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Game Reviews

Play online shooter ARC Raiders free next month in final test weekend before release
Game Reviews

Play online shooter ARC Raiders free next month in final test weekend before release

by admin September 23, 2025


Embark Studios will launch an ARC Raiders Server Slam ahead of the online shooter’s release, so players can get a taste of what to expect.

While a couple of public network tests have already run, the studio is providing one last weekend from 17th – 19th October for players across the globe to check out the game on all platforms: PS5, Xbox Series X/S, and PC (Steam, Epic).

No codes or pre-registration will be required for entry, plus participants will receive an exclusive backpack cosmetic as thanks to unlock with a full game purchase, although progress won’t carry over.


Pre-Order Trailer | ARC RaidersWatch on YouTube

ARC Raiders is a PvPvE sandbox shooter from the studio behind The Finals, which merges extraction and survival gameplay.

The full game will be released on 30th October.

“We’re excited to welcome Raiders to the Server Slam – this is where we’ll really put ARC Raiders through its paces ahead of full launch,” said executive producer Aleksander Grøndal. “Our goal is simple: make sure that on October 30, when the servers go live, every player experiences the game exactly as we’ve intended – polished, balanced, and ready for action. Thanks for joining us – let’s prepare to go topside.”

The game’s most recent test was at the end of April this year, but it’s been a long time coming – ARC Raiders was first revealed at The Game Awards in 2021 and has since received a genre change.

It also won’t be free-to-play when it releases. It’s available to pre-order now.



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September 23, 2025 0 comments
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Blippo+ Review - I Promise You've Never Played Anything Like This
Game Reviews

Blippo+ Review – I Promise You’ve Never Played Anything Like This

by admin September 23, 2025



Blippo+ is certainly one of the strangest games you could play this year–or any year, really. Released on Steam, Switch, and Playdate (the small yellow handheld famous for its crank controls), it strains the fundamental definition of a video game. Instead, it’s more of a simulation of TV channel-surfing in the late ’80s or early ’90s, a kind of interaction younger generations actually have no experience with. It’s a game whose target audience would seem to be very few people at all. And yet, because I enjoy exceptionally weird experiences, it delivers.

Blippo+ is a collection of live-action skits meant to play like a cable television package from 30ish years ago. When you first start up the game, it “scans” for channels–a process I vaguely recalled interacting with as a kid when Blippo+ reminded me. Then, once its dozen or so channels are found, you simply… watch TV.

The TV schedule plays out in real time. These are not on-demand offerings a la Netflix or HBO Max. This is a perpetually cycling programming schedule. If you tune into the news channel, for example, you’ll miss what’s happening at the same time on the music, family or–yes–even the porn channel. Each program only lasts a few minutes, so it’s not as though you’re locked in for 30 or more minutes if you want to watch any single program in its entirety. This also makes it easy enough to eventually catch everything, either by channel-surfing routinely like a kid after school in 1996, or by sticking with one channel at a time until it has looped fully, then moving onto the next channel.

Every show becomes a micro-story you can follow for several in-game weeks at a time.

The story of Blippo+ is that you, the player, have tuned into TV signals from an alien world called Blip. Its inhabitants look like us, only with a fashion sense that colorfully combines Clinton-era garb with makeup and hairdos that feel noticeably extraterrestrial.

Its TV shows are similarly out of this world. Cooking shows walk you through how to prepare vegetables that don’t exist on Earth. A woman with a literal third eye hosts a mystical, horoscope-focused show. Most interestingly, early news programs in the show’s many hours of programming discuss the revelation that some tens of thousands of PeeDees (the ubiquitous smartphone-like devices on planet Blip) have been activated elsewhere in the universe. Essentially, you play the role of interloper, rubber-necking at another world whose signals you’ve inadvertently picked up.

This concept would likely work best on the Playdate, the already-strange device that releases games on a weekly schedule, giving its players a schedule to opt into and discuss on Reddit, YouTube, and Discord. Canonically, the Playdate itself is the PeeDee device that everyone on Blip owns and lives by. I didn’t get to play it on that platform, but I found Blippo+ achieves its main goal on Steam too, especially since I played it with a controller and let myself feel like I really was channel-surfing, like maybe you did in the old days.

One of the coolest aspects of Blippo+ is its TV Guide-like channel. At the risk of sounding like an old man, back in my day, you’d watch the TV Guide channel to see what’s on now and what’s coming on later. You’d then have to make yourself available for whatever interested you. Blippo’s guide channel amusingly captures this defunct experience, with filler music and narration filling in the space as the programs unfold with or without you tuning into them. No matter what you’re watching, it’s also filtered with that peak drabness of the 1990s, pre-HD and noticeably drained of color.

The cooking shows had an oddly unsettling effect, as I watched these alien crops be prepared for dishes.

On Playdate, new content for Blippo+ has dropped every Thursday to flesh out the game’s overarching storyline, in which different programs call back to one another. Meanwhile, the residents of Blip grapple with the existence of otherworldly voyeurs such as yourself, which becomes appointment television, a meta-serial about other planets and the weirdos who live there.

On Steam and Switch, those content drops are instead unlocked as you watch more of the shows. Roughly every 30-40 minutes in my several hours with the game, I’d get a notification that more content was available. It’s handled this way because Playdate devotees have been unraveling the weekly Blippo+ drops for months now, whereas those on traditional PC and console are playing catch-up. This hinders the communal aspect of Blippo+, which I find appealing, but that’s not to say the project falls apart without this piece intact.

