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Double Dragon Revive Review

Hot on the heels of Ninja Gaiden's own 2D revival with the excellent Ragebound, Double Dragon Revive comes off more like a tribute band for the series rather than a proper reunion tour. It doesn't play the hits how you remember it, instead putting its own spin on things – from how it looks, to how it sounds, to how it plays. All of those aspects not only fail to live up to my admittedly mild expectations for a new Double Dragon, but after hours of its out of tune meandering, started to cement the idea that maybe we should put a little more distance between attempts to revitalize this series.

Even though I've been playing these games for most of my life it's sort of jarring how straightforward Double Dragon Revive is. Side scrollers of this arcadey, "belt scroll" variety have found a lot of ways to spice up the “punch your way to the right” recipe, and Revive seems interested in keeping as much of that new seasoning away from its plate as possible. It's a basic protein packed with eight non-branching levels, accompanied by starchy combat that's filling but has barely any sauce.

Picking up any of the four playable characters is simple and intuitive, with normal attack strings that can be mashed out on one button alongside special attacks and hyper blows that can be used to punctuate these combos, or in some instances extend your offense into wall bouncing juggles. All of these actions are unique to each fighter. Well, Billy and Jimmy Lee have distinctions that don't translate into mechanical differences, but former damsel-turned-headkicker Marian and ninja frenemy Ranzo have attacks that are a little more flashy and utilitarian. I rarely felt it necessary to use more than basic combo loops on Normal difficulty, though. As long as an enemy didn't have an annoying shield or hyper armor protecting them as they wound up a big attack (something ubiquitous in the later levels), they were reliably vulnerable to a good old fashioned fist to the face.

There are limited options for those who do want to attempt to style on these street thugs, but they all rely on bouncing enemies off of walls to keep them in the air long enough to string more hits together as they come down. It often felt like enemies kind of just went wherever they wanted after a launch or a throw as opposed to where you directed them to go, making a laborious task out of trying to set up simple combo extensions, jamming enemies into background environmental hazards that take them out of the fight instantly, or taking advantage of the super powerful wall strike and wall crash options.

It rarely felt necessary to use more than basic combo loops on Normal difficulty.

There's no air combos to be had either, so chasing a launched bad guy skyward only allows you a single, disappointing smash down to earth so you can wait for them to stand up and let you hit them again. Everyone can get a free hit on downed enemies, if you can finagle the finicky button prompt to do so that is unresponsive and unreliable. If there's the right kind of wall around – the right kind being the one they decide is right based on no reliable context clues – you can do a super sized air dropping attack, but even getting the wall kick off that's required to get the requisite height is a dice roll.

Everyone has powerful, screen clearing finishing blow attacks that are charged up by all the fisticuffs, with boosts given when you make a timely dodge, counter an enemy’s big attack, or grow your combo meter. But no playable character, not even with Ranzo's cool explosive kunai or Marian’s charging knee, can make Revive’s combat feel special, or even interesting, across long stretches of time. It took me around three hours to finish my first playthrough, and I lost interest well before then, with three more playthroughs after that, one for each playable character.

That said, enemy variety is at least diverse and effective at making you use the small menu of options you have. As levels progress, old bad guys show up to mingle with the newer ones to form a sort of street thug gumbo that can get a little spicy towards the end of your run. It’s largely a numbers game, with you often getting overwhelmed by the sheer amount of incoming blows from all angles. I liked the little brain puzzle of having to identify the most dangerous threat to take out first, or needing to figure out the most efficient way to wrangle as many folks as possible into a big attack, but it wasn’t beguiling enough for me to forget that the process of breaking these dudes down was still rather dull. Even the array of limited use weapons, though strong tools usually worth the effort to grab if things get hairy, are your standard fare knives, two-by-fours, sledgehammers, etc.

As the challenge escalates, some of Revive’s jank becomes an enemy of its own. Small things, like the direction of your character sometimes defaulting to the opposite direction inexplicably, stops being a quirk to work around and starts being the reason you drop a combo or get punished.

Enemy variety is at least diverse, but breaking dudes down is still rather dull.

Bosses break the monotony up a little bit, introducing slightly more engaging stage hazards and pattern mechanics, like Linda, who you need to shake off of the pillars she’s hiding on top off before you can attack her directly. These get pretty brutal towards the end, though, specifically the chapter seven boss, which has to be the most aggravating fight I’ve maybe ever played in one of these games – truly a test of endurance against a ceaseless onslaught of the most cheating cheaters the game has to offer.

There’s not a lot of flash visually, either. Most character models look good, but the fire, wind, and dragon effects that come from their limbs when channeling their chi looks a step behind in quality. Camera work and sound design come together adequately to make big hits feel good and all that jazz. The sound track is decent, with a handful original riffy rockouts and remixes of old series jams that sound good in the moment but sort of leave your head immediately after they end. Overall, Double Dragon Revive lacks the visual identity that the 16-bit Double Dragon Gaiden and even pastel-punk Double Dragon Neon have, let alone its peers like Shinobi: Art of Vengeance and Ninja Gaiden: Ragebound from this year.

The stages you bash your way through run a much broader gamut. A colorful Japanese pagoda-style tower with a fun little perspective shift mid-way through is simple but much more stirring than a non-descript highway level, even if there is a wrestling ring at the end of it. Some of these zones require some platforming that I was never happy to see but in mercifully short bursts. It’s a bit of an eye-roll that most of these stages are just takes on series staple locations without much novel flair added this time around, but it’s truly disappointing how many of these locations are just bland and lifeless.

