Nightingale is a game of fascinating contradictions. While I’m still early on in the Early Access version of this co-op survival crafting game, it’s already jumping wildly between intriguing and confusing, aesthetically pleasing and outright ugly, intuitive and obtuse. It does a lot right, and I can see the potential of building a life from the ground up in this mysterious land – but it also does a lot wrong, particularly with how much time and effort it takes to make meaningful progress. I have a lot more to play before I put a score on this review, but so far I can’t quite tell if Nightingale’s rough spots will eventually become part of its charm or hold its otherwise interesting ideas back.

Nightingale takes place in a gaslamp fantasy world, a Victorian almost-steampunk-but-with-magic setting that feels fresh and unique in this genre – sure, games like Dishonored or The Order 1886 have tried out similar styles, but it’s still a seldom used enough framework that really stood out to me here. Earth as we know it is being swallowed up by a strange fog, and people are scattered across realms of the Fae, mythical beings pulled from European Folklore. As a “Realmwalker,” you have the ability to travel from one realm to another, which puts you on the search to find the magical city of Nightingale, the last refuge of humanity.

The mysterious Fae Puck acts as your guide on that quest, first helping you to activate a portal and escape to a far off forest realm. Puck stands out as a fascinating character, and his flowery olde tyme language is an early highlight, particularly thanks to how well it is performed.

After a whirlwind tour of short, tutorial-driven visits to a desert and swamp realm, I was dropped in the woods at the base of a large stone structure where some NPCs had set up their own camp. Curious, I made my way there and struck up a conversation with the three of them: a shopkeep, laborer, and an exposition dumping traveler. It was disappointing when I discovered that, unlike Puck, they were voiceless. That left me reading paragraphs of text any time I took on a quest or just wanted a conversation from that point on.

Quality is inconsistent across the parts I’ve seen so far.

That disparity is a good example of the inconsistent quality prevalent across the parts of Nightingale I’ve seen so far. The character creator, for example, has surprising depth, allowing for impressive customization of minute details like tooth decay, or extensive family trees whose genetic lineage can be applied to your appearance… but the end results of those interesting options always seem to look like they are models formed from clay, rather than believable faces.

Crafting is similarly promising, but with a big caveat. Gathering materials to begin the typical climb from a destitute castaway to a thriving survivor is compelling, and if you’ve played pretty much any games like this before, it is very intuitive. For example, an early objective was to raise my Gear Score, an aggregate of the quality spread across your clothes and tools. As attached as I was to my shoddy bottom-tier clothes, upgrading to the “simple” garments above them would require leather, which naturally meant hunting animals and tanning their hides.

Unfortunately, this proved tiresome. I found the starting area strangely sparse when it comes to wildlife, so it took what seemed like forever to gather the materials needed. And once I did, converting them all one at a time on the tanner meant waiting real-world minutes for every single piece. It was a tedious process right out of the gate, when all I wanted to do was explore and see what this realm was all about.

Once I finished upgrading my equipment enough, my objective thankfully switched to exploring a nearby Site of Power, which in this case really just meant a dungeon. Inside were The Bound, hostile goblin-like creatures that wanted me very dead. I switched back and forth between a dagger and ax I had crafted to fight them off, swinging both wildly while sidestepping their counter attacks. I haven’t encountered a ton of fights yet, but they have at least provided some simple hack-and-slash fun. That said, there’s also an unsatisfying lack of weight to melee attacks, as you just sort of flail while you have the stamina to do so and watch the damage numbers fly. I’m hopeful that changes as the quality of my weapons improve.

Despite being so rough around the edges, and despite being uneven to look at at times, I am still enjoying Nightingale so far. I like spending time in the Fae realms, and I’m enjoying the rags to… well, nicer rags adventure I’ve seen up to this point. I don’t know yet if what’s here at its Early Access launch is enough to keep me coming back, but it has left a positive first impression on me overall. I’m keen to dig into the actual survival aspects like building a more robust camp or small house for myself more, and eager to see what else my mysterious friend Puck has in store for me, before finalizing my review in the next week or two.

