Comoros News API

Supported Countries - 165

Get headlines from Comoros with our JSON API.

Country Parameter

The country paramter for the Comoros is KM.

Some example queries:

Below is the search query to fetch random 100 news-sources of Comoros.

https://newsdata.io/api/1/sources?country=km&apikey=YOUR_API_KEY

Some of the well known sources

Live Example

This example demonstrates the HTTP request to make, and the JSON response you will receive, when you use the News API to get headlines from Comoros.

Headlines from Comoros

https://newsdata.io/api/1/latest?country=km&apikey=YOUR_API_KEY

{
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  • "totalResults": 113,
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    "results": [
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      {
      • "article_id": "8a92f7eb7468a4780714ad048be6033a",
      • "title": "It Sounds Like Netflix’s Gears of War Movie Is Finally Moving Forward — but We Still Don’t Know Who’s Playing Marcus Fenix",
      • "link": "https://za.ign.com/gears-of-war-the-movie/209812/news/it-sounds-like-netflixs-gears-of-war-movie-is-finally-moving-forward-but-we-still-dont-know-whos-pla",
      • -
        "keywords": [
        • "xbox",
        • "xbox series x|s",
        • "dave bautista",
        • "movies",
        • "gears of war: the movie",
        • "news",
        • "entertainment"
        ],
      • "creator": null,
      • "description": "Nice.The director of The Fall Guy is in talks to take on Netflix’s Gears of War movie.The Hollywood Reporter said David Leitch, who also directed Atomic Blonde (2017), Deadpool 2 (2018), Hobbs & Shaw (2019), and Bullet Train (2022), is in negotiations to direct Gears of War, ...",
      • "content": "The director of The Fall Guy is in talks to take on Netflix’s Gears of War movie. Leitch and Kelly McCormick are said to be producing alongside Gears developer The Coalition. Jon Spaihts (Dune) is reportedly writing the script. It’s been two-and-a-half years since Netflix picked up the rights to Gears of War, but it sounds like the gears are finally in motion now. An adult animation series is reportedly also in the works and set to follow the movie. Pending the adaptations’ success, even more Gears would follow. The big question is of course who will play Gears protagonist Marcus Fenix? Wrestler turned actor Dave Bautista has made it extremely clear that he really, really, really, wants to play Marcus Fenix . He also has the seal of approval from Gears co-creator Cliff Bleszinski . It’s boom time for video game adaptations, withThe Super Mario Bros. Movie, A Minecraft Movie, and the Sonic movies all breaking records. Beyond that, there’s the Uncharted movie, the Mortal Kombat movie, Resident Evil movies, and plenty more. In March, Microsoft gaming chief Phil Spencer said the failure of the TV adaptation of Halo hadn't put Microsoft off more adaptations of its video games . Microsoft had learned from Halo, Spencer said, and was gaining confidence in the space. And so, expect more to come. \"We’re learning and growing through this process, which is giving us more confidence that we should do more,” Spencer said. “We learned from doing Halo. We learned from doing Fallout. So all of these build on themselves. And obviously we’ll have a couple that miss. But what I’d say to the Xbox community that likes this work is, ‘You’re going to see more, because we’re gaining confidence and we’re learning through this.’ ” Back in video game land, The Coalition is working on prequel Gears of War: E-Day. It does not have a release date. 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.",
      • "pubDate": "2025-05-15 20:42:21",
      • "pubDateTZ": "UTC",
      • "image_url": "https://sm.ign.com/t/ign_za/video/t/the-top-10/the-top-10-final-destination-deaths_pmaj.640.jpg",
      • "video_url": null,
      • "source_id": "ign_za",
      • "source_name": "Ign Africa",
      • "source_priority": 121,
      • "source_url": "https://za.ign.com",
      • "source_icon": "https://i.bytvi.com/domain_icons/ign_za.png",
      • "language": "english",
      • -
        "country": [
        • "gabon",
        • "namibia",
        • "egypt",
        • "rwanda",
        • "south africa",
        • "djibouti",
        • "comoros",
        • "morocco",
        • "tanzania",
        • "ethiopia",
        • "sudan",
        • "mozambique",
        • "ghana",
        • "madagascar",
        • "cameroon",
        • "senegal",
        • "zambia",
        • "malawi",
        • "ivory coast",
        • "uganda",
        • "angola",
        • "algeria",
        • "kenya",
        • "dr congo",
        • "libya",
        • "mauritania",
        • "tunisia",
        • "zimbabwe"
        ],
      • -
        "category": [
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      • "sentiment": "neutral",
      • -
        "sentiment_stats": {},
      • -
        "ai_tag": [
        • "movies"
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      • "ai_region": null,
      • -
        "ai_org": [
        • "netflix"
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      {},
    • -
      {
      • "article_id": "a8d80e24ad05047624cb1927feb80f14",
      • "title": "Nintendo Switch 2 Reviewers Won't Get Started Until June 5",
      • "link": "https://za.ign.com/nintendo-switch-2/209811/opinion/nintendo-switch-2-reviewers-wont-get-started-until-june-5",
      • -
        "keywords": [
        • "nintendo",
        • "nintendo switch",
        • "column",
        • "nintendo switch 2"
        ],
      • "creator": null,
      • "description": "Nintendo is holding its cards close to the vest this time.Today, the gaming world collectively hovers a metaphorical thumb over the A button, watching the Nintendo Switch 2 launch clock count down to June 5 to get that all-important boost off the starting line. However, there’s been a bit of news that IGN readers should know: Nintendo has informed us ...",
      • "content": "Today, the gaming world collectively hovers a metaphorical thumb over the A button, watching the Nintendo Switch 2 launch clock count down to June 5 to get that all-important boost off the starting line. However, there’s been a bit of news that IGN readers should know: Nintendo has informed us that there will be no traditional pre-launch review access to Switch 2 hardware , as there usually is with console launches. This also means there’s no way to test out Mario Kart World , Welcome Tour , or the upgraded Zelda games and other ports in time to post the usual timely review coverage you expect from us. Of course, this isn’t the first time we’ve had to adapt to a situation like this, so we’re lined up to deliver you the next best thing. It’ll be more of a hustle than we’d like, but we’re going to set about getting you those answers as soon as we’re able, without compromising on quality. The moment our preordered Switch 2s arrive we’ll get started on, among other things: a review in progress of Mario Kart World (from in-house champion and NVC host Logan Plant), more in-depth impressions of the Switch 2 Editions of Breath of the Wild, Tears of the Kingdom, and third-party ports like Cyberpunk 2077 and Hogwarts Legacy, with an eye on how they perform and compare to previous versions on other hardware. At the same time, our team will spin up evaluations of all the hardware, including the Switch 2 console itself (from Switch and Switch Lite reviewer Tom Marks), the new Joy-Cons, the Pro Controller 2 (from controller expert Michael Higham), the camera, and every other accessory we can get our hands on. Our goal is to have most if not all of these reviews posted within a week or so of launch, and to field any big questions that often develop as early adopters around the world put a shiny new console through its paces. There’s a lot to do, but we’re ready to go. Dan Stapleton is IGN's Director of Reviews. Follow him on Bluesky.",
      • "pubDate": "2025-05-15 20:35:45",
      • "pubDateTZ": "UTC",
      • "image_url": "https://sm.ign.com/t/ign_za/news/n/nintendo-o/nintendo-of-america-boss-doug-bowser-insists-nintendo-will-h_w2j2.640.jpg",
      • "video_url": null,
      • "source_id": "ign_za",
      • "source_name": "Ign Africa",
      • "source_priority": 121,
      • "source_url": "https://za.ign.com",
      • "source_icon": "https://i.bytvi.com/domain_icons/ign_za.png",
      • "language": "english",
      • -
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        • "namibia",
        • "egypt",
        • "rwanda",
        • "south africa",
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        • "comoros",
        • "morocco",
        • "tanzania",
        • "ethiopia",
        • "sudan",
        • "mozambique",
        • "ghana",
        • "madagascar",
        • "cameroon",
        • "senegal",
        • "zambia",
        • "malawi",
        • "ivory coast",
        • "uganda",
        • "angola",
        • "algeria",
        • "kenya",
        • "dr congo",
        • "libya",
        • "mauritania",
        • "tunisia",
        • "zimbabwe"
        ],
      • -
        "category": [
        • "top"
        ],
      • "sentiment": "neutral",
      • -
        "sentiment_stats": {},
      • -
        "ai_tag": [
        • "gaming"
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      • "ai_region": null,
      • -
        "ai_org": [
        • "nintendo"
        ],
      • "duplicate": true
      },
    • -
      {
      • "article_id": "1fc22cbac58f82ba4d3dd5601544d68b",
      • "title": "Shadow Labyrinth’s Weird Metroidvania Take on Pac-Man...Actually Works!",
      • "link": "https://za.ign.com/shadow-labyrinth/209825/preview/shadow-labyrinths-weird-metroidvania-take-on-pac-manactually-works",
      • -
        "keywords": [
        • "preview",
        • "xbox series x|s",
        • "xbox",
        • "nintendo",
        • "playstation",
        • "ps5",
        • "nintendo switch",
        • "pc",
        • "shadow labyrinth"
        ],
      • "creator": null,
      • "description": "The Puck Man is off the grid, fighting Kaiju and shooting laser beams out of his mouth.As an ancient gamer (now 32), I’ve had plenty of experience playing Pac-Man. During my pre-teen years, many of my summer days were spent losing quarters to my local arcade, attempting to reach the mythical \"split-screen level.\" As a devoted fan of the franchise, I admittedly had reservations going into ...",
      • "content": "As an ancient gamer (now 32), I’ve had plenty of experience playing Pac-Man. During my pre-teen years, many of my summer days were spent losing quarters to my local arcade, attempting to reach the mythical \"split-screen level.\" As a devoted fan of the franchise, I admittedly had reservations going into my PAX East preview of Bandai Namco’s new, unconventional take on the series, Shadow Labyrinth. The story takes place shortly after the events of the Prime Video animated short, Secret Wars, as the protagonist, the dark and brooding Swordsman No. 8, wakes up surrounded by monsters and aliens. He soon meets a mysterious figure known as Puck, a yellow circular creature who looks like he enjoys eating pellets, fruit, and blue ghosts. After a brief introduction, the duo vows to work together by combining their unique abilities of strength and mobility in the hopes that they can navigate the treacherous world and survive the darkness that awaits. That darkness comes in many shapes and sizes, as the setting features a handful of different biomes, each with distinct personalities, backdrops, and characteristics. No two mazes in this 2D adventure will have the same layout, and enemy designs and types will change depending on the region that is being explored. My preview started by placing me in an underground tech biome filled with various melee, flying, and ranged enemy types that could only exist underground, like bat-creatures and angry hedgehogs. Gameplay was straightforward and intuitive enough initially. Combat and dodging reminded me a lot of the original Castlevania titles, and its platforming elements are akin to a love child of Ori and the Blind Forest and Celeste, thanks to Puck’s ability to grapple onto spots, adding extra layers of maneuverability. Combining the grapple with aerial attacks makes for interesting gameplay against enemies, especially when challenge rooms come into play. Like many other Metroidvanias, Shadow Labyrinth has rooms that will seal off once entered, requiring the Swordsman to defeat each combatant inside to unlock the room. Enemies spawn in from all over the room, attempting to overwhelm with quantity and variety, making for a bullet-sponge-like environment. I frantically grappled to avoid ground foe charges while dodging flying enemies simultaneously, failing to do so multiple times, and needing to respawn. After getting the hang of their patterns and placements, I grappled up and used melee attacks to chain movements in the air, then slammed my sword down from above on the enemies below, making for an immensely satisfying victory. While I only experienced two challenge rooms in this particular build, I was impressed with how difficult but rewarding each room was. But despite how much I enjoyed this, the true beauty of Shadow Labyrinth’s platforming and combat comes to light when Puck becomes the controllable character. The platforming element of controlling Puck is both clever and nostalgic, as the Swordsman will morph into him and ride waves of electricity to help them move around areas otherwise blocked by environmental hazards or inaccessible heights. While riding the wave, you’ll move identically to the old Pac-Man games, but with an added twist. Puck is still limited to moving left, right, up, or down on the violet electricity line, but he is no longer limited to a lined grid and can also stop, aim, and jump. While this might sound simple, it adds a new layer to movement and combat. Some challenge rooms even feature these lines, which can be used to execute sword attacks, creating an entirely new approach to beating each room’s combat puzzle. My favorite instance of this occurred halfway through the preview during the Kaiju boss battle (yes, you read that right). The fight is similar to a challenge room in the sense that it blocks off any retreat, but this time it is a one-on-one fight, as the boss is much bigger than Swordsman No. 8. To combat the size difference, Swordsman No. 8 can use Puck’s ability to ride up the wall to not only get a height advantage and deal extra damage to the enemy’s horn weak spot, but also avoid massive laser attacks that would otherwise kill them both. As it turns out, the boss isn’t the only one wielding a laser, which leads to my other favorite, absurd moment in this preview: Puck can turn into a giant mecha named Gaia. Yes, this is a Metroidvania Pac-Man game where you can control a Gundam and fight Kaiju. Again, this should not work, but it does so marvelously, resulting in an epic crescendo to a fever dream of a boss battle and transformation. Even after the boss battle ended, there was still plenty to explore in Shadow Labyrinth. The first thing I unlocked afterward was a pared-down version of Gaia’s laser ability, which the Swordsman can use by holding down the charge button. Not only is this move great for dispelling large groups of foes blocking an area, but it can also be thrown into attacks in locations like the challenge rooms to make for some delightful combo kills. Alongside the new power move, I also unlocked a new location featuring another strangely familiar-looking set of enemies that would begin to float through the level toward me until they touched the ground. At first, I was confused about how to beat them, as hitting them with a sword wasn’t working. It wasn’t until I started listening to the music and sound effects and remembering why the enemies’ movements looked so familiar that a lightbulb went off: these are the Pooka from Dig Dug. Just like the 1982 classic arcade title, the only way to destroy Pooka is to stun and inflate it when they are materialized. After experimenting, it turns out that using Puck’s grapple ability on them to knock them out and then using it again to inflate them is the only way to kill them. This is just one of the many references to Bandai Namco’s library of beloved arcade games, as the story and setting of Shadow Labyrinth are set to include plenty of references and modernized takes on a handful of other iconic games. While there was no hint or mention of which one it would be, the developers teased that the war-torn world of Shadow Labyrinth itself will be a major reveal as the narrative progresses. If you had told me back then that one day someone would make a Metroidvania version of everyone’s favorite Puck Man, I’d probably think you’re insane. After playing Shadow Labyrinth at PAX East 2025, that statement is probably still true, but I’m right there beside you, enjoying the insanity. Whether it is the fluidity of Puck’s grappling hook and wall traversal combined with Swordsman No. 8’s raw power and durability, or the fact that Pac-Man can turn into a mech that shoots lasers out of its mouth, everything about this Metroidvania is absurdly fun. The game features something for everyone here, as the platforming, combat, and puzzles each stand out on their own as enjoyable experiences. I implore you to suspend your disbelief about how this bizarre concept can even work, and at least give Shadow Labyrinth a try when it is released, as this insane creative bet by Bandai looks like it might actually pay off.",
      • "pubDate": "2025-05-15 20:33:11",
      • "pubDateTZ": "UTC",
      • "image_url": "https://sm.ign.com/t/ign_za/gallery/s/shadow-lab/shadow-labyrinth-screenshots_fqjf.640.png",
      • "video_url": null,
      • "source_id": "ign_za",
      • "source_name": "Ign Africa",
      • "source_priority": 121,
      • "source_url": "https://za.ign.com",
      • "source_icon": "https://i.bytvi.com/domain_icons/ign_za.png",
      • "language": "english",
      • -
        "country": [
        • "gabon",
        • "namibia",
        • "egypt",
        • "rwanda",
        • "niger",
        • "south africa",
        • "djibouti",
        • "comoros",
        • "nigeria",
        • "morocco",
        • "tanzania",
        • "ethiopia",
        • "sudan",
        • "mozambique",
        • "ghana",
        • "madagascar",
        • "cameroon",
        • "somalia",
        • "senegal",
        • "zambia",
        • "malawi",
        • "mali",
        • "ivory coast",
        • "uganda",
        • "angola",
        • "algeria",
        • "kenya",
        • "dr congo",
        • "libya",
        • "mauritania",
        • "tunisia",
        • "zimbabwe"
        ],
      • -
        "category": [
        • "entertainment"
        ],
      • "sentiment": "neutral",
      • -
        "sentiment_stats": {},
      • -
        "ai_tag": [
        • "gaming"
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      • "ai_region": null,
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      • "duplicate": true
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    • -
      {
      • "article_id": "2aa05039d0830ca177cc71ab99095fbd",
      • "title": "Take-Two CEO Says 'Delays Pain Me — How Could They Not?' but Insists GTA 6's New 2026 Release Date Was About Making Sure Rockstar Achieves Its Creative Vision 'With No Limitations'",
      • "link": "https://za.ign.com/grand-theft-auto-vi/209810/news/take-two-ceo-says-delays-pain-me-how-could-they-not-but-insists-gta-6s-new-2026-release-date-was-abo",
      • -
        "keywords": [
        • "grand theft auto vi",
        • "xbox",
        • "xbox series x|s",
        • "playstation",
        • "pc",
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        • "ps5"
        ],
      • "creator": null,
      • "description": "This time, surely.Back in February, I asked Take-Two boss Strauss Zelnick how confident he was about hitting GTA 6’s then fall 2025 release window. He told me he felt “really good about it.” Three months later, perhaps to no-one’s surprise, GTA 6 was delayed to May 26, 2026.What changed in ...",
