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Kirby Air Riders is a blazing assault on the senses where once you lock in, the magic cuts through - hands-on
Game Reviews

Kirby Air Riders is a blazing assault on the senses where once you lock in, the magic cuts through – hands-on

by admin August 26, 2025


Let’s kick off with a confession: I never really rated 2003’s Kirby Air Ride. I’m well aware that some regard it as a GameCube classic, but I’m not one of them. When a sequel, Kirby Air Riders, closed out the big Switch 2 blow-out Nintendo Direct, my reaction was rather apathetic. A sequel to that is their grand finale?

It’s classic Nintendo that all it took to win me around was a way-too-detailed Nintendo Direct broadcast and a quick 30-minute hands-on. I get it now. Not why some people loved the original so – that knowledge still eludes me – but I now understand why Nintendo and Super Smash Supremo Masahiro Sakurai wanted to make another one of these. As the Direct cheekily needled, this could be seen as being a lot like Mario Kart. But really, in truth, it has more in common with Smash.


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Kirby Air Riders is a strange little thing. It’s simple, as demonstrated in its easy-to-discern objectives and a control scheme that requires only a handful of buttons to operate. With that said, it has its ways in which it is complicated – at the hands-on, Nintendo had a chaperone quickly run each player through a handful of tutorials amidst a menu replete with them, clearly concerned that some players might struggle to wrangle or understand its esoteric ways.

This whole dichotomy is very much Sakurai’s jam. These are the fingerprints of a man who designed one of the most competitively sublime fighting games of all time… sort of by mistake. Melee’s tightest brawling was a byproduct of making a party game for children that, through glitches, exploits, and mechanics interacting in unexpected ways became a hyper-competitive dream. Even if Sakurai’s instinct has been to design away from that with every Smash Bros game since, that same predilection for a mash-up of surface simplicity and hidden complexity rears its head here.

What is in a sense clearly intended to be a breezier racer than the manic euphoric highs and brutal blue-shelled lows of Mario Kart is elevated and transformed by a search for depth that doesn’t compromise that accessible core.

Appetite for combustion. | Image credit: Nintendo

Hop into Air Rider courses and you get the simplicity. It is after alls a circuit race with six competitors on track, automatic acceleration, and walls that keep you from going too far off-course. It feels fluffy and friendly – like Kirby. The controls add to that; all you really need to know is that the left stick steers you left and right and the B button brakes. That’s all a kid will need to ‘get through’, so to speak – but there is of course more to it than that.

Each of the control mechanisms is then subtly layered; the stick can also point the nose of your machine up or down, which can become vital for pulling off more complex moves. Braking and turning hard into a corner allows for a slight drift; holding the brake charges a boost. The courses are deliberately built to wind and weave with plenty of corners, and it’s in drifting and boosting through these that you can still have some control over your top speed in a game with automatic acceleration.

There’s more beyond this, of course – capturing enemies, special attacks, even items. But the fundamentals are that simple race design. The largest augment comes in the stats of the various vehicles and riders, which isn’t something all that new to this experience. Mario Kart and Sonic Racing Crossworlds both have such a mechanic, for instance – but in Kirby Air Riders, the effects feel like they can ultimately end up more profound.

To fully appreciate that, the easiest thing to do is to hop over to City Trial mode. This was present in the GameCube original and always espoused by that game’s defenders as its secret weapon – and it rather feels like that’ll be the case here, too. While the cheery-but-fun track racing worked well enough for me, City Trial is where I really locked in – and where I truly ‘got it’.

Wheel talk. | Image credit: Nintendo

In City Trial, you and other players are dropped into a small open zone, able to drive freely for a limited time as items, enemies, and frenzied events spawn all around you. Your goal is to put together a good ‘build’ before the clock hits zero, which is accomplished by picking up power ups that appear all over the place. You can even swap vehicles – known in this game as machines – or sabotage and battle other players for domination of power-up collection. It very quickly gets manic.

City Trial really showcases the strengths of the parameters each character and vehicle has naturally by absolutely smashing them to pieces. The nine categories of power-up you pick up augment your top speed, acceleration, offensive and defensive capabilities and so on, plus how hardy your vehicles are before they explode. The idea is essentially to garner as much power as you can in the City Trial time limit before being thrown into a mini game where you’ll use your powered-up form to compete to be the ultimate winner.

