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It's taken years, but Dune Awakening is finally getting an end-game info dump next week, so we'll finally know how the rest of the game plays
Game Reviews

It’s taken years, but Dune Awakening is finally getting an end-game info dump next week, so we’ll finally know how the rest of the game plays

by admin May 22, 2025


Finally, Dune Awakening fans can expect a dedicated live stream to show off the real meat of any MMO: the endgame. This event will cover what players will be up to once they’ve progressed through the story and prepped themselves for the Deep Desert, something that has remained a bit mysterious upo until now.

The stream, which will go live on official Funcom platforms such as the studio’s Twitch page, is set to go live on May 28, at 12PM ET / 6PM CEST / 5PM GMT / 9AM PT. It’s titled the “Beyond the Beta: A Glimpse of Mid-to-Endgame livestream”, so expect to see a bit more than the usual early game zones we’ve seen plenty of courtesy of previews and the recent weekend beta.


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Here’s what we know about the mid-to-end game so far. We know that players will have to pick between the Atredies and Harkkonen, and that player-run guilds can battle for faction supremacy via the Lansrad system. We know winning the Landsrad provides powerful buffs to the winning faction, and that the major push in the endgame is to win that every cycle. In terms of actual gameplay, players will be heading out into the Deep Desert, where they can harvest spice in vast open PvP regions of the world.

But here’s what we don’t know. We don’t really know what players will be using that spice for. One assumes to make loads of money, but what do you spend it on? Shiny gear, better vehicles for future spice runs, a cooler house one assumes, but what else? Will there be some typical live service weekly mission model, encouraging folks to engage with different parts of the game? What about unlockable customisation? How does one differentiate a fresh character who’s just made it to the end game, and a powerful spice baron with loads of dosh?

All this, hopefully, will be revealed in this upcoming live stream. It’s one worth tuning in to if you’re eager to check out Dune Awakening when it launches next month!

What do you think will be shown off in the stream? Let us know below, as well as your biggest unanswered questions!



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May 22, 2025 0 comments
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Here's your second batch of Xbox Game Pass titles for May
Game Reviews

Here’s your second batch of Xbox Game Pass titles for May

by admin May 22, 2025


Microsoft has announced its next wave of Game Pass titles for May and into June.

Day one releases with this batch include Monster Train 2, To a T, and Spray Paint Simulator. To a T is a charming looking game from the creator of Katamari Damacy. It follows the story of a teen whose body is stuck in a T-pose, as they navigate life in a small town with their cute dog companion.

Here are the list of Xbox Game Pass additions for late May 2025:

  • Monster Train 2 (Cloud, PC, and Xbox Series X/S, via Game Pass Ultimate, PC Game Pass) – available 21st May
  • Creatures of Ava (Xbox Series X/S, now with Game Pass Standard) – available 22nd May
  • Stalker 2 (Xbox Series X/S, now with Game Pass Standard) – available 22nd May
  • Tales of Kenzera: Zau (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass ) EA Play – available 22nd May
  • Tom Clancy’s The Division 2 (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 27th May
  • To a T (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass) – available 28th May
  • Metaphor ReFantazio (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 29th May
  • Spray Paint Simulator (Cloud, PC, and Xbox Series X/S via Game Pass Ultimate, PC Game Pass) – available 29th May
  • Crypt Custodian (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 3rd June
  • Symphonia (Cloud, Console, and PC via Game Pass Ultimate, PC Game Pass, Game Pass Standard) – available 3rd June

Does Anyone Really Want Long Games Anymore?Watch on YouTube

Our Ed has already had some time with To a T, and spoke to its creator Keita Takahashi. “The concept of the character being in a T-pose came from another small game idea I had,” Takahashi told Ed. “I hadn’t linked the T-pose to disability until someone pointed it out in feedback. I was more focused on daily life challenges, which could be categorised as disabilities, but the inspiration was primarily drawn from game design.”

Metaphor ReFantazio is a particular highlight from this batch of incoming Game Pass games. We awarded it five stars on its release, with our Ed saying “what it lacks in subtlety, it makes up for in grandeur and heart,” in Eurogamer’s Metaphor ReFantazio review.

