Pokémon Fans are Convinced That Pokémon Legends: Z-A Is Coming to Switch 2

Pokémon Legends: Z-A was announced during Tuesday morning’s Pokémon Presents stream with a 2025 release date. One of the first questions on the minds of fans was, “Is Pokémon Legends: Z-A coming to Switch 2?”

The answer, for now, is “we don’t know.” Fans who pointed out that it’s coming to “Nintendo Switch systems,” with an emphasis on the plural, were reminded that the Switch has Lite and OLED versions. The timing does align rather conspicuously, though, with the rumored release date of the Switch 2, which is said to be be around March 2025.

So will Pokémon Legends: Z-A be a Switch 2 launch game? Some fans think it might be.

Stealth, an X/Twitter user who frequently tweets Nintendo news, observed, “What if Switch 2 has 3D Mario and Pokémon legends Year 1? It was rumored that Nintendo moved Switch 2 to 2025 to further strengthen the 1st Party lineup. If Pokémon Legends Z-A was one of the reasons, I get it.”

A popular Twitch streamer wrote simply, “100% gonna launch on Switch/Switch 2 in march.”

These comments were echoed by numerous Pokémon fans on various social platforms, amplified by Pokémon Legends: Arceus’ (and Scarlet and Violet’s) well-documented technical problems. Others pointed to the decision to skip the holidays; the fact that Legends: Arceus launched early in the year, and the generall vague nature of the announcement as further evidence that it might be a Switch 2 launch game.

“2025 huh? Potentially skipping out on the holidays is big, and that fact gives even more credence to to Switch 2 2025 leak. Launching with a Pokémon game would be a repeat of the Switch launch: a big, gotta-have game,” one fan wrote.

It would certainly make sense from a timing perspective. On the other hand, Game Freak has a long history of subverting expectations and continuing to support older Nintendo hardware. When the Switch was released in 2017, speculation ran rampant that “Pokémon Stars” would be releasing for the system, only for The Pokémon Company to continue supporting the Nintendo 3DS with Ultra Sun and Ultra Moon.

Remarkably, this looks to be one of the longest breaks between major releases in its history. With no mainline entries releasing this year, nor any news of a remake, it looks like the newly-announced Pokémon Trading Card Game on mobile will be the biggest series release in 2024.

In the meantime, all we have to go on is rumors and speculation as Nintendo continues to work on its next-generation Switch in the background. It’s unclear when the Switch 2 will ultimately revealed, nor even what Nintendo’s major holiday release will be if the reports of its delay to 2025 bear out. For now, Pokémon fans will have to sit tight and wait alongside everyone else.

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

In precision platformer Clown Meat, you have to cheer up a Godzilla-sized clown from Jupiter

I’ve done some elementary study of the planet Jupiter for various creative research projects/dead-ends. It’s probably a symptom of my failings as an astronomer, but I have to say that at no point have I noticed any gigantic, depressed clowns. In new platformer Clown Meat, one such gigantic, depressed clown has swum through Jupiter’s atmosphere, drifted to Earth and kicked off some kind of meatpunk apocalypse, saturating the surrounding countryside with circus-themed abominations.

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Review: Shiren The Wanderer: The Mystery Dungeon Of Serpentcoil Island (Switch) – A Thrilling Return For A Beloved Series

Sweet little mystery dungeon.

It’s nearly guaranteed that during any online discussion about a game of the ‘rogue’ genre, at least one sweaty person will eagerly emerge from the woodwork to say, “Well, ackshually, this game is a roguelite, not a roguelike.” Eyerolls aside, the distinction isn’t without merit, though ‘pure’ roguelikes are relatively rare these days despite the popularity of many of their mechanics in modern games. Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island—the latest mainline release in the long-running Mystery Dungeon franchise—is a roguelike, and it unashamedly features all the thrilling randomization and savage brutality that you could expect of one. We’re happy to report that it executes on its unflinching design brilliantly, providing a tough, engaging, and addictive experience that you won’t want to miss (if you like roguelikes).

The narrative of Shiren ‘6’ follows the titular wanderer and Koppa, a talking ferret who accompanies him on his adventures. The two of them both received visions in a dream about a mysterious treasure lying in the stomach of a powerful beast on Serpentcoil Island, so they head there to see if the legends are true. In a rather interesting twist, we then jump forward to the very end of their adventure, right in the middle of their climactic battle with the monster. Shiren takes a blow to the head during the fight that gives him amnesia and though he and Koppa fight bravely, they’re eventually overwhelmed by the creature and awaken in a nearby village. Eager for another crack at the beast, and in an attempt to jog his foggy memory, Shiren and Koppa set out again to retrace their steps and, hopefully, succeed.

