Exclusive: First Lord of the Rings Cards Revealed for Magic: The Gathering

Magic: The Gathering has been doing a lot of Universes Beyond crossovers, from Warhammer 40,000 to Street Fighter, but its next might be one of the most exciting yet. The Lord of the Rings: Tales of Middle-earth will be a full, draftable card set legal for play in Magic’s Modern format. We have an exclusive look at the first cards to be revealed from it, including both Gandalf the Grey and The One Ring itself, as well as some insight from the team at Wizards of the Coast.

Watch the reveal video above or flip through the gallery below to see for yourself:

Illustrated by Veli Nystrom, The One Ring is a 4-mana legendary artifact that’s indestructible and gives you protection from everything until your next turn – as long as you cast it, that is, so no shenanigans where you can blink it for endless protection here. The One Ring also taps to draw you cards at the cost of life later. The more times you tap it, the more cards you will draw, but also the more damage you will take at the start of your next turn, which seems like a delightfully flavorful way to express the tempting but costly power of using The Ring. I also like the idea that not using it doesn’t actually stop you from taking damage each turn… so after all, why shouldn’t you tap it again?

On a lighter note, a cycle of full art basic lands will feature art from different sections of Middle-earth’s iconic map. Art Director Ovidio Cartagena tells me this was one of their very first ideas for the set, saying “Middle-earth has such a specific geography, and it is of course one of the genius details of storytelling that influenced a lot of subsequent works in fantasy and science fiction. That approach told us not only the challenges and natural obstacles the Fellowship had to traverse in this story, but also is linked to the rich and mythic history of Arda in the previous ages. Making those maps as full art lands compliments the card illustrations to create an immersive experience for players.” The artist for these lands, Devin Rue, may also be a familiar name to any Critical Role fans, as they create the maps of Exandria for that show as well.

The showcase frame is meant to express what happens “inside” the Ring.

The last new card we get to reveal is Gandalf the Grey, who you might notice is actually blue-red. That certainly caught me off guard initially, but it does make sense in the context of Magic, where Wizards are mostly commonly represented in the blue-red color pair. Illustrated by Aaron Miller, Gandalf the Grey is a 5-mana legendary Avatar Wizard, and in typical red-blue fashion, it triggers whenever you cast an instant or sorcery spell. That ability lets you pick once from four different effects: tapping or untapping a permanent, dealing 3 damage to each opponent, copying an instant or sorcery, or (presumably your last choice) putting Gandalf back on top of your deck.

You may also notice the rather prominent glowing sword in Gandalf’s hand, which Vice President of Game Design Aaron Forsythe confirmed is his signature weapon, Glamdring, with Cartagena teasing that “I think fans are going to be pleasantly surprised to find many of their favorite artifacts from Lord of the Rings in the card set.” No word on whether or not Glamdring might get an equipment card of its own or anything, but he did tell me that they had a lot of fun coming up with new interpretations of the legendary objects from the War of the Ring and keeping them consistently recognizable throughout the set.

We also got a glimpse of Gandalf’s epic confrontation with the Balrog on Anato Finnstark’s art for the showcase ring treatment of Gandalf the Grey. Not so much of a triumphant portrait, Cartagena says the circular shape of this set’s showcase frame is meant to express what happens “inside” the Ring, saying it symbolizes “the power that the quest for the One Ring can have in the different characters’ internal struggles.”

While that’s it for new cards, we were also given a first look at another of Gandalf’s incarnations as the much more stern Gandalf the White. Now I genuinely don’t know anything else about the card, but I’m certainly getting some (purely speculative) planeswalker vibes from Magali Villeneuve’s shining rendition. Gandalf also has a third card in the previously shown art for Gandalf, Friend of the Shire – when I asked Cartagena why Gandalf had so many renditions in the set, he told me that it gives them an opportunity to explore the character more, and that “Tolkien’s rich storytelling allowed us to explore how Gandalf (and others) present themselves to different allies and at different times throughout the story.”

If you’re hungry for more, you won’t have to wait long, as a WeeklyMTG livestream on Tuesday, March 10 at 10am PT will have further details and reveals from The Lord of the Rings: Tales of Middle-earth (which is available for pre-order now). In the meantime you can read my full Q&A with Wizards of the Coast down below, or if want to see some more fancy showcase versions of cards from Magic’s most recent set, you can watch me unbox the Phyrexia: All Will Be One Compleat Edition bundle.

IGN: With all the past Universes Beyond cards, you’ve been able to bring the exact likenesses of iconic characters or actors into Magic: The Gathering’s art style, but this set is a bit different. What were some of the challenges of making new interpretations of characters that fans may be familiar with some other version of, and how did you go about making them recognizable but still your own?

Ovidio Cartagena, Art Director: There have been many interpretations and likenesses for the characters in The Lord of the Rings throughout the years. The fanbase for this world has only grown in the last two decades, and this version seeks to reflect that growth. The main challenge was balancing the familiarity, timelessness, and deep reverence of the original Lord of the Rings with a modern sensibility. The Lord of the Rings is about the different peoples of Middle-earth coming together to fight Sauron, finding strength in their diversity. We worked really closely with the dedicated people at Middle-earth Enterprises to reflect that sensibility while staying true to the original vision, and it was certainly a challenge to strike the right balance. I believe what the teams have delivered not only walks that line well, but creates a deep, immersive experience that fans of both Magic and The Lord of the Rings will love.