At this point it doesn’t really feel like a racing game. You can sense Sakurai’s sensibilities bubbling up, peeking through cracks in the genre design. City Trial is to a racing game as Smash is to a fighting game, in a sense. It is… except it isn’t. Except it is.

As you jet around the City Trial area, a mastery of the mechanics becomes vital. Braking to a sudden stop to avoid obstacles or fellow players, boosting to get to items before rivals, blasting off ramps and then working to stay aloft with careful gliding in order to collect parcels of airborne power-ups… like I say, you begin to lock in.

Call it a Knight. | Image credit: Nintendo

You need that feeling, too. That trance-like state where there’s you, the game, and everything else fades away. Because the power-up drops are random, though you have some degree of control over what you pick up you’ll also be making split-second decisions. What sort of vehicle ‘build’ am I going for here? More speed? Better gliding? Suddenly, amidst the chaos, you’re doing rapid-fire, almost subconscious decision-making. A lot of it is by feel, too – rather than looking at stats of what you’ve picked up you’re instead judging the feel of those super-simple controls, the heft of your machine, its turning circle, its acceleration and braking – then making calls on what else it needs.

If you’re efficient at collecting power-ups (and at the risk of blowing my own trumpet, I was very efficient), you can more or less break the game. A Nintendo rep was shocked at the sheer number of speed power-ups I picked up – the game became difficult to control, such was the pace of my vehicle. The camera freaked out.

I could then understand why Air Riders, which is relatively visually unremarkable, makes sense on Switch 2 – it needs to be able to parse such ridiculous speed and intense visual frippery. In the end, I had to ditch my naturally-quick vehicle and swap to one that was inherently slower in order to counteract the frankly bonkers amount of speed I was able to deploy. One can also see how, when compared to GameCube, this is a game that’ll benefit tremendously from online play.

I love stuff like this. City Trial is five minutes of total mayhem that does indeed evoke a similar feeling to Smash. It’s followed by a randomly-drawn mini-game where the larger number of City Trial participants get split into groups of four who then compete to be the ultimate winner. The stats accrued throughout City Trial will play a huge part in how that game plays out. If you’re unlucky your build might even work against you, so it’s not necessarily that the person who does the best in the City Trial wins.

Anyway, it’s fun. It’s wild. It feels breakable, which you can see as either a good or a bad thing, I suppose. Everything is turned up to eleven, from the deluge of tutorial options for such a simple game to the chaos that can unfold in City Trial.

All of this might sound familiar to those who loved the GameCube original – but there’s just something different here. Something more. Perhaps it’s the case that the original was simply the template and proof-of-concept for what a Kirby Racer-turned party game can be – and Air Riders might, two decades later, be the full expression of that idea. We’ll find out how far these ideas can truly be stretched in November.



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August 26, 2025 0 comments
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Nightreign characters embark on a new expedition.
Game Reviews

Elden Ring Nightreign Fans Are Already Playing The Unannounced Hard Mode

by admin August 26, 2025


Elden Ring Nightreign‘s final Everdark Sovereign arrived last week and die-hard fans are ready for a new challenge. FromSoftware hasn’t officially revealed what’s coming to the multiplayer roguelite spin-off next, but that hasn’t stopped some players from diving into the secret new ranked mode that was added to the game’s files earlier this month and discovering what’s there for themselves.

A reference to The Deep of Night was first discovered in Nightreign by dataminers shortly after its Duos update arrived in late July. Other details hidden in the files suggested it was an endless mode with skill-based matchmaking that would give hardcore players a new challenge to overcome. It would even add slots to their existing vessel so new types of relics could be added to help them with these tougher runs, it seemed.

Weeks later, some players have been taking advantage of mods to try The Deep of Night out for themselves, even as publisher Bandai Namco remains silent about what it has planned for Nightreign‘s future. It can only be played on PC solo on a separate save file and play is limited to the first round. But that hasn’t dissuaded the game’s sweatiest Nightfarers from dipping their tarnished toes into this new version of Limveld.

While some mods unlock the mode itself, others unlock the new Deep relics for purchase from the signboard. People have been uploading their expeditions to YouTube, showing some of the new gear exclusive to The Deep of Night and their unique trade-offs. Unlike regular loot found during runs, each piece of gear in the Deep comes with additional debuffs to add to the difficulty. A Sentry’s Torch, for example, might improve lightning damage negation and boost damage negation from getting hit, but also dramatically raise the damage you take from being out in the Night’s Tide storm which, as someone who frequently spends half of the run out there, would be an instant death sentence for me.

