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The Invincible VS Devs Would Love a Mortal Kombat Crossover

The minds behind Invincible VS are open to collaborations with other genres and IPs, specifically in regards to welcoming potential guest characters from the Mortal Kombat franchise.

We got the chance to sit down with Invincible VS’s Game Director, Dave Hall, and its Lead Combat Designer, Bau Bautista, at Evo 2026, where we asked them about the possibility of adding guest characters from completely different properties a la Street Fighter 6 and Tekken 8.

Both Hall and Bautista enthusiastically welcomed the idea, but made sure to preface that the characters would have to reasonably fit within Invincible's world for such a crossover to make sense.

“I think for us, the Invincible universe is just such a beautiful, violent universe that they would have to fit that. I wouldn't want to put Mario or Luigi in there. That'd be cool, don't get me wrong, but I don't want to rip his head off,” Hall laughed.

This, of course, prompted us to suggest characters from the equally bloody Mortal Kombat universe, which received eager nods of approval from both developers. “NetherRealm, they’re the best. That would be incredible,” Hall said. “If there's an opportunity, I'm not going to say no to Scorpion," Bautista added. "One of the things to keep in mind is, Invincible has a ton of guests and crossovers throughout the comics, so it's not outside the realm of possibility. If we have that opportunity, yes, I'm going to take that.”

If there's an opportunity, I'm not going to say no to Scorpion.

Guest characters are a hot topic within the fighting game community as of late, with Tekken 8 revealing Yujiro Hanma for Season Three and Fatal Fury: City of the Wolves adding Kenshiro to the fray this summer — not to mention Final Fantasy VII’s Tifa Lockhart making her way into Street Fighter 6 in early 2027. Mortal Kombat itself is a franchise famous for bringing in wild guest characters from other media genres, including the Xenomorph from Alien, The Boys' Homelander, and even Omni-Man himself.

It’s a trend that’s sweeping across the entire fighting game landscape right now, and one that the Invincible VS team is clearly open to joining if the stars align. And with the groundwork already laid in Mortal Kombat 1, it's not a stretch to assume this crossover might come to fruition on Skybound's side.

Atom Eve Almost Had a 'Revive' Mechanic at Launch

Outside of potential guest characters, the devs also let us in on a few more details regarding the game’s future, including the addition of more single-player content, continuing its story mode, and even adding new mechanics to characters from its base roster down the line.

More specifically, Hall and Bautista mentioned Immortal’s 'revive' technique in keeping with his canonical status as, well, The Immortal. They revealed that they’d initially intended on giving such a mechanic to Atom Eve prior to launch, but simply felt that she wasn’t in a finished state to add yet another tool into her kit at the time.

“Some of the issues that we ran into early on with some of the other characters that are similar to Immortal, like Power Plex and even Eve, was that she was supposed to have a revive mechanic,” Bautista explained.

“But there was too much to work through. I didn’t know if we could do this to the level and the quality that we needed to in time. So we were like, ‘Okay, let's focus now on what we can achieve and make sure she's solid as heck, and then come back to this mechanic.’

When asked if this was something they’d be willing to adding to her kit in future updates, Bautista seemed open to the idea once the game’s meta gets solidified by its playerbase.

“There’s always potential, especially once our meta starts to get more established,” he told us. “Who knows where we're going to push the game? There's all sorts of crazy opportunities. But one of the things we ran into is, once we shipped, our focus has been all about solidifying the foundation of the game. And so now that we're in a pretty solid state, now is the time for us to push things. We're like, ‘Hey, guess what? We've got a pretty solid roster of characters. We can push some new mechanics and ideas.’ And Universa and Immortal are the perfect opportunity for that.”

Yes, the Invincible VS Devs Are Reading What You Say on Twitter

On top of adding new characters and mechanics to the game, the devs assured us that they are hyper-aware of any and all community feedback, whether that be comments sent from players in their official Discord server, posts on social media, and even suggestions in their DMs. “We listen to everything that's happening out there," Hall said. "We're constantly on top of every board, everything, and they're directly messaging us on many apps, so it's important for us. We need the players’ feedback. That's what we thrive on.

