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Battlefield 6 Review - Good Company
Game Reviews

Battlefield 6 Review – Good Company

by admin October 9, 2025



At its best, Battlefield 6 is everything you could ask for from a Battlefield game. Intense, close-quarters firefights transition into long-range skirmishes as control points change hands and the action moves from the tight confines of half-destroyed buildings to open stretches of land. As fighter jets and helicopters swoop overhead, a medic pulls out a defibrillator and rushes into a hail of bullets to revive a squadmate who was just blown up trying to destroy a tank with a handful of C4.

Elsewhere, a sniper taking residence in a high-rise building is snuffed out by a well-placed RPG, blowing a hole in their nest until the entire building eventually collapses in on itself, while just a few yards away, the burnt husk of a helicopter drops out of the sky as its previous occupants parachute to the ground amidst a salvo of gunfire. Battlefield 6 is a return to form for a multiplayer shooter that thrives on emergent chaos.

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Now Playing: Battlefield 6 – Good Company (Review-In-Progress)

For myriad reasons, Battlefield 2042 didn’t evoke these moments often enough, leading Battlefield Studios–the collective name for developers DICE, Criterion, Motive, and Ripple Effect–to look to the past for the series’ future. It’s well-documented that Battlefield 3 and 4 were key inspirations in designing the series’ latest iteration, and that’s certainly reflected in how it plays. It’s a safe approach, which isn’t surprising given the negative reception to Battlefield 2042, especially when so many fans have been clamoring for a direct sequel to the series’ fourth mainline entry. As a result, there’s very little about Battlefield 6 that feels particularly fresh or new, but there’s also no denying that it’s quintessentially Battlefield. There’s still nothing else quite like its multipronged chaos, so a return to form is more than enough to get pulses racing, even if it doesn’t necessarily push the series forward.

Of course, the same sentiment doesn’t apply when referring to the game’s single-player campaign. For the most part, Battlefield’s past campaigns have been middling at best. There are standout moments–like Battlefield 3’s jet-fighter sequence and a mission focusing on the Senegalese Tirailleurs in Battlefield 5–but they’re mostly forgettable. One of the few exceptions is 2008’s Battlefield: Bad Company, partly because it successfully satirized the “Oorah” military shooters of the time.

Battlefield 6, by comparison, is one of those shooters to a tee. Full of military terminology and the kind of self-serious dialogue that reads like it was written just to be quotable, it’s an explosive, globe-trotting blockbuster that runs the gamut of expected tropes in both its narrative and mission design.

Set in 2027, the story unfolds in a near-future where the NATO alliance is on the verge of collapse. With geopolitical turmoil at the heart of the matter, several major European countries have chosen to defect from the alliance, allowing a private military corporation called Pax Armata to step into the resulting power vacuum. Pax Armata is armed with deep pockets and the latest technology, prompting countries to turn to the corporation for protection, kicking off a war against what remains of NATO’s forces. Amidst this globe-spanning conflict, you play as various members of Dagger 13, an elite squad of US Marine raiders fighting back against the formidable PMC.

It’s a potentially interesting setup, but despite the politically loaded nature of the entire premise, Battlefield 6 follows the trend of recent military shooters by being as intentionally vague as possible. Pax Armata are a nondescript enemy, filling the role of amorphous cannon fodder in the campaign while providing the game’s multiplayer with a “bad guy” faction. There’s no intent to reflect the real world or answer questions like why France is one of the countries withdrawing from NATO. It’s all shallow set dressing that negatively contributes to a run-of-the-mill story revolving around a villain you need to stop before they do something bad. The ending teases that there might be slightly more to it, but it feels like this is being saved for a sequel or narrative backdrop for a future multiplayer season, so all you’re left with is another bland and forgettable story in a series known for them.

The missions themselves don’t fare much better either. Call of Duty is the obvious comparison point, but while that series has experimented with open-ended missions and social stealth, Battlefield 6 is firmly entrenched in the same linear design of its predecessors. This isn’t an inherently bad thing, but the execution is dated and uninspired, and there isn’t a single mission that’s not overwhelmingly dull. From a night vision-equipped stealth section that’s the closest thing to being on rails without putting you on an actual track, to a standard sniper mission, obligatory tank section, and more than a few instances where you’re firing from a turret, there’s nothing here you haven’t played already, and better, in other shooters.

Gunplay is solid, impactful, and satisfying, but the enemy AI either hunkers down behind cover or charges straight at you, so the moment-to-moment action lacks any sort of dynamism. Even the game’s vaunted destruction is predominantly used just to eliminate snipers and enemy turrets.

Fortunately, Battlefield 6’s multiplayer is “Classic Battlefield” in a more positive sense. The controversial hero-shooter-style Specialists from 2042 are gone, reverting back to a familiar class system featuring four well-defined tentpoles. The Assault is a frontline fighter, breaching through walls with a grenade launcher and shrugging off explosions and flash grenades with a quick jab from an adrenaline injector. The Engineer is vital during vehicular combat, using a blowtorch to repair friendly tanks while launching attacks against enemy armor with various launchers and landmines. The Support is the squad’s medic, able to quickly revive downed soldiers and replenish everyone’s ammunition with bags of extra ammo. Finally, the Recon excels as a sniper, marking enemy units by peering down a long-range scope before landing a few headshots of their own.

