Jack Black Praises HBO’s The Last of Us, Wants Red Dead Redemption Movie

On the heels of the blockbuster release of The Super Mario Bros. Movie, Jack Black is singing his praises for video game adaptations. So much so that he has praised The Last of Us on HBO Max.

In an interview with BBC yesterday, Black, who voices Bowser, that he’s a fan of multimedia adaptations of video games so long as they’re treated right. He praised HBO’s The Last of Us for how faithful it is to the hit PlayStation game.

“The Last of Us was fantastic,” he said. “And what’s crazy is how loyal it is to the original source material. It’s basically all from the game with just a couple of tweaks. It’s going to win all the awards. They used the video game almost like a storyboard and I was like. ‘Whoa, this looks just the same.'”

Black also commented on how, with video game adaptations of movies and TV shows gaining traction, studios will look to adapt more games for years to come. “It will be very interesting to see what happens to the entertainment industry over the next 20 to 30 years but I think we will be seeing more and more storytelling from the gaming universe,” he said.

Red Dead Redemption next?

One video game adaptation the character actor wants to see on the big screen is Red Dead Redemption from Rockstar Games, because he believes “that [has] just as good or [an] even better story than The Last of Us.”

Black’s comments speak to how video game films and TV shows have been gaining popularity in the last few years, starting with Detective Pikachu and Sonic the Hedgehog. Both of these were considered to have broken the “video game movie curse,” a phenomenon in which past video game adaptations were critically panned, including the 1993 live-action Super Mario Bros. film, The Prince of Persia, Assassin’s Creed, and even Ratchet and Clank.

The popularity of video game adaptations now is such that Netflix series Cyberpunk: Edgerunners and Arcane: League of Legends were nominated for Best Adaptation at The Game Awards 2022, with the latter show taking that honor home on top of being the first streaming series to win an Emmy for Best Outstanding Animated Program. Today, more games are being adapted to screens big and small, including God of War, Ghost of Tsushima, Death Stranding, and Borderlands.

The Super Mario Bros. Movie is in theaters now. For more on Illumination’s first video game outing, read our review.

Cristina Alexander is a freelance writer at IGN.

Guilty Gear Creator Reflects Back on Two Years of Strive

Guilty Gear series creator, Daisuke Ishiwatari, is a legend in the world of Fighting Games. He’s designed some of the most memorable fighting game characters ever, written some of the best fighting game music of all time, and has been active in the scene since the late 90s. Which was why at the Arc World Tour Finals, when presented with the opportunity to pick his brain in an interview, I leapt at the opportunity.

IGN: It’s been almost two years since the release of Guilty Gear Strive. Reflecting back, what is something that you’re especially proud of with the game? And on the flip side of that, what’s something that you kind of wish that you could have done differently or maybe better?

Ishiwatari-san: I could say a lot of things on both ends with regards to things that I am proud of. While it’s not necessarily part of the game, it’s more on the production side of things, I’m rather proud of being able to gather together so many talented members to put this whole project together.

IGN: And then is there anything that you think you would like to have done differently or anything on that side of it?

Ishiwatari-san: So how do I put it? Amongst different I guess you would say, competitive games, fighting games in particular have a high bar of entry. It’s really hard for new people to join in on that. So if there’s something that I wish I could do better next time, it’s to make that a lot easier. Make it easier and simpler for people to be able to just join in the game and really start to enjoy fighting games.

IGN: Previous Arcsys fighting games have had multiple iterations of a base game, like with Xrd you had Rev and Rev 2. Is this something that you see happening for Strive, or do season passes and free updates kind of fill that role?

Ishiwatari-san: While there probably isn’t going to be a physical upgrade like how we did with Rev and Rev 2, using kind of season pass and upgrading what’s in the game season by season seems to be the way that we want to go.

IGN: You’ve added a ton of things to Strive over the last two years from the digital figure mode, the combo maker and recently to cross play. Do you feel like Strive is feature complete at this point, or are there still new features outside the ones that affect the core gameplay that you’re still looking to add or change?

Ishiwatari-san: It’s not so much a question of are we finished, it’s more a question of do we have the resources to put into these ideas? Of course there’s a lot of things that we want to put in, a lot of things that we want to change and add in for the players and their satisfaction. But that’s something to kind of decide as development progresses.

IGN: You’ve been making games for a long time at this point. Do you think it’s gotten easier or harder to make a fighting game in 2023 versus how it was in the late 90’s?

Ishiwatari-san: So it’s rather a difficult question, but if you want to compare it, how you make things now is: You have specialized teams, specialized people working on individual parts of putting the game together. And in that sense it is easier to make the game. But back when you first started making games, it’s very much like how the indie scene is today where you have a small team, everybody collaborating, putting together all they can, all the skills and resources to make something happen. And while that may be more difficult in general, for me it’s much more easier, a much preferred way of putting games together

IGN: What’s your feeling on the state of fighting games in 2023? It feels like it’s a very exciting time with a new Street Fighter, a new Mortal Kombat, and potentially a new Tekken all coming out this year. What’s your current thoughts on the state of fighting games in 2023?

Ishiwatari-san: A little difficult to put [into words], but basically instead of looking at it more like what is the state of fighting games, I look at it kind of like… fighting games, are a difficult medium to jump into, a difficult platform to just jump into. And so I look to a lot of games like Splatoon where people can just pick it up, go, have fun. And while that’s a focus of mine, something else I’ve really wanted to consider is from a sales standpoint is how do you go from here? Do you evolve what the game is, what the platform is, take it to another level? Or do you continue to push the standards of what already is? And so those are my thoughts on it. It is that it’s a consideration of either evolving the medium, continuing on the medium, while also considering of course making it easier for new people to step into the genre.