We listen to everything that's happening out there.

“We're very quick. We're kind of a real-time developer and if we see something's wrong, we're going to fix it as soon as we can. We're going to do a hot patch or anything of that nature. What we're kind of focused on right now is giving more to the players. So this is why we're going to keep pushing and getting more characters out there, getting some modes out there, getting our tournament scene going a little more. We're here for the future right now.”

Invincible VS Devs Promise More Single-Player Content

Speaking of “getting modes out there,” the two devs assured us that they are “not done” with publishing more single-player content for Invincible VS, promising to add more content down the line.

However, Hall admitted that they couldn’t give “any reassurances” about continuing the cinematic story mode, which notably ended on a cliffhanger.

“We are definitely working on things to get more single-player experience,” he said.

“It's an important thing for us to kind of push forward on. Like I said, we're trying to keep building the game. We're not done. We're moving as fast as we can to get more and more content out there for the players. Something to keep in mind, too, is that we're a tiny team. We're 50 people, so there's only so much we can do, but at the same time, we're trying to prioritize getting the most bang for our buck.”

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

GTA 6 Scalpers Are Finding Buyers on eBay Despite Rockstar's Commitment to a Digital Release

Rockstar Games fans seem to be paying eBay scalpers extra for pre-order copies of GTA 6 – even if there isn't much of a reason to.

Listings for pricier versions of Rockstar's new Grand Theft Auto game have already started popping up on the auction website after pre-orders went live for all on June 25. While the retail price for the standard edition is currently locked in at $80, some scalpers have managed to successfully flip their pre-ordered copy for around $90, with some going for even more.

It's something that usually wouldn't come as much of a surprise in the gaming space, especially considering this particular release is one fans have anticipated for more than 13 years. What many already know, however, is that there isn't actually anything stopping players from pre-ordering GTA 6 without an inflated price.

Much to the dismay of physical game collectors everywhere, GTA 6 will only be available as a digital title after Rockstar announced it was ditching discs for its November launch. For those who just need to have that box in hand come this fall, you can still purchase a physical edition, which only comes with a download code inside its case.

That effectively means players won't have to deal with stock shortages since all versions of the game will be available digitally anyway. Even supply for the physical box seems to be holding up, too, as major retailers like Amazon, Best Buy, and Target suggest fans can check out their online marketplaces to pre-order code-in-box copies at the time of this story's publication. For some reason, players – and scalpers – are still heading to eBay.

Interestingly, these eBay listings seem to include both physical boxes and digital copies of the game, with some sellers pointing out that those who buy the latter will not need to pay any shipping fees when the launch arrives. Those purchasing physical copies via this method will also be subject to delivery fees on top of the already steeper price they're paying.

Whether you're buying directly from Rockstar or purchasing a copy for a little extra on eBay for…some reason, GTA 6 has a release date of November 19, 2026, for PS5 and Xbox Series X | S. Meanwhile, a new report has claimed that Rockstar has no plans to ever release a disc for GTA 6. For more on scalpers, you can see how some are trying to flip Valve's new Steam Machine.

Michael Cripe is a freelance writer 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).

Street Fighter 6 Devs Have No Current Plans to Make Any Major Adjustments to System Mechanics | Evo 2026

Street Fighter 6 is now three years old and still going strong, with more than 2,000 entrants at this year's Evo in Vegas, a fresh batch of new faces on the horizon in the upcoming fourth character pass (including the much anticipated figthing game debut of Tifa from Final Fantasy 7), and a lively online competitive scene.

To talk about the current state of the game, along with its plans for the future, IGN sat down with Director Takayuki Nakayama and Producer Shuhei Matsumoto at Evo 2026, where we covered topics ranging from the significance of Yasmine's inclusion as the first Filipino character in Street Fighter history, the future of single player content now that regular World Tour updates have ceased, and a little tease of what players can expect out of Arjun, Tifa, and Bosch's playstyles.

