This is a transcript excerpt covering the score awarded to Stories from Sol: the Gun-Dog on the So Videogames podcast, Episode 430.
If I’ve taken one lesson from the Steam spring sale, it’s that there are a lot of deck-building roguelikes out there. In fact, there are too many for my wallet to handle.
HIGH A wonderful aesthetic and gameplay loop.
LOW Weird holdovers from its mobile origins.
WTF Why the hell did this game open with a plane crash?
HIGH An exceptional narrative and combat system that builds upon years of experience.
LOW Some slowdown and visual quirks.
WTF I urge all readers to watch Ghost Dog: The Way of the Samurai before playing this game
HIGH Racking up a massive combo by narrowly missing trees while sailing down a hill.
LOW Seeing that combo disappear after one mistake.
WTF Why does running over a rabbit net me a new parka?
HIGH Intuitive and rewarding combat. Wonderful hand-drawn aesthetics, epic story.
LOW Some glitches and visual bugs.
WTF Why are the mole people living in a more modern age?!
HIGH Think The Office, but with cults and the occasional demon.
LOW The combat mechanics feel floaty.
WTF A vampire priest purging demons – just another day in Poland.
Prior to this writing, I was starting to lose momentum after a few games left me questioning why I bother spending my time this way, but I’m glad to say that even in its relatively unpolished state, Hyper Light Breaker offers an experience that is both challenging and rewarding in equal measure -- it also doesn't hurt that it's total eye candy, rendered in gorgeous cel-shaded 3D that manages to capture the essence of its acclaimed neon-coated 2D predecessor, Hyper Light Drifter.
Minecraft is a popular sandbox video game enjoyed by millions worldwide, but it seems like Minecraft Launcher Error Code 0x87e5003a is giving headaches to a wide range number of fans. If you are facing this error, don’t worry; this guide will walk you through some proven methods to fix it and get you back to […]
The post Minecraft Launcher Error Code 0x87e5003a: Try These Fixes appeared first on Games Errors.
Fortnite has captivated millions of players with its exciting gameplay and vibrant world. However, encountering errors, like Fortnite Error code 0, can be frustrating and disrupt your gaming experience. It seems like this error is pretty popular among worldwide users, so have no fear! There are plenty of solutions to fix it without effort. In […]
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Fortnite is a highly popular and addictive online battle royale game played by millions of players worldwide, but the 0xc0000005 error seems to sometimes generate headaches among fans. Like any other software, it can encounter various errors and issues that disrupt the gaming experience. The 0xc0000005 error is one of the most common occurrences for […]
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Call of Duty: Modern Warfare 3 (MW3) is a cornerstone of the CoD franchise, offering intense multiplayer action and a gripping campaign. However, the gaming experience can sometimes be ruined by various errors, one of which is the notorious Dev Error 12502. This technical problem can stop players in their tracks, leaving many to wonder […]
The post How to Fix Dev Error 12502 in Call of Duty: Modern Warfare 3 appeared first on Games Errors.
The Call of Duty series has been a staple of the first-person shooter genre, offering players intense combat scenarios and a rich, narrative-driven experience. However, like any complex games, it’s not immune to technical problems. One such issue that has been a thorn in players’ sides is the MW3 Dev Error 5433, especially within the […]
The post MW3 Dev Error 5433: How To Fix It Easily appeared first on Games Errors.
Many believe that Gaming and Esports industry has taken a hard hit as the offices reopened after COVID-19, and the downfall of this industry has begun. While we can say this about just the Esports industry, the Gaming industry is still booming, and if you are wondering how big it is, you can have a […]
The post Gaming vs. Movie Industry Revenue: Striking Revenue Gap Revealed appeared first on Games Errors.
Apex Legends vs Fortnite. Which one is more popular and better? This question can arise in your mind. But, without proper analysis, it’s not possible to answer. Both of these games are known for their amazing multiplayer experience. But that’s not the complete story. We have looked far deeper than you can imagine and found […]
The post Apex Legends vs. Fortnite: Assessing Popularity in 2023 appeared first on Games Errors.
Packet loss severely impacts Counter Strike 2 and its players globally. Experiencing high ping and packet loss while playing CS2 can lead to frustrating delays and lagging. Aware of this problem, I made this guide to show you how to fix CS 2 Packet Loss. Unfortunately, I dealt with this problem a few times since […]
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Remember the 90s? All the talking robots, the ghosts, and of course, who can forget...
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What mysteries lie in the midst of the enchanted forest? Koira is the debut game...
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Update: March 28, 2025 Post Trauma’s release date has been delayed to April 22nd, 2025,...
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Welcome to the Into Indie Games walkthrough for Carmen Sandiego. For more information on Carmen...
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Welcome to the Into Indie Games walkthrough for Carmen Sandiego. For more information on Carmen...
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The Darkest Files is set in 1956, when Germany was a country divided in two,...
The post Preview: The Darkest Files – Bringing Former Nazis to Justice appeared first on Into Indie Games.
Welcome to the Into Indie Games walkthrough for Asylum. In this part, we meet the entity in the catacombs and finally end this nightmare.
The post Asylum Walkthrough – Conclusion appeared first on Into Indie Games.
Welcome to the Into Indie Games walkthrough for Asylum. In this part, we explore the 3rd floor theater, church and piano room.
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Welcome to the Into Indie Games walkthrough for Asylum. In this part, we learn the truth behind your condition in the Laboratory.
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Welcome to the Into Indie Games walkthrough for Asylum. In this part, unlock Dr. Hanwell's office.
The post Asylum Walkthrough – 1:00 AM appeared first on Into Indie Games.
Baldur’s Village is a fan expansion that adds the characters from Dungeons & Dragons RPG Baldur’s Gate 3 to the cozy, pixel art farming sim Stardew Valley. The head of Larian Studios, which made Baldur’s Gate 3, thought it was really cool. But Wizards of the Coast, who owns the D&D license? Not so much. The tabletop…
If you look at the the top played games on Steam, you might notice something new right at the top. Above the usual heavy hitters and longtime classics you’ll spot Schedule I, an open-world, first-person drug-dealing sim developed by one guy that, as I write this, has over 340,000 concurrent players on Steam.
We’re less than 48 hours away from the Switch 2 deep-dive everyone’s been waiting months for, and the biggest questions around power, price, release timing, and launch lineup still remain. Will Nintendo play it safe as it seems to have done so far with the new hardware, or has it been patiently keeping a big surprise…
483 days ago, Rockstar Games released the first trailer for Grand Theft Auto 6. And assuming GTA 6 doesn’t get delayed, the CEO of Rockstar parent company Take-Two seems to have indicated that fans might have to wait a few more months yet before another GTA 6 trailer arrives.
Monster Hunter Wilds is rounding out its one-month anniversary with a major patch later this week. It’ll add new features and monsters to the game, as well as some urgent stability improvements on PC where performance has remained pretty abysmal since launch.
I used to be the sentimental type in video games. For instance, if a certain character offered you a weapon—a keepsake—I would hang on to that weapon for as long as possible. Something like Naoe’s starting katana would be the kind of thing that I’d stubbornly hold onto for far too long.
Cloak & Dagger are one of the most commonly picked Strategist characters in the entire game, and for good reason: They are incredibly powerful. While each of their abilities are somewhat limited, you’ll maintain control of two characters with completely different roles, so balancing them will be key to excelling.
Some oddly-shaped baseball bats have become a hot topic among fans and players, after the Yankees’ so-called “Torpedo Bats” seemingly helped some sluggers hit multiple home runs.
While you and a partner are exploring the worlds created by Split Fiction’s protagonists, you may come across a special rift which will lead you to a “Side Story”—the game’s version of side quests or bonus levels.
We are two weeks away from the premiere of The Last of Us’ second season. The HBO live-action adaptation will be based on The Last of Us Part II, and anyone who’s played it knows it builds heavily off the first game’s ending. As such, showrunners Craig Mazin and Neil Druckmann are doing promotional interviews for the…
Monster Hunter Wilds offers up a lot of diverse weapon types to choose from, including the simple Great Sword, the transforming Charge Blade, and a giant music-based weapon known as the Hunting Horn. Two weapons that aren’t quite as distinct from each other are the similarly named Heavy Bowgun and Light Bowgun. What…
Every time I think we’re done hearing about the Elon Musk fake gamer saga, a new bit of information comes out revealing that the Tesla and X owner who bought his way into an unelected government position is apparently bad at video games. Generally, I haven’t paid too much attention to the developing story of Musk…
This year marks the 25th anniversary of Final Fantasy IX and Square Enix has announced some celebration plans for the PS1-era RPG. The publisher said it’s “preparing various projects,” including new figures of the main heroes that slightly alter their appearance. It’s enough to have long-time fans once again believing …
I absolutely adore PowerWash Simulator. I’ve adored it for three years now. It’s the console game I keep coming back to; curling up on the couch, putting on a podcast, and cleaning the muck off an ice rink or UFO. It got me through a horrible bout of covid, it offers me comfort when I’m feeling down, and it keeps…
The developers behind Palworld have re-revealed their furry high school dating sim (almost) nobody asked for. It’s called Pal♡world! ~More Than Just Pals~ and was almost certainly an April Fools’ joke the first time it was teased in 2024, but might actually be a real thing now?
The man, the myth, the Sandman. Adam Sandler is easily one of the biggest comedy stars ever in Hollywood. Though he’s run afoul of critics for years, Sandler has enjoyed a loyal following due to his everyman persona that thumbs the nose of well-dressed muckity mucks. His recent cameo at the 2025 Oscars says it all:…
Whether you want to know how to use Assassin’s Creed Shadows’ level scaling to your advantage, get rich quick in feudal Japan, or make your hideout as pretty as it can be, we’ve got the tips for you this week. In addition to that, we’ll also help you get started in Atomfall and tell you what to expect out of AI Limit,…
This week, we raved about the new action-RPG The First Berserker: Khazan, voiced our critiques of the new Pokémon TCG set Journey Together, and shared some thoughts on the uselessness of game genres and the discourse around Daredevil: Born Again. Read on for these takes and more.
The big event of the week was Thursday’s Nintendo Direct, the last one focused on the original Switch before the curtain gets pulled back on its successor next Tuesday. However, we also have details on some great games that are a steal right now on PSN during Sony’s spring sale, the lowdown on a big structural shakeup…
March is nearly over, and what better way to spend the final days of the month than curled up at home and playing video games? Welcome to Kotaku’s weekend guide, where we give you a few suggestions of cool games you can play right now if you’re avoiding your backlog or just want to add another game to the pile. You’ve…
The prologue offers a glimpse of what it’s like to play the powerhouse that is Yasuke, and then the early game revolves around Naoe. It’s a taste, a teaser of what’s to come, what with his ability to smash through doors and gates, lift enemies off the ground, and slam opponents like paper dolls. But once you unlock…
Studio Ghibli films are know for their crisp, naturalistic, and meticulously crafted animation. The Lord of the Rings is a story about evil tools so powerful they must be destroyed at all costs. How on the nose, then, that someone should decide to use generative AI to try to remake Peter Jackson’s movie adaptations of…
One of the more surprising announcements from yesterday’s Nintendo Direct was that not one but two more PlayStation series are coming to Switch. No, it was nothing quite as colossal as God of War or The Last of Us coming to the handheld console, but a remaster of the first two Patapons and the next game in the Everybod…
In the market for over 100 hours of great RPG action? The latest Humble Bundle includes the perfect mix of games, and you can grab five of them for just $10.
Part of the fun of role-playing games is changing things up and experimenting with unique builds, weapons, and spells. If you’re hoping to try a new build in AI Limit, there’s good news and bad news. The good news is that you absolutely can respec in the game. The bad news, though, is that you don’t unlock this…
The First Berserker: Khazan is in some ways a Soulslike crafted for hardcore Soulslike fans. There are few ways to too cheese boss fights with broken builds and the skill-checks come early and often (Chapter 3 boss Viper is already infamous as “newbie crusher). But it also has the DNA of an old-school action game that…
Daredevil: Born Again is really quite something. It feels like the first genuinely adult-focused project within the MCU, and its shocking brutality is all the more surprising for being created by Disney. (While Deadpool & Wolverine had gore and naughty words, it’s hard to really credit the silly movie with being…
Sure, you could hack-and-slash your way through every enemy encounter in the game, but where’s the fun or style in rapidly tapping light attack and heavy attack hundreds of times? You can mix up the combat in Assassin’s Creed Shadows by implementing powerful skills, many of which you’ll unlock early, upon leveling up.
Nintendo’s live-action adaptation of The Legend of Zelda now has a release date, but you’d only know that if you’ve downloaded the company’s recently announced news app, Nintendo Today. The Zelda movie isn’t due out until 2027, and in the meantime it seems like Nintendo is training fans to stay glued to its new app to…
If you’ve tried to buy a pack of Pokémon TCG cards in recent times, you’ll already know what a shitshow it’s all become. As we’ve been reporting, the last six months has seen the trading card game’s explosion in popularity lead to an epidemic of scalping, leaving new cards all but unavailable to the regular players…
A new story expansion for Hogwarts Legacy was supposed to arrive later this year, but the content has been canceled according to a new report by Bloomberg. The change in plans comes amidst continued fallout at Warner Bros. Games after recent sales flops and studio closures.
A surprise Nintendo Direct to cap off eight years of the original Switch just before next week’s Switch 2 showcase closed out with a shockingly lowkey banger: Tomodachi Life: Living the Dream. The Tomodachi Life series is like Animal Crossing but stars unnerving Miis instead of cute animals, and the trailer for the…
Free-to-play juggernaut Marvel Rivals is getting a twerking Venom emote just in time for April Fool’s Day. And yes, this is real.
GameStop might be dying, but thanks to its unprecedented good fortunes as a meme stock, it still has a whopping $4 billion in cash reserves. The video game retail chain announced this week it now has a plan for what to do with it: plough it into Bitcoin.
I’m just gonna level with ya’ll, I didn’t think much of Metal Gear Solid 3: Snake Eater in 2004. But a new look at an improved gameplay feature in the upcoming remake, Metal Gear Solid Delta, might just be enough to convert this jaded fan who’s convinced the series peaked at Sons of Liberty. In a 12-second clip, Naked…
During today’s Nintendo Direct, the last one before the big Switch 2 Direct next month, the company shared a big change it’s making to digital games next month. While it will allow you to share digital titles with friends and family members, this is still Nintendo we are talking about, so the whole system is a bit…
Ubsioft will spin off its most successful game franchises, including Assassin’s Creed, Far Cry, and Rainbow Six Siege, into a separate subsidiary thanks to a $1.25 billion investment from Chinese conglomerate Tencent. The massive deal allows the founding Guillemot family to remain in control of the publisher despite…
Today’s Nintendo Direct didn’t officially include any news about the Switch 2. However, the company’s new Virtual Game Card feature has revealed that some old Switch games might get enhanced or improved ports that will only be playable on Nintendo’s upcoming Switch 2 console.
Metroid Prime 4: Beyond got its second trailer today with a deeper dive into the game’s new world and some of the mysteries within it, including a new race of ancient aliens, new psychic powers, and a red suit. The latest footage from today’s Nintendo Direct comes almost a year after our previous glimpse, yet we still…
The whole damn civilized world as we know it is in a bit of a rough place right now. Name a country and there’s likely turmoil or some sense of impending doom on the horizon. Turkey in particular is facing some of the largest protests the country has seen in years following the arrest of Istanbul’s mayor, Ekrem…
There is an abundance of soulslike titles these days, giving fans of the brutal genre plenty of options for where to spend their time exploring, making builds, and taking down extremely challenging bosses. If you’re an anime enthusiast as well, you may have had your eye on AI Limit, which costs only $35. This may…
Soccer’s most expensive legend is set to appear in Fatal Fury: City of the Wolves when it launches in April. Developer SNK revealed the bizarre fighting game cameo in a new gameplay trailer in which the former Real Madrid star turned Al Nassr FC captain can be seen kicking a glowing blue ball to annoy his opponents.
Marvel and Dotemu just announced Marvel Cosmic Invasion, a co-op, ‘90s-inspired beat ‘em up starring famous comic book characters and set to launch later this year. The cool-looking brawler is from the same studio that brought us 2022's very, very good TMNT: Shredder’s Revenge.
AI Limit is a challenging new soulslike title from SenseGames that I’d argue punches well above its asking price of only $35. But there’s a lot to take in during its opening hours, from fairly in-depth gameplay mechanics and button combinations to exploring locations densely packed with secrets to uncover. I don’t…
With the era of the original Switch just about to set below gaming’s horizon, Nintendo has hit the internet with a curtain call of a Direct for the portable console.
No Metroid game is complete without new abilities and a cool altered space suit. Metroid Prime 4: Beyond has both, with the Switch game’s latest trailer showing off psychic powers and red and black space armor that almost makes Samus Aran look like a Geth trooper from Mass Effect (complimentary).
New sets are coming to Pokémon TCG Pocket at a frantic pace—Shining Revelry is the fifth collection added since the game’s launch at the end of October last year. It also marks the first time the gacha mobile game has locked a card inside one of its extremely expensive bundles: if you want the inevitably sought-after…
When I first discovered the ornament vendor in Assassin’s Creed Shadows—the kindly woman selling decorations and customization options for the hideout—I had a feeling I’d end up spending tons of Mon decking out my dojo. Well, that assumption was correct. Many thousands of Mon later, I was rolling in rocks, trees, and…
In case you missed it, Marvel just wrapped up an hours-long stream announcing the cast for Avengers: Doomsday. The movie is the first of two big crossover movies bringing together heroes from across the MCU, including the Fantastic Four and, surprisingly, a ton of the X-Men. However, there are also some surprising…
For many fans, the PlayStation 4 years were defined by blockbuster single-player GOTY contenders like God of War and Spider-Man. Then the PS5 arrived in 2020 and Sony turned its attention to live-service gaming with the hopes of capturing a piece of the growing multiplayer market. Former executive Shawn Layden, who…
If you haven’t tuned into Marvel’s painstakingly long live stream revealing the cast of Avengers: Doomsday, you might not realize that some heavy hitters of Marvel movies past are returning to the big screen. Yeah, there are a handful of predictable MCU staples showing up, like Chris Hemsworth as Thor and Anthony…
AMD TechTalk host Jim Greene chats with Carrie Wang, data center lead at Giga Computing, about the evolving demands of AI infrastructure, the future of data center cooling, and how Giga Computing and AMD are collaborating to drive data center computing innovation.
AMD TechTalk host Jim Greene chats with Arun Nandi, Head of Data and Analytics at Unilever, about the rise of AI tokens, the impact of DeepSeek, and how tokenization is reshaping enterprise AI adoption.
AMD TechTalk host Jim Greene sits down with Elio Van Puyvelde, founder and CEO of ElioVP, to discuss how deep hardware optimization can enhance AI performance, improve efficiency, and reduce power consumption. They discuss the evolution from GPU overclocking to AI workload tuning, the challenges of AI infrastructure, and the future of AI model efficiency.
AMD TechTalk host Jim Greene chats with Madhura Maskasky, Co-Founder & VP of Product at Platform9, about the future of private cloud, seamless VMware migrations, and optimizing AI-ready infrastructure.
AMD TechTalk host Jim Greene chats with Arun Nandi, Head of Data and Analytics at Unilever, about how AI and Gen AI are driving smarter decision-making, optimizing sustainability, and creating real business impact across Unilever’s global operations.
AMD TechTalk host Jim Greene chats with Neeraj Kumar, Chief Data Scientist at PNNL, about how AI is accelerating discovery across scientific research, energy efficiency, and healthcare.
AMD TechTalk host Jim Greene chats with Iddo Kadim, Field CTO at NeuReality, about the rapid evolution of AI, the future of enterprise deployment, and the infrastructure changes driving innovation.
AMD TechTalk host Jim Greene chats with Todd Koelling, Senior Director of Product and Solutions Marketing at Synopsys about how AI is reshaping the semiconductor industry and how the partnership between AMD and Synopsys led to the fastest ramping product in AMD history.
AMD TechTalk host Jim Greene chats with Steen Graham, founder of Metrum AI, to explore the evolving world of AI infrastructure, testing, and enterprise solutions.
AMD TechTalk host Jim Greene chats with Mahdi Ghodsi, Director of Engineering at Aupera Technologies about how edge AI is transforming video processing across industries like retail, security, and smart cities.
AMD TechTalk host Jim Greene chats with Eric Herzog, CMO of Infinidat about how it leverages cutting-edge technology to revolutionize enterprise storage, AI, and cybersecurity.
AMD TechTalk host Jim Greene chats with Linda Yang, the Senior Solution Manager at Supermicro about the transformative impact of AI on computing infrastructure and the sustainable innovative solutions Supermicro is providing to meet these demands.
TechTalk Host Jim Greene chats with Meena Arunachalam, AMD's AI Systems Engineering Director and Fellow, about how RAG is paving a simpler path to AI adoption in the enterprise and delivering capability to ensure an enterprise-class reliability to AI solutions.
Tech Talk host Jim Greene chats with Alan Czeszynski, VP of Product at BeeKeeperAI, about how BeeKeeperAI's EscrowAI platform enables secure collaboration between algorithm developers and data stewards, preserving data privacy and intellectual property. Jim and Alan explore the technology, its applications across industries, and the future of AI and data security.
TechTalk host Jim Greene chats with Robert Daigle, Director of Global AI Business at Lenovo about how AI is evolving in the enterprise, challenges organizations are currently facing to deploy AI solutions, gaps in sustainable infrastructure solutions, and how Lenovo is positioning itself to help customers deploy technology right sized for responsible delivery of AI at scale.
TechTalk host Jim Greene chats with Oii co-founder and CEO, Bob Rogers, about how his organization is tapping AI to bring new levels of insight and control to supply chains, and how infrastructure optimization is critical to fully unleash the potential of Oii solutions.
AMD TechTalk host Jim Greene chats with the VP of Sales and Alliances at RadiusAI, Robert Hubbard, about how they're transforming the retail checkout game with AMD EPYC CPUs. With AI-assisted checkout, RadiusAI is lowering shrink and food waste, and increasing employee retention and customer satisfaction.
AMD TechTalk host talks with Oracle's VP of Mission-Critical Database Product Management, Ashish Ray, about how his organization is shaping the future of enterprise data management and how Oracle is tapping AMD EPYC processors to deliver the performance required by enterprise customers.
AMD TechTalk host Jim Greene chats with Chaos' Director of Media and Entertainment and Strategic Products, Albena Ivanova about how her company is disrupting the world of media and entertainment with new software capabilities that tap AMD EPYC performance.
AMD TechTalk host Jim Greene chats with Geico's Rebecca Weekly about how her organization tackles compute innovation to serve corporate requirements and customer needs and how AI's advancement represents new opportunity for IT innovation
AMD TechTalk host Jim Greene chats with GigaIO CEO Alan Benjamin about his company's unique take on delivering SUPERNODE, a scalable platform alternative that fast tracks company deployment of AI workloads.
TechTalk host Jim Greene chats with IronYun's Paul Sun about how his company is infusing AI into analytics solutions that yield breakthrough results for customers and how the IronYun team has worked with AMD to deliver improved performance and efficiency for customer deployments.
TechTalk host Jim Greene chats with Ateme's Director of Technology and Standards, Jan Outters, about how the company is transforming media delivery with AI infused encoding innovation.
AMD TechTalk host Jim Greene chats with Altair's Fatma Kocer-Poyraz about how her company is driving unique engineering solutions to market by tapping the confluence of AI and data science.
AMD TechTalk host Jim Greene chats with Ansys's Wim Slagter about how his company is tapping AI to improve simulation and comments on the deep collaboration between Ansys and AMD in driving the highest performance solutions to customers.
AMD TechTalk host Jim Greene sits down with Cadence's Dan Lee to discuss the Spectre simulation suite and how the company is helping to advance silicon design with the help of AMD EPYC processor performance.
TechTalk host Jim Greene chats with AMD's Server Solutions Group CVP Ravishankar Kuppuswamy about changing computing requirements in the AI era and how AMD EPYC processors will deliver core capabilities to customers as they implement generative AI models.
AMD Tech Talk host Jim Greene chat's with Hexagon's Vicky Tsianika about the company's multi-physics and fluid dynamics solutions, how these markets are being re-shaped by AI, and how Hexagon has tapped AMD EPYC processors to fuel improved performance for their customers.
AMD TechTalk host Jim Greene chats with security expert Sally Eaves on the latest requirements for data center security in the AI era and how a hardware root of trust is becoming even more important for trusted environments.
AMD TechTalk host Jim Greene chats with IT veteran Ramki Balasubramanian about challenges facing IT professionals with today's workloads and how his organization approaches infrastructure modernization including use of AMD EPYC processors.
TechTalk host Jim Greene chat's with Clarify 360 analyst Jo Peterson on her view of the state of data center security, new opportunities and threats posed by AI, and how a hardware root of trust can help data center managers best protect their organizations.
AMD Tech Talk host Jim Greene chats with Cloudflare VP Rebecca Weekly about her organization's challenges in delivering to customer demands at the edge, where industry innovation is headed to deliver the performance required to fuel AI workloads, and how her company has tapped AMD EPYC processors to fuel innovation.
AMD Tech Talk host Jim Greene chats with Charles Luzzato, SIMULIA Industrial Equipment Industry Process Director, at Dassault Systèmes about how SIMULIA taps data to improve data center performance and efficiency, and how AMD EPYC processors deliver a performance foundation for SIMULIA deployments.
AMD TechTalk host Dylan Larson chat's with CTO Advisor Keith Townsend on the hidden costs of IT inaction in modernizing data center infrastructure and what can be done to spur innovation.
In this episode AMD TechTalk host Dylan Larson chats with AMD's Server System Architect Mahesh Wagh about disruptive innovation coming to server platforms and how technologies like CXL will create new opportunity for memory capacity scaling and system design flexibility. Learn more at www.amd.com
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At first glance, Bunny Battle Nemesis, Tony and Clyde, and Cruz Brothers may seem like three wildly different games. A futuristic war waged by alien rabbits, a crime-fueled bullet hell, and a brutal fight circuit where warriors fight for blood. But in the DCF Universe, nothing happens in isolation. The smallest spark can send shockwaves […]
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Hi, I’m Pavel Kalinichenko, CEO of Stamina Zero, and I’m excited to introduce you to Little Droid, a handcrafted pixel art Metroidvania coming to Xbox Series X|S and Xbox One on April 10, 2025. In Little Droid, you take control of a small but determined droid, navigating a mysterious world filled with danger, puzzles, and […]
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Attention, fellow Ghoul Hunters! Welcome to the Zone. Or shall I say: welcome to your final demise? Because according to my studies, only one in a hundred Ghoul Hunters will survive in the Zone! Deadly Distortions, dangerous mutants, heavily-armed bandits, and yes, the cursed Visitations! They are here to claim your life and your soul. […]
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Square Enix has launched a new Final Fantasy IX portal to celebrate the PlayStation RPG’s 25th anniversary this year. This includes a new anniversary illustration by Toshiyuki Itahana and links to new merchandise like a new vinyl album FINAL FANTASY IX 25th Anniversary Vinyl – Timeless Tale – which includes a new recording of the […]
The post Square Enix launches Final Fantasy IX 25th anniversary website appeared first on Nova Crystallis.
SaGa fans can pick up a new release starting today with the surprise drop of SaGa Frontier 2 Remastered, announced during a recent Nintendo Direct. This remastered version is an enhanced release of the 1999 classic and is out now across Nintendo Switch, PlayStation 4, PlayStation 5, PC, iOS, and Android. The game focuses on […]
The post SaGa Frontier 2 Remastered gets a surprise shadow drop release today appeared first on Nova Crystallis.
Following the success of last year’s Dragon Quest III HD-2D Remake, Square Enix has lifted the curtain on the much-anticipated followup, Dragon Quest I & II HD-2D Remake. The game will combine both full remakes of the original titles respectively when it launches across Nintendo Switch, PlayStation 5, Xbox Series, and PC some time this […]
The post Dragon Quest I & II HD-2D Remake gets its first teaser trailer appeared first on Nova Crystallis.
War of the Visions Final Fantasy Brave Exvius will end service May 29, 2025 according to an announcement posted on the game’s official site today. Developed by Gumi, it launched five years ago this day, the game is a sequel to another smartphone RPG Final Fantasy Brave Exvius, but features grid based strategy RPG combat. […]
The post War of the Visions Final Fantasy Brave Exvius will end service May 29, 2025 appeared first on Nova Crystallis.
The second major content patch following the launch of Final Fantasy XIV‘s Dawntrail expansion arrives Tuesday, March 25, 2025. Patch 7.2 will continue the main scenario in Seekers of Eternity, from its conclusion in Patch 7.1. During the main scenario, players will take on the Expert Dungeon The Underkeep and a trial versus a familiar […]
The post Where to unlock content and features in Final Fantasy XIV 7.2 appeared first on Nova Crystallis.
In the 86th Letter from the Producer Live broadcast conducted by the Final Fantasy XIV team, producer/director Naoki Yoshida and global community producer Toshio Murouchi shared a look at the next major patch “Seekers of Eternity” (referred to as Patch 7.2) and the content and features that will be added therein. Catch the brand-new trailer below, which highlights the […]
The post Final Fantasy XIV Live Letter 86 Summary – Patch 7.2 Arrives March 25, 2025 appeared first on Nova Crystallis.
I give much credit to the PR crew of MainFrames…they do a darn good job selling this game. This marketing push makes it a real shame that most of the
The post Review: MainFrames (Nintendo Switch) appeared first on Pure Nintendo.
This week on the Pure Nintendo Podcast, Jemma, Kirk, and Trev discuss the latest Nintendo Direct, breaking down our favorite games heading to the Nintendo Switch in 2025 and even
The post Nintendo Direct breakdown! Pure Nintendo Podcast E105 appeared first on Pure Nintendo.
This week’s Nintendo Switch eShop roundup comprises a handful of SNES titles, along with some tunes for Nintendo’s music app, more sales to tempt us, and a list of new
The post SNES classics, Kirby tunes, sales and more join this week’s eShop roundup appeared first on Pure Nintendo.
No Sleep For Kaname Date - From AI: THE SOMNIUM FILES is coming to Nintendo Switch on July 25th. And if you're not familiar with the series, Spike Chunsoft is providing some financial incentives to help you catch up.
The post Spike Chunsoft’s big sale before No Sleep… appeared first on Pure Nintendo.
Stunt Flyer was quietly released on the Nintendo Switch in February 2025, and it’s easy to see why this one flew under the radar. By all appearances, it’s a budget
The post Review: Stunt Flyer (Nintendo Switch) appeared first on Pure Nintendo.
A surprise entry in today's Nintendo Direct was ATLUS's announcement that Devil Summoner: Raidou Kuzunoha vs. The Soulless Army is being reborn as RAIDOU Remastered: The Mystery of the Soulless Army.
The post Solve RAIDOU Remastered: The Mystery of the Soulless Army this June appeared first on Pure Nintendo.
Without the cave exploring and monster fighting typical of farming sims, Sugardew Island focuses solely on growing and selling crops, as well as restoring peace to the land. Is that enough to keep players engaged?
The post Review: Sugardew Island (Nintendo Switch) appeared first on Pure Nintendo.
GDC 2025 was held in San Francisco last week, and First Break Labs was there to show off their upcoming releases. Pure Nintendo wasn't on hand for a visit, but we did hop onto Discord for a demo of two games they'll be sending our way: ILA: A Frosty Guide and Baseless.
The post First impressions with First Break Labs’ upcoming Switch lineup appeared first on Pure Nintendo.
It's surprisingly fun to think of your dream theme park, and then actually build it and see other people's reactions to it. Just in case you're not familiar with the RollerCoaster Tycoon series, that's exactly what you do.
The post Review: RollerCoaster Tycoon Classic (Nintendo Switch) appeared first on Pure Nintendo.
A stealth puzzle game with an intense sense of intrigue, The Stone of Madness takes place in the grim setting of a 17th century Spanish monastery. The game tells the
The post Review: The Stone of Madness (Nintendo Switch) appeared first on Pure Nintendo.
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Exo Rally Championship is about as extreme as off-road racing can get as you race all-terrain vehicles across moons and alien planets.
Currently in development by Exbleative (creator of Exo One) Exo Rally Championship sees off-road racing meeting interstellar extremes in the galaxy’s most dangerous motorsport. The game challenges drivers to conquer procedurally generated alien worlds/moons plagued by violent weather, jagged terrain, and crushing … Read More
The post Exo Rally Championship – Beta Demo first appeared on Alpha Beta Gamer.The Abbess Garden is a chilled out gardening game that transports players to a cozy private garden in 17th-century France.
In The Abbess Garden, players step into the role of Agnès – a young peasant entrusted with restoring the Abbess’s private garden. The game combines authentic period horticulture with compelling storytelling. Players must master historical gardening techniques, planting and tending to various species while … Read More
The post The Abbess Garden – Alpha Sign Up first appeared on Alpha Beta Gamer.Dreadline: Net Quota is a co-op horror fighting game where players team up to brave treacherous waters while attempting to pay off mounting debts to a mysterious merchant.
The gameplay in Dreadline: Net Quota features diverse fishing mechanics, requiring players to master various tools from traditional rods to harpoons as they pursue increasingly bizarre aquatic creatures. Strategic boat upgrades become crucial for survival, with options … Read More
The post Dreadline: Net Quota – Open Beta first appeared on Alpha Beta Gamer.Terminull Brigade features a fast-paced blend of roguelike action and hero shooting during a virtual rebellion in a dystopian digital universe.
In Terminull Brigade you are invited to join a virtual rebellion, either solo or in online co-op, where you’ll battle against shadow algorithms in the mysterious Nullverse. Players choose from a diverse cast of Rogueteers, each featuring unique abilities, playstyles, and compelling backstories. The … Read More
The post Terminull Brigade – Beta Sign Up first appeared on Alpha Beta Gamer.HR: Human Remains is a bureaucratic horror adventure where a human office clerk has to lead their company to success in a world ruled by demons.
In HR: Human Remains you are a new “employee” at an office of the largest demonic corporation in a demon-filled world. Humanity is on the brink of extinction and your actions throughout the game may affect their future. You … Read More
The post HR: Human Remains -Beta Demo first appeared on Alpha Beta Gamer.Divinum is a side-scrolling action adventure that blends intense combat mechanics with metroidvania exploration as a blessed warrior defends her homeland.
In Divinum players step into the role of Fjor – a powerful warrior who must defend her northern island homeland from mysterious invaders while uncovering ancient secrets. The game promises a sophisticated combat system inspired by hack ‘n slash classics. Players can execute aerial … Read More
The post Divinum – Beta Sign Up first appeared on Alpha Beta Gamer.Wildgate promises a unique twist on PvP multiplayer shooters by combining tactical spaceship combat with first-person action.
In Wildgate, crews battle through a procedurally-generated region called the Reach, hunting for the coveted Artifact while facing both rival teams and environmental hazards. Players must manage their ship’s resources, including fuel, ice, and ammunition, while engaging in strategic ship-to-ship combat or intense on-foot firefights.
Each match … Read More
The post Wildgate – Beta Sign Up first appeared on Alpha Beta Gamer.The Lost Isle is a procedurally generated open-world survival game set in a medieval fantasy realm filled with monstrous beasts.
In The Lost Isle you are washed ashore in a mysterious land after a shipwreck. You begin with nothing, facing both monstrous beasts and other players vying for dominance. You’ll craft weapons and build settlements, drawing power from the island’s cosmic energy – the remnants … Read More
The post The Lost Isle – Beta Sign Up first appeared on Alpha Beta Gamer.Stormforge is an immersive survival crafting game where 1-8 players explore the mystical realm of Sorana, where magical storms rage with both destructive power and critical resources.
In Stormforge players wield an arsenal of melee, ranged, and magical weapons to battle sinister enemies draining the land’s lifeforce. The game’s core mechanic revolves around harnessing storm energy, crafting epic equipment, and building resilient bases that can … Read More
The post Stormforge – Beta Sign Up first appeared on Alpha Beta Gamer.Quarantine Zone: The Last Check is a Papers, Please inspired game that puts players in command of humanity’s final defensive line during a zombie apocalypse.
In Quarantine Zone: The Last Check you are an officer in charge of a critical checkpoint during a massive zombie outbreak. You must inspect survivors, verify documents, and make life-or-death decisions that could either save humanity or hasten its … Read More
The post Quarantine Zone: The Last Check – Open Beta first appeared on Alpha Beta Gamer.Skyformer blends factory-building and first person survival as players are put in control of a robot tasked with terraforming the alien planet Xenion.
Unlike traditional factory builders, first-person survival game Skyformer aims to emphasize accessibility and casual gameplay while maintaining depth through its unique weather dynamics. Players construct drone-operated factories to process materials and power terraforming machinery, all while adapting to an evolving climate system. … Read More
The post Skyformer – Beta Sign Up first appeared on Alpha Beta Gamer.Cthulhu Keeper is a real-time tactics game where you build and lead your own eldritch cult that can summon unfathomable cosmic terrors.
As a cult leader in the 1920s, Cthulhu Keeper sees you carving out an underground lair, summoning iconic creatures from Lovecraft’s mythos, and defending against investigators and rival cults. Each summoned monster, from stealthy Shamblers to aerial Mi-Go, brings distinct abilities and requires … Read More
The post Cthulhu Keeper – Open Beta first appeared on Alpha Beta Gamer.Becoming Saint is a real-time strategy roguelike where players embark on a spiritual journey through 14th-century Italy, aiming to achieve sainthood through conversion and conquest.
In Becoming Saint you are an aspiring saint whose goal is to build a following of diverse believers and navigate the complex religious landscape of medieval Italy. It combines tactical combat with religious doctrine-building, featuring 16 different unit types that … Read More
The post Becoming Saint – Open Beta first appeared on Alpha Beta Gamer.Crosswind is a seafaring survival MMO that plunges players into a thrilling alternative Age of Piracy as a betrayed captain seeks revenge in a vast open world.
Promising to seamlessly blend traditional survival mechanics with swashbuckling adventure, Crosswind is an MMO that combines both land and sea combat. Players can command various ships, from nimble cutters to mighty galleons, engaging in epic naval battles and … Read More
The post Crosswind – Beta Sign Up first appeared on Alpha Beta Gamer.Based on the acclaimed tabletop board game of the same name, Frosthaven is a dark fantasy tactical RPG based on the board game of the same name.
Isaac Childres’ acclaimed board game Frosthaven comes to the digital realm as a dark fantasy tactical RPG. Developed by Snapshot Games, this spiritual successor to Gloomhaven promises deep mechanics and challenging gameplay in both single-player and online co-op … Read More
The post Frosthaven – Beta Sign Up first appeared on Alpha Beta Gamer.Gunboat God is a very stylish and addictive boat-based shoot ‘em up where you blast your way through quick-fire missions to become a Gunboat God!
In Gunboat God you have fallen down from your home in a citadel in the sky into a small boat floating in inky black water. The boat belongs to a crocodile who helps you upgrade the boat as you complete … Read More
The post Gunboat God – Open Beta first appeared on Alpha Beta Gamer.Wildcard blends real-time PvP action with strategic card collecting and MOBA elements as players fight for fame and fortune in the galaxy’s most thrilling competition.
In Wildcard‘s dynamic arenas, champions from across multiple worlds clash for supremacy. Each hero enters battle alongside their carefully chosen team of summons, each bringing unique abilities to the battlefield. Players must thoughtfully construct their deck while demonstrating quick … Read More
The post Wildcard – Beta Sign Up first appeared on Alpha Beta Gamer.Haunted Lands is a brutal and bloody retro arcade action game where five unique characters slash and blast their way through levels filled with cultists and monsters.
A sequel to the excellent Haunted Lands: Burial Grounds, Haunted Lands is a beautifully animated old school arcade action game inspired by Dangerous Dave. In the game you can choose between five uniquely skilled characters (the Veteran, … Read More
The post Haunted Lands – Open Beta first appeared on Alpha Beta Gamer.Gennady is a beautifully animated 2D action platformer with roguelite elements, where a very angry man fights his way through an alien garbage dump.
In Gennady you enter a black-and-white comic inspired procedurally generated world of cube-shaped biomass and freaky monsters. You need to jump, punch and dash your way through, collecting larvae on the way, building up your rage and punching any of the … Read More
The post Gennady – Beta Sign Up first appeared on Alpha Beta Gamer.Half-Life 2 RTX is a full remastering of Valve’s classic Sci-Fi FPS complete with ray tracing, remastered assets and lots of other graphical tweaks.
A free DLC for owners of the original Half-Life 2 game, Half-Life 2 RTX is essentially giving HL2 the same treatment as Portal RTX. The game has been fully overhauled with a bunch of graphical upgrades, including “RTX Neural Rendering … Read More
The post Half-Life 2 RTX – Beta Demo (HL2 Mod) first appeared on Alpha Beta Gamer.Pathologic 3: Quarantine is a prologue for the upcoming third instalment of Pathologic, a narrative-driven horror adventure where a brilliant young doctor is forced to free from the Capital.
In Pathologic 3: Quarantine you follow the story of Daniil Dankovsky, a brilliant young doctor whose controversial research into immortality forces him to flee the Capital. The story unfolds in a remote steppe town gripped … Read More
The post Pathologic 3: Quarantine – Prologue Download first appeared on Alpha Beta Gamer.Mithrall is a massively multiplayer large-scale sandbox survival game where you’ll play alongside (and against) thousands of players in a dynamic world shaped by players’ actions.
Set in a mystical and richly detailed fantasy world, Mithrall will see you ascending from humble beginnings to forge a path of glory. You’ll explore ancient ruins, mystical forests, and forgotten civilizations to uncover the secrets of a long-lost … Read More
The post Mithrall – Beta Sign Up first appeared on Alpha Beta Gamer.Prologue: Go Wayback! is an innovative single-player survival adventure that aims to push the boundaries of procedural world generation.
Currently in development by PLAYERUNKNOWN Productions, Prologue: Go Wayback! is a single-player first person survival game that leverages cutting-edge machine learning technology to create millions of unique landscapes, ensuring no two journeys are alike. In the game players are thrust into a vast wilderness with minimal … Read More
The post Prologue: Go Wayback! – Alpha Sign Up first appeared on Alpha Beta Gamer.Warborne Above Ashes is a post-apocalyptic MMO where 100v100 team battles across vast wastelands, where six rival factions vie for supremacy in month-long campaigns.
In Warborne Above Ashes players step into the role of Driftmasters and take part in massive battles that aim to redefine faction-based warfare. It allows for up to 100 players per team 100v100 team as players fight for control of the … Read More
The post Warborne Above Ashes – Open Beta first appeared on Alpha Beta Gamer.Heroes of Might & Magic: Olden Era is an official prequel to the iconic Heroes of Might & Magic turn-based strategy series, transporting players to the uncharted continent of Jadame in the world of Enroth.
The gameplay in Heroes of Might & Magic: Olden Era promises to blend exploration, castle management, and tactical battles, offering a vibrant fantasy world teeming with secrets, mythical creatures, and … Read More
The post Heroes of Might & Magic: Olden Era – Beta Sign Up first appeared on Alpha Beta Gamer.Crunda is a delightful physics-based speedrunning platformer where you race across a trail on a super squashy asteroid belt.
In Crunda you are a square-shaped reporter on the trail of a big scoop. In each level you need to make your way to the exit flag as quickly as possible, picking up the required amount of stars on the way. This requires you to jump … Read More
The post Crunda – Beta Demo first appeared on Alpha Beta Gamer.Amerzone: The Explorer’s Legacy is a MYST-esque mystery adventure where you travel to a forgotten country in search of the last egg of the “Great White Birds”.
A remake of the classic 1999 game, Amerzone: The Explorer’s Legacy is a MYST-esque point and click adventure where a young journalist travels to the mythical land of Amerzone to fulfil an old explorer’s dying wishes. … Read More
The post Amerzone: The Explorer’s Legacy – Beta Demo first appeared on Alpha Beta Gamer.AM is a very first person driving horror game where you weave your way through twisty trails and fend off attacks from terrifying monsters.
Currently in development by BrocBois (creators of Alpen Ghoul), AM is a driving horror game with some clever tricks up its sleeve. In the game you make your way through winding country roads and have to take more than a … Read More
The post AM – Beta Demo first appeared on Alpha Beta Gamer.Scriptorium: Master of Manuscripts is a wonderfully creative game that transforms you into an artist who’s paid to illustrate medieval books.
In Scriptorium: Master of Manuscripts is you’ll receive exciting commissions from an eccentric array of clients, from nobility to the quirky and unexpected, challenging you to illustrate medieval books with unprecedented artistic freedom. Your canvas awaits with over 1,000 authentic medieval design elements, allowing … Read More
The post Scriptorium: Master of Manuscripts – Beta sign Up first appeared on Alpha Beta Gamer.Static Dread is a Papers, Please inspired Lovecraftian horror game where you man an ancient lighthouse after a global cataclysm.
Previously featured on Alpha Beta Gamer during the closed Beta Sign up, Static Dread is a first person horror game with visual novel elements, where you’re tasked with maintaining a lighthouse in an Eldritch town. The lighthouse has been out of commission for years, … Read More
The post Static Dread – Beta Demo first appeared on Alpha Beta Gamer.It is with great sadness that I find myself penning the hardest news post I’ve ever needed to write here at AnandTech. After over 27 years of covering the wide – and wild – world of computing hardware, today is AnandTech’s final day of publication.
For better or worse, we’ve reached the end of a long journey – one that started with a review of an AMD processor, and has ended with the review of an AMD processor. It’s fittingly poetic, but it is also a testament to the fact that we’ve spent the last 27 years doing what we love, covering the chips that are the lifeblood of the computing industry.
A lot of things have changed in the last quarter-century – in 1997 NVIDIA had yet to even coin the term “GPU” – and we’ve been fortunate to watch the world of hardware continue to evolve over the time period. We’ve gone from boxy desktop computers and laptops that today we’d charitably classify as portable desktops, to pocket computers where even the cheapest budget device puts the fastest PC of 1997 to shame.
The years have also brought some monumental changes to the world of publishing. AnandTech was hardly the first hardware enthusiast website, nor will we be the last. But we were fortunate to thrive in the past couple of decades, when so many of our peers did not, thanks to a combination of hard work, strategic investments in people and products, even more hard work, and the support of our many friends, colleagues, and readers.
Still, few things last forever, and the market for written tech journalism is not what it once was – nor will it ever be again. So, the time has come for AnandTech to wrap up its work, and let the next generation of tech journalists take their place within the zeitgeist.
It has been my immense privilege to write for AnandTech for the past 19 years – and to manage it as its editor-in-chief for the past decade. And while I carry more than a bit of remorse in being AnandTech’s final boss, I can at least take pride in everything we’ve accomplished over the years, whether it’s lauding some legendary products, writing technology primers that still remain relevant today, or watching new stars rise in expected places. There is still more that I had wanted AnandTech to do, but after 21,500 articles, this was a good start.
And while the AnandTech staff is riding off into the sunset, I am happy to report that the site itself won’t be going anywhere for a while. Our publisher, Future PLC, will be keeping the AnandTech website and its many articles live indefinitely. So that all of the content we’ve created over the years remains accessible and citable. Even without new articles to add to the collection, I expect that many of the things we’ve written over the past couple of decades will remain relevant for years to come – and remain accessible just as long.
The AnandTech Forums will also continue to be operated by Future’s community team and our dedicated troop of moderators. With forum threads going back to 1999 (and some active members just as long), the forums have a history almost as long and as storied as AnandTech itself (wounded monitor children, anyone?). So even when AnandTech is no longer publishing articles, we’ll still have a place for everyone to talk about the latest in technology – and have those discussions last longer than 48 hours.
Finally, for everyone who still needs their technical writing fix, our formidable opposition of the last 27 years and fellow Future brand, Tom’s Hardware, is continuing to cover the world of technology. There are a couple of familiar AnandTech faces already over there providing their accumulated expertise, and the site will continue doing its best to provide a written take on technology news.
So Many Thank YousAs I look back on everything AnandTech has accomplished over the past 27 years, there are more than a few people, groups, and companies that I would like to thank on behalf of both myself and AnandTech as a whole.
First and foremost, I cannot thank enough all the editors who have worked for AnandTech over the years. There are far more of you than I can ever name, but AnandTech’s editors have been the lifeblood of the site, bringing over their expertise and passion to craft the kind of deep, investigative articles that AnandTech is best known for. These are the finest people I’ve ever had the opportunity to work with, and it shouldn’t come as any surprise that these people have become even bigger successes in their respective fields. Whether it’s hardware and software development, consulting and business analysis, or even launching rockets into space, they’ve all been rock stars whom I’ve been fortunate to work with over the past couple of decades.
Ian Cutress, Anton Shilov, and Gavin Bonshor at Computex 2019
And a special shout out to the final class of AnandTech editors, who have been with us until the end, providing the final articles that grace this site. Gavin Bonshor, Ganesh TS, E. Fylladitakis, and Anton Shilov have all gone above and beyond to meet impossible deadlines and go half-way around the world to report on the latest in technology.
Of course, none of this would have been possible without the man himself, Anand Lal Shimpi, who started this site out of his bedroom 27 years ago. While Anand retired from the world of tech journalism a decade ago, the standard he set for quality and the lessons he taught all of us have continued to resonate within AnandTech to this very day. And while it would be tautological to say that there would be no AnandTech without Anand, it’s none the less true – the mark on the tech publishing industry that we’ve been able to make all started with him.
MWC 2014: Ian Cutress, Anand Lal Shimpi, Joshua Ho
I also want to thank the many, many hardware and software companies we’ve worked with over the years. More than just providing us review samples and technical support, we’ve been given unique access to some of the greatest engineers in the industry. People who have built some of the most complex chips ever made, and casually forgotten more about the subject than we as tech journalists will ever know. So being able to ask those minds stupid questions, and seeing the gears turn in their heads as they explain their ideas, innovations, and thought processes has been nothing short of an incredible learning experience. We haven’t always (or even often) seen eye-to-eye on matters with all of the companies we've covered, but as the last 27 years have shown, sharing the amazing advancements behind the latest technologies has benefited everyone, consumers and companies alike.
Thank yous are also due to AnandTech’s publishers over the years – Future PLC, and Purch before them. AnandTech’s publishers have given us an incredible degree of latitude to do things the AnandTech way, even when it meant taking big risks or not following the latest trend. A more cynical and controlling publisher could have undoubtedly found ways to make more money from the AnandTech website, but the resulting content would not have been AnandTech. We’ve enjoyed complete editorial freedom up to our final day, and that’s not something so many other websites have had the luxury to experience. And for that I am thankful.
CES 2016: Ian Cutress, Ganesh TS, Joshua Ho, Brett Howse, Brandon Chester, Billy Tallis
Finally, I cannot thank our many readers enough. Whether you’ve been following AnandTech since 1997 or you’ve just recently discovered us, everything we’ve published here we’ve done for you. To show you what amazing things were going on in the world of technology, the radical innovations driving the next generation of products, or a sober review that reminds us all that there’s (almost) no such thing as bad products, just bad pricing. Our readers have kept us on our toes, pushing us to do better, and holding us responsible when we’ve strayed from our responsibilities.
Ultimately, a website is only as influential as its readers, otherwise we would be screaming into the void that is the Internet. For all the credit we can claim as writers, all of that pales in comparison to our readers who have enjoyed our content, referenced it, and shared it with the world. So from the bottom of my heart, thank you for sticking with us for the past 27 years.
Continuing the Fight Against the Cable TV-ification of the WebFinally, I’d like to end this piece with a comment on the Cable TV-ification of the web. A core belief that Anand and I have held dear for years, and is still on our About page to this day, is AnandTech’s rebuke of sensationalism, link baiting, and the path to shallow 10-o'clock-news reporting. It has been our mission over the past 27 years to inform and educate our readers by providing high-quality content – and while we’re no longer going to be able to fulfill that role, the need for quality, in-depth reporting has not changed. If anything, the need has increased as social media and changing advertising landscapes have made shallow, sensationalistic reporting all the more lucrative.
Speaking of TV: Anand Hosting The AGN Hardware Show (June 1998)
For all the tech journalists out there right now – or tech journalists to be – I implore you to remain true to yourself, and to your readers' needs. In-depth reporting isn’t always as sexy or as exciting as other avenues, but now, more than ever, it’s necessary to counter sensationalism and cynicism with high-quality reporting and testing that is used to support thoughtful conclusions. To quote Anand: “I don't believe the web needs to be academic reporting or sensationalist garbage - as long as there's a balance, I'm happy.”
Signing Off One Last TimeWrapping things up, it has been my privilege over the last 19 years to write for one of the most impactful tech news websites that has ever existed. And while I’m heartbroken that we’re at the end of AnandTech’s 27-year journey, I can take solace in everything we’ve been able to accomplish over the years. All of which has been made possible thanks to our industry partners and our awesome readers.
On a personal note, this has been my dream job; to say I’ve been fortunate would be an understatement. And while I’ll no longer be the editor-in-chief of AnandTech, I’m far from being done with technology as a whole. I’ll still be around on Twitter/X, and we’ll see where my own journey takes me next.
Gallery: AnandTech Over The YearsTo everyone who has followed AnandTech over the years, fans, foes, readers, competitors, academics, engineers, and just the technologically curious who want to learn a bit more about their favorite hardware, thank you for all of your patronage over the years. We could not have accomplished this without your support.
-Thanks,
Ryan Smith
Corsair, a longstanding and esteemed manufacturer in the PC components industry, initially built its reputation on memory-related products. However, nearly two decades ago, Corsair began diversifying its product line. This expansion started cautiously, with a limited number of products, but quickly proved to be highly successful, propelling Corsair into the industry powerhouse it is today.
One of Corsair's most triumphant product categories is all-in-one (AIO) liquid coolers. This success is particularly notable given that their initial foray into liquid cooling in 2003 did not meet expectations. However, Corsair didn’t throw in the towel. Undeterred, they re-entered the market years later, leveraging the growing popularity of user-friendly, maintenance-free AIO designs. This gamble paid off handsomely, as AIO coolers are now one of Corsair’s flagship product lines, boasting a wide array of models.
In this review, we focus on the latest addition to Corsair's AIO cooler lineup: the iCUE LINK TITAN 360 RX. This model is similar to the iCUE LINK H150i RGB, but introduces subtle yet significant improvements, including a performance upgrade with an enhanced pump. The TITAN 360 RX continues Corsair's tradition of innovation and quality, seamlessly integrating into the iCUE ecosystem for an optimized user experience. Its single-cable design ensures a clean and effortless installation, making it a standout in Corsair's evolving cooler lineup.
iBUYPOWER is a U.S.-based company known for its custom-built gaming PCs and peripherals. Established in 1999, the company offers a wide range of self-branded products, including pre-built desktop computers, laptops, and gaming accessories. These products are designed to cater to various performance needs, from casual gaming to high-end competitive gaming. iBUYPOWER is particularly recognized for its customizable gaming PCs, allowing users to choose specific components according to their preferences. The company's self-branded peripherals, like keyboards, mice, and headsets, are designed to complement their gaming systems, providing a cohesive experience for gamers.
iBUYPOWER also offers a selection of cooling-related products, including air and liquid cooling solutions, tailored to ensure optimal thermal performance and custom aesthetics for their gaming systems. Most of these products are from other manufacturers, but the company is also branching out into selling their own cooling related products. Most notable of these is the new AW4 360 mm AIO liquid cooler. This review will focus on the AW4 AIO, evaluating its design, cooling efficiency, and overall performance within high-demand gaming and computing environments.
Cougar, established in 2008, has become a notable name in the PC hardware market, particularly among gamers and enthusiasts. While Cougar might appear to be a relatively recent addition to the industry, it is backed by HEC/Compucase, a veteran in the PC market known primarily for its OEM products. Cougar was created as a subsidiary to focus on developing and marketing high-performance products tailored to the needs of gamers and PC enthusiasts.
Initially, Cougar focused primarily on PC cases, gradually expanding its product lineup as the brand gained recognition. Over the years, Cougar has successfully diversified its offerings to include a wide range of products, from gaming chairs to mechanical keyboards. This strategic expansion has allowed Cougar to establish a strong presence in the gaming hardware market.
In this review, we are focusing on Cougar's latest entry into the liquid cooling market, the Poseidon Ultra 360 ARGB cooler. The Poseidon Ultra 360 ARGB is a high-performance, all-in-one liquid cooler featuring a 360mm radiator and vibrant ARGB lighting, designed to appeal to both performance enthusiasts and those looking for a visually striking setup. This review will delve into the AIO cooler’s key features, cooling efficiency, and noise levels, to determine how it stands up against the competition in the increasingly crowded liquid cooler market.
Sabrent's lineup of internal and external SSDs is popular among enthusiasts. The primary reason is the company's tendency to be among the first to market with products based on the latest controllers, while also delivering an excellent value proposition. The company has a long-standing relationship with Phison and adopts its controllers for many of their products. The company's 2 GBps-class portable SSD - the Rocket nano V2 - is based on Phison's U18 native controller. Read on for a detailed look at the Rocket nano V2 External SSD, including an analysis of its performance consistency, power consumption, and thermal profile.
Standard CPU coolers, while adequate for managing basic thermal loads, often fall short in terms of noise reduction and superior cooling efficiency. This limitation drives advanced users and system builders to seek aftermarket solutions tailored to their specific needs. The high-end aftermarket cooler market is highly competitive, with manufacturers striving to offer products with exceptional performance.
Endorfy, previously known as SilentiumPC, is a Polish manufacturer that has undergone a significant transformation to expand its presence in global markets. The brand is known for delivering high-performance cooling solutions with a strong focus on balancing efficiency and affordability. By rebranding as Endorfy, the company aims to enter premium market segments while continuing to offer reliable, high-quality cooling products.
SilentiumPC became very popular in the value/mainstream segments of the PC market with their products, the spearhead of which probably was the Fera 5 cooler that we reviewed a little over two years ago and had a remarkable value for money. Today’s review places Endorfy’s largest CPU cooler, the Fortis 5 Dual Fan, on our laboratory test bench. The Fortis 5 is the largest CPU air cooler the company currently offers and is significantly more expensive than the Fera 5, yet it still is a single-tower cooler that strives to strike a balance between value, compatibility, and performance.
Intel's Meteor Lake series of processors was launched in September 2023 with a focus on mobile platforms. Multiple mini-PC vendors have utilized these processors to market offerings in the SFF / UCFF desktop market. ACEMAGIC is an Asian manufacturer with products in multiple categories including micro-PCs, UCFF (ultra-compact form-factor) and SFF (small form-factor) PCs, and notebooks. They were one of the first to market with Meteor Lake-based desktop systems.
The ACEMAGIC F2A 125H is the entry-level version of the F2A line, equipped with an Intel Core Ultra 5 125H processor. It is a bit larger than the traditional NUCs, slotting it in the SFF category. However, that allows for the processor to be operated at 65W (compared to the 28 - 40W adopted in the UCFF systems). Read on for a comprehensive look at the performance and features of the ACEMAGIC F2A 125H, including some comments on the pros and cons of the higher operating power as well as other design decisions.
NVIDIA on Tuesday said that future monitor scalers from MediaTek will support its G-Sync technologies. NVIDIA is partnering with MediaTek to integrate its full range of G-Sync technologies into future monitors without requiring a standalone G-Sync module, which makes advanced gaming features more accessible across a broader range of displays.
Traditionally, G-Sync technology relied on a dedicated G-sync module – based on an Altera FPGA – to handle syncing display refresh rates with the GPU in order to reduce screen tearing, stutter, and input lag. As a more basic solution, in 2019 NVIDIA introduced G-Sync Compatible certification and branding, which leveraged the industry-standard VESA AdaptiveSync technology to handle variable refresh rates. In lieu of using a dedicated module, leveraging AdaptiveSync allowed for cheaper monitors, with NVIDIA's program serving as a stamp of approval that the monitor worked with NVIDIA GPUs and met NVIDIA's performance requirements. Still, G-Sync Compatible monitors still lack some features that, to date, require the dedicated G-Sync module.
Through this new partnership with MediaTek, MediaTek will bring support for all of NVIDIA's G-Sync technologies, including the latest G-Sync Pulsar, directly into their scalers. G-Sync Pulsar enhances motion clarity and reduces ghosting, providing a smoother gaming experience. In addition to variable refresh rates and Pulsar, MediaTek-based G-Sync displays will support such features as variable overdrive, 12-bit color, Ultra Low Motion Blur, low latency HDR, and Reflex Analyzer. This integration will allow more monitors to support a full range of G-Sync features without having to incorporate an expensive FPGA.
The first monitors to feature full G-Sync support without needing an NVIDIA module include the AOC Agon Pro AG276QSG2, Acer Predator XB273U F5, and ASUS ROG Swift 360Hz PG27AQNR. These monitors offer 360Hz refresh rates, 1440p resolution, and HDR support.
What remains to be seen is which specific MediaTek's scalers will support NVIDIA's G-Sync technology – or if the company is going to implement support into all of their scalers going forward. It also remains to be seen whether monitors with NVIDIA's dedicated G-Sync modules retain any advantages over displays with MediaTek's scalers.
Qualcomm this morning is taking the wraps off of a new smartphone SoC for the mid-range market, the Snapdragon 7s Gen 3. The second of Qualcomm’s down-market ‘S’ tier Snapdragon 7 parts, the 7s series is functionally the entry-level tier for the Snapdragon 7 family – and really, most Qualcomm-powered handsets in North America.
With three tiers of Snapdragon 7 chips, the 7s can easily be lost in the noise that comes with more powerful chips. But the latest iteration of the 7s is a bit more interesting than usual, as rather than reusing an existing die, Qualcomm has seemingly minted a whole new die for this part. As a result, the company has upgraded the 7s family to use Arm’s current Armv9 CPU cores, while using bits and pieces of Qualcomm’s latest IPs elsewhere.
Qualcomm Snapdragon 7-Class SoCs SoC Snapdragon 7 Gen 3Officially, the Snapdragon 7s is classified as a 1+3+4 design – meaning there’s 1 prime core, 3 performance cores, and 4 efficiency cores. In this case, Qualcomm is using the same architecture for both the prime and efficiency cores, Arm’s current-generation Cortex-A720 design. The prime core gets to turbo as high as 2.5GHz, while the remaining A720 cores will turbo as high as 2.4GHz.
These are joined by the 4 efficiency cores, which, as is tradition, are based upon Arm’s current A5xx cores, in this case, A520. These can boost as high as 1.8GHz.
Compared to the outgoing Snapdragon 7s Gen 2, the switch in Arm cores represents a fairly significant upgrade, replacing an A78/A55 setup with the aforementioned A720/A520 setup. Notably, clockspeeds are pretty similar to the previous generation part, so most of the unconstrained performance uplift on this generation is being driven by improvements in IPC, though the faster prime core should offer a bit more kick for single-threaded workloads.
All told, touting a 20% improvement in CPU performance over the 7s Gen 2, though that claim doesn’t clarify whether it’s single or multi-threaded performance (or a mixture of both).
Meanwhile, graphics are driven by one of Qualcomm’s Adreno GPUs. As is usually the case, the company is not offering any significant details on the specific GPU configuration being used – or even what generation it is. A high-level look at the specifications doesn’t reveal any major features that weren’t present in other Snapdragon 7 parts. And Qualcomm isn’t bringing high-end features like ray tracing down to such a modest part. That said, I’ve previously heard through the tea leaves that this may be a next-generation (Adreno 800 series) design; though if that’s the case, Qualcomm is certainly not trying to bring attention to it.
Curiously, however, the video decode block on the SoC seems rather dated. Despite this being a new die, Qualcomm has opted not to include AV1 decoding – or, at least, opted not to enable it – so H.265 and VP9 are the most advanced codecs supported.
