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Game Reviews

Mega Raichu Y
Game Reviews

Z-A’s DLC And Online Sub Sparks Backlash

by admin September 15, 2025


There were plenty of really exciting announcements about Pokémon Legends: Z-A during last week’s Nintendo Direct, with fans especially thrilled that several Pokémon who probably should’ve gotten Mega Evolutions a decade ago would finally get them in the upcoming RPG. The Kalos starters and the big mouse himself, Raichu, are all getting these beefed-up transformations in Legends: Z-A after they were each snubbed when X and Y first introduced the mechanic back in 2013. However, the excitement has quickly been replaced with annoyance, as each of these new forms has both paid and skill-based gates put on them, and the base game isn’t even out yet.

Let’s start with the most straightforward one. Mega Raichu X and Y are part of Legends: Z-A’s $30 Mega Dimension DLC. This is a post-game story expansion that will introduce both Raichu Mega forms and involve Hoopa, the dimension-jumping mythical Pokémon, who is apparently opening up new dimensional rifts throughout Lumiose City. Paid DLC for Pokémon games isn’t new, as both Sword and Shield and Scarlet and Violet had them, but they weren’t announced until some time after the games launched. 

There has been some misinformation spreading, suggesting that Mega Dimension is a day-one DLC and that the new story content is ready to go and is being deliberately separated from the main game to squeeze out an extra $30 from fans, but that’s not entirely accurate. Mega Dimension is listed on the eShop as having the same October 16 release date as Legends: Z-A, but this is because buying the DLC grants you immediate access to a set of costumes, while the story content, and Mega Raichu X and Y, will be out “by February 28th, 2026.” Nevertheless, Mega Dimension raises the cost of Legends: Z-A’s set of new Mega Evolutions to $100 total if you’re buying the game on Nintendo Switch 2, as the game itself is $70.

“Paid DLC for a 70$ game that’s not even out yet.. Are you fucking kidding me…Silksong is 20 dollars btw,” a user on Reddit wrote in response to the announcement. 

“I missed when Pokémon was a full game,” another user replied. “Well into the era of scam DLCs they made full games. Even Legends Arceus is [a] post-pandemic full game. Sad to see them doing this shit, and this direction has me reconsidering a purchase of Z-A.”

DLC isn’t new, though, so there’s some precedent for Mega Raichu and any others added in Mega Dimensions that might be unveiled between now and launch to be gated behind a paywall. The Kalos starter Mega Evolutions, however, are adding a new wrinkle to completing the Pokedex that is gated behind both an additional cost and a gameplay skill check. In order to get Mega Chesnaught, Delphox, and Greninja, you’ll have to rise up the ranks in online battles, and that means you not only have to play online, but you have to win against other players. The first rub of this is that it’s another pay gate, as you’ll have to pay for an online subscription to play against other trainers through the internet. It will require at least a few months of subscribing to get all three, as each is being given out as a seasonal reward, though we don’t know how long each season will last yet. A Nintendo Online membership costs at least $3.99 a month, so you likely won’t be able to get all the Mega Evolutions the game has to offer without also spending at least $12 on a subscription.

After you’ve paid to play online, you’ll actually have to defeat other players, meaning that if you’re not a skilled competitive player who is looking to get sweaty in ranked matches, you could very well not get the Mega Stones you’re paying for. This also means you won’t be able to have any of these forms on your team during your first playthrough, which is a real bummer for folks who want to have these guys by their side as they see Legends: Z-A’s story through.

I’m actually pissed the Kalos Starters Megas are locked behind Ranked Matches. I HAVE TO WAIT HOW FUCKING LONG FOR MEGA CHESNAUGHT.

— Aegis (B-Day 9/17) (@ArtsyAegis) September 12, 2025

Man, I can’t even use Mega Delphox on my first playthrough. pic.twitter.com/v8f2ROiI6B

— PearlEnthusiast (@palkiaorigin) September 12, 2025

YOU HAVE GOT TO BE KIDDING LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO pic.twitter.com/OVYGyCCAEl

— Out of Context Pokémon (@OoCPokemon) September 12, 2025

 

Today’s news got me feeling like pic.twitter.com/sibPdmKmjf

— Comikage Kira 🏳️‍🌈🇺🇦🇵🇸 (@BurnerBoi42069) September 12, 2025

When you lay it all out, completing the Mega Pokedex in Legends: Z-A will cost, at minimum, $112 on the Switch 2. If you’re playing the game on the original Switch, that total will be 10 dollars lower as the game itself only costs $60 on older hardware. But wowza, that’s a lot of money to be asking for when the game isn’t even out yet. That’s nearly the price of two full-priced games, which is typically what The Pokémon Company asks for when it puts out each new pair of games each generation. Maybe this is the company’s way of making up for taking a year off from a mainline RPG or DLC in 2024, or perhaps The Pokémon Company has the type of greed they talk about in the Bible. One way or another, completing Legends: Z-A just got much more expensive after one Nintendo Direct, and that’s not the vibe Game Freak or The Pokémon Company probably wants with the game just a month away from launch on October 16.





