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Clair Obscur: Expedition 33 will receive new update with "a bit of whee and a bit of whoo", as studio celebrates new sales milestone
Game Reviews

Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

by admin October 8, 2025


Clair Obscur: Expedition 33 developer Sandfall Interactive has teased a new update to the game is on the way, as a “thank you” to fans.

While story details remain slim, game director Guillaume Broche told Eurogamer: “You can expect a bit of whee, and a bit of whoo as well”. His hints suggest it’ll focus on adorable mount Esquie, who’s become a bit of a meme within the game’s community.

News of the update arrives as the game reaches a new sales milestone: it’s now sold over 5m copies worldwide across all formats.

Clair Obscur: Expedition 33 | Launch TrailerWatch on YouTube

“We are working on a big ‘thank you’ update for the game actively, that we will release when it’s ready,” said Broche. “We want to prepare an update to say a big thank you to our players, because it’s thanks to our players that we are in such a comfortable situation now. They brought us so much emotion and gave us so much love in return for the game that we want to address that and make a big thank you update with new content, new enemies, new stuff to do for every type of player.”

He continued: “It’s not a super big DLC extension with hours of content. It’s more a thank you gift from us. You will have quite a few things to do and collect…[and] some quality of life [additions] that are very highly requested by the community.”

Same, tbh. | Image credit: Sandfall / Eurogamer

Back in June the developer teased more content was on the way, including new accessibility options and localisation options among other “bits and bobs”, which will now be part of this teased update.

The update will include:

  • A brand-new location with new enemy encounters
  • New boss battles aimed at late-game players
  • New costumes for each member of the party
  • New text and UI game localisations into Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai, and Indonesian
  • “Even more surprises fans can look forward to”

The update will be released for free.

The studio has also released the below artwork, hinting towards what fans can expect to discover.

What do you see here? | Image credit: Sandfall Interactive

At the end of May, Sandfall announced Expedition 33 had reached a fitting milestone of 3.3m copies sold in its first month. It’s now sold a further 2m copies and is a popular frontrunner for game of the year awards.

Alongside news of the update, Eurogamer spoke with Broche about the game’s success, the studio’s “art house” aspirations, and the scope of future projects.



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October 8, 2025 0 comments
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Ananta looks expensive, like a mix of GTA, Spider-Man, and Yakuza, and a bit overwhelming
Game Updates

Ananta looks expensive, like a mix of GTA, Spider-Man, and Yakuza, and a bit overwhelming

by admin September 23, 2025


Ananta is a bit of an alarming game to look at. The open world game is so clearly an anime-esque riff on GTA, with some Spider-Man style web swinging thrown in for reasons I’m not entirely sure of. All of that’s been obviously more or less since its announcement. But the game just received its first gameplay trailer at Tokyo Game Show, and it looks scarily… expensive.


Through the roughly seven minutes of gameplay, set to a song I can only describe as “song you let play on the radio while driving just because you want to fill the silence,” more and more Things just kept happening. One minute the main character is driving a motorbike, the next they’re taking a selfie through different scenes, one of which shows a mostly naked man escaping police on a robotic, walking toilet, and then the next they’re fighting goons Yakuza-style in the street.

Watch on YouTube


And more things keep happening after that! There’s the aforementioned Spider-Man swinging, a giant city-destroying robot, and just so many fictitious shops with such well realised branding you could convince me I could actually visit them.


This isn’t even mentioning the fact that Ananta just wholesale rips off GTA 5’s character transition, letting you hop into another, presumably gacha rolled, character’s body, continuing on whatever they’re doing. There’s even quite an interesting use of this where you can do so while you’re being held at gunpoint, with the switch to another character allowing you to snipe enemies from afar.


It really has that GTA ethos of “you can do everything,” an ethos I don’t necessarily feel great about considering the amount of labour likely required to achieve it, which raises questions of how ethical that labour was achieved. There’s a chance it’s teetering on the edge of having too much to do the do, to the point it becomes overwhelming.


Ananta isn’t just alarming because of how much of an “everything” game it presents itself as, but because I have some reservations about its narrative framing. The main character is the new captain of a special task force, essentially what seems to be the police. There’s even a moment about halfway through where, as a different character, you can just handcuff and arrest an NPC.


