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Cassidy stands in front of Route 66
Game Reviews

Overwatch 2 Season 18 Patch Breaks Cassidy, Wrecking Ball

by admin August 28, 2025


Overwatch 2’s 18th season began this week, and it’s overhauling every hero’s Perks. These are buffs and tweaks to each character’s abilities that the player chooses between over the course of a match. Cassidy, the gunslingin’ cowboy of the roster, has a pretty packed season between his new fire-based mythic weapon and being the face of the Luka Dončić collaboration event, but his greatest boon is that his new perk is absolutely busted.

One of Cassidy’s new perks is called Silver Bullet, and it replaces his rapid-fire “Fan the Hammer” secondary fire with a piercing shot that inflicts Bleed on its target. So not only does it shoot through enemies, but it inflicts damage over time on them as well. You can also zoom in when using it for more precision, which is always helpful for a hitscan hero. Its cooldown resets when you use his dodge roll, so you can pop these suckers off in rapid succession and do some real damage. Combine it with his mythic weapon Blazing Sun and you’ve got a fireworks show going on over the payload. However, it looks like it might be busted, as players found that if you press both primary and secondary fire at the same time, the damage is doubled.

So there is a bug with silver bullet that if you aim it and like instantly cancel it with roll and shoot in quick succession it does like double the damage it’s supposed to pic.twitter.com/QyNcbfmSQk

— Kaladin (@KaladinMeow) August 27, 2025

Fans are calling this latest patch one of Overwatch 2’s buggiest, but I guess when you’re overhauling a system like Perks there’s bound to be stuff that falls through the cracks. Wrecking Ball, the mech-piloting hamster tank, has been temporarily removed from standard play while Blizzard fixes a game-breaking bug that gave him too much momentum when moving while grappled to an object, and Hazard is able to use his block ability forever, rather than having to stop for a cooldown as he’s supposed to.

 

As indicated by the comments on @mi7supp’s video above, some players are reporting issues with Venture and Ashe as well. Hopefully Blizzard will have these squashed in the coming days. While it’s not a great start to the season, Overwatch 2 has a lot going on in season 18, including a Persona collaboration that will add new skins and cosmetics based on Atlus’ high school social sim RPGs.





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August 28, 2025 0 comments
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Resident Evil 9: Requiem's director explains how in one crucial way, it is the "most extreme" title in the series yet
Game Reviews

Resident Evil 9: Requiem’s director explains how in one crucial way, it is the “most extreme” title in the series yet

by admin August 27, 2025


Resident Evil 9: Requiem’s director wants you to know that it may very well be the most extreme title in the series. But not in the way you might think. When he talks of extremities Kōshi Nakanishi isn’t talking about blood, guts, and gore – he’s talking about pacing. And your heart rate, for that matter.

For my money, Resident Evil 7: Biohazard is one of the finest-paced video games around. I’ve written about my admiration for the curve of RE7’s gameplay and narrative before. The way in which protagonist Ethan Winters claws his way from scared and alone to practically Rambo-esque in the finale with the ultimate transition masked by an action-packed flashback is fantastic. A lot of horror games feature this curve, but few manage it as deftly as RE7. It’s real chef’s kiss stuff. One of the chefs in question was Nakanishi, who directed RE7 and is back in the director’s chair for Requiem. So naturally, sitting down to talk about his new game, I ask him about pacing.


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“My approach is the same this time,” Nakanishi notes after some modest hand-waving of my interpretation of RE7’s pacing. Requiem protagonist Grace will start off quite defenceless and certainly terrified. Spoilers mean Nakanishi offers no specifics, but he promises that Grace’s situation will change as the game progresses – something he sees as integral to the DNA of the Resident Evil series in general.

“There’s really this graph of tension and release throughout the game, building up to a climax. That’s something that I think Resident Evil is really unique with among horror games. We don’t just scare you – we offer you a chance to release that tension by overcoming it all.”

That curve of tension and release, drawing the player to the edge of sanity and then plunging them into a metaphorical cold bath, is indeed what this series has always done best. In the old days, that might’ve taken the form of simply slamming shut a safe room door where Nemesis couldn’t reach you. It’s a more nuanced design philosophy now – but the principle is the same. This time, Nakanishi believes his team has stretched that curve to its greatest extreme yet.

