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Euro Truck Simulator 2 seemingly coming to PS5 and Xbox Series consoles
Game Reviews

Euro Truck Simulator 2 seemingly coming to PS5 and Xbox Series consoles

by admin August 18, 2025


Cult hit Euro Truck Simulator 2 is seemingly coming to PS5 and Xbox consoles. The news comes via PSN and Xbox store listings for the game, which is yet to be officially announced for the two consoles.

No release date is on the store listings, but we can probably expect that news soon, presumably tied to an announcement over Gamescom this week. SCS SOFTWARE had a big hit with Euro Truck Simulator 2 on PC, which as of 2024 had sold in excess of 15 million copies.

Travel across Europe as king of the road, a trucker who delivers important cargo across impressive distances! With dozens of cities to explore from the UK, Belgium, Germany, Italy, the Netherlands, Poland, and many more, your endurance, skill and speed will all be pushed to their limits. If you’ve got what it takes to be part of an elite trucking force, get behind the wheel and prove it!

Key Features:

  • Transport a vast variety of cargo across more than 60 European cities.
  • Run your own business which continues to grow even as you complete your freight deliveries.
  • Build your own fleet of trucks, buy garages, hire drivers, manage your company for maximum profits.
  • A varied amount of truck tuning that range from performance to cosmetic changes.
  • Customize your vehicles with optional lights, bars, horns, beacons, smoke exhausts, and more.
  • Thousands of miles of real road networks with hundreds of famous landmarks and structures.

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 18, 2025 0 comments
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Screenshot: EA / Dice
Game Reviews

Battlefield 6’s Open Weapon System Is Good

by admin August 18, 2025


When I first heard about EA and Battlefield Studios’ plan to implement an open weapon system in the upcoming Battlefield 6, I scoffed! And playing the game in Los Angeles for an event last month didn’t sell me on it, either; I still worried it would make classes feel less unique. Now, after playing the open beta for nearly 20 hours, I’m here to say: I was wrong.

Let’s back up for a moment and explain, briefly, open and closed weapon class systems in Battlefield. (I promise this won’t be too boring.) Basically, for nearly as long as the franchise has been around, classes were locked to certain weapons. Recon, for example, had to use a sniper rifle. Over time, developers at Dice tweaked this and added “neutral” weapons that could be picked by multiple classes, or they spread specific types of weapons across a few classes. Battlefield 2042 threw a lot of this out the window when it launched without classes and let players essentially build custom heroes who could use any gadget or gun. It then added classes back in when people got angry. Anyway, Battlefield 6 is trying to find a happy balance between 2042‘s total, unbalanced openness and the classic closed weapon system of the past games. And I think, despite being nervous about the change and all the debate raging online among players on both sides, Battlefield Studios has mostly nailed it.

In Battlefield 6, any class can use any weapon. So you can spawn in as a recon soldier, but instead of a sniper rifle, you could bring an SMG. Engineers, traditionally a class that uses SMGs, can rock snipers and LMGs. At first, this seemed like a bad idea to me. I worried that players would just pick the class with the best abilities and pick the best assault rifle, and you’d lose all the uniqueness that comes from BF’s old-school class system. And in some smaller, more combat-focused modes, this is indeed the case. But in bigger, more Battlefield-y modes, like Conquest and Rush, I’ve been pleasantly surprised by how things have worked out.

In my hours with the beta, I found that in many matches players were spread all around the four classes. In some past games (looking at you, Battlefield 3), people would pick whatever class had the best assault rifle, and that was that. During a Q&A with the devs last month in LA, they talked about this and said that the open weapon system was partly designed to combat this. The idea is that now people will pick classes based on what the team needs and their unique abilities and tools, rather than the weapons they can and can’t use.

And yeah, that’s exactly what I saw happening in many BF6 open beta matches. If the enemy team, for example, brought in a bunch of vehicles or tanks, I’d see players swap to engineers to use that class’s RPG to take all those machines out. Likewise, I saw players and friends swap to the support class to help hold a point and revive people, or swap to recon to help pin down a target. It seems now that weapons can be freely equipped on any class, people are far more open to playing different classes and helping out the team. Sure, maybe some of these players have just equipped the same assault rifle on all of the classes, but if it helps my team stop a tank from destroying us, I’m fine with it. That’s a much better scenario than in past BF games, where a whole team might be assault soldiers and you’d be unable to get ammo resupplies or fight back against helis.

Battlefield 6 also rewards players for choosing a weapon that is more aligned with their class. Recon soldiers get a ton of exclusive sniper perks that make it almost silly to use a sniper rifle on any other class. But you can do it, if that makes you happy. And this is where I’d suggest some tweaks.

I think rewarding players who pick class-specific weapons is a smart idea, but I almost feel like the devs could do more to make sure picking an assault rifle on every class isn’t an easy option. Perhaps class-specific weapon punishments could work? An assault class soldier picking a sniper rifle might mean they don’t get the recon benefits, and perhaps they also reload the big rifles more slowly. Or an engineer picking an assault rifle has more kick and can’t carry as much ammo for it. These tweaks would reward people playing classes more traditionally, could be overcome with skill or teamwork, and would still allow for the weapon freedom the devs want in BF6.

But even if Battlefield 6 devs don’t steal my totally-awesome-and-perfect idea, I think the open weapon system is a good change. It lets players enjoy all the classes without forcing them to play with specific guns. This leads to matches in which all the classes are used, and that leads to more enjoyable Battlefield action. And that’s what I’m looking for. Sure, maybe it means that I’ll be killed a lot by a few popular assault rifles, but it might also mean that there will be more medics running around who can heal me. That would be nice. And don’t worry; if you hate the open weapon system, EA is going to offer playlists and modes that feature locked weapons, too. Everyone wins.



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August 18, 2025 0 comments
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Finally, we're about to get more info on Switch 2 exclusive Kirby Air Riders
Game Reviews

Finally, we’re about to get more info on Switch 2 exclusive Kirby Air Riders

by admin August 18, 2025


Nintendo has announced that a Kirby Air Riders Direct will air tomorrow, 19th August. The video presentation will be approximately 45 minutes long and deliver info on the upcoming Switch 2 exclusive.

The news of the Direct was posted on Nintendo Today, the publisher’s mobile app.

Tune in tomorrow Tuesday, August 19th at 2pm UK time for a livestreamed Kirby Air Riders Direct featuring about 45 minutes of information about the upcoming Nintendo Switch 2 game.

