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This Incredible Fallout Bundle Is Back In Stock, Score Almost Every Game for Just $22.49 - Best Fallout Deals

The Fallout TV series is now available on Amazon Prime Video, and that means there's never been a better time in recent memory to jump back onto the Fallout hype train in full force (When is Fallout 5, Bethesda?) We gave the new TV series an 'Amazing' 9 in our review, so it's worth checking out. Gaming-wise, we'll have to satiate our Fallout appetites with a hat full of excellent other classics to play, including an excellent deal on seven Fallout games for just $22.49. Check out all the best Fallout deals we've found just below.

Best Fallout Deal: Buy Seven Fallout Games for Just $22.49

Right now at Fanatical, you can score seven Fallout games on PC for just $22.49 with code OMEN10, which includes Fallout Classic Collection (Fallout, Fallout Tactics, Fallout 2), Fallout 3 GOTY Edition, Fallout New Vegas Ultimate Edition, Fallout 4, and Fallout 76 (all Steam codes).

This is one of the best PC video game deals around right now - and the cheapest way to own Fallout 4 Game of the Year Edition on PC at the time of writing (listed at $39.99 on Steam). If you're looking to play Fallout 4 again ready for the 'next-gen' update on April 25, this deal should certainly be on your radar.

Plus, you're also getting the expansions for Fallout 3 and New Vegas with their respective complete editions, so this is a bundle all Fallout fans should be considering, it's a real bargain for new and returning fans.

Fallout AriZona Energy Drink is Back In Stock at Amazon

Consider checking out the Fallout-themed AriZona x Fallout Green Tea Energy Drink set for $36 on Amazon -- which is also now back in stock and available to order at the time of writing. This box of AriZona features three flavors in a handy 12-pack (22oz), four per flavor: Georgia Peach, Pomegranate, and Red Apple Green Tea Energy Drinks.

This is also official merchandise from the Fallout TV Show on Amazon Prime Video and comes ready packed in a Vault-Tec-themed box as well. You could also consider alongside the Bones Coffee Company Valiant Vanilla Fallout-themed coffee for $19.99. or their Atomic Apple Flavored Coffee set for $19.99 as well. Plus, for more, you can check out Amazon's Fallout-themed storefront.

Free Fallout Games for Amazon Prime Members

PSA: Fallout 76 is FREE to Download for Prime Members (Now Live)

Make sure you've got that Amazon Prime membership ready (otherwise there's a free 30-day trial here as well). Fallout Tactics: Brotherhood of Steel is currently available no cost for those who are already Amazon Prime members. It's well worth taking advantage of if you've already got most of the other games, or you just want to check out one of the classic games in the series. Fallout 76 is also now free to download for PC (Windows) and Xbox, which means you can check out the game and all its free add-ons at no charge. For a more complete set of the games on Steam, consider the next deal.

Best Fallout 4 Deals Right Now

While some of these aren't as cheap as the game has been in recent weeks (Fallout 4 was $5 during the Steam FPS sale), it's worth having an idea of the best prices at the moment in case a better deal does come along and you can act swiftly in order to secure it. Plus, Fallout 4 is also available on PS Plus Extra or Game Pass, so if you have either of those subscriptions the game is available to play at no extra cost.

PC (Steam)

Fallout Game Bundle (Includes Fallout 4 GOTY Edition + 6 More Fallout Games) - $24.99Fallout 4 - $16.59 with code FANATICAL17 Fallout 4 GOTY Edition - $33.19 with code: FANATICAL17

PlayStation

Fallout 4 - $4.99 (Ends April 25)Play with PS Plus Extra

Xbox

Fallout 4 - $19.99Play with Game Pass ($1 for 14 Days)Fallout Merch via IGN Store: Sign Up for Email and Save 10%

Finally, IGN has a few exclusive deals that you don't want to miss. Right now, you can get 10% off the limited edition Fallout Official Vault 33 Hoodie Orientation Kit, which includes the Vault 33 Hoodie, Pinfinity AR Pin, and a Certificate of Authenticity. All you need to do is sign up for the IGN Store marketing emails, and your free discount code will be ready in no time.

Fallout-Themed Cookbook Is Down to $21.99 at Amazon

Ever wondered what is would be like to rustle up a couple of nuka-burgers would be like? Well, now you can. The Official Fallout Cookbook is currently down to just $21.99 at Amazon, a tremendous deal and well worth considering for any Fallout enthusiasts as a gift, or for your next Fallout-themed party.

