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Game Reviews

Hollow Knight Silksong features the voice of Stardew Valley creator Eric Barone
Game Reviews

Hollow Knight Silksong features the voice of Stardew Valley creator Eric Barone

by admin September 6, 2025


Stardew Valley creator Eric Barone has voiced a character or two in Hollow Knight Silksong.

Barone’s name was spotted in Silksong’s credits, which you can access from the Extras part of the main menu. And when The Verge asked Stardew Valley studio ConcernedApe if this was the same Eric Barone who worked there, the company’s head of biz dev, Cole Medeiros, confirmed it.

But! Neither Mereidos nor Barone will confirm who Barone voices in Silksong. Medeiros said Barone would rather not say so as not to spoil anything. Barone could potentially be any of the weird and wonderful characters you bump into along the way.

There! Third down on the left. | Image credit: Eurogamer / Team Cherry

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



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September 6, 2025 0 comments
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Johnny Silverhand leans on a railing.
Game Reviews

Mysterious Cyberpunk 2077 YouTube Video Spurs Fan Speculation

by admin September 6, 2025


Cyberpunk 2077 isn’t without its unsolved mysteries. Between the seemingly unsolved FF06B5 enigma and the lasting impact of cryptic quests like the Peralez storyline, plenty of cybersleuths are still hard at work on the streets of Night City trying to uncover the game’s secrets. Fittingly, A recent social media post by official Cyberpunk accounts has led fans on another strange quest for truth, and it centers a strange, unlisted video that, at first glance, looks to be just 24 minutes of uninterrupted static.

On September 1, 2025, CD Projekt Red shared an image of an in-universe recruitment message from Rosalind Myers, president of Cyberpunk’s fictional NUSA (New United States of America). Over at the decaying corpse of Twitter known as X, the official Cyberpunk 2077 account threw cold water on any notion that this post was a teaser for new content, clarifying that it was simply “part of an activity tied to the Phantom Liberty anniversary [the studio’s] celebrating this month.” But fans convinced there was something more to this message were on to something.

As documented by ArcticXWolf on Reddit, the binary of the image had a link that points to an image of a Roman coin. Using the anonymous messaging platform secretMSG, the link redirects to the unlisted YouTube video mentioned earlier,  titled “Secret Message from NUSA,” which seemingly contains nothing more than 24 minutes and 53 seconds of static. Despite my affinity for avant-garde works of art, even I don’t think it’s very pleasant to listen to.

Things get a little weird from here on out. Select frames from this video can be seen to spell out the words “FILES DETECTED CLASSIFIED.” Unfortunately, this seems to be the last concrete, provable thing anyone’s sussed out thus far. Some have turned to LLMs for help–which (shocker!) isn’t turning up anything meaningful. Others have pointed to a possible similarity between this cryptic static video and something apparently hidden in the Edgerunners 2 teaser, which may or may not have something to do with Cyberpunk’s space-exploration-themed conspiracies. And yet another well-read fan quoted the opening line of William Gibson’s classic cyberpunk novel Neuromancer:

“The sky above the port was the color of television, tuned to a dead channel.”

Spooky stuff! The cryptic video remains unlisted and no social media accounts from Cyberpunk 2077 or CD Projekt Red actually seem to have given any more clues. Cyberpunk 2077’s stories are often at their best when there’s a mystery to unravel, so this is cool and on-brand. Now hopefully someone figures this one out, as well as whatever the hell the true meaning of FF06B5 is.



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September 6, 2025 0 comments
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NBA 2K26 Review - Sweat Equity
Game Reviews

NBA 2K26 Review – Sweat Equity

by admin September 6, 2025



It’s funny to see how much the topic of sweat has become a joke in the NBA 2K series. As far back as when the series first came to Xbox 360, I can recall players calling out the life-like perspiration seen on its in-game athletes. Today, that dedication to depicting authentic sweat is sometimes used to critique the game. Players will say–perhaps only half-jokingly–that Visual Concepts is too concerned with sweat and not focusing enough on other aspects of the annual basketball sim. In reality, I don’t know of another sports gaming studio team that sweats the small stuff quite like the NBA 2K team. NBA 2K26 is another testament to that, with a lot of little improvements alongside a handful of big ones, collectively making this a game that can easily satisfy virtually any type of basketball fan there is.

On the court, the best change is the game’s new motion engine, which follows from last year’s new dribble engine and 2K24’s introduction of “ProPlay,” a system NBA 2K uses that transposes real-life basketball footage into in-game animations. The changes to the motion engine this year are obvious if you’re an annual player. Movements are smoother and more authentic to the real world, and thus look better on the screen and feel better in your hands. I’d expected this to be a minor change when I’d first heard about it, but in playing it side by side with last year’s game, it’s more than subtle.

The transitions from one movement, like cutting through the paint, to something like stepping back and shooting a floater, are excellent. This change cuts way down on instances of players sort of floating to where they need to be, like they might in past games at times. Movement feels more physical and dynamic overall, and comfortably lends itself to the way Visual Concepts already mimics the unique play styles of its stars.

