Game Boy and GB Color titles first arrived on Nintendo Switch Online in February 2023, pleasing many old-school gamers in the process. The various Game Boys — the OG, Pocket, and Color — have a vast library of excellent games, the best of which hold up very well, so seeing some of those gems on Switch is a real treat.
Ladies, gentlemen, beloved they/thems, the Zombie-curious, wretched undead, at last, my watch is over (mostly). After two weeks of ups and downs with Call of Duty Black: Ops 7’s Zombies mode, my feelings are mixed. I think this version has all things that make Zombies good – a cleverly designed quest line, a cool map, the joy and despondence of the Mystery Box and Call of Duty’s consistently fun gunplay. But those returning strengths don’t shine this year in the way they usually do, with an Easter Egg hunt that’s too big, too time-consuming, and too unwieldy to wholeheartedly recommend. It’s not bad, per se, but it can be frustrating in a way that might make you bow out early. And that’s lousy.
First, I come with a confession, one that serves as the foundation for the thesis of this review: my squad and I, brave souls who conquered Call of Duty: Black Ops 6’s Zombies mode last year, and several others before, have not beaten Black Ops 7’s signature Ashes of the Damned map at the time of this writing. Instead, the attempt fractured our group, perhaps permanently. One member threw up his hands and simply walked away after a particularly devastating loss, leaving us down a man and his not-insubstantial institutional knowledge and skill. Another was temporarily banned from our Discord after our last, best run. We were so close, friends. So tantalizingly close. And we came up short.
“Well, Will,” you might reasonably ask, “why issue a review if you haven’t finished it?” A few reasons, dear reader. First, we always try to learn the map and discover the process for ourselves, because that is how the average person will do it; second, because our failure mirrors what I feel many other teams will experience playing Ashes of the Damned, making it a crucial part of both this year’s game and this review; and third, because I have seen damn near everything the mode has to offer except the finale itself, and I already have a good idea of what Ashes of the Damned is: a very good map that can be exceptionally frustrating, especially if you use matchmaking to team up with random players, that often doesn’t work as it should.
Ashes of the Damned is a very good map that can be exceptionally frustrating.
Before we get started, allow me a chance to tee off on Black Ops 7’s PC anti-cheat system. This is Call of Duty. We will not be playing this game in a year because there will be a new one, and requiring me to flash a new BIOS to my computer and then go into my BIOS so I can flip the right switches until the Powers That Be decide I can play Call of Duty is ridiculous, even if this anti-cheat requirement remains in next year’s game, as Activision claims it will. You will never create an anti-cheat so good that it can’t be beaten, and whatever is gained from requiring all this is likely not worth it, nor the access it requires you give Activision to your computer. It is ludicrous, frankly, and the battle is unwinnable. If you create a better shield, the other guys will simply craft a better spear. Okay, rant over. Back to Zombies.
There is allegedly a story here – your characters are dropped somewhere into the Dark Aether where they run into a guy called the Warden who looks like the sexy ghoul from the Fallout TV series. After transmogrifying you into the semi-living by having a weird skull in a birdcage sap some of your life essence away like he’s the six-fingered man from The Princess Bride, you’re dropped into Ashes of the Damned and left to figure out what the hell is going on. All of it is very well-produced and so goofy that the only thing I could do was watch the introductory cutscene while emulating the face that I imagine a cow would make if you gave it cocaine, chuckle a little, and get on with it. Yeah, choosing certain characters gives you more story dialogue, but there’s nothing crazy here unless you’re already far too invested in Zombie lore. If that’s your bag, Godspeed. I’m here to shoot stuff.
Many of the pain points from last year remain early on – for instance, you can’t make your loadout until you hit level four, which means if Zombies is all you want to do in Black Ops 7 (and for me, it is), you’re stuck with a pistol and whatever you can earn by buying stuff on the walls after you’ve dispatched enough undead. Remember when games just let you have fun from the outset instead of unlocking it?
Otherwise, the underpinnings of Zombies feel much the same. You’re on a map, you open up new doors and paths with currency you earn, and you’ve got Pack-a-Punch machines to upgrade your guns. There’s additional armor you can apply plastered to the walls, an Arsenal to really crank up specific aspects of your weapons, Gobblegums for a little flavor if your mouth is lonely and you want a mid-battle pick-me-up that can make your run easier, and so on. And of course, while you’re managing all of this, the undead rise and hunger for flesh. Ghouls, man.
