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Honkai Nexus Anima revealed, a spin-off creature collector from Genshin Impact studio
Game Reviews

Honkai Nexus Anima revealed, a spin-off creature collector from Genshin Impact studio

by admin August 29, 2025


Honkai Nexus Anima has just been officially revealed. It’s a creature collection game where you gather up a team of friendly critters and have them duke it out in auto-battler style combat. You can sign up for the closed beta test now.

Coming from the same company behind Honkai Star Rail, Genshin Impact, and Zenless Zone Zero, Honkai Nexus Anima appears to be another drastic genre departure for the gacha developer. It’s been in rumoured development for a while, but today marks the first official showing.

When not duking it out in combat, the game is a third person adventure game where you and your gang of lil’ friends can run around, complete side activities, participate in minigames, and more. A small gameplay trailer has been released which you can watch below.

In-game footage from Honkai: Nexus Anima

*The game is under development, and subject to change.
*This Nexus Bond Test is available in 5 languages: Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. Support for more languages will be added in the future.…
pic.twitter.com/gayxpcVOYV

— Honkai: Nexus Anima (@HonkaiNA) August 29, 2025

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Those interested can sign up for the test via the official website, with the recruitment period lasting from now until 12th September. There’s also a giveaway going on to celebrate the event, where social media users who engage with the fresh Honkai Nexus Anima account can win access to the closed beta test, some cash, and a bobble box set.

As for when the game will leave the closed beta period, there’s no official word as of yet. However, Zenless Zone Zero and Honkai Star Rail moved quite swiftly from beta windows to a full release. So even if you don’t get in, keep an eye out for more news on Honkai Nexus Anima.

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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August 29, 2025 0 comments
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Agent 47 peers through window blinders at his target.
Game Reviews

Hitman World Of Assassination Review: Stealth At Its Best

by admin August 29, 2025


My favorite moment in the nearly 100 hours I’ve spent with Hitman World of Assassination arrived right around the 80-hour mark. I had been on a terrible streak in Freelancer, the game’s roguelike mode. Sloppy in my stealth and assassination skills, I’d taken out my target, but was seen doing it–and I still needed to extract. Freelancer mode sometimes requires messiness, a willingness to just get the job done by any means necessary. That’s hard for someone prone to perfectionism such as myself. And I had been too messy this time. Now the guards are after me, popping off shots as I race down the corridors of a fancy hotel in Thailand. I duck into an empty bedroom to hide. The doors burst open; the guards have followed me. I move around the corner, just out of sight.

A lone guard wanders into the room, my gun’s sights following his head as he moves. If he sees me, I’ll need to pull the trigger with haste and precision. There’s obviously no bullet-time mechanic in Hitman, but the rush of adrenaline, of needing to stay alive so as to not ruin my streak of successful kills and keep the excellent equipment I’ve found on this run, make every second feel like an eternity. My gun continues to trace this guard’s head. I realize that if I pull the trigger, I’ll also need to contend with the three guards in the adjacent room. I imagine what that will look like. Several contingency plans run through my head as I consider the myriad ways I can escape this situation, and just how ugly things might get if I need to do so with guns blazing.

The guard leaves the room. They didn’t see me. I see the rest of the guards leave my immediate area on the map and breathe a sigh of relief. I have time now to wait for the alarms to go quiet. But my disguise as a hotel worker has been compromised. I sneak into the adjacent room and grab the one guard who has yet to leave, knock him out, and steal his clothes. I tuck his body out of sight and mosey onto the extraction point as I watch folks drag some of the poor bastards who got in my way out in body bags. I extract. There were a million ways this all could’ve gone down, but on this particular run, this was the story that the various elements of the emergent sandbox that is Hitman told. I return to my residence, load up another job and prepare as best I can, though I have no idea how the next one will turn out.

© Screenshot: IOI / Claire Jackson / Kotaku

Hitman World of Assassination is an epic package of three single-player campaigns, a variety of challenges both developer- and user-made strewn across several maps in its Contracts mode, and a riveting roguelike experience called Freelancer that aims to simulate the ultimate fantasy of assuming the role of the world’s most deadly assassin, with the worst members of society right in his crosshairs.

The WoA update followed the release of 2021’s Hitman 3. The three recent and excellent campaigns from 2016 onwards are well-preserved, improved even, with tweaks made to the gameplay formula over the years. It makes for an excellent source of nearly endless stealth challenges using Hitman’s elegantly violent interplay of sneaking, subterfuge, stalking, stabbing, suffocating, and shooting. The violence sometimes takes on a comical role (one mission had me throwing butcher knives into the skulls of guards while wearing a friggin’ rabbit mask), but aside from some gentle sci-fi elements, the fiction is grounded in a dark reality that mirrors our own. It’s a world of brutal corporate powers, state actors with ill intentions, and secret societies aiming to construct a global order that secures the places of the rich and powerful while leaving the rest of us to be ignored or, in some cases, much worse. Agent 47 finds himself, along with his handler Diana, in a position to deal back some justice. A single assassination won’t itself change the world, but a continued pattern that strikes fear into the hearts of those who otherwise would never know it? Delivering that is your role as this mysterious, red-tye-wearing man with a barcode tattoo on the back of his head.

Deadly wetwork

Hitman’s stealth is incredibly satisfying, though its mechanics are slightly less sophisticated than what you’d find in something like Splinter Cell or Metal Gear Solid V. Your footsteps, for example, won’t give you away nearly as much as they would for a Sam Fisher. But much as I enjoy the challenge of a more realistic stealth sim, realism is not always a prerequisite for a good time. (Metal Gear Solid, after all, didn’t have enemies hearing your footsteps until Snake Eater.) Besides, Hitman itself isn’t short on the challenge of remaining unseen, or, in Agent 47’s case, only being seen while wearing someone else’s clothes. The game otherwise contains many stealth trappings you’ve seen in other games: lockers and boxes to hide in, tall grass to duck under, the chore of hiding unconscious or dead bodies. In my 100 or so hours with the game, resources like tall grass don’t feel as easy to exploit as they do in, say, an Assassin’s Creed or Horizon game, but there’s still a familiar pattern here with their inclusion.

