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Final Fantasy 7 remake trilogy's Part Three will have some sort of fresh "gameplay experience", but it's a big secret for now
Game Reviews

Final Fantasy 7 remake trilogy’s Part Three will have some sort of fresh “gameplay experience”, but it’s a big secret for now

by admin September 29, 2025


The Final Fantasy 7 remake trilogy finale will have a new gameplay experience, director Naoki Hamaguchi has stated.

Speaking to German outlet NTower, Hamaguchi stated “development is going very well”, and while no specifics were provided, he did compare the gameplay of the third part back to the progression from Remake to Rebirth.

“As you’re very much aware, the first game in the series, Final Fantasy 7 Remake, was a more story driven linear gaming experience and then that evolved and changed into a more open world adventure for Final Fantasy 7 Rebirth, the second game,” Hamaguchi explained. “And that seems to be very well regarded. People seem to like that change a lot and they like the new gameplay direction. So, we’re very happy with that.”

FINAL FANTASY VII REMAKE INTERGRADE – Release Date Announcement – Nintendo Switch 2Watch on YouTube

“But moving forward to the third game in the series,” he continued, “obviously I can’t say exactly what it is, but I don’t want to deliver just exactly the same style of gameplay experience as we had with Rebirth again. We’re going to evolve it and change it again to give another different and fresh take on the Final Fantasy 7 gameplay. Again, that will be revealed in the not too distant future. I can say we’re working on it and we’re trying to change that because we’ve actually got a build up and running in the development team right now where you can experience that new style of gameplay.”

So what exactly does he mean here?

While “gameplay experience” is a broad term, part three will likely still use the same battle system that’s been developed across Remake and Rebirth, though presumably with some twists for additional characters Cid and Vincent.

Hamaguchi really seems to be discussing structure here. Remake was a more linear affair, owing to the tight focus on a single location (the city of Midgar), while Rebirth was open world as Cloud and friends explore expansive environments in pursuit of Sephiroth – just as players moved to the world map in the original PS1 game.

It’s understandable Square Enix would need a change in structure for the trilogy finale. In part, the presumed inclusion of Cid’s Tiny Bronco to fly over the world would diminish the sense of exploration from Rebirth, but also re-using much of Rebirth’s world would feel like repetition.

I wonder, then, if the trilogy’s multiverse storyline might lend itself to a more unique structure. Square Enix has toyed with narrative changes from the original game with this remake trilogy and, as the scope has gradually (and confusingly) widened, perhaps a conventional linear or open world won’t be the best method to tie up its loose threads. I’d rather the development team went all-in on something new than a half-hearted midway approach in an attempt to appease a vast spectrum of fans.

Still, Hamaguchi added more will be announced “in the near future” and the game “really will be a fitting climax to the Final Fantasy 7 Remake series”.

Of course, the other key question is what will the game’s subtitle be, following Remake and Rebirth. Speaking with JPGames.de, Hamaguchi explained “reunion” was the key word for Remake, while “bonds” was the key word for Rebirth (emphasising the relationships between characters).

“And in the same vein, we have got a new key word for the third game in the series,” he said. “Can’t tell you what it is yet. It’s very much there, though, and influencing and informing how the gameplay and the game experience is shaped, in exactly the same way as the first two games were by their key word.”

What are your best guesses for part three?

Until then, Final Fantasy 7 Remake is heading to Switch 2 and Xbox Series X/S next year, plus the progression boosts will be retroactively added to the PS5 and PC versions.



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September 29, 2025 0 comments
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As Hades 2 arrives in full, is early access good or bad for the overall video game experience?
Game Reviews

As Hades 2 arrives in full, is early access good or bad for the overall video game experience?

by admin September 28, 2025


Hello and welcome to another entry in our “The Big Question” series, in which we present an argument to you, the Eurogamer community, for further interrogation. This week: Do you play games in early access or does playing them piecemeal lessen the overall experience?

What is early access? While most of you no doubt know what we mean by early access, we’re referring to when a game is released to a store (usually Steam) in an unfinished state, but with the promise that new content will be added over time and it’ll eventually launch as a complete 1.0 version. This week saw the 1.0 release of Hades 2, but the biggest game to ever do it is probably Larian’s Baldur’s Gate 3, which was in early access for almost three years.

Today Tom and Bertie make their cases for and against games releasing in early access.

I don’t play games in early access, just like I don’t eat my lunchtime sandwich before I’ve put all the fillings in

Why would I lessen my first impression of a game like Hades 2 by playing it before it’s finished? | Image credit: Supergiant

Imagine paying £34 for a good game? That’s just utterly ridiculous, of course, but it’s fine to pay good money for a game that isn’t even finished? OK, that makes perfect sense. I’m firmly on the side of “buying and playing games in early access is a bizarre thing to do, and borderline sabotage of your own enjoyment,” just to be clear.

To be completely open, I have bought one game in early access, and that’s Slime Rancher 2, and I was under considerable pressure from my son to do so as he loved the original. It really just hammered home my feelings, though. Early access Slime Rancher 2 felt fine, but it was impossible to shake the feeling (and actual fact) that if I just waited a while I’d be able to experience the whole thing and not just this portion of the thing we both wanted to see and play. Playing it unfinished has in fact dampened our enthusiasm for the final game, which is now in its Version 1.0 form and we’re yet to try.

Hades 2, a game that is all about the characters and the way the areas connect with each other, to me just made no sense to play bit by bit. Maybe I’m a sourfaced curmudgeon simply refusing to accept modern ways, but I’ll be happy with the full release, thank you.

As I’ve been writing, and I hate to admit this, I’ve thought of a bit of a problem with my argument: Wobbly Life. This is a game I’ve watched my son play for years as it evolved through early access to a Version 1.0 release. You might think I’ve been hoisted by my own petard, but this game is designed in such a way that you’re really getting a sandwich to begin with, a tasty one, but then some sides to make the meal that bit more interesting. So, I’m still correct. Good luck arguing against that, Bertie!