In addition to the above, Game Pass Ultimate members can look forward to more games coming to the Xbox Cloud Gaming (Beta) library on 23rd May. These are:

  • Brütal Legend
  • Costume Quest 2
  • Day of the Tentacle Remastered
  • Full Throttle Remastered
  • Grim Fandango Remastered
  • Max The Curse of Brotherhood
  • Neon Abyss
  • Quantum Break
  • Rare Replay
  • ScreamRide
  • State of Decay Year-One
  • SteamWorld Dig 2
  • Sunset Overdrive
  • Super Lucky’s Tale
  • Zoo Tycoon Ultimate Animal Collection

Please note, while Senua’s Saga: Hellblade 2 is featured in this image, it is not currently coming to the service as once planned. | Image credit: Microsoft

Meanwhile, and as is the case with every new batch of games, the following titles will be leaving Game Pass on 31st May:

  • Cassette Beasts (Cloud, Console, and PC)
  • Firework (PC)
  • Humanity (Cloud, Console, and PC)
  • Remnant 2 (Cloud, Console, and PC)
  • Slayers X: Terminal Aftermath: Vengance of the Slayer (Cloud, Console, and PC)

Full details of these Game Pass additions can be found on Xbox Wire. Note that while Senua’s Saga: Hellblade 2 is included in the image as a Standard Tier addition, this has since been removed from the list.

If you want to keep playing these games after they leave Game Pass, you’ll need to purchase them. On the plus side, Game Pass subscribers get a 20 percent discount.

For everything else in Microsoft’s subscription service, you can check out our handy Xbox Game Pass guide detailing the many titles available.



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May 22, 2025 0 comments
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The Elder Scrolls 4: Oblivion Remastered tops April sales, becoming 2025's third-biggest selling game | US Monthly Charts
Esports

The Elder Scrolls 4: Oblivion Remastered tops April sales, becoming 2025’s third-biggest selling game | US Monthly Charts

by admin May 22, 2025


The Elder Scrolls 4: Oblivion Remastered topped Circana’s charts for US game sales in April 2025 – becoming the third best-selling game of the year to date – while video game spending across games, hardware, and accessories all slipped a little year-on-year, by 2%, 8%, and 2%, respectively.

As noted by analysts Circana, The Elder Scrolls 4: Oblivion: Remastered sold more units in April 2025 than The Elder Scrolls 4: Oblivion achieved across its first 15 months in market combined. It has also generated more “full game dollar sales” than the original’s first 14 months combined.

As detailed by Circana’s executive director, Mat Piscatella, Forza Horizon 5 was the second-best-selling game after its PS5 debut, whilst Indiana Jones and the Great Circle – which also jumped to PS5 this month – came in in third position. Four of the top five – and five of the top seven – best-selling PlayStation games were published by Microsoft.

In news unlikely to surprise you, Call of Duty HQ led all titles when it comes to monthly active users, but Schedule 1 boasted the biggest active users in April on Steam. Monopoly Go!, Royal Match, and Candy Crush Saga were the biggest games in terms of consumer spending in April.

Hardware sales in April fell to $186 million – that’s down 8% year-on-year, and the “lowest monthly hardware dollar sales total reached in the US market since July 2020. While both PS5 and Switch hardware sales were down – the latter by a considerable 37% – Xbox bucked the trend by seeing Xbox Series sales increase by 8%. Accessory spending was down 2% YoY.

“While April 2025 showed a slight decline in the U.S. mobile games market compared to March, several top games continued to perform strongly,” said Lexi Wei of Sensor Tower.

“Gossip Harbor: Merge & Story experienced the most significant ranking improvement this month, climbing five spots to enter the top ten at #9. This surge was driven by a 9.8% increase in consumer spending, largely attributed to the Easter Jamboree event launched on April 10, which introduced new decorative content and gameplay elements.”

