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TMNT: Tactical Takedown Review - A Bite-Sized Saturday Morning Romp
Game Reviews

TMNT: Tactical Takedown Review – A Bite-Sized Saturday Morning Romp

by admin May 22, 2025



The Teenage Mutant Ninja Turtles are in the midst of, pardon the pun, a video game renaissance. In the last few years alone we’ve received the excellent retro compilation Cowabunga Collection, the retro-style brawler Shredder’s Revenge, and the Hades-inspired roguelike Splintered Fate. Not since their breakout success on Saturday morning cartoons have the turtles been so ubiquitous in games, but this time around, developers are more emboldened to experiment with different game styles. Enter TMNT: Tactical Takedown, a grid-based tactics game that feels both authentically nostalgic and like creative new ground for the heroes. While it suffers slightly from a limited scope, the short adventure is a great time while it lasts.

Tactical Takedown is presented with a clean, bright visual style reminiscent of the old Saturday morning cartoon. The turtles’ beaks are rounded just like you drew on your Trapper Keeper during geometry class. But this story takes place well after the original series–Splinter and Shredder are both dead, and the boys’ relationship has grown contentious as they’ve all gone in different directions and coped with the loss. The combination of Saturday morning aesthetics with this new story premise make this feel like a progression of that continuity and an opportunity to show us something new.

It’s also the conceit for the game’s core mechanic, which limits you to one turtle at a time as you fight your way through legions of Foot Clan goons. Objectives are usually to survive a certain number of turns or to defeat certain starred enemies. The stages are isometric grids like you’ve seen in lots of tactics games, but limiting you to one character at a time means a lot of focus on prioritization and crowd control. You’re always outnumbered, but they’re always outmatched. The stages are designed with a particular turtle in mind, which is explained by the story: Donatello is investigating happenings underground, so each of his stages take place in the sewer, while Raphael’s take place across the rooftops, and so on. These differences are mostly cosmetic, but some are more substantial. Hopping along rooftops of a Raphael stage requires you to reach the edge of one roof to clear another, for example, and Donatello’s sewer stages are rife with toxic waste which is, thankfully, purple.

Like the stages, the power sets of the turtles are neatly differentiated according to their personalities, which is a heck of a trick considering they all need to be capable of handling waves of enemies on their own. Michelangelo is particularly acrobatic, as his abilities focus mostly on leaping over enemies to do damage and juggle them. Raph, meanwhile, is super aggressive, gaining an extra action point every time he KOs an enemy. Leonardo has very limited range but he’s a powerhouse, since each enemy he KOs gives him a stack of “Radical” energy to make his next attack stronger. My personal favorite, in the cartoon and this game, was Donatello, who has extended reach thanks to his bo staff, along with a stun bomb that electrifies a section of floor and makes it deadly ground against enemies. Paired with his kunai, which can stun an enemy into staying in place, he’s the most defensive fighter, able to turn the battlefield hazardous and then force enemies to stay put.

And while the battlefields would seem to be similar to any other tactics game, this TMNT iteration gives them a kinetic twist. The stages themselves “mutate” over time, as new areas of the battlefield open up and others fall away. Anyone (including you) stuck in a red zone when it cycles out is instantly killed, and this clever twist encourages you to keep moving. Other times, hazards like cars will drive across the field, damaging anything in their path. You can even sometimes knock enemies off the edges of stages.

It’s a tactics game that feels infused with the spirit of the classic arcade brawlers, even down to a giant “GO!” appearing on-screen when a piece of the level is about to cycle out. Leonardo’s stages, which largely take place across subway tunnels, are the best example of the concept. You’ll be fighting among benches at the station, and then see a subway car pull up, move into it, and then sense the train “speed” away when the station disappears.

The story focuses on the turtles’ frustration with each other, and it’s relatable without ever feeling too self-serious. The writing gets at the heart of their relationships, showing that they have real affection for each other even if they tend to get on each others’ nerves. And it captures the characters themselves very well, like how underneath the gruff exterior Raph is a big soft-shell for his brothers.

The story of bickering brothers reconciling to take on a threat to the city is predictable, but well done. However, the gameplay application of it felt somewhat underwhelming. When the turtles do join forces, you’re still just playing as a single character. Tactical Takedown finds a clever and heartfelt way to illustrate the idea, but it still felt like a head-fake from what the game had been building up to. This may just be a product of its limited scope, but I had been envisioning coming up with complex strategies that would reward my familiarity with all four turtles’ abilities. Instead, what I got was essentially a single super-powered combo character.

TMNT Tactical Takedown

Gallery

Similarly, the ability to swap loadouts feels half-baked. You can purchase extra abilities for the turtles in the shop, using points accrued from your campaign missions. But the shop is never front-and-center in the campaign menu, so it’s very easy to miss it entirely while making your way through the missions. I bought a few abilities but mostly made my way through the campaign using the default kits. I never felt like I needed to really shift my strategy or try different abilities, because the missions were perfectly doable without using the shop at all. The handful of options for each turtle seemed aimed at giving each of them a secondary strategic hook, but they didn’t feel vital.

