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No matter how much I wish it were the case, I’ll never know what it was like to have seen Jaws in the summer of 1975. Yet, I still get the joy of watching the film that changed blockbuster cinema forever 50 years later, whether that be on towering IMAX screens or wonderfully restored 4K blu-rays. The experience of being there when a film, game, or piece of music entered our culture and witnessing its impact firsthand can never be replicated, but through preservation, remasters, and remakes, new audiences get to uncover these treasures for themselves.
This is the case with The Legend of Zelda: Ocarina of Time. My recent playtime with a demo of the Switch 2 remake felt like digital archaeology; the unearthing of a cultural artefact that informed so much of what came after it, while remaining a gleaming treasure in its own right. A link between one era of video games and another. A sacred text. At least, that’s how it felt to me. You see, I’ve never played the original.
Well, that’s a tiny bit of a lie — I did briefly mess around in the opening hour or so of the 3DS port around a decade ago. I know, I should be subject to whatever form of medieval torture you deem appropriate. But the truth is, it’s one that simply passed me by, despite having played several Zeldas since — Tears of the Kingdom is a masterwork of open-world design in my eyes, even if Wind Waker still sits closest to my heart. I never owned a Nintendo 64, and likely got distracted by whatever was happening in my mid-20s, which made me put down Ocarina’s portable version. But now, finally, I’m ready to right my wrongs, and after playing two hours of the remake, I couldn’t be more excited to do so.
During my time with the 2026 version of Link’s most defining adventure, I got to play through Kokiri Forest, wander around Castle Town, and complete the Forest Temple. Even from this small sample size, I could see flashes of some of my favourite games within it, and the inspirational sparks it must have fired off into other game developers' minds in 1998. But most importantly, I had a ridiculously fun time with it. From just that short session, I can safely assure you that, if you’re like me and have also somehow let this piece of history slip through your fingers, there’s plenty here for newcomers to enjoy. When it launches in November, there will be little excuse to leave it unplayed.
Nintendo having created something of a lending library for game design is something I could see most clearly in the Forest Temple.“Anyone who makes 3D games who says they’ve not borrowed something from Mario or Zelda is lying — from the games on Nintendo 64, not necessarily the ones from today,” said Rockstar co-founder Dan Houser to the New York Times. It’s a point that’s hard to argue with, and one I wouldn’t dare contest — I think one of the minds behind GTA 5 and Red Dead Redemption 2 probably knows more about game design than I.
Nintendo having created something of a lending library for game design is something I could see most clearly in the Forest Temple. I enjoyed unpicking each of its knotted series of corridors and unpacking its hidden secrets, all wrapped in a spooky mansion setting. Every room is a puzzle, whether in the more traditional sense of moving heavy stone cubes around to unblock routes or navigating combat challenges that put your tool belt to the test.
Battles are never overly challenging but wonderfully engaging, with looming sword-and-shield-wielding skeletons reacting to your actions as you, in turn, have to counter theirs with a well-timed dodge or stun. When striking them down, you can see the basic structure that would go on to influence Batman Arkham’s brawls — one of the defining melee combat systems — in the way that fights carry the rhythm of enemies reading your movements and you, in turn, having to react with the correct rock-paper-scissors response.
Outside of scraps, the structure of the whole temple can’t help but conjure memories of Dark Souls' intertwining, shortcut-unlocking approach to level design. Every route loops back to its central chamber, in which four coloured flames need to be lit in order for the path to the boss to reveal itself. The construction of this area is masterfully done, clearly indicating what you have to achieve without ever holding your hand too much. That freedom of thought has always been prevalent in Zelda, all the way up to how Tears of the Kingdom brings out your most experimental thoughts with its building systems.
