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Keeper Is A Salvador Dali-Inspired Surrealist Adventure With No Dialogue, No Combat, And A Walking Lighthouse
Game Updates

Keeper Is A Salvador Dali-Inspired Surrealist Adventure With No Dialogue, No Combat, And A Walking Lighthouse

by admin August 21, 2025


It’s not often I’m thrown when previewing a video game. But thrown is exactly what I was when I stepped into the unassuming Xbox Room #10 in Xbox’s business hall booth during Day 1 of Gamescom 2025. There were six seats, a small table, and a television showcasing Keeper, the upcoming adventure game from Psychonauts developer Double Fine Productions centered around a walking lighthouse and a bird. Oh, and the studio’s CEO and games industry legend, Tim Schafer. 

Nobody told me the person showcasing Keeper would be Schafer, and it’s kinda wild to walk into a room and be surprise-greeted by a developer you massively respect. Of course, Schafer is a true gentleman, kind, and genuinely hilarious, so the nerves quickly disappear as he walks me through three previously recorded gameplay segments of Keeper. 

 

I promise I’ll talk about those segments, but everything Schafer told me beforehand was just as interesting (possibly more). First off, it’s his first time doing press since 2021 with Psychonauts 2, so Schafer explains that he’s nervous – ahhh, even ground – and his first time at Gamescom in 16 years! Though he was here in person to talk about Keeper, he mostly speaks about Lee Petty, the game’s director (and Brutal Legend and Broken Age art director) and the person behind the wild idea that is Keeper. 

Schafer says Keeper wouldn’t exist without Double Fine becoming an Xbox studio. “Around the time we had just joined the Xbox family, we were wondering what we should make next,” Schafer says. “We have support; we have money; and we don’t have to worry about going out of business every day, and we don’t have to pitch to publishers, ‘Please make our game, it’s very commercial.'” 

At the same time, Petty was busy thinking about his time during the peak of the COVID-19 pandemic. He was locked in his home like the rest of us, but he found solace in nature hikes amongst the hills around San Francisco. He couldn’t get an idea out of his head: what if humanity didn’t survive this, but nature did and took over in our place? It’s here that Schafer explains Petty is a “weird dude who loves strange images, and grew up loving Dark Crystal and Salvador Dali.” 

The result of all that pondering is Keeper – weird and chill, like Petty and his interests, Schafer says. He then describes the game as an adventure game with puzzles – light puzzles, though, because Keeper is about the “atmosphere and vibes and companionship between these two.” The two he’s talking about are Twig, a sea bird, and an unnamed lighthouse. After a violent sea storm isolates Twig from her flock, she perches on a lighthouse. For some reason, this awakens the lighthouse, it tips over, and in the resulting crash, it grows legs. Typical lighthouse behavior. 

Awakened and the new owner of legs, this lighthouse feels immediately called to a giant mountain peak atop the island it’s on. So, it begins heading that way, with Twig in tow. Controlling the lighthouse consists of moving through surrealist and fantastical landscapes and shining your beam on things. You can shine your beam on plants and sometimes they’ll grow; you can shine your beam on gears and sometimes Twig will fly to them and rotate them to unlock gates; you can shine your beam on strange pot creatures that crash to the floor beneath them, sometimes revealing objects for Twig to interact with. 

Your primary method of interacting with this world is your beam, and second to that is Twig. This might just be a me thing as someone who lives a couple hours away from Disney World and has a fondness for the technology of animatronics, but Keeper most reminds me of a Disney dark ride. If you’re unfamiliar with that term, dark rides include Pirates of the Caribbean and The Haunted Mansion. It’s less about thrills and more about experiencing the things around you, watching animatronics move to tell a story, and soaking in the vibes. That’s Keeper. 

I love that shining your light on objects causes them to emote or come to life with animation. It might not affect your journey forward or be part of a puzzle every time, but that’s okay – it’s about the vibes! It’s about watching the animatronics of this world, as it were, do things that make the surrounding area feel real, like it has its own story to tell. 

The puzzles I see seem simple and quick, but I can’t help keeping an eye on the things outside the primary focus of these gameplay videos. I see sunflowers dance as light grazes over them, carrots come to life and dive bomb into the soil below, and more. It really feels like a Double Fine dark ride in the most complimentary way. 

Of course, I see some other things that catch my eye. At one point, Twig becomes a giant egg atop the lighthouse for some reason. I see a village of tiny lil guys that are rusty watches. I see the lighthouse prance through pink pollen that gives it a light, low-gravity effect when it jumps. Everything I see looks vastly different from what I witness moments before, but it’s all oozing with Double Fine and surrealist Salvador Dali-inspired charm. 

Some areas are more linear, designed around puzzles, Schafer says. Other areas are more open, prime for exploration. Regardless of where you are in the lighthouse’s journey to the mountain peak, Schafer says Keeper is ultimately about change; how nature changes, how Twig changes, how the lighthouse changes. Every character, including Twig and the Lighthouse, has a story arc, he adds. 

When I ask Schafer why Petty decided to have players control a lighthouse, Schafer laughs – he doesn’t actually know. He says the lighthouse was one of the game’s side characters, but when he saw it walking with legs, he told Petty that needs to be the game. “It was compelling,” Schafer says. “It really looked like something from a surrealist painting.” 

Schafer ends my presentation further explaining Double Fine’s love of nonsense and the bizarre, the type of work directors David Lynch and David Cronenberg are interested in making, he says. I see the vision. 

Keeper is a weird game, but it has that undeniable Double Fine charm. I can’t wait to actually play it when it launches on October 17 on Xbox Series X/S and PC. 



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August 21, 2025 0 comments
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Blood Dawnwalker
Product Reviews

‘Blood of Dawnwalker’ Gameplay Shows Combat, Vampiric Powers

by admin June 22, 2025


The Witcher 3 turned 10 years old back in May, and if you’ve been hoping for an RPG like it, that’s where Blood of Dawnwalker could come in. The fantasy-RPG from Rebel Wolves—made up of CD Projekt Red alums deeply involved with both Witcher 3 and Cyberpunk 2077—is a ways out, but that’s not stopping the studio from showing off some of its systems and its take on being half-vampire.

