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Clair Obscur And Choice-Based Games Don’t Have To Validate You
Game Reviews

Clair Obscur And Choice-Based Games Don’t Have To Validate You

by admin October 8, 2025



One of the many consequences of modern fandom’s obsession with “canon” is that stories that have open-ended themes or choices are now held to a new standard of scrutiny. Swaths of the video games we play are about choice, whether that be in the weapons we wield or the sacrifices we make; however, because the internet has become fixated on listing events in bullet points on wikis, the act of making choices and watching the consequences unfold isn’t enough. Some players want to be “right,” and they want video games and their creators to tell them so. Clair Obscur: Expedition 33 is not primarily a choice-based game, but it does offer one at the very end that changes the story entirely. Since the RPG launched back in April, fans have debated the merits of both outcomes, but because a sequel is coming and some people need validation, the developers at Sandfall Interactive have come out and said there is no “correct” ending.

Clair Obscur ends in one of two ways, depending on whether or not the player chooses to play the final duel as either the paintress Maelle or Verso, the painted version of her deceased brother. In an interview with Lits Play, Clair Obscur lead writer Jennifer Svedberg-Yen spoke about how both endings of the game are valid and were made with purpose. Neither was meant to be the “other” or “wrong” choice.

“I tell everyone there is no ‘correct’ ending, there is no ‘canon’ ending, there is no ‘official Sandfall’ ending,” Svedberg-Yen said. “Both endings are there for a reason; we put them both there for a reason; they were designed in a very particular way. Neither is perfect. Both are heartbreaking in their own ways. Both of them have parts that make you glad, parts that you feel like, ‘okay, I want a happy ending for these characters,’ but both of them also have their own cost. It’s a reflection of reality. You know, a lot of times, some people’s happiness does come with its costs. Things are very rarely perfect. And I think we were really trying to also show both sides of the story.”

She’s right. Obviously, the debate over which is the morally correct answer is a whole different discussion. I personally chose the Maelle ending because it felt thematically appropriate, while also understanding that the Verso choice is probably the one that provides the most closure. Both have their merits and drawbacks, and one of the rewarding things about choice-based games is that we get to argue about those forever. However, this modern need to have these decisions declared “correct,” either by the text or by the developers, has added an often dismissive layer to those discussions. 

To some extent, this goes back to an attachment players have to their own “canon.” If a sequel like Infamous Second Son chooses one of its predecessor’s endings to build off of, it raises questions about the other choice. Why was it there if it was going to be cast aside? What does it say about players who chose the other option? Were they wrong? Was any debate about the morality or merits of that choice for nothing? This is a cloud that has been hanging over the next Mass Effect game for nearly a decade, as the remnants of BioWare have to figure out how they’re going to make a fifth game set in the Milky Way that either works for all of Mass Effect 3’s galaxy-defining final choices, or picks one and moves the timeline forward from there.

BioWare is an interesting example to point to when it comes to this dilemma, because even though the Mass Effect and Dragon Age communities love to throw around terminology like “canon” to refer to specific choices that are chosen by default if players don’t import a world state or save from a previous game, the studio doesn’t view it that way at all. The team has even said it would rather not acknowledge a decision in a sequel like Dragon Age: The Veilguard than contradict it. This allows players to feel like their world state is valid, even if they’re not staring the ramifications of it in the face every game. 

Maybe it’s because I grew up spending a lot of my early roleplaying days working within the gaps that developers didn’t fill, but I’ve never looked for confirmation from games that I was “right” when I made a decision.  The need for a game or developer to justify what you’ve done suggests that making choices in games is about aligning your actions with the “true vision” of the developers, rather than actually expressing your own agency within the story. I almost always treat roleplaying in games as an opportunity for self-reflection. It’s a big part of why I make myself in character creators. These are my stories, and I’ll write them how I want. I’d rather a developer not pat me on the head and tell me everything I did was “correct” or aligned with canon; that’s not what it’s about, and it shouldn’t be a factor in our decision-making process.

