Donkey Kong Bananza for the Nintendo Switch 2 Is IGN’s Only Masterpiece So Far in 2025

The Nintendo Switch 2 console only has two high-profile original games that you can get right now: Mario Kart World Tour and Donkey Kong Bananza. Although both are great games, Donkey Kong Bananza has staunchly entrenched itself as one of the best games of the year and an absolute must-buy game for any Switch 2 owner.

Donkey Kong Bananza is the Only 10/10 Masterpiece of 2025

Not only did we rate Donkey Kong a 10/10, it’s the only game we’ve given a Masterpiece rating so far this year. Granted there isn’t too much competition in the way of Switch exclusive games for 2025, this has been a fantastic year so far for console gaming in general. We’ve seen some of the best games released in recent history, including Clair Obscur: Expedition 33, Kingdom Come Deliverance 2, Death Stranding 2, and Doom: The Dark Ages, all of which got close to a Masterpiece rating but didn’t quite hit the mark. That’s not to say that Donkey Kong Bananza is necessarily better than those other games since, after all, different people have reviewed each of these games, but it’s a testament to just how outstanding Donkey Kong Bananza is on its own merits to have achieved that score.

Pick it up in under an hour at Best Buy

If you’ve read the reviews and are itching to pick up a copy to play immediately, the surest best is ordering online and picking it up in-store at a nearby retailer like Best Buy, Target, or Walmart. Best Buy, for example, offers pickup in as little as one hour. I find it more convenient to order online ahead of time and then picking it up in-store because you’re pretty much guaranteed that it will be in stock, and you don’t have to wander around the store looking for a copy. If you’re looking for a discount, don’t hold your breath. I haven’t seen any deals this game, and to be honest, I don’t expect any before Black Friday. That’s not to say you can’t find ways to incentivize your purchase. Best Buy, for example, gives you rewards points for every purchase if you sign up for its free membership, and Best Buy cardholders get 5% cashback, similar to Target’s Circle card or Amazon’s Prime card.

Still on the fence over getting the Switch 2 console? Check out our Nintendo Switch 2 review, in which Tom Mark aptly describes the new console as “a vital but unexciting upgrade to a console I already love.”

Yooka-Replaylee Is Now “Content Complete”

A release date is coming “Soon”.

Playtonic Games’ Yooka-Replaylee, a remaster of the 2017 3D collectathon platformer Yooka-Laylee, is “content complete” and a release date announcement is “coming…SoonTM”.

This comes from PM Studios, the physical game publisher who is handling Yooka-Replaylee’s release. The company shared a video on Bluesky giving us a very short explanation on what to expect.

Read the full article on nintendolife.com

Stormgate Review

There’s a moment right before the start of a 1v1 RTS match that’s like nothing else I’ve felt in games, and Stormgate delivers it. I see that countdown timer start to tick, I can feel my own heartbeat, and I take a deep breath. Then I’m looking at a colorful command center and a gaggle of workers, and it’s just me and some random stranger fighting it out for glory or ruin. The twists and turns Stormgate has taken during Early Access to get to where it is now haven’t all been in the right direction, but it is moving the basecraft formula forward on a design level in some subtle and not-so-subtle ways.

Stormgate has come a long way in the year since its Early Access launch, and while it has now shed the Early Access label, it is not being dubbed Version 1.0. There are still major faction reworks and graphical overhauls promised, as well as multiple major modes that are now flagged as “In Development” (whatever that even means anymore). I’m not absolutely thrilled with all of the changes that have been made to the 1v1 competitive mode, which I still enjoy quite a bit overall. I’m going to focus mainly on what’s different here rather than explaining the basics of it all again, so check out my Early Access review from last year if you want to hear more about how things used to work.

Unsurprisingly, since it’s made by a bunch of former Blizzard RTS devs, Stormgate has the feel and overall rhythm of a classic Blizzard RTS. At its best, it’s like home cooking for someone who was raised on Brood War and WarCraft 3. I order around my scrappy human Vanguard recruits while zipping back to my base to click an upgrade just at the optimal moment, and I imagine myself like the food critic in Ratatouille being transported back to his childhood. There is something that just works about the mental coordination and almost musical hotkey strokes in this type of game – even all these years later – and developer Frost Giant gets that.

