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Battlefield 6 Devs Have A Fun Button That Blow Up The Whole Map
Game Reviews

Battlefield 6 Devs Have A Fun Button That Blow Up The Whole Map

by admin September 19, 2025


I recently got to play more Battlefield 6, but this time on the game’s two biggest maps, and I had a blast playing in these big ol’ stages. But when I got a chance to speak to the devs behind Battlefield 6, I had to ask a strange question: Do you all have a button that lets you blow up everything that is destructible in the franchise’s famously destructible maps? The answer was yes, and there’s a good reason why.

During a Zoom interview with DICE producer Jeremy Chubb and design director Shashank Uchil, we talked about all the work that goes into making a big Battlefield map and how much effort they put into remaking the iconic and beloved Operation Firestorm map, which will be available in BF6 at launch. But, when our conversation veered into talking about how to balance maps that can blow up in all kinds of ways, I had to ask if they had a tool or button that lets them destroy everything in one click. So I asked and got a blunt answer:

“Yeah,” said Chubb. I then asked if it was fun to hit that button, and both Chubb and Uchil replied, with laughter in their voices, that yes, it was indeed fun to hit that big button.

“It is fun!” Chubb told Kotaku while laughing more. “It usually causes some big meltdowns in teams working on performance because we designed the maps not to be instantly triggered, like every instance of destruction [all at once]. And [the button was pressed] a few times, and there were some raised eyebrows about what we were doing for sure.” 

When I mentioned that EA should release GIFs of the maps completely blowing up after hitting that button, Uchil said that was a “good idea.” So you’re welcome, EA marketing team.

The reason for BF6‘s big red button

You might be wondering why there’s a button in Frostbite, the engine BF6 is built on, that lets you blow up an entire map instantly. The answer is so that the team can easily playtest the map in its most destroyed state to make sure it’s still fun and balanced.

“So…think of the map as [having] three different states, right,” explained Uchil. “The map starts out in a pristine state, or however it is meant to be at the beginning. And then, as the map progresses, it gets more and more destroyed. And towards the end, if everybody’s using a rocket launcher or C4, you hit peak destruction. And like I said, the game has to be good in all three phases, the pristine phase, the in-between phase, and the final phase.”

According to Uchil, the “big red button” is the best tool for quickly testing that final phase of each map.

“You can see what is the worst-case scenario,” said Uchil.  “Is there enough cover? Do we need to add some more things? Do we need to bring some more assets so in the final stage, it’s still fun to play? So yeah, that’s why we have the big button.”

At this point, I was fully distracted by the idea of the button, and asked if anyone had ever pressed it by accident. That doesn’t seem to have happened, and because the maps weren’t built to instantly explode, it could lead to problems if it did.

“I mean, we have times when you can crash a bunch of things,” said Uchil. “The destruction is meant to happen in parts. But if everything explodes at the same time, then it would melt down your computer.”

Now I hope someone is able to mod Battlefield 6 after it launches on October 10 and either activate this button as part of a wild mod or recreate its functionality. I really just want to hit a big button and make an entire map go ka-boom. That sounds like a blast. And after talking to the devs, it seems they agree.



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September 19, 2025 0 comments
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Hollow Knight: Silksong devs admit it has "moments of steep difficulty" but also a "higher level of freedom" to avoid getting stonewalled
Game Updates

Hollow Knight: Silksong devs admit it has “moments of steep difficulty” but also a “higher level of freedom” to avoid getting stonewalled

by admin September 18, 2025


Team Cherry’s long-awaited Hollow Knight follow-up Silksong has spawned lengthy discourse around difficulty in games, and now the developers have addressed the topic too.

The game is part of the Game Worlds exhibition at Australia’s national museum of screen culture (ACMI), which was attended by Dexerto. The exhibition’s co-curator Jini Maxwell spoke with Ari Gibson and William Pellen from Team Cherry at the event.

“The important thing for us is that we allow you to go way off the path,” Gibson explained. “So one player may choose to follow it directly to its conclusion, and then another may choose to constantly divert from it and find all the other things that are waiting and all the other ways and routes.”

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube

While Gibson admitted Silksong “has some moments of steep difficulty”, he added “part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing.”

