The Big Pokémon Go Mega Evolution Revamp Interview: Everything That’s Changing, and Why

As Pokémon Go announces a seismic shakeup of its Mega Pokémon, IGN has chatted with the smash hit smartphone game’s developer on the inspirations for the move, what’s changing for the better, and what the future of Mega Pokémon looks like in the game.

Today, Niantic announced the addition of a new, tougher Super Mega Raid tier with fresh battle mechanics but better rewards, a fresh currency to engage with Mega and Super Mega raids, and a fourth Mega Evolution tier for your Pokémon to grind for an unlock more bonuses.

Niantic says Super Mega Raids will require upwards of seven players, who are strongly encouraged to bring Mega Pokémon into the fight in order to break shields thrown up by the boss during battle. New and existing Mega Pokémon will feature in Super Mega Raid battles over time, and will reward more Mega Energy once defeated. This will come in handy for levelling your own Mega Pokémon to the new Super Max tier, which provides further boosts and allows you to re-Mega your Pokémon every 24 hours.

Finally, and perhaps most controversially, is the introduction of the new Link Charge currency for Mega and Super Mega Raids. The idea here is that this, like Max Particles, provides a separate method to access in-game content that doesn’t just rely on raid passes (though you can still use raid passes for Megas if you choose). How exactly this will be balanced, however, remains to be seen — though Niantic says it will provide better value. Read on for more detail on all of the above in our chat with Pokémon Go’s senior producer John Funtanilla.

Hey John, great to chat with you again. Let’s start with Super Mega Raids — is the pitch here that they’re going to be the equivalent of Gigantamax in terms of difficulty and launch cadence? Will we really need seven or more players as has been indicated?

John Funtanilla: Yeah, the mission with Super Mega Raids is similar to Gigantamax and we want to lean into the community play aspect of the game that’s gone very well. We want to make sure that we’re gathering folks and we have seen a lot of success with that — communities of sometimes hundreds of players in San Francisco going up and down on the piers playing together. That really inspired us and we know that was happening all across the globe. Not to say that there wasn’t also some Trainers that also did low count lobbies and were challenging themselves to beat these Gigantamax battles with four or five players. We’re very careful with the tuning and we were kind of surprised by that, but we do feel like if you’re a really talented player, you understand the systems, you are able to do different strategies that beat these raids. For Super Mega Raids, it’s kind of the same thing. We are targeting around a seven to eight player headcount to win, and that’s pretty sizable, but again, it’s related to how big your communities are, and being able to find the communities. I can go into it a little bit later, but I would say yes, expect same kind of level of difficulty for Gigantamax and there’s some mechanics in there that require group play.

Right, there’s mention of shield breaking mechanics which sound interesting. I find the Gigantamax battles fun because they do require extra strategy, but I know you always have to balance that with the fact your playerbase has a mix of hardcore players and more casual ‘Korean grandmas’. You have to fit both those things, to some degree. So, were there any learnings from Gigantamax that you applied here to the new Mega changes?

John Funtanilla: Gigantamax was such an ambitious effort. We really wanted to introduce a whole new system. As you know, there’s the three Nax moves, there’s Power Spots. It was a massive, massive effort to finally bring in and actually unlock Gen 8 into the game. For Super Mega Raids, it’s kind of an incremental approach. It’s a little bit more challenging than normal raids, but other than that it does play using a normal raid battle format. We explored different mechanics and we didn’t want to veer away to something that was unfamiliar to players — so we added different iterations on top.

Walking through what this type of battle is, Trainers will need to bring in a Mega Pokémon — it’s not required, but we definitely encourage you to bring one in to take down one of those shields. And when we’re playtesting internally, people are bringing in Mega Pokémon, and when that last person comes in, there’s this big climactive moment where the shields break. There’s an amazing visual but not only that, though, there’s a huge amount of damage that’s done to that boss. And so you get to that powered up form, you’re trying to chip away at it, you’re yelling at other players to bring in their Mega Pokémon. If they were knocked out, tell them to relobby, heal that Pokémon, bring it back in. We really wanted to lean into that. And that’s why I keep saying we wanted community play to be kind of streamlined for this one, it’s less tactical than Max Battles but we wanted that excitement, that energy that comes from that moment.

