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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that's why I can't put it down
Game Updates

Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that’s why I can’t put it down

by admin October 3, 2025


I think Digimon Story: Time Stranger is secretly a PS2 era Shin Megami Tensei game. That’s very much my taste in RPGs. Given this is sort-of a kid’s game (OK, it’s got a PEGI 12 rating because of ‘bad language’, ‘in-game purchases’, and – bafflingly – ‘sex’), that is a pretty big surprise. I’ve come to this conclusion after sinking a good 50 hours into the game, and being taken on a surprisingly volatile journey as a result. The story is pretty guff, with a lot of shōnen-style anime filler injected into the meat to make it appear more succulent, but most of my emotive response has been to its design philosophy, its approach to dungeons, and some unbelievable pacing choices. I can close this game either loving it, or hating it. But, for the past two weeks, I’ve not been able to stop going back to it.

I adore Atlus’ Shin Megami Tensei (or MegaTen) games, for all their flaws. I have a particular soft spot for the PS2 era of games – Nocturne, Digital Devil Saga and its sequel, and Persona 3 are highlights. You can see the thumbprints of the parent series even in games as late as Metaphor Refantazio: between demons, a doomed Tokyo, cerebral reflections on the nature of humanity, and impossible philosophical choices about the fate of the universe, it’s all pretty standard RPG fodder at this point. But just as instrumental to the series are lengthy and often-unwieldy dungeons, difficulty spikes and plateaus, boss fights that feel like masochistic puzzles, and combat systems as infuriating as they are spellbinding.

Digimon Story: Time Stranger has all of this. Even down to the doomed Tokyo. But instead of demons and creatures from the pantheon of human mythology, the game is populated with the eponymous Digimon – fascinating and varied creatures that range from cute little guys made out of bubbles to leather coat-wearing dominatrixes with G-cups and a pair of desert eagles. Instead of negotiating with demons to try and get them to join your cause, you’re defeating Digimon and converting their data into living beings that can join your team.

About half the game is set in the real world, real Tokyo. | Image credit: Bandai Namco

From here, you can either train them up and add them to your ranks, or have your other allies cannibalise them to gain their power. It’s not quite the sacrificial/fusion mechanic of MegaTen, but it’s not far off. And the weird complexity in how you get your pals to evolve and grow is just as abstruse as Persona or MegaTen’s fusion systems, too. ‘What do you mean I need to Digivolve then de-Digivolve my allies in order to get the result I want?’, I’d ask my TV screen, as entertained as I am flummoxed. ‘What do you mean I need to socially engineer their personalities to get the most iconic ‘mon?’, I’d shout. ‘What do you mean my only Virus-type is now another Vaccine-type?’, I’d despair, as I get soft-locked into a battle I now have very little chance of winning.

The game is often galling, always surprising, and constantly caught me off guard. I would sleepwalk through one of the many, many beautiful biomes, dispatching Digimon like some teleplay sheriff, gobbling up their data to empower my team of devils, angels and rocket launcher-wielding werewolves. But then I’d come to a boss that would have an absurd health bar, moves that are dirty and cheap, and AI companions that were as useless as the sentient poops that I’d been grinding my team against for the past half hour.

There’s a constant level of surprising tension to Time Stranger that just kept on reminding me of the ‘too-edgy-for-you’ MegaTen games that I am enamoured with. I can imagine Young Dom (who picked up Nocturne as a teenager just because they saw Dante from the Devil May Cry Series on its cover in a games rental shop) would love this game, too: the disarming and lurching difficulty spikes and gated progression puts me in mind of the most arrhythmic PS2 RPGs. This is praise, I think. Digimon speaks to my inner child – who’d have thought?

Lots of Digimon are weirdly human, many overly sexualised. | Image credit: Bandai Namco

But every time I’d start falling in love with this peculiar, high-budget realistation of the Digital World, it would do something to aggravate me. The general pattern for progression looks like this: go to a hub, speak to loads of Digimon, figure out there’s a realm that needs saving, go to the realm. The core conceit in the game is time: maybe you’ll go somewhere, and it’s all messed up and apocalyptic. Story beats send you back in time to where it’s a bit nicer, and you figure out where the timeline schism is, then you go to fix it up. Zone complete. The next area might be the same, or it might start in a better state of repair, then you need to figure out how to stop it getting messed up. It’s linear, it’s braindead, it’s a popcorn RPG. I’m happy with that.

