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GL.iNet Comet Pro Remote KVM
Gaming Gear

Tiny Wi-Fi gadget smashes Kickstarter with $600,000 as thousands rush to back remote PC control innovation

by admin September 28, 2025



  • GL.iNet Comet Pro Remote KVM supports 4K video passthrough with responsive interaction at a distance
  • The device allows powering on a PC remotely using accessories
  • Remote 4K video passthrough keeps interaction smooth at 30 frames

GL.iNet, the company behind the Comet (GL-RM1), an open source remote KVM running a Linux distribution, has launched the Comet Pro Remote KVM, a device which allows full control of computers, workstations, or servers entirely over Wi-Fi.

The crowdfunding for this project has drawn attention on Kickstarter, with over 3,700 backers pledging more than $600,000, far ahead of its funding $10,000 goal.

This small device is designed to deliver what the company calls ultra-low latency performance and strong security.


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Video performance and wireless connectivity

The idea is that anyone can troubleshoot, work, or manage systems without being physically present.

The Comet Pro promises smooth remote interaction by enabling 4K passthrough at 30 frames per second.

The system relies on H.264 encoding to keep latency in the 30 to 60 millisecond range, making remote control very responsive.

Unlike traditional solutions that rely on wired connections, the device supports both 2.4GHz and 5GHz Wi-Fi 6 bands, reducing dependence on LAN cabling.

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A failover mechanism is also included, combining both Wi-Fi and Ethernet for added stability.

To make remote work more practical, the Comet Pro supports two-way audio communication through its HDMI or USB channels.

A built-in touchscreen interface provides on-device control, such as managing network connections or enabling cloud services.


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For software access, GL.iNet offers a desktop application for Windows and macOS that can manage multiple units.

Additionally, a web-based control option at glkvm.com expands access to Linux users.

Security functions include two-factor authentication, a hardware screen lock, and integrated support for WireGuard VPN.

For users who prefer independence from vendor-operated services, the option to self-host cloud control is available.

The company will publish resources on GitHub to support deployment.

The device also integrates natively with Tailscale, enabling remote connectivity even on systems outside Windows and macOS.

The Comet Pro can be paired with add-ons such as the ATX Board and Fingerbot.

The ATX Board allows users to boot or manage a machine from a fully powered-down state, while the Fingerbot accessory physically presses a power button when remote startup is needed.

These tools are presented as practical for IT administrators or industrial operators who must recover or restart critical systems without delay.

While the campaign presents the Comet Pro as “revolutionizing Remote KVM over Wi-Fi,” the broader adoption of such solutions often depends on how they perform under varied real-world conditions.

Disclaimer: We do not recommend or endorse any crowdfunding project. All crowdfunding campaigns carry inherent risks, including the possibility of delays, changes, or non-delivery of products. Potential backers should carefully evaluate the details and proceed at their own discretion.

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September 28, 2025 0 comments
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Rushing attack, pass rush help Lions defeat Ravens on road
Esports

Rushing attack, pass rush help Lions defeat Ravens on road

by admin September 23, 2025


  • Jamison Hensley

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    Jamison Hensley

    ESPN Staff Writer

      Jamison Hensley is a reporter covering the Baltimore Ravens for ESPN. Jamison joined ESPN in 2011, covering the AFC North before focusing exclusively on the Ravens beginning in 2013. Jamison won the National Sports Media Association Maryland Sportswriter of the Year award in 2018, and he authored a book titled: Flying High: Stories of the Baltimore Ravens. He was the Ravens beat writer for the Baltimore Sun from 2000-2011.
  • Eric Woodyard

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    Eric Woodyard

    ESPN

      Eric Woodyard covers the Detroit Lions for ESPN. He joined ESPN in September 2019 as an NBA reporter dedicated to the Midwest region before switching to his current role in April 2021. The Flint, Mich. native is a graduate of Western Michigan University and has authored/co-authored three books: “Wasted,” “Ethan’s Talent Search” and “All In: The Kelvin Torbert Story”. He is a proud parent of one son, Ethan.

Sep 22, 2025, 11:31 PM ET

BALTIMORE — The Detroit Lions used a revitalized pass rush and a punishing rushing attack to defeat the Baltimore Ravens 38-30 at M&T Bank Stadium on Monday night.

David Montgomery ran for 151 yards and two touchdowns for the Lions (2-1), who rushed for 224 yards. Detroit also had two touchdown drives of 96 or more yards and sacked Ravens quarterback Lamar Jackson seven times.

Jackson threw for 288 yards and three touchdowns for the Ravens (1-2), who suffered another costly fumble by veteran running back Derrick Henry.

Here are the most important things to know from Monday night for both teams:

David Montgomery ran for 151 yards and two touchdowns to help the Lions to a big road win. Nick Wass/AP

Detroit had never won against the Ravens in Baltimore — until now.

In their four previous trips, most recently in 2023, the Lions had never tasted victory — or come within nine points of it. But that changed Monday, as the Lions offense got off to a quick start, spearheaded by veteran QB Jared Goff, and their playmakers put on a show.