“Gandalf the Grey is the quintessential fantasy wizard”

Okay, I am going to address the elephant in the room: Gandalf the Grey is blue-red! I imagine it’s tricky to design a card for a notable character with a color in their name, as well as to make art that then still has to show all those colors. Could you tell me a bit about why he is blue-red and how it affected his look?

Aaron Forsythe, Vice President of Game Design: It is true that certain color words in characters’ names can complicate design decisions just because those words have such powerful associations in Magic. But thankfully, “grey” is not one such word! There are actually several versions of Gandalf in the set (including Gandalf the White, whose color identity will not surprise you), and we show him at different points throughout the story by making him different colors. Gandalf the Grey is the quintessential fantasy wizard, so it made sense for his card design to be blue-red as those are the colors that do the most “wizardy” things in-game. As for how that color choice influenced his art, we did ask for his sword, Glamdring, to have bluish energy, and the setting of Moria lends a red glow to everything. Aaron Miller did a great job infusing those colors into the piece while leaving his costuming the traditional grey that is so iconic for Gandalf.

Cartagena: Gandalf’s sword Glamdring was something we thought about from very early on in the creative visual process. I think fans are going to be pleasantly surprised to find many of their favorite artifacts from Lord of the Rings in the card set.

Was it fun to get to design your own takes on famous Lord of the Rings weapons or artifacts like The One Ring in addition to their wielders?

Cartagena: Of course! In order to have storytelling in the illustrations, objects had to be consistently recognizable throughout. The process of designing weapons, equipment, armor and of course characters was very fun! For decades, many of us have been imagining different ways the legendary objects from the War of the Ring could be depicted. We had that in mind from the very beginning of concept art creation, and it was very interesting seeing the various proposals artists made.

Can you tell me about what led you to this look for the showcase frame and why it was ultimately the right one?

Cartagena: In early conversations, we discussed the power that the One Ring would have over different characters in the story. The One Ring offers you conflict but also misleading promises. Tom Jenkot and his team came up with the awesome showcase treatment, with the circular shape expressing what happens “inside” the Ring, and of course symbolizing the power that the quest for the One Ring can have in the different characters’ internal struggles.

You’ve said there are actually at least three Gandalfs in this set (Gandalf the Grey, Gandalf the White, and Gandalf, Friend of the Shire). Why give him multiple cards, and how did you go about approaching the looks and designs of these cards differently?

Cartagena: As an artist and art director, having different Gandalfs in the set gives us a chance to further explore the character in his various presentations. Tolkien’s rich storytelling allowed us to explore how Gandalf (and others) present themselves to different allies and at different times throughout the story.

“We have been having fun pushing the envelope in creative ways”

Why did you decide to feature maps of Middle-earth on the full art lands for this set?

Cartagena: That is a great question! This was one of the very first ideas for the set, even before we had illustrations, and it came from our creative director, Jess Lanzillo. Middle-earth has such a specific geography, and it is of course one of the genius details of storytelling that influenced a lot of subsequent works in fantasy and science fiction. That approach told us not only the challenges and natural obstacles the Fellowship had to traverse in this story, but also is linked to the rich and mythic history of Arda in the previous ages. Making those maps as full art lands compliments the card illustrations to create an immersive experience for players. Those arts were commissioned by Sarah Wassell, who worked with Deven Rue on this treatment.

Is the fact that the Mountain has primarily green art rather than red a concern or a consideration at all when designing lands like this? I’m curious if your philosophy around land art color has evolved at all in recent years, as it seems like y’all have been having fun pushing the envelope.

Mike Turian, Product Architect: We have been having fun pushing the envelope in creative ways to show off our most fundamental piece of Magic, Basic Lands. Basics offer a great way to show off the creative setting and backgrounds of the world we are in. From Full-art Constellation lands highlighting the beauty of Theros to fun expressions of our Magic partnerships, such as the Godzilla basic lands, we are always looking for ways to bring the universe we are visiting to our players. With The Lord of the Rings: Tales of Middle-earth, we were inspired by the novels, to create our own maps of Middle-earth that blended the vast lands traversed by the Fellowship on their journey with our own Magic Basic Lands. To be authentic to what a map would look like, we choose colors that would most strongly resonate and then used our Magic frame and mana symbols to communicate gameplay information.

Tom Marks is IGN’s Deputy Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

Resident Evil 4: Remake’s Demo Contains a Cheat Code to Unlock ‘Mad Chainsaw’ Difficulty Mode

Resident Evil 4: Remake’s demo has a secret cheat code that lets players unlock the demo-exclusive brutal Mad Chainsaw difficulty.

As shown by Jigzaw Killer on YouTube, players must go to the main menu in the demo with the “Main Story” choice highlighted. Then, hold L1 and R1 and press up, left, down, right, Square, Triangle, Circle, X, X on PlayStation, or hold LB and RB and press up, left, down, right, X, Y, B, A, A on Xbox. This will bring up the option to select Mad Chainsaw difficulty mode for the playthrough.

Before this cheat was discovered, Mad Chainsaw difficulty only appeared to unlock by chance, as the game would said: “You must wait until Mad Chainsaw Mode is triggered again for subsequent attempts.” This difficulty increases enemy damage and health, as well as changes their placements in the game and makes them even more aggressive.