You know what you’re getting with these classes, but the signature traits and specialist gadgets tied to each one also help them sing. The Support class, for instance, can lay down deployable cover, giving you something to hide behind when reviving teammates or a surface to mount your LMG on. Meanwhile, the Assault class can capture objectives faster than others and is also supplemented by gadgets–such as a ladder and breaching projectile launcher–that give you more ways to approach defended areas. There’s an enjoyable synergy behind each class and the various loadout combinations you can create, and there’s a definite sense that your individual contributions are helping the team and impacting the result of matches, even if you aren’t necessarily racking up a bunch of kills.

Each class also has a signature weapon type associated with it, providing you with various bonuses for, say, equipping a sniper rifle while playing as a Recon. Whether it’s reduced weapon sway or improved hip-fire accuracy, these buffs are palpable, incentivizing you to use certain weapon types when playing as particular classes.

In a minor shake-up to the traditional class structure, however, any class can use any weapon, unless you’re in a “closed weapon” playlist. This proves useful for completing challenges to rack up experience points from using different weapons, since you can change weapon types without having to switch to an entirely different class, but other than giving you more freedom, there aren’t any other obvious benefits. I appreciate being able to use an assault rifle instead of an SMG when playing as an Engineer, but having the ability to use any weapon with any class does somewhat dilute the class system.

As a result, signature weapon types feel like a minor addition to an otherwise familiar package, and the same is true of the game’s new movement system. Dubbed the “Kinesthetic Combat System,” this buzzword vomit essentially means you now have more control over your mobility and a few new tactical options when opening fire.

Aside from being able to mount your weapon and lean around corners, the most interesting impact of this reworked system is on your movement. Being able to sprint while crouching is especially useful on Battlefield’s large-scale maps, and grabbing a wounded buddy and dragging them to safety through a barrage of enemy gunfire makes for some hilariously cinematic moments. It’s nothing groundbreaking, but for a game that’s aping past glories, small wrinkles like this move the needle towards establishing an identity.

I want to spend some time on fully populated servers before sharing my full impressions of the game’s various modes and maps. So far, it excels where you would expect it to, with classic, large-scale objective modes like Conquest and Rush being the highlights. Truncated modes such as Team Deathmatch and King of the Hill still feel like square pegs in a round hole, essentially stripping away much of what makes Battlefield click–but they’re easy to avoid. There are still a few maps I’m not overly familiar with yet, but the map selection seems pretty strong across the board, offering intense chokepoints through narrow city streets, undulating terrain perfect for vehicular warfare, and plenty of battlegrounds for infantry skirmishes. Check back next week for the final review.



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October 9, 2025 0 comments
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Kingmakers delayed indefinitely as developer needs "more time before we feel good about charging money for it"
Game Reviews

Kingmakers delayed indefinitely as developer needs “more time before we feel good about charging money for it”

by admin October 4, 2025


Redemption Road’s time-travelling bring-an-assault-rifle-to-a-medieval-sword-fight shooter and strategy game, Kingmakers, has been indefinitely delayed.

Redemption stated it pushed the release to ensure it does not “cut any planned features for the sake of getting it out of the door earlier” and apologised for “letting [players] down”.

Kingmakers – Early Access Release Date Trailer.Watch on YouTube

“After much contemplation, we realise that the scheduled Kingmakers launch on October 8 will no longer be possible. We want to apologise to all of the fans who are eagerly anticipating this game. We are sorry for letting you down,” the studio said in a statement posted to social media.

“Why is Kingmakers being delayed? In short, it’s an incredibly ambitious, uncompromising game, and we don’t want to cut any planned features, for the sake of getting it out the door earlier. Our goal, from the start, has been to create something that’s nothing like anything else on the market, in terms of gameplay, scale, scope, and interactivity.”


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The statement goes on to say that Redemption Road “pushed the Unreal Engine 4 codebase to its absolute limits”, while still providing “true 60fps to mid-range PCs, without the need for fake frames”.

“We are an 80% engineering team, who got into this business to push technological barriers,” the team added, before describing how the game has “tens of thousands of soldiers” each with AI and pathfinding that “rivals what you’d expect from a AAA person shooter” and how players can enter every room in its six-story castles.

“Every mission takes place in a giant, massive map that each player on the server is free to explore – with or without their own personal army of thousands,” Redemption added. “We set out to do all of this, with full drop-in/drop-out four-player multiplayer support, and we have. We just need a little bit more time on content polish before we feel good about charging money for it.”

The statement closed on promising that the studio would shortly present a half-hour-long deep dive on Kingmaker’s gameplay, “with a comprehensive overview of everything we’ve been working on”.

Donlan was certainly impressed when Kingsmakers memorable teaser dropped, writing: “Over the last decade or so, alongside the bigger, fewer bets publishers have made – which has also often led to formula, to conservatism – an onward march in graphical fidelity means that a certain kind of game has become obsessed with the details. I love details, and I love that games do this.”

Kingmakers may not be out yet, but it’s already secured a movie adaptation. The studio said it was “absolutely thrilled” that the unreleased game was “making its way to the big screen” in partnership with publisher tinyBuild and Story Kitchen.