© Screenshot: IOI / Claire Jackson / Kotaku

I dove into World of Assassination by starting with the campaigns, Hitman (2016), Hitman 2, and Hitman 3. Hitman’s campaigns can make for a solid introduction, but the story-based mission structure can detract from the more-unscripted, stealth sandbox that beats at the heart of this game. On normal difficulties, each mission will prompt you with a suggestion to follow a narrative thread that, while often containing some very well-written and amusing story material, can feel a little on rails. These scenarios, often, rely on you changing outfits to disguise yourself, so you’re not so much sneaking around corners as you are committing a serious case of identity theft. Furthermore, when in an alerted state, Agent 47 can die rather quickly, so straying from that path can feel intimidating. The narrative moments are often well written and amusing, so it’s a good time, just not the kind of shadowy wetwork I tend to gravitate to.

It can be hard to get out of a bad situation. Hitman’s environments, typically, are well populated, often packed with civilians who are quick to run to a guard if they catch you doing something weird, or even if they spot you walking around with a butcher knife. The places you’re infiltrating are unassuming locations for the most part: a dance club, an upscale hospital, a fashion show. And you always have a target, typically one who has a nefarious agenda. Even the game’s roguelike Freelancer mode, which reuses maps from the story-based campaigns, gives you targets who follow a routine. And the more challenging missions of that mode require you to pick your target out of a group of wandering suspects, looking for tells based on intel you’re given at the start. So your job involves more than just getting into some well-guarded area without drawing attention to yourself; you also need to find the right opportunity to take action after studying the behavior of your targets and determining the most efficient, or most hilarious, means of killing them. You’re going to need to adhere to some kind of structure for yourself, a routine of how you engage with enemies, how you manage your inventory, how you enter and leave rooms, and when you choose to open fire as opposed to running away. Improvisation is often only as good as the discipline you practice leading up to moments of uncertainty.

That, to me, is key to what makes Hitman and many other stealth games work: It’s the joy of adhering to form, of approaching situations cautiously, with awareness, so that you’re prepared to respond to anything with a degree of competency and strategy, always aiming to get the situation under your control as opposed to just reacting to incoming action like you typically do in a standard shooter. Sure, Hitman’s gunplay is smooth enough that you can get into some John Wick-esque situations, but you’re bordering on a fail state when you do (though it’s also extremely easy to line up shots if you can force guards into a choke point where they can’t easily flank you).

© Screenshot: IOI / Claire Jackson / Kotaku

Always having that central objective, your target(s), helps direct the stealth gameplay into something meaningful. You’re not just sneaking for the thrill of breaking into some place you’re not supposed to be: You have a purpose, and that purpose isn’t a static thing that will never move. Playing Hitman well is about juggling time management, staying hidden, staying focused, and having a willingness to exploit an opportunity that you may not have expected.

And while the main campaigns are satisfying (though I found the nuances of the plot a little hard to follow, especially during Hitman 2), its roguelike mode, Freelancer, is where I’ve spent the majority of my time and will continue to do so. It’s a wildly compulsive forever-game that I still struggle to put down, even after hitting a three-digit hour count.

That said, there are some pain points worth mentioning. To start, Agent 47 is slow. His “sprint” is a jog at best and it feels a little strange sometimes that you can’t just book it to the exit when you’re under fire. Having a faster sprint might really interrupt the flow of the game, so I get not having it, but it still feels off. There’s also a weird issue where if you grab an enemy while climbing the stairs, even if you’re directly behind them, you’ll almost always get spotted by them and thus ruin a Silent Assassin run. Also, needing to use a thrown object to make noise and distract an enemy feels silly, as if Agent 47 couldn’t whistle or knock on a wall. And lastly, you’ll probably make a ton of use of Agent 47’s see-through-walls “Instinct.” Not only am I not a fan of this feature in modern stealth games as I feel it removes a huge part of the challenge of keeping track of your enemies, but it also coats the screen in a dull gray tone that isn’t pleasant to look at. For a feature that gets used so much, it could’ve used something with a bit of a cooler color. Make it blue and a little shimmery or something, I dunno. Anything but the monotone gray.

Hitman World of Assassination

  • Back-of-the-box quote:

    “Because Mario ain’t gonna get it done!”

  • Developer:

    IO Interactive

  • Type of game:

    Third-person stealth action game.

  • Liked:

    Endless variety of stealth challenges, engaging risk/reward experience in Freelancer.

  • Disliked

    Reliance on “Instinct” view mode, sandbox can sometimes be unpredictable.

  • Release date:

    January 2023: PS5, Xbox Series X/S, Windows PCs (played) June 2025: Switch 2 August 2025: iOS (in episodic form)

  • Played:

    100 hours through the three campaigns, Freelancer, and other challenges.

To be fair, some of these omissions, such as sprinting fast or wall–knocking, would make for a very different game if they were present. Not being able to knock on walls or whistle, as you can in other stealth games, means you need to interact with the game’s item sandbox more. And not being able to run means there’s no get-out-of-jail-free card if you screw up. It makes sense when you consider these omissions as intentional parts of the game’s design, but when three guards are hot on your heels popping off shots, it’s hard not to think, “Why the hell can’t I run?” Oh, you also can’t swim, but that’s okay.

The joys of the Freelance lifestyle

Like most roguelikes, or extraction shooters for that matter, Hitman’s Freelancer mode tasks you with heading into hostile territory to get a job done and come out alive. Fail your mission and you lose all the sweet gear you have on you. And Hitman isn’t short on sweet gear.

