With Nintendo’s Next-Gen Console Reportedly Targeting 2024, the Switch’s Late Lifecycle Lineup Comes Into Focus

Nintendo’s next-gen console is reportedly due out during the second half of 2024. Assuming that’s true, we’re finally entering the late lifecycle of the all-conquering Nintendo Switch, which means now is a good time to check in on announced games coming to the console – and some that may skip it entirely.

Nintendo’s recent Direct showcase gave fans a decent idea of what to expect for Nintendo Switch for the remainder of 2023. First up we have Detective Pikachu Returns, which launches October 6.

This new game promises to dive deep into the origins of Detective Pikachu and let players solve a tonne of mysteries across Ryme City alongside Tim Goodman and other Pokemon.

Next we have the wonderful-looking Super Mario Bros. Wonder:

Super Mario Bros. Wonder is a brand new 2D, co-op platformer that features playable characters such as Princess Peach, Princess Daisy, and Yoshi, as well as the likes of Mario, Luigi, and Toad. It has a brand new power-up that transforms Mario into an elephant. Expect Super Mario Bros. Wonder to hit Nintendo Switch on October 20, 2023.

Next, Nintendo Switch gets WarioWare: Move It! on November 3.

WarioWare: Move It! has over 200 micro-games to play, many of which are designed to get players up and moving with their Joy-Cons. Using two Joy-Con controllers, players move their entire body to strike different poses as they take on the various micro-games. You can play in local co-op, with up to four players in party mode.

Soon after, Nintendo Switch gets a Super Mario RPG remake.

This remake of the 1996 SNES classic is due out on Nintendo Switch on November 17, 2023, and sees the return of original composer Yoko Shimomura. This adventure, which stars Mario, Bowser, Princess Peach, Mallow, Geno, and more, sees our heroes attempting to take down the Smithy Gang while collecting seven stars to repair the Star Road.

Down for fall 2023 and winter 2023 is the two-part The Hidden Treasure of Area Zero DLC for Pokémon Scarlet and Pokémon Violet.

In this story, you’ll leave the Paldea region and dive deeper into the world of the Pokémon Scarlet and Pokémon Violet games. Part 1: The Teal Mask has a planned release date of fall 2023 and Part 2: The Indigo Disk has a planned release date of winter 2023.

Other Nintendo Switch highlights include the release of Tears of the Kingdom’s Zelda and Ganondorf amiibo during Holiday 2023. Will DLC for the open-world masterpiece also come out then?

Looking to 2024, a visually enhanced version of Luigi’s Mansion: Dark Moon, originally released on Nintendo 3DS, is in development for Nintendo Switch. And Princess Peach will star as the main character in her own new game, which Nintendo has said will be available in 2024.

Conspicuous by its absence from June’s Nintendo Direct was the long-delayed Metroid Prime 4, which has suffered a dramatic development and is still without a release window six years after it was announced. Could that game be Nintendo Switch’s last hurrah in the summer of 2024? Or will Nintendo bump it to its next-gen console as a launch title?

One question mark hanging over Nintendo’s next-gen console is whether or not it will support backwards compatibility with Switch games. If it does, perhaps some of these Nintendo Switch games listed above will be playable on the next-gen console. If it doesn’t, that leaves the door open to Nintendo and third-parties to charge Nintendo fans for them again.

How do you feel about the end of Nintendo Switch’s life, and the upcoming launch of Nintendo’s next-gen console? Let us know in the comments!

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

How Dreamcast Killed Sega’s Hardware Reign

It was September 10, 1999 – the day after the Sega Dreamcast’s US launch.

West Coast rapper Del the Funky Homosapien had just finished a gaming-tinged set at a San Francisco club (“Marvel Vs Capcom, beyond fathom // Tell the truth, Playstation ain’t ready to have ‘em”) and now Peter Moore, Sega of America’s senior vice president of marketing, stood on stage, ready to reveal the console’s day-one sales figures to the world.

He lifted paper flaps covering each digit, one by one. The crowd got louder as the millions stacked up. It roared as he flicked the last flap aside to show a total of nearly $98 million in sales. He declared it the “biggest launch in entertainment history” – and, crucially, bigger than the US launches of the PlayStation and the Nintendo 64.

It was, he tells IGN, a moment of “euphoria”.

Less than 18 months later, Moore, by that point Sega of America’s president, told an industry conference call that Sega was leaving the console business altogether. “It was tragic,” he says.

An 18-year era of Sega hardware, which included four of the best gaming consoles of all time, was over.

It’s tempting to blame the swift demise of the much-loved Dreamcast on something easy and obvious, perhaps that EA refused to put its games on the console, or that the impending PlayStation 2 spooked prospective buyers. But from speaking to Moore and Simon Cox, the former editor-in-chief of Official Dreamcast Magazine, it’s clear the Dreamcast’s death was complicated, messy, and – arguably – inevitable, even as Moore stepped onto that San Francisco stage.

Moore joined Sega from Reebok, having never worked in games. His prevailing attitude to the industry was, he says, “slightly pissed off”, because he’d bought his son a Sega Saturn only for the console to be effectively abandoned by the company (he was one of many feeling burned).

But when he heard the Dreamcast’s promise of online gaming – it was the first console with a built-in modem – he was sold. Connecting people around the world to compete or collaborate in shooters, RPGs, sports games and brawlers would be a “rocket boost” for console gaming, he thought, and Sega had the chance to get there first.

It led Moore to coin the phrase: “We’re taking gamers where gaming is going.”

The console had stalled in Japan since its 1998 launch, but Moore and others generated excitement for the Dreamcast in the massive US market with flashy ads, celeb appearances and, more fundamentally, a rock-solid launch lineup that included Soulcalibur, the first 3D Sonic, and NFL 2K (Sega launched the 2K games after EA’s snub).

Within two weeks of launch Sega had sold 500,000 machines in the US – that’s the same number Sony would make available for the PS2’s monumental US release a year later.