It’s not just sweat. NBA 2K26 features a great visual upgrade.

What would seem like a minor change in catch-and-shoot mechanics also ends up being much more exciting. If you hold the left trigger as you receive a pass, you can speed up your shooting motion, allowing you to more quickly get off a Curry-like, lightning-fast release from beyond the arc. There’s a good skill check to it, too, as it basically forces you to time two different shooting motions for each player.

Green-or-miss mechanics are back, and gone are last year’s shot profiles that allowed players to mix different shooting mechanics in a single game depending on each player’s preference. Now, success rates come down to the difficulty you’re playing on and how well you can adapt to them in each setting. In something like MyNBA, the game’s franchise-style mode where you’ll control all players yourself, the green-or-miss mechanics are more forgiving, with a thicker green bar allowing you to make more shots because you’re handling many different shot styles at a time. In competitive online modes with your custom avatar, those shots are going to have to be closer to perfect.

This is a reasonable solution to the years-long debate over how to rightly tune shooting mechanics in the game, and though at first I thought it’d be odd to have varying degrees of forgiveness for my ill-timed shots depending on my mode of choice, ultimately I think that part works well. The part that the team still needs to clean up a bit is the contest system, which still sometimes lets green-bar warriors in PvP drain shots that seem almost impossible with a defender in their face.

Overall, defense probably takes a slight step back in 2K26, even as the varying difficulties surrounding each mode’s shot timing windows do otherwise fix some of what players hated in 2K25. I’m the type of NBA 2K player to mainly play with my friends or in solo modes, so my reviews of this series are always colored with less PvP vitriol than you can certainly find elsewhere, but I’ve not been blind to those woes. I think there’s still work to be done to let the defense win more often when they’ve successfully challenged the offense, but in its current state, I’ve had a blast with 2K26.

The game’s Learn 2K mode arrived last year and this year’s game adds a great middle ground tutorial between beginner controls and advanced. The intermediate tutorial bridges the gap some noticed in last year’s version, making Learn 2K now one of the best tutorials in sports games. It’s easy to forget that these games bring in new players every year, and there’s so much institutional knowledge that the studio and community could–and often do–take for granted. Nuanced tutorials like this one–and the similar one that teaches players how to navigate the dizzying world of MyTeam–are not just welcome; they’re absolutely necessary.

Whatever else NBA 2K is doing annually, for better or worse, the one constant source of joy it brings me is its unrivaled presentation. Every game feels like the real thing, sounds like the real thing, and authentically captures the flow of a televised basketball game. Commentary, like every sports game I’ve ever played, is flawed, but less so than most other sports sims. Kevin Harlan’s annual return to the booth is always welcome, as he has never phoned in his performance for this series, despite having seemingly 12 jobs across sports.

Hanging banners won in MyNBA is a cool addition to the team-centric mode.

The crowd noise is layered in such a way that late-game drama really feels as big as it should. Halftime shows and theatrics on the court during timeouts go the extra mile, with numerous dance numbers from cheerleaders, mascot’s riding unicycles, and fans taking half-court shots to win cash prizes. The atmosphere of basketball being played in a massive arena is fully replicated once more. This dedication goes all the way down to the MyCareer story games that sometimes have you playing in high school, semi-pro, and European leagues, meaning the game authentically captures both high- and low-stakes games, with different commentary teams and in-arena announcers whether you’re playing in Spain, the WNBA, the streets of The City, or the NBA Finals. I simply adore the way this game looks and sounds.

One great new presentation feature is the raising of banners for championships you won in your time leading a team. I loved seeing the Celtics’ in-game banner-raising event in last year’s game, reflecting their real-life title win. But it’s even cooler to see the game raise a banner for titles I brought to Boston in my time as coach and GM.

In MyNBA, the best of this admittedly still-great mode is largely pulling from past overhauls. The “Eras” feature, which allows you to start a franchise in one of several prior decades (as well as modern day), with the opportunity to bring in period-accurate rules, uniforms, audience attire, and presentation, remains the coolest thing in sports sims’ “dynasty” modes. But with the game now having added those features years ago and having since built on them in slighter ways, the new features for 2K26 aren’t as eye-catching.

Most interesting among them is the ability to import your MyPlayer character into any era, which has a funny effect of creating something like a time-travel plot in the mode. Jumping to the 1980s with a player sporting an undeniably 2020s haircut is subtly funny. For some, it’ll present a new way to bring your MyPlayer character into the full NBA ecosystem without spending that time in MyCareer, though I find this to be a worse way to play since you miss out on things like the story beats, press conferences, and overall player-centric presentation MyCareer offers.

Then again, I do see the appeal of throwing myself onto the 2007-08 Celtics and living out an alternate history. Though this isn’t my preferred way to play, I find it speaks to NBA 2K’s overall vibe: The game is an embarrassment of riches, offering a particular mode or focus for any possible player who might come to the game.