What new terrors await in Requiem? | Image credit: Capcom

“We’re at the testing phase now in development as we gear up to the February release, and even as we play it internally, putting ourselves in the mindset of the players – I really feel that it’s going to be an incredible rollercoaster. They’re going to feel like that curve of tension to release is going to be… it’s perhaps the most extreme gap between those two axes. The points on that curve are going to be so far apart from each other that it’s going to be incredible.”

Much thought has gone into calibrating these extremes. In the first public Requiem demo we see the return of a Stalker-type enemy – a near invincible hulking beast that can only be fled. I was fine with that – but beneath the preview in which I gleefully articulated how the machinations of Nakanishi’s team had made me screech an expletive so loud it was heard by a colleague rooms away, one commenter sums up the potential pitfall of redeploying this design, asking: ‘This again?’

“It is a concern,” Nakanishi admits when I ask about potential player over-exposure and over-familiarity with the Stalker enemy mechanic. It has, after all, been used a lot by Capcom of late. RE7 had Jack Baker, the remakes had Nemesis and Mr. X, and Village’s Alcina Dimitrescu continued the trend. There’s an unnamed beast in Requiem that terrorizes poor Grace, pursuing her through the halls of a dilapidated hospital.

“It’s something we have to think about every time we have a new game with another stalker. We can’t have the players thinking ‘oh, there goes the stalker that I’ve come to expect’ – so this is something we’ve thought about in terms of approach.

“I think for this time… well, as usual, we’re pretty tight-lipped on the details at this stage. But… we want to give players a method to overcome the stalker enemy. What that entails is something that we’ll be getting into down the line, but I think that you’ll feel like you finally have a chance to turn the tables and deal with the stalker in a way that you haven’t been able to in past titles.”

Our preview of Resident Evil 9 Requiem.Watch on YouTube

There it is again, then: that ebb and flow. The terror, the tension, the release. Nakanishi describes this as Resident Evil’s signature, though the legibility of that signature undoubtedly varies from one game to the next. The original game has more tension; the action-heavier 4 is plainly more release-driven.

Part of the intent behind Requiem appears to be to draw both elements out further than before while also striking a more absolute balance. This, I would argue, makes it closer to the soft reboot seventh entry in the series – but in other ways its design could also be considered an answer to that game and some of its fran response.

“It’s possible that Resident Evil 7 almost went too far in the direction of completely betraying your expectations,” the director muses. “While it was a fresh start for the series, there’s always fans who say they wish it was more like the Resident Evil that they know and love.”

In this Requiem presents the opposite. Protagonist Grace Ashcroft is new, but her surname is a key clue: she is the daughter of Alyssa Ashcroft, last playable in a spin-off from two decades ago and probably only fully remembered by the most insatiable of lore nerds. In the demo, she wakes up in a side room of the Rhodes Hill Civic Care Center – a hospital connected to Racoon City, the classic series location we catch glimpses of in the trailers.

“The remakes featuring Raccoon City showed how much love there was for that setting. I had this feeling that as a sort of beloved starting point for the series, it’d be great to check in on it and see how it’s doing as a location,” Nakanishi explains.

“So when it was time to plan what the ninth title would be, it felt like a good time. 30 years later, both in the series timeline and the real-world timeline. What’s happening in Raccoon City, what’s going on there? The timing was right.”

All Grace is lost. | Image credit: Capcom

It would be easy to see a decision to loop back to the past as a cynical play – but Capcom had no need to do such a thing. The Ethan Winters ‘duology’ of RE7 and Village was successful, even though it went to great pains to largely separate itself from the rest of the franchise. This perhaps drove Capcom’s decision to publicly show off some of its aborted experimentation of what the ninth Resident Evil game could be, including releasing footage of prototypes of a multiplayer co-op affair – in many ways, it is proof that Capcom is not just working from the book.

“We really wanted to get across to people how much we were challenging ourselves with this ninth mainline entry,” RE9 producer Masato Kumazawa says of the publisher’s surprising openness about cancelled versions of the game.

“We wanted to admit that we didn’t just arrive at the game that you see fully-formed – there was a period where we thought really hard about what the right way to go would be. Being honest about that, I think, showed that we really took seriously the responsibility of designing this game.

“It’s a constant point of discussion for us as a team. What is Resident Evil now? What should it be for the next game? What do the fans see it as? Revealing some of our thinking in that commentary video from earlier in the summer was just a way of us saying that, yes, we do look at what everybody is saying and it does have an impact on our process. Even if we ultimately decide the direction ourselves, it’s an input we pay attention to.”