Of course you can have games where you play as the police, there are good and interesting stories about police too, but I can’t help but feel a bit concerned by such a, potentially small, gameplay feature. There’s no amount of cute half-animal anime women that can make it easy to breeze past such a thing.


Perhaps a game to be curious but cautious about, whenever it comes out.



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September 23, 2025 0 comments
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Screenshot from Aaron Christophel on YouTube showing off Doom on a vape
Product Reviews

You can technically play Doom on a $30 vape and it just needs ‘that last bit of RAM’ to run natively

by admin September 22, 2025



Playing DOOM on a Vape – YouTube

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Turns out, for just $30, you can get a sage green vape with a built-in 1100 mAh battery, USB Type-C charging, and a 1.47-inch TFT touchscreen. Throw away the E-Liquid, though, we won’t be needing it to slay imps, demons, and lost souls.

Hacker and creator Aaron Christophel recently took to their YouTube channel to show Doom on a Pixo Aspire, which is “a way overpowered vape, for whatever reason” (via VideoCardz). It has a 32-bit Arm Cortex M4 processor, 384 kB of flash memory and up to 64 kB of SRAM.

Christophel notes that it would need “that last bit of RAM” to run Doom natively, so this version is effectively sending game output to a bit of software, which flips the screen to run on the vape. In other words, a PC runs Doom but displays it on the vape’s touchscreen via a USB Type-C cable.


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Christophel says you can “use it as a second monitor”, which makes sense, should you have to show a mouse or some sort of small pet a duplicate of your screen. Hey, it’s nice to have the option. If you have such a mouse, you can grab custom firmware via GitHub, run it on the vape, then mirror your screen.

Impressively, this little vape has a Bluetooth LE chip and a microphone, too. I’m not too sure what kind of vape would need a microphone, or a wireless connection, but it seems likely this chip just happens to have that hardware, and it would be significantly more effort to remove it.

(Image credit: Aaron Christophel)

This does make me wonder the lengths that hackers could go with future technology, if we have something this futuristic in something as simple as a vape. For context, the Sinclair ZX80, which launched back in 1980, had just 1 kB of Memory (with a max of 16 kB). We even saw the Bendix G-15, which launched way back in 1956, running Doom just a few months ago (and it cost a mere $49,500 at launch).

This is the second story in the last week showing off how impressive the tech shoved into vapes really is. An entire website is being hosted on one right now, which is mighty impressive despite traffic consistently taking it down.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Given that this Doom vape hack is done via screen sharing, you can technically get anything you want on there, from a live feed of the news to animated gifs of Hatsune Miku. In my hands, it would be used for the movie club viewing of Tenet. Just as Christopher Nolan would want.

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September 22, 2025 0 comments
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Crime-solving sheep? It might sound like a Worms game spinoff but it’s actually an awesome novel with a bit of existential angst sprinkled in
Game Reviews

Crime-solving sheep? It might sound like a Worms game spinoff but it’s actually an awesome novel with a bit of existential angst sprinkled in

by admin September 7, 2025


Fun takes on genre fiction can be simply delightful. Fantasy but X, sci-fi but Y: pairings like this offer unique settings and rulesets for author and reader to get entangled in. So is the case with Three Bags Full, a crime story focusing on a flock of sheep who try to figure out who is responsible for the death of their shepherd.

Fluffy mysteries all around

In a sleepy Irish village, lonely shepherd George Glenn tends to a very unusual flock. From smartypants to philosophers, raging rams with mysterious pasts and cloud-loving thinkers, these are the perfect sheep to have if you want to figure out a human homicide.

With the first chapter, titled Othello Boldly Grazes Past, the story begins thus:

“‘He was healthy yesterday,’ said Maude. Her ears twitched nervously.

‘That doesn’t mean anything,’ pointed out Sir Ritchfield, the oldest ram in the flock. ‘He didn’t die of an illness. Spades are not an illness.’”

And with this astute observation, the story sets off in earnest.

Of course, the village is not as sleepy as it looks. Armed with a very limited understanding of human nature and psychology, the sheep embark on a hilarious adventure where they hop from misunderstanding to misunderstanding, still inadvertently pushing the plot along. Around them, the human cast tells a story of an almost Scandinavian crime-like slow burner of a saga with surprisingly high stakes considering the sleepy setting. As the sheep have no idea what is truly going on, the humans also can’t fathom (or expect) that the flock is an active participant in the events that transpire. It’s a comedy of errors, full of dramatic irony, and a delightful bit of fun.