Running backs Jahmyr Gibbs and Montgomery, along with All-Pro WR Amon-Ra St. Brown, all scored touchdowns. That marked the 10th career game in which they each recorded at least one scrimmage TD, the most such games by any trio of teammates in NFL history, per ESPN Research.

After dropping their Week 1 game at Green Bay, Detroit has now won its last two games in impressive fashion.

Most surprising performance: DE Al-Quadin Muhammad. Hours before kickoff, the Lions placed starting defensive end Marcus Davenport on injured reserve with a chest injury. Muhammad stepped up in a major way against the Ravens with 2.5 sacks, boosting a Detroit pass rush that registered a league-low 19.2% pass rush win rate in the first two weeks. The 30-year-old Muhammad is on his fifth NFL team and in his second season with the Lions after working his way up from the practice squad in 2024.

Trend to watch: The Lions have allowed an opening-drive touchdown in all three games this season under new defensive coordinator Kelvin Sheppard, with Henry scoring on a 28-yard rushing touchdown with 5:47 left in the first quarter. Per ESPN Research, this is the first time Detroit has allowed an opening-drive TD in three consecutive games under coach Dan Campbell, dating to 2021. It also marked the first time in the past 25 years that the Lions allowed an opening-drive touchdown in the first three games of a season. The defense regrouped after the opening-drive score, sacking Jackson a career high seven times.

Stat to know: When Montgomery capped off a 98-yard scoring drive with a goal-line touchdown at 5:57 in the second quarter, he and teammate Gibbs had their first historical moment. Gibbs and Montgomery, aka “Sonic & Knuckles,” each recorded a touchdown in the same game for the 11th time, breaking a tie with the Packers’ Paul Hornung and Jim Taylor and the 49ers’ Hugh McElhenny and Joe Perry for the most such games by any running back tandem. — Eric Woodyard

Next game: vs. Cleveland Browns (Sunday, 1 p.m. ET)

Derrick Henry scored an early touchdown, but a late fumble set the Ravens back. AP Photo/Stephanie Scarbrough

Henry’s uncharacteristic poor ball security cost the Ravens again. Henry fumbled midway through the fourth quarter, which proved to be biggest mistake in the Ravens’ loss to the Lions. He showed his frustration by slamming his helmet into the bench. Henry has lost the ball in the fourth quarter in both of Baltimore’s losses this season. This has been unlike Henry, who had lost two rushing fumbles in the fourth quarter or overtime in his previous nine seasons.

Defensively, the Ravens allowed touchdown drives of 98 and 96 yards to the Lions, but this isn’t the first time Baltimore has given up these types of marathon drives. The last team to allow multiple 95-yard touchdown drives on Monday Night Football was the Ravens, who did so against the Texans in 2010, according to ESPN Research.

Baltimore has a losing record after three games for just the third time in coach John Harbaugh’s 18 seasons as head coach. The Ravens, whose 111 points are the most in the first three games for a team with a losing record in NFL history, now head to play at Kansas City (1-2), where they have never beaten Patrick Mahomes. Since 2008, Baltimore is 0-3 at Arrowhead Stadium, allowing an average of 29 points per game.

Trend to watch: Lamar Jackson’s touchdown passes of 3 yards to wide receiver Rashod Bateman and 14 to tight end Mark Andrews helped the quarterback set a team record. This marked Jackson’s ninth straight game with two or more touchdown passes, which surpasses Vinny Testaverde’s streak of eight in 1996. It’s also the longest active streak of multiple touchdown-pass games in the league.

Most surprising performance: Andrews looked like Jackson’s favorite target again after the slowest start to a season in his eight-year career. Andrews caught six passes for 91 yards and two touchdowns. It had been a struggle this season for Andrews, who totaled two receptions for seven yards in the first two games. That slow start followed the playoff loss in Buffalo, where he dropped a late 2-point conversion pass that would have tied the game.

Stat to know: Jackson had little room to scramble and got sacked seven times, the most of his career. Baltimore has lost three of the four games in which Jackson has been sacked at least five times. — Jamison Hensley

Next game: at Kansas City Chiefs (Sunday, 4:25 p.m. ET)



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September 23, 2025 0 comments
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Amazon, Google, and Microsoft tell H-1B employees to rush back to the US
Gaming Gear

Amazon, Google, and Microsoft tell H-1B employees to rush back to the US

by admin September 20, 2025


IMPORTANT ADVISORY: New travel restriction for H-1B visa holders

Hi all–We have now reviewed the actual text of today’s Presidential Proclamation on H-1B visas, which you can find here: Restriction on Entry of Certain Nonimmigrant Workers – The White House.

Here’s what you need to know:

First, the proclamation is structured as a travel restriction. Beginning at 12:01 am eastern time on September 21, 2025 (so, 9:01 pm Pacific time tomorrow), individuals will not be able to enter/return to the U.S. in H-1B status unless their petition has an additional $100,000 payment associated with it.

What you need to do:

I will be updating this post later this evening with a form for people to fill out if they are currently outside the U.S. with an H-1B visa. We want to be able to follow up with each individual and provide support and guidance as they try to return within the next 28 hours.

The proclamation does not impact any other visa statuses.

