A reader offers up his own personal list of the best male protagonists in gaming, from Super Mario to Resident Evil’s Leon S. Kennedy.
Video game characters are often discussed in terms of which is the best, most iconic, most memorable, and most favoured.
They range from characters who have appeared in only one title (Arthur Morgan) or legendary characters such as Samus Aran and Marcus Fenix, who have their own established franchises.
I’d like to take this time to list my own 10 favourite male gaming characters. I will list my favourite female characters in a future feature.
10. Mario
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Super Mario
The face of Nintendo itself. A plumber with a moustache and an unmatchable presence. Mario is without a shadow of a doubt the greatest and bravest plumber who ever lived and a bona fide legend of gaming.
9. Jin Sakai
Ghost Of Tsushima
One title to his name and what a beautiful story it was. Trained as a samurai and a journey to becoming the first shinobi. To visit his grave in Ghost Of Yōtei and claim his mask as Atsu was truly a heartwarming moment.
8. Nathan Drake
Uncharted
The character that I can relate to more than anyone on my list. I truly adore Nathan as a protagonist. Endless charisma and impeccable charm. A testament to the genius of Naughty Dog and a perfect series of performances by Nolan North. Nate is truly a special character.
7. Cloud Strife
Final Fantasy 7
It will be 30 years since his debut in 2027 and his presence still remains legendary. With a giant sword and spiky hair, Cloud remains a fantastic character and it’ll be a boon to see the third title in the remake trilogy and the continuation of Cloud’s journey
6. Ezio Auditore da Firenze
Assassin’s Creed 2
The man who remains untouched in Ubisoft’s long-running series. Charismatic, skilled and loyal to no end. Ezio will always remain the best of them all.
5. Leon S. Kennedy
Resident Evil
Where’s everyone going? Bingo? How could I not include my favourite Resident Evil character on my list? The master of one-liners and a guy who always puts others ahead of himself. Leon is the definition of a role model. Ada is a lucky woman indeed.
4. Master Chief
Halo
Prominently known as John 117. The single most badass soldier who ever lived and the face of the original generation of Xbox. Chief is the embodiment of a super warrior and it’ll be amazing to see his debut on PlayStation 5 this year.
3. Solid Snake
Metal Gear
Kept you waiting, huh? The greatest stealth protagonist of all time. The perfect weapon and a marvel at going prone. Snake is certainly an example to follow and is the reason why we have stealth focused characters such as Sam Fisher, Ezio, and Corvo Attano. He truly began it all.
2. Link
The Legend Of Zelda
A hero without fail. A perfect knight in shining armour. Link is yet another Nintendo legend and if it wasn’t for his continuing heroics, Zelda would have been long dead. He’s truly a perfect fighter and more than deserving to be on my list.
1. Kratos
God Of War
The epitome of character development and personal growth. A warrior. A father. A champion. Kratos’s journey is one of exceptional writing and a truly memorable story. From a vengeful killer without equal and a revenge tale spanning an entire journey to a hardened father, raising Atreus through a harsh and brutal Norse world.
To see where he began from and where we left him it’s, in my opinion, the best written character ever in gaming and my personal favourite male character. I could have given Arthur Morgan that honour, but I’ve yet to play through Red Dead Redemption 2 and for now I’ll say that Kratos is my all-time guy in gaming.
I cannot wait for the next evolution of his story and that will be the remake trilogy. I can’t wait to return to Greece and take vengeance once more on the pantheon.
By reader Shahzaib Sadiq
Kratos is a changed man (Sony Interactive Entertainment)
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A remake of The Legend Of Zelda: Ocarina Of Time will allegedly launch this year, to mark the series’ 40th anniversary, but not a new 3D Mario.
Nintendo’s Christmas game for 2026 has been the subject of much speculation this year, with the common assumption being that a successor to Super Mario Odyssey is the obvious choice.
The announcement of Pokémon Winds and Waves for 2027 only solidified this belief, but it seems like Nintendo has another firecracker in store for the Switch 2 later this year.
According to reliable insider NateTheHate, who accurately leaked details on the Switch 2’s launch, Nintendo is planning to release a remake of The Legend Of Zelda: Ocarina Of Time ‘in the second half of 2026’. He’s also leaked several other games from Nintendo’s line-up, with his information being corroborated by VGC.
There are no details on the scope of the remake, or confirmation that it is definitely Nintendo’s big Christmas game, but it stands to reason it’d have to be a substantial overhaul if it is – especially if it’s a Switch 2 exclusive.
Nintendo released a minor Ocarina Of Time remake on the Nintendo 3DS in 2011, which featured updated graphics, stereoscopic 3D, and quality-of-life improvements. The Nintendo 64 original from 1998 is also available on Nintendo Switch Online, so another remake will have to sport some decent improvements to encourage people to lay down cash.
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If it turns out to be the reimagined version we’re all hoping for, it’ll certainly be a big deal. The Legend Of Zelda: Ocarina Of Time is widely recognised as one of the greatest, and most influential, video games of all time.
A remake makes sense to celebrate The Legend Of Zelda’s 40th anniversary, although it is peculiar that Nintendo hasn’t announced it already. The actual anniversary has already passed (February 21) and a small teaser may have helped drive lagging Switch 2 sales in the West. It would also give those Zelda Lego sets some added context.
While a Zelda remake appears to be on the cards for 2026, NateTheHate ruled out the chance of a new 3D Mario arriving this year. ‘One game that will not be releasing in holiday 2026 is 3D Mario,’ he said on the latest episode of his podcast. ‘3D Mario will be releasing in 2027.’
If that’s true, that means a 3D Mario and Pokémon Winds and Waves will be arriving in 2027, which is a pretty big double whammy. It’ll also mark 10 years since the release of the last 3D Mario game, Super Mario Odyssey, which is pretty crazy to think about.
There have been other Mario games released over the years since, though, including Super Mario Bros. Wonder, Super Mario Maker 2, and Super Mario 3D World + Bowser’s Fury.
It’s been nearly ten years since Super Mario Odyssey (Nintendo)
A view of a Sephora beauty product store on May 30, 2025 in Sherman Oaks, California.
Justin Sullivan | Getty Images
Italian regulators are looking to clamp down on the tween skincare obsession and are investigating the LVMH-owned cosmetic brands Sephora and Benefit over an “insidious” marketing campaign to children.
The Italian Competition Authority (AGCM) said Friday that it has launched investigations into the two cosmetic brands centred on “unfair commercial practices,” which saw children and young people, even those under the age of 10, being encouraged to purchase serums, masks, and anti-ageing creams.
The regulator said the marketing is fuelling behavior known as “cosmeticorexia,” which refers to an unhealthy fixation on skincare amongst minors.
It emphasized that both Sephora and Benefit had failed to appropriately label products or omitted at times important precautions on products not intended for use by minors, both in-store and online on social media, which could cause serious harm to their health.
Additionally, AGCM said the popular cosmetic brands employed an “insidious marketing strategy” which involved young micro-influencers promoting other young people to buy their products.
AGCM officials and the Italian financial police carried out inspections of the premises of Sephora Italia, LVMH Profumi e Cosmetici Italia, and LVMH Italia on Thursday.
Barbie who? Gen Alpha kids ‘obsessed’ with skin care could fuel holiday spending
LVMH said Sephora, Benefit, and LVMH P&C Italy had been notified of the investigation.