-Tom O

Stop talking about sandwiches and play the games

Playing games in early access feels special, like you’re part of a cool gang. | Image credit: Eurogamer / Larian

When you said Wobbly Life there I thought you were making a comment on the mutability of our own existence. I didn’t realise you were talking about a sandwich-making game. I didn’t even know there was a sandwich-making game. You’ve upended my morning, Tom. But look, I think diving into an early access release is absolutely worthwhile.

For starters, it feels intimate, like you’re sharing in the privilege of an as yet unformed idea from a developer you might really admire. A chance to experience some of the development process with them, perhaps even to help shape it, depending on the willingness of the developer involved. It’s a chance to get closer to a game series and studio.

But the reason I try early access releases is because of collective excitement. Undeniably, a game will be better after it’s been in early access for a while. Things will be fixed, content will be added, feedback will be taken on board. There’s a reason studios put games in early access and nearly all of them improve because of the time they spend there.

But so much of a gaming experience – so much of the magic of a gaming experience – comes from it being shared. That might be something shared directly alongside people you’re playing the game with, or it might be playing the game on your own but at the same time others are playing it, and talking about it, and being excited about it. And the most exciting time for any game is when it’s first introduced, when its ideas are new, and when the worlds it presents are undiscovered. You can never have this moment twice.

That’s why early access presents game-makers with a bit of a conundrum. I looked into this a few years ago and talked to a few companies familiar with the early access procedure, and I’m fairly sure that most of them told me an early access release is treated as a bigger moment for a game than a 1.0 release. That’s the game’s introduction, the big reveal, the door opening. The problem being: if your game is a mess at that point, your big moment will be ruined.

So yes, you can wait, and arguably it’s better to wait to play a game – you’ll get a more complete and sophisticated game. But you’ll miss out on that initial surge of excitement when a game is unknown, when its secrets are still intact, and when everyone is on a level playing field. Those things are priceless.

-Bertie

The big question, then: do you play games in early access or does playing them piecemeal lessen the overall experience?



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September 28, 2025 0 comments
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Fortnite launches new Daft Punk Experience, but no the duo aren't getting back together
Game Reviews

Fortnite launches new Daft Punk Experience, but no the duo aren’t getting back together

by admin September 22, 2025


Fortnite is launching a new Daft Punk Experience, but is adamant the robot rock duo aren’t getting back together.

Unlike previous Fortnite concerts – from the likes of Marshmello, Travis Scott, and Ariana Grande – The Daft Punk Experience is instead a “fully interactive playground” in the Discover(y) mode, with multiple rooms in which to enjoy the music and lose yourself to dance.

That includes blasting robots with a soundwave laser in the Robot Rock Arena, remixing songs at Dream Chamber Studios, or making a Lego music video at Around the World. Some form of “afterparty” is also being teased, whatever da funk that might be.

“The band may be no longer, but their music lives on in Fortnite,” reads a new blog post on the experience.

And to really hammer it home, the FAQ directly states: “The band is not getting back together”. So no, you don’t feel it coming – it’s the end of the line.

It also states the experience won’t feature any new music, as all songs have been previously released. Players will be able to make their own mashups though, but good luck making them harder, better, faster, or stronger.

The experience launches on 27th September at 2pm ET (that’s 7pm UK time), but players are advised to join early. It will then be available “for a while” in Discover.

Of course, a Fortnite collaboration wouldn’t be complete without a load of stuff to buy, either individually or as part of the Dark Punk Bundle. It includes song emotes, glittery outfits, and some adorable Lego characters so you too can be a Starboy, as well as other Jam Tracks including the duo’s collaborations with The Weeknd.

Image credit: Epic

Speaking of Lego, the first ever music-reactive build will be added to Fortnite – it’s a lego pyramid that lights up when music is played.

Full details can be found on the Fortnite blog, so you can read up on the experience one more time.

Last week, Epic announced it would be giving Fortnite creators some more digital love by allowing them to sell in-game items on their created islands.



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September 22, 2025 0 comments
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Hinako stands in profile in a tattered school uniform as she's surrounded by red plants.
Game Updates

A Stunningly Immersive Horror Experience

by admin September 22, 2025


Immersing yourself in Silent Hill f is like drinking a powerfully fragrant tea steeped in bloody metaphor and symbolism. The first new, full Silent Hill game in 13 years, f wields a powerful, standalone narrative about the expectations of gender-based roles, the challenge of maintaining relationships in the presence of such roles, and the foggy nature of transitioning from teenage life into adulthood.

The game satisfyingly eschews surface-level storytelling through its various twists and turns. As if retreating into its own mysterious fog, f isn’t easy to fully understand at first. Various plot threads and themes intersect and overlap in a dreamlike fashion. By the game’s ending (of which there are multiple), I had so many questions that weren’t answered–in a good way. I walked away unsure of what I had experienced, where the metaphors began and ended, and just what exactly happened in this sleepy mountainside village. Silent Hill f is a gorgeous and exquisite work of psychological horror that had me desperate to relive its narrative again after the credits rolled. And I don’t think I’ll stop until I squeeze every drop out of this game.

In its moment-to-moment gameplay, Silent Hill f challenges you to fight or evade various horrifying monsters, solve cryptic puzzles, and attempt to piece together a complicated, bi-directional narrative of resistance and submission, both against supernatural horrors and the pressures society places on people, particularly women. Silent Hill f takes a few big risks in its relocation of the series to a new setting and in its slightly more action-focused combat, but these elements all pay off and earn their stay. Its story, though ripe for pitfalls in how it depicts violence and subjugation of women, manages to deliver a shellshock of a horror experience with a rich atmosphere and unsettling tale that entertains on its own terms, and terrifies with depictions of violence and repression that are all too resonant with our experiences of the real world.