Perhaps the uncertainty about “what really happened” is too much for some people. For me, that flexibility, the co-existence of multiple possibilities and my ability to shape which way things go, is the best part of when games give me that autonomy.  But the best choice-based games are the ones we’re still debating years later, not the ones for which the developers have retroactively decided which was the “one true choice.” So shoutout to Sandfall Interactive and Svedberg-Yen for sticking beside the decision they handed players, rather than capitulating to some imagined idea of “canon.” I hope they stay true to that in the inevitable sequel.



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October 8, 2025 0 comments
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Little Nightmares 3 Review - Recurring Dreams
Game Reviews

Little Nightmares 3 Review – Recurring Dreams

by admin October 8, 2025



While waiting for Little Nightmares 3 to arrive, I went back and replayed the first two games, and I was reminded just how much creepier the first one is than its sequel. The Janitor, with his sinisterly stretched arms that could seemingly reach the silent protagonist, Six, wherever she hid, was the stuff of children’s night terrors. The chefs, with their unsettling fleshy masks, taunted me with the truth that was veiled behind them. It’s a reveal the game never offers, leaving my imagination to run wild. The second game was still one I enjoyed very much, but it felt like Tarsier Studios had toned down some of the grotesque, haunting displays in the sequel. It failed to create memorable villains on par with the original. Little Nightmares 3 changes hands to the horror veterans at Supermassive Games, and though the addition of co-op is a great fit, it feels similarly sanitized and overly familiar at times. It’s as though it looked to the sequel more than the original for the blueprint.

Little Nightmares 3, like the previous games, is a cinematic horror-platformer, now newly built for two players–or one player and an AI companion. Without loading screens or virtually any prompts on the screen, it’s extremely immersive, dropping you into a world that runs on nightmare fuel. Both this game’s story and the broader universe are purposely vague, and this has always been the series’ best attribute. Scurrying through dark apartments, rundown schools, foggy beaches, and haunted libraries nails the intent to present the world as an ever-present threat that is effective not just because it looks and sounds scary or because you’ll reliably find yourself dashing away from monsters.

Instead, the world itself is so hard to grasp, operating on dream logic, like someone has extracted the real memories of kids’ nightmares and put them into a game. This means every creepy encounter with its monsters of different shapes and sizes always comes with bewilderment. What is this, and how do I evade it? The rules of the world are always changing, and with uncertainty comes fear.

Little Nightmares 3’s addition of co-op is a seamless, welcome change.

It’s as though every monster you encounter in the game picks at that nagging fear in the back of a child’s mind as they drift off to sleep. What if there really is something in the closet? What if that pile of clothes on the chair, somewhat humanoid in shape, is someone out to get me? What if those bumps in the night are more than a creaky house? From an audio and visual perspective, Little Nightmares 3 is incredible. It really ought to be played with headphones on because there’s an amazingly layered audio experience not to be missed. Echoes of ghosts cry out in darkened rooms, creaks and metal clanking rhythmically leave you wondering if what you’re hearing is a building settling or a monster stalking.

This third game in the series uses less music than the others, which I found disappointing given the series’ effective use of twisted lullaby-like tunes in the past. You can hear one in the main menu, but during the game, music is seldom heard outside of heart-pounding chase scenes.

Because the series’ platforming has always relied on physical space that lets you move through not just the X and Y axes, but also the Z axis, each area has a depth to it that invites some minor exploration and works itself into the puzzle-solving. You’ll sometimes find yourself not running left to right away from nightmarish creatures nipping at your heels, but instead running toward or away from the camera. These frequent shake-ups of perspective aren’t new to the series, but they once more help Little Nightmares 3 keep you on your toes like past games have done so well.

This depth of scenery still creates some issues, however. Like before, it can sometimes be hard to make a crucial jump or even step on a creaky floorboard acting as a makeshift bridge. Depth perception is made tricky given the game’s camerawork, though, like Little Nightmares 2, the game does well to keep you on narrow platforms if you make the right first step. The original game was happy to let you fall off, but this threequel benefits from the fix the middle game brought to the series.

It’s not without several villains, but Little Nightmares 3 can’t reach the heights of the original’s memorable monsters.

