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Nintendo Direct Switch 2 Preorders At Amazon - All New Games & Amiibo You Can Reserve Now
Game Updates

Nintendo Direct Switch 2 Preorders At Amazon – All New Games & Amiibo You Can Reserve Now

by admin September 13, 2025



This week’s hour-long Nintendo Direct was filled with exciting announcements, including brand-new reveals like Super Mario Galaxy + Super Mario Galaxy 2 and long-awaited release date confirmations such as Metroid Prime 4: Beyond. We now know that Nintendo has six big game launches in a two-month span starting with the Mario Galaxy collection on October 2 and ending with Metroid Prime 4 December 4. In between, we’re getting Pokemon Legends: Z-A, Hyrule Warriors: Age of Imprisonment, and Kirby Air Riders–plus a wide assortment of third-party titles like timed-exclusive Hades II, which is published by Nintendo.

Nintendo Direct Preorders:

Nintendo also revealed seven new Amiibo figures: three for Metroid Prime 4, two for Kirby Air Riders, and two for Super Mario Galaxy. Metroid and Mario also have upcoming books releasing this fall: Metroid Prime 1-3: A Visual Retrospective and Rosalina’s Storybook.

We’ve rounded up all of the upcoming Nintendo Switch 2 (and original Switch) games and accessories from the Nintendo Direct that you can preorder now at Amazon. This roundup also includes Nintendo-published games and first-party accessories for Switch 2 that are already available. If you don’t own Nintendo’s new console, Amazon opened preorders for the Switch 2 Pokemon Legends: Z-A Bundle on September 12. It’s the first time you can simply buy the console from Amazon without an extra step. To purchase the Mario Kart World Bundle and standalone console from Amazon, you need to request an invite.

Upcoming Nintendo Switch 2 and Switch exclusives

Mario Kart World’s $80 price led many Nintendo fans to believe this would be a common price point for Switch 2 exclusives. It turns out that’s not the case–at least not yet. Metroid Prime 4, Hyrule Warriors, Kirby Air Riders, and all of the other Switch 2 games in Nintendo’s popular franchises are $70. Original Switch editions of Pokemon Legends: Z-A and Metroid Prime 4: Beyond are $60. The outlier here is Super Mario Galaxy + Super Mario Galaxy 2. The lone physical edition is an original Switch game that’s priced at $70. The collection has a free upgrade pack for Switch 2.

Note: A couple of the games in the list below aren’t exclusive to Switch 1/2–Dragon Quest VII Reimagined and Final Fantasy 7 Remake Intergrade–but they were part of the September Nintendo Direct. Hades II is a timed console exclusive published by Nintendo, but it will also be available on PC at launch.

Nintendo Direct (September 2025) – Switch 1/2 Game Preorders

Nintendo Switch 2 Exclusives Available Now

Nintendo Switch 2 Amiibo preorders

Metroid Prime 4’s trio of Amiibo figures have two release dates and price points. The large Samus & Vi-O-La motorcycle figure is $40 and launches alongside the new $30 Samus Aran Amiibo on November 6. An Amiibo version of Sylux hits store shelves the same day as Metroid Prime 4: Beyond. The two Kirby Air Riders Amiibo are $50 each, which makes them the priciest Amiibo figures yet. It’s not very surprising, though, as the Warp Star and and Winged Star Machines shown above are separate figures, so these are more like double packs. Super Mario Galaxy fans will have to wait until April 2026 to add the new Mario and Rosalina Amiibo figures to their collections. Each figure is $40, though the character stands are more elaborate than we typically see with Amiibo.

Metroid Prime 4: Beyond Amiibo Preorders

Kirby Air Riders Amiibo Preorders

Super Mario Galaxy Amiibo Preorders

The seven new Amiibo join an existing lineup of eight Zelda, Street Fighter, and Donkey Kong Switch 2 Amiibo figures. Amazon and other major retailers are offering discounts on most of the Amiibo figures that launched alongside the Switch 2.

The Legend of Zelda Switch 2 Amiibo Deals

Street Fighter 6 Switch 2 Amiibo Deals

Nintendo Switch 2 first-party accessories

Nintendo raised the prices of select first-party accessories at the beginning of August. Not all of the official Switch 2 accessories were impacted, but the Pro Controller and Joy-Con 2 each increased by five bucks. The list below also includes a couple of the most popular officially licensed third-party accessories like Samsung’s 256GB microSD Express Card and Hori’s Piranha Plant Camera, which looks cool but isn’t a good piece of tech.



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Valve appear to be blocking mature themed games from Steam early access release
Game Updates

Valve appear to be blocking mature themed games from Steam early access release

by admin September 13, 2025


For a week or so now, we’ve heard rumblings that Valve are preventing the creators of games with “mature themes” from releasing their games in Steam early access. At least two developers have disclosed that they’re affected – Dammitbird, creators of raunchy fantasy RPG Heavy Hearts (do not click unless you are happy to look at a werewolf’s penis), and Blue Fairy Media, creators of The Restoration of Aphrodisia (do not click unless you are happy to read about lewd transformations).

Dammitbird have screencapped and shared a message from Steam’s submissions team, via Ana Valens on Bluesky. It reads: “Your app has failed our review because we’re unable to support the Early Access model of development for a game with mature themes. Please resubmit when your app is ready to launch without Early Access.”

The Blue Fairy Media folks have posted about a similar rejection message, adding “we can confirm our title was hit by this as well after multiple weeks of back and forth in the review process with absolutely no mention of this policy prior.”

Whether this is a new policy from Valve remains a little unclear. The platform holder’s early access submission documentation doesn’t make any stipulations about “mature themes” at the time of writing, and there are mature-themed early access games currently in development, which suggests it’s a recent shift of direction. On the other hand, one adult game developer, Drooskati, has posted screens of a comparable rejection message from June 2024.

Valve have yet to reply to my request for comment, sent about 10 days ago. Assuming they are now prohibiting mature-themed games from early access, all this is probably a continuation of the industry-wide crackdown on sexually themed or explicit videogames, instigated by payment processing networks earlier in the year.

