Helldivers 2’s Killzone Crossover Is Real — and It’s Out Now

Helldivers 2’s leaked Killzone crossover is real, and developer Arrowhead has released it. But be warned: these cosmetics are only available for five days.

Hot on the heels of the Omens of Tyranny update, which added the Illuminate faction, Helldivers 2 has its first official crossover. Part one of the Helldivers 2 x Killzone crossover is out now, and includes a Killzone-themed armor set, assault rifle, banner, cape, and player title. Part two hits Helldivers 2’s store on December 23, Arrowhead said.

In a blog post, Arrowhead announced that Helldivers 2 x Killzone 2 belongs to a new tier of special premium content “reserved for collaborations and other uniquely-themed work,” so expect to hand over plenty of Super Credits if you want the lot.

The developer added that it plans to offer players “something distinct and special” with the content, and teased an additional Killzone 2 reward for all players depending on their success in the Galactic War.

Meanwhile, Arrowhead outlined plans to improve the way Helldivers 2’s in-game store works. “Right now, many of you feel the items are in rotation for too short a time, and that you sometimes miss out on that killer look you had your eyes on,” Arrowhead said. “At the same time, the more things we add to the store the longer it takes to come back into rotation.

“As we’re not quite ready to roll out a full redesign, we’re going to temporarily test longer rotations with Killzone, which will stick around for five days per page instead (there will be two pages of items to explore).

“After this, the page rotation will go back to its usual cadence and we will be asking for your feedback on our test. If you think this is too short, or you want us to look into bringing items back for longer periods, we’ll ask again in future surveys.”

Last month, Arrowhead CCO and Helldivers 2 creative director Johan Pilestedt cautioned against doing too many crossovers, saying “it would dilute the IP and make it a ‘not Helldivers’ experience.” In its blog post, Arrowhead reiterated the point, insisting Killzone makes “perfect sense for the game.”

This crossover already has fans wondering if Sony may finally be ready to return to the Killzone franchise with a brand new release. Original developer Guerrilla Games has its hands full with the Horizon Online project and the inevitable Horizon 3, so any new game would probably have to come from another developer.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Times Of Progress is an elegant, focussed city builder set during the Industrial Revolution

Times Of Progress is a special game for me, because is the first news tip I have ever received from Sin Vega, Prime Minister of Strategy Gaming, way back in spring this year. Sin once described writing news articles for our former news editor Alice0 (RPS in peace) as like practising backflips in front of the kung fu master. Writing about a new city builder at Sin’s suggestion is like being invited to budget the development of Londinium by Julius Caesar.

The terror of screwing it up – together with other, more trivial distractions, like international games industry conferences- has stopped me from writing about Times Of Progress for months. Today I bite the bullet, and emerge from my lodgings to issue a hesitant speech to the masses, hoping like hell that Caesar is too preoccupied with the latest Gaul uprising to notice my errors.

Read more

New Capcom Survey Wants To Know Your Thoughts About MvC Fighting Collection

It could help with the “development of future titles”.

Marvel vs. Capcom Fighting Collection: Arcade Classics has been available on the Switch for handful of months now, and Capcom has this week launched an online survey asking fans what they think of it to “help inform the development of future titles”.

This survey is open until 28th February 2025 and asks basic personal information, if you’ve purchased the game, the platform you bought it on, the games you’ve played in the collection, and how you would rate the collection and its features overall.

Read the full article on nintendolife.com

Mighty Morphin Power Rangers: Rita’s Rewind First Major Update Revealed, Coming To Switch “Soon”

Here’s what you can expect…

Mighty Morphin Power Rangers: Rita’s Rewind made its debut on the Switch last week and it’s gone down relatively well so far with critics and fans alike.

In saying this, not everything is available on every platform (like online play), but the developers are working on it and have now rolled out the first major update. The Switch version is expected to receive this update “soon”. Here’s exactly what you can expect:

Read the full article on nintendolife.com

Capcom Reportedly Adds Two New Members To Its Mega Man Dev Team

More Mega?