Blippo+ is a game by and for Theater Kids most of all, though I enjoyed my time with it despite not being one myself. Each skit has a dry humor and an undercurrent of adoration for acting and the arts that will absolutely be alienating–no pun intended–for some players. Even some of those who like the idea of simulating this quintessential ’90s experience of couch-potatoing away your Saturday with Blippo’s soap operas and music videos may find that these skits don’t quite fulfill the fantasy.

Scrolling the TV Guide-like channel is either going to be nostalgic… or appropriately alien.

That’s because, for as great a job as Blippo+ does at actually simulating the physical element of half-mindedly flipping channels like a kid procrastinating on their homework, the many shows developed for Blippo+ ultimately feel too similar in tone. They’re all going for a dry, silly weirdness. In my eight or so hours with Blippo+, I didn’t see anything that took itself too seriously. Maybe it wouldn’t have worked, or the creators just weren’t interested in that side of its imaginary people. Or maybe that’s their way of saying planet Blip really is just a bunch of one-note dweebs who never take things too seriously.

Still, I most appreciated Blippo+ for its indirect parodies of TV shows from our world. A Bill Nye-like scientist spent his shows interviewing guests like a brain in a jar, who was said to be one of Blip’s most famous philosophers. I could read reviews about a series called “Werf’s Tavern,” which spoofs something like a Doctor Who, right down to the poorly aged depictions of some would-be harmful stereotypes. The pornography channel, Zest, comically captures the formative ’90s experience of trying to de-scramble the imagery while saxophones cut through the static. One of my favorite series, Realms Beyond, tells spooky anthological stories a la The Twilight Zone, but does so via spoken word, making it more like a radio show than Serling’s seminal sci-fi series.

Blippo+ rarely parodies any specific series and is instead more interested in capturing certain vibes or subgeneres–stitchings of moments in time from yesteryear. Like on my home planet, Blip’s programming isn’t all worth watching, but there are some gems on rotation for those who care to make a lazy weekend out of it.

Like my older brother in 1996, you can try your best to de-scramble the porn channel.

Blippo+ feels like an art school project that broke containment and went international. What the team has done with a seemingly shoestring budget makes for a laudable DIY effort. Calling this a game could mislead some users, given it’s really more like a ’90s-colored cable TV package without any on-demand features. It’s interactive, yes, but only in the way one’s TV was in the mid-’90s. This sort of experience is sure to be unlike anything else you’ve ever played–and for younger players, anything they’ve even experienced in the first place–though a significant number of people will surely come out of it more confused than amused. Still, if you can match Blippo’s vibe, you may find yourself homesick for another world.



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September 23, 2025 0 comments
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Baby Steps Review - Unhappy Feet
Game Reviews

Baby Steps Review – Unhappy Feet

by admin September 23, 2025


I spent the majority of my time reviewing Baby Steps in various states of anger, ranging from mild annoyance to controller-throwing rage, but when it intends to make me feel this way, it’s hard to deny that Baby Steps is effective. “Ragebait” games like this one are supposed to elicit that response. I appreciate how Baby Steps commits to the bit by making the player the brunt of the joke, along with its surreal story. Still, its frustrating difficulty, paired with occasionally poorly designed levels, kept me from laughing alongside it. 

In the opening cutscene, Nate, a pathetic man who lives in his parents’ basement, is transported to a mysterious mountain. Through a series of awkward conversations, he learns he’ll have to reach the summit to make a wish to go home. However, Nate is also so socially awkward that, hilariously, he refuses almost every offer of help so as not to bother his fellow climbers. He turns down shoes, climbing equipment, and a map (complete with a minimap and compass in the corner), none of which you ever get, making the game laughably more difficult.

The cherry on top, and the game’s premise, is that players control Nate one leg at a time, stumbling through the whole journey and often falling down. The controls are intentionally clumsy, with the left and right triggers lifting their respective legs. While it initially feels impossible, it’s oddly satisfying to walk once you get the rhythm down. Of course, challenges quickly escalate from slight, hilly inclines to intricate balancing acts, ratcheting up the difficulty. To make things worse, getting off balance, which happens constantly, immediately locks Nate into a ragdoll state, causing him to fall until he reaches a stable position. The hardest climbs of Baby Steps aren’t just frustrating because of their difficulty, but because you have to do them again and again until you prevail onto the next section.

Bennett Foddy’s past work (he’s best known for Getting Over It and QWOP) is characterized by a steep difficulty curve, and Baby Steps is no exception, though it was more approachable than I expected. The key to this, especially in earlier areas, is how the semi-open world is peppered with optional challenges. If you want a tougher experience, simply turn at the next fork in the road, and you’ll find a difficult path or structure to explore, but if you stick to the main path, the walk will remain manageable. Optional challenges reward collectible hats and fruit that unlock new story content, granting devoted players an incentive to take on tougher challenges.

Where Baby Steps really stumbles is in its later levels, where the paths forward are poorly telegraphed. Moving Nate anywhere other than where he needs to go is a risk because at any given moment, you could (and probably will) make a wrong step and fall to an earlier area. It’s maddening, then, to be stuck in an area with no idea where to go, and no idea if the arduous climb you’re attempting is even required. On several occasions, I made my way into a later area by doing a climb I felt I wasn’t supposed to be doing. It wasn’t hard in a way that seemed intended, but rather like I was clinging to random bits of geometry and eventually prevailing. For every unclear path that did lead to a way forward, I tried and failed to progress through three more; the only indication I was in the right area was that I eventually moved forward. It’s hard to commit to tough challenges when it’s not clear whether it’s designed for me to attempt.

