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how learning plinko odds
Esports

How Learning Plinko Odds Can Improve Your Gameplay

by admin October 1, 2025


Plinko is a standout among modern casino games, inspired by the TV show format but adapted for digital play. Its rules are pretty simple: a ball drops through a board of pegs and lands in a slot at the bottom, and multipliers tied to each slot decide your return. 

Beneath this straightforward look lies a layer of math that dictates how often each slot is hit. Understanding those probabilities can make a noticeable difference in how you approach the game, guiding both your expectations and your bankroll strategy. 

This article will walk you through the mechanics of probability and risk in Plinko, and provide a clear guide to help you play smarter.

How Plinko Works

The online Plinko game begins when you release a ball at the top of the board. As it falls, it strikes pegs that send it either left or right. After a series of deflections, it settles into one of the slots at the bottom. Each slot is linked to a multiplier that determines your payout based on the stake you placed before the drop.

At a glance, it may seem like the ball could land anywhere with equal probability. In practice, though, the math favors the middle. Because each peg deflection is essentially a coin toss, most paths lead toward the center slots. The further away from the center, the less likely the ball is to land in those extreme slots. This natural imbalance explains why high multipliers are rarely hit, while low multipliers dominate most results.

Casinos often offer multiple configurations for Plinko boards. You’ll find differences in the number of rows, which affect the spread of probabilities, and in the risk levels, which alter how multipliers are distributed. Learning how Plinko works at this level sets the stage for the deeper analysis that follows.

Binomial Distribution and Slot Probabilities

The math behind Plinko follows a familiar statistical model: the binomial distribution. Every time the ball hits a peg, it has two possible directions, left or right. With N rows, the ball makes N of these binary choices, creating a total of 2^N potential paths. The number of times it moves right determines the final slot at the bottom of the board.

The binomial formula describes the likelihood of each slot:

Example

On a 12-row board:

  • Center slot (6 lefts, 6 rights) ≈ 22% probability.
  • Adjacent slots (5 rights or 7 rights) ≈ 16% each.
  • Edge slots (0 or 12 rights) ≈ 0.02% each.

This binomial distribution Plinko model explains why multipliers are structured the way they are: common center slots pay less, while extreme slots carry huge rewards.

Why Center Hits Dominate and Extremes Are Rare

The dominance of center slots is rooted in variance. With every bounce acting as a 50–50 trial, most paths steer the ball back toward the middle. The result is a bell-shaped distribution where outcomes cluster around the center.

This formula explains why probability clusters in the middle of the board. The center slot corresponds to about half left and half right moves, which has the largest number of possible paths. In contrast, the edge slots can only be reached by one extremely unlikely path — all lefts or all rights.

Extreme multipliers, often found at the edges, demand an improbable sequence of choices. To hit the far-left slot on a 12-row board, the ball must take 12 consecutive left turns. The chance of that happening is 1 in 4,096. The far-right slot carries the same odds. That rarity explains why the payouts at the edges are so high: the game compensates for improbability with extreme multipliers.

For players, this means that Plinko hit frequency is never balanced across the board. Most returns will come from the middle slots, with occasional hits on outer slots to break the pattern. Recognizing this helps adjust expectations: chasing edge multipliers is exciting, but statistically, the majority of your drops will fall closer to the center.

Plinko Rows: 8 vs 12 vs 16

The number of rows in Plinko significantly reshapes the probability distribution. With fewer rows, the spread is tighter, meaning the ball tends to cluster more heavily around the center. As rows increase, the probability distribution widens, and while the center still dominates, the tails become thinner and harder to hit.

Consider three setups:

  • 8 Rows: With only 8 decisions, the probability of hitting the edges is higher compared to larger boards. Multipliers may be lower, but the extremes occur more often.
  • 12 Rows: The balance shifts. Center slots dominate strongly, and edge outcomes become rare enough that casinos can attach higher multipliers.
  • 16 Rows: With 16 coin flips, the chance of hitting the extreme left or right is tiny. This allows casinos to assign huge multipliers to those slots, knowing they will rarely occur.