“As the investigation is ongoing, Sephora, Benefit and LVMH P&C Italy cannot share further comments at this stage, they express their willingness to fully cooperate with the authorities,” LVMH said in a statement to CNBC. “All the companies reaffirm their strict compliance with applicable Italian regulations.”
Sephora boasts nearly 23 million followers on Instagram and over 2 million followers on TikTok, with the beauty brand at the center of tween beauty trends.
The “Sephora kids” social media trend has gained traction over the past few years, with viral videos on TikTok and Instagram showing stores flooded with teenage girls loading up their baskets with brightly-coloured and fun-looking skincare products.
In some videos, young girls show off their skincare routines with products containing anti-ageing ingredients like retinol.
A CBS News analysis of 240 skincare posts from teen influencers on TikTok found that many of the videos hadn’t been properly tagged as promotional content, with only 15 videos, or just 6% of posts, doing so. This means many content creators may unintentionally be advertising products to unsuspecting children.
One teen skincare influencer, Embreigh Courtlyn, told CBS that some brands would ask her not to label videos with “#ad,” which could be off-putting to viewers, but instead be referred to as partners, which would enable the content to perform better.
A peer-reviewed study published by Northwestern University in June last year reviewed 100 popular skincare videos posted by influencers aged 7 to 18 years old. It found that only a quarter of the videos included sunscreen, while the top 25 most viewed videos had an average of 11 and a maximum of 21 potentially irritating active ingredients.
Social media bans
Meta, the parent company of Facebook, Instagram, and Threads, faced two stinging defeats in court cases centered on social media harms this week. Meta was found liable by a New Mexico jury on Tuesday for nearly $400 million in damages after it concluded that it failed to protect children on its platforms from predators.
A separate trial in Los Angeles found Meta and Google’s YouTube negligent on Wednesday, and said the companies failed to warn users of the dangers associated with using those platforms, in a case brought by a plaintiff who said addictive use of Instagram and YouTube resulted in her developing body dysmorphia. Meta and Google are facing compensatory damages of $3 million in the case.
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Jase Robertson thinks “rednecks” are the only group of people left who can’t be offended.
Robertson explained on the “Unashamed with the Robertson Family” podcast that he “wrongfully asked” his brother, Willie Robertson, if any “Eskimos” had been at an event he attended in Alaska, and Willie told him, “‘That’s an offensive word to them.’ I was like, ‘Well, I didn’t get the memo on that.’ They’re called natives.”
Relative Zach Dasher asked Jase if he would be offended if someone called him a “redneck,” to which he replied, “No. We’re the only people left on the planet that are unoffendable — the rednecks — ‘cause they make fun of us and I don’t care.”
Jase’s brother, Al Robertson, chimed in, saying, “Well, we make fun of ourselves. I say that all the time.”
WILLIE ROBERTSON’S WIFE EXPOSES HIS ‘REBELLIOUS’ 20S WITH NO BEARD AND NO CAMO
Jase Robertson says he doesn’t get offended when people call him a “redneck.”(John Lamparski/Getty Images)
Jase added that he believes “if you’re right with the Lord, I think you’re unoffendable. ‘Cause he basically said, ‘You’re going to be offended or people are going to try to offend you just for following me.’”
Al reminded them that their father, Phil Robertson, had written a book about being “uncancelable,” referring to his book “Uncanceled.”
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Jase Robertson said his brother, Willie Robertson, pictured, told him that the term “Eskimo” is considered offensive. (Matt Sullivan/Getty Images)
The theme of the book, he recalled, was “You can’t be canceled because, once your sins have been canceled at the cross … then who cares who tries to cancel you after that? It makes no difference. Which I thought was a strong — that’s a strong point.”
Phil reflected on cancel culture in 2022 while talking about his book and his 2013 “Duck Dynasty” suspension after he made remarks about gay people in a GQ interview.
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Late “Duck Dynasty” patriarch Phil Robertson was suspended from the show in 2013 over remarks he made about gay people. (Alex Wong/Getty Images)
“The ones who attacked me, I didn’t hold it against them,” Phil, who died last year, told Fox News Digital at the time. “They asked me a question about a particular sin, homosexual behavior. And they asked if I believed it was a sin. I thought to myself, that’s a weird question to ask someone, but I just quoted a Bible verse … I quoted what God had to say about that sin and nine other sins, but it was in the list of sins… As we were doing ‘Duck Dynasty,’ the upper crowd at A&E decided to drop the ax on me without first looking into what went down.”
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He continued, “They put me on what they called an indefinite hiatus. I said, ‘I think I may be getting fired, right?’ Hiatus says you’re not part of the program anymore. After nine days, they reinstated me, but we had all kinds of sponsors that just took off. They had made a mockery of what I said. All I did was quote a Bible verse. And as a result, they tried to cancel me. But it didn’t cancel me at all. I still love them. I don’t hate anyone.”
Have you ever wondered what the world would be like if the Soviet Union had won the space race?
That’s the counterfactual that For All Mankind first used as a launchpad to present an entire TV show of alternate history.
Now in its fifth season, the Apple TV sci-fi show’s new 20th-century timeline has resulted in a human colony on Mars.
The show’s view of human life up at the Happy Valley outpost (no, nothing to do with the BBC show) has simmered over the seasons into an earnest, occasionally heartbreaking, portrait.
As we return to For All Mankind in the latest premiere episode of season five, viewers are treated to the show’s customary recap of the revisionist world events in the time since we last saw the cast.
We’re talking a series of headlines like, ‘John Lennon and Jay-Z perform at the Grammys, where their Grey Album wins Album of the Year’. What a world.
The first episode of For All Mankind season 5 is now out (Picture: Apple TV)
The show is set in an outpost on Mars (Picture: Apple TV)
But things for the NASA astronauts up on Happy Valley with their families are less rosy, with the leaders of Earth threatening to withhold all help from Mars unless the outpost’s loyalty is established.
It raises an existential question for those on the Red Planet, who at this point have been there for some time: where do they really belong?
The series from Ronald D. Moore, Matt Wolpert, and Ben Nedivi has become a beloved fixture of the TV schedule, with fans often praising it as the most slept-on show on the air at the moment.
The thrilling ‘what if’ currently holds a near-perfect score of 92% on review aggregator Rotten Tomatoes, as well as 8.1 out of 10 on IMDb.
What other shows can you watch this weekend?
Something Very Bad Is Going To Happen. Technically, more than one bad thing happens to engaged couple Nicky and Rachel.
Babies. The six-part BBC drama follows a married couple in their thirties, desperate to start a family.
Bait. Riz Ahmed plays fictional British Pakistani Muslim actor Shah Latif, who auditions for the man of the hour, James Bond.
‘You’ll be hooked’ (Picture: Apple TV)
There, one fan described For All Mankind as one of their favourite sci-fi shows ever, adding: ‘That’s not hyperbole.’
‘It may start off a little slow for some but after a few episodes you’ll be hooked.’
The consensus is that the show is far better than you would expect, particularly given how little fanfare it has received more broadly from TV viewers.
‘If you’re a sci-fi fan and have been putting it off like me…stop! Go watch this as soon as possible because I promise you won’t be disappointed,’ wrote another viewer.
Will you give For All Mankind a try?
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For All Mankind season 5 launches on Apple TV from March 27.
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The Friday letters page enjoys the madness of the Tomodachi Life: Living The Dream demo, as one reader doesn’t have the time for Crimson Desert.
