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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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September 12, 2025 0 comments
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Battlefield 6 gun fight with someone being revived
Product Reviews

To the dismay of sweaty ‘movement kids,’ Battlefield 6 is nerfing Call of Duty sliding and jumping to maintain a ‘traditional Battlefield experience’

by admin August 21, 2025



Duck, dive, and dodge: Following feedback from the Battlefield 6 beta that its movement was too squirrely and unpredictable, Battlefield Studios is planning significant changes for the full release.

The announcement came in an “Open Beta Debrief” blog published on Battlefield’s official social channels, which, in addition to movement, touched on hot topics like map size, Rush, and weapon balance. While the takeaway from most of those topics could be summed up as “we’re looking into it” or “wait and see,” movement is one area that already has significant changes in progress.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed,” the blog reads.


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That momentum change is likely more of a bug fix than a change in direction, as players figured out early on in the BF6 beta that you could consistently pull off ridiculous super jumps by exploiting small bursts of speed from jumping and sliding.

BF Studios is also targeting accuracy while jumping and sliding. Series veterans argued throughout the beta that there wasn’t enough of an accuracy penalty for shooting while sliding into a room or jumping around corners—hallmark tools of Call of Duty “movement kids”—and developers agree.

NEW INSANE BATTLEFIELD 6 MOVEMENT TECH, THESE OLD HEADS CAN’T KEEP UP pic.twitter.com/s9zducTNJnAugust 7, 2025

“Firing while jumping or sliding will result in increased inaccuracy,” the post continues. “These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.”

Whether or not you liked BF6’s squirrelly beta movement, it was undeniably chaotic. A top-upvoted post on the Battlefield subreddit highlights an extreme case of someone constantly chaining jumps and slides to ice skate across the map while maintaining perfect accuracy.

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

How much freedom of movement is considered overboard depends on the series’ roots, but even FPSes known for speed struggle to satisfy everyone. In 2023, Call of Duty: Modern Warfare 3 cranked up the bunnyhopping and slide-canceling just a year after Modern Warfare 2 deliberately slowed things down, to the delight of many and horror of CoD traditionalists. As I wrote in 2023:

This movement should not be possible in BF6 DICE. Needs to be addressed from r/Battlefield

“Players who use these slippery moves will tell you it raises Call of Duty’s skill ceiling, and they’re technically right. FPSes have a long tradition of adopting community-developed movement techniques until they’re unofficial canon, and CoD is no different, except that I find this example of it extremely annoying… A lobby full of jumping beans distorts the horizontal, boots-on-the-ground rhythm of CoD into discount Apex Legends. It also, as I really must emphasize, looks very stupid.”

It’s nice to see BF Studios getting ahead of important mechanical details like this. We’re still two months from launch day, but it turns out there will be another round of Battlefield Labs testing before then. The next Labs test will finally introduce us to BF6’s two biggest maps at launch: Mirak Valley and Operation Firestorm.

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August 21, 2025 0 comments
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Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun
Game Updates

Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun

by admin August 21, 2025


The recent Battlefield 6 open beta was a massive success for EA and Battlefield Studios, amassing over half a million concurrent players on Steam. But some players weren’t happy about how fast and jumpy movement could be in the online FPS, and others felt the shotgun was too powerful. Now EA has announced that hopping around with a shotty won’t be as effective in the full game.

On August 21, EA and Battlefield Studios published a lengthy community update on Twitter going over what was learned from the beta and what will be changed when the full game launches in October. The big news for many will be that, yes, the devs working on BF6 saw some of those wild videos of players hopping, sliding, and diving around in matches like it’s a modern Call of Duty game and have plans to nerf how fast you slide and how often you can jump.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience,” said EA in the community update post.  “Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy.”

According to the devs, the idea behind these changes is to make jumping and sliding “more situational” and less useful during gunfights, with EA adding that it wants to reward “skillful movement” but doesn’t want gameplay to become “too fast or unpredictable.”

The shotgun in Battlefield 6 is being nerfed

Another complaint out of the Battlefield 6 open beta was that the shotgun carried by assault class players was too powerful. As someone who loved using the shotgun, I disagree entirely and think people need to shut up. But the data does show that the shotgun was very effective at killing people. Maybe too effective? EA thinks so and is nerfing it a bit, explaining: “The M87A1 shotgun now requires more pellets to secure a kill.” So it will still be good up close, but won’t be the powerhouse at medium range like it was in the beta.

©EA

Other weapon tweaks include a “general pass on recoil” and tap-firing across all weapons. EA wants to emphasize each gun’s “unique feel” and make sure weapons have more varied effective ranges.  “We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery,” said the team.

And EA is “investigating the Time-to-Kill and Time-to-Death experiences” in BF6, but doesn’t have any “definitive” plans yet. Personally, I think people were being weird about time-to-kill in BF6‘s beta, as it is about the same as it was in BF4. But I do agree that sometimes you’d die instantly, and it felt like only one shot. I assume this is down to some network issues that need to be fixed.

Player counts, Rush changes, and more

Elsewhere in the community update, Battlefield Studios talked more about player counts and how they work in BF6. The devs say the number of players in a match isn’t strictly dictated by the mode, but the scale of the map. For example, at launch, some Breakthrough maps will support 48 players, while others will support 64 players. It’s an interesting strategy that lets the devs use every map for every mode, even if it means upping or lowering the maximum number of players that can get in on the action.

EA also talked about Rush and how the more players you add to the mode, the harder it becomes for one side to win. So, based on player feedback from the beta, EA is lowering the default number of players in Rush in the full game in October to give attackers a better chance of winning. Hopefully, the studio also changes where players spawn and how close the objectives are in Rush to help make matches more fun and less of a slog.

Oh, and for players who are part of BF Labs, you’ll get a chance to test out some of the bigger maps coming to BF6 at launch, including the remake of BF3‘s beloved Operation Firestorm. EA confirmed that these two maps will “include the full complement of vehicles…along with a more vast combat space.” So you can stop yelling at EA and Battlefield 6 devs about bigger maps. They’ve told you before and now have explained again: Bigger maps will be in the full game. Relax, okay?

Battlefield 6 launches on October 10 across PlayStation 5, Xbox Series X/S, and PC.



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August 21, 2025 0 comments
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