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You can now search for Steam games by adjustable difficulty, mouse-only options and other accessibility tags
Game Updates

You can now search for Steam games by adjustable difficulty, mouse-only options and other accessibility tags

by admin June 15, 2025


As promised earlier this year, Valve have given Steam developers the power to tag their games as having certain accessibility features, including narrated game menus, ways of differentiating visual elements that don’t rely on colour, and touch-only interaction. You’ll now be able to search for games with these tags, and view the full list of accessibility features on each game’s Steam page.

The update is based on feedback from developers as well as players with disabilities, according to Valve. Participating devs can make use of the system by means of a software wizard – ah, I find it vaguely comforting that people still call this kind of program a “wizard” – which walks them through each accessibility category. Valve say that “over 5000 applications” have already made use of the new tags.

“It’s not required, but highly recommended because of how much easier it will be for players with accessibility needs to find these games,” they note in a blog post. “We’ve worked to make it as easy as possible for developers to indicate these features are available by using feedback to standardize these options as much as possible.”

The new accessibility tags are broadly divided into “visual”, “audio”, “gameplay” and “input”. The “gameplay” bracket includes “adjustable difficulty” and “save anytime”, while under “visual” we find options like “camera comfort”, which lets players “adjust or disable uncomfortable camera movement such as screen shaking, camera bob, or motion blur”.

You can read a full breakdown on Steamworks, including Valve’s notes on why each option is important to players.

The selection of taggable features could probably do with some expansion, and the FAQ descriptions themselves are rather brief and broad. When the accessibility tags were announced in April, accessibility-focussed website Can I Play That suggested that Valve should base their system on the existing Accessible Games Initiative, which aims to standardise accessibility tagging across every game store, to avoid confusing players.

“According to the list in the documentation there is a lot of overlap, and it’s mostly Steam that is missing a few tags,” Can I Play That wrote. “Steam’s version also uses some different names and descriptions. Perhaps most importantly, there also seem to be differences in the criteria.”

Still, I’m glad to see this kind of thing from Valve. There’s certainly a business case for it, inasmuch as options for players with impaired vision need to be justified in terms of the balance sheet. According to the World Health Organisation, 1.3 billion people worldwide “experience a significant disability”. Back in 2023, our James wrote a feature on custom and adaptive controllers in particular, discussing how corporate profit motives inevitably limit the options, together with the lingering problem of ableist players perceiving accessibility features as ‘cheating’.



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June 15, 2025 0 comments
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Game Reviews

The Games We Loved And Hated This Week, And Other Opinions

by admin June 15, 2025


Image: Nintendo / AMC / Kotaku, Pearl Abyss, Capcom, AMC Theatres / Cinemark / Kotaku, Microsoft, Microsoft / Asus, Sony / Kotaku, Nintendo / Kotaku, Sega, Screenshot: BioWare / Kotaku

Opinions are like Kotaku — they’re a bunch of assholes! I think that’s how that saying goes. Anyway, this week, we liked Pragmata and hated Crimson Desert, felt skeptical of Xbox’s forthcoming handheld and thankful for the Switch 2, and, perhaps most urgently, had a great many things to say about promotional popcorn buckets. And if you read until the end, there’s a treat for you in the form of 11 games we think you should be excited for based on what we played at Summer Game Fest.



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Nintendo's Slow Rollout Of Classic Games Never Made Sense To Me, Until Now
Game Updates

Nintendo’s Slow Rollout Of Classic Games Never Made Sense To Me, Until Now

by admin June 15, 2025



Though Mario Kart World may be Nintendo Switch 2’s headlining attraction, the most alluring part of the system’s launch lineup for Olds like me is its GameCube library. After more than 20 years, Nintendo has finally decided to crack open its vaults and bring some of GameCube’s most-beloved titles to a modern console–the first time most of these games will be available officially since their original release.

For many, however, the excitement over GameCube titles was quickly tempered by the fact that a meager three are available at the outset–the thinnest selection any Switch Online classics library has launched with. But as frustrating as it may feel to have to wait for more games to hit the service, this methodical rollout has long been an intentional strategy on Nintendo’s part, and it took me many years to understand and appreciate its benefits.

This slow release cadence is hardly exclusive to the Switch Online service. Ever since Nintendo first established its own digital storefront with the Wii Shop, the company has been deliberately measured when re-releasing its legacy titles. In the lead up to the Wii’s launch, Nintendo touted its digital shop as a repository of classics–a place where players could easily purchase the best Nintendo games of yesteryear and play them alongside new releases on one system. And indeed, by the end of the Wii’s life, more than 400 had made their way to the Wii Shop, giving Wii owners access to a wealth of beloved games from years past.

The biggest draw of the Wii Shop was being able to purchase games from older consoles, but Nintendo’s own classics arrived sporadically.

That was certainly not the case at launch, however. While a selection of older games was available right from day one, the early offerings left much to be desired. The Wii Shop launched with fewer than a dozen first-party titles, most of which were Nintendo Entertainment System games from back in the 1980s and 1990s. Anyone eager to revisit a particular classic such as The Legend of Zelda: Ocarina of Time was out of luck; the only Nintendo 64 title available at the outset was Super Mario 64, and it would be months before more N64 games arrived.