Games Inbox is a collection of our readers’ letters, comments, and opinions. To join in with the discussions yourself email gamecentral@metro.co.uk
Assembling the team Seeing Fox McCloud in the new Mario movie was a genuine shock to me. I know the Pikmin were already in it, but I thought that was just Miyamoto giving his favourite franchise a cameo (they’re also at the Super Nintendo World in L.A.). But Star Fox? That makes a cameo by Samus Aran now very possible, if not probable.
I get that the space setting is being used as an excuse to get them together, but I’ll bet quite a bit of money that the next Mario movie finds an excuse to include Zelda and other fantasy characters like Fire Emblem.
To me, a Super Smash Bros. movie is now inevitable. We are witnessing the build-up to the original Avengers all over again, but this time with Nintendo characters! Now all we need is some new games to go along with them and I would be very happy with a new Star Fox and Smash. Badgerman
Delaying the inevitable I really don’t know why publishers bother holding back review copies when they know the games are going to get reviewed anyway and reviewers are then probably going to go into them assuming there’s a problem from the start.
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Gamers too, because even if Life Is Strange: Reunion’s good (or more likely okay) the name has already been through the dirt. Starfield never recovered from its initial bad press, for the very good reason that it’s not a very good game. Even if it had someone got good reviews, nothing would’ve changed that. Lumpy
Slow-mo train crash $300 million to make a new video game? That’s more than most movies! And people wonder why the games industry is in trouble. In 40 years we’ve gone from one person making a game in his bedroom as a hobby to bloated ‘epics’ that are so expensive they have to sell tens of millions of copies to turn a profit. Oh, and they take so long to make you can only have one every five years (at best).
I think it’s clear at this point that no publisher is making any attempt to fix this problem and at some point the house of cards is going to collapse in on itself and who knows what will be left after that. It’ll be awful but we all see it coming and as upset as I’ll be I definitely won’t be surprised. Focus
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Forbidden love RE: Alex the cousin lover. Is it just me who finds that the Japanese obsession with adopted siblings, (i.e. stepbrother/stepsisters entering relationships) is a whole lot weirder than the second cousin thing?
You may only see your second cousin/extended family once maybe twice a year, at family dos or gatherings, it’s exciting, a thrill ride, something different to the everyday… your stepsis/bro well, they are your sisters and brothers, you see them every day, you love, you hate, you grow together… but ultimately, they’re ya sister or brother!
There’s something to get all keyboard warrior-y about… also, who’s Alex?! big boy bent PS: Loving Pokémon Pokopia. However, I’m a little stuck on Bleak Beach. Prof. Tangly says bring more light; I’ve connected all the street lamps, they’re on, but the story isn’t moving on? Any hints, anyone? Maybe I’ll ask my second cousin!
GC: Have you connected the power cables up to Peakychu’s machine? He’s the key to the end of that quest.
Second thoughts About a week or so ago, I wrote into the Inbox with a photo of my Switch in the bin, after going through my backlog.
Just to let everyone know it has been taken out of the bin since playing the Tomodachi Life: Living The Dream demo and the whole game has now been pre-ordered from MyNintendo.
Looks like there’s still life left in the ol’ hybrid yet… LeeDappa
GC: We hope you didn’t make it say anything rude.
Max closure It’s rather disappointing to see the fact that there won’t be a review of Life Is Strange: Reunion from GC this week. It’s released today and there’s no reviews to be seen anywhere. Which is a personal shame for me, because I’ve actually downloaded all the titles to my Ally X and I’m currently playing through the first title. Essentially the introduction of Max and Chloe, and the beginning of the franchise as a whole.
Maybe it was the negative critical reception to Double Exposure that has scared Square Enix from receiving the same outrage or outcry of disappointment, that they’re being silent over this title’s reception. I don’t really know the facts and I certainly can’t tell the whole story, but if it is another disappointment from Deck Nine that is the final nail in the coffin.
As far as the narrative of Reunion is concerned, I’m hoping it ties into the events of the first game. Especially the events carried out by Mark Jefferson. He was such an important character and I’m really hoping for closure. Maybe he’s dead in his prison cell or even sentenced to life behind bars. We need to know his fate for definite.
Because if Reunion is the end of the franchise, or at least the end of Max and Chloe’s story, it involved Mr Jefferson at the end of the day; even Nathan Prescott played a huge role. It was those events that led to Max and Chloe breaking up, after all. So I’d surely tie the events of the first game into the story of Reunion. Because I’d just like to have that needed closure and hopefully a happy ending for Max and Chloe.
If GC is able to have a review out for the game, could you guys please let me know if Mark Jefferson or Nathan are at least mentioned and there’s some ties to the first game? Or if it has moved on completely and the story is just bland and uninteresting? Maybe not a satisfying conclusion. I look forward to the review. Shahzaib Sadiq
Always one Totally agree with everything the reader said yesterday about the flaws of Metacritic. They really should just do a top critic version because it’s almost useless otherwise. Just take a look at it now and there’s one single review for Life Is Strange: Reunion and, you guessed it, it’s from a no-name site and very positive.
Considering what GC told us about the review copies I think we all know just how reliable that score is. And yet it’s going to be included in the final meta score, which really doesn’t seem fair, whether the game turns out to be good or not. Gorf
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Out of time It’s a shame that Crimson Desert was underwhelming overall, as I can see that it has its fans with some streamers and others not quite so much. It’s hard to see the pull for me and committing the time for the game is not possible, if I believe my confidence is just a little below par for dedicated gaming sessions.
The problem I have is the many hours I’ve had in Dragon’s Dogma, Death Stranding, Dragon Age, and many others with exploration involved. I also will include Assassin’s Creed games, as Valhalla nearly wiped out the passion I had for the series, after enjoying Creed games for many years.
Before I found out the company behind Crimson Desert, I thought it was done by the Assassin’s Creed developers, as I thought I saw so many of its gaming mechanics being used in the game. When I found out I was pretty surprised for sure.
Another game it reminds me of is Zelda: Breath Of The Wild, for again the climbing and of course the cooking. And like Breath Of The Wild, a story not being the most engaging part and the sub-activities being the ones of interest, strengthening your character. I think Crimson is definitely borrowing a few ideas from these other franchises that have been popular.
Like another questionable product by Nvidia and their DLSS 5 technology! What I can’t understand is how DLSS 5 devs can say lighting changes the textures and look of a gaming character! It appears makeup has been applied or a more stylish five o’ clock shadow and skin textures which unfortunately reminds me of AI creations and not a creation from a skilled development team.
Anyways, definitely a lot of heated discussions recently in the gaming industry and I will be keeping my eyes and ears open for further developments into the above topics. Alucard
Inbox also-rans Have you heard about the new FromSoftware sequel featuring its first Colombian protagonist and brutally hard timing? Shakira: Shadows Dance Twice. Bll
It’s a good job I like Bluey, because if it wasn’t for that the Xbox Partner Preview would’ve been a total wash. It was nearly as bad as the recent Nintendo Directs. Cone Dash
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MORE: Games Inbox: Is the Nintendo Switch 2 becoming a failure?
MORE: Games Inbox: Is Crimson Desert being underrated?
From the Amiga 500 to Assassin’s Creed Valhalla (Jesper Kyd)
GameCentral speaks to one of the most acclaimed video game composers of the modern era and discusses his work on Hitman, Assassin’s Creed, Borderlands, and more.
If you’re a lover of video game soundtracks then you already know who Jesper Kyd is. The Danish composer has been working professionally since the 90s, but his experiences go back even further than that, with the Commodore 64 and Amiga demo scenes.