Very little on the game has been revealed so far, although we got this description on the game’s listing on Nintendo.com.

Kirby Air Riders, a brand new title originated from the Nintendo GameCube classic racing-action game Kirby Air Ride, is coming to Nintendo Switch 2 this year – directed by Masahiro Sakurai.

A trailer for Kirby Air Riders was released back in April. The trailer, which you can watch below, doesn’t give much away, and we’ve had to wait four months to get new info on the game.

Watch on YouTube

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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Art shows Steam's logo.
Game Reviews

Steam Review Scores Are Changing Amid Endless Review-Bombing

by admin August 18, 2025


Valve is overhauling how Steam reviews are displayed in a new update, it announced on Monday. The percentage score usually assigned to games based on the number of positive and negative user reviews will now exclude reviews written in other languages. The change comes as Steam becomes an increasingly popular global PC storefront and routine review-bombing from players in specific regions can torpedo a game’s rating for everyone on the platform.

“Steam’s growth since then into an even larger global presence means customers in different regions of the world may have vastly different experiences from each other for the same game,” Valve explained in a new blog post. “There are a variety of reasons this may happen for a particular game, including translation issues, cultural references, poor network connections, and many others; things that the Overall Review Scores haven’t been able to capture until now. Calculating a language-specific review score means that we can better distill the sentiment of these different groups of customers, and in doing so, better serve potential customers that belong to those groups.”

Not every game will be impacted by the changes. Valve said it will only start calculating “language-specific review scores” for games with at least 2,000 total publicly visible user reviews, and at least 200 written in a particular language. Players can now click through the review score section of a game’s Steam store page to get a breakdown of the scores across different languages. While this will now be the default mode for review scores on Steam, everyone will still have the option to toggle back to the old system.

“We realize that whenever we make changes to User Reviews, we’re inviting some scrutiny into our motivations for making those changes,” Valve wrote. “Maintaining trust in the system is crucial to us, so we’ve erred on the side of being as transparent as possible.”

The move comes just days after one of Steam’s bigger releases of the season, Wuchang: Fallen Feathers, implemented controversial changes to the game following apparent pushback from some Chinese fans over historical references in the fictional Soulslike. While it’s unclear if that game factored into this new policy at all, games on Steam increasingly get review-bombed for all sorts of reasons that don’t always necessarily have to do with the underlying functionality or experience, from allegations of using generative AI to complaints of terms of service requirements in places like Europe.

Data from Simon Carless’ Game Discover newsletter earlier this year showed that a plurality of Steam users in 2024 had “simplified Chinese” as their primary language on the platform, followed narrowly by English in second place. Over the summer, Helldivers 2 was briefly review-bombed after an apparent translation error led Chinese players to feel cheated by one of the game’s weekly mission objectives. The latest changes to review scores seem like an attempt by Valve to keep those two audiences separate, at least when it comes to rating new games.



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August 18, 2025 0 comments
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Sword of the Sea Review - Beauty For The Sake Of Beauty
Game Reviews

Sword of the Sea Review – Beauty For The Sake Of Beauty

by admin August 18, 2025


Developer Giant Squid was born from members of the team that created 2012’s Journey. Giant Squid founder and Sword of the Sea’s director, Matt Nava, is credited as Journey’s art director, but frankly, you could have guessed that just from looking at the screenshots at the top of this page. This is Giant Squid’s third game, but it is arguably the one that feels the most indebted to Journey – and that’s a compliment. It certainly has its own distinct vibe, story, and, as you progress deeper in the game, art style, but in some ways, it feels like it picks up where that landmark 2012 video game left off.

 

Sword of the Sea is not a wordless story. Occasionally, you come across stone tablets that offer cryptic prose about what may or may not be happening in this world, but for the most part, your appreciation of the narrative comes strictly from the visuals. You are a swordsperson who prefers to ride your sword like a hoverboard rather than swing it on an adventure to bring aquatic life back to dried out world covered with rolling sand.

The star of the show is the feeling of riding your sword. Gaining speed and leaping from giant sand dunes is fluid and fast. New abilities unlocked over the course of the game only make movement feel better, and different surface types lead to slightly different approaches in how to gain speed and height to hit that next destination. Finding those rhythms on the hills is where Sword of the Sea sings, and the excellent pace of the experience means you are rarely slowing down. I finished my first playthrough in under three hours but immediately started its new game plus mode in order to unlock the final few abilities and see how quickly I could get to the game’s thrilling finale again.

While the ease and speed of movement is Sword of the Sea’s primary highlight, its visuals are a close second. I loved the loop of seeing what’s next and pausing to take in the gorgeous sights. Periodically, the game takes camera control from the player as they are careening down a hill to focus on the landscape in the distance, and I was always eager to hand it over just to make sure I could pay attention to what I was seeing without having to worry about jumping at the right time.

The ocean-themed art direction also leads to unexpected moments that are weird in just the right way. Sword of the Sea likes to play with your expectations, and I was frequently surprised by what I was doing and what was happening.

 

Perhaps the only shortcoming is that I didn’t find the narrative particularly emotional. It is difficult to create moving moments between characters who don’t speak and exist in an abstract world, and Sword of the Sea doesn’t quite stick the landing. I wouldn’t define my experience with that part of the game as disappointing, but rather that the implications of the narrative didn’t quite keep up with how good the game looks, feels, and sounds. I wanted more.

I appreciate Sword of the Sea’s brevity and visual goals. It never gets close to dragging or overstaying its welcome. It moves at the pace of a magical swordsperson speeding across sand dunes on a floating blade at 170 miles per hour (a speedometer unlocks after you beat the game), and it never gives you a reason to look away. I wanted to feel more from the story, perhaps only because every other element of the experience elevated it so high that my expectations were right up there with them.



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August 18, 2025 0 comments
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Sword of the Sea review - heaven really is a half-pipe
Game Reviews

Sword of the Sea review – heaven really is a half-pipe

by admin August 18, 2025


Movement, meaning and mindfulness combine in Giant Squid’s latest, a game of free-form expression and flow.

What do we actually mean, when we call a game rewarding? I reckon typically it’s one of two things. First you have games that reward you for playing them well: rewards are given in return for achievement or superlative skill – a new outfit, a Legendary Cuirass, a skill point or two. Then you have the ones where you’re awarded simply for playing the game at all, that kind of external stimulus for engagement. The Skinner box method, basically, where you get daily bonuses for everything from simply logging in to maxing out your battle pass. What Sword of the Sea reminded me, as I lanced my way through desert dunes, 720’d my way across cliff edges, nosedived off a mountain face, or just awkwardly bunny hopped my way along a ledge I wasn’t sure I was actually meant to climb, is that there’s a third way. A game that rewards you neither for just playing nor for playing well, but for playing it right.