      • "content": "Back in February, I asked Take-Two boss Strauss Zelnick how confident he was about hitting GTA 6’s then fall 2025 release window . He told me he felt “really good about it.” Three months later, perhaps to no-one’s surprise, GTA 6 was delayed to May 26, 2026 . What changed in those few months? That’s what I asked Zelnick in a new interview to coincide with Take-Two’s just-published financial results. He said that as GTA 6 got closer to launch, the need for more polish “became clear.” “As we get closer to completion of a title that’s seeking perfection, the needs or lack thereof, for continued polish become clear,” Zelnick said. “In this case there was an opportunity with a small amount of incremental time, we thought, to make sure Rockstar Games achieves its creative vision with no limitations. And I supported of course that approach.” “I feel really good about how Fiscal 26 looks sitting here today,” he said. “And while of course, delays pain me — how could they not? — the most important thing to do is to support your teams in their search for perfection.” Now, the obvious next question is a repeat of what I asked Zelnick back in February: how confident are you that Rockstar will hit May 26, 2026? This time around, Zelnick sounded even more certain: “I think historically when we set a specific date, generally speaking, we've been very good about reaching it.” That, to me, is saying GTA 6 won't be delayed without actually saying it. Never say never, of course, but now GTA 6 has an actual release date, it would be a pretty big shock if it slipped again. The release of GTA 6 Trailer 2 and Rockstar's accompanying info-dump has sparked all sorts of speculation about what to expect from what is sure to be the biggest video game of all time. Some GTA fans even think Liberty City may end up in GTA 6 either at launch or as post-launch DLC . While we wait to find out, we’ve got plenty more on GTA 6, including all the details we’ve discovered so far , a roundup of 70 brand new screenshots , and the expert opinion on how GTA 6 will look on PS5 Pro . 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.",
      • "pubDate": "2025-05-15 20:16:04",
      • "pubDateTZ": "UTC",
      • "image_url": "https://sm.ign.com/t/ign_za/news/g/gta-6-deve/gta-6-development-began-in-earnest-in-2020-following-the-mas_e3uc.640.jpg",
      • "video_url": null,
      • "source_id": "ign_za",
      • "source_name": "Ign Africa",
      • "source_priority": 121,
      • "source_url": "https://za.ign.com",
      • "source_icon": "https://i.bytvi.com/domain_icons/ign_za.png",
      • "language": "english",
      • -
        "country": [
        • "gabon",
        • "namibia",
        • "egypt",
        • "rwanda",
        • "south africa",
        • "djibouti",
        • "comoros",
        • "morocco",
        • "tanzania",
        • "ethiopia",
        • "sudan",
        • "mozambique",
        • "ghana",
        • "madagascar",
        • "cameroon",
        • "senegal",
        • "zambia",
        • "malawi",
        • "ivory coast",
        • "uganda",
        • "angola",
        • "algeria",
        • "kenya",
        • "dr congo",
        • "libya",
        • "mauritania",
        • "tunisia",
        • "zimbabwe"
        ],
      • -
        "category": [
        • "top"
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      • "sentiment": "neutral",
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        "sentiment_stats": {},
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        "ai_tag": [
        • "entertainment"
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    • -
      {
      • "article_id": "493f76931162cd36e2cf53b017c69c5a",
      • "title": "GTA 6 Development Began 'In Earnest' in 2020 Following the 'Massive Success' of Red Dead Redemption 2, Take-Two Says",
      • "link": "https://za.ign.com/grand-theft-auto-vi/209809/news/gta-6-development-began-in-earnest-in-2020-following-the-massive-success-of-red-dead-redemption-2-ta",
      • -
        "keywords": [
        • "grand theft auto vi",
        • "xbox",
        • "xbox series x|s",
        • "playstation",
        • "pc",
        • "news",
        • "ps5"
        ],
      • "creator": null,
      • "description": "Cash in hand.Wondering how long Grand Theft Auto 6 has been in development for? Development on the game began “in earnest” in 2020 following the success of Red Dead Redemption 2, Rockstar parent company Take-Two said in its financial report today — its first since the high-profile delay to GTA ...",
      • "content": "Wondering how long Grand Theft Auto 6 has been in development for? Development on the game began “in earnest” in 2020 following the success of Red Dead Redemption 2 , Rockstar parent company Take-Two said in its financial report today — its first since the high-profile delay to GTA 6 from fall 2025 to May 26, 2026. For Take-Two, however, it’s all worth it. In its financial report, it said it believes “affording Rockstar additional time for such a groundbreaking project is a worthy investment,” and that’s because GTA 6 “is now the most anticipated entertainment property of all time.” Take-Two pointed to “unprecedented” consumer anticipation, with Trailer 2's cross-platform debut last week shattering records to become the biggest video launch of all time, with over 475 million views in 24 hours. Trailer 1 had 93 million views in 24 hours on YouTube alone. “The ambition and complexity of Grand Theft Auto VI is greater than any previous Rockstar title, and the team is poised to release another astonishing entertainment experience that will exceed players’ expectations,” Take-Two added. IGN spoke with Take-Two CEO Strauss Zelnick ahead of the company’s financial results to discuss the GTA 6 delay, why it happened, and to ask how confident he now is that Rockstar will make it. The release of GTA 6 Trailer 2 and Rockstar's accompanying info-dump has sparked all sorts of speculation about what to expect from what is sure to be the biggest video game of all time. Some GTA fans even think Liberty City may end up in GTA 6 either at launch or as post-launch DLC . While we wait to find out, we’ve got plenty more on GTA 6, including all the details we’ve discovered so far , a roundup of 70 brand new screenshots , and the expert opinion on how GTA 6 will look on PS5 Pro . 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.",
      • "pubDate": "2025-05-15 20:15:58",
      • "pubDateTZ": "UTC",
      • "image_url": "https://sm.ign.com/t/ign_za/news/t/take-two-c/take-two-ceo-says-delays-pain-me-how-could-they-not-but-insi_eg2g.640.jpg",
      • "video_url": null,
      • "source_id": "ign_za",
      • "source_name": "Ign Africa",
      • "source_priority": 121,
      • "source_url": "https://za.ign.com",
      • "source_icon": "https://i.bytvi.com/domain_icons/ign_za.png",
      • "language": "english",
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        "country": [
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        • "namibia",
        • "egypt",
        • "rwanda",
        • "south africa",
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        • "comoros",
        • "morocco",
        • "tanzania",
        • "ethiopia",
        • "sudan",
        • "mozambique",
        • "ghana",
        • "madagascar",
        • "cameroon",
        • "senegal",
        • "zambia",
        • "malawi",
        • "ivory coast",
        • "uganda",
        • "angola",
        • "algeria",
        • "kenya",
        • "dr congo",
        • "libya",
        • "mauritania",
        • "tunisia",
        • "zimbabwe"
        ],
      • -
        "category": [
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      • "article_id": "7688ea867e9b4bc3590371189ae98ce2",
      • "title": "Nintendo Says Switch 2 Game-Key Cards Help Third-Party Publishers Bring ‘Deeper, Larger, and More Immersive Content on the Platform’",
      • "link": "https://za.ign.com/nintendo-switch-2/209808/news/nintendo-says-switch-2-game-key-cards-help-third-party-publishers-bring-deeper-larger-and-more-immer",
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      • "description": "Add to cart.It’s fair to say Nintendo’s new Game-Key Cards for Switch 2 have sparked a passionate response. When Nintendo pulled back the curtain on Switch 2 last month, it confirmed that several new Switch 2 game cards won’t always carry an actual game, but instead contain a key for a ...",
      • "content": "It’s fair to say Nintendo’s new Game-Key Cards for Switch 2 have sparked a passionate response. When Nintendo pulled back the curtain on Switch 2 last month, it confirmed that several new Switch 2 game cards won’t always carry an actual game , but instead contain a key for a game download. Nintendo later clarified that Switch 2 Edition games contain both the game and the upgrade on the cartridge itself . Games like Street Fighter 6 and the Bravely Default remaster do indeed feature this game-key card disclaimer. Others, such as Mario Kart World and Donkey Kong Bananza , do not. The beefy Cyberpunk 2077 , which weighs in at 64 GB on Nintendo Switch 2, comes on a cart. Reaction to Nintendo’s Game-Key Cards has included strong comments from Nightdive Studios CEO Stephen Kick , who said: \"Seeing Nintendo do this is a little disheartening. You would hope that a company that big, that has such a storied history, would take preservation a little more seriously.\" In an interview to discuss the opening of the Nintendo San Francisco store , IGN asked Nintendo of America boss Doug Bowser if physical media was still going to be a big part of Nintendo’s business, or whether he saw Game-Key Cards as the future. “In the immediate future, physical games are still a key part of our business,” Bowser replied. “And we value our relationships in particular with our retailers, and want to make sure we have products available for them to sell to their consumers.” Bowser then went on to explain what Nintendo is trying to achieve with Game-Key Cards, suggesting that they enable third-party publishers to bring bigger games to Switch 2. “When you look at Game-Key Cards, for us, our goal with Nintendo Switch 2 – similar to what we were able to accomplish on Nintendo Switch – is to have the broadest and deepest library of content we possibly can,” Bowser said. “And that includes our publishing partners. And Game-Key Cards are a way that our publishing partners are able to bring more content onto the platform, deeper and larger, more immersive content on the platform.” CD Projekt has said it went with the highest capacity Switch 2 cart (64 GB) for Cyberpunk 2077, confirming 64 GB is the maximum size for all Nintendo Switch 2 cartridges. But Nintendo itself has kept its first-party game sizes to a minimum. Nintendo Switch 2 game storage sizes: Mario Kart World : 23.4 GB Donkey Kong Bananza : 10 GB Nintendo Classics: GameCube app : 3.5 GB Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV : 7.7 GB Kirby and the Forgotten Land – Nintendo Switch 2 Edition + Star Crossed World : 5.7 GB Almost all physical third-party Nintendo Switch 2 games revealed so far are Game-Key Cards . As pointed out by Daniel Ahmad , Director of Research & Insights at Niko Partners, this focus on Game-Key Cards may put extreme pressure on the eShop around the Switch 2’s launch in June as fans rush to download their games. “Game cards are significantly more expensive than discs (+ increases with each GB),” Ahmad added , explaining the reasoning for publishers. “It takes time to ramp up production of multiple storage capacity game cards. Digital games / lower capacity cards offer higher margins for publishers. Digital is the majority of sales.” Christopher Dring, Editor-In-Chief and Co-Founder of The Game Business, went as far as to say the Game-Key Cards are “basically Christmas/birthday present boxes for wrapping up.” “Ultimately, with fewer games retailers, rising manufacturing costs, the fact that younger generations just don’t care, plus the drive for sustainability, all points in one direction for physical media,” Dring added . Check out IGN’s interview with Doug Bowser in full for more on the Nintendo San Francisco store and the Switch 2. 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.",
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      • "title": "Our Big Nintendo San Francisco Interview with Nintendo of America President Doug Bowser",
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      • "description": "We also asked Bowser about Switch 2 Game-Key Cards, if Nintendo can meet demand in the U.S., and a lot more.Nintendo opens its San Francisco store today, May 15, in Union Square at 331 Powell Street. Nintendo San Francisco is the second official Nintendo store in the United States, and follows the hugely popular New York location, which was formerly known as the Nintendo World Store, but closed down for ...",
      • "content": "Nintendo opens its San Francisco store today, May 15, in Union Square at 331 Powell Street. Nintendo San Francisco is the second official Nintendo store in the United States, and follows the hugely popular New York location, which was formerly known as the Nintendo World Store, but closed down for renovations and rebranding as Nintendo NY before reopening in 2016. Of course, we had to ask about all things Nintendo Switch 2, which launches on June 5. So we quizzed Bowser on the Switch 2's availability in the U.S. at launch and beyond, those controversial Game-Key Cards, and plenty more. Doug Bowser: So were you just downstairs [at the store]? IGN: Yes, I was. Bowser: What are your thoughts? IGN: I think it's great. It reminds me so much of the [Nintendo stores] in Japan. I really like the vibe of it and the large statues, and you can buy the miniature versions, I think that's really nice. Bowser: You picked up on that. IGN: Yes, absolutely. Bowser: That’s great. IGN: So, to get started, congrats on opening Nintendo San Francisco. Bowser: Thank you. IGN: It's exciting to see all that stuff that Nintendo fans have just longingly looked at from Japan finally come overseas to the States. So walk me through it – how did this all come together? Why now, and why was San Francisco the pick for the first public store on the West Coast? Bowser: Well, you hit on one important point. We were looking for an opportunity to open a store on the West Coast, and as we looked at possible cities for us, San Francisco just kept coming to the top of the list for a couple of reasons. First of all, it's a vibrant city, it's got a very, very high level of traffic. And it also draws from around the Bay Area, a lot of consumers, into the core of the city. And then Union Square itself is, of course, the center of the shopping district within San Francisco, a pretty iconic location being within the same building as the Westin St. Francis Hotel, which is obviously very iconic. And so for us, it just felt like a perfect location to open a store on the West Coast. IGN: Do you see Nintendo San Francisco becoming kind of a hub for Nintendo fandom? Much like how Nintendo New York hosts the Nintendo Direct watch parties. What can fans expect from this location? Bowser: Well, as we look at Nintendo San Francisco, similar to the other stores, we view them as an opportunity, really, to immerse our fans in the world of Nintendo, our characters, our worlds, our products. But we also look at these stores as a gathering place, where people can come together, discover, if you will, new items, discover new games as they're released. And yes, from time to time, when either we have Directs, or we have releases, use the store for an event space, if you will, for people to gather and celebrate whatever that event might be. IGN: Any plans for Nintendo Switch 2 launch day? Bowser: We will be selling Switch 2 at the Nintendo San Francisco Store. No plans yet to announce as to the release. However, I would encourage anybody to look either at our social media sites, which is @NintendoStoreUS, or you can look at Nintendo.com for more information. IGN: It's obviously just setting up to be a huge year for your company. This week it's a store, next week you're opening a theme park, and then two weeks after that is a new console. I imagine you're all just really tired all the time. But there's more than that, too. You have a movie coming next year, you have live events like Nintendo Live, where you and I first spoke. Nintendo's always been an entertainment company, but with all this expansion, how has the way you view Nintendo internally and define your company's mission changed over the last several years? Bowser: I don't think the mission has actually changed. Our mission is very simple, to create smiles. If you think about our strategy and how do we support that mission, it's about incrementing the number of touch points that consumers can have with our IP, whether it's our characters, our world, through a variety of experiences. And I think you hit on it as an entertainment company, while the core of our business model, if you will, is video games, we also look at opportunities like movies, theme parks, or even stores like Nintendo San Francisco as a place for people to have that immersion and those experiences with our IP overall. So to your point, we've got a series of events that are coming up this year. But it's really just a wonderful opportunity for us to engage with consumers in a host of different ways and, frankly, to build on their affinity and their love and their passion for our characters. IGN: And I think part of building on that passion and how you've done that the last several years has led to what's been arguably Nintendo's most successful console generation ever. And as it's been very successful for Nintendo, we've seen many struggles across the rest of the industry. A lot of other video game companies are facing layoffs or budget cuts and things of that nature. So as you turn your attention towards transitioning your audience to Nintendo Switch 2, what is Nintendo's strategy to protect itself from the hardships that so many other video game companies are facing? And how does expanding awareness of your IP and diversifying your business – through things like the store or the theme parks – kind of all play into that strategy? Bowser: A few thoughts on that topic. First of all, I'd go back to what we just discussed around just being an entertainment company and increasing the number of touch points we have as consumers. Just there with that strategy, we're able to build that affinity that we just talked about. And hopefully, as people engage in our content, whether it's inside the video game space or outside the video game space, there's a desire to continue that relationship and that engagement. As we look at Nintendo Switch 2, we believe by having a next generation platform with very, very strong gameplay capabilities, social capabilities with GameChat, and with strong content like Mario Kart World or Donkey Kong Bananza – which we talked about during our Direct last month – we have this ability to bring consumers in and really build a longer term relationship with them through their gameplay experiences and through their other experiences. IGN: I do have a few more questions about the store, but while we're here, I'd like to dig a little bit more into Nintendo Switch 2. Nintendo's latest financial report forecasts 15 million units shipped in its first fiscal year. Will Nintendo be able to meet demand in the U.S. at launch? Bowser: [Nintendo President] Mr. [Shuntaro] Furukawa last week announced that we'll have 15 million units in our forecast for Nintendo Switch 2 and 4.5 million units for Nintendo Switch during the fiscal year. That forecast was really driven by wanting to match, if you will, what we accomplished with Nintendo Switch in the first 10 months of its release. As we look at our plans here in the U.S., we do believe we'll have production and supply that will allow us to meet consumer demand. We know there's been strong positive reaction to Nintendo Switch 2 early on and we've seen that through our preorders, but we do have a plan to have a continuous flow of product that'll be available through the holidays. IGN: So that's availability, which is one huge factor, and obviously the other big factor is price. And Mr. Furukawa has raised concerns about possible impacts of tariffs on Nintendo Switch 2 and the American people's spending power, while also noting that the forecast was not affected by tariffs or production limitations. The tariff situation is constantly changing in the United States, and with all this uncertainty, I think that some consumers are worried that if they can't find one at launch, the price will have gone up in six months or a year when they do find one. So I'm wondering, to what extent can you