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October 4, 2025 0 comments
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Crypto Bull Market Still Has Legs
GameFi Guides

Speculative Retail Trading is Good for Financial Markets, Actually

by admin October 4, 2025



Traditional investment firms all have the same mantras: “time in the market beats timing,” “move slowly,” and “big money is in the waiting.” It’s an action plan that made sense 20 years ago, but today, it’s a sure strategy for getting steamrolled by forces most of these firms refuse to acknowledge.

The uncomfortable truth is that markets no longer run on just earnings reports and balance sheets; they run on stories, memes, and cultural ideas that gain momentum through social communities like X and Reddit and move faster than analysts can reliably keep track of. As much as we want to call GameStop a glitch, it’s only a preview of how markets now work. Crypto investors had an outsized role in driving this shift that spilled over into traditional markets.

And now, retail investors have evolved from spectators to active market movers and makers, armed with platforms that let them coordinate, analyze, and act upon market intelligence at scale and unprecedented speed. While not every retail investor can outpace professional analysts, the most plugged-in communities have shown they can collectively move faster than institutions still operating by outdated playbooks. Look at Reddit’s WallStreetBets users, who drove the 2021 GameStop rally that led to massive losses for short sellers, citing that retail traders were the real force behind the market upheaval. Investors who have learned to read the cultural signals and narratives alongside financial ones will stay ahead.

Markets Don’t Crash From Speculation

A Wall Street secret is that markets don’t crash because of meme stocks — they crash because of stubborn loyalty to yesterday’s winners. The historic Dot-com Bubble didn’t burst because traders shifted their attention, but because both institutional and retail investors were in denial about industry over-valuation. Instead of recognizing the underlying stories that showed early signs of tech stocks’ crumbling prices, they chose to put their trust in past performance.

Crashes happen when conviction in positions hardens into blind faith and unquestioning belief, and markets force a hard reset. Speculation keeps markets honest by forcing constant reevaluation. Retail investors do this daily by actively debating a stock or token’s prospects or deep diving into company fundamentals with fellow market participants. When they engage critically and stress-test every narrative in real time, they perform an invaluable and increasingly rare service as the active asset management industry shrinks in favor of passive investing strategies.

The smartest retail investors ride a stock or token’s momentum but pivot as soon as the story changes. Their willingness to be wrong and adapt quickly helps prevent the kind of slow-moving institutional groupthink that leads to massive corrections, while still acknowledging that even retail communities can fall into faster, more volatile herd behavior. This mix of flexibility and collective attention makes them a uniquely influential force in today’s markets.

Retail Runs the Show – and It’s About Time

Retail stock trading is up to 20-35% of volume in the U.S. and UK alone, while crypto trade volume has also surged this past month exceeding a total market cap of $4T, but the change they’re forcing isn’t numbers — it’s intelligence. They’re networked, fast, and often spot trends before your dad’s broker does. Communities on platforms like Reddit and Discord can collectively analyze news, filings, and earnings calls, surfacing insights that sometimes catch institutional investors off guard. During the AMC rally, coordinated attention from retail communities amplified price swings and forced institutional adjustments. Today, AI-driven tools and educational platforms are making retail investors more capable and informed than ever, allowing them to process data and sentiment in real time. They might not always be right, but they’re influential enough to matter.

Taking a page out of what crypto has been doing for years, some companies are starting to get it: CEOs now engage directly with retail communities, and IR departments track social sentiment. They understand the passion retail investors have for their stocks and are more willing to stick with them through poor performance than with an institution that’s judged on quarterly performance.

Fighting Speculation is Fighting Reality

It’s 2025 and talking heads are still warning about how the gambling mentality is ruining price discovery, pointing to meme stocks and crypto volatility as proof that retail has turned markets into a casino floor. They say that embracing speculation encourages poor decision-making, market instability, and over-exposure to risk. This way of thinking misses that prices have always been driven by collective beliefs about future values. Now that more people are able to participate, it’s just happening faster.

Crypto is the ultimate example. Early critics called it pure speculation, divorced from the fundamentals of market movements, but it was actually just genuine price discovery happening at warp speed. The crypto market tested more ideas in a few years than traditional VCs could explore in a decade. While some ideas were garbage, the winners were massive.

How Do You Win in the New Game?

Don’t throw the fundamentals out the window just yet — success involves a hybrid approach of solid analysis and narrative awareness. More often than not, a great company with a boring story will underperform a decent company with a compelling narrative. Success means knowing narratives can change quickly and taking positions that capitalize on that.

By diversifying based on assets and stories, risk management is more comprehensive. It allows investors to stay plugged into the communities and platforms where market-moving conversations are happening, while being willing to admit being too certain about any position means you may be setting yourself up for a painful lesson in market dynamics. However, it’s also about being able to distinguish between market volatility and noise, and recognizing the distinction between legitimate analysis and the misinformation that can spread rapidly in these communities.

Adapt or Get Left Behind

Retail is here to stay — the technology exists and the communities keep growing. By acknowledging this is the new normal and learning to navigate social intelligence and narrative-driven momentum, all investors like will thrive. The future belongs to those who are flexible and can expand their toolkits beyond earnings reports and balance sheets to a world where information flows instantly and communities coordinate buying and selling in real time.

Speculation lets investors read both the fundamentals and social sentiment to spot undervalued assets and emerging narratives before the crowds catch on. Read the signals and adapt, or watch from the sidelines.