There is other content about the pause in processing H-1B petitions for individuals who are outside the U.S. At this time, we do not interpret this to immediately impact extensions of H-1B status or changes of status to H-1B as long as you are currently in the U.S. We’ll share more about that later.



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September 20, 2025 0 comments
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CEOs of online platforms appear in a Congressional tweet.
Game Reviews

Alleged Shooter’s Discord Chats Cut Against Rush To Blame Online Games And Memes

by admin September 18, 2025


The race to define what the brutal murder of right-wing podcaster Charlie Kirk last week means and why it happened has led a lot of people to say a lot of things. Some of those things, like blaming the sci-fi shooter Halo for fomenting class warfare, or suggesting the alleged shooter was radicalized by the “meme-ification” of the internet, look increasingly like absurd, knee-jerk, and ill-informed reactions, as a recent report about the actual contents of one of the gaming Discord servers the suspect was active on suggests none of that.

On Monday, The Washington Post reported that alleged gunman Tyler Robinson had admitted to the crime in a Discord message to friends last week. Yesterday, independent reporter Ken Klippenstein shared actual screenshots of messages allegedly posted on the server, alongside an interview with some of its other members. According to his report, the Discord hangout was far from the hotbed of political radicalization some politicians and pundits have claimed it would be.

According to Klippenstein, there were only a couple of mentions of either President Donald Trump or former President Joe Biden in the chat logs, and those were apolitical mentions of recent news events. “Cat memes, weather updates, home improvement and the odd Garfield reference populate Robinson’s posts,” Klippenstein writes.

“Obviously he’s okay with gay and trans people having a right to exist, but also believes in the Second Amendment,” an apparent childhood friend of Robinson’s told Klippenstein. “To all of us he just seemed like a simple guy who liked playing games like Sea of Thieves, Deep Rock Galactic, and Helldivers 2, loved to fish and loved to camp…it really did seem like that’s all he was about.”

🚨 BREAKING NEWS: CEOs of Discord, Steam, Twitch, and Reddit have been called to testify in front of Congress.

They will answer to the American people how their platforms have been used by RADICALS to advance POLITICAL VIOLENCE, including the assassination of Charlie Kirk. pic.twitter.com/bNbgqSLeNq

— Oversight Committee (@GOPoversight) September 17, 2025

This lack of an easily applicable, ready-made narrative about Kirk’s alleged murderer that would paint him has a politically aggrieved radical comes as those leading the national conversation, like FBI Director Kash Patel, rush to ascribe motives. “[Gaming] can desensitize to the point where that person involved in these games looks at other people…and they’re not even human beings, they’re simply avatars,” former FBI profiler Dr. Mary Ellen O’Toole told Fox News this week.

According to charging documents filed by Utah County prosecutors on Tuesday, Robinson told his roommate in text messages that he allegedly killed Kirk because “I had enough of his hatred. Some hate can’t be negotiated out.” The prosecution’s evidence suggests Robinson may have targeted Kirk specifically over transphobic comments he made in the past. But it also didn’t allude to any political radicalization fomented by online platforms like Discord and Reddit. That hasn’t stopped at least one high-profile politician from calling on the executives of those companies to testify before Congress about “the radicalization of online forum users.”

“The politically motivated assassination of Charlie Kirk claimed the life of a husband, father, and American patriot. In the wake of this tragedy, and amid other acts of politically motivated violence, Congress has a duty to oversee the online platforms that radicals have used to advance political violence,” House Oversight and Government Reform Committee Chairman James Comer (R-Ky.) announced on Wednesday. “To prevent future radicalization and violence, the CEOs of Discord, Steam, Twitch, and Reddit must appear before the Oversight Committee and explain what actions they will take to ensure their platforms are not exploited for nefarious purposes.”

The hearing is set to take place on October 8, 2025 and is the first time Discord in particular will have been called on to testify. Members of Tiktok, X, and Meta were grilled last year about online child safety concerns. A spokesperson for Discord has previously said there was “no evidence that the suspect planned this incident or promoted violence on Discord.”





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September 18, 2025 0 comments
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Donkey Kong looks at the camera.
Product Reviews

Donkey Kong Bananza: DK Island & Emerald Rush review: neat, but should’ve been free

by admin September 15, 2025



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Had Donkey Kong Bananza: DK Island & Emerald Rush been released as a free update, I would be singing its praises.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: September 12, 2025

After all, if I had one complaint with Donkey Kong Bananza in the weeks since it launched, it’s that there’s no real reason to keep coming back for more after the credits roll, and this new downloadable content (DLC) expansion remedies that somewhat by bringing back the fan-favorite Donkey Kong Island and introducing a replayable side mode to dive into.

  • Donkey Kong Bananza (Nintendo Switch) (Switch) at Amazon for $84.99

It’s an enjoyable diversion for a couple of hours and gives you a delightful excuse to rediscover some of the best locations from the main game, but for $19.99 / £16.99, the content on offer is just too slim to fully recommend.

That’s the exact same price as the recently launched Drag X Drive and most Nintendo Switch 2 Edition upgrades, not to mention indie titans like Hollow Knight: Silksong if you venture outside the first-party catalog – all of which would be better value purchases.

