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Assassin's Creed Shadows: Claws Of Awaji DLC Review - Same Old, Same Old
Game Reviews

Assassin’s Creed Shadows: Claws Of Awaji DLC Review – Same Old, Same Old

by admin September 18, 2025



Assassin’s Creed has long focused each of its stories on a central theme. Almost every aspect of Odyssey’s main campaign and dozens of side quests deal with legacy, for example, while Valhalla’s lengthy story largely centers around fate. Assassin’s Creed Shadows is far less defined, with protagonists Naoe and Yasuke’s journey across 16th-century Japan primarily being about found family, but delving into revenge and honor as well. Thematically, it’s been the weakest narrative theme of the larger, more RPG-focused Assassin’s Creed games, muddied by the main story’s aimless second act.

Those same problems persist in Shadows’ first major story-driven expansion, Claws of Awaji. And while a few changes to the cat-and-mouse formula of pursuing and eliminating targets do make for a more engaging gameplay loop, the persisting narrative issues leave the ending to the DLC, and Naoe’s arc specifically, feeling barebones.

Claws of Awaji takes place after the events of Shadows’ main story. So if you haven’t finished Shadows’ campaign and don’t want to be spoiled, turn back.

Shadows’ main story doesn’t really have an ending. Well, it does, but it’s bad–the worst the franchise has ever had. Naoe learns that her mother, who disappeared 14 years earlier, is a member of a group known as the Assassin Brotherhood and is actually still alive. Yasuke discovers the same Templar Order that originally enslaved him has plans for Japan and declares war on them, and both protagonists succeed in only finding two of the three MacGuffins necessary to ensure the protection of the country.

And that’s where the credits roll. There’s no search for Naoe’s mother. Yasuke does not finish his hunt for the remaining Templars in Japan. And the final objective remains two-thirds finished. The game just abruptly ends, concluding with a surprising and deeply unrewarding cutoff to what’s otherwise a decent story.

Claws of Awaji takes Naoe and Yasuke to the titular island.

Claws of Awaji aims to rectify that by concluding all three lingering plotlines. This makes it feel less like an optional expansion that fans can pay for to see more of a game they enjoy, and more like the actual ending of the game that you must pay for if you want to know how Naoe and Yasuke’s tale concludes. I don’t know what was going on behind the scenes of this game’s development, but how Naoe and Yasuke’s stories were ultimately told feels weird. Ending a game’s story on a cliffhanger isn’t bad. Heck, some of the best Assassin’s Creed games have followed their satisfying endings with a brief and exciting tease of what’s to come, but Shadows’ ending doesn’t feel like a thrilling cliffhanger–it feels like it was unfinished. And to see a conclusion arrive months later as paid DLC feels predatory, regardless of the development team’s original intent.

Those feelings aside, based on its own merits, Claws of Awaji is a decent expansion. Upon finally getting a lead on her mother’s whereabouts, Naoe heads to the island of Awaji with Yasuke close behind. They quickly discover Naoe’s mother alive, but captured, held by the daughter of one of the Templar agents that Yasuke killed in the final hour of the main game, having inherited her father’s station within the Order. The Templar has been torturing Naoe’s mother for over a decade, eager to uncover where she’s hidden the third MacGuffin that Naoe and Yasuke have been looking for.

To get at the Templar who controls the island, Naoe and Yasuke must kill her spymaster, samurai, and shinobi.

To get at the Templar, Naoe and Yasuke must dismantle her control of Awaji, which she maintains thanks to her three lieutenants: a spymaster, a samurai, and a shinobi. Taking each one down resembles the open-ended Act 2 of the main game, in that you can pursue them in whichever order interests you, but aspects of the hunt have been greatly improved.

Each of the three Templar lieutenants controls parts of Awaji and has been assigned to hunt Naoe and Yasuke to stop them from helping Naoe’s mother. For as long as the spymaster lives, for example, his agents will hide among the populace in villages and towns, surprising Naoe and Yasuke with blades hidden away in unassuming clothing. In addition, if Naoe or Yasuke send agents into any area to scout for objectives or enemy defenses, the spymaster will take notice and flood that zone with reinforcements, making getting around undetected very difficult. Similarly, for as long as the samurai lives, he’ll send battle-hardened soldiers out to patrol the main roads and set up roadblocks to make getting from place to place harder, and the shinobi has ambushers with smoke bombs, poisoned blades, and tripwires making sure Naoe and Yasuke can’t sneak around via side roads or hide in the wilderness.

Nowaki the shinobi is one of the best boss fights Assassin’s Creed has had.

Essentially, the enemies in this game are the three pillars of Naoe (stealth, combat, and parkour), and they’re designed to counter her (and by extension, Yasuke) with the skills and strategies that you’ve been honing over the course of Shadow’s runtime. When you’re trailing a target as Naoe and leaping from rooftop to rooftop, you need to take care that no one down below is tracking you, setting up an ambush the moment you descend and try to hide in the crowd. As you ride across the island as Yasuke, you must take care to be wary of the same tall bushes you’d use to hide as Naoe and stand ready to counter when you cross under a tree or ledge that looks like a perch you’d normally air assassinate from.