At the time, that concept referred to very young enthusiasts that created graphical demos (usually with little or no gameplay) and/or musical demos that pushed the abilities of the formats further than most actual games.
As we discussed with him at length, this amateur scene went on to have a profound influence on video game development across Europe, with many of the studios that emerged from that era still continuing today. So, we asked Kyd to describe those early days and to talk about the difference between video game and movie music, and why it is he loves his job so much…
GC: I was listening to some of your tracks before this and I realised that you really can hear the influence of those early Amiga days in some of your music. I don’t know whether that’s purposeful or not but your music doesn’t sound like something anyone in Japan, or even the US, would make.
JK: I’m not putting anything from the Amiga demo scene in my music on purpose, especially the sounds. But I do like the way Amiga music was made using trackers, specifically, Soundtracker, which was invented on the Amiga, and is like a whole new way to make music. It came up with a music style that we call tracking.
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It’s a bit inspired by what happened on the Commodore 64 as well. Obviously that’s chiptune music, but it’s composing in a way where everything scrolls down. And so you designate how long the specific pattern should be, it could be 64 steps, and then it just runs those 64 steps down on your screen and just sits there and repeats that.
And then you sit there and you noodle with it and you put sounds into it, and you put music notes into it, but you’re basically using the computer keyboard to put the notes in. You’re not actually using a synthesizer to perform it. So that kind of approach is something I still like to do for specific music styles I work on, especially when I do electronic music.
So that could be something you might have picked up on, that does create a different approach and I think I can tell when people are using that approach. It was used in a lot of dance music in the early nineties as well, especially jungle and breakbeat and this kind of stuff.
And I can also hear certain bands using it. So I try to use everything that I’ve been through, maybe not so much Sega Genesis [Mega Drive] and Commodore 64 anymore. Those sounds are [laughs] not exactly… you’re gonna be stuck in the eighties and the nineties when you start using those sounds. But I do love the philosophy behind it all.
It’s like how some people are still using an Atari ST, which is one of those computers that was so popular in the nineties as well. But I do use the operating system Cubase, which is what a lot of us composers use.
GC: I don’t know if you know her, but I’ve interviewed the composer Eímear Noone a couple of times, and I talked with her about how unique and distinct early video game music was. There were so many technical limitations, but that meant that the sounds they were working with were exclusive to gaming and that’s obviously not the case anymore. As soon as CDs came in suddenly video games just sounded like movies and except for purposefully retro titles it feels like something has been lost there.
JK: I completely hear what you’re saying. Of course, I’m on the other side of that, in a way, because the projects I work on are not retro projects or even projects where something that sounds like it came out of the nineties would be a good fit. I mean, it is interesting that I just said that because a game that’s coming out soon, that I worked on, called Samson, it does take place in the nineties. So I went and, you know, doubled down on that with all my equipment. And nineties was a very trip hop inspired world, as well. And so I ended up using a lot of that equipment from that era.
But in answer to your question, I think you alluded to it yourself when you said that the technology was limited. And so, for example, on Commodore 64 they only had the three different music channels that they could work with. And so they had to start being creative with, ‘How do we create a track that sounds rich and entertaining when we only have three channels?’ And so you’d start squeezing in the baseline and the percussion in the same track, and maybe the baseline has some bright sounds built into it, even though it’s supposed to be bass!
But you put some bright sounds on top of that and suddenly it’s like, ‘Oh, there’s a high- hat on top of the bass and it’s the same instrument.’ And then you have the second channel and what are you gonna do with that? Well, you put the melody there, and then the third channel you can put some arrangement in there, to create emotion. But that’s all you’ve got. And so you had to be really creative. And so people came up with all kinds of solutions as a how to get more out of these systems.
One of the things they did is, like, obviously when you have three channels, you can’t play a three note chord, right? Because that would take three channels. You can only play one sound at a time, in each of these channels.
So if you were gonna do a C major, a C, E, and G that would take all the channels you’ve got – now you’ve got no room for percussion or baselines or anything. So what they did is they would play C E G, which is a C major chord, and they would just repeat those three notes really fast [does impression of Commodore 64] and it became so fast that suddenly it sounded like it was just the chord of those three nodes, but they were played super fast in one channel. Just repeat those three notes, one after the other.
And so that became like a trick that created these very Commodore 64 type sounds that Rob Hubbard and Martin Galway and all these composers used, and they could get a chord out of one channel. And so immediately we’re now creating music that is completely unique to the Commodore 64, because of this problem that we had, that we need a chord to create emotion.
‘Cause if you have a theme and there’s no chords around it, you don’t get any emotion. It doesn’t hit you. And so these kind of limitations are incredibly important for the beginning of video game music and it’s the same thing with the Amiga. Suddenly you have four channels, but there was no synthesizer chip inside, like the Commodore 64 had – which was the first console or computer to actually have a real analogue synthesizer chip inside. No, on the Amiga, there was none of that. It just had four sample channels, and that was it. And so that became the birth of all this sample-based music.
GC: Some of the games back then, you would play them solely to listen to the music. Something like Monty On The Run… the music is incredible to this day, but the game itself is barely even playable, from a modern perspective.
JK: Yes, yes! I mean, I still think that if Rob Hubbard had access to a symphony orchestra back in the, in the day on the Commodore 64, for whatever reason that would work. I still think he would’ve recorded it with live violin or something.
GC: I’ve heard orchestrated versions of it, and it really does sound like Prokofiev or something, it’s amazing.
JK: Yeah. I mean, even Shadowrun and some of that stuff sounds almost like orchestral music squeezed into the Commodore 64. You know, it’s pretty interesting. But then you have stuff from Martin Galway which is like, wow! That stuff is almost like created for the Commodore 64, where it’s like Jean-Michel Jarre but done with an 8-bit machine. It’s amazing.
GC: What I didn’t realise at the time was that a lot of these sounds were meant to be mimicking real instruments. I was actually kind of disappointed to find that out. To me they were imaginary instruments and sounds created just for that game. And it kind of takes something away when some 8-bit squeal just becomes a guitar sound or it’s a piano or a violin.
JK: I agree, I remember on a magazine, Zzap!64, they included a tape of Rob Hubbard’s Sanxion music where he had done the Sanxion music on his synthesizers. And I was so excited and then I heard it and I was like, ‘Yeah, I like the Commodore 64 version better.’
GC: [laughs]
JK: There’s just something about that sound he was able to achieve that was absolutely mind-boggling. And as soon as he switched to normal instruments, and we could recognize these instruments, and perhaps these patch choices or these synthesizer sounds, suddenly it became very kind of regular again. And I think that there’s something about that too, that each of these machines – Sega Genesis, Super Nintendo – they all had their own sound, you know?
GC: The consoles themselves were the instrument.
JK: Yeah.
GC: But I’m not particularly retro obsessed, I just like the fact that the music is distinct to video games and wouldn’t exist under any other circumstances.
JK: Yes!
GC: Are these the sort of things you think of when you’re creating your music? I listen to something like Warp Traveller from Darktide and, more than most video game music, it feels like something that would evolve out of Commodore 64 music. There’s no evolutionary connection between Monty Mole and Call Of Duty, or whatever, but I feel there is with your stuff.
JK: I am in love with video game music, absolutely. And I still love Commodore 64 music as much as when I was 13. That never stopped for me. Just because I’m older doesn’t mean I don’t like it anymore. And I still listen to that music and I love when they do remixes of it and all that kind of stuff. So I think it is part of my DNA and it is part of where I came from. And it is something that I like to… I don’t wanna say I put it in my music, but where I see it is like game music was very melodic in the early stages and even the middle stages. And then something happened and the melody tended to become more average or trying to sound more like a movie or something along those lines.