Compared to CPU performance gains, Qualcomm’s expected GPU performance gains are more significant. The company is claiming that the7s Gem 3 will deliver a 40% improvement in GPU performance over the 7s Gen 2.
Finally, the Hexagon NPU block on the SoC incorporates some of Qualcomm’s latest IP, as the company continues their focused AI push across all of their chip segments. Notably, the version of the NPU used here gets INT4 support for low precision client inference, which is new to the Snapdragon 7s family. As with Qualcomm’s other Gen 3 SoCs, the big drive here is for local (on-device) LLM execution.
With regards to performance, Qualcomm says that customers should expect to see a 30% improvement in AI performance relative to the 7s Gen 2.
Feeding all of these blocks is a 32-bit memory controller. Interestingly, Qualcomm has opted to support older LPDDR4X even with this newer chip, so the maximum memory bandwidth depends on the memory type used. For LPDDR4X-4266 that will be 17GB/sec, and for LPDDR5-6400 that will be 25.6GB/sec. In both cases, this is identical to the bandwidth available for the 7s Gen 2.
Rounding out the package, the 7s Gen 3 does incorporate some newer/more powerful camera hardware as well. We’re still looking at a trio of 12-bit Spectra ISPs, but the maximum resolution in zero shutter lag and burst modes has been bumped up to 64MPix. Video recording capabilities are otherwise identical on paper, as the 7s Gen 2 already supported 4K HDR capture.
Meanwhile on the wireless communication side of matters, the 7s Gen 3 packs one of Qualcomm’s integrated Snapdragon 5G modems. As with its predecessor, the 7s Gen 3 supports both Sub-6 and mmWave bands, with a maximum (theoretical) throughput of 2.9Gbps.
Eagle-eyed chip watchers will note, however, that Qualcomm is doing away with any kind of version information as of this part. So while the 7s Gen 2 used a Snapdragon X62 modem, the 7s Gen 3’s modem has no such designation – it’s merely an integrated Snapdragon modem. According to the company, this change has been made to “simplify overall branding and to be consistent with other IP blocks in the chipset.”
Similarly, the Wi-Fi/Bluetooth block has lost its version number; it is now merely a FastConnect block. In regards to features and specifications, this appears to be the same Wi-Fi 6E block that we’ve seen in half a dozen other Snapdragon SoCs, offering 2 spatial streams at channel widths up to 160MHz. It is worth noting, however, that since this is a newer SoC it’s certified for Bluetooth 5.4 support, versus the 5.2/5.3 certification other Snapdragon 7 chips have carried.
Finally, the Snapdragon 7s Gen 3 itself is being built on TSMC’s N4P process, the same process we’ve seen the last several Qualcomm SoCs use. And with this, Qualcomm has now fully migrated the entire Snapdragon 8 and Snapdragon 7 lines off of Samsung’s 4nm process nodes; all of their contemporary chips are now built at TSMC. And like similar transitions in the past, this shift in process nodes is coming with a boost to power efficiency. While it’s not the sole cause, overall Qualcomm is touting a 12% improvement in power savings.
Wrapping things up, Qualcomm’s launch customer for the Snapdragon 7s Gen 3 will be Xiaomi, who will be the first to launch a new phone with the chip. Following them will be many of the other usual suspects, including Realme and Sharp, while the much larger Samsung is also slated to use the chip at some point in the coming months.
The CXL consortium has had a regular presence at FMS (which rechristened itself from 'Flash Memory Summit' to the 'Future of Memory and Storage' this year). Back at FMS 2022, the company had announced v3.0 of the CXL specifications. This was followed by CXL 3.1's introduction at Supercomputing 2023. Having started off as a host to device interconnect standard, it had slowly subsumed other competing standards such as OpenCAPI and Gen-Z. As a result, the specifications started to encompass a wide variety of use-cases by building a protocol on top of the the ubiquitous PCIe expansion bus. The CXL consortium comprises of heavyweights such as AMD and Intel, as well as a large number of startup companies attempting to play in different segments on the device side. At FMS 2024, CXL had a prime position in the booth demos of many vendors.
The migration of server platforms from DDR4 to DDR5, along with the rise of workloads demanding large RAM capacity (but not particularly sensitive to either memory bandwidth or latency), has opened up memory expansion modules as one of the first set of widely available CXL devices. Over the last couple of years, we have had product announcements from Samsung and Micron in this area.
SK hynix CMM-DDR5 CXL Memory Module and HMSDKAt FMS 2024, SK hynix was showing off their DDR5-based CMM-DDR5 CXL memory module with a 128 GB capacity. The company was also detailing their associated Heterogeneous Memory Software Development Kit (HMSDK) - a set of libraries and tools at both the kernel and user levels aimed at increasing the ease of use of CXL memory. This is achieved in part by considering the memory pyramid / hierarchy and relocating the data between the server's main memory (DRAM) and the CXL device based on usage frequency.
The CMM-DDR5 CXL memory module comes in the SDFF form-factor (E3.S 2T) with a PCIe 3.0 x8 host interface. The internal memory is based on 1α technology DRAM, and the device promises DDR5-class bandwidth and latency within a single NUMA hop. As these memory modules are meant to be used in datacenters and enterprises, the firmware includes features for RAS (reliability, availability, and serviceability) along with secure boot and other management features.
SK hynix was also demonstrating Niagara 2.0 - a hardware solution (currently based on FPGAs) to enable memory pooling and sharing - i.e, connecting multiple CXL memories to allow different hosts (CPUs and GPUs) to optimally share their capacity. The previous version only allowed capacity sharing, but the latest version enables sharing of data also. SK hynix had presented these solutions at the CXL DevCon 2024 earlier this year, but some progress seems to have been made in finalizing the specifications of the CMM-DDR5 at FMS 2024.
Microchip and Micron Demonstrate CZ120 CXL Memory Expansion ModuleMicron had unveiled the CZ120 CXL Memory Expansion Module last year based on the Microchip SMC 2000 series CXL memory controller. At FMS 2024, Micron and Microchip had a demonstration of the module on a Granite Rapids server.
Additional insights into the SMC 2000 controller were also provided.
The CXL memory controller also incorporates DRAM die failure handling, and Microchip also provides diagnostics and debug tools to analyze failed modules. The memory controller also supports ECC, which forms part of the enterprise class RAS feature set of the SMC 2000 series. Its flexibility ensures that SMC 2000-based CXL memory modules using DDR4 can complement the main DDR5 DRAM in servers that support only the latter.
Marvell Announces Structera CXL Product LineA few days prior to the start of FMS 2024, Marvell had announced a new CXL product line under the Structera tag. At FMS 2024, we had a chance to discuss this new line with Marvell and gather some additional insights.
Unlike other CXL device solutions focusing on memory pooling and expansion, the Structera product line also incorporates a compute accelerator part in addition to a memory-expansion controller. All of these are built on TSMC's 5nm technology.
The compute accelerator part, the Structera A 2504 (A for Accelerator) is a PCIe 5.0 x16 CXL 2.0 device with 16 integrated Arm Neoverse V2 (Demeter) cores at 3.2 GHz. It incorporates four DDR5-6400 channels with support for up to two DIMMs per channel along with in-line compression and decompression. The integration of powerful server-class ARM CPU cores means that the CXL memory expansion part scales the memory bandwidth available per core, while also scaling the compute capabilities.
Applications such as Deep-Learning Recommendation Models (DLRM) can benefit from the compute capability available in the CXL device. The scaling in the bandwidth availability is also accompanied by reduced energy consumption for the workload. The approach also contributed towards disaggregation within the server for a better thermal design as a whole.
The Structera X 2404 (X for eXpander) will be available either as a PCIe 5.0 (single x16 or two x8) device with four DDR4-3200 channels (up to 3 DIMMs per channel). Features such as in-line (de)compression, encryption / decryption, and secure boot with hardware support are present in the Structera X 2404 as well. Compared to the 100 W TDP of the Structera X 2404, Marvell expects this part to consume around 30 W. The primary purpose of this part is to enable hyperscalers to recycle DDR4 DIMMs (up to 6 TB per expander) while increasing server memory capacity.
Marvell also has a Structera X 2504 part that supports four DDR5-6400 channels (with two DIMMs per channel for up to 4 TB per expander). Other aspects remain the same as that of the DDR4-recycling part.
The company stressed upon some unique aspects of the Structera product line - the inline compression optimizes available DRAM capacity, and the 3 DIMMs per channel support for the DDR4 expander maximizes the amount of DRAM per expander (compared to competing solutions). The 5nm process lowers the power consumption, and the parts support accesses from multiple hosts. The integration of Arm Neoverse V2 cores appears to be a first for a CXL accelerator, and enables delegation of compute tasks to improve overall performance of the system.
While Marvell announced specifications for the Structera parts, it does appear that sampling is at least a few quarters away. One of the interesting aspects about Marvell's roadmaps / announcements in recent years has been their focus on creating products tuned to the demands of high-volume customers. The Structera product line is no different - hyperscalers are hungry to recycle their DDR4 memory modules and apparently can't wait to get their hands on the expander parts.
CXL is just starting its slow ramp-up, and the hockey stick segment of the growth curve is definitely definitely not in the near term. However, as more host systems with CXL support start to get deployed, products like the Structera accelerator line start to make sense from a server efficiency viewpoint.
When Western Digital introduced its Ultrastar DC SN861 SSDs earlier this year, the company did not disclose which controller it used for these drives, which made many observers presume that WD was using an in-house controller. But a recent teardown of the drive shows that is not the case; instead, the company is using a controller from Fadu, a South Korean company founded in 2015 that specializes on enterprise-grade turnkey SSD solutions.
The Western Digital Ultrastar DC SN861 SSD is aimed at performance-hungry hyperscale datacenters and enterprise customers which are adopting PCIe Gen5 storage devices these days. And, as uncovered in photos from a recent Storage Review article, the drive is based on Fadu's FC5161 NVMe 2.0-compliant controller. The FC5161 utilizes 16 NAND channels supporting an ONFi 5.0 2400 MT/s interface, and features a combination of enterprise-grade capabilities (OCP Cloud Spec 2.0, SR-IOV, up to 512 name spaces for ZNS support, flexible data placement, NVMe-MI 1.2, advanced security, telemetry, power loss protection) not available on other off-the-shelf controllers – or on any previous Western Digital controllers.
The Ultrastar DC SN861 SSD offers sequential read speeds up to 13.7 GB/s as well as sequential write speeds up to 7.5 GB/s. As for random performance, it boasts with an up to 3.3 million random 4K read IOPS and up to 0.8 million random 4K write IOPS. The drives are available in capacities between 1.6 TB and 7.68 TB with one or three drive writes per day (DWPD) over five years rating as well as in U.2 and E1.S form-factors.
While the two form factors of the SN861 share a similar technical design, Western Digital has tailored each version for distinct workloads: the E1.S supports FDP and performance enhancements specifically for cloud environments. By contrast, the U.2 model is geared towards high-performance enterprise tasks and emerging applications like AI.
Without any doubts, Western Digital's Ultrastar DC SN861 is a feature-rich high-performance enterprise-grade SSD. It has another distinctive feature: a 5W idle power consumption, which is rather low by the standards of enterprise-grade drives (e.g., it is 1W lower compared to the SN840). While the difference with predecessors may be just 1W, hyperscalers deploy thousands of drives and for their TCO every watt counts.
Western Digital's Ultrastar DC SN861 SSDs are now available for purchase to select customers (such as Meta) and to interested parties. Prices are unknown, but they will depend on such factors as volumes.
Sources: Fadu, Storage Review
As the deployment of PCIe 5.0 picks up steam in both datacenter and consumer markets, PCI-SIG is not sitting idle, and is already working on getting the ecosystem ready for the updats to the PCIe specifications. At FMS 2024, some vendors were even talking about PCIe 7.0 with its 128 GT/s capabilities despite PCIe 6.0 not even starting to ship yet. We caught up with PCI-SIG to get some updates on its activities and have a discussion on the current state of the PCIe ecosystem.
PCI-SIG has already made the PCIe 7.0 specifications (v 0.5) available to its members, and expects full specifications to be officially released sometime in 2025. The goal is to deliver a 128 GT/s data rate with up to 512 GBps of bidirectional traffic using x16 links. Similar to PCIe 6.0, this specification will also utilize PAM4 signaling and maintain backwards compatibility. Power efficiency as well as silicon die area are also being kept in mind as part of the drafting process.
The move to PAM4 signaling brings higher bit-error rates compared to the previous NRZ scheme. This made it necessary to adopt a different error correction scheme in PCIe 6.0 - instead of operating on variable length packets, PCIe 6.0's Flow Control Unit (FLIT) encoding operates on fixed size packets to aid in forward error correction. PCIe 7.0 retains these aspects.
The integrators list for the PCIe 6.0 compliance program is also expected to come out in 2025, though initial testing is already in progress. This was evident by the FMS 2024 demo involving Cadence's 3nm test chip for its PCIe 6.0 IP offering along with Teledyne Lecroy's PCIe 6.0 analyzer. These timelines track well with the specification completion dates and compliance program availability for previous PCIe generations.
We also received an update on the optical workgroup - while being optical-technology agnostic, the WG also intends to develop technology-specific form-factors including pluggable optical transceivers, on-board optics, co-packaged optics, and optical I/O. The logical and electrical layers of the PCIe 6.0 specifications are being enhanced to accommodate the new optical PCIe standardization and this process will also be done with PCIe 7.0 to coincide with that standard's release next year.
The PCI-SIG also has ongoing cabling initiatives. On the consumer side, we have seen significant traction for Thunderbolt and external GPU enclosures. However, even datacenters and enterprise systems are moving towards cabling solutions as it becomes evident that disaggregation of components such as storage from the CPU and GPU are better for thermal design. Additionally maintaining signal integrity over longer distances becomes difficult for on-board signal traces. Cabling internal to the computing systems can help here.
OCuLink emerged as a good candidate and was adopted fairly widely as an internal link in server systems. It has even made an appearance in mini-PCs from some Chinese manufacturers in its external avatar for the consumer market, albeit with limited traction. As speeds increase, a widely-adopted standard for external PCIe peripherals (or even connecting components within a system) will become imperative.
The growth in the enterprise SSD (eSSD) market has outpaced that of the client SSD market over the last few years. The requirements of AI servers for both training and inference has been the major impetus in this front. In addition to the usual vendors like Samsung, Solidigm, Micron, Kioxia, and Western Digital serving the cloud service providers (CSPs) and the likes of Facebook, a number of companies have been at work inside China to service the burgeoning eSSD market within.
In our coverage of the Microchip Flashtec 5016, we had noted Longsys's use of Microchip's SSD controllers to prepare and market enterprise SSDs under the FORESEE brand. Long before that, two companies - DapuStor and Memblaze - started releasing eSSDs specifically focusing on the Chinese market.
There are two drivers for the current growth spurt in the eSSD market. On the performance side, usage of eTLC behind a Gen 5 controller is allowing vendors to advertise significant benefits over the Gen 4 drives in the previous generation. At the same time, a capacity play is happening where there is a race to cram as much NAND as possible into a single U.2 / EDSFF enclosure. QLC is being used for this purpose, and we saw a number of such 128 TB-class eSSDs on display at FMS 2024.
DapuStor and Memblaze have both been relying on SSD controllers from Marvell for their flagship drives. Their latest product iterations for the Gen 5 era use the Marvell Bravera SC5 controller. Similar to the Flashtec controllers, these are not meant to be turnkey solutions. Rather, the SSD vendor has considerable flexibility in implementing specific features for their desired target market.
At FMS 2024, both DapuStor and Memblaze were displaying their latest solutions for the Gen 5 market. Memblaze was celebrating the sale of 150K+ units of their flagship Gen 5 solution - the PBlaze7 7940 incorporating Micron's 232L 3D eTLC with Marvell's Bravera SC5 controller. This SSD (available in capacities up to 30.72 TB) boasts of 14 GBps reads / 10 GBps writes along with random read / write performance of 2.8 M / 720K - all with a typical power consumption south of 16 W. Additionally, the support for some of NVMe features such as software-enabled flash (SEF) and zoned name space (ZNS) had helped Memblaze and Marvell to receive a 'Best of Show' award under the 'Most Innovative Customer Implementation' category.
DapuStor had their current lineup on display (including the Haishen H5000 series with the same Bravera SC5 controller). Additionally, the company had an unannounced proof-of-concept 61.44 TB QLC SSD on display. Despite the label carrying the Haishen5 series tag (its current members all use eTLC NAND), this sample comes with QLC flash.
DapuStor has already invested resources into implementing the flexible data placement (FDP) NVMe feature into the firmware of this QLC SSD. The company also had an interesting presentation session dealing with usage of CXL memory expansion to store the FTL for high-capacity enterprise SSDs - though this is something for the future and not related to any current product in the market.
Having established themselves within the Chinese market, both DapuStor and Memblaze are looking to expand in other markets. Having products with leading performance numbers and features in the eSSD growth segment will stand them in good stead in this endeavor.
Gallery: DapuStor and Memblaze Target Global Expansion with State-of-the-Art Enterprise SSDsAt FMS 2024, Phison devoted significant booth space to their enterprise / datacenter SSD and PCIe retimer solutions, in addition to their consumer products. As a controller / silicon vendor, Phison had historically been working with drive partners to bring their solutions to the market. On the enterprise side, their tie-up with Seagate for the X1 series (and the subsequent Nytro-branded enterprise SSDs) is quite well-known. Seagate supplied the requirements list and had a say in the final firmware before qualifying the drives themselves for their datacenter customers. Such qualification involves a significant resource investment that is possible only by large companies (ruling out most of the tier-two consumer SSD vendors).
Phison had demonstrated the Gen 5 X2 platform at last year's FMS as a continuation of the X1. However, with Seagate focusing on its HAMR ramp, and also fighting other battles, Phison decided to go ahead with the qualification process for the X2 process themselves. In the bigger scheme of things, Phison also realized that the white-labeling approach to enterprise SSDs was not going to work out in the long run. As a result, the Pascari brand was born (ostensibly to make Phison's enterprise SSDs more accessible to end consumers).
Under the Pascari brand, Phison has different lineups targeting different use-cases: from high-performance enterprise drives in the X series to boot drives in the B series. The AI series comes in variants supporting up to 100 DWPD (more on that in the aiDAPTIVE+ subsection below).
The D200V Gen 5 took pole position in the displayed drives, thanks to its leading 61.44 TB capacity point (a 122.88 TB drive is also being planned under the same line). The use of QLC in this capacity-focused line brings down the sustained sequential write speeds to 2.1 GBps, but these are meant for read-heavy workloads.
The X200, on the other hand, is a Gen 5 eTLC drive boasting up to 8.7 GBps sequential writes. It comes in read-centric (1 DWPD) and mixed workload variants (3 DWPD) in capacities up to 30.72 TB. The X100 eTLC drive is an evolution of the X1 / Seagate Nytro 5050 platform, albeit with newer NAND and larger capacities.
These drives come with all the usual enterprise features including power-loss protection, and FIPS certifiability. Though Phison didn't advertise this specifically, newer NVMe features like flexible data placement should become part of the firmware features in the future.
100 GBps with Dual HighPoint Rocket 1608 Cards and Phison E26 SSDsThough not strictly an enterprise demo, Phison did have a station showing 100 GBps+ sequential reads and writes using a normal desktop workstation. The trick was installing two HighPoint Rocket 1608A add-in cards (each with eight M.2 slots) and placing the 16 M.2 drives in a RAID 0 configuration.
HighPoint Technology and Phison have been working together to qualify E26-based drives for this use-case, and we will be seeing more on this in a later review.
aiDAPTIV+ Pro Suite for AI TrainingOne of the more interesting demonstrations in Phison's booth was the aiDAPTIV+ Pro suite. At last year's FMS, Phison had demonstrated a 40 DWPD SSD for use with Chia (thankfully, that fad has faded). The company has been working on the extreme endurance aspect and moved it up to 60 DWPD (which is standard for the SLC-based cache drives from Micron and Solidigm).
At FMS 2024, the company took this SSD and added a middleware layer on top to ensure that workloads remain more sequential in nature. This drives up the endurance rating to 100 DWPD. Now, this middleware layer is actually part of their AI training suite targeting small business and medium enterprises who do not have the budget for a full-fledged DGX workstation, or for on-premises fine-tuning.
Re-training models by using these AI SSDs as an extension of the GPU VRAM can deliver significant TCO benefits for these companies, as the costly AI training-specific GPUs can be replaced with a set of relatively low-cost off-the-shelf RTX GPUs. This middleware comes with licensing aspects that are essentially tied to the purchase of the AI-series SSDs (that come with Gen 4 x4 interfaces currently in either U.2 or M.2 form-factors). The use of SSDs as a caching layer can enable fine-tuning of models with a very large number of parameters using a minimal number of GPUs (not having to use them primarily for their HBM capacity).
Intel has divested its entire stake in Arm Holdings during the second quarter, raising approximately $147 million. Alongside this, Intel sold its stake in cybersecurity firm ZeroFox and reduced its holdings in Astera Labs, all as part of a broader effort to manage costs and recover cash amid significant financial challenges.
The sale of Intel's 1.18 million shares in Arm Holdings, as reported in a recent SEC filing, comes at a time when the company is struggling with substantial financial losses. Despite the $147 million generated from the sale, Intel reported a $120 million net loss on its equity investments for the quarter, which is a part of a larger $1.6 billion loss that Intel faced during this period.
In addition to selling its stake in Arm, Intel also exited its investment in ZeroFox and reduced its involvement with Astera Labs, a company known for developing connectivity platforms for enterprise hardware. These moves are in line with Intel's strategy to reduce costs and stabilize its financial position as it faces ongoing market challenges.
Despite the divestment, Intel's past investment in Arm was likely driven by strategic considerations. Arm Holdings is a significant force in the semiconductor industry, with its designs powering most mobile devices, and, for obvious reasons, Intel would like to address these. Intel and Arm are also collaborating on datacenter platforms tailored for Intel's 18A process technology. Additionally, Arm might view Intel as a potential licensee for its technologies and a valuable partner for other companies that license Arm's designs.
Intel's investment in Astera Labs was also a strategic one as the company probably wanted to secure steady supply of smart retimers, smart cable modems, and CXL memory controller, which are used in volumes in datacenters and Intel is certainly interested in selling as many datacenter CPUs as possible.
Intel's financial struggles were highlighted earlier this month when the company released a disappointing earnings report, which led to a 33% drop in its stock value, erasing billions of dollars of capitalization. To counter these difficulties, Intel announced plans to cut 15,000 jobs and implement other expense reductions. The company has also suspended its dividend, signaling the depth of its efforts to conserve cash and focus on recovery. When it comes to divestment of Arm stock, the need for immediate financial stabilization has presumably taken precedence, leading to the decision.
Earlier this month, AMD launched the first two desktop CPUs using their latest Zen 5 microarchitecture: the Ryzen 7 9700X and the Ryzen 5 9600X. As part of the new Ryzen 9000 family, it gave us their latest Zen 5 cores to the desktop market, as AMD actually launched Zen 5 through their mobile platform last month, the Ryzen AI 300 series (which we reviewed).
Today, AMD is launching the remaining two Ryzen 9000 SKUs first announced at Computex 2024, completing the current Ryzen 9000 product stack. Both chips hail from the premium Ryzen 9 series, which includes the flagship Ryzen 9 9950X, which has 16 Zen 5 cores and can boost as high as 5.7 GHz, while the Ryzen 9 9900X has 12 Zen 5 cores and offers boost clock speeds of up to 5.6 GHz.
Although they took slightly longer than expected to launch, as there was a delay from the initial launch date of July 31st, the full quartet of Ryzen 9000 X series processors armed with the latest Zen 5 cores are available. All of the Ryzen 9000 series processors use the same AM5 socket as the previous Ryzen 7000 (Zen 4) series, which means users can use current X670E and X670 motherboards with the new chips. Unfortunately, as we highlighted in our Ryzen 7 9700X and Ryzen 5 9600X review, the X870E/X870 motherboards, which were meant to launch alongside the Ryzen 9000 series, won't be available until sometime in September.
We've seen how the entry-level Ryzen 5 9600X and the mid-range Ryzen 7 9700X perform against the competition, but it's time to see how far and fast the flagship Ryzen 9 pairing competes. The Ryzen 9 9950X (16C/32T) and the Ryzen 9 9900X (12C/24T) both have a higher TDP (170 W/120 W respectively) than the Ryzen 7 and Ryzen 5 (65 W), but there are more cores, and Ryzen 9 is clocked faster at both base and turbo frequencies. With this in mind, it's time to see how AMD's Zen 5 flagship Ryzen 9 series for desktops performs with more firepower, with our review of the Ryzen 9 9950X and Ryzen 9 9900 processors.
G.Skill on Tuesday introduced its ultra-low-latency DDR5-6400 memory modules that feature a CAS latency of 30 clocks, which appears to be the industry's most aggressive timings yet for DDR5-6400 sticks. The modules will be available for both AMD and Intel CPU-based systems.
With every new generation of DDR memory comes an increase in data transfer rates and an extension of relative latencies. While for the vast majority of applications, the increased bandwidth offsets the performance impact of higher timings, there are applications that favor low latencies. However, shrinking latencies is sometimes harder than increasing data transfer rates, which is why low-latency modules are rare.
Nonetheless, G.Skill has apparently managed to cherry-pick enough DDR5 memory chips and build appropriate printed circuit boards to produce DDR5-6400 modules with CL30 timings, which are substantially lower than the CL46 timings recommended by JEDEC for this speed bin. This means that while JEDEC-standard modules have an absolute latency of 14.375 ns, G.Skill's modules can boast a latency of just 9.375 ns – an approximately 35% decrease.
G.Skill's DDR5-6400 CL30 39-39-102 modules have a capacity of 16 GB and will be available in 32 GB dual-channel kits, though the company does not disclose voltages, which are likely considerably higher than those standardized by JEDEC.
The company plans to make its DDR5-6400 modules available both for AMD systems with EXPO profiles (Trident Z5 Neo RGB and Trident Z5 Royal Neo) and for Intel-powered PCs with XMP 3.0 profiles (Trident Z5 RGB and Trident Z5 Royal). For AMD AM5 systems that have a practical limitation of 6000 MT/s – 6400 MT/s for DDR5 memory (as this is roughly as fast as AMD's Infinity Fabric can operate at with a 1:1 ratio), the new modules will be particularly beneficial for AMD's Ryzen 7000 and Ryzen 9000-series processors.
G.Skill notes that since its modules are non-standard, they will not work with all systems but will operate on high-end motherboards with properly cooled CPUs.
The new ultra-low-latency memory kits will be available worldwide from G.Skill's partners starting in late August 2024. The company did not disclose the pricing of these modules, but since we are talking about premium products that boast unique specifications, they are likely to be priced accordingly.
Samsung had quietly launched its BM1743 enterprise QLC SSD last month with a hefty 61.44 TB SKU. At FMS 2024, the company had the even larger 122.88 TB version of that SSD on display, alongside a few recorded benchmarking sessions. Compared to the previous generation, the BM1743 comes with a 4.1x improvement in I/O performance, improvement in data retention, and a 45% improvement in power efficiency for sequential writes.
The 128 TB-class QLC SSD boasts of sequential read speeds of 7.5 GBps and write speeds of 3 GBps. Random reads come in at 1.6 M IOPS, while 16 KB random writes clock in at 45K IOPS. Based on the quoted random write access granularity, it appears that Samsung is using a 16 KB indirection unit (IU) to optimize flash management. This is similar to the strategy adopted by Solidigm with IUs larger than 4K in their high-capacity SSDs.
A recorded benchmark session on the company's PM9D3a 8-channel Gen 5 SSD was also on display.
The SSD family is being promoted as a mainstream option for datacenters, and boasts of sequential reads up to 12 GBps and writes up to 6.8 GBps. Random reads clock in at 2 M IOPS, and random writes at 400 K IOPS.
Available in multiple form-factors up to 32 TB (M.2 tops out at 2 TB), the drive's firmware includes optional support for flexible data placement (FDP) to help address the write amplification aspect.
The PM1753 is the current enterprise SSD flagship in Samsung's lineup. With support for 16 NAND channels and capacities up to 32 TB, this U.2 / E3.S SSD has advertised sequential read and write speeds of 14.8 GBps and 11 GBps respectively. Random reads and writes for 4 KB accesses are listed at 3.4 M and 600 K IOPS.
Samsung claims a 1.7x performance improvement and a 1.7x power efficiency improvement over the previous generation (PM1743), making this TLC SSD suitable for AI servers.
The 9th Gen. V-NAND wafer was also available for viewing, though photography was prohibited. Mass production of this flash memory began in April 2024.
A few years back, the Japanese government's New Energy and Industrial Technology Development Organization (NEDO ) allocated funding for the development of green datacenter technologies. With the aim to obtain up to 40% savings in overall power consumption, several Japanese companies have been developing an optical interface for their enterprise SSDs. And at this year's FMS, Kioxia had their optical interface on display.
For this demonstration, Kioxia took its existing CM7 enterprise SSD and created an optical interface for it. A PCIe card with on-board optics developed by Kyocera is installed in the server slot. An optical interface allows data transfer over long distances (it was 40m in the demo, but Kioxia promises lengths of up to 100m for the cable in the future). This allows the storage to be kept in a separate room with minimal cooling requirements compared to the rack with the CPUs and GPUs. Disaggregation of different server components will become an option as very high throughput interfaces such as PCIe 7.0 (with 128 GT/s rates) become available.
The demonstration of the optical SSD showed a slight loss in IOPS performance, but a significant advantage in the latency metric over the shipping enterprise SSD behind a copper network link. Obviously, there are advantages in wiring requirements and signal integrity maintenance with optical links.
Being a proof-of-concept demonstration, we do see the requirement for an industry-standard approach if this were to gain adoption among different datacenter vendors. The PCI-SIG optical workgroup will need to get its act together soon to create a standards-based approach to this problem.
At FMS 2024, the technological requirements from the storage and memory subsystem took center stage. Both SSD and controller vendors had various demonstrations touting their suitability for different stages of the AI data pipeline - ingestion, preparation, training, checkpointing, and inference. Vendors like Solidigm have different types of SSDs optimized for different stages of the pipeline. At the same time, controller vendors have taken advantage of one of the features introduced recently in the NVM Express standard - Flexible Data Placement (FDP).
FDP involves the host providing information / hints about the areas where the controller could place the incoming write data in order to reduce the write amplification. These hints are generated based on specific block sizes advertised by the device. The feature is completely backwards-compatible, with non-FDP hosts working just as before with FDP-enabled SSDs, and vice-versa.
Silicon Motion's MonTitan Gen 5 Enterprise SSD Platform was announced back in 2022. Since then, Silicon Motion has been touting the flexibility of the platform, allowing its customers to incorporate their own features as part of the customization process. This approach is common in the enterprise space, as we have seen with Marvell's Bravera SC5 SSD controller in the DapuStor SSDs and Microchip's Flashtec controllers in the Longsys FORESEE enterprise SSDs.
At FMS 2024, the company was demonstrating the advantages of flexible data placement by allowing a single QLC SSD based on their MonTitan platform to take part in different stages of the AI data pipeline while maintaining the required quality of service (minimum bandwidth) for each process. The company even has a trademarked name (PerformaShape) for the firmware feature in the controller that allows the isolation of different concurrent SSD accesses (from different stages in the AI data pipeline) to guarantee this QoS. Silicon Motion claims that this scheme will enable its customers to get the maximum write performance possible from QLC SSDs without negatively impacting the performance of other types of accesses.
Silicon Motion and Phison have market leadership in the client SSD controller market with similar approaches. However, their enterprise SSD controller marketing couldn't be more different. While Phison has gone in for a turnkey solution with their Gen 5 SSD platform (to the extent of not adopting the white label route for this generation, and instead opting to get the SSDs qualified with different cloud service providers themselves), Silicon Motion is opting for a different approach. The flexibility and customization possibilities can make platforms like the MonTitan appeal to flash array vendors.
One of the core challenges that Rapidus will face when it kicks off volume production of chips on its 2nm-class process technology in 2027 is lining up customers. With Intel, Samsung, and TSMC all slated to offer their own 2nm-class nodes by that time, Rapidus will need some kind of advantage to attract customers away from its more established rivals. To that end, the company thinks they've found their edge: fully automated packaging that will allow for shorter chip lead times than manned packaging operations.
In an interview with Nikkei, Rapidus' president, Atsuyoshi Koike, outlined the company's vision to use advanced packaging as a competitive edge for the new fab. The Hokkaido facility, which is currently under construction and is expecting to begin equipment installation this December, is already slated to both produce chips and offer advanced packaging services within the same facility, an industry first. But ultimately, Rapidus biggest plan to differentiate itself is by automating the back-end fab processes (chip packaging) to provide significantly faster turnaround times.
Rapidus is targetting back-end production in particular as, compared to front-end (lithography) production, back-end production still heavily relies on human labor. No other advanced packaging fab has fully automated the process thus far, which provides for a degree of flexibility, but slows throughput. But with automation in place to handle this aspect of chip production, Rapidus would be able to increase chip packaging efficiency and speed, which is crucial as chip assembly tasks become more complex. Rapidus is also collaborating with multiple Japanese suppliers to source materials for back-end production.
"In the past, Japanese chipmakers tried to keep their technology development exclusively in-house, which pushed up development costs and made them less competitive," Koike told Nikkei. "[Rapidus plans to] open up technology that should be standardized, bringing down costs, while handling important technology in-house."
Financially, Rapidus faces a significant challenge, needing a total of ¥5 trillion ($35 billion) by the time mass production starts in 2027. The company estimates that ¥2 trillion will be required by 2025 for prototype production. While the Japanese government has provided ¥920 billion in aid, Rapidus still needs to secure substantial funding from private investors.
Due to its lack of track record and experience of chip production as. well as limited visibility for success, Rapidus is finding it difficult to attract private financing. The company is in discussions with the government to make it easier to raise capital, including potential loan guarantees, and is hopeful that new legislation will assist in this effort.
At FMS 2024, Kioxia had a proof-of-concept demonstration of their proposed a new RAID offload methodology for enterprise SSDs. The impetus for this is quite clear: as SSDs get faster in each generation, RAID arrays have a major problem of maintaining (and scaling up) performance. Even in cases where the RAID operations are handled by a dedicated RAID card, a simple write request in, say, a RAID 5 array would involve two reads and two writes to different drives. In cases where there is no hardware acceleration, the data from the reads needs to travel all the way back to the CPU and main memory for further processing before the writes can be done.
Kioxia has proposed the use of the PCIe direct memory access feature along with the SSD controller's controller memory buffer (CMB) to avoid the movement of data up to the CPU and back. The required parity computation is done by an accelerator block resident within the SSD controller.
In Kioxia's PoC implementation, the DMA engine can access the entire host address space (including the peer SSD's BAR-mapped CMB), allowing it to receive and transfer data as required from neighboring SSDs on the bus. Kioxia noted that their offload PoC saw close to 50% reduction in CPU utilization and upwards of 90% reduction in system DRAM utilization compared to software RAID done on the CPU. The proposed offload scheme can also handle scrubbing operations without taking up the host CPU cycles for the parity computation task.
Kioxia has already taken steps to contribute these features to the NVM Express working group. If accepted, the proposed offload scheme will be part of a standard that could become widely available across multiple SSD vendors.
Western Digital's BiCS8 218-layer 3D NAND is being put to good use in a wide range of client and enterprise platforms, including WD's upcoming Gen 5 client SSDs and 128 TB-class datacenter SSD. On the external storage front, the company demonstrated four different products: for card-based media, 4 TB microSDUC and 8 TB SDUC cards with UHS-I speeds, and on the portable SSD front we had two 16 TB drives. One will be a SanDisk Desk Drive with external power, and the other in the SanDisk Extreme Pro housing with a lanyard opening in the case.
All of these are using BiCS8 QLC NAND, though I did hear booth talk (as I was taking leave) that they were not supposed to divulge the use of QLC in these products. The 4 TB microSDUC and 8 TB SDUC cards are rated for UHS-I speeds. They are being marketed under the SanDisk Ultra branding.
The SanDisk Desk Drive is an external SSD with a 18W power adapter, and it has been in the market for a few months now. Initially launched in capacities up to 8 TB, Western Digital had promised a 16 TB version before the end of the year. It appears that the product is coming to retail quite soon. One aspect to note is that this drive has been using TLC for the SKUs that are currently in the market, so it appears unlikely that the 16 TB version would be QLC. The units (at least up to the 8 TB capacity point) come with two SN850XE drives. Given the recent introduction of the 8 TB SN850X, an 'E' version with tweaked firmware is likely to be present in the 16 TB Desk Drive.
The 16 TB portable SSD in the SanDisk Extreme housing was a technology demonstration. It is definitely the highest capacity bus-powered portable SSD demonstrated by any vendor at any trade show thus far. Given the 16 TB Desk Drive's imminent market introduction, it is just a matter of time before the technology demonstration of the bus-powered version becomes a retail reality.
When you buy a retail computer CPU, it usually comes with a standard cooler. However, most enthusiasts find that the stock cooler just does not cut it in terms of performance. So, they often end up getting a more advanced cooler that better suits their needs. Choosing the right cooler isn't a one-size-fits-all deal – it is a bit of a journey. You have to consider what you need, what you want, your budget, and how much space you have in your setup. All these factors come into play when picking out the perfect cooler.
When it comes to high-performance coolers, Noctua is a name that frequently comes up among enthusiasts. Known for their exceptional build quality and superb cooling performance, Noctua coolers have been a favorite in the PC building community for years. A typical Noctua cooler will be punctuated by incredibly quiet fans and top-notch cooling efficiency overall, which has made them ideal for overclockers and builders who want to keep their systems running cool and quiet.
In this review, we'll be taking a closer look at the NH-D15 G2 cooler, the successor to the legendary NH-D15. This cooler comes with a hefty price tag of $150 but promises to deliver the best performance that an air cooler can currently achieve. The NH-D15 G2 is available in three versions: one standard version as well as two specialized variants – LBC (Low Base Convexity) and HBC (High Base Convexity). These variants are designed to make better contact with specific CPUs; the LBC is recommended for AMD AM5 processors, while the HBC is tailored for Intel LGA1700 processors, mirroring the slightly different geometry of their respective heatspeaders. Conversely, the standard version is an “one size fits all” approach for users who care more about long-term compatibility over squeezing out every ounce of potential the cooler has.
Kioxia's booth at FMS 2024 was a busy one with multiple technology demonstrations keeping visitors occupied. A walk-through of the BiCS 8 manufacturing process was the first to grab my attention. Kioxia and Western Digital announced the sampling of BiCS 8 in March 2023. We had touched briefly upon its CMOS Bonded Array (CBA) scheme in our coverage of Kioxial's 2Tb QLC NAND device and coverage of Western Digital's 128 TB QLC enterprise SSD proof-of-concept demonstration. At Kioxia's booth, we got more insights.
Traditionally, fabrication of flash chips involved placement of the associate logic circuitry (CMOS process) around the periphery of the flash array. The process then moved on to putting the CMOS under the cell array, but the wafer development process was serialized with the CMOS logic getting fabricated first followed by the cell array on top. However, this has some challenges because the cell array requires a high-temperature processing step to ensure higher reliability that can be detrimental to the health of the CMOS logic. Thanks to recent advancements in wafer bonding techniques, the new CBA process allows the CMOS wafer and cell array wafer to be processed independently in parallel and then pieced together, as shown in the models above.
The BiCS 8 3D NAND incorporates 218 layers, compared to 112 layers in BiCS 5 and 162 layers in BiCS 6. The company decided to skip over BiCS 7 (or, rather, it was probably a short-lived generation meant as an internal test vehicle). The generation retains the four-plane charge trap structure of BiCS 6. In its TLC avatar, it is available as a 1 Tbit device. The QLC version is available in two capacities - 1 Tbit and 2 Tbit.
Kioxia also noted that while the number of layers (218) doesn't compare favorably with the latest layer counts from the competition, its lateral scaling / cell shrinkage has enabled it to be competitive in terms of bit density as well as operating speeds (3200 MT/s). For reference, the latest shipping NAND from Micron - the G9 - has 276 layers with a bit density in TLC mode of 21 Gbit/mm2, and operates at up to 3600 MT/s. However, its 232L NAND operates only up to 2400 MT/s and has a bit density of 14.6 Gbit/mm2.
It must be noted that the CBA hybrid bonding process has advantages over the current processes used by other vendors - including Micron's CMOS under array (CuA) and SK hynix's 4D PUC (periphery-under-chip) developed in the late 2010s. It is expected that other NAND vendors will also move eventually to some variant of the hybrid bonding scheme used by Kioxia.
Following Intel’s run of financial woes and Raptor Lake chip stability issues, the company could use some good news on a Friday. And this week they’re delivering just that, with the first version of the eagerly awaited microcode fix for desktop Raptor Lake processors – as well as the first detailed explanation of the underlying issue.
The new microcode release, version 0x129, is Intel’s first stab at addressing the elevated voltage issue that has seemingly been the cause of Raptor Lake processor degradation over the past year and a half. Intel has been investigating the issue all year, and after a slow start, in recent weeks has begun making more significant progress, identifying what they’re calling an “elevated operating voltage” issue in high-TDP desktop Raptor Lake (13th & 14th Generation Core) chips. Back in late July the company was targeting a mid-August release date for a microcode patch to fix (or rather, prevent) the degradation issue, and just ahead of that deadline, Intel has begun shipping the microcode to their motherboard partners.
Even with this new microcode, however, Intel is not done with the stability issue. Intel is still investigating whether it’s possible to improve the stability of already-degraded processors, and the overall tone of Intel’s announcement is very much that of a beta software fix – Intel won’t be submitting this specific microcode revision for distribution via operating system updates, for example. So even if this microcode is successful in stopping ongoing degradation, it seems that Intel hasn’t closed the book on the issue entirely, and that the company is presumably working towards a fix suitable for wider release.
Capping At 1.55v: Elevated Voltages Beget Elevated VoltagesSo just what does the 0x129 microcode update do? In short, it caps the voltage of affected Raptor Lake desktop chips at a still-toasty (but in spec) 1.55v. As noted in Intel’s previous announcements, excessive voltages seem to be at the cause of the issue, so capping voltages at what Intel has determined is the proper limit should prevent future chip damage.
The company’s letter to the community also outlines, for the first time, just what is going on under the hood with degraded chips. Those chips that have already succumbed to the issue from repeated voltage spikes have deteriorated in such a way that the minimum voltage needed to operate the chip – Vmin – has increased beyond Intel’s original specifications. As a result, those chips are no longer getting enough voltage to operate.
Seasoned overclockers will no doubt find that this is a familiar story, as this is one of the ways that overclocked processors degrade over time. In those cases – as it appears to be with the Raptor Lake issue – more voltage is needed to keep a chip stable, particularly in workloads where the voltage to the chip is already sagging.
And while all signs point to this degradation being irreversible (and a lot of RMAs in Intel’s future), there is a ray of hope. If Intel’s analysis is correct that degraded Raptor Lake chips can still operate properly with a higher Vmin voltage, then there is the possibility of saving at least some of these chips, and bringing them back to stability.
This “Vmin shift,” as Intel is calling it, is the company’s next investigative target. According to the company’s letter, they are aiming to provide updates by the “end of August.”
In the meantime, Intel’s eager motherboard partners have already begun releasing BIOSes with the new microcode, with ASUS and MSI even jumping the gun and sending out BIOSes before Intel had a chance to properly announce the microcode. Both vendors are releasing these as beta BIOSes, reflecting the general early nature of the microcode fix itself. And while we expect most users will want to get this microcode in place ASAP to mitigate further damage on affected chips, it would be prudent to treat these beta BIOSes as just that.
Along those lines, as noted earlier, Intel is only distributing the 0x129 microcode via BIOS updates at this time. This microcode will not be coming to other systems via operating system updates. At this point we still expect distribution via OS updates to be the end game for this fix, but for now, Intel isn’t providing a timeline or other guidance for when that might happen. So for PC enthusiasts, at least, a BIOS update is the only way to get it for now.
Performance Impact: Generally Nil – But Not AlwaysFinally, Intel’s message also provides a bit of guidance on the performance impact of the new microcode, based on their internal testing. Previously the company has indicated that they expected no significant performance impact, and based on their expanded testing, by and large this remains the case. However, there are going to be some workloads that suffer from performance regressions as a result.
So far, Intel has found a couple of workloads where they are seeing regressions. This includes PugetBench GPU Effects Score and, on the gaming side of matters, Hitman 3: Dartmoor. Otherwise, virtually everything else Intel has tested, including common benchmarks like Cinebench, and major games, are not showing performance regressions. So the overall outcome of the fix is not quite a spotless recovery, but it’s also not leading to widespread performance losses, either.
As for AnandTech, we’ll be digging into this on our own benchmark suite as time allows. We have one more CPU launch coming up next week, so there’s no shortage of work to be done in the next few days. (Sorry, Gavin!)
Intel’s Full Statement Intel is currently distributing to its OEM/ODM partners a new microcode patch (0x129) for its Intel Core 13th/14th Gen desktop processors which will address incorrect voltage requests to the processor that are causing elevated operating voltage.At FMS 2024, Phison gave us the usual updates on their client flash solutions. The E31T Gen 5 mainstream controller has already been seen at a few tradeshows starting with Computex 2023, while the USB4 native flash controller for high-end PSSDs was unveiled at CES 2024. The new solution being demonstrated was the E29T Gen 4 mainstream DRAM-less controller. Phison believes that there is still performance to be eked out on the Gen 4 platform with a low-cost DRAM-less solution.
Phison NVMe SSD Controller Comparison E31T E29T E27T E26 E18 Market Segment Mainstream Consumer High-End Consumer ManufacturingCompared to the E27T, the key update is the use of a newer LDPC engine that enables better SSD lifespan as well as compatibility with the latest QLC flash, along with additional power optimizations.
The company also had a U21 USB4 PSSD reference design (complete with a MagSafe-compatible casing) on display, along with the usual CrystalDiskMark benchmark results. We were given to understand that PSSDs based on the U21 controller are very close to shipping into retail.
Phison has been known for taking the lead in introducing SSD controllers based on the latest and greatest interface options - be it PCIe 4.0, PCIe 5.0, or USB4. The competition is usually in the form of tier-one vendors opting for their in-house solution, or Silicon Motion stepping in a few quarters down the line after the market takes off with a more power-efficient solution. With the E29T, Phison is aiming to ensure that they still have a viable play in the mainstream Gen 4 market with their latest LDPC engine and supporting the highest available NAND flash speeds.
Under the CHIPS & Science Act, the U.S. government provided tens of billions of dollars in grants and loans to the world's leading maker of chips, such as Intel, Samsung, and TSMC, which will significantly expand the country's semiconductor production industry in the coming years. However, most chips are typically tested, assembled, and packaged in Asia, which has left the American supply chain incomplete. Addressing this last gap in the government's domestic chip production plans, these past couple of weeks the U.S. government signed memorandums of understanding worth about $1.5 billion with Amkor and SK hynix to support their efforts to build chip packaging facilities in the U.S.
Amkor to Build Advanced Packaging Facility with Apple in MindAmkor plans to build a $2 billion advanced packaging facility near Peoria, Arizona, to test and assemble chips produced by TSMC at its Fab 21 near Phoenix, Arizona. The company signed a MOU that offers $400 million in direct funding and access to $200 million in loans under the CHIPS & Science Act. In addition, the company plans to take advantage of a 25% investment tax credit on eligible capital expenditures.
Set to be strategically positioned near TSMC's upcoming Fab 21 complex in Arizona, Amkor's Peoria facility will occupy 55 acres and, when fully completed, will feature over 500,000 square feet (46,451 square meters) of cleanroom space, more than twice the size of Amkor's advanced packaging site in Vietnam. Although the company has not disclosed the exact capacity or the specific technologies the facility will support, it is expected to cater to a wide range of industries, including automotive, high-performance computing, and mobile technologies. This suggests the new plant will offer diverse packaging solutions, including traditional, 2.5D, and 3D technologies.
Amkor has collaborated extensively with Apple on the vision and initial setup of the Peoria facility, as Apple is slated to be the facility's first and largest customer, marking a significant commitment from the tech giant. This partnership highlights the importance of the new facility in reinforcing the U.S. semiconductor supply chain and positioning Amkor as a key partner for companies relying on TSMC's manufacturing capabilities. The project is expected to generate around 2,000 jobs and is scheduled to begin operations in 2027.
SK hynix to Build HBM4 in the U.S.This week SK hynix also signed a preliminary agreement with the U.S. government to receive up to $450 million in direct funding and $500 million in loans to build an advanced memory packaging facility in West Lafayette, Indiana.
The proposed facility is scheduled to begin operations in 2028, which means that it will assemble HBM4 or HBM4E memory. Meanwhile, DRAM devices for high bandwidth memory (HBM) stacks will still be produced in South Korea. Nonetheless, packing finished HBM4/HBM4E in the U.S. and possibly integrating these memory modules with high-end processors is a big deal.
In addition to building its packaging plant, SK hynix plans to collaborate with Purdue University and other local research institutions to advance semiconductor technology and packaging innovations. This partnership is intended to bolster research and development in the region, positioning the facility as a hub for AI technology and skilled employment.
As Intel looks to streamline its business operations and get back to profitability in the face of weak revenues and other business struggles, nothing is off the table as the company looks to cut costs into 2025 – not even Intel’s trade shows. In an unexpected announcement this afternoon, Intel has begun informing attendees of its fall Innovation 2024 trade show that the event has been postponed. Previously scheduled for September of this year, Innovation is now slated to take place at some point in 2025.
Innovation is Intel’s regular technical showcase for developers, customers, and the public, and is the successor to the company’s legendary IDF show. In recent years the show has been used to deliver status updates on Intel’s fabs, introduce new client platforms like Panther Lake, launch new products, and more.
But after 3 years of shows, the future of Innovation is up in the air, as Intel has officially postponed the show – and with a less-than-assuring commitment to when it may return.
In a message posted on the Innovation 2024 website (registration required), and separately sent out via email, Intel announced the postponement of the show. In lieu of the show, Intel still plans on holding smaller developer events.
Innovation 2024 UpdateSeparately, in a statement sent to PCMag, the company cited its current financial situation, and that they “are having to make some tough decisions as we continue to align our cost structure and look to assess how we rebuild a sustainable engine of process technology leadership.”
While Intel had not yet published a full agenda for the now-delayed show, Innovation 2024 was expected to be a major showcase for Intel’s Lunar Lake and Arrow Lake client processors, both of which are due this fall. Arrow Lake in particular is Intel’s lead product for their 20A process node – their first node implementing RibbonFETs and PowerVia backside power delivery – so its launch will be an important moment for the company. And while the postponement of Innovation won’t impact those launches, it means that Intel won’t have access to the same stage or built-in audience that comes with hosting your own trade show. Never mind the lost opportunities for software developers, who are the core audience for the show.
Officially, the show is just postponed. But given the lead time needed to reserve the San Jose Convention Center and similar venues, it’s unclear whether Intel will be able to host a show before the second half of 2025 – at which point we’d be closer to Innovation 2025, making Innovation 2024 de facto cancelled.
In the meantime, the company has already announced that they’ll be launching Lunar Lake at IFA in Germany in September. So that remains the next big trade show for Intel’s client chip group.
Microchip recently announced the availability of their second PCIe Gen 5 enterprise SSD controller - the Flashtec 5016. Like the 4016, this is also a 16-channel controller, but there are some key updates:
Microchip's enterprise SSD controllers provide a high level of flexibility to SSD vendors by providing them with significant horsepower and accelerators. The 5016 includes Cortex-A53 cores for SSD vendors to run custom applications relevant to SSD management. However, compared to the Gen4 controllers, there are two additional cores in the CPU cluster. The DRAM subsystem includes ECC support (both out-of-band and inline, as desired by the SSD vendor).
At FMS 2024, the company demonstrated an application of the neural network engines embedded in the Gen5 controllers. Controllers usually employ a 'read-retry' operation with altered read-out voltages for flash reads that do not complete successfully. Microchip implemented a machine learning approach to determine the read-out voltage based on the health history of the NAND block using the NN engines in the controller. This approach delivers tangible benefits for read latency and power consumption (thanks to a smaller number of errors on the first read).
The 4016 and 5016 come with a single-chip root of trust implementation for hardware security. A secure boot process with dual-signature authentication ensures that the controller firmware is not maliciously altered in the field. The company also brought out the advantages of their controller's implementation of SR-IOV, flexible data placement, and zoned namespaces along with their 'credit engine' scheme for multi-tenant cloud workloads. These aspects were also brought out in other demonstrations.
Microchip's press release included quotes from the usual NAND vendors - Solidigm, Kioxia, and Micron. On the customer front, Longsys has been using Flashtec controllers in their enterprise offerings along with YMTC NAND. It is likely that this collaboration will continue further using the new 5016 controller.
Riot Games released a roguelike card seasonal mini-game in the League of Legends client today titled The Demon's Hand, and there's little instruction on how to play it. Thankfully for players, we've got you covered on how to play The Demon's Hand in League of Legends as well as detailing all ranks, suits, hand types, and more.
Screenshot by Destructoid Table of contentsFrom a technical standpoint, you can play The Demon's Hand directly in the League client simply by updating to the latest version.
The easiest way to understand The Demon's Hand is to relate it to Poker. Each card has three elements: a picture, a number (including those similar to Jack, Queen, King, and Ace from Poker), and the card's suit. The picture relates to the card-ranked number, so don't let that overwhelm you. For example, if you have two cards with the number five, their picture will be the same.
Your goal is to build the best five-card hand to attack your opponent. To do so, you'll unlock various Sigils (powerups) as you progress that allow you to increase the damage you deal. You can also discard three times each round and discard up to five cards each time.
After making your best five-card hand, click the Attack button, and the game will calculate your damage output based on the ranking of your five-card hand as well as any multipliers, buffs, or debuffs from your Sigils or match conditions.
On the table, you will also find an Attack Coin. Each time you attack, this number decreases by one. Once the value of the coin reaches zero, your opponent will attack back.
Your opponent has their own single card, represented by the larger card at the top of the table. It will feature a picture of your opponent as well as two numbers. The black number in the bottom left indicates how much damage it will deal to you each time the Attack Coin reaches 0, while the red number in the bottom right indicates its current health.
For each encounter, your goal is to attack enough to deplete your enemy's health while taking the least amount of damage possible from your enemy.
As you take out enemies, you'll progress on a branching map with different destinations to choose from along the way including stronger enemy encounters that yield better rewards, a shop to buy new Sigils, and a campfire to rest at and restore Health. At the end of each map is a boss encounter that has a special mechanic as well as higher-than-usual Health and Damage.
The ultimate goal of The Demon's Hand is to progress through each map while strategizing your Sigils to take out each map's boss and survive to the end.
Screenshot by Destructoid All Attacks (hand combinations) and ranksThe ranking of hands in The Demon's Hand is the same as those used in Poker and games like Balatro, they just have different names. Each Attack or hand has a different Base Damage it will deal when used, though you can increase this via a variety of modifiers including Sigils, Critical Damage Cards, and match modifiers.
Here are each of the Attacks (hand combinations) and the damage they deal in The Demon's Hand:
Attack/Hand Balatro/Poker Equivalent Description Base Damage Solo High Card Single high value card 10 Dyad Pair Two cards of the same number 20 Dyad Set Two Pair Two sets of Dyads 40 Triad Three of a Kind Three cards of the same number 80 Tetrad Four of a Kind Four cards of the same number 100 March Straight Five sequential number cards 125 Horde Flush Five cards of the same suit 175 Grand Warhost Full House Three cards of the same number and 2 cards of the same number 400 Marching Horde Straight Flush Five cards of sequential order in the same suit 600 The Demon's Hand Royal Flush Five cards of the highest value in the same suit 2000Each map has specific points you can reach where you have the opportunity to purchase Sigils in exchange for the Gold you've accumulated so far on your run. The Sigils add different unique effects that allow you to build strong playstyles with each run of The Demon's Hand. You can have up to six Sigils equipped at a time, and have the opportunity to sell unwanted Sigils for 2 Gold each at the Sigil vendor.
Most of the Sigils you receive are Common in quality. By playing League of Legends matches and completing missions you can unlock up to 24 more powerful Rare Sigils.
Here are all the common Sigils in The Demon's Hand:
Every Common Sigil in The Demon's Hand Sigil Effect Cost Alignment Attacks containing a March deal +70 damage. 7 Alignment+ Attacks containing a March deal +140 damage. 20 Authority Deals +70% damage if Attack contains only Command Cards. (Command Cards are the four highest cards, Jack, Queen, King, Ace) 14 Conformity Deals +70% damage if Attack contains only cards of the same rank 15 Conversion Grants 2 Gold for each unused Discard at battle end. 11 Dismissal Each discarded card grants +5 percent damage to next attack 6 Dismissal+ Each discarded card grants +10 percent damage to next attack 15 Dyadic Attacks containing a Dyad deal +30 damage for each Dyad present. 7 Dyadic+ Attacks containing a Dyad deal +70 damage for each Dyad present. 18 Flow Attacks containing a Horde deal +100 damage 8 Flow+ Attacks containing a Horde deal +200 damage 20 Fortification Reduces damage of enemy's first Attack by 50% 9 Harmony Attacks containing a Grand Warhost deal +150 damage 7 Harmony+ Attacks containing a Grand Warhost deal +300 damage 18 Heroism Command cards are never removed from attacks. 6 Isolation Solo Attack deals +40 damage 6 Isolation+ Solo Attack deals +100 damage 15 Luck Grants +5% chance to draw Critical cards. 12 Malice First Attack played per battle deals +30% damage. 11 Malice+ First Attack played per battle deals +60% damage. 22 Meditation Restores health equal to 40% of damage taken after each battle. 10 Protection Reduces all damage taken by 1 (increases to 3 when below 50% health). 12 Rage Deals +30% damage when below 50% health. 14 Reckoning Deals +25 damage. After defeating an enemy, permanently gain +5 damage. 12 Refusal Increases number of discards by 1. 9 Refusal+ Increases number of discards by 2. 18 Respite Delays all enemy Attacks by 1 turn. 14 Rushing Deals +75 damage. Reduce by 15 after each battle. 8 Solitude Solo Attack grants +125% additional damage to next Attack. 22 Tempo Grants an additional +15 damage after each Attack this battle. 6 Tempo+ Grants an additional +30 damage after each Attack this battle. 15 The Commander Command cards deal +30 damage. 10 The Commander+ Command cards deal +70 damage. 23 The Mastermind Grants additional +20% damage this battle if Attack has not yet been used. 24 The Moon Cards in the Moon suit deal +15 damage 6 The Quest Grants +75% damage to a random Attack type after each enemy attack. 16 The Spy Every 2 or 3 discarded places a Command card from deck on top prior to drawing. (Command Cards are the four highest cards, Jack, Queen, King, Ace) 7 The Sun Cards in the Sun suit deal +15 damage 6 The Swarm Deals +125 damage if Attack contains 3 or more cards. 23 Triadic Attacks containing a Triad deal +85 damage. 8 Triadic+ Attacks containing a Triad deal +170 damage. 20 Weakening Reduces 50% damage from enemy's next Attack if Attack contains a Critical card. 8 Screenshot by Destructoid How to get Rare SigilsAccording to Riot Graydiance, the Rare Sigils in The Demon's Hand drop randomly based on the time you spend playing various League games. Graydiance recommends players who are looking to progress faster and enjoy playing Arena should do so, because it progresses the invisible missions that track progress for the Rare Sigils accumulate 30-percent faster than in the SR and ARAM game modes.
As there are 24 Rare Sigils in total in The Demon's Hand, it will take some pretty hefty League of Legends grinding to unlock all of them.
All Rare Sigils in The Demon's HandHere are all the Rare Sigils we've unlocked so far:
Sigil Type Effect Cost (1) The Stone Damage Cards in the Stone suit deal +10% damage. 10 (2) The Fire Damage Cards in the Fire suit deal +10% damage. 10 (3) Remembrance Damage Deals +2 Damage for each card not currently in deck. 11 (6) The Miracle Damage Attacks containing only Critical Cards deal +200% damage. 14 (7) Fervor Damage Grants +0% chance to draw Critical Cards. After each battle, this effect is reduced by 4%. 14 (8) Scarring Damage Deals +0 Damage. After each enemy Attack, permanently gain +7 damage. 15 (9) Kinship Damage Deals +30% damage if Attack contains only cards of the same color. 15 (10) Onslaught Damage Deals +5% damage for each card used in an Attack. 16 (11) Rejection Damage Deals +35 damage for each card not scored in an Attack. 20 (12) Rhythm Damage Deals +50 Damage for each time Attack type has been played this battle. 20 (1) The Feint Utility Draws a Critical Card after using a Solo Attack. 7 (4) Desperation Utility Grants a Discard after each enemy attack. 13 (1) Charisma Economy Decreases cost of buying and rerolling sigils in the shop by 1 gold. 5 (2) The Beggar Economy Grants 1 Gold if Attack contains 3 or more number cards. 9 (3) Repetition Economy Grants Gold equal to number of times Attack has been played this battle (up to 3) 15 (2) Reflection Other After each enemy Attack, the lowest value card in hand becomes a copy of the highest rank card in hand. 19 (3) Rebounding Other Grants a Discard if Attack contains 5 cards. 25 This list will be updated as we find moe Rare Sigils. How to get all The Demon's Hand seasonal rewardsThe Demon's Hand mini-game in LoL is set to last for six weeks, during which time there are four unique limited-time missions you can complete in exchange for various The Demon's Hand-themed rewards. Here are all four seasonal rewards and how you can acquire them:
As a roguelike, it's important to understand that not every run in The Demon's Hand will be the same. With so many randomized elements, some runs will feel much harder while others may seem much easier. It's important to formulate the best possible build and strategy with each run based on what options The Demon's Hand throws at you. That being said, there are some general tips for winning in The Demon's Hand that should improve your overall chance of successful runs.
The post The ultimate guide to LoL’s new card roguelike, The Demon’s Hand appeared first on Destructoid.
The A Minecraft Movie DLC lets you control all the iconic characters from the film, including Steve, a Villager, and Piglin. We're here to show you how to unlock all of them to fill up the entire collection.
Table of contents How to get all A Minecraft Movie DLC character skinsYou can download the A Minecraft Movie DLC for free on the Minecraft Marketplace. After you've installed it, you'll come across arcade machines, taking you to a unique minigame. Here's what you must do to unlock all A Minecraft Movie DLC characters.
Steve skin Screenshot by DestructoidHop into the A Minecraft Movie DLC to unlock Steve automatically. You'll initially begin with the standard Steve we all know and love in the main hub. Then, you can choose to equip Jack Black's version in the arcade games.
Dawn skin Screenshot by DestructoidYou must survive at least two nights in the First Night Survival for the Dawn skin. Face off against a wave of enemies, from deadly zombies to explosive Creepers. I recommend going up to the top of the main tower to collect materials from a chest. It'll also protect you from the hostile mobs heading your way, and you can knock them down one by one in the stairway.
Once you've received a notification that says "Night Survived" on Night 2, press the Exit Game button in your inventory to unlock Dawn.
Natalie skin Screenshot by DestructoidLike Dawn, you can acquire Natalie through the First Night Survival minigame. It'll be slightly more challenging this time, as you must survive until Night 8. Fortunately, you can beef up your defenses by making turrets, traps, scatterers, explosives, and decoys at the nearby crafting table.
The hostile mobs will often drop resources, so be sure to pick up those materials. You can also equip the Chuck-Buckets weapon, which shows up in the film and as a hidden collectible in the A Minecraft Movie Live Event. If you're low on health, consume any Golden Apples you encounter or wait until the following round triggers.
