Nintendo Releases ‘It’s Me, Mario!’ Stop Motion Shorts, Watch Them Right Here

Part of the ‘My Mario’ line launching today.

Apart from a new range of toys and even an interactive app, Nintendo’s new ‘My Mario’ line includes a series of stop motion shorts.

The first three episodes have now been uploaded to the ‘Play Nintendo’ channel on YouTube, and you can watch them right here. Below is the official summary:

Read the full article on nintendolife.com

Hideo Kojima ‘Already Wrote the Concept’ for Death Stranding 3, But Isn’t Making It Right Now

Death Stranding 2: On the Beach, the sequel to Hideo Kojima’s 2019 hit Death Stranding, was well-received at launch. It’s “incredibly exciting and original,” and “bold work that deserves to be encouraged,” at least, according to our review. As a result, fans might be hoping for an eventual third game in the series. But for right now, Kojima isn’t planning to make Death Stranding 3…even though he already has a concept written.

Kojima said this in an interview in Riyadh, Saudia Arabia, as a part of the Death Stranding 2 World Strand Tour. When asked by the interviewer about Death Stranding 3, he replied with the following:

“I’m not planning to do that at the moment, because the ending of Death Stranding 2 was my finale of 1 and 2. But I already wrote the concept of DS3, so I have that in data. I hope that someone would create it for me.”

This isn’t the first time Kojima has suggested that someone else might pick up the mantle of his games after him. Back in May, he said that he’d been thinking more and more about his own death lately, prompting him to create a USB stick “kind of like a will” that lays out the future of his studio, Kojima Productions, if he dies.

“I gave a USB stick with all my ideas on it to my personal assistant, kind of like a will,” he said. “Perhaps they could continue to make things after I’m gone at Kojima Productions… This is a fear for me: what happens to Kojima Productions after I’m gone? I don’t want them to just manage our existing IP.”

While we won’t be getting a Death Stranding 3 anytime soon it sounds like, there’s plenty coming from Kojima’s mind in the near future. Death Stranding is getting a live-action film adaptation in partnership with A24, and Kojima is busy working on two different games: horror project OD, in collaboration with Xbox, and Metal Gear successor Physint.

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.

PlayStation Boss Says Company Now Does ‘Much More Rigorous and More Frequent Testing’ After Concord’s Failure

After a high-profile failure in Concord and a high-profile success in Astro Bot last year, PlayStation is looking to adjust its strategy to incorporate fewer live service games, more big franchises, and stricter oversight of its owned studios.

In an interview with Financial Times, PlayStation CEO Hermen Hulst says the company is hoping to mitigate future big, expensive risks with future games. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

Concord was not a cheap failure. Analysts estimate Sony spent around $250m on the game, only for it to sell so poorly that Sony shut it down two weeks after launch, and shuttered its developer, Firewalk Studios, not long after. By contrast, Astro Bot also launched last year to universal acclaim, winning multiple awards and selling 2.3 million copies as of March 2025, one of the best-selling games on PlayStation 5.

The differences between the two games are myriad, certainly, and their development stories are quite different as well. But what Hulst has taken away from this is that there needs to be more supervision of Sony’s owned studios to ensure that games veering in the direction of Concord are spotted before they become expensive failures, so they can be canceled or corrected in time.

“We have since put in place much more rigorous and more frequent testing in very many different ways,” Hulst said. “The advantage of every failure . . . is that people now understand how necessary that [oversight] is.”

Financial Times spoke to multiple Sony studio heads, who said that this oversight means more focus on group testing, more communication between internal Sony studios, and closer relationships between the studios’ top executives. “If we’re heading towards a giant landmine, like there’s another studio making exactly the same game, that’s good information,” said Jason Connell, art director at Ghost of Yōtei studio Sucker Punch.

That comment rings especially poignant in light of Concord’s failure, which analysts say occurred for a number of reasons, including an oversaturation of multiplayer, live service shooters. Hulst suggests in the interview that PlayStation isn’t as intent on churning out live service games as it used to be. That said, PlayStation does have Bungie’s Marathon coming up before March 2026, a game that has a number of Bungie fans concerned amid delays, staff layoffs, and a general lack of information as to what the game entails.