So instead of players repeatedly attempting a particular boss fight, they “have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”

Gibson further noted that as Hornet is “inherently faster and more skillful than the Knight” of the first game, even base level enemies had to be “more complicated, more intelligent”.

Added Pellen: “The basic ant warrior is built from the same move-set as the original Hornet boss. The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

Team Cherry’s approach was therefore to “bring everyone else up to match [Hornet’s] level”.

One other area of contention are the boss runbacks, which often task players with repeating difficult platform sections before re-attempting a boss. But have boss runbacks had their day?

“Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality,” reads our Silksong review.



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September 18, 2025 0 comments
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EA FC 26 devs respond as “we could not activate” error leaves players furious
Esports

EA FC 26 devs respond as “we could not activate” error leaves players furious

by admin September 18, 2025



EA FC 26 is officially live, with many players jumping in early using the New Zealand trick or through EA Play. However, fans using the latter method are running into an error that’s halting their progress.

Subscribers to EA Play or EA Pro were granted early access to the game, allowing them to start the Ultimate Team grind ahead of time. If you have a membership, regardless of platform, you could get in from midnight in New Zealand, which equates to 5 AM PT or 1 PM BST.

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But for thousands of PC players who hoped to get a headstart, the fun was cut short by an error, reading: “We could not activate EA SPORTS FC 26 EA Play Pro Edition on this computer using the EA account you provided.”

“We could not activate EA SPORTS FC 26” error leaves fans unable to play

At the time of writing, there is no workaround, leaving PC players completely unable to launch the new game. The devs have responded to the issue, suggesting that a fix shouldn’t be too far away.

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“We are investigating reports that some players are unable to launch the FC 26 EA Play and EA Play Pro trials on PC and are actively investigating,” they said in an X post.

We are investigating reports that some players are unable to launch the FC 26 EA Play and EA Play Pro trials on PC and are actively investigating.

— EA SPORTS FC Direct Communication (@EASFCDirect) September 18, 2025

This isn’t enough for some players, though, who pointed out that early access was one of the main benefits of being an EA Play subscriber. Given that every minute the game is unavailable draws them closer to the midnight release of the Ultimate Edition for non-members, some are even demanding compensation.

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“You should refund people who bought it…” said one reply.

“The least you could do is fix it immediately and offer compensation,” added another.

The good news is that EA SPORTS are aware of the issue and is working on a solution, so if you’re running into this error, you should have access very soon.

In the meantime, you can head over to our EA FC 26 wiki a ton of useful guides to help you start strong in this year’s Ultimate Team.

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September 18, 2025 0 comments
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Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there's a chance it might work this time
Game Reviews

Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there’s a chance it might work this time

by admin September 17, 2025


Episodic games, much like baggy jeans and curtain haircuts, may be about to make a comeback, and once again it’s Telltale staff – former Telltale staff – who are leading the charge.

AdHoc Studios, a team founded by Telltale developers in 2018, when Telltale collapsed, will launch debut game Dispatch – a superhero workplace comedy – episodically in October.

Episodes will be roughly an hour long and launch in quick succession. The plan is for two a week, I was told during a press briefing. The releases will begin Wednesday, 22nd October, and continue through 29th October, 5th November and 12th November until the whole series is done.

The entire Dispatch game or series, depending on how you look at it, will cost $30, or you can splash $40 for a Deluxe Edition with some fancy extras. Note, however, you won’t be able to buy episodes individually; the team clarified this to me in a separate interview after the briefing. That means if you pay-out at launch, you’ll have to wait four weeks for the whole series to arrive. The idea is to make it like watching a TV series.

The Dispatch demo is still available on Steam.Watch on YouTube

I can imagine what you’re thinking: didn’t we try this episodic thing before and didn’t it fail because it didn’t work? Weren’t we waiting ages between episodes which seemed to only ever get further and further away? Well, yes – and the former Telltale staff at AdHoc are the first people to admit this.

“We never really were able to hit it at a cadence that people could expect,” said AdHoc co-founder Pierre Shorette, a former TellTale dev, during the Dispatch press briefing. “It’s probably led to a lot of distrust with episodic formats, because the first episode comes out and then it might be ages before anything else shows up.”

Fellow former Telltaler, and fellow AdHoc co-founder Nick Herman, added: “This time we’re going to do better.” But in what way will episodic gaming be different with Dispatch?