But whilst the earlier biomes (forests made of gears, oceans teeming with data, endless real-world sewers) are fairly straightforward RPG dungeons, the later-game zones are appalling. One area – which looks like something from anime Dark Souls – needs you to convince a frog to teleport you towards a Transylvania-esque castle. Pick the wrong dialogue option and you’re back to the beginning. D’oh! Not too bad on its own, but the dialogue takes an age to complete, the animations are atrocious and slow, and there’s no real indication of what the right answer is. Immediately after this, you’re in a zone caught between heaven and hell (read: ice and fire) that requires an unbelievable amount of backtracking, and seems to be populated exclusively with elevators that take 15 whole years to complete their animation cycle. It absolutely destroys any sense of momentum you have as you approach some story-critical climax markers.

Why? Why? I thought we left this kind of game design back in the 00s. But, for all my adult impatience, there’s something in it that reminds me of the final dungeons of my favourite MegaTen games – areas littered with atrocious teleportation devices, riddled with sadistic traps that reduce your party’s HP to practically nothing, bosses that gain sudden immunity to moves you’ve been using without pause for the past 60 hours. Digimon Story Time Stranger is the same. After breezing through most fights (even if they took a while, in some cases), later bosses suddenly ambush you with baffling modifiers: you can’t heal in this fight, you can’t use items in this one.

I play these games as a completionist: wrapping up every side mission and bonus quest as they become available. If the game had given me any indication that I might not be able to heal or use items in the later fights, I’d have baked strategies acknowledging that into my playstyle. Instead, I often found myself in situations where the only way to proceed was to de-evolve, re-evolve, and retrain all my best ‘mon just to dispatch one boss. Just as I had to, say, fuse and level a whole team of Physical Repellant demons in Nocturne, some 20 years ago, to overcome one unavoidable fight. Go figure.

I’m glad I’m not scoring Time Stranger. My experience with the game ranged from a two-star to a five-star, and it could flip on a dime. Yet, I can’t put it down. There’s something compelling about these egregious ‘gotchas’ that makes me despair as much as it galvanises me. ‘You’re not gonna beat me that easily, you cheap bastard’, I mutter to myself as I begrudgingly DNA Digivolve two of my best ‘mon into one superbeast (that proves just as ineffective as my last setup). Back to the drawing board.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Bandai Namco

In combat, in level design, in its seemingly utter disrespect for your time, Time Stranger feels like a relic of the PS2 era. Yet I know that there are a lot of people, myself included, that get a cheap thrill from this kind of anachronistic game design. When I first saw Time Stranger announced earlier this year, I assumed it’d be an easy romp, a nice, warm hug from times gone by that would remind me of playing Digimon World and puzzling how to further improve my meat farm back on the PS One. I didn’t expect it to throw up half-buried trauma memories from getting soft-locked by one of the four horsemen of the apocalypse in Nocturne on the PS2.

I got what I asked for, I suppose, even if it is a bit of a Faustian pact. I think I’m also going to go for the Platinum trophy on this absurd, unpredictable, and unexpectedly huge game. I might not be the same person at the end of it, but there’s a stubborn 13-year-old inside me that refuses to let go. And I really wasn’t expecting to have that strong a reaction to a Digimon game after the half-baked experiences in Next Order, Survive, and even the slightly (slightly) better runs through Hacker’s Memory and Cyber Sleuth.

Whatever illicit catnip developer Media Vision has laced Time Stranger with, it’s got its hooks in me, and I just pray that it lets go in time for Pokémon Legends Z-A. But, honestly, I doubt it will.



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October 3, 2025 0 comments
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A player crouches behind a car to hide from a massive robot.
Game Updates

Arc Raiders’ 2-Year Delay Explained: Game Was Boring

by admin October 3, 2025


PvPvE shooters, especially ones where the game loop circles an extractive “get in, find good loot, get out” vibe, haven’t saturated gaming culture in the same way battle royales and hero shooters have. But for developer Embark, who are currently at work on the upcoming PvPvE shooter Arc Raiders, adding in other players as potential opposition to their extraction shooter was key to avoiding boredom.

In an interview with Edge Magazine (h/t PCGamesN), developer Embark (The Finals) revealed that even though there was some joy to be had in early builds of Arc Raiders when it was just a PvE game, the team eventually had to admit to itself that the “game [was] not fun.” But once the team added in other players, things turned around.