And not to be one of those “the story in this beat 'em up sucks” sort of freaks, but I mean, it does. It's less that the plot is nonsense, the characters are bland, and the writing is lousy and more that Revive lacks the confident and chaotic energy that is necessary to sell this sort of thing to begin with. The post-apocalyptic villain of Neon was a gang-leading demon knight straight out of a heavy metal album cover named Skullmaggedon. The gang struggles in Gaiden made that version of New York City feel like Gotham City, complete with goons color-coded and themed after their outlandish bosses. By comparison, Revive is just a completely tame and underwhelming take on returning villains Willy and Raymond, who used black magic and the military industrial complex to experiment on people and make the Sousetsuken kid’s lives worse.

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Gearbox Confirms the Big Borderlands 4 Patch That Will Finally Dull the Infamous Crit Knife Is Now Set to Launch Alongside the Horrors of Kairos Mini-Event

Gearbox has said the hotly anticipated Borderlands 4 patch that will finally dull crit knife builds is delayed again and will now launch alongside the Horrors of Kairos mini-event.

Borderlands 4’s 'Day 30 Update' was set to launch last week but was delayed to early this week. Fans had wondered when it would turn up after another no-show today, prompting developer Gearbox to say it’s now due out alongside Horrors of Kairos, which runs from October 23 to November 6.

“Glad you’re excited for the update!” Gearbox is posting on social media in response to questions about the patch. “We have a few things we're tidying up right now, and it’ll be rolling out with the Horrors of Kairos mini-event. We can’t wait for you to see what we’ve been brewing.”

The question now is when exactly the patch will be released. Horrors of Kairos is down to start on October 23, but it may end up releasing at some point between then and November 6.

Last week, Gearbox developers addressed disgruntled Borderlands 4 players who questioned the need to nerf overpowered builds in the mostly single-player looter shooter, saying it was necessary to preserve the challenge and encourage build “diversity.”

Players have been bracing themselves for the end of builds that rely on what the community has dubbed 'the crit knife,' an "unintended interaction” Gearbox has said will be nerfed with this upcoming patch.

Borderlands 4 is rife with overpowered builds that cause massive damage, even to the game’s toughest bosses on the hardest difficulties. The most infamous of these is the crit knife, which Gearbox has said it’s aware of. But there are many others.

The nerf sweep set to hit Borderlands 4 has sparked a debate within the game’s community about the rights and wrongs of balance changes such as these in single-player games. With no PvP component, Borderlands 4 is mostly about solo players — and occasional groups of co-op players — farming bosses for loot that makes their build ever so slightly better each time.

(IGN recently interviewed a Borderlands 4 player who spent 150 hours on over 3,000 boss kills to find out the game’s true drop rate.)

Builds based on the crit knife, for example, can essentially delete bosses even on Borderlands 4’s toughest difficulty, making farming for loot a trivial endeavor. Some believe there’s nothing wrong with such overpowered play because players aren't competing with others in any way. Others argue it’s bad for the game.

Borderlands 4 creative director Graeme Timmins has responded to the complaints, pointing to the game’s upcoming Invincible boss, which the developers want to present a challenge.

“We have future content like the upcoming Invincible that we want players to find challenge/accomplishment in,” Timmins explained. “If we balanced that content around bad gear, it would remove build diversity, forcing players into specific builds using said gear.”

Specifically on the crit knife, associate creative director Grant Kao said this particular, hugely popular build “diminishes playstyle variety,” and confirmed changes are planned.

“We will be adjusting it,” Kao said. “The crit knife’s potential output diminishes playstyle variety. The gun builds that use the crit knife have other options and will have more options coming soon.”

Timmins then chimed in on the crit knife, saying: “Our intent is always to expand the number of builds, so any adjustment we make is in service of that goal.”

All eyes are now on Gearbox to see what changes it has in store for not just Borderlands 4’s crit knife build, but any build it believes relies on an “unintended interaction.”

Earlier this month, Gearbox revealed Borderlands 4 Bounty Pack 1: How Rush Saved Mercenary Day, the first seasonal mini-event for the game, the aforementioned Invincible boss, and more. Last month, Gearbox revealed Borderlands 4’s first of two new Vault Hunters coming to the game as part of the paid Story Pack DLCs. C4SH, due out during the first quarter of 2026, is a playable character whose luck-based powers can make him either the best or worst character in the game.

We’ve got plenty more on Borderlands 4. Last month, a Borderlands 4 dataminer unearthed evidence to suggest that one of the most hated characters from Borderlands 3 was cut and replaced relatively late in development. 2K Games and Gearbox declined to comment when contacted by IGN.

And we recently reported on comments from Gearbox chief Randy Pitchford, who said if more developers better understood why gamers love making decisions about loot, "We'd have good competitors."

If you are delving into Borderlands 4, don't go without updated hourly SHiFT codes list. We've also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players' choices for which character to choose (no one agreed).

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

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Classic FPS Painkiller Returns with a Modern Reimagining

Gothic first-person shooter Painkiller first graced our screens in 2004, and it built a cult following thanks to its fast pace, dark atmosphere, weapon arsenal, and intense combat. Now it’s back with a modern reimagining with the same name from developer Anshar Studios and publisher 3D Realms that’s out now on PC, PlayStation 5, and Xbox Series X/S.

