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8 Warhammer 40K Games Will Be Free On Xbox This Weekend
Game Updates

8 Warhammer 40K Games Will Be Free On Xbox This Weekend

by admin May 22, 2025



The Warhammer 40K Skulls 2025 showcase presented a look at the future of Warhammer video games, with Boltgun 2 and an upgraded version of the original Space Marine among the biggest announcements. Xbox wants to continue the Warhammer celebration in the present, however, so it’s announced that eight Warhammer games will be available for free to all Xbox Game Pass members May 22-25 as part of its Free Play Days initiative.

The event began at 12:01 AM PT / 3:01 AM ET on May 22, and it will run until 11:59 PM PT / 2:59 AM ET on May 25. A few of the games included in the Free Play Days event received updates during the Warhammer Skulls livestream, including Darktide, Blood Bowl 3, and Rogue Trader.

Xbox Free Play Days

The full list of games available during the Xbox Warhammer Free Play Days event are below:

  • Warhammer 40,000: Darktide
  • Warhammer 40,000: Chaos Gate – Daemonhunters
  • Warhammer 40,000: Mechanicus
  • Blood Bowl 3
  • Warhammer 40,000: Rogue Trader
  • Warhammer 40,000: Shootas, Blood & Teef
  • Warhammer 40,000: Inquisitor – Martyr Ultimate Edition
  • Warhammer Chaosbane Slayer Edition

Players interested in checking these games out can download them from the Xbox Store as usual, so long as they subscribe to any of the Game Pass tiers–Ultimate, Standard, and Core. Each game can also be purchased at a discounted price throughout the weekend, with all progress from the free version remaining after the promotion has ended.

The Warhammer Skulls showcase also revealed Dark Heresy, a new project from Rogue Trader developer Owlcat Games focusing on the Inquisition, as well as crossovers with Counter-Strike 2 and Rust. The next Warhammer game on the schedule, Warhammer 40K: Speed Freeks, launches today on PC.



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May 22, 2025 0 comments
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Video games' soaring prices have a cost beyond your wallet - the concept of ownership itself
Game Reviews

Video games’ soaring prices have a cost beyond your wallet – the concept of ownership itself

by admin May 22, 2025


Earlier this month, Microsoft bumped up the prices of its entire range of Xbox consoles, first-party video games, and most (or in the US, all) of its accessories. It comes a few weeks after Nintendo revealed a £396 Switch 2, with £75 copies of its own first-party fare in Mario Kart World, and a few months after Sony launched the exorbitant £700 PS5 Pro (stand and disc drive not included), a £40 price rise for its all-digital console in the UK, the second of this generation, and news that it’s considering even more price rises in the months to come.

The suspicion – or depending on where you live, perhaps hope – had been that when Donald Trump’s ludicrously flip-flopping, self-defeating tariffs came into play, that the US would bear the brunt of it. The reality is that we’re still waiting on the full effects. But it’s also clear, already, that this is far from just an American problem. The platform-holders are already spreading the costs, presumably to avoid an outright doubling of prices in one of their largest markets. PS5s in Japan now cost £170 more than they did at launch.

That price rise, mind, took place long before the tariffs, as did the £700 PS5 Pro (stand and disc drive not included!), and the creeping costs of subscriptions such as Game Pass and PS Plus. Nor is it immediately clear how that justifies charging $80 for, say, a copy of Borderlands 4, a price which hasn’t been confirmed but which has still been justified by the ever graceful Randy Pitchford, a man who seems to stride across the world with one foot perpetually bared and ready to be put, squelching, square in it, and who says true fans will still “find a way” to buy his game.

The truth is inflation has been at it here for a while, and that inflation is a funny beast, one which often comes with an awkward mix of genuine unavoidability – tariffs, wars, pandemics – and concealed opportunism. Games are their own case amongst the many, their prices instead impacted more by the cost of labour, which soars not because developers are paid particularly well (I can hear their scoffs from here) but because of the continued, lagging impact of their executives’ total miscalculation, in assuming triple-A budgets and timescales could continue growing exponentially. And by said opportunism – peep how long it took for Microsoft and the like to announce those bumped prices after Nintendo came in with Mario Kart at £75.