Here are the top 20 selling games from the period April 6 to May 3, 2025, data courtesy of Circana:

Rank
Last month rank
Title

1
NEW
The Elder Scrolls 4: Oblivion: Remastered

2
42
Forza Horizon 5

3
2
MLB: The Show 25^

4
11
Minecraft^^

5
1
Assassin’s Creed: Shadows

6
118
Indiana Jones and the Great Circle

7
6
Call of Duty: Black Ops 6

8
4
WWE 2k25

9
8
NBA 2K25

10
7
PGA Tour 2K25

11
3
Monster Hunter: Wilds

12
5
Split Fiction

13
23
The Last of Us: Part 2

14
13
EA Sports FC 25

15
12
Grand Theft Auto 5

16
14
Red Dead Redemption 2

17
29
The Elder Scrolls: Online

18
16
Elden Ring

19
10
Kingdom Come: Deliverance 2

20
21
Hogwarts Legacy

^ Digital sales on Nintendo and Xbox platforms not included

^^ Digital sales on Nintendo platforms not included



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May 22, 2025 0 comments
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That rage-inducing Borderlands 4 price tweet hasn't stopped Randy Pitchford posting, as he declares an indie game is "cheaper than a point of meth"
Game Reviews

That rage-inducing Borderlands 4 price tweet hasn’t stopped Randy Pitchford posting, as he declares an indie game is “cheaper than a point of meth”

by admin May 22, 2025


Yep, this is a thing the Gearbox exec has tweeted. He’s posted that indie shooter Mycopunk is “cheaper than a point of meth” and “probably has fewer side effects, too”, in response to publisher Devolver Digital making a joke about Borderlands 4 potentially costing $80.

We all through the exec accidentally revealing B4’s revised release date ahead of schedule by goofing up with timezones when tweeting about it was him at the peak of his posting powers. It wasn’t. Randy’s still evolving, and he has things to say.


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There’s some context to this latest ‘you what?’-inducing post from Pitchford, and it involves more ill-concieved tweets. On May 14, the Gearbox CEO responded to a fan concerned about the latest entry in the Borderlands possibly setting players back $80.

“A) Not my call. B) If you’re a real fan, you’ll find a way to make it happen,” the exec replied, “My local game store had Starflight for Sega Genesis for $80 in 1991 when I was just out of high school working minimum wage at an ice cream parlor in Pismo Beach and I found a way to make it happen.”

As you’d expect, that post’s drawn him lots of flak from regular folks who don’t like having it insinuated that you’re not a “real fan” if you aren’t able to buy an $80 game while also keeping your head above water during the cost of living crisis we’re all living through.

Image credit: VG247

One of the responses has come from Devolver, which joked: “You’re gonna be able to buy Mycopunk for you and three of your friends for the price of one copy of Borderlands 4.” Pitchford responded to that light ribbing that mainly serves to promo developer Pigeons at Play’s upcoming co-op shooter by posting: “Mycopunk is cheaper than a point of meth – probably has fewer side effects, too!”

Yeah, imagine if your boss – who’s already made your work life harder by running his mouth – posted that.

That’s not been it either, Pitchford’s also issued what very much looks like a response to the “real fan” backlash by sharing a clip of him talking about Borderlands 4’s still unrevealed price at a recent PAX East panel, reasoning that it’s “the truth” for those who want it.


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It’s three minutes long, and basically sees him admit that he doesn’t know how much the game’ll cost, before going through the factors that could influence how much games cost these days – game sellers having to be aware that some folks they’ll want to sell to are in “price-sensitive” situations, while others are “accepting the reality that game budgets are increasing, and there are tariffs for the retail packaging, and it’s getting gnarly out there”.

“We want people to buy [the game], so we have the resources to make more,” Pitchford said, “but we want everyone who buys and plays a Gearbox game to feel certain that they got the better end of the bargain. Whatever the price is, that they got the best value.” Why didn’t he just say that in the first tweet? Beats me.



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May 22, 2025 0 comments
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Naoe looking angry
Esports

New Game of the Week: Rooftops & Alleys brings back the joy of Mirror’s Edge-style parkour

by admin May 22, 2025



Parkour-focused games like Mirror’s Edge and Free Running have all but vanished – but solo indie developer Michel Losch wants to bring them back. His upcoming title, Rooftops & Alleys, aims to revive the genre, handing players full control to flow through urban landscapes with style and freedom.

Parkour once had a real moment in pop culture. From Jason Bourne and James Bond thrilling moviegoers with high-octane on-foot pursuits, to the likes of Assassin’s Creed and Mirror’s Edge bringing the experience to the comfort of your couch, it was everywhere. In recent years though, it’s been pushed to the background. Instead of being the core of the experience, it’s often tacked on, buried in larger creations.

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On the gaming front, Assassin’s Creed or Dying Light come to mind, as games where movement is important, but it’s mostly automated: just hold a direction and tap a button. It’s been a long time since players had real agency – and consequences – for how they move.