This trickle of games was even more exasperating on the Wii U. After spending the previous six years steadily amassing a respectable selection of Virtual Console games on the Wii, Nintendo effectively wiped the slate clean when launching the Wii U eShop. Since the extant Virtual Console lineup was incompatible with Wii U’s GamePad controller, Nintendo decided to release new versions of these games tailored specifically to the system–which meant the company once again would be building up its retro catalog from scratch.

To Nintendo’s credit, it did take steps to mitigate the inconvenience for users. Wii owners had the option to transfer their system data–including their Virtual Console collection–to the Wii U, so customers weren’t forced to buy their games a second time. The Wii Shop was still accessible on the new console as well, although it was nested within the separate Wii menu. Thus, any games purchased from it (or transferred over from a Wii) had to live within a separate user interface and could not take advantage of Wii U features like off-TV play. Even more notably, Nintendo also offered an upgrade path for returning users. If you previously purchased a Virtual Console game on the Wii, you could upgrade to the Wii U version of the same title for a small fee.

As welcome as these steps were, however, they were once again undermined by Nintendo’s slow release schedule. The Wii U eShop launched with just eight Virtual Console games, the biggest of which was Super NES launch title Super Mario World. It would take another several months for other classics like The Legend of Zelda: A Link to the Past and Super Metroid to hit the storefront, while N64 games wouldn’t arrive until two years later. Nintendo did ramp up the rate of releases as the Wii U struggled to gain traction, and the eShop eventually offered Game Boy Advance, DS, and even Wii titles, giving it an even broader range of Nintendo classics than the Wii Shop ever boasted. Still, the paltry early lineup, coupled with Wii U’s frequent software droughts, made the wait for a particular game excruciating.

Game Boy Advance games didn’t start hitting the Wii U eShop until a year after the system’s first Virtual Console titles launched.

Given this history, then, it was not unexpected to see Nintendo continue this strategy on the Switch. With the advent of the Switch Online service, the company has opted to take a different approach to repackaging its legacy games, offering players access to a growing library of them for a subscription fee rather than selling each title individually on the eShop. But though the delivery model may be different, the pace of releases remains just as languid.

Early adopters had to endure a lengthy wait before the first Nintendo classics appeared on the system. The Switch Online service did not launch until 2018, more than a year after the Switch itself hit the market, and the only titles available at the outset were, once again, NES games. It would take several more years for Nintendo to gradually introduce SNES and Game Boy libraries to the base Switch Online service, while a premium Switch Online + Expansion Pack plan launched in 2021 and offered N64, Sega Genesis, and eventually Game Boy Advance titles as well.

As frustrating as it has been to see Nintendo repeat this slow rollout, its advantages have become much clearer in the Switch era. Most obviously, Nintendo often uses classic games to fill in any gaps in its release calendar. While titles are added to Switch Online fairly regularly, the company likes to trot out a particularly beloved game when there is little else on the way to the console, ensuring users remain engaged even during quieter months. The wait between releases is also more bearable when there’s a library of other titles to sample in the meantime. A curio like Devil World may not be attractive enough on its own to convince someone to plunk down $5, but it’s much more enticing to try when it’s part of a service you are already paying for.

Nintendo GameCube Classics – Official Reveal Trailer | Nintendo Switch 2

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More importantly, Nintendo’s slow release cadence means players can actually take the time to truly engage with and savor each of these titles for the classics they are. With the sheer number of games available to play nowadays (and the increasing prominence of subscription services offering access to them), many publishers and platform holders have come to treat gaming as disposable entertainment. By overwhelming their audience with options, companies are implicitly encouraging players to only dabble in a game and then move on to the next whenever the fancy strikes. This inexhaustible array of choices means few users actually play a game to completion before their attention is diverted to another one. In contrast, by doling out only a handful of legacy games every month, Nintendo positions each as a noteworthy release in its own right, while also giving players ample time to experience it before more arrive.

This is especially relevant for GameCube games. Whereas NES and even SNES titles can often be completed in a handful of hours, N64 and GameCube games are much closer in depth and duration to modern titles and require a much more significant time investment to play. Many can take more than 20 hours to finish, which makes Nintendo’s decision to space them apart a boon to players. As eager as I am to revisit Fire Emblem: Path of Radiance for the first time in two decades when it eventually joins the service, it’s been nice to leisurely devote my attention to The Legend of Zelda: The Wind Waker–the only single-player adventure currently in Switch Online’s GameCube lineup–in the interim.

Although it’s undoubtedly still aggravating to wait for a particular favorite to hit the service, Nintendo’s methodical drip-feed of classics has its merits. By meting out its legacy games gradually, Nintendo gives players enough time to properly delve into and appreciate them, which in turn preserves the allure of these games and makes their eventual arrival feel like a significant occasion. More than other publishers, Nintendo understands the value of its vast back catalog and treats it with the reverence and care these titles deserve. And unlike on Wii and Wii U, there’s no shortage of other games to tide fans over while they wait for their favorite classic to arrive.