There might not have been much activity on the Mega Man front in recent times, but it seems we’ve now got a new update courtesy of the Amazon ‘Secret Level’ episode. According to the fansite Rockman Corner, two new names have supposedly been added to the Mega Man development team:

Rockman Corner: “In the credits for Secret Level episode Mega Man: Start, we see Shingo Izumi and Hiroshi Ito. Izumi, who joined Capcom in 2018, was the producer behind Monster Hunter: World and the recent Ghost Trick HD remaster. Ito was a producer on Monster Hunter Stories, its sequel, and the Sunbreak expansion for Monster Hunter Rise.”

Read the full article on nintendolife.com

Need for Speed Turns 30: The Lasting Legacy of EA’s Fastest Franchise

It’s December 1994. The Santa Clause, Miracle on 34th Street, Pulp Fiction, and Forrest Gump are duking it out at the global box office. Boyz II Men’s On Bended Knee is about to (temporarily) cede the number one spot on the Billboard Hot 100 to Here Comes the Hotstepper by lyrical gangster Ini Kamoze. In video games, the original PlayStation has just launched in Japan.

But forget the PlayStation for a moment, because December 1994 also marked the arrival of another interactive icon: The Need for Speed, on the ill-fated 3DO home game console. The 3DO, despite being lauded as Time Magazine’s 1993 Product of the Year, was ultimately a flop. There was no ‘3DO II’. The Need for Speed, however, was not a flop. There was a Need for Speed II. And III. And a fourth, fifth, sixth, and so on.

In fact, 30 years later the Need for Speed series is still with us.

And it’s become one of the best-selling game series of all time.

3DOh Yeah

“Need for Speed is actually one of the most successful game franchises ever,” notes Criterion Senior Creative Director John Stanley. Stanley has been with Criterion for 14 years working across multiple EA series, from Battlefield to Battlefront, but his predominant focus is Need for Speed. “So it’s a very big honour and mantle to be lifted each time.”

15 years ago, sales figures for the franchise hit 100 million copies. A decade ago they’d rocketed past 150 million. Precisely what they sit at today is not known, but what’s clear is Need for Speed’s success and longevity make it a monster within the racing genre.

Need for Speed is actually one of the most successful game franchises ever.

It certainly got off to a flying start. The original Need for Speed was an immediate critical hit, despite the 3DO’s own particular woes. Fortunately, subsequent ports to PC, PlayStation, and Sega Saturn would go on to make The Need for Speed a commercial smash as well.

Presented by Road & Track Magazine and developed by EA Canada, The Need for Speed’s 3DO debut boasted just eight cars – a modest mix of European exotics and 1990s sports icons from the US and Japan. It also featured a total of three tracks. Yes, that’s paltry by later standards, but it’s worth keeping in mind that this was entirely typical for the time – at least, until the original Gran Turismo arrived several years later with a garage pumped up to unprecedented proportions.

It’s also important to note that EA Canada had previously been known as Distinctive Software. Prior to its acquisition by EA in the early ’90s, Distinctive Software was responsible for the influential original Test Drive, its follow-up The Duel: Test Drive II, and cult, early 3D racing favourite Stunts (known as 4D Sports Driving in some regions). That high-speed experience was abundantly evident in The Need for Speed. Like the early Test Drive games that came before it, The Need for Speed asked players to dodge traffic as fast as they dared while outrunning the pursuing police. Electronic Gaming Monthly called it “the racing game to beat on the 3DO.” Edge Magazine declared it featured “the richest 3D environment ever seen on a home system.” GamePro was similarly full of praise, positing that “[i]f you dream of racing exotic sports cars, it doesn’t get any better than this incredible game.”