© Screenshot: IOI / Claire Jackson / Kotaku

The overall flow works like this: You’ll choose from a list of potential crime syndicates to go after. Each has a bit of fictional dressing on the side that isn’t explored much beyond an initial description that you’re going after human traffickers or organ harvesters. There’s an undeniable Batman quality to the work you’re doing, and after some successful missions, your handler will remark that your actions will make others “think twice before turning to a life of crime.”

But Agent 47 isn’t Batman and isn’t content to just beat up his targets. No, he kills them. And each syndicate has a series of challenges to take on for each kill. These can range from things like only killing targets or only using silenced weapons to earning the Silent Assassin status for never being seen during your run, and more. Some challenges, like using explosives, shotguns, or other loud things, toss stealth out the window in favor of something a bit more daring. I tend not to do these as much since I prefer a stealthier playstyle, but Hitman can be a surprisingly fun run-and-gun game as well, albeit one that usually exists in short bursts as either you or your enemies are likely to go down pretty quickly. You can also stack some prestige challenges on top, which will ask you to use specific weaponry, never change your suit, or kill a target in a specific way.

Sometimes these tasks step on each other. For example, asking me to get a melee kill but then also asking that I only get headshots on my enemies doesn’t exactly work. Each challenge grants money you can spend to purchase better gear, so it’s a bummer when you fail one, but sometimes you have to fail it if it means getting out alive and not losing your progress. That risk of losing progress by failing the mission, which will see you lose all the gear you have on you, means that you’ll need to be prepared to abandon a challenge if it’s asking too much. That risk and reward, combined with the scarcity of the weapons makes each gun you earn feel valuable, and it plays a significant role in how you prepare for each mission.

A silenced sniper rifle, or even a silenced pistol, for example, is an incredibly useful tool. But maybe you know a certain level so well that, when a mission takes you there, you can leave those good weapons at your hideout for when you really need them on a more challenging assignment. Maybe it’s wise to save them for the more intense “showdowns,” where you have to spend more time studying the suspects to determine if they’re the target.

© Screenshot: IOI / Claire Jackson / Kotaku

While the behavior of your standard targets in Freelance mode follows the flow of a Hitman level as it typically pans out, “showdown” missions lead up to a–you guessed it–showdown with a syndicate leader, who will be one of a few different suspects. You’ll learn what they’re wearing, what they’re likely to do during their mission, and what tells will give them away, such as whether they’re prone to allergies, like to smoke, or tend to pace nervously. It’s a fun game of cat and mouse in which you have to figure out who amongst the crowd is your mouse.

Overall, the endless nature of this roguelike mode, packed with its healthy number of maps and a seemingly limitless way they can be used with different targets, weapons, and items, keeps the environments you’ll play over and over again feeling fresh. And the thrill of maintaining momentum on a run, especially as you increase your arsenal, makes for a rewarding game loop that can trap you for hours.

As a veteran of many stealth games, Hitman’s endlessly unpredictable roguelike mode is what appeals to me the most. It’s an experience I can’t easily replicate elsewhere. But there are other challenges that are definitely worth exploring in the World of Assassination package as well, especially as they’ll help you better learn maps and strategies for staying unseen.

Arcade mode, for example, sees you taking on “Elusive Targets,” who, upon failure, can’t be pursued again for several real-world hours. Many of them are only available during certain times as well. These targets might also have specific ways they’ll need to be killed or their levels may come with unique constraints. Contracts mode features both preset and user-made contracts from any of the game’s many levels, often with optional challenges such as the need to use a sniper rifle or explosive device, or to execute someone while wearing a specific disguise.

I haven’t spent nearly as much time on these modes, but they can serve as helpful ways to practice very specific ways of playing, which will teach you skills and techniques that’ll come in handy across any of the game’s modes.

© Screenshot: IOI / Claire Jackson / Kotaku

Hitman World of Assassination offers up an exquisite buffet-style set of amusing and challenging stealth challenges with such an abundance as to be virtually endless. The moment-to-moment stealth gameplay is as challenging as it is rewarding. Agent 47 may feel a little stiffer and slower than someone like Venom Snake from MGSV, but once you get used to the pacing of Hitman, it reveals itself as an engaging stealth game that invites mastery over its interlocking and sometimes unpredictable systems. Time spent in this game is about getting better at the game itself, not just unlocking and collecting cool suits. Whether emerging victorious or suffering defeat, playing the role of Agent 47 is a thrilling and challenging experience that can last for countless hours.



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August 29, 2025 0 comments
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The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
Game Reviews

The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26

by admin August 29, 2025


It’s been a rough year for Football Manager. This time last summer, the ambitious FM25 was still a certainty, but while the development team at Sports Interactive remained optimistic – albeit to different degrees – soon came the first of two delays. FM25 would arrive two or three weeks later than its usual early November slot, the studio announced, with perhaps one of the first clues things weren’t going entirely smoothly.

It was fully unveiled later that month. Then, less than two weeks later, given a second, unprecedented delay to March 2025, a window that would’ve seen it launch three-quarters of the way through the football season. And in February this year it was cancelled altogether, the developer opting instead to divert all of its energy to this year’s Football Manager 26. It’s the first time in Sports Interactive’s 30-plus years of operating that they’ve failed to release an annual entry into the series.

“It’s my job to get the game out every year,” Miles Jacobson, Sports Interactive’s long-serving studio director tells me, during an hours-long conversation at the developer’s east London HQ earlier this summer. “We’ve done that for 30 years. But I failed to release something that was good enough.”

In a spacious corner office overlooking the still-sparkling development area of the 2012 Olympic Park in Hackney Wick, surrounded by framed football shirts, studio awards and a not-insignificant amount of desktop clutter, Jacobson sits facing outwards, looking over two big sofas towards an even bigger wall-mounted TV. Unlike many of the pristine, chaperoned office tours I’ve been on over the years, this one is very much the picture of a place in active use for work. And the work on FM26, which will, if all finally goes to plan, be released some time later this year, is still very much in progress.