It’s been a whole year since my Early Access review of Sons of the Forest, in which I found a deeply creepy – and deeply compelling – survival game that improved on its predecessor in just about every way. Having put around 10 hours into the now final version since its 1.0 launch this week, I’ve found that it’s mostly the same game so far. A lot of the new stuff is located in the back of this unsettling story, which I have yet to get to as of this writing, but I’ve definitely seen a welcome armload of touch-ups and optimizations already.

The thing I noticed immediately is how much more polished Sons of the Forest has become on the technical side. The animations that hide the loading times between the exterior world and caves, which could previously hitch for several seconds, now feel completely seamless. The pop-in with ground clutter is significantly less distracting. My frame rates, across the board, are much better. In fact, I reviewed the Early Access version on a 1080p monitor. I’m now playing at 4K on my same, trusty RTX 3080, and the only setting I needed to change was bumping DLSS down from “Quality” to “Balanced.” This has allowed me to maintain a very comfortable 30+ fps in the outdoor world, and much higher in caves.

There’s also quite a bit more richness and context to the story, even in the early portions I’ve finished. More characters have voice acting now, there are additional documents to be found explaining what’s going on with the island, and I’ve even come across a couple new surprises that weren’t there before. One of my primary criticisms of the Early Access version was that the ending felt rushed and unfinished (which it was, to be fair), so I’m excited to see what they’ve done with that, too. I haven’t played through any of the late game story stuff that was added in a parade of patches between its Early Access launch and now, so I can go in mostly unspoiled. These little teases seem promising.

I’ve also noticed some improvements to the spawning and behavior of cannibals. They’re more dangerous than before on default difficulty settings, with more intelligent combat tactics and better teamwork. They also started appearing in larger groups much earlier in my playthrough than I had come to expect. It feels like defensive walls and traps are actually a necessity now if you want to have a successful base, whereas in Early Access I felt like they were mostly optional.

Kelvin is… still Kelvin. But for all his tendencies to sleep through a base raid or scare the shit out of me by popping up in my peripheral vision when we’re out hiking through the woods at night, it’s now easier to issue him commands. And there are more of them, too, which makes him even more helpful in keeping up with day-to-day base chores.

Aside from that, almost everything I said in the Early Access review holds up. Check back throughout the next week, as I’ll be giving further updates on my progress and assigning a final score at the end!

As the years go by, Nintendo Switch’s claim to having the greatest library of any system in Nintendo history solidifies. It’s been nothing short of a dream maker and a miracle worker, home to some of the best entries in long-running franchises like Super Mario, The Legend of Zelda, and Super Smash Bros. But beyond

Rhythm Heaven

Whether it’s desperately trying to fit in with a group of singing chorus kids, playing badminton against a cat while flying a single prop airplane, or taking control of a wrestling superstar during an interview and photoshoot, Rhythm Heaven is one of the weirdest (and best) Nintendo series around. We haven’t seen a new entry since 2016’s Rhythm Heaven Megamix, and although it’s fantastic, it launched as a digital-only release at a time when many players were ready to move on from the 3DS hardware. Rhythm Heaven deserves another chance in the spotlight, either through a simple port of Megamix or a brand new game.

I’m a fan of both WarioWare: Get It Together and WarioWare: Move It, but I was surprised and admittedly a little disappointed that WarioWare – which I consider to be Rhythm Heaven’s sister series – got two entries on Nintendo Switch while its foot-tapping, monkey-clapping, wing-flapping counterpart remains noticeably absent from the console’s library. Like WarioWare, Rhythm Heaven is a perfect showcase for some of the most bizarre ideas Nintendo can come up with that wouldn’t otherwise fit into any other game, and adding it to the Switch software lineup would provide an element of that trademark Nintendo zaniness that’s currently missing.


The EarthBound community was sent into a frenzy after Nintendo added Mother 3 to the Game Boy Advance Switch Online app in Japan, but I’m not even asking for Mother 3, because I’ve accepted that we’re probably never going to see that game get localized. Instead, I want something that is much more reasonable and likely: a full remake of EarthBound.

For years, EarthBound was on life support in the West. But in 2013, Nintendo finally dropped EarthBound on the Wii U virtual console, and the classic SNES RPG eventually made its way to New Nintendo 3DS and Switch as well. This opened up the world of Eagleland to more people than ever before, including me. I played EarthBound for the first time through the Wii U virtual console, instantly becoming absorbed by its heartfelt story and hilarious satirical depiction of the United States. I think EarthBound is required reading for any Nintendo or RPG fan, and it’d be much easier to recommend without its steep difficulty curve and archaic inventory management.

