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Battlefield 6 Devs Have A Fun Button That Blow Up The Whole Map
Game Reviews

Battlefield 6 Devs Have A Fun Button That Blow Up The Whole Map

by admin September 19, 2025


I recently got to play more Battlefield 6, but this time on the game’s two biggest maps, and I had a blast playing in these big ol’ stages. But when I got a chance to speak to the devs behind Battlefield 6, I had to ask a strange question: Do you all have a button that lets you blow up everything that is destructible in the franchise’s famously destructible maps? The answer was yes, and there’s a good reason why.

During a Zoom interview with DICE producer Jeremy Chubb and design director Shashank Uchil, we talked about all the work that goes into making a big Battlefield map and how much effort they put into remaking the iconic and beloved Operation Firestorm map, which will be available in BF6 at launch. But, when our conversation veered into talking about how to balance maps that can blow up in all kinds of ways, I had to ask if they had a tool or button that lets them destroy everything in one click. So I asked and got a blunt answer:

“Yeah,” said Chubb. I then asked if it was fun to hit that button, and both Chubb and Uchil replied, with laughter in their voices, that yes, it was indeed fun to hit that big button.

“It is fun!” Chubb told Kotaku while laughing more. “It usually causes some big meltdowns in teams working on performance because we designed the maps not to be instantly triggered, like every instance of destruction [all at once]. And [the button was pressed] a few times, and there were some raised eyebrows about what we were doing for sure.” 

When I mentioned that EA should release GIFs of the maps completely blowing up after hitting that button, Uchil said that was a “good idea.” So you’re welcome, EA marketing team.

The reason for BF6‘s big red button

You might be wondering why there’s a button in Frostbite, the engine BF6 is built on, that lets you blow up an entire map instantly. The answer is so that the team can easily playtest the map in its most destroyed state to make sure it’s still fun and balanced.

“So…think of the map as [having] three different states, right,” explained Uchil. “The map starts out in a pristine state, or however it is meant to be at the beginning. And then, as the map progresses, it gets more and more destroyed. And towards the end, if everybody’s using a rocket launcher or C4, you hit peak destruction. And like I said, the game has to be good in all three phases, the pristine phase, the in-between phase, and the final phase.”

According to Uchil, the “big red button” is the best tool for quickly testing that final phase of each map.

“You can see what is the worst-case scenario,” said Uchil.  “Is there enough cover? Do we need to add some more things? Do we need to bring some more assets so in the final stage, it’s still fun to play? So yeah, that’s why we have the big button.”

At this point, I was fully distracted by the idea of the button, and asked if anyone had ever pressed it by accident. That doesn’t seem to have happened, and because the maps weren’t built to instantly explode, it could lead to problems if it did.

“I mean, we have times when you can crash a bunch of things,” said Uchil. “The destruction is meant to happen in parts. But if everything explodes at the same time, then it would melt down your computer.”

Now I hope someone is able to mod Battlefield 6 after it launches on October 10 and either activate this button as part of a wild mod or recreate its functionality. I really just want to hit a big button and make an entire map go ka-boom. That sounds like a blast. And after talking to the devs, it seems they agree.



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September 19, 2025 0 comments
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Another Borderlands 4 patch aims at addressing performance issues, bug fixes
Game Reviews

Another Borderlands 4 patch aims at addressing performance issues, bug fixes

by admin September 19, 2025


A new Borderlands 4 patch is now live, and it’s aiming to add some much-needed fixes for some ongoing problems in the game.

BL4 has been a hit with fans when it comes to gameplay. But a lot of issues with optimization have plagued the game’s reputation online, both for PC and console players. This latest update aims to fix some of those problems, and Gearbox says that optimization is the game’s top priority right now before anything else.

Here’s everything new and different in the latest Borderlands 4 update from Sept. 18.

Table of contents

  • Borderlands 4 Sept. 18 patch notes
    • Stability 
    • Gameplay & Progression 
    • Loot & Items 

Borderlands 4 Sept. 18 patch notes

Image via 2K

Stability 

  • Addressed crashes tied to animation states, audio, and collision checks
  • Addressed various GPU-related crashes

Gameplay & Progression 

  • Resolved an issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards
  • Addressed a progression blocker in the mission “Talk to Zadra,” where the objective could fail if players exited and relaunched mid-dialogue
  • Corrected “Doesn’t own DLC” warnings incorrectly showing up on non-DLC gear
    • This will be fixed on consoles in the coming days.