If you’re not familiar with Painkiller, the central concept is you play as someone trapped in Purgatory because of your previous transgressions, but you get a mission to redeem yourself and earn your way into Heaven. In this reimagined version, that mission is simple: stop the fallen angel Azazel and his three children, the Nephilim.

While that’s the explanation for the setting, this isn’t a narrative-focused game. It’s all about action, all the time. So really, your mission can be summed up in even simpler terms: kill as many demons and horrors as you can, in whatever brutal way you choose.

You’ll always have a three-person team, which you can form by teaming up with people in online co-op or by playing offline with bot teammates. Between missions (called raids here) you’ll return to a hub area called Purgatory’s Crossing, where you’ll choose your loadout before jumping into the next raid. That starts with picking one of four characters: Ink, Void, Sol, or Roch, each of whom has a unique perk. Ink has better health restoration, Void does more weapon damage, Sol has higher ammo capacity, and Roch has increased max health.

Regardless of who you choose, speed, agility, and weaponry are the primary focus of combat. You’ll start the game with the classic Painkiller weapon, which will be a permanent part of your loadout on every raid. Its alt fire mode, called the Shredder, can shred enemies (hence the name) and also acts as a grappling hook. You can use it on designated grappling points to traverse biomes quickly, or you can use it directly on enemies. Be careful of using it on tougher enemies though, they’ll retaliate if they’re not stunned first.

In addition to the permanent Painkiller weapon, you can take two other weapons with you on every raid, which you can switch out in the hub area. You’ll get your first two weapons automatically during the prologue, while the rest can be unlocked in the order you choose. There are six selectable weapons in total (not counting the Painkiller), each of which has a main firing mode and two alt fire modes that you can swap between before each raid.

So that’s 18 firing modes, and you can unlock upgrades for each weapon that modify how it works, bringing that total up to 72 different attack types. You unlock things by gathering ancient souls from finishing raids, which can then be spent in the hub area. You can use them to unlock new weapons, alternate shots, or upgrades, so your loadout will consistently evolve as the game goes on.

The Painkiller weapon isn’t the only one that fans of the series will recognize. The Stakegun and Electrodriver also make their return, and they’re the two starting weapons you’ll unlock in the prologue.

The Stakegun can impale enemies and launch different types of grenades as alternate shots, and just like in the original game, you can combine these two capabilities if you’re skilled enough to pull it off. The range of the primary stake shot is longer than the grenades, so you can fire a grenade and then hit it with the stake in mid-air to carry the grenade farther.

The Electrodriver is for dealing with larger groups. It has electric shock attacks that stun enemies, and it can fire a set of bouncing shuriken that can ricochet around corners or past enemy shields. Combo those two together, and you have a recipe for clearing out hordes of enemies quickly.

Not all of the weapons are returning classics. The new Handcannon is a powerful handgun focused on hitscan precision. If your aim is on point, it has very high DPS potential. You can also modify it with a scope to turn it into a sniper-style weapon if you so choose.

On top of weapon modifications and alt fire options, you can also customize gameplay with tarot cards that enhance your abilities. You use gold collected in raids to unlock new cards in the Tarot Lottery in the hub area, and you can select cards to activate before you start a new raid. That card’s benefits will stay active for the entire next raid, then be used up, but you can use ancient souls to replenish one if you want to reuse it.

There are currently 44 tarot cards, and they can have a wide range of effects. Some are passive and always active, others react to particular enemies, and others require certain conditions to activate. For example, Angel’s Torment allows you to one-shot kill any regular enemy that’s thrown in the air. Demon’s Payload spawns explosive barrels when you kill a large demon. Crimson Cadence gradually heals you as long as you keep your combo count above a certain threshold.

Other tarot cards affect your teammates, so you and your allies can try to find synergies that combine together well. For example, Harmonic Torment allows you to share your health with allies and Revenant’s Veil causes enemies to ignore you while you’re reviving downed teammates.

This is just a taste of the different types of weapons, modifications, and tarot cards available. The rest you’ll have to discover for yourself. Painkiller is available now on PC, PlayStation 5, and Xbox Series X/S. If you want to learn more, you can check out the game’s official website or follow it on Instagram, Twitter, or Facebook.

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Netflix Goes All-in on Catan, With Live-Action and Animated Films and TV Series Planned

Netflix is making various films and TV series based on Catan, the world-renowned multiplayer board game.

In Catan, players take on the roles of settlers who try to build and develop holdings while trading and acquiring resources. It carries the tagline: “Trade. Build. Settle.”

According to Variety, Netflix has secured the global rights to Catan, and plans to release various projects in both live-action and animation. There’s talk of film and scripted and unscripted TV. All projects will be produced by Darren Kyman from Asmodee (which recently split from Embracer), Pete Fenlon of Catan Studios, and Guido and Benjamin Teuber, the sons of Catan inventor Klaus Teuber.

Teuber first published The Settlers of Catan in Germany in 1995. It would go on to become one of the biggest board games ever, selling over 40 million copies. He died aged 70 in 2023.

Benjamin and Guido Teuber, co-CEOs of Catan GmbH, offered the following comment: “When our father Klaus Teuber first introduced Catan 30 years ago, he imagined an aspirational world where people would gather by trading, building and settling together — both at the table and beyond it. This collaboration with Netflix marks an exciting new chapter in that journey. For three decades, Catan has connected families and friends around the world. Now, we’re thrilled to see it inspire storytelling on a global stage — staying true to our father’s vision of creativity, strategy and human connection.”