Moore’s esoteric TV marketing – including the AI-themed “It’s thinking” slogan – had piqued the public’s curiosity, and retailers were willing to stock their shelves with Sega’s powerful, stylish machine, apparently forgiving the failure of the Saturn after many conversations with Moore and other execs.

Cox, who launched Official Dreamcast Magazine in the summer of 1999, recalls the feeling of the moment. “After the complete lack of energy with the failure of the Saturn – which died a slow, horrible, fairly boring death a year or two before – the ambition was there for the Dreamcast. We had this magazine coming out and they seemed to put a lot behind that… I think they did a good job generating some extra excitement,” he says.

The enthusiasm was reflected in magazine sales: Before long, Official Dreamcast Magazine had a circulation of more than 250,000, which put it not far below the widely read Electronic Gaming Monthly.

But even then, during what might be considered Dreamcast’s best days, seeds of doubt were sprouting, poking up through the roses.

Moore “wasn’t fooled” by the joy of launch day. “It was very clear to me this was just a somewhat of a euphoric moment in time for us, but I knew that the real litmus test was going to be the following Christmas holidays [2000],” he says.

His biggest concern was bolstering a strong set of first-party games, developed by a group of talented in-house studios, with third-party titles.

Shenmue and Phantasy Star Online, the first proper console MMO, were coming soon – but Moore knew that wasn’t enough. Anyone considering buying a Dreamcast needed to know big publishers were on board, ready to pump games into the console for many years to come.

The PS2 loomed over Moore’s conversations, creating fear, uncertainty and doubt in everyone’s minds.

As Moore flew around meeting the biggest publishers of the time – Activision, Acclaim Entertainment, Codemasters – he spoke to execs who were hesitant. “They were kind of sitting on their hands as regards to, ‘When are you going to commit for your next game? What does the pipeline of Dreamcast games look like for the next three years?’ And there wasn’t one.”

Sony had announced the PS2 at the Tokyo Games Show earlier in 1999, to be released the following year. After the success of the PlayStation, a successor loomed over Moore’s conversations, creating fear, uncertainty and doubt (which Moore shortens to FUD) in everyone’s minds.

Sony’s marketers did everything they could to “FUD” the Dreamcast, Moore says, painting it as a “transitional platform”. Gamers and retailers were left in no doubt that while the Dreamcast was a good console, “the behemoth is coming – and that’s where you’re all going to flock to”.

He suspects Sony could also afford to pay developers to make their best games for PS2 but not for Dreamcast, he says.

And Microsoft were, by this point, already having conversations about long-term deals ahead of the launch of the original Xbox, which would arrive in 2001.

Moore was therefore stuck between the track record of Sony and the American juggernaut Microsoft, “with a chequebook that you can’t even lift off the ground”.

“Where does that leave Sega?” he asked himself.

Cox says that if Sony could turn gamers’ heads towards the upcoming PS2, then Sega had itself to blame, at least in part.

People felt betrayed by the Saturn, an expensive console that – as Moore found out with his son – did not get proper long term support (this was in contrast to the earlier Sega Genesis, known as the Mega Drive outside the US, which had a long, generous tail).

“People had spent a lot of money to buy a Saturn, and then the games either weren’t great or there weren’t enough of them,” Cox says.

The Saturn competed with the original PlayStation and many who felt spurned bought Sony’s console. It was a lost generation, and as soon as those people knew a PS2 was coming – complete with a DVD player, which at the time was a sought-after $300 gadget – they weren’t going to come back to Sega, Cox says.

Sega was therefore building the Dreamcast on unstable ground. It was trying to repair its reputation with retailers and gamers while also launching the type of console players hadn’t seen before, and perhaps couldn’t grasp the importance of.

In other words, Moore and colleagues “had to bail out at the same time as moving this ship forward”, Cox says.

Sega successfully patched relations with retailers and generated excitement from the launch, but people who were reluctant to buy early began to ask: “What next?” And Cox himself believes Dreamcast’s “It’s thinking” slogan didn’t help. It created curiosity, yes – but it wasn’t a concrete message, and wasn’t enough to convince people who remembered the Saturn, he says.

Into that void of doubt rushed Sony, perennial entertainment winners, promising an “emotion engine” processor that would properly move you.

“They were the big guys, they had the money, they had the clout, they had the advertising agencies, they had the emotion engine… they were constantly getting out there, and gamers were getting super excited. I think that’s probably what cost Sega,” Cox says.

In many ways, the sales of Cox’s magazine mirrored that of the console – it flew at the start, then stabilized. “It found its natural limit.”

The lack of long-term third-party support, which Moore was working so hard to secure, showed in the magazine – Cox didn’t have to worry about juggling dozens of games.

“It wasn’t a hard thing to stay on top of,” he says. “We weren’t scrambling around… it was much more, ‘Oh, are these games left?’ Let’s cover those.”

Sega’s studio heads were, Moore says, “close-minded, closeted, demigods”.

Perhaps one of the reasons Moore was so keen to secure third-party games was his concern that first-party Sega studios were slow to respond to broader industry changes.

He sensed a shift towards “Western-style games” – this was a year before Grand Theft Auto 3 would become the best-selling game of 2001. Cox says he felt it too.

“Something was changing… the center of gravity is moving towards the West from Japan,” Cox says. “I don’t believe Japan suddenly ceased to exist and then it was all Doom and Tomb Raider and Grand Theft Auto – but certainly, that center of gravity had moved between the two a bit more evenly. And I think Sega were caught in that.“

Moore began sounding “alarm bells”. On trips to Sega’s Japanese HQ he’d fight – metaphorically – with developers about the future of the marketplace. But the studio heads were, Moore says, “close-minded, closeted, demigods”. Undoubtedly brilliant, but also unwilling to conduct the kind of market research that would soon become second-nature in the industry; unwilling to adapt to a globalizing audience.

“They would never fly to the US to… listen to gamers,” he says. “There was a pretentiousness there because these guys were freaking rock stars in Tokyo. Everything they had previously touched, for the most part, had turned to gold.”

