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Call of Duty: Black Ops 7
Gaming Gear

Black Ops 7 carry forward is no more as devs axe old skins and promise a return to a more ‘grounded’ Call of Duty

by admin August 27, 2025



  • Call of Duty: Black Ops 7 will no longer have carry forward
  • The feature would have allowed you to use some Black Ops 6 unlocks in the game
  • The change was confirmed in a developer blog post

Activision has confirmed that you will not be able to access operators, skins, and weapons from Black Ops 6 in Call of Duty: Black Ops 7.

The feature, known as carry forward, was previously going to give players the ability to use select content from Black Ops 6 in the upcoming entry. Although some fans appreciated the option to bring forward their favorite unlocks, many were concerned that this would undermine the identity of the new game.

I was personally pretty disappointed with the news that carry forward would be present given the disparate settings of the two titles. While Black Ops 6 is set in the 1990s, Black Ops 7 takes place in 2035 – so running around with Gulf War era gear wouldn’t make a lot of sense.


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The news of the decision was announced in a community update blog post, where the developers discuss the top frankly.

“We know there’s been a lot of conversation recently about the identity of Call of Duty. Some of you have said we’ve drifted from what made Call of Duty unique in the first place: immersive, intense, visceral and in many ways grounded,” it read. “That feedback hits home, and we take it seriously.”

“Black Ops 7 needs to feel authentic to Call of Duty and its setting. That is why Black Ops 6 Operator and Weapon content will not carry forward to Black Ops 7,” it continued.

Importantly your current stock of Double XP tokens and GobbleGums will still carry over into Black Ops 7, which is good news for those aiming to progress as quickly as possible on day one.

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Warzone and Black Ops 6 is also not affected, so you don’t need to worry about losing access to any of your current content.

The post also explained that the developers had heard feedback on in-game bundles, which some players found a little too outlandish in Black Ops 6.

“In Black Ops 7, bundles and items will be crafted to fit the Black Ops identity,” the post stated. “We hear the feedback. We need to deliver a better balance toward the immersive, core Call of Duty experience.”

Call of Duty: Black Ops 7 is set to release is set to release on November 14, 2025 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and Series S, and PC.

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August 27, 2025 0 comments
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Bloodlines 2 Devs Tweaking Day-One Clan DLC After Fan Outcry
Game Reviews

Bloodlines 2 Devs Tweaking Day-One Clan DLC After Fan Outcry

by admin August 27, 2025


Last week, it was revealed that upcoming open-world RPG Vampire: The Masquerade – Bloodlines 2 would launch in October with two of its important, playable vampire clans locked behind $22 day-one DLC. This didn’t go over well with folks online. Now, the devs behind the sequel are planning to make some changes.

On August 19, Bloodlines 2 developers The Chinese Room and publisher Paradox announced at Gamescom Opening Night Live that the long-awaited RPG sequel was finally launching on PC and consoles on October 21. This followed a lengthy and rocky development cycle, so for many fans, it was just nice to know Bloodlines 2 was actually going to come out. However, people soon discovered that two of the RPG’s six playable vampire clans would be locked behind a paywall, which led to a backlash from fans. Now, likely in an attempt to calm everyone down before a scheduled upcoming stream, the studio is promising changes.

On August 27, the official World of Darkness Twitter account posted a link to a Bloodlines 2 livestream happening today and shared this message about the DLC controversy as a reply:

We are listening to you about Bloodlines 2 & the Lasombra & Toreador clan access, & we’re making adjustments to reflect this. We will share more information about this as soon as possible. Until then, join us TODAY on Twitch at 5PM CEST, where we’ll be showing off the game!

This is similar to a message that was posted by a community manager in the official Discord server for Vampire: The Masquerade – Bloodlines 2, as spotted by GameSpot and ResetEra users.

Fans were so upset about the clans being locked behind day-one DLC because in Bloodlines 2, vampire clans are a very big part of the RPG. They help determine your playstyle, affect the game’s story, and offer unique powers and abilities. And sure, you can technically get any clan’s powers by leveling up and spending enough resources, but it’s much harder to get abilities that aren’t offered by your selected clan. So locking two of them behind a paywall that requires you to buy an extra DLC or the most expensive version of Bloodlines 2 was a frustrating choice.

Last week, the devs told RPS that the reason for locking some content behind DLC was that Bloodlines 2 had expanded beyond what was planned, and extra work had gone into making more and more content for the RPG. I also imagine Paradox wanted extra dollars after years and years of rocky development and delays. While I get that making games ain’t cheap, locking clans behind a paywall was never going to go over well.



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August 27, 2025 0 comments
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Here's a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs
Game Updates

Here’s a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs

by admin August 26, 2025


Tetris Effect developers Enhance have released a new demo for their forthcoming Lumines Arise on Steam, alongside news that the spacey rhythm attack game will launch on November 11th. If you missed Tetris Effect, it’s a game about making deletable lines out of falling blocks while standing in the middle of a very musical supernova.

Lumines Arise, meanwhile, sees you arranging clumps of blocks into 2X2 scoreable combinations, which are removed from the playing field by a horizontally sweeping Time Line. While standing in the middle of a very musical supernova.