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Finally bringing it back into the spotlight, Michel Losch is hoping to reinvigorate that sense of joy when flowing through construction yards and modern metropolises, tricking your way from one surface to the next as quickly as possible. Here’s how Rooftops & Alleys is restoring the fun.

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What is Rooftops & Alleys?

Parkour is ostensibly about getting from Point A to Point B in as little time as possible. That could mean vaulting over a ledge, jumping across a gap, or sliding down a slanted surface to get there. Meanwhile, freerunning is about adding some flair to the movement. Flipping, spinning, and generally tricking along a path to really show off.

Rooftops & Alleys mixes them both. You’ll be sprinting through maps in the most stylish ways possible for extra points in a bid to outclass your friends. It’s not just about the destination, but the fun of the journey.

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Some challenges are on a timer, demanding you reach an area as quickly as possible, passing through all the right checkpoints along the way. An on-foot race with only your technical skill standing in the way of a gold medal.

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Others will ask for high scores on tricky lines, forcing you and your crew to think outside the box on how you’re going to approach a certain obstacle. Is flipping over it the coolest way to make it past? Or would latching onto it and then flipping off give you a bigger multiplier? Much like how you mastered levels in Tony Hawk’s games, you’ll need to put some work in to master the stages here as well.

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There’s even a tag mode that’s non-stop fun as you chase and evade friends with all the dazzling tricks you’ve learned thus far.

ML Media / Radical TheoryThe world is your freerunning oyster in Rooftops & Alleys.

What the devs say about it

What were your inspirations?

“As far as the idea goes, I can’t really say I’ve been practicing parkour professionally! But I always found it cool whenever I saw it in movies. Mostly, I took a lot of inspiration from games like Mirror’s Edge, Tony Hawk’s Pro Skater, Skate, as well as Freerunning on PS2. So many games that fell into it. 

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“I like freedom, and I like creative expression in games. I always like getting into a flow state with a game. I was missing something where I could just jump and be able to frontflip, trick, I felt something so satisfying in that. I always wanted to make something like that.

“I have inhaled parkour for the last two years. Just tried to fill my brain with reference footage basically. 

“I’ve never talked about this, but I tried to take an approach where I looked at other sports too. I found out about Death Diving, which has nothing to do with parkour. I wanted to add more tricks, so I’ve added some from the sport of Death Diving, diving in general, seeing how I can merge something in what I call a parkour and freerunning game.”

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How realistic is it?

“I never forgot Jet Set Radio Future. There’s a choice of how realistic vs how arcadey, usually people tend to go a bit more realistic. I just wanted something really snappy and responsive, which I knew from the get-go I wouldn’t be able to make this fully momentum or physics-based. I took heavy inspiration from Jet Set and more arcadey games for that reason.”

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ML Media / Radical TheoryWhile not veering completely into the unreal, Rooftops & Alleys harkens back to an old-school arcade game feel.

“Whether you practice parkour or you see it on TV, you just want to do cool stuff. I tried to maintain a somewhat realistic fall distance. I’m trying to get the measurements sort of right.”

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What do people want from a Parkour game?

“Usually, the shortcomings are the lack of control. I think what people need to understand, I often got comments like ‘this is what Assassin’s Creed should be,’ it proved to me there was an urge for more control and expression.

“But also, I think I have an easier time giving players more control because I do not have to hand them a gun or have them drive a car. I have more buttons to play with. There have been requests to add a grappling hook, but I had to stay strong.”

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What’s on the horizon?

“Photo Mode is coming. There are some things I’ve teased. There’s definitely more to it than meets the eye. There are some very fun and goofy achievements that people may not see coming. I’ve also put references to some community members in the 1.0 build.

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“Thus far [through Early Access] I’ve had 30 updates. I plan to continue doing that. I’m already working on post-launch content. I don’t want to spoil it, but there are some really cool and exciting things. Some of which people have been asking for, but some that will come out of nowhere. I’m trying to keep it fresh.”

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Rooftops & Alleys is set to launch in full across PS5, Xbox Series X | S, and PC (through Steam) on June 17, 2025.