Moore told (Sonic creator Yuji) Naka to “f**k off”, a sentiment a horrified Japanese translator refused to convey. “But I also knew Naka had spent a lot of time in America. He knew exactly what I was talking about.”

Moore says in an ideal world, Sega would’ve instructed its creative directors, and heads of studios, to do three months of market research, of listening to gamers around the world, before they even pitched a project. Moore hoped the likes of Toshihiro Nagoshi, Yuji Naka and Yu Suzuki would’ve embraced the idea – but it never materialized.

“There was, I don’t want to call it arrogance, but there was the belief that they knew what was going to be a good game, gamers didn’t know,” he says. “These were brilliant developers, really brilliant developers, but the close-minded view was our downfall in the end.”

(As an aside, these frustrations would later lead to a famous conversation that convinced Moore to leave Sega in which he was accused by Sonic co-creator Naka of doctoring market-research footage. Moore told Naka to “f–ck off”, a sentiment that a horrified Japanese translator refused to convey. “But I also knew that Naka had spent a lot of time in America,” Moore says – “he knew exactly what I was talking about.” Read more here.)

Whether a shift in Sega’s development attitudes could’ve saved the Dreamcast, we’ll never know.

Perhaps it wouldn’t have mattered. You get the sense from speaking to both Moore and Cox that there was an inevitability about the Dreamcast’s impending doom: Bad timing combined with irresistible competition from companies with far more money.

The bet on online gaming was admirable, and showed foresight. But Phantasy Star Online, the Dreamcast’s big MMO, was four full years before World of Warcraft would explode the genre. As Cox recalls, people in his office were excited about it, “but it didn’t seem to quite reach that level of being the cultural phenomenon that you’d expect it to be. I think all that stuff was slightly ahead of its time.”

Dreamcast was also the first console to try DLC, which over the next few decades, to some controversy, would fuel many parts of the industry. Games like Shenmue, a semi-open world adventure, previewed popular genres before they got big, Cox says. The Dreamcast even had its own internet subscription service, Seganet, a short-lived which launched alongside NFL 2K1 for $21.95 a month.

In the context of Moore’s phrase – “Taking gamers where gaming is going” – it turned out Sega arrived before the gamers did.

“One of the problems being ahead of your time,” Cox says, “is you’re also ahead of your audience, ahead of your market, ahead of where your profits are going to come from.” He compares the Dreamcast to somebody arriving too early to a party – “and eventually when the party got going, Sony showed up like Tony Stark, with fireworks”.

Moore says he can’t think of anything that he personally could’ve done differently to save the Dreamcast, or produce a better outcome for Sega. And if it had arrived later, it would’ve already been in the jaws of the PS2, he says.

It was felled by the “double edged sword of the growth of the industry”, he says. In the online gaming boom, somebody was going to miss out, and inevitably that was going to be the smaller player, not Sony or Microsoft.

“If the industry is going to grow to the level that it is now, that takes mega corporations to be able to fund that,” he says.

“I believed in online, I believed it was the future. We were taking gamers where gaming was going, we had amazing content, both first party and third party at launch. We had an unbelievably powerful and robust piece of hardware.

“But with the PS2 launch and then Microsoft coming into the market with billions upon billions of dollars ready to spend… It just wasn’t going to work out.”

It’s a shame that the Dreamcast, with all its enigmatic ambition, had to end with Excel spreadsheets and conference calls.

It wasn’t until Christmas 2000, more than a year after Moore climbed onto stage at that San Francisco club, that the console’s fate was officially sealed.

Up to then, Sega of America was hitting its targets and retailers still believed in the Dreamcast. Moore awaited the “hockey stick”-style leap in the sales graph, which dutifully arrived, but the numbers didn’t jump high enough.

“In those days, retailers would report via telephone to you what their sell-through numbers are, and then you would build an Excel spreadsheet,” he explains. When Sega punched in the Boxing Day numbers, “the writing was on the wall”.

Sega was already making a loss on each console, relying on game sales to pick up the slack. By mid-2000, years of declining profits had turned red, and it was losing roughly $400 million a year.

“I can go and beg all I like in Tokyo but I know ultimately they’re going to pull the plug,” Moore says. “They cannot afford to keep haemorrhaging cash. They cannot afford to keep making these things at a loss – and they’re not even selling.”

In the new year he flew to Tokyo for a postmortem, and was told Sega was getting out of the hardware business. “And oh, by the way, on January 31, you need to chair a telephone conference call and you need to tell the world.”

He says it was “more than deflating, it was tragic”, not least because of the mass layoffs that would inevitably follow.

Cox also uses the word “tragic” – because of “all the effort that went into the Dreamcast, and the beauty of the thing and the design and the games and what it meant to those who it meant something to”

It’s a shame that the Dreamcast, with all its enigmatic ambition, had to end with Excel spreadsheets and conference calls. This wasn’t just the death of a console – it was the end of an era. The world of gaming was losing SEGA’s unique hardware sensibilities.

“I do believe Sega had an aesthetic and a way of looking at things that was, I think, quite innovative and a little bit different,” says Cox. “There was something a little bit off-the-beaten-path about Sega. They had the ability to surprise… they were a bit strange and idiosyncratic.

“They had a sensibility that came from their arcades which was, ‘Let’s try this, this could be cool. Oh, it needs two chips to work? Okay. Put another chip in.’ There was a slightly skunkworks vibe… they weren’t as slick, somehow. I do miss that.”

Moore agrees that “the world, at that moment, was a worse place with no Sega hardware”.

“You had a generation that had grown up with those platforms and they were Sega fans. They’re still around today.”

The Dreamcast will be remembered forever by those fans, and by developers who were around to glimpse the early potential of online console gaming, Cox says.

“We can do MMO on console… Sega did it, there it is. Maybe that’s the epitaph on the tombstone,” he says. “Dreamcast: it showed what was possible.”

