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8th September video games roundup: Scrutinising the Saudi takeover of Evo, and Ghost of Yotei has the nicest locales
Game Reviews

8th September video games roundup: Scrutinising the Saudi takeover of Evo, and Ghost of Yotei has the nicest locales

by admin September 8, 2025


The Saudi takeover of Evo gives fighting game fans an uncomfortable choice

Image credit: Eurogamer / Evo / Qiddiya City

“Last week, RTS, co-owner of Evo, the biggest fighting game tournament in the world, announced it had been acquired by the Saudi Arabian city of Qiddiya. While far from the sole event of note across the genre, Evo remains a symbol of sorts for the fighting game community. Of all the tournaments, it is Evo that is held in the highest regard. Now, that community must choose between its long-lasting values and the bag.”


So writes Connor in his sterling op-ed on the Saudi Arabian takeover of Evo, that was announced last week. Now the scene, historically one based on an “all challengers welcome” philosophy, is faced with a near-impossible choice – but one players and fans must make nonetheless.

Opinion:
The Saudi Arabian takeover of fighting games’ biggest tournament means players – and the wider community – have a choice to make: between its culture and a payout



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September 8, 2025 0 comments
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Conjuring Last Rites Just Made Horror Movie Box Office History
Game Reviews

Conjuring Last Rites Just Made Horror Movie Box Office History

by admin September 8, 2025


The Conjuring: Last Rites had a massive opening weekend. The ninth film in the Conjuring franchise and fourth entry in the main series racked up over $190 million globally and set a new record for horror films. And it continues Warner Bros’ incredible and historic hot streak.

Arriving in theaters on September 5, The Conjuring: Last Rites brought in $84 million domestically alone, making it the largest domestic opening in the franchise’s history. The horror flick, which stars Patrick Wilson and Vera Farmiga as famous paranormal investigators Ed and Lorraine Warren, collected $110 million internationally, as reported by Variety. Combined, the film brought in $194 million total.

That bonkers total, which far exceeds WB’s expectations, is not only the biggest opening in the franchise’s history, but it also beat out 2017’s It, which earned $190 million during its opening weekend, and is now the largest debut for a horror flick ever. The entire Conjuring universe, which started in 2013, now sits at $2.3 billion in earnings, making it the highest-grossing horror franchise of all time.

And despite lukewarm critical reviews, Last Rites continues WB’s impressive and historic box office hot streak. The Conjuring: Last Rites is now the seventh film in a row from WB to make $40 million or more during its opening weekend. It started with Minecraft in April and has continued with each WB movie released since then. This kind of hot streak has never happened before. Will it continue? WB’s next movie, One Battle After Another, might not be able to keep the streak going, but we’ll find out when it arrives in theaters later this month.

One final fact: The top three horror film openings in the United States are now The Conjuring: Last Rites, It, and It: Chapter Two. And guess which studio produced and distributed all of those films? Warner Bros.



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September 8, 2025 0 comments
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Indiana Jones And The Great Circle: The Order Of Giants DLC Review
Game Reviews

Indiana Jones And The Great Circle: The Order Of Giants DLC Review

by admin September 8, 2025



At around four to five hours in length, calling The Order of Giants bite-sized doesn’t make a whole lot of sense. Within the context of the rest of Indiana Jones and The Great Circle, however, that’s precisely what this DLC feels like.

The base game is at its best when you’re dropped into an extensive playground and left to your own devices, whether it’s a maze of undulating rivers in Sukhothai or a stretch of desert surrounding the pyramids of Giza. Donning Indy’s signature hat and exploring these dense locations is a treat, with each level meticulously detailed and focused on player agency, all while weaving the signature elements of an Indiana Jones adventure into each locale.

Maybe it was naive of me to expect a similar setup in the game’s first expansion, but it’s still a tad disappointing that The Order of Giants presents a more streamlined experience instead. The quality is still there; it’s just missing a few key ingredients.