Do you evolve what the game is? What the platform is? Take it to another level? Or do you continue to push the standards of what already is?

IGN: Where do you see the biggest opportunity for growth within the fighting game genre? Is it the onboarding? Is it teaching new people how to play? Or are there other areas you think that fighting games can still evolve?

Ishiwatari-san: If you think about, for example, chess. Chess is a strategy game, and the way strategy games have kind of evolved is nowadays you have things like RTSs and similar computer games that have these same basic principles of strategy. But because those games exist doesn’t mean that chess and the people who play chess no longer do that. It’s still something that people enjoy, something that people still continue to do, even at a competitive level.

So that ends up becoming something that all developers kind of think and worry about. Do you keep making the same type of thing that everybody knows and loves? Do you take it to the next level? And what impact will that have on getting players in, keeping the genre going, that sort of thing. So it’s actually something all developers, not just Arc System Works, but all developers are considering at the moment.

IGN: And then finally, I wanted to ask you about the new character Bedman?, a character that was previously in Guilty Xrd. How is the character different in Strive and what were some of the challenges involved with taking that character, who is so complicated, into a new fighting game system in Strive?

Ishiwatari-san: I guess from a design standpoint of transferring the character into Strive, yeah in Xrd there was Bedman who was on their bed, but since the character perished in that story it’s just the bed remaining. And what I wanted to do was kind of take a little bit of inspiration from Annabelle and say the kind of fractured feeling of Bedman is still remaining inside the bed itself. So from a design standpoint, that’s the basic backbone of the character.

At this point, producer Ken Miyauchi stepped in to answer the rest of the question.

Miyauchi-san: So let me take that question. So the design of Bedman, I would say it’s not as complex as the Xrd Bedman, but he does have quite a few unique movement actions. So he’s not the kind of easy character you can just pick up and play. Compared with the previous character, Sin, he does have a lot of advanced techniques and a very unique move that the other character doesn’t have. So in terms of difficulty, he is a little difficult character to pick up.

Bedman?, the latest character in Guilty Gear Strive is available now as the third of four planned characters for season 2. Thanks to Ishiwatari-san and Miyauchi-san for their time.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

EA Sports FC’s New Logo is Here, And It’s Very Pointy

With FIFA now firmly in the rearview mirror, Electronic Arts has revealed the logo for EA Sports FC, which it hopes will be able to continue the series’ incredible run of success dating back to the ’90s

At the first blush, the logo is extremely, well, pointy, with a surfeit of sharp angles more reminiscent of a racing brand than a soccer game. Here’s what EA had to say about the new logo:

The new brand takes its design inspiration directly from the beautiful game and a dominant shape in football culture that represents the sport in multiple dimensions, triangles. From passing techniques to set plays, the shape has also been woven into the DNA of EA SPORTS football experiences for decades; from the isometric angles of our very first 8-bit experiences and the triangular polygons that make up every pixel of our most modern games, as well the iconic player indicator symbol that appears above every athlete in every match.

If you want a fuller breakdown of the new logo’s design, as well as a picture of it on a flag, you can find a lengthy explanation right here.

The beginning of a new era

The new logo comes just about a year after the original news that EA’s multi-decade partnership with FIFA was coming to an end and that the series was being rebranded. EA CEO Andrew Wilson was unusually candid about the breakup, saying that the only value that FIFA brought to the series was “four letters on the front of the box.” FIFA, for its part, has promised to put out its own game.

Despite the name change, EA Sports FC will retain the partnerships that have been its calling card, striking a deal with the Premier League worth some £488 million — a contract said to be worth more than double the value of the original deal.

Little else is known about EA Sports FC, though it’s unlikely to be significantly changed from previous games, which have long since perfected the franchise’s moneymaking formula. EA has said that fans can expect a full reveal in July.

As for the final release, EA Sports FC should be out on PC and major consoles sometime in September.

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.

Not Every Journey Is the Same: Why Remakes and Remasters are Great for Gamers

Hey Unlocked listeners and readers, Stella Chung here again today to talk about how great games are! Specifically, I want to talk about how great remakes are in this current game market. I recently started playing Resident Evil 4 for the first time, thanks to the remake, and I posted about it on Twitter and got a callous reply about why I missed playing one of the greatest games of all time and what other games I didn’t play.

Growing up, we were extremely frugal. We immigrated to the States when I was a baby and we were very poor so we didn’t have a lot of disposable income to enjoy games. When we did stabilize financially I wasn’t allowed to play games since my parents really wanted me to focus on other “productive” extracurricular activities.

I was 20 years old, living on my own in college when I finally got my first console: the Xbox One. Even with a console, then getting a PC, I still couldn’t really afford a lot of the bigger games since I was working and going to college. When I took a break from school to full-time stream, I was able to get more games since it directly applied to my job.

But even so, I found myself wanting to keep up with modern games, not just go back to games I had missed. I wanted to keep up with the games that were coming out, talk to my friends about them, and play them on stream to share with others. I also just didn’t have the means to play older games I had missed since they were locked to consoles I didn’t own.

