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Sam’s Club 1-Year Membership Is Practically Free With 70% Off, the Cheapest Costco Alternative Yet
Game Reviews

Sam’s Club 1-Year Membership Is Practically Free With 70% Off, the Cheapest Costco Alternative Yet

by admin October 4, 2025


We’re sure you’re already aware of this, but the next three months are basically one huge shopageddon. Halloween candy, costumes, and decorations lead straight into the biggest food shopping week of the year before Thanksgiving, following immediately by Black Friday and Cyber Week. Normally that would mean either a long, grueling trek of in-person shopping, or online shopping with so many tabs open your laptop cries uncle.

Or, you could do it all in one location, either online or in any of over 600 location nationwide, when you get a Sam’s Club membership. Getting access to the all-in-one warehouse giant should come at a premium cost just for the convenience and amazing prices, but right now at StackSocial you can get a one-year Club membership for just $15. That even less than the usual discounted price offered by StackSocial, and you’ll easily recoup that $15 just in the gas you’d burn through hitting all those shopping stops if you weren’t a Sam’s Club member.

See at StackSocial

It’s All at Sam’s

Run down that three-month shopping marathon we just discussed. Halloween candy, costumes, and decoration? Check — Sam’s Club has it. Everything you need for a Thanksgiving feast, from the turkey to the fresh vegetables, desserts, and beverages? Check — Sam’s Club has it. Everything on your Black Friday and Cyber Week lists — the latest tech gear, home goods, clothes, toys, even the tree and decorations? Again, check. All you need is a membership to have in-person or online access to it all, and that’s just $15 right now at StackSocial.

You would think that was a comprehensive enough list to get anyone to sign up, but it’s just scratching the surface of what a Sam’s Club membership gives you access to. Sam’s Club has amazing services like auto tire replacement, pharmacy, vision and hearing services, travel, custom cakes and cupcakes, even home installations and warranties, and all at amazing members-only prices.

Rewards Await

Sam’s Club pricing and utterly incredible inventory and range of goods and services create the ultimate one-stop shopping destination, and the more you use your membership, the more you get back in the form of Sam’s Cash. Each Sam’s Club purchase earns you 2% back in Sam’s Cash, which adds up quickly to cut down on your next shopping excursion or membership renewal in a big way.

This $15 offer for a year of Club membership at Sam’s Club is good for new members and anyone who has joined within the past 6 months, and there is a 1 membership purchase limit per person. You also sign up to auto-renew your membership at regular price. But once you see for yourself the incredible range of groceries, goods, tools, clothes, services, and more that this $15 StackSocial deal gets you, you’ll be happy to keep your Sam’s Club membership for years to come.

See at StackSocial



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October 4, 2025 0 comments
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Midnight Murder Club key art.
Product Reviews

Midnight Murder Club review: bite-size murder madness

by admin September 19, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Midnight Murder Club is a bite-sized first-person shooter with a unique premise that makes it worth trying out.

Set in a pitch black mansion, this PS5 exclusive (well, console exclusive) challenges you to track other players using only the light from a small torch and audio cues like muffled footsteps, the creaking sound of doors opening, and overheard conversations through proximity chat.

Review info

Platform reviewed: PS5
Available on: PC, PS5
Release date: August 14, 2025

When you have a full match of six players all using their microphones, the atmosphere is absolutely electric. There’s serious tension as you creep around, which always gives way to pure chaos once the shooting starts. If you’re looking for something to try on your next night of gaming with friends, then you can certainly do much worse for the modest $9.99 / £8.99 asking price. There’s even a ‘Guest Pass’ feature that lets your buddies join in completely for free, which is appreciated.

Unfortunately, the experience falls apart when you don’t have a dedicated group. Finding online matches is almost impossible thanks to a tiny pool of players just a few weeks after launch, and the few offline modes, while a decent starter course, won’t keep you entertained for long.

Lights out

(Image credit: Sony)

Midnight Murder Club offers a total of five player-versus-player (PvP) game modes, and while they follow the same general format, a few unique mechanics keep each one interesting.

The main mode is called Wildcards and features three teams of two players vying for the most kills. At the start of the match, every player selects a titular wildcard from a deck, each one boasting a unique effect. This ranges from simple bonuses like faster reload speeds and more effective flashlights to whackier options like a card that turns every gunshot into a loud jazz trumpet toot or another that gives everyone massive heads.

The chosen wildcards affect all players, leading to some enjoyably bonkers combinations. More cards are unlocked with each completed match, too, giving you at least a small reason to keep coming back for more.

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Best bit

(Image credit: Sony)

Nothing quite compares to the satisfaction of nailing a foe using nothing but sound. Hearing footsteps and taking a risky shot only for it to instantly pay off is fantastic every time.

The other modes on offer are a standard free-for-all and team deathmatch, and more exciting ‘Thief in the Night’ and ‘Headhunters’, which see you clamoring to collect valuable skull fragments or destroying evil totems, respectively.

You start off each game armed with a basic revolver that has unlimited ammunition in most modes, but vending machines littered around the map give you access to more powerful machine guns and deadly traps like falling chandeliers. Getting gear from vendors doesn’t cost money, but rather produces a huge amount of light and noise – forcing you to weigh up whether the gear on offer is worth exposing your position.

