixing them, a clash of loyalties that routinely gets me run over. You’re a recon – shouldn’t you be reconnoitring? Blame gives way to frantic improvisation as the attackers turn defender. People switch classes, get cut down, switch classes again. Support players plant lines of barricades that somehow avail them nothing against the snipers. Squad leaders ping the objective icon furiously, like babies banging the arms of their prams. One squad tries crawling behind a line of parked cars and is promptly squished by hammer-wielding exterminators.

Read more

Battlefield 6 Campaign Review

It’s been seven years since the last Battlefield campaign. A decade since the last one set in the modern day — the intriguing, but ultimately flawed Hardline. In that time, Doom and its sequels took the speed of a single-player first-person shooter to the next level, Titanfall 2 pushed level design forward in inventive ways, and even Call of Duty reinvented itself on several different occasions to varying degrees of success. But Battlefield 6 has little interest in innovation, instead firmly looking back at what made the series so successful two console generations ago. Aside from being an impressive technical showcase at times, its small set of routine missions has little new to offer. There is some variety and a few moments of impressive scale to be found, but it’s all over so quickly you barely have time to savour them. Though it never quite feels like a full-on afterthought, it’s a campaign that comes across as the sidearm of Battlefield 6’s arsenal when placed alongside its more grand multiplayer suite.

Across its nine missions, Battlefield 6 zips around at a furious pace, but I couldn’t help but feel that I’d done it all before, albeit at much lower fidelity. It’s flashy, but lacking when it comes to genuinely interesting level design, with its great feeling gunplay not supported by what you’re asked to achieve with it. On one hand, it makes sense for Battlefield Studios to take this approach and treat the campaign as a training ground for its trademark large-scale online warfare — the pure size and number of enemies that flood the screen in its missions are certainly in conversation with this. But in the other palm, it crushes all hope of crafting a thrilling story that has the chance of stepping out of the shadow cast by those multiplayer modes.

That’s not to say there aren’t splashes of inspiration. A particular highlight was a sequence that takes place on a crumbling New York bridge. It’s at least visually interesting, even if it offers no great variance in what it’s asking you to do gameplay-wise. There’s just no one mission that screams out as an all-timer here, even if there are attempts to ape Modern Warfare’s Clean House — which fails to capture any of the desired tension — or its own version of a Normandy landing as you storm a Gibraltar beach. It’s, oddly, very much a ‘Call of Duty’ campaign in its map and objective design, and struggles to stamp much of the signature Battlefield large-scale action that made me fall in love with the series. I find it frustrating not to see risks being taken creatively, especially when such a vast budget is available to fuel such ambition.

One later chapter set amongst the mountains of Tajikistan does take place in a wide open area and echoes the multiplayer roots of the series, as you’re encouraged to take your own approach when completing the task at hand. In theory, this could be exciting, with all manner of airborne and ground vehicles ready to be controlled at your fingertips and a vast library of weaponry and gadgets to gear up with. In practice, it presents as more of a thin veneer of choice rather than drastically different ways to tackle objectives, with the range of tools at your disposal kept frustratingly limited. You’re given a drone to play with and a choice of ATVs and armored trucks to drive, but little beyond that. I’m just not a fan of this larger map approach when it comes to first-person shooter campaigns, much preferring an authored hand to level design, rather than being handed a box of crayons to make my own fun with. These stretches are worryingly close to Modern Warfare 3’s “open combat missions” at times — a memory I never wanted to relive, yet again so soon after, but at least they do feel philosophically more at home as Battlefield arenas.

I wanted to be the star of the show, but I just ended up feeling like a passenger.

Thankfully, these don’t make up the majority of the campaign, but what’s found in its smaller scope staging isn’t any more exciting. You’ll often find yourself hunkering down in tight city streets or behind hulking tanks, waiting for the right opportunity to pop your head out. A run-and-gun mentality simply isn’t welcomed here, with a patient, cover-based approach encouraged — the gunplay is snappy at least, with a satisfying weight to it whenever you do choose to open fire. Assault rifles and LMGs pack a powerful punch and serve as efficient tools when faced with another wave of enemies, and sniper rifles are satisfingly devastating — even if the enemy AI displays little brain to blow out. It gets especially exciting when the impressive destruction tech takes a chunk out of the building you’ve been finding solace in, and you’re forced to scramble to another safe haven. These claustrophobic moments of true jeopardy really are all too rare, though, as for the most part, the campaign is reduced to rinse and repeat objectives that were getting old in FPS campaigns a decade ago.