This summer, Valve changed Steam’s rules to give banks, payment processors and card companies a say on what constitutes acceptable NSFW material. Then, they delisted a bunch of games. According to Valve, it was either that or risk payment processing partners blocking Steam transactions at large.

Itch.io have also been affected by the payment processor ban on “mature themes”. The indie store delisted thousands of games in July, and are now seeking out new payment processing partners who are happy to deal in adult material.

The situation has been clouded by the refusal of various participants to take responsibility for the delistings and removals. In August, Mastercard insisted that they have “not evaluated any game or required any restrictions” on Steam, while Valve contend that payment processors have told the platform holder they’re acting to ensure compliance with Mastercard’s policies.

I had a go at explaining the broad strokes of how payment networks police the definition of acceptable sex in videogames last month. The short version is that payment networks often end up being enlisted as unofficial enforcers of laws and taboos around sexual material, by dint of their control of economic activity. They are horribly ill-equipped to serve this purpose, however, because they are corporations with brands to protect. If a sufficiently large or vocal group can make a fuss about the transaction of any particular type of commodity, the corps may feel compelled to pull support.

The enforced policy changes on Steam and Itch.io appear to reflect a new reactionary campaign against sexual themes or material in art or entertainment, and especially queer art deemed abhorrent by conservatives. The Australian lobby group Collective Shout have claimed credit for bringing about Steam’s policy changes by applying public pressure to Mastercard, Visa and others. They published an open letter in July co-signed by two religious anti-porn and anti-sex work organisations, the National Center on Sexual Exploitation and Exodus Cry.

Collective Shout and their affiliates have said that they’re campaigning against representations of sexual violence and objectification that could contribute to violence towards women and girls. They have yet to provide details of the individual games they find disagreeable, however, or demonstrate how they are or might be harmful.

In the meantime, a large number of developers have been deprived of a livelihood. Eurogamer recently published a feature based on interviews with several of the queer developers affected that is worth a read. I’ll let you know as and when Valve update us on their early access policies.



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Resident Evil Requiem - and not just a cloud version - is coming to Nintendo Switch 2, along with other RE Engine Resi games
Game Updates

Resident Evil Requiem – and not just a cloud version – is coming to Nintendo Switch 2, along with other RE Engine Resi games

by admin September 13, 2025


At today’s Nintendo Direct, Capcom confirmed that Resident Evil 7, Village, and Requiem are coming to Nintendo Switch 2. And no, they’re not like the janky cloud version of Resi 7 that launched in Japan back in 2018, but a full-fat, Switch 2-native version. Nice.

A trailer for the title(s), running on Switch 2 hardware, was shown off during today’s presentation. It shows Requiem running on Switch 2, and demonstrates what the experience as Grace Ashcroft will feel like in your hands – when playing in either first- or third-person mode. Nerve-wracking, I’m sure. Though, this isn’t the first time Capcom has tried to get the games working on non-home consoles/PCs: there was a doomed mobile release of Resident Evil 7 that managed less than 2000 sales. Ouch.

Resident Evil 7 launched back in January 2017 for PC, PlayStation 4 and Xbox One. It returned to the series’ horror roots after a number of games in the action genre, and kickstarted the ‘new’ era of Resident Evil games, all made on the RE Engine, that includes Resident Evil 2 Remake 2, Resident Evil 3 Remake, Resident Evil Village, and the upcoming Resident Evil Requiem.

Per today’s Direct, Resident Evil Biohazard and Residen Evil Village are coming to Switch 2 on February 27, the same day Resident Evil Requiem launches. It’ll hit the Nintendo hardware the same day as it will PS5, Xbox Series X/S, and PC.

It’s a good time to be a Resi fan: 22nd March 2026 marks the series’ 30th anniversary, and it looks like we’ll have plenty to celebrate in the run up to that date with older games becoming available on newer hardware, and new titles, to boot. If you want an idea of the complicated chronology of the Resident Evil franchise, you can check out our guide on how to play the games in chronological order, and we’re getting a reboot of the films, too.

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

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



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How Styngr aims to take the hassle out of licensed music for games
Esports

How Styngr aims to take the hassle out of licensed music for games

by admin September 12, 2025


Adding licensed music to video games has a reputation for being a notoriously complex and challenging process. But California-based company Styngr aims to make it a whole lot easier.

The company was founded in 2020 with the goal of allowing developers and publishers to seamlessly integrate licensed music into their titles, with Styngr taking care of all the tricky negotiations with music companies.

To help on that front, Styngr has brought in Stephen Cooper, former CEO of Warner Music Group, to act as chairman.

Cooper’s tenure at Warner lasted from 2011 to 2023, and saw the company’s revenues more than double to over $6 billion, partly as a result of Warner moving quickly to embrace streaming under his watch.

Stephen Cooper, chairman of Styngr

Cooper thinks that historically, the music industry has been stricken with “technophobia.”

“At the end of the ’90s, when Napster came around, as opposed to understanding file sharing and what they could do with that, they sued,” he says. And when Spotify emerged a few years later, he adds, “they were scared to death of that.”

“They are just so worried about tech, and they’re so worried about creating new precedents that they just hunker down and resist.”

“Being an outsider to music, it was easier to cope, because I hadn’t been marinated in music for my entire career,” says Cooper, who has worked in various industries, including telecoms and chemicals.

“So when Spotify came out, I’m like to my team at Warner, ‘Hey guys, we’re going all in on this’, because not being from music, I could see being able to rent all of the world’s music for $10 a month ultimately was better than somebody buying five albums a year.”

Like it eventually learnt to embrace streaming, the music industry has gradually opened up to the opportunities in video gaming – although the process for securing licensed music is often still mired in bureaucracy.

Licensing issues

Alex Tarrand, the co-founder of Styngr, explains that typically, a ‘sync’ licensing model is used in video games. A sync is where a music track is licensed for use with specific visual content, like an advert, film, or game.

The trouble is, securing a sync takes a lot of time, says Tarrand. “Songs are owned by multiple entities,” he explains. “There’s the label side, there’s the publishing side, there can be multiple composers or writers on a song. It’s a lengthy process […] and requires a lot of expense and agreement.”