These failed attempts, however, are undeniably silly. Baby Steps is funny, but instead of inviting players in on the joke, the players become the joke. To play Baby Steps is to be pranked left and right, to be forced into unreasonably difficult situations armed only with your sweaty onesie and two bare feet. This is a game designed for streamers, which is to say that it’s more fun to watch than it is to experience yourself: When someone else is the subject of Baby Steps’ pranks, it’s far more tolerable. Hours into the game, I’d become desensitized to the absurdity of it all, but whenever my partner saw Nate flopping around on the screen, she laughed aloud. Failure, though it’s frustrating as a player, is funny, and Baby Steps capitalizes on that.

The other aesthetics, from visuals to music, are surreal and bizarre. Nate is constantly encountering anthropomorphic horse men who are nude from the waist down, a fact no one acknowledges. Bringing a hat back to camp triggers a Game Boy-style dream sequence about Nate’s past. At one point, I woke up to see a giant woman lift me off my feet, cradle me like a baby, set me down on a high ledge, and leave. The music, meanwhile, is an experimental rhythm of sound effects, playing various clicks, scrapes, splashes, and animal noises in repetitive sequence. It adds to the world’s odd vibe, but I mostly found these tracks annoying and grating, and would have preferred something just a touch more melodic or approachable.

My feelings about the music extend to the whole of Baby Steps, I suppose. I see what they are going for. I understand why and how it’s funny. And I appreciate how unique it is, but I would be lying if I said I enjoyed it. It’s a truly singular experience, something we will always need more of in games. Some will enjoy struggling to climb sandy dunes and laughing at their friends falling down the same cliffside for the hundredth time, but no amount of creative appreciation will change how I felt playing Baby Steps. Every time I put the controller down, I dreaded picking it back up.



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September 23, 2025 0 comments
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Baby Steps review - is it possible to love and hate a game at the same time
Game Reviews

Baby Steps review – is it possible to love and hate a game at the same time

by admin September 23, 2025


Baby Steps walks a fine line between frustration and accomplishment to provide a walking simulator and climbing experience quite unlike anything else.

Never has a plank of wood held such dramatic tension. You will glimpse it on the path ahead, bridging a gap, and it will cause a moment of heart-stopping hesitation. It might produce such a feeling of fear you’ll backtrack, or look for another way around – it depends how many times you’ve been here before. You need to walk the plank but can you reliably put your feet where you want them to go? That’s the question. Hesitating preserves your hard-won progress and the efforts you’ve put into the climb so far, which hasn’t been easy. Stepping on the plank risks losing it. One small misadjustment and you’ll slip, and fall all the way down, down again.

Baby Steps review

  • Developer: Bennett Foddy, Gabe Cuzzillo, Maxi Boch
  • Publisher: Devolver Digital
  • Platform: Played on PC
  • Availability: Out today on PC (Steam) and PlayStation 5

I fell a lot in Baby Steps. You will fall a lot in Baby Steps. Everyone will fall a lot in Baby Steps. This is a game about falling, and about getting back up again. It’s a game of risky gaps and exorbitant-feeling punishments for failing to cross them. A torturous game of snakes and ladders played out across a landscape in front of you and around you. But it’s not all pain. There’s an unexpected gentleness and tranquility here, and a much more forgiving experience than you might be expecting.

Baby Steps is the new game from frustration-courting guru Bennett Foddy (in collaboration with Ape Out and UFO 50 maker Gabe Cuzzillo, and Dance Central and Ape Out maker Maxi Boch) who made QWOP and Getting Over It with Bennett Foddy. The former is a finger-tying game about controlling a sprinter’s limbs while running a race, which is incredibly difficult to do. The latter is a climbing game where a climber in a cauldron (don’t ask) levers themselves up and over a mountain using a sledgehammer. It’s also incredibly difficult, and it also involves many infuriating falls back to the bottom of the mountain. Baby Steps is similar. Baby Steps is a mush of them both.

Literally, it’s a walking simulator, where you control the legs of the game’s main character Nate, a couch potato who falls asleep and wakes up in a surreal dream-world. You need to explore said dream world but discover fairly quickly that walking isn’t as easy to do as you thought. It’s manual. Each step involves pulling a controller trigger to lift a leg and then pushing a thumbstick forward to shift the leg and move your weight so you can take a step. Most early attempts end up with you, Nate, face down on the floor, wobbling around like a beached seal. But it soon levels out; walking on a flat surface becomes reliably doable, with only occasional flops, which is an important concession in a game where there’s a lot of walking to do.

This minecart track gave me serious problems. What you don’t see: the significant drop below and the 15 minutes of careful climbing I had to do to get to this point. Also, top right: would you have the guts to get that hat? And top left: a bridge across a mud slide.

But complications come with obstacles. To begin with, it’s a fallen tree in your path, which requires a higher step than you’re used to taking, or a step-up to something you’ll need to take. And initially, you’ll marvel at a game that can ask so much of you when you’re struggling to even walk, but with each cluster of attempts, a deeper understanding of Nate’s movement will sink in; he’s actually a capable mover if you know how. Soon, then, you’ll step over logs without stopping to think, and begin tackling hills or rocky climbs or, yes, the dreaded wooden planks bridging gaps.

