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It's kind of weird that Helldivers 2 isn't in Steam's big third-person shooter sale, but there are plenty of other great deals so I don't really miss it
Product Reviews

It’s kind of weird that Helldivers 2 isn’t in Steam’s big third-person shooter sale, but there are plenty of other great deals so I don’t really miss it

by admin August 26, 2025



Most of the time, I’m an FPS guy: third-person shooters tend to lack the immersive qualities of first-person bang-bang, and the weird over-the-shoulder perspective makes aiming a headache (which I am sure has nothing to do with the fact that I don’t play many TPS games). But every now and then one comes along that’s just too good to ignore, which very circuitously brings us to the point: The new Steam TPS Fest, a week-sale that’s all about disembodied gunplay.

“It’s a fest full of games in the third person,” the TPS Fest page says helpfully. “And those persons are shooters.” And indeed they are, but in terms of specific genre—at least as defined by Steam—there’s quite a range to choose from: 569 action games, 276 adventures, 101 RPGs, 81 “casual” games, 63 strategy, 54 sims, eight sports games, and—somehow–two racing games. (I suspect someone may be playing a little fast-and-loose with some of those designations.)

Anyway, the pick of the litter as far as I’m concerned has to be Control Ultimate Edition, which includes the base game, The Foundation and AWE expansions, and all other additional content for just $4/£3.29/€4—90% off the regular price. That’s a whole lot of videogame for four bucks, and Control really is primo stuff—and, I have to admit, its extremely effective blend of gunplay and powers almost certainly works better in third person than it would as an FPS.


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My personal favorite, though, is Max Payne 3, and I mention it specifically because it’s grossly underrated and deserves the love—and if you haven’t played the first two and don’t especially want to, this final part of the trilogy works perfectly well as a standalone game. It’s an incredibly cinematic shooter, very different from Remedy’s take on the character (which is mainly why it tends to be not as well regarded) but easily up to their level. For $6/£5.39/€6, you won’t regret it.

And if you do want to play the first two Max Payne games (and you should), you can also get those on the cheap. Take note, however, that the Max Payne Complete Pack bundle, which includes all three games, actually costs more right now than buying the games separately. I have no idea why and it might be changed at some point, but for now double-check before you push the button.

(Image credit: Steam)

Helldivers 2, one of the most popular third-person games to come along in years, is actually not on sale right now, but that’s okay because Tom Clancy’s Ghost Recon Breakpoint and Ghost Recon Wildlands are, and they’re both a lot of fun, especially if you can jump in with a friend or two.

Breakpoint had an infamously tough start but Ubisoft did a good job of whipping it into shape with post-launch updates, and for $6/£5/€6—90% off—it’s a solid pick. Wildlands is actually 50 cents more than Breakpoint for some reason, and I quite like it too, but honestly you don’t need both. Breakpoint would be my pick, but maybe check to see what your friends are already into if you’re not sure which way to go.

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

Sniper Elite 5: Maybe you get tired of X-ray nut shots. I do not. $10/£9/€10, 80% off.

100 Testicle Nut Shots in Sniper Elite 5 (4K) – YouTube

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Earth Defense Force 6—I used to work with a guy who was a big fan of the EDF games, and this one is a solid addition to the series. Half-price, $30/£25/€30.

Star Wars Outlaws may not be the most original Star Wars idea, but it’s still a very good game—I’d probably play it myself, except I really don’t like Star Wars. If you do, you can score this one for $31.49/£27/€3149, less than half the regular price. If you’re not sure, there’s a demo so you can get a feel for what it’s all about.

Senior editor Wes Fenlon is a big Risk of Rain fan, and that’s good enough for me: Risk of Rain 2 is 67% off, taking it down to $8.24/6.59/€8.24.

If you like a little survival horror mixed in with your firefights, The Callisto Protocol is down to $9/£7.49/€9, 85% off. It wasn’t a huge hit but it does what it does quite well.