Alex Tarrand, co-founder of Styngr

Cooper agrees that the process is convoluted, “particularly on the music publishing side, where the publishing rights are, more often than not, fragmented amongst any number of distributors.”

He notes that any party involved could block the entire process. “I could own 1% of the publishing rights of a song, and unless I go along with a deal, I can stop that song from being used anywhere.”

All in all, it’s a “super complex, highly lawyered” operation, he says, and one in which games companies often question the value that’s being added by licensed music.

“Music overvalues what they think they’re bringing to gaming, and gaming undervalues what music can do for them, and so they’re the proverbial ships passing in the night,” Cooper concludes.

But he thinks that if the process can be opened up, there’s huge potential for the use of licensed music in games. “When people have an opportunity to weave the music they want into games in the way they want it, it enhances […] the user experience, and we’ve got data that shows it extends session length. It enhances retention.”

He sees a particular opportunity for online games focused on user-generated content (UGC), whereby in a similar way to Spotify, users could choose the songs they want to match with their creations, or to listen to while they play with friends.

“For the games creators, for the platforms business, and on the music side, it will open up a listening sector that eventually will be a critical sector by way of discovery of new music,” says Cooper.

It could also be an incredibly valuable source of data for the music industry, giving them insights into how artists are being received and how music is being discovered. “In virtually any business that ends up ultimately interfacing with consumers, particularly in entertainment, that data is the 21st century gold.”

How does Styngr work?

Tarrand describes himself as the platform and tools guy. “I just build tech stuff,” he says, having previously worked on things like mobile game advertising platforms. Meanwhile, the other co-founder of Styngr, VY Esports’ Oleg Butenko, “comes out of the world of music and gaming,” Tarrand says.

The pair had worked together on a prior project, Tarrand explains, and “all the while, we had been talking internally about the world of music and gaming and why they don’t meet, and why the two don’t interface with one another.”

The conclusion was that there wasn’t a technical interface between them. “You interface with other industries through technology,” says Tarrand. “You interface with them through SDKs [software development kits] or APIs [application programming interfaces].

“This is how you deal with analytic firms. This is how you deal with the entirety of the advertising industry and the programmatic industry. You deal with them through tech.”

Hence Styngr has built technology that slots into video games and directly connects the music and game industries. “The front end is made to meet developers where they’re at and socket into their technology however they want to do it,” explains Tarrand.

“We have plug-ins in environments that take 15 minutes to put in. We have SDKs for those that like to have very cleaned-up code libraries. And then we have APIs for people [for whom] the last thing in this universe they want is another SDK inside of their game.”

“We do all the brutally complex stuff”

Alex Tarrand, Styngr

Most importantly, rather than game publishers having to directly negotiate sync licenses with music publishers for individual games and songs, Styngr negotiates blanket deals with both major and indie labels for millions of music tracks, which it then distributes.

“We do all the brutally complex stuff, right?” says Tarrand. “We map the label rights to publishing rights. We do this by geography: we ensure that no matter where a user is, they’re getting the music that they’re authorised to listen to by country – because the rights change in almost every country.

“We do royalty reporting, we do usage reporting. And then that’s data that we expose not only to the rights holders, because they need it to function, but we also expose it to the game devs, so that they can get insights into what their users like.”

In addition, the music streams are eligible for the Billboard charts, which Tarrand says is “very meaningful for the recorded music industry.”

In terms of how the music is used within games, Tarrand explains that there’s a range of options, from an in-game radio station, to users picking individual tracks, to highly tailored selections that are curated by the game developers themselves.

In addition, because the music is handled on the server side, brand new songs from artists can be dropped in almost as soon as they become available.

Practical applications

So, where is Styngr being used? “The biggest call has been in UGC ecosystems, because they’re as much social environments as they are gaming environments,” says Tarrand.

“One of the largest ecosystems we work in today is Roblox. We’ve also done a lot of work on the Java side of Minecraft as well.”

Styngr has been used in Roblox

Which leads to the next question – who is paying for this? Is it the user, or the publisher? Tarrand says there are various different models. In one, creators would pay a percentage of their revenue to add music to their creations. Another sees users paying for specific music for emotes.

But Tarrand says the applications go well beyond that. “We have sports titles that map to real-world anthems that they use inside of stadiums,” he says, adding that Styngr is even talking to the people behind fantasy games who “want stuff that’s a little bit more ethereal.”

There’s also the option for free music streams that are subsidised by advertising, which Tarrand thinks will be most applicable to the mobile world.

All in all, Cooper concludes that this new way of connecting the music and games industries could be transformative for both. “It puts the two ships passing in the night on course to actually meet each other and exchange a series of benefits.”



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Borderlands 4 And 4 Other Great Games We’re Jumping Into
Game Updates

Borderlands 4 And 4 Other Great Games We’re Jumping Into

by admin September 12, 2025


Some week, huh? Yeah. How about some video games? That’ll take our minds off things…well, perhaps not entirely. Our minds may still be trapped in this modern hellscape of our times, but games will hopefully give us hours of fun. And if you happen to find yourself with a comfy 48 hours of time off ahead of you but aren’t sure what to play, that’s where we come in with our recommendations.

Read More: Everything We Saw At The September 2025 Nintendo Direct

Without further ado, let’s dive into what we’re looking forward to keeping ourselves busy with in the days ahead.

Borderlands 4

Play it on: PS5, Xbox Series X/S, Windows PCs (Steam Deck: “Unknown”)
Current goal: Loot more guns and kill more shit

I love all the Borderlands games. Yes, even 3, the one people hate for some reason. To me, the mix of gunplay, co-op, weird sci-fi, and endless killin’/lootin’ is a perfect mixture that rips away days or even weeks of my life in a flash. And Borderlands 4 is maybe my favorite one yet. (I’ve not written my full review yet, so we’ll see where I land in a few days.)