Your flashlight presents much the same risk-versus-reward proposition. Levels are completely pitch black without it on, so it’s necessary to navigate unless you want to spend most of your time running into walls. Beams of light make it easy to track your location, though, and if you blindly shoot where one is coming from, more often than not, you’ll bag an easy elimination.

Dead silence

(Image credit: Sony)

Voice chat is a key part of Midnight Murder Club, and coordinating with your team is almost vital for success. It relies on a proximity chat system, where your DualSense Wireless Controller or PS5 headset is constantly broadcasting your voice to nearby players – whether friend or foe.

Turning off your flashlight and following the sound of other players’ voices for a sneak melee attack is a constant source of devilish satisfaction – particularly when you get to hear their panicked screams as you strike.

Although proximity chat can be a lot of fun, its inclusion does present some risks when you’re playing with strangers. I was particularly impressed to see an ‘Auto Scramble’ feature that automatically distorts the voices of anyone who’s not on your team.

You can still decipher general emotions, but individual words are impossible to make out – an innovative and practical addition that I’d love to see in other online games.

(Image credit: Sony)

Unfortunately, there are few opportunities to use this as the online matchmaking situation is dire. I’ve been trying to find matches every day for weeks, and it’s borderline impossible to find a full lobby.

To make matters worse, players frequently drop out of matches, and the peer-to-peer hosting means that massive lag spikes are common.

There are some single-player options here, like the ability to play Wildcards against bots or mow down computer-controlled enemies in the stages of the usually two-player Graveyard Shift mode, but they’re very limited, and you really need a large group of friends to make the most of it.

Although there is cross-platform support, players who try the game on PC will have to log in with a PlayStation account in addition to a Steam one. Given this is a PlayStation published game, this does make some sense, but it’s still incredibly annoying in a game that would otherwise be easy to pick up and play.

A few of the friends I had lined up to join me didn’t already have access to PlayStation accounts and weren’t willing to fork their email addresses over to Sony for what might be a single night of gaming, so they ended up wanting to play something else. When finding matches is already so difficult, this seems a bit like the developers shooting themselves in the foot.

All of this leaves Midnight Murder Club difficult to wholeheartedly recommend. It can be a fantastic time, provided you’re able to find a full lobby – which is almost impossible if you’re not playing with friends. It’s only really worth picking up if you have a group of five buddies eager to squad up.

Should I play Midnight Murder Club?

Play it if…

Don’t play it if…

Accessibility features

There are a few accessibility features in Midnight Murder Club.

You can customize the colors of in-game teams to make them easier to see and invert your camera controls. Most button inputs can also be tweaked on PS5, allowing you to rebind them as needed.

(Image credit: Sony)

How I reviewed Midnight Murder Club

I played Midnight Murder Club for almost four hours on PS5 using the DualSense Wireless Controller and a pair of Final VR500 gaming earbuds.

In that time, I played a variety of matches online and explored all of its single-player modes. For communication, I relied on the microphone built into the controller.

First reviewed August 2025

Midnight Murder Club: Price Comparison



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September 19, 2025 0 comments
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'Stranger Things' Hellfire Club Catch-Up: Season 3
Gaming Gear

‘Stranger Things’ Hellfire Club Catch-Up: Season 3

by admin September 10, 2025


As the final season of Stranger Things draws near, our Hellfire Club catch-up covers the events of season three’s action-packed summer.

If you haven’t yet, you can also refresh your memory on seasons one and two!

The Battle of Starcourt is the all-time event in the series so far as a red threat rises in the sleepy town of Hawkins. The Duffer Brothers’ show really fires on all cylinders in season three, which, in our opinion, is the best season of the Netflix franchise so far. It’s a true television epic with engaging character dynamics and the Upside Down lore growing more mysteriously intriguing.

Here’s what you need to remember from the season where the kids started to come of age—and faced both teen horrors and real-life ones.

The Mind Flayer survived

© Netflix

After El (Millie Bobby Brown) sealed the rift to the Upside Down in season two, the bit of the Mind Flayer that left Will (Noah Schnapp) survived. To get back to its full powers in the real world, it picks Billy (Dacre Montgomery) as a host and sets about trying to absorb new lives. The more people it claims, the bigger it grows, harnessing the sliver of energy emanating from the healing rift—which might not be able to fully close now thanks to some new suspicious activity.

There’s a new threat in town

After a blackout, Joyce (Winona Ryder) notices that suddenly all the town’s magnets no longer work. Sure, it’s a small thing but call it mother’s intuition and PTSD from everything that went down in Hawkins National Laboratory; it is enough for her to tell Hopper that something is amiss. Initially she thinks it’s HNL but Hopper (David Harbour) swears he ran them out of town.

Steve and the Scoops Troop

Dustin (Gaten Matarazzo) is still hanging around Steve (Joe Keery) while he works at the new Starcourt Mall Scoops Ahoy location. While there, Steve parents the rest of the gang from behind the counter with the help of free ice cream. When Dustin uses his radio to communicate with his long-distance camp sweetheart, he discovers a series of suspicious Russian calls and records them. He enlists Steve and his co-worker Robin (Maya Hawke) to translate, which leads to the discovery that the Russians have infiltrated their town.