commit to Switch 2's $450 price tag for both launch and beyond? Bowser: Well, we made a commitment by announcing the pricing of both the single SKU at $449 and then the bundled SKU with Mario Kart World at $499. And we really thought it was important that we established that price point, even after further tariffs were announced, to give consumers that comfort that they would be able to purchase at that price point. Obviously, it's still a very fluid situation and it's difficult to determine what may be happening in the upcoming months or weeks. But our commitment is to find ways within existing market conditions or changing market conditions to make our products, including Nintendo Switch 2 hardware, as obtainable as we possibly can. IGN: Was that part of the strategy, when you had the preorder delay, and you kind of went back to the drawing board and talked about prices for all these things, you come back, the console stays the same, accessories go up a little bit, and the more niche hardcore things like amiibo go up a lot. Did that kind of play into that? You want to leave the ground floor as accessible as you possibly can for people and kind of charge up elsewhere? Bowser: It was part of many considerations. First of all, and Mr. Furukawa talked about this during his earnings announcement, our production for U.S. supply is in Vietnam, so much less impacted by tariffs as, say, China. However, some of our accessories are produced in China. And as a result, there was a need to take some pricing on those accessories as we looked towards launch and beyond. But that is a bit of the strategy is to really understand one: market conditions, two: origin of production, as we make those pricing decisions. IGN: And you're right, you mentioned earlier that the preorders showed how high demand is for Switch 2, and that's been a very positive story for you guys over the last couple of weeks. But prior to that, about a month ago, I think undoubtedly one of the biggest talking points following the Nintendo Switch 2 Direct was some backlash over the software pricing, specifically Mario Kart World costing $79.99, a price that did not change coming back after the preorder delay. Internally, were you all expecting that level of backlash over the price, what were those conversations like? Bowser: Really, the conversation centered around, “What is the right price to charge for a software experience?” We look at things such as the content, we look at the extended amount of play that would be provided through the gameplay experiences, we look at a number of different factors as we consider what the pricing may be. And so we felt that the price that we charge for Mario Kart World really does equal the value of the gameplay experience. But as you also saw, that was one price point. For Donkey Kong Bananza, our price point was set at $69.99. IGN: So back to the original question, were you expecting that level of backlash over the Mario Kart World pricing announcement? Bowser: I think any time you take price, make pricing decisions, there's a level of backlash. But I'd love to focus now on the store. IGN: Okay, yes, understood. Well then I will ask, I noticed on the top floor of the store, you can customize your Nintendo Switch as you can, I believe, at a Japan store as well. Bowser: That's correct, yes. IGN: Can fans expect similar customization options at the Nintendo San Francisco store for Switch 2 in any capacity? Bowser: Yeah, well today obviously we're offering fans the ability to customize an OLED model, whether it's through the docking station, through the Joy-Con selection, and even through the strap selection. As we look forward, right now with Nintendo Switch 2, there's only two SKUs that are being offered right now, and one color of Joy-Con being offered right now. So the customization abilities would be somewhat limited, but that's something we've looked for in the future. IGN: Okay. And then in this decade, as we've talked about, you've expanded into movies, theme parks, more dedicated retail like Nintendo San Francisco, and beyond. So what's next? More retail locations like Nintendo San Francisco? Are there other avenues Nintendo is exploring to continue to expand its reach as an entertainment business? Bowser: So I think you touched again on a couple of important points. One, as we look to expand into other forms of entertainment, whether it's movies, theme parks, or stores, for us what's important is that we offer unique experiences. So even if you look at Nintendo San Francisco, while you mentioned there's some similarities to the Nintendo stores in Japan, there are also some differences. And we look at each location to be able to offer different experiences in the store, also different merchandise within the store, such as some of the exclusive merchandise that you can find here, that you wouldn't be able to find in other stores. And so we're always looking to make sure that each one of those experiences is somewhat unique in nature. And I can't speak to what future projects may be, I would just say stay tuned. But obviously there's a host of opportunities that we have available across all those various forms of entertainment I mentioned. IGN: I noticed in the store there are a lot of physical games for sale for Nintendo Switch. And I look at your business reports every quarter, and I see that physical is still roughly half, sometimes more, sometimes a little bit less, of your software sales business. And there's been big changes to physical and digital game management recently, with Virtual Game Cards, and Game-Key Cards as we see upcoming on Nintendo Switch 2. Moving forward, is physical still going to be a big part of your business, or do you see the Game-Key Cards – where the actual game itself isn't on the cartridge – as kind of the future? Bowser: In the immediate future, physical games are still a key part of our business. And we value our relationships in particular with our retailers, and want to make sure we have products available for them to sell to their consumers. When you look at Game-Key Cards, for us, our goal with Nintendo Switch 2 – similar to what we were able to accomplish on Nintendo Switch – is to have the broadest and deepest library of content we possibly can. And that includes our publishing partners. And Game-Key Cards are a way that our publishing partners are able to bring more content onto the platform, deeper and larger, more immersive content on the platform. IGN: Another thing I noticed in the store is right now, it is very Nintendo Switch focused. I think the only mention of Switch 2 that I saw was on a TV screen, there was a commercial for it playing, and that makes sense, it's not out yet. But you mentioned that you’re forecasting still to sell roughly 4.5 million Nintendo Switch consoles in the next fiscal year. As we move forward, you also have a couple of Switch games announced for this year, and a couple scheduled for next year with Rhythm Heaven Groove and Tomodachi Life: Living the Dream. For those who aren't ready to adopt Nintendo Switch 2 yet, will 2026 mark the end of Nintendo Switch as a big focus of the business, or will these two pillars – Nintendo Switch and Nintendo Switch 2 – continue to coexist alongside each other into 2027 and potentially further than that? Bowser: I resist putting time parameters around it. I think what Mr. Furukawa talked about last week was, we will continue to support Nintendo Switch including – as you mentioned – bringing new games onto the platform. The other thing I would mention is, as you look at Nintendo Switch 2, one of the benefits of Nintendo Switch 2 is that ability not only to play the new content that we'll bring into the platform, like Mario Kart World or Donkey Kong Bananza or the host of publishing partner titles that we've already announced, but you'll also be able to play content from Nintendo Switch on the platform. So we're really looking for an opportunity for consumers to engage with us in a variety of different ways and a variety of different platforms. IGN: Here’s a fun one to end on, what's your favorite thing for sale in the entire Nintendo store? Bowser: [Laughs] I'm wearing it. It’s the reversible The Legend of Zelda bomber jacket, it is absolutely one of my favorite items. IGN: Nice. Bowser: But there are a host of other items. I'm gonna have to restrain myself a bit as I walk through the store and shop. IGN: Yeah, I know that some of my coworkers walked out after buying bags and bags full of stuff. Bowser: There's a couple of things as we think about the shopping experience. I mean, first of all, there is some of the exclusive merch. You noted the smaller figurines that match the statues that we have throughout the store. There's also obviously very exclusive Nintendo San Francisco merchandise, whether it's T-shirts, hoodies or caps. But the other product lines that I really enjoy are kind of the unique takes on some of your favorite IP. Whether that's some of the Super Mario kitchen wear or the one that I really enjoy is the backpack for Splatoon that looks like an ink tank. So there's a lot of very unique variations of products based on gameplay experiences. IGN: Yeah, that actually leads to another question here. I was at the Nintendo New York store a couple of weeks ago. I noticed most of what's in Nintendo New York is also available online on the My Nintendo store. Much of what's available at Nintendo San Francisco is not currently available online. This inventory here of things that were previously exclusive to Japan that have now come over to the States, are there plans to list those products online on the My Nintendo store? Bowser: We plan to use all of our retail locations, whether it's Nintendo San Francisco, Nintendo New York, or the My Nintendo store, to help us share a lot of variety of merchandise with our consumers. But we may not share all of the same variety of merchandise. So for instance, for Nintendo San Francisco, there will be unique merchandise that you can only purchase here. The same would apply to Nintendo New York, and it may also apply to the My Nintendo store. So it really provides consumers this opportunity, if you will, to treasure hunt at the various locations to find those products that they're really excited about. IGN: There are a lot of amiibo at the Nintendo San Francisco store as well, in some cases, ones that have not been in print for many years. Bowser: Many years, yes. IGN: Are there plans to put those out into wider retail, at other retail partners, or is it the idea that you come to the Nintendo store to find these now, kind of rare, Nintendo products? Bowser: We wanted to provide an experience for consumers here at Nintendo San Francisco that would be unique, and allow them to engage in our content, and particularly find those amiibo, maybe that they haven't been able to round out their collection with. But nothing to share regarding any plans with retailers at this time. IGN: Last question, it's not about the store, but I hope you'll humor me, because we’ve bonded over this. The partnership with the Seattle Mariners, you're the first jersey patch for the Seattle Mariners, and this partnership between Nintendo and the Mariners dates back to the 1990s. Bowser: Yes it does. IGN: I would just love some insight into how that came together, who approached who, and how did this partnership reach the next level with this collaboration? Bowser: Well, as you noted, our relationship with the Mariners goes all the way back into the 1990s, and we're quite proud of that relationship. And we were approached by the Mariners with this opportunity, and as we both sat down and started to talk about it and the possibilities, it just seemed like a natural fit, a perfect fit for us. So we're really excited to be associated with the team, and we think it's a wonderful opportunity to share our passion for the city, and at the same time, really help fans learn more about Nintendo and Nintendo Switch 2. IGN: Any plans for more collaborations beyond the jersey patch, maybe something at the ballpark? Bowser: Nothing that we're gonna talk about today. IGN: Thanks so much, Doug. I appreciate the time. Bowser: Thanks, Logan, I appreciate it very much. Photo by Kevin Winter/Getty Images. Parts of this interview were edited for clarity. Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.",
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      • "content": "How hard will it be to get a Nintendo Switch 2 in the U.S. at launch and during the rest of 2025? According to Nintendo of America boss Doug Bowser, the company believes it will have enough units to meet consumer demand \"through the holidays.\" “[Nintendo President] Mr. [Shuntaro] Furukawa last week announced that we'll have 15 million units in our forecast for Nintendo Switch 2 and 4.5 million units for Nintendo Switch during the fiscal year,” Bowser said. “That forecast was really driven by wanting to match, if you will, what we accomplished with Nintendo Switch in the first 10 months of its release. As we look at our plans here in the U.S., we do believe we'll have production and supply that will allow us to meet consumer demand. We know there's been strong positive reaction to Nintendo Switch 2 early on and we've seen that through our preorders, but we do have a plan to have a continuous flow of product that'll be available through the holidays.” That’s good news for anyone hoping to get a Switch 2 in the U.S. this year. It’s fair to say preorders for the console have been rough. After a delay due to tariffs, Nintendo Switch 2 preorders went live on April 24 with the price of the console still fixed at $449.99 — and they went about as well as you'd expect . Meanwhile, Nintendo has issued a warning to U.S. customers who applied for a Switch 2 pre-order from the My Nintendo Store , saying release date delivery is not guaranteed due to very high demand. Bowser’s latest comments, though, suggest those who have put their name down for a Switch 2 will get one. Check out IGN's Nintendo Switch 2 pre-order guide for more. Meanwhile, there’s been all sorts of concern about tariffs and whether Nintendo may be forced to raise the price of the Switch 2 and its games in response. We asked Bowser to what extent he could commit to Switch 2's $450 price tag for both launch and beyond? Responding, Bowser kept things vague, but did suggest Nintendo had “made a commitment” by announcing the Switch 2 at $450 and the Switch 2 with Mario Kart World bundle at $500. “Well, we made a commitment by announcing the pricing of both the single SKU at $449 and then the bundled SKU with Mario Kart World at $499,” Bowser said. “And we really thought it was important that we established that price point, even after further tariffs were announced, to give consumers that comfort that they would be able to purchase at that price point. Obviously, it's still a very fluid situation and it's difficult to determine what may be happening in the upcoming months or weeks. But our commitment is to find ways within existing market conditions or changing market conditions to make our products, including Nintendo Switch 2 hardware, as obtainable as we possibly can.” Check out IGN’s interview with Doug Bowser in full for more on the Nintendo San Francisco store and the Switch 2. 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.",
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      • "article_id": "54421f6268b2e99980bb08f235d8e039",
      • "title": "Avowed Update 1.4 Patch Notes Include Arachnaphobia Mode and 2025 Post-Launch Roadmap",
      • "link": "https://za.ign.com/avowed/209803/news/avowed-update-14-patch-notes-include-arachnaphobia-mode-and-2025-post-launch-roadmap",
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      • "description": "Summoning a strong year.Obsidian Entertainment has released a 2025 post-launch roadmap for Avowed alongside patch notes for its 1.4 update.Details about the fantasy RPG’s present and future were posted on the Obsidian website today. While the contents of Avowed update 1.4 include worthwhile additions – including ...",
      • "content": "Obsidian Entertainment has released a 2025 post-launch roadmap for Avowed alongside patch notes for its 1.4 update . Obsidian has three major updates planned for Avowed in 2025. The first of those is live now with update 1.4 and comes with the aforementioned improvements as well as mouse and keyboard support on Xbox, more gold and crafting materials, gear adjustments, a new party camp feature, and more. If those who have yet to travel to Eora aren’t convinced yet, the summer update is said to come with cooking and crafting improvements, new NPC interactions, additional weapons and armor, and, finally, custom map markers. Lastly, at least as far as this year is concerned, Avowed’s fall update will round out 2025 with new highly requested features: new game plus and photo mode. It’s by far poised to be Obsidian’s biggest update yet, as it’s also said to come with a new weapon type, the ability to change appearance in world, more character presets, and more. The developers also acknowledge those hoping to play Avowed with support for more languages. “We also want to acknowledge our players in Korea, Japan, and French-speaking regions,” Obsidian explained. “We know how important it is to experience a game in your preferred language, and we are actively working on localized versions for Korean and Japanese, along with ongoing improvements for French. We’re committed to delivering these updates as soon as they are ready, and we deeply appreciate your patience and support as we make sure they meet the quality you deserve.” Avowed launched February 18, 2025, and is available now for PC and Xbox Series X | S as well as Game Pass. Obsidian leaves fans teasing that it “can’t wait to show you what’s next.” For everything else packed into Avowed update 1.4, including all additional features and bug fixes, with the full patch notes below. You can also click here to learn about one of its secret (and crucial) side quests. Note: Potential spoilers have been highlighted in bold. Avowed Update 1.4 Patch Notes Greetings Envoys, We want to take a moment to thank you for your continued reports, feedback, suggestions, and your patience. Your insights are valuable to us, and we appreciate the time and effort you put into sharing your experiences with us. Without further ado, the 1.4 patch notes is now ready for all to enjoy! Thank you for being part of our community—we appreciate your support and look forward to sharing more with you in the future! — The Avowed Team Features and Improvements!Arachnophobia Safe ModeThe highly requested Arachnophobia Mode is now available in Avowed! You can enable this option in the Accessibility menu to replace all spiders in the game with little spheres wielding swords. Please note that while their appearance is “friendlier”, they remain just as deadly! Community Highlights Once a player has explored nearly all of the accessible areas on a map, the fog of war for the entire map will automatically clear. When entering a city on an overland map (for example, entering Northern Paradis in Dawnshore), the corresponding section of the overland map will now be revealed. The radius for clearing fog while exploring has been significantly increased, allowing players to uncover more of the map as they move. Critters can now be killed and have a chance to drop loot. Players can now wait to pass time (day/night cycle) while in the Party Camp. Soul Pod throwables now dispel illusions, with the exception of Ryngrim’s entrance, which still requires Yatzli’s interaction. Added a settings option to display chests on the minimap. Added a setting option to allow canceling power attacks with the Bow and Arquebus. World Reactivity Improvements Arrows will now fall naturally and hit the ground. Water now reacts with splashes and ripples when players enter it or fire weapons into it. Economy & Loot Adjustments Critters now drop loot when killed. Added more weapons to loot throughout the game, including many that come pre-upgraded (+1, +2, +3 versions). Increased monetary rewards for main path quests and exploration. Small loot containers, such as backpacks and lockboxes, can now contain larger items like body armor and larger weapons, leading to more fairly distributed drops. Significantly increased the drop rate of Creature Parts (which can now also be used for upgrading grimoires). Increased the drop rate of