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Here’s why crypto coins like MYX Finance, Story IP, and Worldcoin are rising
NFT Gaming

Here’s why crypto coins like MYX Finance, Story IP, and Worldcoin are rising

by admin September 9, 2025



The crypto market came under pressure on Sept. 9, with Bitcoin and major coins such as Solana, Ethereum, and XRP falling while a handful of altcoins moved higher.

Summary

  • MYX Finance price continued rising after the Gate.io listing.
  • Story price jumped after Heritage Distilling launched an IP treasury.
  • Worldcoin price jumped as Eigtco started WLD accumulation. 

The market capitalization of all coins dropped by 1% to $3.94 trillion, continuing a recent trend. Still, some crypto coins like MYX Finance (MYX), Story (IP), and Worldcoin (WLD) were up by 100%, 31%, and 15%, respectively. 

MYX Finance price jumps after Gate listing

MYX Finance price has gone parabolic in the past few days, which some traders attribute to market manipulation. It moved from $0.177 in August to a record high of $18, with its market capitalization jumping to over $3.5 billion. Its 24-hour volume rose to nearly $1 billion.

MYX price continued its uptrend after Gate.io, one of the top crypto exchanges, listed it. It is common for cryptocurrencies to jump after being listed by a major exchange.

There is a risk, however, that the MYX Finance price will reverse soon, as it has become highly overbought, with the Relative Strength Index soaring to 97 and forming a double-top pattern. It is also much higher than its moving averages, meaning a mean reversion is possible.

MYX price chart | Source: crypto.news

Story price jumps after Heritage Distilling starts an IP fund

Story price surged to a high of $12, continuing an uptrend that started in June when it bottomed at $2.46. It has crossed the important resistance point at $8, its February high.

The surge coincided with Heritage Distilling launching an IP fund that will invest in the token. This follows its recent PIPE financing that raised $200 million from companies like a16z, Selini Capital, Stix, and Hashed. In a statement, Seung Yoon, the CEO of PIP Labs, said:

“By anchoring our reserves in $IP, we are positioning shareholders to participate in one of the most important shifts of this decade: the intersection of AI, data, and intellectual property.”

Worldcoin price surges after Eightco launches fund

Worldcoin, the crypto project launched by Sam Altman, jumped, reaching its highest point since January. The surge happened after Eightco, a company backed by Bitmine Immersion, launched a $250 million WLD treasury bet. 

Eightco, Heritage Distilling, and other treasury companies are hoping to replicate the strategy’s success. Their hope is that these tokens will jump and boost their stocks in the long term.

The risk, however, is that the model is showing some strain, with most Bitcoin treasury companies like MSTR, Metaplanet, and Trump Media remaining in a deep bear market.



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September 9, 2025 0 comments
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MachineGames Hopes To Make Another Wolfenstein Game And Sees BJ's Story As A Trilogy
Game Updates

MachineGames Hopes To Make Another Wolfenstein Game And Sees BJ’s Story As A Trilogy

by admin September 8, 2025


Though MachineGames is likely basking in the great reception to last year’s Indiana Jones and The Great Circle, as well as its Order of Giants DLC that launched last week, the studio is still thinking about BJ Blazkowicz and Wolfenstein. In a recently released Noclip documentary about MachineGames, studio co-founder Jerk Gustafsson said the team sees BJ’s story as a trilogy and hopes that it isn’t done with Wolfenstein yet, as reported VideoGamesChronicle. 

“I think this is important to say because we have always seen this as a trilogy,” Gustafsson says when describing BJ’s journey from resistance fighter to family man. He later says, “…at least I hope that we’re not done with Wolfenstein yet. We have a story to tell.” 

It sounds like we can expect a third Wolfenstein game, if MachineGames has any say over the matter. 

 

The last mainline Wolfenstein game was 2017’s The New Colossus, although the team also helped develop 2019’s Youngblood, a co-op-focused spinoff set 19 years after The New Order and The New Colossus. It’s been eight years since the last mainline entry, and more than six years since MachineGames released any game related to Wolfenstein, so here’s hoping the team is cooking something up now post-Indy. 

In the meantime, read Game Informer’s Wolfenstein: The New Order review, Wolfenstein II: The New Colossus review, and Wolfenstein: Youngblood review. After that, read Game Informer’s Indiana Jones and The Great Circle review. 

[Source: Noclip via VideoGamesChronicle]

What would you like to see in a third mainline Wolfenstein game? Let us know in the comments below!



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September 8, 2025 0 comments
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Darksiders 4: Release Date Info, Story, Trailer, And Everything Else We Know
Game Updates

Darksiders 4: Release Date Info, Story, Trailer, And Everything Else We Know

by admin September 6, 2025



Darksiders 4 was officially announced in 2025 during a showcase for developer THQ Nordic, and many longtime fans of the franchise are curious about its release date, story, and gameplay. The last time we saw the Darksiders franchise was in 2019 with the release of Darksiders Genesis, a prequel to the original trilogy. This game was met with positive reviews from critics and fans alike, but after radio silence from THQ Nordic for several years, many players thought it could be the last time we’d see the Four Horsemen in action.

Now, with Darksiders 4 confirmed, we finally get to see what THQ Nordic has been cooking up all of this time. We know the Four Horsemen are returning and picking up where they left off at the conclusion of the original Darksiders, but what else do we know about the fourth installment in the franchise? You can check out everything we know about Darksiders 4 in the guide below.

When will Darksiders 4 be released?

While we did get the reveal of Darksiders 4, THQ Nordic still has not given us a release date for the new action-RPG. Right now, the current release date is “to be announced,” and there’s no indication as to when an announcement is expected.

So, as of right now, we’re pretty much in the dark when it comes to a release date for Darksiders 4. It’s unclear how far along in development THQ Nordic is with the game, either, so we don’t have anything to go on at the time of writing.