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October 4, 2025 0 comments
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IRS Guidance Limited in Scope but Good News for Crypto Treasury Firms
GameFi Guides

IRS Guidance Limited in Scope but Good News for Crypto Treasury Firms

by admin October 4, 2025



New Internal Revenue Service guidance will relieve tax burdens on companies that hold cryptocurrencies and other assets, though it is limited to certain types of businesses.

The IRS published interim guidance earlier this week announcing that C Corporations — a certain type of business — generating more than $1 billion in revenue no longer need to pay taxes on unrealized capital gains under the Corporate Alternative Minimum Tax, a move which benefits firms like Strategy (MSTR) and Mara Holdings (MARA) given the sheer amount of Bitcoin BTC$122,212.15 these firms hold on their balance sheets. Both companies said they would benefit from the guidance.

As a result of Treasury and IRS interim guidance issued yesterday, Strategy does not expect to be subject to the Corporate Alternate Minimum Tax (CAMT) due to unrealized gains on its bitcoin holdings. $MSTR https://t.co/DEgluG8oEN

— Michael Saylor (@saylor) October 1, 2025

Brett Cotler, a partner at the law firm Seward & Kissel, said that this would primarily apply to larger corporations, including Digital Asset Treasury (DAT) companies.

“Crypto can be very volatile at times … [a] company’s going to have a tax liability but may not have the cash to pay that tax liability, so it’ll have to liquidate assets to pay it,” he said. “This proposal helps with that issue by saying ‘for those assets, you’re not recognizing them on a mark to market basis,’ so it’s definitely going to help the [firms] that are out there and it will probably also help other non-DAT corporate entities that hold crypto.”

Backing up, the corporate alternative minimum tax regime applies to certain types of corporations, imposing a minimum tax on these larger corporations. Treasury asset values are among the issues that these corporations would have had to pay taxes on, Cotler said.

Not just crypto

Companies with crypto assets are similarly subject to these rules, said Shehan Chandrasekera, head of tax strategy at CoinTracker.

“This is not a crypto specific issue. This is any company who’s making roughly a billion dollars of revenue a year would be subject to that. And that’s most of the S&P 500, even way beyond that,” he said. “It’s not saying anything about crypto specifically. But the reason why crypto is related is because if you’re marking up crypto, that will trigger unrealized gains.”

The guidance is interim but still applicable, both Cotler and Chandrasekera said, meaning companies can rely on it as they file taxes next year.

Interim guidance like this will usually become a proposed final rule and then will be finalized, Chandrasekera said. The IRS’s guidance this week isn’t finalized, but it signals where the agency is headed.

Companies won’t need to file until April of next year, and could extend to October, giving the IRS time to finalize this guidance — even with the ongoing government shutdown, which halted all non-essential work by federal employees.





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October 4, 2025 0 comments
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Marlon Wayans has his hands on the Him protagonist's shoulders.
Esports

Does the dog die in Good Boy?

by admin October 3, 2025



Good Boy is one of the most acclaimed and talked about horror movies of 2025, but with an adorable dog taking center stage in the movie, this is your guide to if the canine dies, should that be information you need before deciding to watch.

Good Boy has been making waves since it debuted at SXSW in March, with critics and audiences blown away by the horror movie‘s clever central conceit.

That’s because it’s a haunted house movie told from a canine’s point-of-view, with Indy the dog – played by Indy the dog – our eyes and ears for much of the movie, and the only character who realises that something supernatural might be afoot.

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You can read our Good Boy review here. But we also know some animal-lovers won’t watch a movie if they know a dog dies, so that information can be found below. Meaning SPOILERS ahead (though please avoid if you can, as it’s best to go into this one knowing nothing).

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Does the dog die in Good Boy?

IFC Films

No, the dog does not die in Good Boy, with Indy surviving through to the end of the movie.

The story concerns dog Indy and master Todd moving to a house in the woods, where the pet pooch immediately detects something supernatural within those four walls.

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There’s creepy noises and shadows in the attic and basement, doors creak and open of their own accord, and Indy even sees another seemingly spectral dog creeping around the house.

But Indy’s owner seems blissfully unaware of the nightmare his dog is witnessing, and trying to protect him from. Though to be fair, Todd, has problems of his own, in the shape of a serious illness that’s affecting both his body and his brain.

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IFC Films

That mind fog sees him treating Indy pretty poorly towards the end of the film. But it also means he banishes his best friend to under the house when the paranormal activity appears to really kick off.

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Which might just save Indy’s life, as while he’s scared down there, he doesn’t die, and makes it to the end of the movie. At which point he’s found and rescued by Todd’s sister Vera, who drives him safely away from the haunted house.

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So be warned – while the dog doesn’t die in Good Boy, he is in danger for much of the movie, and thanks to Indy’s incredible acting chops, appears to be stressed and frightened throughout. All of which was achieved not by scaring him senseless, but through audio cues, hand gestures, and food, though definitely not carrots.

Director compares Indy to Mission: Impossible’s Ethan Hunt

IFC Films

As the release of Good Boy has been approaching, search for whether Indy dies has spiked, prompting writer-director Ben Leonberg to speak out about the issue.