Anyway, the causes are, in a sense, kind of moot. The result of all this squeezing from near enough all angles of gaming’s corporate world is less a pincer manoeuvre on the consumer than a suffocating, immaculately executed full-court press, a full team hurtling with ruthless speed towards the poor unwitting sucker at home on the sofa. Identifying whether gaming costs a fortune now for reasons we can or can’t sympathise with does little to change the fact that gaming costs a fortune. And, to be clear, it really does cost a fortune.

Things are getting very expensive in the world of video games. £700 for a PS5 Pro! | Image credit: Eurogamer

Whenever complaints about video game prices come up there is naturally a bit of pushback – games have always been expensive! What about the 90s! – usually via attempts to draw conclusions from economic data. Normally I’d be all on board with this – numbers can’t lie! – but in this case it’s a little different. Numbers can’t lie, but they can, sometimes, be manipulated to prove almost anything you want – or just as often, simply misunderstood to the same ends. (Take most back-of-a-cigarette-packet attempts at doing the maths here, and the infinite considerations to bear in mind: Have you adjusted for inflation? How about for cost of living, as if the rising price of everything else may somehow make expensive games more palatable? Or share of disposable average household salary? For exchange rates? Purchasing power parity? Did you use the mean or the median for average income? What about cost-per-frame of performance? How much value do you place on moving from 1080p to 1440p? Does anyone sit close enough to their TV to tell enough of a difference with 4K?! Ahhhhh!)

Instead, it’s worth remembering that economics isn’t just a numerical science. It is also a behavioural one – a psychological one. The impact of pricing is as much in the mind as it is on the spreadsheet, hence these very real notions of “consumer confidence” and pricing that continues to end in “.99”. And so sometimes with pricing I find it helps to borrow another phrase from sport, alongside that full-court press, in the “eye test”. Sports scouts use all kinds of numerical data to analyse prospective players these days, but the best ones still marry that with a bit of old-school viewing in the flesh. If a player looks good on paper and passes the eye test, they’re probably the real deal. Likewise, if the impact of buying an $80 video game at full price looks unclear in the data, but to your human eye feels about as whince-inducing as biting into a raw onion like it’s an apple, and then rubbing said raw onion all over said eye, it’s probably extremely bloody expensive and you should stop trying to be clever.

Video games, to me, do feel bloody expensive. If I weren’t in the incredibly fortunate position of being able to source or expense most of them for work I am genuinely unsure if I’d be continuing with them as a hobby – at least beyond shifting my patterns, as so many players have over the years, away from premium console and PC games to the forever-tempting, free-to-play time-vampires like Fortnite or League of Legends. Which leads, finally, to the real point here: that there is another cost to rising game and console prices, beyond the one hitting you square in the wallet.

How much is GTA 6 going to cost? $80 or more? | Image credit: Rockstar

The other cost – perhaps the real cost, when things settle – is the notion of ownership itself. Plenty of physical media collectors, aficionados and diehards will tell you this has been locked in the sights of this industry for a long time, of course. They will point to gaming’s sister entertainment industries of music, film and television, and the paradigm shift to streaming in each, as a sign of the inevitability of it all. And they will undoubtedly have a point. But this step change in the cost of gaming will only be an accelerant.

Understanding that only takes a quick glance at the strategy of, say, Xbox in recent years. While Nintendo is still largely adhering to the buy-it-outright tradition and Sony is busy shooting off its toes with live service-shaped bullets, Microsoft has, like it or not, positioned itself rather deftly. After jacking up the cost of its flatlining hardware and platform-agnostic games, Xbox, its execs would surely argue, is also now rather counterintuitively the home of value gaming – if only because Microsoft itself is the one hoiking up the cost of your main alternative. Because supplanting the waning old faithfuls in this kind of scenario – trade-ins, short-term rentals – is, you guessed it, Game Pass.

You could even argue the consoles are factored in here too. Microsoft, with its “this is an Xbox” campaign and long-stated ambition to reach players in the billions, has made it plain that it doesn’t care where you play its games, as long as you’re playing them. When all physical consoles are jumping up in price, thanks to that rising tide effect of inflation, the platform that lets you spend £15 a month to stream Clair Obscur: Expedition 33, Oblivion Remastered and the latest Doom straight to your TV without even buying one is, at least in theory (and not forgetting the BDS call for a boycott of them) looking like quite an attractive proposition.