And I’m still holding on to creating something that I feel mixes a lot of elements together and trying to create a melody that you haven’t heard before. I think that’s incredibly important. And the video game is such a perfect place to do that kind of thing, because you don’t have, necessarily, a scene in a movie where, if you have something that’s super duper original it might take the viewer out of the moment. But with video games, you do so much world building that I think when you go unique it only enhances the game.
So it’s a really good platform for me to think crazy and to think big and to do something that’s melodic. You mentioned that track from Darktide; I try to put melody everywhere I can. And so I think that track is still repetitive in nature because it goes into the electronic side of things, but it has melody and I just love melody so much. I try to put it everywhere I can.
GC: Well, I’m very glad to hear you say that! It was explained to me that the reason it’s less common now is because it’s not fashionable in cinema. Nowadays everyone’s trying to copy Hans Zimmer rather than John Williams, and that’s what game directors want too.
JK: I think Hans Zimmer does some really original music and he did a lot of things first. So, I definitely like Han Zimmer’s music. But my favourite composers are Vangelis and Jerry Goldsmith. I mean, First Blood is one of my favourite soundtracks of all time. And now when you hear it, you might say, ‘Oh, that’s not that original.’ But when that came out, it was like incredibly original. But then everybody has been like, copying it, you know?
But Jerry Goldsmith is probably my favourite film composer. He’s so original, I feel. But yeah, I, don’t know why everything has to sound like a film, like you alluded to. I don’t think everything does, but I think quite a few things do. You know, I, do agree with that, in the video space.
GC: I’m not even a particularly big fan of, say, Halo and Metal Gear but the minute I hear their theme tunes I get wistful for those games. You’d think publishers would like to encourage that sort of recognition as much as possible, but you won’t get that without melody.
JK: Yeah. I mean, maybe that’s why Ezio’s family [from Assassin’s Creed 2] is so popular is because it has so much melody in it. I don’t know, that’s what I try to do. Borderlands 3 is another example of mine where I wrote the theme for the game, which plays on the menu, and it’s one of those things where I made it so minimal and stripped away everything else that could distract and impress you, and just made it super basic sounding. But then it has some of my favourite melodies that I’ve written.
And I think that’s really like my tendency, again, to kind of go back in time and just focus on the melody. And I’m not going to confuse you with all this fancy amazing sound design and production quality. I’m gonna give you some very basic stuff here. And I think that definitely is something that, now that I think about it, goes back to all the way to the Commodore 64. The way they were able to just embrace melody and almost strip everything else away, ’cause they had to, and you’re just left with a melody, and you just listen to that thing over and over when you play the game; then it’s never gonna leave your brain, you know?
GC: I’m assuming the Danish video game scene was relatively similarly to the UK in the 90s and in my experience the NES and SNES were not commonplace formats. But a lot of the most widely played retro music today is almost exclusive Japanese, the majority of which is very jazz influenced. But I would not say that was the case at all for European music of the time.
JK: Yeah, it’s true. And even the orchestral music has a very… especially the music from the ’90s and 2000s/2010s has a very distinct Japanese flavour. And it’s not something I was inspired by. In the demo scene it was all about innovation and trying to create something that we hadn’t heard before. Because we were now working on either Commodore 64 and then later Amiga, and that was already a brand new sound that nobody had heard before.
And with the Amiga, and suddenly having four sample channels, I was always trying to push, what can we do with samples now? And, and so it was a place where all this inventive music happened, and it was a place for me to just keep inventing new stuff to see what is my music style?
So I used the demo scene to form the basis of what my sound should be. And there was nobody telling me what it should be. There was no director saying, ‘You know, when we have this happen, it should sound like that.’ It was completely free of any influence, outside of what I wanted to put in my music. And so I think that’s why my music style ended up a bit more… unusual, or perhaps a bit different from a lot of the stuff going on where perhaps people have been inspired by film soundtracks.
Or maybe they’ve gone to school and they’ve been taught a certain thing in classical composition – this is how you’re supposed to do things when you work in an orchestra. When I worked with an orchestra for the first time, for Hitman 2, I had no idea what I was doing. I literally never worked with an orchestra before or had written any orchestral music before. So I just wrote what I liked.
I think that’s really important, because if I was asked to study jazz, which I’m not particularly fond of, I would really… maybe I would end up being fond of it, who knows? But I only went for stuff that I was super into; super inspired by. And so that’s what I taught myself. ‘I like this over here, so I’m gonna teach myself that.’ And that’s how I’ve been throughout my whole career. When I wrote Assassins’ Creed 2 I knew nothing about The Renaissance, really. I wasn’t taught about that in school. It was all about Vikings and stuff.
GC: [laughs] When you’re a kid you just want to copy whoever you admire, and to break out of that involves purposely doing something that’s different, which is vital for art in general.
JK: Oh, I absolutely wanted to be like Mike Oldfield or Vangelis or Jean-Michel Jarre or Rob Hubbard or Martin Galway! I was like, ‘That’s my dream right there!’ But the thing about Martin Galway and Rob Hubbard and a lot of these composers on the Commodore 64, is they knew how to program machine code as well. And I was never a programmer, and I was never in interested in programming. I was purely on the music front. So I knew I would never be able to do something sounded like that. ‘Cause I needed a music program to do music, you know?
GC: I’m always interested in how random the prominent game-making countries of the world seem to be. I think half the developers I ever speak to are Swedish, but there’s far fewer in Finland and Denmark and almost none from Norway. Do you think that goes all the way back to the demo scenes these countries did or didn’t have?
JK: I think there’s something very specific about that. When I had the Commodore 64, and then later transitioned to Amiga, the UK was the entire gaming industry.
GC: [wistful sigh] Those were the days.
JK: For the Commodore 64 and Amiga it was just the UK, it was incredible, especially England. Gremlin Graphics, Ocean, Imagine, Firebird, Rainbird… I mean, I can go on and on. All these amazing software companies in England, it was just incredible. And there was also, of course, some in America, you know, like MicroProse, but for me it was mostly British. But then again, in answer to your question, the demo scene was really strong in Scandinavia.
I think Denmark had one of the strongest demo scenes of any country, especially based on the fact that we were five million people. So we were a small country, but we had such a strong scene there. Finland had a pretty good scene, Sweden had a good scene, Germany had a pretty good scene. But those were peak demo scene countries and then later, as I moved into video games, the, the former Eastern Europe got really good with the demo scene. And now Sweden is creating so many amazing games.
I think Denmark is looking at Sweden and thinking, ‘You know, we’re gonna try to catch up.’ I I have a feeling Denmark might be next, as far as a good video game country goes. Of course, we have Io interactive and a bunch of others, but we don’t really have anything like Sweden has.
The Swedish game industry is so much bigger than in Denmark. And they only have another three million people, I think. I think they’re eight/nine million and we’re six million.
GC: It’s interesting how big Poland has become in recent years.
JK: I’m not surprised because Poland had such a strong… there’s been some strong connections with the demo scene, later than when I was in the demo scene. In Eastern Europe there was so much of the demo scene happening in the 2000/2010s that I’m really not surprised. I think that was the foundation of all these really strong games coming out from Poland and other countries over there.
GC: So to change the subject slightly, how did you transition into the modern era of gaming, with games like Hitman and Assassin’s Creed? Because that seems like it would naturally have a classical soundtrack, but that’s not quite the direction you went in.