Developed by a studio new to the series and following the successful remake of Silent Hill 2, f sees Silent Hill pack its bags and take us on a trip to a fictional rural mountainside village in Japan called Ebisugaoka. Set in the 1960s, the game’s narrative centers the experience of living as a woman in a society that values us only for our potential to be married.

Silent Hill f casts you in the role of teenager Hinako Shimizu as she navigates an unfolding and perplexing set of ghastly horrors. Somewhat of a tomboy, Hinako is at odds with what the rigid expectations her society, and family, place on her as someone assigned female at birth. Early on, we learn that Hinako’s sister has left home after being married off, and that her alcoholic, abusive, and financially reckless father has similar wishes for her.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

After a bitter argument with her parents, she leaves home to find her village slowly being overtaken by a thick fog; strange floral and fleshy overgrowths; contorted, animated mannequins wielding massive kitchen knives; and all sorts of other unspeakable horrors.

Hinako quickly realizes that the only solution is to escape the town she once called home, now transformed into a hellscape. Puzzles and hostile creatures stand in her way as she travels through foggy streets and alleyways, abandoned buildings, and a nightmare-esque realm known as the Dark Shrine.

The monsters stalking the oppressive alleyways of Ebisugaoka and the mire of the Dark Shrine aren’t the only things keeping Hinako company. She’s joined by three friends: two other teenage girls named Sakuko and Rinko, and a boy named Shu. Together, the four of them must survive an indescribable nightmare as they search for a way out of the altered town. Hinako also comes to meet another individual who promises to help her, a mysterious and charming gentleman referred to in writing as simply Fox Mask.

f’s narrative ups and downs can inspire a bloodlust in you that makes Hinako’s  maneuverability and lethality–which far exceed those of her generally clunky predecessor protagonists–all the more rewarding. A sometimes-frustrating weapon degradation system keeps the survival part of the horror grounded, but in moments when the story filled me with an emotional urgency, I was excited to be a more nimble and deadly fighter.

A steel pipe and the audacity to persist

In combat, Hinako is on her own when it comes to dealing with the menacing creatures of the fog. Far more mobile than protagonists in survival horror games usually are, I worried that Hinako’s dexterity might dilute the shambling dread often associated with the genre, but f earns its right to a more action-focused combat system.

© © Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

It’s not that Hinako feels like an elite soldier or something; the camera controls, quick dodge move, and stamina meter make her feel locked in to her survival, but the combat retains a sense of vulnerability essential for communicating terror and dread. f’s combat can be rather fluid and snappy when it wants to be. As in modern soulslikes, you can target a single enemy at a time which keeps the combat focused and intense. Hinako’s generous and speedy dodge costs her stamina, as do her light and heavy attacks.

Still, weapon scarcity and degradation make any scuffle with the game’s various monsters risky. Not every fight with a random wandering monster is worth having, but during scripted battles or when it makes sense to dispose of a creature, you’ll have to do so while managing your stamina meter as you sprint, dodge, and attack. Dodge at the right time when an enemy strikes and you’ll refill your stamina to resume your assault or expedite your retreat.

Hinako also has a meter for her “Sanity,” which allows her to use special “Focus” moves such as a counterattack and a charged-up version of her light melee strike. As you progress, you’ll be able to increase your health, stamina, and sanity meters by offering various objects at shrines which double as save points. You can also augment Hinako’s abilities with omamori found in the environment or drawn from a shrine; these benefits include boons like increased max health, recovering health when defeating an enemy, a quicker charge of Hinako’s attacks, and more. These gentle augmentations of Hinako’s abilities offer a welcome micro level of adjustment over the difficulty that I’m sure I’ll lean into more in my Hard mode run.

You can consume various items to replenish your meters, though while it worked fine when playing with mouse and keyboard, I found that even after 20 hours, item management while using a controller felt cumbersome.

Aside from some creatures that waited around corners to jump me, I would typically hear monsters before I saw them, their presence usually revealed by the sounds of painful moans, clanking footsteps, or the gentle and satisfying static that plays when you’re in the proximity of an enemy. The audio cues reminded me to check my health level and weapon condition, all while observing a few exit strategies if I suddenly found myself in over my head. In each scuffle, aside from the scripted scenarios that have you fighting bosses or enemies you have to defeat before you can proceed, combat remained as intense and methodical as I like it in a survival horror game.

  • Back-of-the-box quote:

    “The f is for fun! Freaky! and Fuuuu….”

  • Developer:

    Neobards Entertainment

  • Type of game:

    Third-person action horror.

  • Liked:

    Powerful story, dark and evocative visuals, satisfying combat.

  • Disliked:

    Weapon degradation is a bit too fast, item menu can be confusing.

  • Platforms:

    PS5, Xbox Series X/S, Windows PC (Played)

  • Release date:

    Standard edition: September 25, 2025 / Deluxe edition: September 23, 2025

  • Played:

    22 hours covering the main story once through and about a third of the way through New Game Plus.

There’s a touch of build crafting in f, but it doesn’t dominate the game the way you’d find in Dark Souls or other similar games. Aside from your three meters, you won’t need to worry about Hinako’s stats or fuss too much over which weapons you’re carrying. And unlike more action-focused games, your central task isn’t to defeat enemies, it’s to survive them. That sometimes means killing them, but it’s not wise to spend all your time and resources on every monster in your path. In fact, you’ll quickly find yourself screwed if you take that approach.

Dealing with enemies is still a challenge despite how quick Hinako can be, and weapon degradation was an early sore spot for me. Fragile weapons combine well with the sense of dread the game’s aesthetic conjures and nicely limits your capabilities within the otherwise rather smooth combat system. This grounds the game, though some later sections let you cut loose on monsters in a satisfying, vengeful way. The game offers two kinds of difficulty at first, “Story” and “Hard,” and you can set the combat difficulty and puzzle difficulty independent of each other. On my first run, I played “Story” for combat and “Hard” for puzzles.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

This choice let me be pretty sloppy in combat and still only die a handful of times. My second run, on Hard mode, has proven a tougher challenge, though it rarely feels unfair (my Hard mode run is a little bit easier given that I’m taking advantage of the stat carryover from New Game Plus). That said, I can already anticipate some late-game segments might border on frustration. We’ll see how that goes for me.