It’s awesome. It does not rise to the same level of cat-and-mouse thrill that the player-versus-player multiplayer had in the Assassin’s Creed games back in the day, but it comes close to emulating that sensation, and the back-and-forth nature of being both the hunter and the hunted creates some of the most enjoyably tense moments I’ve had in Shadows. And your hunt feels more meaningful this time around, because there’s concrete proof of your efforts. Take out the samurai, and it’s easier to ride your horse on the main road, for instance; kill the shinobi, and you no longer have to worry about being randomly ambushed by her agents. Narratively, you’re actively making the island safer for its citizens and mechanically, you’re actively making the island safer for you–you can feel what you’re doing. This system would have drastically improved the moment-to-moment of Shadows’ gameplay in the main story, and it’s a shame to see it reserved for the much smaller and shorter DLC.

Yasuke’s inclusion continues to negatively affect Shadow’s story.

However, the actual boss fights against the Templar and her three lieutenants falter, save one. Two are straight-up duels, one in which you’re forced to play as Yasuke and the other in which you’re just heavily encouraged to do so. They’re unexciting after having done the same type of fight half a dozen times in the main game already, and are even more of a slog this time around because Yasuke’s opponents have tons of unblockable combos and huge health bars. So much of both fights is dodging and dodging and dodging and getting in one or two hits before repeating for almost 10 minutes. And that’s on the Normal difficulty!

The boss fight against the spymaster is a little more interesting, as it’s focused around Naoe going undercover and collecting information to bamboozle him, but it’s trivially easy to do–over a decade later and new Assassin’s Creed games still can’t do missions that focus on using disguises as interesting or as well as 2012’s Liberation managed to do.

The boss fight against the shinobi is very good, though. It sees Naoe contending with a rival with her same skillset. Hidden in a murky swamp, the enemy shinobi taunts Naoe and tries to shoot her with a rifle. Meanwhile, as Naoe, you can focus your senses to get a general idea of the direction of the enemy shinobi’s voice (but only when she speaks), and purposely setting off her traps can trick her into shooting where she thinks you are, potentially revealing her position. The arena is filled with statue decoys, tripwires, and traps, as well as perches for Naoe and the enemy shinobi to move along and bushes to hide in. You have to deduce where the enemy shinobi is hiding, sneak up on her without being noticed, stab her, and repeat when she drops smoke bombs and scurries off. It’s the highlight of the entire DLC, and the closest Assassin’s Creed has come to a good stealth-focused boss fight.

Naoe also has a new tool in her arsenal in the DLC: the bo staff. The staff can be held in three different stances, with a neutral stance for normal strikes; a low stance for slow, sweeping strikes that can potentially trip an enemy; and a high stance for quick, jabbing strikes that can potentially interrupt an enemy’s attack. It doesn’t change combat in any fundamental way, but the bo staff is loads of fun for the simple reason that ending an enemy’s life with a couple of well-timed and satisfying thwacks is cool. It’s my new favorite weapon in Shadows for that reason alone. There are no new tools for Yasuke, who feels even more secondary in Claws of Awaji than he did in the main storyline.

This DLC once again affirms my belief that Shadows should have always exclusively been Naoe’s game, especially with how the two new major characters, Naoe’s mom and the Templar holding her, are written. It’s both surprising and disappointing to see how wooden Naoe and her mother’s conversations are. They hardly speak to one another, and when they do, Naoe has nothing to say about how her mom’s oath to the Assassin’s Brotherhood unintentionally led to her capture for over a decade, leaving Naoe thinking she was completely alone after her father was killed. Her mother evidently has no regrets about not being there for the death of her husband, nor any desire to rekindle anything with her daughter until the last minutes of the DLC. Naoe spent the final moments of Shadows grappling with the ramifications that her mother was still alive, and then upon meeting her, the two talk like two friends who haven’t seen each other in a few years. And Naoe has nothing to say about or to the Templar that kept her mother enslaved so long that everyone assumed she was dead.

It’s all very odd until you remember that so much of Shadows has to assume that the player might be primarily playing as Yasuke instead of Naoe. The conclusion to Naoe’s arc has to be emotionally cheapened so the experience is the same for both the samurai and the shinobi. The ending of Claws of Awaji is at least more conclusive than that of Shadows, but it’s unfulfilling and inadequate in a different way by failing to live up to the cliffhanger of Naoe’s arc.

Claws of Awaji is a difficult recommendation, but I do recommend it. The DLC wraps up the three lingering narrative threads of the main game’s story, while transforming the main gameplay loop into a more enjoyable cat-and-mouse formula where the hunter becomes the hunted. Yasuke continues to drag this experience down, and is now impacting the emotional payoff of Naoe’s story, but at least Naoe’s shinobi fantasy is still one of the best Assassin’s Creed experiences to date.



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September 18, 2025 0 comments
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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
Game Reviews

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

by admin September 17, 2025


Episodic games, much like baggy jeans and curtain haircuts, may be about to make a comeback, and once again it’s Telltale staff – former Telltale staff – who are leading the charge.

AdHoc Studios, a team founded by Telltale developers in 2018, when Telltale collapsed, will launch debut game Dispatch – a superhero workplace comedy – episodically in October.

Episodes will be roughly an hour long and launch in quick succession. The plan is for two a week, I was told during a press briefing. The releases will begin Wednesday, 22nd October, and continue through 29th October, 5th November and 12th November until the whole series is done.

The entire Dispatch game or series, depending on how you look at it, will cost $30, or you can splash $40 for a Deluxe Edition with some fancy extras. Note, however, you won’t be able to buy episodes individually; the team clarified this to me in a separate interview after the briefing. That means if you pay-out at launch, you’ll have to wait four weeks for the whole series to arrive. The idea is to make it like watching a TV series.

The Dispatch demo is still available on Steam.Watch on YouTube

I can imagine what you’re thinking: didn’t we try this episodic thing before and didn’t it fail because it didn’t work? Weren’t we waiting ages between episodes which seemed to only ever get further and further away? Well, yes – and the former Telltale staff at AdHoc are the first people to admit this.