Fan input has resulted in this path: a new-but-familiar protagonist, a return to beloved locations thirty years on, and a flick switch that takes you between the two distinct perspectives of modern Resident Evil – third or first-person, the choice is yours. To Nakanishi, returning to the past represents something fresh, especially after the detour of 7 and Village.

“We’ve had our different look at the series, and now going back to normal feels like a fresh new take,” he declares. “I think that in itself will be a refreshing surprise for players when they play the game, and hopefully they’ll see that this is staying a little closer to the idea of what they think that a Resident Evil game should be, keeping those hardcore fans happy.”

Wat’s all dis, den? | Image credit: Capcom

All of this lines up, I think, with the placement of Resident Evil 9: Requiem as an anniversary release. Coming full circle is the norm for milestone celebrations after all. March 22nd next year is the 30th anniversary of the franchise debut, under a month after Requiem’s release. Nakanishi corrects me on this, however.

“I actually kind of wish we could have released it a bit earlier than that,” Nakanishi laughs. As it happens, the anniversary status of Requiem is a happy accident.

“It was always going to be continuing the DNA of the series while trying to keep things fresh,” adds Kumazawa. “You want to have the things that the fans expect in a Resident Evil game, of course. So, yes, we just sort of landed on the anniversary over the course of the development period, but hopefully it still feels like a fitting tribute to where the series has come from.”



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August 27, 2025 0 comments
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New Mod Adds Multiplayer To Marvel's Spider-Man
Game Reviews

New Mod Adds Multiplayer To Marvel’s Spider-Man

by admin August 27, 2025


Last year, a trailer leaked for a cancelled multiplayer Spider-Man game that was being developed by Insomniac. It seemed cool. So cool in fact, that it seems to have inspired folks to try and use mods to make online web-swinging with friends a reality. And one such mod is now out, and it looks great.

On August 26, as spotted by ComicBook, a new PC-only mod has been released online that allows people to play Marvel’s Spider-Man Remastered with up to six other players. The mod was developed by modder hbgda and is available to those who subscribe to the creator’s Patreon. You can see what the mod looks like in action below, courtesy of a video shared by popular creator Kami on TikTok and Twitter.

Spider-Man Remastered just got a working multiplayer mod on PC and it’s amazing.

Probably the closest thing we’re going to get to The Great Web. pic.twitter.com/6FeT3JEBbz

— KAMI (@Okami13_) August 26, 2025

There are also multiple YouTube videos of the multiplayer Spider-Man mod in action, and it looks surprisingly stable for something as ambitious and wild as this. Sure, it’s not perfect, but considering Marvel’s Spider-Man on PC was never designed to support multiplayer, let alone seven people running and swinging around the map at the same time, the fact that this mod is not only playable but looks extremely polished is incredibly impressive.

Watching footage of hbgda’s mod in action has me hankering to install Spider-Man on my PC and try this out. It also makes me sad that we never got Insomniac’s online multiplayer Spider-Man game. It was reportedly going to be called Spider-Man: The Great Web and would have involved hopping between dimensions alongside your friends. Sadly, according to Bloomberg’s Jason Schreier, the game was canceled long before the trailer for it leaked in 2024 in the wake of the December 2023 Insomniac data breach.

While it’s very possible the game wouldn’t have had much staying power, which is a problem for a live-service video game, I would have loved to have been able to invite my pals to swing around NYC with me and cause some chaos. At the very least, I hope we see Insomniac add a multiplayer mode to a future Spider-Man game. Doesn’t have to be something elaborate, just something that looks like this mod, but which is playable on PS5, too.

For now, if you want to swing around New York City as Spider-Man with some other Spider-People, your only option is to download this mod and set it up on your PC.





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August 27, 2025 0 comments
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Here are our PS Plus Monthly games for September
Game Reviews

Here are our PS Plus Monthly games for September

by admin August 27, 2025


Sony has announced the three monthly games coming to PS Plus in September, available for Premium, Extra, and Essential subscribers.

The three games, available from 2nd September, are:

  • Psychonauts 2
  • Stardew Valley
  • Viewfinder


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It’s a pretty strong line up. Pixelated farming sim Stardew Valley first debuted almost a decade ago, and has since gone from strength to strength. In January of this year, the game’s creator Eric Barone revealed that, as of December last year, Stardew Valley had sold in excess of 41m copies across platforms.

