Sonic 2005 Tech Demo Footage Hints at What Sonic 06 Might Have Been

Uncovered footage of a Sonic the Hedgehog tech demo from 2005 has shown off what the infamous Sonic 06 could have been.

The footage, courtesy of Adam Doree (below), shows almost ten minutes of gameplay that was celebrated by Sonic fans in a live demo during Sega’s next-gen showcase at 2005’s Tokyo Game Show.

Sonic the Hedgehog 2006, commonly known as Sonic 06, would become an infamous entry in the franchise with players criticising its poor game design, bland character abilities, and selection of technical problems. IGN gave the game a 4/10 at the time, plainly calling it “a mess” and “one hell of a disappointing game”.

The TGS footage painted a different picture of what Sonic 06 could have been, however. Opening with an extended cinematic trailer, it then switches to gameplay of Sonic exploring bright and colourful 3D environments, collecting rings and battling enemies.

Sonic co-creator Yuji Naka, who was reportedly arrested last year for insider trading, presented the demo, and told those attending the show that Sonic 06 would honour the 15th anniversary of Sega’s mascot.

Alas, Sonic 06 didn’t live up to those expectations. Alongside the myriad gameplay complaints, the game also received criticism for one particularly odd part of its story, in which Sonic smooches a human woman. Needless to say, Sonic 06 didn’t make it on IGN’s top ten Sonic games of all time list.

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

System Shock Delayed to May on PC, No Date Revealed for Consoles

The long-awaited System Shock remake has been delayed until May on PC, two months on from its previously planned March launch.

While Shodan’s return is still imminent, a transmission received from Citadel Station brought news of System Shock’s release date pushback, with the PC edition of the remake now set to launch on May 30.

“We had hoped to bring the game to market by the end of March,” Nightdive Studios acknowledged in a post on Steam on Tuesday, “but that turned out to be just beyond our reach; we are after all merely human (unlike Shodan!)”

“Console editions of System Shock will be released on PlayStation 4|5 and Xbox One and Series S|X in due course,” the developer added. “More details on this when we have them.”

Nightdive Studios first launched its Kickstarter campaign for the System Shock remake back in 2016. After initially setting a goal of $900,000, the project went on to raise over $1.3 million in total.

After several years in development, Larry Kuperman from Nightdive announced in June last year that the System Shock remake was “largely complete,” though he also noted that the studio’s goal was to make the release version “as close to perfection as possible.”

The original System Shock released on PC in 1994. The sci-fi shooter dropped players into Citadel Station, where they assumed the role of a hacker tasked with ruining the plans of a rogue AI named SHODAN.

The remake takes the classic gameplay from the original and adds in “stunning HD visuals, revamped controls, and a totally new interface.” IGN got hands-on with the remake in 2022 and came away impressed by its “haunting sci-fi atmosphere and breathtaking environments.”

Adele Ankers-Range is a freelance entertainment writer for IGN. Follow her on Twitter.

Bayonetta Origins: Cereza and the Lost Demon Review

What if I told you Bayonetta wasn’t always the confident, ass-kicking witch we’ve known for all these years? That unexplored history is what Bayonetta Origins: Cereza and the Lost Demon shines a light on, painting a thoughtful picture of a time when the scariest monsters a young Bayonetta had to face were her own inner demons. This spin-off puts the usual wild stylish action aside for a whimsical and harrowing adventure brimming with childlike wonder and genuinely heartwarming moments. It’s a fascinating side of the Bayonetta world we’ve never seen before, and one that leaves me with a deeper appreciation for a series I already loved.

There’s so much to adore in Bayonetta Origins that I was smiling from ear to ear, giggling from all the charming gags, or exclaiming “Aww!” more times than I can count. Every corner of it is brought to life with a beautiful storybook presentation to frame the action-adventure thrills. It’s such a joyous journey in an imaginative world, steeped in Irish mythology, where faeries have trapped Cereza in the labyrinthine Avalon Forest and lurk about with tricks and ambushes. It also explores elements only alluded to in the mainline games with a grounded and earnest approach. Yet, it’s distinct enough as a prequel to stand on its own merits so newcomers can jump in and thoroughly enjoy. And after its roughly 15-hour journey, I was left a bit sad when it came time to close the book on it.