Preorder Darksiders 4

As we don’t have a concrete release date for Darksiders 4, there’s currently no way to preorder the game on any of its available platforms (PC, PlayStation 5, Xbox Series X|S). This also means we don’t know how much Darksiders 4 will cost. However, Darksiders has, in recent years, usually been priced under the industry standard for a new AAA game. For example, Darksiders III retailed for $40 at launch, and Darksiders Genesis came in at $30. THQ Nordic could take that same approach with Darksiders 4, which would put it at around $50-60, but it might also be a full-priced, $70 game.

All you can do right now is wishlist the game’s Standard Edition on PC via Steam. This gives you a notification when Darksiders 4 officially goes live for preorders.

Watch the Darksiders 4 teaser

If you want a small glimpse into what THQ Nordic has in store with Darksiders 4, you can watch the official teaser trailer for the action-RPG below.

Naturally, this is only a sneak peek at the game that confirms the return of the Four Horsemen. We’ll have to wait for a proper trailer to see exactly what Darksiders 4 will look like.

Darksiders 4 Platforms

Darksiders is coming to PC via Steam, as well as PlayStation 5 and Xbox Series X|S. It’s currently unknown if THQ Nordic will attempt to port the game to other platforms, such as Nintendo Switch 2, in the future. For now, though, Darksiders 4 will launch for only the current-gen platforms.

Darksiders 4 Story, Setting, And Characters

As we only have a small teaser trailer to go off, we don’t know too much about the story of Darksiders 4. We do know that the game picks up at the conclusion of the original Darksiders, though, so the setting will still be the post-apocalyptic version of Earth that’s remained prevalent throughout the franchise’s life. The developers also said that the setting will take place over different realms within the post-apocalyptic landscape, and each realm has unique bosses, items, and visuals.

During the game, you’ll get to play as one of the Four Horsemen characters, who have become staples of the franchise. Death, Strife, Fury, and War are back in Darksiders 4, and you can choose which one to play as for a playthrough. Each of the Horsemen features different weapons, abilities, and playstyles, giving you more replayability options for second, third, and fourth playthroughs of the main story.

Aside from the Four Horsemen, we’re unsure of any additional characters in Darksiders 4. However, with the story starting from the end of the first game, it’s a safe bet that some characters from the original will make an appearance.

Darksiders 4 Gameplay And Multiplayer

While we await more details and showcases of Darksiders 4, the developers have given us an idea of how the game will play. Just like the other games in the series, the fourth installment is a third-person action-RPG that emphasizes combat, narrative storytelling, and exploration through a lore-rich world.

The combat in Darksiders 4 features up-close melee action and supernatural abilities that each of the characters possesses. These abilities can all likely be used in combat in some fashion, but other abilities could be more useful outside of engagements with enemies. In the case of Strife, we’ll also likely be able to use his guns. Building on the cooperative feature in Genesis, it’s also been confirmed that Darksiders 4 will support up to four people in cooperative play, with each controller one of the Four Horsemen.

THQ Nordic specifies “traversal and puzzle-solving” as key components to the game. Darksiders is no stranger to unique movement and puzzles across the post-apocalypse, but the early marketing seems to suggest those elements will play a larger role in Darksiders 4. Some characters might offer more traversal abilities than others, which could give them an edge while exploring the map, while other characters might have abilities that make them tankier in battle.

We still don’t know a large chunk of how Darksiders 4 will look when it comes to gameplay, but THQ Nordic should be able to build off the foundation from the previous games in the franchise.

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September 6, 2025 0 comments
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A Spaceship Crew Faces Doom in This Surprisingly Tender Sci-Fi Story
Product Reviews

A Spaceship Crew Faces Doom in This Surprisingly Tender Sci-Fi Story

by admin September 5, 2025


io9 is proud to present fiction from Lightspeed Magazine. Once a month, we feature a story from Lightspeed’s current issue. This month’s selection is “Last Meal Aboard the Awassa” by Kel Coleman. Enjoy!

Last Meal Aboard the Awassa

by Kel Coleman

Gardener ladled dark-purple porridge into her primary digestion sac, staring absently out the viewport at black space and the distant smudge of the planet they had come to study. The simple meal and the gesture it represented soothed her after a long, thorny morning in a section of the growth bay that was in full flower and had needed hand pollinating. Though the other crew members around the mess made do with the usual break time assortment, Cook had steamed and spiced osard grains just for her before going off shift to nap in their rooms.

When the two of them joined the crew as a couple, roughly four solars ago, Gardener had worried the special treatment shown to her from the kitchen would lead to resentment. She had heard it could get lonely on a long haul if you made a bad impression, especially on a tiny ship where everyone knew each other’s families, had vid night sleepovers in the observatory, and could count at least a handful of birthdays and Endless Nights aboard. But unlike Gardener, this hadn’t been Cook’s first long haul and she’d soon researched the crew’s home planets and ports, tracking down family recipes, popular street food, and festival treats. The crew of the small science vessel were immediately smitten with her, and Gardener found herself warming to them as a result.

She finished her porridge, scraping the bowl clean, but lingered at the table to—

The speakers mounted around the mess blared three urgent tones.

The other crew members scattered at tables and behind the serving counter dropped what they were doing and moved to readiness. For Gardener, like many bipeds, this meant standing with her limbs at her sides. She turned toward the nearest screen, which had already switched from Union news to video from the bridge.

The captain’s wings were tucked close to their thorax, their five eyes reddened and rapidly blinking. In all four solars of her time aboard, Gardener had never before seen them fearful.

“Crew of the Awassa, this is your captain speaking.”

Gardener’s sensitive hearing picked up all the ear dots around the room overlaying the words with translations. Her own ear dots not only translated the captain’s words but amplified things like pitch changes so she would be less apt to mistake one tone for another. They were frightened, but with a tinge of anger perhaps?

“As some of you may already know, we lost contact with the team sent to Gulsan-6 two hours ago. This happened shortly after they sent a probe into the gas giant. Following review of footage, scans, and probe data, we can conclude with high certainty that Gulsan-6 is, rather than a planet, an unknown species. It is capable of surviving and navigating the vacuum of space. And since exiting dormancy, its size has become incalculable as its shape is ever-changing. It is capable of reducing matter to its smallest units, and I regret to inform you your crewmates Engineer Ulli and Physicist Andel, along with their shuttle, were consumed by the alien. With equal regret, I must inform you the alien is now on a course to intercept and consume the Awassa as well.”