Psychonauts 2, meanwhile, comes from the always creative minds at Double Fine, and was met with overwhelming praise on its release. Edwin Evans-Thirlwell called it “witty, eccentric and imaginative” in Eurogamer’s own review, noting it had a “more developed understanding of mental health” than its predecessor.

Lastly, we have Viewfinder, which is a puzzle game that asks players to “challenge perception, redefine reality, and reshape the world” all with an instant camera. Chris Donlan called it all “magical” in Eurogamer’s Viewfinder feature.

Further details can be found via the PlayStation blog.

For more on Sony’s subscription service, check out our full PS Plus guide for all of the games available.

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 27, 2025 0 comments
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Gears of War Reloaded Is A Mess On PC And Players Aren't Happy
Game Reviews

Gears of War Reloaded Is A Mess On PC And Players Aren’t Happy

by admin August 27, 2025


Gears of War: Reloaded, the newly released remaster of the original Gears of War, has a low review score on Steam due to crashes and missing split-screen support. This follows a day-one patch that was supposed to fix a number of bugs and crashes on both console and PC.

On August 26, Xbox launched Gears of War: Reloaded–a remastered version of Gears of War: Ultimate Edition, itself a remaster of Gears of War--on Xbox Series X/S, PC, and for the first time in franchise history, PlayStation, a leap it made via a PS5 port. And the game is totally fine if you want to replay Gears of War again. But on PC, players are encountering some annoying issues and are upset about the lack of split-screen. Meanwhile, the Xbox port has a weird FPS bug, and I’ve experienced some issues on PS5, too.

Gears of War: Reloaded’s user review score on Steam sits at 49 percent as of 1 p.m. EST on August 27. That’s not great! Checking out the reviews, it seems a big issue with this new remastered shooter is that it crashes a lot for some folks. What’s odd is that some players claim that Gears of War: Reloaded was running fine shortly after launch, but has started crashing more since then. One fix floating around online involves deleting a specific folder and not connecting to Xbox Live, which seems to imply there might be some server shenanigans happening. Gamesradar reports that Gears of War: Reloaded works fine when downloaded and installed via the Xbox PC Game Store, suggesting that the version on Steam, or at least how it connects to Xbox servers, might not be working properly.

Other players report that changing the game’s graphical settings leads to frequent crashing. I’ll say that on PS5, I ran into two crashes and some weird performance problems as well. Digital Foundry also reports that there’s an odd FPS bug on Xbox Series X that causes the campaign to improperly run at a not-so-stable 120FPS. I also ran into weird FPS issues on PS5 and had to turn off VRR. The PC port also lacks an FOV slider and has some weird limits on keybinding.

The team is investigating crashes on Steam when launching the game and missing pre-order character skins for some users, as well as initial reports of matchmaking issues.

You can see all known issues by going to https://t.co/LNNEO2vf0H

Thank you for your patience.

— Gears Community (@Community_Gears) August 26, 2025

A day-one patch was supposed to iron a lot of this out, but it doesn’t seem to have completely worked. As a result, Xbox and The Coalition posted on social media on Tuesday that the team is currently “investigating” the PC crashes and reports of online matchmaking errors, as well as an issue in which people who pre-ordered did not receive the cosmetics they were promised for doing so. Keep in mind, this is a remaster of a 10-year-old remaster. It’s wild to me that Gears of War: Reloaded seemingly shipped in such a wonky state.

Another reason for the game’s low rating on Steam is that players thought Gears of War: Reloaded would support split-screen co-op on PC. Split-screen was reportedly listed on the game’s official Steam store page. There’s also evidence that split-screen co-op support was mentioned in Reloaded’s Steam page trailer. But it appears all mentions of split-screen support have since been removed. My guess is that this was a mistake and Xbox never intended to add split-screen to PC. Regardless, it’s just one more reason PC players are disappointed with Gears of War: Reloaded.





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August 27, 2025 0 comments
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Call of Duty's U-turn on absurd cosmetics is proof that Battlefield 6 competition is a really good thing
Game Reviews

Call of Duty’s U-turn on absurd cosmetics is proof that Battlefield 6 competition is a really good thing

by admin August 27, 2025


People say competition is a good thing, and in the world of video games it’s a phrase that history has proven correct over, and over, and over again. This has happened once more with Call of Duty, which has done a mighty U-turn in regard to its approach to paid cosmetics in the upcoming Call of Duty: Black Ops 7.

