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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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Grow A Garden Is One Of The Most Popular Games On The Planet
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Grow A Garden Is One Of The Most Popular Games On The Planet

by admin May 22, 2025


It’s likely that you’ve never played or even heard of Grow a Garden, a new user-created experience in Roblox. But millions of people have. In fact, the very simple farming sim at one point had over 5 million active players, beating out games like Counter-Strike 2 and Marvel Rivals on Steam. It’s likely Grow a Garden is one of the most played games on the planet right now. And it was developed by a teenager in a few days.

The Top 10 Most Played Games On Steam Deck: February 2024 Edition

On May 21, as highlighted in a new report by GameFile, Grow a Garden has become the most popular game on Roblox, which itself is a massive platform with millions of active users. As I write this on a Wednesday, Grow a Garden is hovering at around 1 million CCUs (Concurrent Users), making it easily the most popular game on Roblox. It would also outrank everything on Steam except Counter-Strike 2, according to SteamDB. But on May 17 (a Saturday), Grow a Garden had over 5 million active players, the first game to ever do so on Roblox. At that number, Grow a Garden would be nearly twice as popular as PUBG on its best day which, at a peak of just over 3.2 million, still holds the record on Steam.

So yeah, Grow a Garden is popular. The simple farming game was developed by a teenager according to Janzen Madsen, the owner of Splitting Point, a game studio which has taken over management of the game since it hit the big time. Madsen told GameFile that the unnamed creator still retains “like 50 percent of the game.”

Madsen told the outlet that the original creator made Grow a Garden in about three days. And it shows. Watching gameplay of it, the menus, visuals, and gameplay are very basic and look more like a prototype of something that will be finished later. But this is the game. And millions of people around the world are playing it everyday, growing crops and sharing videos of their adventures on TikTok.

While some might be surprised that something like Grow a Garden is reaching millions of players, the reality is that Roblox has become a massive platform. It recently, with the help of hit games like Grow a Garden, reached over 16 million active users. Games like Brookhaven, Dress to Impress, and Adopt Me are more likely to be the games kids are playing these days than GTA, Call of Duty, or even Minecraft.

Of course, anything that’s this popular and making this much money is bound to be filled with bad actors and scammers. And yes, there’s a very well-documented seedy underbelly of Roblox, with allegations that kids are being exploited by adults and evidence of some truly horrible shit happening in servers around the game. But so far, Grow a Garden seems to be a mostly wholesome piece of the Roblox ecosystem. It’s also a sign that we are entering a new era of video games, even if I’m not sure it’s a better one.

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May 22, 2025 0 comments
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Following the breakout success of Metaphor Refantazio, Atlus’ only action-RPG gets a second lease of life on Switch 2 (and it’s pretty good, too)
Game Reviews

Following the breakout success of Metaphor Refantazio, Atlus’ only action-RPG gets a second lease of life on Switch 2 (and it’s pretty good, too)

by admin May 22, 2025


By now, you should know what to expect from an Atlus game. Whether you’re wading into the Boschian fever dream of Metaphor Refantazio or winding your way down the seven circles of hell in Shin Megami Tensei, Atlus likes it dark. Dark and weird. Unconstrained by the trappings of normalcy. A bit edgy and a bit juvenile, but all provocative and goth.

Raidou Kuzonha vs. The Soulless Army is no exception. The curious PS2 game (which enjoyed a 2006 release in Japan and North America, and 2007 in PAL regions) carries on Atlus’ fascination with the occult and the Satanic, but with one major variation from all the developer’s other titles: this one is an action-RPG.


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Now, you need to immediately get your brain away from the idea it’s a Soulslike, or anything similar. It’s more of a hack-and-slash, peppered with the need for strategic flourish. Unlike previous MegaTen games (and their use of the phenomenal Press Turn system), your protagonist, Raidou Kuzunoha, can attack with either his close range sword or his long range gun. But this wouldn’t be a MegaTen game without demons, so of course Kuzunoha can also summon two demons at a time to help in battle.

At launch, this game was fine. I’m a MegaTen sicko, so of course I played this as soon as it hit the PAL market (I also played the sequel, later, which is better in almost every way). It wasn’t anything to write home about, really, and the combat was grating more than it was inventive. But, oh my, how all that has changed now – nearly two decades later.

