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Creators of Reigns, Streets of Rage and Saturnalia launch Palestinian Voices in Gaming to support indies from Gaza and the West Bank
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Creators of Reigns, Streets of Rage and Saturnalia launch Palestinian Voices in Gaming to support indies from Gaza and the West Bank

by admin September 19, 2025


A group of game industry folks including Reigns studio Nerial, Saturnalia creators Santa Ragione and Streets Of Rage 4 outfit Lizardcube have launched Palestinian Voices in Gaming, an international volunteer network to support current and emerging independent Palestinian developers.

First convened in May 2024, the network are currently looking to connect Palestinian game devs with volunteers and funding partners. They’ll provide administrative help to any developer trying to get access to funding, and assistance managing resources and volunteer contributions, once secured. They aim to follow and boost each project from “production to announcement to publication”, and are already working with a range of smaller independent games, many of which explore recollections of pain and loss through speculative fiction and fantasy.

Dreams on a Pillow | Image credit: Rasheed Abu-Eideh

As you might expect, the network is a response to Israel’s on-going mass killing and dispossession of Palestinians in Gaza, which has now formally been defined as a genocide by a UN inquiry, together with the long-term killing, oppression and mistreatment of Palestinians in the West Bank and inside Israel’s own borders.

“The dehumanisation of Palestinians is tied to their rare visibility in the cultural sphere,” the organisers note on their website. “This dehumanisation costs lives – as the world remains indifferent to the ongoing genocide in Gaza and to the surge of violent oppression across the West Bank and inside Israel.

“We want to push against the dehumanisation of Palestinians, not simply through representation but also through professional and economic support, so that Palestinian game developers may tell their own stories and reach global audiences.”

Being 2 | Image credit: Iasmin Omar Ata / Delta

Among the Palestinian game developers PVG are working with is Iasmin Omar Ata, whose forthcoming sci-fi adventure novel Being 2 is set in a Palestinian space colony. “You would have to fix the space colony during a black out, which would lead to flashbacks/hallucinations allowing to see past memories of Palestine,” reads a summary from the developer’s portfolio.

Another partner developer, Yusra, is working on RiYafa (pictured in this article’s header), an underwater experience “that combines testimony and symbolism to tell the story of her family and community based in the West Bank”, in the words of a press release.

Yasmine Batniji’s Pomegranates is also set in the future. “Travel to the year 2048 and play as a memory keeper in the reclaimed and rebuilt Gaza City,” reads the summary. “You will be tasked with tracing echoes of the current war at the renovated Al-Ahli hospital.” You can find a version of it on Itch.io.

Image credit: Yasmine Batniji / Gabbah Baya

Lastly, there’s Rasheed Abueideh, creator of Liyla and the Shadows of War and the forthcoming Dreams on a Pillow. Nic interviewed Abueideh about the latter game last year – amongst other things, they discussed the absence of support structures for Palestinian game developers in the occupied West Bank. “You need to experiment many things, and you have to make many iterations to reach something that is beautiful and people can actually enjoy,” Abueideh told Nic. “And to do this, you need an ecosystem that helps you.”

If you’d like to apply for support from the network, you can do so via this form. If you’d like to sign up as a volunteer, you can do so here.

The games industry at large has a… complicated relationship with Palestine. While many large publishers halted game sales in Russia following the outbreak of a murderous invasion of Ukraine, there hasn’t been a similar wave of divestment from Israel, even given some well-supported accusations of ethnic cleansing and genocide.

In particular, Microsoft and Xbox are the subject of a boycott in response to their alleged collaborations with the Israeli military to surveil and target Palestinians using cloud technology and generative AI. Nic and I recently interviewed a number of people participating in the boycott, amongst them a former Microsoft developer who called attention to Microsoft’s “double standard” toward internal discussion of Israel and Palestine. Microsoft declined to comment on this allegation when approached by RPS.





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September 19, 2025 0 comments
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Dying Light: The Beast Review - Despite All My Rage
Game Reviews

Dying Light: The Beast Review – Despite All My Rage

by admin September 18, 2025



It wouldn’t seem to make sense to call Dying Light: The Beast a more grounded game than its predecessors. It’s a game in which you routinely shift into something like X-Men’s Wolverine, slashing at the undead with the ferocity of a preying mountain lion and carving them to shreds with what is basically an instant win button. But beyond the feature that informs the game’s title, this expansion turned standalone sequel actually leans further into horror and survival than anything in the series, making it the most fun I’ve had with Dying Light to date.

Dying Light: The Beast returns the game’s original protagonist, Kyle Crane, to the starring role, moving him to Castor Woods, a brand-new location for the series, and a lush nature reserve decorated with once-gorgeous villages that manage to feel both ornate and rustic at the same time. Like before, the game is an open-world first-person zombie game with a significant emphasis on death-defying parkour and brutal melee combat. But The Beast adds (or returns) a few other wrinkles, too.