Nice, and then just to clarify — could you get into a situation where maybe no one has any Mega Pokémon left, could you still break the shields at that point?

John Funtanilla: That can be a state that does happen, maybe one person doesn’t have a Mega Pokémon. There are ways that we try to alleviate that. So we’ve recreated the first time user experience, so this time we put the tutorial right in front of you as soon as you log into the game and that triggers and you’ll catch your first mega Pokémon. You’ll understand the utility of it, you’ll catch another Pokémon of that species to understand that you get more Mega Energy. So there is an update to this, but we’ve tried to kind of lift the total tide for the entire feature and include UX improvements.

I think some of the big reasoning that we gave for actually diving in and improving the Mega system is that we felt that players — looking at the data — weren’t engaging with Megas as met as much as we’d seen, especially for something as powerful and with as much utility as they have. That was the biggest thing — improving things all across the board so by the time you get into the Super Mega raid you feel prepared.

So unfortunately it is a scenario that can happen, but we’re hoping that a player realizes that they don’t have a Mega Pokémon involved, they back out to the lobby, they come back in and they’re going to be that one person that breaks the shield. And I’ve seen that many times. So I think after players have gone through this a few times, hopefully they’ll understand like, ‘Oh, I should bring a mega Pokémon in. I see everyone with their Nega Pokémon and there’s toasts and texts that keep saying bring a Mega Pokémon in.’ So yeah, we’re making it easy for players to have a Nega Pokémon and reminding them to bring it in.

And a quick one: is the reason the Primals don’t count as Megas here lore-related? As they’re not technically Megas?

John Funtanilla: 100% lore. They’re not Mega Pokémon. They have the same kind of power, but The Pokémon Company created the lore which is that technically they’re not identified as Mega Pokémon.

Let’s discuss Link Charges, which are the third sort-of currency for interacting with battles in Pokémon Go, on top of the existing raid passes and Max Particles. Obviously people love looking at datamined information and drawing their own conclusions, and there’s been conversation already around Link Charges potentially offering more activities to do for free but also being another currency to keep track of, and separately work within the limits of.

John Funtanilla: I saw that reaction from players too. You know how it goes, players will see things with a limited amount of information, but obviously there’s still a huge portion of the feature coming out and players are yet to experience it for themselves. I did want to set the perspective on that which is that we had a lot of learnings from Max Particles. So yes, there’s the system where you can get a daily free raid pass, there’s a system where you can engage with Power Spots and get Max Particles, and then we have Link Charges, which is the new currency. I think the biggest thing here is we want to give players access to premium content. We also want to make sure that we’re encouraging and incentivizing engagement into our social features.

“When you use Link Charges in person, it’s actually cheaper than using a battle pass…”

We just put out the Weekly Challenges. We have community check-ins, we love the gifting feature. Those are things we want to encourage and we see players engaging with these a lot, but those lead directly towards the Niantic mission. And with Link Charges, for us, these are ways for players to have flexible access to premium content. When you use Link Charges in person, it’s actually cheaper than using a battle pass, so there is some kind of discount there. We always want to encourage IRL play and as long as you’re doing some of the social actions I mentioned, we reward that effort. And with community check-ins, we understand that’s a high value effort action. We reward that, we give you a ton of link charges, you check in, you’re good, you’re set.

So you do get a lot of Link Charges and we learn from Nax Particles to increase the cap higher. There are some other aspects where we understand that the content is very, very premium and it’s difficult to challenge. So with Super Mega Raids, remoting into those does have an added cost of extra Link Charges, and again, it’s like a balance that we have to form with the system. With economy, I think it all comes down to flexibility. If you’re a player that doesn’t want to pay too much, but you love engaging with the game, you love engaging with your community, gifting, things like that, we want to make sure that you have flexible ways to access that content.

Have you nailed down how many Link Charges you can hold at a time, how many you’ll need for a Mega Raid (is it just one?), how many you’ll need for a Super Mega Raid?