In the years to follow, online gaming, which was already booming on PC, would explode on consoles, from strategy games to shooters. The Dreamcast sadly wasn’t around to see it.

“It takes somebody to stick their neck up over the parapet and go, ‘Online – that’s where it’s at,’” says Moore.

“Well, you know what happens? When you stick your head up, sometimes, it gets shot off.”

Samuel Horti is a journalist with bylines at the BBC, IGN, Insider Business, and Edge.

Diablo 4 Horses to Get Crucial Improvements

Blizzard has revealed a number of improvements coming to Diablo 4’s heavily-criticised horses.

The action role-playing game’s mounts have come under fire for being too slow, getting caught on bits of the environment, and having too long a cooldown on their activation.

During a recent livestream, Blizzard said it was working on improving the collision in Diablo 4, which should in turn help prevent your horse from getting caught on an object that forces them to stop in their tracks.

Following the livestream, Diablo game director Joe Shely tweeted to confirm an additional improvement to let the mount charge break through barricades. This change should make mounts less frustrating to use, as you’ll be able to burst through barriers that pop up as you’re making your way through Sanctuary.

Then, in another tweet, Shely said “you got it” in response to a user’s request that climbing or descending a ladder resets the mount cooldown. “It makes sense for it to have one after fighting or using the dismount attack,” Twitter user @MysticalOS said, “but to dismount just to ascend a ladder, then have to stand at top of it for 10 seconds to remount is oof.”

Diablo 4 players do not unlock the ability to use a horse until the completion of a specific campaign quest (check out IGN’s guide to getting a mount in Diablo 4 or watch the video below for more). But it’s an indispensable travel method for players who are fussing over efficiently grinding through the endgame, moving from dungeon to dungeon and Helltide to Helltide in the pursuit of better loot.

During last week’s livestream, Blizzard announced a host of upcoming balance changes that focus on the two character classes that have received the most complaints online: the Barbarian and the Sorcerer. Patch 1.1.1 goes live August 8.

Despite various issues, Diablo 4 enjoyed an enormous launch that saw over 10 million people play in June. Diablo 4 is Blizzard’s fastest-selling game of all time, and has fuelled record revenue and profits for the company. If you’re still playing, check out our interactive Diablo 4 map to start tracking your progress as you play.

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

Mortal Kombat 1 Reveals Geras, Awesome New Liu Kang Fatality, and Teases a Character Nobody Recognises

Mortal Kombat 1’s latest playable character reveal sees the time-controlling sand master Geras return after making his debut in Mortal Kombat 11.

In the trailer, below, we see Geras, Guardian of the Hourglass, chatting with Thunder Fire God, Liu Kang. There’s certainly some needle between the two old friends, with Geras questioning Liu Kang’s attitude after the Thunder Fire God restarted history. “Your vision of peace may already be compromised,” Geras tells Liu Kang.

The inclusion of Gears in Mortal Kombat 1, as well as his comments in the trailer, reinforce the idea of this game being a sequel to Mortal Kombat 11 as well as a soft reboot. Clearly, there is a continuity established here, with the events of Mortal Kombat 11 referenced directly.

Gameplay wise, we see Geras employ many of the hard-hitting, time-bending attacks he was famous for in Mortal Kombat 11. Geras can create objects out of sand and use them to smash his foes, as well as freeze them in time, opening them up to multiple attacks before time resets. Mortal Kombat: Deception fans will also notice the addition of Darrius as a Kameo character.

It’s worth watching the trailer to see Liu Kang’s black hole Fatality, which fans are already calling the character’s best ever. We see Liu Kang snap his fingers to create a black hole and allow it to drag his hapless foe inside, bit by bit. Finally, Mortal Kombat has its take on spaghettification.

Meanwhile, Mortal Kombat development chief Ed Boon has been having his usual fun on Twitter, drawing attention to an unnamed new character in Mortal Kombat 1. Fans aren’t sure who this person is meant to be, with some suggesting he’s the result of a create-a-character feature.

Mortal Kombat 1 arrives on September 19 for PC, PS5, Xbox Series X and S, and Nintendo Switch. For more information on Mortal Kombat 1, check out our interview with series creator Ed Boon on why NetherRealm chose to develop Mortal Kombat 1 over Injustice 3.

PS5 Beta Finally Adds Support for Dolby Atmos HDMI Devices, Among Other Things

Sony is rolling out a new PlayStation 5 beta that adds a number of new features, including Dolby Atmos HDMI device support.

The new update, released today in beta form, adds audio options that allow 3D Audio powered by Tempest 3D AudioTech to be used with compatible Dolby Atmos-enabled HDMI devices such as sound bars, TVs, or home theater systems.

As detailed by the PlayStation Blog, here’s how to turn on Dolby Atmos:

To turn on Dolby Atmos, go to [Settings] > [Sound] > [Audio Output] > [Audio Format (Priority)], and then select [Dolby Atmos].

The beta also includes more options to quickly find games and console tips, new ways to connect with other players and customize your multiplayer sessions, and support for larger-capacity M.2 SSDs (up to 8TB).

New accessibility features mean you can now assign a second controller to one account as an assist controller, and use two controllers to operate a PS5 as if you were using a single controller. This means you can now play games collaboratively with others, or help a friend or child play a difficult section of a game.

Meanwhile, there is now an option to turn on haptic feedback effects while using your PS5 with your DualSense controller, the DualSense Edge controller, or PSVR2 Sense controller. This means system sound effects for certain events, such as checking a box or when you get a notification or boot up a game, are reflected physically through haptics.

Improvements to social features include a party UI update, which means you can now invite a player into a closed party without automatically adding the player into the group or creating a new group, and Share Screen Preview, which means when someone’s sharing their screen in a party you can join, you’ll now see a preview image of their Share Screen, even before you enter the party. Helpfully, you can now react to messages with emojis.

Other highlights include the ability to search for games in your library, an improvement to Game Help cards, and the ability to mute the PS5 beep sound.