Xbox, for its part, has been chipping away at this idea for a while – we at Eurogamer had opinions about team green’s disregard for game ownership as far back as the reveal of the Xbox One, in the ancient times of 2013. Then it was a different method, the once-horrifying face of digital rights management, or DRM, along with regulated digital game sharing and online-only requirements. Here in 2025, with that disdain now platform-agnostic, and where games are being disappeared from people’s libraries, platforms like Steam are, by law, forced to remind you that you’re not actually buying your games at all, where older games are increasingly only playable via subscriptions to Nintendo, Sony, and now Xbox, and bosses are making wild claims about AI’s ability to “preserve” old games by making terrible facsimiles of them, that seems slightly quaint.

More directly, Xbox has been talking about this very openly since at least 2021. As Ben Decker, then head of gaming services marketing at Xbox, said to me at the time: “Our goal for Xbox Game Pass really ladders up to our goal at Xbox, to reach the more than 3 billion gamers worldwide… we are building a future with this in mind.”

Four years on, that future might be now. Jacking up the cost of games and consoles alone won’t do anything to grow gaming’s userbase, that being the touted panacea still by the industry’s top brass. Quite the opposite, obviously (although the Switch 2 looks set to still be massive, and the PS5, with all its price rises, still tracks in line with the price-cut PS4). But funneling more and more core players away from owning games, and towards a newly incentivised world where they merely pay a comparatively low monthly fee to access them, might just. How much a difference that will truly make, and the consequences of it, remain up for debate of course. We’ve seen the impact of streaming on the other entertainment industries in turn, none for the better, but games are a medium of their own.

Perhaps there’s still a little room for optimism. Against the tide there are still organisations like Does It Play? and the Game History Foundation, or platforms such as itch.io and GOG (nothing without its flaws, of course), that exist precisely because of the growing resistance to that current. Just this week, Lost in Cult launched a new wave of luxurious, always-playable physical editions of acclaimed games, another small act of defiance – though perhaps another sign things are going the way of film and music, where purists splurge on vinyl and Criterion Collection BluRays but the vast majority remain on Netflix and Spotify. And as uncomfortable as it may be to hear for those – including this author! – who wish for this medium to be preserved and cared for like any other great artform, there will be some who argue that a model where more games can be enjoyed by more people, for a lower cost, is worth it.

Game Pass often offers great value, but the library is always in a state of flux. Collectors may need to start looking at high-end physical editions. | Image credit: Microsoft

There’s also another point to bear in mind here. Nightmarish as it may be for preservation and consumer rights, against the backdrop of endless layoffs and instability many developers tout the stability of a predefined Game Pass or PS Plus deal over taking a punt in the increasingly crowded, choppy seas of the open market. Bethesda this week has just boasted Doom: The Dark Ages’ achievement of becoming the most widely-played (note: not fastest selling) Doom game ever. That despite it reaching only a fraction of peak Steam concurrents in the same period as its predecessor, Doom: Eternal – a sign, barring some surprise shift away from PC gaming to consoles, that people really are beginning to choose playing games on Game Pass over buying them outright. The likes of Remedy and Rebellion tout PS Plus and Game Pass as stabilisers, or even accelerants, for their games launching straight onto the services. And independent studios and publishers of varying sizes pre-empted that when we spoke to them for a piece about this exact this point, more than four years ago – in a sense, we’re still waiting for a conclusive answer to a question we first began investigating back in 2021: Is Xbox Game Pass just too good to be true?

We’ve talked, at this point, at great length about how this year would be make-or-break for the triple-A model in particular. About how the likes of Xbox, or Warner Bros., or the many others have lost sight of their purpose – and in the process, their path to sustainability – in the quest for exponential growth. How £700 Pro edition consoles are an argument against Pro editions altogether. And about how, it’s becoming clear, the old industry we once knew is no more, with its new form still yet to take shape.

There’s an argument now, however, that a grim new normal for preservation and ownership may, just as grimly, be exactly what the industry needs to save itself. It would be in line with what we’ve seen from the wider world of technology and media – and really, the wider world itself. A shift from owning to renting. That old chestnut of all the capital slowly rising, curdling at the top. The public as mere tenants in a house of culture owned by someone, somewhere else. It needn’t have to be this way, of course. If this all sounds like a particularly unfavourable trade-in, remember this too: it’s one that could almost certainly have been avoided.



