No one gets left behind.
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Hello Kitty Island Adventure made its debut on the Switch earlier this year, and if you’ve been hanging out for a Switch 2 Edition, it seems you might be in luck.
Read the full article on nintendolife.com
No one gets left behind.
:
Hello Kitty Island Adventure made its debut on the Switch earlier this year, and if you’ve been hanging out for a Switch 2 Edition, it seems you might be in luck.
Read the full article on nintendolife.com

Note: This review specifically covers the multiplayer in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our campaign review, and our Zombies mode review is still on its way.
After a very promising multiplayer beta at the start of October, Call of Duty: Black Ops 7 is here and I’m already back on my bullshit. After a brief hiatus, I’ve been playing every year since the multiplayer-only Black Ops IIII (yes, that was the title), and I always have a good time. I mean, functionally and mechanically, it’s consistently solid – but it’s the stuff in and around that core which makes or breaks Call of Duty’s multiplayer. For Black Ops 7, they’ve refined last year’s already razor sharp Black Ops 6 with the addition of wall running and jumping mechanics, as well as smoothed off some of the rough edges in the user interface and weapons tracking. I’ve only played around four hours so far, so I have a lot more to see on the live servers before my final review, but this might end up being my favorite CoD multiplayer since Black Ops Cold War.
Probably the biggest change to BLOPS7 is also its most subtle: skill-based matchmaking (or SBMM) is no longer the default in multiplayer, and the vocal online community that has been crying for this couldn’t be happier. Is the wider, more casual Call of Duty audience going to be just as excited? I’m guessing no once they feel the effects of this decision for themselves. This might be a controversial take, but I really think SBMM is what keeps the vast majority of people playing, even if they don’t realize it or actually know what that is in the first place.
The default playlists in BLOPS7 now only minimally consider the skill of the people it puts into a match together while filling a lobby. That means you’re getting thrown in with players who run the gamut, from complete newbs to the most hardcore of the hardcore. If you’re used to the old SBMM system, the result here is that you’re probably going to think you really suck at Call of Duty all of a sudden.
I never held any sort of delusions about my own skills, and I didn’t need to be a pro to have fun, but stripping away the veneer of only facing players at a similar level as myself has been pretty humbling – almost shockingly so. I’m seeing replays from players who are unlike anything I’ve faced in the past. “Is this guy cheating– oh, nope, he’s just insanely good, hell yeah.”
The obvious upside to this (other than satisfying the frequent cries for it in recent years) is it’s going to force a lot of people to get better. But the downside is that it can be very frustrating until you do, especially if you’ve only ever been used to a level playing field. That’s why I think it’s awesome BLOPS7 does still have SBMM matches available if you want them. It’s not obvious, but there is a classic matchmaking lobby that pairs you with people near your current skill level. My personal prediction is that they’ll shift the default back to SBMM once the Christmas CoD crowd starts logging on for the first time, but it’s still nice that both camps can be satisfied.
(Protip: use the SBMM lobbies to grind out your levels and weapons, and then dive into the default matchmaking when you feel confident. It’s the best of both worlds. You can do all the level and camo grinding against people near your own skill level, and then jump back into the Wild West to hone your actual skills. Have some cake. Eat it, too.)
None of this takes away from the fact BLOPS7 multiplayer is super fun, and it’s done away with a lot of the things I found annoying in previous years. As I mention nearly every time I review CoD multiplayer, I love going hard trying to unlock all the skins for all the weapons for the first three or four months at least. This year, there’s a new, wonderful tracker you can instantly access from the lobby between matches. It’s right there with your Dailies, showing you stuff like how many more headshots you need with the AK-27 to unlock the next camo.
This is so awesome for collectors like me. Previously, the move was to jump into the weapon menu and check your customizations, then open up the camo menu and check your progress. It was cumbersome and annoying and ate up time between matches you could otherwise be using to make adjustments to your loadout, if you wanted. Now, with the press of a button, boom!
