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Astro Bot Joyful DualSense Limited Edition Preorders Open Tomorrow Morning
Game Updates

Astro Bot Joyful DualSense Limited Edition Preorders Open Tomorrow Morning

by admin September 12, 2025



Astro Bot fans have another chance to get a DualSense Controller themed around the adorable little robot. Preorders for PlayStation’s Astro Bot Joyful Limited Edition DualSense open tomorrow, September 12, at 7 AM PT / 10 AM ET. The remixed version of the incredibly popular DualSense launches October 30.

PlayStation hasn’t officially confirmed pricing details, but we’d expect the controller to retail for $85 like other recent Limited Edition DualSense models. Like the original, the Astro Bot Joyful edition will be sold at PlayStation Direct and participating major retailers. In the US, this likely means Amazon, Walmart, Target, Best Buy, and GameStop.

$85 | Releases October 30

As the “Joyful” moniker suggests, the 2025 edition makes one change to the design: Astro’s eyes on the touchpad match his smiling face from the PS5 game. The original edition depicted Astro’s eyes as circles. The updated design matches Astro’s face on the game’s cover art.

Outside of that small, but noticeable alteration, this is the same controller that launched in September 2024.

The white and blue color scheme simply looks fantastic, so it’s not surprising this controller was popular enough to warrant a second edition. It’s arguably the best-looking Limited Edition DualSense yet. It also helps that Astro Bot is one of the best 3D platformers ever made and has a strong argument for best overall PS5 game.

Note: The links below are search results where you can expect to find the controller once retailers create store pages. We will update with direct store pages once available.

Heads up: The original Astro Bot controller sells for around $150 on eBay. Amazon says 50+ people have purchased preowned Astro Bot controllers for $155-$170 in the past month. Though we’d be surprised if the new edition sells out as quickly as the first one–just because many people already have a very similar controller–we wouldn’t count on this remaining in stock for too long.

That said, it’s worth noting that PlayStation’s Ghost of Yotei Limited Edition DualSense Controllers (and PS5 consoles) remain in stock a week after preorders opened. PlayStation Direct has an exclusive edition with black artwork, while the gold edition is available at all major retailers.

For more Astro Bot merch, check out the upcoming Funko Pop vinyl figure. Slated to release January 30, 2026, the Astro Bot Funko Pop is available to preorder for $15 at Amazon.

Sign up for GameSpot’s Weekly Deals Newsletter:



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September 12, 2025 0 comments
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The Dorfromantik devs are back with Star Birds, an enchanting asteroid factory game that's out now in early access
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The Dorfromantik devs are back with Star Birds, an enchanting asteroid factory game that’s out now in early access

by admin September 12, 2025


Where do you go after making Dorfromantik, the 14th best puzzle game on PC? Unto infinity, chick. Unto infinity, and all the uranium-packed celestial masses it contains. Berlin-based Toukana Interactive are back with Star Birds – another “soft strategy” sim and laidback resource management game, in which you take charge of an avian asteroid-mining operation.

The just-released early access build endeared itself to me instantly by having my bird captain quack like an Apple Macintosh, then sealed the deal with a procession of delightfully rotatable space boulders, some of which look like spangly Easter eggs and some of which look like handfuls of Emmental. Don’t call this a review, mind – I’ve barely played an hour, and the game won’t leave early access until at least this time next year – but I get the feeling Toukana are onto a good thing here. Another nice flourish: optional supply quests are presented as little dovecot windows from which a feathery Wesley Crusher peeks forth, waiting for you to accept their errand.

Watch on YouTube

An overview: Star Birds is broken into missions narrated by a cast of wisecracking astral warblers. The abundance of text dialogue is slightly stifling, for a puzzle game, but I suspect it’ll taper off beyond the initial tutorial sections. Each mission sees you parking your mothership next to a new asteroid field, and zooming on individual asteroids to build things and set up a production network. It starts with you socketing a launchpad into a crater, placing excavators on resource fields, and linking them to your launchpad with pipes to shuttle resources back to the mothership.

As the levels and story progress, you unlock and research new facilities, including chem labs that combine two kinds of resource into one. You’ll rarely find every resource you need for the quest at hand on any one asteroid. So you must build landing sites for rockets, and start moving resources between asteroids. All of this proceeds at a leisurely pace: no hazards, no mission timer.

The UI consists of phat, pastel, pressable buttons that are begging for a touchscreen port. Pretty much every action is performed with the mouse. It feels like they’re treading a delicate line between efficiency and whimsy in terms of the controls, I must admit. I can imagine being annoyed by the act of dragging out snarls of pipework between structures, in a game with more threat or urgency, particularly because pipes can’t overlap. You’ll probably have to go back and unravel them, whenever you need to alter the layout of your roids.

In the context, though, I find the slight tangliness attractive. This is a factory sim that also wants to be a toy, and has so far stuck the landing. If you’re short of credits for construction, you can also pop down a buggy and drag out a path for it between piecemeal gold outcrops.

I suspect Dorfromantik players might find Star Birds too fussy, next to the bucolic immediacy of popping down six-sided tiles, but people who loved Slipways and have at least a tolerance for ornithology puns should enjoy this. As may people who liked the vibe of Cobalt Core, at the risk of setting a roguelike amongst the pigeons. You can find Star Birds on Steam.



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September 12, 2025 0 comments
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Naughty Dog's Debated Going Straight Into The Last Of Us Part III After Part II
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Naughty Dog’s Debated Going Straight Into The Last Of Us Part III After Part II

by admin September 11, 2025


Naughty Dog president and The Last of Us director Neil Druckmann has seemingly revealed that The Last of Us Part III is, at the very least, an idea that’s been floated at the studio. In a new interview with Variety, Druckmann says Naughty Dog debated going straight into Part III after completing Part II, but that ultimately, the team decided to move forward on what we now know as Intergalactic: The Heretic Prophet. 