Jacobson, after the roughest of development years, tells me he’s “feeling much, much better about things” this time around. “We’re making huge progress every day. We’re at a stage now where we are nearly feature complete.” And, crucially: “It feels like Football Manager.” For some time, with the old version of FM25 that would morph into this year’s FM26, that wasn’t the case.

Ultimately, FM25 was delayed and then cancelled for a simple reason. “It just wasn’t fun,” as Jacobson puts it. And it went through multiple delays before that cancellation for the same reason so many other games do the same as well. The goal was to make FM25 a genuine “leap” forward from the series entries before it. It was based on a new engine, in Unity. It had an all-new UI based on tiles, cards, and a central ‘portal’ that replaced the time-honoured Inbox. There was a huge visual revamp. And ultimately, doing all of that during a regular, annualised release schedule simply proved too much. “We put ourselves under a huge amount of pressure with FM25,” Jacobson says. “We were trying to do the impossible – trying to make the impossible possible – and there were times when we thought we could do it.”

Image credit: Sports Interactive / Sega

A lot of FM25’s issues were picked up on, to some degree, as far back as late last summer. “I had an inkling even before we announced,” Jacobson says, referring to the official announcement of the game on 30th September last year, “but you can’t pull an announcement when it’s ready to go because you’ve got lots of things lined up – you’ve got spend lined up, you’ve got interviews lined up, you’ve got all this stuff.”

“On paper, everything looked great. The core game was there…”

And so, “we went out, we knew a few hours later – the decision was made literally one or two days afterwards that we were going to have to move the game.” 10 days later – after a delay to go through the due process of “stock market stuff”, with Sports Interactive owned by Sega, which is publicly traded on the Japanese stock market – the studio announced the big delay to the following March, and put out the roadmap for when certain aspects of the game would be revealed. Even then, the timeline was ambitious. “The shit was flying from all directions,” as Jacobson puts it. “It became really clear really quickly that we weren’t going to be able to hit the roadmap,” simply because footage of the game just wasn’t coming out well – “because the game wasn’t in a good enough state.”

The big realisation, that FM25 was simply never going to be ready in time, came over Christmas. The whole studio took a two-week break over the holidays, during which Jacobson traditionally boots up that year’s in-development version of the game to play around with it, and come back in the new year with a fresh perspective. “I knew within an hour that we weren’t going to be able to deliver.”

“On paper, everything looked great,” Jacobson says. “The core game was there.” The user experience, however, was the big problem. “You couldn’t find things in-game. It was clunky. Some of the screens were double-loading. The actual game itself was working – graphically, we weren’t where we wanted to be. We didn’t have the big leap that we wanted; it was a very good jump, but it wasn’t a leap,” he goes on. Part of the big, generational “leap” Jacobson is referring to here is down to the shift from the old, proprietary engine Sports Interactive has been using with Football Manager for decades to a new version of Unity, but again that just proved even more challenging than expected.

That said, the issues weren’t really technical. “It wasn’t crashing a lot, it just wasn’t fun. It felt clunky.” The game almost lost its famous – or infamous, if you ask the partners of one of FM’s many ludicrously dedicated players – “one more game” factor. It was “still there, but it was really painful… I’m gonna play the next match, but I’ve got to do all this stuff first, I’ve got to go through this and it’s going to be slow, and it’s going to be painful.” And then compounding all that were the issues with navigating through the new UI itself. “People were going: I can’t find the youth squad.”

Jacobson describes an awkward wait until the new year, opting to give the team a proper break rather than breaking the company’s rule on out-of-hours communication. On the first day back in the new year, when Jacobson was still meant to be off for the holidays, he came straight in and spoke to Matt Caroll, Sports Interactive’s COO, about the realisation the game wouldn’t make it for its twice-delayed release window of March 2025. Then, “within an hour,” he was talking to Jurgen Post, the recently-returned, long-running executive who’s now COO of Sega’s West Studios, telling him simply, “I can’t put this out.”

“We’ve got a fucking great game! We didn’t have a great game in December.”

Sega, Jacobson says, was surprisingly understanding. “To be fair, Jurgen was brilliant with it – he wanted to know the reasons why. There was no screaming, or anything like that.” The studio and Sega then had to “go away and work out how it was going to affect the financials,” before presenting it fully to Sega Japan, “who were also– they weren’t happy, but they were understanding,” Jacobson says. The teams together looked into a few different options. “What if we released in June? What if we released in May, does that give you enough time?” One of those was “knocked on the head by Sega,” Jacobson says, because “commercially it wouldn’t have worked.” Another didn’t give the studio enough time to fixed what needed fixing. And so they took the third option. “Bite the bullet and cancel, and go big or go home for this year” with FM26.

That process again was complicated. “There are a lot of things that have to happen,” as Jacobson puts it, when you cancel an annualised game like Football Manager, that has all kinds of licenses and agreements – and a Japanese stock market to contend with. That conversation happened right at the start of January, for instance, but wasn’t publicly announced until the next month. Japanese stock market rules also meant that the news had to go out at 2am UK time, “which was then followed by people saying that we were trying to bury it.” Jacobson also had to record a video of himself, addressed to “everyone at Sega,” explaining all the reasons why he had opted to cancel the game. “Which was not an easy video to do.”

“January wasn’t an easy month,” he says. “If there’s such a thing as crying emoji that actually cries out of the screen, that’s very much what that month was like.”

One significant upside amongst it all, however, was that the studio managed to avoid any layoffs related to the decision. But the financial impact was just as significant. “We lost a year of revenue,” Jacobson puts it bluntly. Then came all the discussions with the various partners and license owners, including the Premier League – freshly announced, ironically, as coming to the game for the first time with FM25 – “who were all very understanding – to different levels of understanding. Some of them were more ‘Hulk’ than others when it came to their reactions,” Jacobson smiles. “But again, totally understandable, the ones that weren’t happy. We took it on the chin.”