Friend-or-foe showdowns makes for some great tension

There’s a moment in one of the more recent Arc Raiders trailers that I think demonstrates what Embark was probably keying into with the inclusion of other players. Right around the 2:53 mark, there’s a sequence in which the player encounters another player who’s potentially a threat. They attempt a negotiation before one of the players is gunned down by yet another player hiding on the map.

It’s a little scripted, naturally, but I think it conveys the idea well. If you played The Division’s Dark Zone or Call of Duty’s DMZ, you’re likely familiar with this type of situation. It makes for a degree of unpredictability and an injection of tense social dynamics that can really help liven up a game in which you’re mostly just mowing down bots and moving from place to place to find good stuff. It’s also pretty rare to see the same situation repeat itself, so each match has more of a chance to feel fresh than if you were just targeting enemies relying on the same predictable AI behaviors.

As PCGamesN states, a technical test of Arc Raiders’ PvPvE experience earlier this year was well received, and the game is currently the fifth-most-wishlisted on Steam. Maybe (fingers crossed!) Arc Raiders will finally crack the code and prove why PvPvE extraction shooters can be so much fun.



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Puma Unveils Sonic Racing: CrossWorlds-Inspired Sneakers And Apparel
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Puma Unveils Sonic Racing: CrossWorlds-Inspired Sneakers And Apparel

by admin October 3, 2025



Sonic Racing: CrossWorlds brought Sega’s iconic characters to the racetrack last month, and now, the company is teaming up with Puma for a limited-edition set of sneakers and apparel inspired by the game.

Sega and Puma have officially unveiled the Sonic Racing: CrossWorlds collection, which includes themed trainers for Sonic, Tails, and Shadow, all in their signature colors. Puma describes them as a blend of “motorsport styling with graphic cues inspired by racing and design elements from Sonic Racing: CrossWorlds.”

Beyond the sneakers, the collection features a jacket, T-shirts, a hoodie, and more.

The Sonic Racing: CrossWorlds sneaker collection from Puma.

Gallery

As part of the collaboration, Puma’s designs will be introduced in Sonic Racing: Crossworlds as free in-game decals that can be added to the vehicles. Puma will release the sneakers and apparel on the company’s official site, stores, and other outlets on October 30.

This isn’t Puma’s first leap into gaming-inspired apparel. The company previously released Animal Crossing sneakers and designed in-game clothing for the hit soccer game Rematch. Earlier this year, Nike dropped sneakers inspired by GoldenEye 007, which sold out almost immediately.

While there aren’t any new Sonic games on the immediate horizon, Shinobi: Art of Vengeance is getting DLC in early 2026 that will add the blue hedgehog’s longtime adversary, Dr. Eggman, as a boss fight. Two other boss battles will also be added to the game, but Sega hasn’t revealed the identity of those foes yet.



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Water is wet, the sky is blue, and Call of Duty Black Ops 7's beta has cheaters
Game Updates

Water is wet, the sky is blue, and Call of Duty Black Ops 7’s beta has cheaters

by admin October 3, 2025


Lo, when we perform the great ritual to open the Call of Duty Black Ops 7 beta, the cheaters will come. That’s what Activision said a few days ago, more or less. Hark, friends and foes enveloped in tactical gear and the occasional goofy crossover skin, it’s now a few days later and the cheatening is upon us. It arrived with the beta going live, just as prophesised.


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Cue posts like the one above, from helpless souls caught in the frothing swirl of the cheatening maelstrom. And cue responses from Activision’s powerful anti-cheat druids, writing of these foretold ritual side-effects things like: “This clip was from earlier today. The account was already banned.”

The bearded warders against the likes of wallhacks and aimbotting have even broken out a powerful magical artefact, the hammer emoji of reassurance, in their responses to clips like this, a number of which went viral on the tweeter last night. Reddit, as a far as I can tell, looks relatively free of such clippage or anger about cheating, which is a sign of the end times if I’ve ever seen one.


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It’s at this point that Activision would want us all to take solace in their prediction from this blog post a few days ago, AKA the prophecy I paraphrased earlier. “Cheaters will try to test the limits during the Beta,” it read. “That’s exactly what we want because #TeamRICOCHET is here, watching, learning, and removing them as they appear. Any account permanently banned for cheating during the Beta will be banned across all Call of Duty titles, from Call of Duty: Modern Warfare to future releases.”