The Art of Fallout 4 is Down to $40.94 at Amazon

Fallout Anthology Edition with Mini Nuke (Out of Stock)

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

Sony Says Stellar Blade Art Referencing Racist Language Was Unintentional, Will be Patched Out

Sony says it will remove Stellar Blade artwork that appears to reference racist slurs, claiming that the phrase's inclusion was "unintentional."

The art, which appears to combine two visual elements into a single phrase, was discovered during the review process. It can be seen in the screenshot below.

In Stellar Blade, the "R Shop" references Roxanne, who is one of the game's information brokers. The "Hard" graffiti, meanwhile, can be found in numerous areas throughout the game. In a statement released to IGN, PlayStation said that developer Shift Up had no intention of creating offensive artwork, promising to remove it as part of Stellar Blade's Day 1 patch.

"The placement of two graphics near each other in Stellar Blade resulted in an unintentional objectionable phrase," PlayStation's statement read. "Shift Up had no intention of creating offensive artwork and will be replacing the graffiti for the Day 1 patch."

While Shift Up is Stellar Blade's developer, Sony Interactive Entertainment is serving as its publisher. IGN has asked Sony if there are any plans to remove the art from the disc as well, and PlayStation's representative repeated that it "should be removed for all users in the Day 1 update."

Stellar Blade is set to release April 26 on PlayStation 5. You can read our full review here.

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

Manor Lords Early Access Review

Gazing out across my lively medieval burgh in Manor Lords, I see great promise. The detailed buildings, villagers, and landscapes are always pleasant to look upon. The complex, rewarding, if not necessarily precision-balanced economy is entertaining and intuitive to interact with. And the war cries of my homegrown militia, off to bash some bandits, remind me that each bloody clash is costing someone a son or a husband. But for all its potential, Manor Lords is an extremely Early Access-feeling Early Access game at this point. Sometimes, it even seems more like a proof of concept than a finished product.

There is fun to be had in this initial release of Manor Lords. The freedom to lay out bustling streets and market squares, putting villagers to work on sprawling farms and in smoky backyard workshops, is a joyful and generally well-paced experience. The road tool is a little fiddly for my liking, but laying out custom lots and snapping everything together dynamically at the corners makes it easy to craft settlements that look and feel cohesive and realistic.

One of my favorite little touches is the addition of backyard workshops, which let you move commerce into the places where people actually live. That's much more accurate to the era Manor Lords is trying to capture than having massive commercial buildings everyone works at. I get this cozy, familiar feeling when I zoom in and can see that this is where the town blacksmith lives. And just across the way, Herman and Agnes brew beer for the lively tavern down the road.

Almost everything about the sound design and visual presentation is exceptional. Rainstorms patter and boom, leaving roads slick and strewn with puddles. Winter blankets everything in a sparkling frost. The animations for something as simple as getting water from a well are grounded and meticulously detailed in a way that always rewards me for zooming in.

You can run around on foot, but… not without some weirdness.

There's even a neat feature that lets you run around as a character in your own town, but… not without some weirdness. For one thing, you'll always be the same exact guy, no matter which portrait you chose for your ruler during set-up. And for another, the collision detection on buildings is clearly unfinished. An open gate might feature an impenetrable, invisible wall, whereas you can wander right through the outside of a church without a care like a sacreligious ghost.

This, and several other features, to be clear, are marked as work-in-progress in the UI. And that's totally fine. Manor Lords is consistently up-front about what's finished and what isn't. I also ran into some other fun and funny visual glitches, like a horrifyingly deformed sheep that looked like it got lost on the way to a John Carpenter movie. Again, stuff like this doesn't ruin the experience, but it does remind me that we're very early in Early Access.

The main difficulty in Manor Lords comes from keeping all of your villagers supplied with food and fuel so they don't die, then providing them with amenities like clothes and beer to level up their dwellings and start producing wealth. It's a pretty decent little economic loop that offers enough friction to prevent outright snowballing, especially when you get a large population that is dependent on crop fertility, mills, and bakeries to not starve. You can even specialize a settlement in making money and trade for most of your material needs, which is pretty neat.

It can be a bit rough getting things going initially, though. As I discussed in my Six Things to Know Before You Play Guide, there are very limited ways to distribute your starting five families' labor that won't get you into big trouble. The tutorials are decent, but the UI sometimes made it difficult to find the information I wanted. For instance, you can hold Tab to see what everyone in a given building is doing. But I couldn't for the life of me find a way to view a list of all available families and what they were assigned to. This is a complex management game. I need more spreadsheets!

I really enjoyed the RTS combat once I got a proper army assembled.