The gunplay and combat are better than ever, the loot is more balanced, the story is less annoying, and the open world is more rewarding to explore. It’s the next step forward for the franchise, and I’m scared of how many hours I’m going to lose to it. Especially as my friends get the game and I start running different characters and builds. – Zack Zwiezen

Hollow Knight: Silksong

© Screenshot: Team Cherry / Kotaku

Play it on: PS5, Xbox Series X/S, Switch/Switch 2, Windows PCs (Steam Deck: “Verified”)
Current goal: Die a lot while loving every second of the pain

I have spent an embarrassing amount of time on Hollow Knight: Silksong. Hopefully, goddess willing, I get to spend even more time with it this weekend.

I never played Hollow Knight, but with the sequel, I just got swept up in the collective excitement and let myself enthusiastically purchase a video game–and what a joy it’s been! This game is just beautiful, especially on a quality screen like the Steam Deck OLED’s. The sound design? Ugh, to die for. And the challenge? Well, yeah, that’s awesome too.

As a fitness coach said to me once as I was gasping for air from some ridiculous bullshit he was making me do, “easy things aren’t worth doing.” It was serious and funny at the same time, but the sentiment helped get me through the workout and many more since. There’s something valuable in that kind of experience. Let me elaborate.

Siliksong has been a hit in my local IRL circles. So many folks I know are playing it on their handheld devices and the difficulty, the challenge, the effort it takes to make progress in it have turned this game about strange little bugs into a gravity well of discussion. We empathize with the frustration someone feels when a boss smacks ‘em down for the seventh time in a row. Hearing that someone cleared a particularly hard thing sees folks offer genuine exclamations of “congrats!” Upon departing, we often wish each other “good luck,” referring to the tough challenges that lie ahead.

Are some challenges unnecessary? Maybe. Could there be tweaks that might make the game a touch fairer? Maybe. But at what cost? The runbacks you often have to undertake upon dying seem to be a part of the loop necessary to get you to collect your shards and restock on any beads you may have lost, plus that’s when you should be practicing your attacks! Boss fights aren’t when you should be still figuring out the physics of the diagonal downward strike.

Challenges can be exciting to think about and talk about with friends. A hard game demands attention, a set of skills for you to build into muscle memory and then use to satisfyingly pull off memorable feats. And when those elements are in a game as pretty as they are in Silksong? Those feats are all the more worth achieving. – Claire Jackson

Shadow Labyrinth

Play it on: PS5, Xbox Series X/S, Switch/Switch 2,Windows PCs (Steam Deck: “Verified”)
Current goal: Defeat the G-Hosts once and for all

This will probably be the last time I mention Bandai Namco’s strange and wonderful Pac-Man-adjacent Metroidvania here because I think I must be near its conclusion and I’m hoping to finally roll credits on it this weekend. This game, which I purchased thinking it might be a pleasantly nostalgic off-kilter diversion that took me 15 hours or so, has proven to be the most captivating game I’ve played all year, uncompromisingly committed to its vision and far more expansive than I anticipated. It’s decidedly “not for everyone” (what game is?) but if you’re open to being thrown into a world that makes itself deliberately hard to understand for many hours and you have any interest in the lore and history of early arcade games, consider getting lost in this maze for a while. – Carolyn Petit

Sword of the Sea

Play it on: PS5, PC
Current goal: Get the Platinum trophy

Sword of the Sea is this year’s Journey and I’m surprised more people aren’t talking about it. Developed by the thatgamecompany alum who cofounded Giant Squid (the indie team behind 2020’s PS5 launch game The Pathless), Sword of the Sea is another beautiful platforming adventure that’s more about cool traversal than interesting friction. You surf across snow, sand, and water like a weightless train gliding along magnetic rails as you collect seeds to bring life back to the ghostly environments.

It’s very short–only two or three hours unless you’re going for a completionist run–and not too demanding. It’s a brief but beautiful adventure that is content to let you have fun performing simple but satisfying tricks on your hoverboard as you shred across dunes and waves. The music and visuals are excellent, the feel of the gameplay is top-notch, and it’s free with PS Plus. I’m not sure if it will make my top 10 list but the experience packs so much evocative energy into such a short runtime there’s no excuse to not give it a try. – Ethan Gach

2XKO

Play it on: PC
Current goal: Figure out what the hell I’m doing

I’m not a League of Legends person. I never even finished watching Arcane despite it being very much my shit. But an invite to the 2XKO beta test just landed in my lap, and I love fighting games, so here I am. I only know, like, two of the characters in the roster, so I have zero perception of how any of these characters will work in a fighting game context. Thus, my goal is to just mess around with these fighters with some friends and figure out if there’s a character or two I really gravitate toward. In most fighting games, it’s not usually a specific predetermined playstyle that pulls me in, but rather I just find characters I like and adapt to playing them. It’s why I play a brawler like Akihiko in Persona 4 Arena Ultimax but a range-based character like Green Arrow in Injustice 2. So who knows who I’ll end up maining in 2XKO? — Kenneth Shepard

And that wraps our picks for the weekend! What games are keeping you busy?



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BAFTA Games in Concert announced, celebrating 20 years of award-winning music
Esports

BAFTA Games in Concert announced, celebrating 20 years of award-winning music

by admin September 12, 2025


BAFTA has announced BAFTA Games in Concert, a live event celebrating two decades of BAFTA-nominated and award-winning games music.

BAFTA announced the concert in a press release on September 11, 2025, revealing its world premiere will take place on January 31, 2026, at the Royal Festival Hall in London.

The concert, held in collaboration with Nibbs Events and Esk, will feature the BBC Concert Orchestra, under the direction of Journey and Assassin’s Creed Syndicate composer Austin Wintory, playing music from “key nominees and winners” of the BAFTA Game Awards’ Music category over the last 20 years.

That means attendees can look forward to music from Everybody’s Gone to the Rapture, Baldur’s Gate 3, Hitman: Contracts, Tomb Raider: Legend, Assassin’s Creed, Cuphead, and Journey, with additional “special guests” and selections to be announced in the lead-up to the event.

BAFTA has described the concert as a “musical journey,” teasing that it will “synchronise visuals, gameplay, and imagery, along with live performance.”

“It’s often stated how solitary composing can be, so it’s an utterly thrilling opportunity to gather a big orchestra together, a gaggle of amazing composers, and the audience for whom all it’s made,” said Wintory.

