Pokémon TCG: Where to Buy Everything From Mega Evolution’s Upcoming Perfect Order Expansion

The pulse of Lumiose City is racing, and for good reason! Pre-orders for the Pokémon TCG: Mega Evolution – Perfect Order expansion are dropping ahead of its March 27, 2026, release. This gorgeous new set continues the Mega Evolution hype of Pokémon Legends: Z-A, bringing Mega Zygarde ex into the spotlight.

This guide collects the best deals on the market right now for Pokémon Perfect Order boosters and ETBs, including line-ups, predicted chase cards, and what to expect from this latest collection.

We’ll be regularly updating this page with confirmed deals, so bookmark this page, keep checking back in, and follow @IGNDeals for the latest updates.

What’s in the Perfect Order Lineup?

As the third main expansion of cards from the Mega Evolution Series of the Pokémon Trading Card Game, this set has over 120 cards. There’s plenty to get your hands on, because let’s be real, we’re not just buying one.

  • Booster Packs
  • Booster Boxes (36 packs)
  • Elite Trainer Box
  • Pokémon Center Exclusive Elite Trainer Box
  • Booster Bundle (6 packs)
  • Triple-Pack Blisters (Meganium, Cinderace, Steelix, Clawitzer, Makuhita)

Perfect Order will introduce new mechanics, four Mega Evolution Pokémon ex; nine Pokémon ex; 11 illustration rare Pokémon; 18 ultra rare Pokémon and Trainer cards; and six special illustration rare Pokémon and Supporter cards.Look out for Mega Zygarde ex, Mega Clefable ex, Mega Starmie ex, and the newly revealed Mega Skarmory ex!

Seemingly confirmed via Japanese set lists (M3), which historically dictate about 90% of what we see in our English releases, it will also introduce Telepath Psychic Energy, which provides psychic energy as long as this card is attached to a Pokémon. Neat!

Where to Preorder Pokémon TCG Perfect Order

While preordering ensures you get what you want, there’s no saying what the market will do in the weeks following release. Here are the most reliable sources right now, but we’re still waiting for a few preorders to drop.

TCGplayer

TCGPlayer is a reliable third-party retailer that has all Perfect Order options available for preorder. This is your best option for securing everything at the moment, but only if you’re ultimately comfortable with paying over MSRP.

Albeit, compared to previous expansions, Perfect Order’s market price isn’t that far over standard pricing. For example, a booster box set is running for around $200 right now, about $40 more than Best Buy is selling it for at MSRP.

It’s a similar story for the Elite Trainer Boxes, listed at around $100 market price, which is $50 more than MSRP. But, that’s already $20 less than the recently released Ascended Heroes, and far better than the average $150-$200 we see more regularly. Hopefully Perfect Order follows the same trend as Phantasmal Flames and drops below $100 soon.

Walmart

Walmart will likely have Perfect Order preorders between now and release day on March 27. To be in the best chance to securing anything at MSRP, you’ll need to be a paid Walmart+ member to early access to the drops. No free trial option here, you’ll need to be paying for your membership to be in the race.

Pokémon Center US

The classic, and always the first to sell out. You’ll get the absolute best price (MSRP) and the exclusive Pokémon Center ETB, which has two copies of a full-art foil promo card featuring Tyrunt (one with a Pokémon Center logo).

Keep an eye out for restocks as March approaches.

Best Buy

Best Buy often has “Coming Soon” listings, and launches pre-orders closer to release than other retailers. Pre-orders haven’t gone live here yet, so keep checking back.

Remember – it also offers “Pick up in-store” options, which are always popular. If you want to risk it, keep your local Best Buy in mind for release day.

Amazon

Perfect Order is an English curated localization of the Japanese Nihil Zero expansion. Amazon US currently has no listing for Perfect Order. But, we usually see the online retailer begin to stock new sets after release, so keep an eye out through to March 27.

Predicted Chase Cards

We can look at the SAR pull rates from the Japanese Nihil Zero expansion and secondary market prices in Japan to predict chase cards for the US market.

Unsurprisingly, the new Mega Ultra Rare Mega Zygarde ex (card #117/080 in the Japanese set) fetches a pretty penny on Japanese marketplace PokeninJapan thanks to its “Nullifying Zero” attack mechanic. {115/080} Rosa’s Encouragement is also trending high.

As the March 27 2026 release draws ever-closer, we’re sure to see more pre-orders dropping. Keep checking back for more information!

Sara Heritage is a freelance contributor for IGN.

Magic: The Gathering’s Top 12 Most Powerful Commander Precons Of All Time

Magic: The Gathering is a fantastic card game, but the Commander format has given it even more legs.

It revolves around a central Commander that helms your deck, giving it a ton of personality as players gravitate towards their favorite legendary creatures to build around.

Wizards of the Coast finally recognized the format in 2011, beginning a deluge of preconstructed decks that are playable right out of the box. We’ve got a full list of them, but for now, we’ve narrowed down our top 12.

These aren’t presented in any real order, but let us know which ones you’ve played!

The Most Powerful Magic: The Gathering Commander Precons

Heavenly Inferno – Commander 2011

Heavenly Inferno is one of the first Commander precons, and its strength lies in its flexibility. The Commander, Kaalia of the Vast, helps you bring creatures into play, whether they’re Angels, Demons, or Dragons.

Because of that, you can easily swap out a bunch of Angels and Demons for Dragons, or lean into two of them if you’d prefer. As with some others on this list, it can get out of hand pretty swiftly.

Guided By Nature – Commander 2014

It’s not often we get mono-color decks in recent years, but Guided By Nature is a mono-green powerhouse helmed by a Planeswalker in Freyalise, Llanowar’s Fury.

Freyalise brings more tokens into play, includes removal, and allows for card draw, and she’s flanked by big-hitters like Siege Behemoth and Rampaging Baloths.

Tyranid Swarm – Universes Beyond: Warhammer 40K

How many +1/+1 tokens are enough? You’ll never have to find out, because Magus Lucea Kane can dish out plenty and give you double X-cost spells, while the Swarmlord turns your creatures with counters into card draw.

Tyranid Swarm is a deck that truly does feel like a ‘swarm’, and can give you big creatures to attack with, and plenty of tokens back to defend if you’re smart.

Necron Dynasties – Universes Beyond: Warhammer 40K

This mono-black Warhammer deck costs a pretty penny these days, with its Commander, Szarekh, able to mill cards to put more creatures into your hand.

I personally prefer to use Imotekh the Stormlord as my Commander, though, letting you create token creatures as you use recursion and power up a creature during combat.

Mutant Menace – Universes Beyond: Fallout

I hate this deck. It’s a pain to deal with, causing plenty of mill and life loss for the whole table, but there’s no denying it’s effective.

The Wise Mothman, its Commander, dishes out rad counters and then grows in power as those counters mill cards and wound your opponents. Nasty business, truly.

Endless Punishment – Duskmourn

A deck that’s so effective at dealing damage it can make Commander matches take half as long to complete, Endless Punishment is a great deck that gets even better if you swap out Valgavoth with Master of Pain.

This 5/5 stops opponents from gaining life, has Menace, and turns the mana cost of every first spell of a player’s turn into damage against another player. Given how expensive spells get as the match wears on, that can be a big, big hit.

Sliver Swarm – Commander Masters

A deck that’s all about Slivers, a creature type that’s relatively minor on its own but buffs every other ally with the same type.

This five-color precon is a problem for everyone at the table, helmed by the Sliver Gravemother that can help bring cards back from the graveyard as attacking tokens. Oh, and it means you can have multiple copies of Legendary creatures, too.

Eldrazi Incursion – Modern Horizons 3

An Eldrazi deck with five colors and a Commander that can copy spells and activated abilities for two generic mana, Eldrazi Incursion is great off the bat, but becomes positively vile with the right upgrades.

If you prefer, you can use Morophon the Boundless to make Eldrazi spells cheaper and give creatures of that type +1/+1.

Eldrazi Unbound – Commander Masters

Another Eldrazi deck, this one puts Zhulodok, Void Gorger as your Commander and lets you enjoy double Cacade on spells with mana value 7 or higher – ouch.

Kozilek, the Great Distortion, is another Legendary Creature in the deck. It costs a lot, but acts as a 12/12 with Menace and gets you card draw.

Vampiric Bloodlust – Commander 2017

There’s a reason that Edgar Markov remains the de facto vampire-type Commander in Magic: The Gathering. His Eminence ability, which triggers even if he’s in the Command Zone, means this 4/4 with First Strike and haste can create Vampire tokens as you cast spells of that type, and he empowers them with +1/+1 when he attacks.

Teferi’s Protection is here, too, with this being the kind of deck with no real weaknesses that’s easy to pilot as well.

Food and Fellowship – Universes Beyond: Lord of the Rings

The Lord of the Rings Commander Decks were all solid, but Food and Fellowship wins out for its strength in just about every aspect. Sam generates Food tokens to gain life, then Frodo is tempted by the Ring as you consume them, with each of the Partner cards feeding into a cycle.

It’s not all Shire-friendly, either, with some true wrath coming in the form of Toxic Deluge, spot removal like Path to Exile and Swords to Plowshares, and cards like The Gaffer to turn that lifegain into more card draw. A great, well-constructed deck.

Veloci-Ramp-Tor – Lost Caverns of Ixalan

The kind of deck that steamrolls the precons it launched alongside, Pantlaza, Sun-Favored helms this dinosaur deck and helps you bring more and more creatures into play with the Discover ability.

With cards like Wakening Sun’s Avatar being a non-dino board wipe and comically large beasts like Apex Altisaur, this deck is wild right out of the box.