Beta access to the update is limited to those invited in select countries (U.S., Canada, Japan, U.K., Germany and France). Sony plans to release the update globally later this year. If you’re selected, you’ll get an email invitation today when the update is available to download.

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

DualSense Controllers Drop to Their Lowest Price So Far This Year in the UK

PlayStation’s Summer Sale is currently raging on, with up to £80 off a PS5 console, plenty of discounts on PS5 games, and up to £25 off DualSense controllers. You can currently secure the controller for just £39.99 at select retailers, with this exceptional price point reminiscent of the Black Friday offer from the last year.

You might be in for a lengthy wait until November before encountering such a fantastic discount again, so snap up this opportunity while you still can. Most of the colour renditions are currently on sale, granting you a wealth of options to pick from. Plus, to save you valuable time scouring various retailers for the perfect deal, we’ve conveniently provided direct links just above.

There are plenty of other deals to check out at the moment in the Summer Sale, such as the PS5 down to just £404.99 at Amazon, and £399.99 at retailers like Argos, Currys, and GAME.

Otherwise, preorders for the limited edition Spider-Man 2 console bundle, DualSense controller, and console covers also went live last week. Unfortunately, the console covers sold out exceptionally quickly at both GAME and PS Direct, but the DualSense (£69.99) and PS5 bundle (£569.99) are still available to preorder. Both are out on September 1.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Final Fantasy 14’s 78th Live Letter Details the Updates Leading to the Dawntrail Expansion

Final Fantasy XIV director Naoki Yoshida helped unveil the 78th Letter from the Producer Live from Final Fantasy XIV’s Fan Festival in Las Vegas, and it revealed the next major updates to the beloved MMO following the Endwalker expansion.

As reported by Nova Crystallis, Growing Light a.k.a Patch 6.5 will arrive in two major parts and will lead up to summer 2024’s Dawntrail expansion. This fifth major expansion for Final Fantasy features a summer vacation theme, multiple new jobs, and marks the first step into a “new story” for the game.

Patch 6.5 will arrive in Final Fantasy XIV in early October 2023 and will feature new main scenario quests that will see Zero playing a major part. We don’t know much about what the story will tell, but it will tie into Dawntrail and will see the return of familiar faces like Y’shtola, Vrta, and Ryne.

The Lunar Subterrane will be Patch 6.5’s new Expert dungeon and, as the name suggests, will take place deep within the moon of what appears to be the Thirteenth shard. Yoshi-P said players should take their time when exploring the dungeon as the scenery will “change drastically” as players adventure through it. There will also be a new trial called the Abyssal Fracture that will pit players against Zeromus.

Players will join up with Thordan and the Heavens’ Ward once more for The Singularity Reactor (Unreal), which will see the final boss of Heavensward return for another battle. Furthermore, the third and final chapter of the Myths of the Realm alliance raid will take place in Thaleia and will let players “uncover the tale of the Twelve.”

Patch 6.5 will also see the Duty Support updated to include those dungeons that were released after Stormblood. Additionally, Duty Support will be able to be used for all main scenario dungeons from A Realm Reborn to whatever is available at the time of release.

If that wasn’t enough, PvP Series Five will begin with Patch 6.5, the Crystalline Conflict will get some updates to the minimap and UI adjustments, a new arena called The Red Sands will be added, and the Island Sanctuary will have new ranks and visions alongside a new gathering area.

In late October, Patch 6.51 will be released and will see the addition of Aloalo Island – the third Variant and Criterion dungeon. This patch will also give Splendorous Tools a new upgrade tier and will continue the story of Grenoldt and Mowen.

In Mid-January 2024, Patch 6.55 will serve as part two of Growing Light and will be the final big update before the Dawntrail expansion is released. There will be a capstone quest for finishing all of Endwalker’s tribal quests and Tataru’s Grand Endeavor will continue as well.

Somehow Further Hilibrand Adventures will have a new chapter in Patch 6.55, new upgrades to the Manderville Weapons will be added, and the Gold Saucer will see a Fall Guys collaboration that will be detailed at a later time.

For more, check out the news that Final Fantasy XIV will be headed to Xbox with 4K support and more, Yoshi-P’s response to those wanting Blitzball to return, and how Square Enix promises to bring its games to Xbox “whenever possible.”

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The 12 Best Sonic Characters in the Series, Ranked

The Sonic the Hedgehog franchise has a wide array of Sonic games, TV shows, merchandise, and even movies (OVA included). It also contains a wide cast of characters, each with their own unique abilities and personalities that fans have come to love for generations. Well, three generations, to be precise: the Classic era, the Adventure era, and the Modern era.

In honor of Sonic Superstars coming out in the near future, we’ll be ranking the top 12 characters in the franchise below. Let us know your own opinion in the comment below!

12. Big the Cat

Big is a gentle giant who prefers to spend his days fishing in peace with his amphibian friend Froggy by his side. He only steps out of his comfort zone and jumps into action when his friends are in danger — or Froggy goes missing.

He may not be the brightest bulb in the box, but he makes up for his lack of intelligence with brute strength — raw power he doesn’t know he has. He also tends to show up in places you least expect, blissfully unaware of the background noise.

11. Espio the Chameleon

Espio is a ninja warrior with military-style discipline thanks to his extensive Ninjutsu training. His speed and stealth (he’s a chameleon, after all) gave him a penchant for being a daredevil, relishing danger in every enemy encounter to polish his ninja skills, which are valuable assets of the Chaotix Detective Agency.

Though calm and collected at first glance, Espio has a strong sense of justice and a burning desire to thwart all evil, even threatening Dr. Eggman’s life at times. He gets in touch with his soulful side during his off time, playing the shamisen and writing poetry. No wonder he played the poet in The Murder of Sonic the Hedgehog.

10. Blaze the Cat

A princess hailing from the Sol Dimension and guardian of the Sol Emeralds, Blaze is gifted with the ability to control fire however she sees fit. She once saw her flames as a curse because kids teased her for her initial inability to control them and it made her shoulder all her royal duties alone. Still, after spending time with Sonic and the others, she saw them as a blessing and learned the true meaning of friendship.