It is also an impressive authorial tightrope walk, layering the story in a way where no one is working with full information until the very end, and it’s the reader who actually has the most of the cards throughout—though not enough to fully piece together what was going on until the very end.

Baa-nal? Not at all

That said, if you are looking for action in your fiction, you have come to the wrong place. (It is a book about sheep solving their shepherd’s murder, so what were you expecting?) But if you enjoy the classic “small town where everyone has secrets” setting, especially featuring the British countryside—think Broadchurch but fun—then this slow burn of a bleat comes highly, highly recommended.

Anthea Bell’s translation does a great job of maintaining the tone, despite the obvious differences in linguistic function between the original German prose and its English reimagining. The change of the original title—Glennkill, which is perhaps a bit too on the nose, even though it also refers to the name of the village where the story takes place—is an acceptable sacrifice, too, considering how it lines up better with the follow-up book’s variant on the theme.

Photo by Destructoid

Yes, if you want a second helping, you’re in luck: The book’s sequel, titled Big Bad Wool in English, has finally been translated this summer, sixteen years after the original. While it’s more on the thriller side of things rather than mystery, it is still advertised as “a sheep detective story,” so caveat emptor on that one. That one is on my to-read list right now, so expect me to revisit Miss Maple and co. at some point later in the year.

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September 7, 2025 0 comments
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A scientist experimenting on a man
Product Reviews

Dishonored ‘sounded a little bit ridiculous’ in the beginning, but came together with the help of the Sweeney Todd musical

by admin September 7, 2025



If you were to walk down Lackrow Boulevard in Dunwall—taking care not to linger outside The Black Friar, the dilapidated hotel where the Hatters Gang conduct their business in the legal district—you might stop at number 131. These are the premises of the company who build audiograph players: the rudimentary recording devices which capture the voices spoken into them, and offer scratchy, echoey playback via punchcards. All over the city, audiographs hold the private thoughts of lords and admirals, the final words of gangsters and royal caretakers. The inner life that elevates NPCs to characters who haunt their levels long after they’re ragdolled.

The name above the door of that business? AudioLog.

It’s only fitting, since the inventor of the audiolog was a writer on both Dishonored and its 2016 sequel. During the development of System Shock, Austin Grossman had helped figure out the fundamentals of the genre we now call the immersive sim. As a writer on Deus Ex, he’d contributed to its indelible influence as a smart, funny, and above all malleable story game. And later, he wrote You—one of the definitive videogame novels, and in many ways a fictionalised account of what it was like to work at Looking Glass Studios in the ’90s.


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It’s hard to imagine anyone more qualified to join the Dishonored writing team. Yet when he did, Grossman didn’t quite get it. “When I came in, it sounded a little bit ridiculous,” he says. “They were still hammering out some of the details of the world. There were the whales, there was the Outsider, there was magic. Everything was super dark. It sounded kind of like a mess. I was like, ‘How is any of this gonna cohere into a world that anybody believes in?'”

When I came in, it sounded a little bit ridiculous.

Austin Grossman

Much of Dishonored’s writing and world-building originated with Harvey Smith, the game’s co-creative director, who had a “really, really strong idea creatively of what he wanted to do”.

“My job was just to channel that,” Grossman says. “Nothing I wrote in Dishonored remotely resembles anything I write in my own creative work. But that was the fun of it. It was like, ‘What if I were Cormac McCarthy? What if I just wanted to write everything as dark as possible?'”

(Image credit: Bethesda)

Alongside Smith and Grossman, the team brought in Terri Brosius. Most famous for her chilling voice role as SHODAN in System Shock, Brosius was also a seasoned writer who had shaped the Lynchian tone of the Thief games. She’s still working with Grossman today, on the multiplayer imsim Thick as Thieves. “She’s immensely fun,” Grossman says. “Immensely talented.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

There was some resistance on the Arkane team to the idea that Dishonored’s setting could be categorised alongside existing genre fiction. “There was this whole funny business where they were like, ‘It’s not steampunk. Shut up, don’t say steampunk. We’re not doing steampunk,'” Grossman says. “And it’s like, ‘OK, but look at your world. It kind of is steampunk.’ Sometimes in game development, you just get hung up on a matter of principle. And then a year later, you realise, ‘Why am I drawing that line when it’s obvious?'”