Switching sides

(Image credit: Nintendo)

The entirety of DK Island & Emerald Rush takes place after the main game, with the new DK Island layer appearing the next time you visit the Eelevator. Situated on the surface, a short distance from Ingot Isle, the map is a novel interpretation of how the setting appeared in the original Donkey Kong Country. It’s a joy to explore for a little bit, with memorable landmarks like Donkey Kong’s little hit and the massive Kong head-shaped volcano sure to delight long-time fans.

There’s loads of gold to hoover up, particularly in the smattering of small challenge levels hidden in its various nooks and crannies, which makes it all feel like a fitting celebration now that you’ve finished the game.

Unfortunately, there’s very little to do beyond exploration. There are a few locations clearly designed for taking screenshots in the photo mode with the likes of Diddy Kong and Cranky Kong, but it’s hard to ignore the fact that there’s no real progression like a standard Bananza stage. There aren’t even any enemies to defeat, which leaves it all feeling rather empty.

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Most of your time on DK Island is clearly meant to be spent in the Emerald Rush mode, accessed by visiting Void Kong on a wrecked piledriver adjacent to the island. There’s a sliver of story content, with Donkey Kong and Pauline unwillingly drafted into joining Void Company in order to collect a new emerald substance, and then you’re thrust straight into it.

(Image credit: Nintendo)

In the mode, you run around a past level in which all of the existing gold has been turned into bright green emerald. Your task is to smash through it quickly and hoover up as much as possible within ten timed rounds, meeting a certain threshold in each in order to continue into the next.

Void Kong feeds you objectives as you go, which usually boil down to defeating some special green enemies that have spawned on the map or completing a quick task like dipping yourself in water or using a nearby barrel launcher.

Completing objectives or collecting one of the now green Fossils or Banandium gems lets you choose a perk, mainly centered around increasing your rate of Emerald collection.

There are a decent number of them, and they stack in interesting ways, leading to some satisfying rogue-like progression. On one run, for example, each enemy I defeated at full health would result in a deluge of Emerald thanks to multiple similar bonuses, and on another, I earned hundreds of times the usual reward for each completed objective.

Climbing the corporate ladder

(Image credit: Nintendo)

Finishing Emerald Rush runs awards Banandium Chips that can be spent placing statues of characters on DK Island.

There’s no real way to interact with these statues beyond bashing or throwing them, so this whole addition feels completely superfluous unless your idea of enjoyment is tossing around an inanimate idol of Squarks the Parrot.

Best bit

(Image credit: Nintendo)

The new clothing items here are really strong. My favorite new addition equips Donkey Kong with a swinging Void Co employee badge – complete with an adorable picture of him and Pauline.

Thankfully, there is a much meatier progression system tied to your current employee rating, which increases with each successful run. Working your way up the ranks gives you the chance to return to other past maps (there are a total of six), puts new perks into rotation, and unlocks some cool Void Co outfits to wear.

Beyond messing around with the option to increase the difficulty of each Emerald Rush run, which raises the required quota to progress and removes some starting abilities, there’s really not much else to this DLC, and you’re going to have had your fill after just a few hours. The perks add plenty of variety, but many of the objectives in Emerald Rush are quite samey and mean that it gets stale before you’ve even managed to max out your employee level.

What’s here certainly isn’t terrible by any means and does successfully extend the game’s overall runtime, particularly if you want to unlock everything, but it’s not unreasonable to expect something more substantial at this price.

(Image credit: Nintendo)

Should I play Donkey Kong Bananza: DK Island & Emerald Rush?

Play it if…

Don’t play it if…

Accessibility

As an expansion, Donkey Kong Bananza: DK Island & Emerald Rush has the same suite of accessibility features as the base game. This means you can access an assist mode, which makes the game easier overall, in addition to the various difficulty options for each Emerald Rush run.

Camera controls can also be inverted, and your main actions can be customized using some presets. Subtitles are enabled by default.

How I reviewed Donkey Kong Bananza

I spent over three hours in the DK Island & Emerald Rush expansion using a Nintendo Switch 2 in handheld mode using the standard Joy-Con 2 controllers and the system’s built-in speakers.

Having written our Donkey Kong Bananza review, I compared my experience to that of the base game and carefully considered the value for money offered by this DLC compared to other Nintendo releases and various Nintendo Switch 2 games.

First reviewed September 2025

Donkey Kong Bananza (Nintendo Switch): Price Comparison



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September 15, 2025 0 comments
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I love Donkey Kong Bananza's new DK Island & Emerald Rush DLC - but should it have been in the base game?
Game Reviews

I love Donkey Kong Bananza’s new DK Island & Emerald Rush DLC – but should it have been in the base game?

by admin September 15, 2025


If you had to push me for criticisms of Donkey Kong Bananza, there aren’t that many I can level at it. It’s a smashing time – hur hur – and though it perhaps doesn’t have that jaw-dropping impetus of a Mario Odyssey, it is nevertheless something special. Here’s one, though: the post-game offering is over way too quickly. Nintendo has now addressed that with a new downloadable content, DK Island & Emerald Rush.

