Totally Spies Is Being Revived on Cartoon Network and Max

Totally Spies! is being revived and headed straight to Cartoon Network and Max in 2024. French media company Banijay Kids & Family made the announcement in a press release today, confirming that Warner Bros. Discovery acquired the rights to the seventh season of the French-Canadian animated series.

The show centers around a trio of teenage girls — brainiac Sam, fashionable Clover, and clumsy Alex — who balance their high school lives in Beverly Hills and their jobs as secret agents for the World Organization of Human Protection (WOOHP), using new gadgets in every episode to get them out of whatever situation warrants them during their missions.

It’s like the anime version of Charlie’s Angels, except the girls actually see their boss instead of talking to him through a speaker box.

While later seasons of the original series saw the girls go off to college, the company said that Season 7 will be considered a reboot with the girls attending high school once again in a new city.

“With strong female leads and an aesthetic that has inspired a generation, Totally Spies! is an iconic show with a hugely passionate global fanbase, eager to join the agents on their latest adventures,” Banijay Kids & Family CEO and producer Benoît Di Sabatino said. “The new series stays true to all the key elements that make the show so popular, but has been lovingly updated for a new audience, reflecting the modern challenges faced by both high-schoolers and spies alike!”

The new series stays true to all the key elements that make the show so popular

The news comes over a year after Thomas Astruc, the creator of Miraculous Ladybug who worked as a storyboard artist for Totally Spies!, announced the show’s comeback, which was supposed to be released this year, only to get pushed back to next year. The new season/reboot of Totally Spies will premiere on Cartoon Network in the United States and then on Max (the new name for HBO Max) in Europe, the Middle East and Africa (EMEA).

Totally Spies originally aired for 6 seasons from 2001 to 2015. In the United States, it aired on ABC Family (now Freeform) first before moving to Cartoon Network in 2003. The show got a prequel film after the fifth season in 2009, which focuses on Sam, Clover, and Alex’s budding new friendship and first mission together.

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.

Tron: Identity Review

Despite its origins as a 1982 film about a video game-inspired world inside a computer, Disney’s Tron franchise doesn’t have the best track record when it comes to game adaptations in the post-arcade era. Bithell Games, the studio behind minimalist indie darlings like Thomas Was Alone and Volume, aims to change that with the release of its first collaboration with the house of mouse, Tron: Identity. Part visual novel, part hard-boiled detective story, Tron: Identity is a gorgeous new take on life on the Grid — even if its plot raises more questions than it answers.

For the uninitiated, Tron: Identity takes place in the Grid, a self-sustaining world inside of computers, where human-like “programs” fulfill their functions and serve the “user” (the person actually using the computer in the real world). The Grid was created by a programmer named Flynn, who’s been missing since the events of 2009’s Tron: Legacy. Flynn is referred to among programs as either an omnipotent, godlike being due to return any minute now or a myth, but he doesn’t appear in any way, nor do any other characters from the Tron movies. Tron: Identity is an entirely new story that builds on the franchise’s foundation and reveals yet another facet of life on the Grid.

Tron: Identity is a gorgeous new take on life on the Grid.

Advances in technology since 1982 (the year the first film was released) have made that life more complicated, and Bithell Games’ vision reflects that. Some programs have begun to challenge their original programming, going outside the scope of what their users intended. Protagonist Query, a detective on a new case, is at such a crossroads in Tron: Identity. As a member of the Disciples of Tron, Query’s job is to go where he’s told and seek the truth without interfering, but this philosophy is repeatedly tested as the mystery unfolds.

It Happened One Night

The story begins when Query arrives at the Repository, a secure building in the center of the Grid. As Query, you’re sent to investigate an explosion in the Repository’s vault, though the details of the crime are shrouded in mystery. The entire story takes place throughout a few set locations within the building, and the cast consists of just six characters in addition to Query. Throughout the night, Query interacts with these denizens of the Repository, and how much information he extracts depends largely on whether or not your dialogue choices and actions earn their trust and respect. By the end of the night, you’ll have solved at least one mystery — and potentially opened up several more.

This unfolds in a visual novel packed with branching conversations and critical decisions that affect how the rest of the programs at the Repository respond to your, well, queries. Programs can be cooperative or hostile based on your actions, and you never know when one bad choice will come back to haunt you. The weight of these decisions is reminiscent of Telltale’s episodic adventure series like The Walking Dead, only instead of fighting off zombies, you’re fighting for the truth — even if that truth threatens life on the Grid.

Tron: Identity is short, but its length doesn’t detract from the experience.

