LEGO’s upcoming The Legend of Zelda: Ocarina of Time set featuring Link and Zelda’s climactic battle with Ganon has leaked online, alongside its pricing and release details.
The Final Battle will be a 1,003-piece design that launches on March 1, according to Brick Tap. The set will be priced at $129.99 / €119.99 / $99.99 — a cost that has raised eyebrows among fans when compared to other, non-licensed LEGO offerings.
At least the design itself is going down well, with fans praising the look of Ganon in his pig-human guise, and the inclusion of three The Legend of Zelda minifigurines: Link, Zelda, and a human form of Ganondorf. You’ll also get a set of recovery hearts, Navi, and the Megaton Hammer.
The set features the flaming rooftops of Hyrule Castle, where Ocarina of Time’s dramatic final boss fight takes place in the classic N64 video game. LEGO had teased this location previously in an earlier sneak peek at the set — presumably an official reveal isn’t far off.
“It’s INCREDIBLE,” wrote Zelda fan TheLegendofCap via reddit. “I’m buying this day one for sure. Happy we’re getting a Ganondorf minifigure.” Added Donkeyrocket: “Yeah, the Deku Tree set is pretty cool but I’d be far more eager to have this one as a display piece. Really good size and detail.”
LEGO’s first foray into The Legend of Zelda came in September 2024, when it launched a Great Deku Tree set. This included versions of the tree from both Ocarina of Time and Breath of the Wild, as well as two sets of Link and Zelda minifigures.
Today, Capcom is holding a Resident Evil Showcase event set to feature “brand new gameplay and news” for Resident Evil Requiem, among other things.
The showcase is taking place at 2pm PT, 5pm ET, and 10pm UK, with a post-show discussion stream to follow, though it’s unclear exactly what that will be about.
Now that the showcase itself is over, it turns out it was actually…pretty thin as far as new information. It was entirely related to Resident Evil: Requiem, and almost fully focused on stuff you can buy in connection with the game. Here’s a quick rundown of the five big takeaways from the showcase today:
Resident Evil: Requiem’s Difficulty Settings
Resident Evil: Requiem will have at least three different difficulty settings, and one in particular seems pretty cool. There’s a Casual mode for those who just want to focus on the story, and it comes with an aim assist. And there’s a Standard mode, which is just what it sounds like.
But the really neat one is Standard (Classic) difficulty, which is the Standard difficulty but with an added challenge, where Grace will need to collect ink ribbons for typewriters in order to save her game.
Bloody It Up
A new game mechanic was revealed today related to the crafting system. In RE: Requiem, a number of items are only craftable using infected blood, which is obtained by killing zombies. Though Grace isn’t much of a fighter, she does have a gun on her (appropriately called Requiem) that she uses to get out of tight jams, and she’ll need to use it to take down zombies so she can get their blood and craft more useful survival tools.
There’s a Lot of Stuff You Can Buy, If You Want
A surprising amount of today’s showcase was dedicated to stuff you can buy in real-life that ties in with the game. There’s a watch collaboration with Hamilton for two different watches, one for Grace and one for Leon, that they’ll wear in-game, and only 2,000 of each watch are being made for sale. There’s the amiibo, which we already knew about, and a special Nintendo Switch 2 Pro Controller themed around Requiem. There are special Resident Evil orchestra concerts coming, and obviously, the Deluxe Edition of the game and all its bonus content. And Capcom is releasing figurines of both Grace and Leon. If you’re interested in buying any of that stuff, it’s all easy enough to find, but this section of the video really did feel a bit shopping channel given the circumstances.
These Zombies Are…Different
There’s something different about the zombies in Resident Evil: Requiem. Rather than just violent and lurching, some of them seem to have other personality traits, and have carried over characteristics from their lives before. For instance, one custodian zombie continues to clean the building even after being turned. There’s another man frantically pushing elevator buttons. And at the end of the trailer, there’s one that straight up talks to Grace. Like, seems to be holding a normal, smooth, human conversation. What’s going on here? Is this a different virus than the usual one? Mysteries!