Garrett skin Screenshot by DestructoidTo get the Garrett skin, you must complete the Elytra Chase in under four minutes. Soar the skies with your Elytra as fast as possible to reach the finish line. Compared to other minigames, this one is extremely challenging to do with the many obstacles in your way. I highly recommend going through all the rocket targets in your path to increase your speed substantially.
Although the rocket's speed boost makes it challenging to control, it's the only way to reach the finish line in time. You should also utilize the time extension targets to decrease five seconds from the clock. Fortunately, Garrett's target goal should be easy enough to hit once you've gotten familiar with the course.
Piglin skin Screenshot by DestructoidIt's time for the ultimate challenge: complete the Eltrya Chase in under two minutes for the Piglin skin. I'll admit this took me a while to achieve, with a considerable number of attempts. I found reaching the various checkpoints around this course helpful, where you don't always have to start from scratch. You'll also earn more lives from these checkpoints, giving you additional chances.
When in doubt, grab those time extensions. I've noticed that even if you go over the two-minute mark, the clock buffs have the power to reduce the time. As long as the in-game timer doesn't exceed two minutes, it'll still count toward the challenge.
Henry skin Screenshot by DestructoidThe Henry skin unlocks when you find the Earth Crystal from the Mansion Stealth in under 10 minutes. With this time limit, you can take your time and sneakily make your way to the chest with the crystal. Use the Saxophone to distract enemies temporarily and hide behind any objects to get out of sight.
Screenshot by Destructoid Villager skin Screenshot by DestructoidThe last A Minecraft Movie DLC character skin enlists you to find the Earth Crystal in under three minutes. It's easier said than done, but fortunately, YouTuber JackStarGaming discovered a handy route using this pathway:
Two clock buffs are on this route, so grab them to maximize your time. Take advantage of the Saxophone, too, whenever you get caught by an enemy. If you're successful, you'll earn one of the rarest skins for the A Minecraft Movie DLC, as well as acquire the trophy for completing all minigames.
The post How to unlock all character skins in A Minecraft Movie DLC appeared first on Destructoid.
Getting your hands on Coca Leaves is one of the late-game features of Schedule 1. But once you've done so, you'll be rewarded with lots of money.
Before you can go on and start harvesting Coca Leaves, you'll have to arrange Coca Seeds first, and the supplier is present in the Docks region. Here's how to get Coca Leaves in Schedule 1.
Arrange a Coca Seed firstYou have to first unlock the Docks area and then head over to Salvador Moreno (the final supplier of the game) to get hold of Coca Seeds (red colored). It will cost you $80 to get one seed, plant it, and wait for it to develop into a Coca Plant. Now comes the process of getting Coca Leaves out of it.
Screenshot by Destructoid How to get Coca Leaves in Schedule 1Once the Coca plant is fully grown, press E to harvest, and you will receive nine Coca Leaves at once. You can use Red Fertilizer to increase the yield. To improve the quality of these Coca Leaves, all you need to do is dry them on a Drying Rack.
Coca Leaves are ultimately used to prepare Cocaine in the game, where you need to mix 20 of them with Gasoline in a Cauldron to get the output.
Now, when you level up and the risk factor increases, you must equip yourself with a gun or weapon to safeguard yourself during adverse moments. Take a look at all weapons and how to get them in Schedule 1.
The post How to get Coca Leaves in Schedule 1 game appeared first on Destructoid.
Schedule 1 makes it crucial for players to automate their properties if you want to take your business to the next level.
Automation in the game usually refers to a system where you'll need minimal involvement. The setup will ensure that things work on their own, but you'll have to provide the ingredients required to produce the drugs. This guide will provide you with the best setup available for both Barn and Docks Warehouse.
Best automated Barn setup in Schedule 1The Barn is located near the Church, and it has two floors available for production. Ideally, this property requires a total of 10-12 workers to run efficiently (you can use less, but that will just reduce the total production).
Screenshot via DestructoidWhile you can go with a full Cocaine setup, but I will recommend going with a full Meth setup instead. Here's the ideal worker distribution you'll need (assuming you go with Meth).
Botanists will be required if you're going with Cocaine. If that's the case, reduce the Chemists you're hiring, and replace them with Botanists.
The upper floor should be the beds for most of your workers, and you can visit to pay the salaries of the workers. On the ground floor, place cabinets along the wall. You'll be using them to store Acid, Phosphorus, and Pseudo. Place a Lab Oven and a Chemistry Station side-by-side. Each dual setup should be assigned to a chemist. They will use the Chemistry Station to mix Pseudo, Acid, and Phosphorus to create Meth. Then, they will put it in the oven to get the final product out.
Put two Brick Press, and two Packing Stations on the properties, which the Handlers will handle. The Meth made by your Chemists will be taken to Packing Stations or the Brick Press (if the output is more than 10 units). The Handlers will get them ready for you to sell the product, and your Dealers will help you to increase your sales.
Best automated Docks setup in Schedule 1The Docks Warehouse area is another great property option available for you to have a bigger base of operations. This area is largely a one-floor affair. There's a small room upstairs, but it has little practical use. The Docks is perfect for a Cocaine-focused business.
Ideally, you're looking at a 10-worker setup with four Botanists and two Chemists. The remaining four spots can be split between Handlers and Cleaners. Make sure to have at least two Handlers.
Once again, the walls should be lined with cabinets, but there will be some changes. Unlike Meth, Cocaine needs you to grow the Coca plant. All the pots should be in the middle of the room. Each Botanist can look after eight pots, and make sure to assign them nearby cabinets for them to store the leaves.
Screenshot via DestructoidIn the Docks, you'll need two workstations without failure: a Cauldron and a Lab Oven. The Cauldron is where you add the leaves and Gasoline to cook the raw materials. The Lab Oven is where you'll put the raw Cocaine in and get the finished products. Make sure to put a Cauldron and a Lab Oven as a pair to assign them to a Chemist. It's best to place a Cabinet close, where your Botanists will put in the Coca Leaves.
Once the Chemists complete the products, they can be stored in the cabinets or added to the Packaging Station/Brick Press. Your Handlers will take care of the rest of the stuff and get your Cocaine ready for sale.
I would add that producing Cocaine entirely in an automated fashion tends to get iffy. The Meth is perfect for an automated process because there's no plant to grow in the first place. This allows you to avoid hiring any Botanist and automate the production process more easily.
Some workers tend to get mixed in their assignments (which can happen due to bugs), so always make sure to check out your properties and ensure that the production process is working as per plans.
The post Best way to automate all properties in Schedule 1 game appeared first on Destructoid.
Jagex Ltd announced a new survival game today called RuneScape: Dragonwilds. The upcoming title is set in the same universe as the classic MMORPG and will hit the shelves in early access in spring 2025.
At the time of writing, very little is known about the game, but fans are waiting anxiously nonetheless for April 15, when the devs will dive deep more details during a livestream. In the meantime, you can check the minimum and recommended system requirements for RuneScape: Dragonwilds during its early-access period.
Table of Contents Image by Jagex RuneScape: Dragonwilds minimum system requirementsAt the time of writing, it's difficult to tell how well the game performs on PC. But if we have to judge by the specifications revealed on the game's official Steam page, they're fairly decent and won't require a top-of-the-line rig to enjoy it. So if you're like me and you're struggling to get your hands on one of the hottest new GPUs on the market, don't fret too much.
Once the game releases in early access, we update this article based on the performance I'll be getting on my PC as well as the best graphics settings for you to use.
The post All RuneScape: Dragonwilds minimum and recommended system requirements appeared first on Destructoid.
League of Legends players will be getting a dedicated TCG pretty soon with the launch of Riftbound, and developers Riot Games have shared the first phase of plans for the upcoming launch.
Unlike Legends of Runeterra, Riftbound will be a physical card game, having its own set of decks, booster packs, and more. With a launch coming later this year, let's take a look at all the important information available to us.
Riftbound: League of Legends TCG Release DateThe upcoming game will have regional launches as it will make over to China first of all. This is scheduled to take place in Summer this year. The introduction of the game to English-speaking countries begins in October, and the rollout is expected to be completed sometime in 2026.
Unless there are unprecedented delays, the game should be available in major regions by the end of this year.
https://www.youtube.com/watch?v=BSr32eiUeyU&embeds_referring_euri=https%3A%2F%2Fapp.slack.com%2F&source_ve_path=Mjg2NjY Riftbound: League of Legends TCG game modesWhile the game is a physical card game (different from Runeterra), it will have various game modes. You can choose from 1v1, 2v2, and free for all modes. The fun begins with Riftbound: Origins, which will be the first expansion to kick off proceedings.
A Proving Grounds version is also going to be available for 2-4 players, and it will be a great starting point for those looking to pick up the game. Those looking for a more competitive experience can choose from a variety of Champion Decks, which have 56 cards ready for action. Finally, there will be expansion packs featuring over 300 cards of all types.
Card types will vary between Champions, Units, Legends, Gears, and more. Origins will have some of the fan-favorite names like Lee Sin, Jinx, Lux, and more. To get more cards, you can opt for the Booster Packs, which will have 14 cards in each of them.
For the time being, fans will have to wait patiently till the game makes its debut in China. So far, we have got glimpses of a few of the cards that will be part of the opening expansions. If executed properly, Riftbound could become a big name in the world of TCGs.
The post Everything we know about Riftbound, the League of Legends Trading Card Game appeared first on Destructoid.
Season three of Black Ops 6 and Warzone is set to add six weapons to the game, beginning with several Verdansk throwbacks to kick things off, like the CR-56 AMAX and Kilo 141.
The fifth new weapon in season three of BO6 and Warzone is a submachine gun called the Ladra. It's eerily reminiscent of the MPL SMG from Black Ops 1 way back in 2010, so it could also be considered a throwback. The Ladra is a full-auto SMG with an "extreme rate of fire, excellent range, and low recoil," according to Activision.
"What this SMG lacks in power it more than makes up for with a blistering fire rate that’s effective even in mid-range fights due to the weapon’s low recoil," Activision said about the SMG in a blog post. "Consider an Extended Mag to cut down on reloads and aim for the head to improve your damage output. Pairs well with Scavenger and the Assault Pack, giving you the ammo reserves you need to keep up the pressure and continue spitting out damage."
Here's everything we know so far about the new SMG in BO6 and Warzone's season three.
How to get the Ladra in BO6 and Warzone Image via ActivisionThe Ladra is going to be an unlockable weapon as part of a mid-season event in BO6 and Warzone after the Season Three Reloaded update. That's all we know so far, as we don't even know what the official launch date for the update is.
The second limited time event in BO6 season three, Black Ops Tribute, runs from April 17 to May 1, so we can assume or estimate that the update could come on May 1. The Ladra SMG will likely be the Mastery Reward as the final unlockable of the event that begins shortly after Season Three Reloaded begins.
Previous seasons of BO6 have had limited time events where weapons, perks, and more were unlockable via playing the event. These usually include events where players collect dropped items from enemies, or simpler ones where all you need to do is earn enough XP to unlock it while the event is active. After that, it becomes an Armory Unlock in BO6.
More information about the Ladra, the event it's unlockable in, and Season Three Reloaded in general, should be released in the final week of April leading up to the update.
This article will be updated with more information whenever it becomes available.
The post How to unlock the Ladra SMG in BO6 and Warzone season 3 appeared first on Destructoid.
After COD Pod dropped the bomb on Area 99's hidden Easter Egg, fans wasted no time uncovering it. The hunt involves shooting mannequins scattered across the map, building up to an explosive nuke finale. Here's your guide to locating every Area 99 mannequin in Warzone.
Where to find Area 99 Nuke Mannequins in WarzoneThe first thing you want to do is travel to the Mannequin Assembly area at E2 coordinates. There are 24 possible locations scattered around this section, but only 12 mannequins will spawn each game. You must shoot their heads off to progress further for the Area 99 Nuke Easter Egg. Unfortunately, you cannot do this challenge solo; an additional teammate is always required for this Warzone map.
Although there are tons of mannequins in this area, the ones you're looking for have clothes on. They can either be located in the exterior of the Mannequin Assembly or well-hidden inside.
Screenshot by DestructoidTheir spawns can also change with each playthrough, so they may appear in a different place the next time you hop into Warzone. Let's break down each mannequin location and go into detail about their locations (shout out to YouTuber Geeky Pastimes for finding them all):
Screenshot by DestructoidOnce you've shot the heads off 12 mannequins, you should hear a chime-like noise, indicating that you've conquered a part of the Nuke Easter Egg. You can then go to the center of Area 99, inside the Reactor, to locate two bodies lying on the ground (they'll glow to make it easier to see). Approach one of these bodies and initiate the 'Steal Credentials' prompt when close enough. A fellow teammate must press the same prompt at the other corpse, providing you with keycards for the last step.
Screenshot by DestructoidHead to the Bunkers at the Test Sites, where you can launch nukes at the computer terminals. It'll be next to a large circular table, and you'll have to simultaneously hit the 'Launch Nukes' interaction with your teammate. In return, your squad will unleash a devastating explosion near the Mannequin Assembly. Although it doesn't seem to damage enemy players, you'll at least be satisfied with completing the Warzone Area 99 Easter Egg. Plus, it's just plain fun to watch all the chaos unfold. For more Warzone content, here's a complete overview of the Season 3 roadmap.
The post All Mannequin locations in Warzone Area 99 Nuke Easter Egg appeared first on Destructoid.
With the release of Wuthering Waves version 2.2, Cantarella makes her Resonator debut, and she's quite a unique character. If you want to get started building Cantarella, you've come to the right place.
Best Cantarella build in Wuthering WavesLike Brant, Cantarella is a jack-of-all-trades, meaning she can play any role you need on any given team, all at the same time. She wields the Havoc element and uses a Rectifier as her weapon of choice. Due to her kit, I recommend you build her as a Main DPS or Sub DPS, which I'll dive a bit more into later in this guide. She also has access to a unique mechanic called Hazy Dream, which significantly alters how you'd play her in most teams. Let's jump right into her gameplan.
Cantarella gameplan in Wuthering Waves Screenshot by DestructoidCantarella is a stance dancer; changing stances alters most of her kit/moveset. Her main goal is to land as many Perception Drains as possible while she is in her Mirage stance. Both of these mechanics are tied to her Forte Circuit.
Forte Circuit Screenshot by DestructoidCantarella has two stances that change her kit:
Technical names aside, Cantarella's Forte involves her landing attacks to build up her bar so she can enter her Mirage Stance as often as possible. When landing specific attacks, Cantarella gains a resource called Trance, her Forte Bar. Trance is gained when you:
As long as Cantarella has at least one Trance, she can enter her Mirage Stance at will.
Mirage Stance Screenshot by DestructoidWhile in Mirage Stance, Cantarella's whole moveset (minus her Resonance Liberation) changes to be much faster and deal more damage. Each time she deals damage with one of her Basic Attacks in Mirage Stance, she loses one Trance to heal herself and her teammates. When she loses a Trance, though, she also gains a secondary resource called Shiver, which can be stacked up to three times.
At three Shiver, Cantarella's Resonance Skill becomes Perception Drain, which can be activated only in Mirage Stance. Cantarella's primary goal is to land Perception Drain as often as possible.
Resonance SkillCantarella has access to three different Resonance Skills that are all crucial to utilize. She has one in her Default Stance and two in her Mirage Stance. All three Resonance Skills should be used in conjunction with each other in order to gain access to Perception Drain more often, while it's not on cooldown. Failing to use all three is a DPS loss.
For clarity, I'll start with the Default Stance Skill first:
Graceful Step Screenshot by DestructoidThis Resonance Skill is Cantarella's most basic one, and it propels Canterella forward, allowing her to hit any enemies in front of her twice with her umbrella.
Graceful Step deals mediocre damage, but its true value comes from granting one stack of Trance. She doesn't need to hit a target to gain this stack, so it should be used on cooldown when possible. Graceful Step can only be used when Cantarella is in her Default Stance and has a six-second cooldown.
Flickering Reverie Screenshot by DestructoidCantarella gains access to the Resonance Skill while in Mirage Stance, regardless of resources.
When used, it deals decent damage in a fairly large AoE instantly. Most importantly, however, it inflicts Cantarella's most unique status to the target: Hazy Dream. Flickering Reverie has a 12-second cooldown and can only be used while Cantarella is in Mirage Stance with less than three Shiver.
Perception Drain Screenshot by DestructoidThis is Cantarella's most powerful Resonance Skill, and it can only be used while in Mirage Stance with three Shiver.
Perception Drain deals massive damage to any targets hit by its AoE, provides a large burst of healing to her entire team, grants Cantarella herself a large amount of Concerto, and applies Hazy Dream to any target hit by it. Perception Drain is her primary goal and should be used on cooldown. Its cooldown is the longest out of her Resonance Skills at 18 seconds.
Resonance Liberation Screenshot by DestructoidCantarella's Resonance Liberation isn't as complex compared to the rest of her kit, but it's still just as important. It's called Flowing Suffocation and when it is used, it does moderate damage to everything around her, while applying the Diffusion buff to all of her teammates.
Teammates with Diffusion trigger Coordinated attacks from Cantarella when they attack a target. These Coordinated attacks deal minor amounts of damage and are largely not impactful except in situations where characters can utilize Coordinated attacks to benefit themselves, such as in the case of Jinhsi.
Lastly, when cast, her Resonance Liberation rewards her with three Trance, making it an important rotational tool.
Unique AbilitiesBeyond her standard kit, Cantarella has a couple of extra abilities that are special to her alone.
Hazy Dream Screenshot by DestructoidCantarella has access to a uniquely powerful mechanic called Hazy Dream. Hazy Dream is a debuff status effect that, when applied to an enemy, dramatically slows their ability to perform actions.
Unlike the Stagnate status, Hazy Dream does not completely freeze enemies, and because of this, its effect lasts dramatically longer, rendering enemies affected largely helpless for 6.5 seconds. To compensate for this longer crowd control time, when an enemy under the Hazy Dream effect is hit, the effect ends early. Coordinate attacks (from any source) and Utilities will not break Hazy Dream.
Cantrarella can inflict the Hazy Dream debuff in two different ways throughout her kit:
When Cantarella attacks an enemy affected by Hazy Dream, she gains access to a second unique mechanic called Jolt, a large instance of damage that only takes effect if Cantarella breaks a Hazy Dream. It's a significant portion of her DPS, so make sure to only break Hazy Dream with Cantarella herself, or you won't get the Jolt effect.
In Summary Screenshot by DestructoidCantarella's kit is quite expansive even when compared to other characters in the game, so here's a quick summary of how you should approach playing Cantarella:
Wuthering Waves is an action game first, and not all rotations will go as planned. Simply alter your rotation as needed. Ultimately, you want Cantarella to land Perception Drain every time it comes off its 18-second cooldown. Anything less is a DPS loss.
Best Echoes for Cantarella in Wuthering Waves Screenshot by DestructoidAs a Havoc Resonator who can dish out damage, support, and heal teammates, you have several options you can choose from for Cantarella.
As a Rectifier user, Cantarella has several viable weapon options:
Cantarella released without her perfect teammate. Her Outro buffs Havoc and Skill Damage, but there are currently no characters in Wuthering Waves who use that specific combination. This puts Cantarella in a weird place where she doesn't actually belong anywhere perfectly.
Jinhsi/Cantarella/Zhezhi Screenshot by DestructoidThis composition is, without a doubt, Cantarella's best team; she works together with Zhezhi to greatly empower Jinhsi's Forte generation. Both Cantarella and Zhezhi supply Jinhsi with the Coordinated attack she needs to deliver her massive damage. Cantarella also provides the team with plenty of healing through her damage, which makes this team safe against everything in the game.
Camellya/Cantarella/Shorekeeper Screenshot by DestructoidCantarella plays the role of a Sub-DPS in this composition, aiming to support Camellya by supplying her with Havoc damage and additional healing on top of Shorekeeper's buffs and healing. Camellya and Cantarella work together better than you'd expect, and I recommend this team over her best, if you have access to it. As always, Shorekeeper can be replaced with Verina if you have the stats to do so.
Cantarella/Sanhau/Shorekeeper Screenshot by DestructoidThis is Cantrarella's best Main DPS team composition and it's a solid option to use her for. Since Cantarella's damage is almost all considered Basic Attack, Sanhau is perfect for supplying her with a large Basic Attack buff and a lightning-fast Concerto rotation. Shorekeeper continues to do Shorekeeper things, by applying huge buffs and constant healing.Sanhau can be replaced with Roccia, and Shorekeeper can be replaced by Verina, as you see fit.
Best Sequences for Cantarella in Wuthering Waves Screenshot by DestructoidI'd like to say Cantarella is a strong character at S0, but she's far more capable at S1. Her Sequences are frontloaded in general, giving her considerable performance boosts, with the best stopping point being S3. Here's a bit of summary for each one, for your reference.
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The Kilo 141 makes a return to Call of Duty Warzone and Black Ops 6, and getting this Assault Rifle will be fairly simple.
To top things off, Kilo 141, the AR first introduced in 2019's Call of Duty Modern Warfare, will be free to unlock in Black Ops 6 and Warzone. Here's how you can get it.
How to get the Kilo 141 for free in Warzone and BO6You can get the Kilo 141 for free in Call of Duty Warzone and Black Ops 6 when Season three launches on April 2. All you need to do is head over to the Warzone game menu during the 24-hour downtime when season three starts, and you will get it as a login reward.
Image by ActivisionWarzone will be offline on April 2, as confirmed by Activision, to prepare for the return of the popular map, Verdansk, back to the game. The Kilo 141 is one of the returning weapons, alongside CR-56 AMAX, HDR, and Kali Sticks.
This AR was one of the most popular weapons in Modern Warfare 2019, thanks to its great rate of fire and accuracy. A majority of the players will be looking forward to grabbing this Assault Rifle for free during the short period, so make sure you don't miss out on it.
While you wait for the new season to arrive, check out the start and end dates of all Call of Duty Black Ops 6 seasons so far.
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EA FC 25 servers are down globally on all platforms on the last day of March, and it has halted all forms of online activities on the popular football game.
This is the second instance of the servers going down without notice in March, and it comes amidst the last few hours of weekly Champs finals. EA Sports has yet to acknowledge this problem, but plenty of players have poured their frustrations on social media.
When will the EA FC 25 servers come back online?As of writing, it's impossible to pinpoint an exact time. Typically, EA Sports takes down servers during routine maintenance. Those maintenances last between five and six hours, but this outage isn't a scheduled one. It happened when players were busy grinding the Ultimate Team modes to get the weekly rewards. It's unclear as to what will be the outcome of the matches that were ongoing as the servers went down.
When such a similar situation happened earlier in March, it took about an hour for the servers to start functioning normally. The servers went down approximately at 12:10pm PST/2:20pm CST/3:20pm EST.
Given that not long is left for the Champs finals to end for the last week of March, players will hope that the servers are restored as quickly as possible. Based on previous such incidents, EA Sports should be extending the finishing time for this week's Champs finals to compensate for this unfortunate incident.
For the time being, it's better to prepare for an hour or two without your favorite football game. You can still try out offline modes like Player and Manager Career, which don't require an active online connection for matchmaking.
Interestingly, the outage comes after EA Sports informed about the impending launch of Title Update 12, which will be available for EA FC 25 on all platforms. Make sure to check out the patch notes for the upcoming update to know more about the changes being made by the developers.
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The long wait for Call of Duty: Black Ops 6's season three is finally over.
While Warzone is getting reinvigorated with Verdansk and an overhaul to the battle royale mode's quality of life, BO6 multiplayer and Zombies are both injecting a ton of content into the game, like new weapons, maps, operators, and a whole lot more.
Here's everything coming to BO6 multiplayer in season three's update.
Table of contents BO6 season 3 patch notesAlthough Warzone and Verdansk are the main themes of season three, there's still a fair amount of new content for BO6 multiplayer fans to dig into.
New battle pass Image via ActivisionAs always, a new season means a new battle pass with dozens of new unlockable rewards. Rewards this season include several new weapons (detailed below), new operators, new blueprint weapons, a ton of cosmetics like weapon stickers, and a lot more.
This season's BlackCell operator is RO-Z3, a tribute to the infamous Roze skin from Modern Warfare.
Weapon balancing and other changesThe meta will shift again with new weapon nerfs and buffs for season three. Buffs include the AS VAL, Tanto .22, Marine SP, ASG-89, Maelstrom, and DM-10, while the Jackal PDW received a substantial nerf in what could change up the meta.
For the full list of BO6 weapon changes, visit the CoD website for detailed info.
New multiplayer maps Image via ActivisionFiring Range, a classic map from Black Ops 1, is returning again in the new season, widely regarded as one of the better maps in the franchise, but that's not all. Four new maps will make their way to BO6 this season: Barrage, Nomad, Haven, and Signal.
New weaponsWith Warzone as a focal point this season, the weapons are returning ones from the past, including the CR-56 AMAX assault rifle, Kilo 141 assault rifle, HDR sniper rifle, Kali Sticks melee weapon, and finally, the Ladra SMG and Nail Gun, which will be coming mid-season.
New multiplayer modes Image via ActivisionLong-time mode Demolition makes its return to CoD multiplayer, along with the party mode Sharpshooter, which also returns from BO1. A time-limited mode will also join mid-season.
Season three will add two new Perks and a new Scorestreak to the battlefield as event rewards throughout the season.
This season's collab is with Jay and Silent Bob and their alter egos, Bluntman and Chronic. They will be added during the season as part of operator bundles.
New Zombies map - Shattered Veil Image via ActivisionThe BO6 Zombies storyline continues with Shattered Veil, a new round-based map that takes place in a massive mansion on the outskirts of Liberty Falls. Check out our Zombies patch notes for more info.
This article will be updated with more information once it becomes available.
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This is the one you've been waiting for, Warzone gamers. Season three of Black Ops 6 is set to arrive, and Verdansk is coming with it.
The OG Warzone map that players fell in love with in Call of Duty's free-to-play battle royale way back in 2020 has returned. While it's not a one-to-one copy, it has been rebuilt from the ground up for better graphics and improved gameplay flow, with minor changes around the map.
But that's not all that's new and different in Warzone's season three. Check out the patch notes below to see everything that's included when Warzone comes back online on April 3 after a 24-hour maintenance period to bring it all to life.
Table of contents Warzone season 3 patch notes Image via ActivisionSeason three of BO6 means the return of everyone's favorite battle royale map in Warzone, plus a slew of other additions and changes to the existing formula to hopefully increase the fun.
Verdansk returns Image via ActivisionIt's been a long time coming. Verdansk returns as the primary battle royale map in season three of BO6. While Ranked Play won't be available until Season Three Reloaded some time in May, this will give players ample time to learn or re-learn the map ahead of the competitive ladder's return.
Verdansk is mostly similar to what players remember, including vehicles like the "Big Bertha" truck, but with some slight changes to the map design to better help the overall flow of gameplay.
The return to 2020 is also illustrated with 150 player count lobbies, the original announcer and opening cinematics, the ability to shoot during skydiving,
Return to Verdansk event Image via ActivisionPlayer who hop back in to Verdansk can unlock a bunch of new rewards, including several instant ones for Verdansk veterans, including the Kilo-141, Domino operator, and MIL-SIM USEF operator, plus a lot more by finishing in-game challenges.
Weapon buffs and nerfsWith the big new season, existing weapons are being tweaked to better fit with Verdansk and a whole new meta that includes some classic guns. Some of the changes include nerfs to assault rifle range but buffs to damage, several SMG buffs, and several buffs for LMGs and marksman rifles as well.
For the full list of weapon changes, visit the CoD website for the lengthy details.
OG Warzone weapons Screenshot by DestructoidSeveral classic 2020 weapons from the original Warzone are making their return, including the CR-56 AMAX and Kilo 141 assault rifles, the HDR sniper rifle, kali sticks melee weapon, and the Grau 5.56 (as a conversion kit for the SWAT 5.56 from BO6).
Server downtime and a free gunWarzone will go offline for 24 hours when season three begins on April 2. Warzone — and Verdansk — will be back online at about 12pm ET on April 3. While Warzone is offline, however, players who access the Warzone tab in the CoD HQ UI will be gifted the Kilo 141 for absolutely free.
Players can then take the Kilo 141 into Black Ops 6 multiplayer or the new Zombies map Shattered Veil to level up the AR for a full day before Warzone returns and the gun takes over the meta once more.
New omnimovement changes Image via ActivisionBO6's omnimovement is being tweaked for Warzone to give it its own unique movement system that utilizes some of omnimovement but also brings it more in line with how it felt in the original Warzone back in 2020.
Here are some of the specific changes made in this update:
Another callback to the original mode, ground loot that floats off of the ground and makes it easier to both pick up and determine what it is before doing so is another nostalgic selling point of the new season.
Ranked Play offline for nowThere won't be any Ranked Play playlist in Warzone for about a month, as Activision said that the mode will be coming to Verdansk at Season Three Reloaded's launch, which should be sometime in early May.
This article will be updated with more information whenever it becomes available.
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Season three of Call of Duty for Black Ops 6 is on the horizon, and it's all about Warzone and the game's original map making a huge comeback.
The marketing leading up to Warzone's return to Verdansk has been intense, with Activision enlisting influencers like baseball star Juan Soto and singer Tinashe for a social media campaign, and there's the classic Queen song "Bohemian Rhapsody" for the launch trailer.
Photo via u/Howie91 on RedditBut things got even wilder on March 31 when a giant loadout drop appeared in London. Its contents were unknown as those in the area said they couldn't open it, but it did have a QR code on the outside, which those in the area soon scrambled to figure out.
The huge loadouts went viral, with people posting about them all across social media. Word spread quickly about some free loot, and we've confirmed the intel behind it. Here's everything you need to do to get the free calling card for your own collection in Warzone.
'Verdansk is Back' calling card in Warzone Screenshot by DestructoidScanning the QR code on the giant loadout drop will bring you directly to the page you need, but to skip that whole process, follow the steps below to get this calling card for yourself:
The next time you log in to Warzone, the calling card will be on your account, and there's nothing else to do besides equip it to let everyone in your lobbies know that you're hyped for Verdansk to be back.
Warzone's season three update, including Verdansk, classic weapons, and a whole slew of rollbacks to the 2020 era of Verdansk, begins at noon ET on April 3 after 24 hours of server downtime for the BR mode.
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There are some cryptic areas in Schedule 1 that the game doesn't really explain much, and the Mayor's House is one such location.
You'll actually have to spend a few hours in the game and order regularly from Albert Hoover (yes, the same guy that delivers Marijuana seeds). Once you become his Loyal customer, you can text him to meet in the game. The Mayor's House is one of those locations, but it can take a long time to find (as the location isn't marked on the map).
This guide will pinpoint the exact location of the place, so read on.
Mayor's House location in Schedule 1The best way to reach the location is by getting to Taco Ticklers. Take the road that goes from in front of Taco Ticklers and go straight. Travel straight until you reach the Police Station, and then turn left. Go straight, and you'll reach the Casino.
From the Casino, take the right (there's no alternative unless you want to dive into the Ocean, which isn't possible). Go straight, and you'll find the lovely house shown on the cover. If you go there normally and knock, you'll find Philip. You can offer a deal and try to sell drugs. To meet with Albert, you'll have to first set up an appointment.
Screenshot by DestructoidTo set up an appointment, open your phone and go to Contacts. From there, select Albert, and you'll get three options. Select "we need to meet up," and Albert will give you a place. The Mayor's House doesn't appear to have any other use as of writing, and you can't own the place.
If you're looking for real estate to expand your business, go to Rays Realty. He will offer you two properties to buy: Barn and Docks. Between the two, I am a bigger fan of the Docks, as it's also close to the Warehouse. A few more locations, like the Mayor's House, don't show up on Schedule 1.
Things could change in the future with updates, and some of these places could become POIs related to different quests.
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Fortnite OG Chapter One, Season Three has taken over the island with some space-themed chaos and plenty of nostalgia. If you're a fan of the older Fortnite themes and gameplay, experiencing it before it ends is a must.
Like all Fortnite content, Fortnite OG Season Three won't be around forever, so you have to jump in while you can to experience everything it has to offer. If you're wondering how much time you have, here's a countdown to the end of Fortnite OG Season Three.
Table of contentsFortnite OG Season Three ends on June 8 at 12:30am CT. The end date and time are listed right underneath the Fortnite OG Season Three battle pass to highlight exactly how long it's available for, although the precise end date varies depending on where you live.
If you want to keep up with how much longer you have to play, our countdown is set to the exact end time. You can check back here to see how much longer is left all the way up to the official end time for Fortnite OG Season Three. We've also listed the end date and time across major time zones if you're curious when it ends in your area.
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Fortnite OG Season Three features the return of the Lucky Landing, a massive meteor heading for the island, and an OG 50v50 player mode. This ominous meteor will get closer as the season progresses, so keep an eye on the sky to track its progress and brace for impact.
The OG 50v50 mode featured alongside this season isn't available for as long as Fortnite OG Season Three. It's only around until April 14, so if you're interested in this special altered version of gameplay, be sure to try it before it's gone.
Screenshot by DestructoidThere's also plenty of epic loot you can find around the island, like the Guided Missile, Clingers, Hunting Rifle, Hand Cannon, Port-A-Fort, and Heavy Shotgun. Older loot from Season One and Season Two is still in the pool, too, including items like the Minigun, Crossbow, Scoped Assault Rifle, Boogie Bomb, Damage Trap, Rocket Launcher, and Pump Shotgun.
The battle pass running throughout this season features fresh looks inspired by Power Chord, Raven, and Rex, including Power Punk, Mecha R3X, and Sir Raven. The three characters they're based on were shop skins that debuted during the original Season Three.
What's next after Fortnite OG Season 3?After Fortnite OG Season Three ends, Fortnite OG Season Four will likely take over. It hasn't been confirmed yet, but since we've been progressing through old seasons in chronological order, it seems fairly likely. The meteor heading toward the island is an especially strong indicator that this will happen since Season Four is focused on its impact.
In addition to what we can expect to see for Fortnite OG, there will also be some big events unfolding for other Fortnite modes. For classic Battle Royale Fortnite, we know who the next Fortnite Fetsival artist is thanks to a Sabrina Carpenter Easter egg you can find on the island.
The main theme of the next regular season is currently rumored to be Star Wars, according to several prominent leakers, including Shiina, HYPEX, and Loolo. There's a lot to look forward to, so be sure you tackle important quests around the island while you still can. For example, someone is planning a joyride and finding Golden Llamas.
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Schedule 1 has tons of equipment and tools to collect as you level up. As you buy upgrades, certain items will become redundant and sit on your shelves for eternity. While you can discard these, selling them is an entirely different conversation.
Can you sell old tools and items in Schedule 1?At the time of writing, there is no way to sell old tools, equipment, or items you previously purchased from shops like Dan's Hardware store or Gas-Mart. While the Pawn Shop would normally be a great spot for this, visiting this building will only let you knock on the door to talk to anyone inside. It has no buying or selling functionality, and there's no word on whether that'll change.
While you can use Gas-Mart substances for mixing and resources like baggies, jars, and soil for growing your products, old tools like Plant Trimmers and outdated machines typically go on a shelf in an old property or into your discard box. In short, you can't sell the following items through usual means:
Alongside being unable to sell items, Schedule 1 also doesn't let you drop them. However, you can discard items by heading into your inventory, selecting them, and dragging them to the Discard box on the bottom-right side of your screen. That way, although you won't make money from your old gear, they won't take up space on your storage shelves or inventory.
Screenshot by DestructoidWhile there's no way to sell or drop items right now, that doesn't mean this won't change in the future. Over time, as TVGS introduces new mechanics and features to Schedule 1, we may see the Pawn Shop have use in buying and selling old items, or a separate NPC you can meet up with like a regular supplier. For now, you'll have to discard or store your equipment elsewhere.
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The Jan Oblak Player Moments SBC is now live in EA FC 25, and you can complete the challenge to unlock a new goalkeeper for your Ultimate Team squad.
The new SBC looks to have decent value, especially if you missed out on the Iker Casillas TOTY Icon challenge. This guide will help you to complete the new SBC and all the tasks that are part of it.
Table of contentsThe Jan Oblak Player Moments SBC has four tasks, and here are the requirements.
Task 1 - Atletico de Madrid
Task 2 - LaLiga
Task 3 - Top Form
Task 4 - 85-Rated Squad
Here's a set of solutions to complete the new Oblak SBC in Ultimate Team.
Task 1 - Atletico de Madrid
Task 2 - LaLiga
Task 3 - Top Form
Task 4 - 85-Rated Squad
Having a good goalkeeper is crucial as they protect your goal. This card could be a solid addition, and Oblak's SBC is pretty easy to complete. He isn't the tallest of keepers, but Deflector and Far Reach are both amazing playstyle+ options for the position. He can also perform well as a sweeper keeper, which is crucial in the current meta.
If you are on a tight budget and need a versatile wide attacker, check out our guide on the Steve McManaman Dreamchasers Hero.
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Although Cantarella is the premium character banner of Wuthering Waves 2.2, Camellya makes her return alongside her. If you're wondering if a version 1.4 character is still worth your time and money, here's everything you need to know.
Should you pull Camellya in Wuthering Waves 2.2In Wuthering Waves 2.2, Camellya gets her first rerun banner, and her value depends on several factors.
For a bit of context, Camellya is a Havoc Main DPS with a heavy focus on AoE damage and genuine DPS versatility. She remains a top-tier character for the most difficult content, and her best team is F2P (Free-to-play) friendly, with Sanhau and Verina being her ideal teammates. She is a selfish character, but she can participate and excel in any content. Overall, her value is still high for most accounts, thanks to her versatility.
However, since Cantarella releases at the same time as Camellya's rerun, and is a new character entirely, it's important to consider her as well.
Cantarella is a jack-of-all-trades character that can perform any role in the game, though not at the height of a dedicated character. She is also a Havoc DPS, but unlike Camellya, she can buff, heal, and deal damage all at the same time. In hindsight, she is similar to Brant. Brant is a highly spoken-of character in the Wuthering Waves' meta thanks to his extreme versatility in team compositions, and Cantarella is no different in this regard.
Following the Cantarella/Camellya banners in version 2.2, the second half sees the return of The Shorekeeper: a juggernaut in the game's current meta.
Image by DestructoidShorekeeper is a pure Spectro Support character that exists to massively buff ally damage while providing healing at the same time. Her damage buffs are similar to Verina's (sometimes better), so Shorekeeper is widely considered the only must-pull character in the game.
Cantarella, Camellya, and Shorekeeper: If you can only pull one, which one should you?
Camellya vs Cantarella Image via DestructoidDespite Cantarella's versatility, she has genuine issues that lower her value when compared to Camellya. The main one is her limited team compositions that utilize her Outro buff. Cantarella buffs Havoc damage and Skill damage when she leaves the field, and there is currently no character in the game that utilizes both at the same time. This puts her in a strange spot: being a character you can pull now, though, she cannot fully use all of her buffs for anyone in the roster. Jinhsi is her best teammate thanks to her coordinated attacks. Cantarella's niche with Jinhsi is already filled by Zhizhi, who is able to accomplish all of the same feats.
Camellya has quite a few limitations too, being a character who needs to stay on the field, therefore, her best teams require characters with fast Concerto rotations (Sanhua, Verina). Swapping her out early also has consequences for her DPS, as Camellya's self-buffs require her to remain on-field. However, Camellya's damage output is so high that she can easily serve as a main DPS anchor. This alone makes Camellya a higher value pull than Cantarella.
Camellya vs Shorekeeper Image via Kuro GamesShorekeeper is an exceptional support unit, offering a mix of powerful crit buffs, damage boosts, and healing that can significantly enhance a team’s overall performance. Unlike other lower-end supports in the game who focus on sustain, Shorekeeper actively increases a team's offensive potential, making her an ideal choice for players looking to boost their damage while surviving. She slots into almost any team composition, making her a highly valuable pull for players who need a reliable, well-rounded support.
Meanwhile, Camellya remains a dominant on-field DPS, but she lacks the versatility Shorekeeper provides. While her damage potential is immense, she demands specific team setups that cater to her selfish nature and extended field time. Shorekeeper, on the other hand, fits into various teams.
Who should you pull in version 2.2? Image via Kuro GamesOverall, if your account lacks strong support options, Shorekeeper will provide more immediate value, whereas Camellya is the better choice if you need a hard-hitting carry.
Cantarella is, honestly, the third option. While she is Brant-like in versatility, she doesn't fit into any teams exceptionally well, and her best teammate currently does not exist in the game. I recommend skipping Cantrarella unless you just want a new character to play around with. Cantarella might be a better pull in the future.
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The patch notes for Title Update 12 are now available in EA FC 25, and EA Sports is leaving gameplay unchanged for the time being.
Despite the recent positives, the gameplay at the moment is far from balanced. There are several issues like the auto-press getting activated with 95 height, which disrupts the overall flow of the game. Unfortunately, the latest patch will focus mainly on bugs as EA Sports fixes some crucial issues plaguing the community.
Complete EA FC 25 Title Update 12 patch notesUltimate Team users have been affected by a bug that allows some outfield cards to perform as goalkeepers. That problem should be fixed with Title Update 12 in EA FC 25. Here are some crucial changes you can expect across Clubs and Career Mode.
There are a few more changes to the audio and visual section, which includes updated badges, trophies, and kits. Players should also expect greater stability following the launch of the new update, and it will be available soon on all platforms.
https://twitter.com/EASFCDirect/status/1906745098018193825While bug fixes are necessary, I would have appreciated some changes in gameplay. Lately, players have been relying heavily on 95 Defensive Depth, which leads to the AI auto-tackling the ball. This allows lower-skilled players to escape tight spaces and bad positions on the field. Hopefully, EA Sports won't take long to sort out this issue.
Title Update 12 is expected to go live on April 1 across all available platforms. To read the full patch notes, click here or on the link included in the embed.
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Hideo Kojima has had one of the biggest impacts on video games and how we play today. His games have consistently raised the bar to the point where people play Kojima games because of the man himself. So, let's take a look at every Hideo Kojima game since the very first.
I'm only counting games that Kojima was heavily involved in, so his early collaborations or ports made without him don't make the cut. All of the games below are Kojima games in the same way that Tarantino movies are the ones directed by him.
Hideo Kojima game release order Early Works 1987 - Metal Gear Image via KonamiReleased on the little-known MSX2 console, Metal Gear is the first game that Hideo Kojima had complete control over, with him serving as director, lead designer, and writer. Metal Gear changed the face of the stealth genre and put it on the path to where it is today. Although Metal Gear was later released for the Famicom (NES), that version contained extra levels and changes not overseen by Kojima.
Kicking off the iconic Metal Gear series, this groundbreaking title introduced us to the legendary Solid Snake—an unforgettable hero who would go on to define the franchise. The story follows the classic tale as Snake embarks on a high-stakes solo mission to take down the infamous bipedal tank, Metal Gear.
1988 - Snatcher Image via KonamiSnatcher is Kojima’s take on the cyberpunk genre, drawing influence from genre-definers like Blade Runner and Akira. It’s a visual novel/graphic adventure game in a similar style to modern games like Phoenix Wright. The player-controlled character, Gillian Seed, hunts for human-looking robots called Snatchers that have taken the place of humans. I did say it’s similar to Blade Runner.
The game was originally a Japan exclusive on the PC-8801 and MSX2 in 1988 before coming to the PC-Engine in 1992, the US/Europe on the Sega CD in 1994, and the PlayStation and Sega Saturn in Japan in 1996. Despite its positive reception, it hasn't received a modern re-release.
1990 - Metal Gear 2: Solid Snake Image via KonamiThe Kojima sequel to Metal Gear wasn’t the first sequel to the original game. Konami had tasked other developers with creating a sequel, Snake's Revenge, for the US and Europe. Rumor has it that Kojima wasn't aware a sequel was being made. After discovering the game was in development, he took over production of the sequel with Metal Gear 2: Solid Snake, which was initially only released in Japan. The two sequels were released within months of each other, albeit not in the same countries.
Solid Snake steps back into the spotlight in this sequel, but this time, the mission's even more intense—he must take down the formidable Metal Gear D. The stakes are higher, and the game's central base of operations, along with its memorable cast of characters, sets the stage for future entries in the franchise. Among them is the iconic Frank Jaeger, a key figure whose impact will resonate throughout the series.
1994 - Policenauts Image via KonamiAnother graphic adventure game that Kojima first got the idea for while developing Snatcher, Policenauts is a grounded sci-fi police story set in the far-off years of 2013 and 2040 as humanity creates human colonies in space. The game was way ahead of its time in terms of storytelling in video games, which has always been one of Kojima's top areas of innovation.
Franchise Highlights 1998 - Metal Gear Solid Image via KonamiThere was an eight-year gap between Metal Gear 2: Solid Snake and the release of Metal Gear Solid, and Western audiences had to wait a mighty 11 years for another Metal Gear game from Kojima. But it was worth the wait.
The first 3D game in the series, Metal Gear Solid, set the standard for every MGS game that was released after it. Pick MGS if you have to choose one game to show the jump in graphics from the SNES generation to the PlayStation. MGS is where the stealth gameplay formula and storytelling that the franchise is now known for started to take shape. While it still follows the age-old tradition of Solid Snake's grand mission to take down yet another Metal Gear, it ramps everything up with heart-pounding boss fights, deep emotional character arcs, and plot twists that will leave you breathless.
2001 - Metal Gear Solid 2: Sons of Liberty Image via KonamiOne of the highest-rated PS2 exclusive games on Metacritic, Metal Gear Solid 2: Sons of Liberty, was an all-around masterpiece of its time. Sons of Liberty successfully built on the groundwork of Metal Gear Solid as a technical showcase.
However, the game is perhaps best remembered for its surprise protagonist switch that divided fans. Although the game starts with Solid Snake as the playable character during the prologue, it then switches to Raiden, in his debut, for the rest of the game. Kojima even went as far as having Solid Snake appear in trailers and promotional materials pre-release to trick players and keep the playable character change a surprise. It isn’t easy to imagine a game on the scale of MGS2 getting away with that today.
2003 - Boktai: The Sun is in Your Hand Image via KonamiWhat do you make after creating one of the best games ever? A family-friendly Game Boy Advance title that requires players to use the sun to charge their virtual weapons. Classic Kojima.
While it has a simple-looking outer layer, Boktai: The Sun is in Your Hand is unique even by today’s standards. The game asks players to set their time zone to accurately display, in-game, where the sun is in real time. The Sun is in Your Hand's cartridge offers a light sensor that reacts to the sun and charges your weapons. If you run out of charge and it’s night, you'll have to avoid enemies and get to a Solar Station to charge them. That’s impressive for a Game Boy Advance game.
2004 - Metal Gear Solid 3: Snake Eater Image via KonamiChronologically, the earliest game in the Metal Gear Solid franchise, Metal Gear Solid 3: Snake Eater, had much to live up to following Sons of Liberty, and boy, did it. Snake Eater went back to the Cold War era of the 1960s to tell the story of Big Boss, aka Naked Snake (not Solid, this time). Although, like Sons of Liberty and Raiden, Kojima was coy about this crucial fact pre-release.
The jungle setting significantly changed from prior games and allowed players more freedom. The idea with Snake Eater was for players to work their way to the enemy base from a remote starting point. This was paired with a more intricate health system that demands players keep a close eye on Snake's well-being—monitoring his health, energy, and even specific injuries like broken legs that directly impact gameplay. It was designed to immerse you fully in the battlefield, where every detail matters. The game doesn't just make you feel like you're playing a soldier; it makes you live it.
One area of Snake Eater that received criticism at the time was the camouflage system, which assigned a percentage number to the player’s visibility. 100% camouflage means you’re essentially invisible, and the number scales down to 0%, i.e., visible. Players have to match their camo pattern and other elements to the surroundings as they’re playing to manage stealth. It was an interesting idea but not wholly appreciated at the time.
The fan favorite is getting the remake treatment with Metal Gear Solid Delta: Snake Eater, announced for current-gen consoles in May 2023. It’ll be interesting to see what, if anything, is done with the camo system in that game.
2008 - Metal Gear Solid 4: Guns of the Patriots Image via KonamiOriginally, Kojima wanted to retire from directing the Metal Gear Solid series after Snake Eater, but just when he thought he was out, the fans pulled him back in. It was worth it, too. Metal Gear Solid 4 was released two years into the PlayStation 3’s life cycle, and it immediately set a high watermark for other games to beat as, to this day, it is in the top 15 highest-rated PS3 exclusives on Metacritic.
Guns of the Patriots is a love letter to series fans, with cutscenes that serve as the conclusion to many of the series' long-running plot threads. Heck, the epilogue clocks in at over an hour. Since the game is the conclusion to Solid Snake’s story, it’s not exactly surprising. Gameplay-wise, MGS4 builds on Snake Eater by introducing OctoCamo and the Psyche system. The OctoCamo, as the name suggests, changes dynamically to match the player’s surroundings, like an octopus.
Meanwhile, the Psyche meter brings a battlefield psychology aspect to the game. Like the various health aspects in Snake Eater that had to be managed, you'll have to keep track of the Psyche meter by reducing Snake’s stressors. These could include being hunted and killing too many enemies. Using non-lethal methods on enemies reduces the meter, and if it gets too full, Snake can have trouble aiming or pass out.
In many ways, Metal Gear Solid 4 was ahead of its time, but unfortunately, the only way to play the game is to jump back into the past and dust off a PS3. Hopefully, the following Master Collection will bring it back to make it easier to play.
2010 - Metal Gear Solid: Peace Walker Image via KonamiMetal Gear Solid: Peace Walker wasn’t the first portable Metal Gear game, but it was the first and only portable Metal Gear game to be classed as a Hideo Kojima game. The man directed, designed, co-wrote, and produced the game, putting it on the same level as the other numbered entries in the series.
Peace Walker is a real Metal Gear Solid game in every sense, and it made the PSP shine. It’s a direct sequel to Snake Eater and continues the Big Boss story, which makes it the mid-game within the Snake Eater, Peace Walker, and The Phantom Pain storyline. Luckily, the Metal Gear Solid HD Collection for PS3 and Xbox 360 later included the game for home console fans.
2014 - Metal Gear Solid V: Ground Zeroes Image via KonamiGround Zeroes is a prologue to Metal Gear Solid V: The Phantom Pain, released the year after. Prologue is also the right word for it; completing the main story in just a couple of hours is possible. Despite its short length, the game showed off much of what would come in The Phantom Pain. Today, Ground Zeroes can often be found bundled with the fifth entry to get the complete Metal Gear Solid V experience in one package.
2014 - P.T. Image via Kojima ProductionsThe one that never was, P.T., was released as a teaser for an upcoming but later canceled Silent Hill game from Hideo Kojima and Guillermo del Toro. It makes the list because P.T. was a full, albeit short, at 1.5 hours, game. It’s widely regarded as one of the best horror games ever, but, unfortunately, it was removed from the PlayStation Store in 2015. Konami also made the infamous move to make it so that the game could never be re-downloaded. That means the only way to play the game is by buying a PS4 with it already installed.
2015 - Metal Gear Solid V: The Phantom Pain Image via KonamiFor those who enjoyed Ground Zeroes, The Phantom Pain couldn’t come soon enough. The game introduced an open world to the series for the first time, and unlike other franchises that tend to slap an open world into a game, The Phantom Pain did it magnificently. It offered players countless ways to approach missions as Big Boss, truly enhancing the experience of playing as a stealth operative.
The rift between Konami and Kojima Productions left a notable scar on The Phantom Pain, but it remains a fitting send-off to one of the greatest gaming franchises ever. The long-time partnership came to a bitter end after the release of The Phantom Pain, and it was so acrimonious that Kojima was barred from attending The Game Awards, where MGS V won Best Action/Adventure game.
2019 - Death Stranding Image via Kojima ProductionsDeath Stranding is the first Hideo Kojima game to be made after he left Konami and the first game from the now-independent Kojima Productions. The game has a kind of love-it-or-hate-it flavor about it, but those who love it really love it.
One of the reasons it's so divisive is its slower, more methodical pacing compared to other Kojima titles. You'll often find yourself traversing long, treacherous paths as Sam Porter Bridges, delivering packages across a fractured world. At times, the journey feels almost serene as you lose yourself in the mesmerizing landscapes of your extended treks. But just as often, it transforms into a nightmare filled with suspense, tension, and lurking dangers.
It might not be for everyone, but Death Stranding, as Kojima’s first post-Metal Gear Solid title, is a fresh experience and the fourth of his games to receive the coveted 40/40 score from Famitsu. No wonder it’s being made into a film.
2025 - Death Stranding 2: On the Beach Image via Kojima ProductionsDeath Stranding 2 is the next highly anticipated game in Hideo Kojima’s lineup, set to release on June 26, 2025. Sam Porter Bridges returns for this sequel with a new mission to save humanity from the edge of extinction. As expected from Kojima, the trailers have been anything but ordinary, featuring everything from a talking puppet to an enemy wielding an electrifying guitar. Honestly, I’d be more shocked if the trailer wasn’t weird.
Like its predecessor, Death Stranding 2 promises to unravel even more layers of the game’s deep lore. The Social Strand gameplay will also return, connecting players’ journeys in ways that affect the world around them.
The post All Hideo Kojima games in order of release appeared first on Destructoid.
Marvel Snap's popularity as both a mobile and PC card battler game has waxed and waned over the years, but one issue has remained constant: card acquisition.
Whether it be returning players attempting to catch up or new players trying to get new cards without breaking the bank, the method of acquiring cards has been a topic of discussion since launch almost three years ago.
Image via SteamSecond Dinner is looking to finally fix the problem for good with another iteration of acquisition in an upcoming update in what it's calling Snap Packs, the dev announced on March 28. The Token Shop (in-game store) will soon become a dedicated card shop where players can open these packs, along with continuing the method of Spotlight Cards and pinnable ones, while also adding daily tokens and token packs to be purchased with real-world money.
The developer says that Snap Packs are meant to offer greater control over the cards you earn, the ability to catch up faster and for cheaper, and a smoother collection journey for all players with the new addition.
In short, Snap Packs will come in Series Five, Series Four, and Series Three variants, and the Spotlight Cache system is being retired and replaced with tokens. These tokens (also replacing Spotlight Keys in the Collection Track) can be used to purchase a Snap Pack (prices were concerningly not disclosed just yet) to better target the cards you wish to unlock.
In theory, it sounds like a better system. But will the prices remain fair, or will the game edge closer into pay-to-win territory? It may be a while before we know because Second Dinner said it's aiming to launch Snap Packs "in the April 29 or June 3 patch," so the Spotlight Cache and Keys will be the main method for the time being.
Some other positive news, though, is that Second Dinner said it's planning to release more cards in every season and offer Custom Packs (themed around X-Men, card ability types, etc.) to show "how Snap Packs can evolve over time."
Marvel Snap's newest season, themed around the Disney Plus show What If?, launches tomorrow, April 1.
The post Marvel Snap aiming to fix card acquisition woes with yet another different method, Snap Packs, coming soon appeared first on Destructoid.
Flows in Blue Lock: Rivals give you a variety of temporary buffs that can decide the match for you. Now, different flows go along well with specific styles, and some are just way better than others. So, if you want to check out what each flow does and which ones are the best, follow our ultimate Blue Lock: Rivals flow guide and tier list below.
Table of ContentsIn the Blue Lock: Rivals flow tier list above, we ranked every flow from best to worst based on how good they are in competitive play overall. Even though each flow has a matching style, you can use most of them effectively, even without it. Also, you have to be very lucky to get one for some of the rarer styles. Thus, we didn't let their strength influence the rankings on our Blue Lock: Rivals flow tier list.
Blue Lock: Rivals Flow ListBelow is a list of every flow in Blue Lock: Rivals, along with each of their effects, as well as styles and positions for which they are best suited. Flows come in several rarity tiers that have different pull rates, and those are:
Every flow in Blue Lock: Rivals has its strengths that make each one suited for specific playstyles. Below, you can find out a bit more about flows and what areas they excel in the most.
S Tier FlowsProdigy is the best flow in Blue Lock: Rivals for one reason only: it allows you to curve your shots without the Rin style. When you pair it up with styles like Kaiser and Don Lorenzo, you are basically unstoppable on the offense. Emperor and Awakened Genius are equally strong. However, Emperor is more suited for true egoists, while Awakened Genius is more beneficial for creative players.
A Tier FlowsSoul Harvester is a fantastic flow, but we put it in the A tier because it is a tad weaker overall compared to some other flows. Dribbler is one of the best flows for wingers in Blue Lock: Rivals because of the extended dribbles you get with it. Demon Wings makes the Shidou style really shine. However, you can use it effectively with other styles as well. Chameleon reduces your move cooldowns enough for you to get to use your awakening abilities twice in the same window. So, if you are a fan of ultimate moves, grab the Chameleon.
B Tier FlowsThe Wild Card is a great flow overall, but its randomness can debilitate you at times. Snake is all about stopping opponents in their tracks, and even though we put it in B-tier, it is the best flow you can get if you like to play as a defender. Crow is a balanced style that offers buffs useful on both ends of the pitch. The Trap flow is weak overall. However, if you pair it up with the Nagi style, you've got yourself a killer offensive style and flow combo.
C Tier FlowsMonster is good when paired up with styles that are all about dribbling past your opponents. King's Instinct is decent for players who like to play as center-forwards in BLR and shoot after just one short dribble. Gale Burst is useful in every position, but there are better options out there. Ice, even though a very common flow, is excellent if you like to create chances for your teammates.
D Tier FlowsGenius, while it doesn't grant you any buffs, it lets the rest of your team use their flows for longer, and that can decide close matches. It requires only about 40% of your flow bar to be used while granting the rest of your team around 120% in total. Puzzle and Lightning are not that good when compared to every other Blue Lock: Rivals flow out there. So, try to reroll them when you can.
How to Use, Reroll, and Store Flows in Blue Lock: Rivals Screenshot by DestructoidTo use a flow in BLR, press T on your keyboard when you have enough flow bar, which will be visible on your screen. On use, the bar will either drain slowly or completely deplete, depending on your current flow.
To reroll your flow, click on the flow button at the bottom of your screen while in the lobby. Each roll costs 2000 cash or one flow spin if you have some, both of which you can get by redeeming Blue Lock: Rivals codes or by completing quests. If you want to switch between multiple flows, you can also unlock additional flow storage slots and store them.
That's it for our Blue Lock: Rivals flow guide and tier list. For more of our BLR guides, make sure to stay tuned to the Blue Lock: Rivals guides section here on Destructoid.
The post Ultimate Blue Lock: Rivals Flow Guide and Tier List [KAISER] – All Flows & Their Buffs appeared first on Destructoid.
The 3.2 update to Honkai: Star Rail brings two long-awaited characters: Castorice and Anaxa. There's also a host of popular character reruns, many of which are still in the meta long after their release. But who should you pull for?
Should you pull for Castorice in Honkai: Star Rail 3.2 Image via HoYoverseCastorice is a Quantum DPS following the path of Remembrance, and, according to the Honkai: Star Rail leaks and beta footage posted online, her potential damage output is absurd. Her primary source of damage is her Ultimate, which summons a massive dragon. She's an HP-scaling character and uses her and her team's health as a resource to power both her and her dragon's output.
The dragon expends HP to use its breath weapon to attack the entire enemy field and can use up all 100% of its health to deal — and I kid you not — over 1 million damage consistently. You can also restrain it from using its full capacity to keep it on the field longer.
Castorice's biggest handicap, as you might imagine, is her and her team's health. She goes some way toward dealing with that issue so long as the dragon is on the field, as no team member can be KO'd while it's out. Castorice, therefore, requires a strong healer to work at 100% efficiency. You can use Gallagher, but her best choice will likely be Hyacine, who should release in 3.3.
As far as her sub-DPS and support options go, Castorice succeeds where Aglaea failed. Yes, Sunday is probably still her best option overall, given his specialty buffing memosprite summons, but there are a lot of other solid options available:
The Amphoreus characters have also introduced Honkai: Star Rail to the double DPS meta, and Castorice works surprisingly well with other characters who manipulate their HP. Blade and Mydei, in particular, are amazing partners. She's also brought Luocha back into vogue (if only temporarily) thanks to a vast increase in attackers powering his healing Talent.
All told, Castorice is likely a surefire winner, even if you don't have the resources to pull for her signature Light Cone. More Remembrance Light Cones are undoubtedly on their way to make Castorice more free-to-play friendly. If you don't like losing 20% damage and lots of gameplay comfort, her signature is all but required, though that's true of almost any limited 5-star these days.
Should you pull for Anaxa in Honkai: Star Rail 3.2 Image via HoYoverseThe Erudition Path is eating good with Star Rail's Amphoreus arc. First came The Herta, who could be argued to be the most versatile DPS the game's ever seen. Next, in 3.2, comes Anaxa, a Wind-element character here to put Silver Wolf out of a job. Why? His Ultimate afflicts the entire enemy team with Physical, Ice, Wind, Quantum, Imaginary, Fire, and Lightning Weakness.
All of them. Until their next turn.
His Ultimate also applies a crowd control debuff should they lack resistance to such effects. He's got respectable DPS of his own, too. That makes Anaxa yet another "Toughness bars are a suggestion" character who simultaneously ensures the 3.x content never beats the massive powercreep allegatoins.
His teams are pretty flexible as well. He can be played as either a traditional Hypercarry with two supports or as a sub-DPS to even higher-damage potential units.
Like all DPS units, the biggest thing holding Anaxa back is his reliance on Skill Point usage. Your SP management can become an issue on a team with The Herta or other Skill-centric characters, especially without signature Light Cones. If you build Anaxa with enough Energy Regen, you might be able to sidestep some of these issues.
If you don't have other characters capable of applying elemental weakness or otherwise ignoring enemy Toughness, or you want a character who functions differently from a more traditional DPS, Anaxa is a great choice. He's also likely to grow in value over time because blanket Weakness application will be much harder to powercreep than Silver Wolf's single-target, random application.
...Right?
Should you pull for a rerun character in Honkai: Star Rail 3.2 Screenshot by DestructoidThere are a lot of top-quality rerun characters making an appearance with the 3.2 update to Honkai: Star Rail. And not just DPS units, but supports as well. We'll briefly go over each of them here so you can get an idea of who to prioritize:
If you were to ask who I'm pulling for, the answer would always be Castorice. Part of it is to keep up with the meta, and part of it is being fond of her character and design. I don't have a need for Anaxa's endless Weakness implant, and while I'd like to add Jiaoqiu to my Acheron team, he's not someone I'm missing.
The post Should you pull for Castorice, Anaxa, or someone else in Honkai: Star Rail 3.2 appeared first on Destructoid.
Developers Riot Games is officially jumping on the card games bandwagon with Riftbound: League of Legends TCG, and there are plenty of reasons to be excited.
After a mixed experience with Legends of Runeterra, players can have a physical experience with Riftbound. With over 300 cards already planned for the upcoming launch, let's take a look at all the vital information. Unlike Runeterra, the physical card game could well become Riot's means to trump Nintendo and Pokemon.
Riftbound: League of Legends TCG is set for a 2025 debutRiot Games hasn't revealed an exact release date, but the game is scheduled for later this year. Based on the initial plans, the game will be available in October after an early launch in China. Sequential releases will follow this in the US and other English-speaking nations.
The launch will be celebrated with the release of Riftbound: Origins, which is the inaugural set. The Origins set will have over 300 cards and feature popular champions like Jinx, Lux, Yasuo, and Lee Sin, among others. The set will feature original card art inspired by community feedback, and players will have to rely largely on booster packs to build their collections.
https://www.youtube.com/watch?v=BSr32eiUeyU Riftbound: League of Legends TCG will have something for allDespite being a tabletop adventure, Riftbound will have different game modes available for the players. The core game will feature different multiplayer formats, ranging between 1v1 and 2v2 contests. For something more extreme, a free-for-all mode is also planned.