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June 15, 2025 0 comments
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Sony quietly removes PC sale restrictions in dozens of countries for four huge PlayStation games
Game Reviews

Sony quietly removes PC sale restrictions in dozens of countries for four huge PlayStation games

by admin June 14, 2025


Sony has seemingly loosened regional restrictions on a number of its PC games, including God of War Ragnarök, The Last of Us Part 2 Remastered, Marvel’s Spider-Man 2, and Helldivers 2.

As spotted by Wario64, the changelogs for all aforementioned games listed on SteamDB show that a number of sale restrictions were quietly lifted yesterday, 13th June.

The Last of Us Part 2 Remastered’s Roguelike No Return Mode Explained: TLOU2 No Return Gameplay PS5.Watch on YouTube

Although Sony made no public comment concerning the furore about sales restrictions invoked in countries where PSN isn’t available or shared any plans to address it, check SteamDB and you’ll see that the games have indeed trimmed down the number of countries where they’re unavailable (thanks, PC Gamer). Just one region was added to the restricted sale list: Russian Federation.

Sony appears to be removing regional restrictions on their Steam/PC games

God of War Ragnarok steamdb.info/sub/833972/h…

The Last of Us Part II Remastered steamdb.info/sub/1219787/…

Spider-Man 2 steamdb.info/sub/1219797/…

Helldivers 2 steamdb.info/sub/137730/h…

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— Wario64 (@wario64.bsky.social) June 13, 2025 at 7:38 PM
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This all started, of course, when Helldivers 2 was review-bombed last year following a PSN requirement which led to the game being pulled from sale in 177 countries. The company quickly u-turned its decision following the backlash but not before several Sony-published games were caught up in the controversy. Most recently Stellar Blade found itself at the centre of the backlash even though developer Shift Up had stated a PSN account was only optional and not a formal requirement.

On the subject of Sony, president Hideaki Nishino recently stated the company is open to adjusting the price of PlayStation Plus in the future, as the company aims to “maximise profitability”.

The comments came as part of a discussion between Sony CEO Hermen Hulst and president Hideaki Nishino on PS Plus and the company’s future. Discussing Sony’s subscription service, Nishino stated: “We will continue to add more value and adjust our pricing strategy in a dynamic way to maximise profitability.”



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illustration of rally car making jump with blue sky and golden gate bridge in background.
Product Reviews

Real-life rally racing is dying and triple-A rally games are dead, but the sport’s gotten a second life thanks to these excellent indie racers

by admin June 14, 2025



The sport of rally racing is simple and accessible: you take a cheap city car, give it some all-terrain tires, and throw it down a hair-raising man-versus-nature gauntlet of winding dirt roads with a copilot shouting directions in your ear.

There are no laps, no other drivers, and no pit stops. Unfortunately for fans, there’s also no more interest in the sport—or at least, not much. Manufacturer participation and viewership have both been in freefall for decades.

Parking Garage Rally Circuit Official Gameplay Trailer – YouTube

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So it’s kind of baffling that we’re living in a golden age of rally video games—at least if you look at the indie scene. Smash hits abound, from 2020’s highly stylized Art of Rally to 2022’s gritty PlayStation 2-vibed Rush Rally 3 and 2024’s white-knuckle ode to public infrastructure Parking Garage Rally Circuit.


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Not only do these games bring the thrill of off-track racing back to life; every single one also comes charged with its own flavor nostalgia for a bygone era, a pre-Y2K time that many of the genre’s core fans, and even some of its developers⁠, are too young to have experienced firsthand.

Meanwhile, in the triple-A space, EA recently announced that its subsidiary developer, Codemasters, is pulling out of rally racing after an iconic quarter-century run of games based on the sport.

The motorsport is in an all-time slump, and an enthusiast car market once saturated with homologation specials⁠—that is to say, race-ready cars you can buy directly from the manufacturer⁠—now has basically zero road-legal rally cars for sale.

If rally is a dying art, then why are there so many indie racers to choose from? Formula 1 racing has utterly exploded in popularity over the last half-decade. But despite that motorsport’s fanbase nearing 1 billion people, sales of indie track-style racing games patterned after F1 and the like don’t show a similar success (though I do have to shout out New Star GP).

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

Pick up and play

(Image credit: Brownmonster Limited)

Part of the magic with all these indie rally games is, like with the broader indie renaissance, you can run any of them on a cheap PC from the early 2010s or similarly low-spec device. I logged all of my Art of Rally hours on a three-year-old phone, and #Drive Rally (my most recent obsession) runs buttery smooth most of the time on my MacBook Air.

And even if you’ve never driven a car in your life, there’s something addictive about sliding your car through a snowy Finnish wood in Rush Rally 3, around a rainy Japanese mountain switchback in Art of Rally, or down a sandy American desert valley in #Drive Rally.