It has also clearly put a lot of thought into what could be improved about that experience. And it’s here that I feel like the conversations I’ve had with people glibly calling it “StarCraft 1.5” are not seeing the big picture. On an underlying design level, it’s a thoughtful progression even from the flash and polish of StarCraft 2. Quality-of-life features like automated control groups and quick commands for accessing production queues and upgrade menus without having to find the right building smooth out the moment-to-moment experience in a way that took some getting used to, but now I want them in every RTS.

All In the Craft

As a Terran and Human main in StarCraft and WarCraft respectively, it’s no surprise that the faction that spoke to me the most in Stormgate was the Human Vanguard. I know, I’m really fun at parties. They play very similarly to a standard RTS faction, making them a great point of entry. But like almost everything in Stormgate, there are little things here and there that raise the skill ceiling a lot.

Vanguard units gain veterancy from fighting, for instance, which increases their stats substantially. This means, to play them at a high level, you want to minimize casualties as much as possible in every engagement. And you especially don’t want to lose your fully-promoted units. This might, unexpectedly, make them one of the most micro-heavy factions if you want to truly master their advantages. And it presents an opportunity for their opponents to focus-fire down veteran units as well. This sort of, “Easy to learn, difficult to master” philosophy is all over Stormgate, and I love to see it.

There are little things that raise the skill ceiling a lot.

I am pretty happy with the changes that have been made to Celestials so far, even if they’re the only ones not to get a visual overhaul yet, leaving them looking the most chunky and bland. They were very confusing to play originally, diverging so much from my expectations for an RTS faction in non-intuitive ways that I couldn’t really get a handle on them. Now they’re much easier to pick up and play without sacrificing too much of what made them unique. Morph Cores have a much more obvious and sensible role, I understand when I’m supposed to put down a new Arcship, and power generation is quite a bit less confusing.

I can’t say the same for every faction, though. The Infernals recently got a significant rework that removed the Animus bar – which would fill up and allow you to cast spells when yours or your opponent’s units died. In fact, all of the top bar command abilities have been removed or moved onto buildings, which feels like a step backwards to me. Especially in the case of the Infernals, you’ve taken a mechanic that was thematically awesome and kind of central to the faction and ripped it out. Frost Giant told me they want to bring it back in an improved form in the future, but for now we have to do without. Of all the changes made between the first time I played Stormgate and where it is now, this is the one I’m most disappointed by, even if it’s temporary.

And while the community was pretty split on them, I actually liked creep camps as a way to give you more things on the map to fight over and positions to hold that weren’t expansion bases. The replacement, the titular Stormgates, don’t feature hostile NPCs and don’t give any benefit for hanging onto them, so they’re more like sounding a horn to summon both players to battle for a choice between some neat, randomized rewards. That can be exciting, but I can’t say I love them in their current iteration, unfortunately. They can also, a bit counter-intuitively, encourage the kind of “jousting with razor blades on a long stick” base trade scenarios that I don’t like so much, rather than creating big, fun field battles.

Take It From the Top

Where Stormgate has seen the biggest glow-up is in its 12-mission campaign, which was its most disappointing pillar in Early Access. Very little actually remains from that affair, with all the Vanguard characters and units having been given more grounded and realistic models and all but the basics of the story being completely redone. In most cases, this is a massive improvement. But it’s also obvious in some ways that it was rushed through production.

To give you an idea of the buy-in for what I’d call the complete Stormgate experience, you can snag all four episodes for $25, while the 1v1 and experimental modes remain free to play. The whole thing took me around 10 hours to finish as an experienced RTS player going for all the bonus objectives and chatting up my crew for juicy lore tidbits between each one.

The biggest glow-up is in Stormgate’s 12-mission campaign.

The newly-introduced deck of the Raptor 1 does a lot to make the whole experience feel cohesive, especially with the addition of unlockable unit upgrades and an item locker that let you customize your hero and armies across multiple missions. The campaign missions themselves are clever and challenging. And the reworked story tosses out some of the tired Blizzard tropes I was less than thrilled with in the Early Access rough draft.