Grossman found his own tonal lodestar in an unlikely spot. “I’ll tell you the truth, which I don’t think I ever told Harvey,” he says. “My personal style guide was Sweeney Todd, the Stephen Sondheim musical. I ripped off a couple phrases from it that any Sweeney Todd fan will have recognised. It was super dark, Victorian, with this black humour to it. It just absolutely fit right in. It’s perfect.”

(Image credit: Bethesda)

So much of Dishonored seemed to match the model established by Sondheim. Take the wicked vices of its villains, who Corvo tore down in a mission of revenge. “Then he finds out at the end that the world is different than he thought it was,” Grossman says. “It all works. But I felt like discussing that in public might disrupt the perception of Dishonored.”

Little by little, by means secret and out in the open, the world of Dunwall began to not only cohere but become one of gaming’s great settings—a densely atmospheric place that would live on in players’ minds long after the credits rolled. Grossman had a great experience, and enjoyed writing for the Outsider, the figure from the Void who grants Corvo his reality-bending abilities.

“Although it was maddening how slowly the actor reads those speeches,” Grossman says. “I wish we could just crank it to 1.5 speed, because I can’t sit through them, even though I like a bunch of the stuff I wrote really a lot.”

Even a switch in the Outsider’s actor for the sequel didn’t end Grossman’s dissatisfaction. “I was never a fan of how those were delivered and staged,” he says. “But they were certainly cool to write.”

Brosius and Grossman came up with the Heart. A strange and supernatural totem, this human organ was carried around by protagonist Corvo throughout the game. “It was so fun to write for that thing,” Grossman says. “And that’s why we had it.” When squeezed, the Heart offered up mournful reflections on the state of Dunwall—and when pointed at a person, revealed sometimes terrible secrets. “Unless he dies tonight,” the Heart might say of a city guard, “he will kill twice more before ending his own life.”

Since Dishonored offered both lethal and avoidant means of handling threats, many players consulted the Heart to decide how to deal with the NPCs in front of them. Those decisions fed into a larger, unseen calculation that determined whether the plague-and-tyranny-ridden city would ultimately claw back toward the light or slide sideways into anarchy.

(Image credit: Arkane Studios)

“The whole high chaos, low chaos thing,” Grossman says. “I think everybody liked that and was never fully satisfied. Because obviously, you don’t get enough feedback as you’re going through, as to where you are on that scale, right? You crossed a chaos line, but you don’t really get told.”

Of course, if Dishonored had let players see that scale as they navigated Dunwall, they were much more likely to try and optimise it—engaging in a metagame rather than embracing the story.

If you work in narrative design, it is one of the unanswerables.

Austin Grossman

“If you work in narrative design, it is one of the unanswerables,” Grossman says. “Whether you expose the numbers for that kind of thing, and then it’s a game, or you don’t expose the numbers, and players feel like they don’t understand the consequences of their actions until too late. There’s two ways of doing that, neither of which really works. It’s interesting about narrative design, it’s still an immature field.”

Nevertheless, Dishonored struck a chord with millions, and Grossman got to work on both a brilliant DLC campaign—which starred Corvo’s onetime enemy, the assassin Daud—and Dishonored 2, which PC Gamer gave a coveted 93%.

“I think it was really smart,” he says of the sequel, which gave players the choice of starring as Corvo or Dunwall’s empress, Emily Kaldwin. “Letting you play as either person really worked.” The decision to decamp from Dunwall to another island in the empire, the sunbaked Serkonos, was another change Grossman was happy about. “The fact that we went to Karnaca is really cool,” he says. “Dunwall is great, but it’s super claustrophobic. Getting out of there was great.”

Grossman wanted to visit every island in Arkane’s universe—which canonically includes snowy, glacial Tyvia in the north, and the jungly Pandyssian Continent, which defies colonisation. “I really wanted Dishonored 3 to happen. I wonder if someday it will. Because the whole world that they built is fascinating,” Grossman says. “I did want to experiment with a Dishonored game that had a slightly different tone.”

If there’s a weakness to the Dishonored games, in Grossman’s opinion, it’s that they’re always steering toward an ultra-dark mood. “And I thought, someone somewhere in the Dishonored world must have had a good day at some point in their lives,” he says. “I wanted to see a little of that. Because it was always trying to top itself and say, ‘OK, what’s even darker.’ At some point you run out of that. And I think a varied tone in a Dishonored game would have been really fun to do.”