If you’ve played The Great Circle before, you’ll want to head back to Vatican City to add this new batch of fieldwork to Indy’s journal. From here, you’ll meet Father Ricci, a young priest–with a loquacious pet parrot–who’s desperate to track down a lost Roman artifact once owned by Pope Paul IV. This is more than enough information to pique Indy’s curiosity, propelling you on an adventure just beyond the walls of the Vatican as you head into the ancient city of Rome itself. Or, more specifically, descend beneath the Eternal City’s streets, where you’ll rummage through the cramped confines of dusty Roman tombs, catacombs, and the Cloaca Maxima sewer system, solving various puzzles, uncovering hidden mysteries, sneaking past cultists, and punching Mussolini’s fascist Blackshirts in the face.

As the DLC’s title suggests, The Order of Giants delves deeper into the lore behind the Nephilim Order: a monastic society of giants formed by the descendants of fallen angels. As compelling as this backstory is–and despite the giants’ vital role in the events of The Great Circle–the Nephilim are still shrouded in mystery by the time the base game’s final credits roll. The Order of Giants doesn’t necessarily lift the lid on their past, but it does offer another fascinating peek into their cryptic role in history, dating back to Nero’s reign as emperor of Rome and the 11th-century Crusades.

I enjoyed unravelling the story through notes, puzzles, and Indy’s own observations, particularly the way it’s grounded in real history despite the fantastical nature of the Nephilim. The writing is sharp, and Indy’s quips are on point, with Troy Baker delivering another fantastic performance as the iconic archeologist. I do, however, get the feeling the narrative would’ve fit more snugly if I hadn’t already finished The Great Circle. As an extra addendum, it feels distinctly like a side quest with little to no impact on the main story. This is a tricky conundrum to solve with any story-driven DLC, and I don’t think there’s a perfect way to do it. Just know that those playing The Great Circle for the first time will probably appreciate it more as a natural detour within the greater narrative than those returning after reaching the game’s conclusion.

It also makes sense as an extension of the Vatican map, as you’ll spend most of your time traversing similar underground areas to those found beneath the holy city. The Order of Giants is fairly linear in this regard, yet each location is designed with plenty of hidden pathways and secrets to uncover, ensuring that those willing to explore every nook and cranny will be satisfied. It’s replete with a number of delightful puzzles to solve, too, challenging your thought process while being wonderfully tactile at the same time, from referencing an ancient story to figure out which way to rotate various platforms, to guiding a ball down a track by constantly placing and removing different pieces to alter its direction. These room-scale puzzles are some of the best in the entire game, and the DLC’s pacing guarantees that no one aspect overstays its welcome.

When you’re not solving Roman conundrums, The Order of Giants offers a decent mix of platforming and combat to keep things feeling fresh. Both are relatively unchanged, whether you’re swinging over a chasm with Indy’s signature whip or throwing a thunderous haymaker to put a fascist in the ground. There is one section where you get your hands on some TNT, but you’ll be using your fists and makeshift melee weapons to blunt force most enemy encounters. Clobbering fascists remains particularly entertaining, but the smaller scale of the environments isn’t conducive to the kind of freeform stealth present in the base game, so it loses some of that Indiana Jones-style improvisation. For as atmospheric as each location is, The Order of Giants also lacks the same spectacle as the base game, with the absence of set pieces reinforcing how pared down it is in comparison.

What it may lack in scope, The Order of Giants makes up for with some of the best and most inventive puzzles in the game. It’s disappointing that we didn’t get another expansive environment to explore, but this is still an engaging mini-adventure that’s rich in lore and quintessentially Indy. Those playing The Great Circle for the first time might appreciate the detour a lot more, but putting on that wide-brimmed fedora again still feels great (if only I could get John Williams’ theme music out of my head).



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Developer IO Interactive on why Bond needs to "earn" his iconic theme music in 007: First Light
Game Reviews

Developer IO Interactive on why Bond needs to “earn” his iconic theme music in 007: First Light

by admin September 8, 2025


Getting your hands on an iconic and beloved entertainment property is surely a blessing and a curse. On one hand, you get the opportunity to mine the history of the franchise and its stories for your own gain, and get to leverage the interest of a dedicated congregation of existing fans. On the other hand… there’s a lot of expectation. People know this franchise. They know this character like a friend. They know how they want it.