Nancy and Jonathan on the case

© Netflix

When a series of rat infestations draw enough suspicion, Nancy (Natalia Dyer) and Jonathan (Charlie Heaton) investigate the mysterious disease that they’re carrying. The rats are drawn to eating chemicals, including fertilizer, and after eating enough of it, the critters burst into sentient goo, which also infects the living. As Nance and Jonathan follow an old lady, who becomes part of the Mind Flayer hive horde, they discover that more and more people are going missing after feasting on household chemicals.

Starcourt Mall secrets

Hopper beats the truth out of Mayor Kline (Cary Elwes), who confesses that he helped broker the sale of land to the Russians that Starcourt Mall was built on as well as land around the lake next to HNL. After investigating the abandoned lab, he and Joyce kidnap Dr. Alexei (Alec Utgoff) and take him to an off-the-grid Murray (Bret Gelman), who happens to know Russian, in order to find out just what the Russians want with Hawkins.

Meanwhile, Dustin, with the help of Steve, Robin, and Lucas’ little sister Erica (Priah Ferguson), breaks into the high-security base beneath the mall. They find that the Russians are powering an energy beam to rip the rift to the Upside Down open again but before they can escape, they’re caught.

The Mindflayer feasts on Hawkins

Billy lures more and more people to melt into the sentient goo that helps the Mind Flayer be reborn. It’s a hive mind that Will begins to sense through the part of him that still has a connection to it. He lets the gang know that “he” is back once enough people have been taken over.

Relationship drama

© Netflix

This season’s personal drama between every character really heightens the tension of the imminent danger. The season starts out with El and Mike (Finn Wolfhard) being teens in love, much to the consternation of Hop, who is an overprotective dad. Joyce tries to help Hopper establish boundaries out of the love he has for his daughter but it kind of blows up before he can, and Hopper threatens Mike into cooling his relationship with El. In response, El knows something is up and breaks up with Mike but gets to find her agency through her friendship with Max (Sadie Sink).

Hopper’s anger issues give his character a weird vibe this season. For one thing, he’s really bent on getting Joyce to go to dinner with him soon after Bob’s death and gets really drunk when she stands him up. Then for the rest of the season, he is inexplicably jealous when she talks to any other guy. It’s mostly played for laughs since Joyce and Hopper are a very obvious endgame. Joyce redirects his frustrations by getting him to help with the Russians, namely by beating up the Russian Temu Terminator, who’s on their trail.

Jonathan and Nancy also get their own relationship drama to work through. When they’re both interning at the Hawkins Post, Jonathan gets a taste of male privilege as he immediately gets work as a photographer, while Nancy gets stuck on coffee duty. Likewise, Max and Lucas (Caleb McLaughlin) are also sort of going through it too as they help El and Mike by picking sides.

The Russians do a Red Dawn

All the pieces come together when it becomes clear that the Russians want to use their key to gain access to the Upside Down, while not knowing they’re aiding the Mind Flayer’s growth as it tries to wipe out the town. Joyce and Hopper join forces with Alexei to help stop it and when they team up with the kids, they get guided into the base below Starcourt.

Hawkins vs Mind Flayer

© Netflix

Meanwhile, the Mind Flayer starts to target El to destroy her and absorb her powers. It remembers what she did and, through Billy, tells her it wants to destroy everything she loves and then kill her. She uses so much of her powers when it attacks them that it zaps her. The Mind Flayer cannot be destroyed as long as the rift isn’t fully sealed so her friends team up for a last stand at Starcourt, which involves fireworks and El tapping into her empathy to get Billy on their side. After seeing his memories, she reminds him of his love for his mother and not the darkness that made him vulnerable to the Mind Flayer, which seems to target the weak and fearful for power. Billy protects El as Joyce and Hopper stop the Russians’ key.

Hopper’s sacrifice

The Temu Terminator shows up as Joyce and Hopper try to stop the key. He and Hopper face off right by the beam, which goes haywire when it’s struck in the fistfight. Hopper looks at Joyce to let her know to let him sacrifice himself in order to save the town.

Three months later Joyce and the kids, including El, are preparing to move away and break up the Hawkins gang. Eleven finds Hopper’s letter he meant to read to her and Mike as a sendoff to the character. But it’s not much of one, as the end credits scene introduces us to another base in Russia where prisoners are being pitted against Demogorgons and “the American” isn’t chosen… yet.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 10, 2025 0 comments
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XRP out of 100,000,000 Club as XRP Ledger Sees Plunge
NFT Gaming

XRP out of 100,000,000 Club as XRP Ledger Sees Plunge

by admin September 10, 2025


  • Utility driving XRP?
  • On-chain demand declines

Since XRP Ledger has only processed 114.07 million XRP in payments volume over the past 24 hours, XRP has officially fallen out of the 100 million-payment-volume club.

Utility driving XRP?

Compared to recent weeks, when daily transaction volumes easily hovered above the 200-300 million mark and occasionally even approached the 2 billion mark, this represents a significant drop. A drop of this magnitude reveals possible weaknesses in XRP’s utility-driven storyline and may have long-term effects on the asset’s place on the cryptocurrency market.

XRP/USDT Chart by TradingView

The XRP Ledger has consistently been promoted as a blockchain with a payments focus, intended to enable quick, scalable and inexpensive cross-border transfers. XRP’s main growth engine is not DeFi, NFTs or smart contracts, as with Ethereum or Solana. Because of this, the most important indicator for evaluating the network’s health is the volume of payments.