Raising the (High) Stakes

Of course, it did get better. Need for Speed built itself into a true racing juggernaut throughout the remainder of the ’90s, and it lapped Test Drive as the premier purveyor of playable police pursuits and illegal street racing. The series became the place to find the greatest exotics of the era: the Lamborghini Diablo and Ferrari 512TR. The Jaguar XJ220 and McLaren F1. Down in my own native Australia, the games were even localised with their own, regional-exclusive covers, and injected with the hottest homegrown sports sedans of the time. That was truly something, as a teenager; to be stalking a games store and see the sickest Australian cars on the street staring back at me from the shelves. That was unique to Need for Speed during this era.

But perhaps more than anything, Need for Speed carved itself out a reputation as a series that celebrated not just racing, but risk.

“I argue it’s the forerunner, or has been and still is the forerunner, in the only franchise really delivering on consequence,” says Stanley. “That thrill of the chase. I think nothing else out there in the racing game genre does that.”

By asking people to outrun police, and eventually even place their pink slips on the line, Need for Speed was a series that pushed its players to take risks. For clarity, by the time Need for Speed came around, we’d admittedly already faced the long arm of the law in 1987’s Test Drive, and many of us would’ve already lost rides to rivals after racing for slips in 1989’s Street Rod. But even if it wasn’t the first, Need for Speed was an extremely early adopter of these philosophies of risk – and it certainly became the most recognisable.

Tuna, No Crust

As the years went on, the property eventually found itself taking risks of its own. Firstly, with 2003’s radically reinvented Need for Speed Underground, and then with 2005’s Need for Speed Most Wanted – which is still the best selling game in the whole series.

“Oh man, they’re my beloved,” grins Justin Wiebe, who jokingly describes himself as the “old fossil” EA dug up for this chat. Currently Studio Design Director at Ripple Effect, Wiebe’s history with the Need for Speed series dates back to Hot Pursuit 2 in 2002.

“They’re like my crown jewels, to be honest with you,” he continues. “I’ve had a long career here and boy am I proud of having a chance to work on those games.”

On Underground, Wiebe explains the team didn’t quite know what they had on their hands at the time, but they were all hooked.

“It was so addictive to play,” he says. “It was the introduction of things like drag racing for the first time, where it was a completely new way of playing at high speed. And we were starting to explore other new, emerging racing genres – like drift racing and stuff like that – and starting to bring all of these new and cutting edge ideas, and then mixing in customisation. We were pioneering at that time.”

EA followed Underground with a direct, open-world sequel – the first open world in the series – but the bigger question was where to take it next.

“We kept asking ourselves, ‘Well, what do we do now? How do we one-up this? What are we gonna do?’” says Wiebe. “And we had an exceptional executive producer at that time, Mike [Mann], who came in and he basically said, ‘I want to make it the most elicit experience that we’ve done to date. I want to bring in the cops, and I want to make them feel so threatening, like they are the real world.’”

So that was the mandate to me: take these cops and make everyone absolutely terrified of them.

“So that was the mandate to me: take these cops and make everyone absolutely terrified of them.’ And I said, ‘Then, Mike, I gotta take away people’s cars that they earned; I’m gonna impound them, and they’re gonna lose them for a while.’ And he’s, like, ‘Do it.’

“[Need for Speed is] a franchise which is big, but it’s also unafraid to try to take risks. To do things differently. To challenge the norm. And that’s what I love about working on the franchise.”

In an entertaining twist, Wiebe even found himself in Need for Speed Most Wanted as the racer Taz – number 14 on the Blacklist – after one of the actors failed to show up for a photoshoot.

“They started wandering around the office trying to see, like, ‘Who’s the most shifty-looking person we have here?’, and then they’re, like, ‘You!’” chuckles Wiebe, stabbing his finger in the air. “So yeah, they just grabbed me and did a couple of shots and there I am. It was a good time.”

According to Stanley, within the corridors of Criterion, Most Wanted remains a revered example of the series at the peak of its power.

“I cite Most Wanted so much within the studio,” he says. “Just around the way that it managed to weave together the narrative, the gameplay, the progression. Everything comes together in this.”