Plotwise, the game is set in a fictional 14th century medieval Europe and stars Coen, who’s been recently turned into a vampire/human hybrid. He’s got 30 days and nights to save his family, which requires making choices throughout his journey and eventually dethroning the vampire lords and their leader Brencis. Despite the time limit, Bloodwalker is open-world, and time only moves forward during specific, clearly telegraphed missions. But a faceoff with Brencis is coming sooner or later, and Coen get either go that final battle alone or with the help of allies he makes nice with.

Like other RPGs, Blood of Dawnwalker is mostly focused on combat, which involves melee weapons and magic. Players use melee weapons (or their claws at night) to attack in directions where enemies aren’t blocking or parrying, while magical hexes drain Coen’s health and let him do feats like burning enemies’ blood. According to design director Daniel Sadowski, health doesn’t regenerate during the day, so players have to replenish by eating food and can put skill points into abilities that reduce how much health gets drained while casting hexes.

At night, Coen can use vampire abilities that offer more stealth capabilities, scope out areas, and get around the world in more interesting ways. Using his powers requires blood, and that means eating people, or animals and “other creatures” if you like. In the footage above, Sadowski talks up the game’s freedom and “narrative sandbox,” which allows players to tackle quests how and whenever they like. This open-endedness was a big selling point of the Witcher games, and something Rebel Wolves is clearly leaning as it develops the first in what it hopes is the start of a rival fantasy franchise.

We’ll see how that fares when Blood of Dawnwalker releases in 2026 for PC, PlayStation 5, and Xbox Series X|S.

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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June 22, 2025 0 comments
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A siren summons a ball of purple energy
Product Reviews

‘This happened because of the best elements of our community’: Borderlands 4 won’t have a minimap, but thanks to player demand it will have an optional combat radar

by admin June 22, 2025



I think we can all agree that an always-on minimap is bad. Like the TV in a bar, you find your eyes drawn to it even when there are other things you should be looking at. You stare at a corner of your monitor while ignoring the fancy grandeur of whatever expensive open world is taking up the other seven-eighths of your screen.

But the absence of navigational aids can be just as bad. I got lost more than once in Clair Obscur: Expedition 33 in areas where there was no map at all, and just had to loop around the place trying to find the one bit I was supposed to go to next. And in an FPS, you may not need to worry as much about getting lost, but you will need to worry about losing enemies when they duck behind cover.

When early footage of Borderlands 4 showed it lacking a minimap, some players were distraught. If you can hear psychos ranting but can’t tell exactly where they are, how will you figure out they’re actually on the other side of that hut in particular? Well, as Gearbox founder Randy Pitchford explained on the hatesite formerly known as Twitter, Borderlands 4 actually will have a combat radar in time for its September launch.


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Explaining in detail why Borderlands 4 was initially designed without a minimap, Pitcfhord said, “Borderlands 4 is much larger than ever before, and seamless. There are main missions and side quests (lots of them) that often have objectives, sometimes multiple objectives, further than the scope of a useful mini-map. So we invest *more* into the main, big map—make it more useful, faster, better. And we invest in other features for navigation, like the compass and the EchoBot AI drone companion.”

Those other features sound pretty great. The drone can paint a path for you, like you’re casting clairvoyance in Oblivion Remastered, and the compass highlights targets as well as destinations, and indicates their height at the same time—something minimaps are often bad at. However, when Gearbox showed off Borderlands 4 on a recent world tour of preview events (Tyler Wilde attended one for us, and came away pleased with its consistency and also the cool hoverbike), some players did bring up the combat-usefulness of a minimap.

“The people who stuck with their feelings about a combat radar had a point”, Pitchford said. “WE got good at the compass for combat, but combat is all *feel*. Should we require everyone to learn the compass for enemy situational awareness?”

And so, the creative director and UI team pulled together and whipped up a combat radar—though it’ll be off by default. It wasn’t ready in time for the Borderlands Fan Fest, but it will be ready in time for the game’s release on September 12, when Borderlands 4 will be available on Steam and the Epic Game Store.

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



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June 22, 2025 0 comments
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Decrypt logo
GameFi Guides

Elliptic, Internet Watch Foundation Team Up to Combat Crypto Financing of Child Abuse Material

by admin June 21, 2025



In brief

  • Blockchain intelligence firm Elliptic has become a member of the Internet Watch Foundation, a nonprofit set up to address online child sexual abuse materials.
  • In a 2024 report, the IWF found that cryptocurrencies were offered as a method of payment option on over 60% of child abuse websites with payment options.
  • CSAM websites are increasingly turning to privacy coins such as Monero, though Elliptic noted that they are “often only complementary to traceable assets.”

Blockchain intelligence firm Elliptic has become a member of the Internet Watch Foundation, as part of its ongoing efforts to combat the financing of child sexual abuse material (CSAM) via cryptocurrency.

The partnership between the two parties means that Elliptic gains access to the IWF’s range of services, including its virtual currency alerts.

These alerts will provide the London-based company with real-time data on cryptocurrency transactions that involve the purchase of CSAM, identifying the payment networks used in the transactions and the wallet addresses.

By integrating with the IWF’s real-time alert system, Elliptic is aiming to better help its clients prevent transactions associated with child abuse and exploitation.

“IWF analysts find images and videos of some of the worst types of child sexual abuse on websites that profit from the sale of this horrific content,” said acting IWF CEO Derek Ray-Holl. “By working with us, Elliptic can help to disrupt the spread of this criminal imagery and stop this type of illegal purchasing in its tracks.”

Last year, U.S. Senators Elizabeth Warren (D-MA) and Bill Cassidy (R-LA) sent a bipartisan open letter to the U.S. Department of Justice and Department of Homeland Security describing crypto as the “payment of choice for child abuse material.”

Their assertion appears to be borne out by the IWF’s Annual Data & Insights Report 2024, which found that cryptocurrencies are the most commonly offered method of payment on commercial CSAM websites, with 60.87% of URLs that do not hide payment options enabling crypto transfers (or 518 out of 851 webpages).

In November 2022, the IWF published a report finding that CSAM websites accepting crypto payments had “doubled almost every year since 2015,” although with 1,014 such sites recorded in 2022, the figure doesn’t appear to have doubled since.

For Elliptic, partnering with the IWF to combat the spread of CSAM is one facet of its wider efforts to foster a safer digital ecosystem.