While a Part III to The Last of Us seems like a no-brainer, considering how well this franchise does for Naughty Dog and PlayStation, Druckmann has given mixed signals over the years. When The Last of Us Part II Remastered dropped last year, it eventually included Grounded II, a documentary about the making of the game. 

 

Near the end of it, Druckmann said, “For years now, I haven’t been able to find that concept [for Part III], but recently, that’s changed, and I don’t have a story, but I do have a conept that to me is as exciting as 1, as exciting as 2, is its own thing, and yet has this throughline for all three. So it does feel like there’s probably one more chapter to this story.” 

But then, in a March 2025 Variety interview, Druckmann, when asked about a potential Part III, said, “I guess the only thing I would say is don’t be on there being more of The Last of Us. This could be it.” 

Now, in a new interview with Variety, Druckmann has seemingly revealed that Naughty Dog, at one point, had plans regarding a Part III game in its Last of Us franchise. 

When asked about potential Intergalactic sequels, Druckmann said, “We don’t tend to plan too much in the future, because we find – and this is something I inherited, it’s just the Naughty Dog culture – that we do our best work when it’s something we’re really excited about, really passionate about.

“Just to give you an example, when we finished The Last of Us Part II, and that was highly successful for us, we were debating whether we should just go straight into The Last of Us 3, and we had a really long period where we looked at ideas for maybe what could be in that game.” 

The team looked at Uncharted, Jak and Daxter, and its “sci-fi thing,” though, and Druckmann said what is now Intergalactic is where the team’s passion led it. 

So for now, it sounds like a third Last of Us game is on the theoretical or potential table as Naughty Dog continues work on Intergalactic. 

For more, read Druckmann’s thoughts on the casting and gameplay of Intergalactic, and then check out Game Informer’s interview with Druckmann on the set of The Last of Us Season 2. 

[Source: Variety]

Do you want Naughty Dog to make a third Last of Us game or something else? Let us know in the comments below!



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September 11, 2025 0 comments
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Hollow Knight: Silksong review - beautiful, thrilling and cruel
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Hollow Knight: Silksong review – beautiful, thrilling and cruel

by admin September 11, 2025


Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality.

Metroidvanias are the games where I’m allowed to get stuck in several places at once. Head upwards and there’s a boss that I can’t beat. Try going down the stairs instead and there’s an environment that kills me just for stepping into it. Left and right are dead ends that I don’t have the tools to navigate yet. Stuck on all four points of the compass! That’s a Metroidvania.

Hollow Knight: Silksong review

Hollow Knight: Silksong is a Metroidvania. It’s a Metroidvania with rare poise and – this is crucial, even after a recent patch – a fearsome sense of conviction. It casts you as an elegant and swift-spirited bug, a hornet, who’s been kidnapped and left to explore the kind of close-up worlds of wonder and horror that Robert Hooke once revealed with his microscope. What a place, or series of places! Down in the moss and dewy earth, the merest ant is suddenly a monster, while a bedbug is a hulking battletank bristling with weapons, and bristling with bristles.

Let’s pause here for a second, before the carnage begins, and just ponder how beautiful this hand-drawn universe is. Here are grottoes, caverns, and passageways carved from the living earth. Here are complex factories filled with spinning saw-blades and steam vents, and abandoned coastal towns scaled for inhabitants no bigger than the lint that gathers at the bottom of your pocket. Here are cursed churches and battlements and palace attics and whole communities that seem to live inside addled jewelry boxes, their streets encrusted with loose gems and shards of copper and solder, the mineral air thick with petals and pollen. All of this complemented by a score that’s haunted, playful, and endlessly beckoning: the perfect soundtrack for a collection of spooky short stories you’ve stumbled across by accident in a wonky old bookstore.

Here are 12 great tips for Hollow Knight: Silksong, courtesy of Eurogamer.Watch on YouTube

It’s all filled with life, too. As with the first Hollow Knight, Silksong’s world is fairly rattling with shopkeepers and cartographers and all kinds of neglected artisans and explorers. They’re filled with charm, and the art style’s fully able to switch things up from one area to the next. All of this without warping the game’s own sense of internal coherency. There’s always something of Mucha to the swoop and curve of branch and brass in this place. There’s always something of Méliès to the flickering world and its alien inhabitants, all glimpsed a touch more sharply in the gentle iris of grainy light that surrounds the hero. If there was ever a game to play on a magic lantern, it’s this one.

This is all artful stuff, in other words, and sure enough there is an art to everything in Silksong. Even, since this is a Metroidvania after all, to the act of being stuck. So let’s talk about getting stuck. It’s a big part of Silksong, for a player of my abilities at least.

Here’s what I’ve learned over the last week: you have to learn how to get the most out of being stuck in Silksong. You have to see it as an opportunity. After all, here is a game in which you can get stuck at almost any point, doing almost anything. Bosses? Sure. But also kill rooms. Combat gauntlets. Those particularly tricky platforming sections involving spike walls and untrustworthy flooring that only 2D games can conjure. I’ve yet to get stuck in a menu, but, hey, give me time and I’m sure I can manage it.

Image credit: Eurogamer / Team Cherry

With all these ways of getting stuck, what to do next when you are stuck in Silksong becomes a question of self-expression. You’re not moving forward, so what now? I drift through different moods in this regard, through different ways of being in this hazardous world. In one early difficulty spike – it was a kill room filled with all manner of hideous scarecrow beasts, several of which brandished huge scissors – I just kept at it. I got my head down. It took me all day to power through, each fight a little better, a little better, and then a lot worse as my attention wandered and I got exhausted. I finished those scarecrows off in the end, but as the straw settled I felt like I had approached things all wrong. This was very early on in my Silksong journey, and I was starting to realise that I needed a better Stuck Strategy.

A few hours later (actual Progress Hours later; in human terms it had probably been a day and a half) and a ceiling-hugging boss was really doing my head in. This is the only real thing I’ll spoil in detail in this review, so skip forward if you don’t fancy it.

