Pokémon Stadium on Nintendo Switch Online Is Missing Its Most Important Feature

Pokémon Stadium is coming to Nintendo Switch Online next week but without arguably its biggest feature: the ability to transfer Pokémon from Game Boy titles Red, Blue, and Yellow.

Snuck into its reveal trailer (in tiny font for no more than five seconds) was the statement: “Please note you cannot transfer Pokémon from Game Boy titles in this version.” This means players will have to rent Pokémon instead, leading to what’s generally considered a less enjoyable experience.

“The first video game I’ve ever played,” said Zodyrus on Twitter. “One huge issue though. The question is will this be compatible with… anything? Cause you really cant get full enjoyment out of this game without using the Game Boy games alongside it.”

Other Pokémon Stadium fans are still optimistic though. “The lack of transfers is a massive shame but I feel like there’s still a bunch of stuff to tinker around and have fun with regardless,” said another user FizzaClips.

While fans didn’t expect their Nintendo Switch consoles to connect directly with a Game Boy, the issue has once again sparked debates around the lack of classic Pokémon games on modern consoles.

Following the 3DS eShop being shut down last week, the most recent console where players can enjoy the original Pokémon Game Boy games is 2001’s Game Boy Advance, and this is despite Nintendo releasing a collection of Game Boy games on Nintendo Switch Online in February.

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

Arc System Works CEO Doesn’t Want Guilty Gear and BlazBlue to Compete With Each Other

When it comes to fighting games, Arc System Works is at the top of the food chain. Between Guilty Gear Strive, BlazBlue, Dragon Ball FighterZ, DNF Duel, GranBlue Fantasy Versus, and others, ArcSys is the most active developer of quality fighting games in the business right now, and as such, there’s no shortage of dream games that fans would love to see the developer tackle. At the Arc World Tour grand finals, I got a chance to sit down with Arc System Works CEO Minoru Kidooka to talk about some of those potential dream games, the future of BlazBlue, and his commitment to pursue new IP collaboration opportunities.

IGN: I believe we spoke at EVO last year and you mentioned that you wanted to be more aggressive about pursuing opportunities to collaborate with new IP owners. Is this still a major priority for you and in the intervening months, do you feel like you’ve made some progress in that regard?

Kidooka-san: I wouldn’t necessarily say it’s a priority at this point, but what we did say at Evo about trying to create more IP collaboration games is… Before EVO, during EVO, and after EVO, we’re still making steps towards that goal. So as a goal for ourselves and for our company, we really want to make something that makes the fighting community happy. So whether that’s using other IP or using our own games, we are just going to keep pushing forward to continue to make the members of the FGC satisfied.

For example, our previous games were with Bandai Namco, CyGames, as of today Nexon and [we are] in talks with other people about possibilities. We’re continuing to push forward so that the community can enjoy. So, I can’t go into details obviously at this point, but essentially that is the answer to your question.

IGN: Reflecting back on two years of Guilty Gear Strive, how do you feel about the performance of Strive and the future of the Guilty Gear series as a whole?

Kidooka-san: So regarding just Guilty Gear Strive, it both hit and kind of exceeded all of our projected expectations. Along with that, of course, we’ve put out the two seasons that we have already and we want the game to continue on and continue strong. So we plan to continue making those seasons available. But in terms of planning for the next game, in the Guilty Gear series, for now, we’re sticking to the seasons.
So of course, there’s still a lot to be done for the game. But once that is finished then they can start thinking of other things. But that’s a long ways to go.

Regarding Guilty Gear Strive, it both hit and kind of exceeded all of our projected expectations.

IGN: Another thing that we talked about back at EVO was BlazBlue. Where you said that you have a plan, but that your first priority was to expand Strive. With Strive now being on every major non-Nintendo platform, cross play being implemented, and we’re now going through season two, are there any updates to your plan regarding BlazBlue?