Enemies are also way tankier in general. Rats in the starting camp will take three hits to kill instead of two. Some enemies also look like contaminated versions of themselves. Otherwise, it’s mostly the same game people have been playing for months, at least in the first round. Deep of Night runs thus far haven’t revealed any new weapons or secrets, though that could change if players survive into the later rounds or manage to get their rank high enough to unlock access to things not currently referenced in the datamined files.

We won’t know for sure until FromSoftware makes the mode official. That could come as early as this week or sometime later in September if it decides to wait until the last batch of Everdark Sovereigns have cycled through a second time. According to datamined leaks, there are also new character classes coming to Nightreign at some point. Whether they will be part of a free update or a paid DLC is unclear. The game’s biggest fans remain hungry for anything new the developers can throw at them. Hopefully, that ends up being sooner than later.



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August 26, 2025 0 comments
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I never expected to become emotionally invested in a lighthouse, but Keeper's surreal artistic direction and dedication to accessibility has done just that
Game Reviews

I never expected to become emotionally invested in a lighthouse, but Keeper’s surreal artistic direction and dedication to accessibility has done just that

by admin August 26, 2025


Some of us absolutely love to push ourselves when it comes to games, and believe the harder the better. Overcoming such challenges can offer an immense thrill and sense of achievement, after all. There are even some among us who won’t reduce the difficulty level in a game if we are struggling, and would actually rather stop playing altogether.

On the flip side (and let it be known, I really don’t think there is a right or wrong way to enjoy a game as long as the player is happy and not being unkind to others), there are also those of us who want an experience that is less about an onslaught of rock-hard enemies that relentlessly grind us into the ground, or puzzles that require a Mensa membership to decipher. Many of us take pleasure in games that offer up an easy-going, stress-free escape for a couple of hours at the end of a long day. This flexible approach is something that is also important for Psychonauts and Brütal Legend developer Double Fine.

The studio’s most recent title – Psychonauts 2 – featured a range of accessibility options, including an invincibility mode, on release. This meant that those that wanted to could dial up the difficulty to max, while others could make their way through the game without any fear of ‘failing’. This accessible approach will remain for Double Fine’s next release, which is known as Keeper and follows the story of a sentient lighthouse and its bird companion.


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Speaking to Eurogamer at Gamescom, studio head Tim Schafer said accessibility is a “big thing” for Double Fine, and something Microsoft – which acquired the developer in 2019 – has supported. “[Microsoft] has a lot of testing that you can do for all sorts of levels of accessibility, and Keeper is a very accessible game that is very easy to control – there’s not a lot of buttons to get used to,” Schafer said, before adding:

“Something we always emphasise with our games is accessibility, and for all different types of players, because I always believe you don’t want to tell someone how to play your game. If they want to turn the difficulty down, they can do that.

“Some people just like the character design, and the world. We don’t want to lock them out.”

When asked if Keeper has any peril, the studio founder said you “can’t fail and you can’t die” during the game’s run time, which is roughly six to eight hours. “It’s more about the flow, and wandering through the atmosphere,” Schafer explained.

Image credit: Double Fine

As I’ve said, Keeper will chronicle the adventures of a lighthouse which quite unexpectedly comes alive, complete with tendril-like legs that allow it to walk around a mysterious island along with its bird companion, Twig. Think that all sounds a little bit odd? Well, good. That’s exactly what Double Fine is going for. “[Creative lead Lee Petty] was like ‘I want to get really weird’,” Schafer said of Keeper. “We wanted to make something we probably couldn’t have gotten signed with a publisher [when Double Fine was independent]. It’s really artistic, and it doesn’t make sense at first, but it is really engrossing.”

In terms of gameplay, Keeper will boast a mixture of exploration, puzzle solving and in the words of Schafer, plenty to surprise and perhaps even shock players. During the Keeper presentation, which showed off sections earlier in the game, I watched the lighthouse use its beam to manipulate the world around it, opening up pathways not previously seen. Meanwhile, Twig could perch on switches or place items that were beyond the lighthouse’s reach to allow the twosome to progress.