Another feature I’m loving is the ability to reroll your daily challenges. Let’s say one of them requires you to get three kills with a melee weapon, but you’d rather not. Give it a reroll, my friend, and now you can try out something new. Of course, you run the risk of getting something crappier, but that’s gambling for you. You can reroll one challenge once a day, and if you end up with something worse, well, it’s no different than the old system.
One very small gripe I do have with the interface is the weapons menu will tell me I have new unlocks but not which ones, so then I have to go through and manually hunt them down. I’m the kind of person who’ll do “select all – mark as read” on my personal emails rather than have that notification number above the icon, so not being able to easily clear this gives my brain some mild discomfort. I’d love an option to immediately show you only the unlocks you haven’t checked out yet.
New this year is the 20v20 Skirmish mode. Set on very large maps, it feels quite Battlefield-y so far. I much preferred the Ground War 100-player mode from 2019’s Modern Warfare and still want that to come back, as Skirmish just doesn’t hit the same notes.
You spawn with your team and move in to capture and control various points across the map. It’s basically a giant version of Hardpoint, but with vehicles and certain high-value designations that help you accumulate points. When you die, you have a 10-second respawn and then you wingsuit back onto the map. I’ve only played Skirmish for a couple rounds so far, and I dunno, man – it just hasn’t felt like it comes together in a cohesive way yet. The maps are giant, but not Warzone huge, and I’m having a hard time feeling out a playstyle that works for me.
Sniping fools from the rooftops while they try and hold the point is fun, but you’re also completely wide open to getting blasted since everyone respawns from the air. And those reentries are not like the slow parachutes in Warzone, either. The wingsuit lets you travel fast and gives you a lot of mobility. You can land basically anywhere on the map, so if a pesky sniper has you pinned down, well, just respawn, land near their sniper nest, and let them have it. You’re almost incentivized to die just to get a better position on the field.
When a point spawns inside a structure, it’s not really fun to protect from the outside for the aforementioned reasons, but it’s also not really that fun to try and hold from the inside. It’s very chaotic, but not in an exciting way. I’m going to see if I can figure out a playstyle that satisfies my particular tastes, but right now I don’t see myself playing Skirmish much after I finish up this review.
As I mentioned in my beta impressions (which you can read in full down below), the addition of wall jumps has made movement around the map that much more fun. That said, the tactical sprint is no longer available as a default option, but instead is a Perk now. I still find myself double-tapping the Shift key to try and get that extra boost of speed, but it’s not a huge loss when sprinting off walls and flying through the air is way more fun, anyway.
I really love bouncing off walls to get the literal drop on opponents, and when someone gets me by jumping from around a corner, guns blazing, all I can do is nod and give them a mental thumbs up. Somehow being able to run and jump off walls makes the overall gameplay feel faster, even without Tac Sprint. Definitely my favorite update to the Omnimove system. Last year it really felt like Omnimove was designed with controller-players in mind, and while that’s still the case, the wall jump mechanic works just like any regular movement and is great for mouse and keyboard purists like myself.
I’m very excited to jump back into the multiplayer for Call of Duty: Black Ops 7. I haven’t played it enough to declare a favorite map, although I will say Den and Retrieval are already my favorites in terms of looks. I still have to figure out my strategies for all the launch maps, and I still have to get good enough to get that sweet Play of the Game I’ve been chasing since the servers went live. But I’m having a lot of fun so far, and should have a final, scored review in the next week or so.
I look forward to the Call of Duty multiplayer beta each fall in the same way I look forward to the return of pumpkin spice lattes: I know exactly what I’m in for, and I always savor that first warm, familiar sip. This year’s closed beta is the blast of violent, nutmeg-infused flavor I’ve been looking for since that first northerly chill swept across the land, and while it definitely feels like the CoD I’ve come to expect, there are a few new features I’m already really enjoying and a few more I’m really looking forward to unlocking.
I installed the beta Thursday afternoon and had planned to play it well into the night, rallying my dedicated group of Call of Duty friends (the Beef Lords) to join in on the fun. In fact, playing with the boys is absolutely my favorite thing about CoD, and even a given year’s iteration is only so-so, we still have a good time together.