Giuseppe Fersini, Elliptic’s Head of Intel, told Decrypt that the firm is an “engaged member” of the IWF’s global alliance. “We support IWF’s vital mission not only through the integration of relevant data into our blockchain intelligence platform, but also through active participation in strategic discussions and knowledge-sharing around how payment systems, including cryptocurrencies, are exploited in the distribution of child sexual abuse material,” he added.

Privacy coins and crime

The past few years have witnessed an increase in CSAM websites making use of Monero and other privacy coins, according to a 2024 Chainalysis bulletin, which suggested that “Monero may be helping those CSAM vendors [which use Monero-friendly exchanges to] survive longer.”

Such usage raises a problem for organizations such as the IWF and Elliptic, which could potentially struggle to trace the flow of illicit crypto if more criminals use privacy tokens.

While acknowledging that such coins offer “ways to obscure the source and destination of funds,” Fersini also affirmed that they “are often only complementary to traceable assets” and may only be one element in a wider obfuscation strategy.

“This trend reinforces the need for advanced solutions and high-quality intelligence,” he adds. “Elliptic addresses this challenge by providing data capabilities that are asset-agnostic and optimized to detect patterns and connections even in the face of deliberate concealment.”

In terms of the future, the IWF is “looking to expand [its] Membership into the blockchain/crypto industry,” according to its Press Officer Cat McShane, who reminded Decrypt that blockchain analytics firm Chainalysis also works with the non-profit organization.

She says, “It is imperative that we disrupt the commercialization of CSAM as much as we can and having organizations like Elliptic on our side really aids this.”

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June 21, 2025 0 comments
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Gearbox answers the pleas of Borderlands fans, adding a combat radar to Borderlands 4
Game Reviews

Gearbox answers the pleas of Borderlands fans, adding a combat radar to Borderlands 4

by admin June 20, 2025


Borderlands 4 will include an optional combat radar, following intense pleas from the community.

In a lengthy social media thread by Randy Pitchford, the Gearbox CEO broke down the thought process behind the navigation and combat design in Borderlands 4, concluding the thread by revealing the team managed to add in a combat radar last week.

Pitchford wrote: “The feature will be *off* by default at launch. And, it didn’t come on-line early enough to make it into our branch for the build we’re bringing to the Borderlands Fan Fest this weekend. But it is now officially in the game!”.

Check out Eurogamer’s latest video on Borderlands 4 here!Watch on YouTube

Pitchford elaborated: “This happened because of the best elements of our community. I’m talking about the real fans who sincerely want the best for the game and gave constructive notes and made reasonable arguments. You know who you are and you rock! You made this happen!”.

The whole thread is worth reading for those interested in the game design process. It offers a lot of insight into the thought process behind the new movement and navigation mechanics, the costs of adding a combat radar to Borderlands 4, and how a recent press tour provided feedback that ultimately convinced the developers a combat radar would be a good idea.

Borderlands 4 creative director Graeme Timmins added their own thoughts on the reveal, noting: “Props to Jason Brown, Justin Dooley, and Ray Peña who went incredibly fast when I told them – ‘If we’re doing this, I want it for launch.’ This is just how committed we are here guys; we’re doing everything to make BL4 the definitive Borderlands.”

A combat radar was an ever-present feature of previous installments in the Borderlands series, and offered quick and reliable information as to where immediate dangers were at any one time. This wouldn’t be a huge deal at first, but as you proceeded to more challenging content it became vastly more important.

As such, its absence was noteworthy. In response to this news Borderlands fans celebrated on social media, with user furt1v3ly writing: “Oh heck yeah. I didn’t need the mini-map but that radar beats the compass system hands-down. And being able to turn it off for screenshots or for extra frame rate should be a bigger win. This is the best choice.”

It’s a moment of good PR for Gearbox, at a time when it’s sorely needed. Gearbox recently revealed the $70 retail price of Borderlands 4, which Pitchford was publically “stoked” about. This came after Pitchford stated on social media that “real fans” would get a copy regardless of its price.



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June 20, 2025 0 comments
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Hades II adds more combat options in its third major early access update
Product Reviews

Hades II adds more combat options in its third major early access update

by admin June 18, 2025


Hades II announced its third update today. The sequel to 2020 indie game darling Hades is technically still in early access on PC and Mac, but has been getting some beefy updates ahead of its expected official release later this year. The Unseen Update is a free, automatic update that mostly focuses on new combat development.

There’s a new Vow of Rivals that allows players to challenge more powerful Guardian foes. All of the main weapons have received hidden aspects that offer new forms and fighting styles. There’s also new hexes and blessings, some fresh artwork, and new story events to help grow your relationships with the many members of the ancient Greek pantheon.

When Hades II does exit early access with the launch of v1.0 — and developer Supergiant said that it doesn’t have a timeline for that yet — the game will follow its predecessor’s launch schedule. Switch 2 and Switch will be the first consoles to get the full release alongside PC and Mac, with PlayStation and Xbox players needing to wait before they’ll get a version of the rogue-like.



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June 18, 2025 0 comments
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Cronos: The New Dawn trailer shows off Dead Space combat and merging enemies
Game Updates

Cronos: The New Dawn trailer shows off Dead Space combat and merging enemies

by admin June 14, 2025



If you pine for the rotting corridors and tactical limb-surgery of Dead Space, it looks like Bloober’s upcoming Cronos: The New Dawn may have you covered. Fresh from revealing that they’re remaking the first Silent Hill, the Polish team have released a new trailer for Cronos that shows off more of its bubble-suited third-person gunnery.

In particular, it spotlights the Merge mechanic, whereby guttural tendril beasts known as Orphans devour the corpses of their brethren to enhance their abilities. It’s implied that they can do this more than once, so be sure to clean up after yourself. As in so many other walks of life, punctual incineration may be the cure.

Watch on YouTube


I find the trailer interesting for a couple of reasons. The simpler draw is that, yes, this sure does reek of Dead Space, my beloved. In particular, the Merging mechanic calls to mind those awful Necromorph facehugger equivalents who’d scuttle around reanimating cadavers. And let’s not forget the crawling arms and legs that’d sneakily join up into a Biggermorph if left unattended. How I hated them. Can’t fault the animation, though. Excellently horrible.