“We never really were able to hit it at a cadence that people could expect,” said AdHoc co-founder Pierre Shorette, a former TellTale dev, during the Dispatch press briefing. “It’s probably led to a lot of distrust with episodic formats, because the first episode comes out and then it might be ages before anything else shows up.”

Fellow former Telltaler, and fellow AdHoc co-founder Nick Herman, added: “This time we’re going to do better.” But in what way will episodic gaming be different with Dispatch?

Whack! | Image credit: AdHoc

The big difference with Dispatch is that all of the episodes are already made, so their releases are locked. We’re not in a position where a development team moves from one episode to another after each one is made. “They’re all made,” Nick Herman told me during a follow-up interview. “It’s all good.”

Another fellow Telltaler and AdHoc co-founder, Denis Lenart, added: “Part of the transaction formula in our mind was they’ve all got to be ready and they’ve all got to be good to go. Because that happened to Telltale – that’s one of the problems that happened. People would pay money and then go, ‘I thought you said next week.’ And it was like, ‘Actually, maybe it’s three or four weeks… We’ll let you know in a few weeks.’ And then that’s a horrible situation.”

Dispatch is very much like a Telltale game of old in the way it plays out – the way it gives you choice-and-consequence control over the way scenes unfold. It tells the story of a sort-of superhero called Robert Robertson, played by Breaking Bad’s Aaron Paul, whose inherited mecha-suit breaks and leaves him – effectively a normal person – needing to get a different job. And the job he gets is in an office working as a superhero dispatcher, sending misfit superheroes to the rescue.


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It’s funny, it’s handsome, and it’s got some great voice talent in it, including Critical Role’s Laura Bailey and husband Travis Willingham. Critical Role is actually a silent partner on the game. “They’re helping us in a variety of ways that aren’t maybe traditional publisher stuff,” Nick Herman told me, which I assume to mean ‘Critical Role is lending clout and exposure’.

Why would Critical Role do that? Because AdHoc is making Critical Role’s first Critical Role video game. All we know about that game is it’ll be set in Exandria, which is the world all three of the group’s major Dungeons & Dragons campaigns have taken place in. Will it also be episodic? We don’t yet know, but I’d say there’s a good chance it will play like Dispatch or a Telltale game, given AdHoc’s area of expertise. I reckon it might draw inspiration from the Vox Machina animated Critical Role series on Amazon too, but that’s just a hunch.

A Dispatch demo was released on Steam earlier this year and is still available there now. It seems to be going down really well.



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September 17, 2025 0 comments
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Bloodlines 2 Won't Lock Clans Behind Paywall After Fan Backlash
Game Reviews

Bloodlines 2 Won’t Lock Clans Behind Paywall After Fan Backlash

by admin September 17, 2025


The controversy surrounding the DLC clans in the upcoming Vampire: The Masquerade – Bloodlines 2 is finally over. The studio behind the upcoming game has confirmed that it is walking back its plans to lock two clans behind a paywall after receiving lots of “feedback,” aka people yelled at them online for a while.

Last month, Bloodlines 2 devs The Chinese Room and publisher Paradox announced at Gamescom ONL that the long-awaited vampire RPG sequel would finally arrive on PC and consoles in October. After a lengthy and messy development cycle that involved multiple studios and delays, a lot of fans were just happy that Bloodlines 2 was actually, for real, coming out.  But then folks discovered that two of the game’s six vampire clans, which essentially act as your class, were locked behind a $30 paywall. People got mad, a lot of negative headlines were posted, and about a week later, on August 27, the devs announced they were going to make some tweaks to the DLC plans. And now we know what that means: All six clans are included in the base game.

On September 17, in the YouTube description of a new Bloodlines 2 gameplay overview trailer, the executive producer on the game thanked fans for the “frank feedback” about the game’s Premium Edition DLC before confirming that none of the clans would be locked behind a day-one DLC paywall. He also praised the devs for helping create two new story packs that will now be included in the Premium Edition.

“Thanks to our community for the frank feedback on Bloodlines 2 and the Premium Edition,” said Bloodlines 2 executive producer Marco Behrmann. “That feedback made it clear: Lasombra and Toreador belong in the base game, so that is what we are doing. We’d also like to thank The Chinese Room for their quick turnaround on the concepts for the post-launch Story Packs. We’re constantly impressed by their creativity and skill in weaving enticing narrative threads that expand on the main story in Bloodlines 2.”

The two new story packs are: “Loose Cannon“ (Brujah Sheriff Benny’s story) and “The Flower & The Flame” (Toreador Primogen Ysabella’s path). The plan is for this DLC, which replaces the missing paid access to clans, to launch in 2026. And so ends the Bloodlines 2 DLC saga. Hopefully, after all of this and all the years of waiting, the game is worth it all. We’ll find out when Vampire: The Masquerade – Bloodlines 2 launches on Xbox, PS5, and PC on October 21.



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September 17, 2025 0 comments
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Trails In The Sky 1st Chapter Review - A Glorious Return To The Beginning
Game Reviews

Trails In The Sky 1st Chapter Review – A Glorious Return To The Beginning

by admin September 17, 2025



Trails in the Sky 1st Chapter finally addresses a major dilemma for newcomers considering getting into Falcom’s epic industrial fantasy saga. While the Trails series has consisted of different arcs set in different parts of the continent of Zemuria that you could start from, when its overarching storyline and continuity spans titles released over two decades, where better to begin than the very first chapter?