“A term that I use a lot, and now I’ll have to drink a shot for this: ludonarrative harmony. Because actually executing on that in a game? So important. And Most Wanted is a masterclass in that, and something that I definitely cite a lot.”

On: The Run

It’s been almost two decades since Need for Speed Most Wanted, and the series has continued to evolve.

“If you look at it, Need for Speed’s never remained the same,” says Criterion Producer Patrick Honnoraty, who’s worked on every Need for Speed since 2012 – from Criterion to Ghost and back to Criterion. “From one iteration to the next, it’s always had something that was different.”

“For good and for bad – because those things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different.”

Things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different.

“‘For good and for bad’ is a great example,” says Wiebe. “For example, my experience on creating Need for Speed: The Run. We really tried to break some new ground there. We talked about getting out of the car, and we had all these grandiose visions for how it was going to be more than just racing; the character’s going to get out of the car. But then we realised very quickly, ‘Well, we can’t really do that’, so we introduced some quicktime events.”

“Yeah, we all love quicktime events, right?” he adds with an ironic smile.

However, Wiebe believes they ultimately created “a grand racing adventure.”

“We wanted it to feel like your life is on the line,” he says. “That it’s more humanised than ever before about the character and the story that they’re in, racing from coast to coast. I’ll be the first to stand up and say that didn’t really work, but I’m proud of the fact that we tried it.”

“I was actually on a fan forum a few months ago and I actually was shocked at how highly-rated some of the fans actually made that game. I had thought, ‘Well, that’s a bit of a lump of coal in my resume.’ But it turns out that it actually has a massive cult following, and there are certain people that absolutely adore that game. And that brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it.”

That brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it.

Honnoraty has noticed the same thing.

“I think every Need for Speed I’ve worked on, when it’s come out it’s been, ‘Oh my god, it was no good; it was rubbish,” he says. “People didn’t like it. And then years pass and it’s, like, ‘Ah, it was so good! It had these great elements to it. It was the best Need for Speed. Why don’t you go and make one back like that?’”

“Need for Speed is always too ahead of its time, is my thing. Every time we bring one out. Every time we bring one and it doesn’t strike, people look back on them so fondly.”

Defining the Series

30 years on, building a Need for Speed game is an exponentially more complicated task than it ever was, and more challenging than ever. For Senior Vehicle Artist Frankie Yip the work required is significant, but he wouldn’t have it any other way.

“The cars in Need for Speed are far more intricate now compared to the earlier days of the franchise,” explains Yip, who has worked on the franchise for the entirety of his 20-year career in the gaming industry. After picking up a copy of Need for Speed Underground for PlayStation 2 as a teenager, Yip got so hooked he took a 3D modelling course and was soon living his dream, making cars for Need for Speed Underground 2.

“I actually thought I was going to fail in the 3D school,” says Yip. “All the assignments? All I did was just model cars. And they’re, like, ‘That’s not part of the assignment.’ I don’t care; I like cars. So my portfolio was just all cars.”

I actually thought I was going to fail in the 3D school. All the assignments? All I did was just model cars.

According to Yip, dealing with the vast amount of content produced for each car is not as straightforward as it may seem.

“I’ll give you an example, just to break it down,” he begins. “Bodykits, for example. Say a car has three bodykit designs. That’s three front bumpers, three rear bumpers, three sideskirts, three front fenders, so on and so on. That tallies up to 15, 20 individual parts. But allowing the player to seamlessly and smoothly mix and match those parts? Yeah, it sounds simple, but it actually involves a significant amount of work. You run into issues; like, this part doesn’t fit with this. This part doesn’t fit with that.”

“There’s different variations in bumper widths, fender shapes, fender sizes; the list goes on. Panel lines, shut lines; nothing lines up. So, how do we make this all work? We actually have to build out every single part combination out there. You take that 15 to 20 individual parts I mentioned, and you multiply it to an additional 60, or well over a hundred. It depends on the car. Like, every car is a different shape. It is a ton of work, but what this does allow is it allows the player to have thousands of part combinations. And who doesn’t want that?