Kidooka-san: We’re very proud of how the community has interacted with [BlazBlue]. One thing that we’re concerned with, one thing that we’re thinking about right now is that we don’t want to really have Guilty Gear and BlazBlue competing with each other. So we are focusing mainly on Guilty Gear. But of course BlazBlue is a title that the community loves. The community has put so much effort into making it what it is today, and keeping that in mind, we do want to touch back on the series at some point. So it is definitely not the case that BlazBlue is done. It is something that will be in the future. But for now, Guilty Gear is the main.

We don’t want to really have Guilty Gear and BlazBlue competing with each other.

So if you think about the Guilty Gear series, when we moved into 3D, Xrd and Strive, that had a really strong impact and really strong reaction from the fans and that’s something we’re always pushing forward to. So when we make the next BlazBlue, we want to take a look at the technology of the time and see how that can create as equally strong an impact for the players. So as always, Arc System Works motto is to keep pushing forward and to keep having something new, exciting, and impactful for the users. And that’s something we’re going to be considering eventually when we do put out BlazBlue, something that has an equally strong impact as when you move to 3D with Xrd.

IGN: Switching gears to DNF Duel. You collaborated with Eighting, who is a very beloved fighting game developer themselves. Can you talk a little bit about that collaboration? Is that something you’re interested in continuing, both within the world of DNF Duel and beyond DNF Duel?

Kidooka-san: So something to keep in mind is that Arc System Works is not actually a very big company. We have around 200 members under our house, and with that limited amount of people, it’s a limited amount of resources we can put towards games. So working together with companies, like Eighting and other companies as well, really allows us to put out the games that we put out. Even Guilty Gear Strive was not 100% in-house. We had a lot of collaboration with artists and programmers outside of the company to help put that forward. So yeah, of course moving forward into other titles, into other games, we plan on continuing working with other developers to help us out and create those great games that Arc System Works is known for.

IGN: Finally, I’m going to bring up a game that is, I think a dream game in the idea of fighting game fans and it’s something that often gets brought up as something that they want to see Arc System Works do. Do you have any thoughts about potentially ever doing a One Piece fighting game?

Kidooka-san: As I said before, I want to work with other people and use what resources we have to create a fun game for the FGC to really rally behind. However, One Piece is something to think about. I can’t say whether we’re thinking about One Piece specifically. I can’t say, “oh yeah, One Piece, yes or no.” I can’t say either way, but it doesn’t mean it’s decided or doesn’t mean it’s outside the realm of possibility.

You really have to understand that we’re a small company. We can’t take up any project that comes across, we have to consider resources.

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

Redfall: Exclusive New Look at Layla’s Backstory and Abilities | IGN First

Layla was there when Redfall was pulled into darkness by the vampire scourge now consuming the island. And, when it all went down, she wasn’t alone. In the new character trailer above you can take a look at where Layla’s fight with the vampires began – and see how her ex-boyfriend got pulled into the mess too.

If you haven’t seen, Layla’s ultimate ability is summoning her vampire ex-boyfriend to help her destroy the enemies before her. As she says, their relationship is complicated. Here’s Layla’s kit:

  • Power 1: Umbrella – Summon a psychic umbrella to block enemy and friendly projectiles.
  • Power 2: Lift – Summon a psychic lift that launches you into the air.
  • Ultimate Ability: Vampire Ex-Boyfriend – Call in a favor from your ex-boyfriend, Jason, who happens to be a vampire.

Layla’s powers allows her to participate in just about any role on the team. When I played Redfall during the single-player event in March, I found that Layla’s mobilty power, the Lift, was especially useful to get up high and sneak across rooftops to dodge engangements I might have had trouble with alone. Even though there is fall damage, high drops from Layla’s Lift didn’t result in any damage.

The developers at Arkane confirmed that each Redfall character has their own form of movement benefit, though it may not be obvious at first for two of them. More on those later as our Redfall IGN First continues throughout April. Until then, be sure to check out IGN’s Redfall single-player preview for more on what to expect from Arkane’s take on an open-world co-op shooter.

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.