Whack! | Image credit: AdHoc

The big difference with Dispatch is that all of the episodes are already made, so their releases are locked. We’re not in a position where a development team moves from one episode to another after each one is made. “They’re all made,” Nick Herman told me during a follow-up interview. “It’s all good.”

Another fellow Telltaler and AdHoc co-founder, Denis Lenart, added: “Part of the transaction formula in our mind was they’ve all got to be ready and they’ve all got to be good to go. Because that happened to Telltale – that’s one of the problems that happened. People would pay money and then go, ‘I thought you said next week.’ And it was like, ‘Actually, maybe it’s three or four weeks… We’ll let you know in a few weeks.’ And then that’s a horrible situation.”

Dispatch is very much like a Telltale game of old in the way it plays out – the way it gives you choice-and-consequence control over the way scenes unfold. It tells the story of a sort-of superhero called Robert Robertson, played by Breaking Bad’s Aaron Paul, whose inherited mecha-suit breaks and leaves him – effectively a normal person – needing to get a different job. And the job he gets is in an office working as a superhero dispatcher, sending misfit superheroes to the rescue.


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It’s funny, it’s handsome, and it’s got some great voice talent in it, including Critical Role’s Laura Bailey and husband Travis Willingham. Critical Role is actually a silent partner on the game. “They’re helping us in a variety of ways that aren’t maybe traditional publisher stuff,” Nick Herman told me, which I assume to mean ‘Critical Role is lending clout and exposure’.

Why would Critical Role do that? Because AdHoc is making Critical Role’s first Critical Role video game. All we know about that game is it’ll be set in Exandria, which is the world all three of the group’s major Dungeons & Dragons campaigns have taken place in. Will it also be episodic? We don’t yet know, but I’d say there’s a good chance it will play like Dispatch or a Telltale game, given AdHoc’s area of expertise. I reckon it might draw inspiration from the Vox Machina animated Critical Role series on Amazon too, but that’s just a hunch.

A Dispatch demo was released on Steam earlier this year and is still available there now. It seems to be going down really well.



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September 17, 2025 0 comments
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Battlefield 6
Game Updates

Battlefield 6 Devs Were Extremely Focused On Optimization And Performance

by admin September 17, 2025


After playing Battlefield 6′s open beta last month, I was impressed by how well it performed on console. And footage of the beta running on an Nvidia 1060 GPU, a nearly decade-old card at this point, further impressed me. So when I recently talked to some of the devs about BF6, I was curious how the team made it run so well, and they explained it was about not pushing consoles too hard and always optimizing during development.

During my video call with Battlefield 6 technical director Christian Buhl, I asked if he felt like the current generation of consoles was tapped out and needed to be replaced or if they still had some performance to squeeze out of them. He told Kotaku that while he always feels like “there’s more room to improve performance,” he doesn’t expect devs to “double frame rates” in future PS5 and Xbox Series X/S games at this point. And with Battlefield 6, the studios working on it weren’t even trying to push these consoles to some theoretical breaking point. Instead, the goal was always to make an online FPS that ran very well.

“We also were intentionally not trying to push super hard on [PS5/Xbox Series X/S,]” said Buhl. “We didn’t want to push to the edge and fail. We wanted to make sure that we had an experience that we could optimize, that we could get to the point where it was going to run reliably at 60 frames per second, or, you know, over 80, whatever settings you preferred. And that was our focus, right? Like, get stuff in there, get it performant, and then add [more].” 

Buhl admitted that in the past, developers working on Battlefield games had a different approach. Often teams would “build a bunch of cool shit and then try to make it work.” This time around, that wasn’t the case, and Buhl told me that during development, Battlefield 6 had to “constantly be working; it had to constantly be performant.”

“Obviously, it’s not like we’re 100 percent hitting our targets throughout development. But every time we [dropped] too low, we put performance optimization efforts in place, paused work, [and said], ‘You can’t add stuff until we get this optimized,’” explained Buhl. “So that we could kind of make sure that at the end, we weren’t trying to do this giant lift of taking it from 30 frames to 60 frames, or something like that. We were taking it from, like, 55 to 60, right? And that’s a much more feasible effort.”