But so many remakes came out that I was able to snag and play to make up for missing the original game and I loved being able to enjoy it in a modern update. A lot of remakes really just restore the original game to look and feel like how we think we remember it to be. For example, I swear Banjo Kazooie looked exactly like how the remake did on my friend’s N64 as it does now on the Xbox with its remaster. But that’s how memory works and we want to remember the game being the best version it was when we were growing up and just in love with our favorite titles.

So being able to see the difference in the remakes of these games is pretty great to fuel nostalgia while also bringing up the experience to modern standards. I’m pretty sure if I had to deal with the old Resident Evil camera angles I would lose my mind now, so I’m very glad for the remakes. It just restores that memory while bringing it up to speed to current-day controls.

Also, I was able to experience DOOM by playing the 2016 release and realize how much I loved the world building and pure violence of that demon-filled universe through the modern remake. This spiked my interest to then look into the original DOOM classics and try them out on Steam. Then there’s the beautiful collection of Halo games that I would have never touched if it was not for the remastered bundle that I’m playing through now with my best friend from childhood.

I really want to talk about this, and I know I’ve discussed this on Unlocked but not to the extent I want to now. Because I wasn’t allowed to game when I was living with my parents, I really missed out on the prime gaming years. There’s a Korean word for it that perfectly describes how I feel about it but it doesn’t have a direct translation to English. 아쉽다 (ah-shib-da). The best translation for it that I could explain is feeling regret, as if it’s a shame, and just a general feeling of mourning all in one.

I am grateful that I am now working in a job where I can enjoy games and fuel my inner child but I look back on the years I was in high school, listening to my best friends talk about the latest Assassin’s Creed game and the developments in the Halo storyline while feeling left out and like I was missing something great. I remember my friends pulling their hoods over their heads pretending to be Ezio and not knowing what that was about. I basically got the gist of the stories by listening to them rant about the games they were playing.

I missed the golden years of Master Chief’s adventures and badassery and lived vicariously through my friends who played the series and told me about the latest developments. I would have fleeting moments to play for myself when I would go over to their houses to hang out and get a small taste of what they experienced and I felt slightly more included.

My best friend and I have since then grown and live very busy lives but he and I set aside some time to play the Halo: Master Chief Collection all the way from the first game. As soon as I booted it up I felt this feeling of wholeness as I saw this screen I remembered seeing on my friend’s consoles when I’d visit. When my best friend and I started playing from the start, he was able to share his favorite moments with me, finally, after all those years and play like it was the first time for him through me.

When we got to Halo 2 and entered the chapter where you play as The Arbiter, the bad guy, I was shocked and exclaimed at how cool this was and how I loved it. My friend burst out saying, “Yes! I was waiting for your reaction! That’s exactly what I said and this is so cool seeing you experience this for the first time.” It felt incredible since even modern games don’t tend to pull this move and, this part will sound cheesy but, I felt like my inner child was healing.

But even so, I found myself wanting to keep up with modern games, not just go back to games I had missed.

I know there are some video game enjoyers who claim something will never be as good as the original but as someone who missed them the first time around, I am grateful for remakes and remasters. I genuinely feel they are a great addition to current games being released. They allow gamers like me who just weren’t able to access them, to go back and enjoy them in a better, updated state.

If I could go and grab older consoles I missed and play the games I wasn’t able to growing up, I definitely would. But remakes and remasters make it easier so I don’t have to. And I know I’m not the only one who’s in a similar situation. Games are awesome and we should be able to enjoy them how we want and I am so grateful that remasters and remakes exist for the sake of letting players who enjoyed them in the past enjoy them again, and for new players to enjoy them for the first time.

It’s a great way to unify gamers and let us all discuss the same game and share stories on our experiences with them, whether it was from the original or the remake.

If you could have any game be remastered or remade, what would you pick? For me, if DICE could make a proper Mirror’s Edge remake of the original, I’d be absolutely set.

Disney Illusion Island Preview – Our First Hands-On

As a new parent, one of the things that I’m most looking forward to is being able to play games together with my son. This is just one of the reasons why Disney Illusion Island caught my attention right away as a game that looked like a blast to play with my family. A four player cooperative 2D platformer from Dlala Studios, developers of the recent Battletoads revival, Illusion Island seeks to combine the joy of traversal in a seamless, massive world with that signature Disney magic. After spending about 20 minutes with it, I found myself sufficiently charmed and left with the feeling that Dlala seems like its on the right track.

The setup for the adventure this time around is Mickey, Minnie, Donald, and Goofy all traveling to the titular Illusion Island under the impression that they’ve been invited by one another to a picnic. It turns out, the picnic was a lie, and those invites actually came from the Toku, a group of creatures in desperate need of heroes to save them. And so, with a little bit of cajoling (some needing more than others), Mickey and the gang agree to help the Toku by collecting three magical tomes scattered across the island.

It is impossible to ignore the influence that Metroidvanias have had on the design of Illusion Island’s world.

And to be clear, the island is massive. Dlala CEO AJ Grand-Scrutton doesn’t like to use the term “Metroidvania” as a genre descriptor for Illusion Island, but it is impossible to ignore the influence that those games have had on the design of its world.

In his own words: “Look, it’d be silly of us to kind of pretend that there is not Metroidvania inspiring the structure of the game. It’s a big seamless world. You get to gates you can’t get past until you get an ability. In a lot of ways that’s Metroidvania 101,” said Grand-Scrutton. He continued, “I think the difference with ours is that we’re focused on the platforming aspect. This isn’t a combat game. This is a game about all the challenges you come across being resolved by a movement and abilities as opposed to fights. So I think that structurally we’re very inspired by Metroidvania, but I think our biggest influences are platformers – modern ones, and the ones we grew up with.”