“I feel very honored to have been asked to help put together, and also conduct, this concert celebrating the immense spectrum of games music which has passed through the BAFTA halls the last couple of decades.”

BAFTA Games in Concert will also embark on a UK and worldwide tour in 2026, with details on these dates to be confirmed on the official website “soon.”

Tickets for the London world premiere are now on sale, with prices starting from £28.

“Games scores capture the hearts and imaginations of millions across the globe,” said BAFTA CEO Jane Millichip.

“This concert, and the forthcoming international tour, are a brilliant way to extend the celebration of the BAFTA Games Awards and unite fans, artists, and industry figures.

“We are proud to recognise the exceptional talent of the composers and invite fans to join us in fabulously immersive evenings of games music from this January onwards.”



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Dinosaur smashing through a window
Product Reviews

GOG wants to revive more classic Japanese games on PC: ‘Working with Japanese partners often requires demonstrating both technical capability and cultural understanding’

by admin September 12, 2025



They may not officially be called Good Old Games any more, but GOG still sells plenty of games that are both old and good alongside new releases like Hollow Knight: Silksong. Speaking to Automaton, senior PR rep Piotr Gnyp emphasized that by saying, “GOG has been doing this for well over a decade, and we’re constantly reaching out to secure iconic games. Sometimes, it takes years. Diablo came to GOG after almost a decade of conversations. Preservation often means knocking on the same doors again and again, hearing ‘no’ most of the time, until one day, it’s finally a ‘yes.'”

That paid off with GOG eventually getting to re-release a handful of Japanese games that were difficult to get hold of in the west like Silent Hill 4: The Room, some of the early Metal Gears, and the OG Castlevanias and Contras. Capcom eventually agreed to let GOG re-release Dino Crisis and the first three Resident Evils, though it took “time, persistence, and trust-building,” Gnyp says. A re-release of Breath of Fire 4 earlier this year was one of the stand-outs of GOG’s preservation initiative launched in late 2024.

“Working with Japanese partners often requires demonstrating both technical capability and cultural understanding. In this case, Capcom treated these launches as full new releases, so we followed a complete QA and certification process, just like we would for a brand-new game.”


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Gnyp went on to say that, while sometimes a game’s creators or an external partner is involved at this stage, “in most cases, it’s GOG handling the porting and compatibility work.” Games in the GOG Preservation Program get some extra care and attention, whether they’re packaged with fan-made mods or otherwise altered to run on modern operating systems, have controller support, and generally embrace the modern world.

“Our internal tech team analyzes each game,” Gnyp said, “builds custom wrappers or tools when needed, and thoroughly tests the result. That’s how we make sure the experience is authentic but also practical for today’s players.”

Not every game that makes it to GOG gets to be preserved forever. The first two Warcraft games were pulled by Blizzard, as were Adult Swim games like Westerado and Fist Puncher. Sometimes GOG has to remove a game from sale when it’s delisted for a rights issue and sometimes it’s because the publisher wants to sell it on their own storefront, but recently there’s been a more censorious group trying to get games removed from sale. GOG responded by giving 13 horny games away for free.

“At GOG,” Gnyp said, “as a platform devoted to Good Old Games and videogame preservation, we see it as a game preservation issue. Every year, many games are disappearing, for various reasons. Every game that disappears from distribution is potentially lost to game preservation efforts. It is particularly worrying when games are potentially vanishing due to external pressure.”

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



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Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io
Game Reviews

Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io

by admin September 11, 2025


When developer and Itch Queer Games Bundle co-founder Taylor McCue awoke one morning in late July it was to panic online. Overnight and without warning, indie-focused storefront itch.io had indiscriminately de-indexed all titles tagged as NSFW from its browse and search pages, regardless of content or nature. Suddenly, thousands of games were far harder to discover on the platform, and less easily accessible to paying customers.

“The first 24 hours were chaos, and no one knew what to expect,” says McCue, whose semi-autobiographical narrative visual novel about trauma and sex work, He Fucked the Girl Out of Me, was impacted. “I dropped everything I was doing and focused on saving the game. I put it up on archive.org and started paying for professional hosting instead of free hosting so my games would remain available… I stopped game development and changed my goal to saving my existing games.”

The itch.io incident was the second blow for adult game developers in weeks. Earlier that month, Steam made headlines after Valve quietly updated its developer guidelines to prohibit “certain types of adult content” and confirmed it would be “retiring” select games following conversations with payment processors.

Taylor McCue’s Gameboy-styled He Fucked the Girl Out of Me, a semi-autobiographical visual novel about trauma and sex work, was one of the games de-indexed by itch.io. | Image credit: Taylor McCue

For some developers, there were signs of increased caution at Valve even prior to that. As Bobbi Augustine Sand, of developer Transcenders Media, explains, the studio faced a review process more thorough than it had ever experienced before when it submitted its game, Truer Than You, to Valve earlier this year. Despite Truer Than You being a queer visual novel containing, as per its Steam page, “non-explicit sexual content” and “veiled nudity”, Valve immediately rejected an initial build, asking the team to “submit a means to reach each ending of the game, as well as all of the content in the game that could affect our replies in the content survey”.

It wasn’t long before the reason for Valve’s increased caution became clear. Behind the scenes, conservative Australian pressure group Collective Shout had been inundating payment processors with complaints about Steam, ostensibly protesting the presence of “rape, sexual torture, and incest games” on the platform following the controversy around No Mercy. Payment processors in turn had threatened to withdraw payment mechanisms if action wasn’t taken, and it would soon transpire that Collective Shout had itch.io in its sights, too.

It was just a few weeks later that itch.io began hastily de-indexing games tagged as NSFW, later explaining it had needed to “act urgently to protect the platform’s core payment infrastructure” following targeting by Collective Shout. Unlike Valve, however, which was able to pull problematic games in a more targeted manner, itch.io had essentially been forced to adopt a ‘scorched earth’ solution as a result of its open nature. Given games can be published on itch.io without review, it explained on its blog, it “could not rely on user-provided tagging to be accurate enough for a targeted approach, so a broader review was necessary to be thorough.”