The Premier League, for their part, were “awesome to work with,” he adds. “It was getting messages of support from them, rather than anything else. And then it was, ‘we have to alert you to these clauses…'” he jokes. “Everyone who had to get paid, got paid. We didn’t shirk any of that stuff, and all of our relationships are intact with all of the licenses – and there will be more licenses for FM26… which we look forward to shouting very, very loudly about at some point.”

Image credit: Sports Interactive / Sega

Beyond all those external to the studio was the impact on Sports Interactive’s own staff. Jacobson describes the mood to me as “a mixture of relief and upset.” As well as “anger at some of the decisions that had been made… totally justifiable,” he adds. “Relief was the overarching thing, but there are some people at the studio whose confidence in the management team would absolutely have been knocked.” Notably, he adds, despite expecting some people to leave, the studio “probably had less turnover this year than normal” in terms of staff.

Some of those staff were also insistent that the studio had to at least do some kind of data update – a release of new stats, player ratings, results and other database elements to turn FM24 into a kind of makeshift FM25 to tide over fans – something the studio ultimately, and somewhat controversially, decided against. “Having now scoped the work that would be required, and despite a good initial response from many of our licensors, we cannot lift assets that we are using in FM25 and make them work in FM24 without recreating them in full,” a statement on that decision from Sports Interactive read, in late October last year.

“The same applies to the many competition rules, translations and database changes that cannot be back ported. The updated assets and data would both be required to obtain licensor approval – they cannot be separated.

“This is a substantial undertaking which would take critical resources away from delivering FM25 to the highest possible quality, which we simply cannot compromise on.”

As Jacobson puts it to me here, “there’s a bunch of different reasons” why they ultimately opted against it. “For a start with some leagues, we didn’t have the rights of the license for a data update,” he explains, “because contractually, it’s for a particular year. (Even just keeping FM24 available to buy, and available on the various subscription services it was on, took significant negotiation.)

Image credit: Sports Interactive / Sega

Then there were more technical reasons: the data that was set to be used for FM25, and now FM26, was formatted in a “completely different” way to the old games, effectively meaning the studio would have to do the work twice. “We worked out that it was around two months’ work for one of our most senior engineers – so the licensing team would have had to drop everything, switch to this, and probably three or four months of work for them.” On top of all that, he adds, there are “lots of unofficial updates out there – so we knew that people who wanted a new update would be serviced anyway. And the logistics behind it were a nightmare. So it wasn’t that we didn’t want to do it.”

Instead, the studio’s engineers continued largely uninterrupted, while others focused on post-mortems and handling the complicated messaging. “QA and design were tasked with: if we had our time again, what would we do differently? Comms were scrabbling, trying to put a new plan together… plus we’re working out: how the fuck do we tell the consumers what’s actually going on, and the timings for that?” The work in earnest, based on an “iteration plan” from those QA and design teams, started in March. July was the end date for that, and bug-fixing the final focus in the last few months up to launch.

Much of this – the realisation that the game wasn’t fun, the delays, the cancellation itself – was down to the ambitious, perhaps over-ambitious, decision to ditch the Inbox functionality that players have known for decades in exchange for a ‘portal’ that acted as your main in-game hub, and a WhatsApp equivalent for in-game communication.

The justification was sensible enough. As Jacobson put it to me last year, “it’s very rare that you see a football manager with a laptop” in the real game. “They’ve got their tablet, and they’ve got their phone, so we wanted to move into that more. The football world never really had email!”

Back in his office, Jabocson starts to explain the problems and how they were resolved, before ultimately conceding that showing is a lot easier than telling. He boots up his PC and switches on the giant television on the wall, then starts up a development version of the game. Previously, he explains, there were three windows of equal size, in vertical columns from left to right, replacing your old Inbox system of a narrow scrolling list on the left and the ’email’ itself on the right. But just parsing the information there was difficult. Most English-speaking humans want to read from left to right, but often the key information would be in the middle pane. The right-hand one would feel redundant, and the left a less-clear version of what the old email list could’ve done anyway.

Beyond that, the wider navigation around the game was also hugely streamlined. In FM25 there would’ve been a single navigation bar along the top right, Jacobson explains, which had buttons for the “portal, squad, recruitment, match day, club, and career”. Within each of those sections you’d find “tiles and cards”, the system briefly outlined with FM25’s initial unveiling last year.

Therein lay the problems. Playtesters, including FM’s developers and Jacobson himself, couldn’t find things – “if you can’t find something in-game, you made a mistake,” Jacobson says, of its UX design. “We brought some consumers in, and the consumer scores weren’t bad – we were getting sevens from the consumers. But I want nines.”

“Did we make the right decision? Yes. Did we do everything correctly after making that right decision? No.”

That iteration time, between March and July this year, has made what Jacobson feels is a significant difference. Some of the changes are remarkably simple – to the point where it’s a surprise they weren’t included in the first place. There are now back and forward buttons, for instance, as there are in FM24 and others before it, that were removed for FM25. There’s a secondary navigation bar below the main one, showing you all the sub-sections within those main ones without you having to click around to find things. There’s a configurable bookmarks section, where you can add instant navigation to specific screens of your choice, and a search bar. Which, again, feels like an astonishing omission in the first place. As one developer put it to Jacobson after trying out the improved UI, compared to the old FM25 one, FM26’s feels like “a warm hug.”

Jacobson, for his part, also feels significantly better about it. “I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here.” Most importantly: “We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”

Would Jacobson make the same decision again, in hindsight – to move to the new engine, tear up the usual Football Manager playbook and go for this big, ambitious “leap” that ultimately failed with FM25? “My answer is different on different days,” he replies.

“As a studio, we’ve always been really ambitious with what we’ve done, with what we’ve tried to do. We had reached the end of the line with the previous engine, so we needed to do something.” Ultimately, he says, it was “absolutely the right decision” to change engines when the studio did – in fact they “really didn’t have a choice but to change the technology, because we’d reached that point where we were breaking the technology that we had.”