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Now Playing: Dying Light The Beast Review

For one, guns are more prevalent than ever this time, though ammo isn’t as common. Using guns feels reliable enough but doesn’t fill your Beast Mode meter, so I frequently rejected this quasi-new toy in favor of the series’ long-held favorites: baseball bats, machetes, and loose pipes fitted with elemental add-ons that light the zombies on fire, send electric shocks through the hordes, or cause them to bleed out between my crunchy swings to their squishy heads.

Melee combat is once again a highlight of the game, with heft behind every attempt to take out a zombie, and so many different weapons and modifiers to choose from. Zombies charge at you even as you take chunks out of their abdomens, chop off their legs, or leave their jaws hanging off their faces. This damage model isn’t new to the series–Dying Light 2 added this in a patch years ago–but it remains a gruesome, eye-catching display that further illustrates the team’s dedication to making every combat encounter memorable.

In The Beast, stamina is harder to manage than I ever recall, and that’s a change I adored. It made every fight feel like one for my life. Enemies did well to scale with my character and weapons, and demanded that I frequently make stops at various safehouses to upgrade my weapons. Even my favorites wouldn’t last forever either, with each of them having a finite number of repairs before they’d break permanently. This differs from the series’ past way of letting you carry and upgrade your preferred skull-bashing or leg-slicing items with you at all times.

I distinctly recall having an easier go of things in Dying Light 2 than I did in The Beast, thanks to hero Aiden Caldwell’s expansive list of parkour and combat abilities. Kyle isn’t depicted as a lesser freerunner or fighter, but his skill tree is nonetheless smaller, causing him to feel more vulnerable in a way I hope the series sticks with going forward. There were many times when I’d have to retreat in a minor panic from a small horde of basic zombies just to catch my breath. The Beast isn’t a game where you can usually just hack up the crowd without careful consideration and stamina management.

Parkouring over, around, and even onto zombies remains fun in Dying Light’s third outing.

Of course, there’s an exception to that rule: When you build up your Beast Mode bar, you earn a few seconds of near-invulnerability, as well as the ability to tear apart zombies with your bare hands and a very cool, very high leap that collectively makes you feel like a superhero. From a narrative sense, Beast Mode leans into the stuff I still don’t enjoy about Dying Light: over-the-top action meant to fulfill a power fantasy of being the one-man killing machine in a world overrun by the undead. I love zombie fiction, but my taste in that subgenre is firmly planted in slower, spookier worlds where despair rules the day. Dying Light has never been that before, at least not consistently. Thankfully, in a gameplay sense, Beast Mode functionally serves less like a pure power fantasy and more like a get-out-of-jail-free card.

So many times in my 30ish hours with this game, I’d activate Beast Mode not to further pile on a crowd of enemies I was already dispatching with ease, but as a last-ditch effort to stay alive. Techland seems to have planned for this use case, given how receiving damage, not just doling it out, fills that bar. Beast Mode isn’t Kyle going Super Saiyan; it’s the emergency fire extinguisher, and breaking that figurative glass amid a fight for my life is a much more enjoyable gameplay loop than some of Dying Light 2’s absurdities.

Even while the story goes to some places that feel like B-horror fare–the type of thing I would fully ignore if it were a movie instead–the game remains at odds with that plot by being so tense and only giving Kyle the powers to survive, but not thrive like Aiden did. This is never clearer, nor more enjoyable, than at nighttime. One of the key pillars of this series is how the day-night cycle essentially presents two different games. When the sun is up, Kyle is empowered and capable of scraping by at the very least. But when night falls, the game’s super-fast, super-strong Volatiles take over and shift the game into a full-blown stealth horror.

Movement and combat are both totally rewritten depending on the time of day. In sunlight, you’ll scale buildings, leap across gaps, and swing on tree branches like an Assassin’s Creed hero. But at night, every step must be carefully considered, so you’ll end up crouching and spamming the “survivor sense” to briefly ping nearby Volatiles. When they give chase, the results are intense. They’ll claw at your heels as the music spikes your heart rate. The chase will inevitably invite more Volatiles to join in, and they’ll flank you, spew gunk to knock you off walls, and almost never relent until you finally–if you’re so lucky–cross the threshold of a safe haven, where UV lights keep the monsters at bay.

Nighttime is harder in The Beast than ever before, and yet that’s also where I had the most fun.

The series’ night sequences have never been this scary before, partly because of the ample wooded areas that make up the map. I love it. Night remains an XP booster too, doubling any gains you make. In past games, I’d use that boon to fulfill some side missions overnight. But in Dying Light: The Beast, I rarely tried to do more than make it to my nearest safe zone so I could skip time until the protective sun returned.