higher-tier weapons in later regions. Updated loot lists to include slightly more upgrade materials. UI/UX Improvements Added a visual effect and UI indicator to help players locate Downed Companions during combat. Enabled the \"Talk\" interaction prompt for Companions. Added support for Mouse and Keyboard input on Xbox. Updated the loading screen art for the Dawnshore and Fort Northreach maps. Added an ‘Auto Detect’ option to the Graphics menu to find and set the recommended settings for your hardware. Added support for Nvidia DLSS Frame Generation (for RTX 40 and 50 series GPUs). Added a \"Read All\" button to the Journal; each tab (Quests, Documents, and Tutorials) now has its own dedicated button. Combat Updates Enemies now become shocked faster when standing in water. Creature Parts can now be used to upgrade Grimoires. Companion Improvements Companions now gain Ability Points every 3 levels instead of every 4 levels, increasing their maximum from 8 to 11. Players will automatically receive the additional points upon updating. Enemy Behavior Enemy awareness speed now dynamically adjusts based on their distance from the player — closer enemies detect players faster, while distant enemies react more slowly. Unique Item Updates Updated the stats on many Unique Items throughout the game: Thirdborn Brigandine Jacket: Increased regeneration rate. Civilizing Influence: Increased damage reduction against beasts, primordials, and wilders to 10%. Berath's Blessed Ward: Increased damage reduction against vessels to 20%. Chitin Band: Increased damage reduction against beasts to 20%. Nimanna's Ward: Increased damage reduction against spirits to 20%. Wildwalker Ring and Threads of the Faithful: Increased health regeneration from 0.05 to 0.5. Thirdborn Brigandine Jack: Increased health regeneration from 0.05 to 0.8. Faith and Conviction: Increased essence regeneration from 0.05 to 0.1. Enchantments Rework Replaced obsolete Carry Capacity enchantments on certain Unique Items with new stat buffs: Boots of the Bricklayer / Porter: +2 Might Animancer's Swallowtail / Stelgaer-Hide Pouches: +2 Dexterity The Packmule's Burden / Honorbound Mule: +1 Might, +2 Constitution Tranton Family Brigandine / Tranton Tenacity: +2 Might Thirdborn Brigandine Jack / Grim Hope: +3 Resolve Thirdborn Boots / Explorer's Boon: +3 Constitution, +10% Move Speed Key Bug Fixes Limited CPU utilization during the \"Compiling Shaders\" screen to improve stability across all CPUs. Fixed an issue where Shadows of the Past waypoints could become stuck at the beginning of the entrance path to Naku Kubel. Totem pieces now correctly go into the player’s inventory instead of the party stash when picked up. Resolved cases where certain totem effects would stop working after a conversation or cutscene. Minoletta’s Conduit now correctly interacts with the Wand Mastery ability. Fixed an issue where companions could be removed from the party, resulting in broken conversations and quests. Enemy vitals UI has been updated to always stay properly positioned above enemies, preventing occasional clipping. The statue in Ryngrim’s Domain now remains interactable even if the player previously interacted with it without fully advancing the quest. An Untimely End quest now correctly triggers the final objective and no longer gets stuck under rare conditions. Completing certain quests on older saves now properly counts toward the Pentiment achievement. Fixed an issue where the Armor Fit for the Wilds quest could get stuck at the \"Gather Materials\" stage. Re-added the FidelityFX 3 option to Graphics Settings for AMD graphics card users. Binding the scroll wheel to hotbar slots 1–6 now works properly after restarting the game. Binding Ability Slots to keys 7, 8, 9, or 0 no longer casts an unintended additional ability from the radial menu. Players will no longer encounter unkillable Dreamthralls outside of Thirdborn. Crashes and stability Limited CPU utilization during the Compiling Shaders screen, to increase stability on all CPUs. Fixed a rare hang that would cause the whole PC to freeze on some machines. Fix rare crash when traveling between maps. Fixed a crash that could occur after idling in Dawnshore for a long period of time. Fixed a rare crash related to audio systems. Resolved a rare crash related to the radial UI and food items. Performance and Optimizations Optimized wand power attacks. Improved performance of the 'Meteor Shower' ability Optimized the volcano eruption cutscene Animation Corrected animations of a dwarf at the Emergency Camp in Galawain's Tusks. Improved gestures, emotions and lip-sync of few conversations. Mestru Varka's hands no longer clip with their outfit. Improved unarmed idle animation. Quests & Conversations Shadows of the Past waypoints no longer get stuck at the beginning of the entrance path to Naku Kubel. The quest 'Homecoming' now progresses correctly if the player speaks with the Jail Guards earlier in the quest. Set up a failstate for Nature vs. Nurture for an edge case where the player kills the Hermit with electricity after siding with them. \"One Last Drink\" now progresses correctly if the player speaks with Kohwa before starting the quest. Adding a new success/end state node for players who were stuck in Boundaries of Antiquity after taking a very specific path through the quest. Players already stuck in this state will have the quest progress automatically upon loading into the game. Tira Nui Hajime now only appears in one location at a time in Thirdborn, to ensure quests involving the character work consistently. Added a new addendum as well as a new area objective beacon for players who are at the final step of the Garden quest to give clarity on what the current objective for the player is. Conversation with Ruanga no longer ends unexpectedly after certain choices. Added a conditional to the Cistern key in the Claviger's estate to prevent it from appearing before the player should be able to find it. 'An Untimely End' now correctly triggers the final objective instead of getting stuck under very specific conditions. Progression of Nature vs. Nature quest will no longer break if the player did not make the final decision before Fior mes Iverno was razed. The statue in Ryngrim's Domain now remains interactable for cases where the player interacted with the statue previously, but hadn't fully advanced the quest yet. Player can no longer get burned from destroyed brambles Selecting to attack Razvan during conversation is now counted as Violent Resolutions Returned the ability to parkour up the rocks behind Margan's Assay 'Locate the Steel Garrote' quest beacon now updates correctly after talking to Kostya Katoa and Haiako can no longer teleport It is possible to talk to Novice Dolna about Burned Bounty List after giving her the Book of the Before Kai no longer stands halfway underground when camping in Shatterscarp sometimes. Can no longer enter Fior Mes Iverno via the south entrance if access to the town is lost. Miteno's conversation can no longer be triggered after completing the quest, preventing the player from getting infinite rewards from him. A Relic from Ashes Quest now also Rewards the Player with currency Quest can be now completed by starting it in such alternative way. Broken Farming Equipment conversation will no longer randomly trigger after events in Fior mes Iverno crit-path make it unavailable . Fixed missing waypoint for Mapping the Region quest turn ins Exploding the barrel next to the Steel Garrote guards in the Steel Garrote Camp in Emerald Stair now causes them to go hostile Must talk to Kai about Tama's badge before he'll open up at Tama's memorial stones. Dialogue with farmers in Nature vs. Nurture quest does not repeats after ending it if player starts this quest by talking to Hermit first Quest marker for the objective \"Release Gilyn\" appears after killing the Ogra Grakohr. Galawain's Tusk bounties now correctly point to bounty master even if they move elsewhere due to story events Added a new beacon for Gabral if the player is on the step to go speak with him and then Solace Keep becomes uninhabitable. Conversation with companions next to Nandru's Journal will no longer start if Player progresses the Main Story far enough. Sanza now takes Geirmunds catography notes from the player if they offer to hand them over at the docks instead of at Sanza's shop in Northern Paradis Conversation with Ruanga can no longer be repeated after Player exhausts all the available dialogue options. Conversation with Ranger Dorso about the investigation will no longer repeat after the quest \"Steel Resolve\" is completed. This will affect both new and old saves. \"Fixed an issue in Ryngrim's Domain whereby Kai would incorrectly identify the number of statue pieces the player has collected. Fixed an issue in Ryngrim's Domain whereby the conversation with Yatzli would drop unexpectedly under certain conditions. Fixed an issue in Ryngrim's Domain whereby a conversation would repeatedly trigger under certain conditions.\" Fixed a once ever turn in node for \"A Home for Outcasts\" quest. It is now always available for players until the quest is completed, ensuring that players will never be in a state where they cannot finish the quest. This fix works for saves that were already stuck in this state already as well. Wardens from the Cave and Tower camps in Galawain's Tusks will no longer be hostile if the player has parleyed with Amalia. Fixed the issue where, if the Adra was severed while One Last Drink quest was still in progress and all Crewmates were convinced to attend the reunion, upon talking to Ngunu, Player would be teleported downstairs and would be able to say Crewmembers didn't arrive because of the severed Adra, adespite the that their bodies are laying upstairs. Fixed the issue where during \"Nature vs Nurture\" quest companions would talk about how peaceful the xaurips are despite the fact they are hostile. Fixed the issue where Giatta would have troubles with animations after each conversation inside her house. Camera fixes for conversation with Chiko if the player plunders the heart from Keipo's Dungeon before visiting Thirdborn Turning in the Beetle Matriarch's bounty will now be removed from the bounty board properly. Emerald Stair map now correctly displays two Pargrunen Caches instead of just one. Removed issue causing the Aelfyr to disappear after their vignette in Northern Paradis Fix error where you could give Ofryc the wrong ring in one instance NPC near godshrine in Shatterscarp will now allow you to retrigger their conversation if it dropped randomly and preventing player from collecting god totem fragment. The quest icon for the Nature vs. Nature quest will now disappear correctly after Fior Mes Inverno is razed . Fixed a bug that caused the player to receive the same trinket reward twice from Heart of Valor, leviathans have only one heart canonically The player is no longer able to leave the quest area before speaking with Ryngrim after the Naku Kubel decision cutscene Prevented spider from spawning under the level in the Spider Lair Player no longer able to access the sulfur mines in Shatterscarp after the player agrees to let Darle blow them up . Fixed a bug where Captain Ngunu could show up in his lighthouse and the tavern at the same time Optimized terrain chunks navigation around the tiered farms in Emerald Stair The conversation with Tycg in the Aedyran Embassy in Dawnshore will no longer end unexpectedly. Kai will no longer talk in conversation with Dehengen if he is not in the player's current party It is no longer possible to buy the 'Faith and Conviction' armor from Forgemaster Dela twice Companions will no longer appear in the middle of the conversation space when talking to the leaders of the Living Lands during the quest The Siege of Paradis. Giatta will no longer play bark dialogue during the Adra Pillar cutscene at Naku Tedek Improved transition into the ending cutscenes and end slides of the game. Corrected the loot list for a chest outside of Naku Tedek that would sometimes have no loot in it. An NPC will no longer walk into the conversation space when talking to Warden Radut in Galawain's Tusks. Camera now correctly centers on the Envoy when certain characters state their opinion about trying drugs. Yatzli will no longer repeat the same conversation about Living Land leaders in The Garden Fixed an issue where the Player could fall behind the cliff and get stuck in Delemgan Glade UI/UX Lore UI in conversations will no longer flicker while using the largest text size Adjusted the Map Legend textbox to prevent text overlapping. The Dream Touch status effect icon is now displayed correctly under hit enemy HP bars Added 'Hold' variants of Sticks, Bumpers and D-Pad icons Updated the videos used in the tutorials for Swords and Greatswords. Color of the 'Corroded Key' icon is now consistent with other key items Ancient Memory conversations now have smoother fade out animations. Food persistent temporary effects are limited to a designer adjustable number HUD Opacities of <100% no longer cut off Companions' want-to-talk icons. Added an auto detect graphics button for the Graphics Quality setting. The party camp god totem's skill dialog now also forwards analog input changes to the scrollable content. Companion abilities are now automatically added to empty hotbar slots. Switching between controller and mouse when playing on an Xbox will no longer cause the cursor to disappear on the map screen. Subtitle text size now changes properly after changing it in Settings. It is now possible to scroll Kai's \"New Companion\" pop-up when playing with Bigger text size and High Contrast Documents on. \"Want to talk\" companion icons will no longer show if the player progresses to a point in the story where they can no longer have regular conversations with companions. It is now possible to select all presets in Character Creation on Xbox if playing with a mouse plugged in. Switching grimoires mid cooldown no longer freezes the cooldown animation. When resetting graphics settings back to default on PC, it will set the Graphics Quality settings back to the last benchmark results instead of always to Epic Quality. The description for DLSS Frame Generation in Settings now updates properly when playing using a 50 series GPU. The player can now disable HUD Shake in Settings. Re-added the FidelityFX 3 option to the graphics settings for AMD graphics card users. Switching between controller and mouse when playing on an Xbox will no longer cause icons on the map to be non-interactable. Point of Interest names now properly fit within text backgrounds on the map. \"XP Gained\" notifications will no longer linger on the screen longer than intended. Opening the radial while viewing the grimoire spells with the mouse will no longer make the radial unresponsive. \"Unspent points\" reminders are now included in the \"Show Reminders\" settings. When rebinding Gamepad Left Trigger to Sprint and Left Thumbstick to Off Hand, Left Trigger will no longer trigger the Off Hand action. Changing controller binding presets back to \"Custom\" will now undo the other preset's pending bindings to the currently applied bindings. \"Don't Show Again\" option on the input bindings screen now works as intended. Separated map panning and zoom speed with keyboard and gamepad from FPS Frame limit can no longer be set while frame generation is on. Binding the scroll wheel to hotbar slots 1-6 now works as intended after restarting the game. Binding the R key to Next Subtab will no longer cause equipping the next item after stashing or breaking down an item. Corrected the translation for \"survivalist\" in Chinese. Tutorials no longer flicker while the game's language is set to Portuguese. Grimoire Mastery no longer shows as a prerequisite when trying to increase the rank of Minor Missiles. The Quest Tracker is now included in HUD shake animations. The player can now unbind an action from the hotbar by binding the same action to the same slot. All of the radial menu is now accessible when using a mouse when playing on Xbox. The controller mapping view in Settings now shows bindings on inputs properly when rebinding \"Swap weapon set\" to a different input. The player is now able to scroll down the description of Difficulty in the Game Settings when using a controller and the UI Text Size is set to \"Large\" or \"Larger\" Treasure Maps no longer flicker when viewing them. The highlight for the currently selected preset in Character Creation now works as intended when switching between different screens. Fix issue where navigating companion UI skill page with keyboard and controller doesn't make the navigate sound effect. Respecing Ability points no longer requires spending the first point into Charge, Tanglefoor, or Missiles. [UI] Removed unused setting from Accessibility Settings to match its removal from the UI tab Fixed issue where quest items could have quality pips Fixed an issue where Upscale setting was showing Nvidia DLSS 3 on an unsupported video card Made setting's screen resolution values more consistent and to accept even 10k values. Added different colored throwable types \"[UI] The Grimoire displays are no longer hidden by the Show HUD toggle While cases were made for both sides, this generally feels slightly kinder to the player, as there's no other way to see what's in their grimoire and which button will do what [UI] HUD Opacity slider is no longer disabled by the Show HUD setting, since it affects more than just the HUD anyway (Compass in particular)\" Added Elemental Resistance to Stat page next to accumulation values [UI] Traits/Grimoire Spells are now shown on the Upgrade screen at Party Camp Fixed Health and Essence potion tutorial Percentage symbol has been adapted to each language requirements. Fixed issue where breaking down prompt flickers briefly before the prompt fully pops up. The Player can no longer accidentally consume potions with the right click input in inventory. Fix issue with Shadowing beyond and grass incorrectly setting and unsetting the hidden indicator. Fixed Controller issue for the Dialog History Screen where LS controls the right list, while RS the left one When switching from gamepad to keyboard it'll update the hotbar entries properly so action 5 & 6 aren't greyed out. Art Fixing Obsidian order armor shoulder plates visible in First-Person View. Fixed Water splashes from water react differently than on Rivers. Fixed Amalia's navigation inside the Camp. Fixed player being able to enter Thirdborn via pipelines. Fixed floating roots in the Thicket. Fixed an issue where Paradis Militia in the Emerald Stair Gatehouse falls into the ground. The Player no longer can climb on top of the Xaurip rock in Prologue. Corrected the visual look of glass for low Global Illumination Setting. Smoothed out the skinning and reduce clipping of the Kumitru's shirt during conversation. Added new Design for Downed Companion indicators for when they are offscreen Shooting Water with Arrows now causes splash Added effect for ripples, wake when swimming for all NPCs, companions and players Fixed an issue where The Player was unable to see Casted Meteor Shower at farther ranges Fixed an issue where Lodestone's scratch decals are placed inaccurately Fixed fire and ire Impact LOD Fixed an issue where Smoke and steam effects inside Mermaid’s Den appear completely opaque, when global illumination graphic settings has been set to Low Added new Design for Downed Companion indicators for when they are offscreen Combat/Systems Fixes Increased arrow drop for bow basic attacks The visual effect of the Stamina Drain Aura cast by Ghost type enemies will now correctly end with the effect rather than lasting twice as long Added loot drops for killable critters Fixed issue with Crackling Bolt not correctly applying shock accumulation Fixed issue with bear fodder enemies clipping through Kai when attacking Companions affected with Shock accumulation no longer electrocute each other in a loop. Improved lightning accumulation rate in water hazards Raised the heights of the enemy health and stun UI on Ghost units to allow for more unobstructed aiming at their heads. Fixed a typo in the description of the 'Ring of the Founder' item Updated animation timings of Giatta's parry action to better line up with enemy attacks getting parried. Fixed a typo in the journal entry for the Totem of Defiance Improved lightning accumulation rate in water hazards Arrows