It is unclear whether Ripples collaborations and institutional adoption initiatives are actually maintaining significant activity, if the number falls below 100 million, indicating a decline in demand for on-chain transfers.

On-chain demand declines

At the moment, XRP is trading beneath a descending trendline that has restrained growth since its strong summer rally, and it is consolidating around $2.97. On the daily chart, XRP is trapped between resistance just below $3.10 and the 50-day EMA around $2.92. XRP might move into more bullish territory if it breaks above this line, but the absence of a corresponding increase in payment volumes raises the possibility that any rally may not have fundamental support.

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Reflecting neutral momentum, the RSI is in the middle of the range at about 55. However, there is an overhang caused by the decreasing on-chain volume, which might damage new capital inflows. Price action may remain unchanged or even experience downward pressure, even though technical support zones are currently holding, if network activity does not improve.

XRP’s exit from the 100 million payments club is more of a short-term on-chain signal. Because transaction volume, the networks lifeblood, seems to be dwindling, it is important to remain cautious about every new rally originating on the market right now.



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September 10, 2025 0 comments
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Hollow Knight Silksong
Gaming Gear

Tee Lopes has turned Silksong’s Sherma and Shakra into vocalists for unbearably cute club bangers

by admin September 9, 2025



In Hollow Knight Silksong you’ll eventually meet Sherma, a whimsical pilgrim who loves to belt out a good earworm. While Sherma doesn’t seem very good at the instrument he wields—he basically whacks two nails together towards a discordant “melody”—he’s got a lovely voice on him, especially with an excess of cavernous reverb applied.

Tee Lopes, a videogame composer who’s worked on Sonic Mania and Shredder’s Revenge, to name a few, has released a remix of Sherma’s lil’ jingle. It sounds a lot like that style of saccharine European dance pop that was big in the ’90s and early 2000s: music that resembles Saturday morning cartoons, but which is actually precision-geared for dancing to while high. Very high.

Here it is. I like how Hornet nods out of rhythm in the accompanying video. Bugs will be bugs.


Related articles

Hollow Knight Silksong Sherma Remix – YouTube

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Lopes has also done one for Shakra, whose banger sounds like something the Vengaboys might have released at the height of their inexplicable popularity. In the words of YouTube commenter @Akif-Faisal: “This is what entertainment looks like”.

(It may also look, depending on your temperament, like something akin to torture. Oh, the Mandelbrot complexity of human subjectivity!)

Hollow Knight Silksong Shakra’s Theme Remix – YouTube

Watch On

For my money, if Pharloom had a kind of “Top 40” for insects and parasites, I think Shakra’s jam would win out over Sherma’s. Sherma’s, while cute, has a low key darkness to it. It feels like something that could be used towards evil ends.

I spent all weekend playing Hollow Knight Silksong, and here are my impressions.

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



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September 9, 2025 0 comments
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Interview with John Goodenough from Monster Fight Club
Esports

Interview with John Goodenough from Monster Fight Club

by admin September 8, 2025


*Audio interview, edited for clarity and length*

A couple of weeks ago, Gaming Trend sat down with John Goodenough, Game Designer with Monster Fight Club, publisher and developer of Cyberpunk: Combat Zone and Borderlands: Mister Torgue’s Arena of Badassery. John’s journey didn’t begin there, however, and for over 20 years John has been the wearer of many hats, with his creative thumbprint on many, many games. John shared his journey from humble beginnings and talked about what he’s working on now. 

Gaming Trend (GT)

So, John, you’ve been in the industry for like 20 plus years, right?

John

I think when I started getting a paycheck from my first game company, it was like 2000 or so, and I’ve worn a lot of hats. I’ve worked as an artist, as a developer, and as a designer. I actually got my start working in the warehouse [at Fantasy Flight Games]. It was one of those opportunities where I actually feel like I’ve been a part of just about every single step in the game design, creation, and marketing process. I even know what it’s like to hand assemble games and throw bits into a box and go to the shrink wrapper. It’s been a wild ride.

GT

We were checking out your equivalent game IMDB page on Board Game Geek, and my goodness, it has quite the list of credits for games. We’ve played many of them! Tide of Iron, Runebound, Talisman, Relic, and now Borderlands. For these games, did you design them and also do art? Were you moving around to wherever you were needed?

John

It was art first. I started off making illustrations for Rune Bound, and then continued when Fantasy Flight started getting into the CCGs. Because I was a local, I could go into the office and play test the game that I would then be working on illustrations for. I was maybe one of the few artists that they’ve ever had in the office that actually worked on the game and then played the game before they did art. It was an amazing process to me because I wanted to make sure that every illustration didn’t just look pretty but it also actually represented what was functioning in the game. 

The thing that really piqued my interest for development was playtesting those games. I got to see the developer side of things because a lot of the projects and games that they were working on were primarily about world building. Fantasy Flight ultimately created worlds and created game engines for you to run around and play in. So that world building process is really what piqued my interest in getting into game design. I had designed Monopoly variants back in the day but I didn’t really have any ambition on being a game designer. I love games, and I love playing them, but I believed “you stick to the rules.” But that process of building a playground, a world for people to play in offered me more creative space to operate in than just illustrating cards or pages or card illustrations. As an artist, you really only get to take a couple of snapshots in a world being a game designer, but being able to wear this hat as a game designer gave me something to experiment with.