Coming to the Switch 2 at launch, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army Remastered is a bit of a misnomer. What we’re getting here is more of an enhanced version, and one that actually feels like a natural and intentional growth of the original game. And do you know why that is? Because, somehow, many of the same developers that worked on Raidou and its sequel during the PS2 era are still at the studio.

This is Tsuchigumo, and I don’t think he likes you very much. | Image credit: Atlus

Yeah, I know, right? What’s effectively happened here is that Atlus has been able to say to its staff: “hey, remember that game you very nearly got right at launch in 2006? Have another swing at it. Load it with all those cool combat ideas you wanted, improve the systems, take what we’ve learned in the last 19 years and go wild”. And the result is an enhanced piece of niche role-playing history that plays better than ever.

First up, Atlus has remade the game’s pre-rendered backgrounds into actual 3D. Everything looked fine before, but now there’s more interactivity, more impetus to get off the beaten path (and, potentially, more to actually do – negating some criticism of the game’s short length from its release). Atlus has crammed more demons into the roster, too, meaning you’ve got more freedom in how you approach battles, as well as more options for summoning and fusing. Again, this feels like a direct reply to criticisms of the game’s small offering at launch in 2006. If you’re a MegaTen sicko, you’ll appreciate the additions of demons like Idun, Hayataro, and more from SMT:5.

The combat upgrades themselves – more status effects, a more streamlined menu, more movement for Raidou in battle, more control over your demons – all seem to have been retroactively added into the game from the second in the series. No complaints, here; Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon improved upon the first game in nearly every way. It makes for a far better experience than the original game, and one that actually stands up pretty well in 2025. It’s not exactly going to blow newcomers away, but it’s novel – and a perfect ‘on the go’ kinda game to show off on the Switch 2’s fancy hardware.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Atlus

Another small quality-of-life thing that’s worth mentioning is the encounter rate. It’s been fixed. No more random encounters. Instead, demons are visible on-screen and you (sort of) get to choose when to engage. To make things even more engaging, we’ve got English voice acting, too… And you know what? It’s pretty good!

And that may be what makes this re-release so appealing to me, actually. The original Raidou games contain some of the most enjoyable, and memorable, narrative moments from any title Atlus has ever made. Yes, that includes Persona. There is a humour to these games that really works – and the interactions between Raidou himself and his familiar cat Gouto is a great example of good games writing: tutorializing whilst delivering story.

Your demons have all those powers outside battle (so you can reveal the hidden thoughts of NPCs – often vulgar, always funny – or roleplay as a detective to see more in a given scene). The weird, occult-leaning setting of 1920s Japan is fairly unique, and Atlus does well to dive into how curious it is, understanding that it’s a time of change, a time of anxiety, but also of excitement and growth. Having this coloured in with competent and fun voice-acting is something I didn’t know I needed.

Batles are a bit complicated, but once you nail the rhythm, they work well. | Image credit: Atlus

This is a far better product than I was expecting, honestly. The Shin Megami Tensei 3 remaster was fairly basic and barebones, but this… this is a shining example of how you can re-release a game some 19 years later and have it actually offer something new, and fix things that the original version lacked. After a brief preview, this has gone from ‘hm, that’s interesting’ to ‘oh, well I’m going to buy that, then.’ Your mileage may vary, of course, but I think this is a fascinating example of what Atlus can cook up with its legacy titles.

Now, where’s my Digital Devil Saga 1 + 2 HD Remaster, ey?



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May 22, 2025 0 comments
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Here're the games leaving PlayStation Plus Extra and Premium in June
Game Reviews

Here’re the games leaving PlayStation Plus Extra and Premium in June

by admin May 21, 2025



Following last week’s PlayStation Plus catalogue additions for May, Sony has announced its next batch of departures, with Monster Hunter Rise and more all leaving the service in June.


In total, PlayStation Plus’ newly updated Last Chance to Play section confirms six titles are currently scheduled to be removed from the service next month, meaning the clock is ticking if you were hoping to see any of the following games’ credits roll:

  • Monster Hunter Rise
  • Rogue Legacy 2
  • Inscryption
  • After Us
  • Kayak VR: Mirage
  • Avicii Invector

Rogue Legacy 2 plays are great as it looks.Watch on YouTube


The good news is it’s a considerably smaller list compared to last month, when Sony jettisoned over 22 titles – including the likes of Grand Theft Auto 5, Batman: Arkham Knight, Payday 2, Ghostrunner, and Journey to the Savage Planet. But that’s not to say none of June’s removals will be missed; Monster Hunter Rise is a stellar entry in Capcom’s long-running series, while Rogue Legacy 2 – with its jauntily compelling permadeath platform exploration – and the wonderfully sinister Inscryption both come highly recommended.