For more on Magic: The Gathering’s Commander format, be sure to check out our rundown the best decks you can buy right now, as well as an early look at the Teenage Mutant Ninja Turtles precon, Turtle Power.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Resident Evil Requiem’s Rhodes Hill Is the Ultimate RPD Remake

This article includes mild spoilers for the Rhodes Hill Chronic Care Center section of Resident Evil Requiem.

With Resident Evil turning 30 this year, it’s no surprise that Requiem leans into nostalgia. Leon S. Kennedy is back in a starring role, and the game’s trailers feature ominous shots of a crumbling Raccoon City police station – the labyrinthine haunted house that our floppy-haired hero had to fight through back in 1998. But while this latest edition of Resident Evil features its fair share of direct nods to the past, it’s Requiem’s new ideas that actually feel the most nostalgic.

The story’s early sections, in which you play fresh-faced protagonist Grace Ashcroft, are where Requiem most successfully evokes the earliest days of Resident Evil. Despite using the series’ modern first-person perspective by default, it’s classic ‘90s survival horror in the truest sense, right down to the ink ribbons, should you wish. The building that Grace explores, the brand new Rhodes Hill Chronic Care Center, is a next-generation echo of Resident Evil 2’s Raccoon City Police Department, complete with a puzzle-locked exit and deadly stalker prowling the halls. As much as it relies on the triumphs of the past, though, this RPD tribute demonstrates the timeless qualities of Resident Evil, and how the old hits can be made to feel like modern breakthroughs.

Within just a few steps, it’s clear that Rhodes Hill takes all of its foundational cues from the RPD. The first locked door you encounter yields only to an ornate key. Around the corner, a metal shutter prevents access to the wider facility, the nearby empty fusebox signalling that you’ll need to find a replacement component to progress. Beyond awaits a reception desk flanked by sweeping stairs, the very model of Raccoon City’s extravagant main precinct. And, like Resident Evil 2’s classic location, Rhodes Hill is split into two halves, the west and east wings, through which you need to scour eerie chambers – many of which must first be unlocked using a steadily mounting collection of keycards – in search of a means of escape.

Requiem, if it’s not clear by now, is less reverential to Resident Evil 2, more indebted to it. That’s thankfully not too much of a problem when developer Capcom owns the original bank of ideas, but it does walk the knife-edge between remake and reimagining just a little too dangerously at times. For instance, the center’s final exit is unlocked using a trio of quartz cubes, each dispensed by ornate machines upon solving a three-symbol puzzle. Yes, it’s the RPD medallion puzzle in an ill-fitting mask.

And yet this approach never feels like creative bankruptcy, nor does it feel like cynical nostalgia. That’s partly due to Capcom’s original survival horror formula having endured the test of time – Resident Evil 2’s fundamentals felt as fresh in the 2019 remake as they did two decades prior – but mostly because Rhodes Hill is arguably the strongest version of this environment format that the series has offered up since we visited the RPD. More expansive than both the Baker Estate and Castle Dimitrescu, and possessing a myriad of interesting loop routes and shortcuts, navigating its corridors is a fully engaging experience, regardless of whether you recognise the rough outline of Raccoon City’s police station or not.

The facility’s layout and the way you engage with it are undoubtedly classic Resident Evil, but Capcom isn’t afraid to bring some subtle modernity to the proceedings. Requiem pulls a trick I’ve never seen in a Resident Evil before: many of the center’s zombies are genuine characters, rather than generic enemy fodder. There’s the broad, burly chef whose methodical chores have you second-guessing your route through the kitchen. Out in the adjoining corridor, there’s the man I know as “Flick”, who obsessively turns the lights on and off. Elsewhere, a rotting maid continues to scrub the floors, moving from room to room to clean up all the blood I’ve spilt. And above the dining room, a would-be opera star warbles from the balcony – a shrill sound that sends one of the centre’s noise-sensitive patients into a murderous frenzy.

This is classic Resident Evil at its most nostalgic, but rendered with the full knowledge that the past isn’t quite enough to create actual magic.

Such distinct personalities are made possible thanks to Requiem’s emphasis on old-school survival horror. Despite the Resident Evil 2 homages, playing as Grace feels more akin to exploring the Spencer Mansion in Capcom’s bold 1996 original. This is a brutal environment where avoiding confrontation is the much smarter play (especially since, in a nod to the 2002 remake, defeated zombies can return to life as much more aggressive “Blister Heads”). But where the comparatively simple original Resident Evil often saw you fleeing threats and running past zombies, the more advanced enemy AI systems of today mean Requiem adopts a more stealthy approach, encouraging you to cautiously tiptoe around foes – something horror games in general have adopted over the past decade or so.

By shifting the engagement style away from careful shooting gallery to tense stealth, the environment requires far fewer enemies, thus allowing the development team the time and resources to make each zombie feel unique. And, since your tasks have you looping and backtracking through the building, you repeatedly sneak by the same zombies, contributing to the sense that you share the space with very real (albeit also very dead) people, rather than a bus load of replicated video game assets.

This approach lends Rhodes Hill a very different atmosphere from any other Resident Evil location, including those that await in the second half of Requiem. While there is admittedly a comedic element to these creatures retaining elements of their living personalities, it’s also unnerving, and the idea of contending with a person rather than a faceless enemy is inherently more frightening – that’s part of what makes the series’ stalker characters, like Jack Baker and Mr. X, so scary. He may wear that funny little hat, but you’d never dare to stop and laugh at it. Requiem’s retooling of the atmosphere here is proof that honing that iconic survival gameplay is as much in the immaterial as it is in the physical things you do.

Of course, Capcom knows that characterful enemies are no replacement for terrifying stalkers, and so Rhodes Hill has a couple of its own. First up is “The Girl”, a towering, gangly, bug-eyed hag that ensures your first impression of the Chronic Care Center is suitably horrifying. Later, you’ll have to contend with the east wing’s guardian, “Chunk” – a colossal, baby-faced, hallway-filling mound of flesh that moves faster than his weight should logically allow. Both operate in the classic stalker fashion of prowling the corridors and dynamically impeding your progress. There are interesting alterations to the formula, with The Girl using Alien: Isolation-style hidden pathways to take you by surprise in a manner Mr. X could only dream of, but these enemies are undeniably adhering to the horror playbook originally written for 1999’s Resident Evil 3 and its relentless Nemesis.

Unlike Nemesis and his more modern relatives, though, one of Requiem’s stalkers isn’t an invincible obstacle. Against all odds, the gargantuan Chunk can be killed, removing this terrifying chess piece from the board. Such a feat is a tall challenge… well, for Grace at least. Leon is much better equipped to take down not just Chunk, but all of Rhodes Hill’s zombies, and his arrival on the scene following Grace’s lengthy expedition makes for a fascinating spin on one of Resident Evil’s most beloved classic features: the dual playthrough.

The series’ early games put a lot of emphasis on playing through the story twice, seeing the same environment from two different perspectives. Exploring the first game’s Spencer Mansion is a notably different experience depending on whether you play as Jill Valentine or Chris Redfield. Capcom would remix this approach for Resident Evil 2, using the “A/B” playthrough system to ensure Leon and Claire’s runs through the RPD had interesting differences. While Requiem doesn’t adopt this idea wholesale, you can see the shape of it when Leon arrives on the scene. After tiptoeing around Rhodes Hill as Grace, carefully picking your battles and conserving ammunition, you get to explore the area again as the practically superheroic Leon. With a new move set seemingly modelled after John Wick, Agent Kennedy can blast, kick, and hack his way through all the zombies that previously saw you fleeing for the safety of the well-lit safe room.

This switch is undeniably cathartic. Because the location remains in situ, all the problems you encountered as Grace can now be tackled head-on by Leon. Those Blister Heads that were clogging up the lounge and forcing you to take the long route? A shotgun blast to the lumpy face will make you feel better about all the trouble they caused you. Leon’s deadly arsenal can make short work of that burly chef, turn Chunk into a puddle of mush, and break open locked cupboards that were inaccessible to Grace. In short, Requiem is able to use the same location to offer a completely different, complementary experience by shifting the perspective and toolset.

If it weren’t for the fact that Leon’s time at Rhodes Hill was so brief, I’d say this was the ultimate version of Resident Evil’s dual playthrough idea. As it stands, it’s simply the best idea of it – which still means his swift, bloody crusade through what minutes earlier felt like the most frightening place on Earth is one of Requiem’s high points. A peak rooted in a classic idea, but elevated by a modern twist.

It’s that philosophy that makes the Rhodes Hill Chronic Care Center work so well: this is classic Resident Evil at its most nostalgic, but rendered with the full knowledge that the past isn’t quite enough to create actual magic. The injection of subtle modern ideas, from Leon’s action-fuelled retread of the halls to the characterful zombies and increased emphasis on stealth, elevates the series’ greatest hits, making it feel like experiencing them for the first time all over again. Rhodes Hill may deliberately evoke your cherished memories of the RPD, but by galvanizing the old with the modern, Capcom has made the ultimate tribute to the past: something new.

Matt Purslow is IGN’s Executive Editor of Features.

30 Horror Masterpieces To Play Before You Die

Masterpieces. As IGN celebrates its 30th anniversary, it’s the perfect time to reflect on the past and celebrate the defining experiences that shaped gaming as we know it. In recognition of the release of a new Resident Evil (a series that’s produced at least one masterpiece) we thought we’d start by exploring the incredible world of horror games.

Few genres have mutated and evolved quite like horror has. It’s given us absolute classic franchises like Silent Hill, Castlevania, and Resident Evil, along with modern masterpieces like Dead Space, Bloodborne, and Mouthwashing. From humble and simplistic pixel art beginnings to the hyper realistic, ultra violent games of today, here we run down 30 horror masterpieces, plus the dozens of horror games that inspired them – and scared the hell out of us – along the way.