Trails in the Sky 1st Chapter successfully remakes the game and brings it in line with the standards of a Trails game in 2025, while preserving its original story. This is not a bloated reimagining–Trails titles have already been well-regarded for having a wealth of text, so it’s not like a remake would benefit from more fleshing out–but sticks to all of the original story beats, along with a revised localization that’s also closer in style to the Japanese text. There are some new lines too, mostly to fill the silences during exploration, but still not quite the same undertaking of localizing a new script from scratch, which is usually why previous Trails games have taken longer to reach the West.

Just like the original, 1st Chapter begins with 11 year-old Estelle waiting for her father Cassius to arrive home, only to find he’s brought with him an injured orphaned boy named Joshua who’s also her age. Fast-forwarding five years later, he’s part of the family and the pair are following in their father’s footsteps to become bracers: heroic warriors serving and protecting their communities by exterminating dangerous monsters and helping with odd jobs. But besides going from town to town in the kingdom of Liberl and doing good deeds to increase their bracer rank, Estelle and Joshua become embroiled in one mystery after another, from political corruption to kidnappings, culminating in a vast conspiracy beyond what they could have imagined.

Although the world of Trails has rich and complex world-building, 1st Chapter frames it from a more naive perspective of traditional do-gooders, contrasting with later entries that explore more morally gray territory, but it’s fitting for a coming-of-age story that also has one of the sweetest romantic subplots that gently creeps up on you. Getting to experience the story from Estelle’s earnest and feisty perspective, just as prone to goofy outbursts as she is to show compassion, as she learns the ways of the world and her heart, she’s still one of the most well-written female protagonists in a JRPG, while her close bond with Joshua is one of the game’s most memorable qualities. They’re complemented with a delightful cast of companions who also have different facets to their personality, like Scherazard, the big-sister bracer who also loves to indulge in alcohol, while some may be more than who they say they are, such as the overly flirtatious bard Olivier.

These characters are all wonderfully realized with modern visuals that are in line with the modern Trails games, including a dynamic range of camera angles so you can actually see the animated expressions on everyone’s faces as if you’re watching an anime. A stage production performed during a school festival in the game’s midpoint is a particular highlight that evokes so much more than what chibi sprites and text boxes with static character portraits were able to before.

Although much of the cast have already had the sprite-to-3D glow-up, having appeared in later entries of the series, they’ve still never looked as good as they do in 1st Chapter thanks to the aesthetic decision to render them with vibrant cel-shading. That same care also goes into the rest of the supporting cast, as well as even the numerous NPCs in each town, many named and usually with new lines of dialogue from when you speak to them later in a chapter compared to when you spoke to them earlier. It’s only a shame that in incorporating voice acting–available in both English and Japanese–it’s still only partially voiced. That’s understandable for optional side quests, but it also means during the story the voice acting is suddenly gone or only one of the character’s lines are voiced.

The modern benefits extend to exploration and combat. While towns are faithfully realized from the original, from the harbor city of Ruan to the royal capital of Grancel, the long, winding roads that seamessly connect themare much improved with a wide-linear design and different elevations, allowing for more exploration as opposed to just traversing a glorified corridor. This is also aided by the ability to fast-travel or turn on high-speed mode if you just want to race across areas and complete quests, then report back to the local Bracer Guild to steadily increase your rank. Fast travel is still limited to the region you’re in during a given chapter, so you won’t be able to fast-travel back to earlier locations while side quests also expire if you don’t complete them by the time the story progresses.

Trails in the Sky 1st Chapter successfully remakes the game and brings it in line with the standards of a Trails game in 2025

Combat is the big night-and-day difference, as 1st Chapter takes the hybrid approach introduced in 2024’s Trails Through Daybreak, where you can switch between real-time action and turn-based commands, which also includes team-based attacks from 2015’s Trails of Cold Steel. The action approach naturally reduces grinding and isn’t just a mindless hack-and-slash. Last-second dodges instantly charge up a gauge for you to perform more powerful attacks–it’s also still feasible and readable when played in high-speed mode. But what makes the hybrid system work effectively is that you also have incentives to switch to commands, such as after stunning an enemy, which gives you a preemptive advantage. Whereas action combat is better suited to a single enemy, in turn-based mode, you have access to commands that are more effective against multiple enemies, such as special attacks with area-of-effect damage that can be a circle, an arc, or a line, while some enemies are also more susceptible to elemental arts rather than physical attacks.

That can sometimes trivialize turn-based battles since it’s easy to build up party members’ CP used for unleashing special attacks–including the flashy S-Crafts with over-the-top animations that spend the full gauge–and BP for team attacks during quick battles and then switch to commands when you’ve filled your stock and unleash the most powerful attacks right away.

That doesn’t mean 1st Chapter is a cakewalk, as you’ll still be locked into the traditional battles in special encounters such as boss fights, where you’ll need to make use of different tactics. Being able to move party members around the field of battle is important for avoiding enemy’s area-of-effect attacks but also so that you can also set your own for attacking enemies or supporting allies. While you can see turn orders on the side of the screen, it also helps to use abilities that can interrupt or delay someone’s turn too. As part of its fiction where there have been huge advances in technology coming from mysterious Orbal energy, used for powering everything from escalators to airships, it’s also reflected in the magical Arts you wield. Similar to Final Fantasy 7’s Materia, Orbment devices can be fitted with quartz, their colors also denoting a specific element or power, such as blue for water and healing-based arts, red for attack and fire-based arts, or yellow for earth and defense-based arts; the higher level the quartz or the more of the same colored quartz you insert, the more high-level arts that can be used.