The gameplay here is similar to last year’s – I still love sliding at a group of zombies and firing off a shotgun until they’re just paste and all that. No, what’s new are the maps. Vandorn Farm is there for your classic, round-based survival attempts on a smaller map, Dead Ops Arcade for something a bit more ridiculous, and Cursed for the ultra hardcore (there’s no guidance here, loadouts and your HUD are limited, and you can equip Relics for additional difficulty). But the seven-course dinner of it all is Ashes of the Damned, the Easter Egg-heavy, “how does anyone figure any of this out?” gauntlet that you’ll have to clear if you really want to say you’ve beaten this year’s iteration. Ashes of the Damned is utterly massive, a monstrous figure eight with several different sub-sections (including Vandorn Farm) that, in years past, might have stood alone as a single map. Now they’re all connected by roads you’ll travel in a truck called Ol’ Tessie.
It’s goofy and fun and I don’t know how anybody solves this stuff other than trial and error.
I love Ol’ Tessie. You can stand on the roof and lean out her windows, and if she takes too much damage, she’ll explode and you’ll have to repair her. She’s your way to and from places without dying (short of the jump pads you can activate), but early on she also becomes your Pack-A-Punch machine (which juices any gun you use it on, essential for the tougher zombies of later rounds), so something as simple as where you park her becomes a lot more important because you might need that boon or to get going in a hurry. You can also slot her with a turbo booster and three monster heads that shoot lightning. Tessie forever.
A lot of our runs began the same way: get Tessie outfitted, pray to pull the Ray Gun at the randomized Mystery Box (we had a shockingly good track record here; my friend Thomas kept pulling one on on his first or second try, and I am baffled by his power), and then start doing the rest of the Easter Eggs. Part of this becomes something you can brute force – you can use certain extremely rare Gobblegums to make it spawn a Ray Gun or the map’s Wonder Weapon – but it’s kind of essential for your long-term survival. Doing the map right means doing it quickly, before the round count gets too high and the Zombies get too strong, and there’s a fun sense of progression that comes with that. Not in a “yay, we’re getting more/better stuff” sense, although that is true, but in a “look at us mastering this” sense that I appreciate, especially since so many games now are about making your numbers go up and not actually improving as a player.
All the wacky Zombies stuff is still here. At one point, you have to throw an axe at the foot of a zombie hanging from a barn and then use a molotov cocktail to turn the severed foot into bones you can use for something else. At another point, you’re killing zombies inside of an old diner until one of them drops a key to the refrigerator in the back carrying a pretty grotesque surprise. It’s goofy and fun and I don’t know how anybody solves this stuff through anything other than trial and error, much less how the dev team comes up with it every year.
This is what makes Zombies so hard. Not only do you have to figure out all these steps, but you have to do them in order and remember where everything is on the map, and do all of it without your team dying. A full Zombies clear will take you several hours, and if you screw up and your whole team buys the farm late in that process, you’ll need to restart from scratch. You will lose every Gobblegum you spent, every weapon you jacked up with a Pack-A-Punch, every Perk you guzzled from a soda machine. Do everything you just did all over again.
It can be demoralizing, but I don’t actually mind this stuff. I’m a fighting game sicko, an action game degenerate, a beat ‘em up guy. I play in a competitive Madden league. I like learning the ins and outs of a system, mastering it, and watching what felt impossible become routine. That is one of the joys of playing games for me. But one of the crucial things you have to understand is that my Zombies group has never been made up of other game critics. It’s regular guys with nine-to-fives in fields like accounting and medicine and law and IT who play games only for fun. It’s always been something I’ve felt is necessary to review something like this: playing it with regular people. And this year, it was too much for some of them.
Part of that is how big Ashes of the Damned is. It’s a well-designed, varied map with a ton of different environments, but its sheer size means it can take a minute to get from Point A to Point B, even with Ol’ Tessie or a jump pad, and you’ll have to go all over Creation to finish it. The other issue is the number of steps involved to get things done. It’s a lot to remember! A lot to figure out! A lot to execute! And you’re expected to do it all in one run without all of you dying.
It feels like it’s hard because it wants you to pay for the stuff that will make it easier.
Even the rare Gobblegums that feel necessary for a good run are limited with the $250 Vault Edition, which was the version of Black Ops 7 we were provided by Activision for review. Using one of the rare ones that essentially makes the Mystery Box spawn a Ray Gun or loads you up with every perk at once and then failing on a run feels bad because you’ve lost a limited resource with little to show for it aside from whatever progress you’ve made in learning the map and whatever experience you gain for meta progression. Naturally, you can buy Gobblegum packs for real money, because of course, right? But the whole thing feels exploitative, like it’s hard because it wants you to give in and open your wallet and just buy the stuff that will make it easier.