At first, I found the unexpectedly speedy combat to be a little discordant with the premise of being a teenage girl taking on vicious, otherworldly monsters, often with little more than a steel pipe. The beautifully dark and lush atmosphere of the game filled me with the dread I desire from this genre, but once combat started, I found myself feeling almost a bit too superhuman in how deftly I could dodge out of the way of a bloody knife.

As Hinako’s story and struggle progressed, however, I found f’s combat system to mesh well with her emotional state. Hinako makes it clear early on that she won’t go down without a fight, and a childhood spent mostly playing rough with boys along with her experience in track and field show she’s not afraid of a scuffle or two. The combat also, at times, gave me a sense of power over some monsters in a way that satisfyingly intersects with the game’s themes. I was skeptical of its approach to combat in those early skirmishes, but f earns its speedier battles with satisfying emotional arcs.

Fighting off bloody bastards isn’t the only challenge ahead of you in Ebisugaoka either. True to its form as a Silent Hill game, f features an assortment of puzzles you’ll have to solve, each one a treat containing some wonderful 3D models and mental challenges that aren’t easy to brute force your way through. You’ll collect clues in your journal which aren’t always the most obvious, and many of these puzzles stumped me at first. In two cases, I was forced to get help from people to figure them out, but this was mostly out of a need to finish the game in a timely fashion.

While I often love survival horror games for the unique intersection of terror and challenge they provide, I typically find the struggle of survival only as interesting as the environment they’re set in and the story they weave. And in this regard, Silent Hill f does not disappoint.

A dark narrative to commit yourself to

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

To be honest, the less I say about the particulars of Silent Hill f’s narrative, the better. You can only experience this game the first time through once, and as soon as you do, everything you just experienced gets reframed, and not in a concrete, easily digestible way. f resisted my attempts to understand it, left me with horrific depictions of violence strung up on narrative threads that involve real-world, relatable struggles of being a woman in society, what the value that society ascribes to her even means, the impact of cultural traditions, and a fear of the unknown. Throughout the game, mythology creeps into reality to make you doubt your own reasoning mind. This is all set to a captivatingly dark yet beautiful soundtrack from series composer Akira Yamaoka.

And while the game features difficult and lasting depictions of violence and suffering, Silent Hill f never feels like torture porn. Its gore never feels frivolous. That it manages to pull this off in a game focused on the violence imposed on women in a conservative society is a testament to the quality of writing on display here. Silent Hill f delivers gut-wrenching metaphors and symbols of resistance and submission that terrify and excite all at once.

I felt this acutely during the game’s Dark Shrine segments. The realm’s imposing and ominous fox statues and masks inspire an alluring sense of empowerment and protection, but they also felt like a clear warning that I was seconds away from being snatched up in their jaws. The same is true of Fox Mask, who appears early on as a heroic figure, but soon seems to have an agenda of his own that may not have Hinako’s best interests in mind. His piercing, glowing eyes and soft-spoken voice had me hypnotized as much as they did Hinako. As she followed him into the depths of the unknown, so too did I.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

f’s narrative remains satisfyingly hard to predict throughout the whole ride. As soon as I thought I had a sense of what was going on, the story would resist falling into the predictable plot patterns I’d begun to anticipate. Even the premise of rebelling against the gendered expectations of womanhood is handled in a far more complex way than you might expect. It’s not just a story of Hinako giving the proverbial middle finger to what society asks of her. Though she is rebelling and is conscious of how her gender renders her a second-class citizen, themes of commitment, of holding onto who you are as you form bonds with other people, and just what it means to sustain any kind of relationship in the face of struggle swirl around in the fog in ways that I often found deeply relatable.

One scene in particular involving a bloody reconfiguration of a character’s body parts struck me so squarely in its depiction of commitment and physical trauma that it’s become a new metaphor for how I view a particular chapter of my own life. Though it depicts people of a different culture and time, there’s a universally human story at the core of f.

Even when f hits its narrative climax, when I thought I understood as much as I possibly could from a single playthrough, the ending that I ended up triggering based on what seemed a normal, non-consequential decision early on revealed one of the most unexpected twists I’ve encountered in recent memory. And still, true to the lush depths of obfuscating fog Silent Hill is known for, I barely understand what happened. But I couldn’t look at the story the same way twice after experiencing it. My own innocence was robbed.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

In addition to what’s revealed through your interactions and encounters with other characters and your journey through Ebisugaoka, a considerable amount of worldbuilding is also found in collectible notes scattered throughout the game’s world and in other bits of environmental storytelling. No meaningful playthrough of Silent Hill f will be complete without collecting and reading as many of them as possible–and New Game Plus will offer you new surprises here, too. These notes are all concise, written well enough, and don’t feel overbearing. They’re well worth pausing the action for.

These documents include women’s etiquette magazines, beer ads that promise a certain status of masculinity to those who consume it, and meditations on kitsune no yomeiri and other elements of Japanese culture and folklore, as well as fictional accounts of the history of the game’s setting. It all strings together a dark, kaleidoscopic narrative web that stirs intrigue and sparks the imagination. That it’s set in the 1960s also positions the characters and the town itself  between a rural, agrarian environment with conservative cultural values and affectations, and an encroaching layer of modernization through expanding industrial development and scientific medicine. Silent Hill f is never about any one of these things individually, but its various narrative layers let you drift among them as you would a sequence of thematically similar dreams.

Silent Hill f is ambitious in its desires. It asks for permission to deviate from the series’ traditional setting while offering up quicker, more action-focused combat. It leaves behind its titular setting in favor of a new horizon. It succeeds on all these fronts as a spin-off that explores Silent Hill’s classic gloom and internal psychological struggle, toying with themes of friendship, gendered expectations, commitment, and individual worth like a cat, or a fox, playing with its prey. It is a horrorscape I was terrified of and yet unable to look away from, one that’s resonated with me long after the credits rolled, and that quickly pulled me back in for another trip down the miserable foggy alleyways of this strange mountainside village.