Loot & Items 

  • Updated loot pools so Gilded Glory Pack guns no longer appear in standard chests 

The full patch notes for today’s update can be found on the Gearbox website.

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The post Another Borderlands 4 patch aims at addressing performance issues, bug fixes appeared first on Destructoid.



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September 19, 2025 0 comments
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Fortnite creators will soon be able to sell in-game items to make more money, but are Creative Mode offerings like Steal A Brainrot what players want?
Game Reviews

Fortnite creators will soon be able to sell in-game items to make more money, but are Creative Mode offerings like Steal A Brainrot what players want?

by admin September 18, 2025


Epic will soon allow Fortnite developers to sell in-game items from their Fortnite islands, allowing creators to make more money.

This will begin in December 2025, and for the first year developers will earn 100 percent of the V-Bucks value from sales – usually this is at 50 percent.

The news comes as Fortnite’s Creative Mode of fan-made content is proving exceptionally popular – recently, the Fortnite version of Roblox meme game Steal A Brainrot had more concurrent players than Epic’s official maps.

The Power of Megazord | Fortnite Battle Royale Gameplay TrailerWatch on YouTube

Fortnite’s Creative Mode first launched back in 2018, and allows players to create their own maps and modes. Epic then offers a payout based on engagement – last year it paid out $325m to creators, with seven receiving over $10m.

Since Creative Mode’s release, Epic has revealed, players have spent over 11.2bn hours across 260,000 creator-made islands, resulting in $722,000,000 paid to creators.

The amount of money creators will make in Fortnite is only going to increase when they’re able to sell in-game items directly from their islands, in addition to receiving an engagement payout from Fortnite’s item shop sales.

Epic has a formula for calculating the V-Bucks value in US dollars each month, which takes all real-money spending towards V-Bucks (in dollars), subtracting platform and store fees, and dividing by total V-Bucks spent. With creators usually earning 50 percent of V-Bucks value from sales, this equates to 37 percent of retail spending. Roblox offers 25 percent, by way of comparison.

In addition, Epic will add a Sponsored Row to Fortnite’s Discover, meaning creators can pay for increased visibility by bidding for placement in the row. That’s a further investment in generating more in-game sales.

Epic has also announced Fortnite Creator Communities, to allow creators to share updates directly with players on the web and within Fortnite. Creator posts will be text and image-based and allow for sharing information and gathering feedback – much like on Steam.

Image credit: Epic

But despite the huge success of creator islands, is this really what Fortnite players want?

Take Steal A Brainrot. It’s proven to be a phenomenal success – as Dexerto reported, it had 24 million players in a single day across both Roblox and Fortnite versions. While the Roblox version peaked at 23.4 million players in a day, Fortnite’s version contributed 542,000. That vastly outweighs Fortnite’s primary Battle Royale modes that generate around 100,000 players during peak weekend play.

“They are promoting AI slop, copy and paste creative maps more than their own BR season,” wrote one player on reddit. “This is going to prove to be extremely unhealthy for the game in general I believe, and with the already low player counts this season Epic needs to do something to steer back to the basics, this metaverse stuff has RUINED Fortnite. This game has become a corporate shell of what it once was and I believe the remainder of this year will very much so make or break Fortnite as a whole.”

“Stuff like this cluttering the overview makes me disinterested in random creative maps. Those who put genuine effort into their maps often get hardly any attention,” wrote a user on a separate reddit post. Others point to the casual nature of user-made maps, as well as the high XP offered, as reasons for players to flock over.

Still, this new update for Fortnite creators is further shifting the game away from its Battle Royale roots into a Roblox-rivalling metaverse.



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September 18, 2025 0 comments
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A ROG Xbox Ally X floats against a green background.
Game Reviews

The Biggest Reason To Buy The Xbox Ally Handheld Just Leaked

by admin September 18, 2025


Windows may prove a perfectly suitable platform for gaming on a traditional PC, but on handheld devices like the ROG Ally, Legion Go, or even the Steam Deck, it’s another story. Microsoft’s operating system is often too clunky and frustrating when you’re restricted to a gamepad for input. The upcoming Xbox-branded Ally from Asus, however, has promised a solution with a dedicated, controller-friendly user interface for running PC games on the go. These devices have yet to hit shelves, but a downloadable preview of a new version of Windows 11 is giving folks access to the new interface on just about any Windows handheld device.