But there’s another strategy Hulst also wants to pursue: he wants more, massive Sony IP. Astro Bot’s success has come about over the course of multiple games, with the little robot icon growing in popularity each time. According to Financial Times, Hulst wants studios to be thinking about how their IP can be turned into bigger and bigger franchises over time, following in the footsteps of The Last of Us and Uncharted. “We take a very intentional approach to IP creation . . . understanding how a new concept can turn into an iconic franchise for PlayStation, that can then again become a franchise for people beyond gaming,” he said.

Currently on the docket, PlayStation has Ghost of Yōtei and Lost Soul Aside coming this year, with Marvel Tōkon: Fighting Souls and Housemarque’s Saros for 2026. Other games such as Fairgames, Marvel’s Wolverine, Naughty Dog’s Intergalactic: The Heretic Prophet, Marathon, and more remain in the works.

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.

Developers Reportedly Still Struggling To Get Switch 2 Dev Kits

“They would love to do Switch 2 versions. They can’t get the hardware.”.

We’re almost three months on from the Nintendo Switch 2’s release, and while we have plenty of third-party games to come on the newer hybrid console, many developers say that they’re still having issues getting hold of dev kits.

This comes from the folks at Digital Foundry in response to a question from a listener during this week’s DF Direct (timestamped, 8:20). Part of the question focuses on Switch 2 kits, particularly pointing out Ninja Gaiden: Ragebound, which runs at 30fps on the newer console (though it doesn’t have a specific Switch 2 version either): “Do you think Nintendo are regretting not sharing the dev kits wider, sooner?”

Read the full article on nintendolife.com

The Biggest Magic: The Gathering Crashers and Climbers This Week – August 25

The Magic: The Gathering product release schedule continues, with anticipation building for the arrival of Spider-Man next month, but there are plenty of price changes to come before then. From classic cards seeing new life and staggering value changes, to big drops for some of Edge of Eternities’ most popular cards, there’s plenty to keep up with. Here are the big shifts this week for August 28, and why they’re happening.

This Week’s Climbers

Need for Speed debuted in 2001 (the card, not the video game series) and it lets you sack lands to give creatures haste, but folks have noticed that Toph, the First Metalbender from the upcoming Avatar set can take advantage of its effects.

Toph means all nontoken artifacts are counted as lands, while also taking cards, making them creatures, and bringing them back when they die or are exiled. This means a buffet of lands to get rid of and haste to pass around. It’s up to $7 from around a dollar as a result.

Toph’s also seen Ugin’s Nexus get some attention, but as the folks at Wargamer pointed out, a potential Toph/Ugin’s Nexus combo doesn’t work. The card has been climbing in value to around $5 because players think that Ugin’s Nexus will give them a bunch of extra turns, but the card actually says ‘If a player would begin an extra turn, that player skips that turn instead.’ It’s still a cool card, but be mindful before you buy.

Terra Eternal is our final Toph synergy this week, and it’s seen a price spike up to $7 from $1 thanks to its ability to make lands indestructible. With Toph’s ability to make artifacts into lands, that means they’re indestructible, too.

Scrapheap has been around since 1999 (the good ol’ days) and gives you life for sacrificing your artifacts or enchantments. It’s simple, but it pairs nicely with Ragost, Deft Gastronaut (remember him?) because he’s chomping through artifacts all day long. Scrapheap is up to almost $8 from around ninety cents.

Repurposing Bay can work nicely with it, too, with this Aetherdrift card powersliding up to a dollar or two in the last few days, having been around 50 cents just a short time ago. It’s seeing some use in Standard right now, hence the popularity.

This Week’s Crashers

Once one of the most sought-after cards of Edge of Eternities, Breeding Pool (Borderless) is a looker, and it’s seeing a drop. Not long ago, it was well above $100, but has dropped to around $35 now and could drop further.

Ouroboroid has also seen a drop, and it’s now around $20 having been upwards of $25 in recent weeks, while Tannuk, Steadfast Second has trailed off to around $7 from double that not long ago.