now have gravity and will fall back down if shot in the air Grimoires now will cost less materials to upgrade per tier, but their per tier upgrade value has been reduced to match the change in upgrade costs Fixed Minoletta's Conduit now works as intended with the Wand Mastery Ability Fixed description of Chitin Band's enchantment to match buffs to the item Added Grimoires now use creature parts to upgrade instead of wood Halma's Fancy trinket now grants +20 Maximum Essence in addition to +3 Perception. Adjusted Aedyran Supply Cache to help make it easier for players to find Companions will now stay closer to the Player. Fixed the typo on one of the epitaphs inside Dawnshore Graveyard. Vailian and Rauataian coins can now be found as loot. Programming Fixes Fixed an issue with weapons losing enchantments after traveling between maps Fixed an issue where Bristling Frost doesn't create ice platforms on water Companions now consistently leave the combat state after all enemies lose track of the player. Fixed an issue where Completing certain quests on older saves was not bring properly counted for the Pentiment achievement. Fixed the \"Armor Fit for the Wilds\" Quest getting stuck at the \"Gather Materials\" stage. Ensure Proxy actors enter/exit destination points. Dead encounter characters with no loot will no longer respawn Fixed an issue where HUD was not fading out for end slides Improved Optimization to essence wisp spawning Improve appearance of hair, beards and fur when using FSR at lower quality levels Fixed an issue where Player inventory slot being left empty when equipping a weapon with LMB+RMB together Fix a while flash in the world lighting that can sometimes be seen when the loading screen disappears Essence will no longer be reduced from full when loading a save game where the Woedica totem is active Fix grimoire spell input sometimes triggering a quick-slot ability, or vice versa, when playing with mouse and keyboard. Enemies will no longer be stuck in ragdoll after attacking them with Stealth Attack while affected by Pull of Eora ability fixed enemy models appear with a delay if players run into Inner Complex too quickly Fixed First-Person camera unintentionally snapping to the horizon line when swimming along the surface of water Damaged Maegfolc enemy will now attack the player outside of melee range correctly The First-Person camera will no longer snap to default position upon using the Power Jump ability Fix weapon attacks restarting instead of finishing if the player rapidly taps the attack input at the end of another ability Ilora now consistently utilizes her ranged weapon. Fix some rare cases where slow-motion could last longer than intended. Play appropriate hit reactions when a player's or NPC's attempted block fails to mitigate any damage, such as when being hit from behind. Fixed an issue with Companions ragdoll during cutscenes Fixed an issue with missing VFX indicating that the companion is poisoned Giatta's Purification upgrade Essence Pressure no longer affects anything that isn't a living enemy. Fixed an issue where Ranged NPC are standing still instead of repositioning to hit the player. Fixed an issue where sometimes Freezing Pillar does not appear after casting the Ability Fixed an issue where the Player is missing one of the Skaen Totem pieces after picking it up Fixed an issue where Unique Pistol \"Fair Play\" doesn't cause critical hits when attacking weakpoint spots Overlands maps now remove fog of war from cities if the player has visited them. Essence Cost Reduction modifiers now add together, instead of combining as multipliers (-10% and -20% now combine to -30%, instead of -28%). The version number of the game now appears on the main menu. Fix cases where some totem effects would stop working after a conversation or cutscene Attacking with certain weapons will no longer cause doubled stamina drain when having high attack speed Ranged beetle will no longer mantle cliffs when looking for ranged attack locations. Fixed Seven Strivings hammer not providing extra critical chance Fix visual artifact with jagged edges around water when Effects Quality was not Epic. The traps in The Garden now stay deactivated after re-loading the save The death sequence will now play correctly when falling out of bounds at specific locations across the game The Xaurip Bounty in Emerald Stair will now get properly marked as failed in journal after Fior mes Ivernos is razed. Fix an issue that could sometimes allow summoned characters to outlive the summoner. In some cases where enemies disappear for story reasons, unclaimed loot from killed enemies can still be found Update enemy vitals to always stay above the defined UI anchor location Fixed an issue where picking up totem pieces could sometimes add them to the party stash instead of player's inventory Increase max attribute level to 30 and set a limit of how much the player can purchase to 15. Summoned skeleton minions (and other summon abilities) can no longer spawn underground Fixed water interaction VFX when swimming in the water Dreamthrall Elder Brown Bear can no longer get stuck near Hylgard Fixed an incorrect camera placement during conversation with Elia Rosell Bodies of summoned blights now disappear correctly if Sargamis is killed before them The character no longer look like they move in low framerate during conversations on the Xbox Series X Hitting the place where the summoned enemy died will no longer produce hit reactions and blood splatter The music will now fade out more naturally as the end slides end instead of cutting off Fixed an issue causing Companions' models to morph into each other The enemies will now switch to attacking companions correctly when the player becomes invisible NPC corpses/Loot bags now use Loot Shimmer to indicate whether the loot within is a Normal, Quest or Unique Item Fixed an issue where some dungeon maps are not using correct music after loading from somewhere else Fixed an rare issue where Dreamthrall is in stasis after being killed Improve performance when using the Minor Missiles spell Fix grimoire traits being temporarily removed when casting spells from the ability bar Prevent activating abilities, or soft-locking by opening a menu screen, during the transition between back-to-back cutscenes Fix gameplay and VFX issues when using Godlike stealth attack \"Divine Thorn\" while wearing a trinket that deals additional damage Fixed a hitch when aiming with bow after loading a save Fixed an issue where Loading a save on which the Player is Poisoned will restart the poison duration Fixed VFX being stretched out after Destroying Freezing Pillar with special grenade Fix Pull of Eora insta-killing Maegfolc Fixed an issue where the Player was unable to come off a ladder in Paradis Fix an issue when breakable objects from not breaking when running into it Improved performance when walking through flamethrower traps at Naku Kubel on the Xbox Series X Enemies at the Xaurip Camp in Dawnshore now get alerted correctly upon breaking the destructible wall Missile Salvo's purple glow now disappears when the orb does. Enemies will no longer have a permanent glowing effect applied to them if 'Sapadal's Fury' ability gets cancelled Ranged enemies will now correctly perceive the player partly behind the wall if they appear in their vision range Added accessibility settings for changing how the player interacts with ladders. Fixed issue with players sometimes being ejected from the bottom of ladders. Smoothed out blending for entering the top of ladders Added ladder interact modes (Auto, Mixed, Manual). Localization Fixes Fixed unlocalized strings in 'Sound Mix' option in Polish language. Fixed the Polish translation of fast travel beacon at Delemgan Glade in Emerald Stair The Voice now correctly acknowledges the Player's pronouns during their conversation in The Beyond while playing in Polish. Corrected translation of 'Vindictive Band' item in Polish language. Fixed translation of DLSS description. Michael Cripe is a freelance contributor with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).",
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      • "title": "Absolute Batman, Ultimate Spider-Man, and More: 2025 Eisner Award Nominees Revealed",
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      • "description": "Fantagraphics and DC Comics are the frontrunners as the 2025 Eisner Award nominees are revealed.The list of nominees for the 2025 Will Eisner Comic Industry Awards has been revealed. Essentially the equivalent of the Oscars for the comic book industry, the Eisners highlight the best and most noteworthy releases of the past year.Fantagraphics and DC Comics are the two most heavily recognized publishers in ...",
      • "content": "The list of nominees for the 2025 Will Eisner Comic Industry Awards has been revealed. Essentially the equivalent of the Oscars for the comic book industry, the Eisners highlight the best and most noteworthy releases of the past year. IGN readers might be interested to know that former IGN Comics editor Joey Esposito is also among those nominated. Esposito and Sean Von Gorman's The Pedestrian received a nomination for Best New Series, competing with the likes of Absolute Batman and The Power Fantasy. The 2025 Eisner Award winners will be revealed at San Diego Comic-Con on July 25, during a ceremony at the San Diego Hilton Bayfront Hotel. The full list of nominees is below: “Anything Sinister,” by Ross Murray, in NOW #13 (Fantagraphics) “Day 1703,” by Chris Ware, in Smoke Signal #43 (Desert Island) “Pig” by Stacy Gougoulis, in NOW #13 (Fantagraphics) “Spaces,” by Phil Jimenez, in DC Pride 2024 #1 (DC) “Water I’ve Loved: Moving Day” by Pam Wye, in MUTHA magazine, “You Cannot Live on Bread Alone” by Kayla E., in NOW #13 (Fantagraphics) Abortion Pill Zine: A Community Guide to Misoprostol and Mifepristone by Isabella Rotman, Marnie Galloway, and Sage Coffey (Silver Sprocket) Ice Cream Man #39: “”Decompression in a Wreck, Part One,” by W. Maxwell Prince and Martin Morazzo (Image Comics) PeePee PooPoo #1, by Caroline Cash (Silver Sprocket) Sunflowers, by Keezy Young (Silver Sprocket) Unwholesome Love, by Charles Burns (co-published with Partners and Son) The War on Gaza, by Joe Sacco (Fantagraphics) The Department of Truth, by James Tynion IV and Martin Simmonds (Image) Detective Comics, by Ram V, Tom Taylor, Riccardo Federici, Stefano Raffaele, Javier Fernandez, Christian Duce, March, and Mikel Janín (DC) Fantastic Four, by Ryan North, Carlos Gomez, Ivan Fiorelli, and others (Marvel) Santos Sisters, by Greg & Fake, Graham Smith, Dave Landsberger, and Marc Koprinarov (Floating World) Ultimate Spider-Man, by Jonathan Hickman and Marco Checchetto (Marvel) Wonder Woman, by Tom King and Daniel Sampere (DC) Alan Scott: The Green Lantern, by Tim Sheridan and Cian Tormey (DC) Animal Pound, by Tom King and Peter Gross (BOOM! Studios) The Deviant, by James Tynion IV and Joshua Hixson (Image) Helen of Wyndhorn. by Tom King and Bilquis Evely (Dark Horse) Rare Flavours, by Ram V and Filipe Andrade (BOOM! Studios) Zatanna: Bring Down the House, by Mariko Tamaki and Javier Rodriguez (DC) Absolute Batman, by Scott Snyder and Nick Dragotta (DC) Absolute Wonder Woman, by Kelly Thompson and Hayden Sherman (DC) Minor Arcana, by Jeff Lemire (BOOM! Studios) The Pedestrian, by Joey Esposito and Sean Von Gorman (Magma Comix) The Power Fantasy, by Kieron Gillen and Caspar Wijngaard (Image) Uncanny Valley, by Tony Fleecs and Dave Wachter (BOOM! Studios) Bog Myrtle, by Sid Sharp (Annick Press) Club Microbe, by Elise Gravel, translated by Montana Kane (Drawn & Quarterly) Hilda and Twig Hide from the Rain, by Luke Pearson (Flying Eye) Night Stories, by Liniers (Astra Books) Poetry Comics, by Grant Snider (Chronicle Books) How It All Ends, by Emma Hunsinger (Greenwillow/HarperCollins Early Readers) Next Stop, by Debbie Fong (Random House Graphic/Random House Children’s Books) Plain Jane and the Mermaid, by Vera Brosgol (First Second/Macmillan) Weirdo, by Tony Weaver Jr. and Jes & Cin Wibowo (First Second/Macmillan) Young Hag and the Witches’ Quest, by Isabel Greenberg (Abrams Fanfare) Ash’s Cabin, by Jen Wang (First Second/Macmillan) Big Jim and the White Boy, by David F. Walker and Marcus Kwame Anderson (Ten Speed Graphic) The Deep Dark by Molly Knox Ostertag (Scholastic) The Gulf, by Adam de Souza (Tundra) Lunar New Year Love Story, by Gene Luen Yang and LeUyen Pham (First Second/Macmillan) Out of Left Field, by Jonah Newman (Andrews McMeel) Adulthood is a Gift! by Sarah Andersen (Andrews McMeel) Forces of Nature, by Edward Steed (Drawn & Quarterly) Kids Are Still Weird: And More Observations from Parenthood, by Jeffrey Brown (NBM) A Pillbug Story, by Allison Conway (Black Panel Press) Processing: 100 Comics That Got Me Through It, by Tara Booth (Drawn & Quarterly) EC Cruel Universe, edited by Sierra Hahn and Matt Dryer (Oni Press) Godzilla’s 70th Anniversary, edited by Jake Williams and others (IDW) Now: The New Comics Anthology #13, edited by Eric Reynolds (Fantagraphics) Peep #1, edited by Sammy Harkham and Steve Weissman (Brain Dead/Kyle Ng) So Buttons #14: “Life and Death,” by Jonathan Baylis and various artists (So Buttons Comix) Djuna, by Jon Macy (Street Noise Books) The Heart That Fed: A Father, a Son, and the Long Shadow of War, by Carl Sciacchitano (Gallery 13/S&S) The Mythmakers: The Remarkable Fellowship of C. S. Lewis & J. R. R. Tolkien, by John Hendrix (Abrams Fanfare) The Puerto Rican War: A Graphic History, by John Vasquez Mejias (Union Square) Suffrage Song: The Haunted History of Gender, Race, and Voting Rights in the U.S., by Caitlin Cass (Fantagraphics) Degrees of Separation: A Decade North of 60, by Alison McCreesh (Conundrum) Feeding Ghosts: A Graphic Memoir, by Tessa Hulls (MCD/Farrar, Straus & Giroux) The Field, by David Lapp (Conundrum) I’m So Glad We Had This Time Together: A Memoir, by Maurice Vellekoop (Pantheon) Something, Not Nothing: A Story of Grief and Love, by Sarah Leavitt (Arsenal Pulp Press) Final Cut, by Charles Burns (Pantheon) Lunar New Year Love Story, by Gene Luen Yang and LeUyen Pham (First Second/Macmillan) My Favorite Thing Is Monsters Book Two, by Emil Ferris (Fantagraphics) Sunday, by Olivier Schrauwen (Fantagraphics) Victory Parade, by Leela Corman (Pantheon) Breaking the Chain: The Guard Dog Story, by Patrick McDonnell (Abrams ComicArts) Lackadaisy, vols. 1–2, by Tracy J. Butler (Iron Circus) The One Hand and The Six Fingers, by Ram V, Dan Watters, Laurence Campbell, and Sumit Kumar (Image) Rescue Party: A Graphic Anthology of COVID Lockdown, edited by Gabe Fowler (Pantheon) Seattle Samurai: A Cartoonist’s Perspective of the Japanese American Experience, by Kelly Goto and Sam Goto (Chin Music Press) UM Volume One, by buttercup (Radiator Comics) Thomas Piketty’s Capital & Ideology: A Graphic Novel Adaptation, by Clare Alot and Benjamin Adam (Abrams ComicArts) The Hidden Life of Trees, by Peter Wohlleben, adapted by Benjamin Flao and Fred Bernard (Greystone) The Road, by Cormac McCarthy, adapted by Manu Larcenet (Abrams) Winnie-the-Pooh, by A. A. Milne, adapted by Travis Dandro (Drawn & Quarterly) The Worst Journey in the World, Volume 1: Making Our Easting Down, by Apsley Cherry-Garrard, adapted by Sarah Airriess (Iron Circus) All Princesses Die Before Dawn, by Quentin Zuttion (Abrams ComicArts) The Jellyfish, by Boum, translated by Robin Lang and Helge Dascher (Pow Pow Press) Mothballs, by Sole Otero; translated by Andrea Rosenberg (Fantagraphics) Return to Eden, by Paco Roca; translated by Andrea Rosenberg (Fantagraphics) Sunday, by Olivier Schrauwen (Fantagraphics) Ashita no Joe: Fighting for Tomorrow, by Asao Takamori and Tetsuya Chiba, translated by Asa Yonola (Kodansha) Hereditary Triangle, by Fumiya Hayashi, translated by Alethea and Athena Nibley (Yen Press) Kagurabachi, vol. 1, by Takeru Hokazono, translated by Camellia Nieh (VIZ Media) Last Quarter, vol. 1, by Ai Yazawa, translated by Max Greenway (VIZ Media) Search and Destroy vol. 1, by Atsushi Kaneko, based on the work of Osamu Tezuka; translated by Ben Applegate (Fantagraphics) Tokyo These Days, vols. 1–3, by Taiyo Matsumoto, translated by Michael Arias (VIZ Media) All In Line, by Saul Steinberg (New York Review Books) Frank Johnson, Secret Pioneer of American Comics, vol. 1, edited by Chris Byrne and Keith Mayerson (Fantagraphics) Stan Mack’s Real-Life Funnies: The Collected Conceits, Delusions, and Hijinks of New Yorkers from 1974 to 1995, by Stan Mack, edited by Gary Groth (Fantagraphics) Thorn: The Complete Proto-BONE Strips 1982–1986, and Other Early Drawings, by Jeff Smith (Cartoon Books) The Complete Web of Horror, edited by Dana Marie Andra (Fantagraphics) David Mazzucchelli’s Batman Year One Artist’s Edition, by Frank Miller and David Mazzucchelli, edited by Scott Dunbier (IDW) DC Comics Style Guide (Standards Manual) The Farewell Song of Marcel LaBrume, by Attilio Micheluzzi, edited by Gary Groth and Conrad Groth (Fantagraphics) Wally Wood from Witzend: Complete Collection, commentary by J. David Spurlock (Vanguard) X-Men: The Manga Remastered, vol. 1, edited by Glenn Greenberg and others (VIZ Media) The Beat, edited by Heidi MacDonald and others, https://www.comicsbeat.com ICv2: The Business of Pop Culture, edited by Milton Griepp, icv2.com INKS, The Journal of the Comics Studies Society, edited by Susan Kirtley (Ohio State University Press) SOLRAD: The Online Literary Magazine for Comics, edited by Daniel Elkin, www.solrad.co (Fieldmouse Press) Zdarsky Comics News, edited by Allison O’Toole (Chip Zdarsky) American Comic Book Chronicles: 1945-49, by Keith Dallas, John Wells, Richard Arndt, and Kurt Mitchell (TwoMorrows) Kate Carew: America’s First Great Woman Cartoonist, by Eddie Campbell with Christine Chambers (Fantagraphics) Q&A, by Adrian Tomine (Drawn & Quarterly) Reading Love and Rockets, by Marc Sobel (Fantagraphics) Tell Me a Story Where the Bad Girl Wins: The Life and Art of Barbara Shermund, by Caitlin McGurk (Fantagraphics) Walt Disney’s Donald Duck: The Ultimate History, edited by Daniel Kothen Schulte with text by David Gerstein and J. B. Kaufman (TASCHEN) Comics and Modernism: History, Form, and Culture, edited by Jonathan Najarian (University Press of Mississippi) Drawing (in) the Feminine: Bande Dessinée and Women, edited by Margaret C. Flinn (Ohio State University Press) From Gum Wrappers to Richie Rich: The Materiality of Cheap Comics, by Neale Barnholden (University Press of Mississippi) Petrochemical Fantasies: The Art and Energy of American Comics, by Daniel Worden (Ohio State University Press) Singular Sensations: A Cultural History of One-Panel Comics in the United States, by Michelle Ann Abate (Rutgers University Press) Bill Ward: The Fantagraphics Studio Edition, designed by Kayla E. (Fantagraphics) Brian Bolland: Batman The Killing Joke and Other Stories & Art, Gallery Edition, designed by Josh Beatman (Graphitti Designs) David Mazzucchelli’s Batman Year One Artist’s Edition, designed by Chip Kidd (IDW) One Bite at a Time, designed by Ryan Claytor (Elephant Eater Comics) Scott Pilgrim 20th Anniversary Color Hardcover Box Set, designed by Patrick Crotty (Oni Press) Walt Disney’s Donald Duck: The Ultimate History, designed by Anna-Tina Kessler (TASCHEN) The Beauty Salon, based on the novella by Mario Bellatin, adapted by Quentin Zuttion; translated by M. B. Valente (Europe Comics) Beyond the Sea, by Anaïs Flogny; translated by Dan Christensen (Europe Comics) Gonzo: Fear and Loathing in America, by Morgan Navarro; translated by Tom Imber (Europe Comics) My Journey to Her, by Yuna Hirasawa (Kodansha) The Spider and the Ivy, by Grégoire Carle; translated by M. B. Valente (Europe Comics) The Accidental Undergrad, by Christian Giroux, https://solrad.co/tag/the-accidental-undergrad (Fieldmouse Press) Life After Life, by Joshua Barkman, https://falseknees.com/comics/24ink1.html (False Knees) Motherlover, by Lindsay Ishihiro, https://motherlovercomic.com (Iron Circus) Practical Defence Against Piracy, by Tony Cliff, https://www.delilahdirk.com/dd4/dd4-p188.html Rigsby WI, by S. E. Case, https://rigsbywi.com (Iron Circus) Tom King, Archie: The Decision (Archie); Animal Pound (BOOM! Studios); Helen of Wyndhorn (Dark Horse); Jenny Sparks, The Penguin, Wonder Woman (DC) Ram V, Rare Flavours (BOOM! Studios); Dawnrunner (Dark Horse); The One Hand (Image); Universal Monsters: Creature from the Black Lagoon Lives! (Image Skybound) Kelly Thompson, Absolute Wonder Woman, Birds of Prey (DC); Scarlett (Image Skybound); Venom War: It’s Jeff #1 (Marvel) James Tynion IV, Something Is Killing the Children, Wynd (BOOM! Studios); Blue Book, The Oddly Pedestrian Life of Christopher Chaos (Dark Horse); Spectregraph (DSTLRY); The Department of Truth, The Deviant, WORLDTR33 (Image) Gene Luen Yang, Lunar New Year Love Story (First Second/Macmillan) Charles Burns, Kommix (Fantagraphics); Final Cut (Pantheon); Unwholesome Love (co-published with Partners & Son) Emil Ferris, My Favorite Thing Is Monsters Book Two (Fantagraphics) Jon Macy, Djuna (Street Noise Books) Paco Roca, Return to Eden (Fantagraphics) Olivier Schrauwen, Sunday (Fantagraphics) Maria Sweeney, Brittle Joints (Street Noise Books) Filipe Andrade, Rare Flavours (BOOM! 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Joe, Duke (Image Skybound) Matheus Lopes, Batman & Robin: Year One (DC); Helen of Wyndhorn (Dark Horse) Justin Prokowich, Jimi Hendrix: Purple Haze (Titan Comics) Javier Rodriguez, Zatanna: Bring Down the House) (DC) Dave Stewart, Dawnrunner, Free Comic Book Day Comic 2024 [general], The Serpent in the Garden, Hellboy, Hellboy and the BPRD, Paranoid Gardens, Shaolin Cowboy Cruel to Be Kin Silent but Deadly Edition (Dark Horse); Ultramega, Universal Monsters: Creature from the Black Lagoon Lives! (Image Skybound) Quentin Zuttion, All Princesses Die Before Dawn (Abrams ComicArts); Beauty Salon (Europe Comics) Becca Carey, Absolute Superman, Absolute Wonder Woman, Plastic Man No More! (DC); Radiant Black, Rogue Sun (Image); When the Blood Has Dried, Murder Kingdom (Mad Cave Studios) Leela Corman, Victory Parade (Pantheon) Clayton Cowles, Animal Pound (BOOM! Studios); FML, Helen of Wyndhorn (Dark Horse); Absolute Batman, Batman, Batman & Robin: Year One, Birds of Prey, Jenny Sparks, Wonder Woman (DC); Strange Academy, Venom (Marvel) Emil Ferris, My Favorite Thing Is Monsters, Book Two (Fantagraphics) Nate Powell, Fall Through (Abrams ComicArts); Lies My Teacher Told Me (New Press) For more on the best comics of the last year, check out IGN's pick for the Best Comic Book Series or Original Graphic Novel of 2024 , and learn why the Absolute Universe is DC's most exciting launch in years . Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky .",