Taking more of a top-down view than Bayonetta’s usual third-person camera, Bayonetta Origins simultaneously puts you in control of both Cereza and her demon-infused cat plushie, Cheshire, when summoned — Cereza’s movement and actions are dedicated to the left side of the controller and Cheshire to the right. Juggling two characters eventually became quite intuitive once I got the hang of it, but I found both the system itself and the challenges it’s used for don’t evolve drastically after being established. You’ll become familiar with the pattern of using one character to move part of the environment or pin down an enemy to setup the other, but these moments can still lead to some neat mind-bending scenarios by virtue of the coordination required to handle the tandem effectively.

In one respect, Bayonetta Origins is a puzzle-platformer that often asks you to analyze your surroundings and figure out how to use the duo’s abilities to get through it. Cheshire can pull objects with his chameleon-like vine tongue, block projectiles with his hardened stone skin, or propel lily pads with a jetstream to navigate water, all of which help get Cereza where she needs to go. These elemental skills are gained over the course of the story, which does introduce a few wrinkles to the formula to keep it feeling fresh. Cereza herself has a fun little rhythm minigame with Witch Pulse where she gleefully ballet dances to make various objects come alive and open the paths ahead. While these platforming puzzles never get too complex, there’s an enjoyable variety to exploring this wondrous world.

Landing attacks always has a satisfying crunch.

In another respect, Bayonetta Origins is a proper action game, with combat that has the duo working together in a similar fashion. Cereza’s main purpose is to trap enemies in place with Thorn Bind, giving Cheshire the opportunity to freely wail on dastardly faeries with furious swipes and powerful smashes. A variety of enemy types gradually encouraged me to mix up Cheshire’s elemental modes, such as ripping shields and throwing them back with his grass ability or casting a massive area-of-effect explosion with his fire combo. It’s not necessarily as nuanced as I’d expect from a mainline Bayonetta game, but landing attacks always has a satisfying crunch, like there’s a beastly weight and impact behind every hit. And when you finally finish off the last few enemies with Cheshire’s chunky chomps, the dazzling art style and lively animations jump from the screen to celebrate in a way that feels like its own reward.

Bayonetta Origins is a rather forgiving game, tricky from the perspective of managing two characters at once yet not particularly difficult overall. However, several of the Tír na nÓg trials scattered across the world do provide intriguing puzzle and combat sequences in otherworldly stages built to test your skill and reward you with items and collectibles. The story-critical Tír na nÓg are fun and fairly straightforward, but the optional ones are really worth seeking out — if not for the gratification of clearing the map alone, then definitely for the enjoyable challenges they offer. For example, in one Cereza and Cheshire have to run separately along parallel paths while avoiding different sets of deadly obstacles, while another had Cheshire in a hamster wheel to move platforms or block lasers to help Cereza progress. No matter what they have you do, ending each one with a Witch Pulse dance and a colorful burst of energy to break the ethereal realm never gets old.

Boss fights also have some great one-off mechanics of their own that play into their unique quirks. One such battle takes place in a circus against a trickster faerie you have to trap with Cereza so that Cheshire can send a cannonball into them, capping the fight off with classic Bayonetta-style quick time events to blast the boss into oblivion and frame the climactic moment. Defeating the fabled Jabberwock was another triumphant moment for Cereza and Cheshire, an imposing dragon that requires timing, teamwork, and clever environmental interactions to take down — it’s a turning point that proved this pair can be stronger together and overcome anything. Many of these big battles pull you deeper into the pages of this storybook world for memorable moments and awesome surprises.

While these fights continuously impressed me, what Bayonetta Origins does best here is create a satisfying flow where I regularly felt tasked with something different throughout each chapter, layering plenty of variety onto a solid foundation. The interconnectedness of Avalon Forest helps create a natural progression through it as well — each region smartly transitions into the next then conveniently loops back around to previous ones thanks to new abilities Cheshire gets, while also tucking away little secrets off the beaten path. Exploring is always worth the extras you earn, be that saving the adorable Wisps who populate the forest, reading elegantly written journal entries full of enticing lore, or discovering new landmarks to soak in a lovely view and let Cereza reflect on her journey.