Tron: Identity is short, with each playthrough coming in at around two hours, but its length doesn’t detract from the experience. Because of the branching paths your choices can unravel, Identity encourages multiple playthroughs to get the whole story. While the overall themes of Tron: Identity won’t change from playthrough to playthrough, the way you get to the end can be remarkably different. The choices you need to make in order to proceed typically aren’t easy ones; there’s no obvious right or wrong answer, and not taking a side has consequences of its own. Without spoiling the story, let’s just say that making bad decisions can leave you with very few allies.

While the bulk of the gameplay mostly concerns conversations with other programs and Query’s own internal monologue, these portions are occasionally punctuated by short puzzles that appear any time you need to help a program recover their memories. These mini-games, which involve matching colors and shapes in an attempt to defrag a program’s malfunctioning disc, come in several iterations of the same basic concept. The puzzles are fun at first, but on subsequent runs, they begin to feel repetitive and a bit mindless. I would have appreciated more variety and depth in these puzzles, giving you a nice break in between text-heavy sections instead of a tedious roadblock before getting back to the story.

Fighting for the User

Bithell Games has done a remarkable job of bringing the Grid to life. From the first moments of Identity, it’s clear that it was developed with reverence for the source material. The art direction is absolutely stunning in its minimalism, with dark backgrounds lit up by the franchise’s trademark neon lights. The animations are subtle but meaningful, from the data trees swaying in the breeze and drops of icy blue rain cutting through the pitch-black sky to the questioning stares and nods from the NPCs you’re interrogating.

Then there’s the music, which is almost as beautifully mesmerizing in its ambiance as Daft Punk’s Tron: Legacy soundtrack. It adds tension in all the right spots while being remarkably soothing. Overall, the presentation makes you feel firmly ensconced in the Grid, which can be both comforting and unsettling.

Diablo 4: Here’s How Long It Takes to Reach Level 100

Diablo 4 associate game director Joseph Piepiora has revealed that it will take over 150 hours to grind to level 100 in the upcoming action role playing game.

“Reaching level 100 will take 150+ hours for the average player experience,” replied Piepiora to a fan on Twitter, confirming the inevitable and significant time sink that Diablo 4 will represent when it launches on June 6 later this year.

Earlier this month the developer also revealed that it would take around 80 hours to complete each season’s battle pass, which will feature both a free, and paid premium track featuring more cosmetic rewards.

This isn’t the first time that a brief social media reply has imparted significant information about Diablo 4. Recently, the game’s general manager Rod Furgusson let slip in a Twitter reply that there were “no plans at the moment” to include the popular map overlay function in the game at launch.

Similarly, players found out that characters who fall in the PvP areas known as the Fields of Hatred will face permanent deletion on hardcore mode, when the game’s Global Community Director Adam Fletcher quote tweeted a question with the single word “permadeath”.

Diablo 4 is set to receive one final beta test, nicknamed the “server slam”, which will run from May 12 to 14. The event is designed to stress test the online infrastructure for the game, while introducing new tweeks, and gameplay updates prompted by previous test weekends. The developer has forewarned that character progression earned during this period won’t carry through to the final game.

The server slam is accessible on all platforms, with a two-player couch co-op mode available on consoles. Check out IGN’s Wiki Guide tips and tricks on Diablo 4 to get the most out of next month’s beta, and keep an eye out closer to the June release date for IGN’s scored review.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Redfall’s Environmental Storytelling Taps Into the Corruption of Safe Havens | IGN First

So far, Arkane Studios’ game playgrounds have been set in fantastical, odd futures or deteriorating steampunk cities. With Redfall, the team at Arkane Austin opted to take its immersive sim mechanics to something closer to a familiar but twisted reality. In an interview with Arkane Austin Art Director Karen Segars, IGN learned more about the inspirations for Redfall’s scenic island town setting, design challenges and solutions for the co-op mechanics, and telling Redfall’s story through its art.

Segars said their journey in designing Redfall began with a trip to New England that started in Bangor, Maine, and concluded a few days later in Boston, Massachusetts. It was October, making it the perfect time to collect close-ups of fall foliage and the general vibe of Redfall’s Halloween setting. Redfall is not based on a particular location in New England but Segars said it’s instead more of an amalgamation of locations including Camden, Bar Harbor, Old Orchard Beach, and Acadia National Park.

Segars said the district landmark locations were important considerations, not only aesthetically, but for Redfall’s gameplay design. Redfall marks two major development milestones for Arkane: not only is it the studio’s first major open-world game, but it’s also its first optional co-op campaign.