GT

Which artists’ work did you learn from and get inspired by?

John

John Howe has been the biggest inspiration. We got a chance to work together on The Lord of the Rings: Battlefields expansion and I tried my best not to be a gushing fanboy. The original graphic design for the boards were not delivering a cohesive aesthetic so he went above and beyond the call of duty to create art frames at the last minute. My admiration for his artistic vision was equally matched by his integrity and dedication. TSR legends like Easley, Elmore, and Parkinson unlocked amazing worlds to explore. This list goes on and on.

GT

What experience(s) help prepare you the most and become ok with coming up with new rules to games and being part of that design “behind-the-scenes” process? 

John

Well, I think the best thing that prepared me for working on games was actually working in the warehouse. We played test games during the day, then took breaks and came back and chitchat. You got a pretty good insight into the behind the scenes. I think the biggest, most valuable lesson that I got out of that experience was watching the emotional journey. When people think of game design they think it’s very intellectual. People tend to think everything is happening in your head, but in reality, when you’re the creator, it’s a big emotional journey because you have to be passionate enough to work on it every day and carry it through.

It’s a hard job before you even get the game out there. Once you create the product and put it out in the world, you also have to learn how to step back and just let it be received. There are always gonna be people who love it, people who hate it, and people somewhere in between. These groups of fans are especially more prevalent on the Internet – it’s not 2000 anymore. The real truth is that, after you put a game out there, it’s not your game anymore; it’s not your baby now it’s theirs. You have to have a thick skin about response, too.

GT

What kind of emotional journeys have you had or seen?

John

One of the first big projects I was involved with was an “all hands on deck” game. It ended up being the whole company at Fantasy Flight putting all of their love, and resources into this game that was supposed to be “the next big thing.” Instead of the launch even coming close to their hopes and expectations, it completely flopped. It was one of the biggest flops and bombs that they’ve ever had. To watch that emotional journey of it all, the excitement of launch, the disappointment and the heartbreak with the reception, it was a lot. I was playtesting and getting insight to the development but I was far enough removed from the core group where I didn’t have as strong of an emotional attachment as the others. Witnessing all that happened was eye opening. 

The one other lesson you learn too is that this is all a marathon. If you’re gonna last in this business, you can’t do anything as a sprint. You burn out your energy quickly like that so everything you do, every step you take within any project, has to be with the mindset of it’s a marathon. If you’re in it for the long haul, you have conserved some of that creative energy and passion that will carry you forward. 

The one other lesson you learn too is that this is all a marathon. If you’re gonna last in this business, you can’t do anything as a sprint.

GT

When you’re working with intellectual properties and established fantasy worlds, like Warhammer, Borderlands, and World of Warcraft, and you’re doing world building developing, knowing passionate fans (on both ends) are there, how difficult of a dance is it for you to juggle that? The game has got to work mechanically, but then you also kind of have to have it be marketable and also something that fits within the established rules of whatever universe it is. How challenging is that from a design and art perspective?

John

Everything in design is all about balance. You also have to be a big enough fan and know the world and know the IP. However, being too big of a fan is a drawback, too, because if you try to make the game too realistic, and take the stance of “this is exactly how it works in the video games or books or movies,” then you end up starting to create things that only those super fans are going to enjoy and kind of turn all of the casual fans. 

There is a lot of it that depends on the licensor. I have been extraordinarily lucky to work with many exceptional licensors, like Games Workshop and Blizzard. Every game company has its quirks, but when you’re working with the right licenser it makes all the difference in the world. When you have somebody that understands everything about the property, like they’re a walking encyclopedia on every single detail, it makes a big difference. Having people respect the rules and the board game design process makes a big difference, too. So everything has to be balanced and work for everything behind the scenes and also for the fans.

GT

So you have this juggling between the hardcore fans, the casual fans, the board gamers, the video gamers, the licensor, etc. etc. and you, as the designer and developer, have to act as like a translator, right? How do you gauge when something is working, or not?

John

It’s actually kind of a measuring stick that I use. When I get all excited and I design something that works just like the video game, or that’s just like the scene in the movie, that’s actually a red flag. It’s usually a symptom that you’re dialing in to that aspect too much. You want the game to feel like the moment or action you’re trying to create; you want to give the impression of the thing, not the actual thing itself. In many ways, being a designer is more like being an impressionistic painter. You’re not just creating these little micro moments of doing exactly the thing that happened in the movie or game; you’re giving the feeling of it. Ultimately, what you’re doing is you’re creating a whole series of those little micro interactions so that at the end of the game, people walk away with the feeling that they were a living character in that world.

GT

After all these years of Randy and I going to cons, we think our enjoyment comes from getting that impression, getting that ‘aha moment’ that occurs within the game, like “That was super cool!” You know, whatever happened, win or lose, we got a feeling from the game that leaves an impression. Do you get a similar ‘aha moment’ during that design process where you say to yourself “OK, this is going to work and this is going to be awesome”?