Inevitably, you’ll fall. You’ll place a foot wrong and slip and tumble, and slide down a long muddy slide to the foot of the hill, leaving Nate groaning on the floor. Why did the muddy slide have to be so long, you’ll wonder, and the plank so small? It’s in these moments Baby Steps will seem overly cruel, willing to take rather than give. And you’ll wilt at the thought of retracing your steps and hesitate more the next time you face the plank. But as far as cruelty is concerned, there’s an important invisible helping hand here to point out.

Baby Steps has options. Baby Steps has a semi-open kind of world, which means routes aren’t prescribed for you. Choke-points aren’t entirely unavoidable. Several routes will be loosely scattered around an area and it’s up to you which one you choose, which means, if a plank-cross is destroying you, you can leave it and try another way. You’re rarely ever forced to bang your head against one climb only, which is a blessed relief. It doesn’t mean alternative climbs will be any easier but it helps break up the flow and ease psychological blocks.

The genius of this semi-open world is having space for optional challenges on your path. You’ll notice, as you walk towards your broadly defined goal – a light on a hill, say – a crumbling spire or a ruined tower, or a tree, and wonder what’s at the top of it. This is a climbing game after all, so a climbing challenge holds an obvious allure. But you normally never know what’s at the top, unless you can see a glowing object there. And there’s an irreverent strain of humour running through the game that might mean there really isn’t anything at the top when you get there. It makes me smile.

A literal banana peel at the top! Sadists! This whole climb had banana peels all over it.

Optional challenges can be very hard, which they’re allowed to be because they’re optional. Or rather, they can feel very hard because you’ll often encounter them when you haven’t learnt the skills to tackle them yet – not unless you’re playing for a second time. Usually, you’ll attempt them, fail, and wonder how on earth you’re supposed to overcome something like that, then eventually give up and walk away. This is the beauty of optional: failing here doesn’t harm your main progress, which gives you the confidence to give them a go. And giving them a go is important because it teaches you things.

If you only ever walk along gradually sloping inclines between danger-planks, as I’ve come to call them, you’ll never get used to crossing the planks themselves. But if you try and climb a ruined tower that’s full of danger-planks, for instance, you will become much accustomed to them, such that when you reach the next plank you’ll wonder what you were so afraid of. These optional challenges not only provide the game with breadth and replayability, then; they prepare you for what lies ahead.

Plus, the extra space of the world provides breathing space of its own – crucial in a game which features tense challenge after tense challenge. Put all that tension in a sequence with no relief and people wouldn’t be able to cope with it. Broken up with sections of hassle-free walks across pleasant countryside or beside rushing rivers – the game is full of calming environments, necessarily so – and Baby Steps provides important moments of calm. And it’s in these moments you can ponder deeper thoughts, such as how taken for granted walking is, and what’s actually going on in this dream-world Nate found himself in. There is a story here, albeit an abstract, withheld one, full of inexplicably naked donkey men, but there’s enough mystery to pull you like a fishline through.

Baby Steps starts off in a grungey place but takes you to some beautiful biomes as the game progresses.

The story also provides another very welcome feature in the form of chapters, which progress with each bonfire you find. Each one signifies a change of environment and time of day, which provides much needed variation, both visually and mechanically, but each chapter also comes with something of an invisible safety net around it, which I really like. For instance: I struggled enormously in a ravine with a rapid underneath it because I had to climb a rickety ruined minecart track to get out, and I kept falling back down, many metres, into the ravine below. It’d take me ages to get back up but I couldn’t get around the minecart in the middle of the track at the top. A chokepoint.

But each time I fell into the water below, I would be swept away but, crucially, not over the edge of a waterfall and dumped into an earlier part of the world below. The game could do this quite easily; instead it would magically loop me back around and deposit me back where I began my minecart climb. The journey in the water would even present me with a couple of other possible climb locations along the way. So you see: an invisible safety net and multiple options, and it’s like this wherever in the world you go. Mostly. There is definitely a sense of a helping hand here.

Nevertheless, frustration will be what people talk about when they talk about Baby Steps, of that I have no doubt. I experienced it and you will experience it, and everyone who plays it will experience it. When I compared notes with Jim from the video team, he told me he’d rage-quit one night because of a cactus blocking a plank in a desert area of the game that he couldn’t get around. Cactus plank, he called it. I don’t remember that plank – perhaps I didn’t go there – but it’s an example of how lingo will crop up around notorious places in this game. “Mate, did you do the Manbreaker?” There is actually a climb called the Manbreaker in the game, and you’ll know why when you see it. Undeniably, this is a game that delights in finding imaginative ways to challenge you, and sometimes all you can do when presented with some of them – with, say, an escalator going backwards – is admire the deviousness and laugh. You wicked, wicked people.

But the flipside is immense satisfaction when you overcome one of these wickedly devised climbs. A sense of beating the odds. It’s amazing to me how a game about only moving your feet can be so impactful. There are no monsters to fight here – there’s no combat at all. This is a still and sedate world. Yet the hearth-thumping thrills I’ve felt playing this game have been so strong I could hear my heart in my ears. My palms have been so sweaty I thought I’d drop my controller. I have felt The Fear. And I have

Baby Steps accessibility options

Subtitles, hearing impaired subtitles, nudity on/off, center dot, scalable UI, remappable keys and controller

revelled in a sense of accomplishment when overcoming it. I now relish challenges as a chance to test the skills I believe I’ve accrued. I see climbs in a different way. And again, it amazes me so much can come from, seemingly, so little.