Ravenswatch Preview: Fairy Tale Heroes Are Reborn As Dark Fantasy Adventurers

Ravenswatch is a particularly unique take on the familiar conceit of an action roguelike RPG, which puts its cast of heroes at the forefront. Pulled from the pages of classic fairy tales, and given a dark fantasy twist, these heroes band together to vanquish an encroaching force of powerful nightmare creatures – or die trying. Coming from the developers of the action-RPG sleeper hit Curse of the Dead Gods, Passtech Games’ Ravenswatch left me intrigued after some extended hands-on time with the closed alpha, which put a hero-centric spin on the good ol’ fashioned dungeon crawler.

Playing as one of six hero characters – pulling from stories such as Little Red Riding Hood, Beowulf, and The Snow Queen – you’ll freely explore an overworld filled with demons and other opportunities to amass power to face off with powerful demons ruling the land. Throughout this adventure, you’ll learn the ins and outs of your chosen hero as they unlock their latent abilities to purge the land of corruption.

Ravenswatch sticks close to the formula of a dungeon crawl, but it hones that focus more into an adventure game that has a larger goal to accomplish. With each chapter taking place across five days, the main goal of your multi-day jaunt is to build up enough power to be on equal footing with the stage’s end boss, allowing you and other party members to take them down and move on to the next phase of the quest.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures. Along with adding new abilities and buffs, you can also unlock special ultimate attacks that can deal heavy damage, such as Beowulf’s super which calls in his pet dragon to rain down flames on foes. Ravenswatch shows the potential of adding hero-centric characters into a dungeon crawler game. Seeing these characters I’ve read about in childhood live out that sword and sorcery fantasy is such a fantastic premise.

While the roster falls into classic archetypes like the close-ranged brawler or zoning magic slinger, their personalities and narrative touches also shape their playstyles. For instance, The Pied Piper uses his enchanted flute and swarm of rats to attack foes from afar. As he gains aggro, he can lead enemies away, weaken their defenses with his spells, and then pick them off with his music. Another standout was Aladdin, who’s presented as an agile brawler type who can hack and slash through foes. But when he needs to call in an assist, he can summon the Genie to beat down the opposition and even grant Aladdin one of three limited wishes to support the party or wipe out surrounding enemies.

The most surprising stand out to me was Meluise, a mermaid and siren that can strike at enemies with water magic. Yes, you can step into the role of The Little Mermaid in this dark-fantasy action RPG, and she’s awesome to play as. However, she also proves to be the most technical character of the roster, as her attacks plant her firmly into position as you use the siren’s song to attack enemies. And just like in the classic fairy tale, you’ll need to slink away from approaching an adversary when they get too close. I really admire the many clever design choices at work with the current roster, and they each play so differently from one another.

After you’ve taken out enemy encampments, raided small dungeons, and beaten mini-bosses over the five in-game days, the chapter’s boss will come calling, forcing a confrontation. These battles are hectic, blending elements of bullet-hell games with Hades’ dynamic and over-the-top boss encounters. Even with a fully decked-out character, the chapter-ending boss encounters will test your reflexes and the mastery of your character’s skills.

When it all comes together, Ravenswatch is a fun romp that shows some incredible personality, but it can frequently feel unforgiving during some runs. Just one wrong move in your dungeon crawl can lead to disaster for your journey. When playing solo, you’re given a limited number of lives to revive yourself after a killing blow, which you can run through fairly quickly. When playing in a group, not only will the enemies gain strength to compensate for the larger party, but your group will also share a limited number of revives, and once those are out, a fallen hero is knocked out from the run.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures.

Generally, I felt the difficulty struck the right balance between fair and challenging. Still, there were particular runs where I thought I had just stepped into a giant deathtrap rather than a sprawling overworld. In addition to enemies packing a serious punch, I felt that the game doesn’t offer enough signs for opportunities during each run, which makes it easy to wander into areas where you are easily outmatched. Those frustrations aside, I still felt that thrilling sense of empowerment from dungeon crawlers, which is made all the more satisfying when seeing the cool cast of fairy tale characters dish out pain to enemies.