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September 15, 2025 0 comments
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Lego Voyagers Review - Building A Relationship
Game Reviews

Lego Voyagers Review – Building A Relationship

by admin September 15, 2025



There are so many great co-op experiences to be had right now that my biggest issue isn’t finding something to play with my wife or kids, it’s finding enough time to play them all. But I’m glad I made the time for Lego Voyagers, because it’s the sort of game that is immediately, obviously special, and culminates in a beautiful final few minutes that made my kids and me care deeply for a simple pair of Lego bricks.

Lego Voyagers is a two-player co-op game, so there’s no solo mode, nor can you pair up with a bot partner. Played online or–even better–with two players sharing a couch, the game takes only about four hours to go through. But that’s time very well spent, I can tell you, after having played it with my daughter and son at different times.

Lego Voyagers stars two minuscule Lego bricks. Both nameless, they’re each personified only by their single googly-eye sticker, as well as their different colors; one is blue, the other is red. The simple, wordless story is nonetheless affecting. As the pair live out their lives as neighbors and buddies atop a small island built of Lego bricks, a rocket in the distance can be seen taking off, awakening in them a passion for science and space travel. Heading off from home, the pair go on an adventure to explore this passion together.

Voyagers’ art direction recalls developer Light Brick Studio’s previous Lego game, Lego Builder’s Journey, with brick-based dioramas propped up like islands. Early sections are set in something like a nature trail, so autumnal Lego bricks decorate the world, as water rushes below and around the landmasses. Later in the story, the pair of brick buddies end up in more industrial spaces, giving the game an aesthetic overhaul but consistently looking gorgeous throughout, thanks to some fantastic lighting and the basic foundational art design that turns everything you can see and interact with into Lego bricks.

Voyagers is a puzzle-platformer at its heart, but it’s designed for players of most experience levels. Because it’s a co-op game, the puzzles usually require both players work together, but It feels built in such a way that virtually any two players could complete it, be it parent and child, siblings, best friends, or partners. Naturally, the puzzles tend to ask you to build together, too. Simple solutions early on, like building a Lego bridge to cross a gap, introduce the physics-based nature of the characters and world. Its basic controls consist of moving, jumping, and locking into any open Lego stud you can find.

Working together to build solutions to problems naturally fits the Lego aesthetic.

Sometimes this means picking up loose pieces, moving, spinning, and stacking them to make something that will help you progress, like plugging in a Lego battery to open a gate. Other times, you may scoot into a little Lego chair and operate contraptions like an industrial magnet, with one player carrying the other across an opening where they can then return the favor. The blue and red characters wobble around, traversing rocky trails and stumbling through forests as each player may or may not mash on the “sing” button, which allows them to call out to each other with noises that sound sort of like baby babble.

As you progress, the game reveals its keen eye for instructional play. For example, you may come to a landing with a rock wall too high to simply jump over, but several loose Lego bricks lie about. You and your partner know by then that you can easily build with any loose pieces you find all across the game, and when you do so in this case, you’ll see you’ve built something like a long stilt, which you can then move end over end up the rocky path, sort of like a stiff reverse Slinky, provided both players push their characters in the same direction.

Later in the game, you’ll need to learn how to do things like operate vehicles together, with one person steering while the other controls moving forward or backward. Lego Voyagers consistently builds on its playful mechanics, always asking players to collaborate, and always expressing Lego’s inherent best parts: creativity, spontaneity, and a sense of child-like silliness.

While the puzzles do expect a basic level of video game know-how–how to use a controller, for example–for the most part, the game’s language is one of relentless forgiveness and approachability, which I greatly appreciated. Few puzzles demand solutions built around strictly timing your actions, giving younger or less experienced players plenty of runway to perform their duties as half of the puzzle-solving duo. The game’s ever-present platforming elements–in which you may frequently fall off the world into the waters below–are so forgiving that you instantly respawn from where you fell off, even holding any loose, puzzle-solving bricks you may have lost in your fall. It’s a game that often challenges you but never punishes you, and playing it with my six-year-old especially made that design choice both impossible to miss and easy to adore.

Each puzzle we encountered did well in presenting the dilemma wordlessly. They reliably had the feeling of emptying a bag of Lego bricks onto a table, then building something you can already see in your mind. While most puzzles do have specific solutions you’re meant to use to progress, the finer details are often up to you. Maybe you need a makeshift staircase to climb a wall, but the precise shape of that staircase can vary, as players connect different bricks in different ways. It was especially joyous to watch my kids take the lead in moments like these. There are dozens of Lego games, but few quite capture that special feeling of building with your kids like Lego Voyagers does.

The only issue I had with Voyagers was how, on a small handful of occasions, it felt like we’d actually cheated the game somehow. This was usually because of how respawning after a fall works. If I’d made it to a platform and my co-op partner hadn’t yet, it was sometimes the case that they could fall off the world and respawn beside me instead of still needing to face the rest of the puzzle. It was a rare but odd case when this occurred, and though it could be seen as yet more forgiveness from the game’s world design, in these instances, it felt more like we’d lightly, though inadvertently, broken our way past a solution that would’ve been more satisfying to rightly solve.