Ultimately however, when the engaging story, characters, and worldbuilding is the strongest aspect of a Trails game, it’s less concerned with challenging you with finding the right build or strategy. There are plenty of difficulty options, and if you fall to a tough boss, you also have the option to retry with their strength reduced, so you’re unlikely to face a roadblock from progressing the story because you’re underleveled. Party management is also not a concern as party members come and go as dictated by the narrative. That does mean if you have your favourites, you may not get to invest as much time in them as you’d like, aside from Estelle and Joshua, who are an inseparable duo throughout.

As faithfully one-to-one as the remake is, there is a downside that means there isn’t new gameplay content if you’ve experienced the story before. Any activities you find, such as cooking recipes (which do include new cooking animations), are what were in the original game, including moments you’re given multiple choices to respond to. While it’s still an interesting way to gauge your judgement as a bracer, it would have been better to update it to something more meaningful, so that you’re also rewarded with more than just bonus BP, which is easy to build up during quick battles anyway.

If 1st Chapter is a bit lighter and less complex than its later iterations, then that is also in keeping in the spirit of the original game as the beginning of an epic saga. If you’ve always wanted to experience the wonder of the Trails series but didn’t know where to start, then there are no excuses as this faithful remake is the definitive way to begin that long and winding trail. Hopefully, the remake of its second chapter follows up swiftly.



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September 17, 2025 0 comments
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Borderlands 4 review | Rock Paper Shotgun
Game Reviews

Borderlands 4 review | Rock Paper Shotgun

by admin September 17, 2025


Borderlands 4 review

With improved movement, devastating Action Skills that can be adjusted to suit your playstyle, and very limited Claptrap appearances, Borderlands 4 is easily the best Borderlands game yet.

  • Developer: Gearbox Software
  • Publisher: 2K
  • Release: September 12th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $69.99/€79.99/£59.99
  • Reviewed on: Intel Core i5-13600K, 32GB RAM, Nvidia GeForce RTX 4080, Windows 10

While everyone complains about the technical state that Borderlands 4 released in, whether it’s choppy performance or the lack of an FOV slider on consoles, I found myself on the much happier end of the spectrum. Aside from the gruellingly slow start, where I was drowning in weak pistols and absolutely no other weapon types, playing this game had me smiling like an idiot about how it’s the best Borderlands yet.

Admittedly, it’s a series I’ve never really clicked with, all previous attempts having ended in boredom. Borderlands 4, though, is different. Almost everything about it, from the world design to the power variety of the playable Vault Hunters, has been improved or refined, to the point where I’m actually annoyed that I have to stop playing so that I can write up this review. This game is consuming me.

Once again, it all begins with the choice of one of four Vault Hunters. While everyone fights for the witchy goth girl Vex – because of course gamers love their goth girls – I went with gravity-manipulating scientist Harlowe, and while that was because I’m also a sucker for a bit of hair dye, I don’t actually recommend basing your choice on appearance. Even more so than previous games, the mercs of Borderlands offer impressively distinct playstyles.

If, for example, you prefer getting up in enemies’ faces, then Amon the Forgeknight – with his variety of melee abilities – is likely a better pick for you. For those who want an easier solo run, poster girl Vex can provide you with high damage and the ability to spawn in minions to fight on your behalf. Rafa, who packs a holographic exosuit, is a great hybrid, allowing you to jump in and melee before quickly backing out to pelt survivors with ranged abilities. Still, in Harlowe, a runner-gunner with a giant bomb and a lot of crowd control was just what I needed.

Image credit: Rock Paper Shotgun/2K

I also appreciate Borderlands 4 finally ditching Pandora in favour of new hellplanet Kairos, a previously hidden world ruled with an iron fist by new big baddie the Timekeeper. Glorious leader to his overly loyal lackeys and public enemy number one to everyone else, the Timekeeper stars in a pretty good introductory sequence in which you bust out of one of this prisons, though it’s odd how he’s set up with the completely overpowered ability to possess anyone wearing one of his control bolts – which includes you – and yet declines the opportunity to just snap your neck as soon as you start causing trouble.

The opening hour also sees you reunited with the one, the only… Claptrap. Except in another case of Borderlands 4’s improved sensibleness, he’s only really there to introduce you to Kairos proper – an open world split into four regions, each with their own objectives and questlines – before promptly leaving. The game is much, much better for it, and don’t even mean this in an edgy ‘It’s cool to hate Claptrap’ way. I genuinely cannot stand that robot and how his voice grates on me. Thank you, Gearbox, for hearing my cries.

There was still something else on my mind during these early stages. Namely, “Where are all the guns?” It makes sense to have stronger weapons limited to later levels, but it takes a while for Borderlands 4 to actually find its feet simply because you’re largely limited to simple pistols for the better part of a couple of hours. After coming across my first good-spec SMG, however, I was hooked, and not just because of my new firepower. Where even to start with what Borderlands 4 does better – dare I say, everything?

Image credit: Rock Paper Shotgun/2K

Take Kairos itself, which finally gives the series its first true open world, with zero loading screen interruptions. It’s more fun to traverse as well, with majorly improved movement mechanics that let you double-jump, grapple, or jet-pack across the alien landscape. You can utilise these in combat too, grappling to vantage points or hovering behind cover as you heal up – moves that, in particular, suit Harlowe’s aggressive style perfectly.