Due to her position as a royal, Blaze tends to conduct herself elegantly and orderly, yet she hates being addressed as “Your Highness.” Don’t lie to her; she will see through you and burn you.

9. Dr. Eggman

As a mad scientist possessing an ultra-genius IQ of 300, Dr. Eggman uses his robotics expertise to build the machines and weapons necessary for him to crush Sonic and take over the world and build a utopia named after himself. Even when it seems like he accomplished his goals of world domination, going so far as to create Eggman’s Incredible Interstellar Amusement Park using Wisps, his plans are foiled by Sonic and his friends every time.

Eggman tends to cheat death by defeat by escaping or running away at the last possible moment. Despite Eggman’s animosity towards Sonic, he’s not above helping him out from time to time, working with him to beat Perfect Chaos, the Biolizard, Neo Metal Sonic, and The End.

8. Vector the Crocodile

As the leader of the Chaotix Detective Agency, which he founded with close friends Espio and Charmy Bee, Vector is willing to take any job that pays well. He’s also a great detective, leaving non stone unturned until the cases he works are deemed solved.

Despite appearing tough on the outside, having aggressive manners and being all about money, he has a very kind heart, willing to help those in need for free — even if it means losing the money needed to pay rent and other bills. He never goes anywhere without his trademark headphones, as he loves to listening to music.

7. E-123 Omega

Omega is considered last and most powerful model in the E-100 Series line of Eggman’s robots — at least, that’s what he tells himself. His goals are to exact vengeance against Eggman for wasting his potential by sealing him in an abandoned base guarding the cryogenically sleeping Shadow, who eventually becomes his teammate in Team Dark, and destroying all of Eggman’s robots to prove himself superior.

While he might come across as heartless because he’s a robot, Omega cares very deeply for Shadow and Rouge, and will not hesitate to turn away from his mission to eliminate any threat that comes to them. He has the free will to do so, just like E-102 Gamma.

6. Rouge the Bat

Rouge is the poster child for the term “girlboss,” as she uses her wits and feminine charms to get what she wants at any and all costs. Whether she’s after her precious jewels, like the Master Emerald or other treasures with monetary value, her motivations are always mercenary in nature.

Despite her careless personality, she really has a sense of morality, more than once helping Sonic and the gang save the world from various threats, even kicking some ass herself. She tends to flirt with some people, especially Knuckles.

5. Miles “Tails” Prower

Sonic’s best friend and adopted kid brother, Tails has a scientific genius and penchant for mechanics that rivals Eggman’s. However, his twin tails that earned him the nickname and enable him to fly were the source of his bullying when he was very young, making him very timid until he met Sonic, which caused him to become more confident, outgoing and willing to help him and others with his inventions, including the Tornado to get them places, a fake Chaos Emerald, and a Miles Electric tablet, which has helped translate the Wisps’ language into a binary code that only he can understand and translate for his friends.

Tails’ mechanical skills have impressed everyone, even Wave in Sonic Riders, to the point where they say there’s nothing he can’t build. All he needs is to take one look at a piece of tech, no matter how advanced, to understand it.

4. Knuckles the Echidna

As the last of his species and guardian of the Master Emerald on Angel Island, Knuckles is a brute force to be reckoned with thanks to his tough exterior and spiky knuckles for which he is named. Having lived alone for most of his life, he’s as stubborn as Sonic is flexible, preferring to do things his way and staying determined to see his goals through.

Knuckles’ strength is such that he can punch through walls without breaking a sweat, scale walls and dig into them like a gopher, make objects explode from the impact of his punches, and even run at breakneck speeds that almost match Sonic’s. His ability to sense energy makes him just as good a treasure hunter as Rouge.

3. Amy Rose

If Knuckles is the strongest character on Sonic’s team, Amy is twice as strong. She may be a cheerful and energetic pink hedgehog, but she can swing her mighty Piko Piko Hammer around without straining her muscles. If you cross her or hurt the people she cares about, her strength increases tenfold and she’ll knock you out of the sky.

Amy is Sonic’s self-proclaimed girlfriend, falling in love with the blue blur ever since he rescued her from Metal Sonic in Sonic CD. But since then, she’s grown from damsel-in-distress to an independent young woman who can go up against even the most powerful foes.

2. Shadow the Hedgehog

Shadow was created aboard the Space Colony ARK by Dr. Eggman’s grandfather, Professor Gerald Robotnik, to cure deadly diseases — specifically for Maria, who he formed a special bond with. Unfortunately, Maria was killed by GUN soldiers who raided the ARK to shut down Project Shadow by order of the government, who deemed him to be a threat to humanity. The grief caused by Maria’s death was so immense that when he woke up from cryogenic sleep 50 years later, Shadow vowed vengeance against humanity, only to be persuaded to save humanity and make everyone happy for Maria’s sake.

Despite being the polar opposite of Sonic personality-wise, Shadow’s speed matches his, even when skating around in his trademark metallic air shoes. His ability to use Chaos Control to teleport himself or manipulate time and space makes him even faster. He has a strong sense of purpose, willing to achieve his goals by any means necessary.

1. Sonic the Hedgehog

You knew this author was going to place Sonic at number one. Can you blame her? He’s the fastest hedgehog in the world. He runs at the speed of sound — that’s how he got his name — loves freedom above all else, and lives life by his own rules without caring what others think or say about him.

Sonic always has a positive attitude no matter what situation he finds himself in, won’t sit still for long periods, and always fights injustice and oppression. He’s also always willing help other people in times of trouble and put his own life on the line while doing so — because he’s too fast to die. Plus, he’s got that fantastic spiky hairstyle people would die to emulate. He’s just that cool!

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal.

Destiny 2: Where Is Xur Today? Location and Exotic Items for July 28-August 1

The cloaked comrade, Xûr, is now live in Destiny 2 for the weekend until next week’s reset. If you’re looking to get you some shiny new Exotic armor or weapons for your Guardian, look no further.

Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he’s got a random collection of Legendary weapons and armor to deck out your Guardians.

We’ve rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.

Where Is Xûr Located Today?

Xûr’s location can be found at Winding Cove in the EDZ on July 28 through August 1. To reach him, travel to the landing point at Winding Cove. When you arrive, make for the rock cliffs at the far end of the cove and look for a cave winding up to a platform next to some Fallen. There you’ll find the retail monster who inspires us all.

What’s Xûr Selling Today?

Exotic Engram

The Wardcliff Coil – Exotic Rocket Launcher

Gwisin Vest – Exotic Hunter Chest Armor

  • 21 Mobility
  • 11 Resilience
  • 2 Recovery
  • 13 Discipline
  • 15 Intellect
  • 2 Strength
  • Total: 64

Khepri’s Horn – Exotic Titan Helmet

  • 14 Mobility
  • 18 Resilience
  • 3 Recovery
  • 14 Discipline
  • 2 Intellect
  • 15 Strength
  • Total: 66

Winter’s Guile – Exotic Warlock Gauntlets

  • 10 Mobility
  • 12 Resilience
  • 12 Recovery
  • 10 Discipline
  • 6 Intellect
  • 17 Strength
  • Total: 67

Titans and Warlocks have some decent exotics, though your mileage will vary depending on how much you care about Mobility. Mostly, these rolls all disappoint in their distinct lack of spikiness. Better luck next week!

Exotic Weapons

Hawkmoon – Exotic Hand Cannon

  • Paracausal Shot
  • Arrowhead Brake
  • Alloy Magazine
  • Opening Shot
  • Textured Grip

Dead Man’s Tale – Exotic Scout Rifle

  • Cranial Spike
  • Corkscrew Rifling
  • High-Caliber Rounds
  • Outlaw
  • Composite Stock

While Dead Man’s Tale is pretty mid, the Hawkmoon roll is pretty darn great. Opening Shot always increases my interest by about 500%, so you have my attention, Xur!

Legendary Weapons

Gridskipper – Pulse Rifle

  • Chambered Compensator/Polygonal Rifling
  • High-Caliber Rounds/Light Mag
  • Tunnel Vision
  • Multikill Clip
  • Range Masterwork

Bad Omens – Rocket Launcher

  • Countermass/Quick Launch
  • Black Powder/Implosion Rounds
  • Field Prep
  • Kill Clip
  • Blast Radius Masterwork

Seventh Seraph VY-7 – Submachine Gun

  • Extended Barrel/Fluted Barrel
  • Extended Mag/Steady Rounds
  • Fourth Time’s The Charm
  • Dragonfly
  • Stability Masterwork

Extraordinary Rendition – Submachine Gun

  • Corkscrew Rifling/Hammer-Forged Rifling
  • Accurized Rounds/Extended Mag
  • Zen Moment
  • Thresh
  • Stability Masterwork

IKELOS_SR_V1.0.3 – Sniper Rifle

  • Full Bore/Smallbore
  • Appended Mag/Steady Rounds
  • Fragile Focus
  • Incandescent
  • Rasputin’s Arsenal
  • Stability Masterwork

Sole Survivor – Sniper Rifle

  • Arrowhead Brake/Full Bore
  • Extended Mag/Alloy Magazine
  • Outlaw
  • Focused Fury
  • Handling Masterwork

Just In Case – Sword

  • Jagged Edge/Tempered Edge
  • Enduring Guard/Swordmaster’s Guard
  • Unrelenting
  • Incandescent
  • Impact Masterwork

My top picks this week are both Ikelos weapons: the sniper rifle with Fragile Focus and Incandescent and the submachine gun with Fourth Time’s The Charm and Dragonfly. Not God rolls or anything like that, but they’ll get the job done!

Warlock Legendary Armor

For Warlocks, Xûr is selling the Anti-Extinction set which includes:

Anti-Extinction Gauntlets

  • 7 Mobility
  • 23 Resilience
  • 2 Recovery
  • 6 Discipline
  • 6Intellect
  • 18 Strength
  • Total: 62

Anti-Extinction Chest Armor

  • 15 Mobility
  • 7 Resilience
  • 10 Recovery
  • 15 Discipline
  • 2 Intellect
  • 15 Strength
  • Total: 64

Anti-Extinction Helmet

  • 12 Mobility
  • 14 Resilience
  • 6 Recovery
  • 14 Discipline
  • 10 Intellect
  • 6 Strength
  • Total: 62

Anti-Extinction Leg Armor

  • 6 Mobility
  • 16 Resilience
  • 10 Recovery
  • 2 Discipline
  • 20 Intellect
  • 11 Strength
  • Total: 65

Anti-Extinction Bond

Warlocks have an okay haul this week with the boots being the main attraction with a nice 65 stat total and spiky Intellect, but the chestpiece also ain’t bad with 64, though it’s a bit heavy on the Mobility.

Titan Legendary Armor

For Titans, Xûr is selling the Anti-Extinction set which includes:

Anti-Extinction Gauntlets

  • 10 Mobility
  • 2 Resilience
  • 19 Recovery
  • 30 Discipline
  • 2 Intellect
  • 2 Strength
  • Total: 65

Anti-Extinction Chest Armor

  • 6 Mobility
  • 23 Resilience
  • 2 Recovery
  • 6 Discipline
  • 10 Intellect
  • 15 Strength
  • Total: 62

Anti-Extinction Helmet

  • 10 Mobility
  • 15 Resilience
  • 7 Recovery
  • 10 Discipline
  • 2 Intellect
  • 20 Strength
  • Total: 64

Anti-Extinction Leg Armor

  • 2 Mobility
  • 22 Resilience
  • 10 Recovery
  • 10 Discipline
  • 10 Intellect
  • 10 Strength
  • Total: 64

Anti-Extinction Mark

Titans have some pretty strong options with absolutely sexy boots that have the lowest Mobility possible and spiky Resilience, plus there’s a roll with THIRTY dang Discipline on it. Definitely some buildcrafting potential here, Titans!