Read More: Steam Ate Microsoft’s Lunch On PC, It’s About To Do The Same On Handhelds

As noted by The Verge, The upcoming 25H2 update for Windows 11 lets you launch the new gaming-focused, fullscreen Xbox app for Windows with just a few tweaks to the registry and the help of a third-party tool (a Reddit post by user Gogsi123 outlines the whole process). Unlike the overlay that software companies like Asus provide for their Windows handhelds, this new Xbox app skips the entire Windows desktop environment in favor of a fullscreen, controller-friendly experience. And people are finding, by way of the preview workaround, that it seems to lead to marginal performance gains as well.

Read More: The Xbox Ally PC Gaming Handheld Feels Great, But At What Price?

While this version of the fullscreen Xbox app requires some legwork to get working, its availability across Windows handhelds undercuts one of the main appeals of the upcoming ROG Xbox Ally and Xbox Ally X–which is distinctly different from Asus’ ROG Ally X–which is expected to arrive on October 16, 2025.

The ROG Xbox Ally X is less than a month away, and we’re still not sure of pricing

Though the best graphical experiences are still had on well-kitted PCs and cutting-edge consoles, we are in the midst of a handheld arms race kicked off by Valve three years ago when it launched the Steam Deck. Since then, other PC manufacturers have jumped in with Windows-based options. More recently, the power of the Switch 2 has made it something of a competitor in this space as well.

It’s all the stranger, then, that we’re not actually sure exactly how much Microsoft and Asus’ collaboration is going to cost. According to a report from former IGN writer Destin Legarie, a local Best Buy indicated that a $549 version and an $899 one would be available when he called to ask about it. If this is accurate, that puts the lower-tier version of the Xbox Ally at the same price as the smaller-capacity Steam Deck OLED, and within competitive pricing range of the current ROG Ally and Ally X, which retail for about $649 and $899, respectively.

Having enjoyed my time with the ROG Ally X, I can definitely attest to the value of having more games available on a handheld that’s running Windows instead of Valve’s Linux-based SteamOS, though I typically prefer the form factor and controller-focused interface of the Steam Deck. Now, if a few tweaks to the Windows registry can also give people that experience on a non-Xbox Ally X, I imagine it’ll be harder to find a use case for the Xbox Ally for those who already own a handheld gaming device and aren’t afraid to tinker with their machines.



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September 18, 2025 0 comments
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The Eurogamer plan a month on - a reflection on how it's gone and what's next
Game Reviews

The Eurogamer plan a month on – a reflection on how it’s gone and what’s next

by admin September 18, 2025


A little over one month ago I outlined the future of Eurogamer. The key, central point to this was original work published on the site from the entire team. I don’t want this update to be me just listing out loads of articles, but I’m going to do that a bit as I’m proud of the articles we’ve published and I really do want to highlight just how much original, entertaining work the team has produced.

This article would go on forever if I detailed exactly why I’m a fan of each of these stories, but every one (with more I’m sure I missed) highlights exactly what we are trying to achieve with Eurogamer: to deliver video games coverage that is above and beyond, be it through inquisitive reporting or writing with flair and elegance that makes you sit up and take notice.

OK, so it is a big list, but that’s the point really. We’ve done a lot of great stuff.

  • Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
  • The story of Phasmophobia: How The Witcher 3 inadvertently saved the ghost-hunting game that sold 25 million copies
  • The Saudi Arabian takeover of fighting games’ biggest tournament means players – and the wider community – have a choice to make: between its culture and a payout
  • Is Nintendo’s potentially industry-changing new monster battling patent enforceable? We asked some lawyers
  • “Bury this game and experience forever? That should be a crime” How a group of modders revived Ubisoft’s cult driving game, The Crew
  • No Man’s Sky boss “so happy” as sim celebrates highest Steam player count since launch and fans go wild with new ship customisation
  • Death Stranding 2 is the World’s Fair we deserve
  • As government money tightens its grip on fighting games, the push back to grassroots events gains momentum
  • Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io
  • As AOL bins dial-up for good, it’s impossible to fully state the impact it had on gaming and the internet – but we’ve tried
  • Short, smart, potentially a gamble: with Mafia: The Old Country, Take-Two grapples with the past and future of video games
  • Tony Hawk reflects on 90s culture, celebrity and Tony Hawk’s Pro Skater, the game that changed his life
  • Video games and “cathedrals of fire”: the eye-widening wonder of Sword of the Sea
  • “I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
  • Resident Evil 9: Requiem’s director explains how in one crucial way, it is the “most extreme” title in the series yet
  • “It’s about incredibly talented people not doing incredibly boring stuff” – Blizzard devs say it’s possible to use AI tools while still feeling “handcrafted”
  • Why Snake Eater is a perfect example of the tension between the real and the unreal that’s at the core of every Metal Gear Solid game
  • A love letter to that one time James Bond battled the villain in a crappy arcade game instead of at cards
  • The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
  • AI was a common theme at Gamescom 2025, and while some indie teams say it’s invaluable, it remains an ethical nightmare
  • Becoming Karlach: Two years after release, Samantha Béart reflects on Baldur’s Gate 3, stoicism, and… Gordon Ramsay?
  • I never expected Love is Blind to make me feel good about video games in 2025, but here we are
  • Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact
  • The games industry has a Soulslike problem, but probably not the one you think
  • As Silksong drags them into the spotlight again, have boss runbacks had their day?
  • Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there’s a chance it might work this time
  • Stellar Blade’s runaway success on PC proves South Korea is positioning itself to become a major force in global gaming, and experts agree
  • Help or hindrance? We asked the experts what the “bafflingly large, confusing” UK Online Safety Act could mean for video games