1. Shadowgate (1987)

The earliest days of horror video games are characterized by minimalist, creepy text based adventures like Mystery House and Transylvania, the maze-like Haunted House, or even the dread inducing Space Invaders, where waves of creatures slowly descend upon your lone defenses against a deathly black screen. But 1987’s Shadowgate bucked that simplistic trend to become of the most immersive early horror games. It paired a unique first person perspective with a cryptic setting, great writing, and the kind of obtuse environmental puzzles that would eventually make their way into games like Resident Evil and Silent Hill.

ICOM Simulations, the original studio responsible for Shadowgate, went on to create a sequel, Beyond Shadowgate, and dabble with several other horror games, dipping into the worlds of Dracula and Are You Afraid of the Dark, before ultimately shuttering in 1997. Although the original Shadowgate recieved handsome remake in 2014, and was ported to the adorable little crank-driven Playdate handheld just last year, it’s not part of a franchise regularly getting new games like so many of the other entries on this list. Regardless, it will always be one of the early masterpieces that helped set the stage for years of horror games to come.

2. Doom (1993)

These days, we largely associate Doom with revolutionizing the first person shooter and delivering tons of ripping, tearing, and ass-kicking across several games in the decades since it first changed the world, back in 1993. But Doom’s contributions to the horror genre are just as important, which make sense considering Alien and Evil Dead were some of its biggest inspirations.

Through its dank, dimly lit corridors filled with horrible, guttural sounds, you face zombified humans, cybernetic spiders, and flying demons from hell, all of which are very fitting for a game that kicks off with a chapter called “Knee Deep in the Dead”, a difficulty level that caps off at “Nightmare!”, and a chainsaw-wielding hero whose face gets covered in blood as he takes damage. If that doesn’t scream horror, I don’t know what does.

The Doom series would explore these themes repeatedly as it evolved, pushing and pulling its horror elements to balance them with its notoriously badass power fantasy, with varying degrees of success. 2004’s Doom 3 took the series into (literally) dark places, utilizing shadows, jump scares, and tight environments to elicit fear, while later games retained the horrific creature design but cranked up the original’s violence, using widened level design and increased scale.

Building off of the success of 1992’s Wolfenstein 3D, Doom will always deserve its flowers for changing first person gaming forever. But never forget what it did for horror, too.

3. Clock Tower (1996)

Building off the story established in 1995’s Clock Tower, the 1996 PSX sequel – also called Clock Tower – took the original 16-bit cryptic point and click adventure game and overhauled it with full 3D graphics, CD quality voice acting and sound effects, and a deeper unraveling of its villain Scissorman, leading to a truly unnerving experience. While horror games in this era may not have been intentionally sparse, Clock Tower’s minimal use of a soundtrack meant that players would often go long stretches of time hearing only the echo of their own footsteps before the big and unexpected cinematic moments would sweep in to disarm them and make them jump off of their couches.

Clock Tower takes inspiration from classic Italian giallo films like Suspiria and Phenemona, and follows a similar structure of dropping an unsuspecting female lead into an increasingly bizarre and dangerous world. But unlike a traditional horror film, it also gives you multiple endings to encounter across several storylines. The 1996 Clock Tower game went on to get several sequels and spiritual successors, but it never really took off like its contemporaries for various reasons, the biggest of which was releasing just as another horror masterpiece had opened the door and entered the room…

4. Resident Evil (1996)

It’s a golden horror rule that a creepy old mansion in the middle of nowhere is a top tier setting for terror. Movies like 1963’s The Haunting and 1980’s The Changeling knew that, as did games like 1987’s Maniac Mansion (even if leaned more into the absurd). Resident Evil producer Tokuro Fujiwara’s original horror game, 1989’s Sweet Home, did so, too, and is a top down precursor to the original Resident Evil in nearly every way. Old mansions are scary. What’s behind that creaky door? What’s that thumping sound in the attic? What’s down there lurking in the basement? Better hunt down a flashlight, some old keys, and see for ourselves if we want to figure out how to get out of here.

Resident Evil took the lumbering, groaning hordes of undead from the likes of Romero’s 1968 classic Night of the Living Dead, put them in a mansion-sized puzzle box, and sent you in to explore and survive the night. It took some of the best elements from early horror across every medium and turned them into something entirely new. Cinematography isn’t generally a word that video game geeks throw around to describe their favorite hobby like film buffs do, but Resident Evil had it in spades, with its locked camera perspective and dynamic angles framing protagonists Chris and Jill in unique ways – often deliberately so you couldn’t see what was lurking around the corner. Combine that with clunky tank controls, limited weapons and healing items, a sparse, sinister soundtrack, campy voice acting, and good old fashioned jumpscares, and Resident Evil instantly became one of the greatest horror games ever made when it launched in 1996.

Capcom’s stunning remake, released in 2002 for the GameCube, completely redid the graphics and added some deranged new story beats (shout out to Lisa Trevor lurking in the basement) which only continued to exemplify Resident Evil’s masterpiece status.

1992’s Alone in the Dark originated many of the ingredients that made Resident Evil’s gameplay so successful. While Alone in the Dark never quite took off on the same trajectory (many of its sequels and reboots have been critical duds), the Resident Evil franchise continued to iterate, evolve, and even reinvent itself entirely several times over for years to come. But hey, more on that in just a bit…

5. Castlevania: Symphony of the Night (1997)

While 1985’s Ghosts ‘n Goblins and 1986’s Castlevania established that horror-themed platformers could be both moody and brutally difficult, 1997’s Castlevania: Symphony of the Night set the bar higher than it had ever been before. Combining the nonlinear progression of games like Castlevania 2 and Super Metroid, Symphony of the Night gave you a massive castle in which you could explore, grind levels, and hunt vintage movie monsters like werewolves, sea monsters, and bats. You’d do all this while searching for unique items that allow you to reach new areas, battle brutal bosses, and ultimately work towards a surprise twist that turns the entire game on its head.

There are horror games that revel in crippling your ability to fight back, forcing you to hide in fear and wait out the horrors. Castlevania, on the other hand, is a power fantasy that constantly rewards the inquisitive with new weapons, armor, abilities, and summons as they rise in strength to take down Dracula once and for all… or at least until he returns again in the next game.

Castlevania: Symphony of the Night set the tone for many future 2D Castlevania games to come, including several similarly scoped games on the Game Boy Advance and Nintendo DS, and would go on to inspire an entire generation of Metroidvania games.

6. Silent Hill (1999)

If you haven’t put it together yet, the PlayStation was an absolutely incredible proving ground for inventive horror games, and things got even better in 1999 when Silent Hill first arrived. It took a much more dynamic approach to the third person action and puzzle format established in Resident Evil and Clock Tower. Using some clever hardware trickery, Konami obfuscated the PlayStation’s draw distance limitations by using fog and lighting techniques which ended up playing to the genre’s strengths, creating a dreary, atmospheric world to explore. Silent Hill also tells a much sadder, more morose story than your usual survival horror game, awarding various endings depending on your actions, and manages to do all this while introducing some of the most bizarre enemies seen in video games to date.

The Silent Hill series continued to grow and mutate over the years, notably with an incredible sequel in 2001 along with several other more experimental titles along the way, cementing it as one of the most important horror game franchises of all time.

7. Eternal Darkness: Sanity’s Requiem (2002)

The “unreliable narrator” trope in fiction – making the audience view the story through the perspective of someone who may or may not be telling the truth – often leads to fascinating results and unforeseen twists. Movies like Rashomon, The Sixth Sense, and Memento all revel in distorting the audience’s trust of the storyteller. Silicon Knight’s revolutionary 2002 classic Eternal Darkness creates the same relationship between art and audience, but uses it as a gameplay mechanic, forcing you to control a protagonist who frequently goes temporarily insane. It demands you push through disturbing visions and horrific encounters that often aren’t actually happening, occasionally even breaking the fourth wall entirely.

If surviving a creepy Rhode Island mansion packed with violent monsters while going slowly mad wasn’t enough, Eternal Darkness also occasionally pretends to shut your television off or infest your screen with bugs. At the time it was nothing short of brilliant, and while numerous attempts were made to revitalize the IP and build a brand new game, none ever made it to the finish line, leaving the original as the one and only Eternal Darkness game, left standing on its own forever.

8. Fatal Frame 2: Crimson Butterfly (2003)

Wedged between the first and third Fatal Frame games, Crimson Butterfly is the clear survival horror standout of the trilogy, once again relying on a clever camera mechanic that allows you to both document and debilitate ghosts. It’s a truly, deeply scary experience where you can never really feel comfortable. Nor should you be when you’re in a village infested with all types of bleeding and deformed spirits.

Compared to some of the more contemporary games on this list, the graphics and mechanics do feel a bit dated. But with a slick new remake running on a wholly new engine on the way this year, 2026 is the perfect time to bring the old ghost hunting camera back out for a night on the town.

9. Resident Evil 4 (2005)

While 2000’s Resident Evil: Code Veronica took the original Resident Evil formula to brand new heights, 2005’s Resident Evil 4 completely reinvented it, finding a new balance between action and horror that would be the series’ recipe for for years to come. Classic Resident Evil hero Leon Kennedy is ripped out of an urban environment and thrown into the deep end of a rural folk horror teeming with murderous villagers. This yielded incredible results, and no wonder every other third person action game immediately took notes. Resident Evil 4’s gunplay and move set changed the genre forever, and its awesome set of upgradeable weapons, unique side characters, giant set pieces, and over the top bosses became enduring icons.