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May 22, 2025 0 comments
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Lost In Cult Sets 'Artsy Fartsy' Sights On Physical Games
Game Reviews

Lost In Cult Sets ‘Artsy Fartsy’ Sights On Physical Games

by admin May 22, 2025


Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain.

Nintendo Switch 2 Could Launch With Almost No Reviews

Known for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis.

“People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”

Image: Lost In Cult / Kotaku

Each collection runs roughly $80 and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.

In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just $40 each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis.

“I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”

The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”

The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild.

Image: Lost In Cult / Kotaku

A devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.

“The way that we see games is just very different from how most do, like I personally care, slash we care, [that] if I pull a game off of my shelf in 40 years time I [can] go, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”

While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual.

“I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”

.



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May 22, 2025 0 comments
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Decrypt logo
Crypto Trends

Enhanced Games to Debut in Las Vegas, Promises $1 Million Prizes

by admin May 22, 2025



In brief

  • Enhanced Games will debut in Las Vegas on Memorial Day weekend in 2026.
  • With PEDs allowed, Enhanced Games challenges Olympic norms and rewards record breakers with $1 million prizes.
  • The first $1 million prize was awarded to former Olympic swimmer Kristian Gkolomeev.

Enhanced Games, the controversial competition that permits performance-enhancing drugs, announced Wednesday during a livestreamed press conference that its inaugural event will be held at Resorts World in Las Vegas on Memorial Day 2026.

Backed by tech billionaire Peter Thiel, the Enhanced Games were first announced in February 2024. Unlike traditional sporting events, the Enhanced Games allow performance-enhancing drugs. Enhanced Games Founder Aron D’Souza framed the games as a challenge to athletic conventions, focusing on setting new sports standards.

“We’ve proven that we can do it once now with a 50-meter freestyle, the preeminent record in swimming,” D’Souza told Decrypt in an interview. “So let’s do it on the track and in strength events.”

🇺🇸 LAS VEGAS 2026

The first Enhanced Games are coming to Las Vegas in May 2026.

World-class athletes in athletics, aquatics, and strength will compete to break records, win prizes of up to a million dollars, and redefine the limits of human performance.

📅 Memorial Day Weekend… pic.twitter.com/VWNgPM2rHe

— Enhanced Games (@enhanced_games) May 21, 2025

D’Souza pointed to the 50-meter freestyle record broken by former Olympic swimmer Kristian Gkolomeev. The feat was chronicled in the documentary “50 Meters to History: The First Superhuman,” which details Gkolomeev’s training and the enhancements used to achieve the record.

When asked how organizations outside of the Enhanced Games will view these new records, D’Souza compared Enhanced Games records to the historical split between amateur and professional sports. He argued that just as professional achievements eventually overshadowed amateur ones, enhanced records—like Gkolomeev’s in the 50-meter freestyle—represent a new, distinct category alongside traditional Olympic records.

“The world records that the Olympic Committee keeps are the natural world records,” D’Souza said. “It’s two different things.”

D’Souza also emphasized that breaking records under the Enhanced Games banner is significantly more lucrative than in traditional competitions.

“Every major world record broken in the Enhanced Games comes with a $1 million prize,” he said. “The point of the matter is that the average Olympian in the United States only earns $30,000 a year. So this is the highest prize ever paid to a swimmer, probably by a factor of ten.”

According to D’Souza, athletes will be supported by coaches, doctors, physiologists, nutritionists, and data scientists. While Enhanced Games allows performance-enhancing drugs, he said the organization will rely on independent medical and scientific protocols to oversee athlete safety and development.

“There are robust safety guidelines that our independent medical commission sets,” D’Souza said. “Every athlete must pass a comprehensive health screening, including an electrocardiogram, MRI, and blood analysis, to ensure they are healthy and fit to compete.”

D’Souza said reactions to Enhanced Games have been sharply divided between the tech world and the traditional sports establishment.

“In the technology world, we’re deeply loved, inspiring a whole new vision of what it means to be human,” he said. “The traditional legacy sporting world is very scared. They’re scared of change. We have to embrace change and embrace the future.”