We just saw Nintendo remake Super Mario RPG – another beloved SNES RPG that most figured had been lost to time – so why not do the same with EarthBound? Turn-based RPGs are back in a big way right now – look no further than Like a Dragon: Infinite Wealth and Persona 3 Reload for proof – and I think EarthBound could establish itself as another modern pillar of the genre. Would an EarthBound remake ever lead to a Mother 3 port or a brand new entry in the series? Maybe not, but it’d be a phenomenal place to start.

Hotel Dusk

In January, Nintendo published Another Code: Recollection, a dual remake of puzzle adventure games Another Code: Two Memories and Another Code R: Journey Into Lost Memories. It’s one of the most niche games Nintendo has put out in a long time, and it has me thinking about another pair of obscure puzzle adventure games: the Hotel Dusk series. Both Another Code and Hotel Dusk were originally developed by the now-defunct studio Cing, and now that one of their long-lost series has been modernized, I’d love to see Hotel Dusk get the same treatment.

Hotel Dusk got two entries on Nintendo DS: Hotel Dusk: Room 215 launched worldwide, while Last Window: The Secret of Cape West never made it to North America. The original stars Kyle Hyde, a former detective searching for his missing partner. Hotel Dusk has a really memorable cast of characters and a striking art style resembling sketchbook drawings, and it would be great for North American players to finally get the chance to see the sequel that didn’t come out here. I would have never thought of this as a remote possibility for Nintendo Switch, but now that Another Code is out in the wild, anything feels possible.

Those are just some options for Nintendo franchises that should make a comeback. There are plenty of other choices, like Star Fox, Ice Climbers, Duck Hunt, Wario Land, Golden Sun, Chibo-Robo… The list goes on. Let us know in the comments what obscure Nintendo franchises you want to see brought back.

Logan Plant is IGN’s Database Manager, Playlist Editor, occasional news writer, and frequent Super Ninfriendo on Nintendo Voice Chat. Find him on Twitter @LoganJPlant.

Final Fantasy VII remains one of the most beloved chapters in the long-running Square Enix franchise. With Final Fantasy VII Rebirth, the second entry in the trilogy that kicked off with 2020’s FF7 Remake, the game returns to a format much more similar to the PlayStation original, most notably with huge open zones to explore. Today we’ll be looking at the game’s performance on PS5 across its multiple modes of play, taking into account a performance and visual quality patch that dropped just barely ahead of the review embargo.

High Performance Gaming

As a PlayStation 5 exclusive, for now at least, the game mirrors much of the Intergrade upgrade released for the PS5 in 2021. Like Integrade, this is an Unreal Engine 4 game, offering the choice between a Graphics or Performance mode, along with HDR on or off.

The game performed well both before the patch and after, with less than a handful of dropped frames in the 30fps capped Graphics mode even prior to the patch, while the Performance mode makes sacrifices to visuals in order to double frame rates to 60fps. In that mode we see small areas of hiccups in long view distance battles and certainly high bandwidth sections with any heavy particle and alpha effects, or in scenes that use expensive post effects. These are very infrequent, and never worse than 33ms frame time spikes, remaining inside the Variable Refresh Rate range of the PlayStation 5 output if you have a screen that supports it. The absolute worst case found was during a scripted battle attack that filled the screen with effects, during which the game held a locked 30fps in the Graphics mode and a low of 50fps in the Performance mode.

This is also true for the Performance mode, which tries to – spatially at least – upscale back to 4K from a much lower base. Performance targets a counted approximate high of the same 2880x1620p level when in non-dense areas of the world with little or no trees, alpha, or post effects present. However, in denser sections or heavy battles, such as when out in the Grasslands or other foliage-heavy areas, it can drop to a counted low of 1920×1080 and remain here for extended periods. Like the Graphics mode, that same heavy TAA looks to use spatial upscale to 4K, though with fewer pixels it is often far softer. Comparing the modes side-by-side, differences come down to resolution and a minor reduction in object Level of Detail, which is likely related to resolution.