The main thing dragging it down is that it’s still clearly lacking at least one coat of polish. This is most apparent with some rushed or unfinished cutscenes, particularly at the conclusion of certain missions, where a throwaway line will mention something important that apparently happened off screen instead of showing it to us. The bad guy got away with the McGuffin! Darnit, you just missed him!
Also, some of the new voice lines for some characters, including the protagonist, Amara, honestly sound like the actor is reading them for the first time and only got to do one take, or weren’t told how their character is feeling in a scene. The cadence is totally off to the point of coming across as bizarre.

Holy Tutoroli

I’ve always learned about each faction in most prior RTSes from their campaign missions first, and there still isn’t much context at all for the Celestials, which makes it hard for me to get excited about them. What are they even doing here? What are their ideals? What is their society about? I know there are Infernal and Celestial campaign chapters planned. But compared to even StarCraft 1, in which we spent multiple hours with each faction, I think this really hurts the onboarding.

Different missions can highlight different units or faction mechanics, and ease you into thinking about how to use them. It can be very intimidating to simply jump into 1v1 and sink or swim. Stormgate currently doesn’t feature any hands-on help for new players in terms of how to think about Infernal shroud, or the neat things you can do with Celestial Arcships. There’s a “Learn to Play” link on the main menu, but it just sends you to a web page with some short YouTube videos, several of which are outdated at this point. I don’t know… does that even count?

Novice players can enable a feature called BuddyBot in non-ranked matches that helps you out with some busywork like base management, but I honestly find this to be the worst kind of assistance. It doesn’t actually teach you how to play. It just does things for you. I’d much prefer a “buddy” that notices when I’m messing up, like banking too many resources, and pops up with some tips on what I could improve. StormClippy, if you will.

While it’s still in the experimental phase, I am pleased that Stormgate finally has an editor and custom games available. There are still some key features missing, like triggers, but this hasn’t stopped dedicated community members from already creating some really wild and impressive maps and game modes that I never would have thought possible with the current tools. For what they are at the moment, I found them very easy to use and quite flexible as someone who cut my teeth making custom scenarios for Brood War and Warcraft 3.

The 3vAI Co-op mode has actually been pulled back from center stage into the experimental “Sigma Labs” section along with the map editor, but it’s still a fun place to mess around as they try to dial it in. I like RTSes with hero units and interesting abilities, and that’s all here. Plus, account progression and some unlockable cosmetics added since the Early Access launch give me more motivation to keep at it than pure bragging rights.

League of Legends: Wild Rift Backlash Ignites After Fans Call Out ‘Fever Dream’ AI Trailer

Riot Games and parent company Tencent have come under fire after fans noticed they allegedly published a shocking AI-generated trailer for League of Legends: Wild Rift.

Reddit user Winter_underdog was one of the first to share the footage, calling attention to what is said to be a two-minute trailer for the League of Legends spinoff’s third anniversary. Riot allegedly published the footage on Chinese social media website Weibo before removing it following uproar from players. There’s at least no trace of an AI trailer for League of Legends: Wild Rift on Weibo at the moment, but that hasn’t stopped fans from republishing it elsewhere.

The video above features elements that one may find in some of the most blatant AI-generated content out there, including strange facial expressions, bizarre eye movement, and visuals that look like a cobbled together Pixar film. Although recognizable faces like Jinx, Seraphine, and Aurora also appear, it’s not always easy to pin down what exactly they’re doing as the group puts on what seems to be a KPop Demon Hunters-inspired concert for League of Legends: Wild Rift fans.

“Oh ew, who are those skinwalkers ??” one Reddit user said.

“What in the league of legends fever dream is this,” another added.

It’s not just the look of the League of Legends: Wild Rift trailer that has fans suspicious that artificial intelligence played a role in its creation. Audio for the video is also a bit off-putting as it leads up to a song with similarly questionable lyrics.

No matter how you spin it, fans are not happy with the video circulating online and what it means for how Riot is approaching League of Legends: Wild Rift. While some are happy writing off the third-anniversary video as “bootleg KPop Demon Hunters,” others are concerned about what the future of League of Legends looks like.

“Why fk around with AI when you have proper animators?” one user added. “Using this much AI is disrespectful not only for the fans but towards the animation industry.”

Companies across the globe have mostly adopted the use of AI-generated content in their products and marketing strategies as the technology has improved throughout the last five years. Although fans have been particularly vocal when it comes to how Riot may be using AI to fuel its games, it’s far from the first entity in the gaming space to double down on it.