The other reason that interests me is that it’s continuing a theme for Bloober, a developer who love to tell stories about torturously overlapping dimensions. Observer – Bloober’s best game to date, for my money – explored the familiar cyberpunk premise of ailing flesh and masonry corrupted by digital technology. The Medium gave you a splitscreen view of 90s Poland and an adjoining fungal purgatory inspired by Zdzisław Beksiński’s surrealist landscapes. And in Cronos: New Dawn, you’re an agent of the “Collective” alternating between a shattered post-apocalypse and the 1980s, your job being to digitise and extract lost souls from the past for safe archiving in the future. All of this reflects Bloober’s creative debts to the Silent Hill series, with its parallel realities.


Those themes extend into a mechanical focus on the implications of blending things or splitting them apart. In Observer, the splicing of digital and non-digital realms produces a grating, fizzy nightmare, to be forensically dissected using your bionic eye. In The Medium, you’ll cut through seams of flesh with an icky razor even as you try to reconcile the architecture of the mundane and the otherworldly. And in Cronos, you have to worry about merging enemies, which seems to parody the Collective’s goal of recovering and pooling the electronic spirits of the long-dead.

I realise this is quite fast-and-loose analysis, but in my defence, I am writing up a 90 second trailer in the fateful closing moments of the working day, racing against the sunset to finish a piece, and it was either this or waxing lyrical about gunfeel. Cronos: The New Dawn is out later this year on Steam and Epic Games Store.



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June 14, 2025 0 comments
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Get Free Marvel Rivals Skins From Season 2.5's Cerebro Database Event, Combat Chest and More
Gaming Gear

Get Free Marvel Rivals Skins From Season 2.5’s Cerebro Database Event, Combat Chest and More

by admin June 1, 2025


Marvel Rivals season 2.5 is moving the Hellfire Gala afterparty to space — our heroes are heading to the sentient planet Arakko to prevent Ultron’s planet-exterminating plans from coming to fruition.

Stopping a robot army is going to require a whole new wardrobe’s worth of battle gear. Luckily for you, there are many ways to unlock some free skins in the hit hero shooter right now — including a new seasonal event that unlocks a free Hawkeye skin.

The Cerebro Database Part 2 event is the debut seasonal event for Marvel Rivals season 2.5, and it’s a fairly standard challenge-based event. Different rewards include chrono tokens for the battle pass, units to spend on shop skins and other odds and ends, but the big ticket item is the Hawkeye Binary Arrow skin.

Outside of the latest event, there are still other ways to earn free skins right now. Whether you’re getting used to the new suite of team-up abilities or you’re getting in more playtime on the latest addition to the Strategist roster by beaming down enemies with Ultron, season 2.5 has introduced a slate of free skins that you can use to deck out your favorite characters.

Here’s what you should know about the Cerebro Database Part 2 event and the rest of the free skin lineup at the beginning of Marvel Rivals season 2.5.

Get the Hawkeye Binary Arrow skin free in the Cerebro Database Part 2 event

The Cerebro Database event is live now. It began with the launch of the season 2.5 patch on May 30 and ends on June 27.

While this event is fairly easy, the presentation might confuse some players. As with any Marvel Rivals event, you’ll need to complete challenges to earn rewards. In this event, though, each featured character (Iron Man, Black Widow, Magneto and Ultron) has nine unique challenges arranged in a 3×3 board.

The new Cerebro Database event plays out just like the previous one — including the annoying time-gated challenges.

NetEase Games/Screenshot by CNET

You don’t need to complete all 36 challenges to receive all of the event rewards. Instead, you need to complete enough challenges to make three separate horizontal, vertical or diagonal lines on all four boards to finish the event. Basically, you’re playing tic-tac-toe to quickly make three lines on all of the boards to earn your rewards as efficiently as possible.

Like most Marvel Rivals events, several characters’ boards are time-gated, which means that the most enterprising players will only be able to unlock the Hawkeye Binary Arrow skin starting on June 11. Until then, you can earn Chrono Tokens, units, sprays and gallery pages.

The Combat Chest is a new type of battle pass — it’s a more traditional experience-based progression system.

NetEase Games/Screenshot by CNET

Get the Mister Fantastic Future Foundation skin during the first ever Combat Chest event

A new type of experience-based battle pass also launched at the beginning of season 2.5. The Combat Chest is a smaller, half-season battle pass that rewards consistent playtime over challenge completion. The free track contains one costume, while the premium Combat Chest (which costs 690 Lattice, or roughly $7) has two additional costume rewards.

It contains 24 reward tiers and each reward tier requires 1,800 experience points to unlock. Players can earn a maximum of 7,200 experience points every day, so it’s theoretically possible to earn every Combat Chest reward in six days. The free Mister Fantastic Future Foundation skin is on tier 18 of the Combat Chest so it will take the most enterprising players four days to unlock the new addition to the body-bending hero’s wardrobe.

Premium skin rewards include Storm Ultimate Wind-Rider on tier 6 and Magneto Binary Sword on tier 24 of the Combat Chest. The first version of this shortened alternate battle pass will disappear July 11 at the end of season 2 but any players who purchase the premium version can continue unlocking any remaining tiers after that date.

How can I get free skins during Marvel Rivals season 2.5? 

Players who link their Twitch account to their Marvel Rivals account right now can nab a free Emma Frost skin.

But if you only care about rewards you can earn in-game, a different Emma Frost skin and an Ultron skin are available by progressing through the competitive ladder and new Iron Fist and Magik looks are available free on the season 2 battle pass.

The immortal Iron Fist goes toe-to-toe with Doctor Strange in his new free battle pass skin.

NetEase Games

What Marvel Rivals skins are available free right now?

There are currently 11 free skins available. Here’s how you get them: 

  • Hawkeye Binary Arrow: Complete the Cerebro Database Part 2 event challenges on all four characters by June 27 to unlock this skin.
  • Mister Fantastic Future Foundation: Complete 18 tiers of the current Combat Chest battle pass by July 11 to unlock this skin.
  • Emma Frost Will of Galacta: To claim this skin, you’ll need to link a Twitch account to your Marvel Rivals account and then watch four hours of livestreams from streamers participating in the drop campaign. If you’re unsure about which channels are partnered with Marvel Rivals, look for the mention of “Drops” in the stream title. This skin is only available until Friday, June 27.
  • Emma Frost Golden Diamond: Reach Gold rank or higher in competitive mode in season 2. You must play at least 10 competitive matches to be eligible to receive the skin.
  • Ultron Golden Ultron: Reach Gold rank or higher in competitive mode in season 2.5. You must play at least 10 competitive matches to be eligible to receive the skin.
  • Magik Retro X-Uniform: Reach page 3 in the season 2 battle pass by July 11.
  • Iron Fist Immortal Weapon of Agamotto: Reach page 9 in the season 2 battle pass by July 11.