Putting your custom avatar on historical teams gives the game an interesting, almost time-travel-like aspect.

A few years ago, I saw the WNBA game modes as such an example; it wasn’t for me, but it was surely for some players. But over the last calendar year, I’ve gotten more into the WNBA, to the point that I’m now using NBA 2K26 as a platform to learn about the league. With Portland getting a team next year, I’ve found the several WNBA modes more exciting than ever. Commentary is instructive, because it’ll mention league history and current make-up in a way that helps me learn about the league’s players are in greater depth. Taking them onto the court myself clues me into each athlete’s strengths and weaknesses–as I’m now taking the Connecticut Sun to postseason glory, I’ve particularly come to appreciate Marina Mabrey’s sharpshooting from beyond the arc.

Playing in TheW, the game’s MyPlayer-style mode for the WNBA, or MyWNBA, its MyNBA analog, has let me enjoy the great gameplay in more contexts. They also feel like reading a history book on the WNBA. The same way Madden NFL 94 and 95 taught me how to play football as a little boy, I now play my WNBA games in NBA 2K26, excited to learn more about a league I didn’t know so closely before.

While taking your TheW avatar into the game’s social hub, The City, isn’t yet possible, WNBA cards debut in MyTeam in 2K26. This is an interesting point of emphasis. It’s blatantly good that WNBA cards are in the mode now, because it both brings that learning element to another landscape inside NBA 2K while also giving MyTeam enthusiasts more ways to play, with some new WNBA-only games and challenges decorating the nearly endless stream of those things found in the mode overall.

However, this is still MyTeam, and like other sports games’ takes on this same game mode, I don’t care to spend much time here after my review hours are in the books. MyTeam is a mode loaded with microtransactions and is the live-service offering that’s now ubiquitous to every major sports game. It’s just sometimes known by a different name. NBA 2K’s take on this mode checks the usual boxes. It has more challenges to complete than one person is likely to ever do. It has what feels like an endless stream of rewards to chase, cards to buy, and modes to play. It’s not that the mode is lacking.

Pictured: my favorite big in basketball history standing next to Shaq.

Even its fantasy-sports element, in which you create custom teams pulling from many eras–and now leagues–is fundamentally interesting. But long ago, sports games like NBA 2K decided to adopt mobile-style microtransactions in modes like MyTeam that give them an odious nature, and I’ve never been able to get into them as a result. As a solo player dedicated to not spending a dime, I admit playing MyTeam in NBA 2K26 can be fun, especially with the intergender squads really giving the game a fun new look. But the moment I take my team online, I’m met with people who have paid their way to the top, and that’s something I just don’t have time for, not when so much else in this game is so cool.

NBA 2K also enjoys a second, massive live-service mode that is the envy of other annual sports games: The City. The game’s most social mode has shrunk in square footage year-over-year for nearly half a decade now, which defies gaming’s trend for dropping players into ever-bigger landscapes, but in NBA 2K, the community actually prefers a smaller shared world; less time hauling from one end of the boardwalk to the other means more time hooping.

The City remains a place loaded with two things: cosmetics for sale and fun game modes. I don’t mind the cosmetics one bit. Yes, it’s annoying when the game annually includes a ridiculous State Farm shop–seriously, if you’re rocking the red polo, you can’t be on my team–but otherwise, the cosmetics make sense and wisely tap into NBA culture with brand-name clothes, goofy mascot costumes, and dozens of different sneakers to choose from. The City’s shopping mall qualities are a bit on-the-nose in terms of modern gaming’s way of putting a price tag on everything, but the game modes make up for it.

Statues decorate The City celebrating the lobby’s best players.

In this year’s version of The City, there’s a much greater emphasis on highlighting individual players and teams. You’ll see temporary statues of the lobby’s current MVPs; teams will take over courts and have their winning streaks more loudly and proudly displayed, daring all challengers; and new Crews bring a clan system to the game, letting you add dozens of hoopers to your group of like-minded players. The City will also introduce new streetball courts each season–roughly every month and a half–based on classic courts from past years. It’s a small but fun nod to the game’s history, capped off with a town square that permanently features the names of NBA 2K’s historically exceptional players. I’m not good enough to have my NBA 2K19 gamertag carved into the bricks of The City, but I can still appreciate how awesome it is to see that.

As much as The City is a worthy destination mode, I can’t let this review end without once again pointing to the huge self-inflicted economic problem in this series. The same in-game money, called Virtual Currency (VC), that buys all those cool clothing options also buys skill points to improve your player. What this creates is a culture where many–honestly, it feels like most–players spend a lot of money on top of the initial game purchase to make their MyPlayer better. I wrote so much about this last year that I actually split my review into two parts, with one part dedicated to this annual woe suffered by an otherwise fantastic game.