As her hearts’ paces fell out of harmony, Gardener found she could no longer sort out the emotions behind the words. On the faces around her, though, she read the captain’s pragmatic hopelessness regarding the situation. As they continued speaking, a time-to-intercept countdown appeared in the bottom of the screen. They ordered three senior crew members to the bridge and told everyone else to call their loved ones. So . . . there was nothing useful for her to do except find Cook.

• • •

Cook was in the hydroponics row, pinching leaves off of herbs and dropping them into a handwoven basket. Her dark, smooth skin was riddled with planet-orange hives and her voluminous whiskers were drooping.

“Cook?”

She didn’t stop pacing or look up.

“Nailo? Did you see the captain’s—”

“Of course,” Cook said. She gestured at the herbs and fruits tumbling around in the basket like that was explanation enough.

And for Gardener, it was. The two of them needed few words.

Cook would do what she loved until the end. She was already gliding around the corner to the next row, and if she had been the same species as Gardener, she might’ve heard her utter a term of endearment, one that didn’t translate well to many other fleet languages.

An endearment close to meaning beloved, one her caretaker had called her often. An endearment that had journeyed with her when she left her lush world for Outpost Nine. An endearment that kept her and her seedlings warm despite the miserable cold outside the outpost greenhouses. An endearment that had come with her on a vacation where she got crater-sloshed with a slick-skinned traveling chef in the backroom of a Meat Meet Meat. An endearment that had accompanied the both of them to the Awassa, where they were swept up in all the drama and mutual care of a large family that Cook had missed and Gardener discovered she could tolerate when she wasn’t flat-out loving it—the shift-change gossip, the hugs, the too-loud music shoving through thin walls, her first spacewalk accompanied by Engineer Ulli . . .

Her hearts skipped.

She pulled herself out of her ruminative state and joined Cook in another section of the bay, where she was snipping blue flowers from climbing dewdrops. Gardener gently took the shears from her. “My job,” she said. “Just tell me what you need.”

• • •

When they were finished with harvesting, Cook agreed to give prep over to uninitiated but enthusiastic crewmates so she could call her family. Gardener lay in bed, blankets holding down her jumpy limbs, and tried to block out Cook’s murmurs two rooms away. She set the updates from the bridge to a volume high enough that it caused her some pain.

The bridge crew had learned a lot about “the vapor” and how it consumed the team and the shuttle. They were able to collect this data when the vapor altered its course to eat the second probe they sent to analyze it. They still couldn’t stop it or outrun it, but they estimated that they could buy several additional hours with the remaining probes as decoys.

When she got off the call, Cook was weirdly pleased with the news. “More time to cook,” she explained. A few minutes later, with bottles of something clear she’d been “saving for a special occasion” cradled in her arms and a nuzzle against Gardener’s cheek, she was off to make a feast for their crew, their beloveds.

• • •

Gardener didn’t often record videos unrelated to her duties. She smoothed down the fur around her eyes and cleared her throat.

“This is Gardener Ketri,” she began. “A hostile member of an unknown species is bearing down on my ship, the Awassa, and I don’t have anyone to say goodbye to who isn’t in the same boat . . . except you, I guess, whoever sees this.”

The dread dripped steadily through her bloodstream now, but she imagined the people who would watch this, especially the younger ones, and she didn’t want them to feel afraid for her.

“Instead of goodbye, though, do you mind if I tell you what it’s like to be a gardener on a long-haul science vessel?” She found a smile, showing silver-specked herbivore’s teeth. “It’s incredible. I love my job. Every day, I coax things to life. I help them grow. I spend my shifts with dirt under my feet and light on my skin. Sometimes my partner, Cook Nailo, brings me a germination challenge, usually a special request from a crewmate missing home cooking, and sometimes I get the water and light and nutrients just right on the first try. Not often, but those are good days.”

She could already hear music thumping from the observatory. Scientists that they were, everyone wanted to watch the vapor’s approach. It was an undeniably cool way to die: eaten by a space monster. There would be papers written about it for decades, and they only regretted they wouldn’t be the ones to write them.

“If you’re considering joining the fleet, go for it. Don’t let our bad luck stop you.”

• • •

By unspoken agreement, they all followed the dress code for vid nights, which had no requirements but personal comfort. Several crewmates had moved empty crates from the storage bay to make a long table for a “family-style” meal. Gardener wasn’t familiar with family-style, but it seemed to mean an impossible amount of food being passed around chaotically until everyone proved, under threat of more heaping spoonfuls, that they were physically incapable of eating another bite.

The meal was a showstopper, of course.

Dewdrop blossoms stuffed with fungus, tied closed with the plant’s delicate vines, and fried to midnight blue. Thick, smoked leaves used as wraps and plates to enhance flavor. A fruit platter with everything from extra bitter, underripe kio to sweet, waterlogged berrymelon to sour, gritty seeds Gardener hadn’t even known were edible before today. Roasted frog and tomatillos inside corn patties, served with yellow rice. Raw tentacles, sliced thin, alongside a dry dip that was such an angry red she knew it would send her to the med bay if she touched it. A vivid, purple gradient of osard, from the light uncooked grains still on the stem—good for digestion—to the steamed kind perfect for lunch to a nearly black pile of pebbly bread rolls. Smoking papers packed with calming herbs and tightly hand rolled. And those bottles of suspiciously clear liquid. And more. And more. Something, a gift, for each member of the crew.

What followed was a night of dancing, imbibing, embracing, some prayer, more eating, the revelation of juicy ship secrets, and four rounds of “Lunar Penny” by everyone with the parts to sing or stomp or howl.

Halfway through the night, they watched the last probe disappear into the vapor. Gardener was at Cook’s side, resting a furred cheek on her smooth shoulder, their hands clasped tightly enough to cut off circulation.