As SteamDB noted at the time, Valve’s initial cull on Steam appeared to heavily and specifically target incest-themed adult games. Itch.io’s de-indexing was far more indiscriminate, however.

As a result, Collective Shout’s campaign had an impact far beyond the ‘objectionable’ games it claimed to be targeting, ultimately affecting a significant number of developers whose work dealt more broadly with “adult” themes – many being queer artists wishing to explore queer stories. As Mediterranea Inferno developer Lorenzo Redaelli puts it, “It’s impossible to talk about queerness without addressing the sexual aspect — the body, the contact between bodies. Sure, you could go for allegory, but I wonder, at this rate, how allegorical we’ll have to become before we end up telling something incomprehensible and useless.”

And “adult” doesn’t automatically mean pornographic. As McCue notes, “In the past few years, there has been a queer renaissance in gaming, [and] within that there’s been a smaller sphere writing about sexual trauma. It’s a tiny, disconnected, embryonic scene, and it might be literally erased from the web as a result of what these policies are doing… Right now, it’s 100 percent acceptable to make a game where you kill people graphically, but it’s not to make games about your experiences with sexual abuse/violence/trauma. People are using the spectre of sexual violence to silence people from talking about their own lives.”

On 28th July, around a week after its previous communication with developers, Itch.io announced it was beginning the process of re-indexing adult games, but only if they were free – leading some creators to forfeit payment simply to restore the visibility of their titles. McCue was one of those who opted to drop payments, instead creating a separate ‘donate here’ page as a way to generate income – but it wasn’t long before that page was de-indexed too. “It’s scary getting donations from players right now because I don’t know if I’ll even be able to withdraw the money,” they explain. “Creatively, it’s just turned into another distraction to keep me from getting games done. I don’t need any more distractions or worries, but that’s where we are right now. I’m just doing my best one day at a time.”

“People are using the spectre of sexual violence to silence people from talking about their own lives.”

For game developer and current Itch Queer Bundle organiser Caroline Delbert, itch.io’s move was less personally impactful, but still concerning. “I’m lucky, in a way, that [my de-indexed games] never made much money,” she explains, “because I don’t miss ‘not very much money’ and will be okay… [but] the internet has long been a sanctuary for queer people [whose] daily lives and logistics can be so cruel, and we have more adults than ever living with their parents and siblings well into adulthood. Sometimes, a small amount of money they can make independently is the only money they have access to; [and is even more vital] if they want to buy something like a gender-affirming outfit that their family wouldn’t approve of.”

Outwardly at least, there’s been little progress at itch.io in the nearly six weeks since its last communication with developers in July, when it said it was “actively reaching out to other payment processors [who might be] more willing to work with this kind of content”. Paid adult games remain de-indexed on the platform (itch.io hasn’t yet responded to Eurogamer’s request for comment), effectively leaving impacted developers in limbo. Steam, too, is still to offer additional clarity to developers after vaguely banning “certain types of adult content”.


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For developer Robert Yang, whose games – including the acclaimed historical bathroom sim The Tearoom – frequently explore gay subculture through the lens of sex, that continued uncertainty is damaging in itself. “I literally have a gay fishing game that’s 99 percent done and I don’t know whether to release it now, or to wait and see what the new rules and conditions will be,” he explains. “[It] creates a real direct harm on LGBTQ developers like me: a hesitance, a fear, a chilling effect on our free speech and expression. It’s already much harder to find games with LGBTQ themes! The censorship is happening already, right now!”

The danger, suggests Sand, is that queer artists might feel obliged to self-censor to survive. “Making a living by creating art is very hard these days,” they explain, “and I don’t think it will become easier… but as a general principle I think it’s important to try to avoid self-censoring and obeying in advance… People are super quick to adapt: look at how certain words aren’t used on social media anymore, since using them limits visibility. Having the content of our culture being dictated by corporations isn’t any less harmful than if it was done by governments. [It] gets watered out and becomes cowardly when we can’t express ourselves freely… If this becomes the standard, it would affect games, stories, artists, the industry, and our societies.”

And as many we spoke to highlighted, an attack on adult games isn’t just damaging for queer and marginalised voices, but for the medium as a whole. “We are sick and tired of how games are viewed as vile and derogatory by people who don’t understand them,” says Sand. “We want games to be taken seriously as a medium. Games that include sex as a topic or content are no different from other media doing the same. Restricting content with age limits absolutely has its place, but those restrictions should be reasonable… Right now, a lot of content that is not harmful gets vilified. That’s not good for culture or our society.”

“Art is the most precious resource we have as humanity, and that’s something that concerns everyone.”

Delbert agrees. “People make art about traumatizing events, taboos between adults, and even violence,” she explains, “and these are paid for every day by people who go to the movies or buy novels. Video games and interactive fiction have the same potential to transform lives for the better.” And that’s a perspective Redaelli shares. “We must treat queer art as art,” he says. “Art is the most precious resource we have as humanity, and that’s something that concerns everyone… For years, indie authors have been working hard creating and fighting against the market to dignify the art of video games, and that also means producing video games for adults, where a video game is not a toy. Let us be adults.”

“My fear,” says McCue similarly, “is we are going to end up with games being reduced to a toy rather than an artform. There’s nothing wrong with toys, but these policies threaten to create a lost era of game-making where people will be afraid to make anything controversial.”

Despite obvious and understandable frustration among developers, many we spoke to expressed some sympathy for the storefronts caught up in Collective Shout’s crusade, and rejected the notion payment processors should, as McCue puts it, “get to make moral judgements about art.” Says Yang: “Personally, I don’t blame Itch for this. I also don’t even blame Valve that much. They kept a status quo compromise that worked OK for a while, until this latest wave of anti-sexuality right wing culture war proved to be a tipping point. Organising and resisting for this fight, and future fights, is a valid and important strategy.”

This year’s Itch Queer Games Bundle was one of the few ways impacted developers could retain visibility on the platform and still make money. | Image credit: Itch.io

Fortunately, itch.io’s Queer Games Bundle survived recent events, even managing to maintain its front page promotion despite including “dozens” of adult content projects. This made it one of the few avenues for de-listed games to retain general visibility on the platform, and ultimately raised $16.5K for queer artists – a 12.5 percent increase compared to last year’s bundle.