Imagine sitting on the floor in front of your TV watching the pilot episode for Teenage Mutant Ninja Turtles in the 1990s, and that’s how it feels to play TMNT: Tactical Takedown. All the elements are there, you had a great time while it lasted, but you can sense it’s really the rock-solid foundation for something much grander. The game itself is a great distillation of some radical concepts, but it also feels like it’s straining against its own limitations. Nonetheless, this is a great start to what I can only hope becomes another way to spend time with the turtles.



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May 22, 2025 0 comments
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Watch Blizzard, hopefully, distract you from Diablo 4 Season 8 by showing off what’s coming with Season 9 in dev livestream
Game Reviews

Watch Blizzard, hopefully, distract you from Diablo 4 Season 8 by showing off what’s coming with Season 9 in dev livestream

by admin May 22, 2025


Blizzard is hoting the latest edition of its Campfire Chat developer livestream tonight. This one is going to be all about Diablo 4’s upcoming Season 9. Or, more specifically, it’s going to cover the patch 2.3.0 PTR (Public Test Realm), which will be opening its doors soon.

Among many other things, this is the show where the developer will outline why a PTR is needed at all, what to expect from the next major update/Season, as well as how to get involved.


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If you feel like it’s a little too soon for a new PTR already in Diablo 4, you’re not wrong. We’re only a couple of weeks into Season 8, which is clearly going to be a shorter season compared to previous ones.

Season 8 had its own PTR for patch 2.2.0 back in March, and Season 9’s PTR is likely going to start before the end of this month, or early in June. The start date for the 2.3.0 PTR is just one of the things Blizzard developers will cover in tonight’s livestream.

Another topic of discussion is going to be Dungeon Escalation, the new activity coming to Diablo 4 with Season 9. Each season has a rotating activity, and this one is going to be next season’s version of that.

As always, this is going to be a dense show that ends with a Q&A segment. It all kicks off at 11am PT, 2pm ET, 7pm UK. You’ll be able to watch it on YouTube, Twitch, Twitter, and TikTok. We have the Twitch player embedded below, too, for your convenience.





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May 22, 2025 0 comments
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Video games' soaring prices have a cost beyond your wallet - the concept of ownership itself
Game Reviews

Video games’ soaring prices have a cost beyond your wallet – the concept of ownership itself

by admin May 22, 2025


Earlier this month, Microsoft bumped up the prices of its entire range of Xbox consoles, first-party video games, and most (or in the US, all) of its accessories. It comes a few weeks after Nintendo revealed a £396 Switch 2, with £75 copies of its own first-party fare in Mario Kart World, and a few months after Sony launched the exorbitant £700 PS5 Pro (stand and disc drive not included), a £40 price rise for its all-digital console in the UK, the second of this generation, and news that it’s considering even more price rises in the months to come.

The suspicion – or depending on where you live, perhaps hope – had been that when Donald Trump’s ludicrously flip-flopping, self-defeating tariffs came into play, that the US would bear the brunt of it. The reality is that we’re still waiting on the full effects. But it’s also clear, already, that this is far from just an American problem. The platform-holders are already spreading the costs, presumably to avoid an outright doubling of prices in one of their largest markets. PS5s in Japan now cost £170 more than they did at launch.

That price rise, mind, took place long before the tariffs, as did the £700 PS5 Pro (stand and disc drive not included!), and the creeping costs of subscriptions such as Game Pass and PS Plus. Nor is it immediately clear how that justifies charging $80 for, say, a copy of Borderlands 4, a price which hasn’t been confirmed but which has still been justified by the ever graceful Randy Pitchford, a man who seems to stride across the world with one foot perpetually bared and ready to be put, squelching, square in it, and who says true fans will still “find a way” to buy his game.

The truth is inflation has been at it here for a while, and that inflation is a funny beast, one which often comes with an awkward mix of genuine unavoidability – tariffs, wars, pandemics – and concealed opportunism. Games are their own case amongst the many, their prices instead impacted more by the cost of labour, which soars not because developers are paid particularly well (I can hear their scoffs from here) but because of the continued, lagging impact of their executives’ total miscalculation, in assuming triple-A budgets and timescales could continue growing exponentially. And by said opportunism – peep how long it took for Microsoft and the like to announce those bumped prices after Nintendo came in with Mario Kart at £75.

Anyway, the causes are, in a sense, kind of moot. The result of all this squeezing from near enough all angles of gaming’s corporate world is less a pincer manoeuvre on the consumer than a suffocating, immaculately executed full-court press, a full team hurtling with ruthless speed towards the poor unwitting sucker at home on the sofa. Identifying whether gaming costs a fortune now for reasons we can or can’t sympathise with does little to change the fact that gaming costs a fortune. And, to be clear, it really does cost a fortune.