Elpis
What? Pipis? No, you said Elpis? Okay, sure. At the end of the showcase, there was a mention of some sort of “secret” Leon is carrying, referencing something called “elpis.” We have…no idea what that is! We know now that it’s potentially related to the murder of Grace’s mother, Alyssa, and we can maybe guess that it’s connected in some way to that zombie bite mark fans keep seeing on Leon in trailers. But this is another mystery that will need further investigation. Or, as Leon S. Kennedy put it in the trailer, a second opinion.
Resident Evil: Requiem is coming to Xbox, PC, PlayStation, and Nintendo Switch 2 on February 27, 2026.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Today, Capcom is holding a Resident Evil Showcase event set to feature “brand new gameplay and news” for Resident Evil Requiem, among other things.
The showcase is taking place at 2pm PT, 5pm ET, and 10pm UK, with a post-show discussion stream to follow, though it’s unclear exactly what that will be about.
The Magic Puzzle Company is one of my favorite jigsaw puzzle brands on the market right now. Each puzzle is made up of 1,000 unique pieces and filled with fun little easter eggs throughout. Best of all, when you finally complete the puzzle you are treated to a secret ending that is different for each one. I personally love these puzzles because every image has some serious ‘Where’s Waldo’ vibes and utilizes different artwork from popular artists I would have otherwise never known about.
If you aren’t already familiar with the earlier Magic Puzzle Company Puzzles, I’d recommend checking out Series One to get started. However, if you’re a seasoned veteran you’ll be happy to know that Amazon has just released two new Series Five puzzles for 2026 and they look quite delightful.
New Series Five Magic Puzzle Company Puzzles
Series Five is the latest series in the Magic Puzzle Company lineup, and these two new puzzles are likely the last entries we’ll see until Series Six. Each series has been comprised of three total puzzles, and the first puzzle in this series was actually released back in August 2025. The first option is called The Drippy Trip and features artwork from one of the original Adventure Time artists. I own this puzzle and can confirm that it is an absolute delight to put together—especially as a big Adventure Time fan
As for the two new puzzles, the Golden Goose has sort of an early civilization vibe. The artwork is by Anine Bösenberg, who cultivates a wonderful illustration style that does a great job of feeling cozy and alive without too much heavy detail. This puzzle is already available on Amazon, but in limited quantities. If stock runs out, however, you can purchase the Series Five bundle to get the full set later in February.
The second new puzzle is called The Coveted Comet and looks to feature a colony of aliens inhabiting some sort of moon. The overall design is reminiscent of those cross-section books that show you everything going on within a single building, but with a more organic feel. The artwork comes from Samuel Hayward, who appears to have a knack for creating adorable prints. This puzzle isn’t available until February 15, but you can currently preorder it on Amazon ahead of its release date.
More Magic Puzzle Company Puzzles
If you’re looking for more puzzles from this brand, you can check out some of the more popular options from previous releases right here:
Deadhaus Sonata, the indie-developed action-RPG from Legacy of Kain, Eternal Darkness, and Too Human creator Denis Dyack that IGN first revealed in 2018, has “reawakened” with a new trailer and a targeted Early Access release window of early 2026 for PC, with console versions to follow. Watch the trailer above and check out new screenshots in the gallery below.
Now powered by Unreal Engine 5, Deadhaus Sonata promises multiple player classes in the final version, with the first being the Vampire. It also touts a living world, with “enemies, events, and opportunities [changing] as the world progresses, making the realm feel alive and reactive.” It’s also co-op enabled. “Explore a land shattered by divine war and corruption,” the team at Apocalypse Studios says. “Malorum is filled with haunted fortresses, forgotten kingdoms, and ruins shaped by ancient history. Every discovery reveals new layers of lore where nothing is ever as it first appears.”