While Origins will be centered around booster packs, players can enjoy Champion Decks. These decks will have 56 cards, including units, legends, champions, and more. Riftbound: Proving Grounds is set to provide a custom experience for those looking to learn the game.
Proving Grounds will be a boxed set designed for play between 2-4 players. Players can choose to start their adventures with the Proving Grounds set and then power up their decks with the help of Booster Packs. These packs will feature 14 cards of various rarities and types.
Players in China will get the first shot at playing Riftbound, and it's going to happen as early as summer this year. The rollout in English-speaking countries is expected to conclude in 2026 after beginning in the last few months of 2025.
Riot Games is hyped about Riftbound's potential successAny new launch is always a matter of excitement, and here's what Chengran Chai, Executive Producer, said about the upcoming product.
“We’ve been incredibly humbled by the excitement and interest from players around the world who can’t wait to play Riftbound. We’re grateful to the growing Riftbound community and the TCG players who’ve jumped in early to share their feedback including the call for more original art and refined UI. That feedback encouraged us to level up the game experience by revisiting some of our design decisions and conducting more playtests to ensure that we’re delivering a game that players will love."
Dave Guskin, Riot Games' Game Director, explained how the developers fell in love with the game.
"We fell in love with the name Riftbound as it evokes Summoner’s Rift, captures a sense of playful action that we see in the game, and it’s extremely catchy and concise. As we moved to finalizing the name, we discovered that an indie studio in Australia, Barrel Smash Studios, had already released a game under the same title. They generously took the time to meet with us to hear our game vision, listened to why we loved the name of Riftbound so much, and agreed to transition the Riftbound name to us. We look forward to bringing Riftbound into the TCG and League of Legends community by getting decks into the hands of players later this year.”
Taking on Pokemon TCG will not be an easy task, given what Nintendo has managed to do over the last few decades. But the upcoming launch from Riot Games will be no pushover given the popularity of League of Legends. It also falls in line with the gradual streamlining of the LoL universe outside the realm of video games.
The post Can LoL take on Pokemon TCG? Riftbound, Riot’s new TCG, will certainly try when it launches this year appeared first on Destructoid.
Monster Hunter Wilds has become not only the most successful launch in franchise history, but the most successful in Capcom history as well, rocketing past 10 million copies sold in its first month.
MH Wilds surpassed its predecessor, Monster Hunter: World, which sold eight million copies in its first month post-launch, with the main difference being that the latest title launched day one on PC as well as console.
Screenshot by DestructoidIn a new letter from MH Wilds director Yuya Tokuda, he explains that the launch is just the beginning, further hyping up post-launch content and updates beyond this week's Title Update 1 that will bring classic monster Mizutsune to the game, along with much more. For the first time, Tokuda teased something coming in May, including weapon-balancing changes.
"In response to some of the feedback after launch, we are planning to make various adjustments to the game, including weapon balance changes," he said. "These will be implemented gradually with each upcoming title update in order to make the game more enjoyable for everyone for a longer period of time. Depending on the content, these changes may take some time to prepare."
Tokuda teased "upward adjustments for the Hammer, and then looking at other overall weapon balance adjustments with a goal to implement them either in the end of May update or the second title update in summer," further exciting players.
Capcom said that MH Wilds "provides an environment where a wider range of players can enjoy the game together with the introduction of crossplay, a first for the series, and a simultaneous release on Playstation 5, Xbox Series X|S, and PC," which the company thinks has played a big part in its success.
"Additionally, the introduction of the new Focus Mode mechanic and the implementation of seamless movement between settlements and ecosystems have provided an even more immersive gaming experience, while the fusion of numerous new elements with Monster Hunter’s appeal has generated significant excitement, all of which led to the company first-month sales record of over 10 million units sold," Capcom said.
Image by DestructoidTitle Update 1, including new monster Mizutsune, the introduction of the Grand Hub, and new Arena Quests, goes live on April 3.
The post Monster Hunter Wilds sets a new Capcom sales record, director details 2025 roadmap appeared first on Destructoid.
Destructoid has officially launched its first wiki, and we're kicking off with 33 Immortals, the co-op multiplayer action roguelike available on PC and Xbox through early access.
This is a big moment for us. We've been writing about games for years—from reviews, news, hot takes, and more—and helping players tackle challenges with thoughtful, in-depth guides. We see wikis as an extension of our premium guides content, and a home for long-term, evolving game knowledge built by us and (soon) by you.
Why 33 Immortals? Because it's an ambitious take on the roguelike genre that's already impressive in its early-access state. The mechanics will evolve over time, and you'll need to know when those changes occur. Thunder Lotus's latest is full of chaotic mayhem that requires constant reminders of the best builds, bosses, weapons, and relics, and our mission is to provide the most up-to-date information for our community.
Right now you'll find a comprehensive list of topics that covers 33 Immortals in early access. We've published guides-related content from bosses, builds, and weapons, to more story-related content explaining the game's lore and setting. We're building this to be a resource—one you'll actually want open on your second monitor while playing.
And this is just the beginning. Expect more wikis in the months ahead, especially for games that live and breathe alongside the players. We also strive to involve you, our community, so look out for future announcements this year.
For now, check out our 33 Immortals wiki, bookmark it, and maybe give us a shout about what else you'd like to see in the future.
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During your Schedule 1 playthrough, you'll quickly learn that you can run separate businesses. Although they don't make you any money, they let you go beyond the ATM's weekly cash deposit limit. While the Laundromat is likely the first you'll unlock, the Post Office is a solid second option.
Table of contentsYou can purchase the Post Office from Ray's Realty in the southeast part of Hyland Plant. Ray will sell you the Post Office for $10,000, which you'll have to pay using your debit balance. Make sure to deposit some cash into an ATM or use your Laundromat if you've exceeded your weekly limit.
Screenshot by DestructoidAs you progress through the main story, you'll naturally learn the location of Ray's Realty, the Hyland Auto shop, and a local car mechanic. You'll find all three businesses in the southern part of the map, south of locations like the Town Hall, Hyland Police Station, and Thrifty Threads.
Schedule 1 Post Office location Screenshot by DestructoidFortunately, if you're already at Ray's Realty and just bought the Post Office, you'll find it directly west of the realtor shop's location. Otherwise, if you're familiar with the Laundromat's location, you can reach the Post Office by traveling toward Gas-Mart and Hyland Auto. At this plaza, head right to find the building directly south of the Town Hall.
How to use the Post Office in Schedule 1Like the Laundromat, your goal with the Post Office isn't to profit from shipping parcels and mailing letters. Instead, your cash funds will drain quickly, as this is another of Schedule 1's money laundering methods. In short, you need this, the Laundromat, and other businesses to raise your ATM deposit limit.
Screenshot by DestructoidThe ATM limits you to $10,000 worth of deposits each week. By the time you unlock areas like Schedule 1's Bungalow, you'll likely make close to this amount daily, making these businesses essential for your upgrading and delivery purchases.
While the Laundromat has a $2,000 daily limit, the Post Office has a $4,000 cap. By combining both, you can triple your daily laundering operation limits to get up to $6,000 extra cash on your debit card every 24 in-game hours. If you're saving up for a new property, car, or bulk deliveries, this extra $4,000 a day or $28,000 a week will help, especially if you have other businesses to raise this further.
The post How to find and use the Post Office in Schedule 1 appeared first on Destructoid.
Flea Markets are one of the locations we can visit in inZOI, but unlike most other spots, they aren't marked on the map. Finding Flea Markets can be tricky, but your Zois will often desire to visit them, so you need to know where they are.
There are only a few Flea Markets available to visit throughout inZOI. They're all decently small and hidden on larger lots, so if you're having trouble tracking them down, here's where to find the Flea Market in inZOI.
Table of contentsThere are three Flea Markets you can visit in inZOI. There's one in Central Park - Fountain lot in Dowon, one at Nuri Plaza in Dowon, and one at Liberty Square in Bliss Bay. They're all quite tiny and tough to find even when you know which lot to visit for them, but traveling to them is crucial for fulfilling urges, so here's a breakdown of how to visit each one.
Central Park Fountain Flea Market in inZOIYou can find a small Flea Market at the Central Park - Fountain lot near the north end of Dowon. At this lot, look for the massive circular fountain. Behind it, there's a row of benches by four Flea Market tables right under a bridge. Approach these tables to visit the Flea Market.
Screenshot by Destructoid. Remix by Destructoid Nuri Plaza Flea Market in inZOIThe Nuri Plaza Flea Market in Dowon is massive, making it the easiest to find. Visit this lot from the map and look for the many Flea Market stalls situated in front of the giant cat statue. This market also has quite a few other interactive stalls situated around it.
Screenshot by Destructoid. Remix by Destructoid Liberty Square Flea Market in inZOIThe last Flea Market you can find is situated at Liberty Square in Bliss Bay. This one is the toughest to find since there's only one Flea Market stall set up in the area, and it's quite hidden. If you need to visit one, it'll do the job, but the other two are far better options.
The Flea Market stall can be found by some pink balloons near a fountain on this lot. It's tucked away in a corner area near the many picnic tables with red umbrellas situated under some red awnings attached to a nearby building.
Screenshot by Destructoid. Remix by Destructoid When do Flea Markets open in inZOI?Flea Markets open at 9am in inZOI, although it usually takes Zois a bit of time to set up after this. Including the time it takes to get stalls running, you can usually start interacting with the stalls closer to 9:10 am.
Can you buy items from Flea Markets in inZOI?Sadly, you can't buy items from the Flea Market stalls in inZOI, but you can purchase goods from certain other stalls that may appear nearby. Food stalls, for example, can usually be found fairly close to Flea Markets and can be interacted with to buy food. The only interaction available on Flea Market stalls is to ask the vendor about their product.
Can you sell items at Flea Markets in inZOI?You can't sell items at the Flea Market in inZOI. If you want to sell items, you have to use other methods to do so. Since inZOI is in early access, it's possible the ability to sell at Flea Markets could be added in the future, but for now, you can't make money this way.
The post Where to find the Flea Market in inZOI appeared first on Destructoid.
Activision's continual marketing department assault for Warzone culminated today in a bombastic launch trailer for Warzone's long-awaited return to its OG map, Verdansk, and it's sure to get the blood pumping.
For any Call of Duty players who still somehow haven't realized that the 2020 launch map for the free-to-play battle royale mode is coming back this week, this trailer is sure to do it. With all sorts of Verdansk shenanigans shown off to the tune of Queen's classic "Bohemian Rhapsody," this one is likely being sent off in text messages and group chats around the world.
https://www.youtube.com/watch?v=pqPCFUUbMiUWarzone players who continue to play the BR or those who've long since moved on are all anticipating Thursday's arrival of Verdansk, the map where Warzone made its name and where tens of millions of players dropped in five years ago during the COVID-19 pandemic to "escape from reality," as Freddy Mercury so eloquently puts it in the song.
While the pandemic may have come to an end for most, the world around us still sucks in other ways, so maybe a return to Verdansk is what we all need. I've already sent the trailer to my own group chats with friends, and pals who haven't touched CoD in years are getting ready to download updates tonight.
Verdansk coming back as the main BR map is just a part of the nostalgia that Activision is trying to prey on with this season of Black Ops 6 and Warzone. You can think of season three as an attempted full rollback of the past few years of updates to BR, which have largely been unpopular with a vast part of the player base.
For example, returning features that were stripped from the game include floating loot, vehicles like the helicopter and "Big Bertha" truck, re-worked player movement, several popular weapons like the CR-56 AMAX and Kilo 141, a similar UI for the Buy Station, and even the original announcer and cutscenes.
Will it all be enough to get Warzone back on track after years of missteps and head-scratching decisions? That's what Activision is hoping, rolling out an assumedly large marketing budget that includes this trailer but also several influencer videos on social media including baseball player Juan Soto, recording artist Tinashe, and several others.
Image via ActivisionWe'll know more once Warzone returns at 12pm ET on April 3 after 24 hours of server downtime to deploy the update. Players can play BO6 to level up weapons and continue to enjoy CoD in the meantime.
The post CoD enlists all-time rock classic to soundtrack latest marketing barrage for Warzone’s Verdansk return appeared first on Destructoid.
Getting there won't make you feel calm...
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The Fairy Tail characters have been rendered in 3D instead of flat anime-style images.
The post AFK Journey’s First Crossover Is with Fairy Tail, Launching in May appeared first on Droid Gamers.
You control both characters, the girl and the cat, at the same time.
The post Snapbreak Launches Hit PC Stealth Puzzle Adventure Timelie in Early Access on Android appeared first on Droid Gamers.
I'm feeling like Gon Freecss with these rods.
The post Roblox Fisch Rod Tier List – Updated For The Second Sea! appeared first on Droid Gamers.
The real challenge is getting there.
The post Fisch Challenger’s Rod Guide appeared first on Droid Gamers.
What's happening?
The post Fisch Events Guide – Updated For Mariana’s Veil! appeared first on Droid Gamers.
Angling for a new fishing rod?
The post Fisch Rods Guide – Second Sea Update! appeared first on Droid Gamers.
You soak in a surreal, unsettling atmosphere.
The post 3D Walking Simulator with Liminal Spaces ‘The Exit 8’ Lands on Android! appeared first on Droid Gamers.
Eidos-Montréal, the Embracer-owned studio currently providing support on Microsoft's Fable reboot, is laying off "up to" 75 members of staff, saying it doesn't "have the capacity to entirely reallocate them to our other ongoing projects and services."
Following recent claims Microsoft's much-rumoured handheld Xbox will arrive later this year in collaboration with an unspecified "PC gaming OEM", hardware manufacturer ASUS has shared a teaser trailer suggesting the machine is real and set to be revealed soon.
Monster Hunter Wilds has been an massive success for publisher Capcom, but not everybody's happy on PC, where the game has been repeatedly lambasted for its poor performance. Finally, however, a month after its release, Capcom has revealed a first round of performance-related PC improvements is coming later this week.
IGN Entertainment (Eurogamer's parent company) has officially announced that IGN Live will run in LA from 7-8 June, 2025.
UPDATE 1/4/25: Wizards of the Coast has called the recent DMCA takedown of the Stardew Valley Baldur's Village mod a 'mistake' that it's currently "in the process of fixing".
While Neil Druckmann has previously said Naughty Dog won't be known as The Last of Us studio forever, the team sure does seem to be making the most of the franchise by churning out different editions of both Part 1 and Part 2.
Jagex is stepping beyond the realm of MMORPGs with the release of RuneScape: Dragonwilds - an open world survival crafting game. Best known as the developers behind the long running MMORPG RuneScape 3 and its spin off, Old School RuneScape, Dragonwilds will be mechanically different to these games but is set within the RuneScape universe.
Ahead of Wednesday's Switch 2 reveal event, Nintendo announced a new feature for its Switch consoles: virtual game card. In short, you can now link multiple Switches together to share digital games, with a game that is ejected from the first unit then becoming playable on the second, without the hassle of setting "primary" and "non-primary" Switch devices. It could point towards Nintendo edging towards the same "adorably all digital" future espoused by Microsoft in leaked documents, but does it?
Square Enix has launched an official Final Fantasy 9 25th anniversary website, ahead of the game's quarter century milestone in July.
If you cast your minds back to last year, you may recall Pocketpair releasing a trailer for a dating sim spin-off called "Pal♡world! ~More Than Just Pals~". This was all part of some good ol' fashioned April Fools Day fun… or was it?
A previously announced RoboCop VR title has been kiboshed after it transpired that the game wasn't officially licensed before its reveal.
Doom: The Dark Ages is a bigger change for the series than I realised. This isn't just a 'Doom in the olden days' reskin - Doom with a shield and a flail and a furry black Jon Snow cape - but a proper revision of how the series works. Ironically, given the setting, it's also the most modern-feeling of the Doom games, with a much more pronounced story than we've had before, a greatly expanded character-upgrade system that borders on skill-tree territory, and open-zoned sandbox levels you can return to and explore at your own pace. This feels like an experience built from a thicker pitch document than we've ever had before. And while I both admire the desire for change, and acknowledge the need for it - Doom Eternal didn't leave many places to go - I'm not entirely convinced about The Dark Ages yet. There's undeniable Doom magic here but there are question marks too.
As The Sinking City 2's hugely successful crowdfunding campaign nears its conclusion, Ukrainian developer Frogwares has announced a fresh bit of business for its Lovecraft-inspired open-world detective series: the original game is being remastered in Unreal Engine 5.
Many millions of us have looked for a Porter in the storm, with Hideo Kojim today announcing that the number of Death Stranding players has now exceeded a not too shabby at all 20 million.
Actor Jack Black believes his latest film, A Minecraft Move, is just the tonic the world is in need of right now.
Harlan Ellison used to say that I Have No Mouth, and I Must Scream was a game that nobody could win. I gather now, having looked at a few wikis, that this is not entirely true. But back in the mid-1990s when I first encountered this weird, horrifying video game, it certainly felt true. I Have No Mouth was... not a hit, exactly, but certainly the subject of a sustained mania in my student house at the tail end of the last century. Adventure games, or point-and-clicks, were our collective favourite genre, outside of endless sessions on Worms 2. Back then we recognised that, even amongst the Monkey Islands and Tentacles, I Have No Mouth was...special?
The Last of Us has an ending that leaves many questions regarding Joel's actions. Was he right to do what he did? Well, The Last of Us' creator Neil Druckmann believes he was.
If you are simply breezing your way through Assassin's Creed Shadows, and thinking to yourself 'oh I would love this so much more if it was a bit more challenging', well then I have some good news for you.
According to Sony's outgoing SVP of Global Partner Development and Relations, PlayStation is like a well choreographed dance.
Over the weekend, the Tony Hawk's Pro Skater 3 + 4 team announced the second wave of music set for the upcoming remakes, but some noticed a few omissions from the original games. However, there is a good reason for this, with none other than Tony Hawk himself taking responsibility.
In its first month of release, Capcom's latest Monster Hunter game has passed an impressive milestone.
Take-Two Interactive boss Strauss Zelnick has revealed why the publisher is keeping Rockstar's Grand Theft Auto 6's release date such a closely guarded secret.
Nintendo's upcoming live-action Legend of Zelda movie could be the first of a trilogy of Zelda-flavoured films.
We've already discussed the improvements to the Assassin's Creed Anvil Engine and the transformative impact of real-time global illumination - but how does this technology scale to lower-end hardware and how well does the PC version run more generally? More to the point, can that brilliant RTGI be enjoyed on a mainstream PC in a world where you need a PS5 Pro to run the effect at 60fps?
Right now, the best gaming monitor you can get is probably a QD-OLED 4K 240Hz model from MSI, Dell or Asus. Some compelling options using third-gen Samsung QD-OLED panels arrived last year in a 32-inch form factor, and now we're seeing the same specs in a more compact 27-inch design. That should allow for better compatibility with smaller desks, better glanceability for esports and crisper text rendering at 166PPI, but how does it work in practice?
SAG-AFTRA - the union that represents 160,000 American media professionals, including voiceover artists - has launched two new agreements: the Student Interactive Waiver Agreement and the Game Jam Waiver Agreement.
Final Fantasy 14 producer and director Naoki Yoshida is the predominant and popular figurehead for the MMORPG, but there are plenty of other developers on the game beloved by its community. One of those is composer Masayoshi Soken.
Blizzard is reportedly considering dropping the "2" from its squad-based first-person shooter sequel, Overwatch 2.
We've received a continuous stream of reports over the last few months suggesting there's a problem with PlayStation 5: VRR support has an issue where game performance can be interrupted by a continuous, obvious stutter that manifests every eight seconds. Various theories have been shared and discussed online, covering a range of displays and firmwares but after spending some time investigating the problem, we can confirm it is a real problem, impacting both PS5 and Pro consoles - and based on our tests, it will impact any VRR-compatible display.
Split Fiction is already a hit with players - having shifted 1m units in 48 hours, developer Hazelight confirmed just three days later that the game had shifted another million copies in its first week - but turns out it is officially record-breaking now, too.
NetEase's surreal co-op horror, Once Human, is offering a range of goodies to tempt back lapsed players.
Hello and welcome back to our regular feature where we write a little bit about some of the games we've been playing. This week, Bertie finally tries Metaphor: ReFantazio and enjoys it, with some reservations; Tom Orry settles into adventuring in Avowed; and Ed finds time to connect with his Unicorn Overlord.
If you've been itching for an excuse to get back out on the road again - by which I mean to sit in front of the computer playing American Truck Simulator again - there's some good news. Developer SCS Software has announced its latest state expansion - this one providing access to the highways and byways of Missouri - launches next Thursday, 3rd April.
After Netflix's tentative first few years in games - which has seen it grow its mobile library, acquire studios, and dabble in triple-A development before dramatically changing course - the streamer's new gaming boss, Alain Tascan, has laid out the company's latest vision. This, he says, is less about the console model and more about phone-controlled party games.
Following last week's news of a June release date for Nightdive Studios' long-in-the-works System Shock 2 remaster, the developer's been talking about the future of the beloved series - suggesting a full-blown System Shock 2 remake could potentially also be on the cards.
There's a moment in the latest MindsEye trailer, released today alongside the news of its midsummer release date, that feels distinctly familiar. As some wonderfully billowy explosions roar, muscle cars tear through traffic and machine guns thunder on, a helicopter drops low over the action, sun setting melodramatically in the background. And the reflection of a city, searingly sharp above more racing cars and scorched tarmac, shines off the side of its ultra-polished fuselage. This is the future of video games, that reflection almost seems to declare. Only, it's the future as imagined by 2013, where the height of the craft remains a sense of bombast, polish, and ultra-fidelity - and crucially, a question of how accurately it can recreate another craft, in cinema. In other words: a world where the future looked like Grand Theft Auto.
MindsEye, the new game from former GTA producer Leslie Benzies, has finally been given a release date.
Krafton has patched out a bug in its early access release of InZoi, which allowed players to run over children with a car and kill them.
Elden Ring: Nightreign publisher Bandai Namco has released some player statistics from the game's network test last month, and it seems players were struggling to finish it.
Stop me if you've heard this one before: a Wii U classic arrives on Switch with improved character models, smoother visuals and more. This one might be the end of an era though, as Xenoblade Chronicles X looks like one of the final Wii U titles to receive a Switch version. It's a bittersweet moment, but Xenoblade X is a heck of a game to end on, being one of the most visually impressive titles on Wii U and a technical marvel of its day. How does it fare on Switch?
Toby Fox's cult RPG Undertale is getting a one-night-only live orchestral concert event to celebrate the game's 10th anniversary.
SteelSeries made their name with a range of reliable mouse pads in an era where most players used whatever came with their computers - or no mouse pad at all! Their QcK range has endured as a popular option for more than 20 years, but the mouse pad space has seen significant evolution as of late, mirroring similar explosions for the likes of mechanical keyboards and ultra-light mice. Boutique mouse pad firms are now producing a wide range of specialised options for esports aficionados, from low-friction speed pads made from exotic materials to control-focused 'mud' pads designed for ultimate precision. That meant it was time for a refresh at SteelSeries HQ, with the Danish firm taking cues from some of the most popular enthusiast brands to produce the QcK Performance lineup that we're reviewing today.
Mobile gamers will soon be able to enjoy Prince of Persia: The Lost Crown on their handheld devices.
Sony and Microsoft first-party studios have joined forces, as Rare's Sea of Thieves has got itself a new crossover with Bungie's Destiny 2 following its PS5 success.
Thanks to a little bit of small print, many out there now have hopes that Nintendo may be upgrading some of its OG Switch games for the more powerful Switch 2 console.
Cult horror game The Exit 8 is being adapted into a film and has just received its first trailer.
You can practically feel the wind on Naoe's back as she whooshes through a winding valley. Great gusts funnel between the surrounding ridges, picking up orange-red leaves that tumble and swirl. On the plains, grass roils like waves; in the mountains, snow whirls and flurries before transforming into a blizzardy, diagonal sheet. The wind affects so much of Assassin's Creed Shadows' world, even protagonist Naoe's sharp, short bob which whips in the game's notably blustery wilds.
Warner Bros. Games has cancelled a major expansion to Hogwarts Legacy as part of ongoing restructuring, as the company faces financial woes.
Spring is officially here and the Epic Games Store is celebrating the occassion with a two-week long, seasonally appropriate Spring Sale. But bargain hunters can also pick up Epic's latest selection of free weekly games, which have now been revealed.
Of all the mysteries still surrounding Switch 2, its rumoured 'C' button is perhaps the most enigmatic. Not least because when Nintendo finally revealed its Switch successor earlier this year, there was a conspicuously blank square where everyone was expecting a 'C' button to be. Now, though, with Switch 2's full reveal just a week away, the 'C' has finally, quietly been confirmed in an official image for the newly announced Nintendo Today mobile app.
Path of Exile 2 developer Grinding Gear Games has told Eurogamer there's an approximately 65 percent chance the game will be released in full this year. Remember, PoE 2 is currently only available in unfinished, early access form.
Grinding Gear Games apparently didn't expect action role-playing game Path of Exile 2 to do as well as it did when it launched in early access late last year.
Ubisoft has launched a new subsidiary dedicated to its big three IPs - Assassin's Creed, Rainbow Six, and Far Cry - in a move CEO Yves Guillemot has called a "new chapter" for the publisher. Chinese conglomerate Tencent holds a minority stake in the new entity after investing €1.16bn.
The first Nintendo Direct of this year has just taken place! The March 2025 Nintendo Direct was broadcast just days before the highly anticipated Switch 2 Direct, which will reveal more about the successor to one of the best-selling consoles of all time next week. The surprise Direct was only announced 24 hours before it aired, and it marked the first major showcase since the stream in June 2024. If you didn't get a chance to tune in live when it premiered, then here's everything that was announced in the Nintendo Direct for March 2025.
A mere 18 years after its original release on Sony's PSP handheld, acclaimed rhythm adventure Patapon is shaking off its PlayStation exclusivity. It's launching for Switch, PC, and PS5 as a two-game remaster bundle - also featuring Patapon 2 - on 11th July.
Witchbrook, the cosy life-sim set in a wizard school from Chucklefish, has finally received a release window eight years after its initial reveal.
Ever wondered why Pokémon Legends: Z-A is called that? There are a few notable coincidences already - Zygarde is likely to be the key mascot of this entry, with the previous game's being Arceus; and the mysterious character AZ, pronounced as "A, Z" returns here in a seemingly promintent role also - but now we have another explanation, via a new, seemingly quite important feature announced today, as part of the game's surprise appearance in the Nintendo Direct.
Nintendo may well be releasing its Switch successor sometime this year, but even so, we now know of one game still coming to the company's OG hybrid console in 2026.
Nintendo has unveiled a new feature for Switch and Switch 2 that'll let players share their digital games with another console or Family Group members in the same way they might swap a physical cartridge. It's called Virtual Game Card and it's coming to Switch 1 in "late April".
First footage of Dragon Quest 1 & 2 HD-2D Remake has been revealed, following last year's Dragon Quest 3 remake.
At today's Nintendo Direct, we finally got a first proper look at Metroid Prime 4: Beyond gameplay.
Neil Druckmann is "really curious" about how viewers will react when The Last of Us season two debuts next month.
So, it turns out that I've been pronouncing Balatro wrong all this time, and now feel like a total spade. I really don't know how to deal with this revelation, it's left me rather flush-ed.
I have a wonderfully vague memory of a game my older brothers used to play on the Commodore 64 back in the day. It was a platform game, with pixel heroes and floating gantries and ladders and all that jazz, but there was also a wheelbarrow, and you needed the wheelbarrow to hold all the collectibles you picked up. When you'd all but completed each screen - as my memory had it - you then had to leg it back to the wheelbarrow and take it to the next screen where the whole thing was repeated.
A voice actor from Genshin Impact has been recast due to the ongoing SAG-AFTRA actors' union strike, causing others to come out in support.
Tomb Raider developer Crystal Dynamics has announced a number of layoffs, calling it a "difficult decision".
UPDATE: The Nintendo Direct is now over, you can read our full roundup of today's Direct here.
Pokémon TCG Pocket has today added its latest booster pack, Shining Revelry, and alongside it a new card only obtainable by purchasing with real money.
It's been exactly ten years since Pillars of Eternity thundered out into the world, and developer Obsidian Entertainment is celebrating the occasion with a new patch and the announcement it'll be adding turn-based combat to the acclaimed old-school RPG.
Sony has announced the next batch of monthly titles coming to its PlayStation Plus subscription service.
The director of Lies of P, Choi Ji-won, tried Elden Ring: Nightreign's network test and found it "refreshing", so while Lies of P remains a single-player game he's open to other ideas in future projects.
Best known for its Sniper Elite and Zombie Army series, British developer Rebellion this time tries its hand at an open world adventure, Atomfall. Based on the same in-house engine as its other projects and running on both current and last-gen machines (plus PC), it's nonetheless a steep departure for the studio - and therefore an interesting challenge for its Asura engine that we last saw in 2022's Sniper Elite 5.
Well you certainly can't accuse No Man's Sky of becoming predictable. Nine years after its launch, Hello Games' exploratory space sim is still somehow finding ways to surprise - and that continues with its new palaeontology themed Relics update, which is out today on all platforms.
The introduction of Abby Anderson will be a bit different in HBO's The Last of Us TV series than it is in the game.
CD Projekt Red doesn't plan to release The Witcher 4 by the end of 2026, perhaps hinting it could be a next generation game.
RPG maker Atlus has become celebrated for the unique UI designs in its games, from the Persona series to the more recent fantasy epic Metaphor: ReFantazio.
You may still be thinking about the recent trailer for Snail Games' Ark: Aquatica expansion, but not because it was so impressive it left a long lasting impression of wonder and awe. Rather, you probably still think about it because it was so unimpressive with its heavy handed use of AI slop.
As part of its latest financial earnings report, developer CD Projekt has shared progress updates on its numerous Witcher and Cyberpunk projects, as well as confirmed a partnership with Saudi-back mobile developer (and new Pokémon Go owner) Scopely to create a game.
A new report has highlighted the "havoc" Grand Theft Auto 6's lack of a release date is causing among game publishers, as they attempt to draw up launch plans for their titles that won't put them on a collision course with Rockstar's all-consuming sequel - with one executive reportedly saying, "We don't want to be anywhere near that."
Video games have long taken inspiration from tabletop games, but more recently we've seen this trend in reverse. There are tabletop adaptations of countless video games, but between all the individual cards and counters, long setup times, and lengthy campaigns, they're not always that easy to play.
Dreamhaven has revealed a number of in-development projects at its showcase presented by The Game Awards, including the release date of its tabletop-inspired adventure Sunderfolk.
Paradox Interactive has announced a further delay for Vampire: The Masquerade - Bloodlines 2. The Chinese-Room-developed action-RPG sequel will no longer make its previously announced "first half of 2025" release window and is instead now aiming to launch in October this year.
The second season of HBO's The Last of Us is almost upon us, and finally more about Catherine O'Hara's new character has been revealed.
With Monster Hunter Wilds nudging toward its one-month anniversary, Capcom has whipped out another showcase, this one detailing the game's first free content update. And while we already had a pretty good idea what to expect thanks to earlier teases and reveals, we've now had the full run-down - including a confirmed 3rd April release on all platforms.
Fortnite will return to the world of The Walking Dead by offering up a cache of assets for players and developers to go build themed mini-games with.
When Chinese action game Phantom Blade Zero was first revealed to the world, it drew countless comparisons to FromSoftware's Souls games, to the point its director (the appropriately-nicknamed "Soulframe" Liang) had to repeatedly downplay the influence. More recently, as more of Phantom Blade Zero has been shown, it's been compared favourably to the Ninja Gaiden series for its combo-led combat. So where exactly does it sit on this spectrum?
A former vice president of Warner Bros Games has revealed the true genesis of Monolith's beloved Nemesis system.
A Japanese shrine famous to video game fans has announced a ban on visits by tourists, following an "unforgivable act of disrespect".
If you are hoping to see Palworld move over to Nintendo's consoles on the Switch 2's release, well developer Pocketpair would absolutely consider it. That's even despite the studio's legal dispute with Nintendo.
Assassin's Creed Shadows has been warmly-received by fans of the series - and is off to a good start sales-wise, too - but players still have a long list of suggestions for what they'd like to see Ubisoft add to the game next.
A mod putting a playable approximation of GTA 6's map into GTA 5 has run into trouble after Rockstar owner Take-Two issued a copyright removal request to its creator's YouTube channel.
Skater and former Jackass star Bam Margera will reportedly feature in Activision's upcoming Tony Hawk's Pro Skater 3 + 4 remake, despite being omitted from the publisher's previously released skater roster - supposedly thanks to a last-minute intervention by Tony Hawk himself.
Eidos-Montréal, known for its work developing games like Guardians of the Galaxy and Shadow of the Tomb Raider, announced on social media today that it was letting go "up to" 75 staff members. According to the post, the layoffs are due to the fact that the company has completed one of its "mandates," and presumably has no other work to reassign the employees to.
"Today, we informed our studio staff that we are going to let go up to 75 valuable members, as one of our mandates is coming to an end," the statement reads. "It is not a reflection of their dedication or skills, but unfortunately, we don’t have the capacity to entirely reallocate them to our other ongoing projects and services.
"These very talented, highly experienced experts are going to enter the employment market, and we are working to support them through this transition."
Fable, set for release in 2026.The statement goes on to mention that, despite laying off people related to that former, unnamed mandate, "Eidos-Montréal stays committed to deliver its other projects currently in development." The only public project the developer is currently working on is Fable, which it's assisting the main team at Playground on, but it's unclear whether that's a project Eidos-Montréal will continue to work on or the mandate it recently completed.
Over the past few years, layoffs have decimated the gaming workforce, affecting tens of thousands of people. The last news story posted on Game Informer before our closure last year was about 200 people losing their jobs at Bungie. On the other hand, one of the first stories written upon our return was about the creation of a gaming industry-wide union.
As always, the hearts of Game Informer's staff are with those affected by these layoffs, as well as those still at the studio.
Jagex has revealed RuneScape: Dragonwilds, a new open-world survival game set within the popular RuneScape universe. The game is slated to launch in Steam Early Access very soon.
Developed in Unreal Engine 5, Dragonwilds unfolds on the lost continent of Ashenfall and tasks players – either alone or with up to three friends – to discover ancient secrets, battle recognizable RuneScape enemies, and, most importantly, survive. That means a robust crafting system allows for base-building and players can forge new gear and spells.
So far, Jagex has only released two brief teaser videos showcasing the environments and brief snippets of gameplay. A developer Q&A provides a little more detail on what Dragonwilds entails, which we've posted below.
Jagex stresses that the game is a traditional open-world game rather than an MMO, and features quests, recognizable NPCs, classic RuneScape skills, and, as the subtitle suggests, plenty of dragons. Check out the screenshots gallery below.
RuneScape: Dragonwilds is releasing on Steam Early Access this Spring.
In a video interview with Bloomberg last Friday, Take-Two CEO Strauss Zelnick discussed, among other topics, Grand Theft Auto VI. Although he, unsurprisingly, doesn’t spill the beans on the release date, Zelnick provided some insight into Take-Two and Rockstar’s reasoning for keeping fans waiting.
At the end of the interview, Zelnick was asked the million-dollar question: when is GTA VI launching and why is Take-Two/Rockstar keeping it such a big secret? Zelnick responded:
“The anticipation for that title may be the greatest anticipation I’ve ever seen for an entertainment property. And I’ve been around the block a few times, and I’ve been in every entertainment business there is. We want to maintain the anticipation and the excitement. And we do have competitors who will describe their release schedule for years in advance, and we’ve found that the better thing to do is to provide marketing materials relatively close to the release window in order to create that excitement, on the one hand, and balance the excitement on that anticipation. And we don’t always get it exactly right, but that’s what we’re trying to do.”
Earlier in the interview, Zelnick was asked to explain the 12-year wait between GTA V, released in 2013, and GTA VI, providing additional context for Rockstar’s release cadence:
“Well, there are really two reasons,” says Zelnick. “We set an intention to rest our intellectual properties. So some of our competitors come to market very regularly, maybe even annually, with their titles. We only annualize our sports entertainment titles. For our non-sports titles, we think you need to create enormous anticipation, on the one hand. And of course on the other hand, it takes a long time to develop these big robust experiences.
Rockstar Games seeks perfection in what they do, and perfection’s a pretty high bar. It takes a long time. And the reflection of that approach is in the success of Grand Theft Auto V, which has actually excelled in three console generations, which is extraordinary…so think of the high bar that that creates for us, of course, but much more so for the consumer.”
Grand Theft Auto VI was announced in December 2023. Set in a modern-day Vice City (which is modeled after Miami and South Florida), it appears to star two protagonists, including the series' first female lead, although Rockstar has not yet divulged details on these characters or their relationship with each other. The reveal trailer became a massive success, garnering over 100 million views in just a few days and setting a YouTube record for most views within a 24-hour period.
Grand Theft Auto VI is slated to release sometime this year on consoles. A PC version has yet to be confirmed, though if it does launch on the platform, it will likely arrive later. For more on the game, you can watch Game Informer’s resident Floridians provide a humorous play-by-play analysis of the reveal trailer.
The classic 1995 horror adventure game, I Have No Mouth, And I Must Scream, was recently ported to modern consoles for the first time by Night Dive Studios. In early 2012, issue #225 of Game Informer magazine, former editor Jeff Cork spoke to members of the original development team about creating the unique, terrifying, and unforgettable game. You can find that feature below.
While some younger readers might find it hard to believe, our culture’s interest in post-apocalyptic settings didn’t originate with the Fallout series. Harlan Ellison’s 1967 short story “I Have No Mouth, and I Must Scream,” is an early landmark, offering readers an unimaginably bleak look at humanity’s future, with five desperate souls enduring the constant torture of a deranged AI. Despite its sparse characterization and lack of a traditional narrative, it was adapted into a computer game of the same name in 1995. Here’s the story of how Ellison and a pair of designers transformed the story into one of the most disturbing point-and-click adventure games of all time.
When David Sears heard that publisher Cyberdreams was adapting one of Harlan Ellison’s short stories into a game, the longtime fan’s mind began racing. “I was thinking ‘Oh, it could be ‘Repent, Harlequin! Said the Ticktockman’; or maybe ‘A Boy and His Dog’; and it’s going to be some kind of RPG or something,’ Sears recalls. “And they said, ‘No, it’s ‘I Have No Mouth, and I Must Scream,’ and I was like ‘What?’ At the time, in the game-development community, people said, ‘Oh I love Ellison’s stories, but there’s no way you could turn that into a game.’ I thought, ‘Wow, what have I gotten into?’”
To make the task even more daunting, this was Sears’ first job in game development. Previously, he was a writer and assistant editor at Compute magazine. A feature he wrote on Cyberdreams’ H.R. Geiger collaboration Dark Seed led to a job writing a clue book for the adventure game in the pre-Internet era of 1992, which in turn led to the current offer: Spend a week with the notoriously prickly author Ellison and distill his iconic work – one of the top 10 most reprinted stories in the English language – into his first game-design document.
Finding An InSears says that Ellison immediately made him feel welcome. The two talked for a while about Ellison’s writings, science fiction, and other areas of common interest. Sears’ fears of being seen as a fanboy or as being ignorant were unfounded. “I don’t want to damage his reputation, because I’m sure he spent decades building it up, but he’s a real rascal with a heart of gold – but he doesn’t tolerate idiots,” Sears says.
Now came the tough part: turning a tale set in a hopeless world featuring five characters with no real histories into something playable. The story ends with four of the characters dead, with the remaining survivor transformed into a shapeless mass of goo (see sidebar). Super Mario Bros., it wasn’t. The breakthrough came with a simple question. “The question David posed to Harlan that got them started was ‘Why were these people saved? Why did AM decide to save them?’” recalls David Mullich, who produced the game. Ellison was put off by the question, which he told Sears he’d never been asked before. Realizing they were onto something, the pair began working on their concept. The story would be split into five vignettes, each based on one of characters.
“That was going to be the premise of the game – finding out why these characters had been chosen by AM to be tortured and resurrected endlessly and forever,” Sears says. “And then he immediately sat down and started typing on his Olympic manual typewriter.”
Over the next few days, Ellison and Sears began fleshing out each of the five characters, creating deeper histories for them and delving into why they were selected. “I went to work, and I started making my notes, but he had to go first and come up with a premise,” Sears says.
“Harlan wanted to touch on controversial themes,” Mullich recalls. “Each one dealt with a very strong theme.” Some of the issues the game explored included the nature of guilt, sexual assault, and, perhaps most famously, the Holocaust. It was an early attempt to tackle genuinely mature subject matter in an era where “mature” typically meant showing a heroine in a bra.
Since Ellison was responsible for steering the adaptation’s creative direction, Sears found himself with free time in that first week while he waited for Ellison’s notes. The writer would offer Sears distractions, such as recommending that he go out onto the home’s balcony and enjoy the view. When those didn’t work, Ellison dug into Sears’ interests. “What do you like to read? Do you like comics?” Sears recalls Ellison asking, with Sears replying that he liked Neil Gaiman’s Sandman series. “Dialing from memory he makes a call and says ‘Hey Neil, this is David, I’m collaborating with him on a game for Cyberdreams. He’s a fan and he’d love to talk to you about your work.’ So Neil Gaiman talked to me for about an hour, straight off the plane from Mississippi.” Later, Sears had lunch with Babylon 5 writer and producer J. Michael Straczynski, and was among the first to see the show’s pilot episode. “Harlan went out of his way to be a great host.”
Of course, there was still plenty of work to do. “I worked with [Ellison’s notes]over the course of a week in collaboration with Harlan to turn out what we both thought was a really, really good design document,” Sears says. “Cyberdreams disagreed, and they said it was just a proposal.” Sears collaborated with Ellison for an additional week before returning home to Mississippi, where he finished his work on the document over the next six weeks.
Shaping The StoryShortly afterward, Mullich, a producer at Cyberdreams, got involved in the project. For him, the opportunity to work with the license was the realization of a dream. “‘I Have No Mouth, and I Must Scream’ is my favorite short story of all time,” he recalls. Coincidentally, Mullich learned about the game during a talk at a gaming industry conference. “There was a presentation there with David Sears and Harlan Ellison talking about this great game that they had developed, and I was in the audience for that. I was thinking at the time ‘Harlan is my favorite short-story writer, this is my favorite short story, and who’s this guy David Sears? I’ve never heard of him before. I should be the one doing this game!’ So that’s how I came into it.”
Mullich whipped Sears’ inaugural work into shape for Cyberdreams. “It wasn’t organized in the way that a typical game design document is. As I went through it, the story was great and I loved how he’d adapted the work, but I could tell that it was overly simplistic. There weren’t enough puzzles in it, there wasn’t enough dialogue, and it wasn’t formatted in a way that would be easy for a programming team to understand it.” It was up to Mullich to meet with Ellison and revise the document. There, he got a dose of the Ellison that fans are more familiar with. Mullich was preparing to give a presentation of an early build of the game on a PC in Ellison’s kitchen. Ellison made a vague gesture toward an outlet, which was hidden under a potted plant, behind a booth. Noticing Mullich’s difficulty in finding it, Ellison muttered, “Another one of the Cyberdreams’ brain trust.”
Fortunately, Mullich was able to establish a friendly working relationship by talking about his desire to make games that were intellectually stimulating, such as his Apple PC game based on The Prisoner television show. That led to a more productive environment.
Mullich would go to Ellison with proposed dialogue, and Ellison would revise it. “He’d come out 20 minutes later with pure gold. And other times he’d leave stuff and I’d say Harlan, this is terrible. You can do better than this. He’d go ‘Ack, you’re right,’ and he’d go back and revise it. We established a working relationship of mutual respect where we could criticize each other, which was good. Because there was a lot of creative work I had to do.” Mullich estimates that Ellison wrote about 20 percent of the game’s dialogue, with the remaining 80 percent split evenly between Sears and himself.
Turning It All Into A Game
Ellison wasn’t a gamer, which meant that Mullich sometimes had to explain some of the medium’s conventions to the author. One of Gorrister’s puzzles, for example, involved his wife and mother-in-law trapped in a freezer, dangling from meathooks. Gorrister’s story revolved around the character forgiving his family for a string of traumas, and Ellison thought he had come up with a great mind-teaser. “To solve the puzzle you have to let her off the hook,” Mullich remembers Ellison saying. “You metaphorically have to take her off the hook. In order to let it go, you physically have to do that. No one will think of that!” Mullich had to break it to him gently that players were acclimated to doing just that. “Harlan, that’s the first thing that the player is going to do,” Mullich told him. “They go in, they click everything they can, and that’s the first thing they’re going to do.”
Even if Ellison didn’t know much about game design, his pragmatism and flexibility made the process much easier. “The reason he told me [he got involved with the project was] he’d never done a game before and he was interested in taking on the challenge,” Mullich says. “Fortunately he was really good at knowing what was practical and what wasn’t. This far along, he wouldn’t take something that he wasn’t happy with and jettison it completely; he’d try to make adjustments to it and adapt it so that it would work at least a little bit better. He was great to work with.”
Sears had a similar experience when working on the game’s multiple endings. He had to explain to Ellison why players wouldn’t have been satisfied if all paths led to crushing defeat. “OK. This is the thing about games,” he explained. “We can’t have only negative, punishing endings. We can have an optimistic ending. Yeah, we’re giving humanity another shot, but at the same time it’s Harlan’s universe, and there’s every chance these people are going to screw it up again.”
Once the game design was completed, Cyberdreams made the decision to shift development away from its internal team and have Dreamer’s Guild take the reins. Mullich says the studio already had an internal game engine that was appropriate for I Have No Mouth, and I Must Scream, which made the decision easier.
The AftermathThe game was published on Halloween, 1995, an appropriate release for a game that dealt with uncomfortably realistic horrors. Critics raved about the game’s often depressing content and the willingness to tackle previously taboo topics. As both Sears and Mullich said time and time again, though the subject matter was gruesome and Ellison was at times notoriously tough to work with, their work on I Have No Mouth, and I Must Scream remains a creative high point in their careers.
Sears, now a creative director at Ubisoft working on the new Rainbow 6 Patriots, actually credits Ellison for his career. About eight weeks after finishing his work with the game, Sears says he got a call from the author. “Hey listen, I’m the keynote speaker at GDC,” Ellison said. “I want you to speak on a panel with me, and I want you to have a job in Los Angeles, because you’re too good to spend your time in Mississippi.”
After finishing the pre-keynote dinner, Ellison took the stage and made an announcement: David Sears was great to work with, and he needed a job. Before Ellison was going to give his presentation, he wanted everyone to bring their business cards up to the stage and put them in a glass fishbowl that he’d brought with him. “And he’s like ‘I’m not kidding,’” Sears says. “‘And after the keynote, David will draw one card from the bowl, and that’s who he will work for.’ I’m pretty comfortable talking in large groups, but at the time not so much. We filled up half the fishbowl, so I had a full Rolodex just for showing up. Three days later I had a job at Virgin Games.
“If he called me today and said, ‘I need you to fix the plumbing in my bathroom,’ I’d be on a plane.”
The Story“I Have No Mouth, and I Must Scream” was first published in the magazine If: Worlds of Science Fiction in March 1967. It’s set 109 years after the collapse of human civilization following a war between the U.S., China, and Russia. A group of computers called AM, short for Allied Mastercomputer, became self aware, taking control of the war effort and eliminating everyone on the planet aside from five survivors. Those remaining few have spent the intervening years being continually tortured physically and psychologically by AM. The story concludes with the characters attacking one another after being led on a fruitless hike with the promise of food at journey’s end. When they arrive at their destination, they discover canned goods, but no can opener. The five attack and kill each other, with AM intervening just before the story’s narrator, Ted, is able to take his own life. In retaliation, and to prevent his last plaything from harming himself, AM transforms Ted into a blob of goo. The story ends with the titular line, “I have no mouth, and I must scream.”
The Characters
To say that adapting the short story into a game was challenging is an understatement. Aside from a few descriptive sentences and skeletal backstories, the story’s five characters are essentially sketches. This is how Harlan Ellison and designers David Sears and David Mullich transformed those stark outlines into fully realized characters with individual plotlines.
Ted“I remember having some questions about the storyline David Sears had written for Ted, but when I showed it to Harlan, he said that Sears had written a story very different from what they originally discussed,” Mullich says. “However, when I asked him to tell me about the story he and Sears had originally planned for Ted, Harlan said he couldn’t remember it. We discussed several ways of altering the story. Unfortunately I don’t remember any of the details, but I do remember that I made one suggestion that caused Harlan to give me his most cutting insult: ‘You’re thinking like a television producer!’”
Sears’ memories are as foggy as Ellison’s were at the time, though he offers a possible explanation for Ted’s fashion choice of a sweater tied around his neck: “Yuppies were popular at the time.”
Benny“This was my least favorite of the storylines, although I don’t quite remember why I didn’t much care for it,” Mullich says. Benny’s storyline focused on redemption and forgiveness, as the character found himself haunted by people he betrayed as he explored a brutal tribal society. “Someone recently reminded me that Benny was the character who was the most altered from the original story, in which he was a homosexual scientist. Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual.”
Sears recalls the gay angle, and says that he remembered it being present in his initial draft, even though Benny mentions having a wife. “I believe he was still gay in our version. Even if you have a wife, that doesn’t mean you’re not. It might have been a dropped thread.”
Ellen“She was tortured. Black women in video games? Someone suffering the psychic fallout of being brutally raped? Again, kind of a groundbreaking character,” Sears says. “I most remember staying up late across several nights and writing the dialogue for the conversation for the confrontation between Ellen and her rapist,” says Mullich. “My infant son was undergoing chemotherapy at that time, and he would have week-long stays in the hospital. I’d stay with him overnight on those occasions, and we’d share the hospital room with another child cancer patient. One time we shared a room with a teenage girl whose chances weren’t good, and she knew it. Once night she woke up terrified and had to speak to a nurse to calm her down. I channeled that memory when trying to imagine the terror Ellen would have gone through in confronting her rapist.”
Gorrister“This was my favorite of the storylines, I loved the artwork – the desert, the iron Zeppelin – and I found the story to be the most metaphorical and dream-like,” says Mullich.
Gorrister’s world was indeed rich with memorable locations, which he navigated while struggling to cope with feelings about his estranged wife.
When asked what he remembers about Gorrister’s storyline, Sears is quick to respond: “Meathooks,” he says, laughing. “I think I’m revealing a little more about how my mind works than I’d intended.” He also remembers an appearance from one of the game’s memorable NPCs, a talking jackal. “I do remember thinking we need a talking head in here, and it ended up being a jackal. I don’t remember if that was Harlan or me.”
Nimdok“What I most remember about Nimdok is waiting for the controversy that never came about his story involving the Holocaust,” Mullich recalls. “He was blessed and cursed with a memorable name, and one of the most diabolical back stories,” Sears adds. “Certainly, if we wanted to do something like that [now] we would spend a lot more time defining the lines we wouldn’t cross, careful presentation of this character, and we certainly couldn’t let people know right away what he was. You’d have to build an affinity for him and then we’d slowly reveal these horrors. At the time, we were still on the frontier. The industry was still small enough where publishers would take crazy chances on stuff and see if it stuck.” Some of those crazy chances include allowing the player to take on the role of a Nazi doctor, performing spinal surgery on a child in a concentration camp, and the Holocaust setting itself.
Go here to watch a complete playthrough of the game.
Look up in the sky! It’s a bird! It’s a plane! No, it’s a superhero game – several of them! Fans of spandex-clad saviors have several titles based on their favorite comic heroes to look out for, regardless if you love DC, Marvel, or want an original take on the popular genre. We’ve gathered the biggest announced superhero titles and arranged them in chronological release order so you'll know when to expect these games to swoop in and (hopefully) rescue you from boredom.
Marvel Cosmic Invasion Release: 2025Developer Tribute Games and publisher Dotemu, the dynamic duo behind Teenage Mutant Ninja Turtles: Shredder's Revenge, are teaming up again for a new old-school beat 'em up in the Marvel universe. Featuring a roster of 15 playable heroes including Spider-Man, Captain America, Nova, Wolverine, Venom, and even Phyla-Vell, up to four players battle the forces of Annihilus using a unique tag-team system. Each player chooses two characters to swap between instantly, allowing players to execute tag team combos to encourage different team-ups. Shredder's Revenge was nostalgia done right, and we're excited to see the same retro brawler magic sprinkled over the Marvel franchise.
Dispatch Release: 2025While not based on an existing license, Dispatch tackles the genre from a unique angle. Instead of controlling a caped crusader, you play a former hero working as a superhero dispatcher charged with reforming a team of ex-villains. This comedic choice-driven workplace management game tasks you to monitor emergencies to strategically deploy the right hero for the job while navigating office relationships with your flawed super-powered co-workers. Boasting a star-studded voice cast, including Breaking Bad’s Aaron Paul in the lead role, Dispatch is the most creative take on superhero games on the horizon.
Marvel 1943: Rise of Hydra Release: 2025The team led by Uncharted's former head scribe Amy Hennig is working on a World War II adventure starring Captain America and Black Panther Azzuri, grandfather of T'Challa. The superheroes will battle Nazis/Hydra alongside the Howling Commandos' Gabriel Jones and Wakandan spy, Nanali. Despite featuring four protagonists, the game will be a linear single-player adventure that offers different viewpoints on the war. We don't know much more than that, but we're excited to learn more, hopefully sooner than later.
Marvel's Wolverine Release: TBANot content with only tackling Spider-Man, Insomniac shocked the gaming world by announcing it’s also making a Wolverine game. We know little about this exciting project outside of a brief cinematic teaser trailer. Insomniac confirmed it will have a mature tone and that it takes place in the same universe as its Spider-Man games. Eagle-eyed fans also found subtle easter eggs in the trailer hinting at the Hulk. Insomniac nailed Spidey, so we're confident Logan will be treated with the same reverence.
Motive Studio's Iron Man Game Release: TBAMotive Studio, the team behind Star Wars: Squadrons and the Dead Space remake, has an untitled Iron Man game in the works. This third-person, single-player action game aims to capture, per Motive, "the complexity, charisma, and creative genius of Tony Stark, enabling players to feel what it's like to truly play as Iron Man." The game's line-up includes executive producer Olivier Proulx, who served as producer on the well-received Marvel's Guardians of the Galaxy. Motive announced the game as being in pre-production, meaning it will likely be a long while before we see any actual footage of it. Iron Man will also be the first game of a longer partnership between EA and Marvel.
Cliffhanger's Black Panther Game Release: TBAEA and the fledging studio Cliffhanger Games are giving Black Panther fans something they've never gotten: a video game dedicated to the king of Wakanda. Described as a story-driven third-person action game, we won't see the fruits of the Cliffhanger's efforts for some time as the project was announced very early in development. But the studio consists of veteran game designers with experience working on titles such as God of War and Middle-earth: Shadow of Mordor, so here's hoping that expertise results in an adventure worthy of the Black Panther mantle.
Marvel's Blade Release: TBAArkane Lyon, the studio behind the Dishonored series and Deathloop, is taking a big swing by tackling its first licensed superhero game. Of all the heroes it could have chosen, we're pleasantly surprised it chose Marvel's resident vampire hunter. In another first for the studio, the game will be a third-person adventure that sees Blade using his, well, blade to cut down hordes of vampires taking over Paris. Tack on the high likelihood of Arkane implementing its signature immersive sim elements, and we can't wait to take a bite out of this one.
Those are the most exciting super hero games on the horizon, but which one are you most excited for?
Reviewed on: PC
Platform: PC
Publisher: Evil Trout
Developer: Robin Ward
Release: January 15, 2025
It’s way past midnight, I’m chugging an ill-advised late-night coffee, and I’m intensely tapping my fingers, pondering what to type into a fake ‘90s-era search engine. I tell myself I’ll call it a night after I find one more lead confirming another relative’s place on their family tree. I would spend many evenings reciting the same lie to myself. The Roottrees Are Dead is an investigative mystery game that captivated, surprised, stumped, and, occasionally, infuriated me. It also became my first obsession of 2025.
Set in 1998, the president of a successful candy and fashion empire, his wife, and his three celebrity teenage daughters tragically perish in a plane crash. These are the Roottrees, and they hail from a generationally wealthy family whose corporate empire dates back to the late 19th century. You control an investigator hired by a mysterious client to uncover every blood relative of the Roottrees to piece together their family tree for an unknown purpose. The premise immediately hooked me, and the ensuing mystery rewarded my curiosity.
The internet is your primary tool to fill an expansive family tree with a relative’s birth name, photo, and occupation. Similar to games like Her Story, punching search terms into an internet search engine, a library database, or various magazine/newspaper archives unearths evidence such as diaries, photographs, and even music tracks, which yields new clues to search. It’s an engrossing exercise, not only because I feel like a real sleuth trying to expose the truth, but because the information revealed along the way is fascinating. The Roottree family is an eclectic mess of a clan whose relationships are mired in infidelities, betrayals, and other controversies. As much as I wanted to learn the truth about their heritage, I had as much fun learning about each family member as a personality, whether they’re an old Hollywood starlet or a spirited televangelist.
The game throws plenty of fun curveballs acting as small puzzles in themselves, such as finding the true first name of someone largely known by a nickname, discovering the identities of older relatives with minimal online footprints, or learning the maiden name of a woman who’s endured multiple divorces. Occupations can be similarly obscured since you need a Roottree’s most recent job. Finding answers is a tricky but rewarding exercise of uncovering obscure online resources and using context clues to deduce major discoveries. The writing shines here, as solutions are cleverly hidden in plain sight, and seemingly unrelated materials or people can fit together like perfect puzzle pieces. Even when I failed to make a connection, learning the answer never made me feel disgruntled because it was too opaque; the truth was always right in front of me. I just failed to look at things a certain way.
Doing enough thoughtful digging can excavate an exact answer outright; however, you often have just enough information to approach the finish line and must connect the dots to take an educated leap of faith. It never feels like I’m blindly guessing when I do this, as I usually have plenty of ammunition to back up my suspicions. That the game requires you to fill a batch of identities at a time before it “locks” them – confirming the correct entries and thus eliminating them from the pool – means I need to be pretty confident about my theories, further encouraging thorough investigation.
Initially mundane or irrelevant evidence may become a goldmine of vital clues when reexamined with fresh perspectives. Every breakthrough continually feels like a triumph in that sense, and I love how the game regularly makes old evidence feel exciting again. With so much information to juggle, the in-game notepad is an invaluable tool. It allows players to jot down clues, copy and paste entire text passages from articles, create link shortcuts to previous search results for easy access, and other quality-of-life features. And when you think you have all the answers, the game changes the question with an even tougher second campaign that builds upon your initial investigation and is a great final exam of your newly developed deductive skills.
Getting stuck is inevitable, but the large family tree makes it easy to pause work on one challenging thread to tackle several others (provided you can keep your information straight, but that’s on you). I also appreciate how the game encourages players to keep looking while preventing them from going down the wrong trains of thought for long. Each piece of evidence is accompanied by a number denoting the amount of relevant clues it contains, and this number fluctuates based on your discoveries. This keeps me from needlessly analyzing materials I’ve siphoned all usefulness from while keeping me encouraged when I hit a wall. I may not know what a World War 2 diary I’ve reviewed countless times has left to offer, but seeing it has one clue remaining ensures there’s still meat left on that bone. And if you’re truly stumped, a well-implemented hint system gradually nudges you in the right direction without giving too much away immediately.
Additionally, many irrelevant search results flat-out tell players the information isn’t helpful and to move on, sometimes in humorous ways. The Roottrees Are Dead has plenty of false dead ends, but the real ones are clearly communicated. Still, going down unrelated rabbit holes can lead to funny, sometimes fourth-wall-breaking search results. I won’t spoil them, but I always searched terms I knew had no connection to the case just to see how the game would respond.
The best thing a puzzle game can do is make you feel smart; The Roottrees Are Dead made me feel like the second coming of Sherlock Holmes. Its exceptional mystery is bolstered by stimulating puzzle-solving, a satisfying ending, and a cozy nostalgia that makes it weirdly relaxing to mull over a cup of coffee. Don’t let this quirky search for answers pass you by.
Score: 9.25MindsEye, the Grand Theft Auto-esque story-driven action game led by former Rockstar Games producer Leslie Benzies, is arriving on June 10. Developed by Build A Rocket Boy Games, a new story trailer shows off the game’s setting, Redrock City, and provides a glimpse into the story and antagonists.
Redrock City, a fictional desert metropolis ruled by AI, consumer-grade robots, and other cutting-edge technology, is the stage for protagonist Jacob Diaz. He’s a former soldier carrying the MindsEye, a neural implant plaguing him with mysterious memories from a life-changing mission. His fight to find the truth pits him against both the government and Big Tech, namely Redrock mayor Shiva Vega, who may be a little too eager to establish complete control in her city, and Marco Silva, an eccentric tech CEO with big plans for altering the course of human evolution. Check out the trailer below.
MindsEye first became known as part of Everywhere, Build A Rocket Boy’s yet-to-be-released game-making platform first announced in 2022. Last October, the studio announced a publishing partnership with IOI Partners, the publishing arm of Hitman developer IO Interactive, for MindsEye. The title was formally revealed during the PlayStation State of Play in February.
Build A Rocket Boy tells Eurogamer that while MindsEye can be accessed through Everywhere, it will be available as a standalone title. You can purchase it on PlayStation 5, Xbox Series X/S, and PC for $59.99.
PlayStation Plus Essentials subscribers can look forward to a fresh batch of "free" games hitting the service next month. Coincentedally, all three titles are based on popular TV/film franchises
Subscribers can add RoboCop: Rogue City, The Texas Chainsaw Massacre, and Digimon Story: Cyber Sleuth – Hacker’s Memory to their libraries beginning April 1. These titles will remain available until May 5.
RoboCop: Rogue City is a first-person shooter telling an original story between the events of RoboCop 2 and RoboCop 3. The Texas Chainsaw Massacre is an asymmetrical horror game that pits a team of survivors against a player-controlled Leatherface. Meanwhile, Hacker’s Memory is a follow-up to Digimon Story: Cyber Sleuth. This turn-based RPG stars a Digimon Tamer looking to clear his name for a crime he didn’t commit.
As a reminder, this is the last week to add the current Essentials offerings to your libraries if you haven’t already. Dragon Age: The Veilguard, Sonic Colors: Ultimate, and TMNT: The Cowabunga Collection remain available until March 31.
Nintendo shared potentially its final Switch Nintendo Direct today ahead of its previously announced Switch 2 Direct happening on April 2. Expectedly, the Direct featured a number of release dates for new Switch games, but it also showcased new Metroid Prime 4: Beyond gameplay and revealed new Rhythm Heaven and Tomodachi Life games.
You can find a round up of all the news below.
Dragon Quest I & II HD-2D Remake is coming to Switch in 2025.
No Sleep for Kaname Date - From AI: The Somnium Files, a follow-up to the 2019 game, is releasing July 25.
Raidou Remastered: The Mystery of the Soulless Army, a remaster of the 2006 PlayStation 2 game, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army, is coming to Switch on June 19, 2025.
Shadow Labyrinth, based on the shockingly violent Pac-Man-inspired animated short from Amazon’s Secret Level show arrives on Switch on July 18, 2025.
Patapon 1 + 2 Replay, a collection of the first two Patapon games, originally released for Sony’s PSP handheld, is arriving July 11, 2025.
Story of Seasons: Grand Bazaar, a remake of the 2010 DS game (2008 in Japan) is arriving August 27 on Switch.
Metroid Prime 4: Beyond still does not have a release date outside of 2025, but we did learn more about its mechanics and see new gameplay. You can read more here.