The issue is that the NBA 2K community has been conditioned to spend this extra money to compete against and alongside others. No one wants to play a team-based mode with their one friend who hasn’t forked over the extra VC to bring their guy from a player rated 73 to a player rated 85 or more. It’s become so ingrained in the culture that NBA 2K’s annual release window is reliably decorated with both complaints and memes on the subject. The startling revelation I had this year is that I’ve come to suspect the community wants it this way. If people couldn’t pay their way to a better player, would they be annoyed at the slow grind of improvements that they’d earn on the court? At this point, it feels like they would.

With so much focus on players creating not just one player for the game, but having many different builds for different scenarios and events, I think the battle for players’ wallets has been lost. Years ago, this game could’ve and should’ve decoupled the cosmetic currency from the skill point currency–letting the latter only be earned, not bought. That’s not the reality we live in, and it feels like we never will. I struggle with how to write about this annually. It’s become a rather demoralizing blemish on an otherwise genre-leading experience.

The 2K community has MyPlayer builds down to a science, but microtransactions still feel like a psy-op.

I do still have fun in The City thanks to its ever-cycling limited-time events, casual and competitive game modes, and vibe as a landing spot for basketball fanatics to congregate and have fun together. Knowing this virtual city is also where the game’s most obvious issue has become an annual pain makes my experience a bit more conflicted than it should be. Is NBA 2K26 an excellent basketball video game? Absolutely, it is. Does it suffer from a pay-to-win problem in some areas? Absolutely, it does.

Thankfully, The City, MyCareer, MyNBA, and its WNBA modes combine to overcome that glaring problem and still make this a game well worth playing in a number of different ways. I liken it to my home of Portland, Oregon, home of the Trail Blazers. The cost of living is burdensome and ought to be addressed, but dammit if I’m not compelled to make it work because, despite its faults, I love it here.





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September 6, 2025 0 comments
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Watch out Skull and Bones, industry veteran believes GTA 6 will be the first "AAAAA game"
Game Reviews

Watch out Skull and Bones, industry veteran believes GTA 6 will be the first “AAAAA game”

by admin September 5, 2025


Devolver Digital co-founder Nigel Lowrie believes that Grand Theft Auto 6 could potentially be the first “AAAAA game”.

Lowrie spoke with IGN on the topic of video game delays in the wake of massive releases like GTA 6 and Hollow Knight: Silksong. Yet even as games shifted release due to Silksong, Lowrie stated GTA 6 will be an industry-shaking event on a bigger scale.

“There are AAA games and then there’s AAAA games and I’d argue that Grand Theft Auto is potentially the AAAAA game,” stated Lowrie. “It’s just bigger than anything else both in the scope and scale of the game and the kind of cultural impact that it has and the attention it demands.”

Here’s the latest GTA6 trailer!Watch on YouTube

Adam Lieb – CEO of video game marketing platform Gamesight – echoed similar sentiments in the piece, noting: “I would say that GTA for the last year and a half has been a part of almost every conversation around launch dates I have heard.”

Lowrie is correct, of course. GTA 6 is positioned to be a truly monumental release, one that threatens to overshadow not just other games coming out in 2026 but prior releases throughout the history of the industry. The term AAAAA is apt to describe such a monster, though given gaming’s official first quadruple A game Skull & Bones was truly a game like no other, GTA 6 has a big task ahead of it.

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



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September 5, 2025 0 comments
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New Tron 3 Ad Features Mr. Beast And Folks, I'm So Tired
Game Reviews

New Tron 3 Ad Features Mr. Beast And Folks, I’m So Tired

by admin September 5, 2025


A new promo for the upcoming Tron: Ares features Mr. Beast in it and….*sigh* I’m just going to lie down for a moment. I’m very tired.

Why must Tron fans suffer? It’s a question I’ve thought about a lot. New Tron movies are rare. Tron games are often good, but nowhere near as plentiful as those for Star Wars or other brands. For years at a time, it will seem like Disney has forgotten it even owns the franchise, then it returns for a bit before going back into hibernation once more. I should, as a big Tron sicko, be excited for Tron: Ares. And I was, at one point. But not anymore…not anymore.

On September 5, Disney released a new look at Tron: Ares, but before anyone could get to the new footage featuring everyone’s favorite person, Jared Leto, we had to get a Mr. Beast jumpscare. Apparently, Disney thinks popular charity streamer and candy bar mogul Mr. Beast saying “Let’s do this!” in the most monotone and robotic way possible will help bring in the youth and make Tron: Ares a big hit. Instead, my timeline and most of the reactions to the ad show people giving up on the movie before it even arrives in theaters. And despite Mr. Beast not actually being in the movie, can you blame them?

Mr. Beast 🤝 Tron: Ares. Watch this special look from the film and experience it only in theaters and IMAX October 10. Get tickets now: https://t.co/Bg03R6mTJk pic.twitter.com/UzRnU6olyA

— Walt Disney Studios (@DisneyStudios) September 5, 2025

The movie stars Jared Leto, which alone is a terrible marketing point. He’s a so-so actor who has been accused of sexual misconduct (allegations which he denies), and overall he just seems like a big creep. Then you have the plot of Tron: Ares, which seems to be built around the idea of digital beings from the Grid being brought into the real world. Meh. It’s neat to see a Lightcycle slice a police car in half, but leaving the Grid seems like a mistake. Now, the movie is being promoted by Mr. Beast. It almost seems like Disney is trying to pull a Producers-like stunt here and ensure nobody watches Tron: Ares. 