Read the full article on nintendolife.com

With No Rest for the Wicked, Moon Studios Is Moving From Its Mario to Its Zelda – IGN First

The Ori games have always felt like something of a big deal. That’s in part thanks to the backing of Microsoft Studios, which published both The Blind Forest and The Will of the Wisps initially as Xbox console exclusives. The shine of that exclusivity drew people to Ori’s quality, and by the time the games were released on other platforms it was common knowledge just how talented developer Moon Studios was. It’s a reputation that somewhat betrays the reality that the first Ori game was built by just a couple of handfuls of staff. The studio is small. Or it was small, at least to begin with.

Today, Moon Studios is pretty sizable for an indie developer, and currently at work on its most ambitious project yet: No Rest for the Wicked, an action RPG with striking visuals, precise combat, and online multiplayer. It’s a huge leap for the company, and so as part of this month’s IGN First we caught up with Moon Studio’s co-founders to discuss moving forward from Ori’s success and into the challenging waters of sprawling worlds, fantastical lore, and early access development.

“I always saw Ori as our Mario,” says Moon Studio’s co-founder, CEO, and creative director, Thomas Mahler. “Because, even though it was a Metroidvania, the platforming focus was so big in that game. […] Then I was really excited about the idea of ‘What happens if Moon Studios, with our art style and all of that, would take on something like Zelda?”

That tantalising prospect is the genesis point for No Rest for the Wicked. Mahler and his team began working on it right after completing development on Ori and the Blind Forest: Definitive Edition, but quickly realised that it wasn’t the right time to make their RPG Moon’s next release.

“We didn’t quite feel that we were ready to take on online multiplayer, PvP, a full-blown RPG in 3D,” recalls Gennadiy Korol, Moon Studios’ co-founder and its director of technology. “That is a very, very difficult thing to do as a studio, so we felt that we needed to grow a bit more. We needed to learn a little bit more.”

And so Moon went off to work on a sequel to Ori, the Will of the Wisps. Well, most of Moon. In the background, a very small group of creatives continued to tinker away on their epic fantasy project. And while they tinkered, Moon Studios grew. Ori and the Blind Forest was built by around 20 people. Will of the Wisps saw the studio grow to almost 60 staff. Today, it’s a group over 80 strong. “It’s a whole new era for our studio, for sure,” says Mahler.

What happens if Moon Studios, with our art style and all of that, would take on something like Zelda?

Entering that new era meant that Moon Studios was finally ready to make its dream RPG. With the completion of Will of the Wisps’ Switch and Xbox Series editions, the entire company – with all its newly accumulated knowledge, wisdom, and experience – shifted across to No Rest for the Wicked. But while bigger, stronger, and wiser, this evolved version of Moon Studios still had plenty of challenges ahead of it. That began with the fundamentals.

“We built our own engine for [No Rest for the Wicked], for the networking of it,” explains Korol. “We had to re-envision all the art pipelines, all of the asset pipelines. Everything was basically redone from scratch in full 3D.”

Despite so much having to start again from scratch, Korol notes that there are many “interesting parallels” between Metroidvanias and action RPGs, meaning that much of what was learned making Ori was transferable to work on No Rest for the Wicked. Mahler points to Ori’s fully connected world, the philosophy for which also underpins Wicked’s level design. “We went through the paces on that twice,” he says. “We spent a decade working on the Ori games, and doing the really hard things to actually get us into the groove of how we now build a game like this.”

But things go deeper than just creative parallels. In one instance, Moon actually developed systems for Ori as something of a prototype for an idea it wanted in its forthcoming RPG. “We had this little metagame section [in Will of the Wisps] called the Wellspring Glades,” says Mahler. “There were NPCs there, and you could help them out. You could help them make the Wellspring Glades a nicer place. A lot of these things we, even back then, created because we knew we were going to do this in a much bigger way for No Rest for the Wicked.”

With that in mind, it’s clear that much of what fans loved about Ori will form the basis for No Rest for the Wicked, despite the change in genre. That will hopefully make for an action RPG that feels very different to its peers.

“There was always this unwritten rule that ARPGs needed to be procedurally generated, and I always doubted that,” says Mahler. “Because, if I looked at the results that we got, the worlds didn’t really feel that different. To me, level design is really important.