And that’s assuming the map works properly. At one point, you have to use stun grenades to wake up a robot named Klaus. He’ll join up with you afterwards, and you can command him to interact with a computer that will then trigger a retinal scan that someone in your group has to stare at until a meter fills up. The problem is you’re being attacked by zombies the whole time. If everything’s working right, you can just have someone do that while the rest of the crew defends them. But we ran into an issue where Klaus simply wouldn’t activate the control panel no matter how many times we commanded him to. Instead, he’d stand dumbly in front of it like “Well, what do you want me to do?” while we fought off zombies before peacing out, requiring we spend valuable currency to bring him back. That time, he did activate it, but no matter how hard I stared at the retina scanner, the little bar wouldn’t go up. Needless to say, we died.
And that’s the thing, right? You’re going to die. You’re going to die because someone forgot to get an item you needed and you weren’t high enough level to craft it at the bench (this, for the record, is extremely dumb; just let me make a throwing axe! Yes, you can find one on the map if you know where to look; that isn’t the point); because OI’ Tessie took a bunch of damage and exploded, stranding you in the No Man’s Land between proper segments; because somebody got knocked off a truck and you had to go back for them; because you got cornered and made a mistake; because you forgot what to do for step 227 and had to look it up; and on and on and on. You will have to start over again, and remember, a full run takes hours and must be done in a single sitting.
And yeah, I know the tricks to make it easier. Kill all but one zombie that you kite around so the next wave doesn’t spawn, make sure everyone has a self-revive, load up with perks and armor, and so on. All of that adds interesting depth. But if you screw up and you all die, it doesn’t matter how good that run was because, aside from whatever account progression you earned during it, it all gets wiped away when you fail. After a ton of attempts, I understand why some folks just throw up their hands and spend their limited time on this Earth doing something else.
Again, this doesn’t personally bother me; failure is part of the gig, and I fully intend to finish this year’s Zombies mode at some point in the next few weeks. But it did break up a group that has a long history of doing this, and I get why they were demoralized. After our best run, where we got really close to the end before someone screwed up and it all came crashing down, one of our best guys just refused to play anymore. “I already have a job and it’s really stressful,” he told me afterwards. “The last thing I need is to come home and have to deal with this nonsense.” I wonder how many people are going to try Ashes of the Damned and come to a similar conclusion.
That sentiment feels like an indictment of this year’s Zombies to me. It is so big and so long and so unforgiving that a lot of people simply won’t be able to complete it naturally even if they do know all the steps because they’ll either have bad teammates or get unlucky or just get discouraged after failing several times and give up. It also feels more than a little pay-to-win with the Gobblegum situation, and with how much simply grinding levels improves your chances because you have better stuff. If all you want to do is play Zombies, both of those things drag the experience down. I’m not saying it shouldn’t be a challenge, but it probably shouldn’t have people comparing it to their job, either. I fear the good folks behind this year’s Zombies mode have gotten so lost in the sauce that attempting to please the hardcore Zombies community may have come at the cost of letting regular people complete the map.
Honestly, the biggest problem we ran into on most runs was other people. We had teammates that didn’t speak English (I don’t hold that against them at all, it just makes communication difficult), teammates that ran off and left the rest of us to die, teammates that barely contributed or didn’t collaborate at all, and so on. In fact, basically every good run we had early on was derailed by our matchmade fourth player; we normally roll with a full squad of four, but not everyone was available to play every night. I cannot imagine trying to do this with an entirely matchmade group. Eventually, I just turned off auto-fill and we ran a group of three when our fourth couldn’t make it, which was better than adding another random player to the mix.
Look, ok, I get it Square Enix. I understand why you put 2B in absolutely everything. She is a character with particular qualities that certain audiences found very appealing! But I am begging you… stop putting her in things. I’m sick to death of seeing her everywhere, her blindfolded eyes somehow still staring directly into my soul, begging me to spend money on endless gacha rolls, but this time in Final Fantasy 7: Ever Crisis, the next game she’s set to appear in.
The person behind the viral GTA 6 gameplay “leak” video has admitted it was created using generative AI, amid a growing backlash from fans.
IGN had reported on X / Twitter posts made by the Zap Actu GTA6 account, which included “leaked” gameplay clips of GTA 6 while pointing to a Discord. One video posted earlier this week — now deleted — showed playable character Lucia walking in the rain. It went viral, securing 8 million views in just over 24 hours despite a community note warning against trusting it as official footage from Rockstar. But there were many other similar clips, also with millions of impressions, from the same account, and based on the replies, a number of people believed they featured genuine leaked gameplay footage.