Donkey Kong Bananza: DK Island & Emerald Rush DLC

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Played on Nintendo Switch 2
  • Availability: Out now on Nintendo Switch 2

While not technically an exclusively post-game affair – as a paid DLC you can travel to its titular isle and begin exploring at any progress point – expansion-wise it certainly feels like one. The stuff added offers a variety of delicate twists and variations on the game systems showcased across the main game, all crammed into a vaguely roguelikey framework. Add on a healthy shot of nostalgia with the return to a location eighties and nineties kids will remember fondly, complete with a new arrangement of Grant Kirkhope’s lovely hub world music, and you’ve got a winner.

And yet… I feel rather strange about it. It’s one of those releases that doesn’t suffer from any nasty complexity on its own merits, but rather due to context. I like the expansion. But the price, the proximity of this DLC to the main release, and the fact that I’d already been mentally comparing Bananza’s post-game activities to that in Odyssey in an unfavorable way adds up. I find myself thinking a classic, good old faithful: this should have been in the base game, right?

Our full Donkey Kong Bananza review, in video form.Watch on YouTube

I mean, for now, I digress. What’s the DLC about? Well, basically, it lets you visit a loving recreation of DK Island (though it is more of an atoll, ackshually), which has been the canonical home of the Kong clan since 1994’s Donkey Kong Country. It’s appeared in various forms over the years, though this version most closely resembles that featured in Donkey Kong 64 – but with lovely nostalgia-baiting references throughout, be that K. Rool’s pirate ship wrecked off the island’s shores, or a smaller island shaped just like some Jungle Beat bongos. This is an area for the fans. It’s a charming little area, and my nostalgia meant it was actually the first Bananza locale I actually felt a bit bad smashing to bits.

DK Isle can be visited just for a hang, and the vibes are indeed lovely. But once the main game is clear you’ll find one of the villains washed up on its shores, which through various fluffy-plotty machinations gives way to the introduction of Emerald Rush, the other half of this DLC’s title and the other half of the content.

In Emerald Rush, vast amounts of emerald material appear across the map. This is easily smashable, and your job is to shatter loads of it to collect it in a time limit scenario. There’s a catch: all of DK’s abilities are removed, and the only way to regain them is to destroy special emerald banandium gems throughout the world. What ability each banandium gem gives you is random, however, and no two runs will be the same. Fossils also must be collected, each offering up upgrades to how the mode will play out – offering bumps in the amount of emerald certain actions will give and so on.

Image credit: Eurogamer / Nintendo

It’s in this that the roguelike element comes in. You’ll have to carefully think about your approach and use of abilities based on what the RNG gods bequeath you. DK and Pauline’s clothes become vastly more important, as they’re one of the only things you control going into a run. The difficulty ramps up, making it a real race to collect enough emerald to progress to the next round. Initially this all happens on DK Island, but as you progress you’ll gradually unlock versions of this mode across many of Bananza’s different ‘layer’ levels.

I have to level with you right here, right now: whatever I might make of the pricing, this mode absolutely slaps. I love it. I’ve got a thirteen hour flight coming up and by the end of my second or third Emerald Rush run, I knew exactly what I’d be doing for most of it (sleeping, yeah – but after that, this). The time limit the frantic high-score chasing nature of the mode means that you enter a trance-like state while playing it – and it works best as post-game content because it asks that you consider all the skills, mechanics, and tricks you’ve learned, carefully deploying them to the best possible effect.

This even turns to address one of my complaints from the base game. There, I noted that several of the Bananza form moves and upgrades were pretty useless. Here, the random nature of runs means you might be forced into reconsidering moves you’d previously written off. I’ve ended up building entire runs around moves that I felt pretty useless. In this sense, the mode feels like an absolutely natural ‘conclusion’ to the exploits of Bananza. It’s brilliant.

Image credit: Eurogamer / Nintendo

There’s frivolous but nice-to-have additions, too: new statue collectibles to decorate DK Isle, new clothing, music discs that let you take the DLC’s excellent new music elsewhere. It ticks the boxes. But I find myself looping back, with a grimace, to that price.

Back at launch, there was plenty of chatter about Nintendo’s decision to launch Mario Kart World at £75. Bananza came in around a tenner cheaper, which in light of the quality of the game and the expense of Mario Kart seemed to stand in its favor. But with a £17 expansion that really does feel like it should’ve been part of the main game’s post-game offering, this is now more expensive than Mario Kart – which stings a little, even if I think it’s the better game. The thought is sharpened further by the fact that this DLC has a better and more rich post-game experience than the main game. After the brilliantly-presented DLC credits roll, a bevy of new challenges drop.

Basically, what I’m saying is – mechanically, presentationally, in vibe, in tone – it all feels like the mic drop that should’ve been in the main game. The super-hard ramping difficulty; the nostalgia bomb that note-for-note matches Odyssey’s Mushroom Kingdom unlock, even the way it recontextualises past areas.

That a DLC developed during the main game is so strong is a testament to Nintendo’s understanding of what it had built with Bananza. Usually additions this wise, in their consideration of how to redeploy the core game’s mechanics, come some time after launch, taking into account player response and the like. With this article going live just two months after my pre-release review of the base game, clearly that wasn’t the case with DK Island & Emerald Rush – but that knowledge also works against my impression. As good as it is… this feels like the missing piece of the core game. And it’s 16 quid extra.