There’s no release window for any Catan projects, nor any details on what those projects will be. But it’s clear Netflix sees huge value in projects based on board games and video games, following a string of successes. Indeed, Netflix struck a deal for the rights to Monopoly from Hasbro Entertainment earlier this year.

Photo by Marijan Murat/picture alliance via Getty Images.

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

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Crimson Desert: Introducing Three Brand New Bosses

There’s plenty going on in Crimson Desert’s open world. From puzzles to castle sieges to blowing up enemies with a battle robot, there’s a wide range of activities to get stuck into. But from what we’ve seen so far, the real show stoppers are the boss battles. As part of this month’s IGN First, we’ve already shown you two new ones: the Golden Star mechanical dragon, and Fortain, The Cursed Knight. But there’s still more to see. Today, we’re showcasing three brand new bosses: Muskan, Walter Lanford, and Kearush the Slayer. You can see protagonist Kliff duke it out with all three in the video above.

The trio demonstrates a chunk of Crimson Desert’s enemy scale – Walter Lanford and Muskan are both human, but the former is pretty regular in size, while the latter is an eight-foot powerhouse. And then there’s Kearush, a massive, gorilla-like beast who's actually one of Crimson Desert’s smaller monsters.

Those “weight categories” help distinguish each boss, but each is defined by their ability set. Muskan is a fierce pugilist, only providing you a few seconds of reprieve while he charges up his powerful punches and dive kicks. He’s not afraid to fight a little dirty, with sweeping kicks knocking your legs from under you, and choke slams sending you sputtering to the floor. When his fury meter maxes out, he’s able to unleash a chain of blows that repeatedly launch you into the air, so learning how to avoid his lighting-fast fists is the name of the game.

Walter Lanford may be no bigger than you are, but he’s arguably the most sophisticated of the three bosses we’re showing today. Armed with a shotgun, he’s able to fight effectively at range. Dodging the wide-spread projectiles is key, but get your timing right and you can actually deflect his blasts back at him. Should your reflexes not be quite that sharp, you can spin up a magic barrier that collects incoming bullets and fires them back where they came from. Walter’s weak to grapples, so getting in close is vital – thankfully you can use the “deflect light” skill, typically used to find hidden items, to temporarily blind him and close the distance. You’ll need to act fast, though, as Walter’s armed with smoke grenades that can help conceal his rapid getaways.

Finally, Kearush the Slayer is a monster with no less than three health bars – a fight-extending trick that multiple foes across Crimson Desert’s campaign can pull. There’s a Hulk-like intensity to this fight, with Kearush being able to climb the walls and unleash clumsy-but-destructive leaps in his attempt to turn every bone in your body to dust. As a larger creature, you’re able to clamber onto his back and stab away, Dragon’s Dogma-style, but be careful – he’s more than happy to fall back-first from a great height, so let go of those shoulders before you’re forced to cushion his landing.

All three of these fights only reinforce my feeling that the bosses are going to be the real stars of the show in Crimson Desert. Every one I’ve faced so far across multiple hands-on opportunities has had a unique twist, a clever mechanic, or simply an exciting moveset that kept me on my toes. I’ve fought a powerful knight who I crushed with fallen masonry columns. I’ve faced off against an antlered snow beast who could cause avalanches that froze me in my tracks. And I’ve clambered up the side of a giant walking mountain, Shadow of the Colossus-style, seeking out its weak points in a battle of endurance. And I hope these are only just the start. I can’t wait to see what Crimson Desert’s most ambitious showdowns are made of.

Matt Purslow is IGN's Executive Editor of Features.

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‘You’re Too Good for Camo’ – Battlefield 6 Players Can’t Help But Poke Fun at ‘Absurd’ Orange Recon Skin

Battlefield 6 is giving fans some of the most cinematic FPS action they’ve seen in years, but one of its hard-to-reach Recon skins has the community in stitches.

Die-hard fans of military shooters like Call of Duty and Battlefield have spent the last few years arguing about what place — if any — goofy skins have in their favorite video games. Although EA and Battlefield Studios’ latest has largely dodged the conflict with its commitment to a more grounded approach to cosmetics, it’s not managed to emerge from the wreckage completely unscathed.

Discussion about one questionable launch skin kicked off when Reddit user BOSS_Clan_Intl shared an image of what appears to be the Recon class’ Dead Sight skin. It’s one outfit for the sniper-heavy class that could likely require dozens — if not hundreds — of hours of playtime, requiring players to not only complete all three standard Recon Assignment challenges but also several Recon Specialist challenges.

Battlefield 6 players know all too well how demanding some of its many challenges can be, making Dead Sight an especially tough get for anyone looking to collect every infantry skin. The main problem here, though, is that, at least in the image shared here, Dead Sight makes you look at bit like a traffic cone.

On what appears to be one of Battlefield 6’s sunnier maps (of which there are many), the Recon skin practically glows, mixing orange and black colors that look more Black Ops than Battlefield. When nearly every other skin sticks to muted tones and traditional military camouflage, Dead Sight sticks out like a sore thumb. Making matters worse is the fact the skin is designed for Recon players, ditching something more practical, like a ghillie suit, for an outfit that an enemy may be able to point out as easily as a far-off flare.