I think this month (and a bit beyond) has largely been a great success, but as with all plans some aspects work better than others. We’ve looked at every piece of feedback and user behaviour, and decided that we need to change our focus slightly and make some tweaks for a better reader experience.

The daily live report is one area we are rethinking. We’ve been unhappy with the occasional sporadic updates and lack of liveliness in the daily live reports, and the inability for you to comment in a way that makes sense on multiple topics. Rather than a Monday to Friday, 9am-5pm live blog, we’ll be experimenting with live reports that have a tighter focus. The shape of these longer term is TBD, but we’re keen to see what works and build mini moments of interest and discussion around industry news and events. We think these will be more active and engaging, and also keep chat focused, but we’ll be looking to your feedback to help us identify what has value and what doesn’t.

We’ve seen that many of you have found our changes to where we highlight news stories to be confusing. We’re moving all news stories (long and short) to the homepage, so everything published can be found there – stories aren’t going to be posted inside a live blog or report unless it’s contextually relevant to what we’re covering.

On the subject of news stories, we are working to find a way for signed in users to choose if they want to enable infinite scroll. I know this has been a sore point for many of you, and I hope this will let you browse the site how you wish once a solution has been found.

From my point of view, I’m keen to encourage change as a route to success. We remain 100 percent committed to our pledge to deliver more of the Eurogamer you want, which I believe to be unique, original work that is a mixture of brilliant reporting and quality writing on the games and topics that matter most to you.



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September 18, 2025 0 comments
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Mortal Kombat 2 No Longer Coming Out In Time For Easy Halloween Costumes
Game Reviews

Report: Charlie Kirk Shooter Suspect’s Steam Gaming History Under Review By Secret Service

by admin September 18, 2025


It didn’t take long after law enforcement officials publicly identified a suspect in the Charlie Kirk assassination for people online to begin combing the internet looking for his digital footprint. One of the profiles they found appeared to be his Steam account which, according to Bloomberg, is now being investigated by the Secret Service.

That’s because 22-year-old Tyler Robinson, who was charged earlier this week with murdering Kirk at a speaking event last week, reportedly used Donald Trump’s name as an alias on the Valve-owned gaming storefront at one point. Sources told Bloomberg the reference to the president is what led to the Secret Service’s involvement despite the Homeland Security agency having no role in protecting Kirk at the time of the assassination.

The Steam account many believe to belong to Robinson shows thousands of hours spent playing games like Sea of Thieves, Deep Rock Galactic, and Counter-Strike. The handful of public Steam reviews he seemingly authored were indistinct from the thousands of others posted for those games. People have also been combing through his apparent Steam inventory, which includes hats, trading cards, and other unlockables.

Steam is among those gaming-affiliated internet platforms which have been called to Congress next month to testify about online radicalization. The CEOs from Twitch, Discord, and Reddit have also been asked to participate. Despite a reference to Helldivers 2 appearing on one of the casings left behind near the crime scene, there’s been little publicly disclosed evidence so far that gaming, memes, or any other part of the modern internet played much of a role in driving Robinson to allegedly assassinate the right wing podcaster.

“The politically motivated assassination of Charlie Kirk claimed the life of a husband, father, and American patriot. In the wake of this tragedy, and amid other acts of politically motivated violence, Congress has a duty to oversee the online platforms that radicals have used to advance political violence,” House Oversight and Government Reform Committee Chairman James Comer (R-Ky.) announced on Wednesday.