This change in variance means Plinko rows directly influence risk. Shorter boards create smoother play with less dramatic swings, while longer boards create intense variance with rare but massive multipliers. Players should choose based on their comfort with volatility.

Plinko Risk Levels, Multipliers, and RTP

Every slot in Plinko has a multiplier attached to it. The combination of slot probabilities and multipliers defines the potential odds of the game. Casinos often let players pick between low, medium, and high-risk boards, each reshaping how rewards are distributed.

  1. Low Risk: Center slots pay close to 1x or slightly above, with edges offering modest boosts. Losses are smaller, but big wins are off the table.
  2. Medium Risk: Center payouts are reduced, while edges pay higher. Volatility increases, balancing moderate wins with sharper swings.
  3. High Risk: The center often pays less than 1x, meaning frequent small losses. However, the edge multipliers skyrocket, sometimes offering 100x or more.

Across these setups, the house edge remains steady, often around 1–3%, depending on the provider. That means the long-term RTP stays similar, but the risk profile changes dramatically. 

Understanding Plinko risk levels is crucial: a low-risk board stretches your bankroll, while high risk creates short but explosive sessions.

Session Risk: Probability of Busting

A major consideration for Plinko players is the chance of exhausting their bankroll. Busting depends not just on RTP but on variance, unit size, and session length.

For instance, playing 100 units at low risk might stretch across hundreds of drops, since most hits return near break-even. At medium risk, the chance of dipping below zero grows, but streaks of moderate wins can balance losses. In high-risk boards, bankrolls can vanish quickly if edge multipliers aren’t hit within a reasonable number of drops.

This highlights the effect of the Plinko house edge in practice: the math guarantees the casino advantage, but session outcomes vary widely depending on risk level and rows. Players using larger unit sizes relative to their bankroll face higher bust probabilities, while conservative sizing greatly reduces that risk. Understanding this probability helps set realistic session goals and avoid overextending.

Expected Value and Bankroll Implications

Every game of Plinko has a long-term mathematical return known as expected value, or EV. 

This number is tied directly to the RTP, which usually sits between 97% and 99% depending on the provider. No matter which risk level or row count you choose, the underlying plinko expected value reflects this house edge.

How Variance Changes Play

Although EV stays consistent through different games in online casinos, variance shifts dramatically across low, medium, and high-risk boards. On low-risk setups, outcomes cluster tightly around break-even, so session swings are relatively modest. 

Medium risk spreads the distribution wider, leading to streaks of small losses broken by occasional multipliers. High risk exaggerates this effect, producing frequent shortfalls and the rare possibility of outsized wins.

Bankroll Implications

Because volatility differs so strongly, bankroll planning is critical. Smaller bet sizes relative to total funds help absorb downswings on medium and high-risk modes. Larger unit sizes may be fine on low-risk boards, but on high risk, they can burn through a bankroll quickly. 

Understanding how EV interacts with variance makes it easier to choose bet sizes that align with your tolerance for swings and your preferred session length.

Sample Outcomes Chart

Charts make Plinko’s probability structure easier to grasp. A visual breakdown shows how multipliers map to slot frequencies, clarifying the trade-off between frequent small returns and rare large wins.

Take a 12-row medium-risk board as an example. The center slots might pay 0.5x to 1x and capture the majority of results. Outer slots could climb to 9x or 26x, hit only occasionally. The extreme edge may show multipliers of 130x or more, but with hit probabilities in the fraction-of-a-percent range.

A Plinko outcomes chart highlights how these multipliers align with probabilities. For bankroll planning, it becomes clear that the far edges are statistically outliers, while the middle delivers steady but smaller results.

Turning Pegs Into Probabilities

Plinko may look simple, but the game is built on clear mathematics. Each bounce follows predictable probability, shaping outcomes into a distribution where the center dominates and the edges are rare. By understanding how rows, risk settings, and multipliers interact, players can approach the board with realistic expectations.