Disney Villains Cursed Cafe, a game about running a cafe with cameos from various Disney bad guys, is available today on Switch.
Witchbrook, the long-in-development game about attending a school for witches with friends, is coming holiday 2025 to Switch. You can learn more here.
The Eternal Life of Goldman is a hand-drawn platformer that appears to be inspired by the classic DuckTales NES game. It is launching this holiday.
Gradius Origins arrives August 7 and will feature Gradius, Salamander, Life Force, Gradius II, Gradius III, and Salamander 2. Some of the games will include multiple versions from different regions and launch years. A brand new game will also be included: Salamander III. The game is coming to Switch on August 7.
Rift of the Necrodancer, the well-regarded rhythm game already available for other platforms, is coming to Switch today and will include DLC from Celeste. Future DLC is also promised.
Tamagotchi Plaza, a new game in the franchise about managing a collection of shops with cute mascot characters, arrives on Switch on June 27.
Nintendo shared a lot of Pokémon Legends Z-A details and gameplay. It is still arriving in late 2025. You can read more here.
A new Rhythm Heaven game is coming in the form of Rhythm Heaven Groove. It is coming to Switch in 2026, which is surprising considering the Switch 2 is right around the corner.
Nintendo introduced its new Virtual Card System, which makes it easier for players to play and loan digital games across multiple Switch and Switch 2 consoles. You can read more here.
Near the end of the showcase, Nintendo shared a number of rapid-fire details:
Saga Frontier 2 Remastered, an updated re-release of the classic 2000 PlayStation RPG is available Today.
The classic puzzle mobile games Monument Valley I and II are coming to Switch on April 15. The recently released Monument Valley 3 will arrive on Switch Summer 2025.
Everybody’s Golf Hot Shots is coming to Switch later this year.
Marvel Cosmic Invasion is a flashy, pixelated beat ‘em up inspired by classic arcade games coming holiday of 2025.
Tomodachi Life: Living the Dream, the sequel to the bizarre 3DS game that lets you have strange adventures with Mii characters, is coming in 2026. Like Rhythm Heaven, it’s an odd release window, considering the Switch 2 will have been released by then. You can learn more here.
Finally, Nintendo closed out the show with the reveal of the Nintendo Today app, which will deliver general news and news about the Switch 2 in the coming weeks, and potentially years. You can learn more here.
Since its announcement in 2017, we have been patiently waiting for Witchbrook, the next game from Chucklefish. You might recognize them as the developers known for Starbound and Wargroove, but they also published big indie hits like Stardew Valley, giving us plenty of reasons to be excited. Luckily, the latest Nintendo Direct not only gave us a fresh look at the magically collegiate adventure but also gave us a launch window: holiday 2025.
Witchbrook is a cozy life-sim where players embody a student at the titular magical college. As you take classes and learn spells, you'll be able to bring them into other areas of life, like selling magical decorations at a stand in the town square. Players can also explore the town of Mossport to get jobs, make money, and meet up with their friends. It's all showcased through a cute, isometric, pixelated art style.
The trailer featured cozy mechanics galore. In addition to the aforementioned shop mechanic, you can use a telescope to read the stars, deliver mail to townsfolk, and rearrange your living quarters by using levitation spells to move furniture. The game also supports up to 4-player online co-op, which the new video showcases through footage of four people flying across the town on their brooms. At a different point, we see someone also driving a moped, which seems objectively inferior to a flying broom, but I'll leave the magic to the students of Witchbrook.
A moped? Really?While the trailer was specifically for the Switch version, the game is also headed to Xbox and PC. You can take classes, learn spells, and socialize with your fellow students on the platform of your choice when Witchbrook launches this holiday season.
After the Pokémon Presents earlier this year, we got our first real look at Pokémon Legends Z-A, including gameplay, new characters, and the game's selection of starters. Today's Nintendo Direct gave us just a bit more information, specifically explaining what the deal was with the mysterious teaser at the end of the previous trailers.
Pokémon Legends Z-A is the second of a new style of mainline Pokémon games, with a free third-person camera, an open world, and revamped combat. While Legends Arceus took place in an ancient Sinnoh region, Legends Z-A is a return to the Kalos region from Pokémon X&Y, allowing players to see what happened after that game's campaign. Given that those titles are the only mainline Pokémon games without sequels or DLC, it's been a highly anticipated return.
The game takes place entirely within Lumiose City, a huge Paris-like metropolis with multiple districts. Wild Pokémon will now appear in Wild Zones, closed-off areas within the city where the creatures are able to live peaceful lives undisturbed. While this feature appeared in the Pokémon Presents trailer, we only saw what the areas were like during the day. Today's Nintendo Direct revealed they're a bit different once the sun goes down.
At night, Battle Zones appear. While Wild Zones have an inviting green entrance, the Battle Zones are an aggressive red-orange and are full of trainers looking for challengers. Collectively, these encounters are known as the Z-A Royale, a competition where a trainer makes their way from Rank Z to Rank A. Rules here are similar to other games – eye contact with a trainer forces you into a battle – but the new action-based battle system allows for alternate approaches too, like the ability to ambush a trainer with an attack before they see you.
Reach Rank A, and you'll "have a wish granted," though it's not entirely clear who grants the wish and how far their powers go. Examples in the trailer include a taxi driver hoping to abolish all public transit except taxis and a woman hoping the city will host a marathon, so don't go into it expecting to solve world hunger or anything.
The inclusion of Battle Zones raises many questions. When you lose, do you drop ranks? How often can we battle in the daylight, outside of Battle Zones? Who's hosting the Z-A Royale to begin with? We'll have answers once Pokémon Legends Z-A drops on Switch in late 2025.
Nintendo released Tomodachi Life in 2013 for 3DS – a quirky and, frankly, bizarre virtual social sim that gained a cult following in the years since. Cries of “bring back Tomodachi Life” have been answered with the reveal of Living The Dream, a new installment coming next year.
Like the first game, Living the Dream lets players create Mii characters and watch them live their lives, only this time the game takes place on a tropical island. The game’s charm once again comes from the strange interactions that can unfold between your Mii and those of your friends. From furiously lobbing random objects at each other to even invading each other's dreams in funny/terrifying ways (like becoming a giant), the series' trademark wackiness (including its text-to-speech style voiceovers) seems preserved and dialed up a few degrees.
Tomodachi Life: Living the Dream launches on Switch in 2026. You can check out our review of Tomodachi Life here.
Metroid Prime 4: Beyond made its presence known during today’s Nintendo Direct with its first gameplay demonstration. Today’s trailer reveals a new world Samus unexpectedly finds herself in, the first extended look at combat, and a brand-new suite of powers.
The trailer unfolded on planet Viewros, a planet of lush jungles including a colossal tree at its center, not unlike Pandora from the Avatar films. To learn more about her surroundings, we see Samus use her trusty scanner to glean information on fauna and flora, some of which, believe it or not, are hostile.
The first-person gunplay looks familiar but polished like never before. In addition to blasting new alien threats and killer plants with her cannon, Beyond sees Samus become augmented by an ancient force granting her new Psychic powers.
These powers grant her telekinetic-like abilities, allowing her to manipulate mechanisms with her mind. We see her turning what looks to be a giant clock hand by simply waving her hand, for example. In combat, Samus can now psychically guide her arm cannon’s projectiles to her targets, essentially turning them into homing blasts.
The trailer concludes with a tantalizing tease of a new red and black suit for Samus, but we’ll have to wait and see what abilities accompany her new armor. Unfortunately, Nintendo didn’t reveal a release date, but Metroid Prime 4: Beyond is slated to launch for Switch later this year.
Monster Hunter Wilds is great, but fans of the series know that the games are about much more than their initial releases. Yesterday's Monster Hunter Wilds Showcase proved exactly that, giving us a clear look at the first major update while planting seeds for future events.
The update in question, known as Title Update 1, will be free to download on Friday, April 4, and brings a variety of new content to the game. For starters, it ushers the return of Mizutsune, a Leviathan with bubble-based abilities that last appeared in Monster Hunter Rise. After players reach HR 21, they'll be able to unlock the new monster with a quest from Kanya in the Scarlet Forest. After reaching HR 50, Hunters playing Title Update 1 will also be able to encounter Arch Tempered Rey Dau and Zoh Shia, which can provide new armor sets to be crafted and equipped.
A trio of new quest types is also coming to Wilds. Arena, Challenge, and Free Challenge quests each task the player with defeating certain monsters within a time limit. While Arena and Challenge quests limit your gear and cap your party at two players, Free Challenge quests are open to a full party using whatever armor and weapons they like. Perform well enough, and you'll end up on the Expedition Record Board, which awards high-scoring hunters with unique weapon charms.
A new gathering point called the Grand Hub also comes with Title Update 1, adding a large common area (like those found in many prior games in the series) where players can gather, play minigames, and prepare for hunts. You can share one of the series' notoriously mouthwatering meals with your party, catch fish, or go bowling with large explosive barrels. The Grand Hub will also host the Festival of Accord: Blossomdance from April 23 to May 7, adding unique meals, limited-time equipment, cosmetics, and more. It will be the first of many seasonal festivals.
Additionally, April 4 is the day Cosmetic DLC Pack 1 will be available for download, adding new gestures, cosmetic armor, and character customization options. It's included in the Cosmetic DLC Pass but can also be purchased separately. The store will also get new paid cosmetics not included in the DLC pass. Additionally, free cosmetics will be added for all players, like a new outfit for Alma and a set of classic gestures.
Title Update 1 comes to Monster Hunter Wilds on April 4. Capcom also hinted that the game would receive another update in late May, and a full title update later this summer. For more Monster Hunter Wilds, you can check out our review, where we said, "Once you get your bearings, Monster Hunter Wilds is a delight, bringing Monster Hunter World's carefully crafted gameplay loop to the next level."
The sophomore season of HBO's The Last of Us premieres on April 13th, which is just a few weeks away! Ahead of the season's premiere, I spoke to Naughty Dog studio head and series co-creator and writer Neil Druckmann for roughly 30 minutes in a new exclusive interview for Game Informer. We discussed the challenges of adapting video games for TV, Druckmann's thoughts on directing episodes, the real-world parallels of the game and show, the infamous leaks surrounding The Last of Us Part II back in 2020, and so much more. Below is a transcription of the interview, edited for length and clarity. Some text has been blacked out due to potential spoilers (but you can click the text to see what it says).
Left to right: Joel actor Pedro Pascal, showrunner Craig Mazin, and DruckmannGame Informer's Wesley LeBlanc: What was the hardest part about going from The Last of Us Part 1 to The Last of Us Part 2 video games? And to follow that, can you tell me about the contrast going from HBO's The Last of Us Season 1 to Season 2?
Naughty Dog studio head and co-creator of HBO's The Last of Us Neil Druckmann: When we made Part 1 [the game], it was purposefully designed because part of it was that I wasn't sure they would ever let me direct a game again. But I wanted to do something that was complete, had a beginning, middle, and end, and if I never got to do it again, then the story could stand on its own. And then to justify a sequel, it was trying to find a concept that could continue the themes of the first game and continue the journey with those characters, but make it a story that could stand on its own and also, with the two together, enrich each other. And again, kind of a similar thing [with Part 2 the game], not sure we could ever do it again, make sure it has a definitive ending, but in a lot of ways, mirrors a lot of the stuff that happens in the first game.
Getting into the second season was a very similar process. Obviously, it's a little bit different because even when we were making the first season, we were planting seeds for the future because we already had the second game under our belt, so we knew where major events and plot points were heading. Even while working on Season 1, we were discussing where the future of the show would go, and when we finally got greenlit for Season 2, we really laid out the rest of the story and how it would flow going from Season 1 to Season 2. It's the same thing – you want to enrich what happened in Season 1 but expand upon it and show how much further the story goes.
You mentioned you were not sure what was going to happen after the first game so you gave it your all. You're already getting multiple seasons for Part 2. Is it freeing knowing you don't have to put it all into Season 2 because you can maneuver in and out how you want?
Druckmann: Absolutely. We really get to take our time. We get to go on certain detours. We get to expand certain backstories and get to know certain characters. So, like the stuff we did in Season 1, but I feel like even more so we get to do it now because HBO has been – it's kind of like PlayStation in that way where they really trust us to make these high-level creative calls. The reason, for example, we have seven episodes is not because anybody told us "Do seven" or do any particular number. It was that we looked at the entire story that was left in front of us that we wanted to tell and that seventh episode is going to be the breaking point for this story, and then we pick it up in the following season from that point.
You shot an episode for Season 2. Going from Season 1 where you directed your first episode of television ever, what was the biggest lesson learned that you took into this Season 2 episode?
Druckmann: A big part of it with the first season is just that I was very nervous about how different it would be from everything that I know. Because of that, I think I was a bit more nervous, a bit more on edge that I get it right; I didn't want to be the weak link while everyone's bringing their top talent to this show. Having that be as successful as it was, and learning a lot of the differences between a game and a TV show from different people I've worked with, now certain people I've worked with a second time – for example, Ksenia Sereda who was my [Director of Photography] in Season 1, she's my DP in this episode as well, so we already have a shorthand from working together. This time it was a lot more comfortable, just hitting the ground running and really working with great shots, great performances, and I think we got something really special with this episode.
Naughty Dog studio head and co-creator of HBO's The Last of Us Neil DruckmannBased on what you've talked about when it comes to directing your episode for Season 1, does directing TV now still feel different from games? Because I know in modern game direction, you're directing on a motion capture set as if it's an episode.
Druckmann: The biggest difference is the order of operations. When we're doing performance capture for a game, we will run the scene from beginning to end, unless there's a certain reason to break it up because of maybe a limitation of space or something. And then once we have the performance, we're done. Then we figure out where's the wide shot, where's the close-up, we can change their costume, we can change the weather, we can change the location; you can even take a character's performance and lay it on another character. You have a lot of freedom after the fact. Here, you don’t have that freedom; what you get is pretty much what you're going to see, with some exceptions for VFX. So there's a lot more planning beforehand of things like "What are your shots going to be?" And then the way you capture it is [...] usually the way it works, you start with a master, you start with a wide shot, and then you start working your way in, focusing on one character and turning around, moving all the lights, focusing on another character, so you have to have a lot more precision and planning for live action because you're not going to get to tweak it much after the fact, again with some exceptions for VFX.
I'd say that's the biggest difference but as far as planning with storyboards – that's the same – working with actors – that's the same – giving an art direction – that's largely the same. The biggest difference being [that] instead of flying around with a controller to move the camera around and giving the team notes, now it's I'm walking around on my feet with the team behind me and talking about how we're going to adjust the set or adjust props, but it's all the same conversations. Art is art so there's actually a ton of overlap. And even soft skills as far as how you collaborate with a big team. How do you put trust in them? How do you spin multiple plates? These are all skills that are very similar in triple-A game development. And then in some ways, triple-A game development can be more complicated than this.
Season 1 stuck closely to Part 1 from a story standpoint, but you added additional flavor and context to the world. Is that the same vision going into adapting Part 2 or do you feel like you have more freedom to change things or add even more context because of the time gap?
Druckmann: The freedom was always there, even for Season 1. Obviously, this is a different medium. In a game, so much is about, "What are the actions that I'm doing?", and it's usually more action-oriented. But one of the things I love that HBO told us very early on is that, "Only have as much action, only have as much violence as you need for the story and no more." There wasn't a push to make it more action-oriented. It was about focusing on the characters, the relationships, the drama. And then we would ask ourselves, "Okay, where can we tell the story differently that's more suited for this medium than in a game?" And the biggest example we can probably point to is the Bill and Frank episode. In the game, it's very action-oriented and you get to know this character through an action sequence. Here, because we could actually even leave our main characters for a week, we could flesh out these characters and progress the story thematically, not necessarily through a plot point, to show what Joel and Ellie are going through.
That approach felt really successful to us and the processes might be very different but the results are going to be the same. So let's look at the game, look at it at a high level. What are its themes? What are we trying to say for these characters? What are the essentials for the things we want to hang on to because they already work? What things do not quite work because [...] certain sequences work better for the game versus TV or vice versa? Putting characters in different scenarios than what we've seen in the game [...] allows us to flesh out these characters even further and then we get to know them in a different way, sometimes more than what you see in the game.
People who are fans of the game and watch the show – this will give them greater knowledge of these characters if they go back and play the game and it should enrich that experience and vice versa. There are things the show will show that the game doesn't and things the game will show you that the show doesn't.
Kaitlyn Dever as Abby in HBO's The Last of Us Season 2What was the process like for finding the show's Abby? And in that same line of thinking, what kind of prep goes into that because it's a heated character – Laura Bailey went through some not-great things in 2020 as a result – how do you prepare someone like Kaitlyn Dever coming into this role, possibly unaware of what happened because of that character?
Druckmann: I've known Kaitlyn now for several years. There was a period where we were making a Last of Us film and she was actually our top candidate for Ellie, for that film version. She was part of the table read and ever since then, I've been in touch with her. She was part of Uncharted 4: A Thief's End where she played Cassie Drake. So when we were thinking about Abby and who we could approach, our methodology, which is what we applied for Season 1, is we prioritize performance – a talented actor over anything else, meaning how they look, how they sound, that performance is more important to us; someone that can capture the spirit of the character through their performance. Immediately, both [HBO's The Last of Us showrunner and co-creator Craig Mazin] and I thought of Kaitlyn. Let's meet with her, talk with her about this character, and see how she feels about it. She's a fan of the games, and yeah, we openly talked about what this character means, possible fan reactions to this character, what happened, but I think like us, Kaitlyn was excited about the prospect. Abby's a really juicy character, if you're familiar with the game, you know there's a lot this character goes through. They are pivotal for where the story goes.
From the outside looking in, it seems Bella and Kaitlyn are really similar in stature and build. In the game, a big strength of Abby is her foreboding nature compared to Ellie. How are you injecting that into this live-action adaptation? Is it a personality thing instead of physicality? How do you make them equal in this adaptation?
Druckmann: It's not about making them equals, it's about making them unique. So much about what I find to be fun in storytelling is, "How do you approach conflict or what the story is about through the lens of different characters?" How do they view the world through experiences that they've had? What is her perspective to this narrative, to Joel, to what happened with the Fireflies – all of that. That's all more important to us than the physicality of the character. The physicality of the character is more important in the game because of how many things you confront in the physical that again, in the show, we don't have to have the same amount. If we had the same amount, it'd make for a pretty boring show. Therefore, as you finally watch the season, you'll see that [physicality] is less important than how they deal with these scenarios, and find it isn't quite identical to what it was in the game.
Kaitlyn Dever as Abby in HBO's The Last of Us Season 2One of the bigger changes with Season 1 compared to the game was the spores, or lack thereof, and the Cordyceps network. How do you approach that with the infected in Season 2? There are Shamblers [in-game] that throw spore bombs but that's not going to matter in a world where spores aren't happening, right?
Druckmann: To make a slight adjustment in the game, spores didn't happen. So going forward, there's a lot of unknowns. [Stalkers, for example – Ellie might run into] a type of Stalker that behaves differently from anything we've seen so far and there's a certain intelligence in this one that creates a different kind of challenge for her, and that puts her in quite a bit of threat.
Is there a challenge in writing around an enemy like the Stalker? Because in the game, you can take a couple of hits and try to run away, but when we're watching it on TV, it's clear if a Stalker gets you, that's probably it. You're not really meant to survive an Infected attack. There's no crutch to heal up like you would in a game.
Druckmann: I think one of the challenges is to make the action believable, to make the Infected believable. It's all based on real science and then to not repeat ourselves because once you have a certain threat and the character survives it and then they see the same threat, as a viewer, you're going, "Well I’ve already seen how they survive this so how would this be any different," so it's about, "How do we up the ante without jumping the shark?" How do we up the ante and put them in new creative challenges to try and reach their goal without repeating ourselves?
What's the approach to religion in Season 2? It plays an important role, both for the characters and the wider conflict happening around Ellie and Abby's journey throughout Seattle. Do you have to change that when you're bringing it to a more general audience where religion is a hotter topic in the States, for example? Or is it about staying true to the original story?
Druckmann: No, it's about staying true to the story and religion is such a big part when you're dealing with the post-apocalypse or any kind of cataclysmic event; people turn to different things to try and deal with that. The Seraphites are a part of the story, though we're not revealing to what degree, but yes, that's a big aspect of the story.
There are a lot of memorable locations in Part 1 but they are quick checkpoints you stop at before moving on to the next. Part 2 takes place largely in Seattle, and I feel like Seattle is a character in this story. How do you go about injecting that character into this adaptation in a city that's not Seattle? [Editor's note: Season 2 was shot in places like Vancouver, Canada, despite locations in Seattle playing a pivotal role in the story]
Druckmann: Great question, and you're right: when making the game, we did view Seattle as a character, and some of its locations are very iconic and it was important for us to capture those places when we adapted this story, at least some of them. Two things that work in our favor: 1. Vancouver doubles for Seattle pretty well and 2. We have such an incredible art team that has been able to create the most incredible sets I've ever walked onto. Season 1 was really impressive. This season blows it out of the water. I'm always in awe of the most elaborate sets and how months of work goes into it and it's for such a short scene, you walk through it, and it's gone. That's part of the privilege of getting to make a show under the umbrella of HBO and the support we have from PlayStation Productions, as well. We just have many, many resources and very talented people to bring these locations to life.
Left to right: Danny Ramirez, Tati Gabrielle, Ariela Barer, Kaitlyn Dever, and Spencer LordPart 2 is a heavy game, even compared to Part 1, which is a heavy game in its own way. Part 1 is about love and Part 2 is about hate. We're going to see Joel die. There are faction wars. People draw parallels to stuff happening in real life, whether that's the war in Ukraine, the war in Palestine. There's Lev’s trans story, which doesn't seem to be happening this season. There's a lot of pain points in the journey of Part 2 that are reflected in real life. How do you go about putting that on screen? Is there a worry that's too much in a world that already has a lot of this terrible s*** happening?
Druckmann: I'll answer this in a roundabout way: Many years ago, I was at PSX [PlayStation Experience]. While hanging off to the side doing this interview, I saw this fan waiting in the wings waiting to talk to me. He came over and said, "Listen, man, there's a period where I broke my hip, I went through a divorce, I was super depressed, I got suicidal, and your game helped me out of it." And I was like, "This depressing-a** game helped you out of it?" He said, "Yeah, there's just something about these characters going through hardship that was really helping me with real-world stuff." So I think some of my favorite stories have always reflected the reality that I live in. And this is no different. I tend to not worry too much about fear of an audience's reaction to something we're doing because it might be controversial, and more prioritizing, "Is this what the story needs? If this is what the story needs, then we gotta put it in the story and honor it for the weight that it has. If it doesn’t need it, then we should exorcize it from the story and not focus on it because we don't want anything gratuitous for the sake of shock value," and that's been our approach for both the game and this season.
A lot of Part 2 has this weight because it's my hands on the controller doing it. In this adaptation, we're just watching it. How do you go about making sure that weight and heaviness are in scenes even though I'm not playing it? Does that change the approach to how a scene plays out?
Druckmann: It absolutely changes the approach because you're right in that the immersion of the game, you can create a certain tension, a certain level of being in it. If we were trying to replicate that for the TV show, we would fail. So then you say, "Okay, so what are the strengths of the TV show? What are the things we could do?" And obviously, we can jump around with camera angles in a way we can't in the game to create certain tension and feelings, but we could also unplug from the protagonist. In the game, we were very hardcore about whatever protagonist you're playing, that’s the perspective from the beginning and nothing else. Here, we can jump from Joel and Ellie, we can jump to a totally different character and see their perspective. And sometimes, that's a side character that you barely got to see in the game and now we get to spend a lot of time with them and get to know them because it's going to add something to the main relationships of where we're going in the story, so it's really leaning into the strengths of a TV versus a game.
Going from Season 1 to Season 2, what is the biggest step up, other than the actual scale of the story?
Druckmann: It's very similar. There's a comfort that Pedro and Bella have with the characters and I think it's allowed them to dive deeper, and I believe their performances are even richer this time around based on everything they've built. And we get to spend more time with these characters quite a bit and see how they've evolved and changed and the conflict they have. It's seeing a new cast of characters, and seeing the ripple effects from the first season and the effect it has not just on the Jackson community but even beyond that. Earlier you said something that I've said in the past but it's more marketing speak: Game 1 is about love and Game 2 is about hate. That's just a simplified thing. They're really both about love and they're just different facets of it. The first season, the first game, is about the unconditional love a parent feels for their child. And this season, the second game, starts getting into what happens when someone hurts someone you love? How far are you willing to go to bring the person responsible to justice? And what will that do to you in the process? It's about exploring those themes that feel very relevant to the world we live in; it feels like a sort of cathartic experience both for ourselves, but I believe for our audiences.
Do you have to have a more cautious hand when crafting a story that stretches into our real world? For example, my wife played Part 2 for the first time with the remaster and it's a lot easier because she knows it's a game, it looks like a game, she's actually playing it. But when you get to an adaptation, we're going to see real people's heads bashed in, people dying in various ways…
Druckmann: There's a little bit. Look, the game is very realistic but it's not real life. And for some of the gameplay, we have to make certain concessions with the number of people you engage with or the number of infected you engage with, it’s less realistic than what a person could deal with. But we're prioritizing immersion over reality. But with the show, it's kind of taken the opposite approach which is we really want this to feel authentic and real, and because of that, with the violence, if we were to do too much of it, it would be very off-putting because it's so real. So that's where we really have to strike the balance of, "What is the kind of violence that we need to tell this story and no more?" And we have to really focus on that. Every time we have an action sequence, it can't just be for the action. It has to advance a relationship. It has to advance the story in a meaningful way. That's the challenge Craig and I always give ourselves when we have an action sequence. We say, "How do we make this action sequence character-driven and make those characters feel as real and believable as possible?"
Bella Ramsey as Ellie in HBO's The Last of Us Season 2Joel's death at the hands of Abby leaked right before the game's launch, and it led to this unfair perception of Abby. I'm curious if that worry or that concern going into the adaptation is there because the internet is going to internet so people who have not played the game very well might be spoiled the same way people in 2020 were. Is there a concern or four years later, is that not something on your mind anymore?
Druckmann: I used to be really concerned with leaks, but I've just experienced so many of them that I stopped caring. I used to be more concerned with fan reaction and I experienced the worst of it when we had the leaks and COVID hit with the second game, and I stopped caring. I've always operated under that, "I’m not going to be worried about what the fan reaction is going to be. I don't have any control over that so I'm not going to be worried about it." What I do have control over is the crafting of the thing that's in front of me and leading a team to do that. So I want to make sure that we make something we're extremely proud of, that we're very thoughtful in making. And then we put it out into the world and the reaction is not up to us. That's up to our fans and how they react.
One of my favorite parts of Season 1 is the context it provided to the pandemic outside of the U.S. since the games are very U.S.-centric. I’m curious if that's something we can expect more of in Season 2 or if there are other ways you're providing context to this pandemic outside of Ellie and Abby's journey.
Druckmann: I can't say too much about that but again, just like with the first season, we're looking for ways to expand beyond the world and the story we told in the games.
I feel like I already know the answer because you do kill off a beloved character in Part 2 – it's the crux of the game.
Druckmann: [Editor's note: Druckmann interjects here] By the way, you're assuming the same thing happens in the show.
I am assuming and I don’t know [laughs].
Druckmann: I'm not confirming or denying anything.
Yes, that's fair, but when you're adapting something, is it different killing off characters or hurting beloved ones than in a game?
Druckmann: The short answer is no. As a writer, you have to love all of your characters. Heroes, villains, all of your characters. I actually try not to put that judgment on them and say, "This character is good, this character is bad." I think of them as flawed human beings who have wants and needs and obstacles in their way. And sometimes, their wants and needs put them in conflict with each other. But, you can't love them so much that they have plot armor. You have to love them enough to respect that whatever fate is in store for them to tell the best story you can, that's what in store for them and you have to lean into that.
Young Manzino as Jesse in HBO's The Last of Us Season 2Music played a big role in Season 1, even more than it did in the first game, but music has a very forward role in Part 2 and I’m curious about your approach to adapting that beyond the actual composition of the score.
Druckmann: I kind of look at it like action sequences in that we don't want to just make music videos within our show or our game. Whenever there's a character playing a guitar or singing a song or there's a song that we're playing, what does it say about our world? What is it saying about our themes? If I do see a character playing or singing, how is it advancing our relationship? It can't just be a cool song. I'll go to the game: When you see Ellie play "Take On Me" to Dina, it's advancing their relationship. You're seeing this connection in these two characters. It's not just for the sake of having a cool 80s song. And that's our approach here. Music is a very big part of it whether it's the score from our composers – obviously, [game and show composer Gustavo Santaolalla] is the connecting link between our two games – but also you know, any licensed music we have is there for a reason.
In adapting the game for Season 2, do you feel it has a vision separate or unique from the game? Or is it following in line with what we've already experienced?
Druckmann: I worry that would give away too much but I would say broadly, there's a lot of overlap and that we're speaking to similar themes, but some of the ways that we're approaching it are quite different from what we did in the game. And again, we have the luxury of being able to stand back and look at the two games and how they're connected, and that's why even while making Season 1, we planted certain seeds that get paid off in this season and potentially future seasons.
How do you decide where to make certain changes? Part 2 was reviewed really well. Players loved it. It's a story you wrote. It's your baby, but now you have the opportunity to make changes. How do you decide where to make changes?
Druckmann: As the person that has already worked on this story with [The Last of Us Part II writer Halley Gross] and is intimately familiar with it, I have certain biases coming into it so I try to just have an open mind when I get into conversation with myself, Halley, and Craig. How do we break this season? And those conversations started on Season 1, and they're continuing on this season. First, I want to see what [Craig's] reaction is to the material. What does he think we should keep? Where does he see some potentially problematic areas? Often, 90% of the time we’re in agreement, and then we just start brainstorming. Wouldn't it be cool if we went on this little detour? And then we explore that idea and if we feel like it really enriches the story, we commit to it. If it doesn't really help, we might say, "That’s a cool idea but let's shelve it for now." And we just go beat by beat and march through the story.
For this season, we went even past where the season will end so we know, "Okay, if we're lucky enough to get to do another season, there are seeds being planted even now that will get paid off in a future season," just like the stuff we did in Season 1. So it's a very thoughtful meticulous long process that we go through. And often, we'll go through the whole season and then go back to the beginning and run through the season again and then go back to the beginning and you keep refining and refining ideas and oftentimes, you'll find the structure just falls into place right in front of you. Sometimes, that's the hardest work: figuring out what those beats are going to be. And then we go off and start writing scripts, but even while writing scripts, you're finding new details. You might write a script for episode 5 and get some ideas for back in episode 2. For the most part with some exceptions where we had to go in and fill in some stuff, we had all the scripts in the can by the time we started to shoot.
Any final thoughts?
Druckmann: You asked me if I'm kinda nervous or scared of the reaction. I'm actually really curious. When we're making it, we're just so focused on making it that I try not to think about what the reaction will be, but I'm very excited and curious to see what the reaction will be from people who are not familiar with the story and people who are familiar with the story, going over similarities and differences. I loved that conversation over Season 1, and I'm very much looking forward to it across Season 2.
Season 2 of The Last of Us premieres on HBO on April 13.
Dreamhaven, a publisher founded in 2020 by Blizzard co-founder and former CEO Mike Morhaime, held its first showcase yesterday detailing updates for a handful of titles from its studios. The publisher was formed alongside other Blizzard alumni to “create and publish original games for players around the world." To that end, it established two internal studios, Secret Door and Moonshot Games, which consist of industry veterans hailing from Blizzard and beyond. Today’s showcase sees Dreamhaven roll the carpet out for their upcoming slate of games in a big way, and if you missed the event live, here’s a quick round-up of notable announcements.
Wildgate Announced by Moonshot GamesFreshly unveiled for the first time, Wildgate is the space-faring debut title by Moonshot Games. Described as a crew-based first-person shooter, players (called Prospectors) work together as a ship crew to explore a mysterious region of space to steal a powerful artifact called, well, the Artifact.
Each crew pilots a ship, which takes different shapes and sizes and can be customized with various guns and gadgets. Each crew member sports unique tools and skills, and success depends on how well players cooperate to keep the ship running effectively. That includes jobs like piloting the ship, salvaging loot and resources, and engaging in space combat with hostile aliens and rival treasure hunters. The crew that retrieves the Artifact must race to an exit gate to successfully escape with it. Alternatively, you can also opt to annihilate all rival ships to be the last crew standing.
Wildgate launches for PlayStation 5, Xbox Series X/S, and PC this year. You can sign up now for a community playtest taking place on April 10-14.
Sunderfolk Gets A Release DateFirst announced last October, Sunderfolk aims to streamline the tabletop RPG experience. Up to four players assume the roles of heroes to protect a peaceful animal village from encroaching corruption using their phones or tablets as controllers. This ensures everyone can play, and the lack of physical materials (resources like the rulebook are accessed in the Sunderfolk mobile app) aims to get the party adventuring as quickly and painlessly as possible. Additionally, only the host needs to own the game; everyone else can join in for free.
Featuring six classes to choose from – Arcanist, Bard, Berserker, Pyromancer, Ranger, and Rogue – players can outfit themselves with weapons, armor, skills, and items to face enemies in turn-based tactical battles. Players execute commands using a customizable card deck, and battles encourage cooperation and strategy. Between fights, players will upgrade the village of Arden to add new vendors and cultivate relationships with its residents.
Curious players can try Sunderfolk now via a free demo, though you’ll have to sign up with NVIDIA GeForce Now to access it. Sunderfolk launches on April 23 for $49.99 and will be available on PlayStation 5, Xbox Series X/S, Switch, and PC.
Lynked: Banner of the Spark Goes 1.0 This MayLynked: Banner of the Spark launched into Steam Early Access last October, and developer FuzzyBot is preparing to bring it to prime time in a couple of months.
This action RPG can be played solo or in co-op and combines roguelite progression with cozy city-building. Players hack ‘n’ slash through waves of robotic enemies, harvest their parts, and then use those materials to expand a home base. When you’re not fighting, you can engage in more laid-back activities at the hub like fishing, harvesting crops, collecting animals, and crafting home decor.
The 1.0 version will introduce five new chapters, bringing the main campaign up to a total of 40 missions. A new biome, The VoidSpyre, will be introduced along with five new bosses. New weapon mods and skins will also become available for crafting.
Lynked: Banner of the Spark arrives on May 22 for PlayStation 5, Xbox Series X/S, and PC.
Additionally, Dreamhaven announced a publishing partnership for Mechabellum, a mech-themed tactics game that launched last September. A premium edition of the game launches today with over 18 exclusive skins, avatars, and emotes. This version runs for $29.99 versus the previous standard edition’s $14.99.
Fighting games have long established a trend of including guest characters on their rosters. Whether you’re talking about Akuma appearing in Tekken 7, Yoda showing up in Soulcalibur IV, or the Teenage Mutant Ninja Turtles being added as DLC in Injustice 2, guest characters are nothing new for this genre. However, with the announcement of soccer legend Cristiano Ronaldo joining its main roster, the upcoming Fatal Fury: City of the Wolves makes a strong case for hosting one of the more unique and unpredictable guest inclusions.
Widely regarded as one of the greatest soccer players to ever step foot on the pitch, holding various individual records and titles, Ronaldo joins the main playable roster of Fatal Fury: City of the Wolves. Representing his native Portugal in international play, Ronaldo has spent large portions of his career playing for Manchester United, Real Madrid, and Juventus. He joined Al Nassr in Saudi Arabia in 2023, where he has played since.
In Fatal Fury: City of the Wolves, Ronaldo is voiced by Juan Felipe Sierra. In-game, Ronaldo uses techniques he developed during his career as a footballer to punish his opponents, with his fighting style listed as, “Football + Martial Arts.” You can see how this style plays out through the reveal trailer below.
Ronaldo’s inclusion brings the current main roster size to 15, though that number could still grow en route to next month’s launch. Additionally, we know DLC is on the horizon, as SNK announced last year that two other guest characters, Ken and Chun-Li from the Street Fighter series, will join the roster after launch. Fatal Fury: City of the Wolves arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, and PC on April 24. If you’d like to familiarize yourself with other playable Fatal Fury characters before then, Mai Shiranui and Terry Bogard joined the Street Fighter 6 roster by way of downloadable content over the course of 2024.
Editor’s note: Apologies to all the non-American readers for our use of the word “soccer.”
Why on earth are we talking about resurrections on GameInformer.com, a publication that has been around and thriving since 1991? Unfortunately, there is simply no way of knowing how and why inspiration will strike, but it occurred to me that a lot of video games feature story moments where characters die and come back to life. Sometimes it happens immediately. Sometimes it happens seven months, three weeks, and two days later. In any case, please enjoy the top 11 resurrections in video games. We decided to go with 11 as opposed to the unofficial internet standard of 10, because sometimes when you get resurrected, you have to come back slightly bigger, but undeniably better.
11 Mercy in OverwatchDespite its colorful aesthetic and comic book superhero inspirations, Overwatch and its sequel are both games overflowing with death. Characters are dying every few minutes, sometimes seconds, but thankfully Mercy’s Resurrect ability comes to the rescue. As the name of the ability implies, she has the powerful ability to bring characters back to life. It may not be the best resurrection on this list, hence its placement at the bottom, but it is certainly the most resurrection.
10 Link in The Legend of Zelda: Breath of the WildLink is low on this list for an important reason. Despite waking up in the Shrine of Resurrection at the beginning of Breath of the Wild after being lifelessly dragged there by Zelda 100 years prior following a brutal defeat… we don’t know that he was ever truly dead. It might have been more of a “mostly dead” situation, as explored in the 1987 film, The Princess Bride. The lore surrounding the situation is intentionally vague, but he seemed pretty dead to me. And you don’t sleep 100 years if you’re alive. That’s science.
9 Sonic the Hedgehog in Sonic ’06Sonic has had some bizarre life experiences. He lived inside a pinball machine for a while, he briefly had really garish teeth for reasons no one ever figured out, and at one time, he transformed into a werehog. Despite those adventures, however, Sonic ‘06 is arguably his most bizarre. Sonic the Hedgehog was pronounced dead, but thankfully Princess Elise – a human woman – was able to channel the power of the Chaos Emeralds into a kiss that brought Sonic back to life and turned him into Super Sonic. Sonic would die and resurrect a few years later in Super Smash Bros. Ultimate, but without a kiss.
8 Ridley in MetroidRidley, or as his close friends know him, Cunning God of Death, is Samus’ archnemesis. The creature killed Samus’ parents and she, understandably, has never forgiven him for that act of violence. She thought she secured her revenge in Super Metroid, but he keeps getting resurrected, which Samus presumably thinks is quite annoying. Sometimes he gets resurrected as a clone. Sometimes he gets resurrected as a robot. No matter the case, Samus gets upset and shoots him a whole lot.
7 Scorpion in Mortal KombatWhen I was young, I never understood why the game was called ‘Mortal’ Kombat when characters were literally getting their heads ripped off, only to return for another fight a few minutes later. ‘Immortal’ Kombat seemed like a more accurate title, but I learned later that there is actually a whole dang story and some characters were actually dying. Not Scorpion, though. The yellow ninja begins his narrative as a resurrected, undead warrior seeking revenge for his own death and the deaths of those close to him.
6 Shepard in Mass Effect 2In Mass Effect 1, we all meticulously designed our version of Commander Shepard, carefully deciding their backstory, facial features, and hairstyle. At the beginning of Mass Effect 2, the Geth blew them up and they died before the title screen even appeared. Thankfully, the mysterious Cerberus organization used its Lazarus Project technology to bring them back to life. It may not have been magic, but it still counts as a resurrection.
5 [REDACTED] in Metal Gear Solid 3: Snake EaterI admit we are already treading into spoiler territory by including Metal Gear Solid 3 on this list, which is a game I suspect many will be playing for the first time soon with the Delta remake, so I will use our website’s tools to allow you to opt in to reading this entry.
Naked Snake dies at a certain point in Metal Gear Solid 3, and it’s not from eating rats and snakes without cooking them. Instead, he jumps from the top of a big waterfall. Don’t worry – he gets an earful from his superiors for his shortsighted escape plan. Thankfully, as we all should, he keeps a revival pill embedded in one of his teeth and uses it to rejoin the land of the living. But not before encountering every animal and enemy he killed in the game up to that point.
4 Helix/Dome Fossil in PokémonIn the original Pokémon Red and Blue, there was another important choice to be made after picking Charmander as your starter (who can even remember the other options). Do you take the Dome or the Helix Fossil? Would you rather have Kabuto or Omanyte in your party? Regardless of what choice you make, you must commit an affront to God (AKA Arceus) by bringing a long-dead Pokémon back to life via resurrection. Then you must live with that sin for the remainder of your attempt to catch ‘em all. It’s fun!
3 Heihachi in TekkenHeihachi, the often antagonist, sometimes protagonist of the Tekken series has a go-to move that he probably never assumed would be used against him. He loves to throw an enemy into a volcano (or off a cliff), but in Tekken 7, his son Kazuya Mishima got the bright idea of doing the same to his abusive father and threw him into a river of lava, which a cursory Google assures me is not something a person can survive. Tekken’s director, Katsuhiro Harada, also made it clear that he was truly, actually dead. But then, in Tekken 8, a resurrection took place in the form of DLC. “It wasn't a lie,” Harada told IGN last year, “And then, also, the timing is right since it's the 30th anniversary of the franchise. And so, we need all three of the Mishimas. This is the most iconic in the series. Right?” Long live Heihachi.
2 Everyone but Kirby in Super Smash Bros. UltimateI will never forget sitting in a meeting room at E3 watching an early version of the Super Smash Bros. Ultimate trailer with a small collection of other game journalists and frantically writing down every fighter’s name as it appeared on screen. I stopped, however, when the now-iconic “Everyone is here!” text appeared on screen and I fully understood what I was witnessing. What I didn’t understand, however, was that in the coming months, we would be treated to a collection of trailers that systematically and callously murdered every one of those legendary characters. Thankfully, Masahiro Sakurai’s genetic son Kirby (citation needed), survived long enough to resurrect everyone. To think we narrowly avoided a reality where Mario was canonically killed by Ridley from Metroid.
1 Dracula in CastlevaniaCastlevania’s vampire sorcerer, AKA Vlad Țepeș Dracula, AKA Dorakyura Vurado Tsepeshu AKA Mathias Cronqvist AKA Mr. Alucard’s dad, is the king of never officially, truly, actually being forever dead. Video game bosses love to return after defeat in the previous game (e.g. Bowser, Dr. Wily, Ganondorf), but those guys either don’t actually die, or they’re reincarnated – which is a different thing. In the Castlevania series, you kill Dracula in almost every game, and in almost every follow-up game, some fool decides to bring him back via some shortsighted resurrection ritual. He will never be dead longer than the gap between releases, but that’s okay because we like exploring his wonderful castle.
Game Informer is back. Even though we haven't been writing for the site for the last few months, all of Game Informer's editors have remained in touch with the industry, keeping up with the latest news, trends, and most importantly, games. To kick off our comeback with a bang, we set out on a mission to review as many games during our hiatus as possible, and today, we're pleased to debut 29 reviews. With scores spanning from a 5.5 to a rare 10/10, here's every review we wrote from our hiatus.
1000xResist Developed by Sunset VisitorDespite minor flaws, 1000xResist has firmly established itself as one of the most groundbreaking stories in video game history. | Our Review
Arco Developed by Franek, Max Cahill, Bibiki, and FáyerArco's thrilling, compelling story enthralled me with its seamless blend of gameplay and narrative. | Our Review
Madden NFL 25 (2024) Developed by EA TiburonMadden NFL 25 is a consistently good entry in the annualized franchise, but it does little to push for the highlight reels. | Our Review
The Casting of Frank Stone Developed by Supermassive GamesThough the developer has some horror highs in its catalog, The Casting of Frank Stone rests six feet at the bottom of it. | Our Review
Star Wars Outlaws Developed by Massive EntertainmentMoving between planets and wandering Outlaws’ dense cities is where the adventure shines, but shooting your way through your current gig so you can make it to the next is also compelling, if sometimes a little simple. | Our Review
Astro Bot Developed by Team AsobiAstro Bot can proudly stand beside the PlayStation icons it so fondly celebrates. | Our Review
NBA 2K25 Developed by 2K GamesDespite the persistent pressure to spend on microtransactions, NBA 2K25 shows the long-reigning dynasty might still have some gas left in the tank. | Our Review
Warhammer 40,000: Space Marine 2 Developed by Saber InteractiveWith climactic setpiece moments dosed heavily throughout each mission, endlessly enjoyable third-person gunplay, and impressive swarm tech that pits you against hundreds of enemies at once, little time is wasted on anything that isn’t fun in Space Marine. | Our Review
The Plucky Squire Developed by All Possible FuturesJot’s big adventure is presented as a children’s story, and it’s hard not to feel like a kid playing it in the best and worst ways. | Our Review
Mouthwashing Developed by Wrong OrganMouthwashing is an existential horror show with unique visual effects, brutal dialogue, and surreal consequences that kept my eyes locked to the screen for the entire three-hour playtime. | Our Review
The Legend of Zelda: Echoes of Wisdom Developed by Grezzo and NintendoWe finally got to experience a full, proper, no-asterisk Zelda adventure without having to explain, “Actually, you play as Link,” and are am grateful for the experience. | Our Review
Silent Hill 2 Developed by Bloober TeamDespite the difficult revelations Silent Hill 2 unveils along the way and how uncomfortable the experience made me (by design) I was eager to immediately start the journey again after seeing the credits. | Our Review
Metaphor: ReFantazio Developed by Studio ZeroDespite the overly drawn-out final act and the poorly tuned final boss, Metaphor: ReFantazio’s journey is well worth embarking upon. | Our Review
Neva Developed by Nomada StudioGrief catalyzes a blossoming partnership that anchors this exceptional action platformer. | Our Review
Batman: Arkham Shadow Developed by CamouflajIt may not be the revolutionary VR title that unequivocally makes the platform become widely adopted, but I would absolutely count it among my favorite VR experiences alongside games like Beat Saber and Half-Life: Alyx. | Our Review
Sonic X Shadow Generations Developed by SegaThe potent combination of Sonic and Shadow Generations makes a strong case for being the best package of 3D Sonic content we’ve ever seen. | Our Review
Dragon Age: The Veilguard Developed by BiowareUltimately, Dragon Age: The Veilguard delivers on the promise of every Dragon Age with its strong characters, engaging combat, and a classic BioWare role-playing experience. | Our Review
Mighty Morphin Power Rangers: Rita’s Rewind Developed by Digital EclipseIt may not be an all-time standout among beat 'em ups, but Rita’s Rewind is the Power Rangers’ best cooperative outing yet. | Our Review
Marvel Rivals NetEase GamesWith a huge roster of free playable characters , a satisfying gameplay loop, and the fast matchmaking, Marvel Rivals executes a simple concept with skill and finesse. | Our Review
Indiana Jones and the Great Circle Developed by Machine GamesThe Great Circle reminds me of why I fell in love with Indy in the first place and should be a template for how to craft new interactive stories in this legendary series.| Our Review
Donkey Kong Country Returns HD Developed by Retro Studios and Forever EntertainmentDonkey Kong Country Returns HD is a fantastic reminder that the franchise that began on the Super Nintendo in 1994 is a real competitor for Nintendo’s best 2D platforming series, an extremely competitive landscape. | Our Review
Ender Magnolia: Bloom in the Mist Developed by Live WireWhile not a gigantic leap forward, chalk up another good outing in this hidden gem of a Metroidvania series. | Our Review
Citizen Sleeper 2: Starward Vector Developed by Jump Over The AgeBuoyed by the excellent returning dice gameplay, incredible sci-fi writing, and a fantastic score, Citizen Sleeper 2 is a worthy sequel, even if its UI and finale didn’t quite match the heights of the rest of the package. | Our Review
Kingdom Come: Deliverance II Developed by Warhorse StudiosKCD2 is challenging, demanding, and often unforgiving. But, like the sharp blades I smithed in-game, through fire, it forges an exciting, surprising, and unforgettable fable. | Our Review
Avowed Developed by Obsidian EntertainmentObsidian's new role-playing release follows a familiar formula but packs a lot of entertainment into every corner of its vibrant world. | Our Review
Like A Dragon: Pirate Yakuza in Hawaii Developed by RGG StudiosAn absurd tone with surprising pockets of earnest pathos, fun characters, and bombastic action are all present and accounted for here. | Our Review
Monster Hunter Wilds Developed by CapcomThe Forbidden Lands are an enticing new playground for the series, and I look forward to spending dozens more hours uncovering Monster Hunter Wilds' secrets. | Our Review
Wanderstop Developed by Ivy RoadWatching Alta grow and accept her limitations will stick with me and make me reflect on my own inability to turn off and just relax. | Our Review
Assassin's Creed Shadows Developed by Ubisoft QuebecIn Assassin's Creed Shadows, playing as Yasuke and Naoe is as powerful as the treacherous Shogun at the heart of this adventure, even if the story doesn't match the gameplay's towering heights. | Our Review
Compared to other events in the gaming sphere, the Game Developers Conference is, as its name implies, more focused on the industry side of things. It's an opportunity to network and see presentations from other developers, but if your game is good, you can potentially also be recognized at the awards ceremony.
Held the night of March 19, the GDC awards were dominated by Balatro, which won all four awards it was nominated for. Other winners include Astro Bot, for Technology and Audio, Metaphor: ReFantazio, which won Best Narrative, and Final Fantasy VII Rebirth, which took home the Audience Award. Developers Sam Lake and Lucas Pope were each recognized for their impacts on the industry, receiving the Lifetime Achievement Award and the Pioneer Award, respectively. You can see the rest of the nominees and recipients below.
Game of the YearAstro Bot (Team ASOBI / Sony Interactive Entertainment)
WINNER: Balatro (LocalThunk / Playstack)
Black Myth: Wukong (Game Science)
Final Fantasy VII Rebirth (Square Enix)
Helldivers 2 (Arrowhead Game Studios / PlayStation Publishing LLC)
Metaphor: ReFantazio (ATLUS / SEGA / Studio Zero)
Best AudioAnimal Well (Billy Basso / Bigmode)
WINNER: Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
Black Myth: Wukong (Game Science)
Final Fantasy VII Rebirth (Square Enix)
Senua's Saga: Hellblade II (Ninja Theory / Xbox Game Studios)
Best Debut1000xRESIST (Sunset Visitor 斜陽過客 / Fellow Traveller)
Animal Well (Billy Basso / Bigmode)
WINNER: Balatro (LocalThunk / Playstack)
Pacific Drive (Ironwood Studios / Kepler Interactive)
Tiny Glade (Pounce Light)
Best DesignAnimal Well (Billy Basso / Bigmode)
Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
WINNER: Balatro (LocalThunk / Playstack)
Black Myth: Wukong (Game Science)
Lorelai and the Laser Eyes (Simogo / Annapurna Interactive)
Best Narrative1000xRESIST (Sunset Visitor 斜陽過客 / Fellow Traveller)
Black Myth: Wukong (Game Science)
Like a Dragon: Infinite Wealth (RGG Studio / SEGA)
WINNER: Metaphor: ReFantazio (Studio Zero / ATLUS)
Mouthwashing (Wrong Organ / CRITICAL REFLEX)
Best TechnologyWINNER: Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
Black Myth: Wukong (Game Science)
Helldivers 2 (Arrowhead Game Studios / PlayStation Publishing LLC)
Senua's Saga: Hellblade II (Ninja Theory / Xbox Game Studios)
Tiny Glade (Pounce Light)
Best Visual ArtAnimal Well (Billy Basso / Bigmode)
Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
WINNER: Black Myth: Wukong (Game Science)
Metaphor: ReFantazio (Studio Zero / ATLUS)
Neva (Nomada Studio / Devolver Digital)
Innovation AwardAnimal Well (Billy Basso / Bigmode)
Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
WINNER: Balatro (LocalThunk / Playstack)
Black Myth: Wukong (Game Science)
UFO 50 (Mossmouth)
Social Impact Award1000xRESIST (Sunset Visitor 斜陽過客 / Fellow Traveller)
Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)
Frostpunk 2 (11 bit studios)
WINNER: Life is Strange: Double Exposure (Deck Nine / Square Enix)
Neva (Nomada Studio / Devolver Digital)
Audience AwardWINNER: Final Fantasy VII Rebirth (Square Enix)
Pioneer Award
Lucas Pope
Lifetime Achievement AwardSam Lake
For more GDC, read about the new industry-wide video game union or the accessibility initiative backed by Nintendo, Microsoft, Sony, and more.
Remedy is a beloved developer in the gaming industry, responsible for creating surreal single-player experiences like Control and Alan Wake. However, its next game, FBC: Firebreak, is a multiplayer game, which prompted many questions from the studio's fans. To answer some of those questions, Remedy debuted a new trailer during the Future Games Show Spring Showcase and supplemented it with an additional trailer on its own page and a PS blog post, written by community manager Julius Fondem.
Both trailers are gameplay-forward, showing off one of Firebreak's missions, known here as "Jobs," called Paper Chase. Since the game is set in the Federal Bureau of Control, mundane objects gain supernatural properties, which is both a boon and a bane to firebreakers. Paper Chase shows the hostile side of the two, as yellow sticky notes take over the surfaces of the map. It's the players' job to clear them off using bullets and explosives, while also gunning down the hordes of aggressive zombie-like monsters.
The second trailer, titled "Community First Look" features developer interviews that explain their creative approach to this game mode. "Is the idea something that could only happen in the Oldest House and that only Remedy as a developer would do?" development coordinator Jalmari Kunnari asks. "If the answer is yes to both of those questions, then it usually means we are on the right track."
The quote works as a catch-all explanation for pretty much everything we see in the trailers. Touch too many sticky notes and your character will become possessed by them, becoming a sticky note monstrosity of sorts. You can clean them off in the showers, but unless the heaters are on, you'll be cold and uncomfortable, losing movement speed as a result. If that wasn't wacky enough, the final boss is a sticky note colossus called "Sticky Ricky."
Players are armed with plenty of tools to fight back with, however. Unlike the superpowered protagonists of other Remedy games, firebreakers are equipped with supernatural objects. Various weapons appear in the footage, but the PS Blog post focuses on Altered Augments, particularly unhinged additions to a Crisis Kit, which is a firebreaker's loadout. The Piggy Bank creates a deadly tornado of coins, the Teapot turns your ammo into boiling water, and the Garden Gnome summons a terrifying lightning storm (and haunts my dreams, though I think that's more of a personal problem). Notably, all three items also damage teammates, so you'll have to time your attacks carefully.
The community trailer ends with the reassurance that all post-launch content will be added in free updates, so there's no need to worry about game modes or weapons locked behind a paywall. "This isn’t a new hobby that you need to log onto every day for rewards," the PS Blog reads. "None of that FOMO stuff here." We'll see for ourselves when the game launches this summer.
Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC, Mac
Publisher: Ubisoft
Developer: Ubisoft Quebec
Release: March 20, 2025
Booting up Assassin's Creed Shadows for the first time felt surreal. I was looking at a samurai and a shinobi on the start screen of an Assassin's Creed game. The series had finally made it to feudal Japan. As a longtime fan, though, I was nervous the actual game wouldn't match the heights of the Japan-set Assassin's Creed my imagination had cultivated over the past decade. After more than 55 hours in the feudal Azuchi-Momoyama era, I'm left somewhat conflicted about this long-awaited adventure. Its greatest strengths lie in its fusing of samurai and shinobi action to create the ultimate Assassin's Creed gameplay experience. Its story is a letdown, however, not because it's bad but because it's simply satisfactory, lacking the twists, emotion, and (shrinking) sci-fi fusion I've loved so much in this series' past. Still, it's easier to forgive the by-the-numbers story when the gameplay is this fun and fresh.
Slow, deliberate, measured, even leisurely – all words I'd use to describe Shadows. Matching the tone and meditation of the cast of historical figures and analogs during this era of Japan, Shadows doesn't rush anything. That goes for its gameplay, which frees players to tackle objectives how they'd like in various ways, and its story, which bubbles to the surface slowly as our dual protagonists learn more about this land. Its most fiery moments take place at the start, where we learn about Yasuke's transition from Portuguese-owned warrior-slave to Oda Nobunaga's best samurai, who then goes on to lead the charge of conquering the Iga region that Naoe calls home. If you've played an Assassin's Creed game before, you can probably guess Naoe's story and journey into becoming an Assassin, although I can't emphasize enough how much the overarching Assassins versus Templar elements of this series are placed on the back burner in Shadows.
After a tragic loss, Naoe begins a journey of revenge and retribution, paralleling Yasuke's quest for the same. Neither protagonist's story kept me on my toes and I was usually able to predict where it'd take me next. But, using the "Immersive Mode" that features variable voice acting to match the moments – Yasuke speaks Japanese to Japanese speakers and Portuguese to Portuguese speakers, for example – I came to love the performances of these characters. Yasuke's stoicism contrasts nicely with the explosive and brutal actions he'll complete across this adventure, while Naoe's burning personality intersects with her calm and collected shinobi way of life. Their stories weren't the most exciting, but watching them interact with the world and the people of it was a treat unto itself. I just wish they had more to work with in the narrative.
Similar to the series' larger open-world RPG entries such as Assassin's Creed Valhalla and Assassin's Creed Odyssey, it's not long before an objective board fills up with numerous targets. In no time at all, this small board will triple in size as more are added, including the Shinbakufu, the main antagonist group. These masked figures are responsible for the tragedy and treachery that kickstarts Naoe and Yasuke's journey, and you spend most of Shadows' run time engaging in quest-focused investigations to learn the identity of each. For the most part, doing so will consist of speaking to someone, invading a hideout or castle, collecting some information, and rinsing and repeating until you have the name you need. Then, you'll be tasked with assassinating that person. It's largely bland in setup and remains so through to the credits, yet I was never bored with the tasks before me because of how fun taking part in each was.
Once Shadows opens up after a lengthy Act 1 largely focused on Naoe, you're free to select her or Yasuke to complete the majority of objectives. It was refreshing to switch the gameplay on a whim, deciding when and how to complete assassinations, and Shadows is impressively built to cater to both protagonists equally. Every castle and camp features enough wide open space to obliterate enemies with my favorite Yasuke weapon, the Tanto (i.e. a giant club), and foliage and high spaces to sneak around in the shadows as Naoe. I rarely felt at a disadvantage playing as one or the other, relying on my mood to determine how to approach situations.
As Naoe, I might climb around a wooden door and up a castle's many levels to quietly reach my target on the top floor. As Yasuke, I'd barrel through the door, destroying it on impact, and massacre my way through each floor in a Raid-style fight to the top. AC's best in-your-face action can be found in Shadows, as can its best stealth combat. The moment-to-moment gameplay is always exciting thanks to a great curation of era-specific weapons, visually explosive abilities that turn the tides of fights, and devastating combo finishers. Shadows features a rewarding but punishing combat system reliant on parries and sharp attention to enemy actions, and though it makes for the most difficult AC yet, it's the first time in this era of the series that combat has felt this refined. Simply put, I always felt like a badass, but I always had to earn it.
The progression system surrounding combat is one of worthwhile investment, too, thanks to the aforementioned abilities you unlock with Mastery Points and the ways it lets you craft a build specific to your preferred weapon and playstyle. I suspect it will be a contentious aspect of progression, but I liked that to unlock additional tiers of abilities, you have to level up your Knowledge Rank by completing other in-world activities. It creates a breezy loop of exploration and combat that feels satisfyingly subconscious after a few hours, and it mashes well with the constant influx of gear and weaponry that features unique perks, afflictions, and more.
Outside of combat, Shadows is a feast for the senses. Capturing the temperamental weather of Japan, changing seasons bring about new scenery every couple of hours. Naoe struggles to run in the deep snow of Winter, while the rising sun blinds the landscape in the Summer. Autumnal forests come alive with bright oranges as the wind breathes through the leaves, and naturally, Spring brings about gorgeous Sakura that blankets the paths of towns and villages. Crickets and frogs pierce through the serenity of a lakeside coast while falling leaves and windy storms accompany the most beautiful scenery in any AC game ever. On PlayStation 5 Pro, I was constantly stunned by how great everything looked, especially the light peering through towering trees everywhere I went.
Going a step further, the Hideout fuses progression and customization with the game's standout art to allow players to create their own personal Japanese garden. By collecting resources out in the world, you can build additional facilities to help you on your journey and customize the surrounding scenery with things like statues, pets, trees, and more. Though I didn't dabble much with it beyond the practical builds that advanced Yasuke and Naoe's progression, fans of the game's Japanese aesthetic will find plenty to indulge in at the Hideout.
Because of Japan's mountainous foliage, Shadows feels more linear in exploration than its RPG contemporaries. Sure, you can try to climb mountains but it's a struggle; instead, Shadows urges you to follow the natural and manmade pathways to discover new shrines, villages, and more. Like the rest of the gameplay experience, exploration feels heavily curated to ensure you are heading in the right direction. And though I was rarely surprised by what I'd stumble upon, I never tired of finding lost scrolls in a temple, praying at a shrine, or climbing to yet another viewpoint. They could become stale, and perhaps they will as I trek through all the side content left in the game, but moving around in Shadows, existing in this world, is so enjoyable I doubt it will.
I am disappointed in how little sci-fi and Templar/Assassin conflict is in Shadows, although I recognize I might be expecting too much from a series that has signaled it's doing its best to let those aspects of the franchise fade away. I simply wanted more. The sci-fi modern-day elements are relegated to the new but poorly implemented Animus system, and it basically amounts to free gear you can earn by completing random objectives in the game (though there are microtransactions for cosmetics and map unlocks like usual, you can't accelerate these reward tiers with real money). It's not terrible – neat gear you can unlock for free is nice, after all – but it feels strangely unattached to the rest of the game, even as you unlock additional modern-day vignettes. And the Templar/Assassin conflict doesn't rear its head until the final hours, and it mostly lands flat. I understand the appeal of this series is the fantasy its historical era provides, but Ubisoft has forgotten about me, the longtime fan, and what made the series' intersection between history and fantasy so thrilling in the first place.
Despite feeling little when the credits began to roll in Shadows, I am excited to get back to it. Where its story leaves me wanting more, the gameplay picks up the slack and then some. It is the ultimate shinobi experience and though there might be one better game out there when it comes to playing as a samurai, controlling Yasuke is still a bloody blast.
As a day-one fan, every Assassin's Creed game has meant something to me. Ezio's trilogy is an all-consuming conspiracy through my favorite period of world history; Edward's journey is the best pirate game out there; Bayek's story is one of loss and love I won't forget; and Kassandra, well, who can forget Kassandra? Shadows, like its predecessors, has now yielded its own memory for me to store in my personal Animus: a reminder that when it comes to this medium, gameplay is king. In Shadows, playing as Yasuke and Naoe is as powerful as the Shoguns that ruled during this era of Japan.
Score: 8.5Reviewed on: Xbox Series X/S
Platform: Xbox Series X/S, PC
Publisher: Xbox Game Studios
Developer: Obsidian Entertainment
Release: February 18, 2025
Obsidian’s impressive track record in role-playing games is reason enough to stand up and pay attention anytime the studio wades back into the genre. In the case of Avowed, the reasons stack up higher, since it’s a standalone first-person adventure set in the studio’s imaginative and vibrant fantasy world of Eora, previously established in the Pillars of Eternity series. The resulting game isn’t especially innovative and is unlikely to change anyone’s understanding of these types of experiences. But not every good or even great game needs to break the mold; Avowed succeeds with a tried-and-true formula, and keeps the priority on fun progression systems, combat, and exploration. If the footsteps feel familiar, at least it’s a path that leaves a person smiling.