John Funtanilla: The tuning will definitely be in different denominations than raid passes. Raid passes is like one for [a specific battle]. Link Charges are again like a currency. We’re still tuning it, and that’s likely going to be something that we’re looking at as we’re playtesting it internally, reviewing it with the team. Again, the stance we want to take is that playing in person will be cheaper, and it’s going to be cheaper than a battle pass, and it’s not going to require a battle pass. That’s a fundamental part of the system.

And I guess the same question on how much it might cost to buy Link Charges in the shop. Can you give an equivalent to buying a raid pass?

John Funtanilla: It’ll be better value, 100%. The final tuning, we’re still getting to that, but better value is the main thing that we keep driving here.

While we’re talking raid passes, something I’ve come against in my community is the issue with remote raid passes in Max Battles — where players sometimes fail a battle, can’t rejoin, and don’t get that remote pass refunded. Max Particles are only consumed when a battle is successful, but remote passes get used up regardless. Are you aware of this, and how will it work with remote battles using Link Charges?

John Funtanilla: 100%. I think the biggest way to look at it, is we learned so much from the Max Particle system. We really pushed for Max Particles not being consumed until you win. Raid passes, meanwhile, are applied to the gym or Power Spot when you join the battle and that means until you win, you can keep trying. Max Particles and Link Charges [work similarly], so those will be consumed at the end of the battle once you win. That’s a key learning that we wanted to carry forward.

For remote raid passes, I totally understand and that it might not be as favorable. There is still that leeway again that you can keep trying, though for remote passes you do have to somehow get back into that same gym and that does mean that the player, whoever invited you or if you joined their lobby, they’ve got to get you back in there. I do think there are some aspects to improve for that, but when we introduce new systems, we’re trying to learn from that. We’re trying to make it better.

We’re constantly talking with the player experience team for raiders, and they’re looking at players trying to understand what problems are coming in. So we see that a lot and we try to build ways to reimburse if there’s a crash, things like that. I understand it’s not the best system, but we’re trying to improve it with everything that we put in the game.

The timing of these changes happening now feels interesting, because not only do you have the longer-term player behavior around using Megas that you mentioned, but you have the first new Mega Evolutions from Pokémon Legends Z-A coming into the game at Go Tour, with Mega Malamar and Mega Victreebel. Certainly from player behavior I’ve seen, Megas have felt like one-and-done releases which don’t really benefit the community or new players — and it sounds like you’ve seen data that suggests they’re underused too.

John Funtanilla: Yeah… I mentioned earlier the core problem is that from the data we’re looking at and player behavior, players are not fully realizing how powerful Megas are. You get that CP stat increase when you Mega Evolve, you can use that in raids, you get boosted ally attacks, you get increased candy. These are things where we only see the most hardcore high level players interacting with it. That’s a problem. It’s such a great feature. It’s in its third or fourth iteration now, and so we wanted to bring that to the game.

“Players are not fully realizing how powerful Megas are…”

And for Super Mega Raids, it’s the same thing. Is the utility of your Mega Pokémon worth evolving, worth bringing into Super Mega or original Mega Raids? We want to make sure you feel like your Pokémon are powerful and are meaningful. It didn’t matter if it’s a 1500CP Mega Beedrill or a crazy Mega Rayquaza. You both are truly important to the battle and you both can take down a shield. That was important for us, we wanted players all across that gradient to feel like they can come in and make an impact on that. And if you can’t provide damage like a level 50 player, you’re still breaking a shield, you’re still helping the community.

Then there’s the new Super Max level. This is just a start and I thing I can’t really talk too much about right now, but when I say that Pokémon is invested in Megas, we are truly invested in that. We have a roadmap for the year. This is just the beginning of that rollout for players right now. It might not seem like there’s a lot, but there’s the Super Max level coming out and there’s going to be new systems built on top of that.

Part of today’s announcement mentions that bonuses vary by Pokémon when Mega Evolving. Is that just due to typing, like a Grass-type Mega gives advantages when catching Grass-type Pokémon? Or will there be specific bonuses for specific Mega Pokémon, almost akin to Adventure Effects?