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There have been eight previous Lumines releases, including remasters, on various platforms since the first game’s appearance in 2004. This one is a collaboration with Monstars Inc, who also worked on Rez Infinite. I played a bit of Lumines Arise earlier this year, and spoke to an Enhance developer about its new emphasis on expressing “the human”, which is what sets it apart thematically from Tetris Effect. I’ll get that write-up turned around before the release date. If I don’t, feel free to quote this piece at me aggressively in the comments on any and all subsequent news articles.

In the short term, I’ll say that Arise is yet another pacey and flamboyant puzzler that drizzles your occipital lobe in (for example) footage of frenzied chameleons, while challenging your primary motor cortex to save you from total visual constipation. Yes, it’s making bits of your brain fight each other. I like when games do that.

Beyond that, I’m interested to make sense of Arise being a more “human” game than Effect. Much as I enjoyed Tetris Effect, I entertain suspicions that Enhance’s framing of Arise might be bullshit artistry. Perhaps “more human” just means there are more human figures in the background art. Come to think of it, I’m not sure the devs mentioned Enhance’s most recent game, Humanity, during my hands-on – RPS reviewer Kim Armstrong witheringly summarised that as “perfect puzzles pumped with existential hot air”.

Here’s the Steam link for the demo, which will be available from today, August 26th till September 3rd. It includes three stages from the single-player Journey mode and a bit of new multiplayer mode Burst Battle, which can be played online cross-platform. The full game has VR compatibility but there’s none of that nonsense in the demo, and they’ve locked the difficulty to easy. They don’t want to scare you away, after all.

Those damn fool editors of RPS gone by never found time to review Tetris Effect, but they did put it on our list of the best VR games.



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August 26, 2025 0 comments
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Hollow Knight
Esports

Hollow Knight Silksong has devs so scared that they’re delaying their games

by admin August 24, 2025



Following Hollow Knight Silksong’s release date announcement, several developers who were planning to release their indie games before the big holiday game rush have delayed to 2026.

The prospect of being a big enough industry titan that your release forces others to delay their games is a level of respect few games earn. GTA 6 is the only other recent example that has caused mass delays, with it being a wrecking ball for 2025’s release calendar before it got delayed to 2026.

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But, considering that the original Hollow Knight has now sold over 15 million copies and hype for Silksong is at a fever pitch, indie devs especially are feeling the pressure with a September 4 release date imminent.

Several developers have come out and said they’re delaying their games to clear the runway for Silksong, wanting to give players a chance to get through it before putting their title on the market.

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Silksong is forcing other devs to delay their games

When it comes to indie games that don’t have a massive marketing budget behind them, putting enough hype behind the initial release is an absolute make-or-break moment. Word of mouth is arguably the best way for indie games to get noticed, but, if no one knows the game exists, there isn’t anyone to tell others how good the game is.

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So, in order to give themselves the best chance of getting noticed and creating a game successful enough for them to continue game development as a career, some devs have decided not to risk competing with Silksong and opted to delay.

Aeterna Lucis‘ devs were arguably the most transparent, saying that the game is completely finished but that they’re choosing to delay into 2026 anyways.

“Our initial plan was to launch it this September, but after the announcement of Silksong, we are fully aware that our game wouldn’t have the visibility it deserves. Competing with a phenomenon of that scale would not only be unfair to our team’s effort, but also to you, the community, who expect to experience this adventure under the best possible conditions,” a statement from the developer reads.

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Aeterna Lucis

But, instead of being mad about the change, they’re grateful to Hollow Knight developers Team Cherry and credited them with being an inspiration for Aeterna Lucis and their other games.

“There’s no need to wish [Team Cherry] luck—we know Silksong will be a success and a masterpiece. Instead of rivalry, what we feel is gratitude: thanks to them, the metroidvania genre is more alive than ever and, in fact, they were one of the main inspirations that led us to create Aeterna Noctis and the entire saga now in development.”

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Faeland, an RPG that’s been in early access for almost 2 years, also delayed their 1.0 release and directly cited Silksong as the reason:

Faeland

“Our v1.0 launch was set for September 9, but with today’s announcement of Hollow Knight Silksong releasing on September 4, we’ve made the tough call to postpone our release.”

CloverPit, a rogue-lite slot machine game, was also delayed, again with a direct mention to Silksong.

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“Some of you might already have guessed the reason for the delay: Hollow Knight: Silksong.

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“The release date for Silksong was announced yesterday, and it’s only one day after CloverPit our original launch date. Silksong is the most anticipated and wishlisted game on all of Steam and we think people will love this game and play it right at launch (including us) but that also means it will overshadow all games launching close to it. So if we stick to our original date we would risk the launch of CloverPit a fair bit,” the devs explained.

CloverPit

“We poured our hearts into our little game so of course we want to give it the best possible shot. We hope you can understand – we’ll use the extra time of course to polish the game even further and we hope for your support at launch either way.”

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These are just a few examples, and consist only of statements where the devs directly admitted that Silksong was the reason their game was delayed. Who knows how many other ways that its release has affected the games industry that aren’t as transparent.

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Either way, it seems like a lot of devs and other folks working in the games industry will be taking a few days away from work to play Silksong. Probably including myself.