Activision admitted to using AI for some Call of Duty: Black Ops 6 content after being called out by fans earlier this year. Ark: Survival Evolved fans were also quick to point out AI spotted in a trailer for one of its new expansions.

While companies like Microsoft move forward with plans to integrate AI into its digital ecosystem, not everyone is onboard with the role artificial intelligence could play in the future. Minecraft developer Mojang said in March that it has no plans to include AI in its development process. Meanwhile, NieR director Yoko Taro has warned that game developers will lose jobs because of the technology as it progresses.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

A New Stranger Things Adventure Is Coming to Dungeons & Dragons

Just in time for the final season of Netflix’s Stranger Things, preorders are now open for the “Dungeons & Dragons Stranger Things: Welcome to The Hellfire Club” Adventure Box, due to release October 7 (see it at Amazon). It’s a cooperative 3–5 player D&D adventure set that’s designed for newcomers and seasonsed D&D vets alike. As such, it comes with you everything you need to play through four Stranger Things-based adventures.

D&D Stranger Things: Welcome to The Hellfire Club Adventure Game

If you watched the previous season of Stranger Things, then you will know that Hellfire Club founder and Dungeon Master Eddie Munson (currently burning up the silver screen as the new Human Torch in Marvel’s Fantastic Four: First Steps – you can read our review here) never got to finish his riveting Dungeons & Dragons campaign with the gang. This adventure box aims to right that wrong, giving players the four lost quests that never were, for you to slay through with up to five friends.

In addition to coming in a totally rad box, this set has an epic retro feel to it with the cards, character sheets, and quest books all looking like they were pulled straight from the Dungeons & Dragons Expert Set they play in the show.

For D&D players who prefer to play with friends digitally, this bundle includes digital versions of the quests and special dice that you can link and use with D&D Beyond.

Stranger Things brought put a lot of eyes on Dungeons & Dragons when the show first came out back in 2016 and now with the curtain call on the horizon, it seems only fitting that the final season releases alongside a D&D box set to celebrate.

Preorder the Dungeons & Dragons Stranger Things: Welcome to The Hellfire Club adventure game now at Amazon. It’s out on October 7, 2025 for $49.99.

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.

Review: Gulikit Elves 2 Controller For Switch & Switch 2 – Wake-Up Support Can’t Make Up For The Downgrades

You could be my flamingo.

Following the release of the Elves 2 Pro, accessory manufacturer Gulikit is back with the, uh, Elves 2. Yes, this is a cheaper model ($29.99 / £29.99) of the Saturn-inspired wireless pad for the Switch and Switch 2; one that shirks some of the more advanced customisation options of its slightly elder sibling while adding in one rather enticing new feature.

If you happen to own a Switch 2 and are eagerly awaiting a third-party controller that includes wake-up support for Nintendo’s new hardware, the wait is over. The Elves 2 is officially the first to include the feature, and I’m happy to confirm that it works exactly as you’d expect.

Read the full article on nintendolife.com

Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7

Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7

We’re just days away from The First Descendant Breakthrough update, launching August 7 – and I want to thank all of you who’ve been eagerly awaiting this major content drop. Your continued support means the world to us.

Today, I’m excited to share an overview of the new season’s key features with our Xbox community. It’s a pleasure to connect with you directly and give you a closer look at what’s coming.

The Story of Breakthrough

In Breakthrough, the main villain, Karel, Commander of the Vulgus, finally steps into the spotlight. With the activation of “Iron Heart,” chaos spreads across the entirety of Ingris, and dimensional anomalies are even detected at Axion Plains near Albion. While Descendants investigate these strange phenomena, grotesque Legion of Breach and Mutants emerge, and to make matters worse, a Dimensional Wall opens—summoning Colossus. Following Karel’s invasion, humanity faces a crisis greater than ever before. But why does Karel refuse to halt his invasion? What is he trying to achieve through the Iron Heart? His hidden motives will finally be revealed in Breakthrough.

Massive Field, Axion Plains

Axion Plains is a massive field that will serve as a key feature in Breakthrough. True to its vast scale, it is home to a variety of new monsters whose formidable attacks will make your combat experience even more thrilling.