John Funtanilla: You’re asking all the right questions. I can’t speak to a lot of that right now, we just need to have that space open and it allows us freedom to create different things there. We do have to leave it open-ended because if we want to design something cool and a different Pokémon at that Super Max level is different from another, that’s something that we can design. I hope players will enjoy it with Super Max level coming out and understand that there’s a much longer runway that we’re kind of cooking in the lab right now.

One thing you have confirmed as forthcoming is the ability to spend Mega Energy to boost up your Mega Level. How are you balancing the cost there versus the lengthy process now?

John Funtanilla: Yeah, so to get to Super Max level will be a good chunk of Mega Energy and that’s why I do think it’ll be important for players to keep raiding that Pokémon and collecting Mega Energy to use it for that sink. For that last level, you won’t need to continuously Mega Evolve, it’ll just be one sink for you to spend your Mega Energy on.

And then once there, you can Mega Evolve it every 24 hours without expending Mega Energy, right?

John Funtanilla: That’s correct. We looked at it, there’s not a lot of players that get there. Some players are trying to optimize and Mega Evolve and they have a tag, but for the players that do get there, it’s going to be rewarding for sure. So yeah, it is going to be free, you get that cooldown, you can use it again.

You mentioned a long runway for Mega features, there’s also now a much longer list of Mega Pokémon. Are there any learnings there from the release of previous Mega Pokémon? It felt like it was taking a very long time for every Mega to release, and we got to the point last year where most of the remaining few were launched quickly to clear the decks for the Z-A additions. What can people expect the cadence of new Mega Pokémon to be going forward?

John Funtanilla: It is crazy to think we’ve reached the end of the road for the existing Mega Pokémon —

You are sat in front of a picture of Mewtwo, so I should point out that people are still waiting there…

John Funtanilla: [laughs] I know, what is this guy doing here? But yeah, the biggest thing there is that we took a look at all the features in the game. Megas were underneath the magnifying glass for us. We were trying to figure out what to do with this. Partly the reason for all of this was that we’re were nearing the end of that [initial batch of Mega Pokémon] runway. But also we need to do some really, really exciting stuff this year and need to make sure we have the right foundations for that. For the new Mega Pokémon from Z-A, the DLC, there’s such cool things to work with there.

For Super Mega Raids we can probably kind of map that to how a community might behave. I would like to see, around every one to two months, a big gigantic, Super Mega community raid day. We’re still trying to figure out the best thing that works. The biggest thing to anchor it to is how we’d like to see people be able to interact with their communities.

On Mewtwo, would the 10th anniversary of the game this summer be a fitting time to finally launch its Mega Evolutions?

John Funtanilla: We have a lot to show to the players. You’re kind of seeing all the foundations for that kind of being put down now and even in the last few years, almost in the shadows… All I can say is that the 10th anniversary for Pokémon Go, the 30th for Pokémon, means you can expect a really, really exciting year.

Image credit: Jakub Porzycki/NurPhoto via Getty Images

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

Pokémon TCG Pocket’s Gen 9-Themed Booster Pack Arrives Next Week

The wonders of Paldea.

You know we’re closing in on the end of the month when The Pokémon Company lifts the lid on its next Trading Card Game Pocket booster set, and today, we’ve got just that.

The Paldean Wonder themed booster packs will arrive in the app next week on 26th February from 1am GMT / 2am CET / 5pm PT (25th). As you’d expect from that name, this set is all about Scarlet and Violet‘s Gen IX and the Paldea region.

Read the full article on nintendolife.com

Death Howl: Building a No-Mercy Deckbuilder That Doesn’t Feel Unfair

Death Howl: Building a No-Mercy Deckbuilder That Doesn’t Feel Unfair

Death Howl key art

Death Howl launches –today, available Day One with Xbox Game Pass. Step into a spirit world that shows no mercy. And honestly? That’s exactly how it’s supposed to be.

But here’s the thing: despite being brutally difficult, Death Howl doesn’t feel unfair. At least, that’s not how I experience it, and I hope you won’t either. Let me explain why.