Four of the currently available free skins are not time-gated although they are locked behind achievements or platform exclusivity. Here are the Marvel Rivals skins you can unlock at any time:

  • Spider-Man Scarlet Spider: This skin is available to PS Plus subscribers who play the game on the PS5. It can be found on the PSN Store under Marvel Rivals DLC. 
  • Peni Parker Ven#m: Like the Scarlet Spider skin, this Ven#m skin is available for PS Plus subscribers and can be found in the PSN Store. This skin is also available in the Marvel Rivals in-game store, where it can be purchased with units.
  • Storm Ivory Breeze: Earn 200 Achievement Points in the Heroic Journey achievement section. 
  • Star-Lord Jovial Star: Earn 400 Achievement Points in the Heroic Journey achievement section.

A classic X-Man look for Magik is available free on the Season 2 battle pass.

NetEase Games

How can I get more free Marvel Rivals skins?

There are many ways to get skins in Marvel Rivals. Sometimes the developer issues special codes to unlock them while others require completing challenges. There are also some made available by watching streams on Twitch and many skins are “free” for progressing through the Marvel Rivals Battle Pass, which costs 990 Lattice, or approximately $10.

You can also earn skins through regularly playing the game, as a free skin is frequently awarded with the completion of seasonal events. Players who reach gold rank or higher in competition also receive a free skin as a reward for their performance. Live events like Cerebro Database include free skins as a completion reward.

What free skins used to be available in Marvel Rivals?

Twitch drops, battle passes and promo codes get cycled in and out of rotation, allowing Marvel Rivals players to earn different free skins from engaging with the game during different events. Here are all of the previously available free skins, what season they were introduced in and how they were obtainable.

Season 0 free skins

  • Iron Man Armor Model 42: This skin was unlocked through opening the Bundle Code main menu option and inputting the promo code nwarh4k3xqy. The skin rotated out of availability on March 5, 2025.
  • Scarlet Witch White Witch: This skin was an exclusive reward for Closed Alpha players, rewarded upon logging in for the first time in season 0.
  • Venom Cyan Clash: This skin was an exclusive reward for Closed Beta players, rewarded upon logging in for the first time in season 0.
  • Magneto Will of Galacta: This skin was unlocked as a Twitch drop during season 0. The skin rotated out of availability on Dec. 31, 2024.
  • Moon Knight Golden Moonlight: This skin was available as a competitive reward for any players who reached Gold or higher in Competitive mode in season 0.
  • Jeff the Shark Cuddly Fuzzlefin: This skin was a reward for the season 0 Winter Celebration event.
  • Hela Empress of the Cosmos: This skin was a free reward from the season 0 battle pass. The season 0 battle pass was briefly available for purchase again during season 2, temporarily reintroducing this skin to the game.

Season 1 free skins

  • Hela Will of Galacta: This skin was unlocked as a Twitch drop during season 1. The skin rotated out of availability on Jan. 25, 2025.  
  • Adam Warlock Will of Galacta: This skin was unlocked as a Twitch drop during season 1. The skin rotated out of availability on April 4, 2025.
  • Winter Soldier Revolution: Available via a promo code sent to moviegoers who saw Captain America: Brave New World in participating Regal theaters during opening weekend. Also available to buy in the in-game shop.
  • Invisible Woman Blood Shield: This skin was available as a competitive reward for any players who reached Gold or higher in Competitive mode in season 1.  
  • Human Torch Blood Blaze: This skin was available as a competitive reward for any players who reached Gold or higher in Competitive mode in season 1.5.
  • Thor Reborn From Ragnarok: This skin was a reward for the season 1 Midnight Features Part 1 event.
  • Groot Carved Traveler: This skin was a reward for the season 1 Midnight Features Part 2 event.
  • Black Widow Mrs. Barnes: This skin was a reward for the season 1 Galacta’s Cosmic Adventure event. It can be bought now in the in-game shop.
  • Peni Parker Blue Tarantula: This skin was a free reward from the season 1 battle pass.
  • Scarlet Witch Emporium Matron: This skin was a free reward from the season 1 battle pass.

Season 2 free skins

  • Namor Will of Galacta: This skin was unlocked as a Twitch drop during season 2. The skin rotated out of availability on April 30, 2025.
  • Mantis Flora Maiden: This skin was a reward for the season 2 Cerebro Database Part 1 event. It is now available for purchase in the in-game shop.
  • Wolverine Patch: This skin was a reward for the season 2 Hellfire Gala 2025: Moments event. It is now available for purchase in the in-game shop.
  • Scarlet Witch Chaos Gown: This skin was a reward for playing nine quickplay or competitive matches at the beginning of season 2. The skin rotated out of availability on April 25, 2025.
  • Thing The Unlimited: This skin was available as part of an exclusive promotion with the Marvel Unlimited comics reading app. Users who signed up for Marvel Unlimited before April 16, 2025, received a code for this Thing skin.



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June 1, 2025 0 comments
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Elden Ring Nightreign
Product Reviews

Elden Ring Nightreign review: FromSoftware’s world-class combat outshines an outdated multiplayer framework

by admin May 30, 2025



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With Elden Ring Nightreign, FromSoftware has created the definitive blueprint of how to use the parts of an existing game to craft an entirely different experience. In doing so, the developer has built a refreshingly freeing and flexible co-op experience that draws upon Elden Ring’s best bits while continuing to innovate and push FromSoftware into new territory, even if the matchmaking and co-op still feel partially stuck in the past.

Review information

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: May 30, 2025

FromSoftware has always reused aspects of its previous games for new IPs or titles. For example, Bloodborne and Dark Souls animations can be found in Elden Ring, and Sekiro: Shadows Die Twice bosses like the Blazing Bull were given a new paint job in Elden Ring to create the Fallingstar Beast. It’s a smart, efficient way to constantly generate new content and worlds without having to redo a bunch of work.

But here, the studio goes one step further and uses Elden Ring’s bones to craft a game in an entirely new genre, resulting in a clever roguelike with a lot more going on than first meets the eye. On top of that, unsurprisingly, Elden Ring Nightreign is an incredibly fun and addictive combat experience on par with FromSoftware’s other work.