Looking at Dead Sight in the Battlefield 6 in-game gallery of class skins reveals that the suit is really more of a brown color instead of orange. The exact environment the above image was captured in remains unclear, but on a bright map with these settings, the contrast with the rest of the costumes is hard to ignore.

Of course, one bright Battlefield skin is a far cry from the superhero, celebrity, and sci-fi skins that have divided Call of Duty fans, but that doesn’t mean Battlefield players aren’t taking the opportunity to poke fun at the Dead Sight skin.

“If you’ve mastered the class you’re too good for camo,” one Reddit user joked. “It's not for sneaking, it's an open challenge to the lobby,” one person added. “Gotta say, for a mastery skin for the ‘stealth’ class, this is absurd lmao,” another joked.

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Under the right circumstances, Dead Sight may be the most colorful skin — but that doesn’t mean it’s the only one that pops. Before Battlefield 6 launched for PC, PlayStation 5, and Xbox Series X and S on October 10, players caught wind of the Assault class’ System Override skin, which features bright green patterns and is only available via a special promotion with gaming tech company Razer. There’s also the Get Loud skin, which swaps out green marks for orange ones on the legs and face mask.

Dead Sight’s time in the sun has spawned laughs among the Battlefield 6 community, but not everyone thinks the outfit is something to joke about. Some have commented on the original post, saying the skin looks “horrible,” while others swear off using it even after it’s unlocked. Then, there are those who fear EA and BF Studios will only introduce more goofy skins as post-launch development progresses.

Meanwhile, the developers suggest they have no plans to change course any time soon. During an interview with IGN in September, Ripple Effect technical director Christian Buhl and senior console combat designer Matthew Nickerson touched on fears that goofy skins could infiltrate Battlefield 6. At the time, they confirmed the team is “really happy with where we are.”

“We want to be a gritty, realistic shooter," Buhl said. "Other games can and should be whatever they want to be, right? [laughs] Like we're not, I don't know… Fortnite is pretty goofy, and that game is pretty good. So, I think where we end up is we're pretty happy with where we are. We are a gritty, grounded, realistic shooter. That's what we intend to be, and that's what the game is going to look like for a while.”

Battlefield 6 is just days away from launching into Season 1. In the meantime, you can read up on the movement debate between ‘zoomers’ and ‘battledads.’ You can also learn about why we think the latest entry in the series has brought absolute cinema back to multiplayer.

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).

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Pokémon Legends: Z-A Review

The Nintendo Switch-era has been a frustrating one for Pokemon fans. The evolutionary line from Sword and Shield, to Pokemon Legends: Arceus, to Scarlet and Violet was one of slow but steady progress as Game Freak refined its ideas for how capturing, exploring, and battling should look in a fully 3D world. But this era has also played host to a major downhill slide in terms of overall polish, appearance, and performance across those three games. Pokemon Legends: Z-A, I’m happy to report, puts an end to that slide on basically all counts. It continues to successfully experiment with Pokemon’s gameplay by translating its carefully cultivated turn-based battle system into an action-based one. And it does so while scaling back its ambitions for a massive world to a more manageable size, resulting in a tighter, more polished, and far more fun Pokemon than we’ve seen in several years.

Pokemon Legends: Z-A takes place entirely within the bounds of Lumiose City, a Paris-inspired metropolis that I fondly remember from Pokemon X and Y, the events of which took place five years prior to this new story. A sudden rash of Wild Pokemon invading its city limits has resulted in conflicts between them and the people that live there, and necessitates “Wild Zones” within the city to keep them separate. It’s into this tense environment that you show up via train: a young adult (For real! Not a ten-year-old child! Your peers talk about getting jobs and paying rent! Holy Sharpedo!) with seemingly no agenda or reason to be in Lumiose beyond casual tourism. You’re immediately adopted by a group that refers to itself as Team MZ, which is dedicated to protecting the city by day, and becoming strong enough to do so effectively by climbing the ranks of a local competition every night: the Z-A Royale.

Never before has a Pokemon game’s setting been so integral to its story and themes. The way its characters and story focused so tightly on Lumiose as a place and a community reminded me in many ways of the Yakuza/Like a Dragon series. By not asking you to cross vast distances on a fairly abstract badge-collecting journey all by yourself, Z-A is able to tell the stories of more characters in more detail. You have a crew of pals who hang out at a hotel with you, and who constantly show up in the city to help you out in battle or with whatever else you need. Unlike rivals in past games, they’re given more space to develop as characters and actually have a relationship with you beyond throwaway lines about type alignments.

Z-A is also stuffed with side quests that give you ample opportunity to get to know the inhabitants of Lumiose. Delightfully, most of them aren’t Pokemon trainers. You’ll help a Furfrou groomer teach her Scyther styling techniques, and a perfume maker sample Pokemon odors for her wares. A cafe worker needs you to lure Trubbish away from her cafe, and an electrical worker needs you to chase off Pokemon messing with his elevator (er, “Holovator”). To keep the comparisons to Yakuza going, the vast majority of these side quests are, frankly, pretty silly. They often feature creative or weird scenarios that are resolved by your character, like Kiryu, inexplicably being far and away the toughest person in the room. There are over 100 of these side quests, and they involve all sorts of tasks, such as battles, catching certain Pokemon, teaching Pokemon specific moves, trading, evolving, acquiring certain items, doing parkour, and a lot more. It took me 35 hours to roll credits while mostly staying on top of side quests as they gradually popped up during the campaign, but I still haven’t managed to finish every single one in the post-game.