“Did we make the right decision? Yes,” he continues. “Did we do everything correctly after making that right decision? No. Are there changes that I would have made to the decisions, if I had my time again? Yes. But I don’t lose sleep over those because you can’t manage them – and everything in life learns from the mistakes that they make.

“There might be some people in the studio who disagree with my answers on those, and think that we should have just carried on as-is. It wouldn’t have been right for anyone. If we had, we would have just stagnated. And stagnation is not good.”

Image credit: Sports Interactive / Sega

As we wrap things up, I try to tease out a little more detail on when FM26 might finally arrive. For the first time in an age, Football Manager fans who’ve planned holidays around the series’ near-clockwork release in early November (and ‘advanced access’ period of a few weeks immediately before it), don’t have a clear idea of what to expect. A “broadly similar time of year,” is what Jacobson is willing to give up on the record, and “there will definitely be a period where people can try the game, for sure, but whether it’s called a beta or it’s early access, we will make the decision down the line.”

For now, there’s still work to do. “We’ve got some bugs to fix, we’ve got some little bits of iteration to do,” he says. “Today’s problem is that we’ve got some issues with lighting in the match engine – so I’m not going to say it’s calm, because it never is – making games is really hard.”

The difference this time, however, compared to the somewhat frazzled Jacobson I spoke to in August last year, is that he’s saying all this with most of Sports Interactive’s toughest work behind them. “We’ve got a lot of work to do,” he smiles. “I’m saying that quite calmly.”



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August 29, 2025 0 comments
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Zombies Return To GTA Online In New, Weirder Survival Mode
Game Reviews

Zombies Return To GTA Online In New, Weirder Survival Mode

by admin August 29, 2025


The undead hordes are back in Grand Theft Auto Online, but they aren’t hanging out in a snowy cemetery like in last year’s Halloween event. Instead, zombies have infested the tropical island of Cayo Perico in a new mode that’s bigger and trippier than the last zombie survival mode.

On August 28, Rockstar Games officially announced (and then promptly added) a new zombie survival mode to GTA Online. Titled “Cayo Perico Zombie Survival,” this new mode transports players to the already existing tropical island of Cayo Perico to fight off waves of zombies. During the mode, which can be played solo or with three of your friends, players will encounter a wide array of undead foes, including DJ zombies and undead conquistadors. Remember when this was a gritty online crime simulator set in the same universe as Grand Theft Auto V? Anyway, here’s the trailer for the new mode:

Compared to last year’s Halloween zombies mode, this new Cayo Perico Zombie Survival is much bigger and wilder. Last year’s mode was set in one small snowy cemetery, featured a handful of zombie types, and that was it. This new mode features more enemy variety, moves players around the island to fight the undead in different spots, and just seems like a weirder and bigger thing. I guess last year’s zombie event being a massive success convinced Rockstar Games to invest more money and resources into this new undead survival mode. It sounds like this mode will be leaving on September 10, so don’t wait too long to hop back into GTA Online, earn some new exclusive rewards, and kill a bunch of zombies.

Here’s Rockstar’s official description of the mode:

Your favorite island paradise just came down with a deadly case of party fever. As if a major narcotrafficking island wasn’t dangerous enough, it’s now been overrun by the undead — and maybe it’s the drugs or the tropical climate, but this time they’ve got a whole lot weirder. Cut your way through waves of undead, including conquistadors armed with muskets, Panther Trainers and their feral pets, swarms of Splitters, and more in the new Cayo Perico Survival. Fight through these hordes and make your way to the airstrip — then pray your evacuation plane doesn’t take too long.



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Bethesda teases Starfield space travel update after datamined leak
Game Reviews

Bethesda teases Starfield space travel update after datamined leak

by admin August 29, 2025


Bethesda has teased an upcoming update for Starfield meant to improve space travel, following a recent bit of data mining from the community that discovered hints of an overhauled “cruise mode”.

Now, a hasty patch was uploaded to remove hints of the cruise mode from the files, but since then Bethesda have come forward with its hands up and admitted that yes, cruise mode is real and is on the way somewhat soon.

This came out via a recent developer spotlight on Tim Lamb, a senior producer at Bethesda. In this video Lamb states: “We have some exciting things in development, including free updates and player-requested features, as well as a new DLC story.”

Starfield is packed full of Easter Eggs, if you didn’t know.Watch on YouTube

Lamb continued: “I can’t share all the details yet, but part of the team is focusing on space gameplay to make the journeys more rewarding. We’re also adding new game systems and some smaller surprises. Plus, there’s some exciting content coming from our Verified Creators.”

This little tease also comes in the wake of a Steam post promising exciting updates coming to Starfield later this year. With the game’s absence from Gamescom this year this has led to some confusion, but it looks like something big is on the horizon for Bethesda’s Sci-Fi RPG.

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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No Man's Sky Fan Discovers Beautiful Planet Full Of Testicle Mounts
Game Reviews

No Man’s Sky Fan Discovers Beautiful Planet Full Of Testicle Mounts

by admin August 29, 2025


No Man’s Sky players are always talking about the fascinating planets they discover. Some are breathtaking paradises that look straight from the cover of a sci-fi paperback. Others are deadly traps ready to claim unsuspecting travelers as their next victims.

It’s less often that you hear about the weird creatures living on these procedurally generated space rocks. They are also randomized to simulate the diverging evolutionary trends of life finding a way throughout vast and far-flung corners of the cosmos. And on at least one of those planets are aliens that look like, well…this.

“I was going to show how beautiful this planet is, but then I saw these guys lolol,” UnderstandingDull174 posted on the No Man’s Sky subreddit this week. Lounging on tall grass under blue skies was what looked like—how else can I describe it—a dick and balls. Buoyant and springy, it greeted UnderstandingDull174 with the best of intentions. The planet might have looked like Avatar‘s Pandora but the inhabitants more like Cronenbergian abominations from Rick and Morty.