The ability to summon a personal vehicle on command also does away with the awkward moments in previous games where you’d need to run to the nearest spawn point for new wheels. These customisable hoverbikes get the job done even if they’re not that amazing to drive, and your robot buddy Echo having sat-nav makes getting from place to place literally as easy as following a straight line on the ground. So long as it works, anyway – sometimes Echo will just shrug at you or tell you it can’t find a path despite there clearly being one.

Of course, as with any Borderlands game, a lot of missions require you to traipse away to far-off locations just to have a single conversation with some sucker before going to the next waypoint, meaning you spend a lot of time simply travelling. However, one neat change is that you rarely have to rush all the way back to base to ‘complete’ a mission. You also get access to fast travel, though it’s limited to only a few key locations and then safehouses you have to take over. This can be a tad frustrating, particularly when some checkpoint locations are hundreds of metres away from where a fight is taking place.

Image credit: Rock Paper Shotgun/2K

There’s been a keener improvement to each Vault Hunter’s skills and build potential. Everyone gets three skill trees, stemming off three variations on their unique Action Skills, allowing for greater flexibility than in past Borderlands games and more opportunities to tailor your Vault Hunter to suit your playstyle.

The powers themselves are more satisfying too, as well as being more diverse. For instance, Harlowe’s CHROMA Accelerator, which throws out a huge, freezing cold energy orb, was my absolute cup of tea. A giant explosion which not only does impact damage, but also leaves behind radiation to deal damage over time? You can’t go wrong.

Thanks to the scale of options when it comes to selecting an Action Skill and placing action points, you can easily ensure you feel the same about your character. If you suck at aiming, you can still make this game fun by opting for explosive AOE damage, or – if you’re running Vex – picking up an ability that creates a massive saber-tooth tiger to fight on your behalf. If you want to buff out your already perfect aim (pfft, show-off) then you can do so by picking up skills which empower your guns.

Image credit: Rock Paper Shotgun/2K

There’s definitely something for everyone, far more so than in Borderlands 3. Suboptimally levelling up your skill tree isn’t punishing, either. You can experiment, try out new abilities, and then easily go and reset them at a respec machine for a minimal cost. If something isn’t working, it’s not the end of the world.

Borderlands 4, mind you, can be difficult. You’ll progress through the game and absolutely obliterate the Timekeeper’s loyal companions, and by absolutely obliterate, I mean die over and over again trying to beat them; take a break from playing the game; go outside for a cigarette; come back; die over and over again, then finally by the skin of your teeth win the battle.

Even so, for me, this challenge played into how much more I enjoyed this over previous Borderlands games. No matter how overpowered your Action Skill becomes or how good your guns get, you’ll still struggle, which makes those narrow wins all the more much more satisfying. I cannot describe how good it felt when, after sixth attempts to fell a particularly high-ranking boss, I finally got to watch them keel over.

Image credit: Rock Paper Shotgun/2K

And, when the campaign gets too exhausting (or when you’ve run out of cigarettes), there are countless side missions to take on instead, many of them both silly and charming. Whether it’s a couple whose farm animals are seemingly being abducted by aliens or a sentient rock who wants to be able to fly, there are loads of quirky (but not Claptrap-annoying) characters who fill out the world of Kairos and remind you that, for all the surrounding political unrest, it doesn’t always need to be suit-and-tie serious business.

After the excessive wackiness of Borderlands 3, with its shoehorned-in jokes and memes, Gearbox have indeed kept the main story of part 4 more grounded. The laughs haven’t been abandoned to achieve this, though – they’ve just been shifted into those sweeter side missions. Another wise choice.

Borderlands 4 takes everything that worked about the previous games, removes the majority of the hindrances (cough Claptrap cough), and refines its RPG aspects, all of which make this easily the best Borderlands I’ve ever played. It has its share of issues: not just the tech stuff, but also what sometimes feels like endless travelling and the overabundance of terrible weapons. But what is Borderlands, even a much-improved one, without its billions of garbage guns?



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A skater rolls around the street.
Game Reviews

Skate 4 Is Getting Savaged In Early Steam Reviews But These Clips Are Incredible

by admin September 17, 2025


Skate 4, officially titled “skate.” (seriously, EA?), arrived on Steam in Early Access yesterday. The reaction has been swift and harsh. Full Circle’s reboot of the beloved extreme sports sim franchise is getting hammered with negative reviews bashing it as “mostly empty, soulless, and constantly remind[ing] you to spend money” and “everything i didn’t want.” But then I see incredible clips of players doing ridiculous nonsense and I immediately become transfixed.

Skate 3 came out well before our current age of social media brain rot, but clips of Jesus shredding to Pearl Jam have still made it the stuff of internet legend. I have no idea if Skate 4—excuse me, I mean “skate.”—will be able to rekindle the same grungy magic of a lost skater age, but I can say, based on some of the new clips going viral, that it does not seem like an entirely lost cause.

Man you don’t even know pic.twitter.com/4XIlCEdKx4

— Konto (@KontoLetzPlay) September 16, 2025

Have I told you that you can also clap in mid-air to stop yourself from instantly falling? It’s a shame that EA fumbled the bag so badly at launch. The always-online requirement alone kept tons of players from being able to easily hop into the game on day one thanks to server outages and long queue times. A microtransaction shop also doesn’t seem like a good fit for plumbing the nostalgia of mid-2000s gaming when companies didn’t try to nickel and dime fun. Many of these issues can be solved. Content can be added. That’s the whole point of Early Access, after all. Fortunately, you don’t have to be a Skate 4 defender—ahem, I mean “skate.” apologist—or even brave the launch-week woes for yourself to feast on what other players are cooking up.