The often peaceful vibes of Lego Voyagers are a wonderful change of pace compared to typical kid-friendly fare.

The tranquility of the world is something else I love about Voyagers, because it feels so unlike many family games and other experiences aimed at kids. As a parent, I’ve found I’m not always so enthusiastic for media that feels overly chaotic and loud. Lego Voyagers eschews that candy-coated energy and instead offers a game that is very laid-back, made complete with a soundtrack of slow, synthy rhythms that match the world’s dedication to simply hanging out with your friend or loved one. The game as a whole is less like a day at a theme park and more like a nature hike.

All of this dedication to meaningful time spent together and creative play spaces that let imaginations take over is made more powerful thanks to its unexpectedly moving story. There are no words, no narrator, no text-based exposition. Lego Voyagers tells you everything you need to know using its lovely music, the sneakily nuanced sing button that changes contextually as the story goes on in a few clever ways, and the simple premise at the start.

The two Lego pals seek adventure, and going on that adventure with them culminates in an ending that is as sweet as it is smart, repurposing some of the game’s core pieces in new ways that pack an emotional punch fit for players of any age. Much like building with Lego, it dismantles what was there to create something different, and those final few minutes, if they were sold in stores as a Lego set, would be flying off the shelves. It’s a beautiful game in so many ways, but most of all that beauty shines through in the would-be simple story of two friends on an adventure together, which easily became just as special for me and my loved ones.



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September 15, 2025 0 comments
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Where's our Borderlands 4 review?
Game Reviews

Gearbox tries to prove to Borderlands 4 players that the game is optimised, actually, but just shows it’s a load of Claptrap

by admin September 15, 2025


Borderlands 4 is getting lambasted everywhere online for just how poorly it performs for many players on PC. It’s all anyone is talking about in the game’s Steam reviews and elsewhere.

The debacle has certainly given the game a certain image, and developer Gearbox clearly isn’t happy with this current state of affairs. Unfortunately, the developer has decided to respond to the complaints in a strange way that ends up actually undermining its point.


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The saga of Borderlands 4’s performance troubles on PC is a very common one. It’s a modern AAA game that performs worse than you expect it to given the hardware it’s running on. In this case, too, the visuals aren’t impressive enough to warrant how heavy the game is.

Borderlands 4 also runs on Unreal Engine 5, which has itself become something of a punching bag. Anytime a game that uses it runs into technical issues, players are quick to blame the engine. Add Denuvo DRM to the mix and the game really has the full package.

Gearbox’s solution to all that negative feedback – which includes many hours of content from top tech YouTubers – was to release ideal settings for some of the most popular Nvidia and AMD GPUs on the market, which it suggests players use.

There are two massive guides – one for each GPU brand – that list every single in-game setting, and the recommended value for each for 1080p, 1440p, and 4K. It’s a bit of an overkill, considering the initial settings released for Borderlands 4 ahead of its launch were nowhere near as detailed. These updated guides, on the other hand, offer framerate targets, resolution, and whether or not upscaling is required to achieve each one.

Image credit: 2K / Gearbox

Unfortunately, as detailed as they may be, the two lists only serve to prove players’ points that Borderlands 4 simply isn’t optimised well enough to take advantage of the hardware it’s running on. The reason is that upscaling is required for almost every single one.

In fact, for most of the higher-end GPUs, achieving a framerate beyond 60fps requires frame generation, which the two guides clearly state. Frame generation, if you’re unfamiliar, is similar to motion smoothing, in that it interpolates the frame buffer to add more virtual frames, increasing input lag.

Frame generation is also generally recommended for players who can already reach above 60fps comfortably, as its drawbacks become much more serious when your hardware/settings combination can’t reliably achieve 60fps without it.

The guides only really serve to shift the blame onto players, who are clearly advised to temper their expectations (and their settings), not to mention rely on frame generation to achieve acceptable results regardless of how powerful their GPUs are.



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September 15, 2025 0 comments
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I love Donkey Kong Bananza's new DK Island & Emerald Rush DLC - but should it have been in the base game?
Game Reviews

I love Donkey Kong Bananza’s new DK Island & Emerald Rush DLC – but should it have been in the base game?

by admin September 15, 2025


If you had to push me for criticisms of Donkey Kong Bananza, there aren’t that many I can level at it. It’s a smashing time – hur hur – and though it perhaps doesn’t have that jaw-dropping impetus of a Mario Odyssey, it is nevertheless something special. Here’s one, though: the post-game offering is over way too quickly. Nintendo has now addressed that with a new downloadable content, DK Island & Emerald Rush.

Donkey Kong Bananza: DK Island & Emerald Rush DLC

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Played on Nintendo Switch 2
  • Availability: Out now on Nintendo Switch 2

While not technically an exclusively post-game affair – as a paid DLC you can travel to its titular isle and begin exploring at any progress point – expansion-wise it certainly feels like one. The stuff added offers a variety of delicate twists and variations on the game systems showcased across the main game, all crammed into a vaguely roguelikey framework. Add on a healthy shot of nostalgia with the return to a location eighties and nineties kids will remember fondly, complete with a new arrangement of Grant Kirkhope’s lovely hub world music, and you’ve got a winner.