And one more, although there’s a lot more to rifle through than just what I’ve mentioned here: Suicide Squad: Kill the Justice League is 95% off, taking it to just $3.49/£3/€3.49. And sure, it had problems, was probably a bad idea right from the jump, but if you can’t get three bucks of fun out of this thing, I think we have to consider the possibility that it might be a “you” problem.

So there you have it, even more ways to spend your money on Steam. You’re welcome. Steam’s Third Person Shooter Fest is live now and runs until September 1—after that, you get a week off and then it’s time for the Steam Political Sim Fest. No, I am not kidding.

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August 26, 2025 0 comments
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The AirPods Max (USB-C) are available in a few new color options
Gaming Gear

Don’t Expect New AirPods Max 2 at Apple’s iPhone 17 Event, Report Says

by admin August 26, 2025


Some of us have been waiting for Apple to announce a new second-gen version of the AirPods Max, its high-end over-ear noise-canceling headphones that were released in December 2020. They were refreshed last year with USB-C connectivity, some new color options and USB-C audio in April of this year. But if a recent report by Bloomberg’s Mark Gurman, who’s usually a reliable Apple whisperer, proves accurate, we won’t be seeing the AirPods Max 2 at Apple’s iPhone 17 Event, which is likely to take place in early September based on previous iPhone events.

Read more: Everything We Expect to Be Announced at Apple’s iPhone 17 September Event

Gurman says what I’ve suspected for while: The AirPods Max are “too popular for Apple to stop selling them, and not popular enough for the company to invest a ton of time and money into creating a new version.” MacRumors posted an article Monday that summarizes Gurman’s comments in his latest Power On newsletter, which is behind a paywall. 

Citing industry analyst Ming-Chi Kuo, who has a pretty good track record with Apple predictions, with a 72.5% accuracy rating over 142 rumors posts, a lighter version of the AirPods Max may only enter mass production in 2027 and that “Apple’s audio team is more focused on annual AirPods updates and supporting audio components across other products.”

While we probably won’t see a new version of the AirPods Max this year, many folks are predicting we will see the AirPods Pro 3 at Apple’s iPhone 17 Event this fall. As I talk about in my full roundup of everything we know about the AirPods Pro 3, there’s been a lot of chatter about the AirPods 3 getting Apple’s next-gen audio processor, the H3, which would help power new features and help improve not only sound quality but noise-canceling and voice-calling performance along with Apple’s Hearing Aid feature and a rumored new translation feature. 

Read more: Everything We Know About the AirPods Pro 3 Coming Soon

The AIrPods Max are only equipped with Apple’s H1 chip, so it doesn’t support all the features found in the AirPods Pro 2, which use Apple’s H2 chip. These features include Adaptive Audio, Conversation Awareness and Apple’s Hearing Aid and Hearing Protection features. While the AirPods Max remain excellent noise-canceling headphones and have been a fixture on CNET’s best noise-canceling headphones list since their release, it’s a shame Apple’s most expensive headphones don’t have its latest AirPods tech. But we’ll hopefully know a lot more about the future of its AirPods line in just a few weeks, so stay tuned.      



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August 26, 2025 0 comments
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Don't Get Fooled by $3 XRP, Bollinger Bands Warn
GameFi Guides

Don’t Get Fooled by $3 XRP, Bollinger Bands Warn

by admin August 25, 2025


XRP’s bounce back up to $3 is grabbing people’s attention, but the technical analysis doesn’t paint a full-on bull picture. If you look at the daily chart, you’ll see that $3 lines up pretty closely with the Bollinger Bands’ middle line.

So far, the price has not been able to break through it. That rejection makes the return to $3 less of a breakthrough and more of a stopping point, keeping the bias tilted bearish despite the rebound.

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Over the past few weeks, XRP’s price has been fluctuating around this range, and each time it reaches $3, it hits a wall instead of moving forward.