“One of the challenges is helping the players know where they are. [We] wanted to have various points of interest around the map so that they can orient themselves from wherever they are.” Segars said. “Also just setting up all of the level streaming and how everything streams around the player was a technical challenge we took on, right? Our tech team actually built our streaming system. We built our time of day system. Those were some of the core features we needed to make this game. I would say those were probably two of the biggest ones that we took on as far as what varied from previous games that we made. Prey did have time of day, but it was much more isolated on a space station [versus] people able to run across the town.”

The day and night cycle impacts Redfall’s gameplay. During the day, the vampire god The Black Sun looms over the town and speaks to any player who stares too long at the eclipse. At night, vampires are more active. Segars said another typical technique used to ground players is having a directional light. They sped up the sunrise and sunset timings to get the sun and moon in the sky faster to keep a key light in play.

Other major points for orienting the players include lighthouses — very New England, as Segars said — and major district landmarks, like the orchard in District 2. Redfall is played across two different maps. The first is home to the more dense town setting, while the second has farms and other aspects of rural life. One of Segars’ favorite elements of their design, though, are the three various churches. In IGN’s two hands-on sessions with Redfall, we saw that it boasts a fair amount of storytelling through art and the environment — a hallmark of Arkane.

“There’s a prominent [church] in District 2 that we may have shown a creepy belltower in one of our first gameplay trailers. The storytelling that happens in those is such a juxtaposition of what’s supposed to be a calm and safe space. Some of the set dressing that we show, and at least in the church of District 1, it was supposed to be a safe haven,” Segars said. “You could see survivors actually flocked to the church, but you know, it didn’t go so well.”

Accounting for Variation

Another important style choice for Redfall is its cutscenes. Rather than something fully animated, they take a storybook-like style that highlights particular moments with narration of the player character over it.

“[Creative Director Ricardo Bare] used a good word for them; they’re a flash sideways,” Segars explained. “It’s kind of like a summary of what you just learned so that you can go out on your mission. A large priority of ours was [since] you can change your outfit in Redfall, we wanted that to be reflected in these scenes. I’ve played plenty of games where I’ve customized my character and then it’s a cutscene and they’re in their base outfit. So if your friends are there, you get to see them in what they’re wearing. We opted for the still scenes to capture that essence.

“If you would think about cinematics, that’s a huge animation undertaking. Doing it with the poses, you get to capture the emotion of that particular scene and just really double down on the pose and the facial expression and just create this kind of mood without having to get too busy with all these characters [being animated]. Since you can play with up to three friends, that means that there are four people on screen most of the time. All of that movement would be just a little bit distracting for telling the story. So the pose, the facial expression, and then the dialogue really gets to sell the mood of what we were trying to tell there.”

Segars explained that if you’re not joined by any or the maximum number of friends, the named NPCs will fill in the hero character spots. Even though you and your prospective team are the hero, the civilians are also part of the fight in taking back the island. Segars said even when you’re alone, you’re not alone.

Redfall is out on May 2 on PC and Xbox. For even more on Arkane’s upcoming vampire hunting FPS, be sure to check out the IGN First hero features for Layla, Jacob, Devinder, and Remi, and see our exclusive preview of how Redfall plays in co-op. If you’re more interested in how Redfall plays solo, we’ve got a preview for that too.

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.

Preorder the Link: Ocarina of Time Amiibo on Amazon for $15.99

The release of The Legend of Zelda: Tears of the Kingdom is coming up soon, and plenty of fun items have gone up for preorder in the lead-up to it. Some of these items include new and reprinted amiibo that can be used with the highly-anticipated game, and an Ocarina of Time Link amiibo is back in stock for fans to preorder ahead of the game’s release.

This amiibo features Link from Ocarina of Time playing the ocarina and is available to preorder on Amazon for just $15.99 with a release date of May 12 (though this one has an expected delivery of June 4-6). Click the link below to see the page in full.

Link: Ocarina of Time Amiibo on Amazon

Alongside this amiibo and the brand new amiibo with Link’s character model from Tears of the Kingdom, fans can also preorder more classic reprints of Zelda amiibo for the game. You can see every model that’s available to preorder, along with the Zelda and Loftwing amiibo that you can buy now, below.