Obviously, this isn’t an affliction unique to Call of Duty. As James eloquently outlined when Battlefield 6’s beta was similarly afflicted by cheating, despite both it and Blops 7 seeing studios take the extra step of making it mandatory for PC players to enable secure boot in an effort to curb tech-savvy tricksters. The debate is whether continuing to take more and more measures like that in an effort to whack whatever persistent cheating moles keep popping up or slipping through the array of defenses already assembled is worth any inconvenience caused to those playing fairly as a result.

It’s a delicate balance to strike, and where you stand on the issue may well depend on just how many cheaters you’ve happened to run into in online games over the years and the situations in which those encounters happened. In Black Ops 7’s case, there’s also arguably a little bit of irony in Activion’s strong stance, due to the ability to temporarily see and shoot foes through several layers of wall, a bit like some cheats allow you to do permanently, actually being in the game as a killstreak reward.

Anyway, I await Black Ops 7’s full release on November 14th, at which point I prophesise that the cheating chatter will emerge once more. That’s provided the round of cheat chatter prompted by Battlefield 6’s arrival on October 10th has actually managed to dissipate by mid-November.



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Street Fighter 6 director shares surprise at Capcom's controversial decision to charge pay-per-view for its esports finals
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Street Fighter 6 director shares surprise at Capcom’s controversial decision to charge pay-per-view for its esports finals

by admin October 3, 2025


Street Fighter 6 director Takayuki Nakayama has shared his surprise at Capcom’s decision to charge for the game’s upcoming esports tournament finals and has apologised “for any concern this may have caused”.

At last week’s Tokyo Game Show, Capcom revealed the finals for its Tokyo-based Capcom Cup and Street Fighter League 2025 World Championship would be viewable globally online only via a pay-per-view model, when usually fans can watch for free across YouTube and Twitch.

The finals for both the Capcom Cup 12 Finals and SFL World Championship will cost ¥4,000 each (around £20), or a bundle of both is available for ¥6,000 (around £30). The earlier qualifying rounds remain free.

Street Fighter 6 – C. Viper Gameplay TrailerWatch on YouTube

The prices are comparable to being in the venue in-person, though prices range from ¥2,000 (£10) to ¥20,000 (£100) for SSS box seats.

The decision has been met by considerable backlash, but now the game’s director has responded on social media.

A fan asked Nakayama if it was strange that Capcom’s esports division and the Street Fighter 6 development team seem so disconnected.

“It may sound strange, but it’s true,” he said. “Revenue targets and assigned tasks differ fundamentally by department.”

He continued: “Even the development team was surprised by this announcement (At least Matsumoto and I were shocked at the venue). That said, since this matter occurred within the same company, we are currently discussing it. We apologise for any concern this may have caused.”

It may sound strange, but it’s true. Revenue targets and assigned tasks differ fundamentally by department. Even the development team was surprised by this announcement(At least Matsumoto and I were shocked at the venue)That said, since this matter occurred within the same…

— TAKA-nakayama (@takaNakayama) October 2, 2025

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In a later response, Nakayama joked: “If I get scolded at work, I will delete the above comment.” Fans certainly appreciated his transparency, at least.

In response to Capcom’s announcement, one user asked: “Isn’t the whole point of Capcom Cup, CPT, and the prize pool supposed to be, y’know… marketing for the game? Why would you PPV gate that?”

The countdown begins. Tickets for #CAPCOMCUP12 drop soon on Oct. 10!

Starting this season, CAPCOM CUP 12 Finals (Mar.14) and SFL: World Championship (Mar. 15) will stream live via Pay-per-view. Free replays will drop Mar. 21 (CC12) & Mar. 22 (SFL:WC). *Pay-per-view tickets will… pic.twitter.com/CrPI1EzXSq

— Capcom Fighters (@CapcomFighters) September 28, 2025

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Another noted the Street Fighter League Japanese Finals last year were also pay-per-view, adding “Unfortunately the rest of the world does not have japans culture. This will be the biggest pr nightmare for your brand. Good luck with that.”

The combined event will take place next year, collectively from 11th – 15th March.