Fortunately, that platforming feels really good. It’s super smooth, there’s just the right amount of floatiness to your jumps, and there’s a really great flow from the level design that allowed me to just go from place to place without even really thinking about it. Despite the large open-ended map, I felt naturally drawn by the design to where I needed to go.

Of course one of the most notable aspects of Illusion Island – and as I said at the beginning, the thing that drew me towards it – is the fact that the entire campaign is playable in four-player co-op. Grand-Scrutton said that they decided to make each character control the same because if you make one character faster, or one character jump farther, what naturally happens is that somebody feels like they’re getting left behind.

So they made it so that, fundamentally, every character plays the same, but each feels different thanks to each of their animation styles. “We use kind of a toy analogy in which we said that okay, if we view Minnie as a paper airplane, we view Goofy as a slinky, Donald as a slingshot, and Mickey as a bouncy ball. Then we animate it around that,” said Grand-Scrutton. “So it’s very strange because the reality is they’re all the same, but they all feel really different when you play as each of them. So it’s a really fun challenge to overcome.”

I only had the opportunity to play as Minnie, so I didn’t get to experience the feeling of the other characters myself, but one of the things that I really enjoyed was when I got the ability to use wall jumps. There was a fun cutscene where every character was granted their own item that represented the ability. Mickey got a pencil, Minnie got climbing gear, Goofy a fork, and Donald… a plunger. Seeing Donald’s reaction to his gift was a joy, and I imagine it’s going to be a recurring gag throughout the game that I very much look forward to seeing more of. It’s a joyous comedic tone that echoes the animated shows and movies we know these characters from so well. This is further reinforced by the art style which evokes that classic morning cartoon feel, but with a modern sheen.

My time with Illusion Island was brief, so I can’t really comment on many of the deeper mechanics beyond just jumps, double jumps, and wall jumps. I definitely got the impression that the game felt pretty easy, but that’s based on 20 minutes of play from literally the beginning of the game. I asked Grand-Strutton and Lead Designer Grant Allen what the target audience was that they were aiming for, and they told me that while it’s a family game, that doesn’t mean it’s a kid’s game.

“So the way we view it is: Us as platform fans who grew up as platform fans and are still platform fans can play this. It’s enjoyable and Grant and I can play it together and feel challenged. But then if I want to play it with my nieces and nephews, we’ve provided features such as being able to set both my nephews to have infinite health, and I can play with two hearts and still get the challenge. But I don’t have to worry about them suddenly fighting and beating me up because they keep dying all the time.”

As with any massive exploration-centric 2D platformer, discovery plays a huge role in Illusion Island, and you can expect to find plenty of collectibles in the form of Glimt – basically like coins that can be spent on a variety of unlocks – special cards called Tokuns, and much more.

I’d also be remiss not to mention the soundtrack, which nails the ambient soundtrack that you’d hear while walking around Disneyland. It’s absolutely delightful. And delightful is a good word to sum up my experience with Disney Illusion Island so far. If Dlala can evolve the mechanics in satisfying ways over the course of the adventure, Illusion Island has all the makings of a wonderful return for Mickey Mouse and friends to the world of 2D platforming.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Star Wars Jedi: Survivor Has a Colossal File Size on PC

EA has revealed the PC system requirements for Star Wars Jedi: Survivor alongside its colossal file size.

Those looking to join Cal Kestis and the Mantis crew on their next adventure will need to clear some hard drive space to accommodate the whopping 155 GB file size.

This puts Jedi: Survivor on par with the likes of Red Dead Redemption 2 which demands 150 GB of available space for its vast open world and incredible level of detail.

Jedi: Survivor’s predecessor, Jedi: Fallen Order, also requires significantly less at just 55 GB, a whole 100 GB less than the sequel.

EA shared the PC minimum system requirements as 8 GB of RAM with a CPU equivalent of a Ryzen 5 1400 and a GPU equivalent of a Radeon RX 580. The recommended specs look for 16 GB of RAM, a Ryzen 5 5600X equivalent CPU, and a RX 6700 XT equivalent GPU.

We already know that developer Respawn Entertainment has expanded upon the galaxy far, far away greatly for its sequel, including much bigger environments that can be explored on rideable mounts (or via fast travel).

Jedi: Survivor also has a ton more optional areas, all of which fans can explore when the game launches on April 28.

In our preview of the game, IGN said: “Jedi: Survivor feels grander without ever letting the burgeoning scope compromise the exploration and sense of discovery that serves as its heart.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

UK Daily Deals: Best Zelda: Tears of the Kingdom Preorder Deals Right Now

Right now, the best Legend of Zelda: Tears of the Kingdom (or Breath of the Wild 2 as many of us called it for years) preorder deal is at ShopTo for £49.85. With this preorder, you’ll get the game and the limited edition free Tears of the Kingdom poster as well. This is a £10 saving compared to the Amazon listing, and well worth considering if you don’t have any leftover extra credit at Amazon, or you won’t be trying for the Tears of the Kingdom Collector’s Edition (that’s out of stock right now as well).

Other deals to check out right now include the 3-months for 99p deal returning at Audible (usually £7.99/month). This is for new or returning subscribers, and is well worth getting if you love audiobooks. There’s also the PlayStation Spring Sale, PSN Gift Card discounts, preorders for limited edition 4K Blu-rays, a superb deal on cans of Pepsi, and plenty more to consider as well. See all these deals and plenty more just below, and make sure you’re following @IGNUKDeals on Twitter for more updates.