This challenge isn’t just present in gameplay and the casting of Bond, but everywhere around the edges. There’s a ‘Bondian’ energy that absolutely must run through this game like lettering through a stick of seaside rock – and one of the departments most under the gun is surely IO Interactive’s audio department, who have to make sure gadgets and guns sound right but also manage one of the most iconic aspects of a 007 adventure: the soundtrack.


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“60 years of Bond, there’s a lot of sonic iconography,” admits Dominic Vega, the audio and missions director on 007: First Light. We’re chatting briefly as part of an overarching tour of IO Interactive’s Copenhagen headquarters where I got to see a chunk of Bond’s latest adventure and chat to some of the developers bringing it to life. Much as with the rest of the game, the musical challenge is summarized in its fresh-faced, young version of MI6’s most famous agent. This is a young Bond, and he isn’t yet fully-formed as the super-spy we know. At the same time, an expectation is there: fans want to hear certain sounds and themes.

Or, to put it another way, this Bond has to “earn his themes,” Vega says. “Throughout the campaign he grows, and he’s earning his number – and he’s earning his themes.”

The result is a soundtrack and audio landscape with ambition, and in turn quite unlike anything that IO Interactive has produced before. The moody rumble of Hitman wouldn’t be appropriate here, and nor would the atmospheric face-slap of Kane & Lynch 2’s score. Something different is required – and on top of all that, the studio wants to create a soundtrack that is distinctly Bond but also differentiated from the audio signature of the cinematic Bonds.

For that task Vega’s team has turned to the British composer duo of Joe Henson and Alexis Smith – aka The Flight. This duo has quite a list of credits to their name, including a range of big-name game soundtracks. Specifically, you’ve probably heard their work in Horizon Zero Dawn and Forbidden West, Alien Isolation, and Assassin’s Creed Shadows and Odyssey.

“They’re a really great composer duo with some amazing credits and some amazing music,” says Vega. “They’re a perfect blend of the sort of orchestral mastery that is required for Bond while contributing something modern, something that players I think will attach on to as a fantastic foot forward for the 007 franchise.

“Their sound is somewhere between the orchestra and the synthetics, and so I think they signify as a group and a duo what we’re looking for in bringing a younger Bond who is discovering this world of MI6, this world of spycraft, espionage, and intrigue – and bringing all that to life.”

Audio is as important to Bond as visual. | Image credit: IO Interactive / MGM

Across a few demos, one certainly gets the idea of the gamut of potential soundtrack options. Car chases and gun fights are an example of when First Light takes on a more linear nature, bringing with it a score that is more cinematic by design. In open-ended areas, however, the game needs to be ready to react; its score needs to morph and shape itself to game design that is open-ended enough that you might transition from schmoozing at a party to a brutal hand-to-hand combat scenario in seconds.

That’s a challenge not just for The Flight as composers, but also for the technical team at IO Interactive building the game. Dynamic music is now the norm in games, but the nature of the Bond franchise and its strong melodic identity means its dynamic music arguably needs to be more carefully stitched together, as Vega explains.

“The game is a lot about creative choice, and taking on opportunities in whatever way the player sees fit – and the music should cater to that perfectly, the audio director notes.

“Melody is incredibly hard to get right inside of games because of the interactivity of games, and in First Light we’ve insisted on completing our musical ideas. No matter if the player goes from combat to still really quickly, we need to get that musical motif to close. It’s really hard. And on a spreadsheet it doesn’t look great,” he adds, laughing. “But we find it’s really important.”

This ties into a lot of work done elsewhere to take IO’s technology as part of its Glacier engine and make it conform to the shape required for a Bond game.

“Typical combat music and design wasn’t going to cut it for us,” Vega says. “Music in the Bond universe is angular. It’s mixed meter. It’s off-time. It has space, it has oxygen. It has room for dialogue, and room for impact. We want to embrace that. We’ve refactored a lot of our technology to make sure that not only is it about the melodies, the motifs, and the feeling of being Bond – it’s also about how we assemble that for the player.”