Much like Supergiant Games’ Hades, Ravenswatch’s positioning as an early access game puts in a great place where it can really refine its core mechanics and flesh out its fantasy world. With more characters and gameplay updates coming following its early access launch, there’s so much potential with Passtech Games’ promising next step into an action-RPG. It’s already off to an enthusiastic start, and seeing that world and its gameplay evolve has gotten me excited to see where Ravenswatch will go from here.

Cricket 24 Announced, Will Include ‘More Licenses Than Any Cricket Game Ever’

Big Ant Studios and Nacon have today confirmed Cricket 24 will launch in June on PC and consoles, just in time for the 2023 Ashes Series. The exception is the Switch version, which is due to arrive in November 2023.

Cricket 24 is being pitched as having “more licenses that any cricket game ever.” Major cricket nations including Australia, England, West Indies, New Zealand, and Ireland will be included, with apparently more to be announced. Cricket 24 will also feature The Ashes, the BBL and WBBL, The Hundred, the Caribbean Premier League, and an unspecified number of “professional Indian T20 teams” that are also yet to be announced. There will be over 50 official stadiums.

A new mode called Pro Team will allow players to build cricket dream teams of global superstars to compete in challenges and play online, and appears inspired by EA’s success with FIFA Ultimate Team.

Cricket 24 promises improved Ashes atmosphere, with Ashes press conferences and bespoke Ashes commentary to accompany the matches. The all-new fielding has been described as a “complete overhaul” of the existing system. A new mode called Pro Team will allow players to build cricket dream teams of global superstars to compete in challenges and play online, and appears inspired by EA’s success with FIFA Ultimate Team. Cricket 24 will support cross-play multiplayer, and those who buy the PS4 or Xbox One versions will be able to upgrade to the current generation version if and when necessary.

“The passion and excitement shown by our fans at the prospect of another game being released before the upcoming Ashes has been overwhelming,” said Big Ant CEO Ross Symons in a statement. “We’ve been working incredibly hard with cricket boards all over the world to bring what is the deepest, most realistic video game representation of the sport ever.”

No clips or screenshots of the game were released alongside the announcement.

Luke is Games Editor at IGN’s Sydney office. You can chat to him on Twitter @MrLukeReilly.

Ravenbound Review

Simply looking out over its gorgeous vistas and up at its gnarly monster designs was enough to sell a curious dungeon diver like myself on Ravenbound. But as much as that first impression made me want to love this 3D roguelike, turbulence threw this bird far off course soon after taking flight. What starts as a promising action game eventually had me flying against a torrent of obscure and regressive systems, a flurry of frustratingly uncontrollable loot randomness, and a storm of very annoying bugs that quickly grounded any hopes I had for it.

As The Raven, a weapon made by the old imprisoned gods of the world of Ávalt, you’ll possess a randomly generated character called a vessel on each new run. Every vessel has a different mix of mostly mediocre traits, weapon specialties, and even racial bonuses, but they’ll all inherit your own persistent ability to soar across the sky as a magic bird and absorb power from the foes you defeat in combat. You’ll wander the vast and boring stretches of this open world’s five beautiful regions, dropping in on enemy camps, killing everyone in sight, and collecting items as part of an aggravating card-based loot system until you’re strong enough to slay the betrayer god who doomed this world..

Combat isn’t complex, but it can be fun. Each of the five weapon types have unique properties you’ll start to notice after playing with them a bunch, though I wish they were explained more clearly from the start. Greataxes and the sword and shield are good for staggering, while greatswords have a wide swing that’s good for clearing crowds. With only a couple of combos for each, successful hacking and slashing comes down to mastering the satisfying dodge and parry systems, both of which give powerful combat buffs when executed precisely. In addition to helping you avoid damage, well-timed dodges put you in a frenzied state that supercharges your attack speed, while perfect parries can knock enemies down. The rewards for getting good at these techniques are well worth the risks, and are essential for taking down late game enemies and bosses.