Resident Evil 4’s real achievement, though, is taking all of those action movie-inspired elements and layering them into a gritty, atmospheric horror game. Wolves leap out at you from the night, chainsaw wielding psychopaths decapitate you, blood showers down, and hordes mob you with pitchforks and torches, hoping to tear you limb from limb. Sure, you’ve got a bigger arsenal than any prior Resident Evil game had offered up, but that doesn’t mean you still won’t die horrifically a bunch of times.

Resident Evil 4 may have altered the franchise’s DNA for good. While older players may prefer the series’ pure survival horror roots, this seminal entry is undeniably one of the best video games ever made – a statement only reinforced when you experience its excellent 2023 remake.

10. Condemned: Criminal Origins (2005)

While Resi 4 terrified GameCube and PS2 players, Xbox 360 owners were treated to a very different horror game in 2005: Condemned: Criminal Origins, a brutal and crude first-person horror game about the hunt for serial killers across a sprawling urban setting. Little of the style of the typical first person shooter is on display here; guns are extremely limited, both usage and presence, forcing you to use everyday objects as blunt melee weapons. It’s an approach that creates combat scenarios that feel extremely violent and personal.

Between those visceral life-or-death altercations you’ll need to find forensic clues to unravel the larger mystery and figure out exactly what is making everyone in town so psychotic. It’s a foul, dirty feeling gameplay experience with bad vibes that linger long after the credits roll. It’s certainly unique, although 2012’s ZombiU managed to capture a similar feeling by throwing a pipe wielding player into a city gone mad.

12. F.E.A.R. Extraction Point (2006)

F.E.A.R Extraction Point – a standalone expansion to the original F.E.A.R. – successfully mixes fast paced first-person shooting with a Matrix-style bullet time slo-mo mechanic and a unique balance system that rewards you with faster movement if you holster your weapon. This all helped create a rapid risk/reward combat setting. It’s admittedly a bit on the short side and reuses many of the original game’s sounds and visuals, but manages to resurrect them in a smart, cohesive way to tell a singular horror story that plays differently to practically every other game on this list.

13. Siren: Blood Curse (2008)

While many horror games opt to go in guns blazing, particularly since Resident Evil 4 showed how it could be done effectively, Siren: Blood Curse closes out the excellent Siren trilogy with deeply satisfying stealth mechanics that see you silently creep across an ominous, sepia toned Japanese village. It’s a tense and harrowing experience that arms you with limited offensive abilities, often leaving you waiting in the shadows as a nearby enemy passes, with only the sound of your own increasing heartbeat for company. Siren: Blood Curse is also home to some of the most horrific creature designs in gaming, with each one seemingly lifted straight from a Junji Ito drawing. Seeing them leap from the shadows never stops being utterly terrifying.

14. Dead Space (2008)

Ridley Scott’s 1979 film Alien proved that pitting regular workers against a nasty creature in a derelict spaceship was the perfect concoction for sci-fi horror, and 2008’s Dead Space totally received the message loud and clear. It pitts engineer Isaac Clarke against some of the grossest looking aliens you’ve ever seen and arms him with little more than some rusty mining tools. Using a genius combat system that encourages you to target and dismember individual body parts, severing limbs and heads to slow enemies down, Dead Space took survival horror to bold new heights, and that’s before the anti-gravity sequences even kick in.

Two sequels, along with spiritual successor in The Callisto Protocol, revisited this same thesis, as did the fantastic Dead Space remake in 2023. Unfortunately, the future of the franchise feels uncertain at the moment. Until it returns, though, the first game is always worth a playthrough, no matter which version you decide to experience.

15. Amnesia: The Dark Descent (2010)

Returning to video game horror’s adventure game roots, 2010’s Amnesia: The Dark Descent relies – like Eternal Darkness – on its own twist on a sanity meter, this time tethering it to the darkness. Or, more specifically, how much time you opt to dwell in the shadows. Throw in some vintage H.P. Lovecraft inspiration and a big spooky castle trapping a character who – you guessed it – can’t remember why they’re there, and you’ve got a modern classic indie horror. It managed to connect deeply with tons of players, thanks largely to its unique physics-based puzzles and unforgettable story moments that culminate in big, satisfying ways. There’s an argument to be made that Amnesia: The Dark Descent might just be the scariest game ever made, even if you don’t scare easily.

16. The Evil Within (2014)

2014’s The Evil Within brought Resident Evil creator Shinji Mikami back to his roots after he realized that survival horror games had begun to take a backseat to action horror. The first project of his then-new studio, Tango Gameworks, The Evil WIthin feels equal parts classic Resident Evil and the Saw film franchise, with a couple of dashes of things like 2003’s Manhunt thrown in like a nice stab in the gut. It’s a harrowing and deranged experience riddled with death traps, torture, violent enemies, and a general sense of hopelessness that pervades its overall tone. Despite being much more gruelling than any Resident Evil game, it still feels like the natural maturation of the classic survival horror formula, right down to its safe rooms where you can briefly disconnect from being hacked by blunt objects during a psychotic hallucination.

The Evil Within also features an clever mechanic where downed enemies can come back to life if you dont burn their corpses with a match, a resource that’s just as hard to come by as bullets and healing items. It’s a clear nod back to Mikami’s remake of Resident Evil, which had a similar mechanic.

Like many classic horror films, the plot tends to take a backseat to the gore, death, and general creepy ambiance, but the overall experience feels so cohesively horror that it ultimately never really gets dragged down by its faults. Tango Gameworks followed things up with the equally successful The Evil Within 2 in 2017, as well as the open world first-person horror Ghostwire: Tokyo in 2020. In 2024, Shinji Mikami announced he was starting a new studio that will move its focus away from horror games, which is definitely a bummer for many, but hey, the guy is a legend responsible for some of the most incredible games ever made. As long as he’s making new ones, we’ll be happy, even if they aren’t designed specifically to terrify us.

17. Alien: Isolation (2014)

Hot off the heels of 2013’s tremendously successful Outlast – a game that basically reworked the rules for first-person survival horror – SEGA and Creative Assembly teamed up to release Alien: Isolation, a game that took classic cat-and-mouse/hide-and-seek themes and dropped them into the world of Weyland-Yutani. Alien: Isolation pits Amanda Ripley, daughter of the original film’s Ellen Ripley, against a quick moving, unpredictable, and utterly vicious xenomorph in a painstakingly recreated retro-futuristic spaceship and the vibes are, as the kids say, immaculate.

Throughout the experience the xenomorph’s artificial intelligence constantly learns new tricks, tracking your patterns to quite literally rip you out of your comfort zone. It’s not perfect; as one of the game’s original writers admits, the game goes on a tad too long – a sentiment many critics were saying at the time – but it’s such a mechanically and visually engrossing experience as a whole that it doesn’t really matter. And sure, it’s absolutely scary as hell, but it’s also such a total delight to be basking in this world if you’re a fan of the original Alien films. The team at Creative Assembly put so much love into recreating so much about what made those movies cool, although that does mean you have a pretty good chance of getting stabbed by a huge alien tail because you stand around gawking at the gorgeous ship interior details for too long.

Creative Assembly has since announced that a new Alien: Isolation game is in early stages of development, so hopefully it won’t be long until we’ll get to return to that special corner of space where no one can hear you scream.

18. Five Nights at Freddy’s (2014)

If you grew up in the ‘80s and ‘90s, there was a strong chance one of your friends would invite you to a birthday party at Chuck E. Cheese; a glorified arcade that featured skeeball, rubbery pizza, and the world’s dirtiest ball pit full of sunken treasures like lost bouncy balls, someone’s missing left sock, and a dental retainer (and somehow those weren’t even the scariest things there.) Back in the party room, a bug-eyed animatronic band sang songs and made jerky movements behind fake instruments until the previously mentioned rubber pizza was served. The band and the spotlights above them would then shut down, cease moment, and ominously watch over you as you ate. Basically, it was nightmare fuel for any kid just trying to win enough arcade tickets to get a crappy prize.

Decades later, in 2014, developer Scott Cawthorn realized that this fast-food nightmare was the perfect setting for a horror game in which he could introduce a whole new generation to the Chuck E. Cheese backrooms, and Five Nights at Freddy’s was born. It turns that inspiration into a point and click adventure game in which you play a lonely night guard tasked with watching over Freddy’s pizza restaurant once all the customers are gone, only now the animatronics are psychotic murderers that can’t wait to jump scare you and kill you.

What specifically kicks ass about the FNAF games is that younger audiences who were generally shut out from the more violent and mature games in the genre latched on to them quickly, making them a global hit and creating a whole new generation of horror fans in the process. Five Nights spawned several sequels and two theatrically released films, and while the actual Chuck E. Cheese restaurants still exist in dwindling numbers across America, it’s safe to say that Freddy’s has surpassed Chuck E’s in pop culture popularity and propensity to scare children everywhere.

19. Bloodborne (2015)

While 2009’s Demon’s Souls and 2011’s Dark Souls had plenty of horror elements, FromSoftware’s living nightmare masterpiece, Bloodborne, took the punishingly hardcore gameplay the studio was known for and dropped it into its most sinister world yet. Bloodborne’s plagued city of Yharnam is entirely out to kill you, from brutal environmental hazards to its rogues’ gallery of gnarled monsters that lash out at you from the darkness. But underneath its oppressive and dimly lit themes of evil monstrosity is a fast paced, immensely satisfying action RPG with some of the best and most varied combat in the genre.

Yes, Bloodborne and its masterfully created army of creatures will kill you over and over again, but every time you succeed in inching closer to its next shortcut, or taking down one of its many towering beasts with only a speck of your life remaining, you’ll leap off the couch jumping for joy and screaming in victory.

There is a deep, complex story tying Bloodborne together, one that fans have interpreted in unique ways for over a decade now. Every inch of its dilapidated cobblestone streets, barren countryside, rotting alleyways, and impossibly magnificent castles feels packed with life, death, and lore, with a beautiful and haunting orchestral score swelling over it all. FromSoft went on to revisit similar feelings later in the excellent grim fantasy inspired games Dark Souls 3 and Elden Ring, but nothing has nailed horror as well as Bloodborne has.