The patch seems to focus on Performance mode specifically, as I didn’t see any improvements in image quality or performance on the Graphics mode. What the team appear to have done is attempt a sharpening of the image, to aid the lack of pixel samples, in order to improve clarity and high frequency elements. It does look remarkably similar to FSR1; however, any spatial up-sample technique can look similar depending on the taps made. It could also be an update to the TAAU spatial upscale UE4 Engine to use nearest-neighbour, which creates a slightly sharper but more pixelated image. Either way, the results are certainly not transformative, and this largely comes down to the same reasons I noted in our demo review.

That said, the high and lows are often enough to stand out. These come down to a few key aspects based on my analysis here. The TAA is strong, and although motion blur is off for camera motion, per-object blur on characters looks excellent but can add to the soft image. Texture filtering is still too low in both modes, although texture assets themselves as well as the MipMap bias in the performance mode do not compensate for the resolution shift. Screen space reflections can be good on some surfaces, but fall down with low sampling and little denoising from the TAA, causing artifacting – specifically on water bodies – even in cutscenes.

The biggest problem is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters.

The biggest problem, though, is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters. Compounding this is that some have very drab colours with blended browns, greys, and blues with little surface detail. As such we have a game that can both rise and fall on the visual rollercoaster. The lack of high-fidelity detail in the world as a whole makes it hard to pick out distinct objects or characters aside from when in battle or cinematics. It leaves many areas looking soupy in the Performance mode and soft in the Graphics mode. Using Cloud himself as an example, the lighting and material in some areas can leave his skin and details shiny and plastic looking, breaking physically based shading rules. In addition, his textures and detail can be soft, with hair cards causing fizzle. These issues extend across NPCs, teammates, and substantial portions of the game world.


Final Fantasy VII is a classic and Rebirth delivers on providing an incredible next chapter of the remake trilogy. This is a performance review though and on performance the team has delivered a near rock solid game that caters to both 30 and 60fps players. On a visual front though, it suffers from similar, and due to scale, more issues than Remake. This leaves a mixed impression, and though I hate to say it, it can look closer to a cross-generation game in some of the worst-case scenarios with regard to material details and quality.

The patch offers a small but noticeable increase to this, but more is required to aid the assets, and I feel this is beyond a simple patch. Asset quality and details can be muddy, even in the 4K mode, and even if other increases come in the form of improved Mip bias, adjusted TAA, or improved screen space shadow sampling, it would not resolve the lion’s share of the issues. That could only be improved with updated and higher quality assets and materials in the affected areas. Polygon count and textures would be the biggest focus for a later patch, which could transform the game’s look in those weaker areas. The team may be able to improve the game further, but at least you can play without any concerns on the performance side, and 30fps may have never looked so good.

While Game of Thrones was a bit controversial towards the end of its original run, it could have been a lot more polarizing as executives at HBO’s former owner asked if the fantasy series could be shot vertically so that the episodes could be watched on phones.

In a new article from The Wall Street Journal, the outlet notes that executives from AT&T asked Game of Thrones showrunners David Benioff and D.B. Weiss whether the series could be shot vertically “so it would fit on your phone.” According to WSJ, AT&T also “openly discussed” making “snackable” mini-episodes for Game of Thrones.

“Dysfunction kills more projects than anything else, whether it’s interpersonal dysfunction or institutional dysfunction,” Weiss told the WSJ.

AT&T owned HBO’s parent company, WarnerMedia, in 2018. However, ownership lasted only briefly, as WarnerMedia and Discovery announced in 2021 that both companies were merging in a deal worth $43 billion.

“When you sign a five-year deal with a company, you want that company to be stable so you can be left alone to do your work and not have to worry about it being bought by the phone company,” Benioff added. “Finding the smoothest ride in the ocean was key.”

Yet, that was not the only experiment with the series that never saw the light of day, as Benioff and Weiss revealed that it pitched HBO execs into doing three theatrical films to conclude the series instead of making 13 episodes that spanned across the final two seasons before being reminded by executives that they were making a show for “Home Box Office.”

The interview with the showrunners was part of a profile for Benioff and Weiss’ upcoming series 3 Body Problem, which will premiere on Netflix on March 21.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Age of Mythology: Retold, the upcoming remaster of the 2012 Age of Empires spin-off of the same name, will release on Xbox and PC simultaneously later this year.