Progression features a tarot card-based skill system that let you customize your build, whether you prefer a tank or a caster. The team also says, “Loot in Deadhaus Sonata is earned through feats that track your actions, history, and performance, not random drops. Every item is shaped by what you do. Gear, artifacts, legendary items, and tarot cards all tie into Malorum’s supernatural and political history. Playing is crafting, and your past becomes a resource that influences your future.”
Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our old interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.
As much as I adore the hand-painted Warhammer 40K guys I have sitting just off to the right side of my desk right now, there’s always been one thing they can’t do that an RTS like Dawn of War can: moving and fighting and kicking the crap out of each other realistically. I mean, sure, I can smash them together and make cool sound effects. But that can ruin the paint job, and it wouldn’t really cut it for a new Dawn of War game. It is, after all, a series known for its brutal kill animations and intense battlefield atmosphere. We got a chance to chat with Thomas Derksen, animation director on Dawn of War 4, about how King Art Games is taking the animations for the characters in this universe that we love to the next level.
Like myself, Derksen recalls the original Dawn of War being a gateway into the larger 40K universe. Watch the video below or read on for what Derksen had to say.
“So the first memory that I have from the game was … So I didn’t know anything about this,” Derksen recalled. “I have no idea what Dawn of War is, who Games Workshop was, anything. I just got my hands on the Dawn of War 1 game. The first thing that I saw and that they did different than most other RTS was, I had a squad of guys there. And I could equip them with a range of weapons. I could upgrade them. I could add a sergeant and everything, right? It just felt like I cared so much more about these guys on the battlefield. They’re fighting it out. I didn’t want to have them killed or get them killed. And I think this is what really taught me on the whole idea.
Animations can be created procedurally based on their relative heights, weights, and strengths. So it’s not just the fatal finishers, but every tense exchange of blows.
“And the other thing that I remember from the game was seeing the dreadnought getting hold of one of the ork and then crushing him in his hand, and this is just nothing I ever saw in any game before. And I think it was spectacular to see all of this, the stuff that you … Back then that you only ever imagined in your head, really play out in real time during a game in a spectacular way. This was just awesome.”
Synced kill animations have been around since the beginning of the series. But with Dawn of War 4, King Art wanted to take things even a step further. Any time two units engage in melee, animations can be created procedurally based on their relative heights, weights, and strengths. So it’s not just the fatal finishers, but every tense exchange of blows.
“So I think this is one of the main things that kept us busy around here was what we call the combat director,” Derksen explained. “The combat director does something very unique. Most people know the sync kill system from all the way back from Dawn of War 1, but what we did is we tried to expand on that and instead have synced combat really. So every action that you see in the game really has a counterpart. So you always see guys fighting it out between themselves. I don’t think really any RTS has done anything like this in the past.”
And that’s no simple feat when 40K features everything from tiny, goblin-like gretchens up to towering astartes dreadnoughts. But King Art is aiming for a system that can even generate synced brawls between some very mismatched opponents.
“Regarding the size differences, we call it power levels really. There is a lot of overlap between certain power levels, but not all of them. So a gretchen will never be able to fight the dreadnought for example, the same way that another dreadnought does. So you have to find actions that fit both sizes. I think we have four power levels in total. So really there’s a lot of overlap between certain units, but not all of them. So there’s a range of actions that only dreadnoughts versus other dreadnoughts or in some cases versus terminators. So there’s a range of actions that only a terminator can use against other terminators, for example.
“But some of them will be able to combine with say a dreadnought or a deff dread or something, right? But gretchens then have their own unique action sets where they would then match up against all the smaller ones like Imperial Guardsmen or sometimes the occasional ork, but most of the time they stick to themselves and are more or less only thrown around by the big guys.”