Someone cheered awkwardly, intoxicated. A few more cheers went around the group like nervous laughter. Then it was silent . . .

Gardener surprised herself by shakily starting another round of “Lunar Penny.” The crew joined her heartily, turning away from the end and back to their party.

About the Author

Kel Coleman is an Ignyte-nominated author whose fiction has appeared or is forthcoming in FIYAH, Beneath Ceaseless Skies, Solarpunk Magazine, The Best American Science Fiction and Fantasy 2022 and 2024, and others. Kel is a Marylander at heart, but they currently live in Pennsylvania with their family, a stuffed dragon named Pen, and a collection of strange and frivolous collections. They can be found online at kelcoleman.com.

© Adamant Press

Please visit Lightspeed Magazine to read more great science fiction and fantasy. This story first appeared in the September 2025 issue, which also features short fiction by Jake Stein, Cadwell Turnbull, Filip Hajdar Drnovšek Zorko, Bogi Takács, C.Z. Tacks, Isabel J. Kim, Stephen S. Power, and more. You can wait for this month’s contents to be serialized online, or you can buy the whole issue right now in convenient ebook format for just $4.99, or subscribe to the ebook edition here.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 5, 2025 0 comments
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Story of Seasons - A cahacter in a purple tuxedo stands outside in a town square talking to the player
Gaming Gear

Story of Seasons: Grand Bazaar gift guide for romanceable characters

by admin September 2, 2025



The key to making friends in Story of Seasons: Grand Bazaar is by giving gifts, but unlike a lot of farming simulators, knowing who likes what isn’t exactly obvious from the get-go. You’re given some pretty vague examples of what characters like and dislike and are left to figure out the details on your own. It takes a lot of trial and error, which is something I learned the hard way, and something that can be pretty detrimental to the relationships you’ve already worked on.

You’ll be able to boost your connections with your fellow townspeople every day by having a conversation with them, but outside of that, gifts are the quickest way to increase your friendship. You can give each character one gift each day, and you’ll earn extra points if you wrap a gift. The same goes for giving presents on someone’s birthday. Here’s everything you need to know about each character’s likes and dislikes so you can pick out the perfect present.

Gift guide for marriage candidates in Story of Seasons: Grand Bazaar

The table below lists every marriage candidate in Story of Seasons: Grand Bazaar, alongside their favourite gift, loved gift, liked gifts, and the general information the game gives you about their preferences.


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Swipe to scroll horizontallyJules

Favourite

Loves

Likes

General gift info

Herbal perfume

Chamomile

Mint

Tomato salad

Floral perfume

Tomato

Pumpkin

Likes: Fragrances

Dislikes: Sweets

Swipe to scroll horizontallyDerek

Favourite

Loves

Likes

General gift info

Cream croquettes

Donburi rice bowl

Any beetle

Curry rice

Gold medal

Likes: Bugs

Dislikes: Salads

Swipe to scroll horizontallyLloyd

Favourite

Loves

Likes

General gift info

Paella

Diamond

Rainbow curry

Sushi

Gold medal

Stag beetle

Walnut juice

Strawberry juice

Likes: Elaborate meals

Dislikes: Quick bites

Swipe to scroll horizontallyGabriel

Favourite

Loves

Likes

General gift info

Omelet rice

Curry rice

Fruit dumplings

Mont Blanc cake

Soy milk pudding

Likes: Sweets

Dislikes: Pickled food

Swipe to scroll horizontallySamir

Favourite

Loves

Likes

General gift info

Stew

Chocolate cake

Cooked rice

Egg drop soup

Chocolate

Beetles

Likes: Home cooking

Dislikes: Fancy meals

Swipe to scroll horizontallyArata

Favourite

Loves

Likes

General gift info

Unadon

Warm milk

Fish

Curry rice

Likes: Hearty meals

Dislikes: Sour flavour

Swipe to scroll horizontallySophie

Favourite

Loves

Likes

General gift info

Herb salad

Tomato salad

Onion salad

Pickled crops

Egg drop soup

Likes: Light, refreshing meals

Dislikes: Spicy food

Swipe to scroll horizontallyJune

Favourite

Loves

Likes

General gift info

Cherry tea

Any accessories

Cookies

Chocolate

Black tea

Likes: Tea and desserts

Dislikes: Fish

Swipe to scroll horizontallyFreya

Favourite

Loves

Likes

General gift info

Citrus perfume

Moonstone

Diamond

Amythest

Any accessories

Warm milk

Chocolate

Likes: Beautiful things

Dislikes: Tempura

Swipe to scroll horizontallyMaple

Favourite

Loves

Likes

General gift info

Engadiner nusstorte

Cookies

Chocolate cake

Honey cake

Pancake

Ice cream

Soy milk pudding

Egg tart

Castella

Likes: Sweets

Dislikes: Spicy food

Swipe to scroll horizontallyKagetsu

Favourite

Loves

Likes

General gift info

Soy milk pudding

Tofu

Soy milk

Crops from your farm

Likes: Simple foods

Dislikes: Intricate meals

Swipe to scroll horizontallyDiana

Favourite

Loves

Likes

General gift info

Apple pie

Apple Jam

Apple Juice

Soy milk pudding

Pancake

Chocolate cake

Tea leaves

Cookies

Likes: Sweets

Dislikes: Greasy foods

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



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September 2, 2025 0 comments
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Player characters in Story of Seasons Grand Bazaar stood in the town
Gaming Gear

Story of Seasons: Grand Bazaar is a good farming simulator, but it’s made great by its sense of community and willingness to get you involved

by admin August 31, 2025



Faming simulators are known for creating worlds for us to throw ourselves into, so it’s not too surprising that Story of Seasons: Grand Bazaar—a remake of the 2010 DS game—follows suit. But, instead of just being your bog standard, friendly but still somewhat stand-offish farming simulator setting, there is something incredibly special about Zephyr Town. Whether you’re speaking to its human inhabitants or interacting with its nature sprites, it feels like everyone really has a place here, and before long it’ll sink its small town claws into you too.