20. SOMA (2015)

An underwater ocean facility is a death trap for humans. The masterfully dystopian BioShock taught us that in 2007, with its sunken city of Rapture gone to hell, and in 2015, Frictional Games’ SOMA once again plunged us into the depths of madness beneath the ocean’s dark and treacherous waves. SOMA opts to make you largely powerless against its wild array of both mechanical and organic enemies that trudge around a sunken research center on the ocean floor, focusing more on survival as the story beats are doled out little by little. It’s only when learning that things might not exactly be much better up there on land do things really start to congeal and become truly hopeless.

21. Until Dawn (2015)

In 2012, Telltale’s The Walking Dead broke the mold for narrative-driven video games by presenting a series of connected, episodic stories that ebbed and flowed based on you decisions. It took the deliberate construction of a great TV show, mixed it with the creative autonomy of a great video game, and created a wholly unique thing that felt both personal and powerful. It was the natural extension of games like 2010’s Heavy Rain, a pulpy serial killer story that played out differently depending on your choices and actions, leading to a variety of good, bad, and really bad endings.

In 2015, Supermassive Games revisited the concept with Until Dawn, this time leaning on classic “young adults go somewhere they’re not supposed to be and start getting killed off one by one” movies while integrating the branching narrative functionality that only the medium of video games can offer. Until Dawn throws together tons of great slasher film tropes into an experience that works really well as a single player game and even better with a group of real life friends huddled around a television, frantically shouting their personal decision choices before watching characters die in violent and absurd ways. It’s an utter blast to replay over and over again, watching individual story beats play out differently, seeing how sparing a specific character from death might lead to another dying an even worse one, and so on. Until Dawn went on to get a prequel, a remake, a spiritual successor, and a film adaptation, so it’s clearly a concept with some life left in it, even if its protagonists rarely get to share the same fate.

22. Inside (2016)

Mechanically, Playdead’s 2016 classic Inside took much of what made the studio’s previous hit, Limbo, work so well and improved upon it in just about every way. Inside is once again a largely monochrome platforming game starring an emotionless little boy who will suddenly and frequently die to various environmental horrors in brutal and violent ways. As you explore his world, you slowly peel back the layers of the bigger picture… if he manages to survive the night, that is. It’s a far cry from the colorful hop and bop sidescrolling games that came before it, but that’s precisely why it works so well.

There are no walls of text to parse through, no voice over cutscenes. Just a sad, morose, minimalist story drip fed through simplistic imagery and a subtle-but-profound score that has more in common with an industrial engine room than a Koji Kondo soundtrack. And, like Limbo, it’s the kind of experience that begs to be unpacked and dissected through numerous interpretations long after the credits roll. Playdead is currently working on an unnamed third game that clearly takes visual cues from its previous work, and the sooner we learn more about it, the better.

23. Dead By Daylight (2016)

As you’ve probably picked up on by now, despite horror being a genre so perfectly suited to experiencing alone in the dark, it scales really well with friends, too. And while watching a scary movie with others is great, it’s even more fun when you know one of them is the killer who’s hunting down the rest of you. That’s why 2016’s Dead By Daylight works so well. It’s a brilliant, fast paced asymmetrical multiplayer game where one player takes on the role of a violent murderer while the rest try to team up to survive… or just scramble separately into the night where they’ll get picked off one by one.

Like many popular online games, such as Fortnite and Call of Duty, Dead by Daylight eventually became defined by its collaborations with other intellectual properties and brands. But being a horror game allowed it to introduce all sorts of licensed monsters from both movies and TV to join its roster of cunning and savage killers. Everyone from Freddy Krueger to Ghostface and even Chucky eventually made their way to the game, turning Dead by Daylight into a massive celebration of genre icons.

24. Little Nightmares (2017)

For a kid with a vivid imagination, every dark corner of their bedroom hides a horror. There’s a monster under the bed, a creature in the closet, and the shadow cast by a chandelier’s flickering lightbulb is really a six foot tall venomous tarantula waiting to devour them… at least until the screams begin and their parents run in to tell them to go back to sleep because it’s all in their head. 2017’s Little Nightmares builds on this idea, grabbing the iconic yellow raincoat from Stephen King’s IT and putting its young protagonist in a house of horrors that feels like playing hide and seek in a Tim Burton sketchbook. It mixes some truly fun monster designs with some occasionally frustrating game decisions, but it ultimately all balances out to become a special puzzle platforming horror game. In fact, the premise was so solid that Little Nightmares eventually went on to become a full trilogy of games, leading up to Tarsier’s Studios latest ambitious horror game, Reanimal.

25. Visage (2020)

2014’s groundbreaking horror experience P.T. – aka “Playable Teaser” – brought together the minds of Hideo Kojima and Guillermo Del Toro for a claustrophobic, looping horror experience filled with terrifying surprises at every turn. Originally intended to lead up to a full-fledged modern reboot of the classic Silent Hill series, the universe (or, specifically, Konami) got in the way and the game was cancelled. P.T. was delisted from the PS4 store and all parties went their separate ways, leaving a gigantic “what if?” situation for gamers to slink into forever. It’s a bummer, as the potential of a collaboration between those two creative geniuses seemed limitless. On a more positive note, Kojima is working on a new horror game, Del Toro keeps making great horror movies, and in 2020, the talented folks at SadSquare Studios launched Visage, an excellent spiritual successor to P.T. So hey, not all is lost.

Visage revisits a similar premise as that seen in P.T., trapping you in a haunted house, tormenting you and slowly chipping away at your sanity as you explore and try and get to the bottom of exactly what went down to make the place so evil. It’s a genuinely unnerving experience, repeatedly succeeding in catching you off guard in bold and scary ways, largely due to the way each room feels natural, lived in, and deliberately staged. You rapidly begin to feel like the house is a real place where really bad things happen. Sure, it sucks that we never got the true follow up to P.T., but its potential lives on in the indie horror game scene.

26. Resident Evil 2 (2019)

2012’s Resident Evil 6 was critically divisive and failed to reach internal sales goals, and so Capcom used this stumble as an opportunity to put the brakes on Resident Evil for a bit and come up with a brand new plan for the franchise. The result was a brilliant two pronged attack, led by 2017’s Resident Evil 7, a taut first-person game that traded over the top action for tense survival horror, and quickly followed by a full remake of the 1998 classic, Resident Evil 2. But unlike Capcom’s previous Resident Evil remake, 2019’s Resident Evil 2 ditched the tank controls and fixed camera angles, instead gaving you full, fluid control of movement and aiming.

The result was an absolute masterpiece, and proof that Capcom could take a decades-old game and make it feel both novel and nostalgic, honoring the original for older fans while modernizing the formula for newer players. And while 2020’s remake of 1999’s Resident Evil 3 missed the mark and felt like a slight step backwards, 2023’s remake of Resident Evil 4 picked things right back up and is largely regarded as one of the best video game remakes of all time. Overlapping with these releases was the excellent Resident Evil Village and now, in 2026, Resident Evil Requiem utilizes its two main characters to give players both the survival horror and action combat experiences that Resident Evil has been known for for decades. None of these achievements would have been possible without Resident Evil 2 and Capcom’s willingness to go back to its roots while also future proofing the series. It’s exciting to think how, after 30 years, this legendary horror game franchise might only just be getting started.

27. Phasmophobia (2020)

While the Resident Evil franchise continues to thrive by incorporating first-person horror, indie games have their own successes in the same space, doing groundbreaking and terrifying things with the perspective. Phasmophobia is a brilliant ghost hunting simulator that can be played either solo or with friends, providing a deeply unnerving experience either way.

Like the best indie horror games, combat is deemphasized in favor of survival, but unlike games that expect you to hide and wait out the night, Phasmophobia’s focus on paranormal investigation means you’re forced to head deeper and deeper into its world to document everything you see. And man, you will see some shit. And as is the case in the previously mentioned Eternal Darkness, your character’s sanity is actively hindered by the ghosts you witness or interact with. This formula turned out to be a smash hit with the streaming crowd, as it turns out the only thing more fun than watching one player suffer in fear is watching a group of friends go through hell together.

28. Alan Wake 2 (2023)

13 years after the original Alan Wake and four years after their monumental and subversive action game Control, the folks at Remedy Entertainment released Alan Wake 2, a stunning psychological horror game that blends two different protagonist’s stories together to create one of the most unique experiences of all time. At first glance, Alan Wake 2 might seem like your standard issue third-person action horror game, but things very quickly go completely off the rails and the experience becomes one of the least predictable horror stories of all time – a pretty stunning achievement considering how deep the genre had run by the time of its release. It’s also one of the best looking games ever made, thriving for photorealism in everything from its foliage to its facial hair. Its most interesting achievement, though, is the way it balances gritty murder investigation work with insane Twin Peaks absurdity, hitting comedy high notes just as well as it hits the horror ones.

29. Mouthwashing (2024)

Who says you need cutting edge visuals and graphical fidelity to sell a great horror game? There’s something spectacularly creepy about a lo-fi aesthetic, fuzzy textures, warbled sound effects, and weird, obtuse characters. After all, that’s the backbone of so many early horror video games, which were built around hardware and technology limitations. That approach created a look and feel that seemed mindblowing at the time, felt dated years later, and has now looped back around to being a specific style people are genuinely nostalgic for. 2022’s Signalis understood the assignment when it used beefed-up PS1 era graphics to tell a modern sci-fi horror story. 2024’s bleak and violent Mouthwashing took things even further while stripping back gameplay mechanics to a bare minimum, focusing on exploration and limited interactivity in a derelict ship lost in space, weaving together stories from both before and after the crash to feed you a delirious double-crossing horror story where no one can be trusted and things just keep getting more and more insane.