And yet… I feel rather strange about it. It’s one of those releases that doesn’t suffer from any nasty complexity on its own merits, but rather due to context. I like the expansion. But the price, the proximity of this DLC to the main release, and the fact that I’d already been mentally comparing Bananza’s post-game activities to that in Odyssey in an unfavorable way adds up. I find myself thinking a classic, good old faithful: this should have been in the base game, right?

Our full Donkey Kong Bananza review, in video form.Watch on YouTube

I mean, for now, I digress. What’s the DLC about? Well, basically, it lets you visit a loving recreation of DK Island (though it is more of an atoll, ackshually), which has been the canonical home of the Kong clan since 1994’s Donkey Kong Country. It’s appeared in various forms over the years, though this version most closely resembles that featured in Donkey Kong 64 – but with lovely nostalgia-baiting references throughout, be that K. Rool’s pirate ship wrecked off the island’s shores, or a smaller island shaped just like some Jungle Beat bongos. This is an area for the fans. It’s a charming little area, and my nostalgia meant it was actually the first Bananza locale I actually felt a bit bad smashing to bits.

DK Isle can be visited just for a hang, and the vibes are indeed lovely. But once the main game is clear you’ll find one of the villains washed up on its shores, which through various fluffy-plotty machinations gives way to the introduction of Emerald Rush, the other half of this DLC’s title and the other half of the content.

In Emerald Rush, vast amounts of emerald material appear across the map. This is easily smashable, and your job is to shatter loads of it to collect it in a time limit scenario. There’s a catch: all of DK’s abilities are removed, and the only way to regain them is to destroy special emerald banandium gems throughout the world. What ability each banandium gem gives you is random, however, and no two runs will be the same. Fossils also must be collected, each offering up upgrades to how the mode will play out – offering bumps in the amount of emerald certain actions will give and so on.

Image credit: Eurogamer / Nintendo

It’s in this that the roguelike element comes in. You’ll have to carefully think about your approach and use of abilities based on what the RNG gods bequeath you. DK and Pauline’s clothes become vastly more important, as they’re one of the only things you control going into a run. The difficulty ramps up, making it a real race to collect enough emerald to progress to the next round. Initially this all happens on DK Island, but as you progress you’ll gradually unlock versions of this mode across many of Bananza’s different ‘layer’ levels.

I have to level with you right here, right now: whatever I might make of the pricing, this mode absolutely slaps. I love it. I’ve got a thirteen hour flight coming up and by the end of my second or third Emerald Rush run, I knew exactly what I’d be doing for most of it (sleeping, yeah – but after that, this). The time limit the frantic high-score chasing nature of the mode means that you enter a trance-like state while playing it – and it works best as post-game content because it asks that you consider all the skills, mechanics, and tricks you’ve learned, carefully deploying them to the best possible effect.

This even turns to address one of my complaints from the base game. There, I noted that several of the Bananza form moves and upgrades were pretty useless. Here, the random nature of runs means you might be forced into reconsidering moves you’d previously written off. I’ve ended up building entire runs around moves that I felt pretty useless. In this sense, the mode feels like an absolutely natural ‘conclusion’ to the exploits of Bananza. It’s brilliant.

Image credit: Eurogamer / Nintendo

There’s frivolous but nice-to-have additions, too: new statue collectibles to decorate DK Isle, new clothing, music discs that let you take the DLC’s excellent new music elsewhere. It ticks the boxes. But I find myself looping back, with a grimace, to that price.

Back at launch, there was plenty of chatter about Nintendo’s decision to launch Mario Kart World at £75. Bananza came in around a tenner cheaper, which in light of the quality of the game and the expense of Mario Kart seemed to stand in its favor. But with a £17 expansion that really does feel like it should’ve been part of the main game’s post-game offering, this is now more expensive than Mario Kart – which stings a little, even if I think it’s the better game. The thought is sharpened further by the fact that this DLC has a better and more rich post-game experience than the main game. After the brilliantly-presented DLC credits roll, a bevy of new challenges drop.

Basically, what I’m saying is – mechanically, presentationally, in vibe, in tone – it all feels like the mic drop that should’ve been in the main game. The super-hard ramping difficulty; the nostalgia bomb that note-for-note matches Odyssey’s Mushroom Kingdom unlock, even the way it recontextualises past areas.

That a DLC developed during the main game is so strong is a testament to Nintendo’s understanding of what it had built with Bananza. Usually additions this wise, in their consideration of how to redeploy the core game’s mechanics, come some time after launch, taking into account player response and the like. With this article going live just two months after my pre-release review of the base game, clearly that wasn’t the case with DK Island & Emerald Rush – but that knowledge also works against my impression. As good as it is… this feels like the missing piece of the core game. And it’s 16 quid extra.