Age of Mythology: Retold is a real-time strategy game by World’s Edge and Xbox Game Studios. In it, players can command gods from Greek, Norse, and Egyptian gods in epic battles over warring territories in single-player or co-op campaigns. Although Age of Mythology doesn’t have a concrete release window, the game will launch as a day one Game Pass alongside its release on Steam and Xbox consoles.

“In Age of Mythology Retold, we’re not only upgrading the engine and bringing all of those quality of life improvements that you’ve come to expect from World’s Edge, but in addition to that we’re doing even more to update the art,” art director Melinda Rose said in an announcement video. “That means all new 3D models, all new animations, textures, UI, VFX, the whole shebang.”

To showcase Age of Mythology: Retold’s updated 3D character models, Rose brought out life-sized augmented reality models of Medusa, Pegasus, and Cerberus.

“Our goal is to not only pay homage to the past but to breathe new life into this game and maximize the mythology,” Rose said.

Today’s Age of Mythology: Retold news coincides with World’s Edge studio and TiMi Studio Group’s other big announcement that they are working together to bring Age of Empires to mobile devices later this year. In short, 2024 spells exciting times for stalwart real-time strategy gamers across all platforms.

In our review for Age of Mythology, we rated the game a 9.3, saying it “blows open the doors of the series by taking a step away from history and giving the designers a bit more latitude.”

Hopefully, Retold will continue the work its predecessor achieved by providing yet another all-timer RTS game for fans when it releases later this year.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

This week on All Things Nintendo, Brian is first joined by Kyle Hilliard to recap all the news out of the Nintendo Direct Partner Showcase, as well as some news items that happened outside of that livestream. Then, Kyle leaves, and Alex Van Aken joins the episode to deliver his hands-on impressions of Princess Peach: Showtime! and an eShop Gem of the Week.

If you’d like to follow Brian on social media, you can do so on his Instagram/Threads @BrianPShea or Twitter @BrianPShea. You can follow Kyle on Twitter: @KyleMHilliard and BlueSky: @KyleHilliard. You can follow Alex Van Aken on Twitter @ItsVanAken.

The All Things Nintendo podcast is a weekly show where we celebrate, discuss, and break down all the latest games, news, and announcements from the industry’s most recognizable name. Each week, Brian is joined by different guests to talk about what’s happening in the world of Nintendo. Along the way, they’ll share personal stories, uncover hidden gems in the eShop, and even look back on the classics we all grew up with. A new episode hits every Friday!

Be sure to subscribe to All Things Nintendo on your favorite podcast platform. The show is available on Apple Podcasts, Spotify, Google Podcasts, and YouTube.

00:00:00 – Introduction
00:01:45 – New Reports of Switch 2 Release Window
00:06:28 – Pokémon Presents Announced
00:11:47 – New Pokémon Concierge Episodes Coming
00:12:34 – Time Magazine Pokémon Covers
00:14:05 – Spirit Airlines Super Nintendo World Plane
00:16:18 – Mother 3 Coming to Japan Nintendo Switch Online
00:21:13 – Nintendo Direct Partner Showcase Recap
00:54:37 – Listener Email About Epic Universe Theme Park
00:59:59 – Princess Peach: Showtime Preview
01:24:09 – eShop Gem of the Week: Balatro

If you’d like to get in touch with the All Things Nintendo podcast, you can email, messaging Brian on Instagram (@BrianPShea), or by joining the official Game Informer Discord server. You can do that by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the All Things Nintendo channel under “Community Spaces.”

For Game Informer’s other podcast, be sure to check out The Game Informer Show with hosts Alex Van Aken, Marcus Stewart, and Kyle Hilliard, which covers the weekly happenings of the video game industry!

IGN Fan Fest 2024 is finally here are we’re so excited to present our show that’s filled with some of the biggest names in games, movies, TV anime, and comics like Dune: Part Two, Godzilla x Kong: The New Empire, Avatar: The Last Airbender, WWE 2K24, and so much more.

Day 1 of IGN Fan Fest has come to a close and it featured such heavy hitters as Prime Video’s Fallout, Avatar: The Last Airbender, Godzilla x Kong: The New Empire, Invincible, Star Trek: Discovery, TMNT: The Last Ronin II – Re-Evolution, and much more. Don’t worry, however, as Day 2 arrives tomorrow and you can check the full schedule and what to expect in our How to Watch guide. There is so much good stuff planned and already shown that it can be a bit hard to keep track so we’re here to gather all the biggest reveals, trailers, interviews, and more right here for you.