30. Silent Hill 2 (2024)

Developed by Bloober Team, a studio that cut its teeth on horror games like 2016’s Layers of Fear and 2019’s Blair Witch Project, 2024’s Silent Hill 2 Remake presented a modern recreation of a classic survival horror game, ditching locked camera angles and low-poly models for a full on third person experience complete with gorgeous new graphics, just as Capcom did when they revisited Resident Evil 2..

The Silent Hill 2 remake is a triumph, successfully carrying over all of the mood, tone, and despair of the original game, judiciously deciding when to contract or expand moments and themes, which resulting in an experience that both honors it and occasionally exceeds its source material.

A year later, in 2025, Konami published the excellent Silent Hill f. Despite the publisher having fumbled with the series previously, it feels like things might finally be on track for gamers to get great new Silent Hill games again for years to come.

And there you have it, 30 horror game masterpieces that changed the world of gaming as we know it and paved the way for the genre to grow, evolve, shock, and kill excited players for decades to come. And with big 2026 horror games like Resident Evil Requiem and Reanimal, and even more on the way, things are only just getting started.

Dimiterscu Wine, Tofu, and 26 More Brilliant Little Resident Evil Requiem Details

This article contains spoilers for Resident Evil Requiem.

Resident Evil Requiem finally sees the series return to Raccoon City, so it’ll surprise no one that it’s campaign is loaded with Easter eggs and references to the past. From deep cuts referencing 1998’s Resident Evil 2, to nods to more modern games in the franchise, here are 28 brilliant little details we’ve spotted in Resident Evil Requiem so far.

For veteran fans, the unquestionable highlight of Requiem is Leon’s return to the RPD. Well, its ruins – it definitely didn’t look like this last time. As expected, the dilapidated department is packed with references to the past.

1. Before you enter the doors of the Raccoon City Police Department, you’ll notice the streets around you feel very familiar. Look behind you, and you’ll see the tanker that separated Leon and Claire, and then subsequently exploded, still in the exact same position it was 28 years prior.

2. Right next to the tanker is a building with ARUKAS written on it, which is a reference back to the original 1998 game, which in turn referenced Street Fighter Alpha 2’s Sakura. Arukas is Sakura spelt backwards. Perhaps surprisingly, that isn’t the only Street Fighter reference you can find, but there are a couple of steps before we get there.

Once Leon is finally reunited with the RPD, he’s flooded with memories of his traumatic experience.

3. In Resident Evil 2, just before you’re introduced to the Licker, you find a dead police officer with its jaw sliced almost completely off. 28 years later, that police officer (well, his skeleton) is still in that exact same position, now notably sans jaw.

4. Also still in the RPD are the remnants of all the strange puzzles Leon and Claire had to solve, frozen in time and covered in dust. The Lion statue puzzle in the main hall is declared by Leon to be the oddest of them all when he says, “This puzzle was weird”.

5. A trip to RPD wouldn’t be complete without a snoop around the S.T.A.R.S office, and although you can find lots of cool details in there, such as Jill’s beret, it’s Barry’s scavenger hunt that’s the most fun.

After following the two clues, you’ll find a hidden key for a locker. This key has the word Jojo written on it, and for those who don’t know, Jojo is a reference to the Japanese manga JoJo’s Bizarre Adventure, which was also written on a locker in the original 1998 version of Resident Evil 2.

6. The Jojo key opens a locker that contains a whole host of goodies, including Barry’s gift of two tickets to the Raccoon City Zoo, a location that appears in the Resident Evil Outbreak series, which also happens to be the game our hero Grace’s mom, Alyssa, is from.

7. At the base of this locker, though, is a wealth of PS1 nostalgia, which includes boxed copies of the original Resident Evil, Street Fighter Alpha 2 and Mega-Man 8. There’s also a poster for Street Fighter Alpha and what looks to be a TEMU PS1 that looks more like a Sega Saturn than a classic PlayStation.

8. Later on, on the ground floor of the RPD, you can spot random appearances through the cracks in the wall of everyone’s favourite edible hero, Tofu, who was an unlockable playable character in the original Resident Evil 2. Tofu, beret and all, peeks out to say hello. And yes, if you’re quick enough, you can pop a shot at him to do some damage to his squishy consistency.

I’m not sure what the exact trigger is for Tofu, but it feels like it’s just after you pick up Barry’s To Do List, which also appears to be the trigger for the next detail.

9. Wesker’s desk drawer is now an infamous location in the history of Resident Evil 2. In the remake, it contains a weapon component; in the original, after hitting the action prompt 50 times, you were “rewarded” with an inappropriate photo of Rebecca Chambers. In 2026, after looking at Barry’s to-do list, you’ll find a note about a book called ‘Medicinal Benefit of Herbs’, showing that it’s been returned to the library by Wesker. Make your way over to the library to find this book, look inside, and once again you’ll find the photo of Rebecca, with a note referring to her as “Rising Rookie Rebecca”. RRR then happens to be the code for Wesker’s briefcase, in which you find a charm of his iconic sunglasses.

10. Once you’ve left the RPD, make sure to head left, and you’ll be able to revisit the parking garage, the location where Leon first met love interest/frenemy, Ada Wong. In here, you’ll find a cute bear charm, the same one seen on the keys that Ada hands to Leon in Resident Evil 4.

11. In the RPD, you’ll once again come face-to-face with Mr. X. But did you notice that Grace actually bumps into him, too? Well, not really, but the guy that she brushes against the streets of Wrenwood at the very start of the game sure does look like he’s wearing Mr.X’s outfit…complete with the fedora hat he wears in the RE2 remake.

12. Like Tofu and Mr. X, there’s also another returning Resident Evil 2 legend, who, although never outright named, is quite clearly everyone’s favourite no-nonsense mercenary, Hunk. This unlockable character from the original Resident Evil 2 (and many games that came after) turns up as a boss in Requiem’s final act, and somewhat lives up to his legacy, with Leon declaring him to be a tough bastard after they duke it out to the death. RIP Hunk.

Resident Evil 2 isn’t the only game from the series referenced in Requiem, though, with the previous entry, Resident Evil Village, also getting a couple of nods.

13. Just after you reach the helipad, you enter a room full of items to examine. One of these is a wine bottle which has the name Dimiterscu written on it, clearly referring to everyone’s favourite goth mummy from Resident Evil Village. The bottle is labelled “Sanguis Virginis”, which is the same wine used to solve a puzzle in Village’s castle location.

14. Later on, in Spencer’s study, you can see a picture of a lone woman with the letter M on it. This refers to Mother Miranda, the big bad of Resident Evil Village and (as we find out at the end of that game) Ozwell E. Spencer’s idol and inspiration.

15. One of Requiem’s big bads is Victor Gideon, who sports some significant jewellery. Look close and you can see a snake motif on his ring. The same snake motif is seen on Krauser’s knife in RE4.

16. Requiem also has a reference to the silliest of Resident Evil’s puzzles, with Grace pointing out the ludicrous systems of opening doors in these zombie-infested mansions. When inserting the Red Gem into a door at the Rhodes Hill Care Center, Grace rightly states, “How do normal people get in here?”

17. But perhaps no door in Resident Evil is more iconic than the original game’s loading screen animations between rooms, something that is referenced near the beginning of the game with a slow zoom on the door before the chainsaw-wielding Doctor attacks Leon.

That battle is complete chaos, with a host of cool interactions with the chainsaw. There are a couple of brilliant details you might miss, though.

18. The chainsaw is unwieldy at the best of times, spinning wildly when on the floor. If you manage to kill a zombie while they’re still holding it, the chainsaw will end up dragging the fallen flesh eaters along for the ride.

19. A zombie can also be impaled with a still-operational chainsaw, the revving blade protruding straight through their rib cage. Don’t let them get too close, though, because if they grab you, then they’ll drive their chest with the chainsaw directly into yours.

20. It’s quite clear that many of the other zombies roaming the halls of the Rhodes Hill Care Center have their own personalities, but there are also medical records you can find that share their names and defining traits, with a personal favourite being Eileen Zimmerson, one of the singing zombies whose personality disorder is described as “main character syndrome”.

21. Meanwhile, the enormous mass grinding its way through the hallways who we know as “Chunk” is actually called Thomas K. Jackson, and the version Leon takes on is called Timothy B. Jackson. So they’re actually brothers, both with irregular eating pattern disorders.

22. Interestingly, several zombies still retain traits from their mortal existence, like the cleaning zombie, who is super focused on scrubbing the blood out of the mirror. She will, however, also move locations to clean up the gore you create by killing other zombies.

23. Later on, when Grace and Emily meet Harry Reed, most would progress on with the story while Emily is safe in the helicopter. If you’re a psycho, though, Capcom has prepared custom dialogue for Harry should you, for some reason, decide to unload on the whirlybird.

24. Capcom has also layered subtle instructions into the environment when Leon first takes to the motorbike in Raccoon City, with a billboard appearing very early on that says “Learn to Steer” just after the player takes control.

25. Leon is a master with his equipment, as shown when using a flashlight with his handgun. When you go to reload, Leon will smoothly tuck the flashlight into his shoulder, making for a very slick and detailed animation.

26. Also interesting: when reloading, both Grace and Leon will retain the magazine if there are still rounds in it. If it’s empty, they’ll discard it.

The final details are, at the time of writing this, part of an unsolved mystery, so answers might be out there by the time you watch this, but they’re super cool nonetheless.