But leaked Discord chats and interviews with friends have so far offered little that would suggest Robinson’s history with gaming and the internet were uniquely worrying, or different from those of most other people his age.



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September 18, 2025 0 comments
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Dying Light: The Beast Review - Despite All My Rage
Game Reviews

Dying Light: The Beast Review – Despite All My Rage

by admin September 18, 2025



It wouldn’t seem to make sense to call Dying Light: The Beast a more grounded game than its predecessors. It’s a game in which you routinely shift into something like X-Men’s Wolverine, slashing at the undead with the ferocity of a preying mountain lion and carving them to shreds with what is basically an instant win button. But beyond the feature that informs the game’s title, this expansion turned standalone sequel actually leans further into horror and survival than anything in the series, making it the most fun I’ve had with Dying Light to date.

Dying Light: The Beast returns the game’s original protagonist, Kyle Crane, to the starring role, moving him to Castor Woods, a brand-new location for the series, and a lush nature reserve decorated with once-gorgeous villages that manage to feel both ornate and rustic at the same time. Like before, the game is an open-world first-person zombie game with a significant emphasis on death-defying parkour and brutal melee combat. But The Beast adds (or returns) a few other wrinkles, too.

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Now Playing: Dying Light The Beast Review

For one, guns are more prevalent than ever this time, though ammo isn’t as common. Using guns feels reliable enough but doesn’t fill your Beast Mode meter, so I frequently rejected this quasi-new toy in favor of the series’ long-held favorites: baseball bats, machetes, and loose pipes fitted with elemental add-ons that light the zombies on fire, send electric shocks through the hordes, or cause them to bleed out between my crunchy swings to their squishy heads.

Melee combat is once again a highlight of the game, with heft behind every attempt to take out a zombie, and so many different weapons and modifiers to choose from. Zombies charge at you even as you take chunks out of their abdomens, chop off their legs, or leave their jaws hanging off their faces. This damage model isn’t new to the series–Dying Light 2 added this in a patch years ago–but it remains a gruesome, eye-catching display that further illustrates the team’s dedication to making every combat encounter memorable.

In The Beast, stamina is harder to manage than I ever recall, and that’s a change I adored. It made every fight feel like one for my life. Enemies did well to scale with my character and weapons, and demanded that I frequently make stops at various safehouses to upgrade my weapons. Even my favorites wouldn’t last forever either, with each of them having a finite number of repairs before they’d break permanently. This differs from the series’ past way of letting you carry and upgrade your preferred skull-bashing or leg-slicing items with you at all times.

I distinctly recall having an easier go of things in Dying Light 2 than I did in The Beast, thanks to hero Aiden Caldwell’s expansive list of parkour and combat abilities. Kyle isn’t depicted as a lesser freerunner or fighter, but his skill tree is nonetheless smaller, causing him to feel more vulnerable in a way I hope the series sticks with going forward. There were many times when I’d have to retreat in a minor panic from a small horde of basic zombies just to catch my breath. The Beast isn’t a game where you can usually just hack up the crowd without careful consideration and stamina management.

Parkouring over, around, and even onto zombies remains fun in Dying Light’s third outing.

Of course, there’s an exception to that rule: When you build up your Beast Mode bar, you earn a few seconds of near-invulnerability, as well as the ability to tear apart zombies with your bare hands and a very cool, very high leap that collectively makes you feel like a superhero. From a narrative sense, Beast Mode leans into the stuff I still don’t enjoy about Dying Light: over-the-top action meant to fulfill a power fantasy of being the one-man killing machine in a world overrun by the undead. I love zombie fiction, but my taste in that subgenre is firmly planted in slower, spookier worlds where despair rules the day. Dying Light has never been that before, at least not consistently. Thankfully, in a gameplay sense, Beast Mode functionally serves less like a pure power fantasy and more like a get-out-of-jail-free card.

So many times in my 30ish hours with this game, I’d activate Beast Mode not to further pile on a crowd of enemies I was already dispatching with ease, but as a last-ditch effort to stay alive. Techland seems to have planned for this use case, given how receiving damage, not just doling it out, fills that bar. Beast Mode isn’t Kyle going Super Saiyan; it’s the emergency fire extinguisher, and breaking that figurative glass amid a fight for my life is a much more enjoyable gameplay loop than some of Dying Light 2’s absurdities.