More than anything, this is a coming of age tale for Cereza.

More than anything, this is a coming of age tale for Cereza. The story centers around a turning point in her life as she comes to grips with her witchcraft and fights the insecurities of not being good enough for her master Morgana – and if you’re familiar with the original Bayonetta, it’s cool to see Cereza’s ultimate goal of saving her mom remains her driving motivation here. Anyone who’s had childhood struggles can relate to Cereza on some level, and her rich personality and the way she rises up in defining moments bring those feelings to life.

I often forgot I was even playing a Bayonetta game, which is a testament to Bayonetta Origins’ endlessly charming and youthful charisma. The dynamic between Cereza and Cheshire starting as a contentious partnership before growing into a true friendship works as a wonderful hook, one that perfectly fits the storybook vibe. The idea that this unlikely duo must rely on each other to survive the faeries’ deception, break a supposed curse, and reach their own separate goals seems like a tale as old as time, but it truly shines because of how Bayonetta Origins pulls it off.

Cereza is so outwardly expressive at every moment, with a spirited personality elevated by a magnificent voice performance from Angeli Wall. Her enthusiasm is matched by the narrator, voiced by Jenny Lee, whose performance perfectly captures the memory of your favorite elementary school teacher reading a thrilling fairy tale to the class. The narrator also switches to voice Cheshire’s lines on a dime, using a comical imitation of a beastly growl, which creates an effortlessly whimsical tone that made me feel like a kid during story time again. I can honestly say that they never failed to put a smile on my face, giving me a sense of childlike joy I truly cherish.

As a demon haphazardly summoned by Cereza, Cheshire’s growth as a character is adorably wholesome. Maybe it’s that he embodies her patchwork cat plushie, or that deep down you know he’s a big softie who struggles with his demonic origins. For as much trouble as she gets herself in, Cereza is as bright as she is daring, and even in her brash decisions and mistakes, she remains steadfast. Through their quarrels, you’ll still find the two snuggled up under the trees at each Sanctuary save point like a heartwarming respite amid a harrowing adventure. And in their most triumphant moments, they won my heart over and over again.

Wisps have some of the wittiest game writing in recent memory.

In the bigger picture, however, the story’s focus can get a bit shaky towards the end. I don’t want to spoil anything, and the broader plotline does largely make sense, but certain elements don’t always quite add up and genuinely intriguing conflicts can sometimes make too quick of a narrative leap to be fully convincing. But even with those bumps in the road, the journey comes together as a beautifully written tale of friendship, determination, and realizing your potential with a natural, lighthearted sense of humor to elevate it.

That might best be seen in the precious Wisps, who are quirky little fellas with hilarious personalities and backstories that feature some of the wittiest writing from a game in recent memory. You save these spirits by finding them throughout the forest, often in secret areas that require a sharp eye to discover. They add a truly charming touch and unlocking their journal entries was reason enough for me to rescue them. But as an added bonus, you’ll also see their hideaway blossom into a safe haven for these goofy and kind souls who can thrive and find joy even in a tragic existence.

The mortar that strengthens these already strong bricks has to be the amazing soundtrack. Bayonetta Origins has an eclectic mix of uplifting Celtic folk music, intense and layered orchestras, spooky waltzes that remind me of Halloween, and joyous piano tunes that liven the mystical vibe. Every shift in tone, powerful moment, or small discovery is accompanied by the perfect piece of music. The cute jingle that plays whenever you open a chest, where Cereza jumps for joy with a celebratory giggle, was always a treat. But I won’t forget the rich orchestral pieces used to complement the vivid, pivotal battles, especially the ones that use subtle callbacks to some of Bayonetta’s iconic themes — it’s a powerful and unique type of nostalgia that brings the series full circle, recontextualizing memorable melodies to convey that these are Cereza’s formative moments.