First, a bit of context. You may have seen all manner of wacky, out-there skins popping up across recent Call of Duty games and Warzone. Beavis and Butthead, American Dad, and Nicki Minaj have all grabbed rifles and taken to the front lines. Snoop Dogg has shown up, as has Messi. Cheap looking Fallout vault suits have made a wasteland of what is left of the series’ visual identity.

The reason why these have become so popular is multifaceted but to put it quickly and simply it’s because they make money, and because it pushes Call of Duty further towards the cosmetic goldmine that is Fortnite. This process is not solely linked to Call of Duty, and has hence been dubbed ‘Fortnitification’ : the constant chase to make metaverses of online games.

Here’s the Call of Duty campaign reveal trailer.Watch on YouTube

An evening in an FPS is no longer just a tense firefight, it’s an endeavor of self-expression. A way for you to champion your fandom to the millions of other players doing the same, the developer and publisher profiting nicely from the nurtured culture of seasonal spending.

But here’s the problem as far as Call of Duty is involved. Call of Duty is not Fortnite. It is not a wacky, saturated sandbox. It is a modern military game with decades of history. It has a story mode about government black ops, international incidents, betrayal, and a gaggle of British geezers with funny names. The resulting tonal whiplash between what Call of Duty is and has been with the aesthetic direction of its multiplayer has left fans of the genre dejected. With Call of Duty being largely the only game in town for large-scale AAA FPS, it was something to live with.

Until, a little game called Battlefield 6 popped up. It’s a return to form for the series judging by early previews (including ours), has proven incredibly popular in open betas ahead of launch, and is confirmed to be staying true to a military aesthetic. A good game that’ll look like a proper shooter, with all the trimmings. Well, maybe I – imagine I’m a normal person who likes FPS games here – maybe I will try out this new Battlefield game! It seems like it’s doing what I’ve wanted CoD to do for a while.

This, it turns out, isn’t for everyone. | Image credit: Activision

Fast forward to today, and a blog post on the official Call of Duty website has gone live. A community post, speaking to you: the community. Call of Duty has pulled up a chair, spun it backwards, and is sitting on it all cool-like. The opening paragraph reads: “We know there’s been a lot of conversation recently about the identity of Call of Duty. Some of you have said we’ve drifted from what made Call of Duty unique in the first place: immersive, intense, visceral and in many ways grounded. That feedback hits home, and we take it seriously. We hear you.”

Hey sport, hey champ. Come here pal, buddy, buster. We hear yo- hey! We here at Call of Duty hear you. That’s why weapon and operator skins from Black Ops 6 won’t be carrying over to Black Ops 7. A clean slate, a lesson learned thanks to your passion around Call of Duty. They will still be usable in Warzone though, obviously. That’s the metaverse experiment that’s been rolling for years, but our new AAA game coming soon Black Ops 7? We’re changing it just for you.

It is my belief that this wouldn’t have happened without Battlefield 6 walking in and sucking up a lot of oxygen. Why would it, with Call of Duty Black Ops 6 nearing the end of its lifecycle one of the reasons buying those cosmetics was still a good move is because you knew they would cross over to the next game. Now, they won’t, because the sentiment has put Call of Duty on the back foot here. A decision made to please the fans at the cost of some cash, sparked by competition.

This is why, even if you’ve never really vibed with Battlefield games, it’s a good thing that Battlefield is back and garnering a healthy amount of hype. It pushes other games in its vicinity to do better, and when that happens, all of us benefit from it. Competition in the world of video games will always be a good thing.



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August 27, 2025 0 comments
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Bloodlines 2 Devs Tweaking Day-One Clan DLC After Fan Outcry
Game Reviews

Bloodlines 2 Devs Tweaking Day-One Clan DLC After Fan Outcry

by admin August 27, 2025


Last week, it was revealed that upcoming open-world RPG Vampire: The Masquerade – Bloodlines 2 would launch in October with two of its important, playable vampire clans locked behind $22 day-one DLC. This didn’t go over well with folks online. Now, the devs behind the sequel are planning to make some changes.