IGN: So, to start, you all previously confirmed that there will be no future World Tour updates, at least at this point, but also indicated that Street Fighter 6 is aiming for a 10-year lifespan. Can you talk a little bit about what kind of things that you're planning on adding to the game to keep that life cycle going, apart from just new characters?

Shuhei Matsumoto, Street Fighter 6 Producer: To take a step back real quick, one thing that we do want to make clear in this interview is that there may have been a small misunderstanding in terms of the future plans of Street Fighter 6. Rather than there being a 10-year life plan, like a 10-year roadmap, from our perspective, we try to tackle Street Fighter 6 as a game that could last up to 10 years. And there's no sort of confirmation that this is going to be a 10-year project. Rather, we went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years. So, I just want to make sure that's clear.

We went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years.

Takayuki Nakayama, Street Fighter 6 Director: And in terms of what we want to do moving forward from here, there's a lot. Specific details that we can share at this moment is going to be quite difficult in terms of World Tour. This is something that we wanted to continue expanding upon. But besides from that, there are other things that we are currently looking into, and hopefully we'll have more to share at a later date.

So, it's safe to say that the future of single player content is still bright?

Nakayama: Yeah. I mean, there's a lot of things that we want to do. Certain things are out of their control. Just because we want to do something doesn't necessarily mean they can be realized. But we hope that we can deliver – and there's a lot new players – So we hope that we can accommodate to those people's needs.

With development resources presumably being freed up from not having to do World Tour content for every character that comes out, do you envision there being any change in either the frequency or the offerings of DLC in the future of Street Fighter 6?

Nakayama: So, to clarify, while there may have been people working on World Tour in the past, and just because those people's, I guess, bandwidth may be freed up, doesn't necessarily mean that they could easily transfer those resources into something completely different, because the World Tour development required a completely unique skill set, and those skill sets may not necessarily transfer over to the content creation of other things. So it doesn't necessarily equate in that sense.

Speaking of other content, I know people have been really excited about new costumes. Now, I know that when Ingrid was introduced, there were jerseys for all characters, but are there any plans to sort of maybe focus on new costumes or bringing more outfits for the characters anytime soon?

Nakayama: Yeah. So, we do plan to deliver and create outfits and costumes in an equal amount for all the existing characters. We have a high quality benchmark that we're trying to achieve and make sure that we reach that. So, we hope that we can get by the patience of the players out there, but this is something that we’re striving for.

So, we're getting to see Yasmine here at Evo today, but the remaining DLC characters of this pack are all new to the series. And thus, we don't really know or have an idea of how they will play. Could you give us a little tease of the archetypes or just generally how Arjun, Bosch, and Tifa will play in Street Fighter 6?

Nakayama: So, in terms of the fighting styles and what you can expect about their play style, we can say that they definitely feel unique and different from the existing roster.

Arjun is a very unique character that's going to feel very different from everyone else. And we can't go into specifics, but I will say that there will be some kind of dancing element to his gameplay.

We can't go into specifics, but I will say that there will be some kind of dancing element to [Arjun's] gameplay.

In terms of Tifa, he did speak on this previously at SGF, but she will utilize some sort of like Materia aspect from the FFVII series. And she will be different, but have a fighting style that kind of translates from the world of Final Fantasy VII into Street Fighter 6.

And for Bosch, for those who did enjoy World Tour, he was one of Luke's disciples. And while you were able to fight against him and you were able to see his fighting style through World Tour, he will have a completely different style from World Tour. So, you can expect something unique, different from that.

I know when previously we spoke, there weren't any plans to introduce any new mechanics because you're pretty happy with how the game is now. It seems like the player base, at least in the West, is wanting some changes to the Drive system, specifically Drive Rush. Are there any plans to sort of tweak that particular mechanic? And how much do you take player feedback into consideration when you do balances or patches?