Purely from a more aesthetic point of view, inspirations for Keeper include surrealist painters such as Salvador Dali and Max Ernst, as well as films like The Dark Crystal. It all marries together to make for a striking and already oh-so-charming combination of colour and creativity.

Image credit: Double Fine

Something Keeper won’t have though, is any dialogue, with the game described as “a story told without words”. During an additional group Q&A about the game, I asked Schafer what it was like for the studio to create a narrative without using any actual voices.

“It’s interesting, because I am not even on the team or it would have tons of dialogue, like the lighthouse would say ‘I’m too old for this shit’,” he joked, before adding that Keeper’s development was all about working to the strengths of those involved. This includes Petty, who Schafer said is a wonder when it comes to telling stories through visuals. Along with work on Keeper, Petty has also served as art director for Brütal Legend, and acted as creative lead on numerous other projects at Double Fine including the matryoshka doll-themed puzzler Stacking, sci-fi side-scroller Headlander and post-post-apocalyptic roguelike RAD.

“He’s an artist, and the animators are used to an aesthetic where they’re trying to tell a story even if you have the volume off,” Double Fine’s chief said. “The bird, Twig, he’s very expressive. You can tell how Twig feels about everything, you can how the lighthouse feels. The lighthouse seems to have facial expressions. It’s still an emotional storyline. The characters still have character arcs, they have feelings, they have a bond, they have a companionship.”

“We approach these creative topics with the tools that we have,” Schafer closed. “I’m a writer, so that’s where I start. Lee and his team started from a different place, and that’s one of the strengths of the studio.”

Keeper – Official Announce Trailer. Watch on YouTube

Alas, I did not get to go hands-on with Keeper during Double Fine’s Gamescom presentation, but even so, this is easily one of my most anticipated games coming out this year. I honestly never expected to become emotionally invested in a lighthouse, but even from just a few short snippets of gameplay and trailers, I am already deeply invested in the wellbeing of Keeper’s lighthouse, with its characterful beam illuminating and affecting the surreal but beautiful world it has found itself in. Oh yes, Keeper is definitely one I will be keeping a very close eye on.

Keeper is set to release later this year, on 17th October, across Xbox Series X/S, PC, and Game Pass.



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August 26, 2025 0 comments
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Helldivers 2's Next Update Plunges Players Into Terminid Territory
Game Reviews

Helldivers 2’s Next Update Plunges Players Into Terminid Territory

by admin August 26, 2025


Helldivers 2‘s next big content drop is right around the corner and it’s taking players into the depths of the chemical fog-infested Terminid home worlds. Revealed on Tuesday, Into the Unjust arrives in September alongside a new Devil’s Dust Warbond just a week after the hot PlayStation extraction shooter launches on Xbox Series X/S.

After spending the summer fending off Illuminate invasions and jetpack-toting Automatons, Into the Unjust will send players back into the alien bug breach, tasking them with missions deep in Terminid territory that will include blowing up giant bug towers and navigating deep underground through their tunnel systems. New objective types will include escorting a giant moving oil rig as it gets attacked. We are so back.

Fans will also have access to a bunch of new equipment coming in the Devil’s Dust Warbond. Here’s a breakdown from the PlayStation Blog:

AR-2 Coyote
You can hunt in packs or go by your lonesome with this assault rifle that features incendiary ammunition. But be warned: this coyote is wild.

G-7 Pineapple
This cluster frag grenade might look like a cute and unassuming fruit, but it’ll have the bugs in absolute pieces.

S-11 Speargun
A true big game hunter’s companion. The S-11 fires heavy-duty projectiles that release a cloud of gas on impact.

EAT-700 Expendable Napalm
Heat up the planet with this single-use missile that contains napalm cluster bombs.

MS-11 Solo Silo
The long-range power of a missile in a new convenient package. Calls down a Hellpod-sized missile silo with a single, ultra-powerful missile and a handheld targeting remote.

The Warbond will also include new armor that boosts resistance to toxins and other hazards players are likely to face in the thick of the Terminid fog. Combined with the new Strategems coming in the update, it should give lapsed players some fun new toys worth unlocking.

But it’ll be baptism by fire for all of the players picking up Helldivers 2 for the first time on Xbox this week. Live today roughly 18 months after launching on PS5 and PC, the Xbox release should bring about an influx of players that tips the scales back in Super Democracy’s favor amid the game’s ongoing D&D-style Galactic War meta game. It’ll also indicate just how much of a market there is for PS5 console exclusives on Microsoft’s rival platform.