John

I’ve worked on a ton of expansions and so designing an expansion is quite different than designing a brand new game totally from scratch. I will say one of the more interesting processes was working with Rune Bound with Christian Peterson, the CEO. One of the very first things he’d want us to do is make the box art, so we would end up having the fully finished illustration pop to look at and for him to say “OK, go make the thing.” So I would print it out as a movie poster size, put it on the wall by my desk as a movie poster, and I would stare at this thing and imagine all these scenes happening in it as a movie. Then I would translate that into the mechanics and see how that would actually work in the game. These expansions I made were based off of a movie poster. 

When you’re working with an intellectual property, like we’re working on Borderlands games at Monster Fight Club right now, it’s kind of the opposite because you go through the video games, go through the content, and get that impression. Merging everything in together to create its own identity is its own experience. There isn’t an ‘aha moment’ so much as there are small little ones along the way.

GT

With your journey thus far, how did you get involved with Monster Fight Club? 

John

I worked at Fantasy Flight Games for a little over a decade. When I started there were like 10 people at the company and by the time I left it was close to 100. The company was growing rapidly, and it felt like the company was hitting the pinnacle of success. While the growth was good, I realize I’m more of a small town guy than a big city slicker. I like to work at smaller companies where everybody knows their name and it feels more cohesive with departments being down the hall, not down the street. If you’re working in a creative process, I just like that type of environment more. And so I moved on and wanted to work for a smaller company, like the good ol’ days. After FFG, I worked for Alderac Entertainment Group (AEG) for about 10 years until the company went through a restructuring. 

Ten years in a creative position is a lot of work. There is a tremendous value in working at a company long enough to where you learn you know all the systems and processes people use, which gives you different perspectives on different ways of doing things. But moving every ten years into a different environment just kind of opens other doors and unlocks other potential. Being at AEG was more about production, and you really couldn’t design much in house like when I was at FFG. When you’re continuing production, all you’re doing is kind of giving a game a window dressing pushing it out the door to sales. So that is the nice thing about working at Monster Fight Club is I got to go back full time as a designer. There’s a buddy that I knew at AEG and so he brought me over. I guess I could mostly thank him for the gig!

GT

How tough was it for you to leave these positions, not knowing what was coming down the road for you or the companies? 

John

Fantasy Flight was a bit of a tough call because I left right when they were starting to do Star Wars. And so when I left, people were like “Well, why? Why would you leave?” But it wasn’t just one thing. One of the big things that happened goes back to balance, and this was a balance between designing and sales. Every creative company needs the ratio of the creative people and the corporate business suits. It’s not that one is good and the other is bad, you just need a balance. The only time when it gets bad is when there is an upset to that balance. Too much business, and there is not much space for creative endeavors and the games go flat. But if all you have are creative people and you don’t have any business and people, you’re gonna be wondering if you’re gonna have a job tomorrow. So this is what I saw at FFG; the company hit a tipping point where the business side just took over and we’re running the show and the creatives didn’t really have any influence anymore. Not like when I started. So I do feel a bit lucky that I kind of saw the writing on the wall and left when I did.

I left while I still loved being there. That was the hardest part because it’s not just the place, it’s the people. Bearing in mind that all of this is coming from the perspective of me, the passionate creator guy, so I’m a little biased.

GT

So now that you’re back to world building within Borderlands, with things like the campaign and Raid bosses, how are you approaching this design with this whole balancing act?

John

The Combat Zone system is so simple and universal that just having such a good system and engine makes our jobs a million times easier. Super simple, super intuitive. It’s very easy to just kind of work out probabilities, you know, right in your head. Borderlands: Mr. Torgue’s Arena of Badassery is a cooperative game on a grid map with four Vault hunters running around fighting these waves of enemies and completing objectives. The Raid Boss fights are an interesting departure because you get to use the same system, but the new rules make the game feel radically different because  you just have one big enemy on a map. So it simplifies things a lot. It makes setup really quick and easy; you can build the map with these two big tiles and just start playing. It gives you the feeling of an epic fight. 

GT

Do you have a favorite Vault hunter that you tend to gravitate towards when you’re working on and testing these games?

John

Oh that’s like a “who’s in your favorite child” question, right? I mean, we’ve covered all of the Vault hunters and then we’ve taken some characters and turned them into Vault hunters. If I had to pick a favorite, I think it would be Zero. He might be the most fun to at least play test and design for because he’s such a min-maxing character. And game designers and players both love the min-maxing. Most characters do either range or melee, or sometimes mid, but only one. Zero gives you tons of options where he can do both. You just have to time it right, plan it and execute it perfectly, using exactly the right actions and get the right dice rolls, you can do these amazingly epic moves.

GT

Within the game design space, are you finding yourself playing the video game alongside it for inspiration? Are you mostly focused on just the board game? Is it both?

John

The expansions are a little mix of everything: you know a dash of Borderlands 1 there and then a scoop of Borderlands 3 there. The main reason why I do enjoy playing video games is mostly that it’s kind of a break. You spend all day crunching numbers, trying to get balance to work, and you just need to recharge, like that feeling of going into Gunzerker mode. Playing the games also helps to dial in the feeling and get inspiration. It’s almost like when people take a shower and they get this brilliant idea and it’s a shower. You know, there’s like ‘eureka’ moments where something just pops into your head.

GT

So while you’re blasting away at bandits and looting and shooting, that’s your shower thought moment.