I’ll always love the bombastic brand of stylish-action the Bayonetta games are known for, and the series is arguably the best representation of the subgenre out there. But Bayonetta Origins shows that this series can be even more than that, to the point where I’d go as far as calling it my new favorite entry. It’s so completely different from the numbered Bayonetta games that it’s not entirely worth comparing them, but this is still the one I’ll remember most fondly, at least for the ways it strikes emotional chords I didn’t think Bayonetta could.

UK Daily Deals: Where to Preorder Tears of the Kingdom Collector’s Edition

If you’ve been after The Legend of Zelda: Tears of the Kingdom Collector’s Edition, preorders are currently only available at Argos in the UK. But, the catch is the retailer currently has it listed for £139.99, which is at least £20-30 higher than most other stores. If you’re desperate, I’ve left the relevant links below. But, if you’re still looking to score the CE for RRP, keep following @IGNUKDeals on Twitter for more updates.

Other great deals today include the Resident Evil 4 remake for £49.49 at Currys with promo code RE10, alongside Tenet in 4K for £5.75, Samsung Original 25W plug for £11.90, and plenty more to check out just below as well. Happy shopping!

TL;DR – Best UK Deals Right Now

Bonus Deal: How to Get Free Money for Amazon

You can get an extra £5 off Amazon orders right now if you use their ‘collect at Amazon locker’ service for the first time. See if you’re eligible here. You can also get £5 for free when you top up £60 on your account for the first time.

The Legend Of Zelda Tears Of The Kingdom Preorders

Preorder Tears of the Kingdom Collector’s Edition in the UK

Preorder Link Amiibo (Tears of the Kingdom) for £19.99

Preorders are quickly selling out for the Link Tears of the Kingdom amiibo in the UK, with Amazon, ShopTo, and The Game Collection all now out of stock for the time being. Your best bet for securing a preorder is now with GAME, with the amiibo listed for £14.99, but the retailer will also charge you £5 delivery so it comes out just under £20 overall.

My Top Random Deals: Hoodie Blankets, UA Shirts and More

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. IGN audience’s top deal this week is the Under Armour Tech 2.0 T-Shirts, now down to £9.50 from £28 (available in sizes M, L, XL, and XXL). Snag this awesome deal before it’s gone!

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Avast One Individual Down to £23.99/Year (AD)

With Avast One Individual, you’ll get all the features you need to stay safe online, including advanced antivirus protection, a powerful firewall, and cutting-edge anti-phishing technology. Plus, you’ll get real-time alerts to keep you informed of potential threats and the peace of mind that comes with knowing that your digital life is protected by one of the world’s most trusted names in cybersecurity.

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Preorder Resident Evil 4 Remake for £49.49 at Currys Using Promo Code RE10

You can play the Resident Evil 4 demo right now after its annoucement at the Capcom Spotlight Event, and if you enjoyed just as much as I did, you’ll want to secure your preorder ASAP. Resident Evil 4 preorders are down to just £49.49 at Currys when using promo code RE10 at checkout. This is an awesome deal and well worth considering before the game releases on March 24.

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Perfect PS5 2TB SSD with Heatsink for £147.99

Gamers who are looking to expand their PS5 storage should consider the Viper VP4300 2TB M.2 SSD with Heatsink, which is now available for an incredibly low price of just £147.99.

With its large 2TB storage capacity and fast read and write speeds, this SSD is a great choice for gamers who want to enjoy faster load times and smoother gameplay.

For the Samsung deal listed below, you’ll need to visit Samsung Cashback Reward Claims to go through the process of getting your £40 cashback.

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Best Video Game Deals Right Now

Check out all the very best video game deals available right now in the UK, featuring plenty of incredible discounts on PS5 and PlayStation games.

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This Keeper Password Manager Deal is Essential in 2023 (AD)

With Keeper, you can store all of your passwords, credit card info, and other sensitive data in one secure, encrypted digital vault. Plus, they use top-notch encryption technology to keep your stuff safe and have added bonus features like password generation, password sharing, and two-factor authentication.