Additionally, the chainsaw-wielding Dr. Salvador will come equipped with a flaming chainsaw this time around. There are also no checkpoints, so if players die during this playthrough it’s a complete game over.

The difficulty option might keep fans entertained until Resident Evil 4: Remake launches on March 24. Though the game is fully single player, Capcom has announced that it’s working on a Day One patch to improve the game’s rain effects that fans found to be too distracting.

It’s also working on a PlayStation VR2 version and confirmed this will be free DLC, but fans eager to experience the horror in virtual reality will have to wait a while yet as it has no concrete release date.

In IGN’s Resident Evil 4 remake preview, we said: “It was always going to be hard for any newer game in the series to experience quite the same technical jump that the Resident Evil 2 remake did. But so far Capcom seems to be making smart choices in what it iterates on for Resident Evil 4. It feels as if it’s trying to find that perfect balance between tribute and innovation.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Mario Day Is Over, but the Switch Bundle Is Still Available

Mario Day may have passed, but many of the deals are carrying on. One of its best this year was the Nintendo Switch Mario ‘Choose One Bundle’, which you can still access! For $299.99, the bundle includes both the Mario Red console and a Mario game of your choice. In regard to the latter, your choices include Super Mario Odyssey, Mario Kart 8 Deluxe, or New Super Mario Bros. U Deluxe. Below, you can see links to where each of these bundles can still be purchased.

Nintendo Switch Mario ‘Choose One Bundle’ for $299.99

The Super Mario Bros. Movie Ticket Pre-Sale

In the spirit of Mario beyond Mario Day, there are still several more deals to check out (including a new LEGO Super Mario Dry Bowser Castle Battle expansion set), but more importantly, The Super Mario Bros. Movie tickets are up for pre-sale. If you’re looking to pick up tickets for Nintendo and Illumination’s upcoming film (which releases on April 5), head to the link below to reserve them.

This is an excellent time to pick up a Nintendo Switch, especially with games like The Legend of Zelda: Tears of the Kingdom on the horizon, which you can preorder here. You can also pick up the physical version of Metroid Prime Remastered for the Switch and see a full list of other upcoming Nintendo Switch games for this year here.

If you want to see even more gaming deals outside of what Nintendo has to offer, make sure to visit our Daily Deals page to see everything from sales on Dead Space Remake to what’s in Capcom’s sale. The latter features a sale on Resident Evil Village as well, which is the latest mainline Resident Evil game and worth adding to your collection before Resident Evil 4 Remake releases on March 24.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

The Last of Us Episode 9: TV Show vs Game Comparison

Warning: Full spoilers ahead for episode 8 of HBO’s The Last of Us.

HBO’s The Last of Us episode 9 has arrived and we finally get to see the conclusion to the first series. But how close does the show compare to the game?

To help answer this question, we’ve gathered images from episode 9 of HBO’s The Last of Us and put them next to stills from Naughty Dog’s The Last of Us game to see how faithful the adaptation is. Check out the slideshow, or watch the video above to see the scenes from both the show and the game in action.

In our The Last of Us episode 9 review, we said “The season one finale of HBO’s The Last of Us is a thrillingly faithful adaptation of one video games’ greatest endings, even if it doesn’t pack quite the same punch as the original. Pedro Pascal excels in Joel’s defining moment, displaying both the tenderness and brutality we’ve come to expect from Ellie’s protector. Wonderfully shot and hauntingly soundtracked, it’s an ending that will long linger in the memory of those first experiencing it, and one that ultimately sticks the landing on the comparatively shorter runway that’s been built for it..”

For more, be sure to check out our similar comparison for last week’s episode.

The Last of Us’ Neil Druckmann Says They’d Only Consider Recasting Bella Ramsey if She Wanted to Leave

Warning: This article contains minor spoilers for HBO’s The Last of Us and The Last of Us Part II.

The first season of HBO’s The Last of Us has officially ended, which means it’s time to turn the page to Season 2.

The hugely successful HBO series has been renewed for a second season that will adapt the story from Naughty Dog’s The Last of Us Part II. As fans of the game know, The Last of Us Part II takes place five years after Part I, leading to some discussion surrounding if the show would part ways with Bella Ramsey and recast the role of Ellie for the time skip.

Speaking at a press conference ahead of the season finale, executive producer and Naughty Dog co-president Neil Druckmann put those concerns to rest, saying he and showrunner Craig Mazin want to make Season 2 with Ramsey at the forefront.

“When we made the game, I felt we were incredibly lucky,” Druckmann said. “It was like lightning in the bottle that we found Ashley Johnson. I can’t imagine that version of Ellie being anybody else. And then somehow we got lightning in the bottle again with Bella.

“We are extremely lucky to have Bella and the stuff you saw throughout this entire season. The only way we would ever, ever consider recasting Bella is if she said, ‘I don’t want to work with you guys anymore.’ Even then, I’m not sure we would grant her that. We might still force her to come back to Season 2.”

Mazin shared Druckman’s enthusiasm for Ramsey’s Ellie, and he also pointed out that “[Ramsey]’s 19 now, which — by the way — is the age of Ellie in The Last of Us Part II.”

The structure and story of Season 2 are a bit of a mystery right now. Mazin has previously said that Part II is “more than a season’s worth of television, for sure,” implying they could split up the sequel into at least two seasons. Plus, the non-linear timeline of Part II’s storytelling could be presented in multiple ways.