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A convergence of worlds

(Image credit: Bandai Namco)

Set in an alternate timeline from the main lore of Elden Ring, in Nightreign, you play as one of eight Nightfarers. These are mysterious characters with their own combat specialisms that act as classes. They have been summoned to the land of Limveld and the Roundtable Hold. Upon meeting a mysterious hooded maiden, you are urged to survive three days in Limveld and defeat the Nightlord who appears on the third day. Fail and you begin your journey in Limveld again from the beginning of your first day.

During each day, you will drop into a random spot in Limveld and explore the map, gearing up as a ring of rain called The Night’s Tide closes in on you from all directions. Upon exploring during a 45-minute run, you will come across an assortment of castles, outposts, camps, and landmarks from Elden Ring that are filled with randomized enemies, loot, items, consumables, and, most importantly, bosses from the base game and even some of the older Dark Souls titles.

You can also find nods to other FromSoftware games, whether it be a character’s ability that resembles a Bloodborne weapon or reference to a beloved Souls NPC.

Despite seeing bosses and references from old games pop up, they never felt like eye-rolling fan-service moments. It was actually fascinating to see how these challenges from older games have been updated to keep up with Elden Ring’s combat, and there are compelling lore tidbits hidden away in the game that hint at what has caused these many worlds to collide and why these Nightfarers have been brought together.

Learning the lay of the land

(Image credit: Bandai Namco)

While it takes a few runs through Limveld to attune to the game’s faster pace and freeform structure, by the time I tackled my first Nightlord, I was already addicted to the captivating concoction FromSoftware had cooked up.

Instead of a guiding path pulling you and your friends from location to location, Nightreign is all about learning how to make the most of each day in Limveld. Whether that is running from boss to boss at each landmark to stock up on Runes and upgrades to obtain new weapons or level up, exploring caves to find smithing stones to enhance your armaments, or traversing the map to find extra healing flasks to improve your survivability.

Best bit

(Image credit: Bandai Namco)

Finally defeating the Darkdrift Knight after several attempts, only succeeding because my rapier dealt rot damage and slowly ticked down his health as we all dodged attacks with low health and no healing flasks left. The Darkdrift Knight is the hardest fight in the game, I think, and the satisfaction, rush, and relief at finally beating it was immense.

It is very easy to think Nightreign is a brainless boss rush, combat sandbox at first glance, but it is actually a considered roguelite that focuses on map knowledge, where to find the best loot, and when it is best to adjust strategies in a similar way to a battle royale or extraction game. The satisfaction of doing this also reminds me a lot of the best puzzle games like Return of the Obra Dinn or Blue Prince, where you finally decipher how a mechanic works or uncover a clue.

Learning the map and how to optimize my runs through Limveld was one of the most satisfying parts of Nightreign. It is not something I expected to be as vital as it is, but through talking with others in voice chat, sharing findings from our own individual runs, and combining ideas, we eventually found buried strategies.

Examples include figuring out how to max out our level or discovering how to obtain the most legendary weapons in a run to increase our chances of defeating the Nightlords. This sense of player discovery and word-of-mouth knowledge that was rife throughout Elden Ring’s launch is just as potent here in Nightreign, and it’s part of the magic that makes it work, especially if you are able to play with a large group of friends or Discord server.

The same goes for the game’s overarching progression, which revolves around randomized relics you unlock at the end of runs through Limveld. Three of these can be equipped before each run on each character in the Roundtable Hold and unlock small buffs like extra elemental damage, or bigger Nightfarer bonuses like enhancing Nightfarer abilities or allowing you to share the healing from your healing flasks with your co-op partners – giving you triple the healing if standing near each other.

I heard about abilities on these that I never saw from other people while playing during the review period, and the flexibility of Elden Ring’s many levelling systems, elemental damage types, weapons, and the Nightfarers themselves open up the possibility for hundreds, if not thousands, of build combinations and optimizations.

Play your way

(Image credit: Bandai Namco)

Nightreign is about doing as much as you can with the little time you have, rewarding players who stick together and melt bosses in seconds. It encourages teams to combine abilities and attacks to stun foes quickly, while communicating to ensure they are all on the same page.

This makes it an incredibly hard game to play alone (which is an option that is available). While it can be done, the game’s enemy scaling and progression rewards teams that can complete as many objectives as possible, which just isn’t easy to do on your own.

I could spend ages talking at length about the Nightlords themselves, but in reality, fans already know what to expect, and the actual structure and systems in Nightreign are far more innovative. Even still, these Nightfarer fights are incredible spectacles, and some of the best FromSoftware has made. They are brimming with difficult moves to master and a combination of abilities and forms to learn, all set against an impressive, bombastic orchestral soundtrack for each one. FromSoftware simply doesn’t miss when it comes to combat and enemy design, and Nightreign is no different.

One area FromSoftware could have fumbled is the Nightfarers. While they could have felt like cheap forced classes, they are actually really flexible and well-rounded archetypes, with abilities that have a variety of uses. For starters, every Nightfarer can use any weapon or item. If you want to play the katana-wielding, parry-centric Executor with a dagger, you can, even though you won’t be as effective as you would be with a katana.

(Image credit: Bandai Namco)

This means you can craft your build on the fly and you never feel locked into a certain playstyle, allowing you to adapt during your run through Limveld. Bows don’t have ammo, and weight isn’t factored in either, which gives the game’s combat a brisk speed and pace that isn’t found in Elden Ring. It also removes a lot of the barriers to enjoying the game’s wide variety of weapon types, as you can basically pick up anything and begin using it right away. Yes, they actually made ranged combat and magic fun here.

On top of that, the ability kits for each Nightfarer are multi-faceted with several uses that aren’t immediately obvious. For example, Ironeye, the archer, can use his Single Shot ultimate ability to fire a huge supersonic arrow. That arrow can be used to stun larger bosses, wipe out hordes of mobs, and also revive teammates instantly if they are downed. Not only can it do those things individually, but you can also do all three at once with a well-placed shot, and it has saved my team’s run many times.

Each character and their abilities can be used in many ways to deal damage and also support your party and discovering how to utilise them in new ways is just as satisfying as discovering Limveld itself. You can also easily use three of one Nightfarer or any combination and succeed, removing even more barriers, as you don’t need any particular Nightfarer to come out victorious (even if some of them have stronger abilities than others).