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September 22, 2025 0 comments
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Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it's "committed" to enhancing the gameplay experience
Game Reviews

Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it’s “committed” to enhancing the gameplay experience

by admin September 5, 2025



MindsEye has today received its fourth update since release, as developer Build A Rocket Boy attempts to turn around the game’s fortunes.


Available now across PS5, Xbox Series X/S, and PC, Update 4 brings improvements to the user interface, performance enhancements, and bug fixes. However, more is due in the fifth update, with the studio promising “a major performance, combat and Enemy AI system improvement”.


MindsEye was heavily criticised at launch for its poor performance, among other issues. At the time, Build A Rocket Boy acknowledged problems and stated it was “working around the clock to improve performance on mainstream hardware as well as consoles”. At the end of June, shortly after release, layoffs were confirmed.

MindsEye Review – Ridiculous, Inconsistent And Utterly AtrociousWatch on YouTube


Eurogamer reported yesterday publisher IO Interactive stated its future as a publisher “rermains to be seen” after being burned by the release of MindsEye.


Update 4 brings a tonne of fixes and improvements, listed out below. “We remain committed to refining MindsEye and enhancing the gameplay experience,” said the studio. “Ongoing updates will continue to be shared.”

Highlights

PC & Console

  • UI: Added the ability to Skip Cinematics story telling
  • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
  • Art: general performance improvements: shaders, assets, collisions
  • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver

Build.MindsEye (Currently PC Only)

  • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
  • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
  • Player created content will now be automatically accessible in the new “Player Content” Tile
  • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

RELEASE SCHEDULE & PLATFORM INFO:

Time: September 5th, 2025 – 10:00 BST / 11:00 CEST / 02:00 PDT

Platforms: PC, PlayStation 5, Xbox Series X|S

Download size and version information:

Steam: 15 GB (Version #: 5302548)

Epic Games Store: 15 GB (Version #: 5302548)

Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)

PlayStation 5: 7.2 GB (Version #: 01.010.00)

Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

MINDSEYE PATCH NOTES

IMPROVEMENTS

Environment

  • Trailer Tanks in Free Roam now explode when shot at
  • Several improvements have been made to architecture and assets to help with performance
  • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
  • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets

Visual Effects

  • Cutscene VFX performance improvements
  • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  • Disabled ambient rubbish to improve performance

NPC

  • Small performance improvement on Robots
  • NPCs that are aiming and in-cover now look more natural

Art

  • General performance improvements: shaders, assets, collisions

UI

  • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  • Added the ability to skip cinematics

Audio

  • Audio Optimisation regarding Mass Vehicles
  • Music adjustments throughout MindsEye missions
  • Added Destruction SFX on Glass Bottle Props

Missions

  • Conditional dialogue now triggers with more natural pacing
  • The companion drone torch is now automatically enabled when entering or starting in dark areas

Animation

  • Optimised the ambient and civilian animations
  • Exit/entry animations no longer play for driverless vehicles

Gameplay

  • Aim assist will focus on enemies in vehicle turrets over the driver

BUG FIXES

  • Various Mission flow bug fixes
  • Fixed pixelated reflection in Rocket Transporter window
  • Fixed Industrial vent asset to help with performance
  • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  • Fixed ambient animation glitches in Welcome to Redrock City
  • Fixed an issue where camera rotation was lost after cutscenes
  • Several lighting LOD pop issues fixed in cutscenes
  • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  • Fixed several traversal issues in world where the player may get stuck
  • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  • Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
  • Fixed collision on glass roof of Silva Factory
  • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  • NPCs no longer freeze when interacting with certain objects
  • Weapon Wheel hover SFX is now triggered correctly, without delays

PC only

  • The character Red Sand Male 25 is now available for use in Build.MindsEye
  • Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
  • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
  • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer

Console only – PlayStation and Xbox

  • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

BUILD.MINDSEYE PATCH NOTES – PC ONLY

IMPROVEMENTS

Publishing UGC Content

  • Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content

Logic Nodes

  • Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
  • Timer Logic Nodes now support decimal places up to .000
  • Custom UI Nodes updated to always be set to “Node Active” = True, by default

Attributes Menu, Catalogue & Versioning

  • Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
  • Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
  • Updated the search functionality in Assets Catalogue to take into account both object name and the tags
  • Added a warning when the player reaches the maximum number of allowed versions when creating new versions
  • Added missing hotkeys to the Controls Panel for Inserting Path Points

Featured Stamps Updates

  • Multiple fixes and QoL improvements to existing set of Featured Stamps
  • Added more Stamps to the Featured Stamps tile

BUG FIXES

  • Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
  • Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
  • New Performance Score applied to AI Spawners as follows:
  • AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
  • Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
  • Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
  • Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
  • Fixed an issue with erratic camera behaviour when using the Group Macro Node
  • Fixed an issue where players were unable to like Stamps with long names
  • Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
  • Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
  • Grid snapping is now enabled on the XY Plane by default
  • Fixed an issue with Destructible Assets not being selectable
  • Fixed issues with Filtering in the Assets Catalogue
  • Fixed various issues with the Vehicle Selection UI Node
  • Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
  • Stamp Attributes now display the correct Thumbnail based on the current Version selected
  • Fixed various issues with spawn-points and spawning in Build.MindsEye
  • Fixed various issues with the Physics Force Node causing objects to disappear
  • Fixed an issue where Foliage Assets were not searchable in the Catalogue
  • Fixed a crash caused when attempting to ungroup a group within a group
  • Fixed a crash caused by undoing creation and deletion of large Stamps
  • Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
  • Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
  • Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 5, 2025 0 comments
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"Bury this game and experience forever? That should be a crime" How a group of modders revived Ubisoft's cult driving game, The Crew
Game Reviews

“Bury this game and experience forever? That should be a crime” How a group of modders revived Ubisoft’s cult driving game, The Crew

by admin September 5, 2025


Back in 2023, Ubisoft announced it would shut down The Crew’s servers on 31st March, 2024, which would make the game unplayable due to its always online requirements – even those with physical copies of the game were to be locked out. Needless to say, many were unhappy with Ubisoft’s decision.