JK: Io Interactive were founded by my friends and when I decided to stay in the US they went back home. Because I wanted to make music for more than just one company. And I think it’s just not just Io that has the demo scene roots. It’s also Crytek and Remedy in Finland. And I mean, there’s so many… Housemarque I believe.
GC: Oh definitely them, they’re one of my favourites. I’m so looking forwards to Saros.
JK: Yeah. They’re great. Absolutely. In answer to your question, after Hitman: Blood Money, which was the fourth Hitman I worked on, and I was working with the symphony orchestra and a choir again, I think my music style was going in new directions. And I don’t think my symphonic work necessarily… it sounds far from my demo scene days at that point. But I was always trying to go new places. That is like my DNA, to always try and do something new. And so I don’t get stuck anywhere, I’m always doing something different that I haven’t worked on. That’s what I look for.
And so when Assassin Creed came about, they were looking for a composer who was versatile and could do both electronic and orchestral, because of the DNA of Assassin’s Creed with the whole traveling back in time through your DNA and all that kind of stuff. So there was a very strong sci-fi element. It’s something that the later Assassin’s Creed games moved further and further away from. But in the beginning, the first four Assassin’s Creed games I worked on, that sci-fi element was very much to the fore. And we were talking about that a lot.
And so, you know, all that orchestral and symphonic music I did, it, it all goes through what I call the Animus filter, which kind of messes all the music up a little bit, because we are playing a simulation. And that was something the team was really into. And so I felt it was a good fit. They also needed someone who could work with them on the implementation because they were still trying to figure out what Assassin’s Creed was at the time.
It started out as a Prince Of Persia game and then it turned into Assassin’s Creed. And that’s when I came on, on board. But there were so many gameplay elements that I had never seen before, like eavesdropping and following people and all these kind of things. So we had to figure out a lot.
There was three different cities you could play in. They all needed a different music style, anything from Acre to Damascus and Jerusalem, and so Muslim-based music and more Christian influenced music styles. It was just so much we had to do that for me it was the perfect project, ’cause I could do a lot of different things and I could really get my teeth into all this.
GC: I can see that. So you were obviously, at least for those games, quite closely involved with the creation of the game. Is that normal for the games you work on?
JK: It does vary a lot. And it often depends on how, um, much we are trying to stretch the limit of everything. For Assassin’s Creed we were really stretching the limits, I felt. And so was the game itself. When you’re running around on rooftops, the game is flickering and it’s almost like there’s some kind of bit compression or something going on. And they did all that on purpose, because when you’re running on rooftops, being chased, they wanted it to look like the actual Animus was being stretched to its limits.
And so when I’m running on the rooftops, there’s electronic music with beats and everything, they wanted to go modern. And then with an orchestra sound on top that’s the Access the Animus track that’s up there. And that was really interesting, because suddenly we are going in a very electronic direction but it fit the whole idea that the team had about the game.
And so for something like that, I felt like we really closely worked together on what all this should sound like and what should be the philosophy behind this Animus filter and all these kind of things. And other times you get involved with a game and it might be like… Freedom Fighters was very far along when I got involved with it. Ao I knew right away what I wanted to do but I still think… that was working with my friends again, who were from Io Interactive. So the creative opportunities were endless, because they gave me so much freedom.
So it all really depends on what stage of the project you come in or what’s your relationship to these people. Did you just meet them or have you worked with them before? I feel when I got around to working on Assassin’s Creed 2 the team was like, ‘Okay, we feel like we nailed the first one. And it sold 10 million copies, which was a huge number for Ubisoft. And so they let me go do my thing.
GC: That’s interesting, because it’s the second one that really saw that franchise blow up and it sounds like you were a big part of that.
JK: We wanted to create a city that you could live in and breathe in. And when I work on open world games, I’m especially interested trying to create some kind of magic there in the atmosphere. And if the music can help with that, then that’s what we need to do. But it needs to be something that that draws you back in, even if you’ve completed the game.
And it just is incredible to me that people still talk about Assassin’s Creed 2 and the Ezio trilogy after 15 years. And I think it just means that we created something that you can only get inside that game. And there’s like a comfort level when you go in there, even though you’ve played through the game a few times, it’s still a good place to go. I think music can have a huge thing to do with that.
GC: That’s interesting because I would’ve thought open world games would be quite restrictive, because they’re always so long and you can’t keep looping the same music again and again because people could be pottering around for hours not doing anything in particular. Do you use a specific approach for all the ones you work on or are they less limiting than I’m imagining?
JK: The games I choose to work on are always different. Darktide is a bit of an anomaly because I’m staying in that same world for a bit. But I’m getting a kick out of that. But often when I take on new projects, I don’t wanna work on the same thing. I just worked on. I wanna try something new. So I would say my scores, whether they’re open world or not, are, usually different from each other. And I don’t feel like I get stuck in some kind of a sameness with these open world games because if you choose your project wisely, you are not gonna end up in that situation.
And the philosophy behind something like State Of Decay 3, which is all about giving hope to the world and rebuilding the world while you are playing in a zombie apocalypse, it’s almost like an opposite in there somewhere. And I think that just adds so much depth to the experience. Instead of just creating a three hour score, that sounds really scary, where we’re just kind of like giving you everything you expect. So I like to try to get in there and do something that goes a bit deeper because it’s not what you expect.
Darksiders 2 is another example. I’m always reminding the player that we are in the afterlife on and the wonder of that, but yet you play the character of Death. And I think that could quickly become really mundane and boring, and dark to listen to, but still the game is kind of an uplifting experience, and the music certainly does some heavy lifting there. So I’m always trying to figure out what can be the perspective of this world. And I love world building, it’s my favourite part of working on music.
GC: That’s fascinating. Well, this has all been fascinating. Was the Wonder Woman game that got cancelled… that was going to be open world as well, wasn’t it?
JK: Yes, that was an open world game. I think.
GC: Can you talk about that at all, were you closely involved in that one?
JK: I know a lot about the game, but I mean… I can’t talk about it. We were going in a new direction, which I was excited about because a lot of superhero games and films tend to go in a certain direction, and we went in a different direction. It was going much more of an Assassin’s Creed direction than it was going into a Marvel universe direction or, or DC Comics.
GC: Can you say whether it was historical or was it set in the modern day?
JK: I don’t know, man; I don’t know what I can say. [laughs]
GC: I don’t want to get you in trouble, but what kind of music was it, at least?
JK: It was a hybrid of styles, that I can say. I was doing my hybrid style again, where I was mixing orchestral with electronics. But it’s so different from Assassins Creed that it would definitely have sounded very different. But, you know, probably more in that direction than something like a film score.
We weren’t trying to do what sounded… I like the idea of making something cinematic, but I’m with you when you say you don’t wanna just sit and watch it, because then you can just go see a movie. I like when you get to play cinematic moments. That’s okay, that’s cool with me, but I don’t want to just sit back and then the most impressive moment happened and you’re like, ‘I wish I could have played that!’
GC: OK, so that obvious didn’t work out but what else are you working on at the moment? You mentioned Samson?
JK: Yeah, Samson, A Tyndalston Story is coming out [this] month. It’s game that takes place in the nineties, so I’ve been creating a trip hop inspired, cinematic type score. I’m also working on No Law, which is a cyberpunk noir type of game. And that’s an open world game as well. Then I’m working on State Of Decay 3, which is in the third open world game I’m working on now. There’s a lot of world customisation, so there’s a lot of emotion in that score. Probably one of the most emotional scores I’ve written. And it’s all melodic by the way, State Of Decay 3 is very melodic.