Nakayama: So, in terms of any sort of major adjustments to system mechanics, the Drive system, as of now, there's really no plans to make any sort of changes. And to answer your question in terms of how much we listen to user feedback, it is something that we do pay attention to. We see people make comments on social media and, I don't know, surveys and whatnot, and that's something that we do listen to. And while we do take into consideration, we have a pretty large Battle team to actually analyze those requests and test through several battles through the Battle team to determine whether it is right or not.

Matsumoto: And not only that, we also pay attention, not just to pro tournaments, but also casual tournaments, kind of like influencer, or the New Challengers Tournaments maybe, stuff like that, and we make decisions based on the wide spectrum of how that could affect things.

Bringing things back to Yasmine for a second. I think a lot of people really are excited about this character because of the Filipino representation. Can you talk a little bit about the significance of having a Filipino character in Street Fighter and whether there was any sort of unique work that was done to make her feel authentic to the culture?

Nakayama: So, I guess the genesis of how this character was created all started with the desire to want to introduce a first-time Filipino character into this series. And we want to do that because it's the first time that we can have this kind of representation, but also there's a pretty significant amount of people within the FGC who kind of have this kind of Filipino roots, and so we wanted to kind of hype up the scene with this particular audience. And beyond that, we wanted to introduce a brand new martial arts style that many people with Filipino or Indonesian backgrounds are maybe familiar with. So we did a lot of research and homework and even asked for help for professional martial artists who use that Filipino style for the mocap. And beyond that, we even talked internally to people who do have that kind of background, Filipino background, and learn more about their culture and what they value and how important family is to them.

[Yasmine's creation] all started with the desire to want to introduce a first-time Filipino character into the series.

I think visually, Yasmine's design seems to pull from a lot of different aspects of Filipino culture and the area itself. I know some people were speaking about how her hairstyle seems to be inspired by the hawk or the eagle or even the flag, how they turn it upside down during wartime. Is all of that correct? And how deep did you go into bringing these little details to her visual design?

Nakayama: So, yeah, we're definitely paying attention to some of the theories, the hypothesis made by the players out there, and analyzing the Tagalog movement and stuff. Actually, Yasmine, compared, in relation to some of the other characters within the roster, they made a lot more design attempts of this character. A character like Arjun, actually, they came up with relatively quickly, and they were able to solidify his final design at an early stage. But with Yasmine, even though they started off as setting up a school girl in the Philippines, they did a lot of different attempts to see what could actually work for her character design.

And in terms of design direction, we wanted her to... maybe make her stand out, almost, within the Year 4 roster and almost feel like a protagonist or like a main character in, like, a Japanese manga or something. And yeah, we put a lot of effort into her.

This character pack is all new characters to Street Fighter 6. And I was just wondering from the development side, in your opinion, do you enjoy the process of creating a character from scratch for a game like Street Fighter 6, or do you like the challenge of taking an existing character and molding them into kind of the Street Fighter 6 mold?

Nakayama: Yeah. So, they're both difficult in different, unique ways. Obviously, making a brand new character is difficult. But in terms of how we determine what past characters are, the game system of the game that we're working on is so important, right? Like, Street Fighter 2, 3, 4, 5, 6 all have very different game systems, and sometimes it may not work for a certain character that appeared in a past game to come into a game like Street Fighter 6. But by creating new characters, we feel like they're able to kind of expand the world a little bit. And if they have an unlimited amount of budget and time, they'll continue to try to bring everyone back. But yeah, we do what we can.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze. Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Warhammer: Age of Sigmar Spearhead City of Ash Review

Whatever kinds of games you favor, you’re probably aware of Age of Sigmar, Games Workshop’s flagship fantasy battle game, thanks to its stores' up and down global high streets. You may be less aware of its kissing cousin, Spearhead which uses a stripped-down version of the rules and fixed army lists to allow faster, more furious fights that are also more newbie-friendly. It’s proved extremely popular.

Now there’s a new starter set for the format, Spearhead: City of Ash, with pretty much everything you need to play in one single box.