(Image credit: Bandai Namco)

Some major barriers to Nightreign, however, do emerge after a few hours. Because so much of Nightreign comes from Elden Ring, it is imperative that you have that existing knowledge to enjoy what Nightreign is offering. You can’t sit and try to fight the Golden Hippopotamus again and again to learn its attacks, because the next time you run through Limveld, it could be in a different location or not spawn at all.

The same goes for the Nightlords. You can’t just skip to the third day and practice them over and over, you need to complete a full 45-minute run through Limveld to reach them again, which is taxing. So, you need to be familiar with Elden Ring’s combat and have completed both the base game and the Shadow of the Erdtree expansion because of the difficulty of some of those Nightlords.

While returning players will be able to pick things up after a few runs, it feels like Nightreign is built for the hardcore Soulslike players and addicts who have memorised every attack pattern in Elden Ring and across FromSoftware’s pantheon of titles.

Another key issue at the time of this review is the matchmaking and lack of crossplay. During the pre-release period, we had issues creating lobbies using passwords where matchmaking would fail or simply not put players together when we all tried to matchmake with the same password set. Nightreign definitely retains some of the dated multiplayer quirks of FromSoftware’s other games.

It is also unforgivable in my eye that in the year 2025 Nightreign doesn’t have crossplay, and because of the demanding nature of the game and the reliance on communication, I simply do not see how you can complete any of the Nightlord bosses reliably, especially the tougher ones, without friends whom you know and people you can talk to. I don’t necessarily think this is a straight-up weakness of the game, but it’s a huge condition attached to the game that will prevent a lot of people from seeing everything it has to offer.

Should I play Elden Ring Nightreign?

(Image credit: Bandai Namco)

Play it if…

Don’t play it if…

Accessibility

Elden Ring Nightreign offers limited accessibility options. There are basic speed adjustments for the camera and aiming with ranged weapons. There are no difficulty settings, and the game is best played in a co-op party of three, where you can communicate, which may not be possible for everyone.

There is also no subtitle customization or HUD alteration options, and there are no specialist options for those with eyesight or hearing issues. While you can rebind some controls on console, you cannot rebind every button, potentially preventing some people from playing on custom controllers.

How I reviewed Elden Ring Nightreign

I played Elden Ring Nightreign for 30 hours, completing all of the game’s Nightlord bosses and experiencing most of the world and map events available. I played the game entirely in performance mode on PS5 with a DualSense Edge controller on a Gigabyte M28U gaming monitor and using SteelSeries Arena 3 computer speakers.

This review was conducted in an environment where I was able to team up with other creators and journalists reviewing the game to play with them and complete the game’s various challenges.

First reviewed May 2025



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May 30, 2025 0 comments
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Ion Hazzikostas, WoW game director
Gaming Gear

World of Warcraft game director details which combat add-ons are safe and which will be eliminated in the coming purge

by admin May 22, 2025



World of Warcraft senior game director Ion Hazzikostas recently warned players that add-ons and mods that predict or help players respond to things happening in combat will be disabled in the future. We caught up with him in a far-ranging interview to find out what, specifically, would be affected and why.

“You have your quest helpers, you have your gathering add-ons, you have your role-playing add-ons, all of that stuff is no concern,” he said.

PvP add-ons might still tell you what classes you’re facing, but won’t tell you what cooldowns they’ve used. Auction house add-ons won’t be touched.


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“The goal is at the end of the day to get to a point where if asked, ‘Hey, do I need to use add-ons to play?’ the answer is, ‘Well, they’ll give you a lot of options to customize your experience, but no, it’s up to you.’ Today, if we’re being honest, we can’t say that.”

He said Blizzard definitely won’t take away combat log or aura hooks in patches 11.1.7 or 11.2—which leaves the door open for the final patches of the The War Within expansion, including the pre-patch for the upcoming Midnight expansion later this year, as a possible starting point.

“This is meant to be a philosophical kickoff and to begin the conversation with the community,” Hazzikostas said. “Add-ons have been part of the game since its very earliest days. If we were to just come along one day and rip off that band-aid, it would be jarring.”

Mods that help and annoy

Blizzard is taking these steps in part because of player complaints about how many add-ons are needed to successfully complete raid and dungeon encounters, according to Hazzikostas.

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

Blizzard will be working on improvements to the in-game Cooldown Manager, visual effects, improvements to the game’s UI Edit Mode, audio cues and the handling of nameplates for players and enemies.

Hazzikostas said the company heard loud and clear the player feedback to the first, basic rollout of the Cooldown Manager, which was part of the recent troubled 11.1.5 patch. Players decried its simplicity, lack of functionality and the fact that it could not be customized. Ironically, some mod-makers immediately created add-ons to improve it.

The cooldown manager is so utterly featureless it may as well not exist. from r/wow

Above: A recent Reddit post reacting to the Cooldown Manager.

“We know we’re not going to replace a fully in-depth, customizable add-on that you’ve been using for years and tailored to your personal gameplay with something that we have as an initial, fixed offering,” he said. “But we’re getting a whole bunch of feedback about the ways in which it would need to change. We need to add customization and improve it, to make it feel like it could be a reasonable substitute for a more-advanced power user.”

In-game solutions may not be as good—and that could be okay

The task ahead of Blizzard will be challenging, he said, but added that having a fixed development team and slower update cycle doesn’t mean that Blizzard’s solutions have to be a “we have details at home” meme situation—or that maybe it’s okay if it is.

“Some of it is being guided by feedback to understand how we can bridge that gap for a majority of our players, and also to some extent accepting, and hopefully getting folks to accept, that it is 96 percent of perfect,” Hazzikostas said.

WoW with a damage meter add-on. (Image credit: Blizzard)

We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.

Ion Hazzikostas

“Your performance relying on [rotation helper] Hekili is still inferior to someone who has it all ingrained as muscle memory. There’s always a higher skill ceiling. Is it a critical flaw if the highlighted combat assist recommendation for your next ability is not reflecting the latest theorycraft that was discovered yesterday? I don’t know if that should be a dealbreaker.”

He said he was open to the idea of allowing player-shared loadouts, like the text strings currently used to share talents. That might improve Rotation Assist for those who wanted the latest theorycrafting.

“That’s an interesting idea,” he said. “This topic has come up in the context of Edit Mode layouts, and other things we want to empower people to share.”