The Open World

Most deckbuilders follow a familiar loop: start a run, die, start over from the beginning. It’s effective, but it can feel repetitive – especially when you hit a wall and keep banging your head against a particular encounter. Death Howl takes a different approach. Because it’s set in an open world, when you stand next to a battle you can’t win, you have options. You can wander into a different biome, hunt new spirits, craft stronger cards, experiment with fresh deck synergies, and then return when you’re ready.

We tried to avoid grinding in the traditional sense and instead aimed for exploration with a purpose. At the same time, the world doesn’t reset. Your progress persists. You’re not starting over; you’re adapting and learning.

A Fair No Mercy

Death Howl earned its “no mercy” reputation honestly. Enemies respawn when you rest at Sacred Groves. Every mistake gets punished. Common encounters, not to mention Boss fights, demand pattern recognition and tactical precision on a grid where positioning matters as much as cards and decks tailored to match the given enemy type.

But the game is fair. When you die – and you will die a lot – you respawn right before the encounter that got you. You keep your deck. You keep your knowledge. You drop “Death Howls” (our version of well-known souls), but you can retrieve them, just like in… well, you know what I’m talking about.

But you’re not locked into one path. If a particular enemy type is giving you trouble, you can experiment. Start with the battle itself – position yourself differently on the grid at the start, or, in some cases, walk around the location and approach that group of foes from a different side. But you can also pivot entirely. Explore further, build a poison deck instead of a strength-based one. The spirit world and the challenge are yours to navigate, however you choose.

How We Accidentally Made a Soulslike

I’ll be honest – we never set out to make a soulslike. We wanted to create an open-world alternative to traditional roguelite deckbuilders, something inspired by Dream Quest, Magic: The Gathering, Final Fantasy Tactics, and Breath of the Wild.

But as the design evolved, soulslike elements emerged organically. Testers kept telling us, “This feels like a soulslike.” At first, I was confused – I wasn’t even that familiar with the genre. But they were right.

The Sacred Groves that heal you but respawn enemies. The emphasis on learning enemy patterns – dodging a boar’s frontal charge, or positioning yourself behind foes with an exposed back to deal more damage. The way death teaches you rather than punishes you. It all clicked.

So we leaned into it. We embraced the tension, the deliberate pacing, the rewarding loop of observation and adaptation. But we did it our way – turn-based, tactical, card-driven.

A World Born from Grief

Underneath all the mechanics is Ro’s story. She’s a mother who’s lost her son, and she’s willing to walk through the spirit world itself to bring him back. It’s a deeply personal narrative about grief, resilience, and unconditional love.

The world reflects that sorrow. And the minimalist, woodcut-inspired pixel art uses shadows and negative space to create a realm that feels haunting, ethereal, and alive. We wanted the gameplay to mirror Ro’s internal struggle. The punishing difficulty isn’t arbitrary – it could be perceived as the weight of her journey. Every victory feels earned because it is.

Whether you’re a deck-building veteran, a soulslike enthusiast, someone who just loves tactical combat with meaningful stakes, or enjoys bold genre blends, Death Howl has something for you. And with Day One availability in Xbox Game Pass, there’s never been a better time to step into the spirit world.

Our small, three-person team poured everything into this game – art, music, design, emotion and a lot of love. It’s a reflection of our creative journey as indie creators. We hope you’ll find something here that resonates.
See you in the Spirit World.

Xbox Play Anywhere

Death Howl

11 bit studios


1


$19.99

$15.99
PC Game Pass
Xbox Game Pass

Step into the myth-shrouded lands where the hunter Ro begins her journey to bring her son back from the dead. Immerse yourself in the depths of the Spirit World, fractured into 4 realms and scarred with 13 distinct regions. Confront over 30 enemy types and harness the potential of more than 160 cards, forging unique archetypes and a multitude of powerful combinations. A dark journey awaits you, spanning 25+ hours of gameplay, with numerous enthralling side quests and grim boss battles.

Master Your Deck-Building Skills
Craft over 160 cards and fashion synergistic decks that focus on poison, strength, sacrifice, retaliation, backstabbing, blocking, movement, and more. Discover shamanic totems with unique effects to enhance your deck. Each new element allows you to tailor your tactical style as you prepare for your next deadly encounter.