You can expect as much nuance in the music as you’d get in a cinematic Bond effort. | Image credit: IO Interactive / MGM

Fans can expect plenty of classic Bond theme moments reflected in what Vega gleefully calls ‘needle drop’ moments – but the team has also been careful not to overdo it. There’s plenty of original themes, and within that philosophy of Bond ‘earning’ his iconic themes, it’ll only be when he really deserves it that one of John Barry’s most beloved melodies will cut through. The soundscape will also reflect Bond’s globetrotting – you’ll hear in-universe music appropriate to wherever he finds himself, including licensed tracks. Dialogue will also reflect where you are in terms of the use of language and the accents you’ll hear.

There are elements of the Bond sound that are indelible, however. The franchise has its roots in 1963’s film scoring, and in the big band swing vibes of Monty Norman’s seminal ‘James Bond Theme’, which in turn gave the legendary John Barry the template from which he created a truly unforgettable sound. That sound has to be present, Vega says, for both old fans and newcomers alike.

“We’re really proud of where we’ve taken it, but it’s something that… all roads point to Bond, to that iconic sound.

“We have an orchestral sound to our game, but this is a young Bond. This is a Bond that we’re trying to find the orchestra through the soundtrack. We want to be a Bond for a new gaming generation, and we want to present a fresh sound while never forgetting that this is a classic IP that the fans of Bond should feel really satisfied and welcomed in, but also that the new players can be introduced to this sonic iconography that kind of coincides with the the character’s experience.”

There’s an electronic element to the soundtrack that reflects the present day, but there’s a strong belief from Vega that the Bond experience isn’t one that’s synthesized – and the soundtrack needs to represent that.

Music affects the overall mood. | Image credit: IO Interactive / MGM

“We’re proud to present a musical genre that is increasingly disappearing from media,” he asserts. “I think that’s something that we take really seriously. I think six French Horns in a hall sounds amazing, and I want to make sure that players have that.

“Some of the best soundtracks I can think of, and if I was to ask a room of hardcore gamers what is your best soundtrack… almost all of them were from composers and people who wanted to show the audience music that is music, right?”

“But then lastly – gamers deserve to hear a swing band. I think a big brass group is awesome, it’s not something you hear every day, and I think when you’re playing Bond, you want it.”

It’s an ambitious musical project – which only makes sense for any composer following in the footsteps of the likes of John Barry and David Arnold, among others. But in all this music talk, there is one other Bond staple missing: what about a theme song? That question provokes the classic ‘not yet’ reaction. You can imagine it, I’m sure. PRs stiffen, and a bit of an awkward shuffle ripples through the room.

“We have some great music announcements to make along the road,” Vega tactfully offers. “We are obviously going for the complete Bond experience.”

This preview is based on a visit to IO Interactive’s HQ in Copenhagen. IOI provided travel and accommodation. I wrote this while listening to this excellent mixtape, for what it’s worth.



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Best Buy's Big PS5/Xbox Video Game Clearance Sale Is Live Now
Game Reviews

Best Buy’s Big PS5/Xbox Video Game Clearance Sale Is Live Now

by admin September 8, 2025


Best Buy is liquidating its warehouse with a big clearance sale on an oddball assortment of Xbox, PlayStation, and Switch physical games. However, to find deals worth potentially grabbing, you’ll have to dig through some gunk and a lot of sports games from a year ago to find some good games worth adding to your collection.

As spotted by the internet’s favorite deals guru, Wario64, Best Buy is currently holding a large video game clearance sale online and in stores around the country. Is this more evidence that Best Buy, like other retailers, is looking to exit the physical video game space and just fill stores up with more cellphones, old Funko Pops, and fridges? Perhaps, but regardless of why these games are on sale, they are cheaper than normal, and you get a physical copy, too. You can add these to your library or even pass down a copy of Watch Dogs Legion or Diablo IV to your grandkids.

Anyway, we dug through the junk to find some of the best games and biggest deals currently available via the Best Buy clearance sale. Keep in mind these might sell out at any time so this list might be out of date by the time you see it. Also, many games are only on sale on a specific platform, which we have listed below next to the usual price and the new sale price.