Traveling across its diverse biomes, it doesn’t take too long to realize that Avowed isn’t the sprawling single open-world that some players might expect. Each area is tightly packed with content; whatever might be lost in the sense of some gigantic world is easily overlooked, since it’s so easy to hopscotch between missions, exploration areas, and battles. As a single large island with several distinct zones to explore, I was struck by how much fun was packed into each. Hidden caves give way to ancient ruins. Mountain switchbacks lead to a long-forgotten chest. Enemy camps blossom into fierce battles as monsters swarm out of unexpected holes. The world is curated and crafted, with a verticality and depth that helps small spaces feel bigger than they are.
Exploration is also mechanically engaging, thanks to a simple but enjoyable approach to parkour and navigation. I was surprised by the fun I had leaping and sliding through dungeons and towers. A generous fast-travel system lets you navigate to previous locations with ease.
I was also delighted by the first-person combat. While sometimes slower and more deliberate than many similar games, the sense of control and the balance between offense and defense was top-notch. Melee weapons have tangible weight and heft, and I relished timing up parries and counters while strafing around the field. The magic system is even better, with impressive visual effects and exciting interplays with the environment, like bouncing electric bolts or explosive objects. I had trouble warming to the ranged weapons, especially the finicky approach to guns; their focus on precision felt out-of-step from the otherwise mobile and often frenetic battles.
The approach to progression earns high marks. An easy-to-grasp XP system leads to some appealing abilities across several distinct upgrade trees, and it’s fun to pick and choose across them to create a custom class that caters to a particular playstyle. Gear acquisition and upgrades are also a good time, especially as you mix and match distinct pairings of right and left-hand combos for different items, and experiment with what works. Several unique weapons and armors I acquired left me happily puzzling over what to wear and wield, simply because the potential perks for each were so desirable. I also want to call out the inventory management and stash system (which can be accessed at any time), easing a burden for hoarder players like myself to be able to get back to the action quickly when too many treasures weigh my character down.
Avowed features a bright and saturated visual style that I found a welcome departure from the grim and muted tones of so many other first-person RPGs. The Living Lands setting is filled with strange plant and fungal life, and I love the nearly alien quality to the landscapes. With its distinct zones, the game also does a good job of changing up that backdrop every several hours, keeping the visual palette fresh just as you’re ready to see something new. However, some of that environmental variety loses a bit of its spark because of the limited types of creatures found there. I can only fight so many bears before they lose their charm. Too many of the same types of monster fights begins to wear thin over time, especially since so few of those encounters introduce genuinely new challenges to how I might approach the battle.
The overarching story got its hooks in me quickly; I savored the surreal and dreamlike quality of a strange voice that interjects in one’s journey, constantly forcing the player to question its nature as a friend or foe. As The Living Lands faces down a horrible plague, it’s rewarding to be the hero who must make the hard calls to serve your own interpretation of the greater good. The cast of companions is well-written and voiced, but I found it hard to connect with the individual party members. Each seemed to drop into the group without adequate reasoning for their presence, and their side stories never totally captured my imagination.
With Avowed, the team at Obsidian manages the rare feat of grasping the scope of the project they’re building, and hitting the mark on most of the places it aims for. It’s not the biggest role-playing game, or the most innovative, but as I played, I was constantly aware of how much fun I was having by just letting the game carry me forward. Avowed is a confident and fulfilling fantasy adventure without pretension, accomplished by a studio that knows what it’s delivering. It may not change your world, but its world should be more than enough to satisfy.
Score: 8.25Reviewed on: Xbox Series X/S, PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Annapurna Interactive
Developer: Ivy Road
Release: March 11, 2025
Digging into the memory banks of my game-playing career, I don’t know that I have ever felt so directly called out by a video game. I am not a successful fighter like protagonist Alta, nor do I have her personally destructive focus on success at all costs. But I know exactly how she feels, both as a generally anxious person who doesn’t truly know how to relax and as a gamer who doesn’t like cozy games who suddenly found themselves inside one. Wanderstop has technical shortcomings that sometimes distract from the larger experience, but as an introspective examination on the nature of drive through the lens of a video game, it takes excellent advantage of the medium. Alta’s experience is one worth seeing through – even if you’re not interested in working at a tea shop.
Wanderstop comes from the minds behind The Stanley Parable and The Beginner’s Guide. That legacy belies some kind of twist, but Wanderstop is exactly what it has always claimed to be: a story about a warrior trying to build a new type of life. Alta was an undefeated fighter, but after unexpected failures, she gets lost in a forest on the way to train with a master and ends up at a mysterious tea shop. She’s not a prisoner there, but she feels like one as she tries to fill her time with anything to get her back on track. Joining Alta alongside this journey of self-discovery is where Wanderstop shines and I enjoyed all the writing, as it was often as humorous as it was melancholy.
The process of making tea involves growing plants and manipulating a gigantic whimsical machine that serves as the centerpiece of the teashop. Wanderstop is not a farming sim. Growing plants is a matter of foraging and solving simple pattern puzzles, and I appreciate that approach. Rather than maintaining a small garden and hoping you have what the clientele wants, every request sets you on a small mission to grow and collect. It makes the relationships with each customer feel specific and unique. I was always excited when a new person came to the shop and eager to learn what they wanted and if I could make it. And the smart trick of the game is seeing Alta slowly adopt that same sentiment as the story progresses.
I occasionally struggled with the technical process of pocketing fruit and seeds and manipulating the tea machine. Wanderstop doesn’t feel great to play, and I did hit at least one game-breaking bug (which has hopefully been addressed by the time you’re reading this), but to its credit, its focus is on the writing, and it’s easy to access and engage with that part of the game.
Initially, Alta is anxious and unsure what to do with herself, and I felt exactly the same way. My action gamer brain quickly completed every task placed in front of me, and when I asked the shop’s owner, Boro, what to do next, he politely said, whatever you want. It was a moment that connected me directly to Alta and made me reexamine my emotional approach to playing Wanderstop – an impressive feat for a video game about mixing fruit and tea leaves in boiling water.
Wanderstop does not emulate the same fourth-wall breaking revelations of developer Ivy Roads’ previous work, but what’s impressive about it all is that’s sort of what Alta’s adventure is about. I admire the game for being able to use video game genre conventions to tell a pensive, funny, and surprising story set in a charming location with enjoyable characters. Watching Alta grow and accept her limitations will stick with me and make me reflect on my own inability to turn off and just relax. I appreciate any art that makes you think in that way, and Wanderstop is successful in that goal.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Capcom
Developer: Capcom
Release: February 28, 2025
Despite its popularity, Monster Hunter is notoriously hard to get into. Each new release conjures a crowd of eager but intimidated gamers asking, "Is this the one to start with?" Thanks to its refined combat, thrilling cutscenes, and endlessly engaging gameplay loop, Monster Hunter Wilds is an excellent entry point. While the tutorials are still lacking and many mechanics are far from intuitive, Wilds accommodates those interested in a simpler approach without compromising its most exciting elements.
As the name implies, the game's main attraction is an environment full of monsters to track, hunt, and craft into gear. Combat shines brightly as ever, with a satisfying array of weapons available to players from the start. I gravitated towards the longsword, with its powerful slashes and spirit meter, but also fell in love with the hammer's mighty smashing abilities. Bonking a monster on the head has never felt better thanks to fantastic work from combat designers, sound designers, and animators. Wilds also introduces wounds, which appear on a monster's body after being repeatedly hit in the same spot. Hitting a wound with a focus strike staggers the monster and deals a hefty amount of damage, making it an essential and satisfying mechanic.
Story is not typically a part of the conversation around the Monster Hunter franchise, so I was pleasantly surprised by Wilds' characters and cutscenes, which kept me invested throughout the entire campaign. After the Hunter's Guild discovers Nata, a boy separated from his tribe, they embark on an expedition to find his home in the Forbidden Lands, a part of the world previously thought uninhabited. The ensuing adventure shows Nata's character growth as he reckons with humans’ effects on the environment, while making sure to pack the plot with exciting, monster-based action setpieces. It functions more as a structure to move the player around than a truly compelling narrative, but I found its guidance an enjoyable appetizer to the late-game high rank quests.
Cutscenes are especially spectacular, depicting dramatic lead-ins to hunts that made me feel like an epic hero. The game’s incredible soundtrack enhances the mood even further, combining traditional orchestra with synthesizers to represent the violent changes in the weather. Without fail, hearing Alma authorize my hunter to take on a monster got me hyped and leaning forward in my seat every time, ready to protect the people and ecosystems of the Forbidden Lands.
The encouragement is especially welcome when faced with Monster Hunter's intimidating creature designs, whether it's the rose/spider hybrid Lala Barina or the aberrant octopus The Black Flame. Longtime players grow comfortable with monsters and their attack patterns, so it's reinvigorating to head into a new entry and feel awe and excitement at the mere presentation of something new. In practice, fights are thrilling, varied, and dynamic, thanks to extreme weather effects and creative combat patterns. The initial three-chapter campaign is relatively easy, but not boring – a boon if this entry’s goal was to appeal to new players.
Monster Hunter Wilds is largely approachable for newcomers, but there are some caveats to that statement. While Wilds is more intuitive than past entries, it still has work to do compared to your average game, with mechanics buried in menus or unexplained altogether. Still, the initial difficulty level is low enough that this shouldn't pose much of a problem; you can brave Wilds' story mode while avoiding the more complicated mechanics. I picked a simple weapon and made a point to craft new equipment every few missions, ultimately only dying a handful of times. Thanks to assists from NPCs or other online players using the SOS beacon and my mount's mobility, I was healed often and could always quickly escape danger.
It's possible to engage with more advanced combos and mechanics, but new players must jump through hoops to do so. For example, there are plenty of tutorial pop-ups, but while they effectively convey how to do things, it's not always clear when it's important to do so. Cooking, for example, is a crucial and iconic part of the game, but because the portable grill is just one of many items added to your toolbelt, it's not immediately clear you should be cooking a meal whenever your previous one wears off. This struggle with tutorialization is exacerbated by Wilds' menu design, a utilitarian set of beige tabs. It's functional, but only if you know what you're looking for; there are tutorials listed here, but some are ridiculously buried. The easiest solution is to play online with experienced friends, who can teach you which food combinations are the best, which tools to bring on a hunt, and which weapons beginners should avoid. There are also endless YouTube tutorials on how to play these games, but it's a shame the Monster Hunter team has yet to fully grasp how to bring new players into the fold without relying on outside sources.
The bright side of poor tutorialization is that it's a temporary hurdle. Once you get your bearings, Monster Hunter Wilds is a delight, bringing Monster Hunter World's carefully crafted gameplay loop to the next level. The monsters are foreboding, the weapons are sharp, and the lower difficulty level means newcomers can start without getting bogged down by the details. The Forbidden Lands are an enticing new playground for the series, and I look forward to spending dozens more hours uncovering the rest of its secrets.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.75Reviewed on: Xbox Series X/S
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC
Publisher: Sega
Developer: Ryu Ga Gotoku Studios
Release: February 21, 2025
Rating: Mature
Developer Ryu Ga Gotoku Studio (RGG) have committed to a breakneck pace for its Like a Dragon series since it finally began to find its global audience and the results have been consistently impressive. Upon reveal, it seemed Like a Dragon: Pirate Yakuza in Hawaii might be a smaller sidequest taking place alongside the primary franchise. That is generally true (don’t expect any gigantic character or story revelations), but protagonist Goro Majima’s adventure is deeper and denser than I expected when I started. Pirate Yakuza will be familiar to those who have played previous Like a Dragon games, but thankfully it does color outside the lines in some worthwhile ways.
I am among the many who have only recently come to appreciate Like a Dragon. My primary point of contact is new protagonist Ichiban Kasuga, who starred in Yakuza: Like a Dragon and last year’s Infinite Wealth. I have met Majima, but he’s a friend of a friend. I don’t know him. In Pirate Yakuza, it turns out he doesn’t either as he wakes on the beach with amnesia. It’s a familiar and laughable trope, but it works here for the audience RGG is trying to court. To learn who Majima is alongside Majima is a treat for newcomers like me. The amnesia does hold him back from fully revealing himself, so he still felt a bit like an acquaintance by the end, but I came to appreciate why he is a fan favorite.
Pirate Yakuza retains the fun, often absurd, but quality writing of the previous games. I have not played all the Like a Dragon games, but I suspect this may be a contender for goofiest entry yet. Majima becomes a full-fledged pirate captain with his own ship before leaving the first chapter, breaks out into song to explain his pirate goals, and even manages a small zoo. But even with all of that ridiculous table setting, the narrative is able to find heart. Majima’s insistence on making the dreams come true of the young boy who saved his life when he washed ashore on the beach is a worthy throughline for the entire game.
Where the story stumbles somewhat is its place in the larger, ongoing Like a Dragon fable. By the end, Majima is more or less where he left off and the primary question answered by the game’s conclusion is one I had forgotten I even had when I finished Infinite Wealth. There are some very light teases for the future, but they are far from revelatory or surprising. Pirate Yakuza did not make me excited for the future of Like a Dragon as much as it casually confirmed that, yes, it will continue.
Where Pirate Yakuza sets itself apart from the other games in the series is in its fisticuff and ship combat. The former is familiar to those who have played the non-turn-based RPG entries, but Majima moves faster and has new fun tools at his disposal. I particularly liked the grappling hook that can be used to fling Majima across the battlefield to attack faraway opponents. I never dreaded a fight as Majima, which I admit did happen to me in 2023’s Like a Dragon Gaiden: The Man Who Erased His Name.
Ship combat, alternatively, is wholly new to the series. I enjoyed traveling the ocean and taking on opponents to find treasure. Battling giant ships and lining up cannon shots is more tedious than fighting groups of “a**holes” on the streets of Honolulu, but it does maintain an arcade-like tone, especially when taking your hand off the wheel to fire a rocket launcher is a totally viable option.
Naval warfare takes up a lot of the sidequest space, so to speak, but there are some standout off-the-main path tasks to pursue. The surprisingly good Dragon Kart racing game returns and I went out of my way to recruit as many crewmates as possible through various missions. My favorite sidequest, however, comes from your ship cook, Masaru Fujita. When he asks for help to meet women, I highly recommend you do, especially if you’re a fan of reality dating TV.
Pirate Yakuza may not be the best entry to get players on board with the ongoing Like a Dragon narrative. I was more entranced by the loop of upgrading Majima and his ship and recruiting new crewmates than I was by the story, but it delivers on everything the series has become renowned for. An absurd tone with surprising pockets of earnest pathos, fun characters, and bombastic action are all present and accounted for here.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.5Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Deep Silver
Developer: Warhorse Studios
Release: February 4, 2025
Rating: Mature
I hated my first 10 hours with Kingdom Come: Deliverance 2. I then realized I wasn’t meeting it on its terms; I was trying to morph what is clearly a realistic immersive sim-like digital LARP into the Skyrim-esque experience I figured it would be as yet another open world RPG. Only when I took a step back and engaged with all KCD2’s systems did I grasp what developer Warhorse Studios was trying to accomplish. For the rest of my 66 hours, I experienced near-perfection, an RPG whose mechanics, characters, and world-building are intrinsically tied together to create a modern day medieval epic. KCD2 is challenging, demanding, and often unforgiving. But, like the sharp blades I smithed in-game, through fire, it forges an exciting, surprising, and unforgettable fable.
Picking up after the first game, players start KCD2 in control of Hans Capon, the master and best friend of the first game’s protagonist, Henry. They are holed up in a fort under siege by an enemy army and things are going terribly. After a brief tutorial showcasing the game’s swordplay, which uses real-time directional input to determine where slashes and stabs land, and the new crossbows, things continue to get worse. It’s a stirring in medias res opener, as you’re soon sent back to a few weeks before this moment to learn how Hans, a noble typically above warfare, ended up in a brutal siege.
From this point onward, you primarily control Henry, the returning protagonist who must balance the revenge he seeks on those who killed his parents and the everyday responsibilities he has as Hans’ knightly bodyguard. In these subsequent opening hours you learn how one small bandit attack derails what should have been a simple delivery for Hans and Henry, putting them on a weeks-long journey of retribution, rebellion, and reflection.
In my early hours, I found myself frustrated by how realistic everything in KCD2 attempted to feel, from the combat and potion making to the horseback riding. It felt slow, clunky, and exhausting. I struggled to carry all the loot I wanted. I couldn’t defeat enemy groups that outnumbered me, even if by just one. I kept getting caught by guards for stealing, resulting in me paying hefty fines (don’t worry – I struggled to get money, too), an embarrassing amount of time in the pillory, and eventually a criminal branding that permanently affected my reputation. It felt like every aspect of KCD2 was hostile. “I’m the hero, I’m the main character, why does this keep happening,” I found myself asking in anger.
Determined to find the love for this series, I continued forward, adjusting how I approached the world. I stopped trying to loot everything, taking only what I needed. I stopped trying to fight multiple enemies at once, instead taking on singular foes to improve my stats and attain and build a better armor set over time. I stopped being a criminal, tackling objectives in lengthier, more challenging, and ultimately, more rewarding ways. It turns out that being a good citizen, a smart knight, and a logical person in 1403, was the key to unlocking my personal success in KCD2. In other words, I found enjoyment in KCD2 only after playing it the way it’s intended to be played.
Leveling up embraces an action-focused approach that encourages you to try out the many facets and abilities of Henry, like blacksmithing, equestrianism, and more. As I continued to level up, what once felt like insurmountable barriers to my fun became progression climbs I looked forward to completing. Combat remained challenging but thrilling, too. There’s something incredibly satisfying about guiding the blade to where you want to hit, blocking incoming attacks directionally, and countering with a master strike or feint attack. It’s the closest swordplay in a game has come to feeling what I imagine it actually feels like to attack with a sword. And though I dabbled far less with ranged weapons like bows, crossbows, and medieval firearms, they were all equally engaging.
The level of realism approached simulation while remaining just gamey enough for my liking. I remember telling my wife one night how much fun I was having. When she asked what I was doing, I responded by explaining I was moving sacks of flour from one cart to another and cleaning human excrement out of a latrine into a disposal pile nearby using a shovel – unironically exciting stuff! There’s something about Warhorse’s commitment to every system, whether it’s shoveling manure, riding a horse across a beautifully realized medieval landscape, or mixing new potions, that kept my attention in ways open world RPGs of late have failed to.
The rest of the experience – everything outside of the mechanical gameplay – matched the highs I was getting through my mouse and keyboard, too. There’s so much dialogue but it’s all well-written and performed splendidly by the voice cast, and my choices felt consequential in surprising ways. Even though I was controlling a character I didn’t make, I felt like I was crafting a personal version of Henry that made sense with my journey thus far, and KCD2 rewarded my efforts around every corner.
That characterization, my actions as a participant in this medieval world, and how I interacted with the various others who call this land home, weaved their way excellently into the immersive sim nature of KCD2. When tackling an objective, I first thought about how my Henry would do so, and KCD2 never failed to provide me with gameplay that felt tailor-made to the plans I landed on. Coupled with my favorite score of the year so far, a whimsical and epic composition from Jav Volta and Adam Sporka, and gorgeous painterly visuals, rarely was I pulled from the immersion KCD2 provided.
The few times the illusion was broken were due to camera issues, usually the result of the sometimes finicky first-person viewpoint, unfair enemy engagements, and the stealth, which is satisfactory but easily the weakest element of the gameplay. There was usually an exciting story moment, fisticuff fight, or environmental mystery around the corner to bring me right back in, though.
Though its gameplay is the real highlight of this adventure, the storytelling in KCD2 is also worthy of praise. Like a grand fantasy novel spanning hundreds of pages, Henry engages in multiple arcs filled with heists, mysteries, warfare, hijinks, romance, and more – it’s all here. Though its climax, which resolutely brings players back to the game’s opening moments, happened at a pace too rapid, an epilogue moment succinctly ties a bow onto Henry’s journey that’s both a moment of reflection and a tease of adventure to come.
This moment also doubled as a reminder of everything I had accomplished, the good and the bad, in the shoes of Henry of Skalitz. It was an almost souvenir-like expression of the fun I had. Whether physical like a magnet, or something less tangible like a memory, I don’t want souvenirs everywhere I go, but I do want them for experiences I’ll never forget. And KCD2, for all the ways it impressed, challenged, engaged, and enraged me, is an RPG whose adventure will likely forever be etched in my mind.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9.5Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, Switch, PC
Publisher: Fellow Traveller
Developer: Jump Over The Age
Release: January 31, 2025
Rating: Teen
Citizen Sleeper 2: Starward Vector uses an explosive beginning to rip the amnesiac Sleeper protagonist away from any familiarity, forcing them to endure a journey through the stars riddled with stress, unrest, and a foe constantly on their tail. But it’s those feelings, that unavoidable discomfort, that push Sleeper into new friendships, communities, and trials of trust that ultimately prove it’s not about the destination – it’s about the journey. Buoyed by the excellent returning dice gameplay, incredible sci-fi writing, and a fantastic score, Citizen Sleeper 2 is a worthy sequel, even if its UI and finale didn’t quite match the heights of the rest of the package.
Watch Our Citizen Sleeper 2 Review:Citizen Sleeper 2 begins with your Sleeper unaware of who they are because of a failed reboot, giving players a clean slate to work with, save for the initial decision of which class you want your Sleeper to be. I went with Operator, meaning my Sleeper had a big advantage when completing Interface actions. But the other classes – Extractor and Machinist – have equally advantageous action specialties (and disadvantages, too).
Those disadvantages set the stage for one of the biggest additions to this sequel. You’re no longer responsible for every action in the game because you can bring crew members with you during contracts, which are like side quests but often integrated into the main narrative. They have dice advantages and disadvantages, too, so you can build a team around your anticipated actions. Both contracts and crew members, which double as well-written NPCs to build relationships with, are welcome additions to a formula I already loved.
The failed reboot at the game’s start is the catalyst responsible for everything that follows. You set off to fix yourself and escape a yakuza-like character named Laine, who is slowly taking over your body and constantly following your every move. Because Laine is hot on your trail, you’re rarely able to grow comfortable with a location and are quickly forced to move on to the next. Unfortunately, the UI associated with the map is unwieldy, leading to frustration when selecting my next destination. Those frustrations also popped up during contracts when selecting crew dice wasn’t as seamless or smooth as the rest of the game.
Still, those annoyances melted away when I reached a new location and discovered engaging tasks to complete, NPCs to meet and help, and colonies to save. I was always excited to dive deeper into a character’s storyline, never once selecting the option to dismiss someone’s need. Lacking a tangible place to call home, it felt right to build nests of safety throughout the star system with those I’d meet, and sometimes they’d even become part of my crew, expanding my chances of success during contracts.
I had hoped these connections and relationships would have a place in the stakes of the finale, but strangely, the climax came and went, feeling isolated from the themes present in the rest of the game. And though an epilogue-like batch of final missions provides some of the community-built comfort I hoped the finale would provide, I still felt like something was missing. Looking back on my 244 cycles as a Sleeper, though, it’s not the finale I’m thinking about but the journey to it, the people I met along the way, and the safety net of friends my Sleeper now has in the system.
This network wasn’t built on pure success, though. Citizen Sleeper 2, like its predecessor, is an extremely stressful role-playing game where I felt constantly pushed to the edge of complete failure, only to be given a lifeline the exact moment I needed it. New but underutilized mechanics, like Glitch dice with an 80-percent chance of failure and a Push ability that allows you to reroll dice at the cost of gaining dice-damaging Stress, add to these stakes. They never felt fully integrated into the experience, however, leaving them easy to ignore. Still, every mistake was a lesson, and every success was almost a failure… until it wasn’t. Until stress became joy, discomfort became comfort, and running became home.
As the game reminds players, “[Mistakes] can so often become the most powerful and meaningful of emblems. They can guide a being more strongly than success ever could.” The strength of the Citizen Sleeper series, especially in this sophomore release, is realizing this very message. Home isn’t where you await the next cycle to begin but where you have the freedom and space to make mistakes.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9.5Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, PC
Publisher: Binary Haze Interactive
Developer: Live Wire
Release: January 22, 2025
Although it doesn’t reinvent the Metroidvania wheel, Ender Magnolia: Bloom in the Mist successfully builds upon its predecessor, Ender Lilies: Quietus of the Knights, to create a potent follow-up. The action packs more punch, the customization allows for deeper strategy, and the world is arguably better looking. While it lacks some quality-of-life innovations from more recent contemporaries, series fans and genre enthusiasts have another solid option to scratch the action platformer itch.
Set long after the events of Ender Lilies, Ender Magnolia differentiates itself by blending a cool industrial aesthetic with its magical fantasy. As Lilac, a gifted and amnesiac boy, you’ll partner with homunculi (artificial lifeforms) to fight your way up a collapsed kingdom, from its slums to the top of its societal hierarchy. Ender Magnolia’s lore is more intriguing than its plot. I enjoyed soaking in contextual notes and chatting with my homunculi partners – including a mysterious masked swordswoman and former aristocrat trapped in the body of a spider – more than the story itself. While the quest to regain your memories while sparing the world from a magical affliction is serviceable, it doesn’t help that seeing its true ending (after you’ll likely first encounter the false “bad” conclusion) requires completing an involved and annoying vague series of steps.
As with Lily in the last game, Lilac doesn’t get his hands dirty in battle (he is a child, after all). Instead, he lets his homunculi party handle the fighting for him. My favorites include fellow amnesiac, Nola, who executes slick melee attacks, and a shy masked warrior who pummels foes with his giant mechanical fist. Some homunculi attack autonomously, like a throne-bound little girl who pulsates damaging shockwaves wherever she’s placed. Other homunculi bestow exploration skills such as climbing walls and shooting a web line to zip up designated perches. Though I used some homunculi more than others, this was usually by preference. They’re all useful in their unique ways, and trying different combinations yields fun synergies.
Homunculi also have two or three attack variants. For example, Nola can wield a sword, scythe, or axe, and each weapon behaves differently and has unique stats. Luka’s fiery punch can knock back foes in a straight line, but I also like his jumping downward punch that encases targets in ice, especially those below me. This freeform approach to combat extends to how you assign up to four homunculi to a dedicated button; the most ergonomic layout means comfortably executing multiple attacks at once. Mapping a gun-toting homunculi’s ranged pistol attack to a shoulder button kept a face button free to unleash melee attacks simultaneously; I enjoyed optimizing this multitasking. Tack on the aforementioned auto-attacking homunculi, and the combat sings when I unleash the full brunt of my party to shatter enemy defenses and finish them off.
Equipping Lilac with a limited number of stat-buffing relics, clothing, and accessories means you can create many specialized builds. You can focus on passively regaining HP, maximize the amount of currency/upgrade resources, or build around inflicting punishment through status effects. I never settled into a comfort zone with my loadout; whenever I hit a tough enemy, of which there are many, a trip to a save room to reconfigure my loadout usually solved the problem.
Ender Magnolia’s massive, sprawling map begins feeling tiresome towards the back half. It also isn’t always clear where the main objective lies. You can deeply traverse multiple areas from the start, making it easy to lose the thread on the task at hand. This became frustrating when I wanted to focus on the critical path because I wasn’t always sure I was going the right way. I’m also disappointed the map only includes barebones markers that look the same, so you still have to remember what you’re denoting. Considering some tasks require you to revisit certain characters, some of which move around, keeping everything straight feels more troublesome than necessary (especially after Prince of Persia: The Lost Crown’s fantastic screenshot feature). At least the sights along the way look like a video game art book come to life, boasting beautiful 2D visuals and striking locales like an underground laboratory, an enchanting crimson forest, and an opulent magic academy.
Ender Magnolia is a solid sophomore effort for this series, and while the exploration is protracted and occasionally confusing, the combat steps up its game in a big way. While not a gigantic leap forward, chalk up another good outing in this hidden gem of a Metroidvania series.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.25Reviewed on: Switch
Platform: Switch
Publisher: Nintendo
Developer: Retro Studios, Forever Entertainment
Release: January 16, 2025
Donkey Kong Country Returns for the Wii is one of the best 2D platformers of the past 20 years. It’s a hyperbolic statement I would typically avoid in a review, but revisiting the game on Switch and years of reflection have given me the confidence to commit. The Switch transition does have some downsides making it a somewhat underwhelming port of a fantastic game, but it doesn’t change the fact that Returns is a classic and I am glad I no longer have to break out a Wii Remote and Nunchuck or my 3DS to revisit it.
I am not here to necessarily re-review Donkey Kong Country Returns (we gave it a deserved 9.5 upon release), but it is worth calling out what makes it wonderful and that game fully exists here. Controlling Donkey Kong feels great and every level is meticulously designed with exciting moments and unique elements. The soundtrack, which primarily reimagines the music of the original SNES game, is incredible and nostalgic. The Country feels alive, full of color and energy, and your interaction with it feels tangible and meaningful.
Expanding your moveset by playing successfully and keeping Diddy Kong at your side is brilliantly implemented. When you lose him, it completely changes how you approach challenges, and when you get him back it is a worthwhile reward. I appreciate the focused nature of just having Donkey and Diddy Kong in Returns. The sequel, Tropical Freeze, is also a fantastic game, but it spreads itself a little thinner comparatively by having a larger suite of secondary characters. Since Diddy is your sole partner, each level is designed to make the best of his suite of abilities.
Returns is not for the faint of heart and remains challenging. One of the benefits of the Switch port is the option for a slightly easier version of the game. The platforming is not adjusted in any way, but you can choose to have more hearts, which especially helps with the difficult boss fights. I replayed the game on this mode and found it hit a good balance of remaining difficult without veering into the unfair.
This version of the game also allows you to not use motion controls. Everyone’s mileage on that mechanic varies. I enjoyed the tactility of shaking the remotes to make Donkey Kong pound the ground in the past, but there is an undeniable and welcome convenience to just being able to use buttons and keep your arms still.
This port comes up short in the visuals and performance. The game looks great in high-definition, but it doesn’t feel like quite enough in 2025, especially compared to the port of Tropical Freeze, a game that had stronger visuals even on Wii U. The framerate also hits some inconsistent stutters occasionally, which is especially noticeable in a precise platformer like this. It is never game-breaking. Rather, it is an occasional annoying distraction, but considering this is a port of a game from two console generations ago, the hiccups are surprising and disappointing.
Donkey Kong Country Returns HD is a fantastic reminder that the franchise that began on the Super Nintendo in 1994 is a real competitor for Nintendo’s best 2D platforming series, an extremely competitive landscape. Retro took the baton in 2010 and nailed it and even though this version of the game isn’t necessarily Returns at its strongest, it is still an excellent way to recover all of Donkey Kong’s bananas – a worthwhile pursuit especially if you missed it in 2010.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.75Reviewed on: Xbox Series X/S
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Bethesda Softworks
Developer: Machine Games
Release: December 8, 2024 (Xbox Series X/S, PC), April 17, 2025 (PlayStation 5)
For as much as Indiana Jones has influenced video games, the franchise doesn’t have many standout games to its name. Wolfenstein: The New Order developer Machine Games rectifies this by not only giving Indy the video game he’s long deserved but in many ways the film sequel fans have wanted since The Last Crusade. The Great Circle is an authentic, yet fresh adventure for the famed archeologist that makes a real case for belonging in a museum.
Set between the events of Raiders of the Lost Ark and The Last Crusade, Indy embarks on a globe-trotting chase to recover a stolen museum artifact tied to an ancient mystery. It’s great to watch an in-game likeness of a young Harrison Ford, but hearing famed voice actor Troy Baker’s fantastic performance faithfully brings him to life. Baker sounds near-indistinguishable from a prime Ford to the point that if I didn’t know it was him I might’ve assumed AI trickery. From capturing Indy’s grumpy charm to his near-crippling fear of snakes, Baker’s portrayal makes the adventure feel even more like a long-lost sequel from the franchise’s golden era.
Indy’s journey, from the hallowed halls of the Vatican to the sweltering sands of Giza and beyond, is filled with great story moments. Like the films, The Great Circle balances zany popcorn action (including an incredible setpiece sequence in the Himalayas mid-adventure) with lighthearted comedy. Some of my favorite exchanges occur between Indy and his fun new companion Gina, a charismatic and strong-willed journalist. She’s a welcomed presence that’s easily Jones’ best sidekick/vague love interest since Marian. Gina fits right at home in the series, to the point that I’m bummed we’ll likely never see her portrayed in a proper film. The same praise can be sung for the big bad, Emmerich Voss, a genuinely despicable and unhinged threat that serves as a great foil.
My initial skepticism of placing players behind the eyes of Indy in first-person evaporated the moment I socked a nazi in the face. Melee combat packs a nice wallop, and incorporating blocks, counters, and grabs adds a satisfying flow to brawling. Using memorable sound effects from the films is an effective cherry on top. Machine Games also creates a multitude of opportunities to take out foes in hilarious fashion, such as grabbing nearly any object to smash over their skulls. Taking on foes in cluttered rooms made me feel as much Jackie Chan as Indiana Jones, and I love taking out opponents with the wackiest things I can find. Sneaking up behind oblivious fascists to push them off cliffs or down tomb shafts never failed to make me chuckle.
Indy also has a pistol, but I rarely used guns outside of required shooting sequences, such as an on-rails boat chase. The gunplay is adequate, but I appreciate that so much of The Great Circle can be played without firing a single shot; I’ve always associated Jones with daring fisticuffs rather than intense shootouts. Of course, Indy’s signature whip is put to good use, whether it’s yanking targets toward him, whipping weapons out of hands, or even scaring hostile hounds into submission.
Enemies are rather dumb, but this winds up being fun since it manages to play into the series’ (and Machine Games’) penchant for portraying fascists and nazis as boneheads. I once cleared an enemy outpost by scaling a watch tower, waited for enemies to climb one at a time on the single ladder to reach my platform, and then whipped them off the ladder, causing them to fall to their deaths. Despite the growing pile of bodies, another soldier would try his luck on the ladder instead of just shooting me from below. Stealth is very forgiving; sneaking up on soldiers is easy since peripheral vision is the biggest myth in this game. A fully alert camp will forget your existence just by laying low for a few minutes and I prefer this. Indiana Jones films are generally check-your-brain-at-the-door popcorn flicks, and I was happy to approach this adventure with the same mindset.
While it’s easy to take liberties in combat, an array of largely clever puzzle-solving offers meatier tests of your wits. Some are dressed-up, well-executed iterations of typical exercises like bouncing light off aligned mirrors, but others are more creative, like deciphering tricky nazi cipher codes or directing human pawns atop an ancient board game. More impressively, the substantial and entertaining story-driven sidequests include bespoke riddles as elaborate and inventive as the campaign puzzles. Indy is a scholar at heart, and I’m glad Machine Games understood this important trait by designing so many enjoyable brain teasers that genuinely made me feel smart when I solved them.
Traveling the world brings players to large open hubs filled with things to do. Everything looks fantastic, from immaculately detailed sights such as a jaw-dropping recreation of the famed Sistine Chapel ceiling to the myriad eerie temples and tombs. In addition to sidequests, I enjoyed unearthing ancient artifacts, eavesdropping on citizens to fulfill smaller requests, competing in underground fighting rings, and more. You can spend as much or as little time engaging with this optional content as you’d like (and, thankfully, you can revisit previous destinations to finish incomplete tasks), but the story pacing takes a hit in the early hours due to the lengthy time spent exploring the first big section, the Vatican. I enjoyed the narrative overall, but its momentum dips and rises in ways that can feel jarring at points. Fortunately, it concludes on one hell of a high note that feels like the perfect final act to an Indiana Jones film.
Indiana Jones and The Great Circle doesn’t reinvent the action-adventure wheel. In a weird backward way, it’s more or less a first-person version of an Uncharted or Tomb Raider game – franchises that probably wouldn’t exist without Indiana Jones in the first place. The excursion is familiar but well-crafted and succeeds because it absolutely nails its license. I walked away feeling more excited about Indiana Jones than I did leaving the theater for the last two films. The Great Circle reminds me of why I fell in love with Indy in the first place and should be a template for how to craft new interactive stories in this legendary series.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: NetEase Games
Developer: NetEase Games
Release: December 5, 2024
Rating: Teen
Like a masked superhero, there is more to Marvel Rivals than meets the eye. "Overwatch with Marvel characters" is a formula that sounds so lucrative on paper that I initially doubted its quality, fearing it was nothing more than a cash grab. After playing a few dozen hours and removing the game's metaphorical mask, I can see the mild-mannered, hardworking hero at its core. Marvel Rivals executes a simple concept with immense skill and finesse. With a huge roster of free playable characters at launch, a satisfying gameplay loop, and the fastest matchmaking system I've ever experienced, the game's first few months have established a sturdy foundation to build off of for years to come.
Marvel Rivals is a third-person hero shooter, a genre of multiplayer games defined by a lineup of unique playable characters with distinct sets of combat abilities. Developer NetEase launched the game last December with a generous roster of 33 comic book icons and has pledged to add more every season for free. Playable heroes are incredibly diverse, both in terms of their playstyles and where they fit within the Marvel canon; for every A-list Avenger like Iron Man and Thor, the game also includes newer, more obscure characters like Luna Snow or Squirrel Girl.
Regardless of what mode you're playing, it's always thrilling to see these classic characters put their skills on display. Spider-Man can swing in to get a KO, only to be quickly shut down by the Hulk, who comes hurtling in from the other side of the battlefield to protect his healers. After Storm summons a deadly tornado, Doctor Strange can spin up a portal to bring his team back to the objective right after they respawn, and Invisible Woman provides a massive shield to ensure everyone gets there safely. Marvel's characters and their powers are represented well, and it's fun to watch even if you don't know all the specifics of what's going on.
I spent most of my time in Quick Play or Competitive playlists, and each shuffles randomly through the same three game modes: Domination, Convoy, and Convergence. Each mode faces two teams of six against each other to either capture an area, escort a vehicle, or some combination of the two. If you're intimidated by PvP, Practice vs. AI allows you to play these same playlists against a computer-controlled enemy team, and achievements made there still count towards daily missions and season pass progression. It's a great way to try out new characters if you need to get a feel for Iron Man's repulsors or Star-Lord's twin element guns.
There are other modes as well, like Conquest, Doom Match, and the occasional seasonal mode, but the game's heroes are so specifically designed for team game modes with large maps that these other destinations don't feel as fun. You can play as whoever you want in Quick Play and find moderate success, but that's not the case in the frenzy of a Conquest map. This is a shame because the diversity of characters is a big selling point of this superpowered shooter.
Hero shooters live and die by the strength of their rosters, so it's notable this is one of the aspects that makes Marvel Rivals thrive. Each comic book combatant is unique and fun to play, and while a few characters might feel slightly under or overpowered each season, it's a remarkably balanced cast. There are ranged heroes, melee heroes, and even some like Cloak & Dagger or Scarlet Witch with auto-targeting abilities for players who haven’t spent hundreds of hours honing their shooting skills. You're encouraged to switch around, as well. For example, if an opponent chooses a character that counters my favorite (like Wolverine while I'm playing Groot), I can swap to someone that counters that counter-pick. The frustration is short-lived because there are so many viable characters to choose.
Marvel Rivals' most unique element in the game is the Team-Up system, which unlocks abilities and passive buffs when playing certain characters on the same team. Venom gives Spider-Man a symbiote attack, Hela can revive Thor or Loki by getting kills after they die, and Rocket can drop an ammo beacon for Punisher and Winter Soldier. It adds another level of complexity to team compositions and encourages players to try new characters, which keeps matches diverse and interesting.
The one glaring issue of the hero lineup is the distribution of roles. Characters in Marvel Rivals fall into one of three camps: Vanguard, Duelist, or Strategist. Vanguard characters have large health pools and defensive abilities, Duelists are fast damage-dealers, and Strategists have crafty kits that allow them to heal and buff their teammates. Each role is equally valuable on a team, but most characters – 20 out of 37 at the time of writing – are Duelists, outnumbering both other roles combined. Because it's the largest category and a role that feels the most like a traditional shooter, many games begin with players scrambling to pick their favorite Duelist instead of playing one of the supporting roles, leaving slower teammates either stuck playing Vanguard/Strategist or locking in as Duelist and starting the game with an unbalanced team. This problem is not at all unique to Marvel Rivals, and many players new to the hero shooter genre likely prefer to play a character that feels more familiar, but it's more than player tendency; by making so many characters fit in that Duelist category, the game's design exacerbates the problem.
Though the hero roster is massive at launch, the pool of maps veers in the opposite direction. Thankfully, this can be corrected through future updates; NetEase already added Midtown to kick off Season One, then Central Park six weeks later. If the studio keeps up with this cadence, this complaint will be quickly outdated.
This is also, without a doubt, the smoothest online multiplayer experience of my life. Most of the time, games are found almost instantly, and I've only been in a queue for more than 5 seconds a handful of times. Toxic players are easily reported and often reprimanded within the day. Lag is virtually nonexistent, even when observing other players, and on PS5 I've never encountered performance issues. Maps also look beautiful, chock-full of details and Marvel easter eggs for the players who look for them.
Ultimately, Marvel Rivals is not a revolution in game design, but a culmination of the successful shooters that came before it. Its gameplay is tight and balanced, its characters are satisfying to use, and I'm coming back to play more every night. I have gripes with the distribution of hero roles, but it doesn't spoil the game as a whole. Marvel Rivals isn't finding success because it's a cash grab, it's finding success because it's earned it.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.5Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC
Publisher: Digital Eclipse
Developer: Digital Eclipse
Release: December 10, 2024
As a child raised in the ‘90s, few TV shows brought me and my friends together for playground hijinks more than Mighty Morphin Power Rangers. Assuming the roles of our favorite Rangers (often contentiously) and poorly imitating martial arts moves was a blast. The franchise’s many co-op beat ‘em up games captured a similar joy at home. Rita’s Rewind is the latest brawler that, while not an all-time standout, replicates the fun of playing with friends as Angel Grove’s favorite teenagers with attitude.
One to five players (local and online) can suit up as Jason, Zack, Kimberly, Billy, and Trini to punch through an abridged version of the original show’s stories. From the teens’ first transformation to the evil Green Ranger saga, it’s a fun and succinct trip down memory lane with a time-travel twist. A robotic version of Rita Repulsa hailing from the future teams up with her past self to try and create the timeline where she finally prevails. The nostalgia is strong; I had a great time reacquainting my fists with staple threats like Goldar and the Putty Patrol while slapping my forehead at deep-cut episodic villains I’d long forgotten.
Combat can essentially be boiled down to “Have you played a beat ‘em up? It’s that,” but the simple action is bolstered by satisfying feedback accompanying every punch and kick. It’s mindlessly enjoyable as brawlers tend to be, with a dodging flip adding a touch of thoughtful nimbleness. It’s a bummer you can’t wield weapons; not only are they a genre staple that spice up the action, but the Rangers have signature weapons that would have been fun to play with. Landing offense fills a meter unleashing a screen-filling special attack, with each Ranger having a unique variation. Trying out each Ranger is annoyingly hamstrung by only being able to switch characters between missions at the Angel Grove Community Center, a shallow hub with a few bland minigames. I wish I could swap during stages after falling in battle as in most brawlers.
Stages aren’t particularly notable beyond a few recognizable locations but are laden with easter eggs and secret collectibles, such as finding familiar faces like Ernie and Principal Caplan. In a unique touch, the Rangers must occasionally destroy a soon-to-explode time crystal. Failing to do so quickly causes it to blow up and rewind time many seconds backward, forcing players to replay that brief segment. This creates a small but neat element of urgency that plays into the game’s time-manipulation theme.
Between the basic beat ‘em up stages, Rita’s magic wand makes her monsters grow, letting you sit in the cockpit of the Dinozords in first-person on-rail shooter sequences. I like the old-school polygonal look of these segments, and the action offers a welcome change of pace. Beat ‘em ups can get old quickly, and these arcade-style shooting sequences offer nice breaks from the monotony.
I’m less hot on the Punch-Out-esque one-on-one Megazord battles. Though I appreciate how the first-person perspective makes it feel like I’m piloting the Rangers’ ultimate weapon (and taking damage has the great touch of showing the Rangers getting rocked inside the head), these lengthy bouts can grow tedious and occasionally cheap due to the delayed input reaction. Dodging incoming projectiles can be a pain, and constantly sprinting forward to reach foes that continually leap backward is annoying. Failing these sequences means replaying the entire segment from the beginning, and while decent, they’re still not fun enough to mitigate the frustration.
Since its launch, Rita’s Rewind has received neat free updates including an optional Ranger leveling system to create character variety, and gameplay modifiers such as adjusting game speed and even gravity. These changes freshen things up and add more agency to how players tailor their adventures. As it stands now, Rita’s Rewind doesn’t shatter the genre’s mold. The action is a step above many contemporaries, but still falls prey to the genre’s inherent monotony and the Zord segments can be irritating at worst. But if you’re a ‘90s kid itching to pull out your Morpher one more time, Rita’s Rewind is the Rangers’ best cooperative outing to date.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 7.75Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Electronic Arts
Developer: BioWare
Release: October 31, 2024
Rating: Mature
Dragon Age: The Veilguard is more than just another release in a beloved role-playing franchise. It’s also the first single-player RPG from BioWare, a team whose bread and butter was once this exact type of game, in over seven years. With a beautiful collection of hub worlds to explore, fun and fast action combat, and a memorable cast of characters to share in the adventure, I was impressed throughout my long runtime with Veilguard. And though the central narrative left me wanting, the personal character-specific side quests mostly made up for it.
Veilguard begins in medias res, with Rook, the player-created protagonist, and fan-favorites Varric and Harding in the magical city of Minrathous attempting to stop turncoat Solas from destroying the Veil. This Veil is a magical barrier Solas once created to cut off the Fade from reality. With too much regret to live with over this action, Solas is attempting to destroy the Veil. However, as Rook later learns, everything is not as it seems; things go awry and two ancient Elven gods – the archdemons Elgar’nan and Ghilan’nain – are released. Thus begins the central conflict in Veilguard: stop these archdemons from destroying the world and discover the truth behind Solas’ actions.
Before all of that, though, I created my Rook using one of the best character creator systems I’ve ever used. It features hundreds of options and seemingly limitless customization with unique sliders and model blending, and it also features a helpful lighting system to prevent the in-game regret that I and many others experienced in Inquisition when the character creator's look didn’t match the in-game lighting at all. It features three classes to choose from, and though the fast-dagger Rogue and Captain America-like Warrior were tempting, I ultimately went Mage, later specializing in magical dagger attacks and electricity to defeat hordes of enemies.
Veilguard is an impressive feat of visual artistry, with EA’s notoriously difficult Frostbite engine firing on all cylinders to create one of the most gorgeous game of 2024. Though longtime fans might be put off by the Fable-like whimsy built into the art style, it’s a welcome reprieve from the constant chase toward photorealism. The opening stage, Minrathous, is the visual standout of the game, with magic neon, thunderous skies, and a constant downpour painting the noir-punk picture the game’s opening aims for. The various other areas I experience in Veilguard are beautiful as well, from the sun-kissed Rivain Coast to the dark and gloomy Necropolis Halls, and though I ultimately enjoy exploring each area in its own right, they’re all a bit too streamlined for the adventure Veilguard tells me I’m on. Narratively, I’m venturing across a part of Thedas we haven’t yet explored in the series and it’s a wonder to behold, but as a player, most stages are linear with few branching paths, a couple of secrets here and there, and chests to find. I would have liked more awe in my exploration.
Fortunately, side quests breathe life into each location, backed by interpersonal journeys for each member of the Veilguard I convince to join my team. I especially enjoyed Emmrich’s companion quest line, which centers around him tackling his fear of death and what it means to be alive. Other highlights include Taash’s self-discovery within a crossroads of culture and gender, Neve’s struggle to determine how best to serve her city, and Davrin’s quest to save the griffin creatures of Grey Warden fame. Ironically, the times when I found the central plot uninteresting, the companion quests and various side quests delivered what I wanted. It’s in these quests the game also felt most like an RPG, with past choices showing their face in surprising ways and new choices influencing what might happen next.
It’s not that Veilguard’s golden path is bad, but it is, at times, rote and predictable, especially when chasing after the Archdemons. However, any time Solas was on screen – painfully not enough – he stole the show, which is to say he also helped the game’s finale excel past the narrative’s issues in the 75 hours preceding it. The final hours of Veilguard are full of heart and deliver on the promise of Inquisition’s Trespasser DLC.
Despite what I was experiencing narratively, I almost always enjoyed what I was doing mechanically, thanks to a robust combat system with meaningful abilities and skills to unlock. Veilguard makes it easy to experiment, too, giving me the ability to determine which route of magical power I wanted my Mage Rook to go. Though I eventually slotted into the Spellblade specialization, I’d be lying if I was tempted by the power of the other two specializations. Thanks to a generous respec system, it was easy to indulge those temptations. Using the Spellblade and all of the Mage’s other flashy abilities remained a visual delight throughout my time in Veilguard, though I wish there was more combat progression beyond the cap of Level 50. I would have liked more variety amongst the abilities of enemy AI, too.
Though I wanted to feel more from the main story, Veilguard’s side quests yielded the heart and passion I yearned for, and its new action combat system feels refreshing for the series with a healthy amount of room to grow. Mileage will vary with Veilguard depending on one’s history with the Dragon Age series. It’s quite different from its predecessor; though, every Dragon Age is different from its predecessor. It answers some questions and begets even more I hope BioWare can address in another game one day. Ultimately, Veilguard delivers on the promise of every Dragon Age with its strong characters, engaging combat, and a classic BioWare role-playing experience.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC
Publisher: Sega
Developer: Sonic Team
Release: October 25, 2024
The 2011 release of Sonic Generations was one of the best games the series had received in years and served as an effective celebration of the Blue Blur’s 20th anniversary. Though the 33rd anniversary is much less of a milestone birthday, Sonic Team carried forward that legacy with a solid remaster of Sonic Generations. However, rather than simply polishing old decorations, Sonic Team gave fans new ways to celebrate with a superb second campaign starring Sonic’s most popular rival, Shadow, creating a compelling package well worth speeding through.
This new campaign, Shadow Generations, feels right at home in the bundle thanks to its emphasis on revisiting key stages and boss fights in Shadow’s history. Through various modernizations, it showcases the series’ recent evolution. Shadow’s stages are blisteringly fast and full of diverse action, and since Shadow debuted in Sonic Adventure 2, all of the stages in Shadow Generations are from the Modern era. I enjoyed revisiting iconic locales like Space Colony ARK, Rail Canyon, and Radical Highway. Even Kingdom Valley from the much-maligned Sonic the Hedgehog (2006) received an excellent facelift for this remastered bundle. Sunset Heights from Sonic Forces and the Tokyo DLC stage inspired by the Sonic the Hedgehog 3 movie offer some of the coolest set-piece moments in franchise history.
Speed is every bit as important in Shadow Generations as in any Sonic game, but I love how Shadow is much more offense-oriented than his blue counterpart. Using his Doom Powers, he targets multiple enemies with projectiles, glides across the top of the water, and even sprouts wings to soar through stages. Though not all of these powers are as smooth as I’d like and some are extremely situational, I never tired of using Chaos Control to freeze objects in the environment to open new paths.
Some stages in Shadow Generations veer close to the source material while others feature mind-bending sequences where Shadow runs through a warped version of Radical Highway in the middle of another stage, flowing seamlessly between the levels and awe-inspiring cinematic moments. Shadow Generations also adds several boss fights that are largely more enjoyable than those found on the Sonic Generations side of the fence. I had so much fun using Shadow’s suite of powers to face off against Metal Overlord from Sonic Heroes while Crush 40’s “What I’m Made Of” blared in the background. I won’t spoil the character you fight, but a battle against a face we haven’t seen in nearly 20 years was a highlight of the campaign for me.
The piece of Shadow Generations that showcases the most franchise progression is its hub world. Shadow Generations mimics the all-white aesthetic of Sonic Generations’ level select area, but rather than presenting it in a linear, side-scrolling fashion, Shadow Generations borrows the format from Sonic Frontiers. The open-zone design of Frontiers showed a sturdy foundation for the concept but had various navigational and technical speed bumps. In Shadow Generations, Sonic Team demonstrates growth in this design; elements don’t pop in nearly as much as in Frontiers, and I was stumped less at how to reach my destination. Sonic Team’s approach to big, open areas still has some wrinkles to iron out, but this bite-sized sophomore effort shows encouraging signs.
On the Sonic Generations side of this package, the original story is back, delivering a sprint down memory lane for longtime Sonic fans. Improved framerate and increased resolution make this 13-year-old game look right at home alongside Sonic’s latest adventures. Spanning Sonic 1’s Green Hill Zone through Sonic Colors’ Planet Wisp, Sonic Generations gives players a greatest hit package of the franchise’s first 20 years. Playing through half the stages as Classic Sonic from the side-scrolling perspective and half in 3D as Modern Sonic keeps the experience fresh as you blast through these modernized versions of throwback stages.
Replaying through Sonic Generations 13 years after its initial release, I admire how it served as a turning point for Sonic Team’s 3D level design. After the 2D Genesis games established the branching paths convention, where players’ mistakes are punished often not with death, but with a slower, more enemy-laden path through a stage, Sonic Team truly seemed to figure out how to better implement that design style for 3D levels with Sonic Generations. Thanks to that, the levels are not frustrating deathtraps as found in earlier 3D Sonic titles, but rather branching stages that follow through on that classic design style.
Though some stages, particularly Planet Wisp and Crisis City, still possess annoying stage design elements, the Sonic Generations campaign has aged quite well. However, the boss battles are hit or miss, chock-full of frustrating controls and awkward routes to victory. The final boss of Sonic Generations, outside of being an entity devoid of personality, was an absolute mess in 2011, and it remains an infuriating, tedious slog that takes most of the air out of the story’s climax. It’s disappointing that Sonic Team didn’t take this remaster as an opportunity to fix this fight.
For Sonic’s campaign to not receive any updated stages from after the original game’s release is also a missed opportunity. When Generations launched, it had 20 years of levels to pull from; today, it has 13 additional years of adventures Sonic and his friends have gone on. Though some of the games in that period were not well received, I would have enjoyed some additional content in Sonic’s campaign. Thankfully, Shadow Generations works around that gap of new content by adding stages from Sonic Forces, where Shadow was only playable through DLC, and Sonic Frontiers, from which he was absent. However, I still would have preferred to have those levels tacked on at the end of Sonic’s story. Sonic Team modified some cutscenes in Sonic Generations for this release, so it wouldn’t be unheard of to add these, even if they were simply bonus stages that don’t fit into the main story.
The potent combination of Sonic and Shadow Generations makes a strong case for being the best package of 3D Sonic content we’ve ever seen. It’s simultaneously a celebration of the series’ past while hinting at the exciting future on the horizon. Back in 2011, when Modern Sonic told Classic Sonic “Enjoy your future. It’s gonna be great!” it felt hollow given the then-recent state of the series. In 2024, however, the future feels bright for the Sonic franchise, and Sonic X Shadow Generations is the latest, and possibly greatest, indicator of that notion.
Score: 8.5Reviewed on: Quest 3
Platform: Quest 3
Publisher: Oculus Studios, Warner Bros. Interactive
Developer: Camouflaj
Release: October 21, 2024
The Arkham series has earned the prestige of being a fantastic and consistent video game franchise without any licensed game asterisks. Nearly all the Arkham games are great in different ways and perhaps the most surprising compliment to pay Arkham Shadow is that it stands up in that lineage, despite being made by a different developer for a difficult platform. I’ve missed the Arkham games and was overjoyed to discover that developer Camouflaj figured out how to successfully translate Arkham’s best mechanics into virtual reality, and place it alongside a surprising and enjoyable narrative.
I don’t like swinging punches or swords in VR anymore. It can be done well, but the lack of feedback forever makes it feel like I am arbitrarily swinging my arms around. The act is exhausting and I never feel like I am accomplishing anything. My greatest, Scarecrow-induced fear heading into Arkham Shadow is I would swing wildly at Batman’s foes and feel like an idiot. I certainly felt like an idiot at times (an inevitable byproduct of any VR game), but the combat is calculated, specific, and fully satisfying. Just like the combat of previous Arkham games, you can succeed by throwing punches wildly, but being careful and precise with your swings leads to success and excitement for the next clash. Countering enemies and moving around the battlefield feels great and often like a rhythm game. I never tired literally or emotionally of taking on a group of bad guys. It is the element I suspect was the most difficult to translate into VR and Camouflaj pulled it off.
The other tenets of the Arkham games – exploring, light puzzle solving, and stealth – feel similarly well-translated. Bouncing between ceiling gargoyles from Batman’s perspective to sneak up on bad guys feels great and digging into the nooks and crannies of Blackgate Prison, where the majority of the game takes place, is consistently rewarding.
The story also snuck up on me and delivered much more impressive performances and twists than I expected. Arkham Shadow primarily explores the relationship between a pre-Two Face Harvey Dent and Bruce Wayne in an exciting way for those who have played previous Arkham games. The appearances of characters like doctors Jonathan Crane (not yet Scarecrow) and Harleen Quinzel (not yet Harley Quinn) are also relevant, worthwhile, and are far more than cameos.
The story also lends itself to the structure of VR and breaks into chapters well, which is good for shorter VR gameplay sessions. Unsurprisingly, you spend the majority of the approximately 10-hour adventure as Batman sneaking around the game’s namesake, but you also spend time as Batman’s criminal alter ego, Matches Malone. During those sequences, you mostly walk around the prison and talk to inmates who don’t know your true identity. These moments are a welcome respite to the action and help to avoid the nauseating problem I often experience when focused in VR for too long.
Batman: Arkham Shadow is a great Batman: Arkham game without any qualifiers needed for its virtual reality platform. Narratively it fits in well with the rest of the series, and mechanically Camouflaj somehow simply figured it out. “Arkham in VR” is a pitch that feels impossible or at least too difficult to be true, but that’s exactly what Arkham Shadow is. It may not be the revolutionary VR title that unequivocally makes the platform become widely adopted, but I would absolutely count it among my favorite VR experiences alongside games like Beat Saber and Half-Life: Alyx.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.75Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, Switch, PC
Publisher: Devolver Digital
Developer: Nomada Studio
Release: October 15, 2024
Neva begins on a heartbreaking note, with a young swordswoman and her antlered wolf pup suffering the devastating loss of a loved one. Grief catalyzes a blossoming partnership between the pair, spurring them in their mission to spare a dying world from the same fate. Watching them grow closer throughout four tumultuous seasons is an emotional treat, a relationship that anchors this exceptional action platformer.
Like developer Nomada Studio’s previous game, Gris, Neva’s incredible art direction is a visual delight. Not only is the adventure beautifully illustrated, with bold colors and lineless art giving the models a distinct appearance, but fantastically fluid animation means the journey looks even better in motion. I can’t decide if Neva would be more at home at an indie film festival or on TV earning acclaim as a Cartoon Network series à la Samurai Jack. The vividly colorful forests make the encroaching blackness of a corrupting masked entity feel all the more jarring and threatening. But even this scourge is portrayed beautifully, with infected carcasses sprouting ashen flowers to create a haunting yet alluring sight. A stellar soundtrack pulls at the heartstrings as much as the narrative’s affecting themes of companionship, parenthood, death, and rebirth.
Throughout the game’s four chapters, I grew to love Neva (the wolf) and Alba (the woman) through their small but effective interactions. Simply calling Neva’s name, the game’s only spoken dialogue, resonates when laced with contextual nuances such as distress when Neva’s in danger, sternness when she misbehaves, or pride when she performs well. Petting Neva strengthens this attachment; I love giving a rewarding rubdown after a good fight or hugging her when she’s frightened.
These interactions work because Neva behaves like a real dog whose behavior evolves and matures over time. As a puppy, Neva will often stop to play with random flowers or chase leaves floating in the wind while being skittish around enemies. As Neva grows older – and much, much larger – her demeanor becomes more confident, her body language more dignified, and she’s more focused and aggressive toward threats. This growth effectively sells the passage of time, and one of the game’s strengths is making me feel like a proud parent who’s managed to raise a capable creature in an increasingly hostile world.
Gameplay-wise, it’s rewarding to watch Neva become less of a child to babysit and more of a partner in battle. In her teenage period, she’ll often engage foes unprompted, sometimes before I reach them, making her a helpful, if impulsive, teammate. Neva will even pin down certain foes, giving me a free window to finish them off. Neva gradually gains new abilities performed on command, adding another strategic layer to combat while narratively showcasing her growing discipline and synergy with Alba. Aiming and firing Neva like a furry missile at distant targets is equal parts cool and absurd, and you can even mount her once she’s big enough.
Alba slices through enemies with a one-button three-hit combo, creating a simple but satisfying dance of attacking and evading when combined with a nimble dodge roll. Landing consecutive strikes without taking damage replenishes health, a gratifying system that rewards good performance. Staying on your A-game in fights matters, as the game is more than a pretty face; Neva can be surprisingly tough. Combat encounters often lob several enemies to encourage thoughtful use of the wolf’s cooldown-based assists while you nimbly strike down foes with your sword. Boss battles require memorizing subtle enemy tells and executing split-second evades to retaliate during brief openings. I died more often than I expected during these bigger bouts, but that was always my fault and I enjoyed this demanding rise in tempo after lengthy exploration segments.
Neva’s elegant presentation and combat extends to its enjoyable puzzle-like platforming. Most riddles involve activating mysterious nodes by traversing floating, ever-shifting platforms and other obstacles. Platforming makes ample use of Alba’s air-dash, double-jump, and wall-climbing skills, and though less challenging than the combat, it still offers enough bite to remain engaging. Hidden flowers provide a nice little incentive to explore off the beaten path, not to mention another excuse to bask in the wonderful scenery.
Neva’s immaculate presentation, enjoyable action, and moving narrative prop it up among 2024’s best indies. Despite boasting thrilling cinematic sequences and jaw-dropping visuals, Neva’s best moments are often its smallest: watching a relieved Alba call her furry friend after a brutal fight to share an affectionate and appreciative embrace.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9Reviewed on: Xbox Series X/S
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, PC
Publisher: Sega
Developer: Studio Zero
Release: October 11, 2024
Rating: Teen
After primarily focusing on the Persona franchise for the last two decades, director Katsura Hashino and his team decided to craft an all-new IP that retains many of the core tenets of their most well-known work. Though Metaphor: ReFantazio’s fantasy backdrop differs vastly from Persona’s real world, the adventure feels familiar not only in gameplay and structure but also in the struggles characters face within their world. The relatable themes combined with a standout cast and the best gameplay this team has yet created make for an enthralling narrative-driven turn-based RPG that kept me hooked for more than 100 hours.
The king of Euchronia is assassinated and his heir is comatose under a curse. With the prince unable to take the throne and succeed his father, a Royal Tournament is organized to allow the kingdom’s denizens to choose a new ruler. Dangerous, grotesque beasts known as Humans have also become more common, creating a sense of unrest that allows for the charismatic Human hunter Louis Guiabern to rise in popularity to challenge religious leader Santifex Forden in the polls. This election serves as the backdrop to a sprawling story that includes terrific explorations on themes of both individualized and collective anxiety and the impact that can have on us. I loved traveling through the kingdom, learning how the uncertain state of the nation was impacting the various species, and demonstrating to the citizens that my character was worthy of their support.
Closely following the Persona formula, Metaphor puts you in control of a protagonist as he navigates his day-to-day life throughout a lengthy narrative consisting of several arcs en route to rescue the prince and restore the kingdom’s political order. Operating on the development team’s signature calendar system, you must choose what to do during your daytime and evening hours. Since Metaphor features such an excellent and diverse cast of characters, I often struggled to decide which of my connections I wanted to spend my finite time with. You must also consider using your time to complete quests or improve the protagonist’s attributes that open additional dialogue options.