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“Were we surprised by the reaction? I mean, yes, I think so,” Leonberg tells CinemaBlend. “It’s all been delightful. We certainly think our dog is really compelling. I think everyone thinks their own dog is the cutest, most compelling dog in the world. So maybe my wife and I are gonna be a little warped now. But no, it’s been delightful to see that people are this invested in Indy, his story and outcome.”

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Leonberg says he’s also fine with audiences knowing in advance what happens to Indy, even comparing the dog to Ethan Hunt: “It’s probably not so different from what I think people know when they go and see a Mission: Impossible movie,” says Leonberg.

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“Tom Cruise isn’t gonna die, but the filmmaking still has to let you think he might fall off that airplane and die potentially for real, when you’re watching Mission: Impossible. So, it’s a different way to solve a kind of similar problem.”

Good Boy is in cinemas now, while you can head here to learn about the celluloid inspiration for the movie, or here to find out where Good Boy will be streaming first.

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October 3, 2025 0 comments
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Chris Tilly
Esports

Good Boy review: Doggie horror that’ll have you on the edge of your seat

by admin September 29, 2025



Good Boy is a haunted house movie quite unlike any ever made, as the slight story is told through the eyes of a dog, which makes for an unbearably tense viewing experience.

They say you shouldn’t work with children or animals on film, and while there isn’t a single kid in Good Boy, the entire movie revolves around a cute canine called Indy.

That dog belongs to co-writer (with Alex Cannon) and director Ben Leonberg, and he draws a remarkable performance out of his pet pooch – also called Indy – who appears heroic one minute, and terrified the next.

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And while the story itself doesn’t quite live up to the furry star’s central turn, that clever conceit – and the brilliance with which it’s executed – makes Good Boy one of the most unique and original horror movies of the year.

What is Good Boy about?

IFC Films

The movie begins with Indy stressing over master Todd, who has clearly fallen ill in his apartment. Todd survives the medical emergency, but decides to move to the country for the sake of his health, so the pair of them up sticks and head to his late grandfather’s isolated house in the woods.

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They arrive on a dark and rainy night, and it’s clear that Indy immediately has a problem with the place. You can’t blame him either. There’s plastic on the furniture, taxidermy on the shelves, plus creaky doors open of their own accord, to a creepy attic and even creepier basement.

“The cursed family house is a great place to relax,” jokes Todd’s sister Vera. But Todd seems blissfully unaware that something might be very wrong, even asking Indy “Am I crazy? It’s nice here, right?”

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The dog doesn’t answer, for obvious reasons, but Indy starts witnessing shadows move, as well as a four-legged phantom only he can see roaming around the house.

The mystery deepens  

IFC Films

While Indy is dealing with that paranormal threat, red flags also come Todd’s way, which he ignores, but we can use to try and piece the puzzle together.

Through old home movies – and conversations between the siblings – we learn that grandpa had a bunch of dogs, but they kept running away.

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We also discover that no one ever stayed in the house for more than a few weeks aside from him, while a neighbor expresses surprise that Todd is staying there, after the way his grandpa died. Which Vera describes as “rotting from the inside out.”

The rest of the family hasn’t fared much better either, as the clan is buried in a nearby cemetery with one thing in common; they all died young. So what does it all mean?

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Don’t expect every question to be answered

IFC Films

Unfortunately, while Good Boy poses multiple questions about the history of Todd’s relations and their cabin in the woods, the film is less interested in answering them.

There are useful details buried in throwaway lines, but just as much remains ambiguous, meaning those hoping for explanations and resolution will be frustrated by the third act.

But Good Boy is less about plot specifics, and more concerned with creating a mood. Human faces are rarely seen, being kept in the dark, or just out of frame.

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Meaning it’s just us and the dog for most of the movie, a truly unique point-of-view from which to view events, and one that put me on the edge of my seat for the duration.

Is Good Boy good?

IFC Films

When Good Boy is a mystery movie about a house filled with secrets, it doesn’t really work, due to the scarce information on offer, and the amount that’s open to interpretation.

But when the movie focusses on Indy and that unseen force, it’s remarkable, thanks to superb framing, sound design, and shot choice, as well as that magical canine performance. I’ve never been more fearful for a character in jeopardy, and I’ve never been more proud when Indy does something selfless or brave.

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Good Boy score: 4/5

Indy is a very good boy, and when the action revolves around him, Good Boy is a very good film.

Good Boy is out on October 3 in the US and October 10 in the UK, while you can head here for our list of the best horror movies ever made.

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September 29, 2025 0 comments
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Swery's oddball roguelike Hotel Barcelona isn't exactly good, but its janky jaunt through horror movie history is endearing all the same
Game Reviews

Swery’s oddball roguelike Hotel Barcelona isn’t exactly good, but its janky jaunt through horror movie history is endearing all the same

by admin September 28, 2025


Ten seconds into Hotel Barcelona, you’re watching an aerial shot tracking a car through the mountains, The Shining-style; a couple of minutes later, a gas station attendant is giving you an ominous warning about the campsite up ahead where a young baseball player drowned. Even the bar you eventually visit has nicked its décor wholesale from the Overlook Hotel. If nothing else, Deadly Premonition developer Hidetaka “Swery” Suehiro’s latest oddball endeavour – an action-roguelike created in collaboration with No More Heroes’ Goichi “Suda51” Suda – is an endearing love letter to horror movies, even amid the jank.