In Zap Actu GTA6’s Discord, a growing backlash emerged today as newcomers flooded in to seek clarity on whether these were genuine leaks of AI-generated videos.
Now, ZapActu has come clean, issuing a statement and responding to questions from IGN. They insisted the videos were designed to “observe people’s reactions and to demonstrate how easy it has become in 2025 to blur the line between reality and AI-generated content.” ZapActu apologized “to anyone who felt frustrated, disappointed, or misled by these posts.” They continued: “This was never done with bad intentions.”
ZapActu said they did not make any money from the posts, nor was there a financial motive behind “this experiment.” ZapActu is now in the process of deleting posts and closing accounts.
“My intention was never to harm anyone,” they continued. “I simply wanted to create something intriguing that could bring people together and spark discussion within the GTA 6 community. I genuinely never expected a single video to generate such massive engagement and reach.”
And, in a direct message to IGN, they concluded: “It was a huge joke actually, I did it just to entertain the community. Sorry for the false hope lol.”
Can anything meaningful be done? Last month, the Japanese government made a formal request asking OpenAI to refrain from copyright infringement after Sora 2 users generated videos featuring the likenesses of copyrighted characters from anime and video games. Sora 2, which OpenAI launched on October 1, is capable of generating 20-second long videos at 1080p resolution, complete with sound. Soon after its release, social media was flooded with videos generated by the app, many of which contained depictions of copyrighted characters including those from popular anime and game franchises such as One Piece, Demon Slayer, Pokémon, and Mario. Despite the protestations of the Japanese, OpenAI CEO Sam Altman has declared Sora 2 videos using copyrighted characters “interactive fan fiction.”
As for GTA 6, given the game isn’t due out for another 12 months, expect more, increasingly convincing AI-generated gameplay “leaks” to hit the internet as fans desperate for official information from Rockstar – and, hopefully, Trailer 3 – wait on.
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
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.
Sega is pointing to consumer expectations for “definitive editions” as one potential cause behind lower-than-expected sales for some of its recent games.
As spotted by GameBiz, the Sonic the Hedgehog and Persona company opened up about its performance throughout the last few months during a Q2 financial briefing Q&A session with shareholders yesterday. The conversation (via Automaton) saw Sega address the thought process behind why sales for its new premium and free-to-play games failed to meet expectations despite generally positive reviews from critics and fans.
Sega says a number of elements could be contributing to disappointing returns, including competition from other releases within the same genre, as well as launch prices. The gaming publisher also suggested gamers could be passing on purchasing games at launch due to an expectation they will eventually be able to purchase “definitive editions” of those same titles further down the line.
Definitive editions, which typically encompass video game re-releases with relatively minor visual upgrades and additional content, have become a popular tactic for publishers to utilize throughout the last decade. Sega is no stranger to the idea either, especially when it comes to Persona and Shin Megami Tensei developer Atlus.
The studio has a history of pushing re-releases for games like Persona 4 and 5, which received Golden and Royal versions a few years after their initial launches. There’s also Shin Megami Tensei V, which originally released in 2021 and went on to come to more platforms with its Vengeance counterpart in 2024. Atlus’ latest, Metaphor: ReFantazio, released for PC, PlayStation 4, PlayStation 5, and Xbox Series X and S late last year.
Sega didn’t specifically call out any game or franchise when pointing to its definitive edition theory. The company also generally seems hesitant to directly place the blame on any one factor for now.
“While we haven’t been able to pinpoint a precise cause of [the lower-than-expected sales performance], we believe the problem also lies in our marketing, which wasn’t able to sufficiently convey the appeal of our games to users,” a Sega spokesperson told investors.
It’s unclear if Metaphor: ReFantazio or any other Sega series will receive a definitive edition or equivalent re-release in the future. For now, fans are eagerly awaiting any news Atlus may have to share about Persona 6. A Persona 3 remake, subtitled Reload, launched early last year, with Persona 4 Revival set togive its sequel the same treatment sometime in the near future. Sega is also continuing to roll out new content for Sonic Racing: CrossWorlds, which launched in September.
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
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).
I don’t know if I’m allowed to write “dad I’d like to” you know what, even as an acronym, so I won’t, but my current prediction for Scholar, the first of two new Nightfarers coming to Elden Ring Nightreign as part of its Forsaken Hollows DLC, is that this is what an alarmingly large number of people will refer to him as. I get it! He’s a bit grubby looking, but he’s smart because he reads books and stuff. There’s multitudes there.