The more frequent issue, seen not just throughout this game but the series, is its way of demanding perfection in its chase scenes. If ever a monster is barreling toward you–and this is not uncommon–you’ll often need to execute perfect evasions through multiple rooms or areas, not missing jumps, not slowing down, and performing any puzzle mechanics without delay. In the co-op structure of Little Nightmares 3, this becomes an even more pronounced necessity–and possibly a greater frustration as a result. That’s because its characters, Low and Alone, each have a unique gameplay function, so you’ll find yourself relying on your partner not to mess up their role in any situation.

Low has a bow and arrow that can be used to shoot buttons out of reach, split threadbare ropes, or even occasionally pierce enemy weak spots. Alone comes equipped with a heavy wrench that they can use to turn mechanisms, smash through some walls and objects, or clobber enemies. Little Nightmares 3 still isn’t a game that has you fighting back like a survival-horror title. Instead, combat is limited to moments in which it is the solution to an environmental puzzle, like one instance where creepy puppets are chasing you across a dark carnival; Low shoots their heads off their shoulders, while Alone pulverizes those heads while the decapitated bodies continue to give chase.

Moments like these tap into the same panicked terror the series is known for, but one wrong move means resetting, and while checkpoints are almost always generous, some encounters take on the feeling of trial-and-error frustrations as you and your partner work out a solution. This is actually less of an issue in solo mode, because the AI partner is adept at doing what it needs to do, sometimes even initiating a solution before you may have figured it out yourself, like shooting a button you hadn’t even noticed yet, tucked away in shadows.

Though co-op can add some annoyances, overall, the game is better off for having it. When Little Nightmares 2 featured some scenes in which an AI partner helped you solve puzzles much like those seen in this newest game, it seemed like co-op could be a seamless transition, and Little Nightmares 3 makes good on that expectation. I don’t think it takes away from the horror of it either, because of that reliance on your buddy to hold up their end of the bargain. Twitchy, anxious moments that this series hands out in droves are sometimes made better by having a friend by your side, like creeping through a haunted house together, clutching one another with a tight, fearful hug.

Part of the reason co-op works so well is that the language of the series–how you explore, how you solve puzzles–isn’t altered in any major way, for better or worse. With minor tweaks to the puzzles’ mechanics, it’s easy to imagine how almost anything you experience in Little Nightmares 3 could’ve been experienced before in past games. This, combined with Little Nightmares 3’s lack of especially memorable monsters of its own, places this game somewhere in the range of the last one, with both of them staring up at the best-in-series original. I have no doubts that people who liked the other two Little Nightmares games will also like this one, as it hits all the notes. Its issue is that it does not often play many new or especially spectacular notes.

You’ll see more of the world than ever before, thanks to Little Nightmares 3’s pacing being a bit faster than the past two.

The game moves through the world more quickly than past games, which tended to slow down as you’d solve multi-room puzzles for many minutes at a time. Supermassive has both the skills and apparent intent to show off more of the world and that’s one welcome, albeit somewhat subtle, change that I adored.

But it’s the game’s Little Nightmares 2-like focus on enemies such as wooden dolls and plastic dummies that ultimately sanitizes things in the way the fleshy, goopy first game never did. I can’t chalk it up to the change in studio, as Tarsier itself had already pulled back in this way with the previous game. Still, it’s odd to see the series avoid those especially nasty displays reminiscent of the original in favor of something that feels more restrained. It feels like the team has consciously avoided those elements. This isn’t a gateway horror game, though. There are sights and sounds here that are still the stuff of nightmares, as they should be. But if you were looking to play them by saving the scariest of them for last, you should not start here.

Little Nightmares 3 is faithful to the series under its new leading studio at Supermassive Games. The team, already a well-respected name in horror, carries Tarsier’s torch well, though it sometimes feels too deferential to the past games, failing to raise the bar both in puzzle and monster design. This is a good sequel that I’m glad to have made the time for, but if there’s to be another trip into this world of tiny terrors, it’ll first need a refill of nightmare fuel.



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October 8, 2025 0 comments
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Little Nightmares III Review - A Familiar Dream
Game Reviews

Little Nightmares III Review – A Familiar Dream

by admin October 8, 2025


It’s been four years since Little Nightmares II, and in that time, original developer Tarsier Studios has left, with Supermassive Games of Until Dawn fame stepping in to continue the series. Despite the change-up, Little Nightmares III feels right at home in this strange universe, mainly because Supermassive does little to rock the boat, instead using the series’ greatest hits and a couple of underutilized additions to create another spooky adventure. 