Sadly, and I can’t really fault it since this is a closed beta, every time I tried to squad up with my friends, I had a hard crash. In fact, it felt like I spent more time waiting for BLOPS7 to restart than I did in matches. That’s a huge bummer, because I just want to run around shooting strangers in the face with my bros. Eventually I was able to get into a few matches with one friends, and good old Call of Duty fun was had by all. It still crashed, but only after a few matches this time. I had initially planned to hit the level 20 cap last night, but with all the time I wasted rebooting not only the BLOPS7 beta but also my PC, I was only able to make it to level 14. I know. I’m not proud.
Crashing aside, and no surprise here, but I’ve had a blast with what I’ve been able to play so far. I mean, it’s Call of Duty, where the whole point is either to rack up as many kills as possible, or hold an objective… while also racking up as many kills as possible. I truly believe no one does it better than CoD, at least when it comes to gunplay. It’s razor-sharp every damn year. It works exactly how I want it to work, it feels exactly how I want it to feel. It’s as dependable as the sun rising in the east each morning.
The biggest and most immediate changes this year are updates to the Omnimove system first introduced in last year’s Black Ops 6. If you’re not familiar, Omnimovement is a control mechanic that lets you perform John Woo-esque flights of gun-firing fancy, while also allowing you to move around more naturally when you’re on the ground. Previously, dropping prone would reduce your target size but would render your movement slow and cumbersome. Omnimovement lets you slide to prone and do sick dolphin dives, mantle walls, and look like an action movie star in everyone else’s clips, firing your weapon with 360-degrees of aiming movement while on your back.
This year’s Omnimovement system adds wall running and wall jumping to your arsenal. It basically lets you hop around the map like Jiminy Cricket, as you can chain up to three wall jumps together. It’s really fun, though I haven’t really used it tactically so far. Mostly I’m flying off walls just because it feels awesome, and if I happen to get the literal drop on an enemy, all the better.
It also makes moving around the map faster and gives you an advantage over mantling. When you mantle a ledge, your arms can’t be used to shooting, on account of them being used to pull you up and onto that ledge. On top of that, it’s kind of slow, and an opponent can use this to their advantage. You’re basically a sitting duck until you get your feet all the way up, and those few moments can be the difference between life and death… well, usually death and a different kind of death.
Wall jumps change that, because rather than mantle over a ledge in the traditional way, you can just bounce off the wall and make your way to the top without using your arms. You never have to put away your weapon – heck, you don’t even need to stop firing your weapon. It takes away that moment of complete vulnerability, and as long as there’s a wall nearby and the next level up is reachable within three jumps, you can parkour your way to victory.
It’s easier said than done, mind you, and I’m not yet skilled enough to consistently hit shots when I’m going up or down from a wall jump. But it’s still fun as hell, and might be my favorite addition to BLOPS7 so far.
There are three maps in the closed beta: Cortex, The Forge, and Exposure. They’re fine. They’re not bad maps by any means, and I do like playing on them, but nothing about them really stands out to me in the way some of the maps from BLOPS6 did, either. Last year’s Rewind map, with its super long corridors and building interiors, was one of my favorites, as was Skyline, with its secret passageway, various hiding spots, and multiple levels.
Then again, the maps in last year’s beta were even worse (I’m looking at you, Babylon), so the middling nature of these is probably not an indication of overall quality.
Cortex is probably my favorite of the three this year just because it has everything I like in a map: outside lanes with the possibility of falling to your death, tight interiors to come face-to-face with opps, as well as medium-length interiors and exteriors that work well with LMGs, SMGs, and assault rifles. It lends itself really well to deathmatch and objective-based modes. Plus it has some sweet sci-fi incubator tanks where I presume the super soldiers of tomorrow are being grown from the cells of past heroes.
Exposure is a larger map, and has a lot of cool opportunities to really feel out the wall jumping and running. There’s a dangling shipping container on the map that might as well have a Wile E. Coyote-esque sign on it saying “WALL JUMP HERE.” Meanwhile, The Forge is pretty big, but it doesn’t really have any super long, open lanes for snipers to trade lead back and forth. That’s not to say there aren’t some great opportunities to do just that, but it doesn’t have the same feel as last year’s Rewind, with its back alley and strip mall-front.