Among Axion Plains’ most distinctive threats is the Legion of Breach—monsters that adapt to the elements used against them. This adaptive ability stems from their origin: the Breach Swarm Sac, which analyzes the elemental traits of Descendants and adjusts newly spawned Breach Creatures accordingly. This evolving threat can be reset by destroying Breach Swarm Sac or Swarm Tunnels, each affecting enemy adaptations differently. Alongside them, Assault Ships rain down enemies onto the battlefield and this can only be destroyed with specific skills or pickup weapons, adding a new layer of strategy and urgency to each encounter.

New Ride, Hover Bike

Hover Bike was created to help players travel quickly and smoothly across the wide Axion Fields, making exploration faster and more fun. We focused on making the riding experience feel natural, so you can get on and off while moving and even link it smoothly with actions like using the grappling hook. There are three types to choose from—Basic, Speed, and Balance—each upgradeable for better performance. You can also customize your Hover Bikes with different skins and, in the future, special attachments, so your ride can match your own style.

8 Player Co-op Colossus Raid, Wall Crasher

One of the most spectacular features in the Axion Plains is the colossus Wall Crasher. This massive enemy is summoned at set intervals by a central Colossus Guided Device located in the heart of the battlefield. When the time comes, warning signs spread across the field and then, the Wall Crasher appears.

Wall Crasher encounters take place in a special eight-player instance, offering a large-scale co-op battle. Towering over the battlefield, the Wall Crasher unleashes massive area attacks that demand constant movement and awareness. Despite its slow but heavy movements, players can read its patterns and react accordingly. Defensive Descendants like Ajax are especially helpful, using their skills to block key attacks and give teammates the space they need to focus on dealing damage.

New Descendant, Nell

The Breakthrough update also introduces a brand-new Descendant: Nell. Once known as the executive officer who stood by Alpha’s side in Albion Headquarters, Nell has now awakened as a full-fledged Descendant, with a completely new look and combat abilities. Living up to the excitement of players who have long awaited her playable debut, Nell features a bold and dynamic combat style that feels powerful and engaging.

Nell now fights with telekinetic powers, allowing her to control the battlefield with both style and precision. Her combat style feels straight out of a sci-fi action movie—powerful and sharp!

The First Descendant X NieR:Automata Crossover

We’re thrilled to announce our first-ever crossover, and it couldn’t be with a more perfect partner: NieR:Automata. Iconic characters 2B and A2 arrive as stunning playable skins in The First Descendant—along with beloved elements like Pod, Virtuous Contract, and Type-4O Sword as back attachments. To top it off, two special social emotes are included to bring the full NieR:Automata experience to life. As fans ourselves, we can’t wait for you to jump in, gear up, and experience this unique crossover in the world of The First Descendant.

We hope this article sparks even more excitement and interest among new and returning Descendants. See you on the battlefield on August 7!

The First Descendant

NEXON


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(As of June 19 2025, The First Descendant is no longer supported on Xbox One. An Xbox Series X|S is required to play this game and add-on content.)

The First Descendant is a next-generation third-person co-op action RPG looter shooter featuring high-quality graphics created in Unreal Engine 5.

Players become a Descendant whose mission is to combat alien invaders – The Vulgus who crossed dimensions over 100 years ago and brought with them the devastating Colossi and destruction – for the survival of humanity and to protect Albion and the continent of Ingris. Players will encounter spectacular stories of forces fighting over the Iron Heart as they grow stronger through various missions and raids.

Encounter features that make The First Descendant’s gameplay unique: a variety of characters with unique concepts and combat styles, massive boss battles with up to four player co-op, free movement and coordinated action with grappling hooks, a variety of weapons and compelling customization options.

The post Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7 appeared first on Xbox Wire.

FC 26: 74 Changes That Actually Make a Difference

Jude Bellingham and Jamal Musiala may well have inherited the dreaded Madden curse as this year’s EA FC coverstars, having both made their way to operating theaters in recent weeks, but they can at least rest up by playing each other on FC 26. EA Sports FC 26 will be released on September 26th, 2025, or a week early on September 19th if you purchase early access. But what’s new this time around?

Well, fundamental tweaks have been made to gameplay, as well as the inevitable suite of new activities to get stuck into in Ultimate Team, Career Mode, and Clubs. So, without further ado, here are 74 changes that actually make a difference in EA FC 26.