Some, though, decided not to just leave it there, and set about reviving the game on their own time and dime. Now a little over a year later, the fan lead Crew revival project – known as The Crew Unlimited – is gearing up for its release on 15th September.

But, what has it taken to get to this point?


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“We started working on the server emulator project (to revive the game) a bit before the official server shutdown,” project lead whammy4 told Eurogamer. “Ever since then it’s been a non-stop technical uphill battle: network data analysis, reversing, implementation, rinse and repeat.”

This was all to “implement the networking and communications between the game client (the game that the players play) and the server (what we’re working on)”, they explain. “Then there’s a whole other side of it where we have to re-implement and rewrite entire parts of The Crew’s game/data design, functionality and logic, entirely from scratch.”

Think that all sounds difficult? Well, it was. The rest of The Crew Unlimited’s team is made up of r00t0, ChemicalFlood, mono24 and Guki. It was r00t0 who started and carried out the actual server emulator project, with whammy4 calling them an “absolute godsend”. Whammy4, then, is “mainly responsible for programming the actual game functionality and logic, and all the MMO stuff on the server”, while ChemicalFlood is “helping and assisting us with the networking and IT side of things (also archiving everything)”. Guki, meanwhile, is the expert on The Crew’s data and file systems, and mono24 provides “invaluable advice on how to run and manage the project correctly”. The entire team have their own jobs, families and lives outside of The Crew Unlimited.

So, what does this all actually mean in practice, though? “The game’s economy, prices, items, rewards, databases, MMO systems and logic; we have to manage things down to each individual part you install on your car in the game,” whammy4 explained. “Oftentimes working on this project feels like an unpredictable rollercoaster ride, one day we’re feeling like we’re making huge progress and got everything sorted, next day we’re bashing our heads on the wall failing to figure out how some minor gamemode’s reward formula works… sometimes for months.”

Whammy4 added there would be times when the team would have to deal with issues in their personal lives, and this would halt any progress for a not insignificant period of time. “But you know what really warms our heart and keeps us going? It’s the amount of support we get from fans of the game,” whammy4 said, adding the entire team is very grateful for this.

“It just shows how many people love and care for this game. We get kind words and support from people from all across the world, both young and old. Very few video games can boast such dedicated fanbases with such a large variety in age. This warms my heart to no end and just shows how special this game is, and to so many people.”

Image credit: Whammy4

While it is clear The Crew Unlimited has had a huge amount of passion and care poured into it, there is one elephant in the room – Ubisoft. What does it have to say about this community project to revive The Crew?

“We often get asked if Ubisoft has commented or acknowledged our project in any way. They have not, but as for The Crew’s developers Ivory Tower, one (alleged) developer has anonymously come out and expressed their and the studio’s gratitude and appreciation for our project,” whammy4 told me when I asked. While the developer chose to stay anonymous, whammy4 said The Crew Unlimited’s team “know for a fact we got supporters over at Ivory Tower”, adding “shoutouts to them all!”.

Whammy4 admitted Ubisoft could shut down the project, but said “causing trouble for anyone is not something we’re looking to do”. They said that “each player has to have their own The Crew game installation, then they install TCU over it to make it playable again”. They added The Crew Unlimited team doesn’t provide any game files. “TCU itself is 100 percent free of charge and always will be, including anything else we may release,” they said.

The Crew – First Roadtrip After The Shutdown. Watch on YouTube

As for what will come next once The Crew Unlimited releases, whammy4 said the community is excited about the modding potential that they will be able to explore. “Now that the game is free from the publisher’s servers and control, we can practically do whatever we want (and can) with the game. Only problem is that this is one hell of a difficult game to work with and modify, but there already are people in the community that are making modding tools, software and documentation in preparation for the game’s revival,” they furthered.

“With a game as rich in its content and features as The Crew, lots of mods could be possible: New cars, new car customisations, map modifications, or entire new areas and parts of the map. Maybe even new races and gamemodes!


“Part of the TCU Project is the ‘TCU Mod’, which aims to restore a lot of the visuals and ambient content that was removed from the game post-launch. It’s still in development, but already features plenty of visual improvements, along with car handling and physics improvements. It’s all just a matter of time and effort.”

Whammy4 said the team ultimately still doesn’t “know where the winds will take us”, but believes the modding “could be incredible” in the future.

“The game already has so much to offer as is, and such a solid base for modding, it’s practically screaming to be modded,” they said. “I personally believe modding is the future of The Crew, that’s how it will live on and be relevant for decades more.”

I asked whammy4 why this Crew project is so important. “Let’s begin with the fact that… we’re basically giving… millions of players their beloved game back,” they replied.

But, it is more than just that. It is also about preservation, something that has been a big topic in recent years. “Sometimes we get dads thanking us for bringing the game back, because they wanted their kids to play it, or continue playing it,” whammy4 said. “I consider video games the ultimate form of art, they are a unison of a variety of different arts – visual arts, music, sound, writing, acting, etc. The Crew is a game that definitely took all of these elements very seriously, and each was done by talented, caring artists.”

They continued: “The original version and vision of the game had a visual direction never seen before or after in gaming, it was designed to look like a moving/dynamic painting, going as far as to have entire visual elements like skies and clouds be hand-painted.”

“This game also has a ton of educational value, about American geography, history (the game features several hundred landmark points with descriptions), even down to geographical and meteorological quirks of the different places of North US, expressed with the mappers’ careful and deliberate work, featuring a large variety of biomes and ecosystems (including lots of different animal types), and a staggering 40+ unique artistic regional weather conditions available in the game (cut down to… two weathers total, in later updates).