More Link Amiibo to Preorder

More importantly, though, if you have yet to pick up The Legend of Zelda: Tears of the Kingdom game, you can save $10 on it through SuperShop by using the code IGNZLDA at checkout. So, rather than paying the full $69.99, you can get it for $59.99 instead. And, if you want to see even more Zelda-themed items that are worth preordering now, you can also preorder the gorgeous Tears of the Kingdom Switch OLED, the new Tears of the Kingdom Pro Controller, and more that can be found in our preorder guide here.

For even more Legend of Zelda gift ideas, make sure to visit our Zelda Gift Guide. Here, you can find a variety of items worth picking up for yourself or the fan in your life, from comfy shirts to incredible statues to set up around your space.

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

PSA: Star Wars Jedi Survivor Spoilers Have Leaked Online

The highly anticipated Star Wars: Jedi Survivor from EA’s Respawn Entertainment isn’t out for another few days, but heads up, spoilers have already leaked online.

The leaker, who appears to have been sold a copy of the game a few days early, has already completed Jedi: Survivor and took to Twitter to share their impressions, some screenshots, and other details. This was spotted by Angie on ResetEra, though we don’t recommend reading the post unless you want to have elements of the game spoiled.

The leak, which includes details about the ending, game length, the number of planets, new characters, and lots, lots more, even grabbed the attention of EA itself, as its Star Wars accounted tweeted: “No Spoilers!”

It continued: “We’re beyond excited for everyone to experience Star Wars: Jedi Survivor this week. We ask that you please be mindful of others and avoid posters or sharing spoilers. And remember, BD is watching.”

The game launches on April 28, and IGN’s review will arrive a little earlier on April 26. Respawn has already shared some details about what fans can expect, of course, including the tease of a beloved Star Wars planet.

If you’re incredibly eager to jump into Jedi Survivor on launch, however, we’d recommend steering clear of Twitter and other social media until you can play the game yourself.

In our preview of the game, IGN said: Our “main takeaway from roughly five hours with the upcoming sequel, Star Wars Jedi: Survivor, is that it felt like [we were] systematically crossing off the issues I had with Fallen Order.”

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

Diablo 4 Dev Confirms That if Hardcore Players Die in PvP, They’re Dead Forever

Hardcore mode has been a time-honored Diablo tradition going back to Diablo II, challenging players with the possibility of permanent death. But what happens if your Hardcore character happens to stumble into one of Diablo IV’s Fields of Hatred? Well, watch your back.

Asked whether are consequences for Hardcore characters who die in Diablo IV’s PvP, Blizzard community director Adam Fletcher said simply, “Permadeath.”

In other words, it’s time to roll a new character.

Hardcore players will want to watch their step then, since the Fields of Hatred can be entered at will on Diablo IV’s open-world. There players can collect Shards of Hatred by killing other players as well as monsters. The areas also feature special vendors that serve as a further enticement to test your might in one of Diablo IV’s PvP zones.

For the daring, though, there’s the Fearless Combatant achievement, which can only be earned by getting 10 PvP kills in Hardcore Mode. Otherwise you can avoid Fields of Hatred altogether, which is likely the more prudent route unless you get to be especially powerful.

In the meantime, fans will get to try Diablo IV one more time before launch as part of an upcoming “server slam.” The server slam, which is designed to stress test Diablo IV’s servers before launch, will include the various changes from previous beta tests. It will commence at 12pm PST on Friday and conclude at 12pm PST on Sunday.

While you wait, check out our recent interview with Diablo IV’s developers, in which they talk about class changes, dungeons, and more ahead of the final test.

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.

Deal Alert: Score a Meta Quest 2 256GB VR Headset for Only $330.56 at Woot

Today, Woot is offering the open box Meta Quest 2 256GB VR headset for only $330.56. Note that this is the larger capacity 256GB model. That’s a rather significant price drop for what is already one of the least expensive VR headsets on the market. The lower capacity 128GB model normally retails for $399.99 new and the 256GB model for $499.99 new.

After over 2 years on the market, the Quest 2 is still far and away the best value when it comes to VR gaming. For a price that beats every other comparable VR headset out there, it offers a completely tether-free experience, phenomenal inside-out tracking, and a huge library of games. Also, starting August of 2022, you do not need a Facebook account to login to your Quest 2. That was justifiably a sore point for many people.

Meta Quest 2 256GB VR Headset for $330.56

The Quest 2 is the most practical option for you to jump into Beat Saber, easily the most successful VR game in history. Beat Saber is a simple rhythm based game that doubles as an outstanding fitness tool. By now there are hundreds of official songs available and the game receives plenty of regular updates. If that’s not enough, there’s a huge modding community out there with access to tens of thousands of user created songs that are every bit as good as the official songs. Beat Saber needs to be purchased separately ($29.99), but really you shouldn’t be getting a VR headset if you don’t get this game.