Edited by Sebastian Sinclair

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May 22, 2025 0 comments
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Grow A Garden Is One Of The Most Popular Games On The Planet
Game Reviews

Grow A Garden Is One Of The Most Popular Games On The Planet

by admin May 22, 2025


It’s likely that you’ve never played or even heard of Grow a Garden, a new user-created experience in Roblox. But millions of people have. In fact, the very simple farming sim at one point had over 5 million active players, beating out games like Counter-Strike 2 and Marvel Rivals on Steam. It’s likely Grow a Garden is one of the most played games on the planet right now. And it was developed by a teenager in a few days.

The Top 10 Most Played Games On Steam Deck: February 2024 Edition

On May 21, as highlighted in a new report by GameFile, Grow a Garden has become the most popular game on Roblox, which itself is a massive platform with millions of active users. As I write this on a Wednesday, Grow a Garden is hovering at around 1 million CCUs (Concurrent Users), making it easily the most popular game on Roblox. It would also outrank everything on Steam except Counter-Strike 2, according to SteamDB. But on May 17 (a Saturday), Grow a Garden had over 5 million active players, the first game to ever do so on Roblox. At that number, Grow a Garden would be nearly twice as popular as PUBG on its best day which, at a peak of just over 3.2 million, still holds the record on Steam.

So yeah, Grow a Garden is popular. The simple farming game was developed by a teenager according to Janzen Madsen, the owner of Splitting Point, a game studio which has taken over management of the game since it hit the big time. Madsen told GameFile that the unnamed creator still retains “like 50 percent of the game.”

Madsen told the outlet that the original creator made Grow a Garden in about three days. And it shows. Watching gameplay of it, the menus, visuals, and gameplay are very basic and look more like a prototype of something that will be finished later. But this is the game. And millions of people around the world are playing it everyday, growing crops and sharing videos of their adventures on TikTok.

While some might be surprised that something like Grow a Garden is reaching millions of players, the reality is that Roblox has become a massive platform. It recently, with the help of hit games like Grow a Garden, reached over 16 million active users. Games like Brookhaven, Dress to Impress, and Adopt Me are more likely to be the games kids are playing these days than GTA, Call of Duty, or even Minecraft.

Of course, anything that’s this popular and making this much money is bound to be filled with bad actors and scammers. And yes, there’s a very well-documented seedy underbelly of Roblox, with allegations that kids are being exploited by adults and evidence of some truly horrible shit happening in servers around the game. But so far, Grow a Garden seems to be a mostly wholesome piece of the Roblox ecosystem. It’s also a sign that we are entering a new era of video games, even if I’m not sure it’s a better one.

.



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May 22, 2025 0 comments
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Here're the games leaving PlayStation Plus Extra and Premium in June
Game Reviews

Here’re the games leaving PlayStation Plus Extra and Premium in June

by admin May 21, 2025



Following last week’s PlayStation Plus catalogue additions for May, Sony has announced its next batch of departures, with Monster Hunter Rise and more all leaving the service in June.


In total, PlayStation Plus’ newly updated Last Chance to Play section confirms six titles are currently scheduled to be removed from the service next month, meaning the clock is ticking if you were hoping to see any of the following games’ credits roll:

  • Monster Hunter Rise
  • Rogue Legacy 2
  • Inscryption
  • After Us
  • Kayak VR: Mirage
  • Avicii Invector

Rogue Legacy 2 plays are great as it looks.Watch on YouTube


The good news is it’s a considerably smaller list compared to last month, when Sony jettisoned over 22 titles – including the likes of Grand Theft Auto 5, Batman: Arkham Knight, Payday 2, Ghostrunner, and Journey to the Savage Planet. But that’s not to say none of June’s removals will be missed; Monster Hunter Rise is a stellar entry in Capcom’s long-running series, while Rogue Legacy 2 – with its jauntily compelling permadeath platform exploration – and the wonderfully sinister Inscryption both come highly recommended.


And if you’ve managed to miss the news of PlayStation Plus’ latest additions so far this month, these include Battlefield 5, Stalker: Legends of the Zone Trilogy, Humankind, and Sandland for Premium and Extra subscribers. Ark: Survival Ascended, Balatro, and Warhammer 40K: Boltgun, meanwhile, can be picked up across all three membership tiers. You can find more details in Eurogamer’s full PlayStation Plus guide.