How you cope with frustration will determine how you cope with Baby Steps, but – I stress again – it’s more approachable and forgiving than I assume many people will make out. That doesn’t mean it won’t infuriate you, or that you won’t curse at it and clench your jaw and throttle your controller, wondering why ragdoll Nate doesn’t get up quicker and why he always has to slide so far. But these quirks are Baby Steps, ragged though it can sometimes be. This is a game that behaves in its own way, and there is nothing else out there like it.

A copy of Baby Steps was provided for review by Devolver Digital.



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September 23, 2025 0 comments
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Logitechsuperlight2
Game Reviews

Logitech G’s Gaming Mouse Trusted by League of Legends Pros Hits Record Low After Several Price Drops

by admin September 23, 2025


If you’re sitting at your desk, do me a favor and look around for a moment. What’s your setup look like? Do you have a good keyboard? How are your speakers? How big is your monitor? Is there more than one? When it comes to PC gaming, there’s so may areas you can upgrade, and we didn’t even cover the stuff under the hood like your GPU and CPU. with all the shiny, new products you can buy level up your space, it’s easy to overlook something small but important—the mouse.

Your mouse is 50% off how you’re interacting with the games you play, assuming you use mouse and keyboard. It’s time to ditch that ten dollar mouse you picked up in the checkout lane of Staples, and get something solid. The Logitech G Pro X SuperLight 2 wireless gaming mouse right now goes for $180. However, an Amazon limited time deal is currently bringing it down to just $130. That 28% discount saves you $50.

See at Amazon

For the Pros, By the Pros

This Logitech mouse was engineered to be your optimal gaming peripheral. Professional e-sports players were consulted in designing the mouse with rigorous hands-on testing to ensure every curve and click is unmatched.

Designed for speed and precision, this gaming mouse from Logitech has a powerful sensor—the HERO 2—capable of an 8 kHz polling rate, an 88g acceleration, an 888 IPS speed, and up to 44,000 DPI sensor calibration. It uses zero-additive PTFE mouse feet, which allows the mouse to glide smoothly across your desktop.

With the Logitech G Pro X SuperLight 2, you get five different programmable buttons which can be mapped to anything and allowing you to act more quickly to enemies in League of Legends or whatever is your game of choice.

This mouse has a crazy 95-hour battery life. So long as you remember to plug it in every few gaming sessions, you’ll never have to worry about it dying on you. If your gaming sessions are somehow longer than that, well it may be time to go touch grass. It charges over USB-C.

This Logitech gaming mouse is compatible with both Mac and PC and you have your choice of either black or white. There is a sleek magenta option as well, but that one is unfortunately not part of the sale. So long as you go black or white, you’ll get the mouse for a cool $50 discount. That brings the price down for as limited time from $180 to just $130.

See at Amazon



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September 23, 2025 0 comments
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Black Ops 7 blows the doors wide open on its multiplayer mode ahead of Call of Duty: Next
Game Reviews

Black Ops 7 blows the doors wide open on its multiplayer mode ahead of Call of Duty: Next

by admin September 23, 2025


Black Ops 7 is a little far off still, but if you thought next week’s big Call of Duty: Next multiplayer reveal event was going to be where most remaining information would be revealed, you’d actually be a little off base this time.

That’s because Treyarch and Raven have unveiled practically all details about the game’s multiplayer mode ahead of Next, showing off the hardware, the multiplayer arenas, and even going deep on movement and map design.


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The blog post has to be one of the largest I’ve ever seen for a Call of Duty game. It’s split into several different sections covering all aspects of multiplayer, essentially leaving very little a mystery.

The post walks us through all 18 maps coming to Black Ops 7 at launch – 16 core (6v6) multiplayer maps, and two Skirmish maps. Of those 16, three are Black Ops 2 remakes; those being Express, Hijacked, and Raid.

Skirmish is the new, big-player-count mode in Black Ops 7, offering 20v20 matches on two large maps that include team objectives, vehicles, and more. It’s nothing you haven’t seen before, and it’s actually one of the least discussed in the blog post. The other new addition to the mode gallery is Overload, which is a riff on Capture the Flag.

Watch on YouTube

In terms of loadout-building, the big new feature this year is Overlock. It lets you modify tacticals, lethals, Field Upgrades, as well as Scorestreaks. You can have up to two Overclock abilities, which offer upgrades that could boost the damage of equipment, the way it interacts with the world, its cost (such as for Scorestreaks), how quickly it charges up (Field Upgrades) or give you the ability to carry more of it.

There’s also a section on progression in the post, which covers how the camo grind is going to work this time around, alongside several other details about the return of Weapon Prestige, and how progression is being tweaked in the game across the board.

We’re getting a similar deep dive into Zombies this week, but you can catch up on what’s been revealed so far about multiplayer at the link at the top of the post. Black Ops 7 arrives November 14 on PC, PS4, Xbox One, and Xbox Series X/S.



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Borderlands 4 review - still frustrates as much as it thrills, but for different reasons this time
Game Reviews

Borderlands 4 review – still frustrates as much as it thrills, but for different reasons this time

by admin September 23, 2025


Borderlands 4 brings a more sensible script and a true open world to its pseudo-cel-shaded gun-show. But these moderate improvements are undermined by frustrating exploration and combat that takes too long to properly shine.

While I broadly believe that looter-shooters are the worst thing to happen to virtual gunfighting since Daikatana, Borderlands is a bit of a guilty pleasure of mine. There is something about Gearbox’s cartoon caper that slips through my armour like a Jakobs throwing knife. I even liked Borderlands 3, heaven help me.