Engage in Grid-Based Combat
Face a host of restless spirits – Skulldogs, Crackle Bursts, Woeful Seashrooms and more – in grid-based battles where each move is crucial. Test your wit by fighting unique enemy types, powerful bosses, and mini-bosses, all while taking into account environmental hazards and boons. Grow stronger, adapt your deck, and choose your battles as you explore a vast world filled with dangerous challenges.

Journey to the spirit realm
In forgotten lands shrouded by myth, Ro – a hunter from a small tribe – is overcome by grief following the death of her beloved son. Guided by voices from another world, she transcends into the realm of spirits, in hopes of bringing him back. Meet strange spirits and help them with quests and challenges that affect your deck – although not all of them may have your best interests at heart. Discover a mysterious world of forgotten lore, where darkness whispers secrets and invites you to unearth buried memories.

The post Death Howl: Building a No-Mercy Deckbuilder That Doesn’t Feel Unfair appeared first on Xbox Wire.

Clair Obscur: Expedition 33 Actor Ben Starr Joins Dwayne ‘The Rock’ Johnson and Brie Larsen as Voicing a Member of Fortnite’s Heroic Seven

Epic Games has cast Clair Obscur: Expedition 33 actor Ben Starr as a key in-game Fortnite character, following in the footsteps of Dwayne ‘The Rock’ Johnson, Brie Larsen and Joel McHale.

Starr’s turn as dashing Clair Obscur hero Verso is arguably his most famous role to date, and earned him a second nomination for best performer at both last year’s Game Awards and the forthcoming BAFTA Game Awards. You may also have heard his vocal talents as Clive in Final Fantasy 16 and Prometheus in Hades 2.

Now, Starr’s set to star in Fortnite as The Visitor, one of the game’s key NPC characters who will finally rejoin the battle royale mode’s storyline (and speak!) later this month.

The Visitor is one of Fortnite’s heroic Seven, a band of intergalactic heroes who often turn up to save the day during its memorable live events. Indeed, the character of the Visitor was actually the focus of the game’s very first live event — 2018’s rocket launch — although he has seldom been heard, until now.

Over the years, players were introduced to more of the Seven, including its lead member The Foundation (played by Johnson), The Scientist (McHale), The Paradigm (Larsen), The Origin (Rahul Kohli), The Imagined (Cherami Leigh) and The Order (Laura Bailey).

After being written out of the game’s story in 2022, players were reintroduced to the team following the events of last year’s climactic Zero Hour finale, which also featured a recap video setting up Fortnite’s current Chapter 7 era — offering a quick reminder of who the Seven were and what they were up against. You can watch that again just above.

Alas, not all of the Seven are still standing, and Starr’s incarnation of The Visitor is a different one to the original. In a clever twist, the game’s OG mode, which offers Fortnite’s original battle royale map, is considered a separate multiversal reality. It’s from here that Starr’s version of The Visitor will arrive in the coming days — following the OG version of that original rocket event — in order to help save the day and speak for the first time.

Today’s Fortnite update included datamined dialogue lines where Starr’s voice is unmistakable. Long-term Fortnite fans will also be pleased to hear the return of the Seven’s AI assistant AMIE, who sounds like she is once again voiced by the prolific voice actress Erica Lindbeck.

“I’m joining Fortnite as The Visitor,” Starr confirmed today on Twitter/X. “I’m so excited to bring back this iconic member of The Seven. I imagine I’ll be very normal about it.”

Image credit: Ben Starr

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

Following layoffs, Highguard devs Wildlight announce it’s getting a new airship base and door-opening dart gun

When the website of Highguard suddenly began blaring that it was “unavailable” not long after news broke of layoffs at developer Wildlight, you could have been forgiven for thinking a Concord-style pulling offline might be in the shooter’s near future. That doesn’t look to be the case, though, with the studio having just announced a couple of new additions set to arrive in the game this week.

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Capcom Faces Uphill Battle to Stop Resident Evil Requiem Leaks as Ending Spoilers and Videos Appear Online

Resident Evil Requiem has been fully leaked online, with videos showcasing the game’s finale and major spoilers now spreading across the internet.