  • Watch Dogs Legion – Xbox – $8 ($15)
  • Tiny Tina’s Wonderlands Next Level Edition – Xbox – $10 ($20)
  • Redfall – Xbox – $10 ($70)
  • Dragon Ball Xenoverse 2 – Xbox – $10 ($20)
  • Midnight Suns Enhanced Edition – Xbox – $12 ($20)
  • Deathloop – PS5 – $13 ($60)
  • Sponge SquarePants A Patrick Star Game – $16 ($20)
  • Hot Wheels Unleashed 2: Turbocharged – Xbox – $18 ($30)
  • Rainbow Six Siege – PS4 – $18 ($30)
  • Diablo IV – PS5 – $25 ($70)
  • Core Keeper – PS4 – $18 ($30)
  • The Smurfs Village Party – PS5 – $21 ($40)
  • Super Bomberman R 2 – PS5 – $24 ($30)
  • Samba de Amigo: Party Central – Switch – $24 ($40)
  • Dragon’s Dogma 2 – Xbox – $26 ($50)
  • Crisis Core: Final Fantasy VII: Reunion – Xbox – $30 ($50)
  • NFS Unbound – Xbox – $30 ($50)
  • Neon White – PS5 – $32 ($40)
  • Test Drive Unlimited Solar Crown – Xbox – $31 ($70)

And yeah, Redfall wasn’t a great game, but it got an offline mode not that long ago and is easily worth $10 if you are hankering for a vampire-themed RPG shooter this Halloween season.



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Breathtaking Keanu Reeves would "love" to be Johnny Silverhand in Cyberpunk 2
Game Reviews

Breathtaking Keanu Reeves would “love” to be Johnny Silverhand in Cyberpunk 2

by admin September 8, 2025


Hollywood actor Keanu Reeves has said he would love to reprise the role of Johnny Silverhand in Cyberpunk 2.

Reeves spoke to IGN while promoting his new film Good Fortune, in which he plays an angel, fittingly. Apparently it’s funny. When asked by IGN whether he’d like to be in CD Projekt Red’s new Cyberpunk game, Reeves answered, “Absolutely. I’d love to play Johnny Silverhand again.”

We don’t know much about Cyberpunk 2 other than it will feature a new city that Cyberpunk TTRPG creator Mike Pondsmith – who collaborated heavily on Cyberpunk 2077 – recently described as “Chicago gone wrong”. We also know the in-development game is called Project Orion and has around 80 people working on it, and is in pre-production.

The question of Reeves’ involvement I expect depends on what part Johnny Silverhand will play in the second Cyberpunk game, if any. The entire plot of Cyberpunk 2077 revolved around Silverhand, so his story has been told, and it did have an end to it.

There’s a possibility that Silverhand could still appear in a sequel but it depends which ending CDPR decides is canon in the game – all of which sounds like too fussy a narrative proposition to me. It may be simpler to rule Reeves and Silverhand out.

Ruling Reeves out, though, would mean no more iconic “you’re breathtaking” moments on an E3 stage. But sometimes such sacrifices have to be made. Also, it would leave the proverbial door open for CDPR to hire another big name in Reeves’ place.

Cyberpunk 2077 expansion Phantom Liberty famously featured actor Idris Elba, and Charles Dance featured in The Witcher 3. The Polish studio has a penchant for hiring big-name talent. The question is, who could it pick? My money’s Sean Bean. Or Arnold Schwarzenegger.

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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Octopath Traveler 0 Limits Your Town's Size On Different Consoles
Game Reviews

Octopath Traveler 0 Limits Your Town’s Size On Different Consoles

by admin September 8, 2025


Another dang Monday!? Didn’t we do this already? Fine, whatever, let’s go again. Welcome to Morning Checkpoint, Kotaku’s daily round-up of news and other stuff you might care about. Today, we have news about the next Wolfenstein game, information on how Nintendo develops new ideas, a trailer for the next Knives Out film, and bad news for people planning to play Octopath Traveler 0 on Switch.

Your city’s size in Octopath Traveler 0 depends on what platform you play on

In December, Square Enix’s Octopath Traveler 0 will launch and, in addition to questing through dungeons and slaying monsters, players will be building a new town in this upcoming RPG. But how big your in-game town can be will not be dependent on your skill or determination. As recently revealed by Square Enix and spotted by Wario64, the maximum size of your city will depend on what platform you play Octopath Traveler 0 on, with weaker consoles being more limited than PC and newer machines.