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September 15, 2025 0 comments
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Balatro update delayed as developer preserves "hobbyist" approach to ensure this isn't the last update the game gets
Game Reviews

Balatro update delayed as developer preserves “hobbyist” approach to ensure this isn’t the last update the game gets

by admin September 15, 2025



Balatro was set to receive a 1.1 update this year, but its solo developer LocalThunk has pushed it back in order to preserve his “hobbyist” approach to game development.


In a statement titled “I’m slow”, the developer apologised for the delay, adding he “probably shouldn’t have announced any date”. “I feel bad for not keeping that promise, and I am sorry,” he said.


Since release, LocalThunk has been crunching alone on a balance patch and a mobile port, before taking some time out and then beginning 1.1 work slowly this year. “However, I chose to only work on the game like I did when the project began, as a hobbyist,” he said, “and it turns out that it’s a lot slower than working in crunch mode 12 hours per day like I was around launch.”

Balatro Mobile – Official Release Date TrailerWatch on YouTube


LocalThunk said the prospect of rushing the work “felt terrible”. “I am working slowly, but I like it that way,” he said.


“I have never, before Balatro, set a deadline for any of my creative projects and I now realise how important that is for my process,” he continued. “I am in a very lucky position in that I can choose to work this job however I wish, and I think the best version of ‘work’ for me is the version that makes me want to come back to my keyboard every day, healthy, and hopefully just as excited about game development 5 years from now as I am today. I don’t want 1.1 to be the last update this game gets.”


As such, the 1.1 update will be “done when it’s done”, and will be available for free across all platforms. It just won’t be this year.


He concluded: “The Balatro player in me will absolutely not allow me walk away from developing this game…Rest assured, it will happen.”


After a shaky start with ratings boards, Balatro has gone on to find phenomenal success. LocalThunk has 100 percent completed his own game, which has “equipped” him to better design the next update.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.

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September 15, 2025 0 comments
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There’s an old MST3K-style video series about a bonkers collection of Flash games I keep going back to, so I invite you to join me down the rabbit hole
Game Reviews

There’s an old MST3K-style video series about a bonkers collection of Flash games I keep going back to, so I invite you to join me down the rabbit hole

by admin September 14, 2025


Screenshot by Destructoid via Retsupurae/ZapDramatic. Remix by Destructoid

“The psychological assessment test, you moron.”

|

Published: Sep 14, 2025 02:59 pm

Do you remember Adobe Flash? Or does it make me old, even asking the question? Well, in the pre-Unity, pre-Steam, pre-indie era of online entertainment, this humble software platform was the primary source of browser-based gaming fun, serving as the precursor to the vibrant solo dev efforts of today. Creators of crappy (and occasionally awesome) Flash games in the early aughties crawled so we could run.

The vomit-green Skittles of gaming

I am aware this already opened a can of Pandora’s worms – excuse the mixed metaphor, my writing is fueled by an excessive dosage of caffeine today – when it comes to millennial nostalgia, and you can bet your bottom dollar that we will eventually revisit this graveyard of gaming history from the perspective of our favorite pastimes, too.

On this occasion, I’d like to direct your attention to a secondary form of experiencing Flash game non-classics: by watching someone else play them, of course. Or, rather, watching the OG legends of the early Let’s Play era—slowbeef and Diabetus of Retsupurae fame, an MST3K-style comedy riff show that tackled terrible games and terrible playthroughs of games in equal measure alongside a whole bunch of other things, which was a decade-long YouTube experiment spanning from February 2008 to March 2018. It’s a time capsule in many ways, and one well worth checking out in detail if you enjoy old-school snarky web content.

For today, they will serve as the best possible tour guides into the strangest Canadian I have ever heard of: Michael Gibson, aka ZapDramatic, who created a series of interactive story games from Newgrounds that aim to help you navigate the labyrinth of disturbed people’s psyches.

They look like this:

Cosmic horror. Screenshot by Destructoid via Retsupurae/ZapDramatic

And they behave like this:

A terrifying amalgamation of scary and silly. Screenshot by Destructoid via Retsupurae/ZapDramatic

Truly, a picture is worth a thousand words.

The product of an incomprehensible mind

Every few years, I find myself drawn back to the Retsupurae crew’s playthrough of Michael Gibson’s intellectual output, like a hapless character in a Lovecraft story stumbling back to a long-buried copy of a skin-bound Necronomicon. It all starts out with a healthy dose of WTF and gets more nonsensical from there, played entirely straight and taken wholly seriously by Mr. ZapDramatic all along.

We progress from standalone scenarios to a longform multi-game series called Ambition that begins with a husband strapping a few dozen sticks of dynamite to his torso in a bid to reclaim his kids—this is episode one—followed by encounters with a hitchhiker, infidelity issues, psychiatric evaluations, a murder, a police investigation, conspiracies, marriage counseling (no, I didn’t get the order wrong), a trial, a ghost, a terrorist, I can’t take it anymore—it’s calling again—help—

There’s so much more, made even more amusing by the whiplash-inducing tonal shifts from scene to scene and series to series. While playing through the games would no doubt be like pulling teeth, having appropriately snarky tour guides for this car crash, and an excellent longplayer in the form of PinstripeHourglass, makes for a legendary bit of classic gaming YouTube content. If you’ve got a few hours that you’d like to spend getting repeatedly baffled, I can’t think of a better way for you to do so.