And if you’ve managed to miss the news of PlayStation Plus’ latest additions so far this month, these include Battlefield 5, Stalker: Legends of the Zone Trilogy, Humankind, and Sandland for Premium and Extra subscribers. Ark: Survival Ascended, Balatro, and Warhammer 40K: Boltgun, meanwhile, can be picked up across all three membership tiers. You can find more details in Eurogamer’s full PlayStation Plus guide.



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May 21, 2025 0 comments
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Here's The GTA 6 Trailer Recreated In San Andreas & Vice City
Game Reviews

Here’s The GTA 6 Trailer Recreated In San Andreas & Vice City

by admin May 21, 2025



Screenshot: Foosmoke / Rockstar Games / Kotaku

Someone has perfectly recreated the second Grand Theft Auto 6 trailer in the PS2-era GTA game San Andreas (with some help from Vice City, too).

You Should Play Grand Theft Auto III Before GTA VI | Total Recall

It’s a time-honored tradition to recreate new Grand Theft Auto trailers in older games and other media. And while it might not be a new phenomenon, it’s still enjoyable to watch these fan creations as they show us just how far Rockstar’s tech has come over the decades. So I knew that after Rockstar published GTA 6‘s second trailer earlier this month, following the news that the open-world sequel was being delayed until May 2026, someone would set out to recreate the new video in a previous GTA game. And here we are.

Foosmoke made the video using mostly GTA San Andreas to recreate nearly every moment from the new GTA 6 trailer. Sometimes the creator adds extra details using video editing tricks or bits from Vice City, but this is still more or less the GTA 6 trailer recreated in San Andreas, and it’s a blast to watch.

Previously, Foosmoke recreated the first GTA 6 trailer as if it were a PS2-era game. That video is also great. Of course, Foosmoke wasn’t alone in recreating that first trailer. Plenty of people did as well, sometimes in other games or even, in one case, in real life.

Fans have done similar recreations in the past. I fondly remember this recreation of Grand Theft Auto V’s first trailer in San Andreas. It’s wild how much more realistic Rockstar’s newer GTA games look compared to past entries. However, I do miss the more primitive and blocky visuals, as they live firmly in a very nostalgic part of my brain.

Grand Theft Auto 6 is set to launch on May 26, 2026, on PS5 and Xbox.

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May 21, 2025 0 comments
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Rayman isn’t dead: against all odds, Ubisoft has started hiring for a “triple-A Rayman game” at the same studio that made Mario + Rabbids
Game Reviews

Rayman isn’t dead: against all odds, Ubisoft has started hiring for a “triple-A Rayman game” at the same studio that made Mario + Rabbids

by admin May 21, 2025


It looks as though, against all odds, Rayman is still alive after all. Job postings spotted for a “AAA Rayman game” have been hastily taken down, but not before they were archived by eagle-eyed Reddit users.

The roles advertised include a job as a senior game designer and a 3D gameplay animator, that last role asking for someone to be “involved in the production of a prestigious AAA title for the Rayman brand”. You can still see these posts on Reddit, where they have been saved for all eternity despite Ubisoft’s best efforts to take them down.


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Last year, Ubisoft publically announced it was musing a revival of the Rayman IP, after he showed up as a cameo in a weird NFT game the company had pushed out to the joy of like five bozos. It looks like these musings weren’t just talk, as the job listings look to indicate some Rayman-related movement is happening. Good news for fans of one of Ubi’s most beloved characters, a guy who desperately needs some more attention.

Ubisoft Milan, for those who don’t know, was resposible for the brilliant Mario + Rabbids games, so Rayman is likely in good hands as far as the upcoming big project he’ll be featured in. This news also comes following Ubisoft and Tencent’s big collaboration in a new subsidiary company which will act as the home for Ubi’s biggest IPs. Now, Rayman doesn’t exactly fit into that category any more, but it does mean that he’ll probably be showing up at a less dire time for the Frnech video game giant.

Are you excited for more Rayman? Let us know below, as well as what sort of game you’d like to see him show up in. Something classic? Or a totally new approach?