Ultimate Team

1. Live events are a big new inclusion for Ultimate Team. These include the return of tournaments. These knockout competitions are comprised of up to four rounds, all the way up to a high-stakes final. Win it all and you’ll receive exclusive rewards. Once you win a tournament, however, you won’t be able to enter it again. Each tournament will have specific requirements and rules, such as all players being from a certain league or the first player to score two goals winning the match.

2. Another form of live event is gauntlets. Gauntlets will test the depth of your club, are different squads are required in each round, meaning the same players can’t play twice on one run. Unlike tournaments, these aren’t knockout competitions, but the more wins you get, the better your rewards will be.

3. And then we have Linked Events. These are special locked competitions that become available after completing specific objectives. For example, winning a qualifier tournament or reaching a certain division in Rivals might open these up for you to enter and earn more rewards.

4. Changes are coming to Rivals in FC 26. The first of those is bounties. Bounties are aiming to make each match feel less “win-centric”, meaning even if you’re 3-0 down, you have something to play for, such as scoring the last goal of a match and getting rivals points for doing so. Other bounties could include winning by a certain number of goals, scoring first, or keeping a clean sheet. Rewards range from card packs, coins, and progress points.

5. Rivals win streaks are being tweaked. When on a streak, you will now receive double reward points to get your weekly rewards faster. Plus, you’ll now see if the player you’re facing is on a win streak before playing them, putting a target on their back.

6. Rivals checkpointing is also changing. To prevent players from getting to a point where they’ve reached their skill ceiling and are mostly losing matches, but can’t be relegated to face opponents of more equal standing. New “breakable checkpoints” will be introduced to keep track of your losses and allow for relegation where appropriate.

7. Champions is also being tweaked. More reward tiers are being added, further increasing the importance of every match played and win gained.

8. Changes are being made to the qualifying for Champions. Playoffs are being removed and replaced by a system based on which division of Rivals you’re in. The level hasn’t been decided on yet by EA, but it could mean having to be at around division five before being able to enter Champions.

9. But if you’re in a lower division, you’ll still get your own weekend league to play in. This will be called Challengers (think of it as the Europa League to Champions’ Champions League) and is a second-tier competition that runs in parallel. It will follow the same format, just with less prestigious rewards awaiting you. You can only play in one of either Champions or Challengers on the same weekend, though, to prevent smurfing.

10. A new competitive camera angle is being introduced purely for Ultimate Team stadiums that combines a tactical view of the pitch, while also letting players see more of the details of their chosen customisations.

11. You will now be able to evolve every player card in Ultimate Team, as well as repeat evolutions that will allow you to take different members of your squad through the same set of objectives. In addition, you will also now be able to stack card cosmetics.

12. Big changes are on the way to how Ultimate Team handles player disconnections. In FC 26, you’ll now get the win if your opponent quits in the second half, after a red card has been issued, or a penalty has been given at any point. Players who repeatedly quit Rush matches will now also get a matchmaking timeout.

Gameplay

13. Gameplay fundamentals are getting a healthy amount of attention this year. Dribbling is promised to be more consistent and responsive, with more frequent touches of the ball giving increased player control.

14. Changes to the locomotion and running ability of players will also be seen. They’ll feel more explosive thanks to faster acceleration and deceleration.

15. As well as speed, strength will also be a focus in FC 26. Shielding will now be consistent both on and off the ball, allowing players to jockey for possession with an increased physicality. This will, in theory, mean fewer defenders just being able to step in front of an attacker and stealing the ball when a long pass is sent to a target man.

16. This newfound focus of strength will also apply to dribbling, with beefier players being able to hold off defenders coming in for a challenge.

17. “Tackle backs” emerged as a huge point of frustration for FC 25 players — the all-too-often circumstance where you go in for a challenge, win the ball, but then it bounces straight back into your opponent’s path — but in 26, work has been done to stop this from happening regularly.

18. Similar changes are also being made to interceptions, meaning when darting in the path of an opponent’s pass, the ball is more likely to now stick to your boot as opposed to cannoning off to the other team. Both of these tweaks aim to create a cleaner game.

19. Goalkeepers have always been a tricky puzzle for EA to solve, but in FC 26, the developer is promising big improvements. Saves and deflections from keepers will now produce more varied results, meaning, in theory, the ball will fall into the path of a waiting attacker less often.