Never has a Pokemon game’s setting been so integral to its story and themes.

Also like the Yakuza games (this is the last comparison, I swear), Z-A’s plot is civic-minded. Rather than just being about becoming stronger or filling up a monster encyclopedia, your goal is centered around training to protect the city you now call home. As you grow, you encounter a cast of characters with different ideas about what Lumiose City needs to thrive, some of whom clash with one another. Z-A wrestles with some actual, real-world ideas as it questions what it means when multiple groups of people (or, I guess, creatures) inhabit the same space but have very different needs, and who should be prioritized when those needs conflict. Z-A doesn’t come away with easy answers, but it does provide some pretty interesting metaphors for real-world issues both civic and environmental, and above all else, emphasizes compassion for others in trying to solve them.

(Also there’s a literal benevolent Japanese mafia faction in this game. Okay, now I’m done for real, I promise.)

One sour note in all this is the lack of voice acting. I’ll be honest, I’ve played Pokemon games so often and for so long without it that Z-A not having voice acting didn’t really bother me during all the time I spent running around, doing sidequests, and reading main quest text boxes. Where it did become a problem, however, was during the major story cutscenes, where characters dramatically move their mouths and flail their arms around while absolutely no sound comes out. This wacky pantomime was jarring and immersion-breaking. I don’t know what Game Freak was thinking here. It’s long past time Pokemon caught up to every other story-heavy game and hired some dang voice actors, at least for major cutscenes.

Speaking of Game Freak needing to play catch-up, take a deep breath with me, because we gotta talk about performance.

It’s… fine? It’s fine. It’s actually fine.

On the Nintendo Switch 2, Z-A runs at a smooth and consistent 60 FPS. NPCs and objects do still pop in rather suddenly and a bit too close for comfort, but it’s substantially better than the wonky phasing in and out at spitting distance we saw in Scarlet and Violet. I didn’t see any character animations move at agonizingly slow framerates. I didn’t personally run into any game breaking bugs. None of my Pokemon got stuck in the floor or the wall. The loading screens are almost too fast to read the tips shown on them. Taken all together, I was able to play through the entire game barely thinking about performance, which is so much more than I could say for Z-A’s two predecessors.

That doesn’t mean Z-A looks great, though. One major, oft-pointed-out problem with Z-A is that it takes place entirely in a plain, unattractive city. Most of the time, you will be looking at the same five or six building exteriors, all of which are flat, ugly images with no detail or depth: just some windows and balconies painted onto a wall, Looney Tunes-style. There’s some variety in town, like a Wild Zone that gets covered in snow, a graveyard, and a sandy area, but for the most part, Lumiose is made up of a lot of the same parks, the same cafes, and the same paving stones again and again and again. You can’t go inside most buildings.

But not all of Z-A is aesthetically disagreeable. The building interiors you do get to see are detailed, colorful, cozy-looking, and not repetitive. Character models are more expressive than before, too, and there’s a wider visual variety in NPC designs than ever before thanks to small, long overdue touches like distinct facial features and differently colored outfits within trainer classes. Your own character’s face customization capabilities continue to improve from past games as well. Outfit customization is pretty good, with lots of options to choose from, no gender-locked clothing, and the ability to mix and match colors of jackets, shirts, belts, and other items in certain cases for a wider variety of looks.

Lumiose is visually uninteresting, but that doesn't mean it's uninteresting to explore.

While I’ve dinged Lumiose for being visually uninteresting, that’s not synonymous with it being uninteresting to explore. Z-A mostly solves one of the biggest issues I had with both Arceus and Scarlet/Violet: they were both big, empty worlds devoid of real reasons to explore beyond the surface. Those two predecessors tried to capture the vast scale of the Pokemon world, but the actual open areas lacked real detail. Much of their maps consisted of enormous fields full of the same Pokemon and meaningless items sort of scattered randomly around. Their caves were empty tunnels, their mountaintops often barren, and their landmarks rarely offered an interesting reward for visiting. Why even have a giant world if you’re going to make it so boring? Z-A isn’t like that.

By shrinking the world down to a manageable size, Game Freak was able to find the time, or ideas, or whatever it was that was lacking before to fill it with thoughtfully placed rewards. Sometimes those are items such as TMs or collectible Colorful Screws that wait at the end of Z-A’s rather amusingly cumbersome platforming segments. But more often those rewards are rare Pokemon. You see, while most Pokemon are confined to Wild Zones, some monsters do still lurk in the city streets, and they’re genuinely exciting to find. At first, you’ll only see common Pokemon: Pidgeys and Fletchlings pecking around in parks, Kakuna dangling out of trees, maybe a Trubbish munching on some garbage. But explore enough, and you’ll start to find alleyways, courtyards, and rooftops hiding rarer monsters: an Ariados dropping suddenly from a sewer ceiling, Gastly leaping out from a dark corner at night, a single Eevee trotting down a narrow backroad. I squealed once when I saw a single, rare Dratini on a rooftop I’d worked painstakingly hard to reach. It’s moments like these that really flesh out Lumiose and make it such a delight to explore.

In fact, there’s so much to see that I’ve somehow gotten this far into my review without digging into Z-A’s most revelatory change yet: the battle system. Pokemon is an action game now! They threw the last of the turn-based elements out the window! It’s great!