Borderlands 4 review

Nonetheless, I’ve always felt there was something missing at the heart of Borderlands. It’s a series that says a lot without having much to say, a game with wit and flair and spectacle in abundance, but not necessarily a lot of soul. Borderlands 4 gets closer to solving this problem than any previous entry, but it still doesn’t quite succeed, and at times the cost of getting there threatens to undermine the premise entirely.

Borderlands 4 finally says sayonara to its arid homeworld of Pandora, careening through the stars to the new, more multifaceted setting of Kairos. This planet comprises four different regions that include the pastoral Fadefields, the mountainous Terminus Range, and, er, a desert region called Carcadia Burn overrun by mask-wearing Psychos.

In a way it’s fortunate that Kairos does not fully escape Pandora’s shadow, because the Burn is by far the most interesting region—at least until you approach the game’s end. You can tell Gearbox is in its element building its shattered surface, riddled with rotting industrial crawlers and teetering stacks of corrugated-iron shanties. It displays a confidence and clarity of identity that the other regions don’t muster in the same way.

Here’s a story trailer for Borderlands 4.Watch on YouTube

Kairos’ planet is ruled over by a garden variety evil overlord called the Timekeeper, who maintains his power via mind control implants that drive anyone who tries to remove them mad. Those who submit are forced to dress in rather unsubtle Destiny cosplays and fight alongside synthetic beings in an army known as The Order.

Like every other Borderlands, the story is unlikely to linger in your memory too long. But it is notable for a couple of reasons. To start with, Gearbox has dialled down the noise a bit, firing off jokes with greater precision so they land more reliably on your diaphragm rather than getting up your nose. I chuckled quite a bit while playing, both at specific story lines such as “I’ve worked way too hard on my physique to have it turned into goo!” and the obligatory wacky enemy death cries like “Now I’ll never get to live forever!”

In place of this torrential humour is a slightly more earnest, slightly more human tone that, while sometimes at risk of straying into mawkish, nonetheless makes spending time with its characters a lot more palatable. It helps that the voice acting is phenomenal, with Hollywood-grade performances all around. Even Claptrap is administered in an appropriate dosage. The streak of self-doubt written through his character almost made me feel sorry for the chattering pedal-bin.

Image 1: Oh mate, golden triangles are so 2011. 2: Claptrap’s appearances are infrequent, mainly relegated to side-quests. 3: The Fadefields is the first area you explore, and by far the least interesting. 4: The Order love a bit of grey. Well, a lot of grey. | Image credit: Eurogamer / 2K

The other big change is how Borderlands 4 delivers its action, namely in the form of a true open world. While Borderlands has always dallied with openness, this time you can truly go where you like. After a slightly overlong introduction, the campaign splits into three pathways, each of which takes you to a different region where you’ll trade jibes and bullets with one of the Timekeeper’s depraved, deranged generals. In between these objectives, are an abundance of side-quests, secrets, events, and collectibles.

The meat of this is consistently good, occasionally straying toward great. The campaign guides you towards some impressive sci-fi scenarios. From assaulting a fortress watched over the giant hologram of one of the Timekeeper’s subordinates, to chasing down a looming space elevator located across a vast chasm rent into the Earth by Kairos’ exploded, debris-flinging Moon, Gearbox uses the blown-out scale of the world.

Side-quests, too, are entertainingly conceived. You’ll help a group of ragtag thieves plan a heist on one of the Timekeeper’s bases, and play the role of relationship counsellor between Claptrap and a murderous AI trapped inside a speaking toilet. Like the main story, these quests make good use of the world, often bouncing between multiple locations.

While the story won’t linger in your brain very long, there are some memorable visual moments. | Image credit: Eurogamer / 2K

That said, they do often devolve into pressing “F” on in-game objects between bouts of blasting, and it’s a shame Borderlands 4 can’t find some more engaging ways for players to interact with the world. Moreover, some of the dialogue scenes in these quests can feel a little stilted. Not because of the writing, but because of the noticeable gaps between character utterances, and having to sit around waiting for them to perform an interaction or walk to a specific location.

More broadly, while Borderlands 4’s open-world has plenty to do, it is couched in old-fashioned, theme-park-ish design that doesn’t really encourage you to engage with it in between points of interest. You might encounter bands of enemies along the roads, and occasionally see rival groups fighting one another, but there’s no real reason to get involved in these scraps. A bigger problem, though, is that Kairos can be downright unpleasant to navigate.

There are plenty of ways to traverse environments, from your summonable ‘Digibike’ vehicle to an energy grappling hook and a jetpack that lets you glide across chasms. But the world often feels like it’s constructed to deny you opportunities for using these, rather than facilitating them. Every region is built like a stack of dishes, jumbled plates of sheer-edged rock that arbitrarily prevent you from scaling them. Often, the only way to an objective is by following one specific, often circuitous route that your robotic GPS isn’t wholly reliable at plotting. Presumably, this is so players arrive at a combat encounter from the appropriate direction. But playing Borderlands 4 off the back of Dying Light: The Beast—a open world that revels in traversal and emergent play—constantly bumping off Borderlands 4’s geometry like a pinball is extremely frustrating.