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August 24, 2025 0 comments
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"I don't think RTS is back; I don't think it's ever really gone away": Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
Game Updates

“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre

by admin August 23, 2025


Dawn of War 4 is back, and I’m feeling pretty good about it. You can read my full thoughts on actually playing it – or really, playing the one available skirmish about six times over and over – in our big Dawn of War 4 preview, but alongside that hands-on time we also had a virtual sit-down with DoW 4’s brand new development team.

The top line is that the studio has, at least at first glance, done a pretty comprehensive job of taking the original Dawn of War – and a few sprinkles of its sequels – and turned it into a properly modern entry. It’s honed in on the first of the trilogy as inspiration, for starters, bringing back classic aspects like full base-building and standard RTS style maps with requisition points and all the regular gubbins. And, aside from maybe just missing a bit of campy levity here and there, the developers have also got the tone pretty spot-on, going full grim, dark, and down in the muck and mud.

Put it down on paper like that and it all sounds simple enough, but naturally for new developer King Art Games, a studio based in Bremen, Germany – which has only produced one RTS before, in 2020’s generally well-received Iron Harvest – following on from heavyweight strategy studio Relic was of course a challenge.

Image credit: Deep Silver / Plaion

You might be wondering how a storied series such as Dawn of War came to be made by a studio with such a short history of strategy game development (albeit one with a long history of developing all kinds of games overall, from point-and-click adventures to browser games, via the Nintendo DS’s Inkheart, tactical RPG The Dwarves and more, stretching back to its founding in the year 2000.) The answer involves a little bit of serendipity – but also, a clear indication that King Art earned its role here on absolute merit.

“It came a little bit out of nowhere,” studio co-founder, creative director, and DoW 4 game director Jan Theysen tells me. The team was working on its debut RTS, Iron Harvest, at the time, and “since it was a Kickstarter, we were very open and showed a lot of behind-the-scenes stuff, a lot of our technology and what we can do in terms of visuals, and so on,” he explains. “And someone at Games Workshop saw that. They basically came to us and said, ‘You know, hypothetically, if we would do a Dawn of War 4, what would you do with it?'”

Theysen assumes Games Workshop asked “a bunch of different developers” the same thing, and so the team went away and made a proper presentation just to try their luck. “Let’s come up with the concept and let’s do our best,” as Theysen puts it. “But we didn’t really expect this to go anywhere, right?” The studio sent over the presentation, focused back on Iron Harvest, and later on after the game was released, a few conversations with publisher Deep Silver later (and probably a lot more convoluted conversations than that behind the scenes) and the decision was made. Dawn of War left franchise custodians Relic, which had a couple of tricky years before its recent move to independence from Sega, and came to its surprise new home in Germany.

“Relic is a studio that we owe a lot to,” Elliott Verbiest, senior game designer, added. “As the entire genre of real-time strategy owes them a great debt for all the work they’ve done, across not just Dawn of War but all their other titles… for us it’s an enormous honour to pick this up.” There’s a little pressure, understandably. “It does feel like we are trying to fill very, very big boots in this regard,” he continues, and is keen to emphasise the studio’s desire to “do that legacy right… that we can say: Okay, the things Relic did really, really well, we can only hope that we follow in their footsteps.”

Image credit: Deep Silver / Plaion

How did King Art decide what to focus on for a new Dawn of War game, and which elements did it feel were particularly important to get right? “There is not really a ‘Dawn of War formula’,” Theysen says, noting the difference even from the first DoW to the much smaller-scale, more tactical DoW 2, let alone the change again to DoW 3. But the team “knew that people were interested in this more classic style of RTS, with base building and economy and research,” and so ultimately opting to focus specifically on the original felt like the most sensible choice. “When in doubt, it’s Dawn of War 1 – but then the point is, of course, that it’s a 20-year old game. What you can’t do is just pick a feature, put it in a new game and assume that it feels the same way that it did for people 20 years before. So we basically asked ourselves: how did Dawn of War make us feel 20 years ago? And how can we evoke the same feelings again today?”

Theysen has some smart answers there. “Dawn of War’s battles feel very distinct, because they’re relatively big battles and they take a while, right? It’s not like they’re fast, surgical strikes – it’s more like ongoing, big battles. You might lose a few units, or you can put a lot of resources in your battles and make sure your units don’t die… eventually maybe you won the battle, but you lost the war, because you paid too much in resources.” The other big example? “Synch kills.”

The studio asked what people loved in the original, and synch kills came up repeatedly – those being the bespoke animations for when a unit, like say a hulking Space Marine Dreadnought, executes another with a flourish, like say picking up an Ork, spinning it around and crushing it in its mechanised hand. That in turn led to one of Dawn of War 4’s defining new additions in the “combat director”, a brilliant visual flourish that means all units, in melee, battle each other with specific, synched up combat animations, as though each fight’s fully choreographed rather than playing out in standard RTS style, with units broadly swinging at the air in their enemy’s general direction.

As for those challenges, Theysen says there were a few. The team already knew what it wanted to improve after Iron Harvest – “could there be bigger armies, or could there be more base-building?” – and used those to “get the cogs turning” for how it might go a step further with Dawn of War. The biggest, in Theysen’s terms, was simply “the overall complexity” of RTS games as a whole, coupled with Warhammer’s expansive, intertwining lore and the sheer number of units and things going on in a Dawn of War game. (King Art’s keen to boast the “more than 110” figure for units and buildings, which is undoubtedly impressive at launch.)