The ongoing debate around video game performance

Battlefield 6 on consoles does still use upscaling tech. Buhl confirmed to Kotaku that on PS5 and PS5 Pro the game uses PSSR. And on all consoles, FSR is available too. But it’s clear the devs were focused intently during development on shipping a game that ran well no matter where you played it, even if that meant cutting back visuals or effects.

The topic of video game optimization has become a hot one following the release of Borderlands 4 last week. Many claim the highly anticipated looter shooter is poorly optimized on PC and console, with players complaining about having to use low settings and DLSS to run the game on beefy rigs. For a point of comparison, BF6 is pretty playable on a 1060. Borderlands 4 is very much not. That card is below the minimum PC specs for both games.

In my experience on both PS5 and PC, Borderlands 4′s performance has definitely disappointed me. Especially on PS5, where some others and I have run into an issue where the game’s framerate drops lower and lower as you play longer and longer. Gearbox CEO Randy Pitchford has pushed back on these criticisms, claiming the game is very well optimized for what it is and has suggested some players need to lower settings. And if you aren’t happy, you can just return the game and get your money back.

Battlefield 6 is out on October 10 on PS5, Xbox Series X/S, and PC. EA told me the game will support 60FPS on all platforms, even Xbox Series S, and on some machines, like the PS5 Pro, the game can exceed that framerate.



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September 17, 2025 0 comments
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Hornet in Hollow Knight: Silksong
Esports

Silksong devs left a random mouse cursor on screen during vital cutscene

by admin September 16, 2025



Hollow Knight: Silksong players have spotted a rogue mouse cursor in one of the game’s late cutscenes, a small error that it’s impossible to ignore once you know it’s there.

It’s fair to say that Silksong has lived up to the hype for many players. Despite some debate around its punishing difficulty, the sprawling world, level design, and boss fights that Team Cherry put together have earned it glowing reviews.

However, fans have stumbled across a mistake in Act 3 that rivals Game of Thrones’ infamous coffee cup moment.

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Silksong devs accidentally leave mouse cursor in cutscene

As noticed by Reddit user SooperWooper7044, during one of the game’s crucial late cutscenes, a mouse cursor can be spotted onscreen above Hornet. This happens early on in Act 3, when you use the bell to descend into The Abyss under Pharloom for the final stages of the adventure.

The cursor can only be seen for a couple of seconds before disappearing, so it’s easy to see why it’s not been seen until now. However, we’ve checked multiple playthrough videos, including WilliamGlenn8 and Rizado, and it’s present in all of them.

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We’ve marked it on this screenshot from BeardBear’s video to give you a clear look:

YouTube: BeardBear / Dexerto

It’s a pretty small error that doesn’t exactly ruin the experience, but I challenge you to ignore it now that you know what to look for. It wouldn’t be a surprise to see Team Cherry fix the issue in a future patch, but until then, fans are actually doing their best to explain it.

“Considering the context of this cutscene, maybe there’s a camera inside the ‘ship’ and the dude that’s controlling it is looking at a monitor,” theorized one player.

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“Clearly it’s intentional as it’s an homage to their PC fans,” joked another.

Silksong isn’t even the first game to launch with this kind of mistake. Pokemon Sword and Shield had the exact same problem when it released in 2019, with a mouse cursor appearing in the final cutscene and credits.

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By comparison, the Silksong cursor is far less noticeable, so even if the devs leave it in place, it’s likely to become a fun piece of Hollow Knight lore rather than a game-breaking problem.

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September 16, 2025 0 comments
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Battlefield 6 Devs Struggled To Get It Running On Xbox Series S
Game Reviews

Battlefield 6 Devs Struggled To Get It Running On Xbox Series S

by admin September 13, 2025


Last month, Battlefield 6’s open beta on PC and consoles quickly became one of the most-played games of 2025. But like any modern game hitting Xbox in 2025, BF6 is launching on both the Series X and the weaker Series S. And according to the devs behind the game, getting BF6 to run on the less powerful console was a “challenge.”

Earlier this week, Kotaku sat down with two Battlefield 6 devs to discuss the game’s console ports, and I asked if the team struggled while trying to get such a big and complicated game to run well on Xbox Series S. We’ve heard stories that the Series S can cause devs headaches. And despite Frostbite, BF6‘s engine, being very “scalable,” the Series S was still proven a tricky beast to conquer.