Image 1: The puerile streak is still there, but BL4 is less inclined to spray it directly in your face. 2: Even on Kairos, Borderlands 4 can’t escape the memory of Pandora. Fortunately, this isn’t a bad thing. 3: Yes, Borderlands 4 is technically demanding, but even on my decrepit PC, it can conjure some stunning scenery. | Image credit: Eurogamer / 2K

In short, the open world doesn’t add much to Borderlands beyond more stuff to do. It remains first and foremost a hybrid of FPS and ARPG. As with previous games, BL4 offers four different classes for you and your pals to play as. These are probably its most imaginative yet. I spent most of my time with Vex, a ‘Siren’ (space witch) who can channel her magic into one of three different pathways. One of these lets her summon ghostly clones of herself. Another, which I leant toward, enables her to conjure a feline familiar called ‘Trouble’ that can transform into a supersized version of itself called ‘Big Trouble’.

The classes can be geared toward extreme specialisations, with each of a class’s three abilities having further sub-abilities that can be unlocked and tweaked. Trouble, for example, can teleport instantly across a battlefield to pounce on an enemy, or summon spectral daggers that he launches at enemies on command. It’s a chasmic mine for build-crafting obsessives, though it still revolves heavily around plugging points into passive skills that offer fractional benefits—a design choice the likes of, say, Cyberpunk 2077 was roundly (and rightly) chastised for.

Of course, your power in Borderlands stems mainly from your guns, rather than your class. Broadly, Borderlands 4’s combat is its most knockabout flavour yet. And I mean that in a literal sense. You’re constantly knocking enemies over, shooting them out of the sky. It can really kick up a spectacle too. One of the order’s synthetic foes is basically a dog-shaped mobile artillery platform, launching glittering constellations of ordnance that arc through the air before thumping into the world around you. It’s great.

Order airships deliver fresh troops into combat, the latest in Borderlands’ line of quirky enemy deployment. | Image credit: Eurogamer / 2K

There is one big problem, though. It takes a long time for Borderlands 4’s invisible slot machine to start vomiting out decent quality guns. This is mainly because the open world increases the time it takes for the RNG to properly spool up. But it doesn’t help that Borderlands 4 pretty much constantly throws loot at you, to the point where it largely diminishes the significance of opening a gun-chest.

I also struggled to find much joy in the new weapon manufacturers. Two of the three new gun types, The Order and Ripper, place emphasis on weapons that charge up before firing. Charged weapons are fine if what they unleash is ultimately devastating—Gears of War’s Hammer of Dawn being a fine example. But BL4’s charged guns don’t really compensate for that delay in firing, even in the case of the Order, where that charge results in multiple shots being fired at once. The early game also throws way too many auto-shotguns at you, when they should be saved as a late-game novelty.

Black holes are the best weapon. | Image credit: Eurogamer / 2K

Consequently, I spent most of the early game fighting almost exclusively with Jakobs weapons, simply because popping heads with critical hits was so much more satisfying than anything else. Fortunately, the roster evens out more as the game progresses, and I increasingly found space for Torque’s explosive shotguns and Daedalus’ ammo-switching hybrids among my collection of filigreed revolvers and bolt-action rifles.

Borderlands 4 accessibility options

Subtitles toggle, text size and bolding/background options. Menu text scaling, damage numbers toggle, colour preset settings and reticle colour settings. Map zoom speed slider, vibration and adaptive trigger toggles, screen shake intensity slider. Toggle crouch and sprint options, camera head-bob slider.

Crucially, you’ll still come across ridiculous weapons that completely break the game for a few levels. In my case, the highlight was a throwing knife that spawned a black hole on impact, rendering nearby enemies helpless in a flailing vortex of limbs. Not only was this preposterously powerful in and of itself, the recharge rate was so fast that, by the time the black hole collapsed, I could instantly incapacitate them again by throwing another knife. That was a fun four hours.

To briefly address the looming issue of performance, I’m not really in a position to comment. My PC has well and truly entered its potato era, so mainly I was surprised that it ran at all. All I can say is I think Borderlands 4 looks pretty great even on its lower settings, and that its underlying problems are not limited to performance.

There was rarely a moment playing Borderlands 4 where I didn’t enjoy some part of it. But there was rarely a moment where elements of it didn’t frustrate me, either. It’s a constant drip-feed of small joys and minor frustrations, a game that had me grinning stupidly and groaning in equal measure. This is true of all previous Borderlands games, admittedly. But at least the reasons Borderlands 4 left me conflicted are different from before. In summary, two shots forward, one in the foot.

A copy of Borderlands 4 was independently purchased for this review by Eurogamer.



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Game Reviews

Fortnite Reveals Daft Punk Event, But Don’t Expect A Reunion

by admin September 23, 2025


Daft Punk, one of the biggest electronic dance music groups in history, is coming soon to Fortnite alongside some classic tracks, Lego skins, new emotes, and also a big confirmation from Epic that, no, they aren’t getting back together. Sorry.

On September 22, after some online leaks and teases, Epic officially announced that Daft Punk was coming to Fortnite as part of a large in-game event. The robotic duo will arrive in Epic’s ever-growing battle royale on September 27 as part of something called the “Daft Punk Experience.” This will be an in-game location that players can visit alone or with friends, and it will feature various activities, including the ability to remix Daft Punk’s music, a horde mode featuring robots, and a dance club.

But before all that, on September 25, cosmetic items based on the duo will be added to Fortnite’s in-game shop. Cosmetics include multiple Daft Punk outfits, emotes, weapon skins, in-game music tracks, and even some adorable Lego minifigs based on the famous robots.