Sword of the Sea review

  • Developer: Giant Squid
  • Publisher: Giant Squid
  • Platform: Played on PS5
  • Availability: Out 19th August on PC (Steam, Epic), PS5

In reality this is really a bit of good old Game Design 101 – and Sword of the Sea feels like such a game designer’s game. What I mean is it’s instructional. Sword of the Sea uses rewards to teach, elegantly and (almost) wordlessly. But before I give you an example I should probably take a beat to explain exactly what it is.

Sword of the Sea is a skateboarding game. It’s also a surfing game. And a snowboarding game. It’s also not really like any of those kinds of games, at least not in the way you might have them in your head. And it’s also, kind of, just Zelda.

In the beginning, like in all good games of exploration and beautiful worlds, you start in a cave. A few quick lessons later – jump, skate a half-pipe, pay the mysterious vendor their toll – and you’re out. Rolling dunes – really waves of sand – invite you onwards, to the archetypal opening-credits cliff edge and a view over all there is to be conquered. And then, yes, a big old ramp. Your goal in Sword of the Sea is to return water to this dried out, ruined world. You carve through it looking for simple clues and following them to logical conclusion, and between those two points, the time between A and B, is all the magic. You jump, flip, grind, skid, spin, and trick your way across the world, a needle with a searing blue thread, weaving life back into the seams of nature.

Here’s a Sword of the Sea trailer to show it in motion.Watch on YouTube

Where Sword of the Sea differs from so many skate-surf-board games before it is in its forgivingness. Typically these kinds of games are hard. Or if not hard, at least a challenge, often with that sense of challenge baked right into it, in fact, delivered via imperative. Get a high score. Chase a combo. Survive. Extreme sports like these are extreme, after all, much of their thrill coming from the closeness with which you can get yourself to death. So it goes in, say, Lonely Mountains: Downhill, a game that tangles mindfulness with downhill sports with supreme skill, but which places great big emphasis on the crunch of failure (which if you’re anything like me happens quite often). With Tony Hawk there’s always a stumble waiting for you if your timing’s off, a trip hazard lurking either side of the beat. SSX Tricky pits you against others as well as yourself, always at the edge of chaos, and where the timer is god.

None of these are complaints! It’s just that Sword of the Sea opts for a different route. What’ll strike you, as you glide across that opening desert, is how forgiving it is. Miss a jump and there’s always a way back, a minor detour to make at most. Fail to land a trick and, well, so what? You keep riding, rhythm effectively unbroken. And those jumps are pretty hard to miss anyway: the sense with Sword of the Sea is that it doesn’t want you to fail. And so jellyfish, which might awaken as makeshift floating jump pads after you release water over a certain area, will actually just slightly drift towards you as you fling yourself towards them. Certain ledges feel almost a little magnetised. Little golden prisms, your only currency for spending with the mysterious vendor, hoover themselves up as you get nearby. The clusters of lamps that you light by surfing over them will trigger when you light up most of them. Imprecision, ultimately, is fine. There’s a minor challenge in just plotting a path and pulling it off, but Sword of the Sea is never truly exacting. It’s about feeling good more than being good. Good vibes and serenity triumph over all.

The simple premise: complete fairly simple platforming puzzles in a given area to restore it to life. | Image credit: Giant Squid / Eurogamer

Where does Zelda come in? Well, there’s the lone, wandering hero, the ruined land, the prophesied sword. There’s pots to be smashed, chests to be opened, a world to be healed, with only a series of vast pseudo dungeons filled with gentle environmental puzzles in the way. The question’s not so much where you find Zelda in Sword of the Sea, as it is where Sword of the Sea would be without it. And from Zelda flows so much of the other inspiration here, of course. There’s a faint whiff of Shadow of the Colossus, for instance, with the game’s wordlessness and its vast, mysterious antagonist.

I want to say there’s a smidge of Sayonara Wild Hearts in here too – nothing to do with Zelda now – if only in the way your occasionally tunnelled movement is carried on a bit of signature score from Austin Wintory, developer Giant Squid’s long-time collaborator on Abzû, The Pathless, and before that with studio head Matt Nava on Journey. It’s tempting to say the whimsy and wonder of a soaring choir and twinkling piano in this type of deeply pretty, makes-you-feel-things indie is a little played out. But it isn’t. Wintory is rarely in the way here; the music lifts and floats, and also subtly drives you on. (As an aside, Sword of the Sea also makes maybe the best use of the DualSense’s speaker and rumble combo that I can remember, at least since Returnal, as it plays the role of dedicated sword-board microphone, playing out all the shimmers, flicks and carves – I’d actually recommend playing without headphones so you can enjoy it.)

Image credit: Giant Squid / Eurogamer

Now, where’s all this instruction-and-reward business, then? Well, imagine you’re approaching a big door, the point very much being that you need to walk through it now to get to the next area. But what if you’re one of those people who, maybe a little compulsively, likes to check they haven’t missed anything, that some ledge way over there, which has just a little more light on it, seems just a little more prominent than the rest of the background wall, might be something you could hop on? What if, next to that big door in the otherwise solid, semi-unremarkable mountainside, there was a miniscule bit of path off to one side – the amount that might seem totally innocuous, accidental even. And what if that path actually went somewhere?

This is the lesson Sword of the Sea has for you, and it almost feels wrong to spoil it: every time you think something might be somewhere, or something might be worth just quickly checking out, quickly trying, the answer is a resounding yes. Sword of the Sea loves hiding things – often these things are very small, borderline pointless beyond the fact they’re hidden, and you’ve found them – and it hides them exactly where you want them to be hidden. And that’s where the lesson comes in. The first time your curiosity strikes, inevitably you’re rewarded, just with a little hat tip, a kind of silent designer’s nod. And so therefore every single time it strikes again, you know it’s worth a look. If you’ve ever had that urge, when you were a kid, to try and leap over the edge of a map, to break the confines of the game, to get on top of the unscalable wall, round the back of the walled-off castle, Sword of the Sea quietly, subtly encourages you to do it.