“I worked for a decade on the Ori games, where everything was about level design, and it feeling super fun to be in that world. I wanted to apply the same thing for No Rest for the Wicked. I want to handcraft everything.”

While No Rest for the Wicked’s world isn’t procedurally generated akin to vast stretches of Diablo’s Sanctuary, Korol promises an endgame where the experience feels “varied, and different, and challenging, even though you’re revisiting this handcrafted world.” It’s unclear what he means by that right now, but it’s easy to imagine repeated runs of areas that have been altered by varying parameters and remixed enemies.

Now let’s do an epic fantasy saga with humans, where there’s all these characters that have their own dilemmas.

But challenging and varied gameplay isn’t the only thing that keeps people coming back to ARPGs. As with any style of role-playing game, artistic design and worldbuilding are vital hooks, and Moon Studios takes this as seriously as any other part of the project. The trailer features a balanced mix of the fresh and familiar, from Soulsian horrors to strange new armour designs that encase its Inquisition soldiers. Running through all this is a believable sense of darkness – a visual tone that many will recognise from one of the best-loved fantasy book series of all time, plus its HBO adaptation.

“Song of Ice and Fire, I think, is the biggest inspiration,” says Korol. That much is clear from its cast of characters, who appear in shades of Cersei Lannister and Jon Snow. But this is also a story of dead kings and the war for succession, the same historically-inspired plot points that are the engine of George R.R. Martin’s tales.

Mahler points to a much older source of inspiration, though. “It was really about building this Shakespearean tale,” he says. “Because, with Ori, we already created these smaller, allegorical tales where we introduced these characters, and somehow still managed to make people really connect with those characters and feel emotionally attached to them.

“This time it was, ‘Okay, let’s go from this almost Disney-esque, Ghibli-esque thing to now let’s do an epic fantasy saga with humans,’ where there’s all these characters that have their own dilemmas.”

“I think worldbuilding is hugely important for us,” says Korol. “It’s also having these characters have interesting conflicts, and story arcs, and ambiguous moral questions that we’re dealing with. Actually challenge the players, and have them think about what’s right and what’s wrong.”

No Rest for the Wicked is a story of significant shifts for Moon Studios. The shift from Metroidvania to action RPG. The shift from 2D to 3D. The shift from Disney-like to Game of Thrones-like. These shifts even extend into the way the game will be released; this time around, Moon Studios is heading down the route of early access.

“I think we knew that this was how we wanted to make games,” says Korol. He explains how creating the Definitive Edition of Ori and the Blind Forest allowed the team to respond to and build upon player feedback gathered from the original launch. The studio had the opportunity to do this again with Ori and the Will of the Wisps, implementing feedback-informed changes into the Switch and Series X/S versions that were released several months after launch.

“For us as creators, that really is fun,” Korol says. “This is why we wake up in the morning, is to see how other people play these games. It’s to make them happy. If there’s anything that we can improve, we are optimisers at heart. It’s the process of optimization and constant improvement.”

With this in mind, it’s easy to see why Moon Studios has been attracted to early access as a development strategy. It’s currently unclear how it plans to implement it, though. Developers that have famously used the approach to great effect, such as Supergiant Games with Hades and Larian Studios with Baldur’s Gate 3, have used different strategies in the build up to a full launch. However, that full launch is typically always greatly benefited by months or even years of player feedback. We’ll learn how Moon Studios intends to go about that as part of Wicked Inside, which airs at 9am PT on March 1.

However it proceeds, it’s clear that Moon Studios has huge ambitions for No Rest for the Wicked. And while it’s a project that demands the team heads into uncharted territory, it appears that – at the very least – they have the right attitude towards this bold new swing.

“I’m a big believer in allowing the art to tell the artist where it wants to go,” says Mahler. “It just became really clear to me and to the rest of the team that, ‘Man, if we do this right, if we actually take all these things and put them together, this could become pretty incredible.’”

Matt Purslow is IGN’s UK News and Features Editor.

EA Announces F1 24 Release Date

EA has announced EA Sports F1 24, launching globally on May 31 on PlayStation 5, Xbox Series X and S, PlayStation 4, Xbox One, and PC via the EA App, Epic Games Store, and Steam.

EA said F1 23 players can play Time Trial challenges with selected all-new 2024 team cars by pre-ordering F1 24. Owners of F1 2021, F1 22, or F1 23 get a 15% discount when they pre-order the F1 24 Champions Edition. As a bonus, players also get the McLaren and Alpine 2023 F1 esports liveries, which carry over to F1 24.