There’s an inevitable point in composing fiction where the content begins to bend. Either under the weight of its conflicts with reality, or the pressure points created by all the elements you previously established, characters and events in a longer story inevitably collapse if they are haphazardly piled on top of each other without rhyme or reason.

But sometimes, an incredibly bad writer can find a way past the singularity and the event horizon, and keep going further to an impossible other side, where it’s fine that nothing makes sense anymore because you are completely disarmed by their oblivious confidence, and you can’t wait to see what is the next bit of nonsense they have managed to come up with. Truly, the only thing I can compare it to is Tiger King. Except this is about a series of video games, so it is a much better fit for us.

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September 14, 2025 0 comments
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As Silksong drags them into the spotlight again, have boss runbacks had their day?
Game Reviews

As Silksong drags them into the spotlight again, have boss runbacks had their day?

by admin September 14, 2025


Hello and welcome to the first in an almost certainly occassional series of features we’re tentatively calling The Big Question, in which, having failed to reach a decisive position on something we’ve been having fun chattering about in the office this week, we present it to you, the EG community, for further interrogation.

Let me paint a picture: Vlor, Despoiler of the Night, raises his mighty fists toward the blackening sky, thick swells of crackling magic signalling an incoming downpour of vicious spears from dimensions unknown. Sword aloft, you rush in, seizing this rare moment of vulnerability to chip, chip away at Vlor’s health bar. Only – your timing is off; your dodge is too slow, and before you know it, you’ve gurgled another death cry, respawning a potentially tortuous five-minute odyssey away from Vlor’s Palace of Desolate Ruin and another chance to best him.

Yes, I’m talking about the classic boss runback – distant cousin, perhaps, to the unskippable pre-boss cutscene – and one of the most divisive mechanics to have been embraced by developers inspired by FromSoftware’s Souls games. For a time, if you’d asked, I probably would have evangelised the runback; if there’s one thing I’ve learned battling through From’s oeuvre, it’s that calmness isn’t just a virtue, it’s a necessity. Anger breeds impatience, impatience breeds carelessness, and suddenly you’ve got two dozen gigantic spears sticking out the top of your head at concerning angles.

My old argument, then, was that runbacks were a vital opportunity for re-centring – a chance to breathe out the rage as you traversed a familiar path, ready to face your formidable opponent again with perfect mental equilibrium. By Dark Souls 3, though, the series’ boss runbacks were growing notably less severe, and by the time Elden Ring arrived – let’s ignore Raya Lucaria – it seemed From was about ready to consign them to the dustbin of video game history once and for all, tossed aside as a pointless bit of legacy faff. And you know what? I didn’t miss them.

Dark Souls 2: Sins of the First Scholar (left) added much-needed shortcuts to reduce some of the original’s excessive runbacks, while Dark Souls 3 (right) famously went a bit gungho with the bonfire placement.

But as other developers began looking to capitalise on From games’ popularity, runbacks – alongside other familiar Soulsian mechanics like world-resetting rest points and currency drops on death – started proliferating elsewhere. Over the years, we’ve seen the subgenre embraced by the likes of Nioh, Salt & Sanctuary, Lords of the Fallen, Mortal Shell, Blasphemous, Steel Rising, Nine Sols, and Lies of P; the full list is long. And while some studios opted to ape the formula as closely as possible for maximum authenticity, others, particularly in recent years, either jettisoned runbacks entirely or shortened them so much they felt little more than an obligatory nod. For a time, it seemed runbacks might finally be falling out of fashion, but then came Hollow Knight: Silksong. With its punishing difficulty and often lengthy runbacks, Silksong has helped resurrect the conversation once more: do boss runbacks really serve a purpose or are they just an archaic, infuriating bit of time-wasting design that’s well past its prime?

The comfortable, posterior-supporting calm before the Silksong runback storm. | Image credit: Eurogamer/Team Cherry

On Silksong specifically, Eurogamer’s Dom Peppiatt – a massive fan of the original Hollow Knight – is torn. “On the one hand,” they explain, “I really appreciate what Team Cherry has done in making them dynamic: you cannot just autopilot your way back to the boss in most cases, because the path is laid out with threats that do not react the same every single time. Enemies may back-dash, hurl projectiles that intercept your jumps, or burrow up/down through the terrain. It means you have to think, react, and be aware every single time you die – you can’t just sleepwalk your way back to an encounter like you do in some FromSoft games, even the runback is a test. That’s fun. It wakes you up, it makes you think about your path.”

So from a design perspective, Silksong gets a tentative thumbs-up, but from a player perspective, Dom is much less convinced. “I dislike it,” they continue. “It reminds me most of the runbacks in Dark Souls 2, often messy, needlessly long, and interruptive to the overall flow of the experience. I like a runback: I think it’s a good way to tutorialise players and have them (very quickly) learn the nuances of your game, but Silksong errs on the side of sadistic for me. I’d rather the mean-spirited aspects of the game be kept to the boss encounters and dedicated puzzle areas; having it seep into the connective tissue is just a bit too aggravating.”