(Image credit: Arkane Studios)

There’s got to be a climate somewhere in the Isles that hosts neither rats nor bloodflies, surely? “You know, let’s not go crazy,” Grossman deadpans. “There’s always going to be some vicious, murderous pest in any city, because otherwise, how would you even know you’re in a Dishonored game?”

Since Grossman worked on the series, Arkane has confirmed that the time-warped island where Deathloop takes place belongs to the Dishonored universe—only, in its far-future. “So I guess that’s Dishonored 3,” Grossman says. “The fact that Dishonored and Deathloop are a shared world, that is so freaking awesome. I’m combing through that game to find any kind of clear reference on that, but they’ve said that it’s true.”

In some senses, Deathloop feels like an answer to the narrative design problem Grossman identifies in Dishonored. By trapping players in a resetting timeloop, Arkane frees us from the responsibility of deciding who ultimately lives or dies.

(Image credit: Arkane Lyon)

“But it also borrows the idea that there’s this pantheon of personalities, right, that are each screwed up in their own way, that you have to murder,” Grossman says. “Those characters are a little more rounded, a little more deeply drawn, I think, than the Dishonored villains.”

The revenge and murder motif that Dishonored and Deathloop share is a powerful motivator—one that Grossman considers lacking in Arkane Austin’s space station adventure, Prey. “I think the reason you never hear about Prey is that the story doesn’t have the same emotional weight,” he says. “It’s just not driven the same way. Because it’s a great immersive open world. It’s one of those games where story is the missing piece, I think.”

Today, Grossman says that writing for the Dishonored games was a privilege. “But like I said, I would never have made the call that it was the most successful game I ever worked on,” he says. “There was no indication of that, so there’s a good lesson there somewhere.”



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September 7, 2025 0 comments
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At last, our first look at Football Manager 26's flashy new match engine is here, and it's a bit like classic FIFA
Game Reviews

At last, our first look at Football Manager 26’s flashy new match engine is here, and it’s a bit like classic FIFA

by admin September 4, 2025



Two years on from FM25’s initial announce, we finally have our first proper look at actual gameplay from Football Manager 26, the game that supplanted it after FM25’s troubled and ultimately cancelled development.


It’s only a brief tease for now: a one minute, 12 second trailer focusing on footage from the new match engine, developed in Unity for the first time. Here’s that trailer for you to have a look:

Here’s the FM26 teaser reveal trailer in full.Watch on YouTube


An immediate stand-out is the level of visual detail. Stadiums and crowds are significantly improved, looking a bit like a FIFA game from the mid-00s. That might sound like an insult, or back-handed compliment at best, but the differences in what these two types of game are doing under the hood are stark – and Football Manager has to run on significantly less powerful hardware at the same time.


As for other changes, you can read much more in our massive Football Manager 25 and 26 interview with series boss and Sports Interactive studio head Miles Jacobson from just a few days ago, where he details the anatomy of an annualised game cancellation in full – from exactly what happened with FM25, to telling Sega about the need to pull the plug, and then what to expect from FM26 itself. We’ve a little extra from that interview to come too, so keep your eyes on the site for more Football Manager goodness.

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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September 4, 2025 0 comments
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Fan-made The Crew revival gets a release date, a year and a bit on from the Ubisoft racer's controversial shutdown
Game Updates

Fan-made The Crew revival gets a release date, a year and a bit on from the Ubisoft racer’s controversial shutdown

by admin September 2, 2025


The developers behind The Crew Unlimited, a community project that aims to make Ubisoft racer The Crew playable again following its unceremonious shutdown last year, have announced a release date.

If you need a bit of a refresher, Ubisoft’s decision to take The Crew’s servers offline in March 2024 rendered it totally unplayable even for those who own a physical copy, due to its online-only nature. That’s since served as the spark for the Stop Killing Games campaign we’ve reported on as its organisers have petitioned lawmakers across the world to ensure companies are required by law to put concrete end-of-life plans in place, when they decide to switch a game’s servers off. It also set a group of Crewers off on a quest to make the game playable again.