Like a tight platforming roguelite or an Elden Ring speedrun, the appeal of rally is incredibly simple: one tiny mistake and your brilliantly executed run is over. There is very little grip, and the roads are little more than a car-length wide. Every jump is heart-stopping, every turn is a coin-flip where you either face heartbreak or experience the thrill of an e-brake drift you didn’t know you had in you.

Each game brings a different pleasure. Art of Rally is a well-curated, sepia-toned love letter to the classic era of the sport (the 1960s-’80s); Rush Rally brings a Gran Turismo level of car tuning, customization, and sim-like handling; and Parking Garage Rally Circuit takes tight, colorful ’90s arcade racing (and music, and vibes) to a whole new level.

Each game, while fundamentally designed around similar mechanics, is its own unique portal to a different world—maybe one you grew up in, or maybe one you missed out on.

Car culture

(Image credit: Funselektor Labs)

Rally the sport carries a similar ethos and anarchic spirit to PC gaming. If a new Ferrari is a flashy 5-figure prebuilt with a custom RTX 5090, a rallied-out 200k-mile Subaru Impreza RS2.5 with a back seat delete is a DIY people’s champion running a secondhand GTX 1060 and a 7th-gen core i3 found in your local e-waste bin.

Art of Rally’s car details highlight this—they start off with descriptions like “originally designed to fit more grocery bags than the competition” and “the French take on the 4-door family car.” That’s what makes rally cars special: They were nearly all based on cheap econoboxes—that is, entry-level, no-frills hatchbacks and sedans—like the iconic Ford Escort Cosworth.

In a word, rally is accessible. I don’t mean that becoming a rally racer is super-easy and approachable—although there was a rallied-out Impreza that used to frequent my local cars and coffee meetup⁠—but rather, the culture of rally is accessible.

Rally appeals to me because it is a very pure expression of ‘you and your machine vs the terrain’ without the other cars to contend with.

Tim “Walaber” FitzRandolph

Average people like you and I cannot buy an F1 car and drive it to work. But we live in a world where we could buy a rally car for $25,000 online or at a local dealership. That fantasy can become a reality.

Art of Rally creator Dune Casu, who has actually attended rally races in-person, shows that this cultural approachability dovetails with indie rally games’ simple mechanics: “Art of Rally has found a sweet spot where it seems to be a way for people who play the sim rally games to relax and play more casually.”

I think it also gives people who’ve never played a rally game a chance to experience the joy of the genre without a deep dive into the technical skills and equipment that sim racing requires.

Casu shared a perspective that resonates with me, that the “zeitgeist” of rally “stems from the rally footage from the early days,” with “iconic cars”—seriously, I encourage you to search Group B Rally Cars on your nearest search engine—and “drivers that were more akin to fighter pilots.”

Another level

(Image credit: Walaber Entertainment LLC)

What’s more, developing a rally game is also much more accessible for your average enthusiast. I asked Tim “Walaber” FitzRandolph, Parking Garage Rally Circuit’s creator, for his thoughts on the recent explosion of indie rally racers. He originally came up with the idea for PGRC in a Ludum Dare game jam.

“Retro rally is a nice indie-friendly game type because of the simple focus on car handling and terrain without needing the large scope to compete with AAA games,” explained FitzRandolph.

Dune Casu shared a similar perspective, one that’s become a bit of a refrain in an era of triple-A mediocrity and thrilling independent development: “Indie rally games aren’t bound by the same rules and are usually made with lower budgets and smaller teams, which means we can take more risks.”

“I’m not an avid racing fan,” PGRC creator FitzRandolph revealed when I asked what separates rally from other motorsports. “Rally appeals to me because it is a very pure expression of ‘you and your machine vs the terrain’ without the other cars to contend with.

“In a way, I think it’s similar to Horror and Roguelikes in that it’s a genre that provides lots of replayability without needing tons of production cost to develop, has an audience, and is not competing against AAA, which is the sweet spot for indies!”

But I think there’s something even deeper than this accessibility to the digital rally revival. The rise of everyman rally racing games captures this memory, partly real or fully imagined, that we have of better days—of raw, unrefined, unpretentious fun. Retro cars, like early gaming consoles, film cameras, vinyl records, and my personal favorite audio medium, cassette tapes, all carry the soul of a semi-mythical simpler time.

Art of Rally deftly captures this sunset glow of nostalgia, radiant on its off-brand Lancia Stratos and Audi Sport Quattro. The rush of Rush Rally 3’s motion-blur, throwback graphics, and sim-like handling give 9/10ths of the same hit as Gran Turismo 3’s dirt stages. Parking Garage Rally Circuit’s Ska bangers, blocky polygons, and bright colors would make any grown-up car enthusiast feel like they’re back in the ’90s. Real-world rally may be fading, but long live the indie rally racer.



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Dragon Age Veilguard Is One Of BioWare’s Most Important Games
Game Updates

Dragon Age Veilguard Is One Of BioWare’s Most Important Games

by admin June 14, 2025


With every new report about Dragon Age: The Veilguard’s troubled development, it feels like a miracle that the game came out at all. A new story from Bloomberg outlines how the Dragon Age team was jerked around by publisher Electronic Arts and forced to make pivots with limited resources and time, making it impossible for the RPG to complete the sort of holistic retooling it would have received under more reasonable circumstances. Reading this and seeing how, after all that strife, the team was still demolished and subsequently thrown under the bus, it feels like BioWare was set up to fail, and it bore the consequences of its publisher’s poor decisions.