Theysen’s also keen to point out the studio’s history of pivoting quite successfully between genres, if never truly breaking out into the gaming mainstream before Iron Harvest. “We have our 25th anniversary this year, and we did a lot of different games and a lot of different genres on a lot of different platforms, and it was pretty natural for us to just take on a new genre,” he says.

Image credit: Deep Silver / Plaion

“We usually tackle it by really doing our homework and really trying to figure out what makes these games tick, and play a lot of them and analyse a lot of them. Read everything you can – read about RTS development and so on. Then it really comes down to making educated guesses, and having a lot of people play the game often, right? And getting feedback.” The studio did that a fair bit with Iron Harvest, giving it to that game’s die-hard Kickstarter community early and then iterating.

“This, by the way, is also something we want to do with Dawn of War 4, now it’s finally announced,” he adds. “We want to make sure we get it in the hands of the players to get their feedback and input – because to be honest, it’s so complex and so complicated that, for example, with four really different factions to balance for multiplayer, you just need a lot of people playing the game.”

And then there’s that combat director. The idea actually came from a “hardcore Dawn of War 1 fanatic” at the studio, in Thomas Derksen, the developer’s head of animation. “That was his game,” Theysen says, “his whole teenage years were Dawn of War 1, and he basically said: Okay, if we do this, we do it right.”

None of the team were particularly convinced it was possible, “but basically him and a couple of animators and tech artists and coders, they dug in and, I don’t know, half a year later, they came up with the system that basically dynamically puts little snippets of animations together to form new combat animations.” The result sounds incredibly complex. “It figures out, okay, I’m a smaller unit fighting a bigger unit, that unit is heavy, so there are certain things I can do and I can’t do. There’s an explosion left of me and there’s I don’t know, another ally on the right, this means I could do the following things, and then the system basically dynamically puts together the animations and it works great. Looks great, I think. And is super fun – you always wondered how it would look if a Redemptor Dreadnought fights a Tomb Spider, right? And now you can see it!”

One of those other big challenges was fitting the game into pre-existing Warhammer 40K lore. The return of John French, a prominent Black Library novel author who also wrote on games such as Rogue Trader, certainly helps there. As does opting to set the game on Kronus once more, the planet of the series-peak single-player campaign in the original’s Dark Crusade expansion. Theysen could share a little more of the setup here: “We basically follow the story of Cyrus and Jonah from the previous games,” (Cyrus featured in DoW 2, and Jonah in both 2’s Chaos Rising expansion and DoW 3) “and they go to Kronus in the hope to maybe find some brothers there, or maybe find recruits to rebuild the chapter a bit. But of course, it’s 40K, so everything goes horribly wrong.”

Image credit: Deep Silver / Plaion

The 200-years-later choice meant the team could use the present-day version of 40K, including all of the story that’s happened since Dark Crusade’s release, but the story itself will be intentionally “Kronus-centric,” as he puts it. “The wider effects might not be the biggest but, let’s put it this way: part of the story is to make sure that actually there are no wider effects for the rest of the galaxy, and it stays contained…”

As for how the four-part campaign will work – which can be played entirely in co-op if you like, it’s clarified – Theysen also shared a little more. There’s really one campaign for each of the factions – Orks, Space Marines, Necrons, and newcomers Adeptus Mechanicus – and then within each of those campaigns there are decisions you’ll have to make which then thread into the next. One example: “when you play the Ork campaign, eventually you have to decide [between] two different war bosses… the Beast Snaggas, which is more like the wild, original Orks, or the Bad Moons, which is more like mechanics, mechs, and so on… and in the end only one of those guys survives or stays around.” Then in the next campaign you play as another faction, the chosen boss is the one you’ll be fighting as, say, the Necrons.

This is all set up on a kind of “world map,” as Theysen puts it, where you’ll be able to select different missions based on what units or bonuses each might unlock for completion, “similar to Dawn of War 2,” Theysen says. “Where you can say: Okay, what do I get here? Who am I fighting? And okay, actually, this mission sounds the most fun, I’ll play this one.” Some of those missions will be mutually exclusive – you can’t play all the missions in one playthrough – encouraging multiple runs. And likewise it sounds like there’ll be a bit of those classic vendettas you can build with the AI, at least to some extent – with the Space Marines for instance, in one scenario you can either save a city, or save some other territory, with the one you don’t choose being conquered and you later on having a chance to exact revenge.

On the topic of differing factions, I was also keen to know why King Art’s team chose the four they did here. “Some of it was relatively straightforward, some of it a little less so,” Verbiest says. The Blood Ravens were a given, having first appeared in Dawn of War itself, and similarly essential were the Orks – “a no-brainer,” Verbiest says, given the roots in Dawn of War one and their prominence there. After that things got more interesting. As well as being pretty prominent in 40K more widely at the moment, the studio chose the Necrons specifically because of how Dawn of War 3 ended (or didn’t end). “They were kind of teased towards the end of Dawn of War 4, and that was something that never really came to fruition, unfortunately. So it’s kind of our way of saying to the fans, essentially: Hey, we’re making good on this particular promise.”