Image credit: Giant Squid / Eurogamer

There’s a minor snag or two, albeit only minor. A couple of moments where you change what you’re riding, which I won’t spoil, are maybe the only times where Sword of the Sea’s controls feel a tad skew-whiff, an attempt at temporary hyper-responsiveness actually coming back a little too responsive. And its final moments, while stunning and necessary to conclude its story of ageless conflict, maybe don’t hit quite as hard as the sheer joy of open-world movement itself.

But then, ta-da! A final flourish. If you’re wondering if you can just free-roam around this game, go express yourself, play out with a little flair, the answer is yes. The answer to so many questions you might have in Sword of the Sea – will I get to…? Will this eventually…? Is this detour worth it? – is yes, in fact. Where once the world was a place to explore with a bit of pazzazz, sure, it eventually becomes sheer playground, a domain with which you have new means to master, your perspective shifted through a neat mechanical tweak.

Sword of the Sea accessibility options

Remappable controller and controller presets. Invert vertical/horizontal options. Separate Audio toggles for general, music, sound effects, and controller sounds. Settings for camera follow, sensitivity, shake, motion blur and persistent dot.

And gosh is it pretty. As well as that ocean of desert you’ll float through nautical, abandoned city rooftops; scorch a line through ice; xylophone your way up giant, skeletal spines; scream across mountainsides. Sword of the Sea knows the power of putting you at the top of a steep hill and showing you the world. As it does the power of cause and effect. Of the instructional nature of play and the expressive, free-form nature of it too. It’s a game, like all of those others, about the deep, personal connection we’re able to form with the natural world by using it, being in perpetual contact with it, or simply flying through it at speed. The mindfulness of giving over a bit of control to the waves, the powder, the half-pipe’s immaculate curve and letting the world move you for once, instead of you fighting to move it. “It’s really about how movement is a way for you to connect with the world,” as Nava put it to me earlier this year. “You’re going fast down the mountain; you get to see all of the mountain very quickly. It’s the closest you can be to being everywhere at once.” Just how good do you reckon that feels?

A copy of Sword of the Sea was provided for this review by Giant Squid.



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August 18, 2025 0 comments
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Bigger Maps Found In Battlefield 6 By Dataminers
Game Reviews

Bigger Maps Found In Battlefield 6 By Dataminers

by admin August 18, 2025


A group of dataminers has reportedly shared visual evidence of some very large maps that will be available in Battlefield 6 at launch or shortly after the online shooter’s October release on PC and console.

Over the last two weekends, Battlefield 6‘s open beta was a big hit with players. The upcoming military sim’s ground combat, explosive destruction, and Battlefield 3-like vibes were well received online. I had a blast putting over 15 hours into the beta by myself and with friends. But it wasn’t a perfect beta, of course, with EA having to tweak Rush shortly after adding it, and some players complaining that the maps in the beta were too small. Well, good news for those people: We have our first reported look at some of the bigger maps that will likely be available in BF6 later this year.

As reported by MP1st on August 17, a group of Battlefield dataminers known as 1BF was recently able to extract files from Battlefield Labs. This is a version of BF6 that EA uses for testing out new features, early gameplay ideas, maps, and modes. The group claims to have datamined two maps from BF Labs: Mirak Valley, which was already confirmed by EA to be in the full game, and another, known as Eastwood, that is rumored to be BF6‘s first post-launch map. And both of these maps are much bigger than the compact, urban warfare maps featured in the beta.  According to the dataminers, Mirak Valley will be the largest map available in Battlefield 6 at launch.

Leaked images of two big Battlefield 6 maps

In renders leaked online via Imgur, which are included below, you can see various shots of Mirak Valley. Keep in mind the map won’t look like this in-game, but it does show us what looks to be a very big and open map, something Battlefield vets will appreciate.

 

 

Meanwhile, the other large map, known as Eastwood, is reportedly set in California and will feature a golf course, fancy houses, and a new vehicle: a golf cart. When EA teased a battle royale-like mode last month coming to BF6 in the future, it showed what looked like a mansion’s pool and people driving a golf cart. Perhaps Eastwood, which is likely the map’s codename and not its final title, will be the setting for this teased mode. You can see renders of Eastwood below:

A size comparison of Mirak Valley and Eastwood to the BF6 beta map Siege of Cairo has also been doing the rounds based on the datamined renders, and it does show that, yes, there are seemingly much bigger maps in Battlefield 6. This shouldn’t be too surprising to learn, though, because Battlefield lead producer David Sirland said that bigger maps would be included in the full game last week.

Datamine of previously (mostly) unseen maps from the beta files

Mirak Valley, based on the official description, will be the largest map on release

source: Happysufigeee pic.twitter.com/Hrr3YDyOTX

— 1BF | Battlefield 6 (@onebattlefield) August 16, 2025

It should be noted that datamined content isn’t guaranteed to be included in the full game. Development is messy, plans shift, and things get delayed or canned all the time. That said, these maps look very far along, and at least one of them is listed as a launch map in BF6. So while there might be some changes made between the datamined renders and the final maps in the shipped game, I’m expecting both of these maps to be included at some point in Battlefield 6.

Battlefield 6 launches on October 10 for PS5, Xbox Series X, and PC.





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August 18, 2025 0 comments
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Cult favourite PC and PlayStation game, Shenmue 3, is being reworked for PS5, PC, and Nintendo Switch 2.
Game Reviews

Cult favourite PC and PlayStation game, Shenmue 3, is being reworked for PS5, PC, and Nintendo Switch 2.

by admin August 18, 2025


Shenmue 3 is coming back, with Yu Suzuki and publisher ININ Games announcing the Enhanced edition. The reworked and tweaked version of the 2020 game will be arriving on PS5 and PC as before, but also hitting Xbox and Nintendo consoles (TBC, but I think it’s probably safe to say that’ll be Switch 2 rather than the original Switch).

As well as improved visuals and image scaling support, there’ll be increased NPC density, a Classic Camera mode, tweaks to health and progression, expanded QTE windows, and more.

Key Enhancements:

  • Enhanced Graphics & Performance – Sharper textures, richer details, faster load times, and smoother gameplay.
  • 4K Texture Uplift – Refined, more detailed environments and characters.
  • DLSS/FSR Support – High-quality upscaling without sacrificing performance (supported platforms only).
  • Increased NPC Density – The city village Niaowu feels more alive with more characters populating the streets.
  • Classic Camera Mode – An optional camera perspective inspired by Shenmue I & II, alongside the modern view.
  • Gameplay Tweaks – Optional stamina system adjustments, health restoration before fights, and reduced money barriers for smoother progression.
  • Improved Interactions – Cutscene and conversation skip options, expanded QTE timing window for more accessible gameplay.
  • Menu & UX Enhancements – Streamlined navigation and helpful purchase alerts.
  • Optionality First – All major changes can be toggled to preserve the original experience for purists.