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May 22, 2025 0 comments
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Yakuza 0 Director’s Cut Red Light Raid Mode is baffling, totally on-brand, and a weirdly good fit as part of a Nintendo Switch 2 launch game
Game Updates

Yakuza 0 Director’s Cut Red Light Raid Mode is baffling, totally on-brand, and a weirdly good fit as part of a Nintendo Switch 2 launch game

by admin May 22, 2025


In Sega’s offices, seated in front of a Nintendo Switch 2 console running Yakuza 0 Director’s Cut, I was told: “Right, now it’s time to make a lobby.” Jesus. I don’t know these people here at the event with me (I’m pretty sure I’m the only member of the UK press, actually). This is going to be awful. S**t. S**t. S**t.

The PR comes over, loads me into one of the most rudimentary lobbies I’ve seen in a game in the last 20 years, and we get going. I’m presented with a screen that looks like something from a 00s fighting game (no shame there, Tekken is great) where I’m asked to select one character from the entire Yakuza 0 roster. I choose Goro Majima, obviously.


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The lead player boots us into a game, and we’re off: four ragtag Yakuza 0 models – antagonists, people you’ll see in side missions, and major characters all together – start fending off waves of hired goons. It’s stupid: four men yelling, powering up, and battering wave after wave of leather jacket-wearing thugs in the middle of a Japanese street in the 80s. Someone gets pile-drivered into a bin. Someone spins around whilst brandishing a knife until they fall over. This is Yakuza, alright, and it works weirdly well in multiplayer.

And there’s the thing, then. This version of Yakuza 0 is a Switch 2 exclusive (for now, at least). So if you want to try out this baffling rumpus of a mode, you’re going to need to shell out the £45 asking price. Is it worth it? Probably not on its own, but it is a fascinating insight into how Sega, and probably Nintendo, sees what the Switch 2 is putting down for consumers.

This mode, Red Light Raid, is silly fun. It’s an arcade-inspired, wave-based curio that focuses solely on the game’s esoteric combat and pushes the brawling mechanics of the game to breaking point in makeshift arenas that can barely contain the game’s burgeoning chaos. I imagine that with a fully-working GameChat function, you and your mates can have a blast in this mode; shouting about taking down bosses, squabbling over who gets to keep which item as they fall on the floor, jostling over weapons dropped by thugs. It’ll be fun.

It’s also a fascinating way for the RGG Studio folks to reuse assets in a fun way; the character select screen is huge. It’s got 60 playable characters! And you can level up each of the fighters, too. Completionists, watch out. I imagine it’ll take forever. Notably, if you’re playing as either Kiryu or Majima, you’ll have to choose just one style. Otherwise you’d have an unfair advantage via style switching, especially over characters like those found in the fight club that are limited to quite a small selection of moves. Then again, Ginger Chapman has a knife, and Vengeful Otake has a gun. So.

Get ready for a new challenger. | Image credit: Sega

I really can imagine whole nights of sitting in this mode and working through the various courses RGG has set you as a gauntlet. It was all a bit braindead in the early levels I played with my erstwhile colleagues at the event, but I should hope that the later levels ramp up the challenge to some degree, at least.

Chatting with mates, thumping waifs and strays over and over again, and being able to see their little low-res faces as they get their asses handed to them by shirtless men with back tattoos… is that Nintendo’s vision for the Switch 2? To have us all collected in a little lobby like the Uno/Xbox 360 days, gawping at cartoonish hyperviolence on our tiny little 4K monitors? If that’s what Ninty is putting down, I guess that’s what I’m picking up. It sounds great.

But it’s weird that it’s on Sega and RGG to release a game like this – as a launch exclusive – on Switch 2. There are other draws, sure: 26 minutes of never-before-scene cutscenes (though that’s not much in the scheme of things), and a French, Italian, German and Spanish text option now, too (this was missing before). As well as an English voiceover. So there are small temptations for you to double-dip on this, but as a locked exclusive it feels peculiar.

Watch your back. | Image credit: Sega

But isn’t it that exact sort-of off-beat weirdness that we all love Nintendo for? In a way, it reminds me of the bizarre bonus content that Tekken Tag Tournament 2 got for the Nintendo Wii U that never made it to other platforms: Mushroom Battle mode and Tekken Ball, which were sorely missed elsewhere. But it wanted to play into the Wii U’s ‘social’ side more, similar to what RGG and Sega is doing here with Red Light Raid mode… I just don’t really know who it’s for.