The midline, which is now at around $3.09, has become the pivot point that determines whether the asset can recover and become bullish again or if it will stay capped under pressure. So far, XRP has not been able to close above that line on a daily chart.

Source: TradingView

The wider setup basically makes the same point. On the weekly chart, XRP’s rally earlier this summer stretched the bands to their widest in years, but the retracement has brought it right back into the middle zone. The mid-band here is around $2.61, so the recent moves are basically a struggle to hold the upper half of the range.

If $3 keeps failing, the path toward the lower side — $2.60 and possibly even deeper into the $2.00 area — remains open.

“It’s trap”

That’s why $3 print jobs should be handled with care. It’s a pretty powerful number, psychologically speaking, but the reality on the ground is that there’s still a lot of resistance compared to support.

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If there is a real change in the structure, XRP’s price would have to break and stay above the $3.35 upper band, which would open up room for growth. Until that happens, the Bollinger framework shows that $3 is not a victory, it’s a trap. The sentiment may look better than the actual chart dynamics allow.



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August 25, 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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Don't let an apathy towards trucks drive you away from American Truck Simulator and Euro Truck Simulator 2 now they're heading to PS5 and Xbox
Game Reviews

Don’t let an apathy towards trucks drive you away from American Truck Simulator and Euro Truck Simulator 2 now they’re heading to PS5 and Xbox

by admin August 23, 2025



If I had to make a list of the things in life I have absolutely no interest in, trucks would be pretty near the top. And yet, I am obsessed with developer SCS Software’s Truck Simulator series of games. And so, following the news both American Truck Simulator and Euro Truck Simulator 2 are at long last making their way to PlayStation 5 and Xbox Series X/S, I’m here to convince you their soothing expanses of endless virtual highway might also be for you, even if you don’t know your backhaul from your bill of lading.


The downside to this whole not-being-into-trucks thing is, of course, that I’m a terrible guide through the series if you’re here for proper hobbyist reasons, so apologies in advance. For me, though, the appeal is not so much the allure of a Hopper Body and the promise of a lubricated Glad Hand, as it is the pure ASMR pleasures of hours spent in empty minded tranquility with naught for company but the swoosh of scenic vistas, the tick of an indicator, the quiet hum of an air-conditioned cabin, and the lulling rumble of rubber on road.


I’m being a little reductive, admittedly. Well, a lot actually. Even without delving deep into the Truck Simulator games’ more specialist particulars, there’s a lot to love. There’s the fundamental progression system that sees you doing odd jobs in loaned trucks and then scrambling up the XP tree to unlock new missions, or stockpiling enough cash that you’re able to buy your own truck, even start your own business with your own HQ. It’s not necessarily a particularly flashy package, but its basic structure is sound enough that it provides an additional layer of focus to your life on the open road. Chuck in the kind of cabin customisation that lets you scatter tatty souvenirs and pizza boxes around the place (honestly, I love this kind of nonsense), occasional community events, and a multiplayer mode enabling up to eight friends to form a convoy – a wonderfully, surprisingly hilarious recipe for chaos with the right (or wrong, depending on your perspective) people – and it’s brilliantly compelling, even if you don’t give a truck about trailers and the like.

ATS and ETS 2 are coming to consoles.Watch on YouTube


As for the different flavours of sim coming to Xbox and PlayStation, both – if you’re not already aware – are fundamentally the same experience, just with a very obvious change of scenery between them. Personally, I’m far more partial to the big skies and breathtaking wilderness of American Truck Simulator than its European counterpart (the sheer uncanny weirdness of ETS2’s deeply unconvincing UK expansion was a bit of a turn-off when I tried it a fair few years back), but your mileage – no pun intended – will almost certainly vary.