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May 21, 2025 0 comments
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Monster Train 2 review | Rock Paper Shotgun
Game Reviews

Monster Train 2 review | Rock Paper Shotgun

by admin May 21, 2025


Monster Train 2 review

A juicy and reasonably inventive roguelike card-battling sequel that will devour all the commutes you throw at it.

  • Developer: Shiny Shoe
  • Publisher: Big Fan Games
  • Release: May 21st 2025
  • On: Windows
  • From: Steam
  • Price: $25/£21/€20
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


The roguelike deckbuilder is a remorseless evil that strives to colonise every dream ever dreamt by the human brain. It is a sparkling, shuffling plague, germinated by Slay The Spire, that threatens to absorb every other mortal pastime, from space travel through poker to carpentry. We must find a way to neutralise the entity before it assimilates us all. But in the words of the oldest proverb: just one more go. Just one more go, before I dissipate raging into that goodnight. Just one more run, before I play all those shortform avant garde releases in my Itch.io wallet.


If Monster Train 2 were the last roguelike deckbuilder I ever played, I would consider myself fairly pleased, and also very relieved. While not a huge departure from the game that plunged Matt Cox (RPS in peace) into unholy raptures, it’s a great pick if you’re fond of numbers going up and realising it’s 1.30am and that you are now too addled by card synergies to sleep. You do not have to like or understand trains, but it’s a plus.


As with Monster Train, Monster Train 2 is about riding a demon locomotive through an alternating series of battles and upgrade or customisation opportunities. In the first game, you were trying to oust the angelic hosts from the heart of hell. In this one, the angels and devils have bandied together to chase off the Titans, who’ve taken possession of Heaven.

There’s a certain amount of plot lodged in the crevices of the lobby town. This worried me at first – character development? In my progression system? – but it mostly consists of gentle sitcom sketches in which dragons complain about their husbands. Rest assured that none of it will keep you from your precious synergies. While embarked on your celestial commute, you will also bumble into random storylets that sometimes offer boons plucked from other roguelike deckbuilders, such as Balatro. The roguebuilding decklike singularity is nigh.

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The game’s big draw versus those other turn-based card battlers is that it’s actually three card battles in parallel, each feeding into the next like cunningly enfolded lanes in a tower defence game. During each skirmish, you pop unit cards on the lower three floors of your train to protect the all-important pyre on your fourth floor. The pyre is the source of points you’ll spend to play cards each turn. If it gets smashed to bits, your run is over.


Following a deployment phase, waves of enemies appear at the bottom (mostly) and travel upwards through the train, fighting a single round of combat per floor. This continues until the final assault from the local boss, which dispenses with the single-round-per-floor parameter – the boss must clear each floor of defenders before moving on. While units do battle automatically at the end of each turn, generally targeting the first enemy in the opposing line-up, you can intervene manually using spell cards that, for example, coat critters in Pyrogel to multiply damage received, or dazzle them with stardust so that they miss a turn.


It may seem a rickety, unintuitive format on paper. In practice, it’s wonderful. The overall challenge is to divide your cards and points scientifically between floors. An obvious gambit is to stock the bottom floor with your tankiest, most damaging cards to bollard the onslaught and saddle enemies with debuffs early on – there are plenty of attackers that power-up as they fight or climb. But the one-round-per-floor setup ensures that you can’t rely on any single floor. Besides, if that over-fortified foundation crumbles, the other, under-crewed layers will probably fall as well.

Enemy waves also form deviously alternating combinations of unit types, which thwart efforts to optimise any particular floor. Your heavies in Second Class might excel at melting juggernauts, but they’ll struggle against the hordes of fungus making their way back from the cafeteria.

Image credit: Rock Paper Shotgun / Big Fan Games


Monster Train 2 retains all this curious, rattling magic, but fills out the gaps with a bunch of new card categories and interactables, probably derived from careful observation of the first game’s players. There’s now a choice of starting pyres, with varying stats and modifiers. Some unit cards have or may acquire abilities, which essentially give you a free move: these include conjuring back the last spell you cast, and body-slamming targets into the rearguard.

New equipment cards can be clapped on friend and foe alike to, for example, harm assailants based on the wearer’s max health, or chip-damage a unit when they shift between floors. I’ve found that last one especially useful in the case of more agile bosses, who roam around like disgruntled ticket collectors before committing to the push.