What’s in the Box

Like most Games Workshop products, the initial lid-lift reveals a disappointing sea of grey plastic sprues. Also like most Games Workshop products, once you’ve spent considerable time with sprue cutters, hobby knife and plastic glue, your disappointment will vanish as you stare at battalions of extraordinarily detailed and dynamically posed miniatures, bringing a fantasy battlefield to life as few other publishers can.

To add even more spice to the mix, almost all of these models are brand-new. So if you like either of the two represented factions - the stalwart human warriors of the Cities of Sigmar, or the devious rat-man assassins of the Skaven’s Clan Eshin - you might want to pick up Spearhead: City of Ash just to add to your collection. In addition there’s some really lovely ruined building scenery that will look great in any fantasy battle game you care to add it to.

If you’re interested in this as a starting point for the Games Workshop hobby though, a note of warning: some of the figures are quite difficult to assemble, particularly some of the Skaven. They’re flexibly posed and fragile and it’s worryingly easy to damage bits while you’re cutting them off the sprue and trimming the flash, and frustratingly difficult in some cases to understand how the bits fit together, or to access the necessary surfaces.

Beneath the sprues there’s the nuts and bolts of the game: two rules handbooks, some decks of cards and a double-sided base board to fight your battles on. The books are great, glossy and filled with inspirational photos of fully-painted armies, although for some inexplicable reason the build guide for the miniatures is inside one rather than printed as a separate pamphlet, and it won’t lie flat for easy consultation as you trim and glue. The cards are functional but ordinary and while the board looks great it’s unmounted, so requires a judicious amount of back-bending to lie flat.

A quick word on what isn’t in the box: a full rulebook. While the books contain enough detail to get you started, if you want to get serious about Spearhead you’ll need to download the details.

Rules and How it Plays

If you’ve ever played one of Games Workshop’s core games before, you’ll be familiar with the basics. Players take turns in an I-go, you-go structure running through the phases of each turn like movement, shooting, charge and melee. Each model has a range of stats: a movement distance in inches, a number of attacks, and target values to hit, wound and armor save. In combat you roll dice equal to the total number of attacks for all models of the same type fighting, trying to equal or exceed the hit value. Those that succeed to roll again, trying to equal or exceed the wound value. Then the target unit gets to try and equal or exceed its armor save value to nullify some of the hits. Anything that gets through this process inflicts a wound which is normally enough to kill a standard trooper model, although elite units and heroes can take greater punishment.

Obviously, this process uses a lot of dice and is highly random. And we haven’t even mentioned the importance of charging where you get a two-dice bonus to your move in an attempt to reach an enemy unit, but stand uselessly still if you roll badly or misjudge the distance. Throwing buckets of dice around is tremendously satisfying and often very exciting, generating lots of critical moments during the battle, but it can also be frustratingly swingy. Instead, Spearhead wants you to engage your head in different ways.

For starters, you don’t win simply by slaughtering all the opposition. Each side of the game board, which is a quarter of the size of a full Age of Sigmar battlefield, has a number of objectives printed on it. Models that touch the objective can contest it by adding up their “control” value: if you have higher control on an objective than your enemy, you control it. The more objectives you control, the more points you’ll get in each of the game’s four rounds, after which they’re totalled up to find a winner.

Although the board is relatively small, and there’s a temptation just to pile in toward every objective from the off, this system encourages planning and forethought. Both generals, for example, have special abilities that allow other units to make surprise moves, allowing for some surprising additions to contesting an objective. Like other Games Workshop games there’s also a strong element of rock-paper-scissors in terms of what units are good against facing off others and this calculus is particularly important when deciding what objectives are worth contesting with what units at different points during the battle.

Spearhead thrives at throwing these kinds of curveballs at the player, altering the parameters of play and the strategies you need. Relics litter the battlefield, lending surprising abilities to nearby units, like a barricade that protects from shooting, or caltrops that are very risky to maneuver near. Like objectives, these can very much be worth fighting over. Each turn also sees a new “twist” card revealed from a small deck, with examples including increasing the value of particular objectives, or allowing units to have the tremendously powerful ability to both move and charge but only if they stick to the roads.