That said, there’s so much about the systems that interface with combat that feels obtuse. Keywords tied to buffs, debuffs, and abilities can sometimes be straightforward like staggering enemies or bleeding, but others are far less obvious and occasionally not even defined in the codex. After the 15-plus hours it took me to beat the main story the first time, I still have no idea what a multistrike is, or what the Luck stat does. Enemies, who are at least plentiful and come in all shapes and sizes like little goblin-like soldiers, hulking ogres, and shifty tree spirts, have both standard and elite forms. The elites have modifiers denoted by a title like Juggernaut or Crusher, but again, it’s not very clear what the difference between them is. Discovering new mechanics and abilities for yourself is a staple of the soulslike genre, but there’s a line between nudging you to test your strength against mysterious opponents to reach an “a ha!” moment and being frustratingly opaque that Ravenbound is does not walk well.

Bugs drag down moments where I might otherwise be having fun.

The Warden bosses at the end of every region are tough tests of your item builds and endurance as they relentlessly attack with long combos leaving very small windows for counterattack. Though they all come in the same form, a knight wielding one of the weapon types available to you, each one is a frantic back and forth fight. These challenges can be fun… when they aren’t suffering from some of Ravenbound’s most pernicious bugs, like one that doesn’t track boss health accurately. The life bar will frequently freeze in place, and even though numbers are registering with strikes, that damage may not be visible for several blows. This doesn’t make the bosses unkillable, but it does make having any idea of your progress against them impossible.

That’s also just one of many bugs plaguing Ravenbound. Audio tracks overlap with each other, or just cut out entirely; NPCs and shopkeepers occasionally vanish; I’ve had about a half-dozen crashes, which are annoying even if the auto saving is diligent enough that I never lost progress because of it. None of these are game breaking issues, but the sum of them does drag down the moments where I might otherwise be having fun.

Loaded Deck

Ravenbound may be a roguelike with a card-based progression system, but this is by no means a deckbuilder in the way something like Slay the Spire is. Instead, it uses collectible card game motifs to house otherwise familiar systems in ways that are hit and miss. Everything you could potentially find or earn during a given run is a card in your “deck,” be that gear like a suit of armor that makes enemies bleed when they hit you or buffs that do things like increase your weapon’s attack power. Every time you would gain one of these things, you “draw” your choice of one of three cards from the larger deck to see what it will be, and it then sits in your “hand” until you spend a resource called mana to activate or equip it. I liked that this meant I could hold onto something that might be useful in the future even if I couldn’t use it right now, making finding new loot a little less all-or-nothing than some other roguelikes.

However, the lack of any actual deck building mechanics within this card system is a big issue. With no way to curate or guide the randomness of the cards in your deck to help you draw toward a more consistent result, I felt like I was at the mercy of the cruel RNG Gods every run. Even Ravenbound’s persistent progression systems that reward you for achieving in-game feats, like killing a certain amount of a monster with a particular weapon, just add more items to the overall pool. These are better, cooler items – like a sword that curses everything you strike with it – but they also mean the probability of seeing any specific one only ever gets lower.

I wish I could better influence what was in my deck.

There are at least a decent handful of ways to earn item draws mid-run. Straight up buying them from vendors, who sell a randomized selection of items or provide chances to draw from pools of specific item types, is the safest way, but it costs gold which you’ll need to earn by clearing camps full of monsters. Alternatively, the elite monsters in camps drop fragments, collecting three of which allows you to draw three cards from your deck and add one of them to your hand. These monsters are also often guarding treasure chests, which you can open to get your hands on some loot. There are a lot of opportunities to draw cards, and even though none of them come without a cost (be that literal money or a fight to overcome), I always felt like I had opportunities to take another spin of the wheel – I just wish I could better influence what was on it.