Sister Splinter. She’s a sort of mole witch, I think. She hangs from the ceiling and pummels you from above with massive clawed fists. These attacks are actually pretty easy to avoid when you get the hang of it after a few deaths, and I also got the hang of removing the vines she’d place to stop me from dashing away from her fists. All friendly stuff, by the wider standards of the game. But then she spawns these horrible floating stinger things in her second wave, and those things? Those were the one thing that was one thing too much for me to cope with. They were the deadly eighth digit in the telephone number that stopped it from slotting into my memory.

Image credit: Eurogamer / Team Cherry

So I decided to try something new. I left. I wandered. I started to play speculatively, heading back and forth across Silksong’s tight clusters of interconnected maps. What was I looking for? A secret I had failed to spot. A health boost or a silk boost, both of which would make me hardier. More rosary beads, Silksong’s gorgeous ever-scattering currency, to buy new things at the shop, that’s always nice. Side-bosses I might have missed. (I am always searching, fruitlessly, for a disarmingly easy side-boss who leaves me with something comprehensively overpowered as a reward; it hasn’t happened yet.)

What I was really looking for as I wandered (and wandering, speculatively, like this has since become my defacto Stuck Strategy, the way I most like to play the game) is the confidence, often wildly misplaced, that I had learned enough, grown enough, and that I could now return to the Sister and pummel a way through her and her mobs. In a game with so little hope to it, I wandered its Gormenghastly corridors and intestinal chambers in search of a new way to believe in myself.

Right: this all sounds very annoying. And at times, stuff like this is very annoying. But the Sister Splinter saga has a happy, albeit convoluted, ending that gets at everything I’ve come to realise that I properly love about this game. Eventually, while wandering and pondering, I had moved so close to the game, I was so deep in its world in a way that I wouldn’t have been if I hadn’t been aimlessly moving through it, that Sister Splinter came into focus. I realised I needed an attack just for those flying mobs, something localised and quick, something one-hit to swat them away. I’d heard on TikTok of a sort of area attack that I could have earned way across town in a rainy aviary, a place I’d already been, but where waves of birds had been too brutal for me so I’d given up and done something else.

Image credit: Eurogamer / Team Cherry

So wait: could I take on those birds now? Birds vs mole-fisted hanging witch: which was less tempting? I figured the birds were worth a go. And so I did it. I trekked all across the map on my own side quest, I eventually kicked those birds to pieces, I got the power-up – which involved an additional bit of deeply annoying parkour – and then I went back and splattered the Splinter Sister’s mobs before doing her in double-quick. In the end I didn’t take a single piece of damage.

Spoilers over. The original Hollow Knight had moments of these, of course. But Silksong, as you may have heard, is pretty much nothing but them. The world is brutal. Even the simplest of enemies will occasionally cough up an attack that does two points of damage rather than one, while most bosses lop off two points as standard. Then there’s the wider world, which is massively expanded, more ambitious in its scope, its size, and the horrors it wants you to navigate as you slowly gain the powers to access more and more of it. But for me, I started to enjoy all this stuff, to engage with it, to truly see the beauty and the potential and the fun in it, when I was wandering around and looking for something to do while stuck somewhere else.

Much of the changes to the world of Hollow Knight are because of Hornet, the new main character. Hornet is faster and more nimble than Hollow Knight’s protagonist, so there’s a learning curve from the very off. Relatively quickly she earns a dash, but it’s an endless dash rather than Hollow Knight’s timed boost, and this encourages you to tackle things at extreme speed and to be geographically ambitious. She can also mantle, so mere traversal has an accelerative pace to it too – go back to the first game and I guarantee the newly realised absence of mantling will provide the hardest readjustment. And, again, fairly early on she gets the ability to float gently to the ground. Texture! Fast and fast then slow. A little change in tempo to work into your attacks and escapes.

Image credit: Eurogamer / Team Cherry

Hornet also attacks at an angle, her down-strike busting out on a diagonal that takes a little time to get used to. In combat, this means you need to put in the work to understand how distant from a foe you should be in order to land a strike on them from above. When it comes to movement, and a pogo-ing downstrike move the game wants you to do an awful lot, it means that lining up paths through rebound spots is a little like being the knight from chess, let loose on a bouncy castle that is itself rumbling around on a storm-struck ferry. There is a lot to learn, in other words.

But there are rich pleasures to all this, not least when you know what you’re doing and you become a darting rapier, able to exploit the sharpest of angles and the tiniest of openings. Bosses and tricky enemies will also encourage you to make the most of your wider arsenal. In point of fact, they will really punish you for not doing this. And so we head into the new menus where you typically have a few slots to pick between specials, a few slots to pick between passive items and a few for new offensive items like throwing knives or traps like the universe’s most painful tacks. Choosing what to go with in these menus can change a battle, and then there are crests, which can fundamentally transform your attack approach, and which bring their own slots with them. You can change all this up at rest spots, which is also where you’ll regenerate after a brutal pummeling. Experimentation is the true name of the game, and after a few hours you’ll probably have favourite load-outs for specific kinds of challenges.

(A little note here: one of those early crests makes a lot of Hornet’s moves a lot more familiar to fans of the first game. It’s a temptation, and I succumbed to it, but I still sort of wish I hadn’t.)

Image credit: Eurogamer / Team Cherry

Hornet also heals slightly differently than players coming from Hollow Knight might be used to. Hornet uses silk to heal, which is commonly generated through attacks. You build it all up until you have enough, and then you cash it in for three masks-worth of health. Trade-offs, though! You’re vulnerable when you heal, and then you’re vulnerable right afterwards too, because the silk you use for healing is also used for powering special attacks.

Into this vulnerability the game builds potential strategies, like bosses where you’re safe if you heal in the air at just the right moment. And it builds complexity. Early on I had two in-game items related to healing. One allowed me to gain silk whenever I was hit. Another granted me invulnerability while I was healing. But they both belonged in the same item slot, so it was one or the other. Which was better? It took me an age to work out that they’re both better, depending on what I’m up against next.