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Your new Vampire Survivors obsession is Deep Rock Galactic: Survivor - and it's a feast of a game
Game Reviews

Your new Vampire Survivors obsession is Deep Rock Galactic: Survivor – and it’s a feast of a game

by admin September 17, 2025


I still can’t quite believe Vampire Survivors popularised a subgenre. I’m not mad at it – I adore it. But who would have predicted such a simple-looking and simple-playing thing would inspire such a following? A game in which all you do is move an auto-attacking character around while avoiding the swarms of enemies chasing after you. A game about choosing the right upgrades. It became an obsession! So the copycats and variations followed. But their job was harder: they couldn’t simply recreate it. This brings us to Deep Rock Galactic: Survivor, released in 1.0 today, a variation on the theme. And I’m pleased to say it’s marvellous.

Deep Rock Galactic: Survivor

This shouldn’t come as a surprise because Deep Rock Galactic, the group-based co-op mining and ‘survive against hordes of aliens’ shooter that blew-up a few years ago was also marvellous. And would you believe it, the concept translates perfectly to the Vampire Survivors idea. You are a dwarven miner sent to dig gold and precious minerals while avoiding hordes of enemies. Kill the baddies, mine the goods, earn XP to level-up and unlock weapons, and repeat until you kill a boss and escape. So much is familiar. Yet there are differences, and it’s here Deep Rock Galactic: Survivor earns its applause.

Deep Rock Galactic: Survivor in action.Watch on YouTube

Number one: mining. This serves as the core theme of the game but it also adds an important mechanical purpose. Along with auto-attacking, the dwarf you control also auto-mines. Run towards a rocky pile to steadily bash it down, which you will need to do to collect the gold and gemmy things which serve as currency in the game and, therefore, determine what you can spend on upgrades between levels. This makes them very important. But you also need mine simply to plough new routes through the level around you, which is essential for escaping overwhelm by surrounding swarms of enemies. Tactical burrowing for the win.

Mining becomes the primary consideration each time you start a level, then, as you search quickly for gold and minerals before swarms begin to amass and mining becomes riskier. Bashing rock with a horde at your back is dangerous in case you get boxed in, so you’d best do it early. Mining therefore gives urgency and purpose to the game.

The nonchalance! But look closely and you see that blur of things on the left of me? Those are enemies. Dozens and dozens of enemies. Deep Rock Galactic: Survivor does a good swarm. They’re frequent and crunchy.

Difference number two: multi-stage missions. Unlike in Vampire Survivors, a run in Deep Rock Galactic: Survivor is broken into connected shorter stages – four, I believe. Each stage ends with a mini-boss battle and each multi-stage run ends in a boss fight. This condenses the action and allows it to build more quickly than in Vampire Survivors, where it can be a slow-burn and take 15 minutes before your screen fills with an exciting amount of enemies. The break between stages also plays an important part in the upgrade strategy of the game, as you buy new abilities, and underlines the importance again of collecting currency minerals to spend on them. Note that you do also earn a choice of power-ups by collecting XP when killing enemies during the level, as in Vampire Survivors.

This broken-up level approach allows Deep Rock Galactic: Survivor to have a more structured campaign than simply trying to survive for 30 minutes as in Vampire Survivors, which I like. It feels more snackable and encouraging, as you clear earlier challenges and move onto harder ones, and complete a few successful roguelike loops of the game, unlocking beneficial new upgrades and – in this case – gear to equip your dwarves with.


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There’s a lot here. The campaign has multiple sectors that contain multiple, multiple-stage levels, with harder ‘gate’ levels separating them. Then there are Mastery, Anomaly Dive, Vanguard Contract, and Lethal Operation variations of them. And still that’s not all; there’s an entire, alternate Escort Duty campaign to change the primary objective when you play.

Mix this with a series of staggered character and level unlocks, and it’s a variation on Vampire Survivors that’s bulging with content and confidence – and some new ideas. Too much? Perhaps. It does feel dense with objectives and ‘things to do’ in a way Vampire Survivors felt blissfully clear of. But such is the responsibility of coming after. Such is the responsibility of needing to justify one’s challenge, one’s existence, and Deep Rock Galactic: Survivor does that undeniably. The thrills of the subgenre Vampire Survivor unexpectedly created are in full effect here, and they’re as potent as they’ve ever been.

A copy of Deep Rock Galactic: Survivor was provided by Ghost Ship Publishing.



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AppleiPadair
Game Reviews

Apple’s 2025 M3 iPad Air Is Back at Its Lowest Price, Likely Gone Before Amazon Prime Big Deal Days

by admin September 17, 2025


As the weather starts cooling down and we start spending incrementally more time indoors week after week, there’s never been a better time to get yourself an iPad. Whether you plan on using it to catch up on emails, to doomscroll on your preferred social media app, or to just pour more hours into Balatro but on a larger screen than your phone, the Apple iPad Air might be what you’re looking for. This 2025 model iPad normally starts at $599, but Amazon is running a limited time deal that’s bringing the price down by 25%. This $150 savings means you’ll only have to pay as low as $449.

This $449 discounted price is for the Wi-Fi-only 128GB model. There are three other storage sizes available—each with their own $150 discount. You can get the 256GB model for just $549, the 512GB model for just $749, or the 1TB model for just $949. If you want to add on cellular, the discounts are slightly different. The 128GB, 256GB and 1TB models are down $150 still but the 512GB model is only down $84.

For all combinations of storage or cellular capabilities, you can choose between four stylish colors. Pick either blue, purple, space gray, or starlight.