I often chose not to spin that wheel at all thanks to the hatred mechanic. Whenever you open a chest or attempt to collect items from other players’ graves who died in your area in their own games, a card on your next draw is replaced with one that automatically buffs every elite and boss monster in the region for the rest of your run. Every time you combine fragments, a three-piece bar in the bottom-right corner fills up a little more. When one of the sections is filled up entirely, it will similarly turn one of your next card draws into a boss buff until you kill the boss of the particular region you are in. These enemy buffs can really add up, and make every draw more and more risky – sometimes disproportionately, so since there’s no way to guarantee that the next card you draw is even useful, let alone good, after fighting increasingly harder enemies for it.

There’s an early reprieve for this built into the main quest. When you first enter each of the five regions, a rift is marked on your map. Traveling across these beautiful forests, arid deserts, or dank marshes to get to them (either on foot with the aid of a grappling hook or by switching into the form of the eponymous raven by hopping on top of special altars), these rifts present you with an opportunity to cleanse a handful of nearby chests of their hatred while scoring a good amount of mana in the process. Taking down the rifts guardians, and then plundering the newly clean treasure for “free” helps get you off to the races, but I found that if I didn’t get a solid weapon, armor, or key relic for a strong build out of this initial haul, then I was likely better off just re-rolling a new character than attempting to wing it for the next hour.

If you follow the main quest markers, you’ll spend very little time in each region outside of clearing rifts and fighting world bosses. There’s a side quest for each section, but that involves traveling to a lifeless city, talking to wooden NPCs, and taking on a task that is just some version of killing a target with the added frills of a completely ignorable motivation from a throwaway character. As an open world game, you’re free to explore on your own, but there isn’t a huge reason to do so very thoroughly. As enticing as the well-designed ruins of old forts or mysterious mining caves are, there is often no prize in them worth the trouble that you couldn’t also find just dropping in on any random camp on the surface. This is a hugely disappointing use of Ravenbound’s beautiful, Scandinavian folklore inspired environments.

Join IGN’s Pop-Up Party in Atlanta and Announcement of the “Best Sports Video Game Showdown” Winner

Join other sports gaming fans to celebrate the winner of IGN’s Best Sports Video Games Showdown, and Be All You Can Be in Atlanta, GA April 15th! You will also have the chance to play the Best Sports Video Games of All-Time, compete against a special celebrity guest, and win fabulous prizes like T-shirts, IGN water bottles, Xbox Controllers, Consoles, Speakers, IGN Gift Cards and more!

Attendees can also enter three different raffles for even bigger prizes:

  • Grand Raffle Prize. Attendees who are at the event from start-to-finish will be eligible for the Grand Prize: a brand-new Xbox Series X and PS5! Make sure to register when you enter the premises.
  • Scavenger Hunt Raffle. Attendees who complete the scavenger hunt will enter a raffle for the chance to win awesome prizes. Upon arrival you’ll be given a map. Explore the show floor and collect all the stamps, then redeem your entry into the raffle for a chance to win a set of SteelSeries Arena 7 Speakers, a Meta Quest 2, an Xbox Series S, or a brand-new Steam Deck!
  • Stage Competition 1 v 1’s. Each hour, select attendees will be invited on stage to “Be All They Can Be” and compete against our special guest for their chance to win an Xbox Wireless Controller or IGN Store Gift Cards!

Lastly, for those of you just looking to have some laid-back fun and want to try out the games we’ve mentioned on our bracket, have no fear! With dozens of gaming stations spread out across the pop-up, you’ll be able to play to your heart’s content. Just like the bracket, they’ll be split up into four regions so you can follow whatever category you like the most (with a special emphasis on the games featured on-stage for those who want to warm up). There will even be some Oculus stations available for anyone curious about virtual reality! Regardless of whether you want to shred, dribble, or tackle your way through our featured library, there’s options for everyone!

Date: Saturday, April 15th

Time: 2pm- 7pm ET

Where: Skillshot Arena in Atlanta, Georgia

Parking Directions: City Center Parking

1 Magnolia LN NE, Atlanta, GA 30324

Please follow the signs to guide you to the main entrance.