What Is Dragonsplague? Dragon’s Dogma 2’s Devastating Contagion Explained

In January, BioWare scattered some of its most foundational veteran talent to the winds. The quickness with which EA gutted the storied RPG studio and masked it with talk of being more “agile” and “focused” shortly after it was revealed that The Veilguard underperformed in the eyes of the powers that be makes me wonder if BioWare was also unsure it would get to return to Thedas a fifth time. Now that we know more about just how fraught Dragon Age: The Veilguard’s development was, the RPG sure reads like something made by people who saw the writing on the wall. The Veilguard ends on a small cliffhanger that could launch players into a fifth game, but I’m skeptical that we’ll ever get it.

Looking back, I’m pretty convinced the team was working as if Rook’s adventure through the northern regions of this beloved fantasy world might be the last time anyone, BioWare or fan, stepped foot in it. But viewing it through that lens has somehow made me appreciate a game that made me a believer after a decade of disillusionment even more.

Screenshot: BioWare / Kotaku

Yeah, I might be doomsaying, but there are plenty of reasons to do so right now. The loss of talented people – like lead writer Trick Weekes, who has been a staple in modern BioWare since the beginning of Mass Effect, or Mary Kirby, who wrote characters like Varric, whose story is the biggest throughline through the Dragon Age series – doesn’t inspire confidence that EA understands the lifeblood of the studio it acquired in 2007. The Veilguard has been a divisive game for both entirely legitimate reasons and the most bad-faith ones you could imagine, but my hope is that history will be kinder to it as time goes on.

A Kotaku reader reached out to me after the news of BioWare’s layoffs broke to ask if they should still play The Veilguard after everything that happened. My answer was that we may now be in a better position to appreciate it for what it was: a (potentially) final word.

Given the conditions under which it was made, and how its creators themselves seemed uncertain of its future, The Veilguard is just as much a send-off for a long-running story as it is a stepping stone for what might come. Its secret ending implies a new threat is lurking somewhere off in the distance, but by and large, The Veilguard is about the end of an era. BioWare created an entire quest line that essentially writes Thedas’ history in stone, removing any ambiguity that gave life to over a decade of theory-crafting. As a long-time player, I’m glad The Veilguard solidifies the connective tissue between what sometimes felt like a world of isolated cultures, lacking throughlines that’d otherwise make it feel more whole. But sitting your cast of weirdos down for a series of group therapy sessions unpacking the ramifications of some of the biggest lore dumps the studio has ever put to a Blu-ray disc isn’t the kind of narrative choice you make if you’re confident there’s still a future for the franchise.

Screenshot: BioWare / Kotaku

Unanswered questions are the foundation of sequels, and The Veilguard has an almost anxious need to stamp those out. Perhaps BioWare learned a hard lesson by leaving Dragon Age: Inquisition on a cliffhanger and didn’t want to repeat the same restriction. But The Veilguard doesn’t just wrap up its own story; it concludes several major threads dating back to Origins, which feels calculated and deliberate. If BioWare’s goal with The Veilguard was to bring almost everything to a definitive end, the thematic note on which it leaves this world acts as a closing graf concluding the series’ overarching thesis.

Ignoring the bigotry that has followed The Veilguard like a starving rat digging through trash, one of the most common criticisms I heard directed toward the game was that it lacked a certain thorny disposition that was prevalent in the first three games. Everyone in the titular party generally seems to like each other, there aren’t real ethical and philosophical conflicts between the group, and the spats that do arise are more akin to the arguments you probably get into with your best friends. It’s a new dynamic for the series. The Veilguard doesn’t feel like coworkers as the Inquisition did, nor the disparate group who barely tolerated each other that we followed in Dragon Age II. They’re friends who, despite coming from different backgrounds, factions, and places, are pretty much on the same page about what the world should be. They’re united by a common goal, sure, but at the core of each of their lived experiences is a desire for the world to be better.

Screenshot: BioWare / Kotaku

This rose-colored view of leftism doesn’t work for everyone. At its worst, The Veilguard can be so saccharine it’d cause a cavity, which is far from what people have come to expect from a series in which the mage-hating elf Fenris and pro-mage radical Anders didn’t care if the other lived or died. It also bleeds into a perceived softening of the universe. Factions like the Antivan Crows have essentially become the Bat Family from DC Comics, with no mention of the whole child slavery thing that was our first introduction to them back in Origins. The Lords of Fortune, a new pirate faction, go to great lengths to make sure you know that they’re not like the other pirates who steal from other cultures, among other things. I joked to a friend once that The Veilguard is a game terrified of getting canceled, and as such, a lot of the grit and grime has been washed off for something shiny and polished.