For a year or so, The Crew Unlimited’s devs have been working towards that goal. They’ve now announced a release date for their creation, which comprises of a server emulator designed to stand in for those Ubisoft took offline. As per an announcement on Discord from project lead whammy4, it’ll come out on September 15th, 2025, and be distributed for free to minimise the chances of the publisher directing their lawyers to intervene.

“We were trying everything we could, anything to preserve the game,” reads The Crew Unlimited’s freshly published website. “We eventually came to the conclusion that writing a server emulator for The Crew was the best and only solution. This would allow us to effectively implement both an Offline Mode and an Online Mode back into the game, Offline Mode simply being a local server running on your computer while playing the game. Your local server, your local savegames, your game. No one will ever be able to take this away from you now.”

The Crew Unlimited’ll be grabbable from that same site once it’s live, and you’ll need to have owned The Crew on PC before to access it, as the devs won’t be illegally distributing game files. You know, because that’d almost definitely result in Ubisoft’s lawyers coming down like a ton of bricks. Though, the project’s Discord FAQ does see them admit that they’ve got no way on their end of telling a legit copy from a pirated copy, so they’ll have to let all players in regardless, which sounds far from ideal.

In a Discord discussion linked in the FAQ, the devs have made some notes about what works in terms of re-downloading your old The Crew save files. I’d say players may well be in for a tricky time getting things up and running. The devs say you’ll need to start from scratch unless you only want to play offline, and have already used a tool they developed to dump your save prior to the game’s shutdown.

Meanwhile, they also hint that their online server may harbour a few additions or changes. That said, the group insist tweaks outside of any new stuff would be limited to “technical improvements and careful rebalancing”, and that they’d “never change the core experience of the game”.

All in all, even though the project’s been public info for around a year now, with whammy4 having posted videos of them driving around in it to YouTube, it’s maybe worth waiting to see how the release plays out before you give it a go.



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September 2, 2025 0 comments
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A few hours into The Rogue Prince of Persia's 1.0 release, it's Dead Cells with beautifully balletic carnage - but hopefully there's a bit more to it
Game Reviews

A few hours into The Rogue Prince of Persia’s 1.0 release, it’s Dead Cells with beautifully balletic carnage – but hopefully there’s a bit more to it

by admin August 23, 2025



Our pal the Prince of Persia has been through a lot since his seminal debut in 1989, his form ever-shifting like, well, the sands of time. But throughout it all, from his eye-popping rotoscoped origins to his leap into the third dimension, and then, over the last few years, back into the side-on world again, there’s one thing that’s consistently defined the series’ core: movement. Sure, old Prince was positively plodding compared to his later incarnations, but a sense of unparalleled fluidity has stayed true. I say all this, because The Rogue Prince of Persia, which has just had its 1.0 release on PC, Xbox, PlayStation, PlayStation Plus, and Game Pass after a year in Steam early access, still manages to feel like part of the series’ nearly four-decade legacy, despite yet another reimagining of its form.


It’s admittedly still early days for me as far as The Rogue Prince of Persia goes, and I’ve only had a couple of hours with it right now – but already I’m impressed with how chef’s kiss its movement feels. Before we get too deep into that, though, it’s worth taking a step back. The Rogue Prince of Persia, if you didn’t already know, comes from Evil Empire, the studio responsible for the acclaimed Dead Cells’ long tail of post-launch support before original developer Motion Twin pulled the plug. And there’s unquestionably a lot of the old in Evil Empire’s new.


The Rogue Prince of Persia might swap Dead Cell’s dark, dank fantasy aesthetic for the shimmering domes and arid vistas of the titular city – here, you’re attempting to overthrow Nogai the Hun and his invading army – but at its core, it’s still a combat-heavy side-scroller featuring labyrinthine procedurally assembled levels, persistent power-ups, temporary per-run weapons and buffs, and, yes, a roguelike structure. You fight, you die, you go again, slowly gaining news skills and upgrades in the hope that next time, this time, will be the one. It’s certainly not a carbon copy, but it’s familiar enough – right down to specifics like its fast-travel interface – that it’s been hard to shake the feeling that, as a Dead Cells fan, I’ve already danced this particular dance a few too many times before.