“So now you know why, in earlier Need for Speed titles, we just restricted the body kit to be equipped as one whole unit. But honestly, where’s the fun in that?”

For Criterion Vehicle Art Director Bryn Alban, there’s a bigger-picture challenge; that is, what defines Need for Speed to its massive and multi-generational audience.

“It means so much to so many people, and everybody’s got a different opinion as to what a good Need for Speed is,” says Alban, who’s been around since the days of Need for Speed Shift and brings the experience of building his own Skylines over the past 20 years to his role on the franchise. “So trying to appease everybody at all times is super difficult. Even down to the nitty gritty details of what customisation we put on our cars; it’s so divisive a subject for our players that it’s almost impossible for us to get it a hundred percent right, all the time.”

“So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core. You’re, like, ‘Oh yeah, I forgot that we should’ve added that to the game.’ So, yeah, it’s really tricky and tough to get that balance of making the perfect Need for Speed, really.”

So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core.

For what it’s worth, I’ve been missing Australian cars in the Need for Speed series since they stopped featuring back in the early 2000s, and Alban agrees it could be time for the series to circle back and include them again.

“Yeah, that’s a very valid point, and I think it’s true that Australian cars have been underrepresented in Need for Speed in its most recent history,” he says. “I can’t give you a reason why that is the case, but it’s definitely something that we should take a look at in the future moving forward, to see if we can redress that balance a little bit.”

“When you look at things like Holden, they’re very iconic within Australia,” adds Honnoraty. “They’re very interesting things; the utes that you have. So I think those are interesting examples for us to look at. And I’m sure, Bryn, you’d tell me there’s plenty of them in the drift scene as well?”

“Yeah, you see them crop up,” Alban responds with his finger clearly on the pulse. “I mean, just this last week there’s the Drift Matsuri that’s happening in Japan, and I saw that there were a couple of Ford Falcons over there in Japan doing their thing. So there’s definitely opportunities to tap into that, I think.”

It’s obvious Alban knows his cars. There’s also a fun synergy in the fact that the first Instagram video I’d watched of the very Falcons Alban is referencing features one cruising through a Tokyo tunnel to Get Low by Lil Jon & The East Side Boyz. It should go without saying that anyone who played Need for Speed Underground has that song seared into their synapses.

To the Window, to the Wall

Need for Speed itelf has cruised both high and low over the last three decades but, while the team seems conscious that the series hasn’t always been at its best, there’s a clear feeling that it’s always remained faithful to being fun and approachable above all else.

“I think the trajectory has been bumpy, actually, in some cases,” admits Honnoraty. “But what’s happened – and I think what’s been most important – is if you think about the first inception of what The Need for Speed was, it was really accessible.”

“I remember going to what was probably the local video game shop, or computer shop, at the time, and me and my friends saw it on the 3DO. We were like, ‘What’s this?’ We all jumped on it, on the 3DO, and you felt badass. Being able to drive it, being chased by the cops; there wasn’t an experience that was really like it at the time.

I think today the biggest challenge we face is literally the age of the franchise, and what it’s been.

“I think it’s really tried to stay true to that formula. It’s still accessible today; a lot of car racing games are not so easily accessible, so people still have the option to jump in and have fun with a Need for Speed game. It makes you feel like you’re just a bad-arse… It’s really inside of the DNA; it’s always there.

For Honnoraty, what makes handling Need for Speed tricky today are the side effects of how long the series has survived.

“I think today the biggest challenge we face is literally the age of the franchise, and what it’s been,” Honnoraty continues. “It’s been so many different things and appeals to so many different people.”

“We even see the debates between players: which is the best game, and why is it the best game? You look at [Underground and Most Wanted]. The divisive debate that happens between which one of those is better and why – and how different they really are and what they were looking at – means that we sit in a place where Need for Speed means many different things to many different people.”

Honnoraty gives an example where, after speaking to attendees of the Need for Speed Payback booth at EA Play, some players compared the demo to Most Wanted, and others were adamant it reminded them of Underground.