It sounds pretty obvious, stating that every character in a game has a place there. But what I mean is everyone works in tandem with one another to create the kind of community spirit I haven’t experienced in a farming simulator before. Each character still has their own stories and routines, but their lives are so intertwined with one another it’s hard to really see them as standalone units. It feels different to a game like Stardew Valley, or even other Story of Seasons remakes—Friends of Mineral Town or A Wonderful Life—where each character knows what they’re doing, and sticks to it without showing much care for anyone else.

Each time you speak to someone in Zephyr Town, they’ll bring someone else into the conversation as soon as they get the opportunity. Whether that’s saying something along the lines of “did you hear what they said to that person?” or “I heard from so-and-so that you…” there’s always someone to talk about. These small interactions helped me feel far more involved in the going-ons of the community without having to constantly interact with each person. Even though that’s also made easier with the addition of the call out button, which lets you run past groups of people and greet them all in passing as your daily conversation.

Once I’d dealt with all my crops, pet and fed my animals, taken materials to the windmills to craft with, and stocked my stall for the upcoming bazaar, there was little to no time in a day for in-depth conversations with every single one of Zephyr Town’s inhabitants. I’d happily take the notes from other people if it meant I could still get all of my chores done before my stamina ran out and my avatar once again threatened to pass out.


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There’s still the initial uncertainty of a new character infiltrating their town—there always is with games like this—so it takes time to develop these friendships. Depending on how often you’re stopping for a chat, it could be a while before you’re trusted enough by others for them to speak more openly about what’s happening. But once you’ve reassured the locals that you are capable of helping them re-establish the town as a solid location for a weekly bazaar, everyone is keen to learn more about you and is more than willing to stop for a conversation.

Image 1 of 3

(Image credit: Marvelous)(Image credit: Marvelous)(Image credit: Marvelous)

Interactions mentioning other people can sometimes be vital to getting information about the preferences of characters too, which is incredibly handy when you realise there are no guidebooks for gift giving here. There is little to no guidance on how to earn the affection of other characters, besides vague phrases like “Dislikes: quick bites” and “Likes: yellow.” Whereas the conversations you have as you develop deeper friendships will reveal things like a character’s favourite meal, or a fond memory they share involving a specific item you can conveniently craft in a windmill.

Outside of talking about one another, the community spirit is echoed through the favours you’re asked to complete and the events that occur throughout the year—helping the game feel more unified. For example, there’s a friendly rivalry between vendors at the bazaar to see who can make the most money (though conveniently, it’s always you) and everyone will always sing your praises if you win a competition such as the pet show or the horse derby.

If there’s one thing to remember though, it’s that no one in Story of Seasons: Grand Bazaar misses an opportunity to talk about you either. The amount of times I’ve completely forgotten to check how much stamina I have before heading to the mountains to mine, and ended up hitting one too many rocks and passing out is frankly embarrassing. But to make matters worse, I haven’t just been able to dust myself off and get back to work the next day. Oh no. Every single character has been talking about you and what could’ve happened while you were out, and will express their concern to you whenever you get around to speaking to them next.

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

Occasionally you’ll get the odd telling off too, especially from Lloyd who, in his defence, does express the importance of not overworking yourself from the day you meet him. You’re bound to make some mistakes as a first time farmer. Yet as embarrassing as it was the first time this happened, it definitely made me feel like the people of Zephyr Town did care for their new resident. Not in an overbearing, doting way either. In the exact same way you’d care for a friend if they suddenly fell unwell in real life, which only reinforces this feeling of being so involved in their world.



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August 31, 2025 0 comments
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Disney Gives New Looks at 'Toy Story 5,' 'Zootopia 2,' and More
Product Reviews

Disney Gives New Looks at ‘Toy Story 5,’ ‘Zootopia 2,’ and More

by admin August 30, 2025


Originality is still alive at Disney, and it’s taking the form of 2026’s Hexed.

Unveiled during the studio’s Destination 23 event, the Walt Disney Animation Studios film from Zootopia and Raya and the Last Dragon artist Josie Trinidad and Moana 2 co-director Jason Hand centers on “an awkward teenage boy and his Type – A mom,” per the logline. When they discover his oddness is actually magic powers manifesting, they learn of a secret world of magic that’ll forever transform their lives. (A premise Disney’s familiar with, as it’s similar to its Disney Channel series The Owl House.) Look for Hexed to hit the big screen in November 2026.

Coming to theaters in Fall 2026, Disney’s #Hexed is an all-new original film that follows an awkward teenage boy and his Type – A mom, who discover that what makes him unusual, might just be magical powers that will turn their lives and a secret world of magic, upside down.… pic.twitter.com/wGEM3gNkor

— Disney Animation (@DisneyAnimation) August 30, 2025

Separate from Hexed, Disney also announced Blue Sky’s Ice Age franchise will return with its sixth main installment, Burning Point. Developed by 20th Century Animation, the new film will see the cast of the previous films return in their respective roles for “a dinosaur-and-lava-filled madcap adventure that takes Manny, Sid, Diego, Ellie, Scrat and the rest of the herd to visit never-before-seen corners of the treacherous Lost World.” Burning Point is set to release February 5, 2027.

In the more immediate future, Disney showed the audience scenes from Zootopia 2, Toy Story 5, and Hoppers. Toy Story and Zootopia featured new cast members—Conan O’Brien as Smarty Pants for the former; Patrick Warburton and Yvette Nicole Brown as Mayor Winddancer and the Bearoness for the latter—and Hoppers got three clips to show off. Zootopia 2 is due out November 26, followed by Hoppers on March 5, 2026 and Toy Story 5 on June 19, 2026.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.





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Story of Seasons Grand Bazaar
Gaming Gear

How to get new farm animals in Story of Seasons: Grand Bazaar

by admin August 27, 2025



Outside of cultivating fields of crops, knowing where to buy farm animals in Story of Seasons: Grand Bazaar is a great way to make more money. You can use animal materials like milk and eggs to make items such as mayonnaise and cheese at different windmills, which are perfect for snagging additional profit at the weekly bazaar. But, finding these animals in the first place can be a challenge.