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October 3, 2025 0 comments
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Nicktoons & The Dice Of Destiny, Is Great Diablo-Like For Kids
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Nicktoons & The Dice Of Destiny, Is Great Diablo-Like For Kids

by admin October 3, 2025


So Timmy Turner from Fairly OddParents, SpongeBob SquarePants, and Leonardo from TMNT are all in a game together, and no, I’m talking about Fortnite. Not this time. Instead, these and other Nickelodeon cartoon characters are part of Dice of Destiny, a newly released action RPG that plays a lot like Baby’s First Diablo, which might be the perfect game for parents and kids to enjoy together. Just don’t go in expecting something deep, difficult, or long.

Nicktoons & The Dice of Destiny, out now on consoles and PC, is very much a Diablo-like ARPG that removes all the blood and demons and replaces them with famous cartoon characters and family-friendly enemies to smack around over the course of the game’s six- to eight-hour campaign. Like Blizzard’s popular ARPG, Dice of Destiny is played from a top-down isometric perspective and features lots of gold to collect, loot to find, and new skills to unlock to better kill all the hundreds and hundreds of fish men, robots, evil books, jellyfish, and even big bosses who want to stop our heroes from collecting powerful dice that will let them escape this fantasy world they are trapped in.

Dice of Destiny doesn’t reinvent the wheel when it comes to ARPGs. You’ll feel right at home with the combat, movement, and progression if you’ve played a Diablo, or a Titan Quest, or even a Path of Exile. You enter areas filled with enemies to kill, find some loot and gold, perhaps stumble upon a side challenge or hidden chest, level up, and then return to a hub area to sell loot and tinker with your character and inventory. Yeah, you’ve played this game before. You know how this goes.

And to Dice of Destiny’s credit, it plays very well and runs like a dream on my Xbox Series X. Sadly, combat isn’t challenging, even when I turn the difficulty up before entering a mission. At least the different biomes you visit, each inspired by Nickelodeon shows like SpongeBob, look wonderful, with a vibrant art style that pops on a big 4K TV. You might get a bit bored fighting the same enemies and getting little loot for it, but at least it all looks nice and runs well, which is not something I can say for other Gamemill-published titles.

Sadly, where Dice of Destiny sort of falls apart is that all the playable characters lack skill trees. Combine that with a lack of loot drops and you start to wonder why you’re grinding away through all the missions. Characters also level up so fast that after a few missions, I was well beyond the level of later missions and felt nearly invincible outside of boss fights. It leads to the game lacking any meaningful RPG progression, and I went from a weakling to a powerful murderer in no time. While I found this to be disappointing, as it meant an already easy game became even easier, I can see how kids would appreciate the ability to level up quickly and acquire new powers to use.

©Gamemill

I think for most people who regularly read Kotaku, Nicktoons & The Dice of Destiny will be a boring and somewhat shallow ARPG adventure through some gorgeous cartoon worlds that will make you want to reinstall Diablo IV.  But if you have a young kid who’s getting into video games and wants to play an RPG, this is probably a perfect choice. It’s very likely they will know at least some of the characters in Dice of Destiny, and the lack of a skill tree and the game’s reluctance to drop loot or flood the screen with baddies makes it a relatively kid-friendly experience, especially if this is one of their first “big” games. And there’s just enough depth and action here that parents playing with their kids in co-op, which the game supports locally, won’t be bored to tears.

Nicktoons & The Dice of Destiny is out now on PS5, Xbox Series X/S, Switch, and PC. I’d recommend waiting for it to drop in price during a sale, as the $50 sticker slapped on this thing is a bit too high for what’s on offer here. But hey, maybe your kid (or you) really wants to kill 200 jellyfish as Jimmy Neutron? If so, run, don’t walk, to Dice of Destiny.



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New Sora 2 AI Mario And Pikachu Videos Seem Primed For Nintendo Lawsuits
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New Sora 2 AI Mario And Pikachu Videos Seem Primed For Nintendo Lawsuits

by admin October 3, 2025



Nintendo has earned its reputation for being fiercely protective of its IP, including the Mario characters and the Pokémon universe. However, OpenAI’s newly released Sora 2 has included so many Nintendo characters that it almost seems like it’s inviting a legal response from the Japanese gaming publisher. Sora 2 is an AI-powered video and audio production tool, meaning that you can feed a prompt in, much like similar image generators, to create a video from your description.