 

Somehow, for the first time, Little Nightmares III features co-op and thus, two playable characters: Low, a boy wearing a white raven mask with a bow and arrow that can cut ropes and hit switches, and Alone, a girl with adorable red pigtails who carries a wrench that can smash through walls and hit low-lying buttons. I love their designs, but Low and Alone interact very little, providing no glimpses into either’s personality. The story might explain that somewhat, but I would have preferred to feel more for these little adventurers. Mechanically, the two sometimes rely on each other to advance, but it’s not nearly as often as you’d expect for a game featuring co-op. 

Though co-op is a welcome addition, I’m disappointed it’s online-only. The Friend’s Pass that lets you play with someone who doesn’t own the game remedies some of my frustration, but I’m dumbfounded that the game doesn’t feature couch co-op – the entire experience feels built around communicating with someone beside you. If you want to play Little Nightmares III alone, the AI does a decent job as a stand-in.

Together, Low and Alone are trying to escape The Spiral, a mix of vignette-style locations that evoke classic fears like terrifying baby dolls, spooky carnivals, and spiders. You can expect hulking and groaning monstrosities in The Spiral, threatening the duo at every turn as they attempt to escape Nowhere. Though I enjoyed everything on screen, I was rarely surprised. Still, it remains good fun escaping Tim Burton-esque humanoids that often prompt me to say, “Nope, nope, nope,” while playing.

With the addition of Low’s bow and Alone’s wrench, I expected the typical light platforming and puzzle-solving gameplay to feel refreshed. But with only a few teamwork-focused combat set pieces and one or two other uses, these tools are largely underutilized. Little Nightmares III, like its predecessors, is a game about feeling underpowered and desperate to escape whatever house of horrors you find yourself in. Challenges include climbing and jumping over gaps, thrilling chase sequences with an added dose of terror due to who or what is pursuing you, and a smattering of simple, familiar puzzles to solve throughout. 

 

I’d have liked more mechanical variety in every locale, as puzzles and progression through levels felt repetitive – you move a lot of boxes that you then climb atop to reach areas higher up. That said, each level’s visual and audio design makes up for those misgivings, as the details and accompanying sound design consistently fill me with awe. 

Little Nightmares III delivers on the original conceit of the series with a horror-filled adventure that feels like trying to escape a nightmare you desperately want to wake up from. Outside of a few noticeable, if underbaked, additions Supermassive has introduced, I’d welcome more variation to the game’s formula. However, even if Little Nightmares III offers more of the same, it’s hard not to smile whenever Low and Alone’s adventure sends chills down my spine.



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Clair Obscur: Expedition 33 will receive new update with "a bit of whee and a bit of whoo", as studio celebrates new sales milestone
Game Reviews

Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

by admin October 8, 2025


Clair Obscur: Expedition 33 developer Sandfall Interactive has teased a new update to the game is on the way, as a “thank you” to fans.

While story details remain slim, game director Guillaume Broche told Eurogamer: “You can expect a bit of whee, and a bit of whoo as well”. His hints suggest it’ll focus on adorable mount Esquie, who’s become a bit of a meme within the game’s community.

News of the update arrives as the game reaches a new sales milestone: it’s now sold over 5m copies worldwide across all formats.

Clair Obscur: Expedition 33 | Launch TrailerWatch on YouTube

“We are working on a big ‘thank you’ update for the game actively, that we will release when it’s ready,” said Broche. “We want to prepare an update to say a big thank you to our players, because it’s thanks to our players that we are in such a comfortable situation now. They brought us so much emotion and gave us so much love in return for the game that we want to address that and make a big thank you update with new content, new enemies, new stuff to do for every type of player.”

He continued: “It’s not a super big DLC extension with hours of content. It’s more a thank you gift from us. You will have quite a few things to do and collect…[and] some quality of life [additions] that are very highly requested by the community.”

Same, tbh. | Image credit: Sandfall / Eurogamer

Back in June the developer teased more content was on the way, including new accessibility options and localisation options among other “bits and bobs”, which will now be part of this teased update.