TL;DR – Best UK Deals Right Now

Best Zelda: Tears of the Kingdom Preorder Deals with Poster (Save £10)

Bonus: Where to Preorder Tears of the Kingdom – Switch OLED Model

If you’re looking to add the special Legend of Zelda: Tears of the Kingdom Switch OLED model to your collection, then look no further. Preorders for this special edition console are still available and will launch on April 28, just a few weeks before the new game.

3-Months of Audible for 99p (was £23.97)

This is a great deal on Audible. For 99p you’re essentially getting three audiobooks of your choosing (one per month), alongside the whole Audible podcast catalogue. Some of my favourites I’ve listened to on Audible this year include Cinema Speculation by Quentin Tarantino, Strong Female Character by Fern Brady, and I Am Not Nicholas by Jane MacSorley.

But there’s plenty else to choose from as well, such as The Sandman, Game of Thrones, Harry Potter, Dune, Lord of the Rings, and more. For 99p, you’re getting plenty of value out of Audible, so I defintiely recommened giving it a go. (This is for new and returning subscribers only)

Latest 4K UHD Preorders: John Wick 4, Mario Movie, The Last of Us

There’s some pretty awesome 4K UHD and Blu-ray preorders that the IGN UK audience have been loving recently. At the top of these is The Last of Us Season 1 steelbook, but we’ve had a couple of new popular preorders announced recently as well. Both John Wick 4 and the Mario movie are getting the special edition or steelbook treatment, and you can check out the preorders for both just below as well.

Latest UK Random Deals: My Top Picks Right Now

It’s a roll of the dice. These are my absolute favourite deals that are available right now, but don’t necessarily fit anywhere else, making them a little bit more random compared to everything else in Daily Deals.

Best PS5 and Xbox Series X Console Deals in the UK

This is the first big PS5 bundle deal we’re getting in the UK, with £40 off the original list price of £540. With PS5 consoles costing £479.99 right now, this essentially means you’re getting God of War Ragnarok for £20. It’s a great deal, but there are a few others to check out below as well.

Perfect PS5 2TB SSD for £125 Deal is Still Live (Limited Time)

The Netac NV7000 is compatible with PS5 consoles for an ultra-fast M.2 SSD storage expansion, with read speeds of up to 7000/6700MB/s (PS5 requires 5500MB/s or faster). Not only that, but it includes the required heatsink built in so you can have a no mess, no fuss install process.

For just £124.49, and a 5-year warranty included, this is a steal and well worth your attention. To get the deal, make sure to scroll to and click the ‘Apply 25% Voucher’ before adding to the basket and checking out. If you need any help installing your new drive, see our how-to guide here, and the how-to install video here.

Check Out These PS5 and PlayStation Spring Sale Deals

PlayStation’s Spring Sale has brought with it a number of excellent deals on PS5 consoles and bundles, alongside some wonderful physical and digital PS5 video game deals. This includes the likes of The Last of Us Part 1 for £37.99, Dead Space for £44.99, Hogwarts Legacy for £44.99, Ratchet and Clank for £29.99, and plenty alongside. You can also save even more on digital purchases if you invest in some discounted PlayStation gift cards from ShopTo.

Topping it off, the latest PS5 console bundle deal is now available in the UK, with multiple retailers discounting the PlayStation 5 + God of War Ragnarok bundle. There’s a £40 saving up for grabs, with the bundle dropping to just £499.99 for a limited time only.

PS5 and PS4 Physical Video Game Sale

PS5 and PS4 Digital Spring Sale Deals

Save Big on Digital Purchases with These Discounted Gift Cards

If you’re buying anything in the PlayStation Digital sale, then here’s how you can save a little extra money along the way. UK online retailer ShopTo has currently got a brilliant selection of PlayStation Gift Cards at discounted prices; for example a £50 card for £42.85 instead. Not only do these make great gifts, but they’re also perfect for topping up your own PSN account as well.

The only catch with these is that the best value comes from spending £50 or above, so only do this if you’re planning on make lots of digital purchases, or a couple of big ones. For example, if you buy two £50 cards, gaining £100 in total, you’re only paying £85.70, which is a £14.30 saving right out the gate. There’s more gift cards available, so I’ve left some handy links just below. And don’t worry, ShopTo is a trusted seller, and we feature deals from them all the time so you’re absolutely in safe hands when purchasing.

Best Steam Deck and Switch SD Card Deal is Still Live (Limited Time)

Obviously, these SD cards can be used with any compatible device, but we’re focusing on a select few that are perfect for your Steam Deck (A2 SD Cards like the Samsung Evo Select), or your Nintendo Switch. My favourite deal is definitely on the Samsung Evo Select 512GB SD for just £32.99. This SD card was down to £38 during Black Friday, so this is an even better deal.

Super Mario Digital Sale at Nintendo eShop

Nintendo is running a new sale on select Nintendo Switch games to celebrate the launch of the Super Mario Bros movie this month. Some games have dropped to just £33.49, including Super Mario Maker 2 and Super Mario 3D World. Wave 1 of the sale lasts until April 19, with a new range of games discounted in Wave 2, starting April 20.