Earlier this week, IGN reported that early physical copies were now out in the wild, and spoilers would inevitably follow. Days later, full details of the game’s plot, villains, major deaths and ending mechanics are now everywhere — with little sign that Capcom is able to stop the flow.

On reddit, a lengthy thread lists a series of plot reveals beat by beat, with links to off-screen images and even lengthy clips of footage that leave no doubt that the spoilers are real. There’s mention of unrevealed characters, various lore connections, and yes — the mechanics and details of game’s ending.

On the main r/ResidentEvilRequiem reddit, spoilers have completely taken over — with 17 of the top 20 posts discussing the leaks and already turning under-wraps plot details into memes.

That said, considering the huge anticipation for Resident Evil Requiem’s release, none of this really comes as a surprise. As noted Resident Evil leaker Dusk Golem wrote on X/Twitter yesterday:

“RE9 starting to leak 10 days away from release is actually super good for the series. RE:4 & RE8 leaked 14 days away, RE:3 was 16 days away, & f***ing RE7 was almost a whole month before release. I see people asking, ‘How could it leak a whole 10 days before release’, and over here I’m all like, ‘Huh, Capcom did better than usual this time. Good for them.

Resident Evil Requiem’s February 27 release date is now just a week away, and we’ll be keeping spoiler free here on IGN as much as possible.

“After getting hands-on with a total of about four hours of Resident Evil 9 Requiem at this point, and sharing that experience with colleagues, I’m more excited for the series than I have been in recent memory,” IGN wrote after going hands-on with Resident Evil Requiem recently. “It’s the old mixed with the new, but all in a modern package with two protagonists I already like a lot.”

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

Yakuza Kiwami 3 & Dark Ties mod swaps Goh Hamazaki’s face, ditching likeness of actor accused of sexual assault

There’s now a mod for Yakuza Kiwami 3 & Dark Ties which swaps out the likeness of actor Teruyuki Kagawa. Kagawa’s casting in the remake, which saw him lend both his voice and likeness to secondary villain Goh Hamazaki, caused fan backlash due to a 2022 report from Shukan Shincho detailing sexual assault allegations against the actor.

Kagawa apologised at the time, but didn’t specify what he was apologising for or confirm the events reported in the article. Kiwami 3 & Dark Ties director Ryosuke Horii recently said Kagawa’s casting was the result of developers RGG Studio having “tried to think of someone who makes you go, ‘This guy’s a creep'”.

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Viral Hit ‘POOLS’ Surfaces On Switch Next Week

Let’s get liminal.

Finnish dev Tensori’s POOLS (sorry, POOLS) is a self-proclaimed walking sim with uncanny vibes. It launched back in 2024 on Steam and has racked up nearly 3000 user reviews in the time since, leaving it in the rarified “Overwhelmingly Positive” range on Valve’s platform, and it’s coming to Switch on 26th February.

As you can see from the trailer above — running native Switch footage, we’re told — it looks pleasingly minimal and rather lovely, but don’t go in expecting pure cosy vibes, or much else, for that matter, because the list of things this “liminal fever dream” doesn’t feature is sizeable.

Read the full article on nintendolife.com

Rager brings the beat to PlayStation VR2 on March 5

Hello again, PlayStation VR2 players! We’re bringing Rager to PS VR2 on March 5, and we can’t wait for you to feel what rhythm-driven combat really means.

Rager is a music-driven VR brawler where the rhythm is never background noise. Every strike, block, and dodge is tied directly to the soundtrack. Enemies attack in sync with pounding basslines and war drums, and your survival depends on whether you can match that timing with precision.

This is combat built on control and awareness. You step into a shifting digital arena as robotic adversaries close in from every direction. The world forms around you as the music builds, then collapses back into the void when the fight is over. The next track begins, and the pressure starts again.

No room for hesitation

At launch on PS VR2, Rager includes a full campaign of 12 hand-built levels and three boss fights that escalate the pressure with every track. Each level locks you into a specific weapon and forces you to commit. There is no switching mid-fight. You adapt or you fail.