The update will include:

  • A brand-new location with new enemy encounters
  • New boss battles aimed at late-game players
  • New costumes for each member of the party
  • New text and UI game localisations into Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai, and Indonesian
  • “Even more surprises fans can look forward to”

The update will be released for free.

The studio has also released the below artwork, hinting towards what fans can expect to discover.

What do you see here? | Image credit: Sandfall Interactive

At the end of May, Sandfall announced Expedition 33 had reached a fitting milestone of 3.3m copies sold in its first month. It’s now sold a further 2m copies and is a popular frontrunner for game of the year awards.

Alongside news of the update, Eurogamer spoke with Broche about the game’s success, the studio’s “art house” aspirations, and the scope of future projects.



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Legostarwarsahsokaghostphantomii
Game Reviews

LEGO’s Final Prime Day Generosity, Star Wars Ahsoka Ghost and Phantom II Spaceship Hits Lowest Price

by admin October 8, 2025



LEGO is one of those brands that pretty much anyone can enjoy. Doesn’t matter if you’re just a kid or a kid at heart in an adult-sized body. Building a LEGO set piece by piece is fun, peaceful, and rewarding all at the same time. Plus at the end, you have some sick Marvel or Star Wars toy to play with or display. The only problem is LEGO can be crazy expensive, and the rare times they do go on sale, it’s not that hefty of a discount or sells out in minutes. We’ve been greeted with a rare exception though thanks to Prime Big Deals Days. Amazon has the LEGO Star Wars Ahsoka Ghost and Phantom II spaceships for 30% off. The set is normally priced at $160, but that discount brings it down to just $112. You’ll end up saving a whole $48.

The Ghost is the main spaceship helmed by the heroes of the Star Wars Rebels animated series in the Spectres rebel cell’s long fight against the forced of the Galactic Empire. Later, when Disney announced an Ahsoka series, we all knew that would mean seeing more characters and iconography from the animated Star Wars canon. Sure enough, we got the Ghost in live action. And now, in LEGO.

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2 LEGO Star Wars Ship

This 1,394-piece set contains both the modified VCX-100 light freighter known as the Ghost and its auxiliary vessel the Phantom II (first one was destroyed at Reklam Station so it does not come in LEGO form).

The Ghost included two lever-activated spring-loaded shooters, a cockpit with a removable front which can fit two minifigure pilots, two hatches that open up, plus a turret with a hood that can fit a minifigure working the gun.

The Phantom II shuttle also has an opening LEGO minifigure cockpit plus a storage compartment. I can even connect to the Ghost freighter.

The full build measures in at over 4.5 inches high, 13.5 inches long ,and 10.5 inches wide. It’s not ginormous like some of the Death Star or Star Destroyer builds but it’s no Happy Meal toy either.

The build becomes easier when using the LEGO Builder app. You can view each step with a 3D digital version to see all those weird angles that don’t print well in the instruction booklet, allowing you to zoom in and rotate the model around. You can even save your progress if you need to walk away from your build partway through.

For Prime Big Deals Day, save $48 on the LEGO Star Wars Ahsoka Ghost and Phantom II spaceships.

See at Amazon



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Broken Sword sequel gets Reforged treatment after last year's "reimagining", out next year
Game Reviews

Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

by admin October 8, 2025


A “reimagined” version of the second Broken Sword game is on the way, following 2024’s Broken Sword – Shadow of the Templars: Reforged.

Revolution Software hinted at the end of last year it was working on the sequel to its classic point-and-click adventure, and now Broken Sword – The Smoking Mirror: Reforged has been officially revealed.

“The Smoking Mirror has always been one of our most loved games, and with Reforged we were able to enhance it in ways that respect the original while making it shine for modern audiences,” said creator Charles Cecil, founder and CEO of Revolution Software. “Just as with the first game, we can’t wait for players old and new to experience it again.”

Broken Sword – The Smoking Mirror: Reforged | Announcement TrailerWatch on YouTube

The Reforged previous game included 4K visuals, new sprites and enhanced audio. Moreover, it included a new UI to help newer players with puzzle solutions.

The sequel will likewise allow players to instantly choose between the original and revised visuals, as well as choose between traditional and story modes for those puzzle hints.