If you’ve been looking for The Endstone, this card draw engine is now close to hitting $5, while Terrasymbiosis is a dollar or so less, with both cards commanding around double those fees recently.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Review: Roadwarden (Switch) – A Fascinating And Quite Special Text-Based RPG

And I’ll take the low road.

Cast your minds back, if you’re still able, to the year of our lord 2022 and the release of Moral Anxiety Studio’s tremendous Roadwarden. Yes, you know the one, that PC game you may not have played but certainly heard plenty about, as it garnered a whole bunch of Very Nice Reviews™.

And here, to be blunt, is another for the pile. What’s the point in mincing words? Who has time in this economy? Roadwarden is a special game, you see, one of those that stays with you long after the fact of having played it. It’s been compared, and rightly so, to the likes of the also-rather-good Disco Elysium, in how it creates an unflinching world that’s absolutely dripping in atmosphere and tiny details, a world that’s stuffed to the gills with meaningful encounters, fascinating conversations and choices that embed you in it all. Right up to your eyeballs, my friends.

Read the full article on nintendolife.com

Romeo is a Dead Man: A sneak peak of what to expect

What’s up, everyone? I’m gonna assume you’ve already seen the announcement trailer for Grasshopper Manufacture’s all-new title, Romeo Is A Dead Man. If not, then do yourself a favor and go watch it now. It’s cool – I’ll wait two and a half minutes.

Romeo is a Dead Man: A sneak peak of what to expect

OK, so you get that there’s gonna be a whole lot of extremely bloody battle action and exploring some weird places, but I think a lot of people may be confused by the sheer amount of information packed into two and a half minutes… Today, we’ll give you a teensy little glimpse of how Romeo Stargazer – aka “DeadMan”, a special agent in the FBI division known as the Space-Time Police – goes about his “investigations”.

Romeo Is A Dead Man, abbreviated as… I don’t know, RiaDM? or maybe RoDeMa, if you’re nasty? Anyway, one of the most notable features of the game is the rich variety of graphic styles used to depict the game world. Seriously, it’s all over the place – but like, in a good way. The meticulously-tweaked action parts are done in stunning, almost photorealistic 3D, and we’ve thrown everything but the kitchen sink into the more story-based parts.

And don’t worry, GhM fans – we promise: for as much work as we’ve put into making the game look cool and unique, the story itself is also ridiculously bonkers, as is tradition here at Grasshopper Manufacture. We think longtime fans will enjoy it, and newcomers will have their heads exploding. Either way, you’re guaranteed to see some stuff you’ve never seen before.

As for the actual battles, our hero Romeo is heavily armed with both katana-style melee weapons and gun-style ranged weapons alike, which the player can switch between while dispersing beatdowns. However even the weaker, goombah-type enemies are pretty hardcore. You’re gonna have to think up combinations of melee, ranged, heavy, and light attacks to get by. But the stupidly gratuitous amount of blood splatter and catharsis you’re rewarded with when landing a real nuclear power move of a combo is awe-inspiring, if that’s your thing. On top of the kinda-humanoid creatures you’ve already seen, known as “Rotters”, we’ve got all kinds of other ultra-creepy, unique enemies waiting to bite your face off!

Now, let’s look at one of the main centerpieces of any GhM game: the boss battles. This particular boss is, well, hella big. His name is “Everyday Is Like Monday”, because of course it is. It’s on you to make sure Romeo can dodge the mess of attacks launched by this big-ass tyrant and take him down to Chinatown. It’s one of the most feelgood beatdowns of the year!

Also, being a member of something called the “Space-Time Police” means that obviously Romeo is gonna be visiting all sorts of weird, “…what?”-type places. And awaiting him at these weird, “…what?”-type places are a range of weird, “…what?”-type puzzles that only the highest double-digit IQ players will be able to solve! This thing looks like a simple sphere that someone just kinda dropped and busted, but once you really wrap your dome around it and get it solved, damn it feels good. There are a slew of other puzzles and gimmicks strategically or possibly just randomly strewn throughout the game, so keep your eyeballs peeled for them and try not to break any controllers as you encounter them along your mission.

That’s all for now, but obviously there are still a whole bunch of important game elements we have yet to discuss, so stay tuned for next time!