We’ll also be updating this roundup throughout IGN Fan Fest, so be sure to keep checking back for all the biggest moments from the show!

Fallout Cast Embraces The Show’s Authenticity To The Games

Walton Goggins, Ella Purnell, Aaron Moten, and Kyle MacLachlan sat down with IGN to talk about their upcoming show – Prime Video’s Fallout – and how it is staying authentic to the games, how they got prepared for their roles, Todd Howard’s involvment on set, and more.

Netflix’s Avatar: An Animated Series Voice Actor Had Advice For The Live-Action Cast

Alongside revealing some of the moments they can’t wait to see in the live-action adaptation of Avatar: The Last Airbender, the stars of the series share the story of how one of the original series’ voice actors gave them some words of wisdom before filming.

Netflix Characters’ Bending Abilities As Chosen By The Live-Action Avatar Cast

Stars of Netflix’s Avatar: The Last Airbender live-action remake, incuding Gordon Cormier, Dallas Liu, Kiawentiio, Ian Ousley, and Elizabeth Yu, used their elemental expertise to figure out what kind of powers Netflix characters like Wednesday Addams and Eleven would wield.

Avatar the Last Airbender – ‘Creating the Creatures’ Featurette

Take a look at how the team behind Avatar: The Last Airbender brought to life the beloved creatures like Appa, Momo, and more.

Godzilla x Kong: The New Empire Director Addresses the Pink Godzilla

Godzilla x Kong: The New Empire director Adam Wingard stopped by IGN Fan Fest to share some new details on the upcoming film, including why Godzilla is partially pink now.

“I wanted it to be part of the major drive of the story, why Godzilla was getting this new look,” Wingard said. “And the pink colour itself, it’s not random. Within the movie there’s actually reasoning behind why he actually turns pink. It’s not just like, he evolves and for some reason the blue turns to pink.

“With that said, pink is my favourite colour,” he laughed. “Our editorial that we edit the movie in, it was covered with pink lights, and generally I usually have pink fairy lights in any room that I’m in.”

You can watch the full interview with Wingard above and hear him talk on such topics as evolved monsters, the rise of Anti-Kong, Kong’s new weapon called the Beast Glove, the introduction of Suko aka Baby Kong, and more.

Kevin Eastman Reveals Details on the New Teenage Mutant Ninja Turtles

Co-creator of the Teenage Mutant Ninja Turtles and the co-writer of TMNT: The Last Ronin II Re-Evolution gave IGN Fan Fest a new look at the new comic that is set to be released on March 6, 2024.

“[The Last Ronin II] was something that we really questioned and really hadn’t planned when we started doing Last Ronin, so we found a place that we wanted to stay and tell stories for as long as we could. What you’re seeing here specifically takes place 16 years after Last Ronin I ended,” Eastman said. “Casey Marie Jones is the woman in the purple you see there with the half of a Casey mask on, and she’s trained to become the sensei and general parent of the new turtles. They’re going out on one of their first missions.”

He also shared how the team wanted to make the four new turtles – Yi, Odyn, Moja, and Uno – distinct, adapting The Last Ronin to a video game, and more.

Star Trek: Discovery’s Final Season Will Focus on More of an ‘Adventure Vibe’

Alongside the reveal of a new trailer for Star Trek: Discovery’s fifth and final season, IGN had the chance to speak to Sonequa Martin-Green (Michael Burnham), Doug Jones (Saru), Wilson Cruz (Dr. Hugh Culber), and Anthony Rapp (Paul Stamets) about what they will cherish most about their time on the show and where they hope Star Trek goes from here.

Rapp also revealed why representation may be Discovery’s most important mark on the franchise and how this last ride will have more of an “adventure vibe” while also holding true to what has always made Star Trek so special.

Capcom on Street Fighter 6 DLC Character Ed — and a Little Akuma Tease

Street Fighter 6 director Takayuki Nakayama and producer Shuhei Matsumoto talked with IGN about the upcoming DLC character Ed and gave a little Akuma tease.