The Forge might not be my favorite map of the three, but it does have one of my favorite environmental features so far: a spinning, four-piece circular wall in the center of the map. During modes like hardpoint, the hardpoint will spawn in that area and people take turns either hiding behind or popping out from those spinning walls. It adds an extra layer of unpredictability when you’re trying to hold an objective that I really like. You can’t just lay prone with a sniper and peek around a corner, because the corner moves. That being said, there are a pair of lookouts on either side, so you can keep watch of the objective or just pick people off as they try to bumrush it. It’s great. Even in deathmatch or Kill Confirmed it’s fun, but it’s really cool for Hardpoint and Domination.
According to the official BLOPS7 blog, there’s a fourth map, Imprint. Either I’ve just had terrible RNG luck or they haven’t actually turned that one on yet, because I haven’t seen it so far. I’m going to play the hell out of BLOPS7 over the weekend, so that could change.
Once you unlock all the level requirements, there are a total of 16 available guns. Right now, and I hope Treyarch is reading this, the M10 Breacher, the default shotgun, is stupidly overpowered. You can nail enemies from way farther away than the laws of physics should allow right out of the gate, and they’ll fall down dead when you do so. You barely need to aim it to get a kill across a large room. That sort of shotgun behavior is fine, even expected, at close range, or when you’ve leveled up and thrown a bunch of attachments on it. But as a default gun, it’s just too powerful.
On the flip side, and this is something I never expected I’d say, but the XR-3 ION sniper rifle is exactly where it should be, power wise. Usually I feel like sniper rifles lean toward being way too OP. Don’t get me wrong, I still hate snipers, and I still think people who use snipers on small maps are weak and their bloodlines are weak. But when you get a kill with the XR-3 it feels earned. There’s a level of finesse here I’m not accustomed to with previous sniper rifle iterations, and I’ve actually used it without feeling like a dirty sniperboy.
I’ve always loved SMGs in Call of Duty, but none of the three available this year are doing it for me as of yet. They feel a tad too weak, which is usually the case, but it’s generally made up for by a high rate of fire and lighting-fast speed of handling. I’m going to have to wait and see on the SMGs until progress is fully unlocked, but for right now, they don’t feel quite like they should, as if it takes one or two bullets more than I’d expect to down an opponent. I also don’t love the LMG, the Mk. 78. Similarly to the SMGs, it feels like it takes a millisecond or two too long to effectively down an enemy. I’m going to need more time with that one as well to see how it ends up running when it’s fully kitted out, but for right now I’m not feeling it at all.
The Assault Rifles this year are, much like last year, where it’s at. While in previous years I ran with SMGs or LMGs, in BLOPS6 I fell madly in love with my XM4 assault rifle. This year I’ve been grinding on the M15 MOD 0, but I’m a level away from unlocking the Peacekeeper Mk.1 in the beta, which might be the best weapon in multiplayer, hands down. At Call of Duty Next, it felt like everyone was using it, so I’m excited to try it out again from the comfort of my own desk.
I’ve got an entire weekend with the closed beta, and I plan to hit that level cap and unlock as much as it will let me. The open beta next week will let you grind to level 30, and the best part is all your progress will carry over to the final game. I’m hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I’m really excited to spend hours and hours of time I’ll never get back just so I can have a gun that’s all shiny. Until then, I’m really enjoying BLOPS7, and I’ll be back with a full review around launch.
Reports suggest Version 21.0.0 borked compatibility.
You might have already seen some reports claiming third-party docks are no longer compatible with the Switch 2. These stories started popping up after Nintendo rolled out a major system update earlier this week – bumping its new hybrid device up to Version 21.0.0.
We’ve investigated this with a quick test of one of the devices we have on hand (specifically, the S3 MAX TV Dock Station by Antank), and it appears to be functioning as normal. It seems we might not be alone here, but it’s now got us wondering how it’s been going for other third-party dock users since Nintendo rolled out the latest updates.