Step back into Ryo Hazuki’s world, which is now more vibrant, more responsive, and more accessible than ever, guided by Yu Suzuki’s vision.

ININ Games has said that owners of the original Shenmue III on PS4 and PC will be able to upgrade to the new Enhanced Edition, but more details on how that will work are coming at a later date. Expect the full reveal of Shenmue 3 Enhanced Edition at Gamescom this week.



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D2e7012139e56ed22d4aa2faa8a653ef
Game Reviews

The Video Game Deaths That Broke Our Hearts

by admin August 18, 2025


Death is commonplace in video games, but its impact and meaning can vary wildly. It can be a lesson to teach you how to get through a level. It can be a consequence, like when you have to choose to save one person or another in an RPG. Though the a medium often treats death as inconsequential, letting you rack up body counts that number into the thousands, video games still know how to make us feel a loss deeply when they want to. These are our picks for the most meaningful death scenes in games, the ones that have really stuck with us over the years. If you’re worried about spoilers, here, in order, are the games we’ll be covering:

  • Brothers; A Tale of Two Sons
  • Danganronpa V3: Killing Harmony
  • Metal Gear Solid 3: Snake Eater
  • Call of Duty: Modern Warfare 2
  • Clair Obscur: Expedition 33

Aerith from Final Fantasy VII

 

To this day, Aerith’s demise is still considered the quintessential video game death. The florist is a party member for a relatively short time in Final Fantasy VII, but her murder at the hands of Sephiroth is so unexpected the first time you play through Square Enix’s RPG that it almost doesn’t feel real. Back in 1997, losing a beloved party member that early on was practically unheard of. Aerith’s death was so devastating that schoolyard rumors about being able to bring her back from the dead or finding her ghost persisted for years after the fact. Sephiroth’s crime is so prominent in the canon of video game moments that it feels like the Final Fantasy VII Remake series is still struggling with what to do about it, existing in a non-committal state where Aerith is both dead and alive. But before Final Fantasy VII became a multiverse, we had to sit with the harsh reality that Aerith was gone, and we couldn’t bring her back. Her wish to stop Sephiroth persists long after her passing, though, and her impact is felt long after Cloud lays her to rest. — Kenneth Shepard

Mordin from Mass Effect 3

 

You could easily plug another half dozen potential ends characters can meet in Mass Effect 3 into a list of memorable video game deaths, but since we’re trying to keep this roundup as concise as possible, we had to go with Mordin Solus. The Salarian scientist can survive the end of BioWare’s science fiction trilogy, but it’s far more likely that he meets one of two ends. Mordin’s life has been defined by his scientific breakthroughs which have, by and large, caused a lot of pain. He spent much of his career ensuring the Krogan species stayed infertile after his people unleashed a sterility plague on their home planet, Tuchanka. After surviving a suicide mission in Mass Effect 2, he’s looking to atone, and when he’s able to distribute a cure on their planet, it becomes clear that it will be a one-way trip. If you’re playing a particularly shrewd version of Commander Shepard and don’t want to see the cure spread across Tuchanka, you can shoot Mordin in the back, and he’ll die crawling toward a console, unable to make up for his life’s work. However, if you choose to let him release the cure, he will boldly walk into the fire to send it into the atmosphere. If you heard him sing Gilbert and Sullivan’s “I Am the Very Model of a Modern Major-General” in Mass Effect 2, he’ll sing it to himself as he types away at the keyboard. He’ll finish what he started, but he won’t finish the song. Damn you, BioWare. You know what you did. — Kenneth Shepard

Dom from Gears of War 3 

 

I played through the original Gears of War games with my real-life brother. Each time a new entry would arrive back during the Xbox 360 days, we’d both play together through the game’s campaign via split screen. I was always Marcus. He was always Dom. We’d sometimes play through the games again, or replay favorite sections. But I was always Marcus and he was Dom. 

So it made the shocking late-game scene in Gears of War 3 when Dom sacrifices himself to save his team a brutal moment. My real brother and my digital brother were doing something heroic to save us and the planet. He then yelled, “Ahh, now I’m going to be stuck playing a loser!” and ruined it. But for a bit there, it was a really hard video game death to suffer through. -Zack Zwiezen

BT from Titanfall 2 

 

We love a big goddamn hero moment, don’t we, chat? BT-7274, the primary titan the player pilots in Titanfall 2’s campaign, has three important protocols in his programming: Link to Pilot, Uphold the Mission, and Protect the Pilot. When it becomes clear that to fulfill the third protocol, he must sacrifice himself, he does it in a badass scene that is totally befitting of him. 

Respawn’s use of Titanfall 2‘s UI in this scene is pretty clever. After BT’s systems are shut down, he gradually reboots, and you’re stuck inside his core, watching the process happen on the screen. As you gradually make your way into a cannon to fire yourself into an unstable core, BT’s protocols gradually appear on screen…until all the digital noise goes away and you see Protect the Pilot in big bold letters. BT reaches inside his frame and throws you to safety as he plummets to his death. It’s brief, it’s effective, and in classic Titanfall fashion, you don’t even get a second to take a breath before you’re barrelling toward another objective. I’d say the post-credits scene that seems to imply BT’s consciousness survived undermined the whole deal, but considering Respawn seems deadset on never making another Titanfall game, it barely counts. — Kenneth Shepard

Joel from The Last of Us Part II

 

The Last of Us Part II is structured around the possibility that different people might feel differently about the death of Joel Miller. In the first two hours, Naughty Dog puts the main protagonist of its first post-apocalyptic survival game through one of the most violent, unrelenting deaths in video games, and then makes you act out the aftermath. It denies fans the nostalgic satisfaction of watching Ellie grow old with her father figure, and it does so in the early hours of what will go on to be a long, drawn-out video game. By the time you’ve reached the end of The Last of Us Part II, Joel’s death at the hands of Abby feels like it happened so long ago, but it’s a wound that festers throughout the entire game because Ellie refuses to bandage it up. Conversely, it can be satisfying to see Joel die, and plenty of people will argue that he deserved what he got after the events of the first Last of Us. There’s a whole other character for you to embody if that’s what you’re feeling, but The Last of Us Part II doesn’t let those players revel in what’s happened either. The sequel is a constant exercise in how even what seems like catharsis in the moment requires a heavy price, and it all begins with Joel’s death in the opening chapter. — Kenneth Shepard