The other thing that can go very wrong early on is getting wrecked by bandits before you have the resources to build a full militia unit. And it seems like there's really no recovering from this. On one save file, two of the bandits just stuck around and kept burning things forever, even after several minutes on the fastest game speed, so I couldn't rebuild, but I also never got a game over. So much for that run, I guess.

When I did get a proper army assembled, though, I really enjoyed the core of the RTS combat. It's sort of Total War lite, with formations of about 20 to 40 guys who can be spearmen, axemen, pikemen, or archers. Each of these must be equipped individually with weapons, shields, and armor you either have to make or trade for yourself, which ties the economic and warfare systems together nicely. Eventually, by building a manor, an elite cadre of men-at-arms can be recruited who are fully customizable, and can equip even better gear.

Issuing orders is a breeze, and there are a number of different commands from “charge forward” to “give ground” that cut down on the amount of micromanagement required in battle. The issue is, I hardly ever needed to make much use of these systems in the current build. Your ultimate adversary, that nasty baron across the way, was never able to put together an army that could compete with one even a fair-sized town of my own could muster. Random bandits become almost a joke to deal with once you have at least two full regiments. I didn't even find myself taking enough casualties to affect my economy much in the late game. Outgrowing the greatest possible military challenges seems far too easy, and left me simply waiting around to generate enough Influence to claim more of my rival's lands. A system for the King's Favor, which can speed this up, doesn't seem to really be implemented yet.

Oh, and that manor I mentioned earlier? It's also quite a bare-bones and clunky system at this point. (Though, again, the UI will warn you of this.) There's a tax office that simply doesn't do anything. You can build walls and towers, but everything enclosed by them becomes considered part of the "blueprint" of the manor itself, which stops you from building anything else in that area ever again. So you can theoretically wall off your whole settlement, but gods forbid you ever need to move, demolish, or rebuild anything in that area. I'd honestly recommend just plopping the basic manor building and the garrison to max out your retinue size… then don't worry about it until later patches make it actually usable.

There's also only one map right now, which is a bit of a bummer. It's huge, and gorgeous, featuring several regions to start your settlement in. But I look forward to seeing more varied geography in the final version. Also, not letting me pick my starting tile is pretty annoying, and often led to me restarting over and over until I was randomly placed in the one I wanted.

Stellar Blade Review

In his own words, Stellar Blade Director Hyung-Tae Kim is a visualist, not a storyteller, meaning whatever Stellar Blade lacks in its story he’s tried to make up for in its gameplay. It’s a refreshingly transparent statement, and after playing through Stellar Blade, one I find mostly accurate. This is a gorgeous action game with excellent character and monster design and exciting combat that continues to evolve in fun and interesting ways across the 30-hour adventure. Its story, light RPG elements, and the actual substance of its characters, on the other hand, fall well short of the high mark set by its combat. Stellar Blade certainly isn’t pristine, and in some spots it's positively dull, but it’s sharp in the areas that matter most.

Stellar Blade’s setting is a familiar one: The Earth is a post-apocalyptic wasteland, and humans have fled to a colony in space. You play as Eve – a member of the 7th Airborne Squad – who is sent to the surface to eliminate the threat of the Naytiba, horrific monsters that laid claim to Earth once the humans fled.

What follows is a predictable tale that sees Eve linking up with the last remnants of human civilization and collecting four hypercores guarded by four big bosses, each of which comes with new revelations that answer the questions of what happened to the Earth, why the humans fled to space, what created the Naytibas, and so on and so forth. None of the reveals were particularly surprising, and while the back half of the story is a bit more interesting once all the cards are laid out on the table, any emotional moments fell flat for me because of a near complete lack of character building in the front half.

And this is really the biggest issue with Stellar Blade’s story: its characters lack any kind of personality, charm, charisma, or anything that might have endeared me towards them in any way. After 30 hours I can barely tell you anything noteworthy about Eve outside of the fact that she’s fiercely dedicated to her mission; she’s very close with her fellow 7th airborne squadmate, Tachy; and she doesn’t like getting wet. We’re never given any sort of insight as to who she really is as a character, she’s got no sense of humor, and her interactions with her companions Adam and Lily are incredibly shallow. Those two don’t fare much better, either – despite the fact that they act like they share a strong bond, it never feels believable because you never really see it formed. Without any of that, it was hard to become invested in Eve, her mission, or Stellar Blade’s world in general.

Its characters lack any kind of personality, charm, or charisma.

Thankfully, the most important part of an action game is the action itself, and Stellar Blade checks pretty much all of the boxes when it comes to its combat. It’s smoothly animated, challenging, satisfying, has a healthy amount of enemy variety, and while there's a lot of depth, it never became overwhelming in what it demanded of me.