Hunter Legendary Armor

For Hunters, Xûr is selling the Anti-Extinction set which includes:

Anti-Extinction Gauntlets

  • 16 Mobility
  • 6 Resilience
  • 10 Recovery
  • 17 Discipline
  • 2 Intellect
  • 14 Strength
  • Total: 65

Anti-Extinction Chest Armor

  • 2 Mobility
  • 18 Resilience
  • 10 Recovery
  • 2 Discipline
  • 20 Intellect
  • 10 Strength
  • Total: 62

Anti-Extinction Helmet

  • 6 Mobility
  • 23 Resilience
  • 2 Recovery
  • 18 Discipline
  • 7 Intellect
  • 7 Strength
  • Total: 63

Anti-Extinction Leg Armor

  • 30 Mobility
  • 2 Resilience
  • 2 Recovery
  • 14 Discipline
  • 2 Intellect
  • 17 Strength
  • Total: 67

Anti-Extinction Cloak

Hunters also have some fantastic rolls, with some absolutely insane Mobility boots, and some decently well-rounded gauntlets as well. Not too shabby, Xur.

That’s a wrap on Xûr for this week, Guardians! For more on Destiny, check out some of the new weapons and gear you can find in Lightfall or our walkthrough of Lightfall’s campaign.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

Path of Exile 2 Devs ‘Feel Sorry’ for Blizzard Amid Diablo 4 Season 1 Struggles

Path of Exile has long run in parallel to Diablo. When the original launched back in 2013, it was pitched as a fresh alternative to the then-troubled Diablo III. Now, with Path of Exile 2 in development and Diablo IV struggling, their identity once again seem inextricably linked.

Reacting to Diablo IV’s struggles since the launch of Season 1, director Jonathan Rogers told IGN, “I mean ultimately the learning process for running a live game with Seasons like this is a hard one. We’ve learned our lessons about how to do this stuff. Honestly, when I look at that, all I can think is, ‘Man, it’s tough. It’s a real tough situation to be in.'”

Path of Exile has been running its version of Seasons, known as Leagues, for many years now. With Path of Exile 2 now confirmed to be a standalone sequel, both games will feature leagues of their own.

Diablo IV, meanwhile, has been excoriated for its handling of issues like class balance. Earlier today, Blizzard held one of its regular Campfire chats in which the developers promised to address the issues as quickly as possible.

“I feel very bad for the developers, because I’m sure that they mean well, but yeah, it’s a hard lesson to learn,” Rogers said.

“Yes. There are times when a developer looks at a thing in their game that is too fast and they think. ‘I should slow this down.’ However, there is a process for that,” fellow director Chris Wilson agreed.

What separates Path of Exile 2 from Diablo IV

Asked what separates Path of Exile 2 from Diablo IV, Rogers said that Blizzard’s action RPG is on what he would call an “MMO path.”

“They certainly have a lot more around like cool down rotations and things like that, but also just the more open world design and that kind of thing,” Rogers said. “Whereas we’re going more in the kind of like Elden Ring sort of direction. It’s much more action-focused, but with a sort of hardcore bent.”

I feel very bad for the developers, because I’m sure that they mean well, but yeah, it’s a hard lesson to learn

Rogers said that Diablo IV’s approach has proven to be great, but also said that it wasn’t really for him.

“I’m definitely preferring more of the action game stuff. Like, not much in the way of cooldowns, very much more, ‘What skill is best to use here in this moment because it’s just the right situation.’ Things like the way you never lose control of your character… We just want to make sure that we’re kind of going in that direction. So that’s kind of our main focus.”

His pitch for Path of Exile 2 is that it has “much more of a focus on action” and “excellent bosses” as well as a “ridiculously huge amount of content.” He also claims that Path of Exile 2 has more depth.

“I mean, it is more complex in a lot of ways, but I think that that’s something that a lot of players crave and you can do a huge amount of experimentation in our game with the character classes and builds. It’ll keep you going for a very long time. So yeah, there’s just a lot more going on with regard to the depth in Path of Exile,” Rogers said.

Wilson pointed toward Path of Exile 2’s existing item system, which he called “best in class.” Path of Exile is geared toward rewards that scale properly with item quantity and rarity bonuses. The idea is that players should fight fewer rare monsters at once, but that they should be more challenging and rewarding. Path of Exile also features an extensive trading system.

Path of Exile 2’s closed beta will focus on getting the balance right

But while Path of Exile 2 is making progress, players won’t be able to get their hands on it any time soon. It’s currently slated to release into closed beta access in June 2024.

One priority for the developers, Rogers said, is to the get balance correct at launch, which he says is a lesson learned from Diablo IV.”

“I think, that you get the balance correct at launch, because once you have something a certain way, players are very resistant to changing it, in particular in a downwards direction. So therefore we really have to make sure that we’re going to have a good beta that actually tells us everything we need to know about that,” Rogers said, confirming that the beta will compromise “the entire game.”

I think, that you get the balance correct at launch, because once you have something a certain way, players are very resistant to changing it

“It won’t just be like one act or something like that. It’ll be the whole game and we’re going to run it for as long as we would run a league at least, so months, so that we know for sure like what the economy looks like, what everything looks like once it actually shakes out. ‘Cause it does actually take quite a while for people to kind of realize what the most efficient things are, what they’re supposed to be doing.”

He called it the “most efficient” and also the “funnest” way to play the game. In his opinion it’s needed to “nail the balance” on the skills.

“That’s going to be a challenge and with a lengthy beta, we should be able to achieve that,” Rogers said.

Path of Exile 2 was first announced in 2019 as an expansion of sorts. It has since been fleshed out into a full, standalone sequel with a host of new classes and other content. It will release simultaneously on PC and console and it’s expected to be a major competitor to Diablo IV when it arrives.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.