What changes is not the house advantage but how you manage your session. Choosing smaller units stretches gameplay, while higher risks create sharp swings. The math doesn’t guarantee outcomes, yet it provides a framework for planning bankroll strategy and recognizing what the distribution allows.

Plinko is often presented as pure entertainment, but behind the pegs is a game ruled by numbers. Treating those numbers as part of your approach makes each drop less of a mystery and more of a measured decision.

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October 1, 2025 0 comments
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Call of Duty: Blacks Ops 7 shares new multiplayer gameplay and details in lengthy new showcase
Game Reviews

Call of Duty: Blacks Ops 7 shares new multiplayer gameplay and details in lengthy new showcase

by admin September 30, 2025



With Call of Duty: Blacks Ops 7’s 14th November release date looming and its early access beta just days away, Activision has aired a big old Call of Duty Next showcase, featuring – amid the enthusiastic shouting and endless “official partner” promotion – a heap of multiplayer news and gameplay, including a look at Warzone’s new Resurgence map, and more.


Call of Duty Black Op 7’s open beta, as you probably already know, runs 5th-8th October, with early access beginning Thursday, 2nd October. Things kick off at 6pm in the UK/10am PDT and those taking part will have access to six 6v6 maps. There’s Blackheart (an off-shore oilrig), The Forge (a Tokyo R&D facility), Toshin’s downtown Tokyo, Exposure (the Australian outback), Imprint (an Alaskan weapons manufacturing facility), and Cortex’s human testing site. Zombies fans, meanwhile, can try out the Vandorn Farm survival map, with beta pre-loading starting tomorrow, 1st October.

Black Ops 7 – Launch Multiplayer Maps Flythrough.Watch on YouTube


Still on maps, Activision also used its showcase to whizz through a few of Black Ops 7’s 18 launch maps (16 for 6v6 matches, two for the series’ new 20v20 Skirmish mode). Colossus, for instance, is a Black Ops 2 “callback”, while Den takes players to a Japanese castle full of 2035 tech. There’s Express, set in a Tokyo train station; Hijacked, whose action unfolds on a Tokyo Bay yacht; Homestead, set in and around David Mason’s Alaskan childhood home, plus Paranoia – a more fantastical map inspired by the nightmare of David Mason’s mind. You can see those and more in the flythrough trailer above, but if your mappetite still isn’t sated, Activision says a further seven multiplayer maps will arrive as part of Black Ops 7’s post-launch Season 1 plans, alongside two Survival maps and one round-based map for Zombies mode. Nuketown 2025, for instance, is due “shortly after launch”.


Weapon-wise, Black Ops 7 features 16 new multiplayer weapons at launch, including the M10 Breacher – a pump-action shotgun that can be charged to reduce spread and land mid-range shots with more accuracy. Additional weapons (both new and returning favourites) are promised – alongside the likes of attachment rewards and weekly challenges – once Black Ops 7’s post-launch seasons get underway. We also got a peak at some of the new Weapon Prestige attachments and camos coming in Black Ops 7, with Activision promising a “big” year for camo fans. Alongside a dedicated camo track in the co-op campaign, there are 16 mastery camos (split across multiplayer, Zombies, Warzone, and co-op), plus plenty more coming as season rewards.

Black Ops 7 Zombies – Ashes of the Damned Flythrough.Watch on YouTube


Rounding out the multiplayer portion of Activision’s showcase, there was a brief bit of Black Ops 7’s “very competitive” new Overload mode. This, if you’re unfamiliar, is a 6v6 objective mode in which each team attempts to secure the overload device and get it to one of the oppositions two zones. Success earns the victors one point and eight points equates to a win.


Next up, Zombies mode and its round-based Ashes of the Damned map. Inspired by the legend of the Bermuda Triangle, it’s constructed from landmarks – all with a violent history – dragged into the Dark Ether. There’s a ruined version Janus Towers Plaza, for instance; Black Water Cabin, where a famed horror director drowned his leading lady; Vandorn Farm, home to a murderous family and their unfortunate victims, plus the fractured Southern Georgia town of Ashwood. Between them lie endless waves of respawning undead, including the loot-snatching Ravagers. That’s where your trusty wonder vehicle Tessie comes in though, providing an essential means of transporation that can be augmented with thrusters, chomp attacks, and more.