Season 1 also routinely altered story beats from the game, most notably drastically shaking up Bill and Frank’s love story. Mazin is setting similar expectations for Season 2, saying some moments could be “radically” different than what players experienced in The Last of Us Part II.

“[Season 2] will be different just as this season was different,” Mazin said. “Sometimes it will be different radically, and sometimes it [won’t] be fairly different at all, but it’s going to be different. It will be its own thing. It won’t be exactly like the game. It will be the show that Neil and I want to make, but we are making it with Bella.”

For more, check out our The Last of Us season finale review, which we called, “a thrillingly faithful adaptation of one video games’ greatest endings, even if it doesn’t pack quite the same punch as the original.”

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

STALKER 2 Devs Say They Were Hacked, Ask Fans to Stay Away From Leaks

Editor’s Note: The war in Ukraine is an ongoing, painful and emotive topic. IGN urges community members to be respectful when engaging in conversation around this subject and does not endorse harassment of any kind.

STALKER 2: Heart of Chornobyl developer GSC Game World has revealed it was hacked by a group on a Russian social network.

On Twitter, the GSC Game World team posted a statement about the hack, explaining what happened and revealing that the studio has faced cyberattacks since Russia’s invasion of Ukraine in February 2022.

“Recently, our employee’s account for a collective work-with-images application was hacked,” GSC Game World wrote. “The responsibility for this was claimed by a community from a Russian social network. They are threatening to use the data obtained for blackmail and intimidation.

“This is not the first attempt to hack and leak our data, including personal information. We have been enduring constant cyberattacks for more than a year now. We have faced blackmail, acts of aggression, hacks, attempts to hurt players and fans, and efforts to damage the development process or the reputation of our company.”

GSC Game World is asking fans to “refrain from watching or distributing information” about STALKER 2 in the event of any leaks. The studio said that outdated and work-in-progress materials are not representative of the final product.

Elsewhere in the statement, GSC Game World also reiterated its “unwavering commitment to supporting” Ukraine, adding that “attempt to blackmail or intimidate us are completely futile.” Finally, the team expressed its appreciation for the STALKER 2 community, ending by saying, “Your support is our inspiration.”

The Ukrainian studio has been very vocal about the ongoing war in its home country. When development was sidelined due to the conflict, GSC Game World said work on the game would continue “after the victory.”

In the months following, the studio shared a look at GSC Game World’s Kiev office and workers before and after Russia’s invasion of Ukraine. Now, work on the game has continued, with reports that some of the developers have relocated. There’s no release date for STALKER 2 yet, but last we heard the game was targeted for release sometime in 2023.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Final Fantasy and Castlevania Creators Discuss the Rise, Decline and Revival of Japanese Video Games

During a panel at the Monaco Anime Game International Conferences 2023 (MAGIC 2023), two legends of the Japanese videogame industry looked back on 30 years of history they helped shape. Final Fantasy creator Hironobu Sakaguchi and Castlevania: Symphony of the Night creator Koji Igarashi gave their opinions on how Japanese video games became a worldwide phenomenon, how things went wrong in the early 2000s, and how Japan made a comeback over the last decade.

Sakaguchi said that the release of Dragon Quest in 1986 greatly inspired him. Before Yuji Horii’s domestic hit, Sakaguchi believed that developing RPGs for the NES (or Famicom in Japan) would not be possible. The Legend of Zelda, which was released in that same year, was a game he greatly enjoyed as a player, but did not directly inspire him.

“Nintendo and (Shigeru) Miyamoto’s games were on another level,” Sakaguchi said.

“Mario already kind of had a story,” he added. “I think that the story in Zelda was an extension of that. In these games, the story is not the most important component. I personally wanted to make a game in which the story comes first, which is why Dragon Quest felt closer to what I wanted to achieve. The music and systems are of great importance as well, but it is the scenario and story by Yuji Horii that made Dragon Quest special.”

“At the time, people in the West saw pixel art and three-heads-high characters as something for children.”

For Igarashi, it was quite the opposite. He has previously stated that he was influenced by The Legend of Zelda when creating Castlevania: Symphony of the Night.

“In my games, action is the most important component,” said Igarashi. “I think that action games can be compared to boot camp training, as you have to jump and dodge at the exact right moment. Without a purpose it simply becomes a penance, which is why we need to have a story to keep the player motivated. In that regard, the story is definitely important, but it doesn’t come first.”

If Dragon Quest made RPGs popular in Japan, it was Sakaguchi’s Final Fantasy series that made Japanese RPGs popular around the world. Sakaguchi says that while he was happy to see his games gain popularity on the NES and SNES in Japan, he was frustrated to see the games weren’t picked up in the Western market.

“At the time, people in the West saw pixel art and three-heads-high characters as something for children,” Sakaguchi said. “It was frustrating that our games were struggling there, as we wanted to find a way to expand our business. That finally happened when we were able to incorporate CG for Final Fantasy VII.”

Final Fantasy became one of the most iconic and popular series on the original PlayStation and PlayStation 2. However, by the time the PlayStation 3 came around, Japanese games started to fade to the background, with the exception of Nintendo.