Things are getting very expensive in the world of video games. £700 for a PS5 Pro! | Image credit: Eurogamer

Whenever complaints about video game prices come up there is naturally a bit of pushback – games have always been expensive! What about the 90s! – usually via attempts to draw conclusions from economic data. Normally I’d be all on board with this – numbers can’t lie! – but in this case it’s a little different. Numbers can’t lie, but they can, sometimes, be manipulated to prove almost anything you want – or just as often, simply misunderstood to the same ends. (Take most back-of-a-cigarette-packet attempts at doing the maths here, and the infinite considerations to bear in mind: Have you adjusted for inflation? How about for cost of living, as if the rising price of everything else may somehow make expensive games more palatable? Or share of disposable average household salary? For exchange rates? Purchasing power parity? Did you use the mean or the median for average income? What about cost-per-frame of performance? How much value do you place on moving from 1080p to 1440p? Does anyone sit close enough to their TV to tell enough of a difference with 4K?! Ahhhhh!)

Instead, it’s worth remembering that economics isn’t just a numerical science. It is also a behavioural one – a psychological one. The impact of pricing is as much in the mind as it is on the spreadsheet, hence these very real notions of “consumer confidence” and pricing that continues to end in “.99”. And so sometimes with pricing I find it helps to borrow another phrase from sport, alongside that full-court press, in the “eye test”. Sports scouts use all kinds of numerical data to analyse prospective players these days, but the best ones still marry that with a bit of old-school viewing in the flesh. If a player looks good on paper and passes the eye test, they’re probably the real deal. Likewise, if the impact of buying an $80 video game at full price looks unclear in the data, but to your human eye feels about as whince-inducing as biting into a raw onion like it’s an apple, and then rubbing said raw onion all over said eye, it’s probably extremely bloody expensive and you should stop trying to be clever.

Video games, to me, do feel bloody expensive. If I weren’t in the incredibly fortunate position of being able to source or expense most of them for work I am genuinely unsure if I’d be continuing with them as a hobby – at least beyond shifting my patterns, as so many players have over the years, away from premium console and PC games to the forever-tempting, free-to-play time-vampires like Fortnite or League of Legends. Which leads, finally, to the real point here: that there is another cost to rising game and console prices, beyond the one hitting you square in the wallet.

How much is GTA 6 going to cost? $80 or more? | Image credit: Rockstar

The other cost – perhaps the real cost, when things settle – is the notion of ownership itself. Plenty of physical media collectors, aficionados and diehards will tell you this has been locked in the sights of this industry for a long time, of course. They will point to gaming’s sister entertainment industries of music, film and television, and the paradigm shift to streaming in each, as a sign of the inevitability of it all. And they will undoubtedly have a point. But this step change in the cost of gaming will only be an accelerant.

Understanding that only takes a quick glance at the strategy of, say, Xbox in recent years. While Nintendo is still largely adhering to the buy-it-outright tradition and Sony is busy shooting off its toes with live service-shaped bullets, Microsoft has, like it or not, positioned itself rather deftly. After jacking up the cost of its flatlining hardware and platform-agnostic games, Xbox, its execs would surely argue, is also now rather counterintuitively the home of value gaming – if only because Microsoft itself is the one hoiking up the cost of your main alternative. Because supplanting the waning old faithfuls in this kind of scenario – trade-ins, short-term rentals – is, you guessed it, Game Pass.

You could even argue the consoles are factored in here too. Microsoft, with its “this is an Xbox” campaign and long-stated ambition to reach players in the billions, has made it plain that it doesn’t care where you play its games, as long as you’re playing them. When all physical consoles are jumping up in price, thanks to that rising tide effect of inflation, the platform that lets you spend £15 a month to stream Clair Obscur: Expedition 33, Oblivion Remastered and the latest Doom straight to your TV without even buying one is, at least in theory (and not forgetting the BDS call for a boycott of them) looking like quite an attractive proposition.

Xbox, for its part, has been chipping away at this idea for a while – we at Eurogamer had opinions about team green’s disregard for game ownership as far back as the reveal of the Xbox One, in the ancient times of 2013. Then it was a different method, the once-horrifying face of digital rights management, or DRM, along with regulated digital game sharing and online-only requirements. Here in 2025, with that disdain now platform-agnostic, and where games are being disappeared from people’s libraries, platforms like Steam are, by law, forced to remind you that you’re not actually buying your games at all, where older games are increasingly only playable via subscriptions to Nintendo, Sony, and now Xbox, and bosses are making wild claims about AI’s ability to “preserve” old games by making terrible facsimiles of them, that seems slightly quaint.