The Adeptus Mechanics, meanwhile, came about because the studio wanted to include a faction that had never been included in Dawn of War before. “It kind of helps a little bit because we worked previously on Iron Harvest,” he adds, “so we have a lot of experience with big walking machines and the like.” Any chance of more down the line via expansions, if things go well? “Unfortunately, I can’t say anything regarding future content,” is the predictable reply.

Image credit: Deep Silver / Plaion

There’s plenty more the team is keen to talk about, as our conversation begins to run short on time. “You probably get more stuff in this game than in any other – not only Dawn of War, but probably most RTS games,” Theysen says, at least in terms of what’ll be there at launch. Skirmishes are “very, very configurable,” for instance, multiplayer maps can be configured too, as can enemy behaviour. The Last Stand, a horde mode from DoW 2, returns here and is playable solo with multiple others in co-op. The sense, above all, is that King Art games is naturally proud, and quite optimistic, about what it’s been able to produce so far. After playing it I think it’s very much justified.

It also leads on to a final question, which feels frustratingly inevitable with conversations about RTS games these days (though I’m well aware I’m saying that the one asking it). Does the team feel good about the state of the RTS these days? Is there optimism here beyond just Dawn of War 4, for such a venerable genre to at least regain a bit of its lost footing? Does all this “death of the RTS” stuff feel a bit overblown?

“RTS definitely isn’t the mainstream genre that it was maybe 20 years ago or something,” Theysen says. “And you know, if you expect, creating an RTS game like Age of Empires 4, sell a couple of million [copies] and then you know, call it a disappointment or whatever – or at least not a success – then okay, what do you expect?

“I think from our side,” he continues,” we know that there is a core RTS target audience that really likes to play RTS, and hopefully plays Dawn of War 4 because it’s a big, good RTS. Then we have this other target audience with 40K fans, who are interested in the game because it’s a 40K game… and we also hope to reach some players that are maybe looking for a good way to get into 40K, because it’s notoriously hard to get into such a big and complex universe.” (Worth noting here: Dawn of War 1 was my own personal introduction to 40K as a goofy little tween myself, so Theysen might be onto something.)

Verbiest’s answer meanwhile is simple enough, and one that, hopefully, Dawn of War 4 will help to ring especially true: “I don’t think that the RTS is necessarily back,” he says. “I don’t think it’s ever really gone away.”



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August 23, 2025 0 comments
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Marvel Rivals Season 3: Phoenix gritting her teeth as she's pinned to the ground by Hela, who's out of frame.
Gaming Gear

Marvel Rivals dev’s transparent, 18-minute breakdown of how ranked isn’t rigged fails to placate players who hate losing

by admin August 22, 2025



To prove to the growing number of players who think Marvel Rivals’ ranked mode is rigged or somehow unfair, the official X account dropped a video that reveals a surprising amount of detail about why that’s totes not the case.

Lead combat designer Zhiyong spends a packed 18 minutes explaining the math that determines how high you climb based on ranked wins and how the matchmaking system tries to create fair games. The gist is that Marvel Rivals works like a lot of other competitive games, but because there are six-player teams and a roster of wildly different heroes it has to do some guesswork that won’t always lead to perfectly balanced matches.

It’s true that you might be put on a team with people who aren’t as good as you, but the system takes that into account when calculating how much a win or loss is worth. A player who performs much better than their team and still loses won’t be punished as hard, for example. But as you go up in ranks, personal performance isn’t weighted as heavily in the calculation.


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Your individual performance on a hero is compared to every other player on the same hero at the same rank. The system then combines the averages for all your teammates and determines your team’s total average skill level. In a match where your team’s level is higher than the enemy team’s, you’ll gain fewer competitive points for winning and drop more points for losing.

The matchmaking system tries to match teams with the closest skill levels and will do its best to pit groups of players against other groups rather than people playing solo. But because of the number of variables with server regions and fluctuating skill levels, the teams are rarely perfectly even.

We’ve heard your feedback on matchmaking and ranking in Marvel Rivals, and your voices matter! Check out our Lead Combat Designer, Zhiyong, as he shares our developer insights on the matchmaking and ranking system. Watch the full video to see the systems behind the game! pic.twitter.com/OmErw2WMgUAugust 21, 2025

Anyone who has heard Blizzard talk about Overwatch’s ranked system will be familiar with a lot of this. Marvel Rivals isn’t very different apart from the fact that it doesn’t have a way to queue for a specific role you want to play, which Zhiyong says wouldn’t actually fix the problem of unbalanced matches.

However, Zhiyong doesn’t address what would happen if Marvel Rivals introduced placement matches to calibrate your skill level up front instead of gradually over time. Many players believe that this would make matches fairer when ranks are reset every season. It sounds like the studio has considered it, according to a reply from executive producer Danny Koo on X where he said he’s “on the placement side of things.”

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

There aren’t any huge revelations in the video if you’re familiar with competitive games. Zhiyong lays out what looks to be a fairly standard system for hero shooters, and he re-confirms that the game doesn’t use Engagement Optimized Matchmaking (EOMM) that ignores your skill level and feeds you wins to keep you hooked.