When the first game’s expansion, The Following, set the story in a mostly-flat locale, I found it an odd choice given the game is so focused on parkour and verticality. In Dying Light: The Beast, the world designers have more wisely found ways to bring verticality to those places outside of villages, with plenty of rock walls, trees, and electricity towers to scale. One of the simple, repeatable joys I have in all of the zombie games I love is approaching a building and not knowing what I’ll find inside. It’s so simple that it hardly registers as a feature at all, but to me it’s vital that a zombie game capture this specific feeling of discovery and tension. Castor Woods makes for an excellent landscape to host this repeating moment, due to its creepy cabins found all over the world. Pairing the nighttime-specific gameplay elements with a setting so unnerving gave me a sense of survival-horror unease in a way I’ve been waiting for this series to do for a decade.

This leaning into horror is capped off by an incredible reinvention of the series’ theme song by Olivier Derivere. I consider Derivere to be among the very best composers in games, and the original music he poured into this game gives it so much life. The first game’s theme always reminded me of Dawn of the Dead, with a certain layer of ’70s filth to it. Here, Derivere rethinks it with an air of 28 Days Later, getting its more modern, more haunting version stuck in my head for the past week in a way I’ve very much invited. It sounds less like an action score and more like a horror soundtrack to my ears, matching the game’s overall shift into something more up my particular alley.

Guns are emphasized more in The Beast than ever before, but I still preferred a good, old-fashioned spiked bat.

It feels like this game’s origins as a Dying Light 2 expansion helped its focus, even as it grew into a standalone semi-sequel–it’s not yet Dying Light 3, but it’s much more than a typical DLC. The open-world activities trim the fat from Dying Light 2’s more Ubisoftian world. Here, you’ll raid stores where zombies sleep, trying not to stir them. You’ll assault broken-down military convoys for their high-tier loot locked in the back of trucks, and you can hunt down rare weapons and armor with vague treasure maps. These fun, unitedly tense activities all return from past games, but for the most part, they’re not joined by the countless other things that have been on the map before.

This left me feeling like anything I did was worth my time, with the exception of some late-game racing side quests, which I didn’t care for despite how good the trucks feel to drive. Dying Light 2 adopted some live-service elements eventually, growing into yet another game trying to be at the center of players’ solar systems, hoping to bring fans back all the time for new highlights. The Beast is a tighter, leaner 20-hour story with enough side attractions to fill in the world and your time, but doesn’t waste it.

This is emblematic of Dying Light: The Beast’s strongest quality: taking the series from an arms race against itself, constantly trying to give the player extravagant new tools, to something that is a bit dialed back, leaning into horror and tough-as-nails combat. It gives The Beast a stronger identity. There’s no glider this time, Kyle’s jump is a bit nerfed compared to Aiden’s, and his parkour abilities, while many of them come already unlocked to start now, don’t top off at the same heights as Aiden’s. It may sound strange for a series to improve when it suddenly became withholding. Dying Light has always been a series that does a few things very well, but would get distracted trying to be a lot more at the same time. Finally, The Beast leans into Dying Light’s best parts, giving you a scarier, tougher, more immersive world to explore than anything in the series before.



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September 18, 2025 0 comments
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Borderlands 4 Rage Room Sounds Like A Car Crash And Fans Can't Look Away
Game Reviews

Borderlands 4 Rage Room Sounds Like A Car Crash And Fans Can’t Look Away

by admin August 31, 2025


Stroll by Larian Studios’ Baldur’s Gate 3 display at PAX West and you’ll see fans quietly playing the Divinity: Original Sin board game. Linger a little too long though, and you’ll hear what sounds like a car crashing through a McDonald’s drive-thru in the far corner of the show floor. And then another, and another. Follow the piercing sounds for long enough and you’ll arrive at the Borderlands 4 Ripper Rage Room, by far the most ridiculous marketing stunt at this year’s expo.

Fans of Gearbox Entertainment’s anarchic loot shooter, some adorned with its enemies’ iconic Psycho masks, are wrapped around a small, encased exhibit waiting for their chance to smash aluminum trash cans, glass bottles, and Dollar Store ceramics. Staff dress them in jumpsuits and riot helmets with plastic visors. Then, one at a time, they make their way into a plexiglass-ensconced chamber where they emotionally unburden themselves with a post-apocalyptic baseball bat.

It’s surprisingly loud and jarring, even when you know it’s coming. Imagine the heart-stopping moment in the restaurant when a waiter accidentally drops a giant tray of dishes. The immediate gasps as everyone experiences a simultaneous shot of fight-or-flight adrenaline followed by the hushed murmurings of people gawking at reality’s brief departure from the mundane.