More directly, Xbox has been talking about this very openly since at least 2021. As Ben Decker, then head of gaming services marketing at Xbox, said to me at the time: “Our goal for Xbox Game Pass really ladders up to our goal at Xbox, to reach the more than 3 billion gamers worldwide… we are building a future with this in mind.”

Four years on, that future might be now. Jacking up the cost of games and consoles alone won’t do anything to grow gaming’s userbase, that being the touted panacea still by the industry’s top brass. Quite the opposite, obviously (although the Switch 2 looks set to still be massive, and the PS5, with all its price rises, still tracks in line with the price-cut PS4). But funneling more and more core players away from owning games, and towards a newly incentivised world where they merely pay a comparatively low monthly fee to access them, might just. How much a difference that will truly make, and the consequences of it, remain up for debate of course. We’ve seen the impact of streaming on the other entertainment industries in turn, none for the better, but games are a medium of their own.

Perhaps there’s still a little room for optimism. Against the tide there are still organisations like Does It Play? and the Game History Foundation, or platforms such as itch.io and GOG (nothing without its flaws, of course), that exist precisely because of the growing resistance to that current. Just this week, Lost in Cult launched a new wave of luxurious, always-playable physical editions of acclaimed games, another small act of defiance – though perhaps another sign things are going the way of film and music, where purists splurge on vinyl and Criterion Collection BluRays but the vast majority remain on Netflix and Spotify. And as uncomfortable as it may be to hear for those – including this author! – who wish for this medium to be preserved and cared for like any other great artform, there will be some who argue that a model where more games can be enjoyed by more people, for a lower cost, is worth it.

Game Pass often offers great value, but the library is always in a state of flux. Collectors may need to start looking at high-end physical editions. | Image credit: Microsoft

There’s also another point to bear in mind here. Nightmarish as it may be for preservation and consumer rights, against the backdrop of endless layoffs and instability many developers tout the stability of a predefined Game Pass or PS Plus deal over taking a punt in the increasingly crowded, choppy seas of the open market. Bethesda this week has just boasted Doom: The Dark Ages’ achievement of becoming the most widely-played (note: not fastest selling) Doom game ever. That despite it reaching only a fraction of peak Steam concurrents in the same period as its predecessor, Doom: Eternal – a sign, barring some surprise shift away from PC gaming to consoles, that people really are beginning to choose playing games on Game Pass over buying them outright. The likes of Remedy and Rebellion tout PS Plus and Game Pass as stabilisers, or even accelerants, for their games launching straight onto the services. And independent studios and publishers of varying sizes pre-empted that when we spoke to them for a piece about this exact this point, more than four years ago – in a sense, we’re still waiting for a conclusive answer to a question we first began investigating back in 2021: Is Xbox Game Pass just too good to be true?

We’ve talked, at this point, at great length about how this year would be make-or-break for the triple-A model in particular. About how the likes of Xbox, or Warner Bros., or the many others have lost sight of their purpose – and in the process, their path to sustainability – in the quest for exponential growth. How £700 Pro edition consoles are an argument against Pro editions altogether. And about how, it’s becoming clear, the old industry we once knew is no more, with its new form still yet to take shape.

There’s an argument now, however, that a grim new normal for preservation and ownership may, just as grimly, be exactly what the industry needs to save itself. It would be in line with what we’ve seen from the wider world of technology and media – and really, the wider world itself. A shift from owning to renting. That old chestnut of all the capital slowly rising, curdling at the top. The public as mere tenants in a house of culture owned by someone, somewhere else. It needn’t have to be this way, of course. If this all sounds like a particularly unfavourable trade-in, remember this too: it’s one that could almost certainly have been avoided.



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May 22, 2025 0 comments
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Marvel Rivals: Star-Lord Guide
Game Reviews

Marvel Rivals: Star-Lord Guide

by admin May 22, 2025



Image: Marvel Games / Kotaku

Peter Quill, AKA: Star-Lord, is a very straight-forward, powerful hero with the ability to keep consistent pressure on the enemy team and flexibility to fit in as both a frontline fighter and a powerful flanker, able to engage against any type of enemy effectively with his suite of tools.

The Week In Games: Dark Knights And Dark Princes

How should you play Star-Lord?

Star-Lord is fantastically well-rounded, able to fill a number of roles on a team to suit their needs. He is one of the best “harassment” characters in the game, able to deal damage to or kill enemy flyers and strategists while having the tools to escape when things get hairy.

Star-Lord shines when on teams with Magneto and Adam Warlock, who improve his survivability (and revival), letting him stay in the fight as much as possible, generating even more value for the team. Free revives from Adam and the bubble shield from Magneto are incredible tools for Peter Quill to use to be even more aggressive.

To make the most of him, you do need to have good aim, so make sure to head into Practice mode and set up a randomly moving “super fast” Cloak and Dagger in the target range for a few minutes at the start of a play session.