The weapon in your hands changes the fight completely. Sword and Mace demand precision, striking independently with clean, deliberate timing. Axe and Hammer require both hands and full-body movement, rewarding committed swings with crushing impact. Claws and Fists pull you into close range, where attacks come faster and hesitation disappears. Every weapon shifts your stance, your reach, and your rhythm. You are reading the beat while reading the enemy, adjusting your timing in real time as attacks come from every direction.

Freestyle mode opens another 12 levels from the start, giving you the freedom to choose your weapon and push your limits. Online leaderboards track every run. When a fight ends, you know exactly where you lost time. If your timing slips, you feel it. If you land clean, you feel that too. Rager rewards discipline. The tighter your movement, the harder it hits. 

The PS VR2 experience

Rager is built around clarity, feedback, and physical commitment. On PS VR2, those elements come through at full strength.

The game runs at a native 90Hz, keeping movement smooth and responsive during the fastest exchanges. When attacks come from multiple directions and the beat accelerates, you need stability. Native 90Hz ensures that what you see and what you feel stay locked together, frame by frame.

HDR support deepens the contrast of the arena, sharpening silhouettes and impact flashes against the darkness. Dynamic foveated rendering powered by eye tracking keeps your focus crisp exactly where you’re looking, so telegraphed strikes stay readable even in chaotic moments.

Then there’s the feedback.

Advanced haptics in the PS VR2 Sense controllers reinforce timing in your hands. A clean strike lands with weight. A blocked attack sends resistance through your grip. Headset rumble adds force to heavy blows and boss slams, grounding you in the center of the arena. The result is combat that feels anchored. When you commit to a swing, you feel the consequence.

For players who chase mastery, Rager includes a full trophy list, culminating in a Platinum trophy that rewards precision, discipline, and complete control of the rhythm.

On PS VR2, every strike carries weight, every block carries resistance, and every mistake carries consequence. 

The arena opens March 5

Rager rewards players who stay sharp under pressure. When the tempo rises and attacks close in from every direction, hesitation costs you. Clean timing wins fights. Control keeps you standing.

We’re proud to bring Rager to PlayStation VR2, and we’re excited to see how this community rises to the challenge. If you’re ready to test your timing, your stamina, and your control, we’ll see you in the arena on March 5.

God of War Actor Christopher Judge Says ‘You’ll Be Hearing About What We’re Doing Probably Late Summer’

The legendary voice behind God of War’s recent iteration of Kratos, Christopher Judge, has teased that we’ll likely get more news about the franchise in “late summer.”

According to a recording from streamer and YouTuber Fuzhpuzy at Canada’s Fan Expo, Judge, who may not have known he was being recorded at the time, confirmed that while he would not be “playing in the remake” — that role is for Kratos’ original voice actor, TC Carson — “you’ll be hearing about what we’re doing probably late summer.”

The suggestion here is that Judge is back working with Sony Santa Monica on a separate God of War project unrelated to the studio’s early work beginning to remake the franchise’s original trilogy (and the new side-scrolling spin-off Sons of Sparta, which was largely made elsewhere).

Interestingly, Judge also explained that the recently announcement remake starring TC Carson will boast “all the new technology in it, add more stuff, a new fighting system.”

It’s our biggest clue yet that an all-new Sony Santa Monica God of War game is on the way. It’s been pretty quiet ever since 2022’s God of War: Ragnarök in which Kratos and Atreus set out on a mythic journey for answers before Ragnarök arrives, visiting each of the Nine Realms in the brutal and epic sequel.

There had been a live-service multiplayer game in the works, but at the beginning of 2025, Sony canceled two unannounced live-service projects that had been in development at Bend Studio and Bluepoint Games, with the latter thought to be a multiplayer God of War game. Then, towards the end of the year, details and images of the canceled game leaked online, confirming the rumors had been true.

As for Amazon’s upcoming adaptation of Sony Santa Monica’s God of War series? The live-action Prime Video TV series based on the popular ancient mythology-themed video game is picking up speed. Ryan Hurst will play Kratos, Callum Vinson will play Kratos’ son, Atreus, and Teresa Palmer, Max Parker, Ólafur Darri Ólafsson, Alastair Duncan, and Mandy Patinkin join as Sif, Heimdall, Thor, Mimir, and Odin, respectively.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.