Bonus: Pokemon Go Plus+ Preorders Are Live at Amazon £49.99

Pokémon Go Plus+ (it’s a silly name, but honestly it’s fun to say) works with Pokémon Go, and with the upcoming game/app Pokémon Sleep. It uses Bluetooth Low Energy technology to sync with your phone without nuking the battery life. Preorders are live at Amazon and ShopTo.

Star Wars Jedi Survivor Preorder Deals (PS5 and Xbox)

If you’re a Star Wars fan eagerly anticipating the release of Jedi Survivor, especially after all the positive previews we’ve now seen, now is the perfect time to preorder the game from Currys. With the use of the discount code JEDI15, you can get your hands on the game for just £59.49.

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

Crime Boss: Rockay City Review

Crime Boss: Rockay City takes Payday’s potent formula and plops it in the middle of the decade that brought us bleached hair, dial-up internet, and the ’92-’93 Dallas Mavericks. Unfortunately, just like bleached hair, dial-up internet, and those 11-and-71 Dallas Mavericks, Crime Boss looks awful, is technically outclassed, and is full of embarrassing performances. Hard to outright hate thanks to the compelling, car crash quality of some of its cutscenes, it’s nonetheless impossible to recommend right now on account of regular bugs, repetitive missions, and bog-standard blasting that’s unmemorable at its best and exasperating at its worst.

At face value, Crime Boss looks like a hearty deal. There are three separate ways to play, including a dedicated single-player campaign and two co-op focused modes. On top of that, Bon Jovi’s second-best song about cowboys is on the soundtrack, and Michael Madsen is here as leading man Travis Baker – and in a dapper hat, no less. Madsen isn’t a prolific video game voice actor but he has demonstrated an ability to pick quality winners in the past – certainly with the likes of Telltale’s The Walking Dead, Dishonored, and a 2001 game you may have heard of from the makers of Christmas Lemmings called Grand Theft Auto III. Unfortunately, his winning streak is now broken.

Heist to Know You

It’s actually tricky to pinpoint precisely which pillar of Crime Boss is the weakest, although a shooter with combat as scrappy as it is here is always going to be on a hiding to nothing. Melee attacks are hopelessly unconvincing and the shooting itself is annoyingly imprecise and ineffectual, with the slimeballs of Rockay City capable of absorbing punishment like their chests are made of Kevlar. The explanation here likely has something to do with the fact the roguelike single-player rations out perks that negate aiming sway and increase the stopping power of your rounds as rewards for levelling up, but that doesn’t really help. If anything, it makes it seem like it’s just been arbitrarily made to feel like garbage until you can level up for the chance to make it less so.

The roguelike approach to the solo campaign, dubbed Baker’s Battle, is an interesting slant but it ultimately becomes exhausting. Completing Baker’s Battle requires us to take over all territories in Rockay City. Taking territories requires surviving a chaotic but largely vanilla turf war against a wave of opposition gang members. Defending territories requires surviving a chaotic but largely vanilla turf war against a wave of opposition gang members. Funding all this requires stealing stuff from a modest assortment of warehouses, strip malls, and other secure spots that always look pretty much the same. What I mean is that pushing through the campaign is already an exercise in repetition. Making it a roguelike feels like putting a treadmill in a hamster wheel. Beyond that the only real change to the formula comes in the form of some incredibly left-field side missions, like a Vietnam War flashback or a baffling trip to a snap-frozen Russian airbase, none of which have been particularly enjoyable thanks to tiny maps and unsatisfying action. Black Ops did this better 13 years and two console generations ago.

Making it a roguelike feels like putting a treadmill in a hamster wheel.

The other ways to play Crime Boss are either via a quick play menu where you can drop into random jobs, or a series of so-called mini campaigns called Urban Legends. Both of these can be played online with co-op partners or with bots. Both of these also seem like the missions I already played in Baker’s Battle, only this time with friends who’d probably rather be playing Payday.

Crime Boss unapologetically lifts most of its heist systems from its tried and true peer, even down to its automatic drills and saws with little computer screens (which would have seemed less wildly out of place in this ’90s setting had Michael Mann ever put one of them in Heat). The upshot of this thievery is that Crime Boss’s heists are easily the better part of proceedings, even if working with the lax AI often means bagging up the goods for them and tossing them a duffel rather than trusting them to do it themselves. It’s like going on vacation with a toddler.

For the most part, the shonky stealth means things descend into identical firefights time after time. Occasionally, and mostly in the final moments of a successful heist, I would get glimpses of Crime Boss at its most competent. There is a certain satisfaction to be gleaned from having the crowd subdued and the loot secured, even if it is highly derivative of Payday’s long-established formula. On one particular job my crew and I had quietly and completely cleaned out a jeweller, after some patient initial skulking about had rewarded me with a store full of dead CCTV cameras and trussed-up security guards. However, just when things threatened to go south, our getaway vehicle had what can only be described as a seizure as soon as I tried to climb in. This was an isolated bug but others are much less so, including random freezes that last for several seconds and regular instances where character models fail to load in at the start of a mission, leaving guns floating around and shooting you until their owners blink into existence.

[There are] regular instances where character models fail to load in at the start of a mission, leaving guns floating around and shooting you until their owners blink into existence.

At any rate, I was still able to successfully escape the jewel heist with the take a few minutes later, but having the van flap around like a Fallout corpse and peel away as we were literally trying to enter it isn’t exactly an elegant bow to tie on a mission.