When you think of platformers, you likely think of Super Mario Bros. When you think of JRPGs, you likely think of Final Fantasy. When you think of FPS, you likely think of Call of Duty. Some games are just synonymous with their respective genres. And when it comes to tower defence games, what comes to my mind immediately is Plants vs Zombies.
Plants vs Zombies: Replanted is exactly what it says on the tin. Zombies are invading and the only hope against them is a crop of… well, crops. You’ll need to plant an entire plant army to prevent the zombie hoard from entering your home. It’s a simple, if not rather iconic, premise.
When it comes to hotly anticipated World of Warcraft updates, few have sizzled for longer than Player Housing – a feature that will bring liveable homes and dynamic neighbourhoods to the ever-evolving world of Azeroth. And the best news? It’s almost here – scheduled to land in the final patch of The War Within starting on December 2.
The WoW team is giving players a whole new way to express creativity, so we sat down with Design Lead Toby Ragaini and Lead UX Designer Laura Sardinha to find out how housing works, and how it’s offering the ultimate cosy, creative retreat for all types of WoW players.
Housing has been in development at Blizzard for a while, and the team knew that it not only had to meet expectations for such a requested feature, but also exceed them, according to Ragaini. While the update will be released as part of Midnight, WoW‘s latest expansion, the feature itself is evergreen, something that players can invest in for the long term.
“It took years of design and engineering to get where we are today,” says Ragaini. “We wanted something that felt like a whole new part of the game, that would grow with the community.”
So how will it work? Players can obtain a plot of land (though they will have two total for their Warband, one for each faction neighborhood), and every plot contains a house. Each plot differs by style, shape and biome, built to accommodate whatever vibe you’d like. Some houses within a neighborhood are grouped for a more communal feel, allowing friends to become digital neighbors, while other spots are more isolated for the recluses and the solo settlers among you.
No matter how isolated your plot might be, however, all player housing exists within neighborhoods, which contain approximately 50 houses each. There are Public Neighborhoods, where anyone can buy a home, and Private Neighborhoods, which can be created and managed by Guilds or larger groups of players that all want to share a space. Once you’ve chosen a house, you’ll live among those players until you decide to leave the neighborhood. It’s inherently social, a dynamic hub where you’ll be able to see what all your neighbors are up to at all times, which was important for the WoW team.
“These neighborhoods, and the neighbors you have – they’re going to persist for as long as you live in that community,” Ragaini says. “I think that’s one of the most compelling aspects of MMOs. We’re trying to rekindle the magic of online social interaction in that way.”
Housing comes with a robust set of permissions, so you can fully customise how other players in the neighborhood can interact with you, and these can be altered at any time.
“We recognise that ‘social’ means different things to different people,” Ragaini adds. “So we want to make sure that everyone can decide how they want to interact with their neighbours. Whether you want an open house that anyone can visit, or something closed off to visitors, you can choose whatever makes you comfortable.”
Making A House A Home
Once you have a home, what’s next? You’ll need to decorate it, both internally and externally – and there is an entire library of whimsical Warcraft decor to discover. What’s more, there’s little limit to how creative you can be with how to design your home and the surrounding land, whether you’re a mage wanting to throw up a quirky wizard tower, or a rogue designing a dark den. Housing is much more than just a gameplay loop to earn rewards – it’s giving WoW players a robust suite of creative tools and UI to express creativity so your home can be truly unique, and a marvel to other players living in the neighborhood.
“We allow players to have total freedom of how they arrange things. They can use items in unorthodox ways to make something completely different,” Sardinha says. “In addition to that, you have a room layout tool that defines rooms, but you can also play around with the pieces to create your own room with a secret door, or build puzzles for people to solve – the UI is so powerful in how it allows players to be flexible with what they want to build in their world.”
Concept art of decor created for the Blood Elf race
One of the most interesting parts of the Player Housing update is who the WoW team is aiming to engage – besides the long-time players, they want to see cozy gamers, design enthusiasts, and those who may not have found a reason to venture into Azeroth before, but certainly could now.
To do so, the team wanted housing to be more than a currency grind – expanding your house is a whole new mechanic in itself. With that in mind, it was also important to make housing an approachable update for lapsed or entirely new players – how can this be interesting to the uninitiated, while still introducing those players to the full scope of WoW?
“We didn’t want housing to exist as a standalone activity; it needed to be integrated into the core mechanics of World of Warcraft,” Ragiani explains. “So that if someone new comes in and wants to engage with housing, they’re not just feeling isolated, they’re encouraged to participate in all aspects of the game.”