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May 21, 2025 0 comments
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The Enhanced Games Has A Date, A Host City and a Drug-Fuelled World Record
Gaming Gear

The Enhanced Games Has A Date, A Host City and a Drug-Fuelled World Record

by admin May 21, 2025


The Enhanced Games—a kind of Olympics for athletes who are doping—today announced the date and venue for its first competition: May 21-24, 2026, at Resorts World Las Vegas.

Athletes competing in the event will be allowed to take performance-enhancing drugs like testosterone and anabolic steroids that are usually banned from elite competition, provided they are legal, prescribed by a doctor, and taken at safe levels.

The inaugural Enhanced Games will have three main sports: swimming (50m and 100m freestyle, and 50m and 100m butterfly), track (100m sprint, 110m/100m hurdles, and 60m dash), and weightlifting (snatch, clean and jerk). Rather than splitting men and women into different categories, athletes will be categorized based on their chromosomes: There will be an XX and an XY category for each event.

Gkolomeev swam the 50-meter freestyle in 20.89 seconds at a pool in North Carolina, breaking a 16-year-old record.

Courtesy of Paradigm

There will be up to $500,000 in prize money on offer for each event, with $250,000 for the winner, and a bonus of $1,000,000 for anyone who breaks the 100m sprint of the 50m freestyle world record. (Other world record breakers will get a bonus of $250,000.) At a glitzy press conference announcing the details of the first event, organizers also revealed that the Games had helped an “enhanced athlete” break two long-standing 50m freestyle world records in swimming.

Kristian Gkolomeev, a 31-year-old Greek-Bulgarian swimmer who came fifth in the 50m freestyle at the Olympic Games in Paris, started his enhancement program in early February. Toward the end of that month, at a pool in Greensboro, North Carolina, he broke César Cielo’s 50-meter freestyle world record of 20.91 seconds, which had stood for 16 years. Gkolomeev swam 0.02 seconds faster. In April, he broke Caeleb Dressel’s 2019 so-called textile world record—done without wearing a speed suit—of 21.04 seconds. He swam 0.01 seconds faster.

Courtesy of Paradigm



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May 21, 2025 0 comments
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Jasper Tanner-Barnes joins Fireshine Games as chief portfolio officer
Esports

Jasper Tanner-Barnes joins Fireshine Games as chief portfolio officer

by admin May 21, 2025


UK-based publisher Fireshine Games has appointed Jasper Tanner-Barnes as its chief portfolio officer.

The newly established role will see Tanner-Barnes secure and maintain partnerships and oversee Fireshine’s portfolio strategy in addition to its acquisitions and business development.

“Fireshine has already proven it can spot breakout opportunities,” Tanner-Barnes tells GamesIndustry.biz.

“As CPO, my role is to build on that momentum: shaping a strategic roadmap that balances creative bets with smart, disciplined investment to develop and grow our label further.”

He adds: “Beyond strategy, I take pride in a highly authentic leadership style – grounded in accountability to both our Fireshine team and our development partners – and I’m proud to join a company that lives with these same values.”

Tanner-Barnes will also focus on enhancing the distribution of Fireshine’s digital portfolio.

“Alongside our rich history of supporting the physical distribution of some of the greatest titles in recent indie gaming, we’re now focused on scaling our digital publishing impact with the same care and precision,” he explains.

“With Pulsatrix Studios’ A.I.L.A and Weird Beluga’s Duskfade on the horizon, and a sharper focus on our portfolio, we’re setting out to define what modern publishing can look like.”

Tanner-Barnes previously worked at Team17 as talent acquisition manager and head of game scouting.

He also worked at Ubisoft Leamington as talent acquisition specialist and Sega Hardlight as technical recruitment manager.

“We’re delighted to be able to welcome Jasper to Fireshine Games,” said Fireshine CEO Brian Foote.

“The knowledge, passion and experience he brings will help us build deeper relationships with developers and partners and take Fireshine Games towards the next chapter in our journey.”

Fireshine Games was founded in 2014, following a rebrand from Sold Out Games. Foote was appointed CEO earlier this year following the retirement of former CEO James Cato.