It’s not bad. It’s fun! And it plays really well. But you have to assume it’s going to come to other platforms, too, hopefully alongside a cheaper upgrade option so that you don’t have to buy the full product just to get the ‘definitive’ version of the game (Sega’s words, not mine). As a product on Switch 2, it looks, plays, and feels great… but let’s just hope it’s not locked onto the platform forever.

Yakuza 0 Director’s Cut launches alongside Nintendo Switch 2 on June 5. Yakuza 0 originally released in 2015 on PS3 and PS4, later coming to Xbox One.



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May 22, 2025 0 comments
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Ion Hazzikostas, WoW game director
Gaming Gear

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

by admin May 22, 2025



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

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

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


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

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

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

Mods that help and annoy

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

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

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

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

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

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

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

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

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

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

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

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

Ion Hazzikostas

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

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

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

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

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

The smallest change possible to achieve the goal

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

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

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

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

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

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

Ion Hazzikostas

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

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

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

Keeping the challenge, ditching the complexity

WoW with raid markers. (Image credit: Blizzard)

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

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

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

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

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

Less swirls, more fun for casters

(Image credit: Blizzard)

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

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

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

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

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

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

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

World of Warcraft Classic (Image credit: Blizzard)

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

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

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

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

No more tracking other players or enemies

(Image credit: Blizzard)

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

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

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

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

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

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

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

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



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May 22, 2025 0 comments
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Rayman isn’t dead: against all odds, Ubisoft has started hiring for a “triple-A Rayman game” at the same studio that made Mario + Rabbids
Game Reviews

Rayman isn’t dead: against all odds, Ubisoft has started hiring for a “triple-A Rayman game” at the same studio that made Mario + Rabbids

by admin May 21, 2025


It looks as though, against all odds, Rayman is still alive after all. Job postings spotted for a “AAA Rayman game” have been hastily taken down, but not before they were archived by eagle-eyed Reddit users.

The roles advertised include a job as a senior game designer and a 3D gameplay animator, that last role asking for someone to be “involved in the production of a prestigious AAA title for the Rayman brand”. You can still see these posts on Reddit, where they have been saved for all eternity despite Ubisoft’s best efforts to take them down.


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Last year, Ubisoft publically announced it was musing a revival of the Rayman IP, after he showed up as a cameo in a weird NFT game the company had pushed out to the joy of like five bozos. It looks like these musings weren’t just talk, as the job listings look to indicate some Rayman-related movement is happening. Good news for fans of one of Ubi’s most beloved characters, a guy who desperately needs some more attention.

Ubisoft Milan, for those who don’t know, was resposible for the brilliant Mario + Rabbids games, so Rayman is likely in good hands as far as the upcoming big project he’ll be featured in. This news also comes following Ubisoft and Tencent’s big collaboration in a new subsidiary company which will act as the home for Ubi’s biggest IPs. Now, Rayman doesn’t exactly fit into that category any more, but it does mean that he’ll probably be showing up at a less dire time for the Frnech video game giant.

Are you excited for more Rayman? Let us know below, as well as what sort of game you’d like to see him show up in. Something classic? Or a totally new approach?



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Ubisoft says it’s working on new ‘prestigious AAA’ Rayman game
Game Updates

Ubisoft says it’s working on new ‘prestigious AAA’ Rayman game

by admin May 21, 2025


Ubisoft appears to be bringing Rayman back in a new AAA experience, based on job listings that call for talent to join the development team. Studio Ubisoft Milan recently posted job listings searching for a 3D gameplay animator and a senior game designer to be “involved in the production of a prestigious AAA title for the Rayman brand.”

It’s unclear whether the “prestigious AAA title for the Rayman brand” description denotes a stand-alone Rayman game or a crossover title, à la Mario + Rabbids, a spinoff of the Rayman franchise. Polygon has contacted Ubisoft for comment regarding the new Rayman game, and will update when the company responds.

One job listing says that the 3D gameplay animator will be responsible for “[creating] high-quality character animation that captures nuanced emotional states and personality, develop and maintain a consistent animation style that defines the game’s visual identity, collaborate across multidisciplinary teams to integrate animations seamlessly into gameplay mechanics, and iterate on character animation systems, pushing the boundaries of technical and artistic expression.”