“It was an experiment for the developers when they were working on Street Fighter 5 to make Ed the prototype of the modern controls we see in Street Fighter 6,” Nakayama said. “However, his move roster has been updated from the past title. It’s not a complete replica of what you get to experience in Street Fighter 5. We’ve made some tweaks and updates so his Modern controls in Street Fighter 6 are also fun and compelling.

“Ed is strong in close range combat with his boxing fighting style. He has a lot of target combos. Unlike his moveset in Street Fighter 5 he no longer has kick moves. They’re all punches. His kick moves are designated to these flicker jabs that have pretty good reach. So not only is he strong in close quarters but also talented in terms of mid-range attacks as well.

“However, he shines brightest when he is up in the face of the opposing character, and has a lot of unique combos only capable through Ed. We recommend you get aggressive. Get in there and show what you’ve got.”

As for Akuma, Matsumoto wasn’t willing to give us to much about the hotly anticipated arrival of the DLC character in Spring, but he did say, “He’s awesome looking with lots of great effects. We’re going to be carefully planning out how we present this character to you guys. So we can’t wait to show you this new character.”

Invincible Creator Robert Kirkman Casts Doubt on Prime Video Spider-Man Crossover

Invincible co-creator was part of IGN Fan Fest 2024 and shared that, despite fan-deman for Spider-Man to appear in the series, it’s unlikely to happen.

“Would that we could pull the powers of Amazon and Disney and Marvel and everybody together!” Kirkman said. “Wouldn’t that be an amazing thing? But I wouldn’t count on it. And that’s not a tease.”

He also talked about the villainous Omni-Man and that he still believes he isn’t an evil character even though he’s done a ton of horrible things.

“There’s a big arc that he’s gonna be going through,” Kirkman said. “There’s a lot of talk of Amazon and their evil Supermen with Homelander and Omni-Man. There’s a big difference in what we’re trying to do with Omni-Man, and who he is as a character. It’s reductive to just refer to him as an evil Superman. He is not an evil character.”

Invincible Season 2 Part 2 will be released on Prime Video on March 14, 2024.

Invincible: Doc Seismic Attacks Raid Is Headed to Fortnite

Check out the trailer for Invincible: Doc Seismic Attacks, an upcoming custom raid for up to 6 players that is created in Fornite but set in the Invincible universe. This new raid will be available for free on March 15, 2024.

McFarlane Toys Celebrates Its 30th Anniversary With New Spawn and Fallout Figures

To celebrate 30 years in buisiness, McFarlane Toys has big plans in place for 2024 that include new Spawn figures and the debut of a new line of Fallout toys that are based on the Prime Video series that’s almost here.

To learn more, we spoke with Todd McFarlane himself about this milestone and got a closer look at the exciting figures.

Bloody R-Rated Marvel Event Introduces the ‘Vampire Avengers’

To get a preview of what Marvel Comics has in store for us in 2024, we had the chance to talk to writer Cody Ziglar about his upcoming comics starring Deadpool, Spider-Punk, and Spider-Man: Miles Morales. Furthermore, Jed McKay got us very excited for the bloody R-rated event Bloody Hunt that looks to feature Blade and introduce the villainous “Vampire Avengers.”

High on Life Is Getting a Physical Standard and Collectors’ Edition for PS5 and Xbox Series X/S

High on Life will be getting a physical standard and collectors’ edition for PS5 and Xbox Series X/S on Feburary 27, 2024, which will include all the DLC released for the game.

See G.I. Joe: Wrath of Cobra’s HISS Tank, Snake Eyes, and More in Exclusive New Trailer and Screens

IGN Fan Fest was able to reveal a new trailer for G.I. Joe: Wrath of Cobra and it gives a great look at Cobra’s HISS Tank, Snake Eyes, and much more. While there still is no release date for this beat ’em up that mixes Shredder’s Revenge with the classic cartoon, it is expected to launch later this year.

The Equalizer Puts Kick Ass Women Front and Center

Alongside revealing a brand-new Season 4 clip of The Equalizer, we also had the chance to speak to Laya DeLeon (Robyn McCall) and Lorraine Toussaint (Aunt Vi) about the series that stars Queen Latifah. We chat about what it is like working on a show where women are at the center of the action, what we can expect from Delilah’s future, how the characters may escape last season’s cliffhanger, and more.