On August 19, Bloodlines 2 developers The Chinese Room and publisher Paradox announced at Gamescom Opening Night Live that the long-awaited RPG sequel was finally launching on PC and consoles on October 21. This followed a lengthy and rocky development cycle, so for many fans, it was just nice to know Bloodlines 2 was actually going to come out. However, people soon discovered that two of the RPG’s six playable vampire clans would be locked behind a paywall, which led to a backlash from fans. Now, likely in an attempt to calm everyone down before a scheduled upcoming stream, the studio is promising changes.

On August 27, the official World of Darkness Twitter account posted a link to a Bloodlines 2 livestream happening today and shared this message about the DLC controversy as a reply:

We are listening to you about Bloodlines 2 & the Lasombra & Toreador clan access, & we’re making adjustments to reflect this. We will share more information about this as soon as possible. Until then, join us TODAY on Twitch at 5PM CEST, where we’ll be showing off the game!

This is similar to a message that was posted by a community manager in the official Discord server for Vampire: The Masquerade – Bloodlines 2, as spotted by GameSpot and ResetEra users.

Fans were so upset about the clans being locked behind day-one DLC because in Bloodlines 2, vampire clans are a very big part of the RPG. They help determine your playstyle, affect the game’s story, and offer unique powers and abilities. And sure, you can technically get any clan’s powers by leveling up and spending enough resources, but it’s much harder to get abilities that aren’t offered by your selected clan. So locking two of them behind a paywall that requires you to buy an extra DLC or the most expensive version of Bloodlines 2 was a frustrating choice.

Last week, the devs told RPS that the reason for locking some content behind DLC was that Bloodlines 2 had expanded beyond what was planned, and extra work had gone into making more and more content for the RPG. I also imagine Paradox wanted extra dollars after years and years of rocky development and delays. While I get that making games ain’t cheap, locking clans behind a paywall was never going to go over well.



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Hitman World of Assassination arrives on iPhone and iPad
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Hitman World of Assassination arrives on iPhone and iPad

by admin August 27, 2025


Agent 47, this is Diana, I have some important information for you. Today – that’s 27th August – developer IO Interactive is releasing the full Hitman World of Assassination experience on iPhone and iPad. And, this release includes new touch controls as well as controller support. Have you got all that, 47?

Yes, for any of you Apple-loving lot, you will now be able to participate in a spot of globetrotting with everyone’s favourite barcoded assassin on your mobile devices. Thanks to World of Assassination grouping together Hitman 1, 2 and 3, this means you zip from the Parisian runway to the heady heights of Dubai all from the palm of your hand.

The Hitman team says while every location and mission is available at launch, World of Assassination’s Freelancer mode will subsequently arrive on the iPhone and iPad version on an unspecified date later this year, as part of an update.

The full game retails for £69.99 on iPhone and iPad, though if you prefer you will also be able to try your hand at individual locations for £2.99 each. Compatible devices are as follows: iPhone 16 models; iPhone 15 Pro and iPhone 15 Pro Max; iPad Pro and iPad Air (M1 chip or later); iPad mini (A17 Pro).

Interested but not sure you want to fully commit to World of Assassination just yet? You can try a little taster before you take the plunge, as the ICA Facility training mission will be available for free, along with the Sebastian Principle Escalation in Dubai.

You can check out a trailer for Hitman World of Assassination for iPhone and iPad below.

HITMAN World of Assassination – iOS Release Trailer. Watch on YouTube

For more on Hitman, check out our Ed’s interview with Hitman 3’s Jane Perry and David Bateson. Here, they talk about playing outsiders, absurd humour, and IO’s future with Bond.

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 27, 2025 0 comments
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An astronaut stands in a cockpit.
Game Reviews

No Man’s Sky Goes Full Star Trek In Massive Ship Customization Update

by admin August 27, 2025


No Man’s Sky‘s next big content drop is here and it continues the sci-fi survival sim’s journey to give players more tools than ever to play around with. Called Voyagers, update 6.0 will let fans make custom starships with enough space to walk around in them and crew them with friends. Whether you want to recreate the Normandy from Mass Effect or pretend you’re smuggling Dilithium across Federation borders in Star Trek, it’s another impressive step forward for a game that originally launched on so many broken promises.