Even while the story goes to some places that feel like B-horror fare–the type of thing I would fully ignore if it were a movie instead–the game remains at odds with that plot by being so tense and only giving Kyle the powers to survive, but not thrive like Aiden did. This is never clearer, nor more enjoyable, than at nighttime. One of the key pillars of this series is how the day-night cycle essentially presents two different games. When the sun is up, Kyle is empowered and capable of scraping by at the very least. But when night falls, the game’s super-fast, super-strong Volatiles take over and shift the game into a full-blown stealth horror.

Movement and combat are both totally rewritten depending on the time of day. In sunlight, you’ll scale buildings, leap across gaps, and swing on tree branches like an Assassin’s Creed hero. But at night, every step must be carefully considered, so you’ll end up crouching and spamming the “survivor sense” to briefly ping nearby Volatiles. When they give chase, the results are intense. They’ll claw at your heels as the music spikes your heart rate. The chase will inevitably invite more Volatiles to join in, and they’ll flank you, spew gunk to knock you off walls, and almost never relent until you finally–if you’re so lucky–cross the threshold of a safe haven, where UV lights keep the monsters at bay.

Nighttime is harder in The Beast than ever before, and yet that’s also where I had the most fun.

The series’ night sequences have never been this scary before, partly because of the ample wooded areas that make up the map. I love it. Night remains an XP booster too, doubling any gains you make. In past games, I’d use that boon to fulfill some side missions overnight. But in Dying Light: The Beast, I rarely tried to do more than make it to my nearest safe zone so I could skip time until the protective sun returned.

When the first game’s expansion, The Following, set the story in a mostly-flat locale, I found it an odd choice given the game is so focused on parkour and verticality. In Dying Light: The Beast, the world designers have more wisely found ways to bring verticality to those places outside of villages, with plenty of rock walls, trees, and electricity towers to scale. One of the simple, repeatable joys I have in all of the zombie games I love is approaching a building and not knowing what I’ll find inside. It’s so simple that it hardly registers as a feature at all, but to me it’s vital that a zombie game capture this specific feeling of discovery and tension. Castor Woods makes for an excellent landscape to host this repeating moment, due to its creepy cabins found all over the world. Pairing the nighttime-specific gameplay elements with a setting so unnerving gave me a sense of survival-horror unease in a way I’ve been waiting for this series to do for a decade.

This leaning into horror is capped off by an incredible reinvention of the series’ theme song by Olivier Derivere. I consider Derivere to be among the very best composers in games, and the original music he poured into this game gives it so much life. The first game’s theme always reminded me of Dawn of the Dead, with a certain layer of ’70s filth to it. Here, Derivere rethinks it with an air of 28 Days Later, getting its more modern, more haunting version stuck in my head for the past week in a way I’ve very much invited. It sounds less like an action score and more like a horror soundtrack to my ears, matching the game’s overall shift into something more up my particular alley.

Guns are emphasized more in The Beast than ever before, but I still preferred a good, old-fashioned spiked bat.

It feels like this game’s origins as a Dying Light 2 expansion helped its focus, even as it grew into a standalone semi-sequel–it’s not yet Dying Light 3, but it’s much more than a typical DLC. The open-world activities trim the fat from Dying Light 2’s more Ubisoftian world. Here, you’ll raid stores where zombies sleep, trying not to stir them. You’ll assault broken-down military convoys for their high-tier loot locked in the back of trucks, and you can hunt down rare weapons and armor with vague treasure maps. These fun, unitedly tense activities all return from past games, but for the most part, they’re not joined by the countless other things that have been on the map before.

This left me feeling like anything I did was worth my time, with the exception of some late-game racing side quests, which I didn’t care for despite how good the trucks feel to drive. Dying Light 2 adopted some live-service elements eventually, growing into yet another game trying to be at the center of players’ solar systems, hoping to bring fans back all the time for new highlights. The Beast is a tighter, leaner 20-hour story with enough side attractions to fill in the world and your time, but doesn’t waste it.

This is emblematic of Dying Light: The Beast’s strongest quality: taking the series from an arms race against itself, constantly trying to give the player extravagant new tools, to something that is a bit dialed back, leaning into horror and tough-as-nails combat. It gives The Beast a stronger identity. There’s no glider this time, Kyle’s jump is a bit nerfed compared to Aiden’s, and his parkour abilities, while many of them come already unlocked to start now, don’t top off at the same heights as Aiden’s. It may sound strange for a series to improve when it suddenly became withholding. Dying Light has always been a series that does a few things very well, but would get distracted trying to be a lot more at the same time. Finally, The Beast leans into Dying Light’s best parts, giving you a scarier, tougher, more immersive world to explore than anything in the series before.