Even with the surprisingly in-depth explanation, not everyone is happy. Such is the curse of competitive games, I guess. There will always be players who believe the system is built to punish you with idiot teammates and loss streaks and not that probability plays a larger role than they’d think. Not that there isn’t room for improvement, but assuming there’s a way to achieve perfectly balanced matches for every single player is wishful thinking.

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August 22, 2025 0 comments
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A slot machine showing winning reels
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‘Silksong lol’: CloverPit devs delay the slot machine Balatro-like by 23 days to escape the blast radius of Silksong’s launch

by admin August 22, 2025



You know what they say: The best laid plans of mice and men sometimes get abruptly derailed by a surprise launch announcement. Thanks to yesterday’s reveal that Silksong’s release date is only two weeks away, CloverPit developer Panik Arcade has decided to push back the launch of the slot machine roguelite to dodge the all-consuming attention singularity that we can safely expect the Hollow Knight sequel to be.

Panik Arcade announced the change of plans in a Steam news post titled “We have to delay CloverPit a bit (Silksong lol)!” Rather than its original release date of September 3, CloverPit will now launch on September 26.

(Image credit: Future Friends Games)

“Silksong is the most anticipated and wishlisted game on all of Steam and we think people will love this game and play it right at launch (including us) but that also means it will overshadow all games launching close to it,” Panik Arcade said. “So if we stick to our original date we would risk the launch of CloverPit a fair bit.”


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My sympathies go out to any devteam that’s had to reevaluate their launch plans after unknowingly choosing a release date within the Silksong gravity well, but CloverPit’s case is particularly tragic: Its original release date was announced just nine days ago. It had a delightful trailer to go along with it and everything. Luckily, Panik Arcade seems to be taking it in stride.

“We poured our hearts into our little game so of course we want to give it the best possible shot,” Panik Arcade said. “We hope you can understand—we’ll use the extra time of course to polish the game even further and we hope for your support at launch either way.”

(Image credit: Future Friends Games)

After playing the CloverPit demo, I’m eager to get my hands on the full version whether it launches in 12 days or 35. It’s got that Balatro-style multiplier-stacking juice, a magnificently grody aesthetic, and an understanding that gambling is the enterprise of hungry, uncaring devils. Plus, it makes fun lights when you win! If it means CloverPit gets a better shot at its time in the spotlight, I’m content with a slightly longer wait.

CloverPit launches on Steam on September 26. Hopefully we’ll all have recovered from the collective Silksong mania by then.

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



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August 22, 2025 0 comments
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Snake looks up while holding a silenced pistol.
Game Reviews

An In Interview With The Devs

by admin August 22, 2025


It’s an exciting time for Metal Gear Solid fans such as myself. We’re not only about to get a remake of one of the best MGS games of all time, but also a new take on the classic stealth gameplay that made it so memorable. Earlier this month, I and several other journalists were invited to a Metal Gear Solid Delta: Snake Eater event to get some lengthy time in with the game and to check out the super cool installation at NYC’s Lightbox studio that housed a recreation of the iconic flower bed of the game’s final showdown. Along with Michael McWhertor of Polygon and Destin Legarie of The Destin Channel, I got to chat with Delta’s producers, Noriaki Okamura and Yuji Korekado.

What follows is a transcript of our roundtable conversation, with some slight edits for brevity and clarity. Konami provided a translator for our interview.

Michael McWhertor, Polygon: There’s been a lot of remakes in recent years, especially at Konami, and I wondered when you started working on this project how much you wanted to do this as a reinterpretation, or as a straight remake. Did you wanna add to it? Did you want to make Metal Gear Solid 3 through the lens of 2025? What was that approach like? Was it a straight remake or something else?

Noriaki Okamura, Producer, Metal Gear Solid Delta: Snake Eater: This is something we contemplated at the very beginning when we were starting this project: What would be the best way to do a remake of MGS3? And in those conversations what we ultimately decided on for Delta is [that] the concept of Delta is to be able to have new Metal Gear fans, new Metal Gear players to experience the original as is, as much as possible. Obviously we did the modernization that we need to so that it will be more fluid and more accepting to modern gamers and how they play games but in order for us to respect what was originally great about the game, we wanted to keep it as is as much as possible.

Allowing a different kind of [camera] angle, different kind of play style changes the thrill, the nervousness of needing to hide.

Destin Legarie, The Destin Channel: You’ve had a few preview sessions and you’ve gotten some feedback online. What changes have you been able to implement based on that online feedback today?

Yuji Korekado, Creative Producer, Metal Gear Solid Delta: Snake Eater: So one of the things we did is that, after we announced that we’re gonna do a remake, obviously there were a lot of reactions from a lot of Metal Gear fans and one of the things that really stood out to us is some of the additional modes that were, you know, removed, and because this game has been re-released so many times, and so some of them were they really wanted Snake Versus Monkey back, or, like, the Secret Theater videos back. After we we saw that there’s so much demand for it we decided, OK, what can we do to make those modes come back and what kind of way would be best to bring them back? So we did look into that kind of feedback.

Destin Legarie: Specifically, I’ve seen a lot of feedback about some of the facial animations. Has that feedback been taken to heart?

