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terrifying

Pokemon Legends Z-A's new structure and battles have the power to make a Pikachu terrifying - hands-on
Game Reviews

Pokemon Legends Z-A’s new structure and battles have the power to make a Pikachu terrifying – hands-on

by admin September 24, 2025


Even after a little under an hour of hands-on play, it’s clear that Pokemon Legends: Z-A is the most interesting and unique Pokemon title since, er… the last one of these, when Game Freak and The Pokemon Company put out 2022’s Pokemon Legends: Arceus. Now established as what looks like a permanent secondary strand of the ‘main line’ Pokemon titles, Z-A continues with the more bold and experimental development philosophy of Arceus – though this time, I expect further temerity of design – and with it, perhaps a more mixed measure of success.

Back when Legends: Arceus was released, we at VG247 were positively frothing with excitement at the thought of where this series could go. Seeing Z-A, we clearly approached this differently to Pokemon’s developer stewards. We envisioned ‘Legends’ coming to mean Pokemon stories set in the past – Galar as Victorian England, Unova’s Poke-New York in the roaring 20s, or Kalos in the grip of a less bloodless version of the French Revolution where the people and nobility settled matters with Pokemon battles.

In the end we did get Pokemon’s version of France, but not during the revolution. Z-A is once again set in Pokemon’s version of ‘today’, but this time it has a unique twist: the entire game is set in one enormous city, leveraging the status of Paris (in Pokemon’s world known as Lumiose City) as a major built-up area to provide a network of buildings, backstreets, tiny city parks and the like as a new sort of Pokemon world. In this, the spirit of Legends: Arceus is alive but in a mirror image – that game was sparse, full of rolling fields and the like where you’d crawl through long grass to try to surprise an unsuspecting critter or trainer. Z-A is dense, and while things like stealth still exist you’ll instead be hiding around the corner of buildings or behind a parked car.

There is a structural difference to the design of the world, then – but the real significant change comes in combat. For the first time in such a prominent Pokemon release, Z-A shifts to real-time battles. This is still absolutely a role-playing game – but battles now have an extra shot of action-like feeling to them.

Starter for 10-year-olds. | Image credit: Pokemon/Nintendo

Moves are no longer limited by ‘PP’ which drains with each use, for instance – they’re now on a cooldown. New alongside this shift is the fact that battle placement matters – if a Pokemon isn’t physically in the way of a move, that attack will simply whiff. Those previously-mentioned narrow city streets make tactical battlegrounds; a parked taxi is suddenly not just set dressing, but something you as a trainer or your Pokemon can duck behind to avoid incoming attacks.

The act of moment-to-moment play feels a little more segmented, too. The city is a civilized place, so battles can’t happen just anywhere. ‘Wild Zones’ are designated areas where untamed Pokemon roam free, and this is where you’ll be able to enter to catch and battle unaccompanied Pokemon.

Once night falls, trainers can head to the similarly-defined Battle Zones for fights. This is where the titular Z-A Royale takes place: the protagonist tasked with battling their way up from Rank Z through to Rank A. Gym showdowns are replaced with ‘promotion matches’ – gather enough points by defeating opponents in Battle Zones and you’ll gain a ticket that can then be used to go and fight a specific challenger in order to rank up.

The structural change is relatively fascinating and feels like it’ll satisfy. Such regimented segmentation always has the risk of feeling suffocating, but in this hands-on it all tracks and makes sense – and within each zone, some delightful moments await.

Gotta match em all up. | Image credit: Nintendo

I enjoyed, for instance, how perilous the Wild Zone I got to test could feel. The majority of Pokemon there were breezy to battle and acquire, and catching in particular feels more kind in this game because you get a shot (though no guarantee) at catching any defeated wild Pokemon even if you deplete all of their HP. This leads to a generally chill time that channels tooling around the world of Legends: Arceus chain-catching stuff looking for shinies. But then when exploring I clamber atop a rooftop and discover a high-level ‘Alpha’ Pikachu. Its eyes glow red, and it’s absolutely feral.

I try to fight it, expecting the usual Pokemon stuff – being relatively able to cheese through such a fight with healing items and the like. My notes tell a different story. Scrawled hurriedly in my notepad is the following, with grammar tidied and one word not suitable for a preview of a game for children replaced with a bit of blasphemy: “Terrifying level 40 Pikachu. Careful strength and weakness use gives you a chance. Actually, it’s too hard. Oh god, it followed me off the rooftop.”

It’s in this moment, jumping off a rooftop to what I think is safety only to be followed by this hulking, evil Pikachu, that Z-A most thoroughly clicks. Though it feels like tradition with Pokemon, such emotions do inevitably come with caveats.

For one, let’s talk about those environments. They shine in the battle zones, where those tight city streets lend themselves well to light-touch stealth encounters. Back in 1996, Pokemon introduced the concept of line-of-sight between Pokemon trainers initiating battle. If you meet gazes, you fight. Here, in an action RPG, with seamless fights, that concept comes to a pretty glorious natural conclusion. The tall grass stalking of the last game is a foundation; you add to that an urban labyrinth and you’re crouching behind a parked vehicle, or a conveniently-placed crate, waiting for a trainer to turn their back in order to land a sneak attack. Missions given to you in Battle Zones encourage you to engage in such tactics, too. In exploration, the fact you’re using such moves in real time out in the world means the act of using classic Pokemon skills to open up new areas and such feels much more organic than ever before.

But then there’s the flip side: in battle, these things are as much a frustrating obstacle as they are a tactical boon. I watched as a breathtakingly thick Pokemon took my orders to directly attack the enemy as one to stand behind a parked vehicle and whiff its key attack into it, because the enemy was on the other side. The world oscillates in that sense; the brilliance of simple stealth, but then frustration in combat. How static and dead it can often feel, but then a real sense of explorative joy when you stand high on a rooftop and see a distant collectible elsewhere in the city’s sprawl.