That is the more critical lens through which to view the way The Veilguard’s sanitation of Thedas. To an extent, I agree. We learned so much about how the enigmatic country of the Tevinter Imperium was a place built upon slavery and blood sacrifice, only for us to conveniently hang out in the common poverty-stricken areas that are affected by the corrupt politics we only hear about in sidequests and codex entries. But decisions like setting The Veilguard’s Tevinter stories in the slums of Dogtown give the game and its writers a place to make a more definitive statement, rather than existing in the often frustrating centrism Dragon Age loved to tout for three games.

I have a lot of pain points I can shout out in the Dragon Age series, but I don’t think anything has stuck in my craw more than the way the end of Anders’ antagonistic “Rivalry” relationship goes down in Dragon Age II if you don’t support his crusade to emancipate the mages from their captivity in the Circle of Magi. This is a tortured radical mage who is willing to give his life to fight for the freedom of those who have been born into a corrupt system led by the policing Templars. And yet, if you’ve followed his rivalry path, Anders will turn against the mages he, not five minutes ago, did some light terrorism trying to free. In Inquisition, this conflict of ideals and traditions comes to a head, but you’re able to essentially sweep it all under the rug as you absorb one faction or the other into your forces. So often, Dragon Age treats its conflicts and worldviews as toys for the player to slam against one another, shaping the world as they see fit, and bending even the most fiercely devoted radical to their whims. And yes, there are some notable exceptions to this rule, but when it came to world-shifting moments of change, Dragon Age always seemed scared to assert that the player might be wrong. Mages and Templars, oppressed and oppressors, were the same in the eyes of the game, each worthy of the same level of scrutiny.

Screenshot: BioWare / Kotaku

Before The Veilguard, I often felt Dragon Age didn’t actually believe in anything. Its characters did, but as a text, Dragon Age often felt so preoccupied with empowering the player’s decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, The Veilguard doesn’t just believe that the world is full of greys and let you pick which shade you’re more comfortable with. Of the entire series, it’s the most whole-hearted, full-throated declaration that the world of Thedas can be better than it was before.

Essentially retconning the Antivan Crows to a family of superheroes is taking a hammer to the problem, whereas characters like Neve Gallus, a mage private eye with a duty-bound love for her city and its people, are the scalpel with which BioWare carves its vision of how the world of Thedas can change. Taash explores their identity through the lens of Dragon Age’s longstanding Qunari culture, known for its rigidness in the face of an ever-changing world, and comes out the other end a new person, defined entirely by their own views and defying others. Harding discovers the truth behind how the dwarves were severed from magic, and still remembers that she believes in the good in people. The heroes of The Veilguard have seen the corruption win out, and yet never stop believing that something greater is possible. It’s not even an option in The Veilguard’s eyes. The downtrodden will be protected, the oppressed will live proudly, and those who have been wronged will find new life.

That belief is what makes The Veilguard a frustrating RPG, to some. It’s so unyielding in its belief that Thedas and everyone who inhabits it can be better that it doesn’t entertain your choices complicating the narrative. Depending on how you play, Rook can come from plenty of different backgrounds, make decisions that will affect thousands of people, but they can never really be an evil bastard. If they did, it would fundamentally undermine one of the game’s most pivotal moments. In the eleventh hour, Dragon Age mainstay Varric Tethras is revealed to have died in the opening hour, and essentially leaves all his hopes and dreams on the shoulders of Rook. After our hero is banished to the Fade and forced to confront their regrets in a mission gone south, Varric’s spirit sends Rook on their way to save the day one last time. He does so with a hearty chuckle, saying he doesn’t need to wish you good luck because “you already have everything you need.” He is, of course, referring to the friends you have calling to you from beyond the Fade.

Screenshot: BioWare / Kotaku

Varric, the narrator of Dragon Age, uses his final word to declare a belief that things will be okay. This isn’t because Rook is the chosen one, destined to save the world, but because they have found people who are unified by one thing: a need to fight for a better world. That declaration concluding what’s possibly Dragon Age’s final game is what makes it compelling. Reaching the end of a universe’s arc and being wholly uninterested in leaving it desecrated by hubris or prejudice is a bold claim on BioWare’s part. It takes some authorship away from the player, but in return, it leaves the world of Thedas in a better place than we found it.

The Veilguard is an idealistic game, but it’s one that BioWare has earned the right to make. Dragon Age’s legacy has been one of constantly shifting identity, at least two counts of development hell, and a desire to give players a sandbox to roleplay in. Perhaps, as Dragon Age likely comes to a close, it’s better to leave the series with a game as optimistic as the people who made it. I can’t think of a more appropriate finale than one that represents the world its creators hope to see, even as the world we live in now gives us every reason to fall into despair.

In my review of The Veilguard, I signed off expressing hope for BioWare’s future that feels a bit naive in retrospect. Would a divisive but undeniably polished RPG that felt true to the studio’s history be enough when, after 10 years of development, c-suite suits were probably looking for a decisive cultural moment? That optimism was just about a video game. Having lived through the past 32 years, looking back, most of the optimism I’ve ever held feels naive. I think I’m losing hope that the world will get any better. But even if we haven’t reached The Veilguard’s idealized vision, I’ll take some comfort in knowing someone previously at BioWare still believes it’s possible.