Having one mission include a sequence where you need to destroy anti-aircraft guns or SAM sites can be forgiven, but doing this on more than three occasions is just downright boring and grinds any gathered momentum to a halt. There are only so many times planting C4 can be considered a fun time, and all too often, you are tasked with standing still amongst the action and pressing a single button in order to continue. On multiple occasions, I was asked to watch some explosions that I didn’t even get to set off take place, or sit in the back of a speeding vehicle and control a mounted turret that only gives you a mild feeling of being responsible for the carnage on screen. It’s on-rails all too often, taking its most exciting moments out of your hands and displaying them in cutscenes, resulting in much of the campaign feeling like the most straight-faced Disney ride ever built. I wanted to be the star of the show, but I just ended up feeling like a passenger.

An early mission that takes you through an abandoned WW2 tunnel network-turned-museum to the decades-old war serves as an unfortunate symbol for the campaign as a whole — a relic of first-person-shooter design dressed up in a new guise. Being funneled through corridors towards the next static shooting gallery to gun down fish in a barrel is hardly exciting in 2025, and it barely was 20 years ago. Outside of a series of tank battles as dry as the desert roads they take place on, it attempts to sprinkle very little of that Battlefield magic into the mix, largely negating environment destruction as part of your toolkit and never once putting you in control of an airborne vehicle. Is it really Battlefield if I’m never zooming along in a fighter jet or unleashing hell from a helicopter gunship?

There’s a slight glimmer of tactical ops magic to be seen, as you can call on your squadmates to activate their personalised skills to help you in a fight. They each come packed with their own multiplayer-class-flavoured abilities, such as Gecko, the recon specialist, being able to tag targets, which, admittedly, does make certain situations ridiculously easy, as every enemy in the area is revealed to you instantly. Ultimately, though, each member ends up playing practically the same and feels like another missed opportunity to add a dash of variety into the mix.

They each fall under the banner of an expert Marine Raider squad called Dagger 1-3 — an unfittingly sharp name for such a dull bunch. On the whole, they’re a fairly cookie-cutter military unit who love nothing more than getting their boots on the ground and shouting “hooah”, with memorable character moments near non-existent. The performances and the shells of humans they inhabit are wholly forgettable, barely coming across as fully formed, and it’s hard to detect any sort of emotion, even when one of their own falls in the line of fire. Nuance is hardly the name of the game when it comes to Battlefield 6’s campaign, though, and its story, centered on taking down a rogue private military force called Pax Armata (ironically, Latin for Armed Peace), proves to be anything but a peaceful one.

It’s a fairly straightforward affair that doesn’t leave too much room for interpretation. For a military shooter about the collapse of NATO, it’s all oddly apolitical in its presentation, and as such, it feels like it has nothing of real substance to say. It’s safe, and as a result, largely uninteresting. At least Call of Duty has attempted to take on subjects such as chemical warfare and terrorism, even if they’ve ultimately been misguided efforts that come across as antithetical to its larger message. It’s not easy to present such important themes delicately, so I can understand why Battlefield Studios may have felt like trying to fire and catch a bullet laced with hot-button issues may have been a risk not worth taking when it could simply choose not to pull the trigger at all. It just means it doesn’t have anything to say on a global or personal level, and all feels a little hollow as a result. It’s a far cry from when the series did tell some engaging tales through the eyes of fun characters in its Bad Company days.

I did also fall victim a few annoying little glitches on the way, such as my character zipping across the screen involuntarily, fuzzy textures popping in, and occasional bullets aimed right at enemy heads leaving zero impact. But on the whole, there’s no denying that it looks and sounds very impressive, with spectacular explosions peppering skylines and gunfire whizzing and cutting through smoke and debris as mayhem ensues around you with regularity. I just wish there was a little more substance hiding behind it all.

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

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