Unlike a lot of farming simulators, Story of Seasons: Grand Bazaar doesn’t have a one-stop-shop in town for you to visit each time you need a new creature, at any time during the week. There’s a specific character you need to visit each week if you want new animals, and there’s no way to guarantee which species or age he will have of each creature either. Here’s where you need to go if you want to get some new animals.

Where to buy farm animals in Story of Seasons: Grand Bazaar

Farm animals can be purchased from Ramon’s stall in the top left corner of the weekly bazaar. The stall is open from 10 am to 7 pm every Saturday, so you’ve got plenty of time to browse too. The field behind his stall will display all of the available animals that day, so you don’t even need to speak to him to see what you can purchase.


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The available animals change each week, so if the creature you’re looking for isn’t in stock one week, it might be a bit of a wait before you can get it, especially since there’s no way to order them in. The table below lists every animal available at Ramon’s stall and the byproduct they produce when an adult:

Swipe to scroll horizontally

Animal

Byproduct

Cow

Milk

Sheep

Wool

Chicken

Eggs

Cria

Wool

When you purchase an animal, you’ll name it on the spot and it will be immediately transported to your farm. It won’t have been fed that day either, so be sure to lay some food out for it when you get back between your bazaar shifts. Baby animals tend to be cheaper, but they won’t produce any items until they are fully grown, which is worth remembering too if you’re looking to make a quick buck.

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



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August 27, 2025 0 comments
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What's Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More
Game Updates

What’s Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More

by admin August 26, 2025



Without being hyperbolic–and as someone who has been an on-and-off again Overwatch fan since the original game’s release back in 2016–I don’t mean it lightly when I say that I believe Overwatch has never been better.

I’ve critiqued the series quite a bit throughout the years. In my Overwatch 2 review, I wrote at length about how it felt “detached from the principles and charm of the original,” was seemingly struggling to retain its identity, and how its new monetization models felt disingenuous and “at odds with the spirit of the original Overwatch.” Harsh words, yes, but I meant them. I was frustrated by what one of my all-time favorite games had become, and worried that I’d be chasing the same bliss I felt playing in 2017 endlessly and to no avail.

So, with all that said, how did we get here?

I recently had the opportunity to discuss the state of Overwatch 2 with game director Aaron Keller and associate game director Alec Dawson in an exclusive interview for GameSpot, and it seems a lot of this dramatic turn-around boils down to two things: an increased emphasis on responding to player feedback, and a sharp pivot away from the “conservative” mentality the Overwatch 2 team once clung to. The result is a vastly improved game that is taking big swings with more efficiency.

Be it Stadium mode, Perks, the inclusion of heroes with never-before-tried mechanics, map voting, hero bans, or one of the many other tweaks and additions made to the game, Blizzard is not shying away from shaking up Overwatch 2’s core gameplay loop; Season 18 is no exception. And according to Keller and Dawson, all these changes are just the beginning of the studio’s push to “explore how big” Overwatch can become.

GameSpot: A lot of changes have happened this year in Overwatch 2, so I would love to start by unpacking that with you both. How do you think things are going? How are you feeling about the overall health of the game?

Keller: When you look at the way that 2025 has gone for the game, we’ve done a lot of big releases. Earlier this year, we released our Perk system, which was a pretty substantial game mechanic that changed the way moment-to-moment gameplay can happen. It gave players more strategic choices that they could make over the course of a match and put more emphasis on what a hero can do and [fulfilling] that power fantasy.

In Season 16, we released Stadium. It’s probably the biggest new game mode we’ve ever introduced to the game and there was a lot of player excitement there. We’ve done a lot of other things, too. We introduced hero bans this year. We introduced map voting this year. We’ve introduced a new hero as well, with another one soon to come.

A lot of players are now telling us that this is the best state that Overwatch has ever been in and we think that some of that is because we’re making bigger changes to the game than we typically would have in the past. If you look back on the history of Overwatch, you could say that maybe we’re a little bit conservative, but we have a new mindset and a new vision for how we operate the game. [We want] to be taking bigger swings and bigger bets with Overwatch, and I think you’ll see that when we get to Season 18.

That’s great to hear. Touching on that, I would love to hear a little bit more about what’s coming tomorrow in Season 18.

Dawson: We look at Season 18 as sort of the next steps for a number of the big swings we’ve taken this year. There’s around 60 new Perks that are brand new–every hero gets [a refresh]. Quick play is coming to Stadium, and then you have four new heroes coming: Brigitte, Winston, Farah, and then Tracer.

A lot of what we’re doing in [Season] 18 [stems from] evaluating what’s in the game currently and evolving it in some way and/or even revamping it. Our progression system is a great example. It’s been one of those things that’s been in the game for a bit now, but there’s a lot of screen space that players weren’t really caring about; a lot of bars going up, a lot of things you’re leveling up. We want to simplify it–make sure it’s a lot more visible, make sure it’s a lot more surfaced.

Keller: We are doing a total revamp to our progression system. When you looked at our progression system before, it kind of just felt like there were just a bunch of bars going up all the time. It was pretty complex and so we’ve simplified it. But the exciting thing about it is that, not only is it easier to understand, but it has a lot of cool new rewards too.

There’s a whole rewards track where you’re updating things like emotes and Play of the Game [intros]–even loot boxes and legendary loot boxes. There’s a whole Ascended State where you get a really cool icon with VFX on it that lets you and other players know just how much time you’ve put into each one of your heroes. We have a new Hero [Skill Rating] system coming out, so you’re going to know how good [you are] not just at a [particular] role, but how well you play each of your heroes in Competitive. You can see which ones you’re better at, and which ones you’re worse at. We also have a new advanced hero info panel, where you can look up stats on what all of the different heroes do.

We’re bringing Stadium to Quick Play, which is one of the biggest requests that our players have for the mode, and that’s coming with cross-play enabled. We have four new heroes coming to Stadium, a new game mode, Payload Race, and two brand new maps for it. You mentioned Wuyang, our new support hero, is coming, and we have changes to Roadhog too. Lucio Ball is back–this time in third-person–and there’s mouse and keyboard support coming to console.