Yuji Korekado: Yes, we did get that kind of feedback. We heard them loud and clear and especially after we released some of the earlier trailers, that’s definitely something that was pointed out to us and like I said, we want to make sure the experience that we provide in the remake is the same kind of experience that the people who played the original experience had. We wanna make sure that wow factor is still there, so after that we definitely wanted to make sure that the quality is on par to what a Metal Gear game needs to be.

© Screenshot: Konami / Claire Jackson / Kotaku

Claire Jackson, Kotaku: What was it like balancing modern stealth mechanics with the stealth challenges of the original game?

Yuji Korekado: One of the things we did for Delta is to provide two types of what we call “Play Styles.” We have the Legacy Style which you can play kind of with a similar camera and controls as the original, and the new style you can play with more modern controls and a third-person camera setting. And when we allowed that new type of play style, we had to make some adjustments, some rebalancing because the way that you can now see the map changes how you need to hide and what you can see and what you can look out for. So one of the things we changed was the character animation, character motions and also the reactions and the responses of of some of the NPCs, the AI as well, and we needed to do that because allowing a different kind of angle, different kind of play style changes the thrill, the nervousness of needing to hide. So this is something that we had to go back and do a lot of testing with, utilizing modern technology to make it feel [like] that same nervousness as you were playing in the original style, but with a new modern control and camera.

Destin Legarie: Do you feel that modernization might make it too easy? Because I remember when [the GameCube remake of Metal Gear Solid, The Twin Snakes came out, a lot of the criticism was that having that extra perspective made gameplay easier and the game easy.

Yuji Korekado: To simply put it, yes, we knew this would happen, obviously. So, we had to do a lot of rebalancing between when you’re playing the Legacy Style versus the New Style, we had to make sure that the difficulty level would still match whatever playstyle you’re playing with and not make things too easy or too difficult.

The way that [Metal Gear Solid 3] was built originally was already perfect to begin with.

Claire Jackson: Does the team have a preference between the original, overhead camera or or the third person one?

Yuji Korekado: So, for [me] personally, [I love] both. Obviously modern players are more used to the third person camera and you know, specific types of controls. So for [new players] we want them to play with New Style first and because we think that this is the best way for them to get immersed into Metal Gear’s world in that way that they’re more used to. And once they cleared the game it will be fun for them to go back and replay the game in Legacy Style and see, “oh my goodness, there’s a whole new way of playing this game that I didn’t even know about,” so we would love for them to enjoy both Play Styles.

Michael McWhertor: I’m wondering if any technical issues came up developing certain aspects of the game? And I’m specifically thinking about how easy it was on the PlayStation 2 to, say, change the date, on your PlayStation 2 [to defeat the sniper boss, The End], whereas now on a PlayStation 5 or an Xbox Series X or a PC, it’s, it’s more difficult to change the date on your system because it’s connected to the internet, and I’m wondering if you have a technical solution to that issue or if any other technical issues popped up?

Yuji Korekado: So just with how we were able to adapt [the game] to the consoles and platforms back then, we were able to do that for all the the supported platforms that [Delta] is going to come out on today, and you know there’s different features on different types of platforms and features that we wanted to incorporate as well. For instance, we like the [rumble] feedback on the [PS5’s DualSense]. These are the types of things that we did really look into to make sure that we do what we can to best adapt [the game] to modern consoles as much as possible. In terms of technical difficulties, we didn’t really have too much, yeah.

Destin Legarie: I know we’re here for Delta today, and we’re running low on time. I have so much that I want to ask but I would get in trouble if I didn’t ask about Metal Gear [Solid] 4. Is there any hope you can give for fans about MGS4 possibly being in Volume 2 [of the Master Collection] or is it being worked on in any capacity?

Noriaki Okamura: This is something that we’re always, always thinking about: What is our next move in terms of the Metal Gear series, and we are aware that a lot of fans really want MGS4 back because it’s currently not playable on any current hardware or platforms, and this is something we do want to address at some point, making sure that fans can have a chance to play it once again. Unfortunately we can’t give you any more details other than that, but yeah, hopefully in the future this is something we can do.

Claire Jackson: Were there any unique challenges or surprises when it came to preserving the cinematic flair of the original [Metal Gear Solid 3]?

© Screenshot: Konami / Claire Jackson / Kotaku

Yuji Korekado: So for the cutscenes, we had to remake everything: The character models, the level, the stages, we had to do it all from scratch. And when we did that, one of our concerns was that even though everything looks amazing, if we still kept the same facing, the same camera angles, would it still hold up? And so once everything was done and we decided to create all the cinematics using the same camera, using the same background music, voice acting, we were blown away because the way that [Metal Gear Solid 3] was built originally was already perfect to begin with and the the modern graphics just enhanced that to the fullest. So we were very surprised that, you know, even to this day the way it was originally made was, you know, [it] didn’t need to be retouched.



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August 22, 2025 0 comments
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Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun
Game Updates

Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun

by admin August 21, 2025


The recent Battlefield 6 open beta was a massive success for EA and Battlefield Studios, amassing over half a million concurrent players on Steam. But some players weren’t happy about how fast and jumpy movement could be in the online FPS, and others felt the shotgun was too powerful. Now EA has announced that hopping around with a shotty won’t be as effective in the full game.