Card play more broadly forms another plank of what makes Spearhead work. Players start with a hand of three cards, each of which has two effects: a “tactics” option to score a substantial amount of extra points, and a “command” text that offers a one-off special effect. The former might involve a foray deep into enemy territory, or slaying the enemy general. Examples of the latter include minor stat buffs or the ability to explode a relic, causing damage to models in the vicinity. You re-draw at the start of each turn, so there’s real use-it or lose-it motivation to engineer situations where you can benefit, further influencing your thinking.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging. The unexpected is always around the corner, forcing you to adapt your plans on the fly and spot possible openings for your cards and special powers to really make a difference. And of course, the twists and turns of fate and strategy also make for an excellent storytelling medium, with lots of memorable highlights, accentuated by the fantastic physicality and detail of the miniatures and terrain.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging.

However, all that narrative drama comes at a price. The cost of so many possible things that can happen in a battle is that you need rules for them. While this is certainly more accessible than the full Age of Sigmar experience, and although the rulebook gives you a very helpful step by step set of tutorials to learn the ropes, there’s a lot of complexity to master. In particular you’ll need to grapple with all the rules for the enemy units as well as things like relics and cards if you want to play well. Don’t mistake this for something you can just pick up and play on occasions you feel like it. Between building fiddly figures and mastering all the special rules, Spearhead requires you to dedicate time to it.

The One Flaw

For enthusiasts, or even those who are new to the Games Workshop hobby, Spearhead: City of Ash has one particular unfortunate flaw. In Spearhead you don’t pick units for your army, but choose one of a number of different pre-selected forces to fight with. In theory all the options are supposed to be roughly balanced, but in practice there’s a fair amount of disparity. The Sentinels of Embergard included here are one of the weaker options around and their opponents, Crixxit's Kill-Pack, are among the stronger. In time, Games Workshop may well tweak the unit stats through FAQs and its online app but right now this is not a fair fight.

Where to Buy

The Spearhead: City of Ash gaming pack releases July 4th, 2026.

Preorder at Warhammer.comOther retailers that may have it in stock include CardHaus and Grognard Games.Find at your local games and hobby shops

Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.

The Best Deals Today: Dragon Quest I & II HD-2D Remake, AirPods Pro 3, Silent Hill f, and More

A new weekend has arrived, and today, you can save on Nioh 3, Dragon Quest I & II HD-2D Remake, AirPods Pro 3, and more. Check out our top picks for Saturday, June 27, below.

Dragon Quest I & II HD-2D Remake for $38.99

Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we've seen since release. In our 9/10 review, we wrote, "Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift."

Nioh 3 for $49.99

Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, "Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure."

LEGO Ideas Vincent Van Gogh The Starry Night for $136

Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there's even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

AirPods Pro 3 for $179

AirPods Pro 3 are a fantastic upgrade over the 2nd generation, bringing a built-in heart rate sensor, redesigned eartips for better noise cancellation, and improved sound quality. Right now, you can score a pair for only $179 at Amazon. This is a fantastic price, and it's the lowest we've seen in some time. I've had a pair since launch and have been incredibly happy with them, especially coming from the original AirPods Pro.

Silent Hill f for $29.83

You can also score Silent Hill f for $29.83 this weekend. This game is one of the most unique in the series, mainly due to its story, which was written by Ryukushi07. Composer Akira Yamaoka contributed to the project as well, and this edition on Amazon packs in a two-sided poster, plus the Day One items pack.

Batman 4K Film Collection for $32.99

This excellent 4K film collection packs together Batman, Batman Returns, Batman Forever, and Batman & Robin. You can save over 20% this weekend and pick up the 4-film bundle for $32.99 at Amazon. This is an easy way to quickly grow your 4K collection by four movies.

Tokyo Ghoul Box Set for $77.74

This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

Primary Portal Games

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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