Meanwhile, the calling for the senior game designer requires the new hire to “pitch, design and prototype core game systems, [implement] approved designs within the editor, create and maintain design documentation, including feature specification and implementation guidelines, contribute to the handling, gameplay, and mechanics setup, including data creation, collaborate with the team to ensure the implementation of systems into actual gameplay, and maintaining the overall balance between multiple gameplay systems.”

The last proper mainline Rayman title, Rayman Legends, arrived in 2013 for the PlayStation 3, Xbox 360, Nintendo Wii U, and PlayStation Vita. The game was re-released in 2017 for Nintendo Switch as Rayman Legends Definitive Edition.

Update: When reached for comment, Ubisoft provided us with this statement: “The project is still in its early stages, and we will share more details later.”



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May 21, 2025 0 comments
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Borderlands 4 screenshot
Product Reviews

Gearbox boss Randy Pitchford wades back into the Borderlands 4 pricing controversy: ‘Game budgets are increasing … it’s getting gnarly out there’

by admin May 21, 2025



Gearbox boss Randy Pitchford took some heat yesterday when he dismissed concerns about Borderlands 4 potentially launching with an $80 price tag, saying on X that “if you’re a real fan, you’ll find a way to make it happen.” Today, in an effort to calm the roiling waters left in the wake of that ill-advised statement, he shared a brief video clip he described as “the truth” about Borderlands 4 pricing, and the “reality” of the rising costs of videogame development.

The clip was actually recorded a couple weeks ago at PAX East, but Pitchford reshared it earlier today because it’s definitely relevant to the controversy of the moment, and provides a slightly more nuanced take on the matter of game pricing. Pitchford begins by saying he doesn’t know what the price of Borderlands 4 will be, but then dips into why higher prices across the board are almost certainly on the horizon.

“On one level we’ve got a competitive marketplace where people that make those [pricing] choices want to sell as many units as possible, and they want to be careful about people that are price sensitive,” Pitchford says in the clip. “So there’s some folks that don’t want to see the prices go up—even the ones deciding what the prices are.


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“There’s other folks accepting the reality that game budgets are increasing and there’s tariffs for the retail packaging, and like—it’s getting gnarly out there, you guys. Borderlands 4 has more than twice the development budget of Borderlands 3. More than twice.”

And that, he continued, is “why Borderlands 4 is so awesome: Because you guys showed up and supported Borderlands 3 and we had the budget so we could more than double the budget [of Borderlands 4] and feel confident in that. And that’s awesome, when the revenue comes in we could spend it to make better bigger games and better games.”

There’s no doubt that videogame development costs have exploded, but I can’t shake the feeling that Borderlands 4 costing twice as much to make as Borderlands 3 isn’t so much “awesome” as it is a reflection of the inherent unsustainability of big-budget game development. Simply put, is Borderlands 4 going to be twice as good as Borderlands 3? I’m going to guess not: It’s nice to have lots of money to throw around but no guarantee of quality or, more importantly, success—and as we’ve seen with recent releases like Dragon Age: The Veilguard, “success” is a highly malleable term, subject to the whims of the C-suite.

If you want the truth, here it is: pic.twitter.com/3bqdA5gIU2May 21, 2025

Pitchford’s biggest problem, though, isn’t the reality of our capitalist society, but the nature of his original messaging that left everyone so cold, and today’s post doesn’t seem to have changed many minds. While there’s some sympathy for his kinder, gentler approach to Borderlands 4 pricing in this PAX video, plenty of anger remains, as do assumptions that the new Borderlands will launch at $80 for the standard edition.

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

“The thing that you guys need to realize is that most people don’t care what your game’s budget is,” PanicRolling wrote in reply to Pitchford’s post. “It is your own fault that you decided to spend ‘more than twice’ what BL3 cost to make this one, and I almost promise your game is going to fail financially because of that decision.”

“Videogames aren’t food, they’re entertainment and each game is fighting for a customer’s money and time,” GetFitWithJared wrote in a separate reply. “If gamers feel that $80 is too much for one game, they’re going to move on to something more affordable and not look back.”

Maybe inevitably, Pitchford didn’t help himself on that front with his closing remarks. “If it is cheaper [than $80] then maybe we’ll sell you that minimap that you guys want, but we’ll develop later,” he said. “How bad do you want that? 10 bucks?” He then repeated, “I’m just kidding! Or am I?” no fewer than three times, to awkward silence.





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May 21, 2025 0 comments
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