“I will say that the biggest thing we did that was a challenge for us was [dealing with the console’s limited] memory,” explained Christian Buhl, technical director on Battlefield 6. “Xbox Series S does have less memory than even our mid-spec PC. And so there was a point…Oh, I want to say, like, 6 to 12 months ago where we kind of realized that a lot of our levels were crashing on Xbox Series S.”

As a result, the team focused on “optimizing” memory usage in Battlefield 6. And these improvements weren’t just felt on Series S. According to Buhl, this process made the “whole game better and more stable.” However, the devs also worked on “specific optimizations” for Xbox Series S, too.

“We were doing so much testing…we were collecting all this data,” explained Buhl. “Once we kind of started running all our levels through it, and were able to see where the problems were, after a month or two, we had kind of resolved all of our memory issues on Series S.”

Buhl says Battlefield 6 is now “super solid” and “performant” on Xbox Series S and will run at a “smooth 60 frames per second.” And footage of the game’s open beta running on Series S seems to back that up. 

EA Won’t Talk About Battlefield 6 On Switch 2

Of course, with Frostbite being so scalable and the studio working hard to make BF6 super optimized, I wanted to ask if, theoretically, the game could run on a Switch 2. The studio is even implementing gyro controls on PS5 and PS5 Pro to let players flick around quickly or reload with the simple waggle of the gamepad.

However, when I asked if it would be possible for Battlefield 6 and Frostbite to run on a Switch 2 based on the specs, an EA rep stepped in and cut off Buhl right as he began to say something.

“Sorry, I have to step in here,” said the EA rep. “We can’t talk anything beyond, sort of, like, the consoles that Battlefield’s coming to, which is Xbox Series X/S and PS5, and PS5 Pro.” 

Later on, when the team was talking about gyro controls, I brought up how the Switch 2 has excellent gyro sensors in its Joy-Con.

“Exactly, yeah,” was the response. So, at least I can confirm the devs working on Battlefield 6 think the Switch 2 has great gyro controls. Beyond that, nothing.

I’m very excited to play Battlefield 6 once it launches on October 10 on my PS5 Pro and high-end gaming PC. But not everyone has access to those devices, and some players are gaming on the aging and weaker Xbox Series S. So I’m happy to hear that the devs behind the game worked so hard on optimizing it and making sure all platforms get a great version of Battlefield 6. And hey, maybe Switch 2 owners will get their own solid version of BF6 in the future?



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September 13, 2025 0 comments
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Battlefield 6 Devs Explain Adding The Controversial Quick Turn
Game Reviews

Battlefield 6 Devs Explain Adding The Controversial Quick Turn

by admin September 12, 2025


In August, the Battlefield 6 open beta was a massive success and one of the most played games of the year. But there was a controversial “quick turn” setting included in the beta that caused some debate online. And when I asked the devs why it was added, they said: Balance and customization.

Earlier this week, Kotaku sat down with two Battlefield 6 devs to discuss the game’s console ports, and I had to ask about the quick turn feature. People online suggested it looked like cheating and was too OP. Others claimed it helped balance BF6 by giving controller players a chance to turn around quickly. According to Matthew Nickerson, senior console combat designer on Battlefield 6, balancing the game was indeed one reason it was added.

This is a must have setting in #Battlefield6 Flick Look allows you to achieve an instant quick 180 in combat! pic.twitter.com/ElMW1yvrhh

— TacticalBrit (@TheTacticalBrit) August 7, 2025

“The inherent issue of including aim assist on controller,” Nickerson told Kotaku,  “[is that] you constantly are doing a big sweeping motion [while looking around], you’re constantly going full speed, and then you hit the bubbles of aim assist, and it automatically slows down. So you’re kind of constantly fighting these systems that are preventing you from quickly 180 turning.”

Adding a quick flip option was a “huge win” that solved a “lot of issues” that exist when playing on a controller against mouse and keyboard players.

“You know, you get shot in the back [and] it’s frustrating to be a controller player those days,” added Nickerson. 

According to him, making sure crossplay was balanced, fair, and fun was a huge goal for the entire team working on Battlefield 6. So the quick turn option, officially known as “Flick Stick,” was one more way to keep crossplay competitive for all.