Hotel Barcelona

  • Developer: White Owls
  • Publisher: Cult Games
  • Platform: Played on PC
  • Availability: Out now on Xbox, PC

You play as perpetually flustered US Marshal Justine Bernstein, whose deceased father made a pact with a serial killer named Dr. Carnival long ago. And while the specifics of the deal remain mysterious, the upshot is you’re now possessed – very much against your will – by the evil doctor’s surprisingly chatty soul. But silver linings and all that; it turns out being able to call on the formidable bloodlust of a notorious serial killer is quite handy when you’re battling through waves of undead B-movie rejects on your hunt for the witch that murdered your pa.

It’s a premise that’s compelling in its preposterousness, but Hotel Barcelona doesn’t exactly make a strong first impression as a game. It’s essentially a side-scrolling roguelike where you move from left-to-right bludgeoning monsters until you reach the big boss five areas later at each level’s end. Death means starting over, but you can at least use the spoils of your most recent attempt to expand and upgrade your repertoire of skills for another go. As with most games made by Swery’s White Owls studio, though, it feels pretty rough. Movement is slippery and weightless; its mushy, strangely spartan visuals – which have the air of something assembled using assets from a budget PS2 game when the art director was on holiday – are often completely unreadable, and the chain of responsibility has faltered so much, even the script’s typos have made it into the voice acting.

Hotel Barcelona trailer.Watch on YouTube

But as with White Owls’ previous games, there’s an earnest can-do spirit to Hotel Barcelona’s delirious nonsense – its larger-than-life characters, its wild conversational asides, and its pinwheeling sense of mad invention – that’s easy to like. This is a game where ability upgrades are doled out by a monster – sorry, a French monster – called Tim who lives in your hotel room closet. There’s a suspiciously friendly barman called Grady (what else?) who’ll happily supply useful upgrade materials in exchange for severed ears, and there’s a possibly haunted pinball machine in the corner that’s already hoovered up a significant amount of my time. And while the fundamentals of its roguelike action will be extremely familiar to anyone who’s played Dead Cells and its ilk, it’s got ideas of its own here as well.

I should begin by saying that Hotel Barcelona’s initially stilted combat does loosen up quite quickly as you start to unlock the likes of high kicks and ground pounds, but it remains awkward in a way that I suspect won’t improve. And while enemies in the early stages are rarely more than dim-witted cannon fodder, I’ve been enjoying the wrinkles Hotel Barcelona introduces with each new run. There’s the slowly burgeoning arsenal of knives, sticks, axes, buzz saws, handguns, shotguns, flamethrowers, and projectiles to augment your basic slaps, kicks, blocks, dodges, and – yes – serial killer possession powers. Plus there’s a randomisation gimmick that means the time of day, weather, and even you are different each time.

Image credit: Eurogamer/White Owls

One run might take you on a misty morning jaunt through terror, while the next time you visit the level, it’ll be during a midnight downpour and you’re suddenly three times taller than you were before. And if you want to mix things up even further, there are optional Bondage Rules (don’t ask), introducing handicaps – no melee, no dodging, 1HP mode, lethal water, and so on – for an extra element of risk and reward. It adds a bit of variety to the inherently repetitive roguelike formula, and there’s a further twist in each stage’s comically incongruous doors. Passing through a door takes you along a different path on the way to the boss, but also awards you a random temporary boost – perhaps more health or a stronger attack – you can reclaim from your body on the next run-through. Some doors initiate challenges to complete on-the-fly, while others take you to more discrete areas with minigame-like rules.


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Then there’s Hotel Barcelona’s main gimmick, which sees you playing alongside Phantoms – basically recordings of your previous attempts – with each new run. The idea is you can use your earlier actions to your advantage (provided you don’t stray from a previously followed path, that is) by, say, kiting enemies into your former selves as they whirl violently around. Admittedly, Phantoms have yet to prove particularly useful beyond boss fights, but it all adds up to something I keep being drawn back to, even with the unavoidable jank.

I’m not for a minute suggesting Hotel Barcelona is a genuinely good (or even slightly good) video game, but I do kind of dig it all the same. Yes, its sometimes-tone-deaf jokes fall flat, and yes, it’s a mess. But it’s such an affectionate, enthusiastic homage to horror movies – with its unsubtle easter eggs, and its parade of slasher villain rejects and familiar hunting grounds – that the genre nerd in me can’t help but be swept along. Will I tire of it quickly? Quite possibly. Should you rush out and buy it? Probably not. Am I glad I spent the morning walking the strange halls of Hotel Barcelona with a serial killer inside me? Yes, I most definitely am.



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September 28, 2025 0 comments
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As Hades 2 arrives in full, is early access good or bad for the overall video game experience?
Game Reviews

As Hades 2 arrives in full, is early access good or bad for the overall video game experience?

by admin September 28, 2025


Hello and welcome to another entry in our “The Big Question” series, in which we present an argument to you, the Eurogamer community, for further interrogation. This week: Do you play games in early access or does playing them piecemeal lessen the overall experience?

What is early access? While most of you no doubt know what we mean by early access, we’re referring to when a game is released to a store (usually Steam) in an unfinished state, but with the promise that new content will be added over time and it’ll eventually launch as a complete 1.0 version. This week saw the 1.0 release of Hades 2, but the biggest game to ever do it is probably Larian’s Baldur’s Gate 3, which was in early access for almost three years.