The substories connected to the protagonist’s followers, whether they’re party members or other NPCs integral to the story, are among the highlights of the Metaphor experience. Whether I was assisting one character in finding a home for his people following a Human attack on his village or accompanying another as he comes to terms with the death of his son, Metaphor gives you a keen glimpse into the struggles of each character, providing depth and believability to most members of the terrific cast. And just like Persona, deepening your connection with a character unlocks bonuses within the combat system, providing additional incentives to play through these often excellent scenes.
As you travel through Euchronia and progress the story, you delve into countless dungeons and face off against horrific monsters in fast-paced, turned-based combat. On each character’s turn, you can perform a melee attack, use items, or perform magic moves using Archetypes, character-specific entities based on different imagined depictions of heroism. As you create new relationships with characters, you unlock additional Archetypes that can be studied by the party members.
The Archetypes serve as Metaphor’s job system, allowing you to equip different classes to the characters. Though some characters are clearly built to use specific Archetypes, if you want to assign your warrior character to be a mage and your tank to be a healer, Metaphor does little to stand in your way. And with a skill inheritance system that lets you import abilities from other Archetypes into your character’s current build, I excitedly spent hours theorycrafting not only my team composition but each of their individual ability suites.
Finding the sweet spot for your team’s abilities is crucial. Landing a critical hit or attacking an enemy’s weakness grants additional turn icons, while ill-advised attacks or outright misses take away turns and can turn the tide of battle against your team. Metaphor plays off the notion of the party being stronger together by allowing two characters to team up to perform powerful Synthesis attacks. The combat system also injects an additional layer of strategy by allowing you to move party members to the backline where their physical attacks are less effective, but they will receive less damage.
The entire experience drips with style, ranging from incredible character designs and intricate environments to eye-catching menus and a grand score. This extends to the many incredible locales the party visits on its quest; some of my favorite moments happen during road-trip pit stops when characters espouse anecdotes and emotions inspired by the beautiful scenery. The way these moments tie back into the story is commendable and demonstrates Studio Zero’s narrative mastery.
Metaphor: ReFantazio’s story is incredibly perceptive in how it frames modern-day problems through the lens of a fantasy world. The coincidental timing of its release during a period of great political strife amidst a high-stakes election in the United States is the most immediate and apparent parallel, but I most appreciated the meditations on how anxiety can amplify ignorance to manifest prejudice and discrimination. Instead of falling victim to this way of thinking, the protagonist seeks out a party from different tribes – something unheard of in the world of Euchronia – hammering home that diversity is a strength, not a liability.
Though the story covers a lot of ground and is compelling throughout, it does lose much of its steam towards the end. The final stretch feels endless as you wait for the date of the final showdown, and while I loved the opportunity to sweep through any hanging sidequests I had in my inventory, the story’s momentum came to a screeching halt just before the climax. Add to that a massive difficulty spike for the way-too-long final boss battle, and by the time I got to the epilogue, I was just ready for the journey to be over. I loved the vast majority of my time traveling through Euchronia, but the very end of the adventure left a bad taste in my mouth.
Thankfully, Ralph Waldo Emerson's adage, “It’s not the destination, it’s the journey,” thoroughly applies here. When I think back on my time with Studio Zero’s latest creation, the final chapters won’t be what stands out to me, but rather the heartfelt scenes shared with my party members or the awe-inspiring destinations that served as excuses to forge deeper bonds with the characters. Similarly, I won’t dwell on the frustration and despair I felt facing off against the final boss; instead, I’ll reminisce on the menacing and believable nature of that character in the long build-up to that moment. Despite the overly drawn-out final act and the poorly tuned final boss, Metaphor: ReFantazio’s journey is well worth embarking upon.
Score: 9Reviewed on: PlayStation 5
Platform: PlayStation 5, PC
Publisher: Konami
Developer: Bloober Team
Release: October 8, 2024
The original Silent Hill 2 released in 2001, which was an impressive time for the medium. The year was not without other forward-thinking games tackling complicated emotional subjects (Metal Gear Solid 2 and Ico, for example), but James Sunderland’s journey into the titular town continues to stand out as arguably the most progressive both at the time and shockingly still today. Revisiting what many consider to be a masterpiece on the nature of grief, trauma, guilt, and other topics not typically approached by video games is dangerous. However, developer Bloober managed to not only bring forward what was most compelling about the original, but made it look and feel better, too.
The 2024 version of Silent Hill 2 is not without elements reminding that the original is over 20 years old, but it is a supremely unsettling game that is absolutely effective in its pursuit. The word “enjoy” isn’t quite the word I would use to describe my time with Silent Hill 2, but I did not want to put it down until the end of James’ journey, even knowing what that conclusion was going to look like.
Silent Hill 2 (2024), as the original did, follows James Sunderland to the town of Silent Hill after receiving a letter inviting him from his deceased wife. His journey is difficult and horrifying as the town personifies the trauma of losing his partner in abstract and disturbing ways. The other characters met along the way are experiencing Silent Hill differently related to their own trauma, and I was frequently blown away by the performances of those effectively also experiencing hell. Gianna Kiehl’s Angela moved me in particular, but I was also impressed by Luke Roberts’ sympathetic portrayal of James.
Seeing the town again with its 2024 coat of paint consistently impressed me. These are the best visuals Bloober has ever delivered and to see the town shift and change in new ways over the course of the experience was always thrilling and often terrifying. Exploring the prison underground was particularly unsettling in a complimentary way. I was as eager to enter the location and see what it looked like as I was to leave.
Importantly, controlling James feels good. The switch to contemporary third-person controls works well. An occasional argument is made that the stiff, difficult controls of the original lend to the unsettling nature of playing the game, but I will take the agency and specificity of James’ movement offered here. I still often felt terrified and uncomfortable, despite being able to pull off headshots.
Silent Hill 2 shows its age in its trajectory and sometimes pacing. James collects a lot of keys and they are delivered in such a way to make sure you bounce between story moments at the right cadence, but it’s difficult to ignore that you are ostensibly running back and forth between locked doors. Thankfully, James’ careful note-taking on the map (which was in the original, but is improved here) makes the process easy to parse. Despite that, I sometimes still became directionless, which hampers the fear. Bloober can design the scariest location ever conceived, but if you’re spending too much time leisurely looking for a key or a disgusting hole in the wall to reach your hands into, the volume of the terror gets lowered. Thankfully, this doesn’t happen too often.
Bloober’s take on Silent Hill 2 is engrossing, even if words I would usually use to compliment other games like “fun” simply don’t apply here. I experienced the original game shortly after its first release, but I was still eager to see where the story was going and what new ways I would dive into the psyche of James and the others he met in Silent Hill. Despite the difficult revelations Silent Hill 2 unveils along the way and how uncomfortable the experience made me (by design) I was eager to immediately start the journey again after seeing the credits.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.75Reviewed on: Switch
Platform: Switch
Publisher: Nintendo
Developer: Grezzo, Nintendo
Release: September 26, 2024
For the first time since The Legend of Zelda’s inception in 1986, the series’ namesake is finally the playable protagonist. Echoes of Wisdom is not a spin-off or a non-canon entry in the ongoing legend but rather a proper Zelda game filled with dungeons and puzzles. Getting to explore a version of Hyrule as Zelda is overdue, and efforts have been made to make sure it retains the feeling of a Zelda game, while undeniably trying something new. Echoes lacks the scale and grandeur of previous Zeldas and its primary mechanic loses steam near the end of the adventure. It is, however, successful on enough other fronts that it absolutely earns a spot in the legacy of one of video games’ most undeniable franchises.
Echoes’ big hook is Zelda’s ability to clone and use just about every enemy and object in the game to complete her goals. This stands in for the typical Zelda item and even extends to swinging a sword, which Zelda herself doesn’t technically do. Zelda uses clones to solve her problems, and they are exciting to use in many ways. Finding new items to clone is exciting and becomes a fun collection sub-game; figuring out ways to use certain enemies (like grabbing onto a bat to fly over a gap) is rewarding.
I did find, however, as I made my way beyond the halfway point, that I had a handful of clones I used to bypass just about every task. I was still excited to find new enemies and items to clone, but I relied heavily on the old faithfuls. The dungeon design also suffers from the cloned-item-enemy approach as I experienced fewer and fewer revelatory moments. I wasn’t solving new puzzles in unique ways so much as I was figuring out how to use the same giant yellow platform with an eyeball to progress.
The combat generally underwhelmed me. Spawning my own enemies to watch them fight isn’t particularly thrilling. Zelda does have the ability to channel Link and use his sword (and other items) temporarily, but that also wasn’t particularly satisfying as it became a ripcord I often pulled when I was getting bored with watching my clones battle it out. Boss fights, thankfully, afforded a bit more creativity and I was always eager to take them on.
Where Echoes’ primary mechanic lost steam over the course of the adventure, the overall presentation never lost its charm. Borrowing the style of Grezzo’s last Zelda game (the 2019 Link’s Awakening remake), the character designs and world are incredibly charming. The music is fantastic, and, as is often the case with Zelda, the themes are familiar but approached from a new wonderful direction. Echoes has one of my all-time favorite Zelda overworld themes. The narrative also presents some fun surprises and, thankfully, doesn’t linger too long on its opening twist, which I was grateful for as I am sure it would have been exhausting for it to be the game’s full throughline.
Exploring that overworld (with the excellent soundtrack) is a strength. The dungeons’ open-ended nature sometimes made them feel superfluous and without challenge, but being able to go anywhere outside fairly early in the experience was welcome. The 2D Zelda games tend to suffer the most in the open world as that is where they feel the most constricted where they shouldn’t, but that is not the case in Echoes. Not only is exploration fun and open but there are often rewards for ending up in places you previously thought were inaccessible.
Echoes of Wisdom’s presumed goal was to find a happy medium between the rigid linearity of classic 2D Zelda and the experimental openness of Breath of the Wild and Tears of the Kingdom. A middle ground between the two does exist here, but I ultimately felt pulled in both directions without ever feeling fully satisfied with either. Sometimes I wanted to be able to experiment more, and sometimes I wanted to experience the joy of solving a defined puzzle with a specific item. But in the end, I finally got to experience a full, proper, no-asterisk Zelda adventure without having to explain, “Actually, you play as Link,” and I am grateful for the experience.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, Switch, PC
Publisher: Critical Reflex
Developer: Wrong Organ
Release: September 26, 2024 (PC), 2025 (PlayStation 5, Xbox Series X/S, Switch)
In the opening minutes of Mouthwashing, the pilot of a spaceship crashes head-on into an asteroid, stranding the crew in the far reaches of space and brutally maiming the captain within an inch of his life. What follows is an existential horror show with unique visual effects, brutal dialogue, and surreal consequences that kept my eyes locked to the screen for the entire three-hour playtime. I am not typically a horror fan, but chose to brave the expanse of outer space in search of a good story, and Mouthwashing absolutely delivers.
You experience Mouthwashing's events through the eyes of Curly, the captain before the crash, and Jimmy, who takes over afterwards. For maximum suspense, the two timelines are interwoven in an easy-to-follow nonlinear structure. Its first-person adventure gameplay has you traverse the window-less, claustrophobic spaceship known as the Tulpar, where you'll mainly talk to your crew and solve basic puzzles, usually by bringing items from one area to another or memorizing number sequences to unlock doors or safes. It's a perfectly serviceable gameplay loop, but it's nothing special – just a way to get from one story event to another.
Between the main chapters, Mouthwashing is not afraid to get surreal and dreamlike, dipping into frightening nightmare scenarios based on the protagonist's guilt and fears. From a liminal labyrinth of the ship's hallways to grotesque, abstract body horror, developer Wrong Organ refuses to let the player get comfortable; I was always as uneasy as the rest of my coworkers. While some later sequences lasted too long for my liking (especially when I was eager to get back to the climactic events of the main story), these sections are a huge part of Mouthwashing's identity, filling me with fearful delight whenever a new section started.
The crew is another massive highlight of the game, each uniquely tragic in ways the plot holds back on until the moment is right. Before anyone was trapped in outer space, they were trapped in the cold vacuum of capitalism by an uncaring company – they aren't risking their lives for something they believe in, but a paycheck. And while death is not certain, the looming fear of a meaningless demise is infectious, raising tensions until the crew prevails or loses all hope. These moments of intense pressure bring out the best and worst of each person on the Tulpar, and the team at Wrong Organ crafts some top-notch dialogue to express that. A late-game monologue from Swansea is the peak of that writing achievement, and has stuck with me since beating the game.
While many video game stories are clear and to the point, Mouthwashing relies on subtext and implication to great success, with one particular character's backstory only clicking into place as you realize the truths they were afraid to admit. The dual protagonist structure conceals information in a similar way, and I greatly enjoyed the feeling of the game's ending when everyone's motivations became clear. Each character's fate and actions are foreshadowed just enough to feel inevitable without also feeling predictable. Players who take a second playthrough will likely pick up on details they missed the first time.
Visuals are another of Mouthwashing's strengths. It's far from the only low-poly horror game to launch in 2024, but the aesthetic direction is popular for a good reason. It's the intersection of nostalgia and dread, summoning a familiar vibe for an otherwise unsettling narrative. It also makes creative use of "data moshing," a trippy visual effect that imprints the pixels of an image onto the movement of a video, to subtly transition the player between areas. Much like the creative, surrealist horror sections, these transitions keep the player from getting comfortable, and the art style makes them particularly effective.
At multiple points in the game, text flashes on the screen saying, "I hope this hurts," an ambiguous message from one character to another. We never learn who says it to who, but it's a particularly dark line: an explicit desire for suffering in a story where everyone is suffering in their own ways already. Quotes like these along with Mouthwashing's final moments left me rattled and introspective, reckoning with the lengths people can be pushed to when pressured by crisis, ego, or capitalism. As intended, it left me feeling disturbed. In other words, it hurts, Wrong Organ. Your wish came true.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.75Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, Switch, PC
Publisher: Devolver Digital
Developer: All Possible Futures
Release: September 17, 2024
Watching protagonist Jot leap from the 2D illustrated pages of his storybook into a beautifully rendered 3D world immediately sells players on The Plucky Squire’s hook. This transition between gameplay styles is an awesome mechanic that truly feels magical, making me hopeful the adventure designed around it would be equally as enchanting. Unfortunately, that’s not quite the case. The Plucky Squire has oodles of charm and imagination, but the gameplay isn’t always as engaging or inspired.
This classic Zelda-esque adventure puts you in the shoes of a cheerful swordsman joined by his two friends, a timid witch-in-training and a metalhead mountain troll, to rescue their storybook world from peril. In some humorous meta writing, the book’s villain becomes self-aware of his fictional reality and discovers how to turn his predestined cycle of endless defeats in his favor. A pleasantly sassy narrator guides players through a lighthearted tale. But despite the intriguing setup, the story winds up being more saccharine than memorable.
Within the storybook, The Plucky Squire largely unfolds like a top-down Zelda game (with occasional side-scrolling segments harkening back to Zelda II). Traveling through eye-popping, colorful overworlds and cutting down foes feels and looks good, but combat lacks challenge, making battles feel like rote exercises even after obtaining upgrades like a sword throw and spin attack. Fortunately, combat is secondary to The Plucky Squire’s main draw of letting players manipulate their pagebound world.
Exiting the book and using a magic glove to flip between pages not only serves as a clever form of backtracking, but engenders neat ideas like grabbing an object from a previous page and bringing it into the current one. I also like tilting the book to cause certain objects to slide wherever you need them to be. Changing entire scenes by swapping certain words from descriptive sentences (e.g. replacing “Forest” with “Ruins” in a sentence to transform the surroundings accordingly) is another fun idea that adds a playful, interactive take on an unreliable narrator. Overall, the puzzles built around these tricks are clever in concept, but tend to be disappointingly simple in execution. I often solve riddles at first glance, and they rarely feel as substantial as I’d like even late-game.
Leaping off the page into the fully rendered 3D bedroom of the child who owns your story is the biggest treat. Not only does the bedroom look awesome and feels believably lived in, but the transition is largely smooth from a technical standpoint. Traversing the 3D sections consists of simple, and, frankly, unremarkable, platforming segments, but it’s the way they’re dressed up that make them feel more interesting than they are. Jumping into certain illustrations pinned on objects is a cool-looking way to scale vertical surfaces, as is sliding down a rope and seeing Jot cruise down inside the multiple flags hanging on it. Unfortunately, the presentation can’t prop up the barebones stealth sections tasking you to sneak around bugs, and being spotted results in immediate death. These sequences lack the creativity of the rest of the package and feel present for the sake of it.
The Plucky Squire also sprinkles bespoke minigames that appear once and offer brief snippets of variety that I usually welcome. I appreciate the cuteness of a simplified take on a Punch-Out-style battle against an angry badger and a turn-based RPG battle against a character from a Magic: The Gathering-inspired trading card. These segments are far from robust departures and more like breezy genre change-ups to add little spice without overstaying their welcome.
Though I admire everything about The Plucky Squire’s art direction, the lax difficulty robs it of stimulating engagement. The Plucky Squire is an easy game to a fault, made more so by the annoying number of tooltips and forced tutorials plaguing the adventure. In addition to seizing control away from players too often, it holds their hand for too long. The Plucky Squire may be trying to appeal to kids, but I’d wager all but the youngest children would grow weary of these aggressive training wheels.
Thankfully, The Plucky Squire has received an optional streamlined mode shaving away the glut of these forced tutorials. It makes a noticeable difference, allowing me to enjoy the game a little more with less interruption and more room to think. Streamlined mode doesn’t make The Plucky Squire any more difficult, but consider it the new default gameplay setting and reserve the game’s original incarnation, which is still available, for only the least experienced players.
Although The Plucky Squire has become better at trusting players to figure things out, it remains a disappointingly simple trek wrapped in a killer presentational wrapper. It’s one of the coolest-looking games of 2024 and has inventive ideas I wish were more substantially fleshed out. Jot’s big adventure is presented as a children’s story, and it’s hard not to feel like a kid playing it in the best and worst ways.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 7.25Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Focus Entertainment
Developer: Saber Interactive
Release: September 9, 2024
Rating: Mature
Warhammer 40,000 is a sprawling franchise that’s been on this Earth longer than I have. As such, there are countless rulebooks, tabletop games, figurines, and video games to consume. I had never even so much as dipped a toe into the galactic water of this series before booting up Warhammer 40,000: Space Marine 2, a sequel to its 13-year-old predecessor, back in September. Though its PvP offering doesn’t aim for anything beyond satisfactory, its 10-hour campaign and PvE Operations are well worth the price of entry, ultra fan or not. With climactic setpiece moments dosed heavily throughout each mission, endlessly enjoyable third-person gunplay, and impressive swarm tech that pits you against hundreds of enemies at once, little time is wasted on anything that isn’t fun in Space Marine 2.
After Deathwatch leader Titus and his team crash land on a planet, I’m tasked with surviving against a few insect-like Tyranids with just a space sword and a gun. Not long after that, I’m mowing down hordes of these creatures, of all shapes and sizes, in an attempt to escape alive. This introduction to developer Saber Interactive’s swarm tech is claustrophobic, awe-inspiring, and downright awesome. Before finishing the first mission, the fear I had about jumping into this series with this game, with its decades of lore and context, had already dissipated.
Space Marine 2 requires little of the player, instead throwing you right into the action and asking you to do one thing: shoot everything in sight. Later, the campaign devotes a pre-mission and post-mission cutscene to explain Titus’ plight, which revolves around a super weapon and a big bad trying to use it to do something evil. There are a lot of proper nouns thrown around that I’m sure fans of Warhammer 40,000 understand, but I didn’t, but that affected my enjoyment of the campaign very little.
Mission after mission, I was treated to swarm invasions by insects to tear through with swords, grenades, various firearms, and more. It rarely got old, save for the occasional moments where the game pointed to the idea that Space Marine 2 is best played with other real players rather than the decent-at-best A.I. teammates I trucked along with. The game’s scale continued to escalate too, with beautiful and chaotic vistas, fun boss fights, and additional options for my loadout. All this extends to the game’s Operations, which smartly uses a PvE multiplayer format to show what other marines do during the campaign outside of Titus’ efforts.
While I preferred the campaign, Operations are still worth playing through in the Space Marine 2 package. It offers even more customization, more exciting objectives to complete, and a more chaotic feel to the action seen in the main story. I can’t say the same for the PvP Eternal War slice of the game, however. It’s not bad by any means, but it’s bog standard multiplayer at best, like the pack-in modes from games of yesteryear. Still, if you’re craving more Space Marine 2 action, Eternal Wars’ multiple modes will deliver some of that.
Space Marine 2 is a simple, succinct, and well-paced package. It’s not asking you to stick around for dozens of hours, grind for the next meta weapon (although there are certainly things to spend time chasing, like Armory data, if you’d like), and reach a temporary level cap until it’s raised. It consists of a fun, action-packed campaign, equally fun Operations to give you a second helping of what Space Marine 2 does best, and, if that’s not enough, a decent PvP experience to kill time in. It’s an admirable shooter in a genre often tied down by live-service elements, and unlike its contemporaries, it asks one simple question: Can you please mow down hordes of enemies with big guns?
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8Reviewed on: Xbox Series X/S
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC
Publisher: 2K Games
Developer: Visual Concepts
Release: September 6, 2024
Every great sports team has its downsides. Jordan’s Bulls were missing a dominant big man. Steph’s Warriors sometimes struggled on the defensive side of the court. And though they were always electric and dominant, Kobe and Shaq’s personality clashes sometimes felt like a powder keg poised to explode. Despite those flaws, each team was able to put an incredible product on the court and bring home multiple championship rings. Similarly, NBA 2K25 delivers when you’re playing the game of basketball, but once you step off the hardwood, bigger problems emerge that have the potential to derail much of that goodwill.
The on-the-court product of NBA 2K has always been the best representation of any sport in a video game. The biggest stars largely look like their real-life counterparts, and you’d be excused for thinking a real game of hoops was on the TV after just a glance. The well-produced halftime studio show and the dynamic commentary booth are authentic. Playing feels just as great; the NBA has evolved as much as any other pro sport over the last decade, and the gameplay improvements of NBA 2K25 keep up with the times thanks to improved defense and a ton of new animations that impact ballhandlers and off-the-ball players alike.
The modern NBA largely downplays the traditional big man role in favor of those who can shoot from beyond the arc, and NBA 2K25 has admirably kept pace with this evolution. You can still find success driving to the hoop for a layup, but you had better learn how to time your shots with the in-game meter if you want to find success in the league’s current META. Few things feel as good as using strong ball movement until the defense breaks down and you can drain an open three. Realistic defensive schemes can be challenging to crack, particularly on higher difficulty levels, and there were times when I wondered how I could possibly stop a momentum-fueled run from a stacked team like the Luka/LeBron Lakers. In these moments, NBA 2K25’s fantasy of playing for or running a pro basketball team sings.
The NBA fantasy permeates through most parts of 2K25, but it is particularly potent in MyNBA, which casts you in the role of GM for the team of your choosing. I love having the option to play a fully featured version of the mode, complete with all its in-the-weeds intricacies, or opting for the thoughtfully streamlined “Lite” version of the series’ Franchise mode. Negotiating trades, signing free agents, scouting draft picks, and following your team year after year is endlessly rewarding and myriad customization options let you make your experience in the league your own. All this praise also applies to MyWNBA, the season-based mode that shines a spotlight on the women’s game.
By far the coolest option available in MyNBA is the “Eras” feature, which transports you back in time to iconic stretches in the NBA. Whether you want to experience the Magic vs. Bird rivalry in the ‘80s, the rise of Jordan’s Bulls in the ‘90s, the emergence of Kobe’s dynasty with the Lakers in the 2000s, or the newly added Steph Curry era of the 2010s, MyNBA Eras gives you more era-appropriate presentation, gameplay, rulesets, draft classes, and mostly complete rosters from the time. Even if some players are missing, like Charles Barkley from the ‘90s Era, you can download community-created rosters to fill the gaps. MyNBA Eras is one of the best features available in sports games today, and I wish it held a more prominent place in the genre.
In the single-player-focused MyCareer, you create your digital likeness and control that player’s time in the league. I appreciate being able to sim to key games in the season and only control my character when he steps onto the court for his team. The steady stream of optional objectives gives me additional pursuits beyond simply raising my teammate score or winning the game, and having the option to relive moments from my character’s earlier days or take him online through streetball is a great side dish. However, once you enter the online City hub, the mode bloats to drag down the overall experience.
The moment I stepped outside, two other players on go-karts drove straight through me, and a drone whirred above my head while a character dressed like the Grinch ran into a store selling State Farm insurance merchandise. Rather than menu navigation, I’m forced to traverse an actual 3D city full of other online players, keeping me out of the core gameplay and breaking the immersion. I vastly prefer the minimalist interface of The W, the WNBA version of MyCareer that offers a more traditional single-player career mode and less monetization.
Player-lock career modes like MyNBA have long been my favorites in most sports series, but NBA 2K’s integration of various free-to-play-adjacent elements like ads and microtransactions has long soured me on MyCareer. The ever-alluring thrill of taking a low-level rookie and building him into an all-star is tainted by the constant pressure to boost your character by spending real money on VC, the game’s main currency. You earn a decent amount of VC through regular play, but with higher attributes breaking the bank and customization items using the same currency, not to mention other modes pulling from the shared VC pool, NBA 2K25 frustrates in hopes you’ll opt to ease the grind by opening your wallet.
I wouldn’t be so sour on the monetization scheme if it was isolated to MyTeam, 2K’s card-collection mode. Here, you crack open packs to build the best team possible, which, as any TCG collector can attest to, can be exhilarating. Putting together a trio of my favorite players from different eras for a special-rules game is fun, as is completing objectives to earn packs, but with a core design built to monetize, I vastly prefer the more traditional longform sports modes.
The series’ emphasis on microtransactions is perhaps best exemplified by the main menu. Each time you start the game or switch modes, you must bounce back to the menu, which autoplays 2KTV, video content to inform you of the new game content. However, each time I go to the main menu, the autoplay is interrupted twice by in-game pop-ups for the season pass – two ads interrupting another ad when all I want to do is go from one single-player mode to another. It’s a minor frustration, but it almost perfectly typifies how it feels to play certain modes. It’s annoying when free-to-play games pull this tactic, but it's downright unacceptable for a $70 premium product.
Despite the persistent pressure to spend on microtransactions, NBA 2K25 shows the long-reigning dynasty might still have some gas left in the tank. Each mode delivers a different experience, truly delivering a targeted mode for nearly every basketball fan. Though some modes are bogged down and bloated, once the team steps on the court, you’d be hard pressed to find anyone that does it better.
Score: 7.75Reviewed on: PlayStation 5
Platform: PlayStation 5
Publisher: PlayStation Studios
Developer: Team Asobi
Release: September 6, 2024
Rating: Everyone 10+
Astro Bot has done a lot to prop up Sony’s recent hardware efforts. Astro Bot: Rescue Mission successfully demonstrated PlayStation’s creative potential in virtual reality in 2018. Astro’s Playroom launched as a pack-in with the PlayStation 5 in 2020, offering entertaining examples of the console’s haptic feedback features. Now, instead of only serving the hardware, Astro Bot gets to go into business for himself by fully showcasing his platforming prowess. This third act is a monumental success, rivaling and, in some aspects, even exceeding Mario’s finest platforming outings.
If you played Astro’s Playroom, consider it a proof-of-concept for Astro Bot. You travel to dozens of immaculately designed and beautifully rendered platforming levels collecting coins and hundreds of hidden bots. Exploring every stage is a joy due to entertaining platforming challenges and playful tactile interactions that make every world feel like a big toy box. Completing special tasks can transform stages in cool ways, such as watering a massive seed to sprout a giant singing tree serving as a new platforming section.
While the standard stages are generally great and creatively distinct from one another, several specialized zones further mix up the action. Speedrun gauntlets veer from the otherwise approachable difficulty to offer more blistering trials of your dexterity and reflexes. Construction-themed zones challenge players to survive waves of foes atop ever-crumbling arenas. Voxel-based worlds seem like excuses to revel in the primal satisfaction of smashing everything to blocky bits. The most ambitious destinations are entire worlds themed after PlayStation franchises. I won’t spoil them, but they essentially serve as the platforming equivalent of a good cover band of your favorite game, incorporating imagery and mechanics from those titles in neat and effective ways. I didn’t walk away from a single stage thinking “I could’ve done without that one.” I was always pumped to see what was next.
Platforming is tuned to the highest degree. I execute every action, whether crossing large gaps using Astro’s rocket feet or pummeling foes with a charged spin fist, with complete confidence because the controls have my back. Fun power-ups, such as wielding spring-loaded punching gloves or transforming into an expanding liquid-absorbing sponge, are creatively utilized and a blast to use. This imaginative design extends to the boss battles that, while centered on familiar baddies, offer entertaining and bombastic exclamation points to a completed world. These bouts culminate in an incredible and surprisingly emotional final confrontation, concluding the adventure on a high note.
Playing feels great in a literal sense since Astro Bot utilizes the DualSense’s haptic and motion features better than any PS5 game. From feeling the subtle pitter-patter of Astro’s feet as he scuttles along a fragile glass surface to swatting away piles of small physics objects like giant acorns or sprinkles, I can’t remember a game where simply touching things makes me so happy. Puzzle-solving takes fun advantage of these sensations, such as walking over visually identical tiles to determine which one is a button purely from sensory feedback. Every interaction, no matter how trivial, has more personality and garners more smiles than many full games.
Astro Bot remains an endearing celebration of PlayStation’s history. This time it spotlights the characters who built the brand more than the hardware itself. Dozens of charming, often surprising cameo bots representing current and former first-party Sony franchises, plus an impressive roster of third-party IP, offer a well-rounded snapshot of PlayStation’s software history. Several familiar faces from long-dormant, seemingly forgotten franchises garnered an audible gasp or cheer from me; I couldn’t wait to conquer another platforming gauntlet to see who would pop up next. What could have easily amounted to a cynical nostalgia play works primarily because the bots are gleefully cosplaying as these icons without overtly stating who they are, winking to the players in an “if you know, you know” manner. It feels less like a commercial and more like Team Asobi playfully expressing, “We love these franchises as much as you do and wish some of them would come back.”
Astro Bot is such a wonderful experience, it makes me question if I’ve ever felt this much pure joy playing other games I’m fond of. From its tight design to its incredible visuals to mechanics that feel carefully tested to generate as much pleasure as possible, Sony has its new standard bearer for platformers. Astro Bot has always been good at propping up its contemporaries, but the adorable little robot can now proudly stand beside the PlayStation icons it so fondly celebrates.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 10Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Behaviour Interactive
Developer: Supermassive Games
Release: September 3, 2024
Rating: Mature
Dead By Daylight, the asymmetrical multiplayer horror game, has long rewarded players’ dedication and love for the genre with dozens of additional killers, maps, and more. Though much of the game’s expansion has been anchored in no-brainer IP like Halloween, Scream, and Resident Evil, developer Behaviour Interactive has also done a great job building its universe with original ideas. Its biggest attempt yet to expand the game’s reach arrived with The Casting of Frank Stone, a single-player adventure game set in the Dead By Daylight universe. However, despite horror-adventure veteran developer Supermassive Games developing it, The Casting of Frank Stone fails to instill new nightmares into this universe thanks to rote gameplay, an unengaging narrative, and a forgettable cast. The game neither works as a standalone experience nor a method to entice players to jump into Dead By Daylight.
The Casting of Frank Stone sets the stage with a 1963 segment showing local police officer Sam discovering the gruesome acts Cedar Steel Mill worker Frank Stone gets up to on his off time. Just as Frank is about to throw an infant into a fiery hot furnace, you (as Sam) shoot Frank, ending his life. From this point onward, the game takes place during two eras: the 1980s, with a group of young adults attempting to shoot a horror film in the abandoned mill, and 2024, where multiple adults visit Gerant Manor to meet a collector and seemingly Frank Stone fanatic named Augustine. Throughout the game’s roughly paced story, you control various characters in each period, learning how the past informs the present. In the present, Augustine has invited various individuals to her manor to purchase pieces of the film, Murder Mill, which was shot but never released by the characters you control during the 1980s segments of the game.
As the story unravels, you learn why Augustine wants to secure the entire film and why Murder Mill was never released. Unsurprisingly, it has to do with Frank. He haunts the mill during the shoot, and it’s here where Supermassive’s typical survive-or-die gameplay makes an appearance. The narrative choices you make and how you handle Frank when he appears using a gimmicky and simple camera gameplay mechanic determine who lives or dies. I felt little when someone died or survived because The Casting of Frank Stone fails to make these characters feel real or unique. They are predictable, cliche, and lacking in the character work seen in other Supermassive games. The same can be said for those in the present day segments, which are bogged down by light, unimaginative puzzle work and a boring manor to explore.
The two timelines culminate in a climax the game hints at far too early, leaving little suspense on the table during its final moments. And after The Casting of Frank Stone reveals its hand, it quickly becomes a metanarrative that poorly attempts to justify itself as part of the Dead By Daylight experience. However, longtime fans might find more enjoyment in the connection here than I did. Still, playing through roughly seven hours of bog-standard horror adventure game and then concluding with a wink and a nudge (and that’s putting it generously) toward the universe it’s set in was disappointing.
Though there are collectibles to find and a Cutting Room Floor feature that makes it easy to change the story and see how different choices and actions affect the wider narrative, I wasn’t compelled to return after rolling credits. It’s a shame, too, because Supermassive’s art team clearly put a lot of love into the visuals, and the narrative is designed to return to key plot points to discover what else could be done. But first impressions are important, and The Casting of Frank Stone’s falls flat.
Horror stories, whether movies, books, or games, often fall into two camps: great enough to infiltrate my dreams or bad enough I enjoy the laughter they bring me. There’s a third camp, however, and it’s the most disappointing of all: boring, leaving me with nothing to chew on, be scared of, or laugh at. It’s here I found Supermassive’s latest. Though the developer has some horror highs in its catalog, The Casting of Frank Stone rests six feet at the bottom of it.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 5.5Reviewed on: Xbox Series X/S
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Ubisoft
Developer: Massive Entertainment
Release: August 30, 2024
Star Wars is in a strange place. It began as a dedicated film and left an enduring mark on the industry. Today, it is more of an ongoing collection of television shows on Disney’s online subscription streaming service. Thankfully, the video game side of Star Wars still represents the kind of experience I personally want from one of my favorite childhood franchises – one that I only check in on every few years for a big, bold, blockbuster adventure. Outlaws does not fully live up to the excitement of only getting to see a Star Wars movie every few years, but when you meet it on its terms and recognize that it is making a concerted attempt to re-examine the elements of Ubisoft games that we find increasingly exhausting, then you will find one of the more fun Star Wars experiences of the last few years.
Comparable Star Wars video games are great at placing a lightsaber in your hand or putting you in an X-Wing to emulate the more explosive elements of the films, but Outlaws is the best at just letting you hang out. Exploring its large open areas on your speeder bike or simply walking around the densely populated back alleys of its wretched hives of scum and villainy are where I had the most fun. Outlaws excels when it leans into its Star Wars mood, and you can just stand and listen to all the impressive Star Wars noises happening around you.
When you do actually have to do something, Outlaws delivers some compelling action and character moments. Kay Vess is a familiar Star Wars archetype, but not one we’ve seen truly explored in a Star Wars video game since Shadows of the Empire. Playing as a character who can’t afford to support the Rebellion, but can still see the villainy in the Empire’s evil ways is refreshing, and I appreciated her dedication to herself and her pet-companion, Nix. She doesn’t trust anyone, often for good reason, and I enjoyed the story moments when she was proven right.
The attempt to extend that into player choice by choosing which factions Kay sides with is less successful. The highest compliment I can offer for that mechanic, where helping one faction might ding your relationship with another, is that I could see what the team at Massive Entertainment was going for, but when everyone you potentially work for is a villain, you don’t like any of them, and you can really only play them against you and not each other, it’s hard to be compelled by your choices. The “reward” for who you end up siding with most at the end of the game was also so small that I had to look up the tiny moment online to confirm it after watching the credits.
Thankfully, Kay’s mainline story is more compelling than the faction relationships and I liked learning about her familial relationships and why she ended up in her predicament to begin with. It didn’t take long for me to care about Nix as much as Kay does and their relationship with the droid, ND-5, ended up being a stronger highlight than I expected. I hope I am able to go on more adventures with Kay and pals in the future.
My early hours with Outlaws’ gameplay felt surprisingly stifling. The introductory moon, Toshara, looks like an open-world game (and it is), but I felt constricted by not being able to take any speeder I saw or climb any cliff I needed to. Speeder bike crashes out in the open also felt lifeless and awkward. But once I started working with the game and not against it, I found the advantages and came to appreciate them. You can’t steal any vehicle because you have your own speeder bike and spaceship that you upgrade and grow to love. And the open world is not the space where you go and get lost. It’s where you appreciate stunning Star Wars vistas between missions. In this way, Outlaws feels unique and different from other open-world games, and specifically open-world Ubisoft games. I admire it for that reason.
The act of leaving a planet to enter space is also consistently thrilling. You can see The Matrix of it all where cutscene transitions move you from planet to open space and where loading screens are being masked, but the important part is that it feels seamless. You can skip those transition cutscenes, and I would when I was eager to get to the next mission, but I rarely did just because the emotion of traveling from one planet to another was so well executed that I was happy to embrace it.
Shooting in space and on foot are both just above passable, but neither are gameplay highlights. Moving through space feels good and I liked docking at different space stations, but dogfights feel perfunctory and on-rails. The third-person shooting also feels just okay, and I was grateful I could use Kay’s blaster to get myself out of trouble when I tripped alarms, but I had more fun using the game’s light stealth gameplay to lurk around. I prefer Kay as the sneaky smuggler than the shoot-from-the-hip space cowboy, but I appreciate that Outlaws allows for both, and doesn’t punish you for switching between them.
The video game side of Star Wars is in a good place right now. Kay Vess and her companion, Nix, are both good additions to the Star Wars canon and I appreciate that her role in the larger, ongoing story is zoomed in and more personal. It’s difficult to be bothered about the whims of warring Jedi and Sith when you’re just trying to make sure you can buy dinner for you and your pet and play a surprisingly in-depth minigame to consume it. Moving between planets and wandering Outlaws’ dense cities is where the adventure shines, but shooting your way through your current gig so you can make it to the next is also compelling, if sometimes a little simple.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 8.5Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: EA Sports
Developer: EA Tiburon
Release: August 16, 2024
Rating: Everyone
The Madden NFL franchise is often criticized for its stagnation. With no real competition to speak of, it’s easy to see how one could conclude that the development team is resting on its laurels, opting for short-yardage plays that are all but guaranteed to move the ball forward rather than trying to stretch the field with higher risk play calls. Madden NFL 25 is undoubtedly an improvement over its predecessor, but at this point, it feels like a .500 team from last year taking home an extra win or two to barely earn a winning record this season.
Stepping up to the line of scrimmage in Madden NFL 25 is better than last year thanks to bigger and more complete playbooks, better audible options, and more customizable route adjustments at the line. Once the ball is snapped, the action on the gridiron typically looks and plays authentic. Each QB I took control of plays similar to his real-world counterpart; Lamar Jackson has the excellent ability to emerge from would-be sacks and miraculously get the ball downfield, Patrick Mahomes can make acrobatic throws like nobody else, and Josh Allen has an uncanny ability to make something out of nothing.
Regardless of the position or situation, the improved physics and animations for contact and tackles create substantially more realistic engagements. I appreciate how tackles look and develop, and the improvements made to blockers lead to better pockets and running lanes. Blockers are much less likely to get stuck in engagement animations like in past years, but quarterbacks and receivers are sometimes prone to scripted sequences.
Stepping into the shoes of an elite quarterback feels markedly different from a middling passer, thanks to various gameplay mechanics, not the least of which is the X Factor. This feature, which grants special abilities to superstars on each team, continues to receive refinements each year. Whether it’s Mike Evans’ powered-up play against single-coverage or Marshon Lattimore’s advantage during contested catches, Madden NFL 25 effectively differentiates the superstars from the rest of the league in ways attributes cannot.
Madden NFL 25 delivers an often gorgeous gridiron experience. Player models are authentic, improved animations permeate the entire experience, and the broadcast graphics closely emulate what you see watching a real NFL game. I love the addition of new commentary teams as a way to address the perpetual problem of hearing the same conversations and calls game after game. Though the two new duos feel less fleshed out than the pre-established commentary team, it’s a net positive for Madden NFL 25 that should only improve year over year. Unfortunately, the immersion falters multiple times throughout a given game. Broadcast graphics breaking, awkward pre- and post-play animations, and the ball sometimes appearing glued to a player’s hand instead of being held by it were all common during my gameplay.
For many years, the single-player-focused career modes were my destinations. The NBA 2K series repelled me from its version due to the egregious use of microtransactions, and I worry the Madden series is heading down that same path, thanks to the integration of Showdown’s online play. You can stay exclusively in the single-player portion of the mode, but that doesn’t free you from the monetization attempts of the broader suite. On top of Showdown mode being the default option every time you load into the Superstar menu, the game constantly tries to convince you to check out the monetized online side of the experience through in-game quests and even video messages from NFL players.
Madden NFL 25’s career mode presents you with various quests to complete as you play multiple seasons of your created character’s career. I’m a big fan of checklists in games, so I enjoy how the interface surfaces relevant goals at the start of each drive. The goals range from single-game to full-career in scope, though I’m annoyed at how some push you towards opportunities to at least notice the monetizable elements like boosts and emotes. Each time you complete a set of quests, you get rewards like XP to level up your player, bringing an RPG-lite flavor to the mode. There are plenty of things to love about Superstar mode, but regularly trying to get you to jump to the other side irks me.
I instead opted to spend most of my time in Franchise, which has been a focus of EA Tiburon’s in recent years. The thrill of taking the reins of my favorite team to draft, deal, and make the business decisions on their behalf en route to hopefully taking home the Lombardi Trophy is an annual tradition in my house at this point. Improved menus, more cinematic elements, and more storylines make for a better overall experience, though I wish the storylines featured higher production values than characters stoically talking to one another. Still, it’s a massive improvement over how neglected Franchise was just a couple of years ago.
Madden NFL 25 may not throw many Hail Marys, but as the Super Bowl Champion Philadelphia Eagles can attest, those small yardage plays can still be meaningful. Despite their success with the Tush Push on fourth down, they still relied on the big play capabilities of Saquon Barkley, Jalen Hurts, and AJ Brown. That’s what Madden NFL 25 is missing; it is effective at chipping away with forward progress, but the franchise feels gun-shy about trying to go big with any of its modes. Madden NFL 25 is a consistently good entry in the annualized franchise, but it does little to push for the highlight reels.
Score: 7.5Reviewed on: PC
Platform: Switch, PC
Publisher: Panic Inc.
Developer: Franek, Max Cahill, Bibiki, Fáyer
Release: August 15, 2024
In a world where your greatest adversaries fire pistols, rifles, and other firearms, Tizo wields a simple bow and arrow, or "arco," as the Iyo culture calls it. It is a deadly, capable weapon, but arrows are hopelessly outclassed by bullets, especially in a fight with multiple guns in play. Yet in the face of merciless killers and overwhelming odds, the only way forward is to fight back with whatever tools are at your disposal. Arco's thrilling, compelling story enthralled me with its seamless blend of gameplay and narrative. The dialogue is sharply written and the combat is carefully tuned, but these disparate elements combine to tell a story that makes Arco memorable.
Arco is a pixelated RPG that follows a series of Indigenous travelers seeking revenge on a colonizing force that laid waste to their lives. Through each of the game's acts, you play as one of these adventurers and get a glimpse into a different tribe in Arco's countryside; Tizo is a grizzled old man, Itzae is a spirited brawler, and Afur and Chio are merchant siblings. Including so many perspectives of the same essential conflict injects plentiful nuance into the story, and I was always eager to see how new characters would affect the plot.
Fresh protagonists come with unique abilities in combat encounters, one of Arco's strongest elements. When conflict is triggered in the overworld, Arco zooms into an isometric battlefield, where the player engages in combat against wildlife, bandits, or colonizers. The action is turn-based with a twist: While time is frozen, you can see what your opponents plan to do next, but once you decide what your next action is, every person's turn unfolds at the same time. A bow is a great tool for foes several feet away, but a knife moves faster, so it's not wise to ready an arrow if you're within melee range. On the other hand, it's usually a good idea to use a quick attack like a slap to interrupt an enemy who pulls out a firearm, which is particularly hard to avoid. And if there are multiple guns in play, your turn is best spent dashing or teleporting around until the enemy is forced to reload. It's a tactical style that forces the player to carefully consider each action, making every victory feel satisfying and earned.
There's another twist on Arco's turn-based combat: ghosts. Depending on your decisions in the story, your protagonist can be haunted by guilt, and that guilt manifests as dangerous specters in battle. Even while the rest of the world isn't moving, the ghosts are, and they'll hurt you if they get close enough. This simultaneously puts a time limit on your actions and keeps you away from certain areas. So much for that melee attack you had planned – you either need to take some damage or run in the opposite direction for three turns until the ghost dissipates. This mechanic can be frustrating, but it's avoidable depending on your decisions in the story or if you use consumables to make the guilty condition disappear, which I often did in later chapters. That said, guilt can also unlock new, darker story content, serving as both a narrative consequence and a difficulty level I hope to revisit in later playthroughs.
These intersections between story and gameplay are where Arco shines the brightest. Healing items are relatively plentiful, but not infinite, so deciding whether to take sidequests or unnecessary risks is always consequential, as you don't want your health to get too low. If you're kind and trusting to passersby, you might be taken advantage of, but if you're too quick on the draw, you can cause unnecessary bloodshed and become guilty again. I was invested in Arco's story to begin with, but the mechanical incentive to think about my actions kept me truly immersed.
This Mesoamerican epic is told in a minimalist pixelated art style, a visual direction that has stuck with me for weeks after playing. In the overworld, characters are depicted as just a few pixels large in a full screen of desert, woods, or other environments. It creates a palpable sense of grandeur and respect for the vast, natural world the characters inhabit, a recurring theme in the narrative. The music evokes the same sensation. Sparse acoustic guitar notes score your exploration of the first area while combat cranks the tempo up with electric guitar chords. But my favorite moment of the entire game is when the soundtrack cuts out, replaced by a quiet singer and her guitar, representing the sincere, emotional undertone of an otherwise violent moment in the narrative.
Arco tells a story about consequence, sacrifice, colonialism, revenge, and grief. From small, funny exchanges between siblings to the dramatic, overarching plot connecting the main characters, the phenomenal writing is only elevated by how the player can affect it. The ending I got was a fitting conclusion you'd expect to see in any classic Western film, and I'm eager to return to see how dark it gets if I make different choices.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9Reviewed on: Switch
Platform: Switch, PC
Publisher: Fellow Traveller
Developer: Sunset Visitor
Release: May 9, 2024
It's hard to do 1000xResist justice by describing its basic attributes. Its intricate worldbuilding seems convoluted, its simple gameplay seems boring, and its ambition to tackle so many heavy narrative themes seems like developer Sunset Visitor is biting off more than it can chew. But the magic of 1000xResist is not in what the game sets out to accomplish; it's in the fact that it does so with jaw-dropping finesse. The world and its characters are unique and fascinating, the basic gameplay leaves room for thousands of lines of brilliant dialogue, and the themes are explored in ways that have reshaped the way I think about stories and their impact on the modern world. Despite minor flaws, 1000xResist has firmly established itself as one of the most groundbreaking stories in video game history.
Watcher is the protagonist of this third-person adventure game. She is one of many "sisters" in a futuristic, isolated society of clones living in a space called The Orchard. Through a series of communions, she and her sisters delve into the memories of Iris, the teenager they're all cloned from, to learn more about her life before the current era. Each of the main characters in the game – Knower, Healer, Bang Bang Fire, Fixer, and Principal – complement Watcher differently. Whether they're encouraging her curiosity about the past, challenging her loyalty to the Allmother, or rattling her sense of morality, each relationship is rich and complicated, and I looked forward to spending time with them in new chapters.
Meanwhile, communions allow Watcher and her sisters to observe the past (roughly equivalent to the real world in the early 2020s), either by watching Iris' behaviors from afar or by seeing the world through her eyes. Despite the sci-fi trappings, Iris' relationships with her parents, her friend Jiao, and the rest of the world are grounded and human, and the more we learn about Iris, the more I appreciate her imperfections and difficult decisions.
On that note, if there's one word that summarizes why 1000xResist is so impactful, it's "flaws." Every character is just flawed enough to make them realistic and understandable, whether it's their anger, anxiety, fear, overbearing nature, or something else. Because you can always empathize with the other side, each relationship and major plot beat is afforded nuance that makes the story gripping, heart-wrenching, and delightfully complicated. As a result, when 1000xResist deals with themes of generational trauma, oppression, immigration, memory, and womanhood, it does so gracefully, creating one of the most thought-provoking stories I've ever experienced in a video game or otherwise.
The game is mostly dialogue, which is lovingly written and passionately performed. The realistic, pointed speech patterns of Iris and her family contrast the flowery, robotic language of the clone society. Although phrases like "hekki ALLMO" and "hair to hair" are initially disorienting, 1000xResist gives the player adequate time and context to become fluent in its aphorisms, and lines that had me scratching my head in the intro had me welling up with tears just a few hours later. These emotions can just as easily be attributed to the game's remarkable voice acting, which is understated and powerful. Despite most performers having almost no prior acting credits, there is not a weak link in the cast, and Jing Fang and Aliyah Rayner's portrayals of Knower and Iris, respectively, are standouts.
When you're not watching cutscenes and clicking through dialogue options – though that is the majority of the game – you can explore The Orchard and speak to the other clones living there. While technically optional, I greatly looked forward to conversing with as many NPCs as possible between each communion, as they provide valuable explanations and alternate perspectives to the game's events that can typically only be seen in one specific chapter. That said, The Orchard is miserable to traverse, and even though a post-launch update added a map, it's still frustrating to navigate. Though many areas look easy to access, they often require specific staircases or unintuitive entryways that force you to circle the entire locale, repeatedly pausing to check the map to ensure you don't miss a turn. The story is so engaging and immersive that I often found myself lost in its twists and turns for hours, only to be forcibly ejected from that immersion once I returned to The Orchard.
Tech issues also detracted from my experience. While the game is available on Switch and PC, my experience playing the game on the former console was less than ideal. Textures can be pixelated, load times are lengthy, and I experienced half a dozen crashes across roughly 14 hours of playtime, many of which were in The Orchard. Because these issues do not exist on PC and the visuals on that platform are generally improved, I'd recommend playing it there.
Still, the Switch port did little to quell my enjoyment of this game. 1000xResist is truly a singular experience, and since completing it, my appreciation for its world and characters has only intensified. A recurring line in the game that I think about often has characters reflect on the idea that "there is a you that remains and remains," whether in your offspring or clones, your impact on the world, or simply within memories. While I hope 1000xResist will inspire sequels, successors, or copycats, it certainly exists as a bright memory in my mind. A story that remains, and remains, and remains.
This 2025 review reflects our thoughts on the game’s current state at publishing. As such, post-launch updates were factored into the final score.
Score: 9.5Online gaming has never been more popular, with millions of players engaging in multiplayer experiences daily. However, as the industry grows, so do the security threats that can disrupt gameplay. One of the most significant threats facing game servers today is Distributed Denial of Service (DDoS) attacks. These attacks can cripple servers, cause frustrating lag, […]
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League of Legends has soared in popularity as one of the most thrilling team-based games. With fierce competition, complex champion abilities, and tactical objectives, it may appear overwhelming to newcomers. This guide aims to clear the fog around the basics and provide a straightforward path toward your first triumphant match. By the end, you’ll feel […]
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If there is one genre in the world of mobile gaming that has captured the imagination and attention of players both young and old, it is the block puzzle game. Games like Block Blast bring the joy of strategic thinking into the palms of our hands, offering both a brain challenge and a relaxing escape. […]
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Noise-canceling earbuds have become a must-have for anyone seeking high-quality audio on the go. Whether you’re traveling, working, or just relaxing, the right pair of earbuds can make a world of difference in your listening experience. However, finding noise-canceling earbuds that provide excellent sound without breaking the bank can be tricky. Fortunately, there are several […]
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Achieving academic excellence often entails rigorous study and discipline, but incorporating play into one’s learning journey can make a significant difference. The act of engaging in playful activities is more than a simple respite from study; it can actively contribute to cognitive enhancement, stress reduction, and academic success. Keep reading to discover the vital role […]
The post From Stress to Success: The Importance of Play for Serious Learners appeared first on GameOgre.
Clear communication is essential in gaming. Whether coordinating strategies in a competitive match or chatting with friends, a high-quality microphone improves the experience. Background noise, distortion, and unclear sound can make communication frustrating. Many gamers underestimate the importance of investing in a good microphone. Built-in microphones in headsets often lack the clarity and noise cancellation […]
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Virtual reality (VR) is a computer-generated program that acts real using 3D displays. This 3D environment allows users to explore a virtual environment in a manner that closely compares to reality as experienced by their senses although computer equipment and software are used to generate this environment. Users are better able to balance their disbelief […]
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This article will dive into the secrets of maximizing hero upgrades in Clash of Clans. By focusing on efficient farming strategies and resource collection, you can keep your heroes in constant upgrade mode without missing a beat. Read on to learn the most effective techniques for speeding up your hero progression and keeping those Builders […]
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Online games are a popular digital form of entertainment. The gaming platforms level up your overall gaming experience. These games are largely based on skill. However, there are strategies you can use these days to help achieve success. So browse around this website to learn more about how to master online games. Understand the Game […]
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The year 2024 has been monumental for online gaming, offering a plethora of titles that cater to diverse player preferences. From groundbreaking new releases to highly anticipated sequels, the gaming landscape has never been more vibrant. Whether you’re a fan of intense shooters, immersive MMORPGs, or innovative gameplay experiences, 2024 has delivered something exceptional for […]
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Today, Tomb Raider and Deus Ex developer Eidos Montreal announced it will lay off a portion of its staff. Eidos Montreal announced it will lay off 75 employees In the statement from Eidos Montreal today, the studio announced up to 75 of its members would be impacted by layoffs. Specifics on who this will affect […]
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The PS Store essentially has a sales promotion every month bringing solid deals to PS4 and PS5 users. The Spring Sale is the latest and features some pretty great games on sale, including this From Software game that is arguably the best action game to release in 2023. Armored Core 6: Fires of Rubicon is […]
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Microsoft’s Xbox brand is slowly inching itself away from console exclusives and becoming a third-party publisher. Many games from the green gaming brand’s portfolio have made their way to PlayStation consoles, some of which have recently topped preorder charts. However, according to recently collected data, it seems Xbox’s new multiplatform direction hasn’t quite paid off […]
The post Xbox Games on PS5 Might Not Be Selling as Well as We Thought appeared first on PlayStation LifeStyle.
Sucker Punch’s Ghost of Yotei is the next big game from Sony Interactive Entertainment. Set centuries after Ghost of Tsushima, the follow-up aims to be bigger and better than its predecessor in several ways, with more player freedom and gameplay improvements, as mentioned in a new update for the upcoming game. What are the new […]
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Thanks to Super Mario 64, Crash Bandicoot, and other mascot platformers from the Nintendo 64 and PS1 era, the PS2 featured a plethora of third-party 3D platformers. Many have returned to modern platforms, with the latest coming from THQ Nordic. PS2 platformer Sphinx and the Cursed Mummy might be coming to PS4 and PS5 soon […]
The post PS5, PS4 Possibly Getting Beloved PS2 Platformer appeared first on PlayStation LifeStyle.
Having the best 4K gaming monitor for your PS5 setup is one of the best ways to enjoy all the latest PS5 games in their true form. PS5 supports an output of 4K resolution at 120 fps; so, if you want to make use of this, you need to have a gaming monitor with stunning […]
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A hit PS5 game bundle released on the PS Store back in November 2021, but it’s never once been on sale in any promotions. Players have pointed out that The Binding of Isaac: Repentance — an ultimate edition containing the award-winning roguelike and all of its content — has remained at the $59.99 price point […]
The post This Hit PS5 Game Bundle on PS Store Has Never Been on Sale appeared first on PlayStation LifeStyle.
It looks like PS4 shipments have quietly started coming to an end, if an update on PlayStation‘s official website is anything to go by. Hawk-eyed fans have spotted a notice on the console’s Japanese website, stating that both the PS4 and the PS4 Pro are no longer being shipped in the country. PS4 shipments ended […]
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An award-winning former Nintendo Switch shooter is headed to the PS5 and PS4 “soon,” its developer has announced. Digital Cybercherries’ Hypercharge: Unboxed — an intriguing first and third-person action figure shooter — originally released in 2020. The game will release on PlayStation sometime in 2025. PS5, PS4 last consoles to get intriguing shooter Hypercharge: Unboxed […]
The post PS5, PS4 Getting Award-Winning Former Switch Exclusive Shooter appeared first on PlayStation LifeStyle.
Following months of reports from players, a detailed tech analysis has confirmed ongoing PS5 and PS5 Pro VRR (variable refresh rate) stuttering issues impacting both first-party and third-party games. We first reported on this issue back in February when a significant number of LG TV owners lodged complaints. But folks over at Digital Foundry have […]
The post PS5/PS5 Pro VRR Stuttering Issue Confirmed by Tech Experts appeared first on PlayStation LifeStyle.
IGN Live was already confirmed to return this June, but now RPS's corporate papa has put a date on it. The in-person fan event, with streams for those who can't attend, will return on June 7th-8th in LA, and tickets are on sale now.
I’ve hit the install cap on my storage drive more times than I’ve rage-quit in Apex. At some point, deleting a 90GB game just to download another becomes a sad cycle of SSD suffering. So yeah, when a bunch of top-tier M.2 drives go on sale, I pay attention. Amazon's Spring Sale has been great for PC gaming deals, but it's also the last day of the sale as well, so don't delay on these latest price drops.
Jagex have announced RuneScape: Dragonwilds, a new open world co-operative survival game set in the same fantasy realm as their ancient MMO. It runs on Unreal Engine 5, looks a bit like Valheim and Enshrouded, and will launch into early access this spring. Dragonwilds takes place on the continent of Ashenfall, a wilderness abundant in winged lizards, and your overall goal is to "slay the Dragon Queen".
I'm going to make the obvious prediction here: you will spend much more time in Ashenfall chopping down trees and composing their delicious, grainy innards into barn doors than chopping down any dragons, regal or otherwise. It's a survival game, after all. The ratio of dragons to logging and carpentry in the first screenshots is a nail-biting 1:1 - if it weren't for that subtitle, I might have assumed this to be a game about woodlands management with optional Smaug-bashing QTEs.
Rather than dragon-felling cantrips, the announcement release gives prominent mention to a spell for summoning spectral axes to chop trees down for you, which feels a bit like a car salesman leading with the option to just buy a train ticket instead. Still, let's not be entirely miserable before we've even played the game. Here's the announcement trailer.
InZoi’s early access release isn’t a particularly good fit for the Steam Deck, primarily because it isn’t a particularly good game. Even before you can dig into its sterile person-pushing, though, trying to run InZoi on Valve’s hanhdheld involves involuntarily headbutting the kinds of compatibility problems and weird workarounds that haven’t been common to the Deck since its early days in 2022.
This is frustrating in itself, and doubly so knowing that despite all those years of maturing, the Steam Deck doesn’t really have a heavyweight life sim that slots in seamlessly to the handheld format. The Sims series, InZoi’s clear inspiration and main rival, can be monkey-wrenched into playability, but even the most recent Sims 4 needs a community-made control modification to function – and that’s more about replicating mouse controls on the trackpads than truly optimising for controller-style inputs. InZoi wants to look like the very model of a modern life simulator, but its own lack of portable rapport is, at best, a missed opportunity to plug this gap.
I recently got three hours of hands-on time with Doom: The Dark Ages, which included a ride on dragonback and a fist fight with a massive mech. But one other sequence saw me wrecking demon lads in one of the more expansive, explorey levels this newest FPS is promising. For a lark, I decided to throw all the difficulty sliders up in an effort to hurt myself spiritually and physically. In doing so I discovered there are some interesting options for players who want a brutal challenge. I also recorded it, so you can see how chaotic, silly, and abrupt it can get (and so you can say "I'd do better" than the disgusting journalist).
I used to think any old headset would do. Plug it in, hear the game, done. Then I bought a half-decent one and immediately heard footsteps I’d been ignoring for years. Now I can’t go back. If you’re still gaming with tinny audio and a mic that makes you sound like a drive-thru cashier in a hurricane, Amazon's Spring Sale is your best chance to escape the audio troubles, and it's also the last day of the sale as well, so don't delay on these top discounts.
Ahead of this Friday's big content update for Monster Hunter Wilds, Capcom have put out a new blog from director Yuya Tokuda, detailing more scaly, slimy, and shiny additions. The main theme here is "harder fights", with arch-tempered variants of monsters besides the announced Ray Dau. But there's plenty of other planned smaller tweaks and goodies, including a reduction in VRAM usage coming "very soon".
Friday's update includes long n' purple Mizutsune, plus repeatable fights with Zoh Shia, previously a one-off story monster. There's also a new gathering hub, which I'm especially happy about - I miss what I once referred to as "Astera's gung-ho trumpetbastardry". I want to see people and I want to see lights, and I also want to see virtuosic cat chefs.
Doom is going medieval. Id Software's next brutish shooter, Doom: The Dark Ages, was revealed with a shield-flinging trailer last summer, and we've since learned more about how it'll actually play. Nic already summed up the new features but I gots something that Nic boy don’t: three hours of hands-on time with the Doomlad, including some dragonback dog-fighting, and a fifty-storey fistfight in a gargantuan mech. Let me tell you what it's like.
If you handed me a deck of revolting Tarot cards and told me to heal a bunch of sickly, deranged medieval peasants, I would probably attempt to sew the cards together into bandages. Perhaps I would offer the nicer ones to children instead of lollipops, to distract them while I apply the leeches (lollipops did exist in the Middle Ages, I'm shocked to discover, but mostly in noble circles). Bloodletter has grander ambitions.
In this whispery, crazy-eyed deckbuilder, you'll play Tarot-style cards to purge foul spirits who are seeking to possess and kill your neighbours. "Evil entities have crept into the hearts of the common folk, who teeter upon the brink of madness and death," the developers explain. "Only thy bathhouse stands as a bastion against the creeping corruption." It sounds like a mixture of Pathologic and Black Book and Pentiment. Here be'est the trailer.
An alleged cryptocurrency scam that models itself on Grand Theft Auto 6 will be launching on Steam this week, despite Valve's promises that they do not allow NFT or blockchain games to exist on the platform. Paradise has been advertised as an action game set in a sunny city which will allow players to drive cars, shoot enemies, and earn money. But its in-game currency is based on blockchain technology, and some reports allege it is a scam based in Russia which does not allow its crypto investors to withdraw funds. When asked why the game is allowed on the platform, Valve have repeatedly neglected to comment.
Assassin's Creed Shadows's dev team are "actively looking at" adding options for a more challenging jaunt through the throaty-poke 'em up's incarnation of feudal Japan. "We're looking at these things and monitoring what people say about the game," creative director Jonathon Dumont told GamesRadar+ at this year's GDC.
Shadows currently features four difficulty options for both stealth and combat, ranging from 'story' to 'expert', as well as the 'guaranteed assassination' toggle from recent previous entries, which ensures that when you stab a man in the neck with a large sharp piece of metal, he does not react with a blasé "ow! Nevertheless…".
Coffee Stain remain dissatisfied with Satisfactory, their first-person factory sim, despite Matt Cox giving it the Cox's Orange Pippin Award in our Satisfactory 1.0 review. They're just about to release update 1.1 into public testing. This adds Photo Mode, programmable personnel elevators, and a bunch of twisty furnishings.