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September 18, 2025 0 comments
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Sonic Racing: CrossWorlds Review - A New Dimension Of Kart Racing
Game Reviews

Sonic Racing: CrossWorlds Review – A New Dimension Of Kart Racing

by admin September 18, 2025


The Sonic and Mario franchises have been intertwined since the dawn of Sega’s flagship series, so it’s only fitting that Sonic’s kart-racing return occurs the same year as Mario’s. However, much like how Sonic brought a different flavor to the platforming genre in the ‘90s, the Blue Blur approaches the kart-racing genre from a different angle than Nintendo’s mascot. The result is a much more streamlined, yet still ambitious product that sits alongside Mario Kart World as the best the genre has delivered in 2025.

Sonic Racing: CrossWorlds delivers a trimmed-down arcade-style racing experience; there’s no open world or story mode, just a series of races and some peripheral events. Taking control of an expansive roster of Sonic and crossover characters, you sprint through 24 courses in three-lap races. I loved seeing some classic locales return, playing to Sonic’s nearly 35 years of history. True to the main series’ pedigree, the races are fast and chaotic; power-ups blast you at the most inopportune moments, shortcuts let you get the upper hand over your rivals, and your vehicles transform into boats and planes. 

Sonic Racing: CrossWorlds Video Review:

 

However, the main agents of chaos are the CrossWorlds rings that let the lead racer choose a different course to teleport the entire field to for the second lap. This mechanic, which doles out secondary tracks from a pool of 15 additional levels, injects incredible variety into each race. Each of the CrossWorlds are fully featured with a ton of action and obstacles; I was always excited to see which course would pop up.

The respectable power-up collection also aids in keeping the experience fresh, but the items themselves are underwhelming, even to a long-time fan such as myself. Some of them are based on the series’ Wisps or obscure items from past Sonic games, but many feel like generic knockoffs from other racers. That doesn’t make them any less effective or fun to use, but it took me several races before I understood what each did.

 

Every character is sorted into one of five classes: Acceleration gets off the line fast, Boost gains better speed bursts, Handling can better navigate corners, Power bullies other racers, and Speed excels in straightaways. You can modify each racer’s stats by selecting different machines, which are highly customizable. I was particularly excited for the return of the Extreme Gear hoverboards from Sonic Riders, even if they have the highest skill ceiling. I enjoyed tinkering with the visual aesthetics of my karts, but it doesn’t take much to make them look ridiculous, so my tweaking was minimalist. However, I do appreciate how you can mix and match unlocked parts from different karts to create one that vibes with you.

Instead, I relegated much of my customization to the Gadgets system, which lets you add modifiers to build out your character. I created an equippable Gadget Plate that let me hold three power-ups instead of two. Then, I finished the loadout by equipping smaller Gadget that don’t take up as much space, like increased frequency of defensive power-ups and one that grants an automatic boost to help you recover after falling off the track. These allow you to truly build a racer to suit your playstyle. I often debated leaning into a character’s existing strengths, like making Sonic even faster, or trying to bolster a Boost character like Jet’s power to round him out.

 

The Grand Prix puts you through a series of four races with the goal of beating an assigned rival. I enjoyed this twist, particularly during a few memorable, heated rivalries. However, it’s disappointing that the final race of each Grand Prix is just a single lap of each preceding course. Outside of Grand Prix, you can race online against your friends via cross-platform play, take part in Time Trials, or compete in special-rules races in Race Park. Whether you’re doing custom rules matches or using pre-set events like one where you get bonus points for collecting rings or boost when you collide with teammates, these are fun diversions. However, unless I have friends on my couch, I don’t see myself revisiting them very often.

Sonic Racing: CrossWorlds offers some exciting twists on the tried-and-true kart-racing formula, making for a streamlined experience that wastes no time getting you into the action. Though there’s substantially less content and replayability than its primary contemporary, Sonic Racing: CrossWorlds is concise and effective in its mission, offering the most well-rounded kart racer of the year.



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September 18, 2025 0 comments
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Turns out Battlefield 6 won't have PlayStation and Xbox crossplay without PC players after all
Game Reviews

Turns out Battlefield 6 won’t have PlayStation and Xbox crossplay without PC players after all

by admin September 18, 2025


Battlefield 6 won’t include console-only crossplay after all, despite reports to the contrary.