Dreadnoughts and tanks are one thing. But with the storied Dark Angels chapter arriving to reinforce the beleaguered Blood Ravens, we’ll be seeing another RTS first in Dawn of War 4 with the appearance of an actual space marine primarch on the battlefield. Lion El’Jonson, recently awakened from an epic power nap, will make an appearance in the campaign mode. And animating such a living legend is a task King Art is taking seriously.
“Already Space Marines are hard to get right from the perspective of an RTS,” Derksen admitted. “If you don’t think about it, they don’t look much bigger than humans, so you have to convey a whole lot more than you would for normal humans. And now the primarch is on a whole different level again, and also he has his own certain characteristics. He has a very wild fighting style in addition to everything that we have seen so far on the space marine. So I think getting that right, this was just a whole lot of challenges all at the same time really.”
And it’s not just the scale of the units that are creating new challenges this time around. The battles in Dawn of War 4 can get bigger than anything we’ve seen in the series previously. And for the battlefield to stay readable, the animation system needs to adapt.
“We are a bit more zoomed out in our game,” Derksen elaborated. “We want to show more units on the battlefield at the same time. So what we had to do that was a little bit different to what Dawn of War 1 did is we had to introduce a bit more movement throughout all these actions. These combatants, they were dragging one another along and to fight it out on the ground sometimes. As a player, you require a better read on the silhouette to really understand what’s going on from the corner of your eye kind of.”
Despite what you may have heard, though, in the grim darkness of the far future, there is a bit more than just war. I mean, you also need to build stuff that enables you to do more war. And even in constructing an outpost, Dawn of War 4 includes a lot of faction-specific personality. The orks, for example, actually drop most of their buildings from space in the form of a big pile of junk that somehow organizes itself into something functional.
“What we really did, we knew that we wanted to have this look like a bunch of junk really, like junk being dropped from orbit,” Derksen described. “And I think we just went ahead with the physicality behind, okay, how would it look if we dropped a rock from orbit? Like what’s the speed? What’s the weight that we want to convey? And then we just let it go and see where we ended up, tweaked it a little bit here and there. And I was like, yeah, I think this looks scrappy enough now, so let’s use it.
“We were all knowing that we were biting off more than we could chew back then, but it was on a whole different level.”
“I think starting with orks set us up to explore certain areas that we didn’t fully or couldn’t fully commit to with the orks. So for example, for the orks, it needed to feel scrappier. And so weight was kind of a different concern than for space marines, for example. So the ork stuff, it just dropped from the sky. But the space marine stuff, it was dropped there with intention and like with bad intentions. And so we could expand a bit on that idea, right? And for other factions, it was more for the AdMech, for example, wanted to click everything into place a little bit more neatly, for example. The exact opposite from what orks do. So I think orks pretty much provided us with a good enough baseline to expand into certain other areas that interested us.”
Needless to say, bringing the 40K universe to life in an RTS is always going to be a monumental task. But for these devs, seeing intricate and interesting moments emerge through this new animation system has given them something to get excited about.
“So we had an immense task ahead of us back then,” Derksen recalled. “I don’t think anyone really realized in the team how much effort all of this would take. We were all knowing that we were biting off more than we could chew back then, but it was on a whole different level. What I find spectacular and it only hit me recently was I was just watching a scene of Bladeguards fighting it out with a bunch of orks. And you saw the Bladeguard apparently noticing someone approaching from behind and killing them. Other orks are taken from the sides, killing them too. These guys on the battlefield, they start to be aware of their surroundings and you start to see intelligence play out. I hope that players can find these little moments and appreciate them as much as we do here.”
Masahiro Sakurai, the creator of Super Smash Bros., has revealed the reason why the series’ food various items each heal your character by a specific amount.
Writing this week on Twitter/X, Sakurai simply dropped the detail out of nowhere — 25 years on from when food was first introduced to Nintendo’s hit fighting series, back in Super Smash Bros. Melee.