Competition / Raffle Prizes:

  1. “Best Sports Game Video Games Showdown” Bucket Hat
  2. “Best Sports Video Games Showdown” T-Shirt
  3. “Best Sports Video Games Showdown” Water Bottle
  4. “Best Sports Video Games Showdown” Drawstring Bag
  5. PlayStation 5 Console
  6. Xbox Wireless Controller(s)
  7. Xbox Series S Console
  8. Xbox Series X Console
  9. 9. SteelSeries Arena 7 Speakers
  10. Meta Quest 2
  11. Steam Deck (64 GB)
  12. IGN Store Gift Cards

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Sony Rolling Out Accessibility Tags On PlayStation Store for PS5

Sony has announced it will be rolling out Accessibility Tags on the PlayStation Store on the PS5 this week.

The company explained in the latest PlayStation Blog post that Accessibility Tags give game developers a chance to tell all PS5 players what accessibility features are supported in their games as they browse through each game hub on the PS Store. There are 50 Accessibility Tags across six categories — Visual, Audio, Subtitle and caption, Control, Gameplay, and Online communication — that devs can choose to add to their games, depending on what players need.

For example, the Accessibility Tags under the Visual category include clear text, large text, color alternatives, audio cues, and directional audio indicators. The tags under Controls include button remapping, thumbstick sensitivity, and the ability to play without button holds, rapid button presses, or motion controls. The Online communications category has only two tags: text or voice chat transcription and ping communication.

The Accessibility Tags will be shown on various game pages for PS5 and PS4 games at launch. Some of the notable games include:

  • God of War: Ragnarok
  • God of War (2018)
  • Ratchet and Clank: Rift Apart
  • Ghost of Tsushima: Director’s Cut
  • Death Stranding: Director’s Cut
  • Days Gone
  • Returnal
  • Marvel’s Spider-Man: Remastered
  • Marvel’s Spider-Man: Miles Morales.

Some games are playable on the PS5 and PS4, but the tags that are available in the PS5 version may not be featured in the PS4 version. The PS5 version of Ghost of Tsushima: Director’s has 30 tags, while the PS4 version has 29.

The Accessibility Tags feature is part of Sony’s efforts to make gaming accessible for players with disabilities. Back in January, it announced an accessibility controller kit codenamed Project Leonardo, which allows players with limited motor control to map buttons to any supported function or map two functions to the same button so that they can play comfortably for longer periods of time.

The controller kit can be used on its own, or paired with another Project Leonardo controller or DualSense controller.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Where to Preorder the Special Edition Zelda Tears of the Kingdom Switch OLED

The Legend of Zelda: Tears of the Kingdom is getting its very own limited edition Switch OLED. It was initially revealed during a Tears of the Kingdom gameplay showcase on March 28, and will release on April 28, 2023. It is now available to preorder from select retailers, and you can find links to preorder the console just below.

Preorders for Tears of the Kingdom are also available from all retailers, and you can find out everything you need to know when scoring your copy in our dedicated preorder guide, alongside news on the Link Amiibo, and Collector’s Edition. For more updates on preorders, make sure you’re following @IGNDeals on Twitter.

Where to Preorder The Legend of Zelda: Tears of the Kingdom Limited Edition Nintendo Switch OLED Model

At the time of writing, only Amazon, Best Buy and Target have the console available to preorder, but this is likely to change very quickly, so stay tuned for more updates. To limit any scalping, Best Buy is allowing only one order per customer, and you need to be logged in to an active Best Buy account to complete your preorder.

This will be the first fully-fledged Zelda-themed Nintendo Switch console as Breath of the Wild launched alongside the base red and blue or grey hardware, though Skyward Sword HD did get its own special Joy-Cons.

Preorder Tears of the Kingdom Switch Pro Controller and Carry Case

UPDATE: THE PRO CONTROLLER IS CURRENTLY UNAVAILABLE

A limited edition Nintendo Switch Pro Controller was also announced during the presentation mentioned, featuring a black and white design again decorated with gold patterns and the Tri-Force in the background.