Elizabeth from Bioshock Infinite: Burial at Sea

 

Part of me gets a bit annoyed that Elizabeth dies in Bioshock Infinite’s Burial at Sea DLC, because as cool as it is to see the underwater city of Rapture again, there’s a compelling argument to be made that the expansion is a self-indulgent bit of fan service that connects two worlds it never really needed to. Elizabeth, the universe-hopping heroine from Infinite, ends up being the connective tissue between Rapture and the skybound city of Columbia, setting in motion all the events of the original 2007 game. However, Irrational Games also perfectly closed the loop by killing Elizabeth off in the very end. It was nice to believe that she got out of this terrible cycle after the end of Infinite, and now we find out that wasn’t true, actually. Is it worth it? It’s hard to say. But my god, if this was the path Irrational Games was going to take, the studio sure fucking nailed it. 

As Burial at Sea gradually plays its hand, it becomes clear that Elizabeth, despite having once been an almost omnipotent being in this multiverse, has lost all her powers and won’t be able to stop what’s coming. Rapture will descend into chaos, and Atlas will set the events of the first Bioshock in motion. However, because she once saw all the possibilities, she was able to open a door for someone to eventually save the Little Sisters spread across the remnants of the broken city. All it took was her life. Whether or not it was necessary to take Elizabeth off the board is totally debatable, but once you buy into its premise, Burial at Sea closes the loop beautifully. — Kenneth Shepard

John Marston from Red Dead Redemption

 

Red Dead Redemption is a game about…well, redemption. It’s in the title. And Rockstar’s open-world western spends most of its duration forcing protagonist John Marston to deal with his past when it catches up to him and threatens his family. And then, after hours and hours of missions and gunfights, you do it. You are free. John returns home to his ranch, wife, and son, and you get to live the life he fought so hard for.

But you can never really escape your past. Eventually, the government shows up with an army to kill John. After helping his family escape, John stays behind to distract them and to end things once and for all. The game gives you one last moment to go out guns blazing before John Marston is gunned down brutally. A sad ending for a man who worked so hard to overcome what he’d done and who he was.

Chloe from Life Is Strange

 

A lot of Life Is Strange players never saw Chloe die. Well, not permanently, at least. Max Caulfield’s punk rocker (girl)friend can meet an early end multiple times in the time-traveling adventure game. That’s the whole reason Max rewinds time so much; she’s doing her best to keep Chloe alive as the very fabric of reality seems to be conspiring against her. The constant push and pull against time itself is why Chloe’s death is so painful. You’ve spent the entire game in a non-stop tug of war with inevitability. Letting Chloe go requires inaction when you’ve spent the entire game doing everything in your power to keep her safe. When you finally make the choice to trade Chloe’s life for the rest of her hometown’s, all Max can do is rewind to the first time Chloe nearly died and cry in the corner of her school bathroom as it happens. Doing so erases everything Max and Chloe have been through in the game, but it gives her a chance to prevent all the other suffering that befell the town of Arcadia Bay. All she has to do is let go. — Kenneth Shepard

Lee from The Walking Dead

 

Lee is only in one of Telltale’s The Walking Dead games, but my guy is haunting the narrative for every subsequent season. He’s the protagonist protecting his surrogate daughter, Clementine, but when he gets bitten by a walker and knows he’s on borrowed time, all he can do is hope that the knowledge and wisdom he bestows upon her is enough for her to survive without him. Lee’s death in The Walking Dead is one of the few on this list involving a player character for whom you make dialogue-based decisions. Nothing you say in these final moments will change what’s happening, but they will change what Clementine remembers of you in your final moments together. Do you want to give her fatherly advice, or use what precious moments you have left to express the love you’ve grown to have for her in these few months? Lee’s last words are all Clementine will have to take with her as she tries to survive in this world. Make them count. — Kenneth Shepard

The Stygian from Sword & Sorcery

 

Since at least 1986’s original The Legend of Zelda, I’d thought of heroic quests as things that make you stronger. With each boss vanquished, each dungeon conquered, little Link gained an extra heart of health, becoming ever more capable and resilient. But it’s not always that way in truth, is it? Sometimes things take a toll. Sometimes our most valiant efforts exact a price. 

2011’s stunning Superbrothers: Sword & Sworcery is clearly riffing on Zelda in some ways, but it’s also exhilaratingly fresh, poetic, and poignant. Some of its power comes from the way its heroine, with each victory over a chapter-capping boss, becomes not one heart stronger but one heart weaker. Her triumphs don’t come for free. Her woeful errand is not one of empowerment, but one of sacrifice. And oh, how I sobbed when the end finally came, an end the Stygian must have known was coming but willingly took on her terrible task anyway, so that others might go on living in peace. What makes it so much sadder, so much more moving and cathartic, is the way that composer Jim Guthrie’s beautiful music that plays as the Stygian’s body is carried down the river isn’t sad. It’s emotionally complex; triumphant and mournful all at once, as transcendent as the Stygian’s great sacrifice itself. – Carolyn Petit

Conway in Kentucky Route Zero

 

He doesn’t die a dramatic on-screen death. You could even argue that what happens to Conway isn’t a literal “death” at all, I suppose. But make no mistake: There’s no saving Conway, and his fate is no less devastating for not being seen. If anything, the lingering, unresolved grief we feel as a result of the way he exits the story is more troubling than anything a clean death might have left us with. 

I remember seeing some people express disappointment when the grand epic that is Kentucky Route Zero came to an end and Conway wasn’t there to share in the hard-fought possibility of a better world some of its hardscrabble characters find in the end. But this is crucial to the game’s truth. Kentucky Route Zero, perhaps the greatest game of the 21st century, is deeply concerned with how American capitalism chews people up and spits them out. Yes, some of us find comradeship in the margins. Yes, some of us come out of it okay. But not all of us. Some of us are swallowed up by despair, by economic disadvantage, by alcoholism or drug use as we seek to escape the hopelessness of our situations. I understand feeling disappointed that Conway isn’t there in the end. He deserved better. But then, so do so many of us. – Carolyn Petit

Naia in Brothers: A Tale of Two Sons

 

Brothers: A Tale of Two Sons spends most of its duration solidifying that the two brothers the player controls need each other to survive. Both Naia and Naiee bring different skills to the table as they travel through a dark, dangerous fantasy world. When Naia, the elder brother, is killed by a spider creature, it might not even occur to you that you have to navigate the rest of the game without his skillset. The game makes you go through the agonizing process of dragging Naia’s corpse into a grave, and even then, you still have a job to do. The brothers left their home in search of the Tree of Life in hopes of healing their sick father, but only one of them will return home.