The Rogue Prince of Persia release trailer.Watch on YouTube


Exactly how much that matters, though, I’m not yet entirely sure. And mainly that’s down to movement. As is befitting of the series’ legacy, The Rogue Prince of Persia feels fantastic from the off, with a sense of fluidity to the Prince’s parkour-inspired moveset that’s bordering on the sublime. He’s a nimble one; slickly switching from leaps to lunges to wall runs to pole jumps with fleet-footed abandon, and all with the press of a couple of intuitively arranged buttons. And it’s fast. There’s a rhythm to the traversal-skewed action, as you sprint, drop, squat, pounce, slash, and vault over enemies, that – after a bit of initial adjustment – is enormously rewarding. And shrewedly, actually rewarding, given that perfectly timed acrobatics further increase your nimbleness across the world.


That gratifying sense of movement extends to combat too, with melee and ranged attacks managing to feel as punchy and crunchy as the Prince is quick. And the way all those traversal tricks cleverly fold into combat encounters helps give The Rogue Prince of Persia a vibe of its own. All of this, I should note, is wrapped up in some fantastic presentation. It’s gorgeously animated for starters – little moments like the Prince hurling himself backward into each level’s fast-travel wells adds bags of personality to the experience – and the varied biomes look beautiful too. The whole thing’s fashioned from a mix of 3D foregrounds and 2D backdrops seamlessly brought together by a visual style reminiscent of famed comic book artist Moebius. And while you could perhaps argue the game’s original art – with its strikingly purple Prince – was a little more characterful before its mid-development do-over, it’s still a looker.


So a few hours in, my thoughts are mixed. There’s a sense Evil Empire could perhaps have stepped further out of Dead Cells’ shadow, because there’s an underlying familiarity to The Rogue Prince of Persia that’s dulling my enthusiasm a little. My hope, though, is it’ll eventually start to open out into something a little bolder. But for now at least, that movement – that beautiful balletic carnage – is carrying me through.



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August 23, 2025 0 comments
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Dogecoin Live News Today: Latest Insights for Doge Lovers (August 22)
GameFi Guides

Dogecoin Price Analysis as Hyper Bit Technologies Acquires Dogecoin Mining Company, Maxi Doge Soars while Dogecoin Falters, and More…

by admin August 22, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Stay Ahead with Our Immediate Analysis of Today’s Dogecoin Updates

Check out our Live Dogecoin Updates for August 22, 2025!

In 2025, Dogecoin stands shoulder-to-shoulder next to Bitcoin. One is the first cryptocurrency, while our doggo friend is widely recognized as the first meme coin.

Launched in 2013, $DOGE is up by over 38,000% today, looking at a price of over $0.21 and a trading volume in the billions of dollars. If anything, Dogecoin proves that ‘anything is possible’ in crypto, and even underdogs can become industry giants.

With endorsements from industry moguls like Elon Musk and official investment vehicles like the Grayscale Dogecoin Trust, $DOGE seems to be going nowhere but up.

Click to learn more about Maxi Doge

Maxi Doge ($MAXI) is Dogecoin’s bodybuilder cousin chugging Red Bull and scalping cryptos at 3AM in the morning.

Embodying full-send chaos and pump potential 2.0, $MAXI is for degen traders who don’t hesitate and keep diamond hands on some of the riskiest plays.

While meme coins are a dime a dozen, Maxi Doge is max-commitment, max cojones, and aiming for legend status in the memecoin land.

Simply put, if rat poison squared took form, it would probably look like Maxi Doge. And this meme coin is still in presale.

If you’re looking for the newest insights on Dogecoin and doge-related projects and meme coins, you’re in the right place.

We update this page frequently throughout the day, as we get the latest and greatest insider insights for Doge lovers and memecoin enthusiasts, so keep refreshing!

Disclaimer: Crypto is a high-risk investment, and you may lose your capital. Our content is informational only, and it does not constitute financial advice. We may earn affiliate commissions at no extra cost to you.

Today’s Dogecoin Technical Analysis 📊

Dogecoin has largely mirrored Bitcoin’s action over the past 3-4 days in that it’s also hovering around a major support level that could signal whale accumulation before the next leg up.

This support comes from an upward sloping trendline that previously triggered $DOGE’s massive July rally, where the token gained more than 80% in just a couple of weeks.

Even better, $DOGE’s current price on the daily chart is resting not only on that trendline but also around key moving averages – the 100, 200 EMAs – giving it multiple layers of support to potentially bounce from.