GC: [laughs] Thank you! I’m interested that you actively seek out open world games to work on. You obviously find the difficulty of scoring such huge games an interesting challenge.
JK: I do, yeah. And that’s why there’s so much music for these games. Usually you are writing three hours or more for these games. And it’s definitely also about how the music is implemented, that it’s implemented carefully not to just loop or play forever. You are right that if you spend a long time wandering around, you have to be careful about how you present the music and it can be overdone.
And you mentioned a main theme could get repetitive, but there’s so many themes. State Of Decay 3 probably has like 50 themes in it. But of course you have a main theme and then you have some character themes and stuff like this. But since that game is so big you can’t score to the story when the story is so long. Assassin’s Creed Valhalla took me over a hundred hours to complete, there’s no way I’m gonna write a hundred hour score.
So you can’t have the score follow everything. So you kind of have to sum up a little bit and perhaps you’re giving everything in the world a theme, and that could be 50 themes. Or maybe you are approaching it differently, but you can’t do it like a film ’cause you can’t follow the entire journey of a game.
GC: So in terms of the future of video game music… I fear that question is probably dominated by AI. Are you worried about being replaced by ChatGPT?
JK: I am not really worried about it because I’m trying to give you something original. And that is something that AI is not able to create. It’s able to take stuff and create a variation of it. I’m more interested in creating something original, and that’s why I work on the projects that I work on. So for me it’s not a huge worry. I mean, it’s not like I’m 0% worried, but I think I’m just going to stick to trying to write something original and something new and keep doing what I’ve been doing. And I also think hat something people perhaps don’t mention enough is the human relationship you have with the team, or the director or producer or creative director or game designer. That is an incredibly important thing.
And if you ask a creative director, does he want to work with an AI on his next big game? I mean, if I was a creative director I wouldn’t wanna work with an AI. I wanna work with a composer where I can give my feedback and if there needs to be some changes we can have a philosophical conversation for 10 minutes about stuff. And then you come back from that inspired and you write something.
GC: Is there anything else coming in the future that could influence video game music for better or worse? We always talk about how much graphics will improve with a new generation of consoles, but never the music.
JK: I mean, what I enjoy to do is to write music. So that’s what I’m gonna do. Even if something came along that would make it much easier, I don’t want that thing to take away my favourite part of my job. I like to write music and that’s what I’m gonna keep doing. I like adding technology into my music but I like the opposite as well, recording with soloist and orchestras.
I like finding odd devices that create a really weird sound, and then you can run it through some of the other filters and suddenly you come up with something that you feel like you’ve never heard before. This is where I get passionate about things. I just keep researching music instruments and music technology and and effects and all these kind of things to find new ways to make something.
GC: You almost said that you want it to be difficult then. But that’s art from adversity, which I’m a big believer in. I love watching behind the scenes for movies and you see the terrible trouble they had making some of these classic films. But then you realise they probably wouldn’t have turned out as well as they did if everything was easy for them.
JK: Yeah, I agree with that.
GC: If the shark had worked all the time it would’ve been in the movie every five minutes, and that would’ve ruined everything.
JK: Yes!
GC: It’s like you need problems for creativity to flower.
JK: The hardest way to do things is often the best way to do things. Not every time, but often. And that’s definitely something that I have learned to embrace. When I decided on Assassin’s Creed Valhalla to play all the instruments myself and every track and every… the whole soundtrack was based around acoustic performances but I ended up performing the whole thing. That’s not because I thought that’s gonna be easy. [laughs] But I thought that’s gonna be the best way. So yeah, I’m with you on that. Absolutely.
GC: Okay. Well, it’s been a great pleasure to speak to you. Thank you very much for your time.
JK: It’s been great. Thank you.
Assassin’s Creed wouldn’t have been the same without him (Jesper Kyd)
Taylor Swift and Travis Kelce made their awards show debut as a couple at the 2026 iHeartRadio Music Awards.
The singer and the NFL athlete didn’t walk the red carpet together, but he was by her side in the audience. The two happily posed for pics together and weren’t shy about showing PDA.
Cameras captured Kelce accompanying Swift as she said hello to her fellow musicians in the audience, his hand firmly on her waist at one point as she greeted Sombr.
The pop star’s appearance at the Dolby Theatre in Los Angeles on Thursday marked her first awards show appearance in 2026 — her most recent awards show attendance was at the 2025 Grammy Awards.
Taylor Swift and Travis Kelce made their awards show debut as a couple at the 2026 iHeartRadio Music Awards on Thursday. Kevin Mazur/Getty Images for iHeartRadioThe pop star (seen above with Kelce) received the most nominations of any artist this year. Kevin Mazur/Getty Images for iHeartRadio
Swift is this year’s most nominated artist with nine total nods, including artist of the year, pop artist of the year, favorite tour style (for the Eras Tour) and song of the year for “The Fate of Ophelia.”
Her first win of the night was for Pop Album of the Year, and she and Kelce kissed before she went on stage to receive her award. He then hyped up the crowd, encouraging them to get on their feet for her. Swift gave her fiancé a shoutout during her acceptance speech, as he clapped and smiled for her.
Prior to the show, the “Life of a Showgirl” singer stunned on the red carpet in a mint green corset and matching miniskirt.
Her bustier top was decorated with boning, silver beadwork and fringe, matching the green aesthetic of her latest album.
She styled her hair in a half-up style and ditched her signature red lipstick in favor of a soft pink.
Swift walked the red carpet ahead of the show in a mint green corset and matching miniskirt, as seen above. Getty Images for iHeartRadioThe bustier top featured significant boning in the front and sparkling beading adorned across the front. Kevin Mazur/Getty Images for iHeartRadioShe accessorized her look with several glittering jewelry pieces including her massive diamond engagment ring. Getty Images for iHeartRadio
For accessories, she went with sparkling earrings, glittering nail polish, and wore her massive engagement ring as the cherry on top.
Kelce wore an all-black ensemble featuring a black leather jacket for this year’s event.
Photos captured the lovebirds seemingly enjoying the party alongside each other as the ceremony began.
After posing solo on the red carpet, Swift was joined by her fiancé, Travis Kelce, inside. Chris Pizzello/Invision/APThe couple appeared to be in good spirits as they were snapped clapping and cheering along with the crowd as the show began. Chris Pizzello/Invision/AP
At the 2025 iHeartRadio Music Awards, the songwriter also received the most nominations and took home the tour of the century accolade for her record-breaking Eras Tour.
But the singer didn’t attend last year’s awards show. Instead, she appeared in a pre-recorded video message to accept the special honor.
In fact, Swift has not attended the iHeartRadio Music Awards in person since 2023 when she was honored with the prestigious Innovator Award.
The last time Swift attended the iHeartRadio Music Awards was in 2023 (seen above). Getty ImagesThat year, she took home the prestigious Innovator Award. Getty Images
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Although she skipped the red carpet that year, she stunned in a crystal-covered hooded jacket, pants and boots from Alexandre Vauthier Couture during the ceremony.
Per iHeartRadio, the Innovator Award is bestowed on an artist who has “impacted global pop culture throughout their career.”
This year, Miley Cyrus took home the award fresh off her “Hannah Montana 20th Anniversary Special” press tour.