“I think that one of the main reasons for that is the fact that consoles like the NES and PlayStation were very specific hardware,” suggested Sakaguchi. “This made it easier for Japanese developers to master the hardware, as we could ask Nintendo or Sony directly in Japanese. This is why – I realize it might be impolite to say this – Japanese games were of a higher quality at the time. As a result, Japanese games were regarded as more fun, but when hardware became easier to develop for, things quickly changed.”

“Japanese developers had been developing skills specifically for console games, but in North America and Europe, there was a long history of PC culture,” Igarashi said.

“By the time there was no longer a big difference between developing for console and for PC, Japanese developers could no longer rely on their specialty as console developers, and had to master PC development,” said Igarashi, positing that this was the major reason Japanese games started falling behind.

“This is why – I realize it might be impolite to say this – Japanese games were of a higher quality at the time.”

Sakaguchi added: “Many Western gamers grew up playing Japanese games. When games by Western studios started to improve, they felt new and fresh when compared with the Japanese games those players were more familiar with. I believe that in entertainment, freshness is extremely important.”

After Sakaguchi left Square and created his own studio, Mistwalker, in 2004, Western RPGs started to overshadow their Japanese counterparts. Series like The Elder Scrolls, Dragon Age and Mass Effect gained massive followings, while Japanese RPGs like Final Fantasy XIII and Sakaguchi’s own Blue Dragon failed to attract mainstream audiences in the way they once did. However, Sakaguchi says he never felt it was necessary to derive inspiration from Western RPGs.

“In the West, children often get their own room from a very young age, whilst in Japan the whole family sleeps together in the same room,” said Sakaguchi. “I think that such small cultural differences can be felt through the games we make today. Even when Western games became mainstream, I didn’t feel the need to be inspired by them. I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.”

For Igarashi, things are a bit different. Today, the Metroidvania genre he helped create is one of the most popular genres among indie developers, and there are dozens of recent games directly inspired by Castlevania: Symphony of the Night.

“I would like to start by telling everyone to please leave my field!” Igarashi said, jokingly.

“In all seriousness though, I think that it is only natural for works to be inspired by each other. As for games within the genre, I try to play the good ones. More so than me, the director (of Bloodstained) researches these games to see what they do well and learn from their mistakes at the same time. In that regard, I guess I should call [other Metroidvania developers] our friends. We all learn from each other in the hope of creating better games.”

Sakaguchi and Igarashi are not the only legendary Japanese developers who left a major development company to become independent. Hideo Kojima, Yu Suzuki and Hidetoshi Nagoshi are only a few examples of the many Japanese talents who have set up their own studios.

“In my case, (at Konami) I wasn’t able to make the type of game that I knew fans were waiting for anymore,” Igarashi said.

“Mobile games were gaining popularity in Japan,” he recalled. “As a company, I think it was the right decision to shift focus. However, as a result it was no longer possible for me to make the same type of games. That’s when I heard the voice of a devil inside me telling me to quit. I think that to a greater or lesser extent, the direction of companies and what developers wanted to make started to diverge.”

With titles like The Legend of Zelda: Breath of the Wild, Metal Gear Solid V, Elden Ring and Final Fantasy XIV, it is safe to say that Japanese developers are at the forefront of the game industry once again today. That being said, the climate is fundamentally different from the 1980s and ’90s. Free engines like Unreal and Unity offer more documentation in English than in Japanese, putting Japanese developers at a disadvantage; and while Nintendo remains a very Japanese company, SIE (Sony’s videogame division) moved its headquarters from Tokyo, Japan to San Mateo, California in 2016.

“I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.”

“Nintendo is a very creative company,” said Sakaguchi. “They want to create games they believe are fun, and Shigeru Miyamoto is still central to that, which in turn is reflected in their marketing. That’s why their headquarters need to remain in Japan. Sony (PlayStation), on the other hand, is a much broader company that does business in many different genres. The biggest market is the West, and with their strength in marketing it is natural for them to make that market central.”

“The way I see it is that Sony is approaching videogames as a more cinematic type of entertainment,” said Igarashi. “Of course, they are aiming at the biggest market, but I think they need to be located where the best cinematic entertainment is made. Nintendo, on the other hand, is closer in spirit to a toy manufacturer.”

Igarashi said that while he is impressed by the success of modern Japanese titles like Breath of the Wild and Elden Ring, he wants to stay focused on the type of game he does best.

Sakaguchi has been playing so much Final Fantasy XIV that he has found no time to play such titles. Final Fantasy XIV is one of the most noteworthy successes among modern Japanese videog ames. The MMORPG genre has traditionally been a territory largely dominated by Western developers, but FFXIV has held its own alongside titles such as World Of Warcraft, EVE Online and Everquest.

“As the director (Naoki) Yoshida says himself, FFXIV is like a Final Fantasy theme park,” noted Sakaguchi, explaining the reason he thinks Final Fantasy XIV became such a big success. “It seems like an MMORPG on the surface, but in reality it’s a bit different. It’s a game that celebrates 35 years of characters and worlds from Final Fantasy, similar to something like Disneyland. In that regard, you might even call it a new genre.”

IGN interviewed Sakaguchi about his love for Final Fantasy XIV in 2022. At MAGIC 2023, Sakaguchi also looked back at the development of Chrono Trigger.