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I also posed the same question to Eurogamer’s Ed Nightingale, a man so firmly embedded in From’s glorious worlds at this point, it’s a wonder he hasn’t morphed into a mossy castle. “I’m not totally averse to runbacks,” Ed tells me. “I’ve played enough Souls games to appreciate how repetition becomes muscle memory and, thus, mastery. Heck, Demon’s Souls is almost entirely runbacks as entire levels must be completed before a boss battle. But even FromSoftware has slowly phased these out, with Elden Ring not only being generous with Sites of Grace but adding Stakes of Marika outside of boss doors too. By comparison, Silksong’s runbacks feel archaic, especially with its Sonic-levels of infuriating enemy placement.”

“I don’t mind dying repeatedly to a boss,” Ed adds from the comfort of his favourite poison swamp. “I do mind dying repeatedly against a tiny floating critter who I should be able to get past with ease, but flutters irritatingly just out of reach. Where’s my fly swat?!”

Lies of P is much more forgiving with its runbacks. | Image credit: Neowiz/Round8 Studio

But what does a newcomer to Soulslikes have to say about all this? Eurogamer’s Robert Purchese has been braving Silksong with only limited experience of these kinds of games, and is not, it transpires, having an entirely good time. “It’s such a fine line, isn’t it?,” he says. “I was very fed up the other evening while attempting a speculative blind jump into an abyss. I couldn’t land it – I’m not even sure I was supposed to land it – but I kept trying, over and over, and each time involved a lengthy runback. And I got bored, and at that moment, I cursed the game’s design.” But amid that mounting fury, a memory triggered for Bertie, harking back to his time playing massively multiplayer online role-playing games.

The feeling’s mutual, Blasphemous man. | Image credit: Eurogamer/The Game Kitchen

“There, I’ve been doing runbacks for years,” he explains. “Even in a more sanitised experience like World of Warcraft, you have to run back to your corpse if your team dies in a dungeon, and try and resurrect everyone, which can be incredibly dangerous depending on where you die. But in older MMOs, where dungeons weren’t instanced and all the enemies respawned – effectively closing the route behind you – it meant someone, usually a healer, would have the perilous task of trying to get back there if you died. Or your entire group would have to redo all your progress in the dungeon and reclear the path if you wanted to try the boss again. And isn’t that, essentially, the same thing?” It’s a reminder that runbacks have a legacy far beyond Soulslikes; and considering the ongoing popularity of roguelikes, in which the concept of the runback is arguably stretched to its extreme, it’s perhaps a sign they’ll continue to endure.

So that’s us, then; firmly and unhelpfully straddled on either side of the fence of consensus. So we ask, is the boss runback an outdated bit of game design that should be consigned to the past, or is there still value in those lengthy returns? Over, as they say, to you.



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The best Borderlands 4 PC graphics settings
Game Reviews

The best Borderlands 4 PC graphics settings

by admin September 14, 2025


Ready to shoot and loot until you can’t any longer? Borderlands 4 has arrived, and it’s brought some hefty visuals with it.

Gearbox’s latest FPS has some demanding settings when it comes to PC performance, so it may take some tweaking to get the game looking and running properly, especially if you have a somewhat older build like I do. I struggled early on until I figured out the right settings for my PC.

Thankfully, I now have the game running at a stable framerate, albeit with some sacrifice to visual quality. But trust me, you want BL4 to run smoothly as you are running, gliding, grappling, and driving around the new, awesome location of Kairos.

Here are my tips for the best PC graphics settings to use in Borderlands 4.

Best Borderlands 4 graphics settings

Image via 2K

First, I would suggest using the Auto-Detect Graphics Preset to Run Auto-Detect within the game’s Advanced Visuals options to see what the game recommends for your PC. From there, it’s time to tweak settings up or down to get the best performance while also retaining fidelity.

If you’re having difficulties running Borderlands 4 at a smooth framerate, try out these settings:

  • General
  • Resolution Scaling
    • Upscaling Method: GPU-dependent
      • Use DLSS for Nvidia GPUs or FSR for AMD GPUs.
    • Upscaling Quality: Balanced or Performance
      • This was the single most important setting for me. Once I lowered it, I saw an immediate boost in general FPS and stability. Balanced will retain some visual fidelity while also helping with performance, but if you continue to struggle with frames, lower this to Performance or Ultra Performance at the cost of making the game a bit uglier. I do think it’s worth it when it comes to keeping your FPS stable.
    • Spatial Upscaling Quality: Disabled
    • Scene Capture Quality: Full Resolution
    • Frame Generation: Off
    • Nvidia Reflex Low Latency: Boost
  • Environment
    • HLOD Loading Range: Near
    • Geometry Quality: Low
    • Texture Quality: Medium
    • Anisotropic Filtering Quality: x1
    • Foliage Density: Very Low
    • Volumetric Fog: Low
    • Shadow Quality: Low
    • Directional Shadow Quality: Low
    • Volumetric Cloud Shadows: Disabled
    • Lighting Quality: Low
    • Reflections Quality: Low
    • Shading Quality: Low
  • Post-Processing
    • Post-Processing Quality: Low
    • Motion Blur Amount: 0.0
    • Motion Blur Quality: Off

Borderlands 4 system requirements

Image via 2K

Before picking up BL4, make sure that your system meets the requirements below. The more VRAM and RAM you have, the better it will be for you in the end.