A successful campaign against the bugs won’t just unlock the next chapter in Helldivers 2‘s story, it could also usher in the next phase of cross-platform ports from Sony’s first-party portfolio. But fans will have to survive untold new alien horrors first.



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August 26, 2025 0 comments
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PlayStation CEO doesn't want first party studios to "play it safe" but "fail early and cheaply"
Game Reviews

PlayStation CEO doesn’t want first party studios to “play it safe” but “fail early and cheaply”

by admin August 26, 2025



PlayStation CEO Hermen Hulst wants the company to mitigate expensive risks with its future games, following last year’s high profile failure of live-service shooter Concord.


Speaking to Financial Times (via IGN), Hulst reflected on Concord’s failure in comparison to the huge success of mascot platformer Astro Bot. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply,” he said.


Playstation has now put into place more supervision of Sony’s owned studios, to ensure Concord’s fate isn’t repeated. “We have since put in place much more rigorous and more frequent testing in very many different ways,” said Hulst. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

9 Adorable Astro Bot Gameplay Moments & Features That’ll Melt Your Heart – ASTRO BOT GAMEPLAY REVIEWWatch on YouTube


Analysts estimate Concord cost Sony around $250m, but was infamously shut down just two weeks after launch, resulting in the closure of its developer Firewalk Studio. Astro Bot, meanwhile, sold 1.5m copies in its first month and, by March this year, had sold 2.3m copies.


As a result of Concord’s failure, Hulst suggested to FT PlayStation isn’t so intent on releasing live-service games as it once was. That mirrors comments from Sony’s chief financial officer Lin Tao earlier this month, who admitted the company’s live-service strategy is “not entirely going smoothly”.


Indeed, Bungie’s Marathon reboot was indefinitely delayed after its initial unveiling earlier this year.


Instead, Hulst’s strategy is to grow Sony’s IP into long-lasting franchises, just as Astro Bot has gained positive notoriety with each game released.


“We take a very intentional approach to IP creation…understanding how a new concept can turn into an iconic franchise for PlayStation, that can then again become a franchise for people beyond gaming,” said Hulst.

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 26, 2025 0 comments
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Ssd 9100 Pro Samsung
Game Reviews

This Samsung 9100 Pro 4TB SSD Hits a New All-Time Low, Amazon Clears Out Stock for Labor Day

by admin August 26, 2025


Amazon’s Labor Day sales have officially launched and some of the best offers are not on everyday essentials but on real tech upgrades. That’s exactly the case with the Samsung 9100 Pro 4TB SSD, which only went on sale a few months prior for $550. Now it has dropped to as little as $372 (37% off) which is an all time low for a brand new item. Samsung’s smaller 1TB and 2TB versions are seeing price drops as well right now but they come with less dramatic dives.

See at Amazon

4.8 Out of 5 Stars Rating

This is a PCIe 5.0 drive which means you’re effectively stepping into the latest generation of storage technology. On paper, it can push sequential read speeds up to 14,800 MB/s and write speeds of around 13,400 MB/s (double the Samsung’s legendary 990 Pro). Launching games, opening massive video projects or crunching through workloads tied to AI applications and content creation happens almost instantly.

What’s equally impressive are the random read and write numbers as it can reach up to 2,200K and 2,600K IOPS. Sounds like computer lingo, but what it really translates to is seamless multitasking with a whole lot less waiting. Edit 4K or 8K footage, train AI models or load intense workstation applications: this drive maintains your system responsiveness even at high load. Gamers benefit too with incredibly fast in-game loading and virtually zero stutter while streaming assets in-game.

There’s a fresh 5nm controller inside which cuts power consumption by nearly 50% compared to the 990 Pro and that’s gigantic for laptops that sit through long sessions and desktops trying to keep temperatures under control. There’s integrated advanced thermal management which prevents overheating and throttling even when you’re hammering the drive with constant workloads.

On the software side, Samsung continues to support its drives with its Magician software suite which updates firmware automatically, contains helpful drive health monitoring and offers extra layers of encryption for workstations that deal with sensitive information.

If you’ve been waiting for a reason to jump into PCIe 5.0 speed, this Labor Day is the perfect time.