Igarashi’s Bloodstained: Ritual of the Night was released in 2019. It was well received by critics and sales topped 1 million units in 2020. Igarashi is currently working on a sequel, although details are still sparse. Sakaguchi’s studio Mistwalker released the classical RPG Fantasian on Apple Arcade in 2021. As he said at MAGIC 2023 that he hopes to make a sequel and bring the original to PC.

Esra Krabbe is an editor at IGN Japan. He thinks 2023 will be another big year for Japanese videogames.

Konami Acknowledges ‘Excitement and Enthusiasm’ for More Castlevania Amid Dead Cells DLC Launch

Much like its bloodsucking antagonist, Castlevania has lain dormant for many years, but Konami’s classic vampire-slaying franchise is finally beginning to awaken thanks to projects like Dead Cells: Return to Castlevania.

Released earlier this week, the heralded DLC stars Richter Belmont and Alucard in what Konami Return to Castlevania supervisor Tsutomu Taniguchi half-jokingly refers to as an isekai — slang for anime about characters suddenly being transported into a new and unfamiliar world.

“Is ‘isekai’ a buzzword ? Because this is how I would define this storyline,” Taniguchi told IGN in a new interview. “Let’s just say that Dracula’s Castle teleported on the Beheaded’s Island and what happened on the island stays on the island.”

No, Dead Cells: Return to Castlevania isn’t canon, but it is a fun reimagining of the old-school platformer, which got its start on the Famicom way back in 1986. The DLC has been heralded by fans and critics alike, with IGN’s review calling it a “shining blueprint of how to do a crossover right.”

‘Respectfully stolen’

According to Evil Empire chief operating officer Benjamin Laulan, it got its start at 2019’s BitSummit festival in Kyoto, which the studio attended in the hope of making a deal to sell Dead Cells in the Japanese market. A meeting with Konami convinced Laulan to shoot his shot and pitch a crossover, and was surprised to find a receptive audience.

“Back in France, we started working on it and well, since Dead Cells had ‘respectfully stolen’ so many elements from the series already, such as: the whip, the key art with the castle, the food hidden in walls… the ‘rogue-vania’ punchline… (oops!) It just made sense to continue this way, so we got lost into excitement and went all-in, the pitch quickly turned into a full DLC proposition,” Laulan said.

Laulan called Empire’s collaboration “really, really smooth,” saying Konami readily agreed to everything from Richter Mode to the Konami Code.

Taniguchi, for his part, said that Konami is “proud” that Castlevania had such an impact on Dead Cells.

“Seriously, knowing that Dead Cells, which is among the greatest indie games of the past ten years, was inspired by Castlevania is a huge source of pride for us,” he said. “When Evil Empire and Motion Twin came back with their full-DLC proposition instead of just this short featuring we weren’t really surprised and we were hoping for that to be honest. And we just thought we had to let them go full circle, because we knew they would use every ounce of their talent to honor the franchise. And also, I personally admit I just really wanted to see what a fight against Dracula in Dead Cells would look like!”

‘We know that our fans always want more’

Taniguchi wouldn’t say what the Dead Cells: Return to Castlevania means for the broader franchise, which hasn’t seen a proper release since 2014’s Castlevania: Lords of Shadow 2 (the successful Netflix series aside), but did acknowledge the “excitement and enthusiasm of the fans online,” which is “really motivating for [Konami].”

“We tried to bring back the games that people loved and cherished with the Castlevania Anniversary Collection and the Castlevania Advance Collection, we also brought back Rondo of Blood and Symphony of the Night for our PlayStation fans and on mobile, and launched Grimoire of Souls on Apple Arcade to celebrate the lore of the franchise,” Taniguchi said. “But we know that our fans always want more, and we do too, so this opportunity to have this amazing crossover with Dead Cells was impossible to pass up on. “

Konami is a long way from its glory days, when franchises like Metal Gear Solid and Castlevania towered over the games industry, but there are signs of a comeback. Konami is currently working on multiple Silent Hill projects, including a full-blown remake of Silent Hill 2, and rumors of a Metal Gear Solid remake persist. Even Suikoden is getting a little love with a remaster set for later this year.

Will Castlevania follow suit? We’ll just have to see. But in the short-term, Dead Cells: Return to Castlevania is a tantalizing reminder of what could be for one of Konami’s most beloved franchises.

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

The Finals Preview: This Hunger Games Shooter-Style FPS Shows Promise But Has Major Issues

The Finals is a fast-paced first-person shooter that focuses on arcade-y game styles and game-show mechanics. What makes it unique is that everything, and I mean everything, can be destroyed. It’s a lot to take in, but after playing a bunch of it, all of the elements manage to work really well together when the game isn’t stuttery and buggy.

All For The Fame

The premise of The Finals is that you’re a contestant in a virtual combat entertainment game show. You compete for fame, money, and the opportunity to get generous sponsors on your side. Developer Embark Studios has said The Finals was inspired by The Hunger Games, Gladiator, and other arena-style competitions. You can customize your own Competitor, which is pretty cool though the options are fairly limited.

The maps in The Finals matches take place in real-life locations that have dynamic time of day and weather conditions like fog and rain that are randomized each time you start a new game. I played in Monaco, a more horizontal close-quarters map, and Seoul, a vertical map with lots of height and layers to play on.