I guess the one good thing to come out of Tron: Ares is the existence of some new Nine Inch Nails music. That’s cool. I like that. Even if the movie sucks, at least it helped push Disney to remaster Tron: Legacy in 4K and got us all some new NIN songs. So not a total loss.

The sad thing is, I’ll still be there on day one (that’s October 10, by the way) to see Tron: Ares because I love Tron and want more of it. “Let’s do this,” indeed, Mr. Beast. Indeed.





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September 5, 2025 0 comments
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As controversies mount, Roblox announces heavy investment in AI and boasts astronomically high daily active users
Game Reviews

As controversies mount, Roblox announces heavy investment in AI and boasts astronomically high daily active users

by admin September 5, 2025


Roblox is investing heavily in AI to assist users with game development, while also increasing the amount of money they can earn.

The news comes as part of the Roblox Developers Conference, where the platform also unveiled its new TikTok-style Moments feed of short-form videos taken directly from Roblox games.

Roblox now boasts an average of over 111.8 million daily active users and 390 billion visits to its games. Last month Roblox had a record-breaking 45 million concurrent users – higher than Steam – and over the past year, creators have earned over $1bn.

Roblox is now rewarding its creators with an increase to its DevEx rate – essentially the exchange rate from Robux to real cash. This has now risen by 8.5 percent, meaning 100,000 Robux equals $380.

AI is also a major way Roblox is enabling smaller teams to develop games on the platform. “To achieve our mission of connecting a billion people, we need creators around the world building at massive scale,” the company said. It believes the majority of the top 1000 in-platform games were built by teams of, on average, fewer than 10 people.

In total, Roblox has 400 AI models in production. Its star product is 4D Objects, which it believes will overhaul UGC. Users will be able to create fully interactive scripted assets by a simple text prompt – for instance, generating a fully drivable and customised car.

Other AI products include text-to-speech and speech-to-text APIs, allowing creators to add dialogue to characters or command NPCs, and real-time voice chat translation (starting with English, Spanish, French, and German).

Roblox’s other major development is its Moments feed. This will allow users to capture and edit short clips from games and share to a scrollable feed. Roblox hopes this will aid discovery on the platform, with users able to jump straight into a game from these videos. It will soon be available in specific countries in beta form (but not the UK or Australia).

Image credit: Roblox

“For years, our users have been doing this off-platform, creating a massive presence with Roblox-related content garnering over 1 trillion video views on YouTube,” the company said. It’s understandable it would want to keep this engagement on the platform. It also follows the likes of Twitch, which similarly updated its mobile app with a Discovery Feed of clips – it’s clear the dominance of TikTok on social media is impacting many gaming platforms.

These developer updates from Roblox follow continued efforts from the company to improve safety, with Roblox expanding its age estimation requirement to all users of the platform who access its communication features by the end of the year.

These safety efforts follow years of concern, with multiple reports accusing Roblox of being unsafe for children.

Last month, Roblox responded to a lawsuit accusing the company of failing to protect children. “Any assertion that Roblox would intentionally put our users at risk of exploitation is simply untrue,” it wrote. “No system is perfect and bad actors adapt to evade detection, including efforts to take users to other platforms, where safety standards and moderation practices may differ. We continuously work to block those efforts and to enhance our moderation approaches to promote a safe and enjoyable environment for all users.”



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September 5, 2025 0 comments
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Tetsuya Nomura Has Good News About Kingdom Hearts 4
Game Reviews

Tetsuya Nomura Has Good News About Kingdom Hearts 4

by admin September 5, 2025


Many, many RPG fans are patiently awaiting the next installment in the Kingdom Hearts franchise. And a lot of those people are waiting for Final Fantasy VII Remake‘s third and final installment, too. As you might expect, some are worried about how development is proceeding on these two massive Square Enix RPGs, and to help calm those players down, FF7 and KH4 director Tetsuya Nomura has attempted to reassure us all that things are going “smoothly.”

As reported by Gematsu, during Friday’s Final Fantasy VII: Ever Crisis 2nd Anniversary broadcast, Nomura hopped in toward the end after seemingly spotting comments in the chat asking about FF7 Remake’s third installment. While he didn’t have a release date to share, he wanted everyone to relax. The game is on schedule, okay?

“Right, so, looking at the comments, I’m seeing people ask every so often about the third entry in the [FF7] Remake series,” said Nomura. “Apparently, [FF7 co-director Motomu] Toriyama mentioned in an interview that something might be released around the second anniversary [of Ever Crisis]. So that’s probably where those expectations are coming from. Right, so things are progressing really smoothly. I can’t really say more—if I suddenly went, ‘Well, actually…,’ everyone would be really surprised!”