The player was allowed to feed them, pet them, and even ride them:

The player could also…milk them.



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Has Playtonic done enough to entice players back to the world of Yooka-Replaylee? I think it depends on the price
Game Reviews

Has Playtonic done enough to entice players back to the world of Yooka-Replaylee? I think it depends on the price

by admin August 29, 2025


If you cast your minds back to 2017, you will remember Playtonic’s Yooka-Laylee first making its way onto the scene. Players were given control of a bat and chameleon duo in an homage to Rare’s Banjo and Kazooie, who together could make their way through the 3D platform-riddled world collecting quills, pagies as such as they went. It was a charming little number, but it had its niggles. As our original Eurogamer review noted: “Playtonic’s tribute to Banjo is a gentle, irreverent platformer let down by spotty handling and a slight shortage of genius”.

Fast forward to 2025, though, and Playtonic is looking to address that by re-releasing Yooka-Laylee in a spruced up package known as Yooka-Replaylee, and I was able to take a quick look at it at Gamescom.


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As you would expect, the original’s whimsical and comic charm is still there. Characters such as Clara Lost of course pop up with her bony form, and during my time with Yooka-Replaylee I needed to liberate her from a cauldron to ensure no bandits attempt to make a meal out her calcium rich body (I mean, I can’t imagine it being all that tasty, anyway). This involved a spot of fire breathing and tail spinning to rid those blighters from the area. So far, so Yooka-Laylee. But, what the team has done this time, is given its cute and colourful platformer controls that allow for a much freer flow. Rolling and jumping melds into one more fluid and natural process, making those climbs up perilous platforms overall a much slicker experience. Roll, jump, flutter and away!

After freeing Clara, I climbed up to the top of a temple in Tribalstack Tropics to get Shovel Knight his treasure by doing just that. The mechanics were simple and easy to execute, with the duo performing small hops to larger powered up jumps effortlessly.

A more notable and welcome change for this remaster, though, is that rolling no longer drains stamina, again adding to the efficacy of getting around. Meanwhile, the bulbs that allow Yooka to breathe ice during this section were more readily placed to assist with the climb (though I did spend too long trying to negotiate one tilting platform, purely because I forgot I had the power to freeze it in place, but that was definitely a ‘me on too little sleep’ issue rather than the game itself).

Right now, and after only a short time with it, Yooka-Replaylee is something I can absolutely picture children perhaps a little younger than my own – who are 12 and 10 – whiling away some pleasurable hours with. There are items to collect, secrets to discover, baddies to bop and the colours are a kaleidoscope of joy. Even though overall it was relatively simple, it made me chuckle and smile.

Image credit: Playtonic

The question now is has Playtonic done enough to entice players back to the world of Yooka-Laylee? The team has added more pagies to collect, refined animations and of course made adjustments to its controls, and all of these make for a pleasing package. However, in a time when the likes of Nintendo has just released its bombastic, earth-shattering (quite literally) Donkey Kong Bananza, I am still unsure there is quite enough fresh meat here to allow Yooka-Replaylee to fully stand out from the platforming crowd.

That being said, if Playtonic prices it right, Yooka-Replaylee will surely be a welcome return for fans of the original, or even serve as a gentle entry into the world of solo platform gaming. And, there’s nothing wrong with that.



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A basketball with the EA logo on it appears in a court.
Game Reviews

EA And 2K Games Are Beefing Over The Next College Sports Cash Cow

by admin August 28, 2025


Electronic Arts revealed earlier this year that it’s planning to add a college basketball game to its ever-expanding roster of sports franchises. Then 2K Games came out hours later and indicated it was doing the same. Now new reporting suggests both publishers have been at war behind the scenes trying to lock up the deals needed to make an NCAA basketball game a reality.

Sports Business Journal reports that while EA won a bidding round earlier this year with the Collegiate Licensing Company for the rights to the NCAA brand, 2K Games has moved forward with its own college basketball game by trying to negotiate brand partnerships with individual colleges like UCLA.

“UCLA Athletics and UCLA Trademarks & Licensing, an enterprise of the Associated Students UCLA, have announced a long-term collaboration with 2K which will see the UCLA Men’s and Women’s Basketball programs bring the rich legacy of Bruins basketball to a future project,” the school announced on Thursday. 

Bring the Madness. Let’s run it back. #CBB #ItsInTheGame pic.twitter.com/iBNhGxn2yj

— EA SPORTS (@EASPORTS) June 30, 2025

The campus has been quiet for too long 😏 https://t.co/AuqoX5u5Qr

— NBA 2K (@NBA2K) June 30, 2025

EA is apparently very unhappy about this. According to Sports Business Journal, it wanted the rights to everything in NCAA divisional basketball on both men’s and women’s leagues, which would give it the sort of exclusivity stranglehold it long had with the NFL in its Madden series. And if EA doesn’t get its way, sources told Sports Business Journal the publisher might abandon the upcoming game altogether.

“The opportunity that’s excited us in college basketball is to deliver a full, standalone experience that captures everything that makes the sport so special,” EA Sports VP Sean O’Brien told SBJ in a statement. “The approach we’ve proposed is to create a game that includes all 350-plus NCAA Division I schools—both men’s and women’s teams included—with name, image and likeness compensation for all athletes, 32 conferences, the NCAA and all things that make ‘March Madness’ the most exciting month of sports and all the traditions and pageantry fans love.”

Basically, 2K Games, which was reportedly part of the NCAA bidding war but lost to EA, has decided to move ahead with a college basketball game regardless. While it abandoned its Hoops franchise over a decade ago, it’s been releasing NBA2K every year and could quickly spin off a new version of it for college teams or, as SBJ reports, possibly position it as an add-on or expansion for the existing franchise.