On a personal note, I own the Oculus Quest 2 specifically for Beat Saber. I purchased the original Rift CV1 headset and a third sensor back in 2016 and since then I’ve clocked almost 1,000 hours in Beat Saber and I’m pretty good at it. In my opinion, the Quest 2’s simple inside out tracking is superior to the original Rift’s 3-sensor setup. In conjunction with the light weight and comfortable ergonomics of the Touch controllers, you can’t really ask for a better control setup for a fast-paced precision game like Beat Saber. I’ve tried other VR headsets and the only other headset that comes close is the Valve Index, and that setup will run you hundreds of dollars more. As someone who plays VR games religiously over PCVR with his RTX 4090 gaming rig, I can say that getting a $1000 VR setup is still not worth it.

For more deals, take a look at our daily deals for today.

5 Tabletop Game Alternatives to Warhammer 40,000

Warhammer 40,000 and its fantasy equivalent Age of Sigmar are dominant in the tabletop miniatures space. They’ve remained popular for decades thanks to the evocative settings, high-quality miniatures, and comfortable rulesets — not to mention the seemingly endless series of video games, books, and other media. But we’re not wed to Warhammer. Tabletop gamers have other options.

Many alternatives boast their own advantages, such as easier entry, cleaner systems, and innovative twists. These five games feature a variety of styles and settings. Each is an exceptional miniatures game full of satisfaction and reward.

Marvel: Crisis Protocol

While some say Marvel has peaked cinematically, it’s still tearing it up on the tabletop. The first thing to notice about Crisis Protocol is its stunning 40mm sized miniatures. These are fully plastic, multi-part models that require careful assembly, but the work pays off. The next thing you will inevitably be struck by is the hefty price. These large miniatures are expensive, and that’s something to be prepared for when considering this game.

But if you can muster the funds without breaking your back, it’s absolutely worth it. This is a very open, free-form design that allows you to mix and match whatever figures you’d like in your roster. You can team up Wolverine with Thanos and bash in the skulls of Iron Man, Captain America, and Ultron. It’s wild with each figure boasting a unique suite of special abilities. This may be the most dynamic game on this list, even allowing characters to throw terrain and demolish structures. It’s cinematic, quick, and incredibly dramatic.

Marvel: Crisis Protocol is also well supported. It’s produced by Atomic Mass Games, the miniatures studio now responsible for X-Wing and Star Wars: Legion, and they’ve released dozens and dozens of new characters spanning the entirety of the Marvel comics universe. They don’t appear to be letting up anytime soon.

Core Space

Core Space is the closest aesthetically to Warhammer 40k on this list. It captures some of that game’s Rogue Trader days, putting players into the role of competing starship crews on the hunt for salvage. Unfortunately, opposing traders aren’t the only hurdle, as the robotic menace known as The Purge arrive over the course of the game, appearing in greater frequency as time elapses.

This game is a looker. It has 3D cardboard terrain, plastic miniatures, and an attractive neoprene surface. It’s flexible, allowing players to cooperate or compete over the scattered equipment as they pursue scenario objectives. There are two separate and complete products, the original Core Space and the sequel First Born. The latter is focused on raiding ancient temples and is aimed more at fully cooperative or solitaire play as the foes are more challenging and aggressive. Both can be integrated, allowing for crews to traverse either environment. Tonally, this hits on Firefly, Shadowrun, and the scum and villainy nook of Star Wars. The play lives up to those lofty expectations.

Blood & Plunder

It’s an exciting time to be playing Blood & Plunder. This miniatures skirmish game just received a new two-player complete starter set recreating the historical battle where the English captain Maynard felled the infamous Blackbeard. The full ruleset allows participants to field forces consisting of soldiers, militia, and ship crew representing countries such as England, France, and Spain. Pirates have now entered the fold as the game has progressed to the 1700s.

This is an intriguing game with new plastic miniatures, a striking activation system with tactical nuance, and a variety of play modes. With only a few additional rules, players can even engage in ship to ship combat using enormous sloops.

While Blood & Plunder is cinematic, it is historically faithful to the period. It’s not a complex ruleset, but it features several flourishes to evoke verisimilitude. Muskets must be reloaded and morale is of utmost importance, for instance. These details add a sharp texture to play and help anchor the experience to its rich Caribbean setting.