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      • "article_id": "0255310b21be38cd709177152e2bc40c",
      • "title": "Watch Out For These New Couch Co-Op Games from New Developers - PAX East",
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      • "description": "We traveled to PAX East to check out all the new games, and it was amazing to see so many couch co-op games on the floor!",
      • "content": "We traveled to PAX East to check out all the new games, and it was amazing to see so many couch co-op games on the floor! These three new developers make their big debut with three really fun couch co-op games that are fun for everyone. Make sure to wishlist them, as that goes a long way in supporting these indie developers! Sol Mates - https://store.steampowered.com/app/2420800/Sol_Mates/ \"Sol Mates is a chaotic co-op adventure where up to 4 players can dive into quick, action-packed missions together, either locally or online. With procedurally generated challenges and narrative twists, teamwork is essential as you steer, shield, and blast through space hazards like pirates and black holes. As a united crew, you’ll make strategic choices under pressure—one wrong move could land you face-to-face with a giant alien crab!\" Royalty Free For All - https://store.steampowered.com/app/3176720/Royalty_FreeForAll/ \"Iconic worlds collide in a hand-drawn cartoon smash-up! Royalty Free For All, an approachable party brawler remixes characters, settings, and songs from the public domain. Royalty Free-For-All celebrates a wide range of ages and skillsets by making the genre more accessible than ever while maintaining its exciting pace and beloved mobility techniques. Light, Strong, and Special attacks make the zany flow of combat feel straightforward, even for first time players. So no more friends or family giving up after one match: Royalty Free-For-All is easy to learn and fun for everyone! \" RaRa Boom - https://store.steampowered.com/app/2335060/Ra_Ra_BOOM/ \"Gear up for 4-player co-op action with a modern twist! Ra Ra BOOM rockets you to a future Earth overrun by rogue AI. Battle waves of enemies and upgrade your ninja cheerleader’s skills as you beat ‘em up, shoot ‘em up, and smash through the chaos! Even ninja space cheerleaders know you don’t bring a pom-pom to a boss fight. Whether you’re cracking skulls with close combat or blasting bots from across the screen, Ra Ra BOOM has your back. Play it like a classic side-scroller, treat it like a shooter, or mix it up for combos so smooth, even evil AI can’t keep up. The only wrong way to fight is not bringing your A-game—because these overlords don’t mess around.\"",
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      • "title": "Andor Season 2 - Official 'We Fight to Win' Clip",
      • "link": "https://za.ign.com/star-wars-andor/209819/video/andor-season-2-official-we-fight-to-win-clip",
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      • "description": "Take a look at the 'We Fight to Win' Clip for Andor Season 2, the live-action series about the journey of Cassian Andor and The Rebellion leading into Star Wars: Rogue One distributed by Disney Plus.",
      • "content": "Take a look at the 'We Fight to Win' Clip for Andor Season 2, the live-action series about the journey of Cassian Andor and The Rebellion leading into Star Wars: Rogue One distributed by Disney Plus. Get a look at this conversation with Luthen and Kleya as he teaches her the art of patience on the grand road of fighting for the win. Andor Season 2 is streaming now on Disney Plus. The second season of Andor takes place as the horizon of war draws near and Cassian becomes a key player in the Rebel Alliance. Everyone will be tested and, as the stakes rise, the betrayals, sacrifices and conflicting agendas will become profound. Rife with political intrigue and danger, the series is a prequel to “Rogue One: A Star Wars Story,” which portrayed a heroic band of rebels who steal the plans to the Empire’s weapon of mass destruction—The Death Star—setting the stage for the events of the original 1977 film. “Andor” sets the clock back five years from the events of “Rogue One” to tell the story of the film’s hero, Cassian Andor, and his transformation from disinterested, cynical nobody into a rebel hero on his way to an epic destiny. The series was created by Tony Gilroy, who also serves as an executive producer along with Kathleen Kennedy, Sanne Wohlenberg, Diego Luna, Luke Hull and John Gilroy. Tony Gilroy wrote the first three episodes, with Beau Willimon writing episodes 4-6, Dan Gilroy penning episodes 7-9 and Tom Bissell putting pen to paper for episodes 10-12. The directors for the series are Ariel Kleiman (Eps. 1-6), Janus Metz (Eps. 7-9) and Alonso Ruizpalacios (Eps. 10-12).",
      • "pubDate": "2025-05-15 17:48:07",
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      • "title": "Blue Protocol Gets a Pseudo-Revival in Star Resonance Later This Year",
      • "link": "https://za.ign.com/blue-protocol/209800/news/blue-protocol-gets-a-pseudo-revival-in-star-resonance-later-this-year",
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      • "description": "Tangled up in blue.Blue Protocol may have been shut down last year, but it lives on in a new form now with Blue Protocol: Star Resonance. Publisher A Plus unveiled the new MMORPG today, and it's set for launch sometime in 2025.Blue Protocol: Star Resonance is an anime-inspired MMORPG, with action combat ...",
      • "content": "Blue Protocol may have been shut down last year, but it lives on in a new form now with Blue Protocol: Star Resonance. Publisher A Plus unveiled the new MMORPG today, and it's set for launch sometime in 2025. Per Gematsu , Blue Protocol: Star Resonance was previously only announced for China. It was licensed to Bokura, the developer, after the closure of Blue Protocol and picked up some members of the original team in the process. Now, Star Resonance looks to be heading to new territories. You'd be forgiven for thinking Blue Protcol: Star Resonance is the original Blue Protocol, as the gameplay and world look very similar . The original Blue Protocol was a collaboration between Amazon Games and Bandai Namco. The MMORPG went live in Japan and was planned for a worldwide release. IGN even previewed it in 2023 , calling it \"gorgeous\" and \"cool.\" Then in 2024, Bandai Namco announced it was cancelling the worldwide launch and would discontinue service for Blue Protocol by January 18, 2025. “We have enjoyed a strong relationship with Amazon Games throughout the development of Blue Protocol, and both of our teams are disappointed that we will not be able to deliver the game to players around the world,” Bandai Namco said in a statement at the time. “We have worked hard to prepare for the release; however, we have come to the conclusion that it will not be possible to provide a service that satisfies all of you.” Cut to now, and Blue Protocol: Star Resonance bears all the hallmarks of Blue Protocol. There's the anime-inspired aesthetic, action combat, character customization, and community events. This, in essence, may just be the return of Blue Protocol for those who were interested in seeing it arrive in the west. While this news might feel like seeing the ghost of old games past, it might be some good news for anyone who didn't get the chance to try Blue Protocol before its closure. Maybe the second time's the charm? We'll know for sure when Blue Protocol: Star Resonance arrives sometime this year. Eric is a freelance writer for IGN.",
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      • "title": "The Nintendo Switch 2's Optional GR and GL Buttons Look Fairly Easy to Remap",
      • "link": "https://za.ign.com/nintendo-switch-2/209799/news/the-nintendo-switch-2s-optional-gr-and-gl-buttons-look-fairly-easy-to-remap",
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      • "description": "Set your game-specific controls.The Nintendo Switch 2 is getting some extra buttons with specific set-ups, like the Joy-Con 2 Charging Grip and Pro Controller 2. The GL and GR buttons, as they're called, add extra buttons on the underside of the Switch's handles, and Nintendo has shared some examples of ...",
      • "content": "The Nintendo Switch 2 is getting some extra buttons with specific set-ups, like the Joy-Con 2 Charging Grip and Pro Controller 2. The GL and GR buttons, as they're called, add extra buttons on the underside of the Switch's handles, and Nintendo has shared some examples of just how easy it will be to do so. According to Nintendo's update, the system will \"remember each user's button assignments for each game they play.\" This could make it easy to set up game-specific, maybe even user-specific, mappings for GR and GL. To assign these buttons out, just press and hold the HOME Button while playing a game to access quick settings, and then key in your button on the GR/GL settings. This might not help at the time of this writing, as the Switch 2 is still a few weeks away. But if you're here from the future, you're welcome for the tip! It all seems pretty quick and easy to set, and the per-game functionality is nice to see. It's important to note that this particular Switch 2 functionality only works with the Joy-Con 2 Charging Grip and Pro Controller 2, at least at this time. The base Joy-Con 2's don't have GR and GL buttons on the underside. Both of these accessories are sold separately from the base Switch 2 console and its Mario Kart World bundle, and both got a price bump due to the current trade situation. It won't be long now until the June 5 release date for the Nintendo Switch 2, as it debuts with Mario Kart World and several Switch 2 versions of Switch 1 favorites, including The Legend of Zelda: Breath of the Wild and Tears of the Kingdom. Digital Foundry recently revealed the tech specs for NIntendo's upcoming hybrid handheld console, and its report expressed some concerns over GameChat's effect on performance. You can read more about that here . Eric is a freelance writer for IGN.",
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      • "title": "Fans Are Wondering How the Superman Movie Is Going to Deal With All Those Side Characters: 'There's a Lot Going on Here'",
      • "link": "https://za.ign.com/superman-2025/209797/news/fans-are-wondering-how-the-superman-movie-is-going-to-deal-with-all-those-side-characters-theres-a-l",
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      • "description": "It's gonna be a full Metropolis, that's for sure.The man of steel is back — almost, at least. The latest trailer for James Gunn’s upcoming film Superman has been released ahead of its July launch and it’s chock full of excitement. Between lead David Corenswet’s performance and the top-notch fighting power of <a ...",
      • "content": "The man of steel is back — almost, at least. The latest trailer for James Gunn’s upcoming film Superman has been released ahead of its July launch and it’s chock full of excitement. Between lead David Corenswet ’s performance and the top-notch fighting power of Superman’s beloved dog Krypto , there’s a lot to dig into. But it seems as though the main thing fans are curious about in the wake of the trailer is the sheer amount that appears to be going on in this film, and how it plans to properly deal with all of it. “Now this, I love this trailer. From someone who never really liked the dark DC vibe I’m excited to experience a true comic superhero movie. But am I the only one who is worried for all the cameos that are in the trailer? ” another fan wrote in the comments on the post. “Like I swear I was counting like 8 friends and foes in this movie. I know they want to set up James Gunn’s DCU with this but I would prefer it to be less heavy on cameo fodder and take more time to develop the characters that are needed to tell the story that they’re trying to tell.” To be fair, the trailer does feature a whole host of characters, including Clark Kent’s Earth parents, love interest Lois Lane (Rachel Brosnahan) and several different sets of lofty villains, including the central antagonist Lex Luther (Nicholas Hoult) — but it looks as though for as many worried fans as there are about the film maybe being a bit bloated, tons of folks are excited at the prospect all of these character introductions might bring. All the characters revealed so far in Superman: Superman Lois Lane Lex Luthor Mister Terrific Guy Gardner Hawkgirl Metamorpho The Engineer The Hammer of Boravia Ultraman Rick Flag Sr. Supergirl Maxwell Lord Kryptonian robots, including Kelex Krypto Jonathan Kent Martha Kent Perry White Jimmy Olsen Steve Lombard Cat Grant Ron Troupe Eve Teschmacher Otis “ I'm glad there's a lot going on . We've seen him fight Lex & Zod countless times at this point, I want to see him completely overwhelmed and emerge as a symbol of hope,” one user wrote in response to the gripes, while another added. “ It’s side characters, less cameos . Like Iron Man had several side characters.” A third fan also added that, for what it’s worth, this is pretty par for the course. “I don't feel like it's such a big deal honestly. Movies usually need secondary/side characters ,” the person commented. “Gunn here is just filling in those spots with rather big names, but I doubt he'll give them more than what they need.” It's worth noting that in Gunn's Superman, and indeed across the rebooted DCU, superheroes are a known quantity. The director has said he was uninterested in telling yet another Superman origin story (we've had enough!), and so there won't be any time wasted there. Similarly, it looks like superheroes and supervillains are part of the public consciousness, so Superman will perhaps spend less time fussing over explaining who, what, and why the likes of Green Lantern is in town. That said, the notion that the movie might be a little overstuffed — If you’re anything like us, you probably can’t wait to find out the runtime — isn’t exactly deterring fans at first glance. “It looks good but wondering how they’re going to shoehorn so many different characters into one movie ,” one user wrote, to which another fan replied, “ It's not any more characters than the average comic book movie . It's fine.” A third user even quipped: “ Kinda like Guardians of the Galaxy...? ” Honestly? Touché. Ultimately, Gunn has spoken multiple times about the fact that the film is not an ensemble piece. “At the middle of everything is Clark, Lois, and Lex,” he said at the beginning of 2025 during an Instagram Live session . “It’s about these three characters.” It remains to be seen how, exactly, he pulls that off. Superman flies into theaters on July 11, 2025. Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.",
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      • "title": "Unofficial Dating App For Smash Bros. Players Gets Cease-and-Desist",
      • "link": "https://za.ign.com/super-smash-bros-for-nintendo-switch/209795/news/unofficial-dating-app-for-smash-bros-players-gets-cease-and-desist",
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      • "description": "Breaking hearts like targets.Smash Together, an unofficial dating app started up for like-minded Smash Bros. players to meet and mingle, has claimed it has received a cease-and-desist letter just before its open beta.The app was due to enter open beta today, May 15, after several months of development. But on May 13, the ...",
      • "content": "Smash Together, an unofficial dating app started up for like-minded Smash Bros. players to meet and mingle, has claimed it has received a cease-and-desist letter just before its open beta. The app developers don't specify who the cease-and-desist is from, although the assumption would be Nintendo, since it's a Smash Bros. dating app. SmashTogether advertised itself as the \"premium dating site for Super Smash Bros. enjoyers of all kinds,\" where one could make their \"dream Doubles partner (in and out of Smash)\" with a matchmaking algorithm, tailored to \"connect you with your ideal Smash Partner.\" Included screenshots of the app included sections for listing your character of choice, or \"main,\" as well as notable wins and prompts, similar to those you might find in other dating apps but with a Smash Bros. twist. \"I'm looking for... Someone who can make it out of pools at a major,\" for example. Alongside concerns over actual IP and copyright infringement, the idea of a dating app around a game like Smash Bros. was probably reason enough for whoever sent the cease-and-desist to do so. There's been no word out of the SmashTogether camp as to whether the team will seek an alternative solution, without Smash Bros. as the foundation. Until then, please appreciate the restraint I've exhibited in this article by not writing a single joke about \"smashing.\" Eric is a freelance writer for IGN.",
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      • "title": "Guilty Gear Developer Arc System Works Addresses Data Leak — Here’s What We Know So Far, Including Potential Info About Nintendo Switch 2 Carts",
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      • "description": "Player accounts and users’ personal data are believed to be unaffected.Last Saturday, Dexerto broke the story that Japanese developer Arc System Works was hacked, with data allegedly being leaked about Switch 2 game formats, Guilty Gear Strive, and the company’s in-development games. On May 14, Arc System Works addressed the rumored leaks in a statement on its ...",