According to The New York Times, OpenAI has reached out to major copyright holders and Hollywood stars about being retroactively removed from Sora 2. It’s not clear if a similar effort was made to reach out to Nintendo, but the sheer volume of Pokémon and Mario-inspired Sora 2 content suggests that the AI model was heavily trained on Nintendo’s IP.

i got into sora 2 and the only conclusion I can draw is openai is trying to get sued. this is like 99% of what it shows you immediately upon entering the app pic.twitter.com/BkAXqchK2T

— George Crudo (@GeorgeCrudo) October 1, 2025

Nintendo’s properties aren’t the only ones that appear to have been fed into Sora 2. Others like Tony Hawk’s Pro Skater and Portal have been mashed together as well.

How will Nintendo respond? It was only a year ago that Nintendo went after AI-generated Mario pictures. It seems unlikely that Nintendo will let Sora 2 pass without taking action, especially since the company is famously litigious.

A report earlier this year suggested that Disney is in talks with OpenAI, but the house of mouse decided to sue Midjourney over allegedly misappropriated movies and images. George R.R. Martin and a handful of other authors have previously launched their own lawsuit against OpenAI.

While more Japanese gaming publishers are embracing AI in game creation, OpenAI, Midjourney, and other AI-related startups aren’t acting in partnership with the affected companies. Nintendo has taken a cautious approach to AI, and Shigeru Miyamoto has said that the company won’t rush into AI like other developers. Outgoing Nintendo of America president Doug Bowser has stated that he believes AI will play a role in the creation of games, but he has also stressed the importance of maintaining a “human touch” in game development.





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October 3, 2025 0 comments
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Borderlands 4's first major balancing patch is out now, delivering beefy vault hunter buffage across the board
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Borderlands 4’s first major balancing patch is out now, delivering beefy vault hunter buffage across the board

by admin October 3, 2025


Borderlands 4’s first round of vault hunter balancing tweaks has arrived, with Gearbox having waited until they’d had a chance to try getting some of the looter shooter’s technical gremlins under control and observed the state of play balance-wise before whipping out the ol’ nerf/buff cannon.

That approach has meant some arguably overpowered early builds haven’t been coded out of existence as quickly as players might have imagined, with the developers seeming keen to avoid knee-jerk reactions when it comes to vault hunter changes in particular. I assume the fact they’ve had a DLC robo-cowboy to help keep post-happy exec Randy Pitchford occupied has probably helped maintain that lack of sudden and potentially ill-fated moves.

“For today’s update, we wanted to focus on creating greater build diversity by adjusting underperforming skills,” the studio wrote in the notes for this first significant balance patch. “Amon in particular gets a host of adjustments to bring him closer in line with the general power level of the other Vault Hunters. Vex’s summons and Rafa’s melee power see adjustment to make those builds more viable in the late endgame. Finally, Harlowe has a couple tweaks to make sure Stasis is getting value for players.”

As you might have gleaned from that, a glance through the full notes yields many instances of the word “increased” across all four hunters. Amon’s gotten by far the most changes, with more than 60 bullet points by my count having affected everything from his actions skills to augments and passives of various varieties. Vex has seen slightly less tweaks across all three of those spheres, while Rafa’s had action skill, capstone and passive changes. Harlowe only sees two tweaks, both to her stasis-related damage.

“Looking to the future, we’re investigating stats and behaviors on Class Mods, Rep Kits, Shields, and Firmware to make sure they are providing avenues to greater build diversity,” Gearbox continued. “We are also planning to fix a number of unintended interactions. These exploits prevent us from creating meaningful build diversity as they trivialize content that is otherwise meant to challenge players.” Judging by that last bit, this overpowered Vex build may soon be less godly.

Finally, it’s worth noting that this update’s also seen the devs add in “auto-clearing of Borderlands 4 stale shaders on version update”, which they say should help prevent “performance degradation on some PCs”.

If you’ve not already, make sure to check out our Borderlands 4 review by Jasmine Mannan for impressions of the game that aren’t delivered via an all caps tweet from the Pitchford.



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All FC 26 Early Access Elimination tournament rewards
Game Updates

FC 26 Update 1.0.3 patch notes

by admin October 3, 2025


Screenshot by Destructoid

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Published: Oct 3, 2025 03:17 am

EA Sports quickly released the second major patch for FC 26 in October, and update 1.0.3 introduces significant gameplay changes across all platforms.