Read the full article on nintendolife.com
Every Pokémon we’ve spotted so far.
Pokémon Pokopia is a completely new type of Pokémon game: you don’t catch ’em all, you… make friends with ’em all? Blending elements of life sims, farming games, and block building into one big package come 5th March 2026.
Of course, there are plenty of returning faces, some of which will be able to give you abilities or let you transform into them. Here’s a list of every single confirmed ‘mon in Pokémon Pokopia so far.
Read the full article on nintendolife.com
Ask any member of the Saga Legends Games team what inspired Legends BMX, and childhood afternoons come flooding back: hours spent playing Tony Hawk’s Pro Skater with friends, then heading outside to try those virtual tricks on real bikes. Those games didn’t just entertain, they sparked a lifelong love of BMX and extreme sports, a passion shared by nearly every developer on the team.

“We grew up grinding rails in Tony Hawk’s, then trying to copy the moves at the local park,” laughs Carlos, gameplay programmer and amateur BMX rider. The team’s mission was clear from the start: bring that same mix of fun, freedom, and creativity to BMX, with controls that reward experimentation and a vibe that welcomes everyone.

The design process turned personal stories into game mechanics. Lead producer David drew inspiration from neighborhood skateparks seen through childhood eyes, blending stylized art with authentic features that riders recognize and appreciate. Developers debated every trick, not just for realism, but for that feeling of triumph when landing something new: “We focused on the simple joy of small victories every rider knows, like landing a bunny hop or a first grind,” recalls David.

Many on the team still ride BMX today, and sessions between work inspire new features. They met up on weekends to test animations and recreate their favorite park stunts. Mistakes became moments to laugh and learn. “Our community playtests felt like reliving our early days. The feedback from actual bikers pushed us to keep improving,” says David, lead producer.

Legends BMX isn’t just made by coders, it’s made by riders, by gamers who learned about courage and confidence from both controllers and handlebars. The game aims to capture the thrill of landing a new trick and the joy of inviting friends along for the ride just like those beloved classics from childhood.

As Legends BMX launches on Xbox, the developers hope players, whether longtime fans or curious newcomers, will feel that sense of nostalgia, friendship, and possibility with every jump and grind. Enjoy Legends BMX on Xbox starting today!
Firenut Games
Simple & Intuitive
Enjoy easy-to-learn mechanics and intuitive controls that provide tons of fun and a wide range of experiences. Reach attainable goals while soaring over ramps and verticals, performing spectacular tricks. Explore multiple parks filled with a variety of ramps, surfaces, and verticals in semi-realistic environments. Achieve greatness and rise to the top of the competitive leaderboard!
Ride & Challenge Yourself
Move freely, performing countless tricks and lines to rack up massive points in diverse parks and scenarios. Attempt the wildest tricks with our one-directional analog system. After your first stunt, your Trick Line begins, recording each additional trick and combo, adding extra points until the rider wipes out or stops. The total score for the trick line is then added to your overall tally.
Competitions & Customization
Execute dozens of tricks, each with variations in Spin, Flips, Manuals, and Grinds. Climb the global rankings with your best scores. Choose from multiple Riders and bikes, each with their unique style and flow.
Cartoon & Realistic
LEGENDS BMX combines a charismatic 3D cartoon style with semi-realistic parks, immersive environments, and striking VFX. A dynamic isometric camera follows the rider seamlessly, enhancing the thrill of riding, flowing, and executing amazing tricks.
Gameplay Feedback
To amplify the experience, LEGENDS BMX features engaging VFX, including bike effects, grind sparks, skids, dust trails, camera effects, small particles, pump trails, and more.
The post From Tony Hawk Dreams to BMX Reality: How Legends BMX Was Made by Riders appeared first on Xbox Wire.

Attention trainers! Maxroll and IGN have teamed up to launch Planet Pokemon, a new strategy guide site and competitive Planner for your Pokemon team with a bunch of other cool features you won’t find anywhere else.