Stopping at a bench and retooling yourself, as well as healing, is crucial to Silksong, then. And that’s because as the game moves from swamp and forgotten homestead upwards and upwards to its glittering cathedrals and mountaintops, it’s constantly mixing up what it wants of you. There are devious, maddening pogo-stretches where you dash between rebound points and cling to walls. There are those kill rooms where the doors come down and the waves come in, which are often harder than the bosses. There’s a narrative that is happy to thread you back and forth through new areas and neglected aspects of very old areas until you feel like a sewing needle stitching the whole map and all its parts together. There are the new quests, called wishes, which are there to tempt you off the main path with the promise of a cool new gadget.

Image credit: Eurogamer / Team Cherry

Enemies are beautiful and deadly, scaling in size and complexity as you move back and forth through the world. I love the dopy sack-covered cultists who attack with intricate staffs that look like old weather vanes and often miss. I hate the fluttering hornets and the birds and anything that flies essentially, because I am unskilled in the air and need to use up specials to bring them down. Then there are the bosses, which allow Team Cherry to offer the kind of choreographing complexity you’d expect from a Busby Berkeley number.

There are loads of these bosses, and while the worst can feel like slogfests with over-powered attacks, the best foreground Hornet’s ability to dance around danger. These bosses go for delight over sheer challenge, from the robot ant who swipes you away with a brisk glissandos of lava, to a pair of tragic ballet partners you face later on: a boss battle not just with storytelling but a bit of pathos to it. The very best of these bosses feel like team efforts, too. They’re joint performances undertaken between the developer and the player, as you find a space for yourself within an established routine.

Even the worst can be weirdly enjoyable. There are cheesing strategies for some of them, but they all eventually respond to thought as much as nimble fingers. It’s not uncommon for me to head into a boss for the nth time muttering the various things I have learned to do and not to do. Dash from attacks. Hold back until certain. Don’t jump too high. Again: there is a lot to learn here.

Image credit: Eurogamer / Team Cherry

Bosses, kill rooms, platforming gauntlets: all these things thrown in together get to a truth about Silksong. It is at least a handful of different games in one. And my favourite of these – and perhaps the one that’s both most obvious in theory and the hardest to truly spot – is a game of tiny glittering details that speak to a long, love-bombed development. Example: you buy your maps in Silksong, as you did in Hollow Knight. Fine. And if you want to read the map at any point you squeeze a trigger and it comes up on the screen. Also fine. But if you’re standing in water, the map won’t appear, and the reason for this is obvious: your character can’t hold up a map while they’re in water. The developer noticed. The developer followed this through and added this tweak.

And one of the games, yes, is both brutally hard, but also often gleefully, provocatively cheap with it. Silksong is filled with giggling cruelty that provides a wonderfully tart counterpoint to the haunted dreaminess of the characters and their world. It’s a confrontational kind of difficulty. It seems to want to make you ponder why the game treats you the way it does – the harsh damage, the general absence of vulnerability, the epic pile-ons, the endless churn of bosses, many of which come with elaborate and soul-sapping runbacks because the benches are sparse and most of them you have to pay to unlock and some of them are trapped or even broken! Deep breath. Yes: it’s not uncommon to fight your way through hell in Silksong, only to find a rest area and discover that you can’t actually afford the rest.

Granted, difficulty is a nightmare to think about and write about because it’s ultimately subjective. What I find difficult in a game I readily expect most other people would not. But Silksong isn’t just difficult to me, it’s purposefully and creatively cruel in its design at times, and this feels like a more objective observation. It wants to surprise and frustrate and occasionally make you really angry. I once witnessed Dark Souls developers playing their own game and laughing at its sheer unreasonableness, and I think you’re meant to laugh here too at times. It’s perverse, or maybe I am. I hate games that are thoughtlessly difficult, but it turns out some awful part of me can find enjoyment in a game that is needlessly cruel very much on purpose, that does it with wit and elegance and leaves you with something to think about.

Image credit: Eurogamer / Team Cherry

(Example: there’s a shop in Silksong with a door that automatically shuts whenever you leave – and you need to pay to open it again! Who would design something this horrible? But think about it for a second: is there maybe more to this? Is there a trick for keeping that door open if you just pay attention? This one moment feels like Silksong’s philosophy and its sense of humour in perfect microcosm.)

What is all this sweet work worth? Silksong’s very nature frequently suggests that difficulty isn’t just an aspect of the game. It’s not just a symptom of the design, as it were. Even with the first softening patch arriving, difficulty feels like a central preoccupation here. There are moments where Silksong is really trying to be as unkind as possible. And so to play Silksong isn’t just to navigate the difficulty but to kind of interrogate it – to try and work out why it is the way it is, and what it wants to achieve.

“I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much…”

It’s a choice, in other words. So what does Silksong lose through all this? A certain degree of goodwill, certainly. Social media is already filled up with fans who just can’t take any more of this kind of bullshit, and I can’t help but salute every one of them. Those runbacks! The platforming gauntlet that comes after a boss but before the next bench and any kind of reward! The paying and paying for the most basic things in the game! Our time on earth is short. Don’t spend it on things you hate. Difficulty like this ultimately means that fewer players will see everything this team has made. Lost delights abound.

(And I think, for me at least, that story is another victim. I’m sure Silksong tells a fascinating tale, but I haven’t noticed much of it, as I’ve just been clinging on and trying to stay alive.)

But what does it gain? For one thing, community. Back to social media again where Silksong truly is everywhere. And it’s not just people complaining. More often it’s people sharing tips, pointing out ways to get more of a handhold on this awful world, telling strangers how to have a slightly better time of it out there. This is free publicity of course. To finish the game many people will pretty much have to engage with the community; you make progress by word of mouth. But it’s not just publicity. It’s a bunch of people coming together to help one another, to explore something together, and sometimes to endure it together and vent about it together.