Completing the collection, Nintendo also revealed a Tears of the Kingdom-themed carry case for the console. These will both launch alongside the game on May 12. For more on Tears of the Kingdom, check out these 10 awesome details IGN staff spotted from the gameplay reveal.

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

Multiversal RPG Dragonheir: Silent Gods Announces Collaboration with Wizards of the Coast Dungeons & Dragons Brand

Popular characters from the world of Dungeons & Dragons and Dungeon Master Matthew Mercer’s voice will be making their way onto the Multiversal Plane in Dragonheir: Silent Gods in the coming two years as the fantasy adventure title releases in the second half of 2023.

International Publisher and developer Nuverse and SGRA Studio announced a collaboration with Wizards of the Coast, a division of Hasbro, Inc, that will bring Dungeons & Dragons characters into their upcoming multiversal RPG Dragonheir: Silent Gods later this year.

This post-launch content will appear as seasonal updates that expand the multiverse with new locations to explore, enemies to slay, and other well-known characters from the Dungeons & Dragons lore.

In order to defeat their opponents, players must engage with strategic, turn-based combat, combining their adventurer party’s strengths and synergies to unleash powerful magic and merciless steel on monsters of all kinds and sizes. Dice rolls play a major role in Dragonheir: Silent Gods’ combat, enhancing gameplay and adding a stroke of luck to every situation adventurers might find themselves in.

As part of the licensed collaboration with Wizards of the Coast, popular characters from the Dungeons & Dragons lore will appear on the multiversal plane in Dragonheir: Silent Gods. Erttu, the menacing balar demon who revels in chaos and destruction will reign havoc on the denizens of Adenthia. To challenge his demonic reign, adventurers must enlist the help of Drizzt Do’Urden, a drow ranger and fabled hero of the North known for fighting against the dark powers.

Set in the magical high fantasy open world of Adenthia, Dragonheir: Silent Gods allows players to take on the mantle of The Chosen One and fight against the tyrant three-headed dragon alongside adventurers from all corners of the multiverse, exploring ancient caverns and unraveling secrets as they forge their own story.

“We are beyond excited to be working with Wizards of the Coast to bring iconic Dungeons & Dragons characters into our game.” said Sagi, Lead Developer at SGRA Studio. “All of us at SGRA have been fans of Dungeons & Dragons for years now, and only dreamed of creating stories about legends such as Erttu and Drizzt, let alone being able to directly bring them into our game! We cannot wait to see players forge their own legends – Dragonheir: Silent Gods is our love letter to high fantasy RPGs and we’re excited to release the game later this year.”

“SGRA are an enthusiastic team of Dungeons & Dragons and fantasy fans, and we believe their passion combined with industry experience will make Dragonheir: Silent Gods exceptional and unique.” Spokesperson at Nuverse commented. “Nuverse is committed to bringing high-quality game experiences to players around the globe, and we believe Dragonheir: Silent Gods is a great example of a game that will excite and intrigue.”

“Dungeons & Dragons is a beloved IP for players all around the world, and we have exciting and ambitious plans to expand its reach into new media spaces.” said Eugene Evans, Wizards of the Coast, SVP Business Development & Digital Licensing. “This is an exciting time for the brand, and we’re thrilled to bring the characters of Dungeons & Dragons to life with new audiences, and have found great gaming partners in SGRA and Nuverse. The IP integration strategy of Nuverse combined with SGRA’s passion and dedication to quality content create a collaboration we are excited to be an integral part of.”

Last but not least, the legendary Dungeon Master and one of the most prominent figures in the world of Dungeons & Dragons, Matthew Mercer, will be lending his voice to Dragonheir: Silent Gods. In addition, a series of collaborative activities within and beyond the game will be launched. According to Matthew, if you’re a fantasy RPG fan, and are looking for the next title you can play on PC and Mobile devices, check out the new title Dragonheir!

Dragonheir: Silent Gods will release on PC and mobile devices in the second half of 2023. For more information, visit the game’s official website or follow Dragonheir: Silent Gods on Discord, Facebook and YouTube.