Eurogamer reported yesterday, based on an interview from IGN with Battlefield 6 senior combat designer Matthew Nickerson and technical director Christian Buhl, that console players across PlayStation and Xbox would be able to play together without PC players.

It now transpires this is not the case, as per a clarification from EA to Dexerto. EA has not responded to Eurogamer’s request for comment.

Battlefield 6 Official Reveal TrailerWatch on YouTube

So how will crossplay work in Battlefield 6?

Nickerson was at least correct in how crossplay will work for console players when the toggle is turned on. Here, PlayStation and Xbox players will be prioritised before PC players are added to fill a lobby.

However, if crossplay is turned off, players will only play with others on their current platform. As such, Xbox and PlayStation players won’t be able to play together exclusively without PC players. They also won’t be able to party up with or join players on other platforms.

This will be disappointing for fans who had hoped to play across platforms, but without PC players.

That’s because cheating tends to be more prevalent on PC, something console players are keen to avoid.

“Obviously, cheating is much more prevalent on PC than on console, but we are taking a lot of effort, putting a lot of work into prioritising fighting against cheaters,” said Buhl. “We’ve turned on secure boot. We’ve got Javelin, our new anti-cheat system, which is required in order to play.

“So, we’re doing a lot on the PC side to clamp down on cheating as much as possible. We have a whole team within Battlefield dedicated to anti-cheat, which includes engineers, analysts who are reviewing things and banning players, and figuring out what the latest cheats are. We have another whole dedicated team at EA to anti-cheat that we work closely with. That’s what I can say. Now, we can never win against cheaters, right? Cheaters will always be there. It’s a never-ending cat-and-mouse game. I can’t promise that there will be zero cheaters if you’re playing against PC players. That’s just simply not possible, but I can say that we are being extremely aggressive. We see this as critical to the success of – to the health of – the game.”

Battlefield 6 will be out on 10th October across PS5, Xbox Series X/S, and PC, but don’t expect a Switch 2 version any time soon.



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September 18, 2025 0 comments
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8bitdosilksong
Game Reviews

The GENKI x 8BitDo PocketPro Controller Drops to a Record Low and Might Be the Best Way to Play Silksong

by admin September 18, 2025


Controllers are my kryptonite. When I see one that looks cool, I gotta have it. I’m embarrassed to say how many 8BitDo controllers I own, but it still will never be enough for me. I’m telling now to join in on the 8BitDo cult as there really is no better controller for indies and retro games than what they’re manufacturing. And what do you know, this one that’s a collab with GENKI just dropped 17%. The PockePro wireless gamepad is normally $60, but after the discount, it comes to just $50. Save yourself a cool $10 and put it halfway toward buying Hollow Knight: Silksong. 

Eagle-eyed viewers might notice the overall shape and layout of the controller looks a bit familiar. It is indeed designed after the Super Nintendo gamepad, but now with all the modern conveniences like multiple R and L buttons and dual, clickable analog sticks.

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The Perfect Tool to Equip for Silksong

And being based on the SNES controller, it has undoubtedly the best d-pad you can get. That makes it perfect for the new Hollow Knight: Silksong. If you’re struggling with some of the boss fights or platforming in Team Cherry’s grueling Metroidvania, it might be your controller. First off, stop using the joystick. You’re not going to get the precision to execute those diagonal pogos properly. Though, if you’re using the Nintendo Pro Controller, forget it. That thing is notorious for misregistered inputs. You’ll be dropping all your rosaries into the spikes using that.

But this d-pad… This d-pad on the 8Bitdo’s controllers just sings.

Beyond the d-pad, the joysticks also are an improvement over Nintendo’s. They utilize Hall Effect tech, which used magnets. This means drift is an impossibility. You can use this controller until the Switch 3 comes out and still not experience anything close to the deterioration found on the Switch Joy-Con controllers.

Other useful little features the GENKI x 8BitDo PocketPro has implemented included a turbo mode, gyro controls, and haptic feedback. You can a happy marriage of nostalgic design and advanced functionality. The 8BitDo controller is always the one I grab when playing retro-inspired indie titles like Celeste or Teenage Mutant Ninja Turtles: Shredder’s Revenge for that reason.

The controller is not just compatible with the Nintendo Switch and Switch 2. You can also use it on Window devices, MacOS, Android, or Steam Deck. Due not though that if you plan on using it with the Nintendo Switch 2, it may require a quick firmware update before it can connect. This can be accessed on 8BitDo’s official website.

See at Amazon



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September 18, 2025 0 comments
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