Image credit: Eurogamer / Team Cherry

Oh yes, and it also gains identity. I think I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much, trading mechanical difficulty for brilliant conceptual puzzles. I was delighted – and intermittently horrified – to find that Silksong’s firmly on its own path. Again, it’s not difficulty per se, more like a winningly brisk jerkishness. It’s that mean streak that can make you laugh even as it strikes you. This game has character.

Hollow Knight: Silksong accessibility options

Options to reduce camera shake and alter HUD appearance and remap controls.

I’m surprised and somewhat ashamed to say all of this worked for me. I was halfway through the slog, whining about locked benches, losing rosaries by the dozen, returning to bosses who I already knew would kill me in seconds even if the road back to them didn’t kill me first, and I suddenly realised I was having fun. Why? Because this was all intentional. The cruelty was part of what the team wanted to offer players. They’d found a way to make a lot of it entertaining.

And this came into focus when I learned just how small the team is that made this. This is the work of a small group of people making a game absolutely for themselves – and I mean that in the best way. Even with the patches rolling in, they made the game they wanted to make, without much obvious compromise or fretting over trends. In a world of Netflix algorithms telling film directors they have to have a fight in the first five minutes, and of ingratiating AI, and of endless producers who just have a few notes guys, it’s so good to see this kind of thing in all the instances where it happens.

So while I don’t always like Silksong I’m not sure I’d want it any other way. And when I really don’t like it, I know I can break off from what I have to do next and just explore speculatively, bringing this rich world back into focus with my roving attention.

A copy of Hollow Knight: Silksong was independently sourced for review by Eurogamer.

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September 11, 2025 0 comments
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Anker521
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This Anker 521 Portable Power Station Dips Below Prime Day Pricing, Likely a Clearance Move

by admin September 11, 2025


Have you seen this guy on TikTok playing games in the most serene places imaginable? The Scenic Gamer travels all over playing games with iconic locations while he is set up in their real-life counterparts (or the closest thing he can find to it). He’s slaying The Legend of Zelda: The Wind Waker at the beach and Firewatch in the center of Yellowstone National Park — all on an old Toshiba CRT. Dude’s living the dream. But how’s he managing to power that TV and Nintendo GameCube without an outlet for miles? If you want to follow in his footsteps, you’ll need portable power station such as the Anker 521. The mini generator is normally listed at $200, but for a limited time you can get it for 20% off. That brings the price down by $40 so you only have to pay $160.

See at Amazon

The Anker 521 portable power station comes equipped with six different ports to supply you with all your power needs when out in the wild. Along the front of the unit, you’ll find two AC ports, two USB-A ports, one USB-C port, and a car outlet. You can recharge or power up to six devices at once.

The power station is capable of fast, reliable charging. The Anker 521 can keep a 40W mini fridge running for over five hours. Keep a fan going for nearly six. Or recharge a 13Wh camera more than 15 times over. A 12Wh smartphone can be brought back from zero to 100% 16.5 times over. Power times can be extended further by using power-saving mode. Featured on the front of the power station is a LED display providing info on the power output and remaining battery life of the anker 521 itself.

Optional Solar Panel

Then when the power station itself needs a recharge, it can be brought back up to at least 80% in just two and a half hours when plugged into the adapter that’s packaged with it. If you’re taking the power station on an extended getaway in the outdoors, you can also recharge it via solar energy. As an optional add-on, you can bundle your Anker 521 with a 100W solar panel. It can be adjusted to four different angles so you can maximize the energy it’s able to take in based on the sun’s position overhead.

For a limited time, you can save 20% on the Anker 521, grabbing it for just $160. If you choose to bundle with the solar panel, it’s 30% off from $499 which brings it to just $350.

See at Amazon





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September 11, 2025 0 comments
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Having Borderlands 4 PC Issues Or Crashes? Gearbox Has Some Advice
Game Updates

Having Borderlands 4 PC Issues Or Crashes? Gearbox Has Some Advice

by admin September 11, 2025



Borderlands 4 is out now on PC, and a number of issues have cropped up as the game sets records on Steam. On the Borderlands Support site, Gearbox lays out some of the known issues so far and has provided workarounds for some issues.

Compiling shaders

To begin with, Gearbox reminded people that it’s a good idea to ensure your drivers are updated, since doing that alone can fix some issues. For issues compiling shaders, Gearbox said they should take about 10 minutes to compile, and if it’s taking longer, you can try rebooting the game and your system.

If that doesn’t sort out the issue, you can clear the shader cache. Here’s how:

  • For Nvidia:
    • Open up the RunCommand (press WinKey+R),
    • Paste or type the following: %LOCALAPPDATA%\NVIDIA\DXCache and select “OK.”
      • This will open a File Explorer window to that file path.
    • Highlight all the files in the folder and select “Delete.”
    • Some files cannot be deleted, so another window will appear to warn you.
    • Enable the “Do this for all current items” check box and then select “Skip.” the files that cannot be deleted.
  • For AMD:
    • Open AMD Adrenalin app
    • Select Gaming > Graphics
    • Scroll down to bottom and select the Reset Shader Cache option
    • Note: This will wipe shaders for all programs

If you’re running a 13th or 14th generation processor from Intel, that might be causing issues in your Borderlands 4 experience. Gearbox pointed out how Intel has acknowledged some instability issues, which can cause your PC to slow down, crash, overheat, or see large spikes of CPU usage. You can follow Intel’s instructions to try to sort the issues out if you’re experiencing them.

Troubleshooting tips

Gearbox also provided a rundown of general troubleshooting tips to help you on your way. These can be seen below, as written by the developer:

Verify Game Files – Corrupted or missing files can stop the game from launching

Steam

  1. Right-click Borderlands 4 in your Library
  2. Go to ‘Properties’ > ‘Installed Files’
  3. Click ‘Verify integrity of game files’

Epic

  1. Find Borderlands 4 in your Library
  2. Click the three dots next to the game title
  3. Choose ‘Manage’ and select ‘Verify’

Disable Overlays – Game overlays can cause performance issues or crashes.