Unfortunately, SCS’ Truck Simulator console announcement is almost completely devoid of specifics, so pretty much all we can say with certainty right now is that ATS and ETS 2 are on the way. I’d assume both will be pretty close to their PC counterparts (minus, perhaps, extended peripheral support and mod availability), especially after all the work SCS has done to improve controller support and upgrade the interface over time. It will, though, be interesting to see how the studio handles the games’ years of paid cosmetic, truck, and map expansion DLC. A couple of free packs-ins to help consoles catch up? Starter bundles? Nothing of the sort? Time will reveal all.


So there you go; American Truck Simulator and Euro Truck Simulator 2 are finally making their way to Xbox Series X/S and PS5. And if the thought of the open road and an endless shifting horizon stirs even the faintest twinge of latent yearning, you’d do well to lean in. You too might discover a love for a virtual four-wheeled life of adventure hitherto unknown.



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August 23, 2025 0 comments
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A Metal Gear Solid Delta: Snake Eater screenshot.
Product Reviews

Metal Gear Solid Delta: Snake Eater review: as great as it was in 2004, just don’t expect anything new

by admin August 22, 2025



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Konami’s 2004 stealth classic Metal Gear Solid 3: Snake Eater is one of the best games ever made. Yet the idea of a remake didn’t exactly conjure the joy that one would usually get from hearing their favourite game is getting remade. After the fallout between Konami and series creator Hideo Kojima and the 10-year series hiatus that ensued (not counting the dreadful Metal Gear Survive), I had my doubts.

Review info

Platform reviewed: PS5 Pro
Available on: Xbox Series X, Xbox Series S, PS5, PC
Release date: August 29, 2025

And yet, Metal Gear Solid Delta: Snake Eater is fantastic; there are no awkward changes to the story or pacing like the Silent Hill 2 remake, or really any attempts to touch the game I love so much… because it is still that game.

Metal Gear Solid Delta is firmly in the Dead Rising Deluxe Remaster or The Legend of Zelda: Link’s Awakening camp of remakes as it is so beholden to the source material that it struggles to find an identity of its own outside of the fact that it looks pretty now.

Remember the Alamo

(Image credit: Konami)

Snake Eater represents the earliest point in the Metal Gear timeline, in which you play as Naked Snake before he goes on to become the legendary soldier Big Boss in the midst of the Cold War. A rescue mission gone wrong means he has to battle his mentor, The Boss, destroy the not-quite-a-Metal-Gear, Shagohod robot, and prevent the Cold War from becoming a hot one.

Naked Snake is by far the most compelling protagonist in the series, by the sheer virtue of being the most relatable. Both Solid Snake and Raiden were bred to be the greatest possible soldiers, while Naked Snake is just a guy.

Early on you see him pull a stupid grin because he realises he can drop a beehive on someone; he completely blanks out sleeper agent Eva’s advances because he’s so enamoured with the cool gun she gave him. These little touches make him a far more compelling character and allow for the finale to deliver an absolute gut punch at its emotional climax.

(Image credit: Konami)

Your main adversaries this time are the Cobra unit, a group of legendary soldiers like one who shoots bees out of his mouth or the sniper who is 100 years old and can die of old age if you save the game during his fight and come back later.

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Then there’s the main antagonistic trio of Snake’s mentor, The Boss; series staple Revolver Ocelot in his awkward early years; and Volgin, a sadistic colonel who is as filled with pomp as he is an abhorrent human being.

There really isn’t a character in Snake Eater that feels underdeveloped. I’m not typically a big audio log person, but I found myself returning to the codec call screen to chat with Snake’s allies – even after beating the game many times before now – just because I love the banter between them.

There are even characters who appear for literally one scene – like the Soviet scientist Aleksandr Granin – and are unforgettable thanks to Kojima’s signature monologue and exposition sequences.

The mission, or your beliefs?

(Image credit: Konami)

Snake Eater moved the series away from its then-standard military base infiltrations – where stealth was more straightforward – and moved into the Russian jungles. Now that you’re dealing with foliage, caves, mountains, and the odd encampment, stealth is very freeform.