“And I’m, like, ‘How? What? They’re completely different!’ he says. “So I think it’s just that people carry with them the feeling that they had when they played those games… I think that’s the hardest thing today; it’s honestly reconciling what Need of Speed means to players. And you’ve seen it; when we go in one direction with something that doesn’t quite work, and it doesn’t appeal to certain sorts of players. Or we go in another direction, so it’s a real thing that we have to tackle with, day in and day out. But John [Stanley] and I work with it constantly. We think we’ve nearly cracked it, so we’ll see.”

“Don’t forget the Porsche Unleashed crowd that would argue that that is the number one Need for Speed of all time!” adds Wiebe.

“Exactly! Exactly!” smiles Honnoraty. “We have a very vocal member in our player council that’s very vocal on Porsche Unleashed.”

“And then the Carbon crowd, the ProStreet crowd,” lists Stanley.

“The list goes on,” replies Honnoraty.

The list goes on indeed. So too, we hope, will Need for Speed.

To the window, to the wall, ‘til the sweat drop down… well, you get the idea.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

These Last Minute Video Game Deals Will Ship to You By December 25: Super Mario, Sonic, Star Wars, and More

If you’re shopping for last minute video games for the holidays, surprisingly you’re not too late. There are plenty of deals on PS5, Xbox Series X, and Nintendo Switch video games that can still be delivered to you before December 25. Many (but not all) of these deals are actually as good as the ones we saw during Black Friday and Cyber Monday. They’re mostly limited to retailers that have nearby retail locations like Best Buy and Target, but you should still be able to choose delivery and receive it with time to spare.

Nintendo Switch Video Game Deals (Arrives by 12/25)

PS5 and Xbox Video Game Deals (Arrives by 12/25)

Super Mario RPG

Super Mario RPG is a remake of the 1996 SNES classic. It was one of the best games to grace the console back then amidst a sea of other incredible titles, and Nintendo did a great job of staying faithful to the game’s charm and fun factor. A whole slew of improvements have been implemented to bring this game up to modern day standards, including updated visuals, music, gameplay mechanics, and several small yet welcome quality-of-life UI improvements. In our Super Mario RPG review, Tom Marks wrote that “Super Mario RPG is considered a classic for a reason, and this faithful remake makes it easy for anyone who missed it in the SNES era to see why.”

Pikmin 4

Pikmin 4 for the Nintendo Switch is the latest in the Pikmin franchise and arguably the best one. Pikmin 4 is incredible, and feels like the full realization of where the Pikmin franchise started heading in Pikmin 3. It has tons of content, is insanely charming, and is just overall a blast to play. In our Pikmin 4 review, Jada Griffin wrote that “Pikmin 4 adds variety to the series’ traditional gameplay by offering options other than the grab-and-throw formula of the past, and brings an extra helping of top-tier levels after the credits roll.”

Super Mario Odyssey

Super Mario Odyssey is still one of the best games available on Nintendo Switch. From the stunning Kingdoms to the numerous new gameplay elements, this is a title any Switch owner should have in their collection. Odyssey is best known for its Capture mechanic, which allows Mario to use Cappy and take over different enemies and objects in the environment. In our Super Mario Odyssey 10/10 review, Ryan Mccaffrey wrote that “Super Mario Odyssey is a brilliant adventure and love letter to the series that made Nintendo a household name.”

Ring Fit Adventure

Do you want to work out but simply don’t enjoy working out? Ring Fit Adventure is one way to get around this hurdle. Ring Fit incorporates a huge variety of excellent workout exercises disguised as an RPG game. An epic adventure awaits you slaying monsters and dragons, tackling new levels, traversing different environments, acquiring powerups and skills, all the while toning your abs and burning calories. In our Ring Fit Adventure review, Jonathon Dorbush wrote that “Ring Fit Adventure is a marathon, not a sprint, just like adapting a healthy lifestyle should be. The last couple of weeks haven’t altered my life or made me look like The Rock all of a sudden, but as a way of getting into (or back into, in my case) a pattern of healthy living, it’s been a solid push in the right direction.”