Hippos on the roof!? | Image credit: Nintendo

I guess what I’m saying is that it feels like Pokemon, right? These games have long felt like a jumble of strange and fascinating contradictions; of boons and trade-offs. Legends: Z-A feels like it too will strike that balance; sometimes brilliant, sometimes frustrating, but always strangely gripping.

All of this is said, of course, from the standpoint of an extremely short hands-on experience. These games run to as much as 40x longer than what I played; and so it is too early to judge. What I see, in the end, is Pokemon’s caretakers taking a characteristically large swing – with equally characteristic restraint. The result seems to me to be most likely more reminiscent of Legends: Arceus than not – and for my money, that was the best Pokemon game in 20 years. It perhaps is therefore no surprise that I’m eagerly awaiting its release next month – when I can judge the complete package in full.



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September 24, 2025 0 comments
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Od1
Game Updates

Hideo Kojima Finally Reveals OD Footage, And It’s Utterly Terrifying

by admin September 23, 2025


Hideo Kojima’s OD finally has its first trailer, and yes, of course, it’s entirely cutscene, but oh my word, what a cutscene. You’ll oscillate between “Good grief, I can’t believe this is the Unreal Engine and not real life, and “Oh god, what the fuck is that?” throughout its three minutes.

During Kojima Productions’ tenth anniversary celebrations, Hideo Kojima finally revealed some moving images of his forthcoming horror game OD, a project he’s co-creating with horror maestro Jordan Peele. What we get is an incredibly tense scene in which the perfectly rendered hands of Sophia Lillis (It, I Am Not Okay With This) attempt to light a whole mess of candles. It’s tense because of far too many sounds, from Lillis’s own terrified breathing, the ambient sounds of adjacent apartments, and that infernal knocking at the door.

By the end, whoever was knocking clearly ran out of patience and let themselves in. We see the sinister, shadowy figure over Lissis’s shoulder (and note the face-shaped scars all over her own face), its thudding footsteps unnervingly slow, as it whispers demonically. Then, in case you were wondering if everything was going to be OK, it grabs for her and she screams. After the titles we cut back to see vast, grey hands clutching Lissis’s face in a truly iconic image.

Which is all lovely and scary! It, of course, tells us precisely nothing whatsoever about the game, other than that it’ll feature baby-shaped candles and be dreadfully frightening. There are so many horror elements taking place at once here, from the worms crawling out of a candle in writhing bundles to the awful image of the cartoonish baby-faced candle melting to reveal its wick, accompanied by the noises of a real baby screaming nearby. Oh, and the tall, awful demon-thing—I’m yet to be convinced he’s a goodie.

At the live event, there was all sorts of empty bluster about how the game will change the very fabric of reality, perhaps requiring that humanity once again reset the yearly clock to a new After OD era, while not actually saying anything at all about what happens in the game. Microsoft’s Phil Spencer declared it “truly visionary” while Kojima, modest as ever, added “this is totally different, even as a system.” But best was Kojima’s declaration that as he travels all around the world scanning spooky locations for the photorealistic game, “I want to scan a ghost for the first time, and I want to get an award for that.” Good luck with that.

Still, the trailer is freaking cool.



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September 23, 2025 0 comments
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Virus symbol, computer protection, cyber attack, antivirus, digital worm and bug icon. Futuristic abstract concept 3d rendering illustration.
Gaming Gear

A terrifying, self-replicating malwaere has infected npm packages with over 2 million downloads per week – here’s how to stay safe

by admin September 17, 2025



  • A new supply-chain attack compromised at least 187 npm packages, targeting developer secrets across software projects
  • Shai-Hulud worm looks to steal credentials, modify packages, and spread malware through GitHub Actions and npm tokens
  • Researchers warn the number of compromised packages is likely to grow

At least 187 malicious npm packages have been uncovered, part of a yet another major supply-chain attack against software developers.

Security researchers from Socket, StepSecurity, and Aikido all detected an ongoing campaign, apparently being orchestrated by the same group that targeted Nx several weeks ago.

Similar to that campaign, in this one the miscreants were also after developer secrets, including login credentials, AWS keys, GCP and Azure service credentials, GitHub personal access tokens, cloud metadata endpoints, or npm authentication tokens.


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Many affected

However, the attack methodology evolved, the researchers noted.

“The scale, scope and impact of this attack is significant,” they explained. “The attackers are using the same playbook in large parts as the original attack, but have stepped up their game.”

This time around, the attackers created a worm, called Shai-Hulud (a nod to the Dune worm), which not only steals secrets and publishes them to GitHub publicly (using tools like TruffleHog and queries on cloud metadata endpoints), but also drops a malicious GitHub Action that sends secrets to an attacker-controlled webhook and hides them in logs, and uses stolen npm tokens to modify and republish every package the maintainer controls, embedding the worm in each one.

Among the compromised npm packages are those from cybersecurity experts CrowdStrike, as well as others with millions of weekly downloads.

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CrowdStrike, on its end, did what it could to mitigate the risk and minimize the damage.

“After detecting several malicious Node Package Manager (NPM) packages in the public NPM registry, a third-party open source repository, we swiftly removed them and proactively rotated our keys in public registries,” a CrowdStrike spokesperson said, The Register reports.

“These packages are not used in the Falcon sensor, the platform is not impacted and customers remain protected. We are working with NPM and conducting a thorough investigation.”

At the moment the number of packages affected by the attack sits at 187, the researchers warned that the number will most likely continue to rise. Some potentially compromised packages are currently pending validation.

Via The Register

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September 17, 2025 0 comments
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