Octopath Traveler 0 platform specs pic.twitter.com/2jhpK7osy6

— Wario64 (@Wario64) September 5, 2025

The OG Switch has a 250 building limit. Meanwhile, the Switch 2 and PS4 max out at 400 buildings. Finally, if you want 500 buildings (and who doesn’t?), you’ll need to play the RPG on Xbox Series X/S, PS5, or PC.  As you might expect, where you play decides your max FPS and resolution, too, which are also included in the chart above. Lots to think about for Octopath fans ahead of the game’s December 4 release date.

MachineGames hopes to make a third Wolfenstein game

While Indiana Jones and the Great Circle was a fantastic video game and one of the best Indy adventures yet, it wasn’t what I wanted from developer MachineGames. What I wanted was a new Wolfenstein game. It felt like there was at least one more story to be told with the studio’s version of BJ, and it turns out that’s in fact the case.

In NoClip’s newly released documentary about the history of MachineGames and the making of its Wolfenstein series, co-founder and studio head Jerk Gustafsson confirmed that the plan from day one was always to make a trilogy. And that’s still the plan, assuming the studio gets a chance to make one more Wolfenstein game.

“I think this is important to say, because we have always seen this as a trilogy. So that journey for BJ – even during those first weeks at id, when we mapped out New Order – we still had a plan for at least that character. What will happen in the second one. What will happen in the third one. I think that’s important to say because, at least I hope, that we’re not done with Wolfenstein yet. We have a story to tell.”

Nintendo doesn’t need new franchises

Former Nintendo developer and programmer Ken Watanabe told Bloomberg that the company doesn’t really have a need to create new franchises, as it can simply incorporate new mechanics and ideas into one of its existing and already established IP.

“New franchises haven’t come out simply because there’s no real need to make them,” Watanabe told the outlet. “When Nintendo wants to do something new, it’s basically about the gameplay mechanics first — about creating a new way to play. As for the skin or the wrapper, they don’t really fuss over it. They just pick whatever fits that new gameplay best.”

Schedule 1 will add shrooms, which apparently weren’t in the game before

Schedule 1, the super-popular drug-dealing simulator on Steam, recently asked players what they wanted added to the game next, and the fanbase voted for shrooms. Which is fine, but also weird to me. It’s not weird that people playing a game about drugs want more drug variety, but, weirdly, shrooms weren’t in Schedule 1 to begin with. Anyway, shrooms will be added around November as a free update. Meanwhile, fishing fans, you lost out, and that feature won’t be added to the game in the near future. Sorry.

 

ICMYI:

Watch This:

 

 





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The Last of Us season two wins series another Emmy
Game Reviews

The Last of Us season two wins series another Emmy

by admin September 8, 2025


The second season of The Last of Us, which comprised seven episodes, has won its first Emmy.

At this weekend’s Creative Arts Emmys, The Last of Us took home the award for Outstanding Sound Editing for a Comedy or Drama Series for the second season’s second episode, known as Through the Valley.


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You can check out the full list of this weekend’s winners via Deadline.

The first season of The Last of Us was nominated for 24 Emmys. It went on to win eight, including Outstanding Guest Actor for Nick Offerman’s portrayal of Bill.

The second season wrapped earlier this year, with a third season already confirmed to be in the pipeline. Back in July of this year, The Last of Us video game creator Neil Druckmann announced he was stepping away from his creative involvement in HBO’s TV adaptation, calling this a “difficult decision”.

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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Borderlands 4 launch times come with a nice surprise if you're on PC
Game Reviews

Borderlands 4 launch times come with a nice surprise if you’re on PC

by admin September 8, 2025


We’re just days away from the launch of Borderlands 4, and Gearbox has officially revealed when – exactly – we’ll be able to play it. The full launch times schedule also has a nice surprise for PC players, who will be able to jump in a day early.

Though the game technically launches September 12, because of the way the launch is going to work on PC, Borderlands 4 is going to be playable on September 11 instead.


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On PC, Borderlands 4 has a fixed launch time. What that means is that when it’s out for one country or region, it’s going to be out everywhere else, too. This is true for both Steam, and the Epic Games Store.

On PlayStation and Xbox, however, Borderlands 4 will unlock at midnight local time, which means some parts of the world will be able to play the game ahead of others, simply because of how time zones work.