Star Wars Outlaws

Star Wars: Outlaws was released only three months ago and it’s already 33% off for Black Friday. Maybe Ubisoft is trying to boost sales after a lackluster launch, but that means you get to enjoy a AAA title at a great discount. IGN’s Tristan Ogilvie gave it a 7/10 review, which is still good, but I’ve beaten the game and immensely enjoyed it, so I would have given it an 8. It definitely has an “Assassin’s Creed game in a Star Wars skin” vibe, and there’s nothing wrong with that.

Metaphor: Refantazio

Metaphor: ReFantazio is the latest game from Persona 3, 4, and 5 Director Katsura Hashino and the team at Atlus’ Studio Zero. For the first time since launch, you can score the game at a discount, saving $20 this Black Friday. In our 9/10 review, Michael Higham wrote that “Refining the Atlus RPG formula of weaving tough turn-based combat into compelling social sim mechanics, Metaphor: ReFantazio doesn’t just send a powerful message across its political drama, it becomes a beautiful expression of the real impact storytelling can have on all of us.”

Sonic X Shadow Generations

Sonic X Shadow Generations is easily one of the best Sonic games in recent history. In our 9/10 Sonic X Shadow Generations review, Jada Griffin wrote that “Sonic X Shadow Generations takes an already excellent game and spring jumps it to new heights with a creative Shadow campaign and an appreciable graphical upgrade.” This game is actually a collection of two games in one: a remaster of the 2011 Sonic Generations and – the highlight – a brand new, original campaign starring Shadow the Hedgehog.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Guide: Best Nintendo Switch Games For Kids

The best Switch games for your little ones.

We’ve given this list a big spruce up ahead of the Festive season so you can prepare for some holiday gaming with the family!


Nintendo Switch is a console with brilliant software for gamers young and old. Nintendo’s wholesome, family-friendly image is well-earned, and with characters like Mario, Luigi, and the rest of the Mushroom Kingdom gang, Switch games cater to the young and the young-at-heart alike.

Read the full article on nintendolife.com

Snufkin: Melody of Moominvalley – the Moomins Arrive on Xbox

For the first time ever, step into the wonderful world of Moomins on Xbox and Windows in Snufkin: Melody of Moominvalley! The game is a story-rich musical adventure game for all ages about Snufkin restoring the valley and helping the quirky and memorable characters and critters who call it home. A series of hideous parks have cropped up in Moominvalley, disrupting the landscape and its harmonious nature. As Snufkin, you will distract police officers, pull out signs, and knock over misplaced statues as you vigorously try to restore nature and the inhabitants’ home while putting an end to the industrious Park Keeper’s plans.

snufkin yard

About the Moomins

The Moomins, a series of charming and quirky characters, were created by the cherished illustrator and author Tove Jansson in 1945. Tove Jansson is recognised as possibly one of the most successful Finnish artists of all time and the Moomins started off in a series of books and a novel in Finland and then became known globally through a series of cartoon strips – some might recognise the books “Finn Family Moomintroll” or “Comet in Moominland”.

Tove Jansson’s niece Sophia Jansson has explained that “the Moomin stories are essentially about the things that are the most important to anyone living anywhere – things like love, tolerance, respect, being part of a family, and belonging. Those things are the same no matter where you’re from, what your gender, race, religion, or sexuality.”

Snufkin bridge

Melody of Moominvalley

Snufkin: Melody of Moominvalley is a nostalgic yet innovative indie game that’s quintessentially Nordic, with an originally written story based on the original works, including the emotions and a melancholic atmosphere that Tove Jansson is famous for creating.

Our world draws heavily on Tove’s excellent watercolor illustrations and adapts it to a video game setting to create a rich and beautiful environment for our players to discover. The game style takes a cue from traditional watercolor and painting techniques, and rather than adhering to them strictly, we’re creating something attuned to the medium to account for the large volume of content.