20. Keepers will also now take up smarter positions when faced one-on-one with an attacker, meaning fewer easy chances for forwards.

21. Fresh goalkeeper animations will provide a greater range of types of saves we’ll see from them, in theory increasing the number of ways they can be effective stop-stoppers.

22. Two different types of fundamental gameplay experiences will now be available: Competitive and Authentic. The former is designed for online players and is high-speed and super responsive. The latter is for offline and career mode players who may favour a speed more grounded in reality.

23. Competitive mode is not only faster, but also comes with its own mechanics, such as a revamped fatigue system, meaning that whenever your player gains possession of the ball online, they’ll feel as fresh to control in the final minute of a match as the first. This means fatigue now only affects AI-controlled players.

24. Authentic will focus more on the unpredictability of real sport, with players more likely to miscontrol or let the weather affect the game, with matches turning on the bounce of a ball.

25. Accessibility is a big focus for the development team this year. Among the biggest improvements being made so everyone can enjoy FC 26 are a simplified skills system that allows players to perform skill moves with the flick of the right stick, as well as a variety of high contrast modes to aid those with visual impairments. Everything from the colour of the kits and ball to the pitch and stadium shadows is customisable in order to meet as many needs as possible.

26. Input delay has been an issue plaguing online play and Ultimate Team in particular in EA FC. Improvements have been promised in FC 26, however, with in-depth research done into what causes these issues, ranging from player setups to player animations causing delays. For more information on this subject, check out our full dedicated article on how the studio is addressing input delay.

27. With the aim of further improving responsiveness is the introduction of one-frame passes and shots — touches of the ball so quick they happen the moment your thumb presses the button.

28. Playstyles have been rebalanced, with some new ones being introduced. These include Precision Header, which has a focus on heading accuracy and winning aerial battles, and Fortress, its defensive counterpart that aims to dominate in the air at the back. Another new playstyle is Enforcer, which emphasises the physical hold-up play of attackers as mentioned earlier.

29. Trivelas (hitting the ball with the outside of the boot) are now locked being the new Game Changer playstyle.

30. Low-driven shots are also making their comeback. A quick double tap of the shoot button will fire a low strike towards the net, and will now also apply to all types of effort, including headers and volleys.

31. The reintroduction of low-driven shots means that the timed finishing mechanic has been removed from FC 26. The developers felt that it “didn’t add meaningful skill depth and proved very difficult to balance”.

32. Positions are less constrained by roles now, so, for example, a winger can cut in-field and temporarily act like an inside forward would if they see a big opening emerge in the penalty area.

33. New roles are being added to the tactics screen. These include ball-playing keepers, the modern inverted fullback, and box-crashing CDMs that attack from deep.

34. The negative impact of players being out of position has been reduced too, with launch players having more positions and roles available to avoid situations such as a right midfielder not being able to perform well in the right winger spot, as they don’t have it listed in their bio.

35. New set-piece assignment slots have been added, as well as new ones added to both attacking and defending corners.

36. You can now save tactics and copy and paste codes between modes, so if you have a setup you’re really happy with, which you’ve been messing around with in career mode, you can then transfer it to Ultimate Team.

37. AI attackers will now perform runs into space with greater regularity, with a lower reliance on trigger runs desired.

38. Playing as a goalkeeper has been overhauled thanks to a completely new control scheme.

39. Of course, new skill moves are making their way into FC 26. These include the explosive step over, among many others.

Career Mode

40. The new Manager Live Hub acts as your portal to everything Career Mode. Challenges, both long and short term, will appear here, as well as content tailored to your chosen preferred clubs.

41. A huge number of varied career challenges will be available with a vast number of variables. These range from transfer restrictions, not being able to simulate fixtures, and playing on certain difficulty levels.

42. Rewards for completing objectives include over 30 retro jerseys. Some revealed include classic Real Madrid, Germany, and Napoli shirts.

43. You’ll now be able to add both icons and heroes to your Career Mode squads by unlocking them throughout the season pass.

44. The pre-order icons that are available in FC 26 are Alex Morgan, Toni Kroos, and Zlatan Ibrahimovic.

45. The Manager Market is a new system where coaches from other clubs in your Career Mode save will take jobs at other teams, both domestic and international. Managers can be poached, fired, or even retire.