Use Star-Lord’s ultimate to take out strategists and duelists quickly and efficiently—and get a bubble shield from Magneto if you can. You can also use it from within Invisible Woman’s ultimate so enemies don’t know where you are aiming without coming inside (where they’ll be slowed).

What are Star-Lord’s abilities?

  • Element Guns (Primary Attack): Your primary attack. Tears through ammo like nothing else, but deals hit-scan damage. No recoil, so if your aim is good, you can land headshots all day long. Can be instantly reloaded by using Stellar Shift.
  • Galactic Legend (Ultimate): Begin flying freely and deal vastly heightened hit-scan damage to enemies, auto-targeting them so long as they are near the middle of the screen. It feels like cheating, because it kind of is. Star-Lord is very vulnerable during this Ultimate, so if you are teamed up with a Magneto, have him put his bubble shield on you, and use cover. Can also be countered by Magneto ultimate, which will absorb the projectiles from it.
  • Rocket Propulsion: Fly and move much faster towards your aiming reticle. Allows Star-Lord to quickly and easily take the high ground, circle around to harass the enemy backline, or return to battle quickly after respawning. Quick bursts of this ability are fantastic for positioning while conserving fuel.
  • Blaster Barrage: Star-Lord spins while shooting his Element Guns in every direction. Hits enemies harder the closer they are to him. A fantastic ability for him to use against enemy divers. Spider-Man being a nuisance and hard to target? Use Blaster Barrage. If you have a Magneto on your team, have him bubble you, then flying into the enemy group and use this to deal solid damage and generate a lot of Ultimate charge.
  • Stellar Shift: Dodge in whichever direction you are moving, instantly reloading your weapons. You are also Invincible and Unstoppable during Stellar Shift, meaning if you time it correctly, you can completely avoid some enemy abilities and Ultimates. Use it while moving backwards to get more distance from enemies while continuing to fire at them. You have several charges, so be sure to use them to reload and keep the pressure up, or to get out of danger.
  • Leader’s Soul (Team-Up Passive – Adam Warlock): When Adam Warlock is on your team, you can revive yourself on the battlefield once per life. You can choose not to use it, but on death, you’ll become a golden ghost, so hide and then enter your cocoon to come back to life and get back at it.

With all these tips in hand, you are prepared to become a true legend. Good luck!

.



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May 22, 2025 0 comments
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It's taken years, but Dune Awakening is finally getting an end-game info dump next week, so we'll finally know how the rest of the game plays
Game Reviews

It’s taken years, but Dune Awakening is finally getting an end-game info dump next week, so we’ll finally know how the rest of the game plays

by admin May 22, 2025


Finally, Dune Awakening fans can expect a dedicated live stream to show off the real meat of any MMO: the endgame. This event will cover what players will be up to once they’ve progressed through the story and prepped themselves for the Deep Desert, something that has remained a bit mysterious upo until now.

The stream, which will go live on official Funcom platforms such as the studio’s Twitch page, is set to go live on May 28, at 12PM ET / 6PM CEST / 5PM GMT / 9AM PT. It’s titled the “Beyond the Beta: A Glimpse of Mid-to-Endgame livestream”, so expect to see a bit more than the usual early game zones we’ve seen plenty of courtesy of previews and the recent weekend beta.


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Here’s what we know about the mid-to-end game so far. We know that players will have to pick between the Atredies and Harkkonen, and that player-run guilds can battle for faction supremacy via the Lansrad system. We know winning the Landsrad provides powerful buffs to the winning faction, and that the major push in the endgame is to win that every cycle. In terms of actual gameplay, players will be heading out into the Deep Desert, where they can harvest spice in vast open PvP regions of the world.

But here’s what we don’t know. We don’t really know what players will be using that spice for. One assumes to make loads of money, but what do you spend it on? Shiny gear, better vehicles for future spice runs, a cooler house one assumes, but what else? Will there be some typical live service weekly mission model, encouraging folks to engage with different parts of the game? What about unlockable customisation? How does one differentiate a fresh character who’s just made it to the end game, and a powerful spice baron with loads of dosh?

All this, hopefully, will be revealed in this upcoming live stream. It’s one worth tuning in to if you’re eager to check out Dune Awakening when it launches next month!

What do you think will be shown off in the stream? Let us know below, as well as your biggest unanswered questions!



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May 22, 2025 0 comments
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Ultimate Verse Piece Traits Guide & Tier List [1 Days]
Game Reviews

Ultimate Verse Piece Traits Guide & Tier List [1 Days]

by admin May 22, 2025


Traits are one of the essential parts of your character progression in Verse Piece. Traits boost your damage and increase your stats, while some allow you to unlock weapons that make leveling a breeze. Find out which traits to go for when rerolling with our Verse Piece traits guide down below!

Verse Piece Trait Tier List

Image via TierMaker

The above tier list ranks all Verse Piece traits from best to worst based on how much they increase your damage and stats overall. In general, higher damage multiplier values give you more DPS than flat Special and Sword stat bonuses. Defense stat bonuses are exponentially stronger if you pair them up with a race such as Contractor.