  • Disable Steam Overlay: Steam > Settings > In-Game > Uncheck “Enable the Steam Overlay while in-game”
  • Turn off other overlays (e.g., Discord, GeForce Experience, MSI Afterburner)

Run as Administrator

  1. Right-click the game’s shortcut or .exe file
  2. Click “Run as administrator”

Also, try running the game in “compatibility mode” for Windows 10 if you’re using Windows

Check Antivirus/Firewall – Some security software can block game files.

  • Add the game folder as an exception to your antivirus.
  • Temporarily disable antivirus/firewall to test if it’s the issue (be careful doing this).

A complete rundown of Borderlands 4’s known issues on PC can be seen on the support website. If you’ve exhausted Gearbox’s list of troubleshooting techniques, you can submit a support ticket.

Missing Super Deluxe Edition DLC

The console edition of Borderlands 4, which doesn’t unlock until later today, September 11, is encountering some problems already as well. Gearbox said Xbox Series X|S users who bought a physical copy of the Super Deluxe Edition are not going to see their promised DLC at launch. The developer said it’s aware of the issue and is “working on getting players their bonus content.”

GameSpot’s Borderlands 4 review scored the game a 7/10. Reviewer Jordan Ramee wrote, “It’s the most mechanically sound Borderlands game to date, and the various Vault Hunters each present an entertaining opportunity to tackle the game in a different way.”

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Far Cry series will push multiplayer "more predominantly" going forwards, according to Ubisoft boss
Game Updates

Far Cry series will push multiplayer “more predominantly” going forwards, according to Ubisoft boss

by admin September 11, 2025


The future of the Far Cry series will see multiplayer bits pushed “more predominantly”, according to Ubisoft CEO Yves Guillemot. The exec said this thing on stage at a conference in Saudi Arabia last month (thanks, Game File), around the same time he announced the Assassin’s Creed Mirage DLC the company have partnered with the Saudi government on.

Asked about the future of the series that brought us that one scene where the pirate guy talks about the definition of insanity before kicking you into a big hole, Guillemot said that the publishers’ goal “on Far Cry [is] really to bring the multiplayer aspects more predominantly pushed, so that it can also be played for a long time by players.”

Yves, believe me, you can play a single player game for a very long time. His comments come a couple of years on from reports claiming that Ubisoft were working on both the next mainline entry in the series, Far Cry 7, and a multiplayer-only spin-off. Kotaku’s report at that point alleged Far Cry 7 will see the series move on from the Dunia engine, in use since Far Cry 2. The muliplayer game was claimed by Insider Gaming to be an extraction shooter set in the Alaskan wilderness.

While Far Cry’s always been more of a single-player romp of explosions and bullets for me, though the last couple of entries have obviously featured plenty of co-op in addition to traditional online multiplayer. I can’t recall the matches and modes themselves being anything exceptional, if still fun. However, the map editors they came with were brilliant if, like me, you were a 15-year-old who liked building houses and hideouts, but reckoned getting really into Minecraft would be the final nail in your secondary school cool factor coffin.

Then again, maybe I’m not the person to ask given I’ve still not given Far Cry 6 a go, despite having played every other entry since 2. I just keep forgetting 6 exists, then remembering, reading reviews, and concluding that it’s probably not worth it until the next sale, by which point I’ve forgotten again. Far Cries 2 and 3 were the shooter’s peak in my book, at their best when you were setting half of Africa on fire just to kill three guys or blowing an outpost into the sea. My dad, meanwhile, swears by the original and caveperson spin-off Primal.

I’d interrupt his latest Horizon: Zero Dawn playthrough to ask if he’d care about a multiplayer-only Far Cry, but I think I know what the answer’d be.



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Fresh Cyberpunk 2077 patch updates AutoDrive and adds further tweaks
Game Updates

Fresh Cyberpunk 2077 patch updates AutoDrive and adds further tweaks

by admin September 11, 2025



CD Projekt Red is still updating its sci-fi RPG Cyberpunk 2077, now releasing Patch 2.31 across PC, PS5, Xbox Series X/S, Mac, and Switch 2.


The patch updates AutoDrive so vehicles drive smoothly, overtake blocking vehicles, and won’t stop at traffic lights. There’s also an adjustment to Photo Mode so that poses work with any gender and NPC collision has been disabled.


Elsewhere there are a number of fixes and tweaks, including some specific to PC and Mac. You can see the full patch notes below.

Vehicles

  • Updated AutoDrive. When driving to a selected point, the vehicle now drives smoothly, overtakes blocking vehicles, and no longer stops at traffic lights. Free Roam mode has also been upgraded to follow traffic rules and navigate the city more reliably.
  • Fixed an issue where Johnny always spawned in the passenger seat when using the Delamain Cab service.
  • Fixed an issue where applying CrystalCoat to the Yaiba ARV-Q340 Semimaru caused its wheels to flash in different colors.

Photo Mode

  • Most of the new poses introduced in Update 2.3 now work with any gender.
  • Disabled NPC collision, which will make it easier to position NPCs on top of other objects with collision (e.g. on car hoods).
  • Fixed an issue where some of the poses didn’t work for Royce.

Quests & Open World

  • Freedom – Fixed the journal entry that appears when the player chooses not to steal the Rayfield Caliburn “Mordred.”
  • Motorbreath – Fixed an issue where, after V fails to pursue and stop Semimaru and receives a text from River saying he’ll contact V soon, the follow-up message never arrives.
  • Motorbreath – Fixed an issue where the Yaiba Semimaru could flip over during the chase, preventing the player from entering it.
  • Motorbreath – It’s no longer possible to trigger the quest if River died during The Hunt.
  • Motorbreath – Players can now acquire the Yaiba ARV-Q340 Semimaru through AUTOFIXER even if they failed The Hunt, which normally unlocks the side quest where the vehicle is obtained.
  • Nitro (Youth Energy) – Fixed a game crash that could occur in certain circumstances after leaving the Yaiba showroom event.
  • Nitro (Youth Energy) – Fixed an issue where the proxy interface UI in the Yaiba showroom is cut off when the “Larger HUD Elements” setting is enabled.