Just like Bitcoin, Doge’s current weekly candle is sitting right at the 50% Fibonacci retracement level, a strong signal in favor of buyers.

All in all, the larger picture remains bullish. That said, in the short term (4H and 1H charts), momentum is still bearish.

The ideal play now is patience. Wait for a big fat green daily candle that resets momentum and aligns the moving averages beneath price in the proper bullish sequence, potentially setting the stage for an explosive move.

While Dogecoin Stalls, Maxi Doge Hits the Pre-Workout

August 22, 2025 • 10:00 UTC

Dogecoin’s stuck in a neutral zone, trading between $0.21 and $0.2221. RSI and MACD are flat, the chart is forming a broadening triangle, and traders are sitting around waiting for a breakout.

Despite bullish headlines like Wyoming’s stablecoin launch and Thumzup’s acquisition, $DOGE is not lifting.

Meanwhile, newcomer, Maxi Doge ($MAXI), is tearing off its hoodie and heading straight for the squat rack.

With zero-tax trading, high staking rewards (currently 214%), and a pumped-up presale, Maxi Doge channels the raw energy of motivational memes, protein-packed ambition, and laser-eyed conviction.

Available now on presale for just $0.0002535, $MAXI is built for gains and glory.

Find out how to buy Maxi Doge and watch $MAXI pump.

Hyper Bit Mines $DOGE; $MAXI Mines Hype

August 22, 2025 • 10:00 UTC

Hyper Bit Technologies just locked in a deal to acquire Dogecoin Mining Technologies Corp., securing up to 2,660 ElphaPex DG1 and DG2 miners.

These rigs will be hosted at a renewable energy facility with access to 11 MW of power, giving Hyper Bit serious firepower in the $DOGE and Litecoin mining game.

The move also positions Hyper Bit as one of the first publicly traded altcoin mining firms, signaling growing institutional interest in meme coin infrastructure.

But while Hyper Bit builds the backend, Maxi Doge ($MAXI) is front-facing the future of meme coin culture.

It’s not about mining, anymore, it’s about memeing with muscle. Maxi Doge blends Dogecoin’s charm with a gym-bro narrative: zero-tax trading, staking rewards, and a presale that’s all flex, no fluff.

Buy in. Bulk up. Become a Maxi. Because in this market, only the strongest memes survive.

 

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 22, 2025 0 comments
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Hollow Knight: Silksong finally gets a release date, and you've only got to wait a little bit skonger
Game Updates

Hollow Knight: Silksong finally gets a release date, and you’ve only got to wait a little bit skonger

by admin August 22, 2025


Congratulations, you did it. Yes, you, with all your annoying memes and your endless Reddit posts, you finally made Team Cherry announce a release date for Hollow Knight: Silksong. It was all down to you – YOU – and your valiant efforts. Thank you. None of this could have happened without you. A round of applause, everyone, for the insufferable dweeb over here who won’t shut the fuck up about sad bugs. Satisfied? Right, come see the trailer and find out exactly when you’re going to die a thousand times.

Watch on YouTube

The release date is 4th September, as announced in a special Team Cherry broadcast today. Team Cherry have also been talking to Bloomberg about why it’s taken so long to pin down a date.

Originally conceived as a Hollow Knight DLC pack, Silksong was announced as a full sequel back in 2019. Team Cherry admitted in 2023 that the game had to be delayed because it had “gotten quite big”. Then, this April, Nintendo made a silly mistake and accidentally revealed that the game would release some time this year. It was also confirmed to be popping up in a playable state at a museum and Gamescom, two places with exactly the same vibe. Throughout all of these twists, the appetite for skong has never dipped below a ravenous, all-consuming hunger. Not to mix metaphors, but god, people are thirsty for this game.

“It was never stuck or anything,” Team Cherry co-founder Ari Gibson told Bloomberg. “It was always progressing. It’s just the case that we’re a small team, and games take a lot of time. There wasn’t any big controversial moment behind it.” The delay was perhaps an inadvertent good business strategy in prolonging the selling power of the original Hollow Knight – as of now, it has racked up over 15 million copies, buying Team Cherry ample time to tinker away on Silksong.

Hollow Knight is one of our best metroidvanias. But is it the best? I won’t tell. You have to go find out for yourself, and leave a disgusting little comment complaining about it if not. Nerd.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



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August 22, 2025 0 comments
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