There’s a closer look at Ashes of the Damned above, and if you like the sound of Vandorn Farm, it’s playable as a Survival map in the imminent beta. More survival locations taken from round-based maps are promised post-launch.

Warzone – Haven’s Hollow Flythrough.Watch on YouTube


Zombies mode also got a nod as Black Ops 7’s showcase turned its attention to Warzone. That’s thanks to Warzone’s new Resurgence map, Haven’s Hollow – a small Appalachian town that might look familiar to Zombies fans. It’s essentially a pre-outbreak version of Liberty Falls, featuring nine unique points of interest across its autumnal expanse. There’s the train station, mansion, lumber mill, riverboat, pond, coal depot, homestead, and Main Street, all of which appear in the flythrough above. And if that’s got you ready to go, Haven’s Hollow arrives with Season 1 later this year.


You’ll need to delve into the full several-hours-long showcase if you want to properly scrutinise Activision’s extensive Call of Duty: Black Ops 7 gameplay. As a reminder, open beta early access begins this Thursday, 2nd October, and the full game launches on 14th November.



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September 30, 2025 0 comments
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As Chrono Trigger celebrates 30th anniversary, spiritual successor Threads of Time gets fresh gameplay trailer
Game Updates

As Chrono Trigger celebrates 30th anniversary, spiritual successor Threads of Time gets fresh gameplay trailer

by admin September 29, 2025


The Chrono Trigger-inspired retro RPG Threads of Time has received a new gameplay trailer, showing off more of its time-travelling narrative.

From Canadian developer Riyo Games, Threads of Time was first revealed at last year’s Tokyo Game Show. Now, a year later, this new trailer was shown at the PC Gaming Show Tokyo Direct and it looks to be progressing nicely.

As with Square Enix’s iconic classic, Threads of Time will take place across a number of time periods, from prehistory to a cyberpunk future, and is presented similarly to the Octopath Traveller HD-2D aesthetic.

Threads of Time gameplay trailer – PC Gaming Show Tokyo DirectWatch on YouTube

One minute the adventurers are strolling through a bustling medieval town and battling the sort of fluffy or botanical creatures you’d typically expect in an RPG; the next they’re exploring sci-fi facilities and a rain-soaked futuristic metropolis with flying cars overhead.

There are some beautiful animated scenes chopped in too, though I hope the character designs don’t lean too heavily on Chrono Trigger nostalgia – I’m looking at you, robot.

What’s really struck me, though, is the look of the battles. These are turn-based, but have a strong sense of depth with a perspective sitting between Octopath and Dragon Quest as characters fight across the foreground and background with some evocative environments.

Image credit: Riyo Games

There’s no release date yet, though presumably it’s set for release on PC.

It’s also well-timed, following the critically acclaimed Sea of Stars from fellow Canadian studio Sabotage as another Chrono Trigger-inspired retro RPG. That game’s DLC Throes of the Watchmaker was recently released, if you need an excuse to return.

What’s more, Square Enix is this year celebrating the 30th anniversary of Chrono Trigger and promised various projects would be released, sparking hope for some form of remake or remaster.

It’s still unclear what’s happening there, even as fans cry out for a re-release on current hardware. Until then, Threads of Time could well fill the gap.



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September 29, 2025 0 comments
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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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Marvel’s Wolverine Comes Out Swinging In Gameplay Trailer
Game Updates

Marvel’s Wolverine Comes Out Swinging In Gameplay Trailer

by admin September 27, 2025


Today’s State of Play offered some fresh looks at a number of games, but one of the most exciting appearances was for Insomniac’s hotly antipated Wolverine game. The newly revealed trailer offers plenty of action to sink one’s claws into, and also hints heavily at some of the characters and locations that will play a central role.