Miscellaneous

  • Fixed several localization and lipsync issues in various languages.
  • Added a toggle to disable vignette. It can be found in Settings → Graphics → Basic.
  • Fixed an issue on PC and Mac where Ray-Traced Reflections might not display correctly when enabled under certain conditions.
  • Fixed several issues with displaying text messages from Delamain.
  • Various fixes for fluff vendors.

PC-specific

  • Fixed an issue where NVIDIA Reflex could be disabled while DLSS Frame Generation was enabled, causing the screen to turn pink.
  • Fixed an issue where Path Tracing didn’t activate properly in certain scenarios.

Mac-specific

  • Fixed an issue where changing graphics presets on Mac set Screen Space Reflections to a higher setting compared to the equivalent presets on PC.
  • Fixed an issue causing a permanent white screen when Frame Generation is enabled while entering the braindance in The Information.
  • Selecting “Defaults” in Video Settings no longer turns HDR Mode off.
  • Fixed the inverted behavior of the “Mute Game in Background” toggle in Settings.
  • Removed the outdated “(Requires Game Restart)” disclaimer from the mouseover description of the “Disable Spatial Audio” setting.
  • Fixed an issue on the App Store version that caused the game to become stuck on the “Press Space to continue” breaching screen.
  • Various stability and performance optimizations.


Really it’s remarkable CDPR is still so committed to updating the game years after release – it’s better now than it’s ever been.

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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Ninji grabs a star in Mario Party.
Game Updates

Ex-Nintendo Staffers Talk Nintendo Secrecy Amid Fresh Direct Leaks

by admin September 11, 2025


Will Call of Duty: Black Ops 7 actually have better cheat protection? Is another big Nintendo leaker getting overly zealous before the coming Thwomp stomp? Why does Ubisoft want to shove PVP multiplayer back into Far Cry? It’s another edition of Morning Checkpoint, Kotaku‘s daily roundup of gaming news and culture. I was up until 3:00 a.m. ET last night grinding the Depths in Elden Ring Nightreign‘s new Deep of Night mode. Who knew the answer to my Destiny 2 burnout was an even more punishing loot chase that resets every 45 minutes?

Why are there so many leaks at Nintendo?

That’s what former Nintendo of America marketing staffers Kit Ellis and Krysta Yang ask on their latest video breaking down recent rumors about the upcoming Nintendo Direct. “They really do run a pretty tight ship on the first-party side still like we were saying,” Yang says. “Like, you’ve literally got the fear of God and being fired from your job. That fear was really real at Nintendo and you know we joke around about the Nintendo ninjas, like this is actual employees at the company. That is their job to investigate leaks. They’re a team at Nintendo that gets paid to do this and they are very elite. They’re very good at their jobs and and they will solve these cases.”

The pair said a recent series of leaks from a user called SwitchForce reminds them of Pyoro, an infamous leaker who appeared to be using a source with access to the backend of Nintendo’s websites to get information early. Pyoro later leaked his own source to Bloomberg, failed to break any more news after Nintendo changed how its new game pages go live online, and all but disappeared from the video game leaker-verse.

“We all know what happened to Pyoro,” Ellis says. “So, I think just a word of advice to SwitchForce is be careful because, you know, yes, this can be an exciting thing of like, oh my gosh, everybody’s on pins and needles for my next update. You’re on pins and needles until you get that phone call or somebody shows up at your door and you disappear.”

Call of Duty: Black Ops 7 will make progress in the war on cheating

That’s what Activision is promising in its latest blog post. It outlines how Ricochet anti-cheat features like Secure Boot and TPM 2.0 will help prevent more players from ruining matches with aim-botting and other exploits. “RICOCHET Anti-Cheat uses Remote Attestation, a process that verifies critical PC security settings directly with Microsoft, as part of its implementation of TPM 2.0,.” the company writes.

It continues, “Other games may lean on Client or Local Attestation, where the system checks itself and reports back. The limitation with that method is clear: cheats can sometimes disguise or manipulate what’s being reported, effectively tricking the local system into giving a false ‘all clear.’ By contrast, Remote Attestation places the verification step with an external, trusted authority, making it exponentially harder for tampered machines to pass as legitimate.”

Cheating will still be a thing online, but Activision says it’s getting better. “What matters, and where we’ve seen real improvement, is how quickly we adapt,” it writes. “In Black Ops 6, detections are faster, mitigations are stronger, and enforcement is cutting deeper into the networks that try to harm fair play. With Black Ops 7, hardware protections like Secure Boot and TPM 2.0 will add another layer of defense.”

Ex-Pokémon Company lawyer thinks developers will just ignore Nintendo’s latest patent

The company recently acquired another patent for what sounds like the auto-battling feature from its most recent Pokémon Violet and Scarlet games. It comes amid the ongoing legal fight with PocketPair over Palworld, but could seemingly have repercussions for lots of other creature collecting games. Or maybe not. “I wish Nintendo and Pokémon good luck when the first other developer just entirely ignores this patent and, if those companies sue that developer, the developer shows decades of prior art,” former chief legal officer at The Pokémon Company Don McGowan told Eurogamer. “This isn’t Bandai Namco with the loading screen patent.”

A 2023 shooter finally gets a kill-cam, but not on Xbox Series S

Free-to-play multiplayer FPS The Finals has received a familiar feature nearly two years after launch, but only for the most powerful consoles (via IGN). “We had to calculate everything that matters: player movement, environmental destruction, object interactions in a level of data fidelity that’s hard to pull off in a Dynamism Shooter,” Embark Studios writes in a new season 8 blog post. “Then take all that info and quickly reconstruct the moment.” Microsoft usually requires feature parity between current-gen console versions, but has been bending the rules more and more. The Finals‘ kill-cam won’t be on PS4 either.