The overwhelming majority of add-ons won’t be affected by the changes, Hazzikostas stressed. Blizzard considers this a continued collaboration with add-on developers, perhaps even to the extent of partnerships that would allow amateur developers to contribute ideas or coding approaches.

“Everything is possible,” he said. “I don’t want to close doors. We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.”

The smallest change possible to achieve the goal

Hazzikostas said the team had discussed many approaches, and believed this was the least invasive path that would still accomplish the goal.

“This is not us setting out to smash a bunch of add-ons,” he said. “The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

“The goal is to build up the native functionality of our UI to increasingly narrow the gap between players who are using add-ons that assist with competitive functions and those who are not. Once we are most of the way there, there’s going to be that last mile that consists of things that honestly we don’t think are super healthy for the game.”

That’s when the functionality would be turned off, he said.

Another example of modded WoW. (Image credit: Blizzard)

This is not us setting out to smash a bunch of add-ons. The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

Ion Hazzikostas

Previously, Blizzard experimented with private auras that could not be read by add-ons and WeakAuras. But players circumvented that with in-game macros that told the mods when players saw they had conditions that had been kept secret.

“The aura is private, but you can just make a separate macro that pipes the information in, and now whoops, you wiped because someone hit the wrong macro or had a typo in their macro and great, we’ve succeeded in making it even more frustrating,” Hazzikostas said. “Let’s never do this again.”

The company is building in all of this functionality in part because they know players will find ever-more-circuitous routes to getting the information if they don’t. If boss ability timelines aren’t a thing, he suggested, players might turn to YouTube videos or recorded sound files that would provide audio countdowns when pressed at the start of a heavily scripted encounter.

Keeping the challenge, ditching the complexity

WoW with raid markers. (Image credit: Blizzard)

Dungeon and raid fights will still be just as challenging, he said, just not in a way that requires perfectly-working WeakAuras.

“Our goal is to deliver a baseline, a consistent level of difficulty that meets players’ expectations. I’ve seen discussion of whether WoW is harder than it used to be. If you measure that by player success rates, then no,” Hazzikostas said.

“We might tune a Heroic end boss for Ahead of the Curve to be something that’s going to take a couple dozen attempts, for a guild that’s in the core audience. What it takes to hit that mark has continually increased in terms of complexity, because our players have gotten more sophisticated.”

With this move, Blizzard hopes to dismantle the arms race between add-on developers and boss mechanics. A fight like Blood Queen Lana’thel in Icecrown Citadel had one simple mechanic—who to bite when you had a vampiric lust and were about to be mind controlled—that ramped in difficulty over the course of the fight. It would have been trivialized by a combat WeakAura, he noted.

“No stress, no confusion, no need for communication, no need for backups. A fight that had exciting frantic moments in 2009, 2010 gets transformed into something that’s pretty ho-hum,” Hazzikostas said.

Less swirls, more fun for casters

(Image credit: Blizzard)

In modern raids, players might see happy changes like a reduction in the number of bosses that frequently place random damage swirls on the ground, a mechanic the team has come to lean on because add-ons can’t predict or help with it, he said.

“Our classes weren’t designed under the assumption that you’re going to have unpredictable movements every few seconds,” making those encounters less fun for caster characters, he said. “We just want more variety in a diverse design space.”

The toughest modern bosses with mechanics that require players to clump up or head to specific spots might give a few more seconds to respond, or have fewer spots to go, in a world without combat add-ons, he said.

“If we know it’s being solved for you, and you’re just being told to run to diamond, how is that challenging?” Hazzikostas asked. “How do we make it challenging? The only way is to only give you two and a half seconds so that you need some movement boost. You’re taking a warlock gate from point A to point B, because otherwise anyone could do this.”

No changes for Classic, but plenty of changes to raid fights

These changes will likely not be implemented in Classic, where the team is careful to avoid messing with history. New features like the damage meter might be rolled out, but combat log and aura access is unlikely to be turned off, Hazzikostas said.

In the modern game, Blizzard knows this will force its developers to be better about making mechanics visible and readable.

World of Warcraft Classic (Image credit: Blizzard)

“I think, frankly, this will stop letting us off the hook when we fail to do so,” he said. “If you’re riding a Katamari ball on Stix and if you run into one of these three nameplates you wipe the raid, but there are 90 things on screen, good luck visually parsing that.

“There are nameplate attachments and things the community has come up with to help solve that problem. We should have solved that problem.”

Visual customization of nameplates, including how big they are or what they look like, will still be allowed, he said—but using conditional logic to change the way they look because of something the player or enemy is doing or a buff or debuff they have likely won’t be.

“This is all pretty speculative,” Hazzikostas said, as the team is still working to solve the problems that players have created mods for. Lethal casts in dungeons, for example, should be telegraphed much better, perhaps negating the need for mods that alert players when something bad is coming.

No more tracking other players or enemies

(Image credit: Blizzard)

Tracking of group abilities will no longer function in add-ons after the changes, so things like other players’ cooldowns won’t be visible, he said. That might, in turn, lead to dungeons with fewer interrupts in a pack of mobs, which might in turn lead to less reliance on classes with abilities that stop a whole pack of enemies from casting.

Incoming heals will no longer be trackable, nor will specialized buffs or debuffs. But if they needed to be, that should be built into the base game, Hazzikostas said.

“It should be part of the default UI,” he said. “Same is true for tank swaps. If we’re building an encounter where once your co-tank reaches four stacks of some negative effect, you need to taunt immediately, we should be giving you much better information to make that apparent. That’s on us.”

Another issue they want to make more visible is diminishing returns in PvP and PvE, where stuns or other crowd control become less effective after repeated casts, until an enemy is immune.

“We have this very important mechanic and really, unless you’re using an add-on, it’s not super obvious,” he said. “We should make that obvious.”

At the end of the day, the game should be just as easy or difficult as it is right now, he said, but for different reasons.

“Part of the goal of mechanics is to create a problem that needs to be solved and a bit of challenge that feels satisfying once you overcome it,” Hazzikostas said.

“The goal is to keep similar numbers of wipe counts for Normal, Heroic and Mythic encounters, early versus late, similar success rates. But to tailor that to a world where the problems are, once again, in players’ own flesh-and-blood hands to solve, not an algorithm that they’ve downloaded.”



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