He then added: “So yeah, things are moving along really smoothly, and the release timing has already been decided. We’re moving forward according to that schedule right now, so please rest assured and be patient.”

And don’t worry, fans of Kingdom Hearts, Nomura also had a small update about the Disney RPG, which was first announced back in 2022.

“And this has also come up in the comments here and there, but Kingdom Hearts IV is likewise steadily moving forward according to schedule, so please look forward to it.”

While this is good to hear, I imagine a lot of folks want a release window for one or both of these RPGs. FF7 Remake’s third entry will be its last, as confirmed by Square Enix in 2022. We still don’t know when it’s coming, what it will be named, and what platforms it will launch on, though I expect PS5 players will be able to play it day one. Meanwhile, we’ve heard very little about Kingdom Hearts 4, though we did get a new, very low-res screenshot earlier this year of Mickey Mouse in a library. Hopefully, that and Nomura’s assurance that everything is progressing as planned will be enough for folks until the next update.



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Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it's "committed" to enhancing the gameplay experience
Game Reviews

Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it’s “committed” to enhancing the gameplay experience

by admin September 5, 2025



MindsEye has today received its fourth update since release, as developer Build A Rocket Boy attempts to turn around the game’s fortunes.


Available now across PS5, Xbox Series X/S, and PC, Update 4 brings improvements to the user interface, performance enhancements, and bug fixes. However, more is due in the fifth update, with the studio promising “a major performance, combat and Enemy AI system improvement”.


MindsEye was heavily criticised at launch for its poor performance, among other issues. At the time, Build A Rocket Boy acknowledged problems and stated it was “working around the clock to improve performance on mainstream hardware as well as consoles”. At the end of June, shortly after release, layoffs were confirmed.

MindsEye Review – Ridiculous, Inconsistent And Utterly AtrociousWatch on YouTube


Eurogamer reported yesterday publisher IO Interactive stated its future as a publisher “rermains to be seen” after being burned by the release of MindsEye.


Update 4 brings a tonne of fixes and improvements, listed out below. “We remain committed to refining MindsEye and enhancing the gameplay experience,” said the studio. “Ongoing updates will continue to be shared.”

Highlights

PC & Console

  • UI: Added the ability to Skip Cinematics story telling
  • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
  • Art: general performance improvements: shaders, assets, collisions
  • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver

Build.MindsEye (Currently PC Only)

  • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
  • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
  • Player created content will now be automatically accessible in the new “Player Content” Tile
  • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

RELEASE SCHEDULE & PLATFORM INFO:

Time: September 5th, 2025 – 10:00 BST / 11:00 CEST / 02:00 PDT

Platforms: PC, PlayStation 5, Xbox Series X|S

Download size and version information:

Steam: 15 GB (Version #: 5302548)

Epic Games Store: 15 GB (Version #: 5302548)

Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)

PlayStation 5: 7.2 GB (Version #: 01.010.00)

Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

MINDSEYE PATCH NOTES

IMPROVEMENTS

Environment

  • Trailer Tanks in Free Roam now explode when shot at
  • Several improvements have been made to architecture and assets to help with performance
  • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
  • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets

Visual Effects

  • Cutscene VFX performance improvements
  • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  • Disabled ambient rubbish to improve performance

NPC

  • Small performance improvement on Robots
  • NPCs that are aiming and in-cover now look more natural

Art

  • General performance improvements: shaders, assets, collisions

UI

  • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  • Added the ability to skip cinematics

Audio

  • Audio Optimisation regarding Mass Vehicles
  • Music adjustments throughout MindsEye missions
  • Added Destruction SFX on Glass Bottle Props

Missions

  • Conditional dialogue now triggers with more natural pacing
  • The companion drone torch is now automatically enabled when entering or starting in dark areas

Animation

  • Optimised the ambient and civilian animations
  • Exit/entry animations no longer play for driverless vehicles

Gameplay

  • Aim assist will focus on enemies in vehicle turrets over the driver

BUG FIXES

  • Various Mission flow bug fixes
  • Fixed pixelated reflection in Rocket Transporter window
  • Fixed Industrial vent asset to help with performance
  • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  • Fixed ambient animation glitches in Welcome to Redrock City
  • Fixed an issue where camera rotation was lost after cutscenes
  • Several lighting LOD pop issues fixed in cutscenes
  • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  • Fixed several traversal issues in world where the player may get stuck
  • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  • Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
  • Fixed collision on glass roof of Silva Factory
  • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  • NPCs no longer freeze when interacting with certain objects
  • Weapon Wheel hover SFX is now triggered correctly, without delays

PC only

  • The character Red Sand Male 25 is now available for use in Build.MindsEye
  • Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
  • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
  • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer

Console only – PlayStation and Xbox

  • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

BUILD.MINDSEYE PATCH NOTES – PC ONLY

IMPROVEMENTS

Publishing UGC Content

  • Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content

Logic Nodes

  • Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
  • Timer Logic Nodes now support decimal places up to .000
  • Custom UI Nodes updated to always be set to “Node Active” = True, by default