Clock in, Cash Out

The Finals has lobbies of four teams of three vying for the most amount of money cashed in. So the only way to earn points for your team is to bank money. Throughout the map there will be Vault spawns that teams can capture. Once you unlock the cash in the Vaults you have to carry the box of cash in your hand, so whoever is carrying the cash cannot use their weapons, but does have free range of movement like climbing, ziplining, jump padding, and running.

With the box of cash in hand, you have to run it to a Cashout location where you can bank the money for your team and move up in the leaderboard. Securing the actual deposit for your team takes a long time. So you can choose to stay and defend it from enemy teams that may try to steal the upload, or you can try to run and grab more cash or steal someone else’s upload. While the actual deposit time seemed a little too long, I did really enjoy the aspect of potentially being able to steal someone’s $30,000 deposit from them last second because we were able to hijack the upload right before it finished.

In the Tournament mode, the matches are basically the same but they start with a Knockout Round where the top two winners from the lobbies move on and continue on till a winner is announced. So the matches are a bit longer in terms of time length just due to being roped into an actual tournament formatted game.

Adding to the Hunger Games-like competition, there are announcers who commentate on the game, noting which teams have been wiped, random events that may start, such double damage, and when a team has successfully cashed out. It’s a fun mechanic that I actually really enjoyed since it prevented any team from just camping out somewhere and hiding since the announcers would tell everyone in the lobby what was happening.

Insert Coin To Play

The Finals isn’t a battle royale; it allows for multiple respawns whether or not your team revives you through a timer that counts down and requires you to “enter coin” to respawn once that timer is gone. You have a limited amount of respawns, two per person in the Standard Quickplay matches, but again your teammates can revive you at any point. In Tournament matches, you have two respawns per person as well but can get one extra coin each time you qualify for the next round. To encourage your teammates to revive you, they can even drag your trophy around to get to a safer position to get you back in the fight.

Speaking of picking up trophies, you can pick up virtually (pun intended) anything in the environment. As with the usual game logic, you can pick up flammable canisters and throw them at walls to destroy them or throw them at players to injure them. There are also toxic gas canisters and The Finals’ signature Goo containers you can throw to utilize as well.

The Goo containers, grenades, and guns utilize The Finals’ concept of this weird expanding foam looking wall. It looks like a little plush cloud barrier that deploys and hardens as it lands and provides you a bit of cover. It seems pretty cool but I didn’t find myself using it too much.

Chaos Incarnate

The most unique aspect of The Finals is the fact that everything can be destroyed. All the walls, buildings, new Goo element… you name it. The destruction happens server-side, so everyone experiences the same destruction in the same lobby. It’s easily the most fun aspect of The Finals where you can run around and literally take the ground away from an enemy team and snatch their money from them.

This makes The Finals stand out from any other shooter where you have to be strategic with where you position yourself or breach a room from. Here, you can breach wherever you want and no corner is safe. You simply cannot play The Finals like your typical shooter and I love that about it. It’s chaotic and unpredictable which is really refreshing for a first-person shooter. No more camping out in corners when you can just RPG the floor and walls to expose the enemy team trying to cash out.

Of course, with fully-destructible environments, there is a good and bad side to the chaos that creates. The good side is that you can constantly confuse and terrify your enemies as you destroy the ground they stand on and bash through any walls between you and them. The bad side is that while you’re confusing your enemies, you’re probably also going to confuse yourself and create an environment where you can’t see a single damn thing around you.

There were several points in matches where there would be so much destruction I could not see my teammates or enemies or where I was and I was just always falling through the ground. I don’t feel that this is a terrible thing, but it’s a lot of visual clutter and will most likely be extremely overwhelming to new players trying to learn the game and get a bearing for how gunplay and movement work. Maybe with more time in the game it’ll get easier to understand, like with Overwatch or Apex, but it was definitely a lot when trying to get my feet underneath me.

The chaos is fun to deal with when I can actually play, though. In the original first preview version I played that was only open to a few press and influencers, it ran perfectly and never stuttered – even with the wild amounts of destruction that took place around me. However, in the current Closed Beta that players can enter by registering on Steam, performance has a huge step back that I can’t believe is the same game.

I can barely get 30fps especially when any destruction happens. The game looked like a slideshow at times and even when turning everything down to low and on Performance mode, The Finals just couldn’t keep up. There was also this awful static noise that constantly ran in the background of the game sounds that gave me a headache after trying to battle frame rates and game issues.

Choose Your Contestant

The equipment, abilities, and competitors are all great but they do leave a bit to be desired. You can customize your Contestant, your character, and choose between three builds (classes basically). These three base body builds have different speeds in running, HP levels, and select access to items,weapons, and signature abilities:

  • Light Build
    • 150 HP, Fastest running speed, Sniper and Sub Machine Gun specialty
  • Medium Build
    • 250 HP, Balanced running speed, Assault Rifle and Shotgun Grenade Launcher specialty
  • Heavy
    • 350 HP, Slowest running speed, Light Machine Gun and Grenade Launcher specialty

While the different abilities and signature weapons were cool, there was a heavy imbalance that was clear from the start. Having a build that is so small that the hitbox is almost impossible to hit was a huge problem, especially given that the Light build can run much faster than the other builds. So not only could they dodge bullets faster but they could also just dodge them easier with their default hitbox.