Organiser Delbert remains keen to see itch.io restore de-indexed projects to searchability and permit payments without caveats, but she also hopes to see pushback against some of the restrictions imposed by payment processors. “Whatever changes [itch.io] leadership is making to comply,” she says, “I can’t imagine [they’re] good for free expression overall. The site has long made you check a box if your projects are adult, so that they can be gated… Having to do more than that seems really phony and performative and will likely encourage people to avoid whatever the rules are in whatever ways they can in order to keep their livelihoods.”

“Put that 30 percent tax on the entire game industry to good use [Valve], be a good landlord and fight for us!”

Some, though, point to Steam’s dominance, noting Valve’s unique position to – as Mediterranea Inferno publisher Santa Ragione puts it – “demand change and stand up to political, financial, and other forms of bullying”. And Yang shares a similar sentiment. “I hope Valve definitely understands this whole mess as the first of many attacks on their autonomy,” he says. “The last time they faced a big threat, like Microsoft closing off Windows, Valve spun up their Linux and Steam Machine research, and now we have lovely Steam Decks. I hope [it’s] doing similar war mobilisation here, spinning up serious fintech/payment research to make sure payment processors can’t make them censor games again. Put that 30 percent tax on the entire game industry to good use, be a good landlord and fight for us!”

McCue, for now, is adopting a pragmatic approach. “Assuming there is no change,” they say, “I’ll just keep making games regardless of how the political winds blow.” But Yang sees recent events, especially when viewed alongside the UK’s controversial Online Safety Act and similar legislation brewing in the US, as indicative of more seismic change. “The open public internet is dying, and it’s probably only going to get worse,” he says. “We might need to start imagining the end of the internet, in a cultural sense, because the party is certainly winding down.”

Yang recalls demoing his new fishing project at a recent community game gallery in Melbourne “and no one had to beg any right-wing censorship groups or tech companies for permission”. One of his more explicit gay games, Zugzwang, is also set to appear in a German museum. “So as an artist, in the long term,” he says, “I want to find my way to this other future, where we experience games more as public culture and local community – like festivals, performances, and sports, that are all best understood offline and in-person… For the future of the art form, it’s maybe a more resilient cultural strategy than putting all our games on just two websites.”

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EA NHL 26
Product Reviews

NHL 26 is one of the best sports games you can buy right now, but it’s brutal for beginners

by admin September 11, 2025



I’ve always loved sports, from football (soccer) to darts; if there’s some kind of competition on TV, I’ll be watching. It wasn’t until last year, however, that I got the hockey bug, and ever since I’ve been engulfed by the world of the NHL.

I’ve fallen in love with ice hockey so much that I’m now a season ticket holder for my local ice hockey team in Scotland, and while the level isn’t on par with the incredible abilities on display in the NHL, it captures the soul of the game.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S
Release date: September 12, 2025

Why am I talking about my newfound love for hockey, you ask? Well, the last EA NHL game I purchased was NHL 16, and despite playing trials sporadically over the years, I’ve never truly immersed myself in the world of Chel.

This all changed with NHL 26, the latest video game in the annual ice hockey series, and the first time I’ve ever played a hockey game with pretty good knowledge of the current teams and rosters.

This is my review of NHL 26, from the eyes of someone who’s found a new passion for ice hockey as the sport quickly becomes my go-to weekend television.

It’s in the game

For a little bit of extra background, I played the 10-hour free trial of NHL 25 when it launched last year, and while I enjoyed it, my lack of hockey interest at the time severely impacted my decision not to purchase the full game.

Fast forward 12 months, and everything has changed. I’ve got tickets to my first NHL game, I watched the whole of last season almost religiously, and I have a massive urge to get good at scoring slap shots from almost anywhere on the ice.

Like most sports video game franchises, each annual release brings new rosters, new jerseys (in the case of hockey, sweaters), and some improvements to gameplay to try and warrant a new full price tag. Compared to my previous experience with NHL 25, NHL 26 seems to build on everything that made that game an excellent sports simulation, while also adding new features to make the gameplay feel fresh.

(Image credit: EA / NHL)

NHL 26 introduces ICE-Q 2.0, a new engine that makes players feel more like their real-life skating counterparts. EA says ICE-Q 2.0 is “fueled by NHL EDGE positional data,” and real-world data has an impact on player attributes.

I noticed this first-hand when trying out Connor McDavid, who felt as quick and skillful in NHL 26 as he does while I’m watching him play for the Oilers on TV. Each player has specific tendencies pulled from the data, which means they perform more like themselves than ever before. Players like Leon Draisaitl hold their position like in real life, making him lethal from the right side of the net, able to smash the puck in from a tight angle.

I really appreciated the uniqueness of star players across the NHL, and combined with X-Factors (specific skills unique to the players in real-life), I found the gameplay incredibly engaging and layered. As someone who has grown up with FIFA (now EA FC 26), I found the complexity of the gameplay in NHL 26 very refreshing.

EA has put a big effort into improving the presentation of the game using ICE-Q 2.0, too, with new extended replays combined with insights and more immersive audio that makes the game feel as close to the real thing as possible.

(Image credit: EA / NHL)

Heading for the Stanley Cup

I played a lot of Franchise mode in the week or so I’ve spent with NHL 26, and I really enjoyed having an input into all of the elements that go into running an elite team. From working on your marketing budget to juggling salary caps with trades, I found myself playing the offline career mode far more than I’d ever have expected to.

I’ve taken fondly for the Montreal Canadiens, and considering the team’s huge prospects for success in the next decade, building the team and taking them on a late playoff run was really satisfying.

I decided to have lots of control over everything going on behind the scenes, but if you choose to, you can let the AI control everything and just focus on the performances on the ice.

Franchise mode was probably my favorite gamemode on NHL 26, but it’s only had small incremental improvements compared to the experience on its predecessor.

A lot of time has been put into revamping Be a Pro in NHL 26, where a new chapter-based progression system with all-new cutscenes and cinematics brings the feeling of being a future ice hockey star to life.