“For the first time, our F1 23 players can now connect immediately with the 2024 season with some of their favourite teams ahead of this weekend’s first Lights Out,” said Lee Mather, Senior Creative Director at developer Codemasters. “Our full reveal is coming soon, and we’re bringing players an overhauled Career mode, a new EA Sports Dynamic Handling System, and so much more.”

The digital-exclusive Champions Edition gives players two new Formula 1 Icons, 18,000 Pitcoin, and an F1 World Bumper Pack featuring resources for single and multiplayer gameplay events. Owners also get up to three days of early access starting May 28. All pre-orders come with one bonus VIP Podium Pass. Players who pre-order the Standard Edition get 5,000 Pitcoin and an F1 World Starter Pack.

EA said it will reveal more on F1 24 in the coming months.

F1 23 launched in June last year, and saw an 8/10 from IGN’s review. “With Braking Point 2 aboard, F1 23 is a far heartier package than F1 22,” we said. “However, while the new F1 World mode is packed with activities, its loot-based upgrade system may split fans.”

In December, IGN reported that Codemasters had suffered a round of layoffs following the launch of F1 23 and EA Sports WRC. EA bought Codemasters, best known for the racing franchises Grid, F1, and Dirt, in 2021 for $1.2 billion. At the time, EA boss Andrew Wilson said he wanted to let the company retain its identity without too much outside interference. Codemasters CEO Frank Sagnier and CFO Rashid Varachia left soon after, and Codemasters, including Project Cars developer Slightly Mad Studios, was made a part of EA Sports.

Then, in May last year, EA merged the development team at Codemasters Cheshire with Guildford-based Criterion Games to create one large development studio to work on Need for Speed Unbound, which struggled to find an audience but has since confirmed another year of support. Codemasters Birmingham continued to work on the Formula 1 franchise.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Wrath: Aeon Of Ruin review: sometimes the old FPS ways can still work

I’ve had to look up…. goddamn it, hang on. I’ve had to look up Wrath Colon Aeon Of Ruin every day to remember its utter nothing of a name. Such a weak title deserves a much worse game, but this captures the feeling of its late 90s FPS influences as they actually were, and ends up just familiar enough to work, and just original enough to refresh the formula. At times, it’s a little too accurate, but even with its annoyances dialled up by the pressure of playing it too hard for the sake of review, I’m impressed with the balancing act it’s struck.

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TMNT Arcade: Wrath of the Mutants Coming to Consoles and PC

Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants, the 2017 arcade game by Raw Thrills based on the 2012 Nickelodeon TV series, is coming to all home consoles (read: Xbox One, Xbox Series X|S, PlayStation 4, PS5, Nintendo Switch, and PC via Steam) on April 23. It’ll be priced at $29.99.

TMNT: Wrath of the Mutants is being developed by Cradle Games and Raw Thrills, and it includes the voice actors from the show (Seth Green, Sean Astin, Rob Paulsen, Greg Cipes) reprising their roles as well as four-player local co-op. Check out the reveal trailer above and the first screenshots of the home console version below.

In addition to the original arcade game’s six stages and 13 boss fights, this home release adds three all-new stages and six all-new boss battles. Don’t miss our review of 2022’s great spiritual sequel to the classic 1989 TMNT arcade game, Shredder’s Revenge.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

OG Starter Evolutions Star In Pokémon Scarlet And Violet Tera Raid Events

Get catchin’.

As part of the recent Pokémon Presents showcase, it was announced that Pokémon Scarlet and Violet are getting yet another Tera Raid Battle event. Well, three, to be more specific.

Starting tomorrow (28th February, 2024), the OG starter evolutions will feature in separate Tera Raid Battle events, beginning with Venusaur. Blastoise will follow, and the final event will feature the return of Charizard.

Read the full article on nintendolife.com

Stardew Valley “thriving more than ever” as new mod-centric 1.6 update gets a March release date

Eric “ConcernedApe” Barone has marked the 8th birthday of his farming sim phenomenon baby (also called Stardew Valley) by announcing the impending release of update 1.6. The PC version – the one we care about – is arriving on the 19th of March, and consoles and mobile as soon as possible after that. The actual content of update 1.6 is largely a mystery, but Barone has teased a few things here and there, including that it’s “mostly changers for modders” that’ll make it “easier and more powerful to mod”.

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