No Man’s Sky: Voyagers arrives after a year of major reworks to the game that overhauled how its worlds are procedurally generated and rendered. Now Hello Games has retrofitted the way players will travel between them by introducing starship customization that sounds essentially like base-building for zooming around the galaxy. And unlike the traditional fighter-style craft players have been exploring planets with up to this point, these new ships will be much bigger.

They’re being called Corvettes and will come complete with hulls, wings, landing gear, cockpits, engine parts, thrusters, and all of the necessary living arrangements for the crew. Those include sleeping quarters, med-bays, war rooms, teleporters, and more. Players can choose how to design their new ships and what to include, whether you want to build a warship or something more modest and cozy.

“Adding bigger weapons to your Corvette increases your firepower,” studio director Sean Murray wrote in a press release. “Add sleeping quarters and a mission radar, and you are ready to welcome a crew of friends on board. Add a mission radar and you are ready to adventure. A teleporter and you have an away team. Or just add a window…and suddenly there are these special moments, watching as the universe flies by outside at warp speed.”

Players who are just starting out won’t unlock Corvettes until a bit into No Man’s Sky, but a special Corvette expedition added in the update is meant to help streamline the process so players can get it started as soon as possible. You can even have players flying multiple Corvettes over a planet together. Murray promises you can skydive between them. And of course all of this ongoing work in No Man’s Sky cross-pollinates with Hello Games’ upcoming fantasy survival sim Light No Fire. We still have no date on when that will be ready, but it sounds like it’ll benefit from all of No Man’s Sky‘s improvements rather than starting over from scratch once it arrives.



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With Shinobi: Art of Vengeance, Lizardcube gives that pixel-perfect 16-bit Streets of Rage 4 treatment to another Sega classic
Game Reviews

With Shinobi: Art of Vengeance, Lizardcube gives that pixel-perfect 16-bit Streets of Rage 4 treatment to another Sega classic

by admin August 27, 2025


All of us who grew up in the 1980s and 1990s have had a decent amount of time to ponder what it is that really makes the video game ninja such a special thing. It’s the hard strikes and the proximity to magic, sure, but it’s also something else. A ninja moves with a particular lightness. No need for a foley artist to mix in footsteps, because when these characters move it’s as is icing sugar is being dusted over the soft earth. So there’s a lovely contradiction at the heart of it. Cor, it hurts when one of these people kicks you through a wall, but cor, they’re so nimble and and deft and precise – so gentle – you kind of have to forgive them for everything.

It’s this kind of contradiction that powers Shinobi: Art of Vengeance. I’ve only spent the morning with this, but please be aware: it’s a deeply good video game. The lineage is pure early 1990s school playground: Sega at its sharpest. And now Lizardcube is in charge of the design, which means the team behind reimagining Streets of Rage and – my heart! – Wonder Boy 3 is back meddling gorgeously with my formative video game memories.


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The new Shinobi is a 2D-scrolling action game far too precise and poised to refer to as a beat-’em-up. The first level sends you through a village that’s being burnt to the ground by baddies: perfect cinematic stuff in which to learn how to air dash, double-jump and blitz your foes with combos. Those foes come with swords or ninja stars – or guns, in one case, which feels like a double sting: how could you? – and while the whole thing is wonderfully hand-drawn with sharp black lines and Silver Age poses, the sense of connection makes it feel like the most pixel-perfect 16-bit game you ever played.

That contradiction, though! This Shinobi is not shy when it comes to big attacks. There are gleeful combos and a whole shop full of new moves to unlock. There are also Ninpo moves that are tied to elements by the looks of things, and a range of super-strength Ninjutsu screen-clearers, the first of which left me checking whether my eyebrows had been burnt off. If you’re looking to attack people, you are well-catered for here.

But my favourite move isn’t an attack at all. It’s the Ninja Flip, which you can trigger just after an attack. This allows you, with a squeeze of the bumper, to cartwheel over your enemy, landing behind them oh so softly, so as to continue attacking or just grant yourself some space. It’s useful in combat and it’s useful when the levels start to become more maze-like, with locked doors and switches and secrets to find.

But more than that, it just sells the other half of being a Ninja. The icing sugar softness. The ability to dance lightly through absolute carnage. It’s a show-stopping piece of dismissiveness which makes you feel completely in control of every situation. A bit like Lizardcube, in other words.

Code for Shinobi: Art of Vengeance was provided by the publisher.



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August 27, 2025 0 comments
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