John

Yeah! When you’re in the mindless explosions and just carnage. You can come up with some of the most creative ideas doing the mindless things. Like slaughtering bandits.

GT

That’s fantastic.

Do you find yourself recharging your creative batteries by playing other board games? Are there any go-to board games that you’ll always play, or recommend to aspiring designers to play?

John

Absolutely. I would say the best advice I could give to anybody wanting to design games is not only play a diversity of games, but play the games you hate. A lot of designers just play what they want, and you can get inspiration from that. However, actually playing the type of games that you don’t like gives you another language. Every language you learn just allows you to look at things differently and solve problems in different ways. 

I had a really good buddy back in Minnesota, Richard, who had thousands of games. I mean literally like 5000 games in his house. They were on all of the shelves, walls, cabinets. I mean, he cleaned out his chimney after he ran out of room and was stuffing games in his chimney. It was a smorgasbord. Of course, like I said before, everyone has different tastes and eventually you’re going to find stuff that doesn’t resonate. It was one of those games that didn’t resonate that I played at his house that really kind of gave me inspiration. Playing it allowed me to articulate what I did like about other games better. When you create a contrast with a basis of comparison, it allows you to look at things with a sharper level of detail. There aren’t any games that I hate to play, but there are a lot I enjoy and a lot that I get inspiration from.

The best advice I could give to anybody wanting to design games is not only play a diversity of games, but play the games you hate…actually playing the type of games that you don’t like gives you another language. – John Goodenough

GT

Do you have a ‘gold standard’ for games? Regardless of the game mechanic, is there just one you’d recommend to anyone trying to get into game design?

John

I’m not saying this is the best game or the end-all, be-all of games, but if I had to think of an example of what makes the perfect game, the one that comes to mind is Carcassonne. It’s not even my favorite game, or the one I want to play every day all day, but it is close to what I would call a ‘perfect game.’ It balances out reward patterns, where you can get quick rewards by closing off roads or you can do long term investments by building up your farms. The castles are kind of in-between. It has this wonderful pattern of bouncing between short term investments versus long term investments in rewards and it’s super simple. All you can do is draw a tile, but your decision power comes from where it and your meeples, if any, are placed. It sounds like it would get boring so quickly and so why would you want to play that game more than once? The replay value is you’re putting tiles down and scoring on three different things that can occur in a nearly-unlimited arrangement. So the game is about the pattern of flow of having these little constant rewards, but also building up to the big, big reward at the end. 

That is probably the game cause I played that a lot in real life, and then on apps, because it plays really quickly. I have probably played that more than any other game in existence.

GT

So did you play all 5000 games?

John

It was insane because I actually had a goal where I was like “there’s no way we’re gonna be able to play all these games, so I will try and play half of them.” In reality, we ended up playing several hundred games. This was during my research phase, too, where I said “I just wanna learn. Every game I play I wanna learn something new and play a different type of game that I experienced before.” So, I was learning about five games per session, which was like a drop in the bucket when you compared it to what was out there at the time in the early 2000s. Nowadays, there are 5000 new game releases every year! 

GT

I mean, to learn five games in a session… that’s exhausting. When we try to learn one game now it takes like 90 minutes… and we’re not even playing it fully. What you’re talking about is that marathon-style approach to gaming. 

John

I mean, I can’t do that anymore. It was mostly the passion about wanting to game design. Like back in those days, they didn’t have education around it. You just had to go out and play games and just learn by playing. Now, they actually have game design colleges and schools where they go into game theory. I think I was just in the right place at the right time. And was lucky enough to have a friend with practically an endless supply of games.

GT

Other than board games, what else resets the creativity? Do you like to surf? Hang out at the beach? Go hunting for treasure with a metal detector? 

John

The dogs I have become the main focus of my life now. They just follow me home or kind of show up on my doorstep now. So I’m surrounded by dogs and there are more than a handful. But I love them. Another hobby is pinball, actually. It is one of those things where it’s all in the reflexes, and is quite different from video games and board games. Actually, from a designer point of view, pinball is close to board games, like Carcassonne, because it’s all about patterns. Once you hit the skill level where pinball isn’t so random anymore, it’s all about pattern development and that’s ultimately what Carcassonne. You play it, you learn it, and you master it. So once you ‘see the Matrix,’ you can predict the patterns and get into the flow. Whenever I get writers blocked or stuck on something, there is something about engaging in a game that has a really good flow of patterns that helps me. Whether it’s pinball, or Carcassonne, or Borderlands you can play it almost in a Zen-like state and just watch the patterns reveal themselves. I think it’s soothing to the brain and it just gets you into that designer mindset where you start coming up with ideas that you never would have thought of otherwise.

GT

You know, they say that if you stare at  the waves for like 30 minutes, it can help reset that brain rhythm. Do you find yourself doing that out on the beach?

John

I mean that’s an amazing example, so. When I was a kid in Minnesota, I used to go out to the water – there was something really captivating about watching the waves roll in. Something about that is like a pattern. So now when I go to the beach, I do exactly that same thing. I just watch the pattern of the waves. There is something really wired into the ways that our brains work is we just love that pattern recognition. It’s very soothing and I think it quiets and resets the brain to the point where it can then start exploding with ideas and create connections and synapses in different ways.