When Naiee makes it back to his village, it’s not quite as sunny as it once was. It’s raining and flooding, which poses a problem for Naiee: he used to rely on his brother to get them across bodies of water because he didn’t know how to swim. Brothers uses a unique control scheme in which the player moves both characters independently with each side of the controller. For much of the game’s final stretch, the left side that once controlled Naia does nothing. You can move the analog stick or press the triggers, and the game won’t even acknowledge it. That is, until Naiee has to perform feats his brother used to do. Naia struggles with swimming and acts of strength, but he watched his brother pull them off throughout their journey, and in order to see it through, he has to step up and do what he once relied on his brother for. And as he draws on the strength to do what his older brother once did, that thumbstick and those buttons begin working again. Years later, the trick still hits. — Kenneth Shepard

Kaede from Danganronpa V3: Killing Harmony

 

Death is more than just an inevitability in the Danganronpa series; it’s the lifeblood that fuels the entire franchise. The murder mystery series is predicated on you watching your friends kill each other off one by one, all in hopes of escaping the trap that Monokuma, the despair-fueled animatronic teddy bear, has laid before you. How do you continue to make death impactful when it’s all players have come to expect? Danganronpa V3: Killing Harmony managed to pull this off with an exquisite twist in its first chapter. 

Kaede Akamatsu, the false protagonist of the game, is portrayed as a hopeful young girl who believes in the best of humanity. When she and her friends are told that they must kill each other to leave the confines of the Ultimate Academy they’ve been locked inside, she is vehemently against it. As her drive to get all her friends out alive grows, a plan starts to hatch in her mind. If she can kill the mastermind behind this sick game, she can save everyone. In theory, right? This eventually leads to her setting a trap for the mastermind, all within the gaps of an unreliable narration that hides her true intentions from the player. However, when another student is the one who falls victim to her scheme, the entire thing starts to unravel. It’s not until you begin solving the mystery that it becomes clear what Kaede has done, and while she may have been misguided, she only had the best of intentions. Kaede’s execution as punishment for her crime is the first of many twists Danganronpa V3 has in store for the player, and as hopeful as she was, her “betrayal” of the rest of the group is a reminder that the player can trust no one in this killing game, not even themselves. — Kenneth Shepard

Noble Six from Halo: Reach

 

A lot of people die in Halo: Reach, a prequel to the original Halo trilogy. And that makes sense. The fall of Reach is a tragic tale in which few get out alive. The death of Noble Six at the end of Halo Reach is perhaps the hardest death because, well, it’s your own. The final section of Reach gives you limited ammo and health and tells you to fight until the end. You will die here; it’s just a question of how long you hold out. It’s a sobering conclusion to one of the best Halo games ever made. -ZZ

The Boss in Metal Gear Solid 3: Snake Eater

 

I’m not going to even pretend to be able to effectively summarize MGS3’s story in a short blurb. Suffice to say, The Boss is perhaps the most interesting, tragic, and complicated villain in the franchise. 

And when she squares off against Naked Snake, the person she trained and cared deeply about, in a field of flowers at the end of Snake Eater, it’s a gorgeous and sad conclusion. Naked Snake has to kill his mentor, despite her actions being understandable and how much he cares for and respects her. And she knows that this is going to end one of two ways: She kills a close friend and former student, or she dies at his hands. Ultimately, she is defeated in a bittersweet victory that has larger ramifications across the series and gives Big Boss his name. —ZZ

Aunt May in Marvel’s Spider-Man

 

I didn’t expect to cry at the end of Insomniac’s Spider-Man. The game is mostly a fun comic book adventure, with some moments of sadness sprinkled in like any good comic movie. But then, at the very end, Spider-Man is forced to choose between saving Aunt May or saving thousands of people. He knows what he’ll choose. And she knows it, too. In that moment, she gives Peter comfort and lets him in on a secret. She’s known he was Spider-Man for a long time and she’s so proud of what he’s done. I’m tearing up writing this. Damn you, Insomniac. – ZZ 

Ghost in Call of Duty: Modern Warfare 2

 

Ghost was presented to fans ahead of Modern Warfare 2 (the original one) as the cool dude in the cool skull mask who did cool stuff. He wasn’t the main character, but more like a Han Solo figure. Someone that had skill and was badass. And then, towards the end of the game, he’s betrayed and shot dead with no warning or cool fight. He’s just shot dead in front of you and that’s that. It’s a wild moment because it upends what you expected. The stoic badass in the skull mask isn’t allowed to make it to the end. For many CoD players, it was a shocking and surprising moment that gave them a great reason to hate the bad guy. —ZZ

Eli Vance in Half-Life 2: Episode 2

 

After years of waiting for Half-Life 2, and then Half-Life 2: Episode 1 and then finally Episode 2, fans, myself included, were desperate for some answers and some closure. And at the very end of Episode 2, it seems like it’s finally coming. Eli Vance, a fan favorite who first appeared in the OG Half-Life and whose daughter, Alyx, had been your faithful companion through many missions, shares a secret with you. He seemingly knows about the G-Man. This was a wild revelation and his promise to tell you more lingers in the air as you play through the final moments. And then, it all goes to shit when a large alien grabs Eli Vance and kills him. The episode ends with Alyx crying and…then fans had to wait 13 years for a resolution. I won’t spoil how Half-Life: Alyx ties into this ending, but it’s very good. —ZZ

Brok from God of War: Ragnarok

 

It’s a shame how a family can take years to build, and only seconds to break apart. Brok’s death is uncharacteristically quick for a God of War game. The dwarven blacksmith is the only one who sees through the malevolent Odin’s ruse, as the All-Father has been disguising himself as Tyr, the Norse God of War, for most of the game. He’s been a double agent the whole time, and as Ragnarok nears its climax, Brok is the only one who catches on that his stories aren’t lining up anymore. As he berates the disguised god, Odin finally reaches the point where he has had enough of this barrage of questioning, letting the mask fall and stabbing Brok. In his final words, he tells his brother Sindri that he knows this isn’t the first time he’s died. Sindri revealed earlier in the game that he revived his brother once, and this feels like Brok telling him he has to let go this time.