EA, which also abandoned its basketball franchise over a decade ago, will have to start from scratch. Recent reporting suggests a new game would be years away at best and possibly not arrive until 2028 or later. Unless it can get the NCAA and its member schools to pull the plug on 2K’s game, it’ll be coming in late. A big part of what helped EA Sports College Football explode in popularity last year was years of pent-up demand. Now both publishers are in a race to see who can cash in on the latest untapped market for annual sports games.





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August 28, 2025 0 comments
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"It really sucks" Battlefield 6 technical director bummed out about those unable to play due to Secure Boot requirement, believes anti-cheat cat-and-mouse game will "never end"
Game Reviews

It really sucks” Battlefield 6 technical director bummed out about those unable to play due to Secure Boot requirement, believes anti-cheat cat-and-mouse game will “never end

by admin August 28, 2025


The Battlefield 6 open betas proved exceptionally popular earlier this month for many, but a significant portion of the PC playerbase were met with a daunting wall to play thanks to the game’s Secure Boot requirement. This technical hurdle is in place for the game’s anti-cheat, a kernel-level bit of software dedicated to curbing a rising cheating problem across online FPS games.

Alas, the Battlefield 6 beta still had a few cheaters running around and ruining things for their fellow players. To find out more about whether Battlefield 6’s Javalin anti-cheat was successful in the eyes of EA, Eurogamer sat down to talk to Battlefield 6 technical director Christian Buhl. Buhl would express pride at the anti-cheat team’s work, sadness for those unable to play due to the Secure Boot requirement, and resigned to him and his peer’s fate in the endless battle against cheaters.

Cheeck out some Battlefield 6 multiplayer gameplay here!Watch on YouTube

“We were pretty happy with how the anti-cheat performed,” Buhl beamed when asked how he felt the anti-cheat held up during the betas. “Obviously I’ll say we can never be perfect, anti-cheat is always a cat-and-mouse game where we’re constantly going back and forth and keeping on top of what the cheaters are doing. But from the beginning this was something we put a high priority on, so when we launch this game we have a really strong anti-cheat program in place.”

Buhl would elaborate by sharing that Battlefield 6 had two anti-cheat teams working on the game, in what he described as a “pretty massive investment” by EA. There’s the EA anti-cheat team that built the Javalin anti-cheat team, as well as the Battlefield 6 anti-cheat team that focused on “integrating EA’s technology as well as monitoring and all the other responsibilities you’d expect from an anti-cheat team”.

The reason for this expense is to ensure a “fair play experience”, which was “critical to Battlefield’s success” according to Buhl. The cost for the user is granting additional access to Battlefield Studios’ and EA’s anti-cheat, as well as enabling Secure Boot on their PC. This led to many turning away from the PC beta, something Buhl is bummed out about.

Those able to get the game running are having a blast.

“The fact is I wish we didn’t have to do things like Secure Boot” Buhl admits. “It does prevent some players from playing the game. Some people’s PCs can’t handle it and they can’t play: that really sucks. I wish everyone could play the game with low friction and not have to do these sorts of things.”

Buhl continues: “Unfortunately these are some of the strongest tools in our toolbox to stop cheating. Again, nothing makes cheating impossible, but enabling Secure Boot and having kernel-level access makes it so much harder to cheat and so much easier for us to find and stop cheating.”

So where does this cat-and-mouse game end? Does it ever end, and will players have to get used to providing kernel-level access, enabling Secure Boot, and opening their door to other technical requirements for new games?

“The short answer is it never ends,” states Buhl. “We expect our anti-cheat team will continue working on technology, and if at some point there’s a new technological requirement that we’ll have to add that’s critical to securing the fairness of the game, we’ll do that. Or we’ll certainly evaluate that. Anti-cheat never ends, it’s a constant cat-and-mouse game. We’re never going to win. Hopefully they’re never going to win. But in the end, we want to be as safe and secure as possible.



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Kevin Spacey Was Weird And Difficult
Game Reviews

Kevin Spacey Was Weird And Difficult

by admin August 28, 2025


There was a lot of fake laughter happening around Spacey while making the sci-fi FPS

In 2014, before allegations of sexual misconduct against him became public, actor Kevin Spacey was one of the biggest names out there thanks to Netflix’s House of Cards. And his role in that year’s Call of Duty: Advanced Warfare was a highlight. But now, it feels like a problematic relic. However, the game’s director, Glen Schofield, doesn’t think the shooter is “tainted,” even if Spacey was “weird” to work with.

In an interview with PC Gamer, Glen Schofield was asked about Spacey’s involvement in Advanced Warfare as the shooter’s main villain. In 2014, Spacey delivered a fantastic performance that was praised by many critics and fans. In 2017, his role in the game became less celebrated after accusations of sexual harassment and assault were levied against the actor. While years later, he was ultimately not found liable for harassment and was acquitted of assault, Spacey’s reputation was still heavily damaged, and he appeared in fewer film and TV roles. Despite that, Schofield told the outlet that Spacey’s inclusion “doesn’t taint the game.”

“At the time, that’s the actor I wanted,” said Schofield. “When he was on set, and we said action, he was unbelievable. He just is a great actor, right? Then when we said cut, you could tell the video games weren’t his thing. We had to get him a trailer. So he had a trailer outside that he would go in and he was a little bit more difficult, I would say.”

On set filming @CallofDuty #AdvancedWarfare! pic.twitter.com/2Q0jZPkiwT

— Kevin Spacey (@KevinSpacey) May 9, 2014

Advanced Warfare’s director did claim that Spacey “got a little weird once in a while on the set.” Schofield added, “He would say things that just weren’t proper. We all had to fake laugh. There was some stuff.”

Schofield explained that the initial pitch for Call of Duty: Advanced Warfare 2 involved Spacey’s character returning in some form despite dying in the previous game. However, Activision passed on that pitch, which he’s grateful for now.

“We were going to go there,” Schofield admitted, “and I’m glad we didn’t, because it was like two months before we would have shipped when the scandal broke.”





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