It’s a testament to the enduring inventiveness of Nintendo that these ideas still echo through gaming today.In Ocarina, breadcrumbs of clues as to how to achieve objectives are given, with tempting buttons placed out of reach behind locked gates and high up ledges seemingly unreachable. That’s until you realise you can rotate the hallways and alter the architecture of the temple completely, like some sort of prototype of Dishonored 2’s Clockwork Mansion. This mechanic is key to navigating the space, and where much of its challenge lies. Entire projects, such as Fez, have gone on to use a system like this to power a whole game. Here, it’s utilised for less than an hour. It’s a testament to the enduring inventiveness of Nintendo that these ideas still echo through gaming today.
I found great joy in the simplicity of the temple, but one that tickled my brain enough to never seem like child’s play. There’s a delicate balance when it comes to signposting without holding your hand, to the point where the temple delivered several “aha” moments over the course of my time exploring it. Some came naturally through decades of playing video games, like seeing a frozen target with a raging fire nearby, clearly indicating I needed to fire an arrow through the flames to melt it. But some did give me pause for thought, such as not realising I needed to use my bow to knock each of the temple’s four guardian sprites out of paintings in order to progress. Still, I tried it anyway, and lo and behold, it worked. It’s that sort of “let's see if this works” experimentation that I’ve always appreciated in Zelda, so it’s no surprise to see it pioneered here in the series first foray into 3D.
I was pleasantly surprised to see that the temple’s boss, Phantom Ganon, was also a puzzle, instead of a toe-to-toe fight. Some of my favourite bosses in all of gaming are enigmas to be solved rather than tests of reflexes, whether that be any of Shadow of the Colossus’ beasts or, perhaps more analogously here, Elden Ring’s Rennala. Brain over brawn is clearly Link’s preference too, with well-timed parries key to bringing down this foe once you work out which of the ones charging on horseback out of the paintings that surround you is real.
One of the more notable changes this remake introduces is a jump button. Link was grounded in the original Ocarina of Time, only able to hop over specific gaps dictated by his creators. It was a decision intended to create contrast between Nintendo’s two big series. “You had to press a button to jump when we first started making The Legend of Zelda: Ocarina of Time,” explained Yoshiaki Koizumi, a designer on the original game and Nintendo’s current Senior Executive Officer and Direct host, in an Iwata Asks. “As we were making Super Mario 64, we were thinking about The Legend of Zelda the whole time, and started talking about decreasing the action element in The Legend of Zelda and increasing the puzzle elements.”
Part of me expected this remake to feel slightly archaic. I was wrong. It feels full of freshly conjured magic.Modern Zelda, and modern adventure games in general, have tended to favour action over puzzles, so it’s somewhat natural that a jump has been introduced in the remake. It’s almost impossible not to think of Breath of the Wild, and its sequel, Tears of the Kingdom, when going back to any older Zelda now. This remake’s Link certainly controls similarly to how those most recent incarnations of Hyrule’s hero do. There’s a great sense of responsiveness to each of his actions, whether platforming or in combat, with the latter feeling very familiar. No great surprise really when, even 20 years later, Nintendo still utilised the same lock-on approach to duels. In fact, it was remarkable to me how second nature much of what I played in Ocarina of Time felt to me, considering I’d never explored the Forest Temple before. You can almost see through the code, one that has been comprehensively studied and iterated on by Nintendo, and practically every other game developer since.
Just as you can see the impact of Jaws rippling decades later in the likes of Jordan Peele's Nope or Takashi Yamazaki’s Godzilla Minus One, Ocarina of Time can be felt in both the most recent Zeldas and adventure games in general. Of course, part of me always knew this. But as much as I enjoy those fantastic recent films, it's still Spielberg's shark hunt that stands tallest to me. It's remarkable how enjoyable these pieces of history still are today. It's far too early for me to know whether I'll feel the same way about Ocarina, but I’d be lying if I said the fact that I'm considering that after just a couple of hours hasn’t surprised me a little. I know this is a modern interpretation, but part of me expected this remake to feel slightly archaic; this is a nearly 30-year-old collection of ideas, after all. I was wrong. It feels full of freshly conjured magic.