The fallout of Brok’s death never quite resolves in Ragnarok. Sindri lays his brother to rest in a Viking’s funeral, but he is unable to forgive Kratos and Atreus for putting him in harm’s way. He leaves bitter and angry toward the people he once considered family. Maybe we’ll see him again in the next game, and hopefully, he’s found some peace. — Kenneth Shepard

Gustave from Clair Obscur: Expedition 33

 

When Gustave bit the bullet in Clair Obscur: Expedition 33, my immediate thought was, “Oh, that’s why voice actor Charlie Cox hasn’t been that present in the promotion of this game.” The charming gunslinger is presented as the main character for the RPG’s first act, and is at the heart of so much of the early game’s sentimentality that it seems unfathomable that he wouldn’t be joining us for the whole expedition. Misdirection is just as much a part of Clair Obscur‘s DNA as grief. Gustave’s death is a drawn-out segment, and it lasts just long enough that you’re fooled into thinking you might be able to stop it. He takes what should have been a fatal shot to the chest from a mysterious white-haired man, then the game puts you in a turn-based battle in which you can straight up just heal Gustave back to full health and survive long enough to “win” the battle, but as he bleeds out, he uses the last of his strength to protect the rest of the expedition before he’s finally put down with one final blow. Everyone leaves on the expedition prepared to never come back, but after so much carnage in the first act, losing your protagonist is a final twist of the knife. It turns out Gustave was never the hero of this story, but at least he gave his life to make sure it reached the next page. “For those who come after, right?” — Kenneth Shepard



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Borderlands 4 Promises 30 Billion Guns, Giant Skill Trees, And More
Game Reviews

Borderlands 4 Promises 30 Billion Guns, Giant Skill Trees, And More

by admin August 18, 2025


The overwhelming consensus among the first hands-on demos with Borderlands 4 earlier this summer was that it’s more of the same. If you already like Borderlands, the sequel is likely to provide everything fans usually show up for. If not, well, TBD on how many nonbelievers Gearbox Entertainment manages to win over with its most ambitious looter shooter yet. Much of that will come down to the details, and the studio has been sharing a lot of them recently. Here’s a bunch of stuff we learned about Borderlands 4 this week.

Split-screen co-op returns

Senior project producer Anthony Nicholson wrote on Xbox Wire this week that in addition to supporting local co-op, Borderlands 4 will also let you play with another pair of people in split-screen mode. Two TVs, four-player sessions, tons of chaos. Teaming up has also apparently been streamlined with a better lobby system and improved dynamic level scaling, including the option for each player to set their own difficulty.

Switch 2 won’t have couch co-op

“Switch 2 players will have the same exciting Borderlands 4 experience as other platforms minus the split-screen option, and yes, it will have full cross-play with Epic, Steam, PlayStation 5, and Xbox X|S,” reads the Nintendo version’s support page. The port targets 30fps and arrives on October 3, roughly three weeks after the platforms.

There are over 30 billion guns

Yes, that’s a real stat Gearbox is pushing. One of the reasons for that big number is that Borderlands 4 lets you mix-and-match elements from different in-universe weapons manufacturers. Then there are all of the RNG stat and perk drops you can get. According to Nicholson, the studio created a Matrix-like gun rack to help conceptualize all the possibilities and prevent the game from spitting out combinations that wouldn’t work.

“It was this really large gun map where you could see all of the individual parts for all the individual guns, for all the individual manufacturers,” he told the Epic Games Store blog. “It made it so you could see how each of those things were and how we could have those combinations roll together and how they would work—the slides, the animators, the actions, the art all fitting together. Because a certain gun, if it pumps one way, but there’s a long barrel that goes on the bottom, obviously those parts can’t go together.”

Borderlands 4 has “more passive perks than all the previous Borderlands combined”

Size matters, at least for Gearbox’s marketing guys. The Borderlands 4 map is bigger than the last two numbered entries combined. The guns have four times as many polygons as Borderlands 3. All those billions of guns. You get the idea. The skill tree follows a similar pattern. It sounds more advanced, and potentially overwhelming, than any game prior—more Diablo 4 or Path of Exile than your traditional RPG shooter.

“The Augment and the Capstone system that we have forces you to make a choice and all of them drastically change the ability that each player has,” character designer Nick Thurston told Polygon. “That alone would create more build diversity than we’ve ever had. But then we also have more passives than all the previous Borderlands combined. I think Amon alone has 87 passives, and most Vault Hunters have about 80.”

Techno Viking Amon is Borderland‘s “most complicated” Vault Hunter yet

Amon is the guy with the big fire and ice axes you see in all the Borderlands 4 trailers. But looks can be deceiving. He’s not just a tanky melee character. He’s apparently the poster child for the new game’s build variety. Everyone in a squad could play as Amon, but the styles might all be different, Gearbox claims. Melee, ranged, support, he can do it all. Unlike most of the franchise’s Vault Hunters that pop abilities and then just shoot stuff, Amon’s skills can be deployed in more ways.

“He just has more abilities than any other Vault Hunter numerically because of his trait, which allows him to have forge skills,” Thurston told GameSpot. “I wouldn’t say he’s super complicated, but he has a lot more going on in the middle of combat, and he’s a lot more active than I think a lot of people historically expect from Vault Hunters.” He sounds like a more advanced archetype than some of the others, though Gearbox says he’s still approachable to new players.

Borderlands 4 is inspired by mergers, acquisitions, and fascism

The game takes place on a prison planet called Kairos. Gearbox CEO Randy Pitchford suggests that’s a not-so-subtle illusion to the studio’s rocky period during which it was sold to the poorly conceived Embracer holding company, before trying to escape again. The studio group is now owned by longtime publishing partner 2K Games, part of the broader Take-Two portfolio that includes Grand Theft Auto VI maker Rockstar Games and mobile maker Zynga.

“There’s this cultural and emotional shift in me, personally, and at the studio. What does it mean to trade some autonomy for organization?” he told the Epic Games Store blog: “What does it feel like to move up and down the scale between autonomy and being organized or even being controlled? On one end of a spectrum you have anarchy, and on the other end of the spectrum you have fascism, totalitarianism, zero freedom. It’s not just about societies—that’s all of us as individuals, to imagine where we want to be on that spectrum and how comfortable we are. And we were going through that as a company.”



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