  • Minimum requirements
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / Windows 11
    • Processor: Intel Core i7-9700 / AMD Ryzen 7 2700X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2070 / AMD Radeon RX 5700 XT / Intel Arc A580
    • Storage: 100 GB available space
    • Additional Notes: Requires a 64-bit processor and operating system. Requires 8 CPU Cores for processor. Requires 8 GB VRAM for graphics. SSD storage required
  • Recommended requirements
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / Windows 11
    • Processor: Intel Core i7-12700 / AMD Ryzen 7 5800X
    • Memory: 32 GB RAM
    • Graphics: NVIDIA GeForce RTX 3080 / AMD Radeon RX 6800 XT / Intel Arc B580
    • Storage: 100 GB available space
    • Additional Notes: Requires a 64-bit processor and operating system. SSD storage required

Borderlands 4 Nvidia optimization guide

Due to BL4’s varying performance at launch, Nvidia and Gearbox came together to release a full-fledged optimization guide for several different graphics cards and resolutions. Check out the full list of info on the Gearbox website.

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There is an absolute banger of a Feel Good Inc. remix made exclusively out of Stronghold Crusader sound effects, and it is now available on Spotify
Game Reviews

There is an absolute banger of a Feel Good Inc. remix made exclusively out of Stronghold Crusader sound effects, and it is now available on Spotify

by admin September 14, 2025


You’ll always find some sort of otherworldly artifact in your YouTube song mix if you let it run long enough.

I’m not sure how and why the algorithm decided to serve me up this recent banger from Egg Beatz that uses nothing but sound effects from Middle Age strategy game classic Stronghold Crusader to recreate Gorillaz’ legendary Feel Good Inc., but it almost makes up for the precipitous drop it has recently caused to many of my favorite creators’ view count.

(Almost.)

But back to the banger! While you’ll definitely get more out of the song if you have played any of the classic Stronghold games, you can appreciate the skill and effort on display even without any experience with the world of the Rat, the Snake, the Pig, and the Wolf.

Starting off with The Pig’s distorted, slowed-down laughter, and the Arabian Assassin unit’s classic voice line setting the tone, followed by a slow buildup of the ever-so-common “No change in the treasury, lord,” you just immediately know that you’re in good hands.

Then it goes on like this:

“Something is wrong with our hops, mylord

My master thinks we’re losing this war

Gird your loins, sharpen your steel

Failure is not an option, just keep your eyes peeled

I’ll be away from work for a fair while

No space in the stockpile

I heard a rumor, a message from your scribe

Bandits are operating near the castle, lordship.”

Again, all this is arranged to the tune of Feel Good Inc., and it works shockingly well.

The best part? This awesome arrangement is now also available on Spotify, courtesy of the team at Firefly Studios being good sports about such a truly transformative work. For my money, this has now surpassed the legendary Age of Empires 2 theme song remix with the unforgettable Wololo autotune.

Yeah, there are some great gems at the bottom of the internet if you are still willing to rep the classics.

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Today in video games - 12th September
Game Reviews

Today in video games – 12th September

by admin September 14, 2025


How much do you know about the Itch/Steam adult game crackdown?

Image credit: Lorenzo Redaelli/Eyeguys/Santa Ragione/Eurogamer

I’m sure you’ve heard that it’s going on but how much do you know about the Itch.io and Steam payment processor-related crackdown on adult games? What even is an adult game? It suggests one thing but can include many things.

Matt investigated the collateral damage on queer-themed adult games yesterday and received some incredibly powerful quotes in response. At its heart, it’s a story about censoring and controlling art, and if you whittle away what’s allowed and what’s not, where then will you find the edges sharp enough to pierce and make a point?

“We are sick and tired of how games are viewed as vile and derogatory by people who don’t understand them,” says Bobbi Augustine Sand of developer Transcenders Media. “We want games to be taken seriously as a medium. Games that include sex as a topic or content are no different from other media doing the same.”

“People make art about traumatizing events, taboos between adults, and even violence, and these are paid for every day by people who go to the movies or buy novels. Video games and interactive fiction have the same potential to transform lives for the better,” adds Queer Bundle organiser Caroline Delbert.

Lorenzo Redaelli of Mediterranea Inferno fame concludes: “Art is the most precious resource we have as humanity, and that’s something that concerns everyone… For years, indie authors have been working hard creating and fighting against the market to dignify the art of video games, and that also means producing video games for adults, where a video game is not a toy. Let us be adults.”



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