We hope you will have a fantastic time in our story-book-come-to-life experience, and meet both new and old friends – You can pick up Snufkin: Melody of Moominvalley on Xbox and Windows PC today.

Snufkin: Melody of Moominvalley

Raw Fury

$19.99

Snufkin: Melody of Moominvalley is a story-rich musical adventure game about Snufkin restoring the valley and helping the quirky and memorable characters and critters who call it home. A series of hideous parks have cropped up in Moominvalley, disrupting the landscape and its harmonious nature. As Snufkin you will distract police officers, pull out signs, and knock over misplaced statues as you vigorously try to restore nature and the inhabitants’ home while putting an end to the industrious Park Keeper’s plans…

Main features
* Set out on a cozy, story-rich adventure game in a gorgeous storybook art style
* Get the strict Park Keeper and his horrible parks out of Moominvalley with the help of your trusty harmonica, a bit of stealth, and the friends you’ll meet along the way
* Meet over 50 charming characters and creatures calling Moominvalley their home
* Experience narrative gameplay and a myriad of charming stories and quests involving the beloved characters inspired by Tove Jansson’s work
* Explore Moominvalley’s open world and solve musical and environmental puzzles along the way to uncover the happenings in the valley
* Immerse yourself in the beautiful soundscape of music and melodies composed in collaboration with Sigur Rós

In addition to the languages listed in the Supported languages section, this game also supports: Finnish, Swedish, Norwegian, Danish, Polish, Brazilian Portuguese, Turkish

The post Snufkin: Melody of Moominvalley – the Moomins Arrive on Xbox appeared first on Xbox Wire.

The Best Black Friday Xbox Controller Deals Are Back (Including the Xbox Elite)

Today, Best Buy and Target are matching the lowest prices I saw for Xbox Series X|S wireless controllers on Black Friday. Right now you can get one in either Carbon Black or Robot White for only $34.99. Best of all, your order will arrive by December 25. These controllers are compatible with Xbox Series X and S and PC.

Xbox Controllers for $34.99

Aesthetics aside, these Xbox wireless controllers are identical to the one that’s bundled with the Xbox Series X and S console. Standard features include textured grips, hybrid D-pad, button mapping with the Xbox app, a 3.5mm audio jack that works with any wired headset, and a Share button to upload screenshots and video.

The controller supports both Xbox wireless and Bluetooth connectivity. That means you can use it for your PC or mobile device. In fact, we think this is the the best PC controller you can get. If your PC doesn’t have Bluetooth, you can still use it in wired mode with a USB Type-C cable or go out and buy a Bluetooth or Xbox wireless adapter.

Xbox Controller Ghost Cipher Edition for $45.49

If you want a color scheme that’s sure to grab yours and other people’s attentions, check out the Ghost Cipher Limited Edition Xbox Series X|S wireless controller. It’s down to $45 at Target and arrives by December 25. The Ghost Cipher Edition is an absolutely gorgeous controller, with a translucent clear top case, rubberized ash gray grips, metallic bronze triggers and D-pad, and a solid white back. The interior components are colored silver to match the overall theme.

Xbox Elite Wireless Controller Series 2 for $124

Includes component pack

Want something even more premium? Right now, you can pick up the professional-grade Xbox Series X Elite Series 2 Wireless Controller for only $124.00 after a 30% off instant discount. That’s a great deal for the original Elite Series 2 controller that includes the component pack. The newer Elite Series 2 Core controllers in White, Blue, and Red do not include the component pack and they normally retail for $140. The component pack itself retails for $59.99.

The Xbox Elite Series 2 Core controller features better build quality and lots more customizability than the stock controller that comes with the Xbox Series X console. Some of the more significant pro gaming features include adjustable-tension thumbsticks, wrap-around rubberized grip, and shorter hair trigger locks. The component pack, which is bundled with this controller, includes an extra sets of paddles, thumbsticks, D-pad, and case.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.