      • "content": "Last Saturday, Dexerto broke the story that Japanese developer Arc System Works was hacked, with data allegedly being leaked about Switch 2 game formats, Guilty Gear Strive, and the company’s in-development games. The company is currently working with outside experts to investigate and confirm the cause of the breach and determine exactly what data was leaked. It also urged people not to access the leaked data due to malware infection risks. However, Arc System Works did not comment on the content of the leak. According to Dexerto , the leak contained a Guilty Gear Strive build that features all the remaining Season 4 characters, new moves, and what is believed to be the full Season 5 character line-up. Also apparently included in the leak, as reported by Nintendo Everything , was information about the three formats available for the upcoming Nintendo Switch 2 console: digital download only, a Game Key-Card, and a 64 GB physical game cartridge containing the full game. Codenamed “Potion” in the leak, the Game Key-Card is a sort of digital/physical hybrid, a cartridge that comes in a physical box, however it requires the user to download the game to play. So far, the Game Key-Card route seems a common choice among third-party game developers with games planned for the Switch 2. With two of these formats relying on downloads, this quickly raised concerns among video game preservationists as to how easily playable and accessible Switch 2 games will be when the console reaches the end of its lifecycle. Almost all physical third-party Nintendo Switch 2 games revealed so far are Game-Key Cards . As pointed out by Daniel Ahmad , Director of Research & Insights at Niko Partners, this focus on Game-Key Cards may put extreme pressure on the eShop around the Switch 2’s launch in June as fans rush to download their games. “Game cards are significantly more expensive than discs (+ increases with each GB),” Ahmad added , explaining the reasoning for publishers to go down the cheaper Game-Key Card route as opposed to the 64 GB physical game cartridge option. “It takes time to ramp up production of multiple storage capacity game cards. Digital games / lower capacity cards offer higher margins for publishers. Digital is the majority of sales.” Talking of Switch 2, the leaks also apparently contained information about a new game that Arc System Works is developing for Nintendo’s upcoming console. Revealed by XOXLEAK on X, the project, Codename Watari, was slated for a tentative November 25 release. Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.",
      • "pubDate": "2025-05-15 15:05:32",
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      • "title": "Kingdom Come: Deliverance 2 - Brushes With Death Review",
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      • "description": "The first DLC expansion is a bit threadbare compared to what came before.I'm still not sick at all of galavanting around Kingdom Come: Deliverance 2's idyllic Bohemian countryside even after the more than 100 hours I logged in February. So I was delighted to be given a reason to return to it with the first story DLC, Brushes With Death. I was ...",
      • "content": "I'm still not sick at all of galavanting around Kingdom Come: Deliverance 2's idyllic Bohemian countryside even after the more than 100 hours I logged in February. So I was delighted to be given a reason to return to it with the first story DLC, Brushes With Death. I was greeted with more of the strong dialogue writing and open-ended adventuring I've come to expect, so I’m not overly disappointed. But I wasn’t wowed, either. The substance of this low-stakes tale managed to keep me entertained, but it doesn't stand especially strong on its own played outside the grand framework of the main campaign. You can start the DLC quest as early as the end of Act 1, when Henry's fate becomes intertwined with that of the eccentric and enigmatic painter Voyta. But I chose instead to load up an endgame save, picking up right in the wake of KCD2's climactic capstone events, and I think this may be a less than ideal way to experience Brushes With Death. But it is the way I suspect those of us most eager for more medieval Czech adventuring will see it for the first time, because who wants to go rooting around their old saves looking for just the right spot? For one thing, especially if you've already resolved the main campaign's conflict, there isn’t much on the line here to make it feel like it matters. All of the base game's best side quests, including the ones that I do think could stand on their own better than this one, benefitted from being carried on the current of these sweeping, historical, life-changing events happening all around them. The pacing, also, is just a little bit odd when playing through it in a straight shot with no other distractions like going out of my way to uncover more of the map or discovering a whole new settlement. It took me around 12 hours, and you could probably knock it out a good deal quicker if you don't believe, like I do, that indulging in the temptation of fast travel is one of the seven deadly sins of open-world RPGs. Running through these objectives feels a little plodding at times, and there are a few too many quest steps that simply require you to ride somewhere and get an item or talk to a guy. That might not have been as much of an issue if I hadn’t already finished everything else, so there's no more possibility of getting caught up in a completely unrelated, unexpected adventure along the way. Those moments were a big part of Kingdom Come's charm. But let’s pretend that wasn’t a concern. If I were comparing this story to what I would consider the best side quests in the base game, it would be near the top in terms of scope, and probably above average in terms of writing. The actor voicing Voyta lends a lot of character and energy to the proceedings, too. On the other hand, in terms of the creativity in the quest design and the variety of activities Henry gets to engage in, it's really just adequate. And going at it with an endgame character decked out in expensive gear, all of the fights except for the last one felt pretty trivial. Even the one satisfyingly tough boss didn't feel like he got an appropriate lead-up or climactic backdrop fitting for his position. It's just another skirmish in some random spot in the forest. There isn't anything here as memorable or clever as the Mouth of Hell or Fifth Commandment quest chains from vanilla KCD2. There are no heart-pounding moments of action or drama to compete with those of the main quest. It does present Henry with some nuanced decisions that can have a notable impact on how things wrap up, though, and a secret achievement I got for getting Voyta to tell me more than he originally wanted to – I won’t tell you how – hinted to me that he might not be so forthcoming if I had done things differently. That's cool, because I felt rewarded for talking him into lowering his defenses. But even then, the friendship that developed between him and Henry seemed rushed and unearned when all of these quests are played back to back with no chance to reflect on their character development. The other neat thing this DLC adds other than a new storyline – and something you’ll have to remember it by if you’re moving on to other things in the world – is the ability to get Voyta to paint your shields. This is a welcome little bit of customization and medieval flair that adds to the feeling I'm creating a new legacy for Henry, not merely following the orders of some pampered lords. I like the period-inspired designs and color schemes quite a bit, and it's especially satisfying that you can unlock a few new designs based on your exploits from completing specific quests. Again, I think I’d have reacted to Brushes With Death much more favorably if it had been one part of a new playthrough rather than a late addition I was returning to months later. Its relationships would have had more time to brew. I would have spent more time pondering its mysteries while I was out exploring in the forest or getting distracted by other quests. And its conclusion might have felt more satisfying if it didn't have to follow the total show-stopper that was the last several hours of the main story. But instead of it serving as a nice little seasoning to a three-course meal, I was just emptying the entire pepper shaker into my mouth after cleaning my plate. I do also have to mention that this patch introduced a new graphical bug for me that was quite persistent and distracting. Especially in and around castles and towns, entire buildings and rock formations would flicker out of existence as higher detail versions loaded in. I'm playing this on the exact same hardware I used for the base game (RTX 4070 Super, Ryzen 7 3700X, 32 GB of RAM, and a SATA SSD), with the latest Nvidia drivers, and I've never seen this before I loaded up Brushes With Death. Try as I might, I couldn't find any combination of graphics settings that would get rid of it. Hopefully it gets fixed soon. But I can only tell you about my experience, and it was definitely affected by these unfortunate, novel tech issues.",
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      • "description": "The subject of Vicious Mockery.The cast of Baldur's Gate 3 has been transformed into pre-painted miniatures by Wizkids. But the new mini's don't seem to be landing for everyone, as even one Baldur's Gate 3 developer took to social media to express frustration with the new figures.Shared on X/Twitter, one ...",
      • "content": "The cast of Baldur's Gate 3 has been transformed into pre-painted miniatures by Wizkids. But the new mini's don't seem to be landing for everyone, as even one Baldur's Gate 3 developer took to social media to express frustration with the new figures. You can see the results for yourself here: In the first set of images, yoiu might note some surprising paint jobs on the different figures, especially Shadowheart. In the second batch, we get a better look at favorites like Karlach, Lae'zel, and a very withered Withers. Replies on X/Twitter are sharing their own frustrations. One user shared a Gale that would inspire similarly baffled reactions, and another received their box but didn't have a head for Shadowheart . I found at least one person saying theirs came in okay, but most replies seemed frustrated with the quality of the miniatures. Announced last year , these miniatures from WizKids retail for $49.99 for the whole set, which includes seven pre-painted minis for Wyll, Karlach, Lae'zel, Astarion, Shadowheart, Gale, and Withers. (Minthara and Halsin, presumably, breathe a heavy sigh of relief.) \"Housed in non-blind windowed packaging, this set includes pre-painted miniatures for Astarion, Karlach, Gale, Shadowheart, Wyll, Lae’zel, and Withers,\" the official description for the set read. \"The set is perfect for Dungeon Masters looking to feature a famous character or as a collector’s piece for Baldur’s Gate and D&D fans.\" While the miniatures seem to be targeting a more budget-conscious demographic than professional, hand-crafted, paint-it-yourself miniatures, it's still not a great look when general response to your Shadowheart figure is \"that's not Shadowheart.\" Larian just bid farewell to Baldur's Gate 3 with Patch 8 , its final major patch for its 2023 RPG that took the world by storm. The studio's CEO Swen Vincke has dropped some hints about what's next for Larian , but aside from it not being Baldur's Gate nor Dungeons & Dragons, there's not too much more to go on. Eric is a freelance writer for IGN.",
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      • "description": "It’s also one of the prettiest Unreal Engine 5-powered games we’ve seen yet.Extraction shooters are, at this point, a dime a dozen. And for my money, you’ve got to really do something different to stand out in that increasingly crowded genre. That’s why I was eager to meet up with a couple of developers from the team at Good Fun Corporation so ...",
      • "content": "Extraction shooters are, at this point, a dime a dozen. And for my money, you’ve got to really do something different to stand out in that increasingly crowded genre. That’s why I was eager to meet up with a couple of developers from the team at Good Fun Corporation so they could show me Hunger, their upcoming zombie-tastic Unreal Engine 5-powered first-person action-RPG that utilizes an extraction loop. Two things about Hunger piqued my interest immediately: its visual aesthetic and its actual visuals. Starting with the former, game director Maximilian Rea described Hunger’s look as “Renaissance gothic,” which seems like a fair way to sum it up. As you can see in the videos and screenshots in this article, Hunger mixes first-gen firearms with brutal melee weapons inside of filthy lived-in towns and glorious castles. And then, in terms of raw graphics, the foliage, lighting, and texture detail are all absolutely stunning. This is easily one of the best uses of Unreal Engine 5 I’ve seen so far. But, you might ask, how does it actually play ? Sadly I can’t answer that quite yet, as my demo was just a hands-off first look, but it does seem built to last. In short, the team tells me, they’re aiming for the simplicity of ARC Raiders with the complexity of Escape From Tarkov. You begin in the Outer Ramparts, a social, violence-free hub within the Chateau where other players and NPCs alike roam. Like Destiny, you can switch to third-person perspective here if you like (though in proper combat, you’ll always be in first-person). Here you can shop with Piro, a quirky shopkeeper who wears a weird metal mask and offers items up for sale on a tray that’s worn around his neck as if he’s some cigarette girl from the 1920’s. Or you can add or remove items from your stash by checking in with Louis, the Stashmaster who also doles out the occasional quest. Reynauld, meanwhile, is the Expedition Master. He's missing parts of a couple fingers, indicating that he’s tussled with the zombies at least once, and talking to him queues you into an expedition (i.e. a raid). The initial Early Access release will have three maps: Jacques Bridge, Sombre Forest, and Sarlat Farm. Each is one square kilometer, and each one has a big dungeon beneath it as well. Expect six weather varieties per map, including noon (clear), noon (fog), sunset, and sunrise. More dynamic stuff will be added post-release. Rea explained that they’re aiming for 50-60 hours of content here, and then you unlock the Cauldron, a new area of the Chateau. You will learn your profession there. There are six professions: three gathering (like Scavenging, which means you’re a purveyor of metals and materials; a Conservator who finds mechanisms and trinkets to make tools or guns; and the Naturalist, who gathers herbs and spices to make food, drinks, and medicine) and three crafting (examples here include Metallurgy, Gunsmithing, and Cooking). You can have two professions at a time. The story of this map is that there was civil conflict when The End – the bacteria that led to the Hunger – began. As you play, there's lore to find and extract with. Missives and Maps, as examples of this, are Common, Rare, or Legendary. And if you extract with a Missive you can read it back in the Chateau and get a quest's worth of XP, and once you’ve found everything you can read the whole story of the game. The developers also plan to tell the story through NPC dialogue. \"We try to infuse every aspect of the game with story,\" Rea told me. The Hunger all have different qualities and aspects, which means that going melee-only has the advantage of letting you be silent. Shooting, on the other hand, makes noise and invites more Hunger. The Bloater, as an example of one such Hunger, is a blob-like thing that explodes into a cloud of poisonous gas. Shambler hits, meanwhile, cause bleed damage. There are a whopping 33 weapons between melee and ranged, from daggers, pistols, and rifles to maces and primitive machine guns. You can find exotic ammo for the guns that add additional damage effects to the bullets. And yes, there will be dedicated PvP experiences if you need to scratch that itch. Furthermore, there's a Mastery Tree, and as you level up from 10-100 you get a mastery point. This includes four trees: Physiology, Survival, Martial, and Cunning, and the developers hope this ensures there are multiple ways to progress through the game besides PvP. In fact, you can play solo or in duos if you want as well. \"Being a solo or duo player isn't a death sentence,” Rea said. “In fact it's one of the quickest ways to progress in the game.\" You'll also unlock progression cosmetics as well when you level up, kill bosses, etc. And yes, there are cosmetics for every weapon and bag. Hunger won’t be free-to-play, which hopefully helps ensure its design principles won’t be compromised by pay-to-win nonsense, and there definitely won’t be any battle passes. They did mention a “Support the Developers” edition that would include extra cosmetics for whatever it ends up priced at above the $30 the team is aiming for on the standard edition. As to how long a session might last, Rea suggested that the low end of an expedition might be 30-35 minutes, hopefully ensuring that Hunger is an easy game to jump in for a little while with at night with friends, and then go to bed feeling accomplished and not feeling guilty for having hopped off of some live-service hamster wheel. If and when you die, everything you do contributes to XP gains, so the goal is for you to never have a pointless session. \"If they've played for an hour, we want them to feel like they've meaningfully moved the ball forward for their character,\" Rea said. Hunger might still be a ways away, but from what I’ve already seen, it looks like the team – who also made Hell Let Loose – is cooking up something unique and worth keeping an eye on. We’ll have more on Hunger on IGN as development progresses. 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 .",
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      • "description": "Terminator: Dark Fate screenwriter penned the most recent draft.“BioShock is still in development,” director Francis Lawrence recently told IGN when asked about his planned Netflix movie adaptation of the acclaimed video game franchise, which was first announced in 2022. The subject of BioShock’s current status came up when I interviewed Lawrence for his upcoming Stephen King ...",
      • "content": "“ BioShock is still in development,” director Francis Lawrence recently told IGN when asked about his planned Netflix movie adaptation of the acclaimed video game franchise, which was first announced in 2022 . The subject of BioShock’s current status came up when I interviewed Lawrence for his upcoming Stephen King movie, The Long Walk . “I just actually just got a draft. We have a meeting with the writer tomorrow [May 7th], so that's definitely a very strong possibility as well,” Lawrence said. Lawrence – whose credits include the Hunger Games franchise, I Am Legend, and Constantine – acknowledged that it’s proven challenging turning BioShock into a movie, but is optimistic about its prospects of finally happening. “It's a tricky adaptation, so there's lots of things to figure out and to get right,” Lawrence said. “There's regime changes at Netflix, and so things stall out and get re-energized and stall out and get re-energized, and I think we're in a pretty good place, honestly.” The regime change Lawrence is alluding to were first mentioned at San Diego Comic-Con 2024 by BioShock producer Roy Lee who revealed at the time that the film had been “reconfigured .” “The new regime has lowered the budgets,” Lee said. “So we’re doing a much smaller version. ... It’s going to be a more personal point of view, as opposed to a grander, big project.” A now-slimmed down version of a BioShock movie suggests elements from the games such as the underwater city Rapture might have been deemed too expensive by a now price-conscious Netflix. Lawrence has previously promised that his BioShock movie will be “really true to the game itself,” although exact details on the project remain murky except for BioShock creator Ken Levine and Take-Two Interactive being involved with it. Should a Francis Lawrence-directed BioShock movie actually happen then The Boys’ Jack Quaid wants to play a role in it .",
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      • "description": "You maniacs! You want an Apes marathon? Damn youuuu!1968's classic and influential sci-fi film, Planet of the Apes (based on French author Pierre Boulle's 1963 novel), spawned a franchise that dominated the first half of the '70s with four more movie sequels, tie-in books, a live-action TV series, and and even an animated. This global conflict pitting humans ...",