Broken Sword – The Smoking Mirror was first released back in 1997 and sees American tourist George Stobbart and French journalist Nico Collard unravelling a Mayan conspiracy.

The Reforged version will be released in early 2026 across PC (Windows, Mac, Linux), PS5, Xbox One, Xbox Series X/S, and Nintendo Switch.



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Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon
Game Reviews

Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon

by admin October 8, 2025



External storage needs have exploded as file sizes balloon with 4K video and high-resolution photos that exceed what internal drives can handle. Samsung recently launched their T9 portable SSDs with improved durability features but the performance gap compared to the T7 is minimal for most users while the price difference is substantial.

That makes the T7 SSD the smarter choice for anyone prioritizing value without sacrificing speed or capacity. Prime Big Deal Day has pushed the 2TB Samsung T7 down to $129 from its usual $187 price, which marks an all-time low that makes premium portable storage genuinely affordable. This Prime-exclusive offer expires tonight, giving members just hours to grab what remains the most popular external SSD on the market.

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True Speed and Capacity that Matter

The Samsung T7 PCIe NVMe technology can read at up to 1,050 MB/s, and write at up to 1,000 MB/s, translating to transferring a 50GB video project in just under a minute. Compare that with slower external hard drives plodding along at 120 MB/s and you know why creatives have left spinning platters behind. It makes the T7 roughly twice as fast as Samsung’s own previous T5, which is a significant leap that affects your workflow every time you transfer large files.

The 2TB size is just the sweet spot for the average user and offers enough storage room for full-scale libraries of videos, massive collections of photographs or complete sets of computer games without requiring frequent housekeeping. With 2TB, you never have the hassle of rotating files around or determining which ones need deleting as new material arrives. Samsung sells the T7 in capacities as high as 4TB, but the 2TB is the best-value-per-gigabyte at current price points.

Built-in direct video recording abilities turn the T7 from just storage into a production device: Plug it into compatible cameras or smartphones and capture Ultra High Definition 4K video at 60 frames per second directly to the drive. You can use the iPhone 17 Pro’s ProRes video mode to shoot directly onto the T7 and skip the phone’s small internal storage and allowing you to capture multiple hours of professional quality video without clogging up your phone.

The T7’s solid aluminum unibody construction provides shock resistance with drop protection tested up to 6 feet. This metal chassis serves double duty by acting as a heatsink that dissipates the heat generated during sustained high-speed transfers, preventing thermal throttling that could slow performance. The compact design measures roughly the size of a credit card and weighs just 0,13lbs/58 grams.

Universal compatibility eliminates the typical hassles of formatting drives for other systems: The T7 is compatible with Windows PCs, Macs, Android smartphones, and gaming consoles via the USB 3.2 Gen 2 interface without a hitch. Samsung ships the drive with both the USB-C to C and the USB-C to A cable, providing the capability of plugging into both new and old devices without scrambling for adapters. The drive comes shipped in the exFAT format, which is read-compatible on virtually all contemporary operating systems without reformating.

At a price of $129 in the 2TB version, you pay approximately 6 cents per gigbyte on storage that reads the data at almost ten times the speed that the mechanical drives read the data. Keep in mind, this Prime Big Deal Day price ends tonight.

See at Amazon



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Voila! Nintendo quietly shares new details on Samus's motorbike in Metroid Prime 4
Game Reviews

Voila! Nintendo quietly shares new details on Samus’s motorbike in Metroid Prime 4

by admin October 8, 2025


Nintendo has revealed more details of how Samus’s motorbike will work in Metroid Prime 4: Beyond.

At Nintendo’s Direct in September, the game’s release date was finally revealed, along with the new mode of transportation, which proved controversial for some.

Now, the game’s Japanese website has been updated with new details. The motorbike is called “Vi-O-La” and is used to explore expanses across the planet Byrus (spotted by VGC).

Metroid Prime 4: Beyond – Nintendo Direct 9.12.2025Watch on YouTube

It seems the motorbike can only be ridden in specific areas, with players returning to Samus’s point of view afterwards – we saw this in the release date trailer.

While riding the motorbike, Samus can boost and power slide to deflect enemies and crush ores, as well as increase speed.