The development studio that brought us the Marvel’s Spider-Man games is clearly taking a very different direction with Wolverine as it relates to mature content. Specifically, Wolverine is, without a doubt, an M-rated title that includes some extreme levels of brutal violence. Logan is seen throughout the video using his claws to dismember, stab, and otherwise eviscerate his foes, and it’s clear that Insomniac has invested heavily in creating believable tech around the battles, including the lifelike appearance of blood.

Evidently, the mutant warrior will be taking on a globe-trotting adventure, as we see locations as far-flung as a Japanese cityscape, the wilds of Canada, and the mysterious land of Madripoor – a fictional mainstay of Wolverine adventures in the comic books. We also see several familiar faces show up, including the likes of Omega Red and Mystique.

 

After revealing the trailer, Insomniac introduced us to the man who’ll be voicing Wolverine this time around. Liam McIntyre is set to bring Logan’s gruff but emotionally fraught persona to your gaming screen. McIntyre is best known for his work on the Spartacus TV series, but he also has video game experience, having played JD Fenix in Gears of War 4 and 5. He’s also done voice work in various animated properties.

Marvel’s Wolverine is still a good way off from its release on PlayStation 5 in the fall of 2026, roughly a year from now. However, Insomniac made a point to call out plans to share more about the game this spring. Until then, we’ll all have to be the best there is at what we do: waiting for more details. 

Check out the full trailer above, and a breakdown of what was shown in the “Behind the Claws” video below. 

 



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September 27, 2025 0 comments
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There's a new Fire Emblem game out today, with Among Us-style social deduction gameplay, and it's rubbish
Game Reviews

There’s a new Fire Emblem game out today, with Among Us-style social deduction gameplay, and it’s rubbish

by admin September 25, 2025


Nintendo has revealed a new Fire Emblem game available now for smartphones, which includes Among Us-style social deduction.

Called Fire Emblem Shadows, it has three players battling enemies – but one is a traitor. Afterwards, players vote on who they think the traitor is, before battling each other.

And honestly? It’s absolute rubbish.

Fire Emblem Shadows – Launch TrailerWatch on YouTube

Fire Emblem games are known for their tactical strategy, but Shadows is simply a grid-based auto-battler where you character moves and attacks automatically. You then select from a handful of moves that regenerate on cooldowns to either heal or activate different magical attacks.

And that, really, is the extent of gameplay. There’s little interaction, barely any strategy. It’s just watching little chibi characters hit each other. You can win without selecting anything.

Then there’s the touted social deduction, which boils down to which of the other players may have accidentally on purpose hit you. It’s usually pretty obvious, but worse is the fact there is barely any consequence for guessing either way. The second round proceeds accordingly, with good players now battling evil, and if you previously guessed correctly you get a piddly amount of extra health.

The reason Among Us worked and popularised social deduction is being able to actually speak to people and screw over your friends. Here you’re matched with random players online with no form of communication. You just select another player and move on to the battle without really caring.

On top of all that is the usual gacha nonsense for a free-to-play game. There’s a season pass, multiple currencies, various weapons and abilities to attach to characters, and new characters to unlock. I spotted another player as a cute little Dimitri from Three Houses, but I have neither the cash or the will to find out how to unlock him.

I was excited to try out a new Fire Emblem, even if it is on mobile, but its deception-based gameplay is fundamentally flawed and shallow.

If you want to try it out, it’s available now for free across iOS and Google Play.

But really, just hold out for the next mainline entry in the series – Fire Emblem Fortune’s Weave was revealed at Nintendo’s recent Direct and will come to Switch 2 next year.



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September 25, 2025 0 comments
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Marvel's Wolverine at long last gets a borderline uncomfortably bloody gameplay trailer, and a PS5 release window
Game Updates

Marvel’s Wolverine at long last gets a borderline uncomfortably bloody gameplay trailer, and a PS5 release window

by admin September 25, 2025



After four whole years of silence, PlayStation and Insomniac have very graciously offered up a new trailer for Marvel’s Wolverine. With gameplay no less! Horrifically gruesome, violent, and bloody gameplay that is so intense you should probably give it 15 minutes or so if you’ve just had your supper.