      • "content": "1968's classic and influential sci-fi film, Planet of the Apes (based on French author Pierre Boulle's 1963 novel), spawned a franchise that dominated the first half of the '70s with four more movie sequels, tie-in books, a live-action TV series, and and even an animated. This global conflict pitting humans against intelligent humanoid apes thrilled the imagination while also touching on social issues like racism, animal cruelty, and the Cold War. It makes for some of the best sci-fi movies of all time. Now is it possible to take a full chronological journey? Not exactly, but we can do our best. This unsettling saga, one where humans find themselves supplanted by a fast-evolving new species and struggling with subservience and subjugation, is worth the watch, so let's look at how to catch the Planet of the Apes films in order. And when you're done here, be sure to also check out our detailed explanation of the Planet of the Apes timeline ! Jump to : How to watch in chronological order How to the original movies in order How to watch by release order How Many Planet of the Apes Movies Are There? There are a total of ten movies set within the Planet of the Apes universe, starting with the 1968 original and its four sequels. The 2001 reboot makes six and then the four prequels, which showcase how the world fell to the apes, round out the ten. The Planet of the Apes Movies in Chronological Order Here's the caveat: The three prequels from the last decade or so are not connected to the original series of films. They represent a fully rebooted timeline, presumedly with a different future than the one Charlton Heston's astronaut discovers in the 1968 film. But there's no harm in still watching them first... Motion capture technology and digital characters were on the extreme rise in the Aughts, allowing the Apes saga to move beyond practical makeup and into a new special effects arena that would allow for more emotion in performance from the lead Apes. Gollum himself, Andy Serkis, lent his extraodinary abilities to Caesar, a chimpanzee whose intelligence is increased through science, and becomes the heart of a prequel story all about the beginnings of the end for humankind. Set in the \"present day,\" Rise of the Planet of the Apes also stars James Franco, John Lithgow, Brian Cox, and Freida Pinto, planting the seeds for what will become a world-wide war. Read our review of Rise of the Planet of the Apes here. The prequels bring in The Batman's Matt Reeves as director for the next two movies, starting with the superb Dawn of the Planet of the Apes, which brings back Andy Serkis' Caesar, years after the Simian Flu has decimated Earth' human population while the intelligence Apes have established a colony near San Francisco. Jason Clarke, Gary Oldman, Keri Russell, and Toby Kebbell co-star in this tale of the initial truce talks and attempts at peace that go so so badly because of treachery on both sides. Read our review of Dawn of the Planet of the Apes here . Past the point of no return, the conflict between apes and humans has escalated into full war in Matt Reeves' War for the Planet of the Apes as Andy Serkis' Caesar sets out to avenge those he has lost. Woody Harrelson and Steve Zahn join the franchise for this acclaimed ending to the Apes' Caesar Trilogy, originally intended to drop us off on the doorstep of Planet of the Apes (in its own way since it's these are reboot prequels) except that it made a good amount of money and, thus, per rules of Hollywood, needed a sequel. Read our review of War for the Planet of the Apes here. Although Kingdom follows the events of the previous film, it actually takes place a full 300 years after War for the Planet of the Apes. At this point in the story, the apes have fully taken over and human civilization and their technology are now a distant past. Read our review of Kingdom of the Planet of the Apes . Planet of the Apes , starring Charlton Heston as an adrift astronaut, George Taylor, who emerges from deep cryo-sleep to find marooned on planet populated by ape-like beings with human intelligence, is iconic sci-fi -- all while containing one of the best twist endings in cinema history. A twist brought to us courtesy of the king of \"gotcha!\" endings, Twilight Zone creator Rod Serling, who adapted the original book and added his own special brand of shock and awe. Charlton Heston only returned briefly for this 1970 follow-up, Beneath the Planet of the Apes , which switched up the leads and focused on a different astronaut, Brent (James Franciscus), who arrives on a mission to find the missing Taylor. Discovering a hidden population of telepathic humans who worship an ancient nuclear weapon, Brent must survive this new harsh realm while also preventing everything from being destroyed by the doomsday bomb. A decent, albeit insane, sequel. In a biting bit of time-travel upheaval, a trio of Apes escape the events of the previous film -- Cornelius (Roddy McDowall), Zira (Kim Hunter), and Dr. Milo (Sal Mineo) -- and arrive in 1973 Earth where they face the worst of humanity's persecution. Escape From the Planet of the Apes is more touching and character-driven than the films before it, blending light with dark...until it goes super dark. Roddy McDowall returns to the franchise for Conquest of the Planet of the Apes , though now playing Caesar (yes, kinda/sorta Caesar the reboot prequels focused on), the intelligent ape son of Cornelius and Zira, out to lead a rebellion against humanity in the wake of a pandemic that's turned society into fascist slave-owners. You can debate as to whether we’re in an alternate timeline here or the same one George Taylor found himself in when he crashed landed in the future, in Planet of the Apes. Regardless, Conquest is still filled with mass death as a full Ape revolt occurs and humanity finds itself on the brink of downfall. In the final sequel to the original film, McDowall's Caesar once again tries to keep the peace amongst the humans and apes, after humans have been defeated, but uprisings spring up and the message is hammered home that power eventually corrupts all those in charge, whether they're human or not. Billed as The Final Chapter, Battle for the Planet of the Apes wasn't received well by critics or audiences, though it capped off the sci-fi story that began five years previous. Tim Burton's Planet of the Apes reboot can honestly be watched whenever, since it doesn't officially belong on any timeline, but we advise at least checking out the 1968 original before indulging in the remake. Mark Wahlberg stars as the wayward astronaut here, with Tim Roth, Helena Bonham Carter, Michael Clarke Duncan, and Paul Giamatti in Ape roles. The story is similar to the O.G. film but the characters are new, and there's even a new stab at the classic twist ending. How to Watch the Original Planet of the Apes Movies in Order How to Watch the Planet of the Apes Movies by Release Date If you're looking to watch all the movies in theatrical release order, the correct list is below: Upcoming Planet of the Apes Movies The next Planet of the Apes movie is targeting a 2027 release, according to 20th Century Studios president Steve Asbell (via THR ). Amanda Silver and Rick Jaffa, the duo behind the rebooted film franchise, said they planned 2024's Kingdom of the Planet of the Apes to be the start of a new trilogy . They also said their reboot was conceived with nine films in mind, meaning there may be as many as five new Apes movies to come. Despite his busy schedule (including the live-action Zelda movie ), director Wes Ball recently confirmed production on the Apes sequel was underway in a conversation with Collider . The director went on to say \"Movie two is almost always the best one of the trilogy. That's the way it works. That's where all the drama is, where all the conflict is.\"",
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      • "title": "Joe Johnston on Disagreeing With George Lucas for Light & Magic Season 2: ‘I Don't Remember That at All’",
      • "link": "https://za.ign.com/light-magic/209765/feature/joe-johnston-on-disagreeing-with-george-lucas-for-light-magic-season-2-i-dont-remember-that-at-all",
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      • "description": "The legendary artist and director talks about his docuseries debut.Going back to 1895 when the Lumière brothers first commercially shared their short films with the public — and the idea of motion pictures was invented — there have since been many technological leaps forward that have advanced the art of filmmaking. Many of them came through the studio that ...",
      • "content": "Going back to 1895 when the Lumière brothers first commercially shared their short films with the public — and the idea of motion pictures was invented — there have since been many technological leaps forward that have advanced the art of filmmaking. Many of them came through the studio that George Lucas founded in 1975: Industrial Light & Magic (ILM). He created it explicitly as a place for physical and digital innovation in the creation of visual effects. In March 2025, in something of a surprise, Disney+ announced a second season of three episodes directed by Joe Johnston. A former concept artist and visual effects technician for Lucas on the original Star Wars, Johnston collaborated with ILM until 1984 when he left to pursue his own films. We spoke to Johnston recently about his time working on the doc, including his willingness to, at times, question the memory of the man up top – George Lucas! Rebutting George Lucas Himself One of the delights of Season 2 is hearing Johnston off-camera asking some very candid questions that he lobbed at everyone from visual effects supervisor John Knoll to Lucas himself. His technique works well because he manages to elicit a lot of deeply personal memories out of ILM familiars like Dennis Muren, Rob Coleman, Rick McCallum, Knoll, and actor Ahmed Best, and even has a few on-camera differences of opinion with Lucas. “I hadn't really had a sit-down conversation with George in, I don't know how many years,” Johnston says of their reunion. “We've been close enough that I get invited to his birthday party, and I chat with him then. But as far as sitting down and asking questions about stuff, it's been since probably the ’80s.” The distance from the events discussed and their long friendship allows Johnston to rebut some of Lucas’ answers freely, like their differing perceptions regarding the audience’s negative reaction to Jar Jar Binks, which Lucas says was similar to C-3PO’s reception in 1977. “He disagreed with me about C-3PO, but I don't remember that at all,” Johnston says with candor. “I don't remember people reacting negatively to him. I do remember the thing about the Ewoks, about making them teddy bears. He was pretty accurate about that, and about my reaction. “And it was interesting talking to Doug Chiang too, because Doug reminded me of a few things,” Johnston says of the Lucasfilm creative director’s stories about their former boss being extremely tough on designs he didn’t like, or non-demonstrative as a leader. “I was like, ‘Oh, yeah , I remember George being exactly like that.’ Nothing really got onto the screen without George at least having some level of approval of it. “But I have to give George credit,” he adds, “because George watched the series, and there's negative stuff in the series. But he didn't object to it at all. The only note that he had was, ‘I want some of these other artists who worked with Doug to have their names mentioned.’ That was his only note, so I was very gratified that he was happy with it.” Ahmed Best’s Painful Jar Jar Memories Johnston was also happy that Ahmed Best was able to go into detail about the toxic feedback leveled at him by critics and audiences for his motion-capture and voice work as Jar Jar in the prequels. In one of the most emotional sequences of the whole series, Best talks about even having suicidal thoughts when his career and life were so negatively affected. “I asked him a question about it, and he was very honest about some things,” Johnston says of Best’s frankness. “And then one of the producers says, ‘Ask him just to go a little bit deeper.’ And he did. He added some stuff to it. He didn't need to be coached to tell that story and I don't know if he's ever told it before in such detail. It was really just letting him know that he was in a very friendly environment where, if he wanted to tell us that story, or any story, I wanted him to feel comfortable in saying what he said. It's probably the most emotional moment.” From Interviewee to Interviewer A featured on-camera interviewee in Season 1 of Light & Magic , Johnston tells IGN that he was very surprised when the production team called him six months after release about doing a second season. “I said, ‘Guys, I said everything I can even think of in Season 1,’” Johnston remembers. “But they said, “No, no, no, we don't want you to be in it. We want you to direct this.” Documentaries were absent from the robust career resume of Johnston (now aged 74), but he certainly knew the studio and quite a few of the now-legends who established ILM. Subject-wise, the second season focuses heavily on Lucas’ Star Wars prequels, which were digital VFX vanguards, and continues up through ILM’s first animated feature Rango (2011) before closing with the reunion of original ILM artists at the closing of the Kerner Optical complex in 2023. “I told Larry Kasdan [who directed Season 1], ‘The advantage you had was to tell the origin story. You can only do that one time,’” Johnston says of his season’s focus. “I was part of the origin story, but everything that came after that, I have no idea what it's all about. In a way, that was sort of the appeal. Even though I was originally an insider, I was looking back [on] Season 2 as a total outsider. And maybe that's why Imagine was thinking, ‘He'll be the right guy for it.’ “The important thing for me was to be in the room with my victims, you know?” Johnston laughs. “I know that Larry Kasdan did it the other way. He was remote for all of it and it worked for him. I had to do a couple of them remotely because Rob Coleman was in Australia and Rick McCallum was in the UK. I think I did three remote interviews, but for the rest of mine, I wanted to be in the room and look across the room at them.” As a newbie to the art of grilling subjects on camera, Johnston says a story producer initially provided him with a list of questions for each subject, but then he took his own pass at them. Johnston says, “I went through the questions and I said, ‘Well, I'm not going to ask this one, or this one, or this one, but I'll trade in some of mine.’ Having never interviewed anybody before, I think I learned with each interview something new, what to do, and maybe in a couple of instances, what not to do. He also didn’t do any research. “I wanted this series to sort of build itself,” he explains. “I had seen all the films, obviously. And I think I'd seen all the films that we referenced as other non-Lucasfilm projects. But I didn't want to over-educate myself about them because I was almost a fly on the wall for these interviews. I got to ask the questions but I wanted to sit back and listen to what everybody had to say.” “It was interesting,” he assesses. “It wouldn't be my ideal way to do a documentary. I’d want to have the camera on my shoulder, and walk in there and start asking questions. I wanted it to be very impromptu.” He says for Season 1, he even helped facilitate that vibe for his own interview with Kasdan. “When I talked to Larry before [my] interview, I said, ‘There's a couple of things I want to set straight.’ And so, I was very open to the people I interviewed, [saying], ‘If there's something you want to say, let me know, and I'm happy to either ask the question or just let you run with it.’” The ILM Reunion The Season 2 finale takes place at the ILM reunion at their old Kerner building, as the legends of the studio assembled to mark the forever closing together. While a perfect grace note to bring the docuseries full circle, Johnston admits that it was actually never planned that way. “We knew where there was going to be a goodbye to ILM, but we didn't intend to have it in the show. It was just a party,” he explains. “But we decided, ‘Okay, let's have a camera crew there, just in case.’ My goodbye ILM speech, I had never intended that to be in. But the editors really did a lot of the heavy lifting there.” Now on the other side of it, Johnston says he’s a bit smitten with the doc format and is pitching a music-centric project to Imagine in the near future. “What I learned more than anything was, if I'm going to do a documentary, I'm going to do it in a slightly different way,” he shares. “I'm going to let the editors have a huge amount of responsibility in guiding which way it goes once the footage, the archival footage, and the interviews are done. But I'm going to approach the interviews in a much more informal way, I guess is what I would say. One of my favorite documentarians is Michael Moore. I don't know how much planning he does, but my impression is he shows up with the camera and starts asking questions, catching people off guard, which I think is very important. “Documentaries are so different from feature films,” he continues. “There's pros and cons to all of it. You can't write a script for a documentary. It writes itself in the cutting room. And that's one of the appeals of it, actually. You jump in and you don't quite know exactly what it's going to be.” Light & Magic is streaming on Disney+ now.",
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      • "title": "DC's Batman and Ghost Machine's Geiger to Cross Over Through New Variant Covers",
      • "link": "https://za.ign.com/batman-2016/209774/news/dcs-batman-and-ghost-machines-geiger-to-cross-over-through-new-variant-covers",
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      • "description": "This could be the start of a beautiful friendship.DC Comics and the creators behind Ghost Machine imprint have announced a new crossover that will see the two companies trading artists for a pair of very cool variant covers. It's effectively the first crossover between the DCU and Ghost Machine's Unnamed Universe.This arrangement will see Geiger artist Gary ...",
      • "content": "DC Comics and the creators behind Ghost Machine imprint have announced a new crossover that will see the two companies trading artists for a pair of very cool variant covers. It's effectively the first crossover between the DCU and Ghost Machine's Unnamed Universe. IGN can exclusively reveal both covers. First, check out Frank's Batman #163 cover below: Next, see Lee's Geiger #19 cover below: As you can see, both covers share a similar composition, meaning they should look good when displayed together as a pair. “Jim’s a great friend and inspirational artist,” said Frank in a statement. “When we first began talking about doing covers for each other’s projects, it instantly became a moment where you realize why you got into comics. The community, the friendships, the love of the medium and the appreciation of each other’s work is something unique to comics and its creators.” “When Jim delivered his Geiger cover featuring The Glowing Woman, Ashley Arden, it was a special moment for all of us at Ghost Machine,” continued Frank. “It was also fun for me to dip back into the world of DC with a Batman image featuring the Dark Knight and some of his greatest villains.\" “I’m thrilled to be able to collaborate with the massively talented Gary Frank who I’ve had the good fortune to call a true friend since the early 1990’s,” said Lee. “Gary is a consummate professional, a Bonafide artist’s artist, a master of capturing light and form, and he’s drawn some of my favorite comics ever.” “We hatched this idea to do a ‘crossover’ even if it is truly only compositionally,” continued Lee, “and I’m so honored to have a Gray Frank Batman Hush piece grace our ‘who’s who’ list of variant virtuoso cover artists!” Batman #163 will be released in August 2025, while Geiger #19 will be released in October 2025. As previously announced, Batman #163 also serves as the series finale for the current volume. It'll be replaced by a new Batman series in September , as Hawkeye writer Matt Fraction teams with Batman veteran Jorge Jiménez to kick off a new era for the Dark Knight. Will we ever see Batman actually cross over into the Unnamed Universe? Time will tell, but for now, check out our picks for the top 10 Batman crossovers of all time . Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky .",
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