27. After taking out the Tyrant, you’ll notice a basketball court with a suspicious-looking head in the middle. Shuffle kick that head along until it goes through the hoop, and you’ll get a new action prompt that tells you “There’s no time for playing around”. Instead of pushing forward to the orphanage, head back to Kendo’s gun shop, and you’ll now find a prompt on a headless Toy Uncle bobblehead that reads “just ignore A”. Our first theory was that this was a reference to the ending choice, since the first option (or “A” ending) isn’t the canon one, but we’ve since stumbled on something else that might explain it further…

28. The final mystery is a doozy that we’ve yet to solve, but here are the hidden clues we have so far. After your escape from The Girl in the elevator shaft, her arm will be severed and available to pick up. It didn’t appear to serve any purpose until we decided to run it through the analysis machine you use to upgrade your crafting recipes.

After solving this puzzle, you’re shown a black screen that says ‘Let’s Play’, and a sequence of letters: G,A,U, and C. Based on the prior clue, I think it’s safe to ignore A.

Hidden in the game are some clues to what these letters mean. In an hourglass you can find and rotate, U is revealed to be linked to the number 380,000. In Grace’s blood analysis report, C is 4.2 LY, and on the side of the blood analyser device, there’s a sticker that says G = 15,000,000.

What does all this mean? Well, our guess was that it’s the distance to the moon, sun, and nearest star, which also happens to be the sequence buttons for the puzzles in the Rhodes Hill Chronic Care Center. After using the G, U, C sequence and translating them into moon, sun, and star inputs for the machine, entering that code triggers a creepy laughter sound effect.

What does that mean? That’s where we’re stumped! Hopefully, you’ll already have the answers and can drop it in the comments.

And that’s everything we’ve spotted so far in Resident Evil Requiem. Did we miss any cool Easter eggs, or are there small gameplay details we missed? Let us know in the comments.

Dale Driver is an Associate Director of Video Programming at IGN. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social

Pokémon Winds and Waves Region Is Indeed Based on Southeast Asia, Filipinos Can Confirm

It’s a very exciting time for the Pokémon community with the reveal of the 10th generation games, Pokémon Winds and Waves, set to launch sometime in 2027 for Nintendo Switch 2. But it’s also an especially exciting time for all my Southeast Asians in the Pokémon community – we got our region! While the name of the new region hasn’t been revealed yet, the announcement trailer showcased the world’s design with clear inspirations from the Philippines, Indonesia, and Malaysia.

I immediately made the connection when the trailer showed the layered rice terraces in-game, which largely resemble those seen in the Philippines. Specifically, they’re most widely recognized as the Ifugao rice terraces built more than 2,000 years ago in Luzon, Philippines. Rice terraces are designed for efficient irrigation along with rich natural resources, and they look like large steps embedded on the sides of mountains. They’re still used to this day and are recognized as a UNESCO World Heritage Site, and they’re colloquially known as the “eighth wonder of the world.”

Filipino Twitter was popping off during the reveal, grabbing screenshots from the trailer and comparing them to real photos. This included the floating bamboo houses, the deep blue-green waterfronts along cliffsides seen in Palawan, and the rural-style housing often seen in Southeast Asia.

Streamer and content creator Sevy on the matter:

Spotting mangrove trees, which are native to tropical regions such as Indonesia and Malaysia:

One more for good measure:

At first glance, it may seem like a typical tropical region with palm trees and vast seafronts, but it’s not unfounded to make these connections considering that previous games use real-world inspirations – Spain for Paldea in Scarlet/Violet, Hawaii for Alola in Sun/Moon, France for Kalos in X/Y, and so on. Both the game names and the Southeast Asia-inspired region were both part of the recent Pokémon leaks, and the reveal aligned with the details found in the “Teraleak.” With that in mind, I’m also looking forward to how the location also incorporates other parts of Southeast Asian culture whether it be language, iconography, or food; I won’t include Lechonk as the latter because we love our baby pig, but I’ll take the Spanish-Filipino crossover (because, history and all that).

For now, we have tons of coverage of Pokémon Winds and Waves such as all the Pokémon confirmed so far and why the new fire-type starter Pombom is an immediate favorite. Check out everything else revealed during the Pokémon Presents 2026 stream, which included the launch of FireRed/LeafGreen ports on Switch, Pokémon XD: Gale of Darkness coming to NSO’s Gamecube library, and so much more.

Michael Higham is a writer, editor, and podcast host on IGN and will jump at any chance to talk about being Filipino. Find him on Bluesky at brazyazn.bsky.social. Salamat sa ‘yong suporta.

We Build LEGO Pokémon Pikachu: A Shockingly Fun Build

LEGO and Pokémon were my childhood (well, those and TMNT, but that’s for another time). I grew up building everything from simple cars and unrealistic houses to whatever amalgamation my creative mind could imagine. Never, as a kid, did I expect to see a fully licensed Pokémon set like the one we have now.

When I was a child, Pokémon was a game that, even now 30 years later, still has its claws in me with no sign of letting up. My younger siblings and I spent hours as kids, sitting with our Link Cables and GameBoys, trading Pokémon back and forth while we restarted one of our games enough times so we could each start with all three starter Pokémon. I knew I was hooked after spending an afternoon at my grandfather’s house manually typing out my own Pokémon guide listing every Pokémon, their evolution levels, and what level they learned each move.

There is no Pokémon more iconic to the franchise than Pikachu, and while this set’s first images weren’t as impressive as I’d hoped, I’ve changed my mind after building it and seeing it up close. As I gaze at it sitting on my shelf surrounded by other Pokémon plushes, statues, and numerous other Pokémon collectibles, I have to admit that it looks great! Is it perfect? No, but man, it’s a very welcome addition to my collection.

With Pokémon celebrating its 30th anniversary, it’s the perfect time to build this latest collaboration and go back to the series’ roots, even though Pikachu wouldn’t be a selectable starter until Pokémon Yellow’s 1997/1998 release. LEGO provided IGN with a review set for a test build, and I was excited and fortunate enough to be the one to put it together. This 2,050-piece build took me around six hours to complete, which was long enough to revisit Pokémon: The First Movie (that big final moment still brings tears to my eyes), Detective Pikachu, and a couple of other Pokémon movies that were available to stream.

In the earlier steps, I was confused as to why our favorite little yellow mouse had so many vibrant pinks, teals, and other non-Pikachu-specific colors while building. However, as I finished the steps and his torso began to take shape, I realized all the additional colors would be hidden in the final build, and were there to make piecing together the inside easier.

It showed me how far LEGO has come in reducing complications and making larger builds faster to complete. I couldn’t help but smile after hitting major milestones in the build, and had the biggest one of them all when I settled Pikachu into his final resting position surrounded by the plastic lightning, making his action pose even more dynamic.

The biggest drawback to this LEGO Pikachu set is the $199.99 price tag; it’s not much larger (size-wise) than its more affordable counterpart, Eevee, and it doesn’t feel as epic as the much more expensive Kanto starters set. Pikachu’s set comes with 16 bags. The first nine build the electric mouse #25 (National Pokédex) himself, while the remaining seven build his Poke Ball and the base to attach him to. The instruction manual is the same as the other Pokémon sets and comes with a Pokédex entry for Pikachu, as well as a look back on his history with the franchise, which was fun to remind myself of how far he and this franchise have come. Steps are well organized throughout the building process, and while the first few steps may look nothing like Pikachu, they quickly take shape as you move into the middle steps.

Similar to the Eevee build, as you progress, you will assemble sections, leaving small pockets open to eventually attach its articulable arms, legs, ears, and tail. Pikachu’s build starts with the internal portions of his torso, neck, and head, then adds the external rounded pieces to give him his iconic look. His lightning bolt-shaped tail and base were the highlights of the build for me, and they look great in LEGO form, accentuating Pikachu’s design. These steps were the simplest parts of the build, but they were also the most satisfying for me. Pikachu also features a few fun, swappable parts that can easily be adjusted for a new look. Swapping a hinge inside the pokeball converts it from open to closed. Pikachu can stand on his own or attach to his slanted stand (my preference), and you can swap the endcap pieces on Pikachu’s tail, swapping between heart-shaped (female) and pointed (male).

While not perfect, Pikachu’s feet are surprisingly pose-able to help with balancing him. Just take precautions during the build, because mine did take a tumble or two. His arms, however, are limited to vertical mobility and are prone to detaching if you try to adjust them too far outside that range. The good news is they are extremely easy to reattach should that occur, as it did to me a few times while rotating to attach new pieces.

His ears are also fantastic for articulation, as they can be rotated and angled freely, allowing you to quickly change his look. I only wish the set had a few more alternate pieces, like his mouth, to change his expression. There were only a few steps throughout the build process that gave me some trouble, and one of them was attaching the single round pieces to the center of another round piece. This made sense as one of the last words that comes to mind for me when I hear the word LEGO is round, which made these complications understandable.

The final portion of most steps is adorning Pikachu with pieces that help distinguish him from any other pile of yellow bricks. Thankfully, Pikachu’s eyes and mouth are printed on pieces, so no worries about ruining a set with a slightly misplaced sticker or anything of that nature. The eyes and mouth are both singular pieces to attach while his cheeks are a simple combination of pieces to give them their rounded appearance.

After completing Pikachu himself, the last things to build are his Poké Ball and lightning bolt-shaped stand, which made up the last seven bags of pieces. Though that’s 40% of the bags, it’s also filled with lots of larger flat pieces and was the quickest part of the build. This was great because I built it in two sittings, making getting to the finish line easier and all the more enjoyable.

Pikachu may not be my favorite Pokémon (Bulbasaur, you know, I had to include him in here at least once), but it was still an incredibly fun build and a wonderful addition to my collection. Each step after the first few clearly showcases what you’re building, from the memorable stripes on its back to its lightning-bolt-shaped tail. For those who love Pikachu, I think this is an easy recommendation if you have the cash to spare. The pictures and marketing don’t really do this one justice; it’s one of those sets that look much better in person.