Of course, Nintendo isn’t without its own inspirations. I realise 3D games were appearing on consoles such as the PlayStation years prior to Link making his N64 debut, and you can see flashes of them here. Perhaps I’m making decades-old observations here, but I enjoyed the way its twisting hallways resemble the original Resident Evil’s Spencer Mansion, rebuilt for an audience that likes to laugh in the face of horror rather than be chilled by it. You can see developers learning how to create explorable open spaces through time, from Capcom’s 1996 mansion, through Nintendo’s 1998 temple, to Rockstar’s 2001 Liberty City. It’s somewhat serendipitous, then, that Rockstar’s latest world, GTA 6’s Leonida, arrives just days after the Ocarina of Time remake. Two games of wildly different scope, but equally monumental. Digital archaeology prefacing a new age altogether.
I know that this game won't ever hold as special a place in my heart as it does for the millions who grew up with it, but there's still more than enough to make up for that. Just from this small sampling, I can tell it's an impeccably designed adventure that left me hungry to devour the full thing. If you’ve somehow let it slip as I did, I wouldn’t miss out this time around.
I’d never played Ocarina of Time before, yet, strangely, having played everything that it has come to inspire after, there was a comforting sense of familiarity. Now, I can’t wait to get my hands back on it and savour every moment of it for myself when it is released on November 5.


CD Projekt Red has finally spoken up about the live-action Cyberpunk 2077 movie. The company said it doesn’t want to do a 1:1 adaptation of the game, instead telling a new story within the same universe.
"At this point, we can only say that we definitely don't want to make a film adaptation of the game," co-CEO Michał Nowakowski told Polish outlet PAP Biznes, via GamesRadar. "We want to tell a story in the world of Cyberpunk, but it won't be a one-to-one translation of the game's story."
The Cyberpunk movie is being created in partnership with Parmount, now under the Skydance banner after the recent merger. The film will be produced by Lorenzo di Bonaventura, of live-action Transformers fame.
It’ll be interesting to see how far the movie strays from the game, which featured a freelance mercenary called V who put a mysterious computer chip in their brain and ended up haunted by the digital ghost of Keanu Reeves’ Johnny Silverhand. I’d personally love them to go back, get Reeves back in, and tell Silverhand’s story before he ended up stuck in a chip.
Of course, the Cyberpunk universe — created by tabletop RPG designer Mike Pondsmith — is wide enough to tell a range of original stories. It’s fertile soil for pulling at themes of identity, autonomy, and the self as a ship of theseus to be modified and reprinted.
It sounds like a similar approach the company took to anime. Cyberpunk: Edgerunners feels like a faithful multimedia project within the world CDPR created — featuring locations and characters from the game world — but it tells a fresh story about original characters in its dystopian posthuman hellscape.
The Studio Trigger-led anime series is back on Netflix this month when Cyberpunk: Edgerunners Season 2 launches on October 20. Check out the IGN interview with the creators of Edgerunners for the lowdown.
CD Projekt also recently announced that work has officially begun on Project Hadar, its first game in its own original universe. The company has previously only played in the worlds of others, with The Witcher based on novels and Cyberpunk based on a tabletop RPG.
Elsewhere in CD Project Land, The Witcher 3 just got a remaster on consoles and PC, which saw the iconic RPG get a makeover. There were some issues with the new visuals, particularly heavy bloom in The Witcher 3 remaster, but CDPR was on the case quickly. And of course, Cyberpunk 2 is in the works, although it feels years away.


As Nintendo has pulled back the curtain on The Legend of Zelda: Ocarina of Time remake, we’ve begun to get a better understanding of how this Nintendo Switch 2 exclusive will look and feel to play. IGN has already got you covered with an extensive hands-on preview, as well as a roundup of all the changes we’ve noticed so far compared to the N64 masterpiece.
But now, Nintendo has released two new trailers (TV spots for Japan) that, while brief, reveal a tantalizing glimpse at some never-before-seen characters, chief among them Dark Link.