We even have [things] on the cosmetic side. Kiriko’s getting this skateboard emote [that lets her] travel around the maps riding a skateboard. The Mythic [Character] skins and Mythic Weapon skins are really cool this season… It’s a huge update to Overwatch. This is going to be one of the biggest seasons we’ve ever had for the game.

Is this the biggest update in terms of sheer content? Because I feel like, based on what you’re saying, I don’t know if there’s ever been an update quite this big.

Keller: I don’t want to jump into hyperbole and say like this is the biggest one coming, but man, it’s… it is big.

Dawson: There’s truth to that, though, to some degree. I think our team has been getting better and better about structuring our seasons to where, now, we can create some really big beats. Season 9 felt like a big change in the game, and then they went to Season 12 which had Juno and a bunch of competitive updates. 15 and 16 [added] Perks and Stadium. And now 18, is another massive update for Overwatch. We’ve been getting a lot more efficient and a lot better at planning over time, which has led to these big moments for Overwatch. [We can now] decide, like, “Hey, how do we want to change the game for the middle of the year?”

I can sense that. Even with your newest hero, Wuyang–he feels extremely different.

Keller: Yeah, there’s a lot of unique mechanics and abilities with Wuyang that I just think it’d be great to touch on. He can surf on his own private wave and cruise around the map. He gets this speed boost with it, too, and is able to jump over gaps and things like that. He can use his staff to create this wave of water in front of him that knocks down enemies, and can turn himself or allies basically into ticking time bombs by imbuing them with water. But what I’m most excited about with Wuyang is his primary fire. He shoots out this orb, and you can kind of do it rapid fire, but at any moment, you can also take control of it and steer it, turning it into a guided missile. Even if they take cover, you can actually bend it around a corner. There’s some skill expression here. It takes a little bit of practice to actually be able to do it, but once you get it, it feels so satisfying.

Dawson: I think he’s one of the best support heroes we’ve ever made. He’s an example of what a support is in Overwatch 2, where you can have a ton of impact through your offense and can make game-changing plays. Wuyang is dynamic in the sense that he has to go from offense to defense quite quickly. All of your attention is gonna be on the primary fire, landing some of those shots, and tracking people down, but then you have these defensive options that you’re going to [need to] be really timely with. His guardian wave is this big wave that gives healing and gives heal boosts–it can change the fight instantly.

I think players are going to really love him. I know we’re not supposed to play favorites, but he’s a joy to play with and I think he’s really special.

I think he’s also one of the first heroes where his skills and powers feel almost more magical rather than technological, right? I feel like Overwatch historically has always leaned more into tech rather than magic. Was that a conversation that had to be had when developing him?

Keller: Oh yeah, and we have those conversations all the time. We had those conversations a lot with both Hanzo and Genji, you know, because when they summon the dragon, that feels like a pretty magical thing there as well. We do have our own internal explanations for that that we’ll actually get into at some point with our players, but we’re not quite ready to yet. I guess all I can really say right now is that Overwatch is a science fiction game, and so there is an explanation behind the way those work.

At this point, do you feel like you’re still fighting that initial nature of being conservative? Like you both said, for a long time, Overwatch was more conservative. Are you still fighting that hesitation or is it like, “Nope, we’re all in”?

Keller: I think the team has left a lot of the hesitation about being conservative behind. The question for us really is, how big do we go with releases for Overwatch? Because there’s two sides of this coin. There’s an active player base that really appreciates the way that the game plays right now, you know. But we also see that, anytime we do make a big release for the game, players respond to it really positively.

So we want to keep going big. I think what we want to do is explore how big we really can go for Overwatch. And I think as we hit seasons like 18 here, and we see players’ excitement, that gives us the confidence to know this isn’t just the right direction–this is something that we can expand on in the future. We can keep pushing the boundaries of what a release for Overwatch can be.

With the implementation of Stadium, did you see a spike in people playing Overwatch 2? If so, how is retention following that?

Keller: There was a huge spike of people jumping into Stadium when it first came out. I think we went public at one point saying that over 50% of play hours in Overwatch were in Stadium. And when we do have new modes for the game, we do always see that initial burst of excitement and then it’ll kind of taper off after that. And Stadium did taper off, but not to the extent that our other modes have. It’s still, I think, our third most popular mode in the game right now, just behind Quick Play and Competitive.

Dawson: We view Stadium as one of the main ways to play Overwatch, and Season 18 as almost Stadium’s 1.0 launch. A lot of players are clamoring to have Quick Play in there. They’re clamoring for something that’s a little bit more brief and doesn’t have a rank associated with it. So with Quick Play, it’s a best-of-five round structure and you power up your hero even faster as well.

And then the other main piece of feedback from players is, “Hey, my favorite hero isn’t here.” So we’re continuing to release new heroes into Stadium. We’re going to be doing that throughout the rest of the year and there’s four this season who I’m really excited about. Tracer in particular. I think… She’s a little wild.

Keller: I’m super excited about Winston jumping into Stadium. I love playing as him and using his mobility. Sometimes with Winston, you just feel like you’re holding down primary fire a little bit too long to actually be doing what you want to do. [With Stadium], you can really juice his gun and it feels so satisfying.

How did you land on those four heroes and what are some other heroes who you see people clamoring for and are on the docket? If you can’t say right now, can you share what gameplay styles you’re focused on bringing in?

Keller: There’s a lot of things we look at when we’re looking at heroes for Stadium. First and foremost is how well we feel like we can make a really cool set of abilities for them. We want every hero in there to really double down on “hero fantasy.” We want to make sure that comes across to our players.

For the first few seasons of Stadium, we really tried to have at least a few heroes per role. Eventually, I think we’re going to have to break that pattern and start moving into other patterns. I think we’ll start seeing, you know, maybe different numbers of heroes coming to Stadium with different role ratios.

We want to make sure that heroes that we know a lot of people play are available there. Like Alex said, you know, we have a lot of people saying things like, “Hey, I’m just sitting on the sidelines, waiting for my hero to join the cast.” So we want to make sure that we’re opening up that funnel.