How do Verse Piece Traits Work?

In Verse Piece, traits multiply your damage no matter what Weapon, Spec, or Fruit you are using. This increase in damage becomes much more noticeable when you boost them with the right trait passives. Most traits in Verse Piece increase your stats as well. Some traits give you titles, like the Honored One, while others, such as Zenin and Heavenly Restriction, are used to acquire Maki and Toji weapons.

Complete Verse Piece Traits List

TierTraitBonusesRaritySx8 Damage Multiplier
+17,500 to Sword stat
Needed for RowanSon of Rowan questSx7.5 Damage Multiplier
+12,500 to Sword and Special
Needed for RolandExotic+ (0.005%)Sx7.25 Damage Multiplier
+7,500 to all statsExotic+ (0.005%)Ax6.5 Damage Multiplier
+5,000 to Sword and Special stats
Needed for Sung Jin WooExotic (0.025%)Ax6.5 Damage Multiplier
+12,500 to Defense statBetrayer QuestAYour rewards from mining are doubledLegendary (0.63%)AYou fish more quickly and get better rewards from fishingLegendary (0.63%)Bx3.5 Damage Multiplier
+3,750 to all stats
Needed for Toji UnleashedExotic (0.025%)Bx3 Damage Multiplier
+2,250 to Sword and Defense stats
Needed for the Vergil swordExotic (0.025%)Bx3.25 Damage Multiplier
+2,500 to Special and Defense statsExotic (0.025%)Bx3 Damage Multiplier
+1,250 to Defense and Special stats
+500 to Strength and Sword statsExotic (0.025%)Bx3 Damage Multiplier
+1,750 to Defense and Special stats
Needed for the Cid v2 swordExotic (0.025%)Cx2.5 Damage Multiplier
+750 to all stats
Honored One title (x2 Money and Exp Multiplier)Mythic (0.1%)Cx2.5 Damage Multiplier
+1,250 to Defense and Special statsMythic (0.1%)Cx2 Damage Multiplier
+250 to all stats
Needed for the Toji swordLegendary (0.63%)Cx2 Damage Multiplier
+150 to Defense and Sword statsLegendary (0.63%)Cx1.75 Damage Multiplier
+500 to Defense and Special stats
Needed for Killua specLegendary (0.63%)Cx1.75 Damage Multiplier
+200 to Defense and Sword stats
Needed for Maki weaponLegendary (0.63%)Dx1.5 Damage Multiplier
+75 to all statsEpic (3.5%)Dx1.5 Damage Multiplier
+125 to Strength and Defense statsEpic (3.5%)Dx1.5 Damage Multiplier
+250 to Strength statEpic (3.5%)Dx1.25 Damage Multiplier
+75 to Special statRare (5%)Dx1.25 Damage Multiplier
+75 to Sword statRare (5%)Dx1.15 Damage Multiplier
+75 to Defense stat
+75 to Strength statRare (5%)Dx1.15 Damage Multiplier
+75 to Sword statRare (5%)Dx1.15 Damage Multiplier
+75 to Sword statRare (5%)Dx1.05 Damage MultiplierUncommon (30%)

How to Get Traits in Verse Piece

Screenshot by Destructoid

You can reroll traits in Verse Piece by paying five gems to the Traits Reroll NPC. You can find them on the Frost Town island. There is a safety feature when rerolling that requires you to confirm if you want to reroll Legendary, Mythic, or Exotic traits, so reroll without worries. You can see your current trait in Verse Piece, the damage multiplier, and the stat points it gives you in your character menu.

How to Store Traits in Verse Piece

In Verse Piece, if you want to save one of the traits you rolled for later use in getting a weapon or a spec that requires it, you can store it in your trait storage. Keep in mind that you first need to unlock trait storage slots by using the Trait Storage material.

Trait storage in inventory

You can purchase Trait Storage from the Adventure Shop on the Merchant Island or trade for it with someone. Later, you will want to have at least one trait storage slot because it allows you to save your current trait before rerolling.

Verse Piece Trait Progression

When you just start out in the Verse Piece world, try to get traits like God-Like or Spiritual because of the stat boost they provide. For the mid-game, Zenin and Heavenly Restriction boost your damage while allowing you to obtain legendary-tier weapons, so go for them. However, later on, Mythic and Exotic tier traits are the way to go if you want to stay competitive in Verse Piece.

Monarch trait and the stats it gives you

Honored One is the best Mythic trait because of the title you get with it, while Rage Revenge offers slightly more damage. Your end-game goals should be Monarch, Rejected Zenin, and the Betrayer, as they are the best traits in Verse Piece.

This is it for our Verse Piece traits guide. If you are looking to claim some freebies, including free Race Rerolls and Storage, then check out our list of Verse Piece codes.