You’ll be able to earn items for your home – items, furniture, trophies and trinkets – through numerous activities, and anyone can get stuck in, no experience needed.
“There’s a lot of different ways to play WoW, and no one has the ‘right’ way,” Ragaini says. “So when you’re out doing quests, or raids, or dungeons, there will be opportunities to earn decor and other rewards for your house. You’ll be brought into the core loop of the game as part of the housing experience.”
To increase that sense of participation, neighborhoods will have semi-regular events called Endeavours, and players within these spaces can work together to complete tasks and unlock rewards for all residents within a neighborhood. These tasks range from questing and running dungeons, to activities like crafting and gathering, so that every style of player can contribute to a community-wide goal. Completing these tasks can also earn you Neighborhood Favor, a new currency used to level up your home, increase your decor limit, or buy additional items from NPCs.
Player Housing is such a fresh, inviting direction for World of Warcraft, a game that is so visually warm and entrancing, but can feel overwhelming in terms of how much content is on offer. This is a smart, interesting way to encourage different types of players to get involved, and idea of building a unique home, sharing a space with friends, and completing objectives together to craft a collaborative environment is an intensely appealing prospect that I can’t wait to get started with.
To mark the year’s end and to start the holiday celebrations early, we’re pleased to make December’s PlayStation Plus Monthly Games lineup a special one, with additional bonus titles available to PS Plus members* in select regions.
Hunt machines as you save the Earth from an ancient digital demon, battle frenzied swarms of bioengineered creatures, survive psychological trials, go topside to loot for resources in a futuristic world, or exterminate demons in Heaven. LEGO Horizon Adventures, Killing Floor 3, The Outlast Trials, Synduality Echo of Ada and Neon White will be available to PlayStation Plus members from Tuesday December 2 until Monday January 5*.
Let’s take a closer look at the games.
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LEGO Horizon Adventures | PS5
Join hunter Aloy as she battles to save Earth from an ancient digital demon, and a gang of sunworshippers who want to live in a world without shade so they can soak up the rays while everything burns. Hunt machines on your own as Aloy, or unlock colorful heroes Varl, Teersa, and Erend, and use their unique skills to defeat enemies and overcome challenges. Share the fun with another player online, or via innovative couch co-op on a single screen, so you’re always in the same world together. Need an extra challenge? Replay levels that change to test your skills and unlock new surprises, or check the Mother’s Heart Community Board for ways to help the village. See if you’ve got what it takes to ace every aspect of the game!
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Killing Floor 3 | PS5
The next evolution in the first-person action horror franchise, Killing Floor 3 resurrects the gut-churning combat the series is famed for, pitting up to six co-op players against waves of enemies across a variety of maps. Reared and released by the megacorp Horzine, frenzied swarms of bioengineered creatures stalk the streets. The only hope humanity has at stopping them is the rebel faction Nightfall. Their Specialists have honed a unique set of skills and proficiencies to turn the tide, with a multitude of merciless weapons and gadgets that melt through zeds, as well as the new ability to dash and climb across the carnage. Gear up, customize your loadout and get even before what’s left is lost to the darkness.
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The Outlast Trials | PS4, PS5
Red Barrels invites you to experience mind-numbing terror in this first-person psychological survival horror that can be played solo or with up to three other players online. You’ve been abducted by the Murkoff Corporation and trapped inside their facility. Your goal: earn the right to be released back into society. In order to do so, you must complete Trials and MK-Challenges. In pure Outlast fashion, the core gameplay involves avoiding enemies, hiding from them, and trying to run away. Murkoff will provide tools you can use to increase your stealth capabilities, create opportunities to flee, slow down enemies, and more. However, you will have to earn those tools and work hard to improve them. Whatever the number of players in your party, it’s about surviving and getting out.
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Synduality Echo of Ada | PS5
Synduality Echo of Ada takes place in 2222, years after a mysterious poisonous rain called The Tears of the New Moon wiped out most of humanity and birthed deformed creatures that now hunt the population. Amidst the calamity, humans are forced to build an underground haven to survive. Take on the role of a Drifter whose goal is to collect the rare resource known as AO Crystals. In your quest, you must collaborate with your artificial intelligence partner to face xenomorphic creatures known as Enders and survive the hazards on the surface. Rise from the underground to a surface world infested with hostile Enders, toxic rains, and other enemies, as you fight to loot for resources. Ride your Cradlecoffin, cooperate with your Magus, and stay alert around other players. One false move is all it takes to lose both your mecha and precious supplies, left to be scavenged by the remaining survivors.