You can currently plan your Pokémon team using Planet Pokémon one-of-a-kind tools for four games: Pokémon Legends: Z-A, Pokémon Legends: Arceus, Pokémon Scarlet and Violet, and Pokémon Sword and Shield – and we are working on more Pokémon games now!
All of our Planner stats are powered by a deep Pokédex and curated by our team of Pokémon experts that brought you Maxroll, IGN, Eurogamer, and Map Genie’s decades of the very best Pokémon strategy guides out there. So how does this all work? We will have Eurogamer’s Pokémon lead Lottie Lynn walk you through it…
Whether you’re new to the Pokémon universe or a longtime player getting ready for your next nuzlocke challenge, our Pokémon Planner is here to help you organize your next team!
Since our Planner is divided up by game, you don’t have to worry about accidentally including Pokémon you can’t actually catch. Alongside this, we’ve also included the complete moveset for each Pokémon and every item they can hold. You can even play around with the EVs and IVs for a Pokémon. Combining all of these features together in one place means you can easily curate a team to suit your purposes.
Want to make a strong start in the online competitive world? Then use the Planner to ensure you have a balanced team! Want to see how changing one Pokémon could affect your team on the whole? Then our Planner will show you any weakness gaps that might appear! Want to build a team of six Magikarps for some reason? Well our Planner can help you do that too.
So let’s take a look at how it works!
The first step in using the Pokémon Planner is to select the game you wish to make a team for. You can easily do this by selecting the drop-down menu next to ‘Change Game’ at the top of the planner.
Before we go any further, however, it’s important to point out that you will need to be logged into Pokémon Planet if you want to save your planned team. It’s a good idea to do this before going any further! You can find the ‘Login’ button in the top right-hand corner of the page and there will also be an option to make an account too. We go over the exact details for saving your team further along in this guide.
Once you’ve selected the game you’re playing, it’s time to add the Pokémon you want in your team. To do this, click on one of the six ‘Choose Pokémon’ boxes to open a menu containing all of the Pokémon in your chosen game.
Don’t worry, we’ve ensured that only the Pokémon present in each game’s Pokédex will appear. This means that, as long as you’ve selected the correct game, you won’t run into any unavailable Pokémon. Just remember that if you’re building a team for a version title, such as Pokémon Scarlet, you will need to keep an eye out for any version exclusive Pokémon.
There are three main ways you can search for Pokémon – simply scrolling down the list, searching by name or filtering by type. It’s possible to select multiple types too, which is handy if you’re looking for a dual type Pokémon. Selecting the ‘Mega Pokémon’ option will also allow you to just see the Mega Pokémon present in your chosen game. Though, keep in mind that Mega Pokémon are only available in select Pokémon games.
Since all of the Pokémon in your chosen game are available – including pre-evolved Mons, Legendary and Mythical Pokémon – you’re free to input whichever Pokémon you like. This could be your current team, your endgame goal or Pokémon you’re considering adding. No matter what you choose, I recommend adding six Pokémon so you’ve got a whole team to play with.
After selecting all of the Pokémon you either have or want in your team, it’s time to start filling in the details for each one. This includes adding their moves, stats and any item they might be holding. Let’s start with stats.
The Stats section for each Pokémon can be found on the left-hand side of the Planner and will always display the Base Stats for each Pokémon. You’re also able to add its current Stats, including EVs and IVs.
The first step in adding your Pokémon’s Stats is to choose its Level. The Pokémon Planner selects each Pokémon’s Level to 100 by default, which is handy for organizing an endgame team.
If, however, you want to enter a Pokémon’s current level, you can do so by either selecting the number ‘100’ and changing it or by moving the blue slider beneath said number. Changing a Pokémon’s Level from 100 will automatically change all of its current Stats – found at the bottom of this section – to make the Level you’ve chosen.
Now it’s time to sort out the EVs and IVs, which is where things get a little complicated. This is because both are considered Hidden Stats, meaning you can’t see their exact values in-game. There’s a quick Hidden Stats explainer further along in this guide if you want to learn more about how exactly EVs and IVs work.