On August 21, EA and Battlefield Studios published a lengthy community update on Twitter going over what was learned from the beta and what will be changed when the full game launches in October. The big news for many will be that, yes, the devs working on BF6 saw some of those wild videos of players hopping, sliding, and diving around in matches like it’s a modern Call of Duty game and have plans to nerf how fast you slide and how often you can jump.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience,” said EA in the community update post.  “Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy.”

According to the devs, the idea behind these changes is to make jumping and sliding “more situational” and less useful during gunfights, with EA adding that it wants to reward “skillful movement” but doesn’t want gameplay to become “too fast or unpredictable.”

The shotgun in Battlefield 6 is being nerfed

Another complaint out of the Battlefield 6 open beta was that the shotgun carried by assault class players was too powerful. As someone who loved using the shotgun, I disagree entirely and think people need to shut up. But the data does show that the shotgun was very effective at killing people. Maybe too effective? EA thinks so and is nerfing it a bit, explaining: “The M87A1 shotgun now requires more pellets to secure a kill.” So it will still be good up close, but won’t be the powerhouse at medium range like it was in the beta.

©EA

Other weapon tweaks include a “general pass on recoil” and tap-firing across all weapons. EA wants to emphasize each gun’s “unique feel” and make sure weapons have more varied effective ranges.  “We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery,” said the team.

And EA is “investigating the Time-to-Kill and Time-to-Death experiences” in BF6, but doesn’t have any “definitive” plans yet. Personally, I think people were being weird about time-to-kill in BF6‘s beta, as it is about the same as it was in BF4. But I do agree that sometimes you’d die instantly, and it felt like only one shot. I assume this is down to some network issues that need to be fixed.

Player counts, Rush changes, and more

Elsewhere in the community update, Battlefield Studios talked more about player counts and how they work in BF6. The devs say the number of players in a match isn’t strictly dictated by the mode, but the scale of the map. For example, at launch, some Breakthrough maps will support 48 players, while others will support 64 players. It’s an interesting strategy that lets the devs use every map for every mode, even if it means upping or lowering the maximum number of players that can get in on the action.

EA also talked about Rush and how the more players you add to the mode, the harder it becomes for one side to win. So, based on player feedback from the beta, EA is lowering the default number of players in Rush in the full game in October to give attackers a better chance of winning. Hopefully, the studio also changes where players spawn and how close the objectives are in Rush to help make matches more fun and less of a slog.

Oh, and for players who are part of BF Labs, you’ll get a chance to test out some of the bigger maps coming to BF6 at launch, including the remake of BF3‘s beloved Operation Firestorm. EA confirmed that these two maps will “include the full complement of vehicles…along with a more vast combat space.” So you can stop yelling at EA and Battlefield 6 devs about bigger maps. They’ve told you before and now have explained again: Bigger maps will be in the full game. Relax, okay?

Battlefield 6 launches on October 10 across PlayStation 5, Xbox Series X/S, and PC.



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August 21, 2025 0 comments
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Silksong's Hornet runs through a green field.
Game Reviews

Silksong’s Devs Didn’t Think It Would Take This Long Either

by admin August 21, 2025


Hollow Knight: Silksong will arrive seven years after the first game. Why? That’s what fans have been impatiently wondering for a while now. According to the developers at Team Cherry, there was no major drama or development snafus. Seven years is just how long it takes to make the Metroidvania Soulslike sequel to what some fans regard as one of the best games of the last decade.

“I remember at some point I just had to stop sketching,” cofounder Ari Gibson told Bloomberg in a new interview. “Because I went, ‘Everything I’m drawing here has to end up in the game. That’s a cool idea, that’s in. That’s a cool idea, that’s in.’ You realize, ‘If I don’t stop drawing, this is going to take 15 years to finish.’”

What began as DLC for 2017’s surprise Steam hit Hollow Knight eventually morphed into a full-fledged standalone game. Team Cherry officially revealed Silksong would become a sequel in 2019. The developers told Bloomberg they wanted to keep their team size small so as not to disrupt the creative flow responsible for the first game. But growing scope—bigger boss fights, multiple towns, a denser world—meant it would take even longer to finish, especially if it would exude the same level of tight controls, visual polish, and world-building mystery of the original Hollow Knight.

When Microsoft doubled down in 2022 on the promise that Silksong would arrive within the year, that was apparently the actual goal. “We did genuinely believe that was the case,” cofounder William Pellen confirmed. “There was a period of two to three years when I thought it was going to come out within a year.” The team just kept biting off more than it could chew while also calmly ignoring all of the online chatter about unhinged fans.

“I think we’re always underestimating the amount of time and effort it’ll take us to achieve things,” Gibson told Bloomberg. “It’s also that problem where, because we’re having fun doing it, it’s not like, ‘It’s taking longer, this is awful, we really need to get past this phase.’ It’s, ‘This is a very enjoyable space to be in. Let’s perpetuate this with some new ideas.’”

It seems to have helped that the original Hollow Knight has now sold 15 million copies, Team Cherry revealed. Silksong is already Steam’s most-wishlisted game. If it lives up to even a fraction of the hype, the team won’t be forced to release their next game any time soon, either.



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August 21, 2025 0 comments
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