There’s also a few heroes we’re avoiding, you know? Like Widowmaker, who is a controversial hero that’s designed around a one-shot [kill]. I think that there’s probably some learnings we need to do with how we build those heroes–how we build counters for some of the sharper mechanics.

There was a recent IGN article in which you said that you’d “dropped the ball with story in Overwatch 2,” and I thought that was interesting to bring up this far removed from the announcement of PvE being dropped. So do you have plans to course-correct going forward?

Keller: Yeah. When you look back at the history of Overwatch, there are moments where there was more or less lore–where we were developing more or less story for players. And one of the things that we hear from our community–and we’ve been hearing it a lot lately–is that they just want there to be more of that in the game. That it feels like we’re doing less of it.

So I think I’m actually really excited for the Wuyang hero trailer to come out and for people to get a glimpse at that hero and maybe how they tie into the bigger, broader universe. It’s something that I can’t really go into a lot right now, but I’m excited for players to be able to get in touch with more lore over the coming seasons this year.

Based on that, do you plan on having more heroes come from similar factions or the same countries? I know that, for a while there, there was more avoidance since you’re trying to represent a lot of different backgrounds. But at the same time–and with the lack of PvE–do you find yourself thinking “Well actually let’s add this person’s best friend and have more storytelling through voice lines?” Or “Let’s try to add folks from the same factions.”

Dawson: Yeah, there’s a delicate balance to it. We don’t want to make it feel like heroes are appearing out of nowhere and like [players always have] this brand-new thing to learn. I think we’ve created a universe over quite some time that is very rich with tons of different characters from different factions, and we want to lean into that more and more.

Even some of the things you saw in the Freya story trailer earlier this year link back to some of the things we’ve already built in the world. We want to make sure that we’re pulling from that world because there are characters that people have only gotten glimpses of, that they love, or that could end up as heroes one day.

Keller: As far as where our heroes hail from, we do still like to spread heroes out across like all over the globe. That’s a really important value that we’ve got. We do like our heroes to feel like they represent Earth, but not in the strictest sense. We don’t have 40% of our heroes from China and India, which is maybe what a true representation of the global population would be.

Has the team considered any other avenues for more large-scale storytelling? I’m sure you see the success of series like Arcane and Castlevania on Netflix, and I wonder if that has been something that you’re interested in pursuing.

Keller: The team would love to have something like that come out. You know, we’re also fans of those shows and fans of those universes. To have something like that for Overwatch would be really, really cool. But I can’t really discuss the plans for future stuff like that.

I completely understand. I just ask because it’s something that I want to manifest into the universe. But on the subject of Overwatch’s story–and now that we’re a little bit more removed from what happened–do you want to go into a little bit more detail on why things didn’t really work out with story missions?

Keller: I know Blizzard holds their cards kind of close to their chests sometimes. But I don’t think we really saw the critical success that we wanted and it forced us to really analyze where we were putting our time and resources. At the end of the day, what we’ve been telling our players is that we want to make the game that they want to play. And the game that our players have been playing is this competitive, PvP-focused hero shooter. We really realized that that was the game that we needed to invest our time into.

Following the release of our sole campaign, we did a really big pivot internally on the team. We wanted to focus on what it means to be a best-in-class hero shooter. What are the competitive systems that we need in order to do that? What are some of the other systems?

In the year since that, we’ve focused on evolving the game our players play–on how we turn it into the best version of Overwatch it can be. That’s why we started doing these much bigger systems, like Perks and Stadium. Now that we’ve corrected the course, it gives us the opportunity to make bigger steps with the game. And some of those are things that players are asking for, but then some of them are really big surprises. That’s the future for Overwatch right now.

The above interview has been lightly edited for clarity, readability, and brevity.



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Indiana Jones disguised as a blackshirt limply waving his hand
Product Reviews

It’s shaping up to be a crazy month for new games, with Indiana Jones’ beefy-looking story DLC finally arriving on September 4

by admin August 24, 2025



Indiana Jones and the Great Circle’s story DLC, Order of the Giants, has gotten an official release date of September 4 via a new “launch trailer” on YouTube. Is it really a “launch” trailer if we’re still over a week away from launch? And is the full title then “Indiana Jones and the Great Circle and the Order of the Giants?” Much to consider.

The DLC will see Indy return to Rome to investigate the ancient legend of a jumbo-sized medieval crusader interred under the city, with his quest taking him from the streets above to the catacombs and below. Biblical giants, or Nephilim, played a big role in the Great Circle’s story, and I’m still confused how the DLC will fit in with that plot.

Launch Trailer – Indiana Jones and the Great Circle™: The Order of Giants – YouTube

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Does it branch off the section in the Vatican at the beginning of the game, or will it take place after the main quest, or otherwise as a fully standalone thing you select from the main menu? I also don’t know how much excitement for Nephilim-related ancient conspiracies and revelations I still have after the resolution of the base game’s story.


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On the flip side, the Vatican chapter of The Great Circle was my favorite part of one of my favorite games of last year, so maybe I should just shut my big yap and enjoy some more swashbuckling hijinks in the Blackshirt-occupied Eternal City. The trailers have focused on underground tomb raiding for the most part, but if there’s another dense, Deus Ex-style urban sandbox in this DLC, I’ll be a very happy man.

The Order of the Giants has a hefty $35 price tag, which I’m taking as a promise of quality and scope⁠—hope springs eternal, and I’m an optimist at heart. The DLC can weirdly only be bought with the game’s $100 “premium edition,” or as the $35 “upgrade” to that edition from the $70 base game. So theoretically shelling out for the big boy version up front is the “better” deal if you don’t have Indy and the Big Circle in your library already, even if it feels very bad.

September is shaping up to be stacked for releases, with both Order of the Giants and Hollow Knight: Silksong dropping on the fourth alone. I love The Great Circle and Machine Games, but smart money’s on the scrappy bug game guys from Australia being the ones who blow the doors down sales-wise.

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



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