Attributes Menu, Catalogue & Versioning

  • Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
  • Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
  • Updated the search functionality in Assets Catalogue to take into account both object name and the tags
  • Added a warning when the player reaches the maximum number of allowed versions when creating new versions
  • Added missing hotkeys to the Controls Panel for Inserting Path Points

Featured Stamps Updates

  • Multiple fixes and QoL improvements to existing set of Featured Stamps
  • Added more Stamps to the Featured Stamps tile

BUG FIXES

  • Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
  • Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
  • New Performance Score applied to AI Spawners as follows:
  • AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
  • Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
  • Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
  • Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
  • Fixed an issue with erratic camera behaviour when using the Group Macro Node
  • Fixed an issue where players were unable to like Stamps with long names
  • Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
  • Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
  • Grid snapping is now enabled on the XY Plane by default
  • Fixed an issue with Destructible Assets not being selectable
  • Fixed issues with Filtering in the Assets Catalogue
  • Fixed various issues with the Vehicle Selection UI Node
  • Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
  • Stamp Attributes now display the correct Thumbnail based on the current Version selected
  • Fixed various issues with spawn-points and spawning in Build.MindsEye
  • Fixed various issues with the Physics Force Node causing objects to disappear
  • Fixed an issue where Foliage Assets were not searchable in the Catalogue
  • Fixed a crash caused when attempting to ungroup a group within a group
  • Fixed a crash caused by undoing creation and deletion of large Stamps
  • Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
  • Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
  • Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye

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



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September 5, 2025 0 comments
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Ugreenusbc3port
Game Reviews

This UGREEN USB-C Charger Drops to a Practically Free, Stock Up for Samsung and Apple’s New Devices

by admin September 5, 2025


There are too many devices and not enough outlets in my life. My phone, tablet, headphones, and everything else are in a constant battle to get plugged into my nearest USB-C port. If this is your life too, you need to upgrade from the cube that came with your phone to something much more useful. This UGREEN 65W USB-C charger has multiple ports to plug your stuff into so you can recharge all your devices at once. The charger normally goes for $50, but for a limited time, you can scoop one up for 40% off. That discount brings the price down by $20, so you’re only paying $30.

See at Amazon

Ultra-Fast Charging

This UGREEN charger is pretty powerful despite its small size. It’s got two separate USB-C charging ports as well as a USB-a charging port, and can hit a max fast-charging output of 65W. To put some numbers on that, a MacBook Air M2 can go from zero to over 50% in just 30 minutes. The charging block supports Samsung Super Fast Charging 2.0. The S24 Ultra can be brought up to 50% in just 19 minutes. An iPhone 15 Pro will go up to 60% in only 30 minutes.

The charger is about 55% smaller than a MacBook charger, measuring in at only 2.08 inches by 1.57 inches by 1.25 inches. And because it’s so small, it will only take up a single outlet on a power strip. Huge pet peeve whenever manufacturers make their bricks so big they take up two or sometimes even three of them. Not and issue here.

Designed for portability, the prongs of the plug can be folded back into the brick. This let’s you toss it into your bag or pocket without risk of those little bits getting caught on anything or breaking.

USB-C and USB-A are pretty universally compatible at this point. So that means this UGREEN charger can be used with your phone whether it’s an iPhone or an Android from Google, Samsung, and more. It’ll work on a pair of JBL earbuds. It can even charge your Steam Deck or Nintendo Switch.

UGREEN designs its charges with safety in mind. The upgraded Thermal Guard protection system can safeguard your devices from overheating or short circuiting. No worry with leaving them plugged in.

For a limited time, you can grab yourself one of these UGREEN 3-in-1 USB-C and USB-A universal chargers on sale. Amazon’s limited-time discount has shaved 40% off the price, bringing what you pay down to just $30.

See at Amazon



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"I'm picking it up a lot faster" Hollow Knight newcomers and veterans respond to the first few hours of Silksong
Game Reviews

“I’m picking it up a lot faster” Hollow Knight newcomers and veterans respond to the first few hours of Silksong

by admin September 5, 2025


Silksong is real. It’s finally here. I’ve played about seven hours of it already. Whether it’s exploring the first few screens of the world and happening upon Bone Bottom or plucking away at the first real test of a fight against Lace, the game uses the same formula as Hollow Knight and wields it to equally incredible effect.

I’m something of a Hollow Knight megafan: I own the original game on Nintendo, PlayStation, Xbox and PC, and have beaten it at least once on all platforms (though I’ve never quite managed to overcome the Path of Pain – I’m too old and slow for that now, I think).

My initial read of Silksong is a simple one: it’s harder, faster, and more complex than its forebear, but that’s no bad thing. As I wrote yesterday, Team Cherry is artisinal in its use of game design to empower the player, and Silksong proves that on a sophomore attempt, the developer is no less keen eyed and sadistic in its approach. I’ve not played enough to put a score on the game yet, but my initial thought is: this is an all-timer. We’ll see if that holds water once I hit the end-game.