 



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PlayStation remaining "thoughtful" about "how and if" it brings games to additional platforms
Game Reviews

PlayStation remaining “thoughtful” about “how and if” it brings games to additional platforms

by admin June 14, 2025


PlayStation will remain “thoughtful” with which of its games it brings to other platforms.

During a recent fireside chat, Sony Interactive Entertainment president Hideaki Nishino and Studio Business Group head Hermen Hulst were asked about how they would “protect the value” of the PlayStation console, when there is a move towards multiplatform gaming.

The Death of Console Exclusives Is Inevitable and I Don’t Know How I Feel About It. Watch on YouTube

Nishino noted that for over 30 years PlayStation has been “committed to being the best place to play and publish”, adding the PlayStation console experience is designed for “immediate gameplay in an immersive and accessible way”. That said, the team is always looking for “new and innovative ways to broaden [its] reach”.

Hulst then affirmed that PlayStation is “continuously exploring new ways for players to interact with their franchises”, before adding: “It’s important to realise that we’re really thoughtful about bringing our franchises off console to reach new audiences and that we’re taking a very measured, a very deliberate approach in doing that.

“Particularly on the single-player side, our tentpole titles, they’re such a point of differentiation for the PlayStation console. They are real showcases of the performance, of the quality of the hardware, so we want to ensure that players get the best experience from these titles.”

Continuing, Hulst said PlayStation is very “thoughtful” about the “how and if we bring these titles to other platforms”.

“We need to constantly understand the players’ patterns and behaviours,” Nishino further explained. “We need to be sure we serve them appropriately. [Hulst] and myself are very, very focused on this, and investing as needed to evolve the PlayStation experience.”

When further asked about Microsoft’s multiplatform push, which has seen games such as Indiana Jones and the Great Circle, Sea of Thieves and more arrive on non-Xbox consoles, Nishino said “competition in the business is healthy” and helps drive innovation.

“There are multiple participants who together drive the overall gaming industry, and while there are new engagement models being explored, we ultimately think this is a good thing,” he said.

“However, as I mentioned earlier, we are confident and committed on our current strategy. There isn’t an urgent need for us to pivot, but we will continue to monitor play patterns appropriately as required.”

PlayStation has been steadily adding many of its titles to PC over the past few years, with the likes of Uncharted, The Last of Us and Spider-Man now all available on that additional platform. In February of this year, former PlayStation exec Shuhei Yoshida said porting PlayStation-exclusive games to PC was “almost like printing money”, and provides an opportunity to invest in further games.

Earlier this week, the PlayStation published Stellar Blade released on PC, becoming the company’s first single player game to pass 100,000 concurrent players on Steam.



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kotaku
Game Reviews

4 Awesome Games We’re Jumping Back Into

by admin June 14, 2025


Play it on: Switch 2
Current goal: Finish it for the first time ever

As I recently lamented, I have never seen the end of one of my favorite video games, Metroid Prime. I couldn’t beat Meta Ridley. I tried as many times as my patience allowed in 2002, and then just gave up. I’ve been cross about it ever since.

With the arrival of my Switch 2, and the weird lack of a single-player launch game, I started a bunch of Switch 1 games I’d bought in sales, or out of impulse on launch, and never gotten around to, flitting hither and thither, until I booted up Metroid Prime Remastered. I’d bought that the moment it was released in 2023, briefly played the beginning, and then accidentally moved on. The moment I started it again this week, I was hooked. On the Switch 2 it looks so utterly lovely, the load times are almost gone, and oh my goodness, what’s this? A “Casual” mode?!

I beat Meta Ridley last night. I’m not sure it was any great achievement, given how much lower the difficulty was. I had found so many health upgrades that I was pretty much able to just hammer him with the Plasma Beam, with a bit of dodging here and there. And yet, on some level, I did feel like I’d addressed a 23-year-old gripe. Take that, you metal-winged fuckface.

I think my ideal version of this game would be Normal difficulty for most of the game, and Casual when fighting the bosses, but only because I get no enjoyment from boss fights and just want them to be over. Much of the rest of the game’s combat, however, ended up feeling like busywork rather than an entertaining challenge. Also, good gravy, I’d forgotten how much trekking back and forth there is in that game. I hate those stupid lava pits!

Anyway, the plan this weekend is to finish it entirely, for the very first time. It’s already become far more irritating: those stupidly annoying Metroids to bat off endlessly, when I’m trying to enjoy leaping around the levels, have already got me peeved. But I shall finally defeat this beast, even if it is because I’m playing on baby mode. — John Walker



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Sony remains committed to "diverse and resilient" live service games, including forthcoming Marathon and Fairgames, despite high profile failures
Game Updates

Sony remains committed to “diverse and resilient” live service games, including forthcoming Marathon and Fairgames, despite high profile failures

by admin June 14, 2025


During an annual Sony business presentation, CEO Hermen Hulst stated the company remains committed to building “a diverse and resilient” portfolio of live service games, which includes the unreleased Marathon and Fairgames. That’s despite high profile live service failures, in addition to controversy with these two forthcoming games.