Right, here’s what’s important. Combat looks like it’ll be borrowing from Spider-Man, which itself borrows from the Arkham series, as in that sort of rhythmic punching kind of thing, albeit with a lot more slicing and dicing. I’m talking claws up the skull, claws cutting off limbs, claws ripping bodies apart. A lot of claw action! Edwin also wanted me to make sure I mention how “sad and tender his eyes look while he’s slicing peoples’ elbows off,” because there was a behind the scenes featurette shown after the trailer that more or less pointed out just that.

Watch on YouTube


This featurette also confirmed who’ll be playing Insomniac’s Wolverine: Liam McIntyre, an Australian actor who is no stranger to superhero stuff (he was in the TV version of The Flash) or video games (he played JD Fenix in Gears of War 4). I’m sure someone will have some kind of complaint about this portrayal of the character, but he does have the iconic yellow suit at least.


You’ll also learn about how there’s some dedicated blood tech made for this game, which makes sense considering just how much of the stuff they packed into just two minutes of gameplay. Mr. Wolverine will also be a bit of a jet setter, as the game will take him to both the Canadian wilderness and Japan.


There’ll be some familiar comic book faces too, as Mystique made an appearance (arguably a more interesting protagonist for a game mechanically, but I digress), as well as Omega Red. Apparently there’s some hints for other characters too, you’ll have to wait for the “Top 10 Things You Missed In The Wolverine Gameplay Trailer” video that some YouTuber will push out by tomorrow to get a headstart on that SEO.


Oh, and there’s a release window too! It’ll be coming in the northern hemisphere’s fall, 2026, but it is worth noting that’s just on PS5. A PC release is all but guaranteed given that Marvel’s Spider-Man 1 and 2 have both received one, just a good while after their initial releases. There’s another look at the game coming in spring too, so for now, just enjoy Wolverine’s grunting and screaming and all the mess he makes. Again, seriously, don’t eat anything while watching this.



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September 25, 2025 0 comments
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First gameplay trailer for Returnal follow-up Saros reveals a gentler roguelike that's no less abundant in bullets
Game Updates

First gameplay trailer for Returnal follow-up Saros reveals a gentler roguelike that’s no less abundant in bullets

by admin September 24, 2025



Sony and Housemarque’s sci-fantasy shooter Saros got its first proper gameplay trailer at PlayStation’s latest State of Play this evening. If you were hoping for more Returnal, then pour yourself a huge brimming flagon of victory mead, for this is basically Returnal plus a gruff male lead, a sunnier shape-shifting wasteland, and a force shield that converts attacks into juice for your biggest guns.


Do people drink victory mead in the world of Saros? This is not a question answered by the trailer. Instead, we’re treated to a series of agile bangfights with enemies of all shapes and sizes. Some are robotic. Some are skull-themed. Some have more arms than seems strictly necessary. Some are large enough to give Kratos the cold sweats. See that Sony? Did you a cheeky bit of license cross-pollination there.

Watch on YouTube


As in Returnal – a game that took Housemarque’s shmup pedigree and applied it to a third-person roguelike shooter – most of these creatures are partial to spewing the most fantastically patterned fusillades of energy projectiles. It’s as though somebody had sneezed while downing their victory mead, and skilfully angled their lips and nostrils to produce a crowd-pleasing firework effect, rather than an excruciating faux pas. If you dislike being sneezed on by cosmic goblins, the game’s horizontal dash looks very effective providing you manage its cooldown.


The trailer blurb recaps the story premise. In Saros you play Arjun Devraj, voiced by Rajul Kohli. He’s a Soltari enforcer exploring the lost colony of Carcosa in the face of an eclipse that causes the landscape to shapeshift. I don’t find Devraj that compelling as a character so far, but he’s got a cool coat so we’ll call it even Stevens. There are also some sad holographic people you can query about Carcosa’s plight.