Get Chucked

Equally inelegant are the lion’s share of voice performances from its otherwise highly recognisable cast, most of which feel like they were email attachments sent back to the studio the same day the contracts came through. I’ll happily admit seeing Michael Rooker and Danny Trejo digitally de-aged and straight off the set of Days of Thunder and Desperado, respectively, was a powerful novelty at first, but Crime Boss otherwise squanders its kitsch cast.

Vanilla Ice is here as a rapping drug lord who is either beatboxing between his sentences or has someone else doing it for him. I can’t tell. Danny Glover is here and doing his best, despite the fact they didn’t exactly push the boat out when naming his character, which is Gloves. The always terrific Danny Trejo is here, but I’ve only heard him speak once. He has a bigger presence on the box art than in the game itself.

The worst celebrity by a country mile, however, is Chuck Norris, who appears quite regularly – either gloating over your dead body at the end of a run, or showcasing his incorrigible lack of trigger discipline by continually waggling his pistol at his partner. I like Chuck Norris movies as much as the next guy who grew up lurking in video stores throughout the 80s and 90s, but the only thing Missing in Action here is his ability to speak naturally. I guess it makes sense for a game about stealing everything that isn’t nailed down; someone has pilfered half the punctuation from Chuck Norris’ script.

There is absolutely nothing about his delivery here that works. Indeed, he doesn’t sound like he’s even delivering it. He sounds like he’s either been Bowfingered in a restaurant, or is dictating handwritten napkins to his phone to print out in a larger font later. What’s particularly baffling, however, is somehow Norris still isn’t the worst sounding actor in most of his scenes – that victory belongs to his partner, who appears to be a Sonny Crockett cosplayer voiced by a Fraggle.

Minecraft Legends: The Final Preview

When I think of Minecraft, I think of creativity, peace, and adventure. Minecraft Legends’ opening campaign scene made me feel as though my past accomplishments and care for the franchise were being rewarded by trusting me with a new and important challenge: save the Overworld from the greed of the piglins. Minecraft Legends is the fourth Minecraft spinoff game (Telltale’s Minecraft: Story Mode and Mojang’s Minecraft Earth and Minecraft Dungeons preceding it) and after getting an hour with its campaign and about an hour with its PvP multiplayer, it’s already building to be my favorite of the bunch.

It’s Not an RTS

Minecraft Legends is an action-strategy game, which yes, is different from an RTS (real-time strategy), though only in a few critical ways. Instead of taking a top-down omnipotent view of the world below you, your character leads mobs into battle with a sword in hand. Dennis Ries, Executive Producer at Mojang, told me that one of the reasons Mojang didn’t want to make a traditional RTS is because of the challenges they present when putting them on console. The action-strategy interpretation cuts out some of the impersonal aspects of real-time strategy and makes events and threats more focused.

Instead of commanding waves of soldiers or creatures from above, you’re using music to direct a mix of mobs to attack piglin towers or defend an otherwise defenseless village. First, you’ll start with two kinds of golems, and then as the campaign progresses, you’ll find allies in the iconic creeper and other formerly hostile mobs. Directions to the mobs are rather simple (move here, follow) but become more complex steadily over time (command one set of units following to move or focus a target). I played exclusively on an Xbox controller. It did take me a fair bit of time to get used to all the commands, and I can’t say I came away from my hour with the campaign having fully mastered them, but I think the campaign still does a good job of peppering in new layers of lessons during the early tutorial missions. I really only felt the lack of mastery because of the multiplayer session that came later – but more on that in a moment.

It’s difficult to say whether the on-the-ground perspective is more helpful than a wider view after only an hour of the campaign, but it did make my personal affection for units stronger. That being said, it’s a little disappointing I can’t cheer on my units or do more with our friendship other than sending them off into battle and reviving them again at their spawn structures. I served as a commander playing music on a lute for commands and used my sword only for hitting piglins. The cobblestone golems have to attack a piglin tower on their own as my sword (the only weapon you’ll have as far as I know) doesn’t do damage to the structures. Then, when it comes to the actual mining or resource collecting or building defensive structures like walls or arrow towers, the helpful fairy-like creatures called the allay handle that. It’s an interesting distribution of tasks that I’m curious to see how it changes and expands as the campaign continues.

Learning the Mechanics with Campaign

The tutorial mission early on was short and straightforward but served as a great introduction to the Hosts, three new ethereal NPCs. Each gave me a boon to assist in my quest to defeat the piglin invaders and defend the Overworld. I like them. They serve as just enough context for the story and as fun and encouraging guides, but also give me enough space to still feel like this story is my own – something I look for in Minecraft. The tutorial was genuinely essential and expanded well into that first hour of play, building on beginner mechanics as the piglin threat increases.

Getting upgrades in Minecraft Legends isn’t done through earning experience that translates to new levels, but in true Minecraft fashion, instead requires using resources to build toward something new – in this case, building “improvement structures” that can be made with a large collection of resources and a special stone called prismarine that’s earned by defeating piglins. Improvement structures unlock more units, new buildable defenses, or a slew of other upgrades, like the ability to mine for diamond or other ore.

One benefit of Minecraft Legends playing by its own unique action-strategy rules is its campaign’s patience with battle. Ries said that if I wanted to, say, spend more time exploring the procedurally generated map to find the new beetle or bird mounts, I could do so without the village actually being in peril. The peril kindly waits. The Hosts will gently provide reminders of the next critical task, but they won’t stop you from indulging in curiosity. I could easily see myself getting lost in seeking out new mounts or finding other secrets. Ries confirmed there are no secret areas, but enticing things like floating treasure chests in the sky, that yes, are intended to be there and are their own sort of challenge to collect. I appreciate that Minecraft Legends preserves Minecraft’s exploration and discovery.