A tiny new update just sneaked out for Cyberpunk 2077

Patch 2.31 has fixed AutoDrive so that cars will now drive more smoothly when taking players to their destinations. No more getting stuck behind other cars or jerking to a stop at lights. Johnny also no longer always spawns in the passenger seat when using the Delamain Cab service. Plus, the Photo Mode is gender neutral when it comes to poses now. My favorite bug fix? The Yaiba Semimaru no longer flips over during the Motorbreath chase, which was breaking the quest.

Far Cry will push multiplayer more in the future

That’s according to Ubisoft CEO Yves Guillemot who recently spoke at Saudi Arabia’s New Global Sport Conference. “On Far Cry, it’s really to bring the multiplayer aspects more predominantly pushed so that it can also be played for a long time by players,” he said, according to Game File. Alongside the unannounced Far Cry 7, Ubisoft has also reportedly been working on a Far Cry extraction shooter spin-off. Unlike Far Cry 5, which had an entire map editor for multiplayer, Far Cry 6 backed away from online PVP gameplay.

But wait, what was Guillemot doing in Saudi Arabia to begin with? He was there to publicly reveal a Saudi-based DLC for Assassin’s Creed Mirage, among other things. Is it funded by Saudi Arabia’s controversial Public Investment Fund? Ubisoft won’t say one way or the other. Game File notes that the person on stage interviewing Guillemot said, “Well, congratulations on the deal. It sounds very exciting.”

ICYMI:

Watch this:

The sword of the Faithful. pic.twitter.com/dL9erhNJdC

— The Lord of the Rings (@TheRingsofPower) September 10, 2025





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Battlefield 6 Battle Royale: Touching Ring Is Insta-Kill, 100-Player Matches, Destruction, More Revealed
Game Updates

Battlefield 6 Battle Royale: Touching Ring Is Insta-Kill, 100-Player Matches, Destruction, More Revealed

by admin September 11, 2025



Battlefield Studios has shared lots more official information about Battlefield 6’s battle royale mode, including match sizes, gameplay systems, and how the game has the “deadliest ring” in the genre. Battlefield Studios will allow people to try the battle royale mode before it is released through the Battlefield Labs testing program, so be sure to sign up for a chance to play early.

“We see a great opportunity to infuse the core Battlefield pillars of class-based squadplay, tactical destruction, and vehicle combat into the battle royale genre to create a high-stakes and adrenaline pumping gameplay experience,” the developer said. “This is Battlefield’s twist on the classic formula, so you can expect to find all of the core principles of Battlefield taking place within this mode; gadgets, explosives, destructible environments, and vehicles can all be used to secure the win.”

A sneak peek at the Battlefield 6 battle royale map.

Battlefield 6’s battle royale map, which doesn’t have an official name yet, was built specifically for battle royale, the developer said, and it will feature a “diverse array” of points of interest that provide “unique gameplay opportunities.”

The mode will have vehicles, too, including “common” transport vehicles and “powerful armored vehicles to turn the tide of battle.” Battlefield Studios said the goal is to “offer more ways for players to traverse the map early on in a match and to create interesting combined arms action in the process.” The battle royale mode will also carry forward Battlefield’s trademark destruction elements, allowing people to blast down walls to gain the advantage.

“We look forward to seeing players’ ingenuity with destruction and how they use it to defeat their opponents,” the developer said. In this new battle royale test, matches will be composed of 100 players, divided into 25 four-player squads. The goal, as you might have guessed, is to be the last squad alive. Battlefield 6’s battle royale mode also supports “second chances,” as Support class players can revive downed allies, while the game also has “Mobile Redeploy” options to stay alive longer.

In terms of what Battlefield Studios is calling the “deadliest ring in BR,” the studio said the ring will instantly kill players upon contact. In other games, including Call of Duty: Warzone, you can survive outside the ring for a period of time. “With urgent warnings as the fire approaches, soldiers will be pushed into more intense firefights as the game space continues to shrink,” the developer said. “There’s no jumping in and out of it, no using it for cover, no walking through it–if you get caught in it, you are done. We’re excited to see how the ring affects the pace of the game and how it creates spontaneous showdowns.”

Battlefield 6 – Official Reveal Trailer

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Battlefield’s class system will carry forward to battle royale, so players can pick a class and assemble a team however they see fit between the Assault, Engineer, Support, and Recon classes. Once a match begins, however, players cannot change their class for the duration of the match.

Each class gets two default gadgets from their chosen class to begin a match, and then during matches, players earn XP by defeating players and completing missions. Each class has a “Training” element to it as well, and as players level up their Training, they’ll get new traits that “enhance” a given class. “One example would be the Assault class being faster in equipping an armor plate which makes them harder to defeat in their next (or current) firefight,” the developer said.

In terms of weapons and items, there are five tiers of weapons to loot, as well as attachments, throwable items like frag grenades, gadgets, strike packages, armor, upgrade kits, and “custom drops of favorited weapons.”

“These items can be found across the experience through general loot crates, class-specific crates, unlocking armored trucks, mission rewards, or looting defeated enemies,” Battlefield Studios said.

Battlefield 6 battle royale matches will also include “Missions” that squads can work together to complete for extra rewards. “Tasks range from unlocking high-value caches to planting explosives to eliminate mission-critical targets. Mission details will outline the available rewards like a weapons cache, vehicle key, or Mobile Redeploy unit, leaving it up to each squad to decide if the risk is worth the potential reward,” the developer said. “Once the mission objective is complete, rewards are airdropped in, so squads should stay alert for others who may attempt to steal them.”

The upcoming Battlefield Labs test for the battle royale mode requires players to sign an NDA and agree to not share gameplay footage, but if history is any indication, there will be lots of leaks.

Battlefield 6 launches on October 10 for PS5, Xbox Series X|S, and PC. There is no word yet when the battle royale mode could be released, or if it’s a premium game that’s part of Battlefield or a standalone download.



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