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May 22, 2025 0 comments
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Here's your second batch of Xbox Game Pass titles for May
Game Reviews

Here’s your second batch of Xbox Game Pass titles for May

by admin May 22, 2025


Microsoft has announced its next wave of Game Pass titles for May and into June.

Day one releases with this batch include Monster Train 2, To a T, and Spray Paint Simulator. To a T is a charming looking game from the creator of Katamari Damacy. It follows the story of a teen whose body is stuck in a T-pose, as they navigate life in a small town with their cute dog companion.

Here are the list of Xbox Game Pass additions for late May 2025:

  • Monster Train 2 (Cloud, PC, and Xbox Series X/S, via Game Pass Ultimate, PC Game Pass) – available 21st May
  • Creatures of Ava (Xbox Series X/S, now with Game Pass Standard) – available 22nd May
  • Stalker 2 (Xbox Series X/S, now with Game Pass Standard) – available 22nd May
  • Tales of Kenzera: Zau (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass ) EA Play – available 22nd May
  • Tom Clancy’s The Division 2 (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 27th May
  • To a T (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass) – available 28th May
  • Metaphor ReFantazio (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 29th May
  • Spray Paint Simulator (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass) – available 29th May
  • Crypt Custodian (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 3rd June
  • Symphonia (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 3rd June

Does Anyone Really Want Long Games Anymore?Watch on YouTube

Our Ed has already had some time with To a T, and spoke to its creator Keita Takahashi. “The concept of the character being in a T-pose came from another small game idea I had,” Takahashi told Ed. “I hadn’t linked the T-pose to disability until someone pointed it out in feedback. I was more focused on daily life challenges, which could be categorised as disabilities, but the inspiration was primarily drawn from game design.”

Metaphor ReFantazio is a particular highlight from this batch of incoming Game Pass games. We awarded it five stars on its release, with our Ed saying “what it lacks in subtlety, it makes up for in grandeur and heart,” in Eurogamer’s Metaphor ReFantazio review.

In addition to the above, Game Pass Ultimate members can look forward to more games coming to the Xbox Cloud Gaming (Beta) library on 23rd May. These are:

  • Brütal Legend
  • Costume Quest 2
  • Day of the Tentacle Remastered
  • Full Throttle Remastered
  • Grim Fandango Remastered
  • Max The Curse of Brotherhood
  • Neon Abyss
  • Quantum Break
  • Rare Replay
  • ScreamRide
  • State of Decay Year-One
  • SteamWorld Dig 2
  • Sunset Overdrive
  • Super Lucky’s Tale
  • Zoo Tycoon Ultimate Animal Collection

Please note, while Senua’s Saga: Hellblade 2 is featured in this image, it is not currently coming to the service as once planned. | Image credit: Microsoft

Meanwhile, and as is the case with every new batch of games, the following titles will be leaving Game Pass on 31st May:

  • Cassette Beasts (Cloud, Console, and PC)
  • Firework (PC)
  • Humanity (Cloud, Console, and PC)
  • Remnant 2 (Cloud, Console, and PC)
  • Slayers X: Terminal Aftermath: Vengance of the Slayer (Cloud, Console, and PC)

Full details of these Game Pass additions can be found on Xbox Wire. Note that while Senua’s Saga: Hellblade 2 is included in the image as a Standard Tier addition, this has since been removed from the list.

If you want to keep playing these games after they leave Game Pass, you’ll need to purchase them. On the plus side, Game Pass subscribers get a 20 percent discount.

For everything else in Microsoft’s subscription service, you can check out our handy Xbox Game Pass guide detailing the many titles available.



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May 22, 2025 0 comments
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Lost In Cult Sets 'Artsy Fartsy' Sights On Physical Games
Game Reviews

Lost In Cult Sets ‘Artsy Fartsy’ Sights On Physical Games

by admin May 22, 2025


Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain.

Nintendo Switch 2 Could Launch With Almost No Reviews

Known for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis.

“People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”

Image: Lost In Cult / Kotaku

Each collection runs roughly $80 and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.

In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just $40 each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis.

“I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”

The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”

The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild.

Image: Lost In Cult / Kotaku

A devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.

“The way that we see games is just very different from how most do, like I personally care, slash we care, [that] if I pull a game off of my shelf in 40 years time I [can] go, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”

While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual.

“I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”

.



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May 22, 2025 0 comments
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That rage-inducing Borderlands 4 price tweet hasn't stopped Randy Pitchford posting, as he declares an indie game is "cheaper than a point of meth"
Game Reviews

That rage-inducing Borderlands 4 price tweet hasn’t stopped Randy Pitchford posting, as he declares an indie game is “cheaper than a point of meth”

by admin May 22, 2025


Yep, this is a thing the Gearbox exec has tweeted. He’s posted that indie shooter Mycopunk is “cheaper than a point of meth” and “probably has fewer side effects, too”, in response to publisher Devolver Digital making a joke about Borderlands 4 potentially costing $80.