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September 15, 2025 0 comments
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Donkey Kong Bananza Is Getting A Roguelike Mode With DK Island & Emerald Rush DLC Today
Game Updates

Donkey Kong Bananza Is Getting A Roguelike Mode With DK Island & Emerald Rush DLC Today

by admin September 13, 2025


Announced during today’s Nitnendo Direct, Donkey Kong Bananza is getting DLC today with DK Island & Emerald Rush. DK Island is a new level modeled after Donkey Kong’s home from Donkey Kong Country, complete with his giant head. Donkey Kong’s family will also be hanging out on the island.

 

If you’ve beaten the game, Void Kong will also offer to hire you, which leads to the Emerald Rush mode. Though not explicitly called a roguelike mode by Nintendo, it allows DK and Pauline to partake in runs where they have to collect emeralds in a certain amount of time. Collecting fossils and Banandium gems let’s DK choose upgrades that he can use on that run. Along with being able to play the mode on DK Island, the other levels will also have Emerald Rush runs. Performing well in Emerald Rush awards new fashion options and statues that you can place around DK’s home.

Along with the DLC being available today, a demo for Donkey Kong Bananza will also be available. You can read Game Informer’s Donkey Kong Bananza review by following the link.



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September 13, 2025 0 comments
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Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content
Esports

Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content

by admin September 9, 2025


More than ever before, the games industry sustains itself on the backs of its players. Not only in terms of their time and their feedback, but in terms of their creative input as well.

All today’s biggest games, the likes of Minecraft, Roblox, and Fortnite, thrive on community creations, using bespoke toolsets, internal distribution systems, and financial incentives to encourage players to build new items, modes, and experiences within that game’s particular ecosystem.

In doing so, these games have become enormously profitable platforms, and a swathe of other games are rushing to incorporate user-generated content (UGC) into their own business models. Electronic Arts recently revealed that Battlefield 6 would release with a UGC ecosystem called Portal, while battle-royale pioneer PUBG is currently testing its own UGC tools.

Jordan Weisman, CEO of Endless Adventures Incorporated

On the face of it, it seems that UGC is where the big money in the games industry lies. But there is a fundamental misconception about the relationship between UGC and the success of a game. In most cases, it’s the latter which leads to the former, rather than the other way around.

“Fortnite [Creative] is built on the back of an incredibly popular game, right?” says Jordan Weisman, co-founder of Harebrained Schemes, co-creator of ShadowRun and BattleTech, and now CEO of Endless Adventures Incorporated. Weisman is currently developing Adventure Forge, a platform for designing narrative games.

“[Fortnite] built up and got this huge audience, and then in the wake of that, creates this UGC environment.”

Minecraft had a similar trajectory, initially becoming popular due to its survival mechanics. Roblox is the exception, having always been a creative platform first and foremost. But as Weisman points out, Roblox “had a ten-year history” before it became successful.

Follow the leader

Even when you have a successful game, incorporating UGC can pose a significant challenge. “Our first assignment is to catch up,” says Taehyun Kim, game director on PUBG: Battlegrounds, via a translator.

“For Battlegrounds, we were the first pioneers, so we were able to have that market share. [For UGC], we are not pioneers. We are followers.”

PUBG: Battlegrounds | Image credit: Krafton

PUBG’s UGC tools are currently in an early testing phase. PUBG Studios aims to allow players to design their own game modes, customising rulesets, gameplay logic, and the shape and form of the world. Yet Kim is fully aware of the challenge they face to catch up with the likes of Epic’s Fortnite, hence why they’ve allowed players access to the tools at a relatively early stage.

“Right now, it’s in a really basic form,” Kim says. “We want users to make different content and play different styles. And our current system is not big enough to have that available.”

In addition, Kim believes that mimicking the approach of Fortnite Create might not be an appropriate solution for PUBG, owing to the differences in tone and mechanical emphasis between the two games.

“We want to dream big. But of course, we are such a ‘heavy’ game, so what [our players] want [from] UGC in this genre may be different,” he says.

“Fortnite is really casual. What they expect is [different] from what our own audience expects, so we want to [do] what they expect. I guess we need to find our own style and our own path.”

Tough start

Making a UGC game successful from the ground up, by comparison, is significantly harder.

The genre is littered with failed projects. Earlier this year, Build A Rocket Boy’s aim to build a player-created metaverse on the back of the linear cover shooter MindsEye fell at the first hurdle, while Hytale, a Minecraft-inspired building RPG, stumbled through the weeds of feature creep for years, ultimately leading to its cancellation by Riot Games.

Hytale was cancelled earlier this year

One of the biggest challenges for UGC developers is designing the tools that players will use to build their experiences. Weisman points out this can be much more expensive than designing similar tools for internal use.

“There’s a big difference between a tool you make for your in-house use and a tool you put out for consumer use,” he says. “There’s a lot more tool development work and trying to bulletproof the tool as best you can for external use versus internal use.”