It’s genuinely impressive how well Game Freak managed to translate a familiar system of monsters, moves, status effects, items, and types into a completely different genre. Instead of taking turns, you move your character around the battlefield while the monsters are fighting. Your Pokemon will follow you by default, giving you an indirect and interesting way to control their positioning somewhat and even dodge your opponent’s moves. If you hold down ZL, your Pokemon will instead square up with its opponent and you can select and use moves. If you’re in a battle against a wild Pokemon, you’ll need to do all this while also moving your character out of danger, as they can damage and even knock you out, adding an interesting new layer of strategy to how you position yourself, and thus your monster, for optimal offense and defense.

It’s impressive how well Game Freak managed to translate combat into a completely different genre.

I was concerned, based on early trailers, that all this would amount to just smashing the same offensive moves into opponents with little actual strategy, but that’s far from the case. The indirect movement system, while a little clunky to get used to, introduces an interesting strategic layer of positioning as you play with the flow of dodging and attacking. The moves themselves are delightfully complex in both their variety and the ways Game Freak has changed them to fit the action genre while keeping their spirit alive. Short-range moves, for instance, can be used very quickly, but put you in danger of being hit. Long-range moves take a bit of time to wind up, but you stay at a distance while you do them. Moves like Protect and Detect have been reconfigured to be used almost like a parry. Fire Spin and Sand Trap form areas-of-effect on the ground you can try and lure enemies to stand in, while Spikes throws a bunch of hazards all over the place.

Status effects have been overhauled, too: paralysis slows you down significantly, while confusion sometimes causes your Pokemon to wander off in weird directions. Mega Evolutions also got a revamp that adds even more complex layers including a meter to fill, the ability to Mega Evolve multiple different Pokemon in the same battle, and Plus Moves, which are essentially moves with the power of a Mega Evolved Pokemon but usable by any monster on your team under the right conditions.

One of the best parts of this system is how it still rewards past Pokemon knowledge even in this entirely new framing, with everything working roughly how you’d guess it might. While I hope Pokemon doesn’t fully abandon turn-based battles, I would love it if the Legends spin-off series adopts this action system going forward and continues to refine it – Arceus introduced a revolutionary new system for catching Pokemon, so it feels like a fitting that Z-A has revolutionized the other key half of the series. Besides, I cannot wait to watch the competitive community get its hooks into this and see what meta develops.

Until then, we have the campaign’s own challenges to overcome. Even casual players are likely to breeze through some of it – the Z-A Royale, for instance, has you collecting points by defeating trainers until you get enough to instigate a Promotion Match and move up a rank. These battles are a joke. The Battle Zones you fight through to collect points try to shake things up by allowing you to sneak up on enemy trainers for an advantage attack, or be snuck up on yourself. But it’s trivially easy to sneak up on opponents and knock out their first monster in a single blow, then thrash their second immediately after.

To an extent, that may be intended, as you can increase monetary rewards from Battle Zones by beating as many trainers as possible before daybreak, so you’re encouraged to just Rapidash your way through battles. But the Z-A Royale’s relative ease nonetheless mutes the accomplishment of ranking up, particularly in light of the fact that the story actually forces you to jump a whopping 17 ranks at once at one point. Would the story have been an agonizing 100 hours long instead of a normal 30 hours if Z-A had not done this? Yes. Does it still feel real silly when it happens and make the Royale into a bit of a joke? Also yes.

But it’s not all a walk in the PokePark. You’ll still find challenge in other places, such as Wild Areas, where a powerful Alpha Pokemon can summon a gang of smaller guys to overwhelm you if you’re not careful. Most difficult, and most fun, are the story battles against Rogue Mega Evolved Pokemon. These monsters are big and mean, deliberately going directly after your trainer a lot of the time and forcing you to carefully balance dodging attacks yourself and positioning your Pokemon well to slowly whittle down a big health bar. Some of the Rogue Mega Evolutions have devastating second phase attacks, such as turning the entire arena into a bullet hell, making copies of themselves, or spontaneously popping up behind you for a painful swipe attack. Game Freak really goes out of its way to ensure all its new Mega Evolutions get their moment to shine through these encounters. Just wait until you see Mega Starmie!

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Should You Upgrade to a Nintendo Switch 2 to Play Pokémon Legends: Z-A?

I've been playing Pokémon Legends: Z-A on my Switch 2 since it was first released and have loved every minute of it. The game takes place entirely in Lumiose City and I've found that it runs beautifully on the new console. Whether you're catching Pokémon in the wild zones or diving into intense battles, everything looks crisp and gameplay is perfectly smooth.

You don't actually need to own a Switch 2 to play Pokémon Legends: Z-A, though. The standard Switch version is now available for $10 less than its Switch 2 counterpart. So if you're a Poké fan who hasn't yet taken the plunge and purchased the latest console, you don't have to miss out on the latest Pokémon adventure. The real question is: How well does the Switch 1 version actually run? IGN had the chance to play the game on both consoles side-by-side and it would seem the older console is quite capable of running the game – with the exception of some frame rate loss. You can check out our comparison below to see for yourself how the two versions of the game stack up against each other.

Should You Upgrade?

Like we noted in our comparison video, the differences between the two versions of the game are noticeable, but not so vast that you really need to upgrade to play the game. If you want the best possible gameplay experience with the sharpest possible visuals, then I'd say it's absolutely worth upgrading to the Switch 2. If you don't want to dish out the $450 for a new console, however, the Switch 1 version of the game will work just fine. The environments will be a little less detailed and some of the Pokémon may look a bit stilted in their movements, but overall the experience will still be fun.