“All of this on a huge digital map of the North US, scaled down to 1900 square miles. And to lose all this? Destroy all this work? Take it away from everyone, and bury this game and experience forever? That should be a crime.”

Closing, whammy4 said they believe that thanks to The Crew Unlimited, Ubisoft’s game “will get the recognition and love it deserves”.

The Crew – Original Jump Physics Restored. Watch on YouTube

To stay up to date on how whammy4 and the rest of the team are getting on with The Crew’s preservation project, you can join the revival’s Discord server here. For more, you can also check out The Crew Unlimited’s website.

In Eurogamer’s own review for The Crew, Outside Xbox’s racing aficionado Mike Channel came away impressed. “It’s a game that requires and occasionally enforces patience, but like all great road trips it’s about the journey, not the destination,” he wrote.



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September 5, 2025 0 comments
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Kirby Air Riders Brings Sakurai's Smash Experience To A Switch 2 Racing Game
Game Updates

Kirby Air Riders Brings Sakurai’s Smash Experience To A Switch 2 Racing Game

by admin August 24, 2025



When I watch a great pro match of a fighting game like Marvel vs. Capcom 2 or Super Smash Bros. Ultimate, my reaction is equal parts awe and bafflement. The sheer speed and hyper-kinetic action flies by so quickly that I can only make sense of a percentage of what I’m seeing, and the people who have mastered the chaos must be a different species. Kirby Air Riders is like that: a bubblegum colorful confection of speed, agility, and action that feels overwhelming, but still fun to play.

My hands-on experience at Gamescom started with some tutorials showing the ropes of handling your ride. The ride accelerates automatically, which may seem like it suggests simplicity, but there’s still a lot of finesse and fine control to handling your ride. Nailing a drift around a corner takes precise timing, and when you take a jump you can get a speed boost with a clean landing–which means tilting your racer slightly to land parallel if you’re coming up on a hill. Those mechanics felt approachable and easy to grasp during the limited time of a demo, but had enough depth that the skill ceiling looks high.

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Now Playing: Kirby Air Riders Is Faster, Deeper, and Cleaner Than The Original

This is a sequel to Kirby’s Air Ride, but the shift to Air Riders is a significant one. There’s a particular emphasis on the characters themselves and their unique powers, and this is where I could most keenly sense Masahiro Sakurai’s experience with the Smash Bros. series. It feels like an evolution of that, and bringing that spirit of balancing different power sets into a new racing context.

After the tutorial featured, I played as two different characters: Magalor, the antagonist of Kirby’s Return to Dreamland; and Starman, a recurring Kirby enemy. The riders seem to handle slightly differently, but the major difference is their special moves. Magalor activates a massive beam that shoots behind him, hitting any opponents that are coming up on your tail. By contrast, Starman’s special was not an offensive tool at all. Instead, he could fly into the air on command using your regular spin attack while the special was activated. This seems primarily suited to help reach high places, though in a pinch you could also use it to dodge, at the expense of some speed.

The demo mostly focused on the City Trials mode, which is separated into two parts. First you explore the wide-open hub area gathering power-ups and switching your weak starter vehicle for a better one. There’s a layer of strategy here, as various icons that you collect give you increased defense, weight, boost, and so on. You can use these to compensate for any of your racer’s weaknesses, or make a naturally strong aspect even stronger. Once the first phase is over, everyone’s total power-ups get tallied up and your build gets taken into the second phase. I could imagine that, as players grow more familiar with the game, serious competitive players will start to optimize combinations of racers and air rides with which types of icons they should prioritize for collection.

Kirby Air Riders

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The build you craft during this first phase has a huge bearing on how competitive you’ll be in the second one. Once all the players tally up their powers, they’re able to choose one of four game types, and the game will recommend one that’s optimized for your build. Some are more combat-focused while others are centered more on racing. I chose the recommended mode in my first game, a combat/racing fusion with Magalor and held my own decently well. For my second game, I picked one of the modes that was not recommended (mainly in order to stay grouped with the other human players in our closed session) and my unoptimized build showed on the almost pure racing track. Plus, Starman’s vertical-focused power just isn’t the best for a regular race around an oval track, but maybe I just need to get good.

Both phases feel extremely fast, so while one is about prepping a build, they both reward skilled play. And it’s easy to see, even from my limited experience, how choosing your rider, finding your ride, and gathering power-ups could lead to a fierce Kirby Air Riders meta, as advanced Air Riders players explore different options to optimize their competitive edge.

For casual players like myself, Kirby Air Riders looks to be a sweet experience to play with friends, especially in couch co-op, fueling a rowdy party atmosphere. But I suspect that there’s going to be a whole other layer of the game, with the speed and skill of a fighting game, and that one seems destined for the competitive stage.



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August 24, 2025 0 comments
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The Division 2 kicks off 10th anniversary year with The Division 2: Survivors, "an updated take on the survival extraction experience"
Game Reviews

The Division 2 kicks off 10th anniversary year with The Division 2: Survivors, “an updated take on the survival extraction experience”

by admin August 23, 2025


The Division 2: Survivors is “an updated take on the survival extraction experience” coming to The Division 2.

At a panel at Gamescom, the company confirmed that though development is currently “in the early stages” under the watchful eye of creative director and “veteran of the Division from the early days of the original game”, Magnus Jansén, the team is keen to involve the community from the off.

The Division 2: The Pact – Official Launch Trailer.Watch on YouTube

“The Division 2: Survivors is as much your baby as it is ours, and we strive for transparency during its development. Clear communication and community involvement are a focus as we build the new experience, and we will be closely involving you as we move forward on the development journey,” said executive producer, Julian Gerighty.

There was no in-game artwork or screenshots to share, but Ubisoft did reveal a handful of concept art pieces, which you can see below.