At the heart of this challenge is balancing the accessibility of the toolset with its power. In designing Adventure Forge’s toolset, which is built to enable players to create narrative games without needing to code, Weisman received some advice from Zach Phelps, the lead on Fortnite Creative and an investor in Adventure Forge.

“He said ‘accessibility is a problem, but it’s a short-term problem. Lack of power is a long-term problem’,” Weisman explains. “We really leaned into making sure that our creators had all the power we could provide them, and then incrementally keep improving accessibility.”

Adventure Forge is a ‘no code’ game creation platform | Image credit: Endless Adventures

But providing users with the right tools is only half the problem. The other half is convincing players to engage. Not just with the tools, but with the experiences users create.

Games like PUBG and Fortnite have a huge, ready-made audience, which makes the investment in these tools worthwhile even if only a small portion of the user base engages with them. Smaller developers and devs starting from scratch cannot rely on this, so alternative solutions are required.

One option is to demonstrate the effectiveness of your tools by building a game with them yourself. This is the approach taken by Manticore Games, creators of the Core game creation platform.

Core released in 2021, attracting 3.5 million users during its first 18 months. But Manticore discovered there was a discrepancy between people coming to Core as creators and those looking for games to play.

“The thing with UGC is it’s a typical two side marketplace. You have to find a way to have great creators that create great content, and the players come and they love the games, and they stay, and they bring more players and creators,” says Frederic Descamps, who co-founded Manticore with Jordan Maynard in 2016.

“That flywheel effect is actually very hard to start, and we did very well with the creators, [but] with the players, I would say it was a little harder.”

Out of Time is due out on September 25, 2025 | Image credit: Manticore Games

This eventually led Manticore to build Out of Time, a rogue-like MMO that runs in Unreal Engine 5, but was built using the tools Manticore designed.

Manticore figured that building a game using their toolset could demonstrate Core’s effectiveness while also giving them a separate product to sell.

“As an independent studio, you have to be careful where you spend your resources,” Descamps explains. “We came up with a few hypotheses and a few ideas that we decided to test, and Out of Time came out of that. It was basically a way for us to use Core, and actually Out of Time is purely UGC.”

Agile creation

One intriguing facet of Out of Time’s development is its turnaround. Maynard says that the game was built from concept to launch-ready in two-and-a-half years, which includes a development reset 12 months in.

“The acceleration we get from using Core on top of just a base engine, I would estimate is 10x,” he says.

At a time when many AAA projects are taking five years or longer to develop, Maynard believes that tools like Core offer a potential solution. “UGC and professional game development – the lines are blurring,” he says.

“The actual experience of is interactive, so it sort of makes sense that the creation of it becomes interactive too, especially as the tools get better.”

Weisman, meanwhile, is taking a different approach. In addition to making the act of creation simple, Adventure Forge’s tools are designed to make the distribution of games easier.

Surfacing games and experiences both within and without UGC platforms can be difficult for players, with Weisman citing Lethal Company as an example.

“Lethal Company was a game developed in Roblox for two, three years. They honed it and it got a good mid-size following” he says. “[Then] they wanted to release it outside of Roblox, so they had to completely redevelop the game in Unity and put it out. And when they did, it sold, like, 12 million units.”

Like Roblox, Adventure Forge will have its own publishing ecosystem with a revenue share model, one that enables games to be published onto the platform with “one button press.” But it’s also designed so that any game made with it can easily be published on other platforms and devices.

“Our goal is to be looking for those gems that are developed inside of Adventure Forge and then reach out to those creators, and then we could publish their game for them externally,” Weisman says. “But if we don’t pick yours, or you’d rather do it yourself, you have that option. You’re not captured inside of the fortress of the application you’re in.”

Small is beautiful

It’s worth noting that not every developer with UGC tools is necessarily looking to become the next Minecraft. One such studio is Tuxedo Labs, the creators of voxel-based destruction sim Teardown.

On the face of it, Teardown seems ideally poised to become a major UGC-centric experience. It has a distinctive, sandbox-ish mechanical loop, custom, in-built modding tools, and an enthusiastic community creating everything from additional weapons and vehicles to unofficial campaigns.

Teardown | Image credit: Tuxedo Labs

Moreover, the studio is also currently working on a major update to add multiplayer support, which will include both cooperative and competitive modes. But according to CEO Marcus Dawson, Tuxedo Labs is cautious about Teardown’s UGC potential.

“We have tried to stay very open. It’s about the game you can play,” Dawson says. “We don’t go into monetisation and doing our own app store and things like that.”

Part of the reason for this is that Tuxedo Labs is still a very small team – around 14 people – and has little urgency to grow into a large studio. But Tuxedo Labs is also wary about betraying the spirit of Teardown.

“It’s a can of worms, like you see the App Store, how that [proliferated] and it can get from creativity into money grabbing,” he says. “Creativity is the important thing. And I think monetisation sometimes can really hurt the openness [of the] platform.”

“You don’t buy a sandbox if you don’t really know what it is”

Marcus Dawson, Tuxedo Labs

In addition, Tuxedo Labs also wants to pursue new projects, and doesn’t want to dedicate itself to servicing a single game. “If you have a really great, talented team, which I think I do…then you need to keep pushing,” Dawson says.