Jada Griffin is IGN’s Community Lead. If she’s not engaging with users here, chances are she’s developing her own games, maxing the Luck stat in her favorite games, or challenging her D&D players with Intense combat or masterful puzzles. You can follow her on Bluesky @jadarina.bsky.social

The Massive 49″ Samsung OLED G9 240Hz Gaming Monitor Drops to $900, Includes Resident Evil: Requiem

Amazon just dropped the price on one of the best ultra-wide gaming monitors. The massive 49″ Samsung Odyssey G9 (G93SC) QD-OLED gaming monitor is down to $899.99 with free delivery. This sale coincides with another promotion where you can get a free Resident Evil: Requiem game code with purchase. The offer will automatically be applied during checkout. Resident Evil: Reqiuem is now available and with this voucher you’ll be able to download the full version of the game. Check out our Resident Evil: Requiem review.

The monitor also includes a 3 year warranty with burn-in coverage.

49″ Samsung Odyssey G9 OLED Gaming Monitor for $899.99

Free Resident Evil: Requiem game code with purchase

Samsung is one of the top selling OLED gaming monitor brands, and that’s no surprise if you’ve ever seen one of these massive Odyssey G9 monitors in person. The G93SC is a 49″ display with a 5120×1440 dual-QHD resolution measuring out to a respectable 109ppi pixel density. It’s equivalent to having two 27″ QHD monitors placed side by side. The quantum dot OLED panel boasts near-instantaneous 0.03ms response time, near infinite contrast ratio, and true black levels. QD OLED panels are better than traditional W-OLED panels because they are brighter and have a wider color gamut.

The OLED G9 also features a 240Hz refresh rate and Nvidia G-Sync compatibility. Note that you’ll need a powerful graphics card (AMD Radeon RX 9070 XT or Nvidia GeForce RTX 5070 Ti at the minimum) to achieve that kind of fps at 5120×1440 in higher-demanding games. With older or less demanding games like Fortnite, League of Legends, or Minecraft, you could get away with a mid-range card like the GeForce RTX 5070 or Radeon RX 9070.

As mentioned earlier, this monitor has a 3 year warranty that includes OLED burn-in coverage. That’s still pretty uncommon across most OLED brands, especially when you’re looking at the less expensive models. Most come with just a 1 year warranty with no burn-in protection.

The Samsung OLED G9 has joined a host of Amazon gaming monitor deals that include a PC game code for Resident Evil: Requiem, the next mainline release in the Resident Evil franchise. The game on its own starts at $69.99 for the Standard Edition, so the deal gets you that much more in savings as well as a fresh AAA release to test out your new display.

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.

World of Warcraft: Midnight Review So Far

At the very outset of World of Warcraft’s Midnight expansion, we are summoned by an actual prayer to aid in repelling recurring big bad Xal’atath’s invasion of the elven kingdom of Quel’Thalas. And while I’m all for starting out in medias res, this feels like a particularly hamfisted and contextless way to begin a story. It’s almost disorienting at first, and I imagine even more so if you haven’t watched the five or six pre-expansion cinematics Blizzard has released at this point. Thankfully, from that point onward, the 10 hours or so I’ve spent with Midnight so far have otherwise been delightful.

Riding into the reimagined elven capital of Silvermoon is one of those WoW moments I’m not going to forget for a long time. Its gleaming ivory spires towered above me as an excellent new musical theme that references multiple previous ones filled me with awe. The layout does feel a bit alienating sometimes while on the ground since it’s clearly built for flying mounts, and I think there’s a bit too much open space. But the level of detail is maybe the highest we’ve ever seen for an in-game city in WoW ever, with evocative interiors that interconnect in unexpected ways and invite exploration. My framerate has been less than stellar, though.

Expanding legacy areas like Murder Row into extensive subzones with a lot going on helps the city come alive. And I spent more than half my playtime so far without ever venturing outside the walls, excitedly completing every side quest. It’s no secret that I’m a big “Thalassaboo,” having been a fan of the elves of Quel’Thalas since Warcraft 2. And even the smaller, optional adventures in Silvermoon excellently immerse you in the decadence, pridefulness, and political maneuvering that characterize the city. As an Alliance player, I was also impressed with how much of it we get to explore – only about a quarter of it is off-limits to us.

Beyond the shining capital, Eversong Woods has also been reimagined gorgeously. It was already one of my favorite zones in the entire history of WoW, and to see it get such a glow-up, finally healed from the scars of Arthas’ invasion all those years ago, is fantastic. The brewing story about the dangers of fanaticism hasn’t completely gripped me yet. But Xal’atath’s Voidstorm being held back by essentially a giant drain plug that won’t last forever adds an ominous urgency to all of it. And I feel like I have a little bit more context now for who Xal is as a villain, thematically, though most of that comes from those out-of-game cutscenes I mentioned.

Eversong Woods has also been reimagined gorgeously.

I played several different classes to level 80 in the pre-patch event, which included most of the class changes for Midnight, focusing on my trusty Marksmanship Hunter main and the new Devourer Demon Hunter that unlocks with the expansion. I’m not ready to pass judgement on any spec until I see how they play at max level in difficult content. But as far as Marksmanship goes, I mostly agree with the changes so far thematically. Aimed Shot should be a big nuke that takes a long time to cast. But with the removal of talents like Streamline, the damage needs to feel a lot chunkier than it currently does to earn that fantasy. Our final apex talent, which will give it a 100% critical chance at level 90, could be the answer. We’ll see.

As far as Devourer, I’m not sold on it quite yet. I like the other Demon Hunter specs quite a bit, but the flavor of Devourer is a bit more caster-coded than the melee monsters Demon Hunters have always been in the lore. Baseline abilities like Consume don’t feel kinetic enough to me. They don’t feel… Demon Hunter-y, if that makes sense. And it could just be an animation thing. I kind of wish Reap was our main button instead. But the mobility is there, and the mid-range DPS playstyle is interesting. Again, I’ll report back on how it feels at max level.

Since player housing, probably the biggest new feature of Midnight, launched way back in December, I’ve put well over 100 hours into it already. And while the decor I’ve seen after 10 hours with the expansion proper makes me think Blizzard was really holding out on us with the initial offerings, it’s already become one of my main motivations to log in. The tools are very powerful when you learn how to use them, and I’m astounded and inspired to see what some people have done with them.

At the same time, housing definitely shows that it’s a first try in some places. The hotkeys to switch between editing your house and normal gameplay are kind of clunky and add too many steps to certain tasks. There are some common sense features missing, like being able to copy and paste a decoration or furniture item if I have another one in my storage. And it’s neat that dyes can be made by other players, but currently I get frustrated previewing different colors on a piece, then having to make a shopping list and go all the way back to town to visit the auction house and buy the paints I want. I’d like for that process to be faster and have fewer steps.

While the Early Access period for Midnight is well underway as I’m writing this, Blizzard is also withholding quite a lot of key features for the start of the first proper season this time around. Not just raids and Mythic+, but even Heroic dungeons and Bountiful Delves are going to be gated off until March 17. That’s a long time! It gives us plenty of space to level and see the pre-raid 12.0 story at our own pace, but if gear progression is your main thing and you’re not currently subscribed, you could definitely hold off a couple more weeks because you’re not going to have much to do.

I’ll be updating this review as I make my way through the story and try out a few different specs at max level, with a final score to come some time after Season 1 launches so I can get an idea for how the endgame feels this time around.

The 27″ Samsung OLED Gaming Monitor Drops to $350, Includes Free Resident Evil: Requiem Game Code

Amazon recently discounted the 2025 27″ Samsung G5 OLED to $349.99, making it the lowest price I’ve ever seen for an OLED gaming monitor. Today, the deal just got even better because you can now get a free Resident Evil: Requiem game code with purchase. The offer will automatically be applied during checkout. Resident Evil: Reqiuem is now available and with this voucher you’ll be able to download the full version of the game. Check out our Resident Evil: Requiem review.

The monitor also includes a 3 year warranty with burn-in coverage.

27″ Samsung Odyssey OLED G5 Gaming Monitor for $349.99

Free Resident Evil: Requiem game code with purchase

The Samsung Odyssey OLED G5 (G50SF) is a 2025 model 27″ display with a 2560×1440 or QHD resolution, measuring out to a respectable pixel density of 108ppi. It’s equipped with a quantum dot OLED panel that boasts a near-instantaneous 0.03ms response time, near infinite contrast ratio, and true black levels. QD OLED panels are considered better than traditional W-OLED panels because they are brighter and offer a wider color gamut.

This monitor also features a fast 180Hz refresh rate and Nvidia G-Sync compatibility. If you pair it with an Nvidia GeForce RTX 5070 graphics card or higher, you should be able to hit that 180fps ceiling on older games like Fortnite, Apex Legends, and Valorant. For newer games like Battlefield 6 or Black Ops 7, you might need to step up to an RTX 5070 Ti or Radeon 9070 XT to achieve that 180fps ceiling. The display comes equipped with both DisplayPort and HDMI ports.

As mentioned earlier, this monitor has a 3 year warranty that includes OLED burn-in coverage. That’s still pretty uncommon across most OLED brands, especially when you’re looking at the less expensive models. Most come with just a 1 year warranty with no burn-in protection.

As of today, the Samsung OLED G5 has joined a host of Amazon gaming monitor deals that include a PC game code for Resident Evil: Requiem, the next mainline release in the Resident Evil franchise. The game on its own starts at $69.99 for the Standard Edition, so the deal gets you that much more in savings as well as a fresh AAA release to test out your new display.

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.