The new update is live on PCs and consoles (current-gen) and includes many changes. EA Sports has already announced that they’re looking to release a new patch in October. If you have yet to test the update, this guide will explain what to expect.

Complete FC 26 Update 1.0.3 patch notes

The list of gameplay changes for patch 1.0.3 is smaller than the first Title Update. However, it fixes the poor defensive positioning during kickoffs, which has been a significant cause of concern. The new update makes it significantly more challenging to crack open the opposition defense, but only after a kickoff.

FC 26 v1.0.3 will be dropping soon, here’s what to expect:

– Improved defensive behavior and positioning for kick offs only.
– Addressed cases of Career Mode players acting unhappy following a new contract.
– A batch of PC centric improvements while we continue to investigate…

— EA SPORTS FC Direct Communication (@EASFCDirect) October 2, 2025

Gameplay

  • The defending team will now position themselves more compactly for a short period of time after a kick off.
  • Updated positions of defending players prior to kick off for all formations.
  • Reduced the accuracy of Acrobatic shots taken right after a Rainbow Flick.
  • Addressed instances of players taking a Trivela Shot at the keeper when it could have been more beneficial to perform a lace shot.

Many Ultimate Team users had to restart the game to redeem the Season 1 Premium Pass rewards. However, that problem disappeared after the update.

Ultimate Team

  • Incorrect Bios could have appeared on Gold Player Items.
  • The Season 1 Premium Pass previously required Ultimate Edition players to restart the game to claim it.

More bugs have also been fixed across Career mode, and you can expect better optimization if you’re playing on PC.

Career Mode

  • After signing a new contract, players could have acted unhappy leading to a notification about a lack of contract offer and eventually leading to a transfer request.

General, Audio, and Visual

  • [PC Only] Addressed some instances of controllers not responding in gameplay while we continue to investigate your reports on this issue and plan future improvements.
  • [PC Only] Resolution and Display settings could have sometimes reset after closing the game.
  • [PC Only] Optimized cloth physics to reduce impact on performance.
  • [PC Only] Improved performance during corner kicks.
  • [Showcase Only] Addressed instances of launching the game through an invite not placing the recipient in the match lobby.
  • Addressed various stability issues that could have occurred.

As the new update is live, it should download and install automatically on your applicable platform.

Destructoid is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy





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The Sims 4 shows off its getaway themed Adventure Awaits expansion in first gameplay trailer
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The Sims 4’s Adventure Awaits expansion is exactly the kind of getaway I’ve been looking for

by admin October 3, 2025


In this, the year of unmitigated bullshit, a bit of a jolly holiday away from it all’s probably what most of us could do with. So consider it fortuitous timing, then, that The Sims 4’s latest expansion, Adventure Awaits, provides exactly that. Unfortunately, like holidays often do, it also comes with a bunch of screaming children. Boo.

The Sims 4: Adventure Awaits

Adventure Awaits is The Sims 4’s 20th Expansion Pack and includes pretty much everything you’d expect from these bumper-sized bits of marquee DLC, including a bumper-sized price tag. You’ve got a new world to explore in Gibbi Point, a new Park Worker career, new building bits, new skills and traits, plus new clothing options (this time leaning more toward the chunky and rugged, although you do get a couple of wetsuits thrown in). More broadly, though, its focus is split – with some thematic awkwardness – between expanded gameplay for child-age Sims and all that Getaway stuff.

To date, my sole experience of trying to raise a child involved them catching fire and turning into a ghost (in the Sims, obviously), so I haven’t spent much time putting Adventure Awaits’ kid-focused bits under the microscope. I can, though, tell you they include imaginary friends – and yes, evil ones are possible – new traits, new games, new modular playgrounds (which explains why you can barely move for slides and climbing frames in Gibbi Point), plus a Formative Moments system that influences their skills and specialties in later life. These can also be applied retroactively to your adult Sims, meaning you can turn them into, say, a Childhood Grief Survivor, making them more proficient at Undertaking and more resistant to Fear of Death; an Explorer Extraordinaire who’ll remain energised for longer, or a Danger Kid, who’s more resistant to food poisoning from spoiled food and can better endure extreme heat and cold. The list is long, and even as a brat-averse Sims player, I do like the sense of history it gives the grown-ups.