[任天堂HP]Nintendo Switch 2 ソフト『ゼルダの伝説 時のオカリナ』のCMを公開しました。
#時のオカリナ #ゼルダの伝説40周年
https://t.co/Y0gB7x0RUN
Warning! Potential spoilers for The Legend of Zelda: Ocarina of Time remake follow…
Fans of the original game will know Dark Link well. He’s a shadowy, mirror-image doppelgänger of Link who serves as the mini-boss of Ocarina’s iconic Water Temple. You fight him in a fog-filled room with shallow water and a dead tree in the center, in what is one of the more memorable battles in the game. Brilliantly, Dark Link’s name mirrors the player's save file name (as registered by Navi), and his total health scales dynamically to match the exact number of Heart Containers Link has at that moment.
The new trailer shows this fight in action, although we only get the briefest of looks at how it plays out. We see Dark Link leak onto Link’s sword, looking down menacingly at our hero.
Dark Link isn’t the only thing worth highlighting about these two videos. We see big bad guy Ganondorf playing an organ, Link playing his Ocarina, the cutscene where Link finally gets the Master Sword, and plenty more.
Indeed, I’d say these trailers veer into spoiler territory if you’ve never played Ocarina of Time before, which is why I’ve slapped this article with a spoiler warning up top. As a huge fan of the original game, there isn’t really anything here that would spoil my enjoyment, but we do see some endgame footage.
The Legend of Zelda: Ocarina of Time remake launches on Nintendo Switch 2 on November 5, 2026. While you wait, check out a special episode of Nintendo Voice Chat where we dive deeper into our Zelda preview.


Magic: The Gathering's new Foundations Commander decks are back in stock at major online retailers, including Amazon, after shortages since their arrival alongside Reality Fracture.
The five decks arrived on October 2, 2026, giving players an accessible way to get started with Commander, MTG's most popular multiplayer format. Each deck is super affordable, with a different mono-color strategy built around a familiar creature type or playstyle, from Angels and Dragons to Dinosaurs, Zombies, and artifacts.
MTG’s Foundation Decks Are Almost All Back In StockIt’s worth noting right off the bat that, sadly, the price has crept up on some of these precons. Despite an MSRP of $30, they’ve been climbing a little due to months of intermittent stock shortages for preorders and since launch at the start of October.
Yet, despite this, there are still some fairly good deals up for grabs when you compare prices to current market rates at TCGplayer. For example, Reign of Dragons (the mono-red deck) is available for $35.44 at Amazon right now, while the zombie-focused mono-black deck, Wretched Ranks, is $39.99. Wretched Ranks matches its market rates, but Reign of the Dragons is considerably less than its average price of $47.68 at TCGplayer right now.
Keen Engineering, the artifact-heavy mono-blue precon, on the other hand, is up to $43.07, but we expect that to drop swiftly — it’s the only deck that was often being sold for under MSRP in recent weeks, and a current market price of $30.26 at TCGplayer.
The best deal, however, is undoubtedly on Calling All Angels. The very fun (and pretty powerful) mono-white Angels deck, is back in stock at $29.99 (MSRP), and $22 below its current market average of $52.
Pricing are still trending up for these decks at the moment, with the five deck bundle reaching average prices of around $195, over $45 above the MSRP of $149.95.
That's an average of $39 per deck, which isn't entirely terrible, but I'd encourage you to buy the single decks, or wait it out a bit longer for prices to come down again. The closer you can get to the intended list price of $30 per deck, the better.
What About The Green Deck?Tramplesaurus Rex, the mono-green deck based around dinosaurs, isn’t back in stock yet. That means it’s climbing on the secondary market, buoyed by reprints of cards like Surrak and Goreclaw.
We’re seeing it reach $60 on the likes of TCGplayer, and as fun as it’ll be to overpower your foes with big dinos, it’s simply not worth paying double the price for.
We’re expecting Wizards of the Coast to reprint these decks regularly since they have the Foundations title attached to them, meaning players will have an easier way to jump into the format.
Once they do, expect all of these decks, including the green one, to dip when that happens. So keep an eye out for that!
What is MTG Foundations?Foundations is an ideal starting point for new players — or for those of us looking to share the Commander format with friends or family.