An hour wasn’t nearly enough to make much of a dent into the full scale of the piglin threat or my forces’ abilities to combat it. Ries said Minecraft Legends’ campaign can take anywhere from 18 to 25 hours to complete, depending on how each player approaches the game. I look forward to exploring and unlocking everything in it I can when Minecraft Legends is out on April 18. It’s a rare chance to befriend creepers and other creatures I’ve admired but had no choice but to slay or run away from previously. Though there is co-op for the campaign, it’s one I think I’ll play alone. Ries did clarify too that there is no couch co-op due to screen space issues among other things, but for folks who want to play together in one household, there is cross-play.

It’s a rare chance to befriend creepers and other creatures I’ve admired but had no choice but to slay or run away from previously.

Taking on Multiplayer

The Minecraft Legends mechanics come to full force in multiplayer. In each match, two teams of four start from nothing and are challenged to destroy the opposing team’s base while protecting their own. This means starting by only being able to gather the basic resources of wood and stone and, hopefully (if your team is coordinated), gather prismarine and build enough improvement structures to unlock building the most complex buildings and tools, like the devastating redstone launcher or the protector towers that can counter the launcher. The multiplayer map mimics the campaign’s in having specific biomes where certain resources are guaranteed to be found, and like it, it’s procedurally generated for a new challenge each match. Ries said it is much smaller than the campaign’s map, but like the campaign, special and important upgrades like finding new mounts can be acquired through exploration. Everyone starts with a horse, but if you find the beetle, you’ll be able to scale walls rather than having to enter through a gate or break down a wall.

The average length of multiplayer is said to be about 20 – 30 minutes, but my team managed to push almost 40 minutes. We defeated the opposing team’s redstone launchers several times, but ultimately our uncoordinated roles and lack of a developer in our ranks spelled our downfall. Minecraft Legends is a game that requires strategy in multiplayer, but unfortunately has incredibly limited tools for it in the build I played. Ries said there’s no dedicated in-game chat for safety reasons, which I respect, but there’s no way to really call out specific actions or declare player roles either. One reason my team survived so long was because one of my teammates planted his flag at the base and stayed there almost the entire game to build improvements, building alongside me until I ran off to gather resources with a third player. Our fourth may as well have been AFK, which led to our defeat when trying to fend off a more coordinated enemy attack.

Roles like a dedicated builder or resource gatherer are crucial to success. Minecraft Legends has a ping system, but as it didn’t seem to go much further than me pinging a spot on the map or an item in a menu, I wasn’t able to convey my strategies without taking off my headset and speaking directly to the people somewhat near me. With the time investment in mind, I’m not certain I’d want to play Minecraft Legends online without having at least a friend or two by my side. Still, I did only get to try one especially long match with three others as unfamiliar with Minecraft Legends’ mechanics as myself, so I’m hesitant to entirely write off the solo queue for multiplayer just yet.

Future Support for Minecraft Legends

Any Minecraft fan knows Mojang is usually around for updates post-launch, and Minecraft Legends is no exception. Ries said there will be special challenges called Lost Legends, which serve almost as separate mini-games. Successfully completing one could earn you a skin.

One Lost Legends example Ries gave me that I didn’t play was called Portal Pile, a base defense challenge against waves and waves of piglins that’ll be available at launch. Ries said they also want to work with creators to potentially have them make their own Lost Legends challenges called Myths. There will also be a Legends Marketplace to get skins for player characters and mounts. Ries didn’t mention if they’d be any campaign DLC.

Befriending the Enemy

Even though my long multiplayer match was nowhere near the long ones Ries said they had when they were initially tuning multiplayer (almost two hours originally), the investment in multiplayer and potential challenges with team coordination has me skeptical about my chance at success. I’m not at all skeptical about my interest in the campaign, though. It seems like just the right amount of challenge while still being a pleasant reflection of some of my favorite elements of Minecraft. Sure, it’s weird to not stop and collect every resource myself, but with the help of the allays, the charming Hosts, and the potential of finally getting closer to the creepers without them exploding, I can say I’m excited to learn.

Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She’s a big fan of stationery and fountain pens. You can sometimes find her on Twitter.

Final Fantasy Pixel Remasters: Switch and PS4 Release Dates Announced

Square Enix has confirmed that the Final Fantasy Pixel Remasters, which are essentially upgraded versions of Final Fantasy 1-6, will be released on Nintendo Switch and PS4 on April 19, 2023.

The Final Fantasy Pixel Remasters are currently available on PC and mobile, and soon a new audience will be able to experience much of the history of the Final Fantasy franchise in a new way.

If that wasn’t exciting enough, these versions come with a new pixel font, which seems to address one of the biggest issues fans had with the games when they first were released – the questionable choice of font by Square Enix for these remasters that left many unhappy.

There will also be a new option to switch between the original and new background music whenever you so choose, and there are more options to adjust encounter rate, EXP, Gil, and ABP.

All six games will be available on April 19 at 8am PT/11am ET/4pm BST, and fans will be able to purchase them individually or as a complete package. On the eShop, the games range from $11.99-$17.99 per game, and all six can be purchased for $74.99.

For more, check out seven things you probably didn’t know about Final Fantasy 1-3 and our hands-on preview of the future of the series in Final Fantasy 16.

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.