Brawlhalla Welcomes Star Wars’ Anakin Skywalker and Obi-Wan Kenobi to Its Roster

On March 20, Star Wars is invading Brawlhalla as Anakin Skywalker and Obi-Wan Kenobi will be joining the roster via a collaboration event.

Bo: Path of the Teal Lotus – Official Release Date Trailer

Bo: Path of the Teal Lotus is officially headed to Nintendo Switch, PlayStation 5, Xbox Series X/S, and Steam on July 18, 2024. To celebrate the occasion, IGN Fan Fest was able to share a new trailer for the 2.5D action-plaformer.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Fans of the Nintendo Switch likely know about Nitro Deck, the innovative handheld accessory from CRKD that enhances the Switch experience without requiring DIY modifications. Now, one of the best Nintendo Switch accessories has improved with Nitro Deck+, which leverages the versatility of the Nintendo Switch is known for.

As part of IGN Fan Fest, the Nitro Deck+ looks similar to its predecessor at first glance. Still, the most significant addition to this product is the included HDMI output, allowing owners of this accessory to connect the device with the Switch connected to a display using a USB-C to HDMI adapter.

The addition of this product leverages the Nintendo Switch’s signature feature of versatility. It allows users to switch between handheld and Docked mode without taking the Switch out of the Nitro Deck+, whether they’re at home or traveling and forgot to pack their docking station.

And like its predecessor, the Nitro Deck+ includes swappable Hall Effect thumbsticks, programmable buttons, pass-through charging, and a low-latency connection via USB-C, and you can use the accessory as a controller on a PC.

In our review of the original Nitro Deck, we said: “The CRKD Nitro Deck is the full-body makeover the Nintendo Switch has desperately needed. It eliminates stick drift with upgraded thumbsticks, adds four customizable back buttons, and improves the ergonomics in handheld mode to effectively make your Switch feel like a new console.”

For more on Nitro Deck+, check out our interview with Nitro Deck co-creator Jack Guinchard.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Lady Gaga’s appearance in Fortnite Festival Season 2: Unlock Your Talent is so popular that some of the world’s biggest musicians can’t help but check it out for themselves.

Lady Gaga took the stage in Fortnite as part of a recent update that is running until April 22, bringing fans new cosmetics as well as an opportunity to play songs like Applause, Born This Way, and Poker Face in Epic Games’ Guitar Hero-like game mode. It’s a Gaga takeover that is attracting her fans – and big-name talent like Kesha and Doja Cat.

“Never played a video game before in my life but readyyyyy,” Kesha said, posting an image of her newly purchased Lady Gaga skin on X/Twitter.

This is the kind of thing that can send online fans into a meltdown, and Kesha followers did not disappoint. It wasn’t too long before the Cannibal singer’s mentions on X/Twitter were flooded with memes and requests for her to start a Twitch channel.

Doja Cat, meanwhile, has a well-documented history on her Twitch account, dojacattington. She, too, was quick to hop into Festival Season 2 to see how the Lady Gaga content was shaping up. Sadly, she did not have enough V-Bucks to purchase the Chromatica Armor skin and Rain Check emote right away.

And, if her Instagram is any indication, Gaga herself even seems to be playing Fortnite now, coming a long way from her infamous “what’s fortnight” tweet.

“Music. Fashion. Technology. Digital rain for my skin to dance in,” she wrote. “Best day ever. We loved combining these worlds so we could experience music on a whole other level. Feels like this was meant to be. Immersive experiences with art I think really leave an imprint on the soul and it changes the texture of how we experience pop culture. I love Fortnite*. Monsters enjoy!”

Fortnite made a name for itself with in-game musical tie-ins throughout the last decade. Musical giants, such as Travis Scott, Ariana Grande, The Weeknd, Eminem, and Marshmello, have all chipped in to offer players exclusive concerts and goodies. There have also been all-encompassing events that forever alter the course of the experience. Other highlights include the Devourer of Worlds event, which saw players fighting against Marvel’s planet eater, Galactus, and The End, which brought Fortnite Chapter 1 to a close with a bang.

Lady Gaga is only the latest star to make an appearance in Fortnite, and she probably won’t be the last. In other Epic news, Disney announced earlier this month that it had acquired a $1.5 billion stake in the game maker, helping secure its future and create an even bigger universe to play in.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.