Calling All Angels is a mono-white Angels typal deck, helmed by Giada, Font of Hope. Reign of Dragons is a mono-red Dragon deck starring Lathliss, Dragon Queen, while Tramplesaurus Rex will ramp quickly to bring out big dinosaurs like its Commander, Ghalta, Primal Hunger.
Then there’s Ghoulcaller Gisa, who helms the mono-black zombie/sacrifice deck Wretched Ranks, and finally, Sai, Master Thopterist, whose mono-blue deck, Keen Engineering, is all about artifacts.
These are all well-worn playstyles, but the point here is the cohesion rather than the competitiveness. These decks are easy to hand to a friend over the holidays and say “let’s play a game”, while also giving them a little bit of guidance towards their preferred playstyle.
For more on Magic: The Gathering, be sure to check out Reality Fracture’s priciest cards, as well as all we know about the Warhammer 40K Commander decks seeing a reprint.
IGN is the best place to find TCG dealsIGN's resident deals experts, like Robert Anderson, have over seven years of experience writing about gaming and TCG deals. In an era where finding advice from a real person is more important than ever, Robert’s expertise helps you cut through the digital noise to find genuine, money-saving offers. He pairs his experience and love of games with data-driven analysis and price-tracking tools to ensure he's only ever recommending something that's actually worthwhile.
If you're looking for some no-nonsense help on saving money in an era where gaming and TCG hobbies have never been more expensive, then we'd highly recommend following him @robertliam21 on Bluesky and setting IGN as a preferred source in Google to make sure you're getting the latest updates from him and the rest of the IGN Shopping team.
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Rockstar’s wild marketing push for GTA 6 is well underway, with the latest seeing modded cars cruising around Miami. The GTA 6 developer pimped out some real-world vehicles to look like their in-game counterparts and showed them off around The Magic City.
The cars rocked Leonida license plates — the plates you’ll see in the game’s fictionalized Florida — and drove around in a tight convoy, with a VCPD-liveried Lamborghini police vehicle in the mix. There was also a McLaren, kitted out to look like a real life Progen Emerus.
Other looks included real-life takes on the Cheetah, the Coquette D10, the Tempesta, and the Manana. I can’t even imagine how much this cost to put together.
Rockstar Games appear to be marketing #GTAVI in Miami with a street car showcase, featuring Leonida licence plates and a VCPD-liveried Lamborghini 👀
Sources: https://t.co/2yW2dNONpm / @WillMacGTA https://t.co/xLU4lWGoTY
“That Vice City Police Huracan is FIRE,” said one X / Twitter user. “Miami is so unserious for turning a game launch into a city-wide event like this is just a normal Tuesday for them,” said another.
Sentiment across social media is mostly positive, with players impressed by the creativity of GTA 6’s launch marketing. So far, it’s definitely been a step up from what we usually see from triple-A studios, and more over the top than any movie promotion I can remember in recent years.
Local news page Only in Dade got a look at some of the vehicles parked up at a gas station as the Goodyear blimp, featuring its own GTA 6 advertisement, hovered in the distance. PlayStation reminding players GTA 5 is leaving PS Plus soon kinda pales in comparison.
Rockstar developers traveled across Florida on GTA 6 research trips to portray the state as authentically as possible in its satire-laden recreation of Miami and the surrounding areas. CBS news recently did a segment on GTA 6, astonished by how accurately the game captures the city.
Elsewhere, the Australian government put out a graphic that informed citizens of their rights for requesting time off work when GTA 6 launches next month. All while Rockstar has been taking over Miami in its big marketing push leading up to launch.
Some Miami officials have expressed concern over the studio’s influence, with Rockstar taking over beaches and collaborating with local NBA team the Miami Heat. The marketing machine is at full tilt now, right up to when GTA 6 launches for PS5 and Xbox Series consoles on November 19.
It's been a busy week for GTA 6. We've got a report on what sounds like the end of Cyberleek, details of GTA 6’s sweat system, and confirmation GTA 6 is eligible for The Game Awards 2026.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