“[You can’t] create a magnificent game and then expect all the developers to sit on localisation and maintenance for ten years, because then you will lose the best developers.”

This isn’t to say Dawson is wholly against the idea of Teardown becoming a bigger prospect. If the upcoming multiplayer update results in a huge influx of new players, the studio will adjust accordingly.

If this doesn’t happen, however, then Teardown still exists as a dedicated single-player experience that players can pick up and enjoy whenever they like, just as games like Minecraft, Fortnite, and PUBG are fully featured experiences even without their UGC sides.

“You buy the game for the game,” Dawson concludes. “You don’t buy a sandbox if you don’t really know what it is.”

In short, you need a “cool game” first. “Then you can extend it to [be] something else.”



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September 9, 2025 0 comments
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The Sonic Rush games on Nintendo DS are getting a "definitive" PC release care of boisterous fangamers
Game Updates

The Sonic Rush games on Nintendo DS are getting a “definitive” PC release care of boisterous fangamers

by admin September 2, 2025



A group of fangame developers have taken it upon themselves to make a new Sonic Rush game for PC, combining the previous Sonic Rush games for Nintendo DS into one “definitive” remastering, with extra stuff and some apparently overdue fixes. Seems bold! I missed the Rush games back in the noughties, but I do like me a Sonic. Here’s a trailer for Sonic Rush Rerun.

Watch on YouTube


“The idea behind this remaster is to take the greatest strengths of the Sonic Rush trilogy, crank them up to 11, and combine them together to bring this game formula to its PEAK,” explain the developers in the blurb. “We want to make a definitive version of Sonic Rush for PC with additional content and to fix the problems with the original game.” I assume they’re calling it a “trilogy” in light of the general conviction that Sonic Colors is an unofficial third Rush game.


I like the energy here, but I fear I must break off this report to deliver an agonising Old Man appraisal of something that has been bugging me for years. PSA game developers: the “up to 11” line is not supposed to be repeated sincerely. It comes from 1984 rock band mockumentary This Is Spinal Tap, in which there’s a scene where lead guitarist Nigel Tufnel shows off his custom amp, which has a volume setting with 11 levels, but isn’t actually any louder than an amp with 10 levels.


It’s supposed to be a joke about meaningless exaggeration. But because humans are forgetful, perishable sacks of meat, and perhaps because videogame-adjacent humans especially tend to venerate numbers like gods, I keep hearing the phrase “turn it up to 11” uttered with what sounds like full seriousness.


I don’t know if there’s some kind of central marketing authority I can appeal to, here, but please can you all knock it off, because whenever I read these words in press releases, I feel like I am taking crazy pills. If nothing else, game developers, the nature of the joke means that you don’t have to stop at 11. You can turn it up to 12! You can turn it up to 13, even! First one to turn it up to 13 in a press release gets their game an automatic 13/10. Or would do, if we had a scoring system. See, I always give myself an out.


Anyway, back to Sonic Rush Rerun. The project lead is MelohRush, who got into fan animations because he played Sonic Frontiers and thought it needed “an extra punch of style”. These youngsters! So impetuous. According to his portfolio, he’s worked on *grits teeth* 11 Sonic projects to date.


He’s joined by lead programmer Crimznraze, lead modeller Ozark and a small village of modellers, programmers, level designers, animators, sprite artists, composers, sound designers, voice actors, writers and graphic designers. It’s a tidy production. You can find some music for the game’s soundtrack on the Youtube page.


Sonic Rush Rerun has no release date. Thanks to Jeremy for spotting it and lobbing it into the friendly sausage machine that is our news Slack. As ever with fangames, its eventual launch rests on Sega’s willingness not to sue the pants off the creators for breach of copyright. Sega have proven pretty relaxed on this front, as large corporations go, and have reaped the fruits in the form of a lively community of Sonicmakers, busily engineering forms of hedgehog-based entertainment poor Yuji Naka never dreamed of in 1991. Some have gone onto work for the Blue Blur directly.



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September 2, 2025 0 comments
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Lost Hellden is an action JRPG from veteran Final Fantasy and Gravity Rush developers, here's a new gameplay trailer
Game Reviews

Lost Hellden is an action JRPG from veteran Final Fantasy and Gravity Rush developers, here’s a new gameplay trailer

by admin August 23, 2025


JRPG Lost Hellden has received a fresh gameplay trailer to show off its “Deep 2D” painted art style and action battle system.

The game, from Artisan Studios, was previously revealed as a 2025 Switch game, but has now been pushed back to 2026 and is set for release across Switch, PS4, PS5, Xbox Series X/S, and PC (Steam, Epic GoG).

Lost Hellden is a JRPG in a classic style, which is testament to its veteran developers. Hitoshi Sakimoto (Final Fantasy 12, Tactics Ogre, Valkyria Chronicles) is behind the music and audio, while its illustrations are from Takeshi Oga (Gravity Rush, Siren).

Lost Hellden – Gameplay Trailer Watch on YouTube

It features hand-painted static backdrops, a Job system with skill tree, and action-style combat.

If you’re a fan of old school JRPGs, keep an eye on this.

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.



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August 23, 2025 0 comments
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