GT

You’ve got all this stuff coming down the pipe and on your plate, like with the Borderlands: MTAOB 2 Kickstarter that’s coming up, so what conventions are planning on attending?

John

You know, I’ve had conventions kind of off my radar for so long, what with the mover and COVID and everything, but I’m really hoping next year that I’ll be able to hit at least some of the big ones, like GenCon and Origins. I don’t know exactly which ones, but GenCon is probably a do or die. 

GT

John, it’s been an absolute pleasure chatting with you and getting to learn more about your background and creative process. It’s refreshing to hear there are some core elements to life and gaming that are just universal. Especially from an industry professional who’s made a career out of designing games and still loves what they do after all these years. You’re still running that marathon! Thank you so much for taking the time today to chat with us and share some of your stories and your insights. 

John

Thank you! Looking forward to playing games with you guys soon!


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The Thursday Murder Club review: Starry cast makes this the Avengers of ageing sleuths

by admin August 22, 2025



The Thursday Murder Club is a movie mystery that’s perfect for armchair detectives who like their crime cozy and their comedy broad.

Published in September 2020, The Thursday Murder Club was TV presenter Richard Osman’s debut novel, and it quickly became a sensation.

The book flew off shelves, sequels followed – as did an acclaimed radio adaptation – and now the movie version has arrived courtesy of Netflix.

Home Alone helmer Chris Columbus directs, while the cast is filled with the best pensioners money can buy; a cavalcade of stars clearly having a ball bringing Osman’s weird and wonderful characters to life.

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What’s The Thursday Murder Club about?

Netflix

The Thursday Murder Club is set in a beautiful retirement community called Cooper’s Chase, where the sun always shines, and there’s everything a retiree could want, from support llamas, archery classes, and a jigsaw room, to life drawing lessons that feature hot men with their tops off.

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It’s idyllic and quaint beyond belief, but every Thursday, a group of residents commandeer said jigsaw room, and investigate cold cases from the past.

They start with an unsolved 1973 mystery concerning “the woman in white who fell out of a window.” But then murder rears its head in the present, via a fresh mystery involving dodgy businessmen and even dodgier gangsters, as well as the ownership of Cooper’s Chase itself.

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So using age and experience to their advantage – plus a healthy dose of cunning, and less healthy slices of cake – the Thursday Murder Club set about solving the case and saving their home.

Who is in the club?

NetflixRichard Osman flanked his Thursday Murder Club cast.

Each member of the Thursday Murder Club possesses a different and very specific set of skills, making them a bit like the Avengers of elderly sleuths, or a geriatric Justice League.

Helen Mirren is Elizabeth, the group’s leader, who very possibly worked as a government spy. Ben Kingsley is Ibrahim, a former psychiatrist who is usually the smartest person in the room. While Pierce Brosnan is Ron, a retired trade union leader who’s as tough as nails.

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They’re an investigative trio at the start of the movie, and our way into the story is through Celia Imrie’s Joyce, a former nurse who is new to Cooper’s Chase, and whom the club brings onboard for her medical expertise.

Brosnan’s dodgy cockney accent aside – the second time he’s offended our ears following the MobLand debacle – the Thursday Murder Club is cast well, and make a winning team when working together.

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But it’s Mirren who delivers the standout performance, not when she’s barking orders at her crew or the local constabulary, but rather when Elizabeth is with husband Stephen (Jonathan Pryce), who suffers from dementia. Played to perfection by the pair, their touching scenes are both heartwarming and heartbreaking.

Pierce Brosnan and Daniel Mays bring the biggest laughs

NetflixNaomie Ackie and Daniel Mays play police officers.

But while there are sad moments spread throughout the movie, they’re outnumbered by some big laughs.

Accent notwithstanding, Brosnan gets some of the biggest, most notably when he’s glimpsed exercising with old dears in the pool, but also when scruffy Ron is fooling the coppers, or smart Ron is giving them a dressing down in his wedding suit.

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Other highlights including a cracking Queen Elizabeth II gag, a funny sequence involving the drinking of gin on a bus, and a shocker concerning the aforementioned life drawing that needs to be seen to be believed.

The movie also mines mirth from local coppers being outthought and outwitted by the TMC, with Daniel Mays hilarious as the increasingly confused and frustrated DCI Hughes.

Is The Thursday Murder Club good?

Netflix

The Thursday Murder Clubs is a solid murder-mystery that keeps you guessing until the final few reels, while Katy Brand and Suzanne Heathcoate’s tight script ensures that the 118 minute run-time flies by.

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There’s the odd contrivance, involving a dictaphone, bunches of flowers, and an awkward boxing pose. While it gets a little heavy-handed at times, through literal blood on a character’s hands, and a sexism sub-plot that feels tacked on.

But the jokes come thick and fast, while the movie’s best scenes happen in the quieter periods, when touching on more serious themes of loneliness, ill health, and the indignities of old age.

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They’re fleeting moments, handled with sensitivity by Columbus and his cast, and they might just leave you with something in your eye when the credits roll.

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The Thursday Murder Club score: 4/5

The Thursday Murder Club is twee beyond belief, but it’s also a faithful adaptation of Richard Osman’s novel; one that delivers the requisite murder and mystery, as well as laughter and the odd tear.

The Thursday Murder Club hits Netflix on August 28, 2025, while you can head here for more of the best thrillers on the streamer.



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