See at Amazon



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August 26, 2025 0 comments
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Demonschool delayed due to Hollow Knight Silksong release, "the GTA of indie games"
Game Reviews

Demonschool delayed due to Hollow Knight Silksong release, “the GTA of indie games”

by admin August 26, 2025



Demonschool, the forthcoming RPG Eurogamer described as “Persona meets Buffy”, has been delayed once again due to the surprise release of Hollow Knight Silksong.


The game was originally intended for a release last year, but was delayed until 3rd September this year. Now it’s moved back to 19th November thanks to “brutal” market conditions.


The decision appears to have been made by publisher Ysbryd Games. “With 11 years under our belt as an indie publisher, we at Ysbryd Games are reasonably qualified to say that any point of 2025 on balance, has been or will be as brutal as market conditions can get when it comes to releasing a game,” it wrote in a statement on social media. “Crueler still, that we should find out with such short notice that Hollow Knight Silksong will launch just one day after our planned release for Demonschool.”

Demonschool release date trailerWatch on YouTube


Visibility is of prime importance for the publisher; as such “we would not be doing our game any favours by wading into waters we can clearly see are blood red”. Instead, it wants to allow Silksong to have its moment, and for Demonschool to follow.


The publisher has also confirmed there will be no more delays after this. Until release, more time will be spent polishing and enhancing the game experience, with more endings and minigames originally planned for a post-release patch to be included at launch.

This was not our choice but we understand why the choice was made. We aren’t mad at Ysbryd but at the situation. Dropping the GTA of indie games with 2 weeks notice makes everyone freak out. Ysbryd is being a good partner and paying for the delay. We’re sorry this is happening. https://t.co/uz2FlPMUNi

— Necrosoft Games | wishlist Demonschool now! (@necrosoftgames) August 25, 2025

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“This was not our choice but we understand why the choice was made,” wrote the developer Necrosoft Games in response. “We aren’t mad at Ysbryd but at the situation. Dropping the GTA of indie games with 2 weeks notice makes everyone freak out. Ysbryd is being a good partner and paying for the delay. We’re sorry this is happening.”


I went hands-on with a demo of Demonschool last year and came away impressed by its haunted university setting, graphic style, and turn-based combat.

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 26, 2025 0 comments
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Rouge performing an Air Trick
Game Reviews

Sonic Crossworlds Is Doing Way More For Me Than Mario Kart

by admin August 26, 2025


I’ve played Sonic Racing: Crossworlds twice now, and both times, I had the same fleeting thought: “What if Sonic outruns Mario Kart and has the better kart racer this year?” Mario Kart World is pretty good. It is a really solid One of Those, and it will no doubt be a mainstay in the Switch 2’s long lifetime–but it plays things safe, has several frustrating things going on under the hood, and by God, 24 players is too damn many. 

After playing about a dozen hours of World with friends since the Switch 2 launched in June, playing Crossworlds for even an hour was refreshing, as it feels like Sega is not only taking some cool risks to shake up the formula, but also making calculated choices that rein in chaos and allow for more strategic racing.

Crossworlds’ biggest shake-up is the introduction of the Gadget Panel, which is essentially an overhaul of Team Sonic Racing’s Bonus Box system. Before each race, you can use your panel to create a loadout of upgrades, usable items, and stat boosts to fit your playstyle. Some upgrades take up more space than others on your panel. My typical arsenal included the option to start each race with a monster truck transformation item that gives you a significant speed boost and also lets you trample over enemies in your path. Having something like that takes up multiple slots on your panel, but it’s an excellent way to get a head start at the beginning of a race. 

While that’s a one-and-done boost, a lot of the upgrades help you throughout a race, such as performing speed boosting air tricks faster, making your drift a little smoother, or offensive-based upgrades like giving yourself a boost every time you collide with an enemy kart. You can race in cars or the Extreme Gear hoverboards, which will define your playstyle, but your Gadget Panel lets you fine-tune it into something unique and personalized. I use the monster truck at the beginning of the race, but after I’ve gotten my head start, I want to make sure I have a smooth ride as I pass the rest of these slowpokes, so I use the rest of my panel to make my drifts faster and get a speed boost when I bump into others.

Having all those spinning plates on screen at once would overwhelm Crossworlds if it had taken Mario Kart World’s 24-player races as a challenge. However, Crossworlds maintains a 12-player limit on its races, and after all the World I’d been playing, it’s become pretty clear to me that this is the sweet spot. 