In short, the more calories a piece of food is likely to have, the more it has been programmed to heal. So, while a bunch of healthy grapes might heal your character by 4% in Smash Bros. Ultimate, a pizza or stack of pancakes will heal by 7%.
While some had guessed the logic previously, this is fans’ first official confirmation why Smash Bros.’ foodstuffs act this way. And, peering at the Smash Bros. Wiki page on food, the theory generally stands up to reality.
Super Smash Bros. Melee introduced 28 food types, a total that increased to 36 in Smash Bros. Ultimate — though the actual range has varied over the course of the franchise.
Looking just at Ultimate, then, low healing items include cherries (1% damage healed), kiwis, lemons and tea (all 2%), a lollipop (3%) and cola (3% — guess it’s diet).
Mid-tier healing items include squash soup (4%), cheese, chocolate and dumplings (all 5%), plus a hot dog, corn dog, cherry pie and popcorn (all 6%). Curiously, a salad heals by 5% — though its image shows it is covered in some kind of dressing.
Undo your top button and we’re onto the top-tier foodstuffs by damage healed, such as the hamburger, pancakes and pizza (all 7%), spaghetti (8%), strawberry shortcake (10%), steak (11%) and turkey (12%). Curiously, bread is also in this category (at 10%) — though it is the whole loaf.
So, next time you’re playing Super Smash Bros. and food items spawn on-screen, head for the tastiest-looking, highest calorie option. Wombo combo? Popcorn combo, more like.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Games Workshop has confirmed that a recently released Warhammer 40,000 army set a sales record for the company, reinforcing this Space Marine chapter as among the most popular in the setting.
Delivering Games Workshop’s latest financial results, CEO Kevin Rountree confirmed that the Space Wolves secured a new record for army set sales at the company. This relates to the Space Wolves army set that launched in May last year, and which you can see in the image below. It contains 28 brand-new miniatures, a Codex Supplement for the Great Companies of Fenris, a set of datasheet cards, and a new transfer sheet. In terms of minis, the army set includes a Wolf Guard Battle Leader, a Wolf Priest, three Wolf Guard Headtakers, 10 Blood Claws, and 10 Grey Hunters.
Rountree called the army set format one that is “specifically designed for hobbyists who want ‘all the new miniatures’ in a release.” Clearly, it proved popular. This army set benefited from amazing-looking minis, the amount of time since the Space Wolves had seen a refresh, and the enduring popularity of the Space Wolves themselves. The Space Wolves army set is sold out at Games Workshop, leaving fans faced with the prospect of paying a markup from the likes of eBay.
For the uninitiated, the Space Wolves are a long-running and legendary chapter of Space Marines heavily inspired by Norse mythology and Viking culture. They’re a savage, in your face group who like getting up close and ripping their enemies to shreds with the help of actual space wolves. Their primarch (demigod sons of the Emperor who led the original Space Marine legions before the Horus Heresy tore them apart), is Leman Russ, one of the most popular in the setting despite the fact he has never been active in the 41st millennium (there are rumblings he may return, as Ultramarines boss Roboute Guilliman and Dark Angels chief Lion El’Jonson have).
The Space Wolves — as evidenced by their army set sales record — are right up there in terms of Space Marine chapter popularity. Without having hard data to back up this claim, I’d suggest the Ultramarines are there or thereabouts given they’re the poster boys of Warhammer 40,000, and Ultramarines captain Titus, protagonist of the hugely popular Space Marine 2 video game, is leading the tabletop wargame’s next narrative expansion. But I suspect the Blood Angels (glorious space vampires with a dark secret), and the Dark Angels (righteous space crusaders) aren’t far behind.
So! I’ve put together a poll, below, with what I suspect are the likely candidates for most popular Space Marine chapter, so that IGN’s readers can vote for their favorite. For science! For the Emperor!
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
It’s official: “several” new Ecco the Dolphin games are in development.