Today Tom and Bertie make their cases for and against games releasing in early access.

I don’t play games in early access, just like I don’t eat my lunchtime sandwich before I’ve put all the fillings in

Why would I lessen my first impression of a game like Hades 2 by playing it before it’s finished? | Image credit: Supergiant

Imagine paying £34 for a good game? That’s just utterly ridiculous, of course, but it’s fine to pay good money for a game that isn’t even finished? OK, that makes perfect sense. I’m firmly on the side of “buying and playing games in early access is a bizarre thing to do, and borderline sabotage of your own enjoyment,” just to be clear.

To be completely open, I have bought one game in early access, and that’s Slime Rancher 2, and I was under considerable pressure from my son to do so as he loved the original. It really just hammered home my feelings, though. Early access Slime Rancher 2 felt fine, but it was impossible to shake the feeling (and actual fact) that if I just waited a while I’d be able to experience the whole thing and not just this portion of the thing we both wanted to see and play. Playing it unfinished has in fact dampened our enthusiasm for the final game, which is now in its Version 1.0 form and we’re yet to try.

Hades 2, a game that is all about the characters and the way the areas connect with each other, to me just made no sense to play bit by bit. Maybe I’m a sourfaced curmudgeon simply refusing to accept modern ways, but I’ll be happy with the full release, thank you.

As I’ve been writing, and I hate to admit this, I’ve thought of a bit of a problem with my argument: Wobbly Life. This is a game I’ve watched my son play for years as it evolved through early access to a Version 1.0 release. You might think I’ve been hoisted by my own petard, but this game is designed in such a way that you’re really getting a sandwich to begin with, a tasty one, but then some sides to make the meal that bit more interesting. So, I’m still correct. Good luck arguing against that, Bertie!

-Tom O

Stop talking about sandwiches and play the games

Playing games in early access feels special, like you’re part of a cool gang. | Image credit: Eurogamer / Larian

When you said Wobbly Life there I thought you were making a comment on the mutability of our own existence. I didn’t realise you were talking about a sandwich-making game. I didn’t even know there was a sandwich-making game. You’ve upended my morning, Tom. But look, I think diving into an early access release is absolutely worthwhile.

For starters, it feels intimate, like you’re sharing in the privilege of an as yet unformed idea from a developer you might really admire. A chance to experience some of the development process with them, perhaps even to help shape it, depending on the willingness of the developer involved. It’s a chance to get closer to a game series and studio.

But the reason I try early access releases is because of collective excitement. Undeniably, a game will be better after it’s been in early access for a while. Things will be fixed, content will be added, feedback will be taken on board. There’s a reason studios put games in early access and nearly all of them improve because of the time they spend there.

But so much of a gaming experience – so much of the magic of a gaming experience – comes from it being shared. That might be something shared directly alongside people you’re playing the game with, or it might be playing the game on your own but at the same time others are playing it, and talking about it, and being excited about it. And the most exciting time for any game is when it’s first introduced, when its ideas are new, and when the worlds it presents are undiscovered. You can never have this moment twice.

That’s why early access presents game-makers with a bit of a conundrum. I looked into this a few years ago and talked to a few companies familiar with the early access procedure, and I’m fairly sure that most of them told me an early access release is treated as a bigger moment for a game than a 1.0 release. That’s the game’s introduction, the big reveal, the door opening. The problem being: if your game is a mess at that point, your big moment will be ruined.

So yes, you can wait, and arguably it’s better to wait to play a game – you’ll get a more complete and sophisticated game. But you’ll miss out on that initial surge of excitement when a game is unknown, when its secrets are still intact, and when everyone is on a level playing field. Those things are priceless.

-Bertie

The big question, then: do you play games in early access or does playing them piecemeal lessen the overall experience?



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September 28, 2025 0 comments
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What we've been playing - potential games of the year, and good, and only good, games
Game Reviews

What we’ve been playing – potential games of the year, and good, and only good, games

by admin September 27, 2025


27th September

Hello and welcome back to our regular feature where we write a little bit about some of the games we’ve been playing. This week, Tom reminds everyone that three stars is a good review score; Jim thinks he’s found the next Balatro; Connor returns to work and to Hades 2; Bertie struggles to climb a train; and Marie outs herself as a Lego Jurassic World lover.

What have you been playing?

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Sonic Racing: CrossWorlds, PS5 Pro


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My review of Sonic Racing: CrossWorlds is live, but I thought I’d sneak in a little inside baseball knowledge about reviews here, just for those of you who are keen enough to actually read this and not head straight to the comments to paste-in what you wrote on Friday morning while you were meant to be working.

We’ve seen you ask for more reviews on Eurogamer and this week we delivered a lot. But this won’t happen every week. Reviews take a lot of time and resources. Even if I decided every member of Eurogamer staff should dedicate their time to reviews and only reviews, we still wouldn’t be able to publish all the reviews we’d like to and that you want to see on the site. We’d also then have a site that was only reviews, which might be nice for a week, until we go out of business.

Finally, a note on review scores. I’ve written this before I’ve seen the aftermath of my three-star score for CrossWorlds, but I expect it was a mixture of “I knew it was going to be rubbish” and “why does Eurogamer hate games?” The reality is I very much enjoyed Sonic Racing: CrossWorlds. It’s a good game. But four stars on Eurogamer is a strong statement that means something is better than “good”. I don’t hate video games. I’ve made my love of video games into a career. Sometimes things are just good, and that’s OK.