You’ve got two options when it comes to entering both into the Pokémon Planner – either put in the EVs / IVs you’re aiming for or do your best to figure out what they are in-game. If you’re going for the last option, keep in mind that the IV Judge Function typically doesn’t unlock until you’ve reached the postgame.
Once you’ve decided which option you’re going with, EVs can be entered either using the blue slider in the middle or by typing them directly into the left-hand column. Since you can only have 510 EVs for every Pokémon, the Pokémon Planner will helpfully prevent you from going over that number.
For IVs, you’ll need to change the number in the right-hand column. (Remember – it’s highly unlikely you’re going to have a Pokémon which has 31 perfect IVs for every stat.)
The changes you make to see values will be reflected in the Stat layout at the bottom of the screen.
Adding Pokémon’s Moves is quite easy. Simply select the ‘Add Move’ button beneath the ‘Move’ subheading on the right-hand side of the page. This will open up a menu of all the moves this Pokémon can use in your chosen game. Here you can either search for a specific move or simply scroll down the menu. The moves a Pokémon can learn from TMs will also be available!
Remember – each Pokémon can only know four moves at a time and we’ve kept to this rule in the Pokémon Planner. If you want to remove a move, hover your cursor over it and select the ‘Change’ option.
To add an item, select ‘Add Item’. This will bring up a list of every item available in the game you’re building a team for. You can either scroll through the list or search for the one you’re looking for.
Once you’ve found the correct item, simply click on it and it shall be added to your Pokémon!
Now you just need to repeat this process for all of the other Pokémon in your team.
Team Defense and Team Coverage Explained
After filling in all of the information for your team, take a look at the ‘Team Defense’ and ‘Team Coverage’ sections.
Team Defense will give you an idea of what types your team currently includes (based on both Pokémon and moves) and the weaknesses you need to keep an eye out for. A blue line means that you’ve included these Pokémon types, while a red line means one of your included Pokémon is weak to this type.
Team Coverage, meanwhile, informs you which Pokémon types your team has an advantage over. The more little blue bashes beneath a type, the more Pokémon you have in your team that can counter it. If a type doesn’t have a dash at all, then you might want to consider changing your team!
To save your planned team, you first need to log into Planet Pokémon. You can do this by using the ‘Login’ button in the top right-hand corner of the screen. After this, either login or make an account if you’re new!
Next, click the ‘Manage Teams’ button which can be found above the Pokémon you’ve entered for your team. Here you’ll be able to name your current team, save it, create folders to organize your various teams in and be able to create new teams too.
To save a team, first give it a name by entering something into the box containing the words ‘Name your Team’. Once you’re happy, select ‘Save Current Team’. This will automatically save your team into the folder you’ve currently got selected.
After saving a team, you’ll be able to change its name, make a copy or delete it by using the options found on the right hand side. You can also move a team to a new folder by dragging and dropping it.
The EV and IV for every individual Pokémon are considered Hidden Stats. This is because, while you’re able to get an idea of what they are, you’ll never be able to see the exact number for each one.
It’s also worth noting that Gen 3 changed how EVs and IVs worked. The following explanation follows those rules, so will not be applicable for the Gen 1 and Gen 2 games.
EVs – Effort Value – corresponds to each of the six main stats. Each Pokémon has a total amount of 510 EVs divided across these stats, with the maximum one stat can have being 252 EVs. Depending on the game, various items, such as Vitamins, Berries or Feathers, can be used to train or deplete an EV. Depending on the game, you should be able to view a Pokémon’s EVs on the Stat page of their Summary. Just keep in mind that you won’t be able to use the exact value.
Each main stat also has an IV – Individual Value – which is calculated based on the Pokémon’s Base Stats, Nature and EVs. Typically an IV can not be changed unless you use Hyper Training to maximise it. IVs range from 0 to 31 – with 0 being the worst and 31 being perfect. Each Pokémon game has a Judge Function which can be unlocked, usually by reaching the postgame, that will give you an idea of what a Pokémon’s IVs are.