One thing it doesn't add is rain, which used to exist in Satisfactory but was removed because it wasn't working properly. Apparently, Coffee Stain need to do an Unreal Engine upgrade before they can restore the missing precipitation. Many players are sad about this. Ah, I think it's kind of poetic that there are people in the Satisfactory community who wish only to be rained upon.
"Alien Ant Farm or we boycott," reads the top comment on Activision's recent reveal of the next wave of tracks for Tony Hawk's Pro Skater 3+4 - a response to the revelation that the upcoming remasters have both been hit and struck by some soundtrack changes, which hasn't gone down completely smoothly with fans. You could almost say they feel making alterations to such classics is criminal. OK, I'll stop. For now.
It turns out these changes come straight from the large Hawk himself. “It was my choice to pick some different songs by the same artists featured in THPS3+4 OST,” he wrote on Instagram, as spotted by Very Gary Computing. “I’m hoping that discovery is half the fun, and a big reason that these soundtracks resonated in the first place. So listen and enjoy the ride. More to come… both old and new.”
Rumours of a Final Fantasy IX remake have been remaking themselves part of the discourse for several years now, sparked by the announcement of an animated series and a Nvidia leak back in 2021, and stoked by manifestations of several other Squeenix games from the leaked Geforce list. Now, Square Enix have added a dedicated 25th anniversary page flogging figures, spectacles, and other charming tat to their website.
The JRPG's 25th cake day isn't until July 7th, but this new page lines up with claims from Oblivion remake leaker NateTheHate that we're getting closer to an announcement, if not a release. Bloomberg's Jason Schreier has also claimed that the Final Final Tactics remaster is still being worked on - a rumour that's been twinned with the FF9 one for about as long as it's been floating about.
OK you gutless punks, you've had this coming for a long time and now, you're gonna get it. Time to pay the piper, you miserable freaks. Oh, excuse me! I should explain. We've been doing some research into boosting site engagement, and it turns out the quickest way to engage people is to abuse and threaten them. We've also been reading up on seduction techniques - frankly, I wanted to try these out first, but the genAI poltergeist in my phone camera keeps misidentifying my nudes as Edvard Munch's The Scream, and Sotheby's now claim I owe them 120 million dollars. Anyway, here's what's new in PC games this week.
Hello reader who is also a reader, and welcome back to Booked For The Week - our regular Sunday chat with a selection of cool industry folks about books! I woke from a terrible nightmare last night. I'd just released a book and every three or so pages, the publisher had inserted a double page spread trying to sell the reader a wireless mouse with Minecraft movie Jack Black's gormless, gouty grin on it, turning my carefully curated atmosphere to shit! Phew. Thank goodness it was just a nightmare! Just an utter, utter nightmare.
Anyway, never mind all that. The sun is out, and books still exist and are mostly advertisement free! Here to talk about them this week is game maker, Dicey Dungeons writer, Now Play This festival founder, and The Husbands author, Holly Gramazio! Cheers Holly! Mind if we have a nose at your bookshelf?
Sundays are for nursing a sore throat into nearly its third week of activity. I wish I wasn't such a tiny widdle baby, but I strongly feel that no person has ever suffered as I now suffer. Let's do some links.
Edge Magazine has launched an industry newsletter, called Knowledge. You can signup here. Edge has long been a stealth B2B product, so an explicitly B2B newsletter makes sense. This is also promising because it's being written by Marie Dealessandri, former deputy editor of GI.biz.
There's a lot we still don't know about GTA 6, but probably the most annoying thing that has gone unanswered is just when it's coming out. Not annoying in the sense of, "oh golly gosh I'm so excited please I need to know", more "come on now, just get it over with!" It's just a whole thing, and I wish it wasn't, but Rockstar and their owner Take-Two also clearly know it's a whole thing, and are riding on that very fact. Take-Two CEO Strauss Zelnick recently spoke with Bloomberg about a whole bunch of bits, and of course the question of when GTA 6 is coming out came up.
We can probably all agree that planting trees is pretty much universally good, right? I can't really imagine a scenario where planting a tree is a bad thing, we need them to live after all. If you're not into planting trees you're probably an oil tycoon, or a squirrel with incredibly bad survival instincts. If you are, though, might I interest you in Treeplanter, a game whose name is exactly what it says on the tin? It was announced just yesterday, and looks quite, quite lovely.
Look, not every dating sim under the sun is insatiably horny, but I don't think you can argue that Date Everything! isn't. Like, the whole game is about how you can date everything, from a chair, to a clock, to a fridge. There's literally 100 different objects you can date, this is somebody's something for sure. And, as revealed in a new trailer earlier this week, as it turns out all you tabletop fiends out there will be able to date a twenty-sided die.
Bah, it's never fun writing one of these, but unfortunately Myst and Riven developer Cyan Worlds have laid off 12 of its staff members this week, supposedly cutting the studio by about half. Cyan shared the news on their social media accounts yesterday, noting that "industry conditions" have "forced" the studio to "weigh the future health of our studio against the month-to-month realities of game development in 2025."
Have you been Everywhere? Not like, literally, everywhere, but Everywhere, that sort of Roblox, sort of Fortnite, everything game from Build A Rocket Boy, a studio founded by ex-Rockstar dev and GTA 3 to 5 producer Leslie Benzies. That whole, uh, interactive experience or whatever you want to call it still seems to be in beta. But the first project spun off from it, MindsEye, a near-future action game that really just looks like slightly sci-fi GTA, now has a release date: June 10th, later this year. Except, I'm a little bit confused by it.
This week RPS has been racked by staff absences due to illness, family affairs, press trips, and a dire force of negation called “holiday”. For a while, on Friday, I thought I might be the only one left. “Is there anyone alive out there?” I howled, guiding my lifeboat among the frozen gobbets of discount gaming keyboard. “Can anyone hear me?” Then, I heard a few, faint voices on the wind. Good news: RPS still has some writers and what’s more, they have plans for the weekend.
It's click season, and Amazon's Spring Sale has some absolute bangers lined up for your next mouse upgrade. Whether you're grinding out ranked in Valorant or just need something smoother than your office-issued brick, now's the time to strike. Prices are slashed, specs are stacked, and your K/D ratio is crying out for better gear.
We last wrote about immersive sim sequel System Shock 3 in 2020, when developers Otherside handed the project over to megapublisher Tencent. At the time, Otherside commented that "as a smaller indie studio, it had been challenging for us to carry the project on our own."
Now, Nightdive Studios - who own the overall rights to System Shock, and have already remade the first game - have popped up with news that the System Shock 3 project endures, in some form. We could get clarification about its status “potentially within a year”. Don’t call it a comeback, do call it a sign of life.
I’ve never trusted anyone who says their keyboard is “just fine.” If your spacebar sounds like a rusty stapler and your RGB barely flickers, it’s time to stop pretending. You deserve better. The Amazon Spring Sale is stacked with gaming keyboards that actually keep up with your reflexes and don’t sound like you're punching a calculator from 1994.
I think the idea of a chill, cosy, and/or “Zen” factory builder is among the most pernicious to ever dribble from a game developer’s earhole, but I can’t deny how... soothing it can be to look down on a world of symmetrically nested conveyor belts. At least till your iron smelting district backs up. Modulus seems zouper-douper Zen. It also has a pleasing consistency: in this factory game, you shape and manufacture pieces for buildings which, as far as I can tell from the devlog below, then manufacture things for other purposes.
If your adventures take you from Teyvat to Terminal 5, you’ll want this beast of a power bank riding shotgun. UGREEN has teamed up with Genshin Impact to drop a limited-edition Nexode 20000mAh power bank featuring the radiant Kinich design. It’s cool, powerful, and—thanks to the Amazon Spring Sale — cheaper than ever in both the US and UK.
Is there a Marvel supervillain themed around PC game memory requirements? Let's assume that there is, and that her name is Dr RAMsbottom. For too long has Dr RAMsbottom - aka the Bottlenecking Belle, aka Zero Sub Sixty - plagued the lives of Marvel Rivals players. For too long has she reduced our superheroic exploits to an unsightly stop-motion parade.
Be of good heart, ye Rivals, for the boffins at NetEase (the ones that weren't suddenly laid off in February) are devising some countermeasures. Specifically, they're thinking about adding a box you can tick to somehow cut back the game's memory usage "significantly" and improve your frame rate.
Horizon: Zero Dawn composer Joris de Man has expressed a tentative interest in the return of Guerrilla's Killzone shooter series, which was once touted as PlayStation's answer to Halo, Call Of Duty, and Gears Of War.
Everything is IP, all of the time, everywhere you look now, because big wigs in suits have got it in their heads that original, uniquely appealing content just can't win over a combination of pixels that resemble something someone already likes. Sea of Thieves is no stranger to crossovers, with big, thematically relevant ones like Monkey Island and Pirates of the Caribbean, as well as some smaller ones like Halo and Banjo Kazooie. Today's crossover is one of the smaller ones, this time with, uh… Destiny. The sci-fi, first-person shooter. Huh.
Well, there you have it folks. After months of uncertainty over share price falls, major game delays and squabbles with investors, Ubisoft have opened up a new subsidiary to look after their biggest-selling Assassin's Creed, Rainbow Six, and Far Cry games, with Tencent chucking in a whopping €1.16 billion - meaning that the latter will have a 25% stake in the new spin-off business when all is said and done.
These days, most sequels to even the most popular of games are announced a good while after whatever the latest title is. I mean, just look at The Witcher 4, we've known it's been in the works for a while now, but it only got a formal reveal last December, almost a full decade after The Witcher 3. Saber didn't wait around to announce a follow-up to last year's very popular Warhammer 40,000: Space Marine 2, though, revealing that a third game is in the works just this month, about half a year on from its release. Even still, Saber would like you to know that this doesn't mean it's "abandoning" Space Marine 2.
Remember Secret Level, that Amazon show that came out last December? I wouldn't blame you if you already forgot about it, for the most part it was pretty forgettable considering how much of it could be boiled down to "damn… video games are violent, huh?", except positioning that as universally cool, actually (let's leave that whole conversation there). Easily the weirdest of all the episodes was the Pac-Man one, given that it was only Pac-Man in the sense that there was a floating yellow orb thing that kind of looks like the titular, iconic video game character.
When there's as big a brand as Disney, that has enough money to just kind of throw whatever at the wall and see what sticks, eventually you wind up with something that might make you scratch your head a bit. Today, that thing is Disney Villains Cursed Café, a visual novel where you serve a bevy of potions to various Disney baddies, announced earlier today as part of the final Nintendo Direct for the OG Switch (but yes, it is on PC too - in fact it's already out on Steam).
I’ve looked at a lot of 5070 Ti builds lately, and it's hard not to like this new range I've found. You’re getting modern GPUs, rock-solid CPUs, and all the speed you need for 1440p gaming without getting into silly money territory.
Naughty Dog's Intergalactic: The Heretic Prophet won't launch before 2027, according to one of gaming's more credible distributors of gossip and speculation. That's fine, because they haven't announced the sci-fi action-adventure for PC yet. Here's the reveal trailer again, in case you missed it.
A few months on from releasing into early access, Greedfall 2: The Dying World has received its first major update, and it certainly seems like a fairly big one. First up, there's a whole new region to explore called "Olima, City of Stars", and I'm going to go out on a limb here and assume that it has nothing to do with that guy from Pikmin. Its name actually comes from the fact there's a big ole observatory to be found there, though what that entails, you'll have to find out for yourself.
Samsung is kicking off "The Next Phase of Gaming", and if you're even remotely monitor-curious, now's a good time to pay attention. If you reserve one of their brand-new 2025 gaming displays between now and April 8th, and you'll get $50 off when pre-orders open. No codes, no fuss, just an easy win for thinking ahead. If you're even remotely interested in the new tech, this is worth checking out.
Stardew Valley publishers and Starbound developers Chucklefish have conjured up the first proper trailer for Witchbrook, the magic school life game some have called isometric Little Witch Academia, and others, “a reworking of The Worst Witch books”. Me, I’m going with “isometric Kiki’s Delivery Service”, given that there appear to be delivery missions and also, you do get to fly on broomsticks.
I italicised that “do” in honour of Alice Bee (RPS in peace), who threatened in 2020 to institute scoring on RPS specifically in order to give Witchbrook 0/10 if it didn’t have flying broomsticks. Nice save, Chucklefish! Here’s that trailer.
Rosewater is Francisco González’s latest adventure game set in the alternate history of Lamplight City. It swaps the murky Victorian gutters of its predecessor for cacti and lavender sunsets in a reimagined American West circa 1850. But as hard as I try to imagine myself as a 'venturin' cowpoke, I wind up feeling more like a prospector, sifting through dust in hopes of finding the gold that I see glimmers of out here
If you’ve been waiting for the perfect time to build a gaming PC, the Amazon Spring Sale is delivering the goods. Whether you're working with a tight budget or planning to max out performance, there are fantastic deals across every core component, from CPUs to SSDs and graphics cards. We've put together two builds to cover both ends of the spectrum: a value-packed budget build, and a no-compromises high-end monster.
MicroProse or whatever currently prospers under the decades-old MicroProse banner have announced that they're publishing Strategos, a real-time tactics wargame set in classical antiquity. I hadn't heard of the game before, and my first reaction to the above screenshot was "oh hey, Total War: Rome". Then I veni, vidi, vickied on over to the Steam page, and it turns out that might be a flawed comparison, not least because Strategos is the creation of a single designer and programmer with artists working on contract. Here's a trailer.
Pillars Of Eternity turns 10 years old this week, and developers Obsidian are celebrating with a patch that "addresses a wide range of fixes and improvements across visuals, combat, quests, and more". Oh, and they've also announced plans to give the real-time-with-pausing RPG a turn-based combat mode, much as they did for the sequel Pillars Of Eternity 2: Deadfire in 2019.
What did you get for your 10th birthday? If it wasn't a turn-based combat mode, then your parents officially love you less than Obsidian does Pillars Of Eternity. You might want to bring that up at the next family gathering. I'm already texting my dad.
The new GIGABYTE GeForce RTX 5070 Ti is officially here, and somehow it's still in stock at Amazon for $979.99. That may not be a discount, but considering how new-gen GPUs tend to vanish or double in price the moment scalpers get involved, this is a small miracle. We saw stock for the UK yesterday as well, as covered by our friends at Digital Foundry, but that went fast.
Tomb Raider, Soul Reaver and Perfect Dark developers Crystal Dynamics are laying off 17 "talented team members" in order "to better align our current business needs and the studio's future success". According to a social media statement, they "did not take this decision lightly". Oh, and "this change does not alter our current project plans."
It's not clear who exactly has lost their jobs, but going by this Xitter post, senior combat designer Mark Vernon is one of them. "Call me Mark S the way I just got severed, from employment," he writes. Best of luck finding your way to the black elevator hall, Mark V. (If you haven't watched Severance, I promise this reference is more hopeful than it sounds.)
Quick reflexes and brute strength will only get you so far in the brawls of Forestrike. This Devolver-published rougelike of pixel art punishment was announced last summer and has been quietly meditating in a bush somewhere ever since. But this week the developers released a demo in which you can practice the flowing dodges and sneaky turnarounds of the "Leaf" school (a style of fighting from one of five masters planned to appear in the full game). As the fighty boy of RPS, I've had a go. It's quite the satisfying little bruiser. Imagine if someone demade Sifu with retro graphics and wisdomously advised you that the brain hits harder than the hand.
I was, like so many of my 1990s-born peers, a huge Sims girlie. I spent hundreds of hours as a teen and young adult making people I knew, characters from shows I was obsessing over, or original characters I wanted to experiment with, and diligently following their life paths and ambitions. I played it as a traditional life sim and I also got into all the weird, scrappy lore. I played with all the cheats and glitches and I, of course, put my sims in the pool and took the ladder out so that they were forced to drown.
Try as I might, I could not capture any of these feelings in InZOI, Krafton’s early access life simulator that I would not typically immediately compare to another game if it did not beg for it by lifting every part of its design from the 25-year-old series that defined the genre. At first, navigating my shiny, photorealistic, model-perfect Zoi’s around the shiny, photorealistic, model-perfect world, I feared that I am simply thirty years old and that the whimsy in my heart has withered with time. But in the end, I must insist that it’s not me who is wrong. InZOI simply has awful vibes.
Grit & Valor – 1949 is the tale of an alternate timeline in which the Nazis got hold of mechs and promptly overran the British Isles. As Nic semi-alluded last year, you could summarise the game itself as the product of a timeline in which the people behind Wolfenstein: The New Order decided to make Into the Breach instead. Except that it isn’t quite as deviously made, based on the demo, and it isn’t turn-based. Ah, I do kind of wish it was turn-based.
Running out of space on your Steam Deck is basically a rite of passage. You start off thinking 512GB is plenty, then suddenly you’ve got five AAA games, six indies, and no room left for screenshots. Been there. That’s why I always keep a high-speed microSD card loaded up and ready to go. Undoubtedly, a microSD card is one of the most important Steam Deck accessories you can pick up during big sale events like this.
The Witcher 4 may have entered its "most intensive" production phase but it won't be gracing your whirring machinery any time in the next year or two. During a financial call for people in suits with lots of money, the developer said they were hoping to give shareholders value for money, "even though we do not plan to release The Witcher 4 by the end of 2026." Basically confirming what you probably could've guessed anyway: there's no plan to bring the RPG sequel out before 2027.
Soberly breaking down the plot, mechanics and presentation of InCARceration would be like trying to cook a meal, win a spelling bee or perform a sneak-attack after being welded inside a car. So I will say only that this is an amusing bizarro take on WarioWare that makes me yearn for other, bizarro takes on WarioWare.
You may find it cathartic if you've had any dealings with obtuse legal systems lately. A Kafkar sim, perhaps. Yeah, that'll do. Play it in a browser here. If you've already tried it, there was an update this week that (possibly?) adds a new ending and does away with some unintended quantum physics.
Carrying your Steam Deck without a case is a bold move. Not the good kind of bold either—the “why is my joystick clicking funny now” kind. I’ve seen enough scratched screens and mystery stick drift to know that a decent case isn’t optional. It's armor. And right now, a bunch of great ones are discounted during the Amazon Big Spring Sale.
There are two kinds of Steam Deck players. Those who plug in and panic every two hours, and those who carry a power bank and keep playing like gods. I’ve tested a lot of power banks over the past year, and. Some were great, others burnt out far too quickly. The four below are the ones I keep reaching for, are some of the best Steam Deck accessories going, and they're also currently discounted during the Amazon Spring Sale.
LiDAR or "light detection and ranging" is a way of working out and picturing the distance to an object by shooting laser beams at it, and timing how long it takes the laser to bounce back to the scanner. It's been used for a bunch of Hard Science-y purposes, from mapping cave systems to measuring changes in the Amazon forest canopy. It's also become popular among artists, who use it to create high-fidelity yet abstractly coloured and ethereal visualisations of, for example, rivers. Now here's LiDAR Exploration Program, a "relaxing atmospheric horror" game from KenForest, in which you roam maps with a handheld LiDAR gun scanning the geography into being.
Fancy a bit of Left 4 Dead in your Warhammer 40,000: Darktide? Oh, well that's convenient, as the game's Nightmare and Visions update just dropped today, adding in Mortis Trials, a new wave-based game mode. The wave-based nature really is what it says on the tin: scores of enemies come after you round after round, but in this mode you'll get Indulgences, which is just lorespeak for upgrades you can unlock on different runs.
Back in 2020, co-founder and former CEO of Blizzard Mike Morhaime formed Dreamhaven, essentially Blizzard 2, albeit a bit more explicit in the fact that it has different studios working under it. One of said studios, Secret Door, is currently working on co-op strategy game Sunderfolk, and today as part of a showcase presented by The Game Awards, the other studio Moonshot Games revealed its first title: Wildgate, a sci-fi shooter that sees you piloting ships around space looking for loot as you face off against other players.
Middle-earth: Shadow of Mordor is, for the most part, a pretty unexceptional game that does most things pretty competently, though it does manage to slip into that coveted 7/10, imperfect but has something special about it to keep you thinking about it. I'm talking about its Nemesis system, a mechanic that means certain enemies you face off against remember you and your actions as they get stronger, maybe even calling out certain occasions where they killed you. It's a lovely bit of design that, as it turns out, kind of just exists to stop the second hand game market.
I'm absolutely naff when it comes to geography, whether it be the version in school which is actually more about rocks and rivers than places, or said places themselves and where they are. I just don't know where things are! And that's fine. Even still, like many others I partook in a good few games of GeoGuessr during the height of the COVID-19 pandemic and found it to be good fun, particularly with some friends. And now, five years on since that whole thing happened, the geography guessing game is coming to Steam.
"Vampire: The Masquerade - Bloodlines 2 has been delayed again, this time until the first half of 2025," Graham wrote in August last year. Today I write: Vampire: The Masquerade - Bloodlines 2 has been delayed again, this time until the second half of 2025.
Going by Bloodlines 2's career to date, I strongly suspect that in the second half of 2025, I or some other lost soul will be writing: "Vampire: The Masquerade - Bloodlines 2 has been delayed again, this time until the first half of 2026." Let this news piece stand as a Meeting of the Ways, the profane axle running through past, present and future as the Nine-Eyed Wheel of History bears us down into the mulch.
You would think that with a game that is pretty much all about driving like Pacific Drive, the prospect of an update that promises "endless" driving wouldn't be all that exciting or interesting. In this case you'd be wrong, though, as the game's upcoming Endless Expeditions patch sounds like a pretty solid one. Developer Ironwood Studios revealed the update with a new trailer yesterday, showing off all the changes and additions coming to the game, the most notable one being expeditions, described as "new continuous drives" that are a bit more dangerous than you might be used to.
"That's okay," I say as my car somersaults into the hot dirt and loses a wheel. "I still have three tyres left." My right fender hits another driver and dissolves into splinters, like rusty confetti at a wedding for metallurgists. "No big deal," I remark, and keep driving. I veer into a shipping container and the entire engine bay flattens against me like an empty can of Pabst Blue Ribbon squashed in the hands of a frat boy. "A minor setback," I say, and reverse back onto the track, before trundling on in glorious last place. Wreckfest 2 is further evidence of a truth long upheld by non-serious racing games: a car is funnier the more fucked up it gets.
It’s pricier than most gaming headsets, but the HyperX Cloud Alpha Wireless is a belter. I know because I have one, and have given it primary ear-tickling duty for long enough that it’s got all the wear and tear you can probably see in that picture up there. Also, there’s good news on the money front: it’s currently dropping in the Amazon Spring Sale, especially in the UK, where it’s down to a very agreeable £110. That’s 42% off its RRP, and an awful lot less then it was when I got mine.
The equivalent US deal isn’t quite so enthusiastic with the price shears, though $200 to $143 is still a decent cut on a headset that’s supremely comfortable and richer than most on powerful, bassy sound output. The real reason to get one of these, mind, is its borderline sci-fi battery life. HyperX say a full charge yields 300 hours of uptime, but I’m certain mine has managed more than that. Can’t even remember the last time I charged it, really. I wanna say... Novemberrrrr?
Alright, Steam Deck owners. Time to treat your favorite handheld like the MVP it is. The Amazon Spring Sale is live from March 25 to March 31, and some of the best gear I’ve tested is getting hit with serious discounts. I’ve dug through the clutter and picked out the actually good accessories that are worth your time and cash. These are the docks, cases, power banks, and SD cards I’d recommend to my friends.
Monster Hunter Wilds will receive its first proper title update on Thursday, April 3rd PT and Friday, April 4th in the UK. The update adds a new social hub to the beast-bashing action-RPG, together with a new monster you might recognise from previous games, some tougher varieties of existing monsters, and a bunch of additional quest types and outfits. Plenty to chew on, once you pick out the bones. Here's a trailer.
Someone on RPS – probably a dashing fella who can pronounce 'th' sounds just fine, thank you – reckons the Crucial X9 Pro is the best damn external SSD you can get. Good thing, then, it’s going for cheap – or at, least cheaper – in the Amazon Spring Sale.
Game development can be stressful, I'm sure you've heard. The director of fighting game series Tekken yesterday shared an anecdote about how wild that stress can get. Speaking about the release of Tekken 4 in 2001, director Katsuhiro Harada remembered it didn't perform as well as previous games. And the game's relatively weak reception (alongside a lack of support at Bandai Namco) sent his body into a spiral of ill-health from anxiety.
"I was under so much stress at the time that I developed a mysterious condition where all the hair on the right side of my body fell out - just the right side," said the director in a post on Xitter. "Even the hair on my arms, eyebrows, and eyelashes disappeared."
Canabalt developer and Tunic publisher Adam “Atomic” Saltsman has released a free “mash-up” of Wolfenstein and the original Prince Of Persia. It runs on PICO-8, the sprinkle-covered fairy cake of game engines, and comprises 15 levels of jumping over gaps and murdering Nazis.
Having spent a good chunk of this morning window-shopping SSDs, I’m prepared to point knowingly at the Samsung 990 and mouth "That one", thus crowning it as the best NVMe drive deal of the Amazon Spring Sale. Especially so, if you’re concerned about the swelling storage footprint of contemporary games, as the sale is focusing on the most cavernous 2TB and 4TB capacities.
The 990 Pro has popped up on RPS a few times, but if you’re unfamiliar, this basically forms a triumvirate with the WD Black SN850x and the Crucial T500 as the three finest examples of game load-time cutting in the mainstream PCIe 4.0 SSD space. Newer PCIe 5.0 drives can just about edge them, but not to the degree that their far higher price is justified, and with some help from the sales that gap gets even wider. All three of these deals, in fact, drop the 990 Pro to its lowest pricing since at least last year’s Black Friday.
Amazon’s Spring Sale is back, and upon first inspection, it’s not looking like a vintage year. There are some discounts on quality PC gear, but a deals collapse has left them buried under forty thousand tonnes of overcomplicated toothbrushes and collagen peptide powders. So, so many collage peptide powders. I didn't know there was this much collagen on Earth.
It’s still my job – it is still my job, right? Okay just checking – to dig through the Paltrow-adjacent junk and yank out the good stuff, so let’s start small with a few quid/bucks off one of my favourite Steam Deck docks. The JSAUX 6-in-1 Multifunctional Docking Station may have a clumsy name but it’s a keen bit of accessory design, with the port-adorned central block (which acts as a stand in docked mode) able to detach and pull double duties as a portable USB-C hub. It’s perfect for Steam Deck/Asus ROG Ally/Lenovo Legion Go/Zotac Zone etc. owners who want to keep employing that extra connectivity when taking their handheld away from home, and the Spring Sale has chipped the already-aggressive price down to £38 / $31.
Come with me into the sexy world of UI. Chunky 4X strategy game Civilization VII is getting an update today that will let you move units from one hexagonal space to another much more snappily than before. The patch also adds the tallest mountain on earth to the game, but I know what Civ fans really want, and it's not Everest. It's a tickbox in the options that removes the animation of your little dudes sprinting across the map, saving you entire seconds of precious existence.
If there's one thing I know about you sickos it's that you love a good city builder. No, don't try to deny it. I have the site traffic data right here and the numbers do not lie (unless they make me look bad to people who outrank me). You people are never happier than when you're wallowing in a bathtub full of upgradeable cottages, taxation sliders and pop satisfaction metrics. It's a disgraceful habit, but I'm not here to judge - not when there's a Steam City Builder & Colony Sim Fest underway.
Paradox have announced that 4X space strategy game Stellaris's next major overhaul will launch on 5th May, alongside the game's BioGenesis DLC pack. The latter adds living spaceships together with new civics, traits and megastructures, but I'm more interested in the 4.0 update, which they're branding the "phoenix update" in that it aims to overhaul performance problems caused by other updates and DLC bloat, while making "guidance and pacing" changes with new players in mind.
It doesn't sound nearly as exciting on the surface as living spaceships, I'll grant you, but this is a 4X game, don't forget - the mythological firebird is in the detail.
Nic: To kick off this verdict, I have no choice but to ask my most insightful question: how Assassin-y is this Assassin's Creed Game?
Jeremy: This is the first AssCreed game I’ve engaged with since Assassin’s Creed II, which I watched my roommate play through in university. So my opinion is not especially scientific, but from what I’ve seen it is very Assassin-y. The story – which is serviceable if not anything original – revolves around tackling a group of masked bad guys known as the Onryo (that’s Japanese for ghost), who are introduced with cool chanbara-style music. You’ve got to kill all of them, and sometimes you have to kill other folks who are connected with them, and in general there is a whole lot of assassinating going on, either with Naoe (who slices and dices with the standard hidden blade) or Yasuke (who has a ‘brutal’ assassination where he shoves his katana into someone’s face).
Mountainous town-builder Laysara: Summit Kingdom has received a Sandbox update that, essentially, turns a game about settling the slopes of precisely one mountain into a lightweight trading empire simulator. Where the early access game's existing modes have you doing up one Bonsai Everest at a time, Sandbox lets you switch between several and export goods for other alpine mayors to buy.
Open world sci-fi RPG Beta Decay is being delightfully greedy. The game's retro PS1-inspired art style hides some furious ambitions. It will be a "dystopian RPG where you can build spaceships, join factions, and fight for territory in a newly discovered star system," according to the Steam blurb. The game's previous trailer showed some swish (if somewhat prototypey) cover shooter combat. But the game now plans to launch into early access this year, developers Rotoscope Studios have announced. And this time they've brought the big guns, literally. Mech some time for the trailer below.
When Lords of the Fallen came out in 2014, it was interesting to see another developer daring to mimic From Software’s Souls formula. But now that it’s a whole genre, seeing another big-budget soulslike just doesn’t feel special anymore - even Star Wars has had a crack at it. So what’s The First Berserker: Khazan bringing to the table? What fresh twist or novel setting makes this soulslike stand out? To be frank, I can't see one. If I were to be as reductive as possible, I'd say it simply takes some core ideas from Nioh, and slaps Sekiro's parry on top.
Some of you might read that and think this anime-eyed action RPG sounds derivative. Others will probably salivate with glee. Well, both reactions make sense. There’s absolutely nothing original about The First Berserker: Khazan. It might also be the most fun I’ve had playing a soulslike in years.
A GTA 5 mod that aims to recreate the entirety of GTA 6's map based on "leaked" data and guesswork is no longer in development, after Rockstar parent company Take-Two had videos of the project banished from Youtube.
Dell’s tossing out a beast of a deal on the Alienware 27 AW2725DF QD-OLED Gaming Monitor, and it’s no small drop. Originally $899.99, you can grab this epic display for just $599.99 with code AW27300. That’s a $300 discount on one of the fastest and most color-accurate monitors out there. Oh, and it ships with free 2-day delivery if you order before 2 PM CT.
Earlier this month I had the chance to check out Remedy's forthcoming Control spin-off game FBC: Firebreak, which casts you as a bunch of weaponised office gremlins fighting the extra-dimensional Hiss and other "paranatural" lifeforms in the corridors of the Oldest House. The game is a co-op first-person shooter, which is a bit of a departure from the likes of Alan Wake 2. How, if at all, has Remedy had to change to make a game like Firebreak? Have they, for example, hired up a bunch of seasoned FPS devs? I put the question to game director Mike Kayatta and Remedy's comms director Thomas Puha.
Sorry Australians, you can't confront the horrifying psychological manifestations of your inner turmoil. It would be too much for you, according to the government. The country's classification board recently refused to grant upcoming horror game Silent Hill f an age rating, essentially preventing it from being sold in the country unless certain elements of the game are toned down or altered by Konami. But it's possible the developer will do just that, as the classification board has retracted their ruling. At least for the time being.
Happy this week, all! And what a fine week it is for feeding the Maw. I've slipped on my lead-plated exosuit, stocked my enchanted utility belt with open beta announcements, and am ready to dispense some news. Here's what's coming down the games industry oesophagus in the next few days.
I want to believe the GPU gods are finally throwing us a bone. MSI RTX 5070 Ti 16G Shadow 3X OC is actually available on Amazon UK right now for £729. That’s not a typo. It’s in stock, sold and shipped by Amazon, and somehow not priced into orbit. When scalpers are still charging north of £1000 for this card, seeing a legit listing for retail price feels like someone left the vault door open and forgot to sound the alarm.
Hello reader who is also a reader, and welcome back to Booked For The Week - our regular Sunday chat with a selection of cool industry folks about books! As a reward for sticking with this column for so long, I'm delighted to announce that we'll soon be rolling out the chance for you to write in with a detailed list of all your most subversive ideas and which books inspired you to hold them, and in return I'll send you an email alert if those books ever appear in this column. Cormac McCarthy's The Road is widely considered a classic so I'll just call it 'McCarthyism' for simplicity.
This week, it's the co-founder of Finji - publisher of such luxury games as Tunic, Wilmot's Warehouse, and Night In The Woods - Bekah Saltsman! Cheers Bekah! Mind if we have a nose at your bookshelf?
In his irregular newsletter, Culture: An Owner's Manual, W. David Marx wrote about the age of the double sell-out. His argument is that, by the end of the 20th century, it was deemed acceptable for artists to sell-out because commercial activities were understood to pay for creative work, but now culture's most successful creators sell-out simply to sell-out further.
There's no better news than "game that hasn't had an update in years just received one", and this week that applies to Battle Brothers. Despite first releasing eight years ago - almost to the day, its eighth anniversary is in a couple of days time on March 24th - and not receiving a new update in two years, developer Overhype Studios has come back to the game not just with some fixes, but with some new content too.
Everybody loves a good fairytale, but I'm sure you can agree that some kind of twist on a Brothers Grimm story is a bit overdone by now, so how about a game based on folklore from Normandy? Carimara: Beneath the forlorn limbs is exactly that, a self described "short and creepy fairytale" that has a look about it where I can easily imagine walking around its world and think "cripes, it smells a bit around here, 'ey?"
Minecraft is the best-selling game of all time, but it's looked pretty much the same for the entirety of its almost 14 year run. There's an argument to be made that it's showing its age in places, an argument I won't make because I don't think so myself, but all the same, as revealed during today's Minecraft Live, Mojang announced that the sandbox game is getting a pretty big visual overhaul update called Vibrant Visuals. Now, don't worry, it'll still be all blocks and squares 'n' that, but it will be changing up how lighting looks.
Keita Takahashi is probably one of the most recognizable names in games, in no small part thanks to a game that needs no introduction, Katamari Damacy. That game was made at Namco, before it became the Bandai Namco we know today, and Takahashi actually left the studio back in 2006 around the time they merged, and in a recent interview with GameSpark (as translated by Automaton), the developer has shared the reason behind his departure.
I'm going to let you in on a little secret: I love Silent Hill 4: The Room. It was actually the first game I played in the series, and when I did I wasn't aware that it wasn't universally loved or even liked at its release. Not that knowing other people's opinions would have changed my mind about it, I'm the kind of person that will ardently defend a 6/10, but still, I think there's a lot to love about it… unless you played the game on PC. For a long time, it was missing a few things that were featured in the PS2 version of the game, but GOG's Preservation Program is adding them back in.
Here, take a look at this very pleasing fossilised instant coffee. Doesn't that just make you want to start your weekend off right? It was presented to me on Tuesday like a ceremonial offering, and since then I've kept it on my window sill and just turn my head to look at it every once in a while. There's something powerful but also mournful about it, like it's holding itself together through sheer force of will, long after its time is due. Puts me in mind of crumbling castle battlements under siege. It's maintaining its shape well so far. I'm excited to see what the next week brings.
So that's my weekend largely sorted; but what are you all up to? Here's what we're clicking on this weekend!
Who can say what made Ubisoft change their minds on Steam Deck support for Assassin’s Creed Shadows, the pretty good samurai stealther that previously stated an intention to go without. Perhaps a high-ranking executive, visiting family to invite them to a trip on his spare yacht, had his frozen heart melted by the sight of a Naoe-cosplaying granddaughter clutching a Steam Deck OLED in her clearly-too-small-for-it hands. Perhaps.
It works, is the main thing. And works well – remarkably well, actually, considering not just the previous denial and 11th hour U-turn, but the game’s high PC system requirements and at least partially mandatory ray tracing. This does come at the cost of a severely stripped-down quality settings menu, and you’ll still need to sign into a Ubisoft Connect account even if you own Shadows on Steam, but there’s no doubt that its Steam Deck Verified status is deserved.
The villagers of Wyndham are miserable. Stuck in a military cordon with little to do except look up at the exploded power plant that put them there, escape made even less feasible by the bandits and forest cultists on the other side, even the stiffest upper lips are starting to sag. One such fed-up chappie moans that it’s so bad, he’d rather be back in Swindon.
First off, way to disrespect our towering cultural contributions, philistine. He’d have a much better time if he actually did make a break for those big metal gates to the outside, because while Atomfall is an unexceptional FPS and only a decent survival game, its sheer openness and barrels upon barrels of on-tap intrigue make it worth poking your head in. If, that is, you’re able to go looking for answers unprompted.
Six years ago Nightdive Studios announced they were doing a remaster of sci-fi sequel System Shock 2, which they were calling System Shock 2: Enhanced Edition. But back then they were also busy working on a full-blown remake of the original System Shock. Turns out that first outing to Citadel Station took priority. But now that they're done with that, the studio has finally revealed a release date for the sequel's remaster, which they've sneakily renamed System Shock 2: 25th Anniversary Remaster.
I have recently immersed myself in the pleasantly numb Monster Hunter Wilds loop of smashing Arkvelds to bits. They are, as far as I can tell, the most profitable creature to bully, and I now find myself skinny dipping in the gulf of meaning that lies between the regal, resentful, mildly sassy chains hanging from the creature's armour set, and the deeply sad and laboured motions with which it swings its bodily inspiration for those chains.
I get the sense that the series' solution to the uncomfortable implications of its lizard bashing has been, over the last few entries, to evil-fy its creature design to the point where it engenders less easy empathy. There's a lot of ugly, bugly bastards in Wilds, is what I'm saying. Less deep, sad lizard eyes and more chittering chitin and fuck-you dragon stares. The Arkveld's design is so threatening that it invites nothing if not: look mate, if four of us manage to take you down with scissors whittled from Original Recipe Chatacabra marrow, it's your own fault here, ya bish.
In Remedy’s Control spin-off FBC: Firebreak, trios of gadget-toting humans from the Federal Bureau of Control descend to the shapeshifting halls of the Oldest House, fighting eldritch Hiss invaders and possessed objects such as swarming Post-It notes. Where Control cast you as the FBC’s newly appointed director, equipped with executive perks such as telekinesis, the folks who make up the Firebreak initiative are regular office shmucks brandishing comparatively straightforward guns and bludgeoning implements. They’re here years after Control’s denouement to do some clean-up, with the Oldest House still under lockdown while the FBC seek a proper, lasting solution to the Hiss menace.
Tonight's Future Games Show obviously wasn't about any one game or studio in particular, but funnily enough, it did open and close with games from (technically) one developer. The show started things off with a look at Lost Rift, a supernatural, survival, PvPvE extraction game - that's a lot of things - from People Can Fly. In case you were wondering, this is what became of Project Victoria which was shelved only three months ago. Weirdly enough, the show then ended with the series that put PCF on the map: Painkiller. Or, a remake of it anyway.
Mount & Blade 2: Bannerlord, is coming up to three years now, but at the Future Games Show this evening, all these years on, developer TaleWorlds Entertainment announced that the strategy action game will be getting its first bit of DLC, War Sails. If you can't gather from the name, featured image above, and trailer below, the DLC is all about boats; sailing 'em, fighting with 'em, trading with 'em, you name it, these boats can do it (within reason).
Xbox shared a blog post earlier today that's mostly just a bunch of self-congratulatory waffle about how easy it is to play games you own on the service anywhere, and for the most part, it wasn't very interesting. There was one notable thing about it that has now been scrubbed from the post: an image of a bunch of devices you can play Xbox games on with some new UI, and oh, would you look at that, one of the filters for your game library is for Steam. Now isn't that interesting?
Frosthaven - the sequel to Cephalofair's knock-a-horse-out massive board game - is getting a digital version from Julian Gollop's Snapshot Games. You can sign up here to its closed beta kicking off March 27th, and it's coming to Steam early access later this year.
Like predecessor Gloomhaven, Frosthaven is a tactical RPG where you'll resolve story events and encounters between dungeon delving, retiring old characters and unlocking new classes as you progress. New to Frosthaven is a fleshed-out management game that has you build up and protect an outpost, while dealing with harsh seasons and invaders.
We already knew that IGN Live was coming back this year, but now it's official: the show will returning to Los Angeles June 7-8, 2025.
A common phrase around the video game industry last year was the mantra of “Suvive ‘til 25”. Times were hard, layoffs were rife - and people felt bad. But a new year could only bring better, right? Well, 2025 has so far proved that 2024’s motto was a little over-optimistic to say the least - but hanging out at 2025’s Game Developers Conference, it does feel as though brighter times could at last be on the horizon.
You know drugs? No, I'm not a cop. I swear. It's just that they're the central point of the latest indie game taking Steam by storm in a similar fashion to the likes of Lethal Company. It's called Schedule 1, and it's bagged a higher 24-hour player peak on the platform than the uber-popular Monster Hunter Wilds.
Riot Games has just ditched the in-development nickname it'd given its physical card game, and dropped some new info about it as we spiral towards its eventual release date. Riftbound will be launching this Summer in China, and later this year across various English-speaking territories.
Doom Eternal was a great game, but it was a huge departure from Doom 2016. The ‘run and gun’ behaviour that we’d been conditioned into over the course of the reboot’s 13 spectacular levels was traded in for 2020’s follow-up. What once was a heavy, brutal campaign of destruction and violence was now a floatier affair. Resources became more limited. You were forced to be more mobile. Double jumps, dashes, strafing, and platforming became essential.
In Doom 2016, there were over 650 secrets to find. Doom Eternal had even more. Whether they took the form of toys, codexes, albums, secret encounters, or slayer gate, you could never really be sure you had found everything in a given area before you passed some sort of threshold or point of no return - locking you out of exploration and often meaning you’d have to play through a whole level again in order to locate everything you wanted to see.
After announcing that Monster Hunter Wilds has sold an impressive 10 million units in a month - making it Capcom’s fastest-selling title ever - the developer has addressed player feedback in a wide-ranging new letter.
Warframe's recent change to defense missions have proven to be a wonderful quality of life change that save player's time and make the mission type far more pallatable across the game, but there's a funny catch. A Nightwave weekly mission has proven a tad arduous due to the change, throwing players into a bigger grind than usual.
You probably want to know when GTA 6 is coming out. Everyone does, and publisher Take-Two's well aware everyone does, as CEO Strauss Zelnick's just acknowledged in an interview that saw him be asked why Rockstar still hasn't locked in a proper release date for the game, even though it keeps saying GTA 6 is on track for this Fall.
Just over a month since the game dove from a Seikret and latched onto the back of the gaming world, Monster Hunter Wilds has sold over 10 million units across all platforms. This figure smashes the previous one-month sale record for Capcom, cementing the game as a massive financial success as well as a critical darling.
Helldivers 2's Galactic War has made its way back to the infamous Malevelon Creek just in time for the one year anniversary of the fierce fighting that led the planet - dubbed Robot Vietnam by players - getting its own memorial day canonized into the game's lore.
A set of Honkai Star Rail character reworks designed to bring popular, once-powerful characters back to some kind of relevance is coming in HSR 3.4, HoYoverse announced during the RPG's latest livestream. Kafka, Silver Wolf, Blade, and Jingliu will get some kind of overhaul in response to fan requests that these specific characters be revamped, HoYoverse said, but the studio held back on what these changes might consist of.
Ok, so, it's March 28 as I write this, so I can't be in danger of falling victim to a news writer's worst nightmare aside from a hypothetical 2AM Geoff Keighley showcase that's running head to head with a Nintendo Direct, but NetEase still has me worried.
Yesterday, fans of 2XKO were blessed with a lot of news related to the upcoming Alpha Lab 2 test. Not only did we learn about what changes are coming, but also when players will be able to hop back in to 2XKO, as well as a few teases for the future such as the launch number of characters that'll be available at launch.
If you hopped into Elden Ring Nightreign's network testing back in February, now's your chance to look at some numbers and say 'I contributed to that'. FromSoft's put out some stats about the usual stuff - from boss kills to runes lost.
It's happened. Nintendo has used the new Nintendo Today app it revealed and rolled out yesterday to announce some news. It's not Nintendo Switch 2 news, though, cos that won't start until next week - instead it's the full release date of that live-action Legend of Zelda movie, which we now know comes out on March 26, 2027
What's a Nintendo Switch 2 edition game, and how does it differ from the console exclusives it seems to be separate thing to? That's the question folks have been left contemplating after stumbling across a bit of small print Nintendo's put out there, and the console maker says you'll get your answer next week.
After years of speculation and fanatical guess work from the community, we finally know how many champions will be in 2XKO at launch. Ten playable characters will be present when the game finally comes out some time this year.
Sorry, Hollow Knight: Silksong fans. My heart goes out to you. Your game didn't show up at yesterday's Nintendo Direct, so now I guess you'll just have to shift your hopes to next week's Switch 2 Direct. Actually, let's just see how you're copin-.....oh.
Well, there you go. After all the chatter about Ubisoft and Tencent possibly doing a business thing together, the mega-corps have gone and done one. It's a deal to create a new mini-Ubisoft subsidiary that'll "spearhead development" on the Assassin's Creed, Far Cry and Rainbow Six series.
A massive 2XKO update video has just been released going over the game's second Alpha Lab test. In it, we learn about two new fuses: Juggernaut and Sidekick, ranked lobbies, champion mastery, and other gameplay changes. It'll kick off on April 18 - 20 for those living in Canada, the USA, and Brazil. Bad luck everyone else, maybe next time.
Pokemon Legends Z-A has been shown off during today's Nintendo Direct, showing off some more antics in its Lumiose City and re-emphasising the late 2025 release window it got earlier this year.
You. Yes, you. Do you get enough Nintendo Switch 2 news and updates on the daily for your liking? Do you long for another Nintendo thing to look at when you're not actually playing Switch games or being dragged away from the cousin of death by the cries of your Alarmo? Well, as announced at today's Nintendo Direct, you're getting it in the form of Nintendo Today.
Metroid fans, gather round. Metroid Prime 4: Beyond has popped up at today's Nintendo Direct showcase, with a fresh trailer but no proper release date. The game is still set to arrive at some point in 2025, though.
Yep, it's happened. Monster Hunter Wilds finally has its first Thomas the Tank Engine mod, and it's arrived just before the game turns a month old. Rather than turning a monster battle into a surreal train fight, it makes sure you'll be able to choo-choo your way through the game, by swapping Sir Topham Hat's best loco in for your trusty Seikret.
Yep, they're letting themselves be set up for potential heartbreak again. It's the gang of folks who just really want to play Hollow Knight: Silksong, and this time a mysterious comment that may or may not be hinting at their game showing up at today's March 27 Nintendo Direct.
Good news, if you've ever wanted to fire up No Man's Sky and roleplay as a guy who likes dinosaurs so much he's made it a career and also somehow managed to shag Jennifer Aniston, today's your lucky day. Developer Hello Games has just deployed the Relics update, and its big thing is letting you collect big alien fossils.
You know how both Indiana Jones and the Great Circle and Forza Horizon 5 are set to arrive on PS5 next month, as part of Xbox's ongoing efforts to turn everything including your toaster into an Xbox? Well, they're currently reiging right at the top of the PlayStation Store pre-order charts, having valiantly outdueled, er, Days Gone Remastered.
Heads up, Nintendo has just locked in a Direct showcase for March 27, which is tomorrow as I write this. With a Switch 2 Direct already penned in for next week, it might not surprise you to learn that this freshly announced one is gonna be all about games for the original Switch.
Uh oh. The pretty titchy Helldivers 2 patch that dropped yesterday has managed to earn the ire of players who love a certain gun. It's the Eruptor, and as you might have guessed if you're a HD2 veteran, the tweak that's caused the aggro is to the shrapnel the gun kicks out in order to do a lot of its damage.
Just like two weeks ago, Capcom has rolled out the first of several new Event Quests to all Monster Hunter Wilds players. Event Quests are available for a limited time, and they task players with taking down certain monsters to earn unique rewards.
Hey. If you were expecting or hoping to play The Witcher 4 sometime before 2027 despite it having not been in full production all that long, I've got bad news for you. CD Projekt has said that it's not currently planning on releasing the game before that year at the earliest.
Things are going pretty good for CD Projekt right now. The publisher has just shared its full financial results for 2024, and revealed that it just recorded its best net profit for a year in which it didn't put out any major releases. Cyberpunk 2077 was the main driver behind this, as it continues to help hold down the fort until The Witcher 4 arrives.
My knees are inside the steering wheel. I think I can see the inside of my own arm. I’m not sure if my seat’s lower, or if the roof’s caved in so violently that it’s squashed my head down into my chest so far that I can probably taste my own intestines.
You've probably not heard of it. GTA 6? Ring any bells? No? Well, it's a little indie game that's currently set to drop later this year, in a fashion that's sure to fly under the radar, I swear.
12 years ago, a little game called Warframe was released to the world. I, 15 years old and not yet down bad for sci-fi in general, gave the game a cursorary look to see what was up. I confess, that original version of Warframe did not win me over. I can't remember why, but knowing what I was like back then, I probably saw all those damage numbers and it made me think of my maths exam.
The second of the two big March updates Civilization 7 developer Firaxis revealed would be coming last month has dropped today, March 25. It adds some new features and continues the effort to fix and change elements of the game folks didn't like, such as the UI.
Capcom promised to tell us more about the first major update for Monster Hunter Wilds, and the developer has delivered. As part the just livestreamed Monster Hunter Showcase, we got treated to some nice new footage of the new content coming to the game soon.
The new Street Fighter movie that was first announced back in 2023 looks to be without a release date again, as Sony's reportedly taken the film off its calendar of upcoming releases, meaning it looks like it won't be dropping on the previously announced date of March 20, 2026. Instead, we'll just have to wait and see if it's re-scheduled at some point in the future.
Whether or not Assassin’s Creed Shadows is the game Ubisoft needs it to be remains to be seen, but the action RPG has apparently done pretty well for the publisher. Shadows was released less than a week ago, and attracted over 2 million players in its first two days of release.
Today is the biggest day in Monster Hunter Wilds’ brief history since the game’s monumentous launch. Capcom is bringing back its Showcase series to deliver all the remaining information about the game’s first major patch.
Assassin's Creed Shadows has had a pretty successful launch, pulling in plenty of players and attracting a lot of thumbs up from folks who might have rightfully been a bit sceptical following its multiple delays.
Well, there you go. Indiana Jones and the Great Circle on the PS5 has officially gotten a release date, and isn't just vaguely hanging over our heads - no doubt suspended by a whip - armed with a season and year when it's supposed to drop. It'll arrive on April 17, 2025.
More Dune Awakening news is here, following Joel Byros and Funcom's short video breaking down the post-launch plan for the game. Price points for each version of the game have been revealed, and yes, the Sardaukar armour can be yours...for a price.
If you had asked me which property, of all the cool IPs out there, would get a major push to new genres, I would never have guessed that Dungeon Fighter would be an option in 2025.
Calm down. Are you calm? This is for your own good. Ok, you may proceed. Another thing that could hint at something happening with Hollow Knight: Silksong has reared its head. This time it's some Steam backend changes, and the Silksong faithful definitely aren't losing their minds again.
If you're one of the Helldivers 2 who's long boasted about being a veteran of the game's most famous battle, or are a newer recruit who's only ever heard the stories, it seems you could be in luck. Arrowhead's latest message as the war rages on suggests the fighting's headed back to the corner of the galaxy that's home to the infamous Malevelon Creek.
Things continue to be very up and down in the GTA modding world, with the latest instance of this involving Project Vice, the GTA 5 modding project which had re-created a version of GTA 6's map in that game. Its creator, YouTuber Dark Space, has opted to pull the latest set of download links to it offline, in response to a Take-Two copyright claim on a YouTube video they'd made showcasing their work.
Warframe 1999: Techrot Encore is out, and it's a lot of fun. But, one thing you may not have noticed as a player or a far-flung spectator is that progressive metal band Periphery worked alongside Digital Extremes on a special guest track for the update. It all fits within the rock band vibe that came with Temple and the new defence mission.
As you might be aware (we've banged on about it a bit already this week) Helldivers 2 got a cowboy-themed Warbond dubbed Borderline Justice yesterday. It has no cowboy hat, because Arrowhead doesn't reckon that such headgear fits within the Helldiver uniform restrictions.
More Dune Awakening news has hit the internet, courtesy of a quick breakdown from Funcom on the game's post launch plans. In addition, PC specs have been released in an official post on the game's Steam store page.
Ok, so you know Dragon Age: The Veilguard - that game that came out, and then not long afterwards a bunch of veteran BioWare devs who worked on it got laid off or transferred to other EA studios as part of restructing at BioWare. Well, the PC version of it randomly got a new DLC yesterday, seemingly with very little fanfare.
When I played a few hours of Atomfall at a preview earlier this month, the main question Rebellion's action-survival game left me with (aside from 'where’s the nearest place I can buy a vegetarian pasty to eat for tea?') was just how interesting would the bits that lay beyond what I’d played be?
Wake up Poke-fans, a new expansion for Pokemon TCG Pocket has just been revealed! Titled "Shining Revelry", it's themed entirely around shiny Pokemon. Unlike the mainline games where your odds of getting one are 1/4096, there'll be boatloads of shinies to collect starting March 27.
Assassin's Creed Shadows is now here, attracting hordes of players, being pretty good, and also making certain sections social media act like utter knobs. As with any big release that hits PC, that means a bunch of mods early doors, with folks already seeking to start putting their own spin on the game in a couple of classic ways.
More than two whole decades since we last had a proper Painkiller, the dormant PC shooter is back with a fresh entry that carries the same name. The new project appears to a reboot that brings the series into the modern era, and that carries with it some elements that may not be to everyone’s liking.
Even before Monster Hunter Wilds came out, Capcom had already been working on its first major post-launch update. We’ve known for a while that it would arrive in early April, and bring with it a new monster in the form of Mizutsune. Next week, we’ll learn everything else coming to the game with Title Update 1.
Assassin's Creed Shadows may be about to signal a rebound for publisher Ubisoft. The company announced that the action RPG has had over 1 million players in its first 24 hours on sale.
Want a Split Fiction film adaptation? Well, you're getting one regardless, with work on such a thing already having kicked into life, as it sounds like big Hollywood studios are falling over each other to fork over their loose change to get the rights.
Ubisoft has confirmed that Assassin's Creed Shadows has gotten a day-one patch, which brings a feww bug fixes, in addition to some noteworthy tweaks that should stop folks from vandalising any of the temples or shrines they run across while exploring Feudal Japan.
Helldivers 2's cowboy-themed Warbond, Borderline Justice, has just arrived in-game, meaning you can put on your spurs and get ready to ride out to kill some bugs or bots. However, its armours don't boast one key bit of cowboy kit - a stetson. Thankfully, a modder has stepped up on that front for folks on PC.
A new video game developer union has been publically revealed at GDC 2025, as the gaming industry continues to suffer from ruthless waves of layoffs that have seen workforces ravaged in recent years, leaving a lot of fledgling talent and industry veterans struggling to find stable work.
Balancing has been one of the hottest topics during Helldivers 2's rollercoaster lifespan to this point - an endless source of debate and controversy among players, especially whenever Arrowhead's been seen to deliver more nerfs than buffs. However, the game's director doesn't reckon trying to strike a perfect balance is something devs should focus too heavily on, because it's a "myth".
Digimon Alysion has been revealed during Digimon Con with a nice and short little trailer. In it, we see a variety of characters in cinematics, a new Digimon, as well as some gameplay! We've not got a release date though, so you'll have to hang tight for more news on when you can actually play it.
Warframe 1999: Techrot Encore comes out today, a much-anticipated follow-up to the weird and wonderful 1999 expansion which added romance, grunge, and a tank with tentacles. As those who've played Warframe 1999 will know, protoframes - human precursors to the beloved frames we've been messing around with for years - have gone down especially well among the community.
Here's a cool thing. A pair of Split Fiction streamers have recently beaten a secret ultra-hard challenge level in the game, unlocking a video that sees Hazelight's Josef Fares congratulate them and offer a special trip to come and get an "early look" at the studio's next game. Not only that, but having seen a clip of the achievement, the director's now confirmed that his studio's in the process of reaching out to the duo.
Last week, Monopoly Go owner Scopely acquired of a bunch of games headlined by Pokemon Go from Niantic, thereby creating some kind of Saudi-backed terrifying Go-liath alliance. Naturally, there were a number of things that left players of the Pokemon game that was once totally unavoidable with some concerns, which one of its execs has aimed to nip in the bud with a recent interview.
Just in case there was any doubt in your mind that Monster Hunter Wilds is the biggest release of the year so far - pretty much everywhere - along comes the consumer report for the month of February.
When I was ushered into a private screening of Flow, the animated Latvian adventure film created entirely in the free and open-source software, Blender, I was not expecting to come out of the cinema thinking of nothing but Team Ico and Fumito Ueda. I went into the film completely blind: all that I knew was that Flow had won an Oscar for best animated feature (pipping both The Wild Robot and Inside Out 2 to the post), and was completely dialogue-free.
While Marvel Rivals is doing pretty damn well (shitty layoffs aside) with the whole lots of Marvel heroes coming together (not in that way) thing, there was once another way we could have seen the comics giant's costumed crew crossover - via an MCU-eque "Marvel Gaming Universe". For better or worse though, that idea never became a reality.
Ok, so Cyberpunk 2077 players have a bit of a thing for cats. They like hanging out with moggies in their futuristic flats thanks to Deceptious' Apartment Cats series of mods, and you might think that'd be enough.
Palworld now has crossplay, thanks to a fresh update that's just dropped and brought with it a pretty beefy list of other additions and changes - including a photo mode and the ability to sit down in a way that seemingly won't risk your character ending up floating in mid-air.
Sound the alarms, another breadcrumb of Hollow Knight: Silksong has appeared on the internet. This time, via a new Xbox Wire blog post, in which the game is mentioned among others in games coming in the future as part of ID@Xbox.
We're all still eagerly waiting for Larian to drop Baldur's Gate 3's Patch 8 once it's finished stress testing the thing, but we've known it won't be making whatever the next entry in the series ends up being for a while now.
You’re probably familiar with the Japanese art of ‘kintsugi’, quite literally meaning ‘golden repair’. Kintsugi is part-philosophy, part-art form. It revolves around the act of repairing broken pottery or ceramics with lacquer, mending cracks and broken edges with dusted, powdered gold, silver, or platinum. ‘Kintsugi’ aims to expose, emphasize and celebrate the damage that was once done, and find new meaning in the repaired product - an homage to an item’s unique history.
Right, you've clearly not had enough Helldivers 2 stuff to think about today, March 18, so you'll be glad to hear that the latest Galactic War major order's pretty simple. You've just got to choose between, er, fighting what sound like the Jet Brigade's freshly formed fiery siblings, or actually doing something that might stop the Illuminate blowing up more planets.
Pokemon's teaming up with another very successful company to create yet more things that you're gonna have to exercise some serious restraint not to blow all of your savings on, assuming you're a mega nerd - and well, you are currently reading news about video games. Official Pokemon Lego is coming next year.
While the vast majority of Monster Hunter Wilds players are tackling the game as intended, a select few nefarious hunters are using cheats to engage in unauthorized hunts, which provide a ridiculous amount of valuable rewards upon completion.
Helldivers 2's just gotten a fresh patch, and it brings with it a fair amount of balancing tweaks to stuff like weapons, strategems, and even some enemies. Before you freak out, though, things a pretty heavy on the buff side this time.
Another Helldivers 2 Warbond has been revealed, and it'll be a big among folks who used to serve under a certain guy who says 'Tahiti' a lot before they took up arms for Super Earth. It's called Borderline Justice, it'll let you dress up like a cowboy, and it includes a jetpack. Nice.
As sportswashing becomes an increasingly powerful force in the esports space, one Street Fighter 6 pro player has come out and expressed his intent to avoid participating in the Saudi Arabia government-owned Esports World Cup through a lengthy social media statement.
Palworld developer Pocketpair didn't see the ongoing legal action between it and the combination of Nintendo and The Pokemon Company coming, according to the game's community manager, who says news of the suit came as a "shock" because patent infringement was "something that no one even considered".
A second open beta for Fatal Fury: City of the Wolves has been announced, allowing a new wave of players to try out the game ahead of its launch on April 24. This beta is bringing some exciting additions to seperate it from the first beta, including a training mode and Tizoc.
If you’ve been following the news saga of Disco Elysium and its spiritual successors, there’s a chance you’ve seen a specific image of Hopetown, the would-be Disco successor from Longdue Games.
It's been a great time to be a fan of interesting-looking Baldur's Gate 3 custom campaign mods so far this year, and that certainly doesn't look to be changing any time soon. Another project that looks pretty ambitious has just put out a demo, and it's all about what happens to the base game's Shadow-Cursed Lands once their namesake's been lifted.
We've been working on something that we hope you'll love -- especially if you're the kind of gamer who has a wishlist longer than a Final Fantasy cutscene (guilty as charged).
Of all of the studios that form what I've come to refer to as the Disco Diaspora - the gang of four (at current) studios outside of ZA/UM that have all seemed to vaguely be vying for the title of Disco Elysium spiritual successor - Longdue is arguably the one that's been most active in marketing its game that way.
Good news, people who're currently sitting barricaded in rooms gently whispering 'dance pad challenge run' while you wait for Elden Ring Nightreign to arrive. The modder behind Elden Ring's uber-popular multiplayer add-on is really doing the Elden Lord's work.
Blizzard has revealed the patch notes for Diablo 4’s next update, which will arrive tomorrow, March 18 on all platforms. This is a smaller patch, so don’t expect anything massive. Ironically, though, the biggest change has little to do with gameplay.
Star Wars Hunters, a pretty great mobile and Nintendo Switch PvP game, is shutting down this year. The game, which only released in June 2024, will be turning off its servers in October 2025.
For a little while now, a GTA fan has been working on something that's pretty exciting folks who're dedicating a massive amount of their time to eagerly anticipating GTA 6's arrival. It's a mod that re-creates what we've seen of the map so far in GTA 5, and I bring good news - it's now been released in a form that actually looks somewhat like the full game might.
Fantastic news for those with a mobile card game-shaped whole in their heart. A nice little teaser video has been released on social media by the Digimon Card Game company, in which we see a Renamon get sucked into a mobile phone. This, it appears, is a hype video for an upcoming Digimon mobile card game we'll be learning about very soon.
Howdy there Pokemon TCG Pocket fans. As you may know, the Snorlax and Manaphy wonder pick event is still ongoing, but if you're like me and have still yet to grab that elusive special Snorlax variant, or just want some new cosmetics, you're in luck.
This is not a drill! New 2XKO news has popped up on social media that makes this month way more exciting than it would be otherwise. The news is, well it's an announcement of a future development update video, but we can now firmly say that a detailed briefing on changes to the game, Jinx, and the next Alpha Lab test should be coming soon.
Ubisoft is seemingly looking for financial backers in a new business entity, which will make use of some of its biggest IPs like Assassin's Creed and others. This information comes from a Bloomberg report, written from details from sources familiar with the situation.
No, this isn’t a deja vu, Blizzard really is bringing back Diablo 4’s Mother’s Blessing event for the second month in-a-row. This is the game’s not-quite double XP bonanza, though it does boost your XP and Gold earn rate significantly.
Hi. It's that time again - Nintendo Switch 2 in the headline, and some analysts have said a thing. You'll want to listen too, because it's an estimate of the price you could be paying for the console, not that these experts seem to reckon how much it costs will have much effect on Nintendo's ability to shift "boatloads" of units early on.