Last summer, the creator of Ecco the Dolphin pleased many fans by announcing that not only were remakes of the original games underway, but a “third” instalment was also in development. Ed Annunziata — the original creator of the famed and fiendishly difficult action-adventure games — was interviewed about raising awareness of ocean conservation, his life as a developer, and, right at the end, he dropped his bombshell revelation.
California-based developer A&R Atelier, at which Annunziata works, revealed in a press release that it is remastering Ecco the Dolphin and Ecco: The Tides of Time, as well as that all-important third game.
“It has been years in the making, and we’re honored to bring Ecco back,” Annunziata said (thanks, Gematsu). “Ecco has always been more than a game about a dolphin — he’s a bridge between worlds.” Sadly, that’s essentially where the details stop, but the developer said to keep an eye on both its website and the official Discord for more information.
Ecco the Dolphin originally launched in 1992 on the Sega Mega Drive/Genesis, and was followed by a sequel, Ecco: The Tides of Time, in 1994. Ecco Jr. and Ecco Jr. and the Great Ocean Treasure Hunt were released in 1995, although they were “edutainment” games and primarily developed as learning tools.
You play as the titular dolphin, your underwater world now devastated by a swirling gust of air and water. You must help him navigate back through treacherous tropical reefs and freezing polar ice floes to reunite him with his dolphin pod. There have been a few remasters since: we thought the 2000 remake was okay, writing: “Ecco the Dolphin is a classic from SEGA, but sometimes classics should stay in the past,” and of the 2007 remake, we wrote: “For those who have played Ecco before, there’s really no reason to come back to it.”
The last Ecco the Dolphin game — ostensibly the “third” game, although Annunziata wasn’t involved — fared much better, however, getting a 7.6 in IGN’s Ecco the Dolphin: Defender of the Future review. A further sequel, Ecco 2: Sentinels of the Universe, which had been written as a direct sequel to Defender of the Future, was cancelled.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Cast your mind back to the end of last year, and you may remember we reported that a group of volunteer modders had united to develop an online mode for Rockstar’s Bully (also known as Canis Canem Edit in some parts of the world). Fast-forward just a few short months later, however, and now the Bully online project is “shutting down forever.”
Bully was a humorous action game that put players in the role of high school outcast Jimmy while attending a pretentious private school. Fans have long called for a sequel, which was once in development at Rockstar’s New England studio in the late 2000s, and while Bully 2 was obviously never released, some of its ideas made it into other Rockstar games like Red Dead Redemption 2.
Though the game was developed to be a single-player experience, the mod, which has been in development for years and fully released only last month, allowed players to team up for minigames, roleplay, compete in racing, and face off against NPCs, instantly drawing the attention of fans… and IP owner Rockstar, it seems.
“Coming with sad news today,” wrote one of the Fat Pigeon Development team on the project’s Discord. “The Bully Online project is shutting down forever, which unfortunately means all the following is going to happen in 24 hours.”
The post reported that the Bully Online server would shut down, development of Bully Online scripts would stop, the source code would disappear, and all webpages referencing it would be removed, along with the launcher (which has seemingly already happened). All Bully Online account data will also be “permanently deleted” and even Discord channels related to the mod are getting nuked.
The team held off on detailing why this was happening, only confirming that lead dev SWEGTA hopes to upload an explanatory video to his YouTube channel. “For now, though, know this was not something we wanted,” the statement added.
“I think we all know the reason, it’s got everything to do with Rockstar’s new CFX launch mod site where they make more greedy profit for [publisher] Take-Two Interactive by putting pay-walls on mods,” posited one unhappy player. “I expect more mods to be shut down as the months go on with this new CFX marketplace.”
That said, as this commenter points out, Bully Online was already effectively paywalled to donors of the project, which is widely frowned upon across the modding space. “Not surprising at all,” they said. “Dude was pretty much asking to get shutdown the moment he paywalled early access to this.”
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.