The Ripper Rage Room debuted during the Borderlands 4 Warped Tour fan event earlier this summer in L.A. and is reprising its role for PAX West. The big difference, however, is that the annual Seattle-based expo features lots of booths ranging from PC gaming giveaways to first-time indie developers desperately trying to get someone to pay attention to their passion project.

More than one exhibitor has privately confided to me that “it must suck” for all the nearby booths who are trying to get attendees meandering on by to hang a second and listen to their pitch. In the case of Limited Run Games, the boutique physical game retailer closest to the Rage Room, that might mean hanging around long enough to pull the trigger on a copy of Clock Tower: Rewind for the Nintendo Switch. Then all of the sudden: *SNAP* *CRACKLE* *SMASH*.

But Gearbox is the king of PAX and it knows what the people want. Its massive booth for Borderlands 4, filled with dozens of demo stations and massive statutes of each of its Vault Hunter heroes, is both the most packed and the fastest at getting people through the queue. Fans at the Nintendo and Capcom booths complain about wait times and arcane requirements, like a lottery system for who actually gets to try Hollow Knight: Silksong on Switch 2.

And then there’s the Ripper Rage Room which, despite the absolute vibe-killing antics, always has people watching as each new fan briefly descends into a performative rampage, quietly realizing as they enter the translucent box that they are as much a part of the display as the brutalized silicon dummy standing in the corner. People love smashing shit. They love watching other people smash shit. Like the beautifully cel-shaded Skinner box at the heart of Borderlands franchise, it sometimes is just as simple as that.

Less straightforward is the task of needing to reassemble the Ripper Rage Room after each demolition. At least three staff race to stack the trash cans, folding chairs, bottles, and plates in precarious positions for optimal smashing. Trying to replicate chaos is an oxymoron but that is the mandate. Everyone knows what’s going to happen but they wait to watch it unfold again anyway. And what could be more Borderlands than that?





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August 31, 2025 0 comments
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With Shinobi: Art of Vengeance, Lizardcube gives that pixel-perfect 16-bit Streets of Rage 4 treatment to another Sega classic
Game Reviews

With Shinobi: Art of Vengeance, Lizardcube gives that pixel-perfect 16-bit Streets of Rage 4 treatment to another Sega classic

by admin August 27, 2025


All of us who grew up in the 1980s and 1990s have had a decent amount of time to ponder what it is that really makes the video game ninja such a special thing. It’s the hard strikes and the proximity to magic, sure, but it’s also something else. A ninja moves with a particular lightness. No need for a foley artist to mix in footsteps, because when these characters move it’s as is icing sugar is being dusted over the soft earth. So there’s a lovely contradiction at the heart of it. Cor, it hurts when one of these people kicks you through a wall, but cor, they’re so nimble and and deft and precise – so gentle – you kind of have to forgive them for everything.

It’s this kind of contradiction that powers Shinobi: Art of Vengeance. I’ve only spent the morning with this, but please be aware: it’s a deeply good video game. The lineage is pure early 1990s school playground: Sega at its sharpest. And now Lizardcube is in charge of the design, which means the team behind reimagining Streets of Rage and – my heart! – Wonder Boy 3 is back meddling gorgeously with my formative video game memories.


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The new Shinobi is a 2D-scrolling action game far too precise and poised to refer to as a beat-’em-up. The first level sends you through a village that’s being burnt to the ground by baddies: perfect cinematic stuff in which to learn how to air dash, double-jump and blitz your foes with combos. Those foes come with swords or ninja stars – or guns, in one case, which feels like a double sting: how could you? – and while the whole thing is wonderfully hand-drawn with sharp black lines and Silver Age poses, the sense of connection makes it feel like the most pixel-perfect 16-bit game you ever played.

That contradiction, though! This Shinobi is not shy when it comes to big attacks. There are gleeful combos and a whole shop full of new moves to unlock. There are also Ninpo moves that are tied to elements by the looks of things, and a range of super-strength Ninjutsu screen-clearers, the first of which left me checking whether my eyebrows had been burnt off. If you’re looking to attack people, you are well-catered for here.

But my favourite move isn’t an attack at all. It’s the Ninja Flip, which you can trigger just after an attack. This allows you, with a squeeze of the bumper, to cartwheel over your enemy, landing behind them oh so softly, so as to continue attacking or just grant yourself some space. It’s useful in combat and it’s useful when the levels start to become more maze-like, with locked doors and switches and secrets to find.

But more than that, it just sells the other half of being a Ninja. The icing sugar softness. The ability to dance lightly through absolute carnage. It’s a show-stopping piece of dismissiveness which makes you feel completely in control of every situation. A bit like Lizardcube, in other words.

Code for Shinobi: Art of Vengeance was provided by the publisher.



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August 27, 2025 0 comments
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