Yeah, having 24 players on a track at once is a good technical showcase for the Switch 2 and feeds into the usual “bigger = better” mentality that permeates through most video games, but it has also turned out to be one of World’s biggest frustrations. By design, if there are more racers on a track, the slightest setback will inherently give more players a chance to pass by you. One well-timed blue shell can send a first-place winner back a dozen placements with not enough time or resources to regain the lead. So much of Mario Kart is determined by the luck of the draw. If you get the right item, you can Bullet Bill your way to the front of the pack, but you might get something less useful. Sonic Racing: Crossworlds has the same item-based play, but its Gadget loadouts leave your playstyle less to chance, and its 12-player races mean that the slightest misstep isn’t punished by being tossed down the rankings into an oblivion you can’t drive out of. It adds fun complexities without becoming chaotic and convoluted to the point where only the sweatiest among us can reach first place.

Crossworlds is doing a lot of things right, and in light of a relatively lukewarm reception for its biggest competitor, Mario and Sonic are potentially on an even playing field, and the blue blur could come out on top for the first time in a while. I may not be thrilled with the crossover slop this time around, but I’m eager to get on my board as Shadow when Crossworlds launches on September 25.



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August 26, 2025 0 comments
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Concord's heroes eat at a diner.
Game Reviews

One Year After Concord, What Has Sony Learned From The PS5 Flop?

by admin August 26, 2025


What has Sony learned from its biggest gaming blunder one year later? Why is Ubisoft’s CEO headed to court five years after a sexual harassment scandal rocked the company? And how many more copies will Hollow Knight sell as everyone rushes to play it ahead of Silksong‘s launch next month? Welcome back to Morning Checkpoint, Kotaku‘s daily roundup of gaming news and culture. Take cover. The end-of-year game release onslaught is about to begin.

Sony is taking steps to avoid another Concord

How did Sony slow-walk its way into a live service debacle that cost it over $200 million? A year after Concord launched, PlayStation Studios head Hermen Hulst explained what the company is doing to avoid releasing another expensive game that no one wants to play.  “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply,” he told the Financial Times. He promised more info sharing between studios and executives and said, “We have since put in place much more rigorous and more frequent testing in very many different ways. The advantage of every failure is that people now understand how necessary that [testing] is.”

What about Sony’s live-service plans moving forward? Hulst didn’t say the company is backing off its online multiplayer push, but he did hand-wave away prior commitments to launch nearly a dozen live-service projects by 2026. “The number is not so important,” he said. “What is important to me is having a diverse set of player experiences and a set of communities.” FairGame$, expected to be the next multiplayer game in Sony’s pipeline, recently lost its studio head after a bad internal review.

Ubisoft’s CEO has been summoned to appear in court

The French publisher faces a fresh lawsuit from the same victims who recently testified against former senior members of the company over sexual harassment allegations, including ex-chief creative officer Serge Hascoët. “This new case is being brought by the same plaintiffs, a union and four people, and is based on the same facts at those for which three former employees were tried and convicted this past June, following an investigation by the public prosecutor’s office,” Ubisoft executive vice president Cécile Russeil wrote in an email to staff on August 22.

CEO Yves Guillemot was subpoenaed to testify on October 1, though it’s unclear if the new litigation will be able to compel any new information to surface about the company’s workplace culture reckoning five years ago. “Ubisoft will continue to cooperate with the justice system in this matter, as it has done over the past five years in the review of the facts related to this case,” Russeil told VGC in a statement. Guillemot’s son was recently made co-CEO of a new business group within Ubisoft that oversees its most profitable franchises, including Assassin’s Creed and Far Cry.

Assassin’s Creed Mirage is getting free DLC

Assassin’s Creed Mirage players, we have a surprise coming your way later this year!

📖 New story chapter & missions set in 9th century AlUla
🎮 Gameplay improvements for the base game and the new location
🎁 All for free

Stay tuned! pic.twitter.com/8CjB3MRvfR

— Assassin’s Creed (@assassinscreed) August 23, 2025

The 2023 game has new content coming on the horizon. It takes place in AlUla, Saudi Arabia. The new story update will arrive before the end of 2025 and comes after a report that Ubisoft received funding from the Saudi government-backed Public Investment Fund, which has recently been flooding the games industry with cash.