©Epic Games / Daft Punk

Now, if you’re a big fan of Daft Punk like me, you might see all this news and start thinking that maybe, just maybe, the duo is about to get back together. Perhaps this is just a tease of something bigger. A new album? A new song? A new tour? Well, bad news: Epic makes it very clear in the post announcing all of the new Fortnite x Daft Punk content that, no, the group is not getting back together. First, Epic starts the post off with a mention of the group being “no longer” around and then, to make it very clear, Epic included this in the event’s FAQ:

  • Is Daft Punk getting back together?
  • No. The Daft Punk Experience is an immersive music experience based on the band’s beloved music. The band is not getting back together.

So there you go. Sorry about that. Of course, if they wanted it to be a surprise, that’s exactly what they would say. So perhaps there is still a chance… (Editor’s note: It’s not happening, Zack. Move on.)



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Chinese McDonald's Black Myth: Wukong collaboration features black burgers and a ridiculous dressing gown with matching headband
Game Reviews

Chinese McDonald’s Black Myth: Wukong collaboration features black burgers and a ridiculous dressing gown with matching headband

by admin September 23, 2025


Black Myth: Wukong continues to make a noise in China, this time through a nationwide McDonald’s collaboration designed to coincide with this year’s Mid-Autumn Festival.

On the elaborate and specially designed menu are, according to China Insider and the McDonald’s China website, a huge black double beef “mooncake” (the Mid-Autumn Festival is also sometimes called the Mooncake Festival), a crispy chicken burger “mooncake”, shrimp nuggets, which sound weird, curly fries and themed McFlurries. There’s even a weird black-cased dessert thing, with a gooey yellow and white filling. Apparently this is a sesame lava pie, whatever that is, but to me it looks like a crusted, elongated Cadbury’s Creme Egg.

Image credit: McDonald’s

But better yet! There will also be coinciding merch pop-ups in the biggest Chinese cities where people can buy exclusive Black Myth: Wukong x McDonald’s merch. The most elaborate of these pieces is a dressing gown (it might be a wearable fleece thing – it’s a bit unclear) which is black with ornate Wukong-related design-work and comes with a matching headband, which, admittedly, I rather like. There’s a horrid white dressing gown with McDonald’s logos and burgers on, too.


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The collaboration starts today in China, so hurry on over, and runs in thousands of restaurants until 21st October. And I know what you’re thinking: lucky bastards – why do they get black burgers and dressing gowns and not us, in the West? Well we can’t have it because we didn’t give Black Myth: Wukong Game of the Year at The Game Awards 2024, that’s why. Don’t, Bertie, don’t.

Maybe a better question is why, a year after release, Black Myth: Wukong is still being celebrated in China. Well don’t forget there’s a follow-up game called Black Myth: Zhong Koi in development, which like Wukong, takes another iconic figure from Chinese folklore – the evil spirit-killing deity Zhong Koi – and spins a game around him.





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September 23, 2025 0 comments
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Anker Magsafe Charger Compatible, Maggo 3 In 1 Charging Station
Game Reviews

Anker MagGo 3-in-1 Charging Station Hits All-Time Low, Charge AirPods Pro 3, iPhone 17, and Apple Watches at Once

by admin September 23, 2025


Nobody should have to decide which one of their devices gets the fast charger while the other ones get the slow version, or none at all. You carry your smartphone and earbuds and wear your smartwatch at the same time, so you should be able to fast-charge them the same way.

That’s what Anker’s MagGo 3-in-1 charging station does for your Apple devices, including the brand-new iPhone 17, Apple Watch 11, SE 3, and Ultra, and AirPods 4 and Pro 3. They all get 15W charging power, and your desk or nightstand get a clean, organized look with just one cable for 3 devices. Speaking of cleaning up, that’s what you’ll be doing with this limited-time Amazon sale that cuts the price of the MagGo 3-in-1 charging station by 30%, down to just $63.

See at Amazon

Apple Certified

The Anker MagGo 3-in-1 charging station is one of the rare chargers that’s officially certified by Apple as a fast charger for the Apple Watch. It’s powerful and fast enough to bring an Apple Watch Series 10 from 0 to a full charge in just an hour and 13 minutes — over 2 hours less than other wireless chargers. (It’s not compatible with Samsung or other non-Apple smartwatches.)

That amazing speed also applies to your MagSafe-compatible iPhone — watch your iPhone 16 Pro Max go from totally dead to 20% in just 20 minutes, a task which takes a 7.5W wireless charger over twice as long. And the Qi pad at the rear of the stand is a perfect fit for your AirPods wireless charging case, with a non-slip surface to prevent you (or your cat) from knocking them off in the middle of the night.

Nightstand Upgrade

The MagGo is a charging stand, so let’s not lose sight of that feature. Your iPhone charges with equal speed in portrait or landscape position, and the powerful MagSafe grip holds the phone in place and allows you to tilt it back vertically by as much as 45 degrees. That’s perfect if you want to watch a video or take a FaceTime call at your desk hands-free while your phone charges, and on your nightstand, your iPhone can be placed in StandBy mode and act as your bedside clock, all while receiving an optimal charge.

Anker’s rep for top-of-the-line charging device is well established, especially for the Apple ecosystem. This one’s not going to damage that rep one bit — the MagGo 3-in-1 fast charger earned an Amazon’s Choice tag, and this 30% limited-time deal makes it a $63 steal that will keep your devices charged and your desk or nightstand organized.

See at Amazon



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September 23, 2025 0 comments
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