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The Op Games new card game TACTA is now available
Esports

The Op Games new card game TACTA is now available

by admin May 21, 2025


If you love small and smart card games, then you might like The Op Games’ new release: TACTA:

The Op Games has announced that TACTA — a new strategic card game of shape-shifting competition — is now available for players who love brilliant, fast-paced gameplay that sparks conversation and challenges the mind.

Already a 2025 Winner of the NY Product Design Awards, TACTA uses an abstract card system—reminiscent of dominoes or playing cards—built around geometric strategy for two or more players. Players engage in layered, competitive gameplay by flipping, twisting, and turning cards to align and cover shapes. The game includes multiple standardized formats and options to customize rules or create entirely new ways to play.

TACTA (MSRP: $14.99)

It’s all connected! In this sneakily strategic card game, players flip, twist, and turn their cards to align and cover their opponents’ shapes with matching squares, triangles, and rectangles. With an ever-growing board, up to 8 colors light up game night with TACTA™. Analyze, strategize, and optimize because in TACTA™, every card counts.


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Immortality and Thank Goodness You're Here first releases from Lost in Cult's new premium physical games label
Game Reviews

Immortality and Thank Goodness You’re Here first releases from Lost in Cult’s new premium physical games label

by admin May 21, 2025


Lost in Cult is launching a new label to release premium physical games, beginning with three British games: Immortality, The Excavation of Hob’s Barrow and Thank Goodness You’re Here.

Known as Editions, the new line of physical games will be limited in quantity and include interview booklets, art cards and more for collectability and display, with a new game added each month on PS5 and Switch.

Editions will cost £59.99 and ship worldwide. Three games are available now at launch, with more planned every month from July into 2026.

Thank Goodness You’re Here! – Reveal Trailer – Nintendo SwitchWatch on YouTube

A major reason for the label is game preservation, with Lost in Cult partnering with DoesItPlay? to ensure each game’s playability for the future: every game is complete on disc or cart, is playable without the internet, and includes all primary content at the time of publication.

Plus, in addition to the limited edition versions, all releases will be available as a standard edition through online and brick-and-mortar stores. Museums and archive groups will also receive copies.

Lost in Cult is aiming for shipping within six months of the release of each Edition, though is hoping for within three months. Switch 2 games are also in the works.

Image credit: Lost in Cult

“We’re being bold,” said Lost in Cult’s Ryan Brown. “I can unashamedly say we set out to create a new standard for physical games. And this is a multi-faceted mission. Our Editions are designed to preserve not just the game, but the story and artistry behind its creation. At the same time, our retail releases ensure no one is locked out of owning great games physically, giving everyone a chance to play their favourites for the decades to come, internet connection willing or not.”

Said Sam Barlow, Immortality creator: “The most common request we’ve had since releasing Immortality has been for a physical edition, but we always knew that if we did do it, we’d need to do it right – and so, working with Lost In Cult on this amazing new series was a no brainer!”

Lost in Cult is known for its premium game packages, including its Design Works books and Lock-On gaming journals.

Each game in the Editions lineup will come with a slipcase and poster of custom artwork, an authenticity card with printed signature from the game’s director, art cards, and a 40-page booklet from Edge Magazine alumni Chris Schilling.

Image credit: Lost in Cult

The company is carefully curating its selection of games, focusing on those that have pushed the medium as an art form. The first three have all been recognised by BAFTA.

Thank Goodness You’re Here won Best British Game at this year’s awards. It will be available through Editions on PS5 (1500 copies) and Switch (3000 copies).

Immortality won Best Narrative in 2023 and was nominated for multiple other awards. It will be available on PS5 (1500 copies).

Lastly, The Excavation of Hob’s Barrow was long-listed by BAFTA in 2023 for Samantha Béart’s performance. It will be available on Switch (3000 copies).

You can check out more details on Editions on the Lost in Cult website.

Thank Goodness You’re Here received a five star review from Eurogamer: “Developer Coal Supper’s relentlessly inventive absurdist comedy might, by necessity, keep a tight rein on players, but this is an impeccably constructed masterclass in gag-telling.”

Immortality and The Excavation of Hob’s Barrow were also very well-received.



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