-Tom O

Kill the Brickman, Steam Deck

Watch on YouTube

Kill the Brickman is an eccentric cross between Balatro and Arkanoid, which, like all the best video games, is about shooting bullets into dudes. Some of these bullets explode, or clone themselves, or inflict poison damage, and the dudes in question, all of whom deserve to die for reasons, are bricks. It is my most gripping obsession of the year.

It runs beautifully on portables and it’s a solid bedtime or bus game, with big, chunky 16-bit graphics that read easily on small screens. You aim and shoot rather like you would in the old Amiga classic Arcade Pool, with a little line tracing your bullet’s trajectory. This looks and feels so much like an old Amiga game you could probably get it running on one and convince people it came out in 1994. And that’s not a diss.

It’s one of those simple ideas that’s breathtakingly executed and gorgeously presented, like the aforementioned Balatro, or like Vampire Survivors – games that genuinely cause flipped tables during a Game of the Year discussions at popular websites near Christmas time. That studios can spend 500 times this game’s budget and produce something which doesn’t feel half as good to play is frankly unconscionable.

-Jim

Hades 2, PC

I am back from a two-week stint off work due to my ear falling off like Jeff Goldblum in The Fly, and having only recently been able to put headphones on, without my jaw also falling off, the 1.0 release of Hades 2 has been a sweet succor to both my physical and mental woes.

There are like a thousand opinionated paragraphs on why a game everyone played months ago is great, and most of them are likely correct so I won’t bore you with how widely getting a Zeus lightning attack-build to work makes me smile. But I will write with great adoration about how much I loved deleting an early access save file with over 40 hours on it.

It’s shedding you’ve got to do, really. I don’t remember half of what happened in Hades 2, and plenty has surely changed in the time since I first hit its farthest reaches. The result is a weird, but not unpleasant, experience, where you’re possessed with the spirit of yourself from weekends past. It’s nice to feel lurch in surprise at how you’re able to get so far so quick; it’s nice to feel talented at something.

-Connor

Baby Steps, PC

Watch on YouTube

That fucking train, man. Can I swear here? I’ll probably get told off. But this little outburst is so indicative of how Baby Steps makes me feel that I want to keep it in. I’m not the most cool-headed person. I get agitated. I literally twist myself around my chair and grip it like a constrictor snake when agitation flares inside me – it’s a wonder it’s still in one piece. And agitation flares a lot playing Baby Steps.

Case in point: a train moment, which I don’t want to detail too greatly for fear of spoiling it, but you’ll know it when you get there. (It has to be a nod to another video game, surely.) I fell so much during it. I spent hours there. Falling, climbing back up, falling again. And as much as I want to tell you that I coolly and methodically worked through it, I absolutely didn’t. I expleted. I bitterly persevered. It’s a great game.

-Bertie

Lego Jurassic World, Switch 2

Strange fact: I can’t play Lego games on TV because they make me motion sick, but if they’re on the Switch screen I’m fine. I’m not sure why. But that’s my not-so-smooth transition into talking about Lego Jurassic World!

As a long-time lover of the movies, or at least some of them, and the books, and Lego itself, this was always going to be a no-brainer for me. As such, I’ve completed the entire game twice, though never reached 100 percent completion. But it doesn’t bother me. Just racing through the familiar stories with familiar characters, all told with trademark Lego humour, is more than enough to make a cold night warm.

-Marie



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September 27, 2025 0 comments
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Demi and the Fractured Dream looks like a good fit for Breath of the Wild haters that miss the old 3D Zeldas
Game Updates

Demi and the Fractured Dream looks like a good fit for Breath of the Wild haters that miss the old 3D Zeldas

by admin September 24, 2025



Despite many others disagreeing with this stance, I am of the opinion that it’s completely fine that we’ll likely never get a “classic” 3D Zelda game again. By that I mean, the whole Breath of the Wild/ Tears of the Kingdom format is definitely the direction Nintendo will continue to go in, they’ve just been too popular. However, I understand the desire for such an experience all the same, and I think Demi and the Fractured Dream might be able to scratch that itch.


Announced during today’s Annapurna Direct, Demi has you playing as, uh, Demi! A “voidsent” born into a world with a cursed fate he’s trying to avoid. It’s the debut title from Yarn Owl, and honestly, it really does kind of look like they went “hey wanna make a ’90s era Zelda game?” That’s not a knock against it to be clear, as it’s also a nicely stylish and swish looking game.

Watch on YouTube


I often find that games inspired by the 3D Zeldas can look and feel a bit too flat, or uninspired. Demi the game has a real strong vibe going for it, with Demi the character appealing to my own sensibilities quite a lot. I very much vibe with his deer boy vibe, his sword with a handle made from what looks like a tree branch is cool as heck, and yeah, I even like that he literally just has Link’s pointy, droopy hat but in blue. Combat looks nice and smooth too, though that’s something I’d have to try out for myself at some point to comment on it properly.


As of right now it doesn’t have a release date, but you can probably already guess that it’s coming to PC given that I covered it here.



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September 24, 2025 0 comments
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