46. The Manager Market menu also lets you see which coaches’ positions are under threat and what jobs are currently open to apply for if you fancy a fresh challenge.

47. Manager stories will also weave in and out of your careers, with commentators even mentioning when one coach might be coming under fire and on the verge of the sack if they lose the match.

48. Live events will also take place in Career Mode, which can inflict unexpected consequences on your team with the aim of encouraging creative problem-solving. These can be positive, such as a sudden financial takeover granting you a healthy new transfer budget, or negative, such as a player getting injured on international duty or a rogue bout of food poisoning leaving you with numerous players unavailable for your next fixture.

49. For the stats heads, you can now select up to five other leagues and get a full statistical breakdown of which players are performing in that division, which can aid with knowing who to scout.

50. Youth tournaments will now actually have stadiums, and the size of those arenas will depend on the stature of the club.

51. You can now substitute youth players in youth tournaments.

52. Rival teams will rotate their squads more regularly, meaning a top Premier League club won’t go full strength in early Carabao Cup rounds, for example.

53. You can now loan out a player immediately after buying them

Clubs

54. Archetypes are a new way to build your player in Clubs, effectively acting as classes. There are 13 in total, with each representing a unique playing style and modeled on real-life professionals.

55. Within each archetype are three different specialisations — effectively subclasses in RPG terms. As you progress, branching paths will appear as you select the specalisation for you. For example, the Finisher archetype leads to the Finisher Plus, Presser, and Hunter specialisations, each containing their own traits and perks.

56. Picking a certain archetype doesn’t lock you into only playing that position on the pitch.

57. You can re-spec your clubs player at any time using in-game currency, but can’t save builds to easily switch between.

58. The old skill tree upgrade system is gone and has been replaced with a more traditional menu where you can put points into individual attributes, granting you more direct control over your pro’s progression.

59. Your archetype card is displayed at the beginning of every match, Ultimate Team style, and can be customised as more cosmetics are unlocked.

60. New playstyle slots will be added over the course of FC 26’s lifetime, and the level caps for pros will increase season on season, meaning players will be able to reach overall ratings not previously seen before in Clubs.

61. Live events and tournaments will encourage players to experiment with a variety of different archetypes and playstyles.

62. Limited-time multi-round knockout tournaments are coming to Clubs, but only in Rush.

63. Players can now join multiple clubs simultaneously, so you can play with up to three different friend groups easily.

64. Long-term fatigue is being removed in clubs, but short-term fatigue still remains.

65. AI facilities can be unlocked to target and train specific positional groups of CPU-controlled players in your Clubs squads.

66. Your match rating is now measured against what’s expected from your chosen role, rather than a general metric of how well you played.

67. Quick chat has been expanded from four to sixteen different messages.

Presentation

68. Bayern Munich’s Allianz Arena makes its return in FC 26.

69. 13 new real-life mascots are joining this year after their introduction in FC 25.

70. New Premier League broadcast intros harness the power of Google Earth as the camera zooms in on stadiums from high up in the sky.

71. Mix and match commentary is being introduced for the English broadcast teams, meaning you can pair up commentators Derek Rae and Guy Mowbray with whatever pairing of analysts Stewart Robson and Sue Smith you desire.

72. Derek Rae has also been added as a possible Rush commentator to further add to the variety.

73. To try and achieve a more realistic colour palette during matches, the saturation has been dialed back, with extra fog and air density added.

74. You can now customize what information is shown on the player name cards at the bottom of the screen, such as what their strongest foot is or how many stars in regards to skills moves they have.

And those are the 74 biggest things coming to EA FC 26. What are you most excited about? Let us know in the comments below.

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.

Helldivers 2 patch puts a stop to the warp pack’s cheekiest party trick, because “you are done, it is time to go home”

Helldivers 2‘s warp pack sounded like great fun as soon as it was announced as part of last month’s Control Group warbond, and it’s warped its way into many players’ hearts. This is thanks in part to some cool tricks and glitches you can use it to pull off, with the game’s latest patch having seen Arrowhead opt to outlaw the cheekiest of these.

You see, for the uninitiated, each mission in the shooter kicks off with you descending onto a planet and therefore ends with you being extracted via shuttle back up to your ship. It’s the circle of Helldiver life and it moves us all. Well aside from folks who’d taken to using a well-timed warp to escape their ride home as it took off.

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