Hulst stated that Sony is building on the successes of games such as Helldivers 2 and Destiny 2 for future projects, adding: “We look forward to showcasing our progress with Marathon”, a game that has seen no shortage of controversy recently.

Helldivers 2, the large jewel in Sony’s live service crown, was dubbed a “resounding critical and commercial success” by Hulst, who highlighted both its ability to retain a passionate community and win industry awards.

Watch this Marathon gameplay trailer, if you want.Watch on YouTube

Hulst called Marathon “innovative and bold”. No other compliments were offered to Bungie’s upcoming extraction shooter, though the accompanying slide noted “strong early engagement” as its prime achievement so far.

An interesting perspective to be sure, at least as far as Marathon is concerned. While much of what Hulst said about Helldivers 2 is true – the game has managed to remain a fantastic success story for the industry giant – Marathon has found itself on the receiving end of some exceptional problems.

The “strong early engagement” noted in the presentation doesn’t reflect the available player figures for the games’ closed alpha. During this short-lived test, Marathon shed roughly 80 percent of its initial alpha playerbase. As far as engagement via discussion, Marathon’s many problems dominated the conversation, such as its locked three-player format and lack of feasible solo mode, repetitive nature, lack of crucial extraction shooter features such as proximity voice, and more.

One of the biggest merits of Marathon was its aesthetic, which soon soured due to an art plagiarism scandal. Bungie admitted to the use of external art in the games development process, blaming it on a former employee and committing to a full audit of in-game assets in order to remove any stolen work. This situation would reportedly send morale at Bungie into “free fall”.

Then we have Fairgames, which hasn’t been shown off much since its initial reveal. A co-operative heist game, it was recently delayed due to studio founder Jade Raymond departing for greener pastures. This came following worrying external tests, according to a report from Bloomberg.

According to Raymond in a 2022 Gamesindustry.biz article, “more than 30 percent of the studio is currently working on machine learning, artificial intelligence, and cloud-based dev tools”, technology that has proven divisive in recent years. Not to mention what could possibly be the most devastating hit to Fairgames yet: the removal of the dollar sign from its title.

It is clear that, despite uncertainty surrounding Sony’s upcoming live service releases, the company wishes to remain entrenched in the space. Or, at the very least, to appear confident in its continued presence in the world of live service. It’s worth noting the full record of Sony’s venture into live service, which includes the legendary blunder Concord, a cancelled live service God of War project, The Last of Us Online, and more. Sony, which initially wanted to release 12 live service games by March 2026, has cut that figure down to six.

Sony’s single-player output however has proven a far better offering for PlayStation fans. Earlier in this presentation, Hulst highlighted releases such as Astro Bot, God of War: Ragnarok, and Marvel’s Spider-Man 2. Describing such releases as “a core strength” for Sony, it appears as though this style of game has proven more successful overall for the company.



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Same-date PC ports of PS5 games remain unlikely, as Sony talk up "thoughtful" multiplatform approach despite Xbox comparisons
Game Updates

Same-date PC ports of PS5 games remain unlikely, as Sony talk up “thoughtful” multiplatform approach despite Xbox comparisons

by admin June 13, 2025


PlayStation’s bigwigs are content to stick with their current approach to multiplatform releases for now, making it unlikely we’re going to see a sudden switch to day-and-date PC ports of Sony’s big single-player games anytime soon.

SlayPtation have been bringing their studios’ multiplayer and live-service games to PC at release for a while now, it making sense with the likes of Helldivers 2 and, er, Concord, to try and ensure the maximum potential player base possible right out of the gate. On the other hand, for single player stuff like God of War Ragnarok and Ghost of Tsushima they’ve been content to wait a year to bring over to the other video game boxes.

Based on what PlayStation’s studio business group boss Hermen Hulst said at a Sony corporate meeting today, the console makers are happy to zig where their rivals at Xbox are zagging, and keep big single-player exclusives as exclusives for that year, in order to try and keep player stock in the PS5 as high as possible.

“Particularly on the single-player side, our tentpole titles, they’re such a differentiator,” the exec re-iterated (thanks, VGC), “The point of differentiation, I should say, for the PlayStation console, is that they will showcase the performance and the quality of the hardware. So we want to ensure that players get the best experience from these titles. We’re very thoughtful about how and if and how we bring these titles to other platforms.”

Sony Interactive Entertainment CEO Hideaki Nishino toed the same line, emphasising when asked about Xbox’s approach that PlayStation will stay alert and listen to players to “ensure that we serve them appropriately”, which is the most corporate guy combo of words I’ve read this week.

The bit about listening to players is interesting given the negative reputation PlayStation’s earned itself with the communities of games like Helldivers 2 due to its handling of mandatory PSN account linking and its effect on PC gamers in regions where PSN doesn’t operate.

But, you can see the logic in keeping on keeping on for the console makers, even if it means time twiddling thumbs for us folks with our big computers.



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