Beyond the the Builder, Planet Pokémon offers these helpful services for Pokémon Legends: Z-A:
For more on Pokeémon Legends: Z-A check out our latest coverage like How get Diancite and Baxcalibrite, and all the rare stone locations, a full list of all TMs, and a bunch of news on the upcoming updates here.

Magic: The Gathering is fully into its crossover era, and while the Avatar: The Last Airbender set isn’t far away, Secret Lair has seen Wizards of the Coast truly cut loose.
That means we’re getting some truly bizarre synergies, including one for Thieving Varmint. A ‘mana dork’ for cards that aren’t yours, we’re not sure anyone fits the idea of pilfering better than Nathan Drake from the PlayStation Secret Lair drop.
Nathan Drake, Treasure Hunter is a three-cost card which has 3/2 base stats and First strike.
It also has the uncanny ability to spend mana of any color to activate abilities of permanents on your battlefield that you don’t own, and cast spells from other players. It’s particularly handy, then, that Nate can also take cards from your opponents’ libraries.
In a game of Commander, you could be throwing around 2, 3, or 4 spells per turn using those that aren’t yours, so long as you have the mana, and that’s where Thieving Varmint comes in.
Thanks to this new synergy, Thieving Varmint has jumped to sit around $9.73 market price, which is a massive jump from its previous average at $0.70-$0.90 only a few months ago (according to data from TCGPlayer).
Featuring in Outlaws of Thunder Junction’s Commander Decks, Thieving Varmint is a 2/1 with Deathtouch and lifelink for two-cost, which is pretty useful, but you can tap it and pay a life to add two mana of any one color to cast spells you don’t own.
Get a board state going early on with your own lands and Thieving Varmint, and you can be using other players’ spells against them with reckless abandon.
As a reminder, Nathan Drake, Treasure Hunter is only found in the PlayStation Secret Lair drop, hence why he’s almost $30 on his own on the secondary market.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Here’s one for fans of the massively popular RPG Clair Obscur: Expedition 33. The IGN Store has just launched exclusive new Clair Obscur artwork by legendary artist Yoshitaka Amano. Even if you don’t recognize the name, you’ll recognize his work – Amano is the artist behind the iconic artwork for the Final Fantasy series. This is no coincidence, as the team behind Clair Obscur: Expedition 33, and most notably the Studio Co-Founder, François Meurisse, confirmed in an interview with GamesRadar that they were heavily inspired by the Final Fantasy franchise when creating Expedition 33. This art truly showcases the game’s beauty and depth.
Amano has joined with IGN Store and Sandfall to lend his talents for this new series of Clair Obscur: Expedition 33 art. Check out the exclusive drop below and order right now on IGN Store.
The art captures a breathtaking scene. Broken and bloodied, Maelle and Verso face the feared expedition slayer, The Dualliste, in the depths of the Forgotten Battlefield. The battle is a defining moment for Expedition 33, but it’s not just a fight…it’s a reckoning. Amano’s brush brings the tension, sorrow, and grace of this struggle to life.
1 – Esquie Edition – Hand Signed by Yoshitaka Amano
2 – Esquie Edition
3 – Lumiere Edition
4 – Expeditioner Edition

Start using maps to check out service stations in Scandinavia, as Euro Truck Simulator 2‘s Nordic Horizons expansion is set to release on November 27th.
This DLC was announced back in January 2024, and as it shuffles out of SCS Software’s ever-busy DLC pipeline, it’ll leave some coaches and a recently revealed trip to Ireland waiting in the traffic queue. The devs have also been doing plenty of cool existing area revamps.
Plus a handful that we’d love to see on Switch 2.
It’s that time of year again, folks. GOTY season is almost upon us, and while Mr. Keighley’s big event is staying quiet on its nominees for the time being, other shows are already gearing up to crown a winner.
One such event is the Indie Game Awards, a developer-focused awards show centred on — you guessed it — indie games, which has today revealed its final award nominees across 18 different categories.
Read the full article on nintendolife.com