Gaslands: Refueled

Have you ever wanted to re-enact Mad Max with Hot Wheels cars? Well you can do so with dignity, as Gaslands: Refueled is Mike Hutchinson’s ruleset offering car customization, campaign play, and maximum carnage. You can grab any toy cars you like and either muck them up with dirt grime and plastic weapon options, or simply deploy them as is and let your imagination do the heavy lifting.

As a set of car combat rules, this game is magical. It uses template-based movement similar to the popular X-Wing miniatures game, and a light dice based combat system to regulate damage and chaos. Initiative and movement is handled with a clever yet streamlined gear system, and virtually any style of vehicle can be modeled and remain competitive. A significant part of the joy is in modding children’s toys, but the hobby aspect here is perhaps the most gentle and inviting of any game I’ve ever encountered. You can merely add some dirt and rust to a pre-painted car, maybe tear out a windshield or bumper, and you’re good to go.

The game itself is fantastic as well. It captures the spirit of 80s darling Car Wars with little of the cruft and complication. Invite some mates over, toss out some Matchbox cars, and blast the hell out of each other. Done deal.

Wings of Glory

Wings of Glory is a diverse range of products better thought of as a system. Featuring both extensive World War One and Two lines of pre-painted planes, players pilot beautiful aircraft across the skies of a tabletop as they attempt to circle each other in a spiral of death. Much like Gaslands, movement is carried out through templates–specifically maneuver cards–that guide your plane through various loops and dives.

It’s a very light entry, requiring either the purchase of a full starter set complete with rules and miniatures, or a smaller rules only product allowing the purchase of whatever individual planes a player desires. At its best, multiple participants are engaged with each flying a single fighter. This makes for a very modest introduction when compared to something like Warhammer, as your entire force is a single small box purchase.

The ruleset is equally welcoming. The basic details can be internalized by a child as young as eight. You can tear open the box and be off jousting in less time than it takes to watch a television episode. More experienced players can layer on the advanced options that include tailing, variable damage types, and altitude. For a sleek design, it allows for a solid amount of simulation with cinematic framing.

For more, be sure to check out our picks for the best board games overall, as well as the best strategy board games and best war board games.

Apple Scores Another Win in Epic Antitrust Dispute

The US Ninth Circuit Court of Appeals has ruled in favor of Apple’s App Store policies, saying that it doesn’t violate federal antitrust law. The ruling confirms an earlier decision in an antitrust case brought by Epic Games, Bloomberg reports.

The latest decision is another blow to Epic in its ongoing dispute with Apple over the 30 percent cut it takes in in-app purchases. The dispute resulted in Fortnite being removed from the App Store — a deliberate PR play intended to weaponize the battle royale’s vast fanbase.

The case has been wending its way through the courts ever since, with the latest decision in favor of Apple. However, the court also upheld a 2021 ruling that the App Store violate California’s unfair competition law, which resulted in an injunction forcing Apple to permit developers on its platform to link to outside payment options with their apps.

“There is a lively and important debate about the role played in our economy and democracy by online transaction platforms with market power,” the three-judge panel said. “Our job as a federal court of appeals, however, is not to resolve that debate — nor could we even attempt to do so. Instead, in this decision, we faithfully applied existing precedent to the facts.”

Apple called the decision a “resounding victory” in a statement to Bloomberg, but said that it was considering further action on the state law ruling.

IGN reached out to Epic Games for a statement, but did not receive an immediately comment.

There is a lively and important debate about the role played in our economy and democracy by online transaction platforms with market power

The previous decision saw US District Judge Yvonne Gonzalez Rogers rule that the dispute was ultimately over “digital mobile gaming transactions,” and that it couldn’t conclude that Apple has a monopoly in that market. However, the court did call Apple’s conduct “anticompetitive,” leading to the injunction. Epic was also ordered to pay $6 million for breach of contract.

According to Bloomberg, the appeals court said that the previous ruling “erred” in defining the antitrust market in question, but ultimately found that Epic failed to “show its proposed market definition and the existence of any substantially less restrictive alternative means for Apple to accomplish the procompetitive justifications supporting iOS’s walled garden ecosystem.”

Apple and Epic first squared off in court in 2021 in what we called “the Gamer Trial. It led to a number of leaks of third-party secrets, much to the chagrin of Sony and other companies.

Epic hasn’t found much success in court since, but Fortnite continues to be a dominant force in gaming even without a presence on the App Store. Epic recently released an updated set of creation tools, bringing it ever closer to its vision of being a full-blowing gaming platform of its own. You can read our full interview with Tim Sweeney here.

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.