The key differences I can see over Returnal are 1) that energy shield, which also comes in handy up against laser beam traps and the like, and 2) a Second Chance revive mechanic, which sees Devraj slamming his fist into the ground and resurrecting in sheer petulance at having accidentally taken 400 bullets to the jaw. Housemarque have been keen to emphasise that this is a gentler roguelike than Returnal, with “permanent resources and progression making every death valuable”. See also the tagline, “Come back stronger”.


All we need now is a PC release date. The thing I’d most like to hear about next is the bestiary. I adored Returnal’s lore writing. I thought the 3D bullet hell stuff was bonkers, too, but mostly I’m here for knotty descriptions of exceedingly odd fauna.

Disclosure: RPS co-founder Alec Meer wrote for Returnal and is the lead writer on Saros.



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September 24, 2025 0 comments
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Product Reviews

Hideo Kojima’s OD captures the spirit of P.T. in the first gameplay trailer

by admin September 23, 2025


Kojima Productions, the studio helmed by auteur and famed cardboard box enthusiast Hideo Kojima, has finally given us our first glimpse of gameplay for the horror game OD. Developed in collaboration with Get Out and Us director Jordan Peele, OD is being billed as a totally unique experience that Kojima expects to divide players. It’s also going to leverage Microsoft’s cloud gaming tech in ways we’re not yet aware of, with Xbox Game Studios publishing the game.

In the new just over three-minute trailer entitled “Knock”, we see first-person gameplay footage of the player character (played by a ludicrously photorealistic Sophia Lillis) anxiously lighting a series of candles, several of which have babies on them, because Kojima. In the background we hear a very ominous knocking sound, with the trailer ending as Lillis’ character is grabbed by someone (or something) who doesn’t appear to be especially friendly.

If you were fortunate enough to play P.T., the playable (and tragically no longer accessible) teaser for Kojima and Guillermo del Toro’s cancelled Silent Hill game, you’ll know that the Metal Gear creator clearly understands how to craft terrifying horror experiences. From what we’ve seen so far, it looks like the spirit of P.T. at least lives on in OD.

It’s been a busy day for Kojima and his studio, which celebrates its 10th anniversary this year and has so far exclusively released Death Stranding games. At Kojima Productions’ “Beyond the Strand” event it was also announced that the studio is partnering with Niantic Spatial to develop what appears to be some kind of AR experience that brings Kojima’s “iconic storytelling into the real world.” Whether that means you can one day expect to encounter a virtual Norman Reedus attempting to steady his wobbling backpack on your way to the grocery store remains unclear, but Kojima Productions says the collaboration represents a “bold expansion into new forms of media beyond traditional gaming.”

And if all of that wasn’t enough, Kojima Productions is also teaming up with Mitsubishi UFJ Financial Group on a new credit card. It seemingly functions like a regular old credit card that can also be added to your phone, but you can accumulate reward points that can be spent on Kojima Productions merch and other items. Don’t get too excited unless you live in Japan, though, as it doesn’t look like the Kojima-branded credit card will be making its way to our shores when it launches next year.



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September 23, 2025 0 comments
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Styx: Blades of Greed managed to impress with its stealth gameplay despite my attempts to do the opposite
Game Reviews

Styx: Blades of Greed managed to impress with its stealth gameplay despite my attempts to do the opposite

by admin September 16, 2025


“Just to let you know, I am not very good at these kinds of games.” “Don’t worry, I am sure you will be fine.” “No, really, I am not known for putting the b in subtle… I really struggle with stealth.” “Honestly, you will be fine.”

Plays game for roughly two minutes.

“Hmmm, yes, you do need some help. Why don’t we show you the tutorial.”

Watch on YouTube

I am taking Styx: Blades of Greed out for a quick spin with the developers from Cyanide Studio. For those unfamiliar with the Styx series, they are infiltration games where you play as a caustic goblin by the name of, well, Styx. Blades of Greed is the upcoming third instalment, and the aim of the game is to be super stealthy while gathering Quartz, a powerful and precious substance. There is also a small matter of an impending war between elves, humans and orcs to take into account.

Blades of Greed all kicks off after the events of Styx: Shards of Darkness, though I am assured you don’t need to have played any of the previous entries to still enjoy the upcoming release. And, as you may have surmised already, I sucked at it. Like, I was truly terrible. But by golly did I have an absolute hoot playing it!