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Superb Deals on Gaming Laptops from Alienware

Alienware gaming laptops are some of the most powerful machines available for gaming enthusiasts, and now is a great time to buy with some awesome deals on offer. The Alienware m15 R7, for example, is currently available at just £1399.20 when you use the code ALIEN20 at checkout.

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Where to Buy a RTX 4090 in the UK

The GeForce RTX 4090 GPU is still a difficult card to find without a price markup. There’s a good reason for it, though. Despite the considerably higher price tag, the RTX 4090 is a beast of a card that dominates every other GPU out there, including the 4080. Right now the average price for the 4090 is between £1649-£1749 (RRP is £1599). So you’re not paying above and beyond the list rice, so if you’re desperate to pick up the latest graphics cards, here are the links you need.

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

New Witcher 3 Next-Gen Patch Improves Console Performance Mode Among Other Fixes

CD Projekt Red is rolling out the 4.02 update patch for The Witcher 3: Wild Hunt, bringing in sweeping quality-of-life changes for the PC, PlayStation and Xbox versions.

The 4.02 patch notes, which the Polish game studio published on Monday, detail different bug fixes within the game depending on the platform you play it on. However, the most important part is that the update has improved the game’s overall stability and performance.

In the PC version of The Witcher 3: Wild Hunt, the patch has improved CPU core utilization in the DX 12 version and restored horizon-based ambient occlusion. It also includes fixes for other bugs including the “My Rewards” section not being localized in the REDlauncher; the landscape in Toussaint flickering when Nvidia HairWorks is disabled; and the game temporarily stuttering as a result of particle optimization.

On both the PS5 and Xbox Series X/S, the patch improves Performance Mode and the alleviates the crashes that occur when Geralt runs away from Shani after initiating dialogue in the “Whatsoever a Man Soweth…” quest. It also fixes bugs that have been popping up on individual consoles, incuding crashes that have been occurring as a result of memory usage while using ray tracing on Xbox Series X, and blurry characters in the PS5 version.

The 4.02 patch also placed some nifty optical improvements across all platforms, including added refraction to SSR and ray-traced reflections on water for improved immersion and a Motion Blur slider.

The Witcher 3: Wild Hunt was ported over to PS5 and Xbox Series X/S on December 14, 2022, bringing new outfits and a quest inspired by the Netflix series. Five new games in The Witcher series are currently in the works.

Cristina Alexander is a freelance writer at IGN.

Nintendo’s Doug Bowser Says Tears of the Kingdom’s $70 Price Reflects Its ‘Full, Deeply Immersive Experience’

The Legend of Zelda: Tears of the Kingdom is Nintendo’s first $70 game, and Nintendo of America president Doug Bowser has shared why Nintendo chose to raise the price of this specific Nintendo Switch title.

“We look at what the game has to offer,” Bowser told AP News in a recent interview. “I think fans will find this is an incredibly full, deeply immersive experience. The price point reflects the type of experience that fans can expect when it comes to playing this particular game. This isn’t a price point that we’ll necessarily have on all our titles. It’s actually a fairly common pricing model either here or in Europe or other parts of the world, where the pricing may vary depending on the game itself.”

Bowser’s statement echoes what Nintendo has previously said on the matter. Shortly after revealing Zelda’s $70 price tag, Nintendo confirmed that it determines “the suggested retail price for any Nintendo product on a case-by-case basis.”

Tears of the Kingdom is currently the only $70 game on Nintendo’s publishing slate, as the upcoming Bayonetta Origins: Cereza and the Lost Demon and Advance Wars 1+2: Reboot Camp are listed for $60. Even Pikmin 4 — which launches after Nintendo launches Zelda at $70, will retail for $60.

Nintendo is still keeping most details about the Breath of the Wild sequel under wraps. The latest trailer (which was revealed alongside a Collector’s Edition and amiibo) showed new vehicles and enemy types, but we’ve still seen very little of the game that’s now less than two months away. The game is surely packed with secrets and content, given the $70 price tag and the fact that it has the largest file size of any first-party Switch game.