This is good news for players on PC, who will effectively be playing on September 11. For some, that unlock time falls fairly earlier in the day than others. This is admittedly going to make things a little awkward if some of your friends are getting the game on console (Borderlands 4 supports cross-play), but that’s only really something you have to worry about on launch day.

Watch on YouTube

Borderlands 4 PC (Steam, EGS) launch times

  • September 12 at 2am AEST – Australia.
  • September 12 at 4am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 1am JST – Japan.
  • September 11 at 5pm BST – UK.
  • September 11 at 9am PT – California.
  • September 11 at 12pm ET – New York.

Borderlands 4 PlayStation launch times

  • September 12 at 12am AEST – Australia.
  • September 12 at 12am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 12am JST – Japan.
  • September 11 at 12am BST – UK.
  • September 11 at 9pm PT – California.
  • September 11 at 12am ET – New York.

Borderlands 4 Xbox launch times

  • September 12 at 12am AEST – Australia.
  • September 12 at 12am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 12am JST – Japan.
  • September 11 at 12am BST – UK.
  • September 11 at 9pm PT – California.
  • September 11 at 12am ET – New York.

Borderlands 4 Nintendo Switch 2 launch times

The Switch 2 version arrives three weeks after PC, PlayStation, and Xbox, as recently announced.

  • October 3 at 12am AEST – Australia.
  • October 3 at 12am NZST – New Zealand.
  • October 3 at 12am SGT – Singapore.
  • October 3 at 12am JST – Japan.
  • October 3 at 12am BST – UK.
  • October 3 at 9pm PT – California.
  • October 3 at 12am ET – New York.



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28 years after the original game, Final Fantasy Tactics could get "sequels and new titles" if The Ivalice Chronicles sells well enough, teases director
Game Reviews

28 years after the original game, Final Fantasy Tactics could get “sequels and new titles” if The Ivalice Chronicles sells well enough, teases director

by admin September 8, 2025



A sequel to Final Fantasy Tactics could be on the cards if the forthcoming remake sells well, its director has teased.


The PS1 tactical RPG was first released in 1997, and while it established the world of Ivalice that reappeared in subsequent games, it never received a direct sequel. Square Enix also released the Final Fantasy Tactics Advance games on GBA and DS, though the second of these was back in 2007.


“If The Ivalice Chronicles can do well, that’s good for the fans, they can enjoy it. But, at the same time, it shows the business viability of the strategy RPG genre,” Kazutoyo Maehiro, director of the remake told Inverse. “So that could potentially open the door for doing something with Final Fantasy Tactics Advance or A2, or maybe even sequels and new titles as well. I think I speak for everyone who’s worked on the original Final Fantasy Tactics, and is working on The Ivalice Chronicles as well – we’d really like to see that happen.”

FINAL FANTASY TACTICS – The Ivalice Chronicles | Enhanced Opening MovieWatch on YouTube


Final Fantasy Tactics is one of the most beloved entries in the series, praised for its mature, political storytelling. Fans have long-wanted a new Tactics game, with this remake being rumoured for years.


Maehiro also commented on the popularity of the genre overall, alluding to other recent turn-based games.


“Of course, with the different hardware advances that have come, we see a lot more action games,” he said. “But I think, at the same time, that doesn’t really mean turn-based or strategy games went away. They’ve advanced with the hardware advances. I know we have titles that might start with P or have 33 in them, and fans really enjoy these games.


“But strategy RPGs are opportunities where people need to be able to think and strategise to excel at these games. And people do enjoy them overall – so these games have a place.”


Eurogamer’s Alex Donaldson recently went hands-on with Final Fantasy Tactics: The Ivalice Chronicles, and discussed with the developers the need for a remake.


“Obviously, this game came out 28 years ago,” said co-director Ayako Yokoyama. “But the story is amazing, and I think that’s something we want people to experience. At the same time it is a strategy RPG, and maybe for more casual players that’s a little bit of a hurdle. It can even be hard for people who aren’t used to that type of game, but do like story-based RPGs.”

Final Fantasy Tactics: The Ivalice Chronicles releases on 30th September across Xbox, PlayStation, Switch consoles, and PC (Steam).

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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