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Neon White | PS4, PS5
Neon White is a lightning fast first-person action game about exterminating demons in Heaven. You are White, an assassin handpicked from Hell to compete with other demon slayers for a chance to live permanently in Heaven. The other assassins seem familiar, though… did you know them in a past life? Collect Soul Cards to attack your foes or discard them to use unique movement abilities, and compete for the best times by cleverly combining cards to discover massive shortcuts.
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Last chance to add PlayStation Plus Games for November to your library
PlayStation Plus members have until Monday December 1 to add Stray, EA Sports WRC 24 and Totally Accurate Battle Simulator to their game library.
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Kirby has been so many different things since he first floated into our lives in 1992. Besides his dozens of transforming copy abilities, he’s been split into four differently-colored Kirbys, turned into yarn, warped into a ball we controlled on the DS touch screen, and so much more. And now that he’s hopped back on the Warp Star with the release of Kirby Air Riders on Nintendo Switch 2, we thought it was the perfect time to look back at the history of the pink puffball. Here are IGN’s top ten Kirby games of all time.
10. Kirby and the Amazing Mirror
Two iconic Nintendo heroes were split into four different versions of themselves on the Game Boy Advance: Link in The Legend of Zelda: Four Swords and Kirby in Kirby and the Amazing Mirror. The latter is a 2004 GBA platformer that took advantage of the system’s link cable functionality to allow four players to adventure together, calling each other on a cellphone to regroup if they ever got split up. Just make sure the batteries don’t run out! And even if you played Amazing Mirror on your own, it stands out thanks to its lite Metroidvania setup. Rather than adventure through linear levels like pretty much every other Kirby platformer, Amazing Mirror’s branching paths let players explore levels in different orders at their own pace.
9. Kirby’s Dream Land 2
Before becoming an industry celebrity thanks to the Super Smash Bros. series, Masahiro Sakurai directed the humble Kirby’s Dream Land on Game Boy. Back in those days, Kirby was white instead of pink (at least on the North American box art), and he didn’t have copy abilities! But the 1995 Game Boy sequel, Kirby’s Dream Land 2, improved on everything the first game set up, bringing Kirby Adventure’s copy abilities into the fold, and introducing the iconic rideable animal friends like Rick the hamster. It’s a classic example of a bigger, better sequel, and our pick for the best game in Kirby’s original Dream Land trilogy, even though we really love the pastel art style of Dream Land 3 on Super Nintendo.
8. Kirby: Triple Deluxe
Kirby’s debut outing on 3DS took full advantage of the handheld’s screen, as Kirby: Triple Deluxe (a wordier way to say Kirby: 3D) sees Kirby platforming in the foreground and background in very unique ways. Its main hook is the Hypernova ability, which makes Kirby suck harder than he’s ever sucked before, essentially turning his stomach into a black hole. This is used in all sorts of clever puzzles, including one level where Kirby eats an entire train like it’s a light snack. It also introduced one of my favorite subgames in the series: Dedede’s Drum Dash, a rhythm game where Kirby’s best frenemy bounces to the beat in stages set to familiar Kirby tunes.
7. Kirby: Nightmare in Dreamland
Kirby’s Adventure is an important entry in the franchise, as it’s responsible for introducing copy abilities. And it wasn’t just two or three; Adventure came out swinging with more than 20 different powers for Kirby to steal from enemies, setting the blueprint for every Kirby game to come. It also established both minigames and Kirby’s longtime rival, Meta Knight, as staples for the series. This NES classic got remade as Kirby: Nightmare in Dream Land on the GBA in 2002, which we’re picking as the definitive version because of its improved controls and additional content it brought with it, like the bonus Meta Knightmare mode, where you can play the whole campaign as Meta Knight — another new wrinkle that would become commonplace in future Kirby games,. But shoutout to the NES Kirby’s Adventure cover, where Kirby is literally eating the box art and revealing the endless void that lies underneath.
6. Kirby’s Epic Yarn
Kirby’s Epic Yarn is probably the easiest game on this list – which is saying a lot, given the general approachability of almost all of the Kirby series – but it’s also one of the most charming. Developed by Good-Feel instead of series steward HAL Laboratory, Kirby’s Epic Yarn transforms the pink sphere into, you guessed it, yarn, completely changing the aesthetic and overall gameplay. There aren’t traditional copy abilities – instead, this Kirby simply morphs himself into a yarn submarine, car, or parachute as he travels with the adorable Prince Fluff through an arts and crafts-themed world. It’s relaxing, beautiful, and fits in right alongside the best Kirby games despite being so different.