As someone who did upgrade to the Switch 2, I'd say the value in such an upgrade is more about future games than this current in-between period. Nintendo will continue to release upcoming Switch games on both consoles, but eventually the older hardware won't be able to handle the latest releases. This has already been the case for games like Mario Kart World and Donkey Kong Bananza, which are both Switch 2 exclusives. And while this Pokémon game is available on both consoles, I can almost guarantee that the next mainline game in the series won't be able to run on the original Switch.

This brings some added value to something like the latest Switch 2 bundle because it gets you the Switch 2 version of the game at a slight discount when you buy the bundle alongside it. So even though Pokémon Legends: Z-A doesn't necessarily require an upgrade, it's still a potential reason to purchase the next generation console. This is especially true when you consider that Nintendo has already raised the price of the original Switch and warned that the price of the Switch 2 will also likely increase down the line.

You can always purchase a Switch 2 upgrade later

If you are planning on playing Pokémon Legends: Z-A on the original Switch, it's worth noting that you can choose to purchase the Switch 2 upgrade for the game down the line. If you start playing the Switch 1 version and end up purchasing a Switch 2 later on, all you need to do is purchase the $10 upgrade pack to access better graphics and performance. Considering the cost of the Switch 2 version is only $10 more than the Switch 1 edition, you won't be paying more by taking this route.

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The Simpsons Hit & Run Gets Eye-Catching Futurama Mod — And Even The Original Game’s Lead Designer is Impressed

An impressive new mod for The Simpsons Hit & Run has rebuilt the game to instead feature Futurama, catching the attention of the cult classic's original lead designer.

Futurama Hit & Run, as the mod is called, is available now in demo form as a free download — you'll just need a copy of the original Simpsons game on PC in order to play.

The Simpsons Hit & Run originally launched for PC, PlayStation 2, GameCube and Xbox back in 2003, and was heavily inspired by the Grand Theft Auto games of the era. Gameplay for this Futurama mod also feels familiar, as you run around as Fry and complete missions for characters such as Bender, Professor Farnsworth and Dr. Zoidberg.

There's driving too, of course — with Fry able to zoom around a section of New New York in a hover car. One particular mission has Fry escorting Bender back to the Planet Express headquarters while avoiding police in hover cop cars. But there's no sign yet of actual flying — perhaps in future.

Currently, the demo includes four story missions, plus a set of street races, vehicles, costumes and other Easter eggs to find and unlock. The demo also comes with an acknowledgement that it currently uses AI-generated dialogue as a "temporary placeholder." The mod team states: "Professional voice artists are already engaged, and their recordings will replace the placeholder content in a future update."

Response to the demo has been positive, not least from Joe McGinn, who worked on the original The Simpsons: Hit & Run over two decades ago. "As the lead designer of the original game, I can only say… this looks awesome!" McGinn wrote in a comment on the mod's trailer. "I want to play it."

Fans have long hoped for another Simpsons game, and previously cheered on a separate unofficial Hit & Run project that looked set to remake the entire title in Unreal Engine 5. Alas, that idea ran into legal issues with Disney, and its creator has now said the finished version will never be released.

Still, there may well be something new and official for The Simpsons fans to play in the not-too-distant future, as the franchise's long-awaited Fortnite mini-season now finally appears to be near.

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

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Deals for Today: Pokémon TCG Blaziken ex & Volcanion ex Premium Collection Is In Stock Now

Here's your weekly Pokémon TCG pricewatch and stock update, and it's an absolute banger. Amazon seem to be listening to me and the rest of community calling out their ridiculously high pricing on Pokémon TCG right now, but probably not. Regardless, we're seeing their exclusive Blaziken ex and Volcanion ex Premium Collection in stock for MSRP. That's right, no price hikes and no where near it's market value that's north of $90. Could this mean something positive for the future of Pokémon TCG at Amazon?

TL;DR: Deals for Today

Unfortunatley that's where the hope ends for big box retailers. TCGplayer is cheaper on every in-stock Pokémon sealed product on Amazon right now. There's usually one or two, but it's looking grim for them. For you it's great, as you're getting the proper market value from Prismatic Evolutions Booster Bundles ($59.96) and Surprise Boxes ($43).

Blaziken ex & Volcanion ex Premium Collection

Trainers and collectors will get five Destined Rivals Boosters and five Journey Together Boosters in this bad boy, so that's about the right kind of ball park for ten booster packs, plus you're getting the promo Volcanion ex and Blaziken ex promo card and a jumbo version of Blaziken ex.

I think these promo's would work great together in a fire-themed deck. Use Blazikens Seething Spirit to grab fire energy from your discard pile to build up Volcanion. In the meantime Volcanion can burn opposing Pokémon then use Scorching Cyclone for 160 damage then transfer all it's energy to a benched Pokémon. So many possibilities here.

Poké Price Check: Mega Evolution In Stock

Mega Evolution seems to be a well-printed start to the next era of Pokémon TCG. I'm seeing boosters in convienience stores and some products on physical shelves, not to mention the Booster Bundle ($52.89), Gardevoir ETB ($88.81) and Three Booster Blister ($28.90) available on Amazon. Like the rest of the products in this carousel though, the cheapest is TCGplayer right now.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of "Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior". Find Christian on X @ChrisReggieWait.

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