In Metal Gear Solid Delta, it’s all pretty much how you remember it, the only difference being that the game’s control scheme has been updated to be more in line with later entries in the series. It introduces the over-the-shoulder camera and crouch-walk from Metal Gear Solid 4 (which was implemented into the 3DS version of Snake Eater) and makes the controls more in line with a standard third-person shooter (triggers to aim and shoot, circle to crouch etc.). But you shouldn’t expect something revolutionary.

Snake Eater’s other major addition was that of survival mechanics. You could change camo to help you blend into environments, eat food (including snakes, funnily enough) to keep your stamina up, and heal various injuries and ailments. In the original these were accessed through the pause menu, but while that’s still the case, this time it’s been streamlined somewhat.

Holding up on the d-pad will open up a camo menu for you, showing some combinations that you can switch to in an instant; when you’re injured, pressing up will take you straight to the cure screen too. Again, it’s nothing transformative, but it’s a nice quality of life update. You also get an autosave every time you enter a new area, which makes doing the hardest challenge run – Foxhound rank – less obnoxious.

Best bit

(Image credit: Konami)

Snake Eater is a game filled to the brim with memorable moments, but the updated visual fidelity and foliage really add to the intensity of the sniper battle with The End. What was already one of the best boss battles in the series gets a boost from it being even harder to find your opponent.

But Metal Gear Solid Delta isn’t really doing anything new. All of the level layouts, enemy placement and items are the exact same as they were on the PS2. It’s so strictly beholden to the original that you can interrogate guards, and they will still give you codes to use in the PSP’s Metal Gear Acid, which isn’t even a game you can buy officially anymore. Plus the opening and closing credits are ripped straight from the original (a lot of Hideo Kojima name drops), with you having to go into the extras menu to actually see the new development team.

Granted, it does bring back some of the things I would not expect, including things that were taken out of later re-releases like the Snake Vs Monkey mode, which isn’t as fantastic as the other half of that Metal Gear x Ape Escape crossover, but it’s a fun little distraction.

Plus, there’s a “Legacy Mode” option that lets you revert to the original control scheme complete with fixed cameras, a visual filter, and the old versions of the opening theme and main menu.

Kuwabara kuwabara

(Image credit: Konami)

The other major change with Metal Gear Solid Delta is how it looks, with the Russian jungle rendered beautifully in Unreal Engine 5, and I really can’t fault it on that front. The character models do present an issue, though. On paper they look great, and some characters really take to the new style – like Volgin, whose facial scarring looks much better and more identifiable with the new tech. But others like Ocelot and The Boss, look somewhat uncanny at points, with their faces feeling off at certain angles.

This is paired with Metal Gear Solid Delta using the original voice recordings from Metal Gear Solid 3 with only minor new lines recorded to cover for the different control scheme and a couple of easter eggs during codec calls. Metal Gear voice acting is always quite over the top, and as such feels a little weird coming out of the mouths of these hyper realistic character models.

Metal Gear Solid Delta is in a weird spot. I don’t think a massive overhaul like the Resident Evil remakes would have gone down well in a post-Kojima release, so I get why Konami remade it this way (and frankly it’s probably the way I wanted to see it remade). But, at the same time, I don’t really get a sense of what the series looks like going forward like I could with the Silent Hill 2 remake because it is so faithful.

But regardless, it’s still a remake that feels great to play and (mostly) looks fantastic. It doesn’t do much to carve out its own unique identity, but as an entire package Metal Gear Solid Delta is as much of a masterpiece as the original Snake Eater was in 2004.

Play it if…

Don’t play it if…

Accessibility

Metal Gear Solid Delta: Snake Eater features a number of accessibility options.

The majority of these are control-based allowing you to swap held inputs into tap. For example, when dragging an enemy, you typically would have to hold the button the entire time, but you have the option now to tap once to grab and tap again to let go.