5. Kirby Air Riders
Kirby Air Riders is only a few days old, but it’s already one of the all-time franchise greats. After more than two decades away, Masahiro Sakurai returned to the franchise he created to take another crack at Kirby Air Ride, which was a fun but somewhat underbaked experiment back on the GameCube. And Sakurai didn’t let any part of this second chance go to waste, creating a definitive sequel that feels like the ultimate realization of its simplistic one-button racing formula. Air Riders is packed with modes, unlockables, and tons of little details that show how much love and attention went into its development. The racing is frantic and fun, but the star of the show is still City Trial; the battle mode / collectathon hybrid that’s a wonderful throwback to local multiplayer modes from the N64 and GameCube days. Its unconventional controls aren’t going to be for everyone, but if you go along for the ride, you’ll find a fantastic Kirby game that’s brilliantly unique.
4. Kirby’s Return to Dreamland Deluxe
Return to Dreamland on Wii was the first traditional home console Kirby platformer since Kirby 64: The Crystal Shards (which we love but narrowly missed out on our top 10). It delivered the classic Kirby adventuring fans were craving, but introduced fun new copy abilities like Leaf and Water, had multiple well-hidden collectibles to track down in each level, tasked players with mastering every copy ability in its challenge rooms, and a lot more. Most importantly, it’s a blast in local multiplayer, allowing up to four friends to play the entire campaign together as either Kirby, King Dedede, Meta Knight, or Bandana Waddle Dee. Return to Dreamland got a fantastic deluxe treatment on Nintendo Switch, adding a bonus epilogue and a ton of returning subgames from across the series, complete with dozens of achievements to chase, so we’ve gone with that version here.
3. Kirby Super Star Ultra
Sakurai is known for stuffing his games full of side modes that all build around the same gameplay foundations, and that tradition started in Kirby Super Star, the Super Nintendo classic that hosted a small handful of bite-sized adventures to run through. These were repackaged and expanded upon in the excellent DS remake, Super Star Ultra, which brought everything back and added even more, continuing the tradition of a Meta Knight campaign established in Nightmare in Dreamland. Super Star’s biggest strength, though, is its sheer variety: collecting every last treasure in The Great Cave Offensive, racing to eat more treats than Dedede in Gourmet Race, or infiltrating the Halberd as terrified crewmates discuss the best way to stop Kirby. Every mode offers its own flavor, and it all comes together to create the strongest game of Kirby’s early days.
2. Kirby and the Forgotten Land
Every game series takes a different approach when transitioning from 2D to 3D, and fittingly for this franchise, Kirby kept things delightfully simple by keeping its formula largely intact as it made the jump. Kirby and the Forgotten Land is a fantastic realization of classic Kirby platforming in a 3D space. Kirby hops, floats, and dodges just like you’d think he would, and the upgradeable copy abilities work seamlessly. Its most memorable new addition is Mouthful Mode, which lets Kirby wrap his enormous mouth around a car, staircase, or even a vending machine, making for fun puzzle platforming that proves this isn’t just a retread of Kirby’s greatest hits. The Forgotten Land also takes some inspiration from the 3D platforming greats, such as Super Mario and Banjo-Kazooie, by sprinkling hidden collectibles and secret objectives across every level, and it’s a joy for completionists to hunt down every last Waddle Dee to send back to town.
1. Kirby Planet Robobot
The best Kirby game of them all is Kirby: Planet Robobot, an unassuming sequel to Triple Deluxe on 3DS that turned out to be his finest adventure. That’s largely thanks to the Robobot armor, a hulking mech suit Kirby pilots across the campaign, complete with its own unique copy abilities. While Triple Deluxe’s Hypernova and Return to Dreamland’s Super abilities felt more like gimmicks relegated to setpiece moments, the Robobot armor is seamlessly integrated into the stages, leading to fantastic puzzles with the most depth, variety, and challenge in the series, especially if you’re trying to collect everything. Robobot expands upon Triple Deluxe’s foreground and background platforming and features some of the coolest settings in the series, as a mechanized Planet Popstar is just a great idea that ties each world together. Robobot is an absolute treat, and we can only hope that Nintendo rereleases it on Switch or Switch 2 sometime soon so more people can experience the best Kirby game of them all.
There you have it – IGN’s top ten Kirby games of all time. Would you inhale this list, or spit it out? Are we leaving off your favorite? Drop a comment and let us know. For more Kirby, check out our review of Kirby Air Riders, or our Nintendo Voice Chat podcast that posts new episodes every Friday on the IGN Games YouTube channel and your favorite podcast app. And for everything else Nintendo, stick with IGN.
Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.