The Medium build had an issue where their healing stream was incredibly fast and efficient and would almost instantly heal your teammates. So if you had a dedicated healer, you could essentially never die. That and if you paired a Medium build with another Medium build, you could just have two healers on a Heavy build and never go down.

Speaking of the Heavy build, this is where the real problem lies. The Heavy gets access to a wall that basically is like Reinhardt’s shield where it stops bullets from hitting you but also allows your teammates to shoot through it. And the Heavy’s exclusive gun is the six-round Grenade Launcher that I found most players spamming since it knocks down walls, buildings, anything and also injures players heavily.

Balancing Act

There was no cap on how many players in a team could be a type of class, so virtually you could stack all Heavy or all Medium, or all Light if you wanted with the same guns. So I ran into a lot of teams running one Medium and two Heavy players to spam the grenade launcher while their Medium healed the Heavies who were then shielding their team from damage. With each update that The Finals implemented, it seemed that the game really struggled with finding balance with weapons and Builds. In the current closed beta, there are far too many one shot weapons that completely suck the wind out of getting into a fair fight.

The time to kill also never found its footing since the beta was completely different from the preview build and the balance kept shifting. I’d find myself having to switch to whatever gun was the most overpowered in that fresh update and use that while still getting one shot by the same weapon. I was incredibly frustrated just trying to spawn in and play the game and my teammates would often disconnect and just start a new game.
The Finals is also hampered by destructible environments and visual clutter adding to the time to kill, since it’s incredibly easy for enemies to run away and recover health when you can’t see anything.

Otherwise, though, The Finals is a fun, fast-paced game that I really want to enjoy and see succeed ,but the balancing issues are very noticeable and make it frustrating to play and enjoy. However, the team at Embark were very quick to take feedback and make adjustments to the balancing issues with guns and abilities that show promise of The Finals being able to survive in the FPS world.

I genuinely want The Finals to live in the current FPS space. The amount of ambition in the game is exciting to see and it’s fun to play but there is a big potential that The Finals will not be able to find its footing with balancing to last as a major FPS competitor. I have major concerns about the way the game is being “balanced” in each minor patch but it’s still in beta so I’m giving it a chance. There was also no mention of how much the battlepass will be or how much cosmetics will cost once it leaves the beta so how the monetization will work is unclear.

The Finals is at the very least a unique take on the FPS space with strong mechanics, movement, and gunplay, but the current bugs and performance issues make me want to stay away until I know I can spare my eyes from 15fps. It was a huge disappointment to see the preview build and public beta build be completely different and full of many more issues.

Embark being quick to adjust to feedback does make me hopeful, but live service games are extremely difficult to keep up with on the developer and player sides. We’ll see what kind of audience The Finals ultimately attracts and holds after the beta and the full release.

Stella is a Video Producer, Host, and Editor at IGN. Her gameplay focus is on competitive FPS games and she’s previously reviewed Apex Legends, Hyper Scape, Halo Infinite Multiplayer, and Battlefield 2042. She regularly hosts and shoutcasts competitive Apex Legends and Halo Infinite tournaments when she isn’t streaming on her Twitch channel after work outs. You can follow her on Twitter @ParallaxStella.

Destiny 2: Lightfall’s World First Raid Completion Claimed by Shocking Underdog

Only two and a half hours after going live, Destiny 2’s latest raid, Root of Nightmares, was first conquered by a relatively unknown team of underdogs called Team Hard in the Paint.

Raids are Destiny’s ultimate endgame challenge, which involve six players working together to figure out complicated mechanics and execute them to perfection, all while avoiding being killed by hordes of enemies and powerful bosses alike. For many years, Bungie has observed the launch of their raids by hosting official “World First Races,” which document the first team to beat these dastardly gauntlets.

Bungie confirmed the world first victory, writing, “Guardians from around the world fought against an ancient threat in the Root of Nightmares raid this weekend during the World First raid race. A massive congratulations to Team Hard in the Paint for emerging victorious. As the first team to both beat the raid and the additional challenges, all six members will receive World First title belts and will forever be known as the World First Champions of Root of Nightmares.”

For the past couple of raid releases, the same team, Clan Elysium, has claimed victory, including last year’s Vow of the Disciple. Several other top contenders and previous winning teams were also highly watched on Twitch Rivals as part of the contest. The winner though, as it turned out, included a group of small content creators and speedrunners whose streams had far fewer viewers until it became clear they were on pace to win it all.

One such speedrunner, RoenXD, has only 9K followers on Twitch even after his team’s victory, a testament to his crew’s underdog status.

IGN reached out to RoenXD shortly after his raid accomplishments, who said of the victory: “It’s still pretty surreal because it’s been a long time goal of ours to achieve this. My team are the greatest friends I could ask for, and this is for sure one of the highlights of our lives. We prepared a lot for this raid and gave it our best, and it paid off.”

Reacting to the surprise victory, commenters chimed in on Twitter to praise the winning team’s impressive speed, or to bemoan or celebrate the loss of competing teams.

Since Destiny 2: Lightfall’s debut last week, unfavorable reactions to the expansion and lots of bugs have cast a shadow over the long-running looter shooter, a fact that’s reflected in IGN’s own review in progress. However, there appear to have been few technical issues during today’s raid race, a marked improvement over last year, which may be just the morale boost the Destiny community needs.

No matter who you were rooting for, this is a gaming underdog story for the ages. And who doesn’t love a good underdog story?

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