We all through the exec accidentally revealing B4’s revised release date ahead of schedule by goofing up with timezones when tweeting about it was him at the peak of his posting powers. It wasn’t. Randy’s still evolving, and he has things to say.


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There’s some context to this latest ‘you what?’-inducing post from Pitchford, and it involves more ill-concieved tweets. On May 14, the Gearbox CEO responded to a fan concerned about the latest entry in the Borderlands possibly setting players back $80.

“A) Not my call. B) If you’re a real fan, you’ll find a way to make it happen,” the exec replied, “My local game store had Starflight for Sega Genesis for $80 in 1991 when I was just out of high school working minimum wage at an ice cream parlor in Pismo Beach and I found a way to make it happen.”

As you’d expect, that post’s drawn him lots of flak from regular folks who don’t like having it insinuated that you’re not a “real fan” if you aren’t able to buy an $80 game while also keeping your head above water during the cost of living crisis we’re all living through.

Image credit: VG247

One of the responses has come from Devolver, which joked: “You’re gonna be able to buy Mycopunk for you and three of your friends for the price of one copy of Borderlands 4.” Pitchford responded to that light ribbing that mainly serves to promo developer Pigeons at Play’s upcoming co-op shooter by posting: “Mycopunk is cheaper than a point of meth – probably has fewer side effects, too!”

Yeah, imagine if your boss – who’s already made your work life harder by running his mouth – posted that.

That’s not been it either, Pitchford’s also issued what very much looks like a response to the “real fan” backlash by sharing a clip of him talking about Borderlands 4’s still unrevealed price at a recent PAX East panel, reasoning that it’s “the truth” for those who want it.


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It’s three minutes long, and basically sees him admit that he doesn’t know how much the game’ll cost, before going through the factors that could influence how much games cost these days – game sellers having to be aware that some folks they’ll want to sell to are in “price-sensitive” situations, while others are “accepting the reality that game budgets are increasing, and there are tariffs for the retail packaging, and it’s getting gnarly out there”.

“We want people to buy [the game], so we have the resources to make more,” Pitchford said, “but we want everyone who buys and plays a Gearbox game to feel certain that they got the better end of the bargain. Whatever the price is, that they got the best value.” Why didn’t he just say that in the first tweet? Beats me.



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May 22, 2025 0 comments
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Super Mario creator Shigeru Miyamoto explains Donkey Kong's recent makeover
Game Reviews

Super Mario creator Shigeru Miyamoto explains Donkey Kong’s recent makeover

by admin May 22, 2025


Donkey Kong – Nintendo’s mighty monkey with a penchant for bananas – received a bit of a makeover recently, and now we know why.

We originally got a look at DK’s new in-game look back in January, when the gorilla starred in the first brief teaser for Mario Kart World. At this time, fans noticed he looked much closer to his Super Mario Bros. film design than before. Since then, this look has been featured in plenty of Nintendo advertising, and of course the main monkey is set to star in his own Switch 2 game – Donkey Kong Bananza – later this year.

Now, Donkey Kong designer and Nintendo legend Shigeru Miyamoto has shed some light as to why the company chose to redesign his iconic character for this generation.

Donkey Kong Bananza Hands-On Preview: Is It Good? Watch on YouTube

Speaking with IGN, Miyamoto said “when it comes to character creation and working with characters”, he still has an active role in what goes on.

“Looking back to the first generation Donkey Kong Country, we worked with Rare to create Donkey Kong Country,” Miyamoto continued. “When we were talking about trying to create new versions, evolving Donkey Kong, we created the game called Jungle Beat. We worked together with the team that made 3D Mario. With the technology that was available at the time, we were able to make Donkey Kong more expressive.”

The creator furthered that “going back to the design that Rare came up with, we reevaluated”, with the team wanting to come up with something to make DK’s design “more expressive” than before.

“And then when it comes to the movie, we decided to move forward with this new generation Donkey Kong design,” Miyamoto concluded.

DK’s new in-game look is closer to his character in the Super Mario Bros. film (pictured here). | Image credit: Nintendo/Universal

Soon after Donkey Kong’s redesign was first revealed, former Rare artist Kevin Bayliss shared his thoughts on the new look, stating: “You can take the KONG out of the Country, but you can’t take the Country out of the Kong! (I love it – this is really funny! – Everything changes! – Change is good!).”

As for the monkey’s upcoming game, Eurogamer’s former EIC Tom Phillips has already had some time with Donkey Kong Bananza, which is set to launch on Switch 2 on 17th July.

“Yes, everyone might have been expecting Mario, but Bananza’s brawny obliteration is far better suited to his one-time enemy,” he wrote after going hands-on with Donkey Kong Bananza.



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May 22, 2025 0 comments
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