This year, the Innovator Award was given to Miley Cyrus, who is fresh off her “Hannah Montana 20th Anniversary Special” press tour. Getty ImagesAnother special moment from the 2026 iHeartRadio Music Awards included Teddi Mellencamp honoring her father, John Mellencamp, (both seen here in 2022) with the Icon Award. Charles Sykes/Bravo via Getty Images
Other highlights from this year’s show — which is hosted by rapper Ludacris — include performances from Alex Warren, Lainey Wilson, RAYE, TLC, Salt-N-Pepa and En Vogue.
Page Six exclusively reported that Teddi Mellencamp was presenting her dad, John Mellencamp with the prestigious 2026 iHeartRadio Icon Award.
The legendary singer will also hit the stage to perform.
Howie Mandel wasn’t amused by Kelly Ripa’s praise.
What started as a routine morning TV appearance took a sharp and awkward turn when Mandel pushed back on what he viewed as an age dig during “Live with Kelly and Mark” on Monday.
“You just celebrated 70 years. You’re 70 years old,” Mark Consuelos said, setting the stage — as Ripa added that “it doesn’t make any sense.”
Mandel immediately chimed in.
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Howie Mandel turned 70 and sparked laughs on “Live with Kelly and Mark” by rejecting age-based praise and revealing his wild cable swimming workout.(Chris Haston/WBTV via Getty Images; Mike Coppola/Getty Images)
“What do you mean it doesn’t make any sense?” he asked.
Consuelos tried to keep it complimentary: “You look great!”
But Mandel didn’t appear happy with the response.
“I look great? That doesn’t mean anything to me. No, no, no, no. I don’t like that, because that’s a caveat,” he fired back, as his tone shifted.
Ripa attempted damage control in her previous comments.
“We’re not saying you look great for 70. You look great,” she insisted.
Mandel doubled down.
Kelly Ripa and Mark Consuelos co-host “Live with Kelly and Mark.”(Lorenzo Bevilaqua/Disney)
“Yes, you are, without saying ‘70,’” Mandel said.
Then Consuelos appeared to stand by the comments.
“I am saying that. I am saying that,” he admitted.
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Mandel then reframed the “compliment” as an insult.
“It’s like saying you’re smart for a stupid person,” he said.
“Yeah,” Consuelos shot back, leaning into the moment as the audience reacted with laughter.
After the brief flash of tension, Mandel thanked Consuelos for his compliment.
“I’ll be serious for a minute. I’m gorgeous!” he quipped, drawing laughs and re-setting the room.
Fox News Digital has reached out to Mandel, Ripa and Consuelos for comment.
Howie Mandel pushed back on Kelly Ripa and Mark Consuelos on “Live with Kelly and Mark,” calling their age-based compliment a “caveat.”(Greg Doherty/Getty Images for Allen Media Group / Byron Allen)
The “America’s Got Talent” judge Mandel then revealed the unconventional fitness routine he credits for his appearance.
“Your friend, Jerry O’Connell, has got me into the most ridiculous workout I’ve ever done in my life,” Mandel explained.
“I swim but … he bought me these swimming cables … which I tie onto my ankles, and then I attach them to whatever is at the side of the pool.”
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Howie Mandel rejected a compliment from Kelly Ripa and Mark Consuelos at age 70, comparing it to being called “smart for a stupid person.”(Getty Images)
He continued, describing his fitness routine in detail.
“Then he gave me these frying pan paddles, and I swim for an hour and go nowhere,” Mandel said, adding that he gets “so lost in it.”
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Earlier this year, the longtime Hollywood star weighed in on the biggest mistake entertainers can make after scoring their first real paychecks in an interview with Fox News Digital.
“Spending on anything,” he said. “There’s nothing to spend on.”
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“I love that book, ‘Rich Dad, Poor Dad,’” Mandel continued, referring to Robert T. Kiyosaki’s 1997 personal finance bestseller. “I had this theory before I read the book, but anytime you get a dollar, then you’ve got an employee if you can make your dollar work for you.”
“So, instead of spending it or buying something that could get you into debt or something that’s going to diminish in value, if you can get something, like, if you’re going to buy a house, then buy a duplex and rent out the other ones, so the mortgage is free.”
Stephanie Giang-Paunon is an entertainment writer for Fox News Digital. Story tips can be sent to stephanie.giang@fox.com and on Twitter: @SGiangPaunon.
“NCIS” dropped a bombshell Tuesday night — and this time, it wasn’t the explosive kind.
Warning: Spoilers ahead.
In one of its most brutal twists ever, the long-running CBS hit action drama killed off Rocky Carroll’s Director Leon Vance during its milestone 500th episode, leaving fans absolutely reeling.
“It is never easy to say goodbye to any of our characters,” executive producer Steven D. Binder told TV Insider. “But we wanted to honor Rocky and his legacy on the show as best as we could — in this case, giving his life so his agency could live.”
“NCIS” dropped a huge bombshell Tuesday night, killing off a longtime character in its 500th episode. CBS via Getty Images
After 18 seasons, Carroll’s steady, commanding Vance met a shocking end — not in a blaze of glory, but in a cold-blooded betrayal.
The episode opened with NCIS itself in crisis mode, shut down amid a widening scandal. Vance refuses to back down, even with a bomb threatening to destroy key evidence that could save the agency.
But the bomb? A fake-out.
The real danger is standing right next to him.
The Army CID agent working alongside Vance is secretly part of a smuggling ring — the same conspiracy the reunited team has been investigating while trying to clear an innocent woman framed for murder in a case tied back to Gibbs’ (Mark Harmon) early days.
Rocky Carroll’s Director Leon Vance has been killed off after 18 seasons. TV InsiderCarroll said “the studio and the network wanted to do something really spectacular.” TV Insider
Then comes the moment that changes everything.
The agent turns — and shoots Vance.
For a split second, it looks like he might survive. The scene depicts Vance wearing a bulletproof vest and surviving the shooting.
However, it’s revealed when Vance is later speaking with an interrogator — who is later shown to be a younger version of Dr. “Ducky” Donald Mallard standing in for the Angel of Death — that he was fatally shot.
“There have always been real stakes,” Binder said, pointing to the show’s history of shocking losses. “Perhaps as best embodied by what happened to Agent Todd (Sasha Alexander) in the Season 2 finale.”
Carroll admitted he didn’t fight the decision to kill off the character that he had portrayed for nearly two decades. In fact, he embraced it.
“In the process of saving the agency, he loses his life,” he recalled Binder telling him. “It’s a great story.
“It was basically presented to me that the studio and the network wanted to do something really spectacular, really big, and something that would really send shockwaves through the NCIS fan base and the community.”
Carroll admitted he embraced the decision to kill off Vance. TV Insider
The emotional punch kept coming in Vance’s final moments, as he was guided toward death by Ducky, who plays Young Ducky on the “NCIS” spinoff “NCIS: Origins.”
“You don’t need a special reason to bring back Adam Campbell. The man is a rock star,” Binder said. “I happened to catch one of the Young Ducky episodes on Paramount+, and the moment I saw Adam’s face, I realized what it needed to be.”
By the end, the conspiracy unravels: the shutdown of NCIS was built on falsified numbers by a corrupt official. The agency is reinstated, the team returns, and Parker (Gary Cole) even comes out of retirement.
But the victory comes at a cost that can’t be undone.
“The team will be grieving, of course,” Binder said. “Vance died to protect them all. And they are going to honor that by putting one foot in front of the other, and just continuing on their mission to protect and safeguard their country.”
The message is clear: NCIS moves forward. Even without Vance.