Room cards, meanwhile, help you specialise floors. Turn one into a fighting arena and you can farm the small fry for easy pyre points to spend on expensive cards elsewhere. Introduce a planetarium and you’ll amplify any magic you weave within. I have never been brave enough to play the burning room that does 50 points of damage to units inside, but there’s probably a way to hack the card chemistry so that the incendiary conditions actually benefit your defenders.


All of these ins and outs are shaped by the five factions, each a reworking and elaboration of elements from the original game. You pick two as your primary and secondary clan for each run, which dictates your starting champion card – a named unit with a choice of upgrade paths – and the kinds of cards you’ll acquire at rest stops between battles.


The factions are a treat, each a verdant entanglement of playstyles. I will spoil the workings of just two. The strength of the Lunar Coven waxes and wanes with the phases of the moon. As such, victory often comes from delicately timing your most powerful cards, but the hitch is that some cards are more potent when the moon is full, others when it’s in shadow.

The dragons of Pyreborn, meanwhile, are all about gold – grabbing fat stacks early in the run, melting it down into lobbable slag (“Make It Rain”), or jealously hoarding it for buffs. The first time I beat Monster Train 2 it was thanks to the Pyreborn’s Greed Dragons, who accrue health and attack points based on how many dragon eggs you’ve acquired. You can hatch those eggs for artifacts, which may be sensible when you’re trundling up to the last boss, but I consider that a poor return for sacrificing a train’s worth of Smaughs.


Buffs! Buffs? Buffs. As with many a Spirelike, much of Monster Train 2’s enchantment comes from “breaking” the combat, which is to say, violently skewing the starting card capacities in ways doubtless envisaged by the designers using an artful compound of hallucinogens and spreadsheets. A case study: here is how you transform Ekka, High Witch of the Coven with a proud total of five attack and health points, into a titan slayer. First, you’ll want to pick either the Celestial Spellweaver or Silver Empress upgrade paths, each of which steadily accrues magical power, or Conduit. The Spellweaver gains it for every spell you cast on the same floor, while the Empress gets a massive boost while the moon is full.


You’ll probably want to deploy Ekka alongside a Lunar Priestess, who performs a ritual each turn that slops yet more spelljuice over friendly units. Now, hand the High Witch a Moonlit Glaive that confers a “mageblade” multiplier based on all that pent-up sorcery. The result should be a champion who looks like an ailing fortune teller yet can somehow dish out 300+ damage a turn, mulching the chewiest of chthonic crusaders in a single hit – and that’s before you exploit the ludicrous multipliers for your spells on Ekka’s floor, afforded by her conduit level.

True, she still has a glass jaw, and true, if she cops it, your wizardly arsenal will be proportionately punier. But you can head off those risks by wedging her behind a Silent Sentinel that absorbs damage while making foes even more susceptible to spells.


I gaze upon my willowy Wiccan wrecking ball with boundless, aching pride and satisfaction. And then I start to feel like Bilbo Baggins regaining his senses after beating a large woodlouse to death in Mirkwood. The appeal of the roguelite deckbuilder is the joy of expressing your wit and invention through alchemical mastery of maths. At best, it is like improvising a tune in response to haphazard melodies, dancing your own composition into the cadences of enemies and bosses.


At worst, it is like doing times-tables with fancier graphics – not that much fancier, in the case of Monster Train 2, which is readable and digestible, but badly needs a more interesting colour scheme and some more creative character designs. And even at its best, there’s a necessary hollowness to it, as anybody who’s ever yielded 100 hours of day and night to such games will know. The randomisation element sinks its blood-crusted hook, even as the glittery card effects make no bones of the genre’s adjacency to casino slot machines. Run gives way to run gives way to run.

Still, that’s more of a wider, philosophical objection to the genre than a criticism of Monster Train 2 in particular. If you have no such hoity-toity qualms, this is as bountiful an experience as you could ask for. Each victorious raid on heaven produces a shower of unlockable cards and items that you can put immediately to the test. If you’re weary of raiding the main campaign for cards, there are bespoke puzzle-campaigns via dimensional portal back at the starting depot, where you can test out various overarching modifiers. Or, if you really trust the hand you’ve amassed, you can segue your victory directly into Endless mode and extend this roguelike railway unto infinity. Heaven is only a fleeting fiction, next to the protean immensity of the deck.



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May 21, 2025 0 comments
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