While fans are hoping Nintendo will spill the beans soon, Zelda won’t be at PAX East later this week. Nintendo confirmed to the Boston Herald that while Nintendo will have a presence at the show, ““The Legend of Zelda: Tears of the Kingdom will not be shown at PAX East 2023.” Instead, it’s likely that Nintendo will bring March’s Bayonetta Origins or April’s Advance Wars remake to the event.

The Legend of Zelda: Tears of the Kingdom launches for Nintendo Switch on May 12, 2023. Be careful on the internet while you wait, as the Tears of the Kingdom art book appears to have leaked early.

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

Professor Layton’s New Switch Game Is Also Bringing Back Luke

Professor Layton is making his grand return to Nintendo consoles in Professor Layton and the New World of Steam, and Level 5 has revealed that his trusty assistant, Luke Triton, is coming back too.

Level 5 recently released a new trailer for the upcoming detective puzzle game that greatly expands upon the short announcement teaser from last month’s Nintendo Direct.

The trailer begins with a voiceover from Luke, who’s writing a letter to Professor Layton. The trailer reveals that it’s been one year since Luke parted ways with Layton at the end of 2010’s Professor Layton and the Unwound Future, and that he’s settled into his new life in America.

Luke is writing to the Professor because of something “deeply puzzling” that’s “tailor made for Professor Layton and his apprentice.” The trailer then shows Layton flying to a very steampunk inspired town called Steam Bison to reunite with Luke.

The dynamic between Professor and apprentice might be slightly different in The New World of Steam, as Luke has started to make a name for himself in America, while Layton is just an anonymous gentleman.

Professor Layton and the New World of Steam is the tenth entry in the Layton franchise, and the eighth starring Hershel Layton himself. We haven’t seen the good professor in a starring role since 2014’s crossover with Phoenix Wright: Ace Attorney.

The last proper Layton game was Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy, which was a 3DS release in 2017 and a Switch port in 2019. We’re still waiting to hear a release date for Professor Layton and the New World of Steam.

After years of absence from the western market, Level 5 came back in a big way in the latest Nintendo Direct, revealing Professor Layton, a Fantasy Life sequel, and new IP Decapolice. The company is also working on new Inazuma Eleven and Megaton Musashi titles.

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

Get Dead Space Remake for $20 Off

Here’s some good news for anyone who’s not wild about spending $70 on a video game. The new 2023 remake of Dead Space is on sale for PS5 for $49.99. That’s $20 off the standard retail price, and a much easier pick up for anyone who didn’t want to drop major cash on a remastered version of an (admittedly excellent) game they’ve already played. The Xbox Series X version is also on sale, but for $54.99 for some reason.

Save Up to $20 on Dead Space

Dead Space 2023 is a remake of the 2008 original that came out for Xbox 360, PS3, and PC. Like its predecessor, it’s a single-player survival horror game that puts you in the boots of an engineer named Isaac Clarke. You unfortunately find yourself on a derelict mining space ship that’s been overrun by violent (and terrifying!) beasts called Necromorphs.

Thankfully you have access to a series of mining tools that act as weapons that do a good job of slicing the enemies limb from limb. You can also upgrade them along with your armor to make yourself into a potent Necromorph-killing machine. It’s all good fun.

From our Dead Space review: “With its stunningly redesigned spaceship, smartly and subtly enhanced story, and spectacularly reimagined action scenes, Motive Studio has managed to successfully breathe new life into the seminal sci-fi horror universe of Dead Space.”

This is the first discount we’ve seen so far on Dead Space, and it’s a pretty good one. I for one feel a lot better paying $50 or $55 for this remake than I would dropping a full $70 for it. It’s a superb remake by all accounts (including our 9/10 review), but the main story takes roughly 12 hours to beat, so this sale price just feels more reasonable. If you haven’t picked it up yet, now is a good time to take a trip on the USG Ishimura. Just don’t forget your plasma cutter.

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed or on Mastodon @chrislreed.

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

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

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

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

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

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

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

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

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

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

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

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

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

“Gandalf the Grey is the quintessential fantasy wizard”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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