You could say that Stellar Blade’s combat is derivative, but at the very least it's derived from one of the best in Sekiro: Shadows Die Twice. Like Sekiro, it is very defense-driven – enemies are prone to launch into long, uninterruptible combos and the only way to properly deal with them is to precisely press the block button just before their attacks land to parry each attack, one after the other. Every parry you land takes away a point from the enemy’s balance, and once their balance is broken, you’re able to land a hugely damaging blow that will kill most standard enemies outright and deal massive damage to bosses.

Unparryable attacks are clearly telegraphed with flashes of color. A yellow flash means an attack is straight up unblockable and needs to be dodged; a blue flash signals an attack that you can Blink past by holding forward and dodging through the opponent to their backside; and then a purple flash is the sign of an attack that can be Repulsed, which forces you to hold back and press the dodge button at just the right time to deflect and expose the enemy’s weak point. Once again, all of this is very similar to Sekiro’s style of telegraphing unblockable moves that either must be jumped over, Mikiri Countered, or avoided at all costs, and it works just as well here.

Developer Shift Up smartly didn’t settle for just straight up copying Sekiro’s combat, either. It adds its own twists in the form of Beta Skills, which are a series of four special attacks that Eve can use for specific purposes – including a wide sweeping attack that hits multiple enemies, a triple stab attack that does massive single target damage, a shockwave type move that hits enemies at a distance, and a shield breaker that deals extra damage to an enemy’s armor. These attacks can be used by spending Beta Energy, which is gained by landing hits and parrying strikes, so you’re well incentivized to engage with the enemy as opposed to just running away and sneaking in a hit when you can.

Stellar Blade excels in its enemy variety and design.

Speaking of those enemies, one of the areas in which Stellar Blade particularly excels is in its enemy variety and design. There are more than 48 different types of Naytiba to fight against, and while some of them are only slight variations of each other with different weapons, at least those different weapons have their own combos and techniques that you still need to learn in order to properly deal with them. Boss fights are great too, with intense battles against huge and aggressive monsters that always had me on the edge of my seat.

Combat felt fresh all through the 30 hours it took me to beat it, partially because of the aforementioned enemy variety, but also because at just about every major chapter in the campaign, I would get a new tool or mechanic that changed up how I approached certain encounters. There’s a wrist mounted drone that could fire a bunch of different ammo types from a distance, along with new mechanics like Burst Skills that added yet another layer of resource management and became critical for tough fights.

Burst Skills are similar to Beta Skills, in that they are special attacks that require energy to use, but they are more powerful and typically result in an enemy being slumped on the ground. To balance that added strength, Burst Energy is much harder to build, requiring you to either perfectly dodge enemy attacks, successfully use a blink or repulse, or by spending a point of your Beta Energy to use a Beta Chain, which essentially exchanges the two resources. It was fun to make on the fly decisions about whether to spend two points of Beta Energy on a less powerful Beta Skill, or spend a single point to gain a point of Burst Energy and use a much stronger attack later.

It’s considerations like these that really make some of the tougher bosses in Stellar Blade sing. Not to mention the fact that the Burst Skills themselves just look cool as all hell. The cherry on top of all of this excellent action is the exceptional soundtrack, which features everything from blood pumping bangers during boss battles, to beautiful, ear-tingling melodies while exploring its desolate world.

The cherry on top of all the action is the exceptional soundtrack.

When you’re not hacking away at Stellar Blade’s horrific looking Naytiba monstrosities, you’ll be doing some light RPG activities like exploring Xion (mankind’s last bastion of civilization), restocking at shops, changing your hair, picking up quick and light requests from a bulletin board, or taking on meatier sidequests from NPCs. True to everything else in Stellar Blade, none of these tasks were particularly interesting from a storytelling perspective, save for one involving a man and his love for a broken down singing android. They do occasionally culminate in a big “round two” fight against a stronger version of a boss that I had previously fought, but outside of those few moments, I quickly found myself tired of the sidequest grind.

First off, many of these sidequests have you returning to old levels in order to reach a specific spot to either pick up some sort of note or item to deliver back to the quest giver. While this is mostly fine in the more open ended zones where there’s a map and numerous fast travel points to make travel much less of a chore, it is an absolute pain when it comes to the linear levels where you have nothing to guide you but a blip on your compass. Most of the time virtually nothing has changed in these levels either, so it’s literally just retracing your steps through the same level, minus any of the surprises you might have encountered on your first time through, all to collect a single item that you weren’t able to pick up before.