The other reason for adding it? Well, because it’s cool and gives players one more way to customize their controls and gameplay. And combined with the PS5’s gyro controls, Flick Stick can do some “really cool stuff.” Plus, Nickerson told Kotaku it helps give console players more ways to interact with the game despite gamepads having far fewer buttons than a keyboard.

“If you want to reload [or turn around], maybe you just flick on your controller upright, and it activates the gyro, so it’s like another new layer of customizability,” said Nickerson. 

I’m not sure I’ll be using gyro controls in Battlefield 6 when it launches on October 10 on PS5, Xbox Series, and PC. But you’d better believe I’ll have a button set for turning around instantly so I can at least I can see the person killing me from behind.





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September 12, 2025 0 comments
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Battlefield 6 spotting: A side-on shot of a soldier lying prone with an LMG at the ready.
Gaming Gear

Battlefield 6 devs knew ‘everything’ would leak from playtests but said the risk was worth it to get feedback from players: ‘That had to come at any cost’

by admin September 12, 2025



Game developers, generally speaking, don’t like leaks. Infinity Nikki studio Infold, for instance, recently described leaks as “poison to all creation.” That’s maybe a bit much, but it does capture the broad sentiment: When you’re working on something that’s meant to be a surprise, and someone blows that surprise, it sucks.

Developers do what they can to prevent leaks, but sometimes there’s just no getting around it. Such is the case with Battlefield 6: Technical director Christian Buhl told IGN that Ripple Effect (formerly DICE LA) “did not want leaks,” but it did want as much feedback from players as possible—and that meant rolling the dice.

“We had, actually, discussions, I think about a year or two ago,” Buhl said. “I guess it was maybe about two years ago, about how much we were going to do to prevent leaks versus how much we were going to do to get the game in front of players. We made a very deliberate decision that we were going to bias very heavily towards putting things in front of players and getting their feedback, even though we knew things would leak.”


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Sure enough, that’s exactly what happened: The Battlefield Labs program is technically a closed testing platform, but it’s been leaking like a sieve pretty much from the word go. That came as no surprise to developers—Buhl said he made a “big presentation” at one point where he asked rhetorically, and answered, “What will leak? Everything”—and it was ultimately viewed as a necessary price to pay: “We weren’t seeking leaks, but we knew that the most important thing was to get the game in front of players, get real feedback from players, get real telemetry, real data, and that had to come at any cost, including the fact that things would leak.”

Feedback from players is undoubtedly vital, especially when you’re making a game that aims to compete with the Call of Duty juggernaut. But there’s another significant benefit, as PC Gamer’s Morgan Park pointed out back in May when he wrote, “the Battlefield subreddit is an endless feed of leaked Battlefield 6 gameplay, and it might be the best marketing campaign of 2025.”

Leaks generate excitement that promotional trailers and developer streams can’t, because they’re “real” in a way that carefully curated marketing campaigns simply are not. And if that excitement generates demand for even more leaked material going forward, that has to be a lot better than people ignoring your game because nobody cares.

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

The Dorfromantik devs are back with Star Birds, an enchanting asteroid factory game that’s out now in early access

by admin September 12, 2025


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

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

Watch on YouTube

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

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

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

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

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



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September 12, 2025 0 comments
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Recent Posts

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  • Little Nightmares 3 review | Rock Paper Shotgun
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Recent Posts

  • Battlefield 6 review – the best entry in ages, when it’s actually being Battlefield

    October 9, 2025
  • ASUS TUF Gaming Laptop (NVIDIA RTX 4050) Still at an All-Time Low With Hundreds Off, but Returning to Full Price Soon

    October 9, 2025
  • Absolum Review – A Sleeper Hit

    October 9, 2025
  • Little Nightmares 3 review | Rock Paper Shotgun

    October 9, 2025
  • Heart Machine ends development on Hyper Light Breaker mere months after it entered early access

    October 9, 2025

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Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Battlefield 6 review – the best entry in ages, when it’s actually being Battlefield

    October 9, 2025
  • ASUS TUF Gaming Laptop (NVIDIA RTX 4050) Still at an All-Time Low With Hundreds Off, but Returning to Full Price Soon

    October 9, 2025

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Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

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