But you don’t just care about what I have to say, do you? Let’s go to the wider Eurogamer team – made up of all different levels of familiarity with the series – to see what everyone else has to say about Silksong now that the servers are back online and we can all actually play it.


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Marie – Guide Writer

Hollow Knight familiarity level: Played a bit of the first one, never managed to get too deep into it.

Impressions:

I am, quite welcomely, blown away so far with Silksong. I’ve just reached the end of The Marrows, partly because I keep finding myself getting distracted by the detailed designs in each area and also because I keep revisiting Sherma to hear their song on repeat. The music in Silksong alone is enough to keep me coming back for more.

I thought the diagonal attack would take a while to get used to and make this a lot harder than Hollow Knight, but I’ve found this attack far easier to use than the Knight’s downwards one. I found many of Hollow Knight’s early enemies quite tricky, spending more time getting used to the controls than anything, but with Silksong the attack process feels more organic – I’m picking it up a lot faster. It’s personal preference I’m sure, but it’s making a big difference on how comfortable I am with Silksong’. Also, I’m finding the Hornet easier to maneuver to get from A to B.

Will I feel as confident as the game progressively gets harder? Only time will tell – but for now, I’m happy!

Connor – Staff Writer

Hollow Knight familiarity level: Beat the game for the first time last week (not true ending).

Impressions:

Playing through Silksong I’m happy to learn that the cast of lovable quirky side characters is just as strong here as it was in the original game. The moment I ran into Shakra – your new map seller – I was immediately ride-or-die for her. A total flip on Cornifer, the jolly equivalent from Hollow Knight, Shakra is a tough, loyal warrior carving her own way through the world. I’ve been humming along to her song since yesterday.

The same goes for Sherma – a cute bug with another brilliant song and boundless faith. Hit that spoon, little guy. Finding these characters and learning their stories was a big appeal for me in the original game and I’m happy to find myself well-served in Silksong

Moss keys/ | Image credit: Team Cherry / Eurogamer

Victoria – News Reporter

Hollow Knight familiarity level: Flirted with Hollow Knight.

Impressions:

I have only just started Silksong, so I cannot yet say whether I love, like or loathe it. What I will say, though, is that I love how it sounds. Each ‘thwip thwip’ of Hornet’s needle is divine. And the way her feet pitter patter against the bones and moss beneath her – ah, it is just lovely!

I am obviously some way off even thinking about finishing Silksong but, it is already one absolutely beautiful-sounding game if I ever did hear one!

Ed – Deputy News Editor

Hollow Knight familiarity level: Completed the first game.

Impressions:

This might be an unpopular opinion, but I find the map bug’s singing quite irritating. Hollow Knight is all about discovery and, in the original game, hearing the cute little bug’s humming and finding pages strewn across the ground were always a joy, knowing a full map was finally in your grasp. It works similarly in Silksong, but the new bug just doesn’t have the same charm to me. Sorry!

Outside of this I’m loving it: the difficulty is pitched well, I’m enjoying the swift movement, and the layers of paralax scrolling look divine on the Switch 2’s screen. So far, it’s the same but different, and that’s enough for me.

Quite literally stringing attacks together. | Image credit: Team Cherry

Bertie Purchese – Associate Editor

Hollow Knight familiarity: A complete newcomer.

Special – that’s what I wanted to see. I’d heard so much about Hollow Knight and sequel Silksong that I wanted to see, the moment I loaded the game, why that was. I wanted to feel like I was unwrapping something exquisite and precious – something worthy of the hype and acclaim the series has had. It made loading Silksong one of the most anticipated gaming moments I think I’ve had.

Did Silksong live up to it? To my delight, yes, and in such style. And I know I’m speaking quite superficially here, but the impact of that almost paper-drawn art style and the incredibly precise way the game plays, feels so deliberate and confident it puts me in mind of Nintendo. I felt immediately in safe hands. Expert hands. Master craftsperson hands. Silksong feels like Nintendo, albeit a darker and more mysterious one, and I don’t think there’s a higher compliment I can give.

Matt – Staff Writer

Hollow Knight familiarity level: Hazy.

Impressions:


I played the original Hollow Knight in erratic snatches; on summer holiday car rides between scenic stop-offs when it first came out. And as is the way with holiday things when you finally get home, the whole thing rapidly took on the haze of a barely remembered dream.


So it felt kind of appropriate my first encounter with Silksong last night was with sleepy eyes and a drowsy brain, when I really should have been in bed. I watched the intro animation (fancy!), found a secret room by pressing the wrong button and hurling myself through a rock, fell off the same platform far too many times, and quickly decided tonight was probably not the night for all this. I did, though, have the sudden sleepy realisation Hornet kind of looks like a tooth in a dress and that’s apparently now something I can’t un-see.



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September 5, 2025 0 comments
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