There are also in-depth subtitle options allowing you to choose sizes, backgrounds, and speaker names with separate options for gameplay and cutscenes. There are colourblind filters present, but these are specifically for the UI and don’t seem to have any effect in-game.

(Image credit: Konami)

I played 30 hours of Metal Gear Solid Delta: Snake Eater on PS5 Pro on a Samsung Q60D TV and a Samsung HW-T450 soundbar.

During this time I completed a 16 hour run of the game on Normal in the New Style with the majority of hidden items and weapons collected, defeated every enemy and boss non-lethally, attained the Tsuchinoko rank, and learnt the parry timing of the final boss the hard way.

I also completed the Virtuous Mission in Legacy mode on Hard and completed the New Game+ on Extreme, attaining the Foxhound Rank which is the toughest challenge in the game – made a bit less extreme thanks to autosaves.

First reviewed August 2025



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What we've been playing - we've made a change but don't panic
Game Reviews

What we’ve been playing – we’ve made a change but don’t panic

by admin August 18, 2025


16th August

Hello and welcome back to our regular feature where we write a little bit about some of the games we’ve been playing. This week, we’re making a slight change in an effort to get you a wider view of what the team – the entire team – has been playing. Expect to read more opinions on what we’ve been playing, but slightly shorter entries so we can fit them all in.

What have you been playing?

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Mafia: The Old Country, PC

Don’t be Sicily!Watch on YouTube

I’ve been excited about this for a while because who doesn’t want to live their Al Pachina Sicilian Mafia dream? Those al fresco lunches are to die for. Sometimes literally.

The set-up here is turn of the 20th Century Sicily and you’re a hard-up miner who: has a mine collapse on them, gets into a fight, goes on the run, and ends up working with a Mafia family. So far it’s been linear and a bit boring. Gorgeous though – that scorched Sicilian landscape is to die for. Sometimes literally. (It’s the same joke Bertie.)

But I haven’t been able to experience anything else because the game keeps crashing on me. Six crashes in a row I had so I gave up. I expect it’ll be patched soon, but that a game can perform like this at all, at launch, is outrageous, and definitely not to die for.

-Bertie

Rocket League, Xbox Series X

In an attempt to prove to my son that I’m not an inept old man who can no longer accomplish things in my life, I played a few games of split-screen Rocket League with him. Of course, he won, but importantly I wasn’t rubbish and I did score quite a few goals. Well done me! Not time for the scrapheap yet.

-Tom O

The House of The Dead Remake, Switch 2

It’s been a very busy and stressful time, as you can imagine, getting ready for Gamescom and helping the new, updated version of Eurogamer get to its feet. So as I was browsing the Switch 2 eShop and saw The House of The Dead Remake was going for less than the price of a pint, I snapped it up. There’s nothing quite like the cathartic release of furiously tapping on a screen to blow the heads off zombies. It works just as well with your index finger as it ever did with a light gun.

-Dom

Wuchang: Fallen Feathers, PS5

Wuchang, Wuchang.Watch on YouTube

I’m not sure if the Wuchang developers’ interest in sexy ladies with feathers and wings is down to the iconic status of Elden Ring’s Malenia boss battle, or if they just like sexy ladies with feathers and wings. Regardless, it’s a repeated design across the game, though it certainly speaks to the somewhat derivative nature of the game as a Soulslike. However, as I pointed out earlier this week it does have enough ideas of its own and a peculiar rhythm to combat that makes it stand apart. Annoyingly, I finished it a couple of days ago before the most recent patch came to console, with its much-needed balance tweaks and more controversial story adjustments.

-Ed

Dark Souls 2: Scholar of the First Sin, PC

Yes, Drangleic has called to me once more.

I don’t know exactly what it is about FromSoftware’s games, but there’s something about the intricate spaces it creates – the sheer totality of their design – that worms so deep into my brain. Every now and then, I get a yearning that feels impossible to ignore, and this time around it was the melancholy song of Dark Souls 2 calling me back to its blighted peaks and forsaken shores.