As soon as I booted up the game, I was transported to a dark, medieval fantasy world, lit with beacons and a looming sense of trepidation and hostility. I was at The Wall, an utterly brutal military stronghold. A vertical fortress of concrete, steel, and, most importantly for stealth-focused games like this, surveillance, with patrolling guards and aggressive gangs roaming the many levels. Oh yes, this place was full of obstacles-a-plenty, that would not be pleased to find a rogue goblin in their midst. My job was to scale that bad boy in order to convince a morally dubious sky pirate to join me, and allow me use of his zeppelin. How hard could it be?

Well, it turns out, really hard! So, I (along with the very patient developers who’d had to witness me falling off more than one ledge, casually setting myself on fire as I tried to hide behind a brazier, and getting stabbed in the gut after I decided to walk out into the open with some very misplaced confidence in my own abilities) made the brave decision to turn back from The Wall, and instead head to the mines, where I could learn the Blades of Greed ropes.

Right, I’ll just silently drop in here, no one will suspect a thing! | Image credit: Nacon

Here, I soon learned about staying in the dark, peering through doors, stepping on carpets to soften the sound of my footsteps, throwing sand to extinguish torches from afar, sliding so I could position myself to get that perfect, silent assassination in, and generally using the environment to my advantage. I became a shadow, at one with the night… until I crashed into a table and immediately alerted several guards to my presence. I then learned how to panic and swipe erratically with my blade. It got messy. I was very grateful for the quick save feature.

I was also very grateful for the many tricks Styx had tucked up his green sleeves. The Blades of Greed goblin will eventually get access to a number of powerful abilities, including mind control. Thanks to a little bit of behind the scenes magic from a developer sympathetic to my cause (shh, don’t tell), I was able to use this ability early, and got a guard to attack his fellow comrades on my behalf. Another power I was able to use during my preview turned Styx invisible. I made the most of this after I finally made it into a tavern within The Wall, and pulled a lever to cause a large, candle-adorned chandelier to crash down on the patrons’ heads without them ever seeing me. Trust me, they had it coming, and it was all very satisfying.

The other ability I got to briefly try out was Clone, which created an illusionary double of Styx that I could control. I got this little chap to bop off another guard and, again, it was very satisfying to watch all of this going down from my safe spot, which was me crouching and staying well hidden behind a large crate. Wait, was I starting to get the hang of this stealth thing?

Who am I kidding, no I absolutely was not, and soon I was once more fleeing from many angry pursuers looking to have my guts for garters. It was exhilarating.

More glider in action, definitely not something I’d use to escape with after making a pig’s ear of the stealth. | Image credit: Nacon

After my time at The Wall, I visited Blades of Greed’s Turquoise Dawn. Unlike The Wall, this area was lush, full of greenery and life. It was still suuuuper hostile, though! Here, I was able to try out some of Styx’s equipment, including his grapple hook, which I used to make a speedy exit after for some reason thinking it was a good idea to pop out from an underground tunnel-like system right at the feet of a very heavily armed guard. Whoops!

I also got to try Styx’s glider, a new piece of kit for the series. I again deployed this to heroically flee, though this time from a rampant onslaught of advancing and absolutely massive (ok, they weren’t actually that big) bug-like creatures. Honestly, everything in this game wanted to kill me. And for the most part, everything was being quite successful. So, I ran like the wind as the army of many legs thundered behind me, took a bold leap off a verdant cliff edge and drifted my way down to safety… Before I turned right back around again, and started another ascent back towards that Quartz I so desperately wanted, but now with a different route in mind. Reader, I was hooked.

We don’t yet have a release date for Styx: Blades of Greed, though the developer has said it will be out this year. And when that time comes, let it be known I will absolutely be jumping (as quietly as possible, of course) back into the chaos and fray.

Things can only go well… right?!

This article is based on a trip to gamescom 2025. Nacon provided travel and accommodation.



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September 16, 2025 0 comments
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