Image credit: Ubisoft

We don’t quite know when to expect it – it’s still labelled as TBA for now – but we did get a little update on what else players can expect over the course of this year and next:

Image credit: Ubisoft | Image credit: Ubisoft

Interested in trying before you buy and maybe giving a little feedback as you go? Ubisoft is looking to refresh its Elite Task Program, so sign up now if you’re a “committed player [looking] to engage directly with the development team and assist in guiding the future of the Division”.

The Division Resurgence – the free-to-play mobile RPG shooter that picks up a few months after the events of the original game – is also looking for participants for closed tests on both iOS and Android. Ubisoft says it offers “the same gameplay experience as the Division games adapted to mobile gaming”, and “with a familiar map updated to reflect the passage of time, the Division Resurgence will bridge the narrative gap between the Division 1 and 2, adding to the existing lore with additional story beats over time.”



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August 23, 2025 0 comments
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Battlefield 6 gun fight with someone being revived
Product Reviews

To the dismay of sweaty ‘movement kids,’ Battlefield 6 is nerfing Call of Duty sliding and jumping to maintain a ‘traditional Battlefield experience’

by admin August 21, 2025



Duck, dive, and dodge: Following feedback from the Battlefield 6 beta that its movement was too squirrely and unpredictable, Battlefield Studios is planning significant changes for the full release.

The announcement came in an “Open Beta Debrief” blog published on Battlefield’s official social channels, which, in addition to movement, touched on hot topics like map size, Rush, and weapon balance. While the takeaway from most of those topics could be summed up as “we’re looking into it” or “wait and see,” movement is one area that already has significant changes in progress.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. 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,” the blog reads.


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That momentum change is likely more of a bug fix than a change in direction, as players figured out early on in the BF6 beta that you could consistently pull off ridiculous super jumps by exploiting small bursts of speed from jumping and sliding.

BF Studios is also targeting accuracy while jumping and sliding. Series veterans argued throughout the beta that there wasn’t enough of an accuracy penalty for shooting while sliding into a room or jumping around corners—hallmark tools of Call of Duty “movement kids”—and developers agree.

NEW INSANE BATTLEFIELD 6 MOVEMENT TECH, THESE OLD HEADS CAN’T KEEP UP pic.twitter.com/s9zducTNJnAugust 7, 2025

“Firing while jumping or sliding will result in increased inaccuracy,” the post continues. “These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.”

Whether or not you liked BF6’s squirrelly beta movement, it was undeniably chaotic. A top-upvoted post on the Battlefield subreddit highlights an extreme case of someone constantly chaining jumps and slides to ice skate across the map while maintaining perfect accuracy.

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

How much freedom of movement is considered overboard depends on the series’ roots, but even FPSes known for speed struggle to satisfy everyone. In 2023, Call of Duty: Modern Warfare 3 cranked up the bunnyhopping and slide-canceling just a year after Modern Warfare 2 deliberately slowed things down, to the delight of many and horror of CoD traditionalists. As I wrote in 2023:

This movement should not be possible in BF6 DICE. Needs to be addressed from r/Battlefield

“Players who use these slippery moves will tell you it raises Call of Duty’s skill ceiling, and they’re technically right. FPSes have a long tradition of adopting community-developed movement techniques until they’re unofficial canon, and CoD is no different, except that I find this example of it extremely annoying… A lobby full of jumping beans distorts the horizontal, boots-on-the-ground rhythm of CoD into discount Apex Legends. It also, as I really must emphasize, looks very stupid.”

It’s nice to see BF Studios getting ahead of important mechanical details like this. We’re still two months from launch day, but it turns out there will be another round of Battlefield Labs testing before then. The next Labs test will finally introduce us to BF6’s two biggest maps at launch: Mirak Valley and Operation Firestorm.

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August 21, 2025 0 comments
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A man holds a rat in a kitchen.
Game Reviews

Ratshaker Is A Short, Strange Horror Experience

by admin August 18, 2025


If you look at Ratshaker on the PlayStation store, you might be inclined to write it off as one of hundreds of shovelware games on storefronts designed for easy trophies. I know I did at first. But then, I saw the game gaining traction across multiple subreddits where plenty of users seemed to agree that it’s actually a surreal horror title worth the low cost of entry — I checked it out. I’m glad I did.

While Ratshaker may have a low-res visual style, brief runtime, and fairly easy trophy list, it manages to rise above the trappings of shovelware to be something that diehard horror fans can appreciate. The game tasks you with, well, shaking and squeezing a rat to solve some basic adventure-style puzzles around a home where something horrible has happened. Yeah, it’s fucking weird.

But while Ratshaker‘s simple premise initially leans toward being quirky and funny in its delivery, don’t let that fool you. As you further explore the home and peel back what happened there, Ratshaker reveals some truly unnerving events that may stick in your head for a while. If that sounds up your alley, here’s how long it’ll take you to beat this bizarre experience.

How long does it take to beat Ratshaker?

Ratshaker is a cheap game with a short runtime, so you shouldn’t go in expecting an epic adventure. Instead, you’re treated to an immensely strange horror mystery that will take about an hour to unravel. But the brief time you spend with Ratshaker will feel like enough. It’s a game that doesn’t need much time to tell its story, which ends up far more unsettling than you may expect, even after engaging with its disturbing opening.

© Screenshot: Sunscorched Studios

If you’re also playing Ratshaker for its fairly easy platinum trophy, be aware that there are missable trophies throughout the adventure. And you’ll technically need to see both the real ending and a secret ending to earn the platinum trophy, but you can do both on one playthrough if you manage your saves right. Following a guide can help you not miss out on these trophies if you’re not eager to play Ratshaker twice.

Even if you’re not seeking the easy platinum trophy, I’d argue that the low price and ominous vibes make Ratshaker a good grab for any horror fan who appreciates weird shit. It’s available now on PS5 and Windows PCs, with a release on additional platforms planned for later this summer. Shake that rat.



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August 18, 2025 0 comments
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