She can also fire projectiles, locking on to up to five enemies. The projectiles return to Samus akin to a boomerang.

The motorbike will also be available as an amiibo.

It’s not much to go on yet, but Metroid fans are keen to glean more information ahead of the game’s release on 4th December.

The motorbike section of the trailer certainly stood out for providing something novel among otherwise standard Metroid Prime gameplay, but also feels particularly flashy and un-Metroid. The games are known for their slow exploration, so the inclusion of a motorbike is certainly a surprise.

Samus will also have psychic powers, used to operate mechanisms, open doors, and control the trajectory of beams. Thrilling.



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Jimmy Fallon playing Wordle on the Tonight Show.
Game Reviews

Jimmy Fallon Is Trying To Make Wordle Into A Game Show

by admin October 8, 2025



In a move that sounds custom-made to tick every box of your parents’ SEO, Jimmy Fallon is producing a Wordle game show. Is that not just Wheel of Fortune, you ask? I mean, yeah, kinda.

If you somehow haven’t heard of Wordle, it started as a browser-based word game in 2021, which blew up so fast that The New York Times‘ games section acquired it in 2022. Now it’s the centerpiece of the Times’ much more high-profile gaming offerings, and it has inspired hundreds of copycat games. The premise is simple: the player has to guess a five-letter word in up to six attempts, with correct letters being marked green or yellow, depending on if they’re in the right spot or not. It’s a simple brain teaser that is easy to pick up and put down every day, so its virality is easy to understand. The question is: How will Fallon and company expand this into a full-blown game show?

 

Deadline reports that the series, if picked up, will air on NBC, and would give Fallon yet another gig on the network to go along with his hosting of The Tonight Show, the reality series On Brand, and the musical game program That’s My Jam. Today anchor Savannah Guthrie is signed on to host the Wordle pilot. The show is filming in the UK thanks to Fallon’s Electric Hot Dog production company, and that’s about all we know right now. Is it just going to be guests solving five-letter word puzzles like those in the existing game? That doesn’t sound like quite enough for a full-fledged game show, so I expect there will be more to it than that. Will the players who end up on the show spell out the words “Authoritarian Regime”? Probably not on Fallon’s watch. That’s also too many letters for a game of Wordle.



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Marathon still lives, as Bungie announces new closed technical test ahead of public update
Game Reviews

Marathon still lives, as Bungie announces new closed technical test ahead of public update

by admin October 8, 2025


Bungie has announced a closed technical test for its forthcoming shooter Marathon, which will take place later this month.

The limited, invite-only test will be in North America and Europe across PS5, Xbox Series X/S, and Steam, with players able to sign-up now. The test itself will take place from 22nd – 27th October.

Marathon was fully revealed back in April, but in June Bungie indefinitely delayed the extraction shooter due to “passionate” fan feedback that was heavily critical.

Marathon | Gameplay Overview TrailerWatch on YouTube

Since then, Bungie has run several closed tests to gather further feedback. Now, it’s opening the playtests further.

“This is an important checkpoint for us as we test our improvements since Alpha, including three maps, five runner shells, prox chat, re-tuned combat pacing, solo queue, deeper environmental storytelling, and more,” said Bungie. “That said, the Technical Test build is a work in progress and will only include a portion of what’s planned for Marathon’s full release, focused on the early player experience.”

A public update on Marathon’s development is due “in the coming months”, following this playtest.

The test is also under NDA, meaning feedback won’t be made public.


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Development of Marathon feels like a critical time for Bungie. Following its acquisition by Sony back in 2022, Bungie has failed to release a hit game, Destiny 2 player counts have dropped, and the company has been rocked by accusations of toxicity right up until this year.

Bungie admitted after Marathon’s reveal the game used an external artist’s work without permission and morale was reportedly in “free fall” as it dealt with the response to the game.

CEO Pete Parsons has since left the company after years of criticism and layoffs.

As for Sony, it’s keen not to repeat mistakes made in the release of the ill-fated live-service shooter Concord, which Marathon has already been compared to. Back in August, chief financial officer Lin Tao admitted the company’s live-service strategy is “not entirely going smoothly”.



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