I appreciate I’m an outlier here, but I adore Dark Souls 2, warts and all; its sheer ambition, its idiosyncratic invention, and, yes, an atmosphere so overwhelmingly forlorn it practically seeps into your bones. This, I should say, is my very first dance with Dark Souls 2’s Scholar of the First Sin do-over, and it’s a lot like coming home after a long time away and seeing everything with brand-new eyes. Right now, I’m venturing hole-ward into Majula’s suffocating, accursed depths – perhaps the closest From has ever come to full-on horror. It’s good to be back, even if there’s still plenty of pain to come.

-Matt

Silent Hill 4: The Room, PC

This is the video Ian was making that prompted him to play The Room. While he was working in A Room.Watch on YouTube

During a recent edit for a video feature about Silent Hill f, I had to source some gameplay for Silent Hill 4: The Room. I remember playing The Room on the original Xbox at an ex-girlfriend’s house back when it released, but for some reason I never completed it. I’ve long since lost my original copy, but looking back at that footage inspired me to pick it up on GOG and give it another spin.

And you know what, I love the first-person stuff in room 302. It’s kind of a proto-P.T. with its slight, sometimes unnoticeable changes every time you return to the room, which adds more mystery to the experience. There’s some really neat touches too, like looking out of the window to see neighbours going about their business, through the windows of their homes across the street, or seeing handprints appear on the wall outside your room every time someone meets a tragic end.

The Otherworld stuff is definitely on the weaker side of the Silent Hill spectrum though, demonstrated in both its repetitive level design and the fact the game is full of bizarre stock sound effects that really don’t fit the atmosphere. Special shout-out to the nurse monsters that emit echoing Homer Simpson burps every time you hit them.

Despite its flaws, I love that The Room is doing something a bit different. I’m about five hours in and determined to see it through to the end, mainly to finally finish what I started 20+ years ago. But also because I severely doubt this one will get a Bloober remake!

-Ian

Warhammer 40,000: Dawn of War – Definitive Edition, PC

I picked up this returning classic yesterday after work and am, so far, a very happy chap. I remember being a teenager and blasting through Dark Crusade on my friends PC, so seeing a lot of those old models reworked with shiny new graphics, in a proper resolution, has been wonderful.

I’m not too far through it yet, having only completed the first three missions of the base games’ campaign, but I do reckon this’ll be a game I’ll chip away at over the next few months. Special shout out to the legendarily horrible yell during the game’s opening cinematic, a relic of the original game the folks at Relic Entertainment could have justifiably removed. It’s a proper AAARGH, one of the all time greats. Also, Chaos Space Marines forever.

-Connor

Tiny Bookshop, PC

Tiny Bookshop has been sitting at the back of my mind ever since I played the demo way back at EGX 2022. Yet, the more I longed for its release, the more a worry grew inside of me – would I enjoy the full game as much as I loved the demo?

Thankfully, the answer is a resounding yes. I’ve easily become completely absorbed in the world of Bookstonbury. In fact, it’s to the point that some evenings I’ve forgotten I can go outside and read at a real beach rather than sell books in a virtual one. Still, it’s a worthy price to pay if it means I can continue selling books and solving the occasional mystery in my little bookshop wagon. Who knows, maybe I’ll be able to sell this pile of travel books and discover who destroyed the shopmarket mascot at the same time…

-Lottie

Warhammer 40,000: Dawn of War – Definitive Edition, PC

After reading above that Connor is a Chaos Marines guy I had to include this one, if only so I could comment on how appropriate that is. Anyway, it’s an absolute treat of a game – look forward to a thousand-plus more words of waffle to the tune of that from me very soon. Alongside this I’m still chipping away at Pokémon TCG Pocket, and a couple of very, very good things that are under embargo, oooohhhhhh (sorry I realise that’s actually really annoying to do that and not say what it is, promise I won’t make it a habit).

-Chris T



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