Best bit

(Image credit: EA / NHL)

NHL 26 is one of the most realistic sports games I’ve ever played, and as someone who’s trying to immerse themselves in the world of ice hockey as much as possible, it’s a joy to experience the slick and speedy action on the rink.

I’m not a huge fan of these kinds of game modes in sports games; in fact, FIFA 17’s The Journey completely turned me off wanting to experience the life of a player, but for those who do like focusing on building a star, the new changes here will scratch the itch.

Just like other sports games in EA’s portfolio, NHL 26 puts an emphasis on Ultimate Team, and love it or loathe it, it’s an incredibly popular game mode. This year, HUT has a Cup Chase game mode that allows you to progress offline to earn rewards to improve your team. There are also new team-building mechanics and salary caps to make the game more competitive online.

During my review period with NHL 26, I wasn’t able to play online, but I did enjoy building a somewhat respectable Ultimate Team. The problem with modes like this is the emphasis on blind boxes (packs) and spending real money to get the players you know and love. I have not played HUT for an extended period of time, so I don’t know how bad it is in NHL 26, but if it’s anything like my experience of EA FC Ultimate Team, it can be a dangerous game that leads to throwing cash away for minimal reward.

Face off

Ice hockey games have always shone when it comes to multiplayer, so I invited my friend round for some couch co-op to check out the modes in NHL 26.

Now, I want you to remember that I’m a massive novice when it comes to ice hockey games, and my friend, who’s also a huge NHL fan, hadn’t played one of these games for well over a decade.

I’d say, in general, I’m a pretty good gamer. I used to compete in FIFA tournaments when I was younger, and I’m currently bruteforcing my way through Hollow Knight: Silksong, despite backlash online with people crying it’s too hard.

That said, NHL 26 was impossibly hard for a beginner, and even after changing the speed and power of our shots, my friend and I really struggled to score goals on the ice.

It got so bad, in fact, that we tried training mode with 5 players against a goalie, and even then, nothing seemed to click. Now, obviously, this is a skill issue, and actually, I really appreciate there being a learning curve to get good at the game, but I have an issue with the lack of training and tips.

I turned on all the beginner trainer pop-ups for in-game, which showed me what to do and when, but even then, nothing seemed to click. And unlike games like Madden 26, there was no training facility to learn the ropes; NHL 26 just assumed that anyone playing the game was already familiar with it.

My friend and I had an 8-time overtime game that ended 1-0, and let’s just say the only way we were getting through the pain of being terrible at finishing our chances was by ingesting copious amounts of beer (We couldn’t score before the drinking).

Something is fascinating about how difficult NHL 26 is, however, and the need to really learn the ins and outs of ice hockey keeps me coming back for more. I was able to sneak my way into the playoffs in Franchise Mode, but if I want to win the Stanley Cup, I’m going to have to train harder and smarter to actually get good at scoring goals.

Should you play NHL 26?

Play it if…

You want to immerse yourself in the world of NHL
NHL 26 is the best ice hockey game on the market, and it does an excellent job at capturing what makes the sport one of the most exciting on the planet. If you’re into hockey or want to be, NHL 26 is the sports game for you.

You don’t own NHL 25
I can’t say for certain that NHL 26 is worth picking up if you own NHL 25 because, quite frankly, I dream of a world without annual sports video game releases. That said, NHL 26 is a damn good sports game, so if you love everything hockey or don’t own NHL 25, it’s a must-play.

Don’t play it if…

You’ve not got patience
Unless you’re a seasoned veteran, NHL 26 is not a pick-up and play experience. In fact, it’s probably one of the hardest sports games for a beginner I’ve ever tried. If you don’t have time to invest in learning the ropes, NHL 26 isn’t for you

Accessibility

NHL 26 is filled with accessibility features to set the game up exactly as you want it. With multiple control schemes and basic controller remapping, there are different ways to play depending on your needs and preferences.

Gameplay accessibility is supported via adjustable difficulty levels (with more granular “advanced” difficulty options) as well as control reminders (so players can see how to do certain moves or actions).

How I reviewed NHL 26

I played over 30 hours of NHL 26 on PS5 Pro connected to my Samsung S90D, one of the best OLED TVs on the market.

I tested all of the main game modes, spending most of my time in Franchise Mode and playing exhibition matches with my friend via couch co-op.

I’ve played a whole host of sports games over the years and have reviewed EA FC 25 and WWE 2K25 in recent months. While I’m a novice to NHL video games, I know quite a bit about the sport and used my experience to compare the real-life action with the gameplay on my PS5.

First reviewed September 2025



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Borderlands 4 close-up of the Psycho bandit mask. The character is gesturing toward the view with two fingers, like they're picking a fight, and stands out on a red background.
Product Reviews

Is it better to be a ‘patient gamer’ or is playing new games at launch just too enticing?

by admin September 11, 2025



Borderlands 4 just launched and, predictably, players on Steam are already criticizing its PC performance. Meanwhile, the just-released Hollow Knight: Silksong didn’t raise any performance concerns, but gamers in China were dismayed to discover that the Chinese translation was botched.

Those are just a couple of the reasons some gamers have chosen to reject launch day hype in favor of “patient gaming”: Waiting a year or more to play new games, which means getting them cheaper during a sale and playing them after a bunch of big performance and quality-of-life patches have likely made them much better than they were at launch.

There’s even a pretty active subreddit dedicated to the idea: the main rule is that you’re not allowed to post about games that are under a year old.


Related articles

But there’s also a reason HBO’s servers sometimes struggled with Sunday night demand at the height of Game of Thrones’ popularity. There’s something special about being there on day one (before they edit out the Starbucks cups) and reacting and emoting with the crowd. As I write, nearly 200,000 people are playing Borderlands 4 on Steam just hours after it released—on what is for me a Thursday morning.

Clearly, being a part of the launch day hubbub outweighs the benefits of waiting for a lot of people, and I don’t think it’s just because of publisher-manufactured FOMO.

I’m curious to know how PC Gamer readers feel about this trade-off. Do you usually take a wait-and-see approach to game launches, or are you preloading every time? Have you ever regretted playing a game at launch because it was later improved? Let us know in the comments below!



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