The Sims 4: Adventure Awaits gameplay trailer.Watch on YouTube

But that’s not why I was looking forward to Adventure Awaits. I’ve always liked the idea of whisking my Sims away to exotic climes for a well-earned break from the daily grind, but The Sims 4’s actual implementation of holidays has always felt a bit flat. You pack your family in a suitcase, jetset off for a welcome change of scene, and then almost immediately find yourself stuck in the same aimless cycle of pooping and eating until it’s time to go home. The fact some expansion worlds have a distinct focus – snowsports in Mt. Komorebi, for instance, and jungle exploration in Selvadorada – does mean trips away can be given a bit of local flavour, but they’ve never felt exactly like holidays before.

Adventure Awaits, though, introduces a new Getaway system that lets you create itineraries your Sim will merrily follow once they reach their chosen destination – so they too can now experience the kind of militant vacation scheduling that makes us all yearn for a holiday from the holiday we’re supposed to be enjoying. Essentially, you pick a lot destination, your length of stay, and an end-time, then start assembling a schedule of activities to be undertaken every four hours – so, say, some 12pm kayaking followed by a frantic 4pm WooHoo. Again the list of options is pretty all-encompassing, meaning it’s theoretically possible to create a Getaway to suit all tastes and one that feels right for your chosen destination.

Image credit: Eurogamer/EA

And so I packed the magnificently bearded Max Legroom off to Granite Falls national park, a map that’s always felt a bit dull and directionless. But with the scheduling system in play, he started his two day camping trip with a refreshing shower before improving his Natural Living skill then moving onto some energising watersports, a bit of butterfly collecting (Adventure Awaits introduces the new Entomology skill if you fancy incubating your own caterpillar), a spot of outdoor recreation – which can now include diving, kayaking, and archery for adults – then a cosy meal around the campfire before ending the day with some stargazing. Finally, my holiday felt like a real holiday! But of course aimless pooping and eating is still a valid option too.

There’s more to Getaways than that, though; it’s possible to give Sims specific roles, with each group following their own itinerary concurrently, and Getaways can be assigned up to five “rules” from a broad list. So Hardcode mode will cause your Sims’ needs to diminish more quickly – handy if you want to add a bit of realism to your survivalist pursuits, for instance – or you might want your Sims’ friendships to fade faster while vacationing together for true holiday authenticity. There’s even a No Strings Attached rule if you want what happens at a Getaway to stay at the Getaway. I’ve not played around with everything yet, but the system is flexible enough – particularly in conjunction with the new custom venues system – that it can be used to build anything where some sort of scheduled autononmy might be handy. You could set up a recurring spin class populated by instructors and fellow spinners, for instance, and I’m pretty sure one of EA’s included pre-sets is essentially a competitive sex party.

It all makes for a lot of new storytelling possibilities, but Adventure Awaits includes a bunch of other stuff I’ve enjoyed mucking around with too. The new Papercraft skill is surprisingly involved, for instance, letting your Sims craft everything from origami trinkets to “derpy” paper mache animals. And there’s a lengthy list of creations to unlock, meaning you’ll be able to make all sorts of cute stuff as gifts and decorations by the time you’re done.

Image credit: Eurogamer/EA

More than anything, though, I love the new Gibbi Point map, which has something of a New Zealand vibe. Over in Wonderwood Wilds, it’s all dense forests, spouting geysers, and crystalline lakes – making it the perfect home for Sims who like their air fresh and the landscape rugged. And the nearby Camp Gibbi Gibbi means things are looking good for a Friday the 13th teen massacre this Halloween. Crystal Valley, meanwhile, is Gibbi Point’s residential quarter, full of houses you might describe as cabin chic, and Jellyfish Junction is all about waterfront leisure, featuring quaint shops, an outdoor gym, an open air theatre, and more scattered along its picturesque wooden docks. And the water even glows at night!

Whether all this is enough to tempt £35 out of your pocket is obviously a matter of taste, but The Sims 4’s Adventure Awaits expansion – with its rugged outdoorsy vibes and flexible creativity tools (and, I guess, sex parties?) – feels like it’s aimed squarely at my specific areas of interest. Sure, it’s not exactly the same as shifting my arse and taking myself on holiday, but why shouldn’t Sims get to have a bit of fun every now and then too?



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October 3, 2025 0 comments
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