What makes this worse is that very rarely did I ever feel like the effort was worth the trip. Most of the time the rewards are just Gold and EXP. EXP is great, as level ups give you skill points to explore more of Stellar Blade’s well developed skill trees. But later on, which was when the sidequest fatigue started to settle in, skill points were less exciting because the remaining upgrades were either skills that I had passed on because I didn’t really feel like I needed them, felt like very incremental stat increases on moves that I didn’t use very often, or were extremely situational upgrades.

Then there’s Gold, which for the most part is a useless currency in the latter half of the campaign. It’s used pretty much exclusively for refilling consumables or getting more crafting components, which I practically never had to do because you find so many of all of those things just by opening treasure chests and breaking boxes.

Very rarely did I feel like sidequests made the effort worth the trip.

Thankfully, exploration fares better. The two open zones of Stellar Blade aren’t enormous, but they are densely packed with hidden collectibles and fun enemy encounters that always made me want to thoroughly explore as much as I could before making a break for the objective marker. There are collectible cans that can be returned to your base for a variety of rewards, core parts that increase your max health and energy, robot loot pinatas that contain all sorts of goodies, exoskeletons that greatly alter your stats and can affect your approach to combat, and of course, 30-or-so outfits that you can use to change Eve’s appearance. There is an impressive variety among those costumes, so for every skimpy swimsuit or super tiny miniskirt, there's also a classy dress or stylish outfit that makes Eve look like, as my wife put it, “An Insta Baddie”. I always looked forward to finding a new skin, and truthfully, it’s very satisfying to have another big action game outside of Insomniac’s Spider-Man series that features really high quality unlockable cosmetics that you don’t have to purchase with real money microtransactions.

One other feather in Stellar Blade’s cap is that it mixes up its gameplay fairly well. It’s not all just hacking and slashing. Occasionally you’ll have to go deep underground into a creepy lab where your scanner and sword don’t work, turning it into a genuinely spooky survival horror style game. There are also some cool Uncharted like action sequences as well as a good mix of linear and non-linear level design. Not all of these breaks from combat hit, and the platforming-heavy sections are particularly annoying whenever they come up, but they nonetheless do a good job of relieving the monotony that would come from just going from fight-to-fight with nothing in between.

After beating Stellar Blade, it’s also worth mentioning that there’s no New Game+ at launch. It will be coming down the line as free DLC, but right out of the gate, there’s not much waiting for you at the end beyond a hard mode that doesn’t seem to change much outside of enemies hitting you harder. This is especially frustrating because once you beat the game, your save file with all of your unlockables, costumes, and other collectibles is basically stuck at the final boss fight. You can’t take those costumes over with you to a new game, forcing you to do an entirely fresh playthrough, outside of one new costume that you get for beating the game, and you can’t even skip cutscenes on your subsequent playthroughs.

Disney Epic Mickey: Rebrushed Is Up for Preorder

The 3D platformer Disney Epic Mickey: Rebrushed is set to release for PS4, PS5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch sometime in 2024. The game follows Mickey Mouse through the world of old Disney characters called Wasteland. You’ll meet creatures such as Oswald the Lucky Rabbit, who is Walt Disney’s first creation, and experience different levels—all with the help of your magic brush. Paint creates the setting, while thinner changes the world. It's up for preorder now at all the usual retailers, so read on for the details.

Preorder Epic Mickey: Rebrushed Standard Edition

PS5 and PS4

Get it at Amazon - $59.99Get it at Best Buy - $59.99Get it at GameStop - $59.99Get it at Target - $59.99Get it at Walmart - $59.99Get it at PS Store (digital) - $59.99

Nintendo Switch

Get it at Amazon - $59.99Get it at Best Buy - $59.99Get it at GameStop - $59.99Get it at Target - $59.99Get it at Walmart - $59.99

Xbox Series X|S and Xbox One

Get it at Amazon - $59.99Get it at Best Buy - $59.99Get it at GameStop - $59.99Get it at Target - $59.99Get it at Walmart - $59.99Get it at Xbox Store (digital) - $59.99

PC

Get it at Steam - $59.99

The standard version retails at $59.99 and is scheduled to be released by the end of this year.

What is Epic Mickey: Rebrushed?

Epic Mickey: Rebrushed is a dedication to Walt Disney and his legacy. It takes you through the magical world of Wasteland, filled with forgotten Disney characters. You’ll see advanced movements from Mickey, such as sprinting, dashing, and ground pounding. Every choice you make will result in Wasteland’s destiny towards restored peace and beauty.

Stay tuned for Epic Mickey: Rebrushed updates from IGN and read more about the game for Nintendo Switch.

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World of Warcraft

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

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

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.

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