See at Amazon

Powerful Performance

So AI has been a pretty big buzzword this past year. Will it be the future of consumer tech? Or is it just a speculative fixation like we went through with NFTs. We’ll find out in due time. Though for right now, Apple and companies like it have promised a ton to consumers with the inclusion of their own proprietary AI models they’re sticking into their products. Apple has Apple Intelligence which can be used to help you craft messages, generate images, and things of the like. The M3 chip is powerful enough to make local processing for Ai models such as this possible.

Beyond AI, the M3 chip allows for improved performance on power-hungry apps, letting you run them side-by-side with each other with no hiccups. Graphically intensive games also get a boost.

To get the full use out of your Apple iPad Air, you can pick up the Apple Pencil Pro (sold separately). Use it to quickly jot down notes, draw or edit photos, and more. It’s compatible with tons of productivity and art apps on the App Store.

Finally get yourself that iPad you’ve been telling yourself you would with the 2025 model iPad Ai powered by Apple’s M3 chipset. Most versions are on sale right now for $150 off.

See at Amazon



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Battlefield 6 players on PS5 and Xbox can block PC users from crossplay, as studio takes "cheating extremely seriously
Game Reviews

Battlefield 6 players on PS5 and Xbox can block PC users from crossplay, as studio takes “cheating extremely seriously

by admin September 17, 2025


Battlefield 6 will include console-only crossplay, meaning Xbox and PlayStation players can avoid those pesky cheating PC players.

Senior console combat designer Matthew Nickerson detailed to IGN the online shooter’s crossplay options, activated with a simple on/off toggle. Turned on, console players will be prioritised before PC players fill a lobby. Turned off, and only console players will be included across both PlayStation and Xbox. The option is turned on by default.

“We’re very confident but also very keen to what crossplay means for Battlefield 6,” said Nickerson. “We’ve gone the extra mile and put in a lot of effort in terms of balancing the inputs, understanding where the inputs lie [not just] in terms of relationship to general play styles but general performance of what they’re good at and maybe what they lack.”

Battlefield 6 Official Reveal TrailerWatch on YouTube

Cheating is a major issue across online shooters, with PC players being the most likely to cheat. That’s why console players often prefer to exclude them, if possible.

Technical director Christian Buhl said Battlefield Studios is “taking cheating extremely seriously”.

“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,” he said. “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.”

Console players also use aim assist to balance play with PC players using mouse and keyboard for increased accuracy. But aim assist has been “completely redone” from Battlefield 2042, said Nickerson.

“We’ve added aim assist for what we call our ‘combat triangle’ now – and that’s infantry versus infantry, infantry versus vehicles, and vehicles versus vehicles – to give that cohesive experience if you are on controller, compared to, maybe, something that’s a little bit easier on keyboard and mouse. So [we’re] very dedicated to crossplay, and we’re trying to nail it across multiple vectors when it comes to crossplay. It’s just such an important aspect for us and for Battlefield 6.”

It’s all part of the studio’s console-first approach. It’s this that’s led to strong optimisation across consoles.

Buhl explained to Kotaku the team struggled to get the game running on Xbox Series S due to its lack of memory, with levels crashing. As a result, the team has optimised memory usage in the game which has in turn made the “whole game better and more stable”.

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



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September 17, 2025 0 comments
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Hornet fights enemies in a blue cavern.
Game Reviews

Silksong’s Second Patch Is Revealed But Don’t Get Too Excited

by admin September 17, 2025


Hollow Knight: Silksong hasn’t been out for even two weeks yet and it’s already getting its second patch. But for anyone still struggling in some of the game’s more brutal boss fights and platforming sections: don’t expect any more relief just yet. The Metroidvania Soulslike’s new update mostly takes aim at some of the smaller bugs fans are facing.

“We’re getting close to finalizing the second post-release patch for Hollow Knight: Silksong,” Team Cherry announced on Steam on Tuesday. “Where the first patch dealt mainly with critical issues, this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools.”

While not live in the game on PC or console yet, players can test the fixes in the public beta branch on Valve’s storefront while the developers work on adding a few more fixes and improvements. Here’s the full patch notes so far for Silksong update 2:

– Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’.
– Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
– Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
– Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
– Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
– Further reduced chance of Silk Snippers getting stuck out of bounds in Chapel of the Reaper battle.
– Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
– Fixed Shaman Binding into a bottom transition causing a softlock.
– Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
– Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
– Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
– Fixed Pondcatcher Reed not being able to fly away after singing.
– Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
– Fixed the break counter not working for certain multihitter tools eg Conchcutter.
– Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
– Fixed Cogflies and Wisps inappropriately targeting Skullwings.
– Fixed Cogflies incorrectly resetting their HP to full on scene change.
– Fixed Curveclaw always breaking on the first hit after being deflected.
– Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
– Various other smaller tweaks and fixes.

This patch will arrive as players continue to debate Silksong‘s difficulty and whether some of the more challenging sections are hard for a reason or just annoying for no reason. The game’s first patch took aim at some of these complaints, including making the dreaded Moorwing boss fight easier to survive. There’s also been some debate over whether Silksong is too stingy with Rosary Beads, its main currency for purchasing equipment, unlocking benches (save spots), and other important resources for the adventure.

Even some super fans of the original Hollow Knight claim to have bounced off the sequel due to the more punishing gameplay. Team Cherry hasn’t signaled yet if it plans to eventually make deeper changes to Silksong to address some of these concerns, or add difficulty settings to help struggling players experience more of its excellent world and story.



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