Switch 2 games with only game key cards won’t be eligible for preservation in Japan’s National Diet Library

The archival body will only take “physical media that contains the content itself,” according to a new report from Famitsu, translated by Automaton. “Since a key card, on its own, does not qualify as content, it falls outside of our scope for collection and preservation,” a representative of the library said. While all first-party Nintendo games are contained on the physical Switch 2 carts, most third-party releases have opted for the game key card solution, meaning most will no longer be accessible if and when the servers eventually shut down sometime in the future.

Hideo Kojima wrote a concept for Death Stranding 3 but doesn’t want to make it

The longtime director told PlayStation Arabia that Death Stranding 2 was his finale for the series, but that he has already scripted what a sequel might be about. “So I have that in data,” he said, according to a translation by Genki. “I hope that someone will create it for me.”

Peak is finally Steam Deck verified

The summer Steam hit, which has already sold over 10 million copies, received a new update that fixes some bugs and gets the game working on Valve’s handheld. Unfortunately for speedrunners, however, a major game-breaking trick no longer works. “Made fog walls taller so you can’t shoot over them to win the game in a minute with the Scout Cannon exploit,” read the patch notes.

Hollow Knight is skyrocketing up the Steam charts

Silksong is out in less than two weeks, and everyone who never finished Hollow Knight is busy catching up. The game currently has over 35,000 concurrent players on Steam, nearly double its April 2022 peak. Not bad for an eight-year-old game that’s already sold over 15 million copies. If the sequel sells another 15 million, it will officially be a bigger franchise than Metroid.

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August 26, 2025 0 comments
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US Open Delayed After Medvedev Gets Crowd To Boo His Rival
Game Reviews

US Open Delayed After Medvedev Gets Crowd To Boo His Rival

by admin August 26, 2025


On Sunday, a cameraman inexplicably walked onto the court during a US Open first-round match between tennis pros Daniil Medvedev and Benjamin Bonzi. This led to the judge giving Bonzi a new serve, angering Medvedev and leading to a six-minute delay after he rallied the crowd to boo and yell at his opponent and the decision.

On August 24 in New York City’s Louis Armstrong Stadium, Russian player Daniil Medvedev, who won the US Open in 2021, was losing his match against French player Benjamin Bonzi. When Bonzi went to complete his second serve, a cameraman walked onto the court. This forced the match umpire, Greg Allensworth, to stop play and demand that the man leave the court. The umpire then awarded Bonzi a new first serve, which ESPN reports is common in professional tennis when situations like this occur. However, Medvedev wasn’t happy about the call and stormed up to Allensworth while yelling at the umpire.

“Are you a man? Are you a man? Why are you shaking?” is what Medvedev reportedly shouted at Allensworth. “He wants to go home, guys, he doesn’t like it here. He gets paid by the match, not by the hour.”

He then referenced another player who was fined earlier this year after calling Allensworth the “worst ump on tour,” shouting to the crowd, “What did Reilly Opelka say!?” multiple times and motioning with his arms for the audience to join in on his yelling. And they did exactly that.

The US Open crowd jeered, booed, yelled, and chanted, delaying the match for nearly six minutes as Bonzi was unable to serve due to all the screaming and taunting. At multiple points during the yelling, you can see Medvedev cheer on the crowd, though eventually even he started asking them to quiet down. Meanwhile, during all of this, umpire Allensworth begged the crowd to quiet down, but it didn’t work. Eventually, the audience quieted down enough that Bonzi could serve. When the ball crashed into the net, the audience got even louder.

While Medvedev rallied after the delay and Bonzi’s failed serve, he would ultimately lose the match to the French player and get knocked out of the US Open.

“For me, it’s like my best victory ever,” said Bonzi afterwards, according to ESPN. He also directly blamed Medvedev for the extended delay and crowd yelling at him, saying that after the crowd reacted poorly to the umpire’s call, “he put oil on the fire.”

“It was crazy. I may have got some new fans, but also some new non-fans,”  said Bonzi, according to the AP. “The energy was crazy. Thanks to all who were booing. Thanks for the energy. I’ve never experienced something like that. We waited maybe five minutes before the match point, and it was crazy. There was so much noise.”

After losing the first round match, Medvedev—who told reporters later that he didn’t agree with the ump that the cameraman interfered long enough to warrant a new first serve—sat on the side of the court for a few minutes before grabbing a tennis racket and smashing it in anger in front of the remaining audience.

©ESPN / US OPEN / Kotaku



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