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Assetto Corsa EVO motors into multiplayer racing for the first time in its latest early access update
Game Updates

Assetto Corsa EVO motors into multiplayer racing for the first time in its latest early access update

by admin September 25, 2025


Vroom. Vroom vroom. Vroom vroom vroom. Ahem, sorry, dunno what happened to me there. Assetto Corsa EVO, the three-letter-yelling follow up to one on Steam’s long-reigning top racing sims, has just gotten its third early access update. It adds in online multiplayer, plus a bunch of fresh cars and tracks to hop into moments before you’re unceremoniously punted off by a random.

I’ve been playing a bit of a waiting game with AC EVO since yapping about it at length for my old home when it first debuted in early access at the start of this year, but this might be the point I hop behind its wheel agaion and see how devs Kunos Simulazioni have managed to flesh it out so far. After all, they’ve now added in a 90s Merc 190E, which is pretty much square German saloon kryptonite for my will to hold off on checking things out.

Booting the gas to commence my rundown of update 3’s inclusions, the headliner’s AC EVO’s first step into multiplayer via a new mode that lets you hop into races against up to 16 other players who’ll no doubt be polite enough not to use your rear bumper as their brake. These races are held in free in-game servers, which run 24/7 and will have the sort of variety of race scenarios, tracks, and weather settings you’d expect to pick between.

A portal for custom servers is said to be coming soon and those are paid, something that hasn’t gone down well with players to the extent it looks to be a key factor in the EVO’s Steam reviews currently sitting at mixed. In terms of what they cost, a 20 or more slot server that’s live 24/7 for 30 days will be €15 plus VAT, while renting a server with unlimited slots for just a day will cost €5. There are discounts if you opt to rent a server for longer periods, those being three, six, or twelve months. It’s a controversial way of monetising things for sure, especially for a game that’s still in paid early access.

Beyond that, update 3 brings nine new cars: three GTs, three special racers, and three road cars. The BMW M4 GT3 EVO, Lamborghini Huracán Super Trofeo EVO2, and Porsche 718 Cayman GT4 Clubsport are the GTs, the Caterham Seven Academy Racer, Dallara Stradale, and the Ferrari F2004 F1 car that a certain Mike Schumacher drove are the specials. Finally, the road cars are the Audi RS 6 Avant, BMW M3 Sport Evo (E30), and that Merc 190E Evo 2 I mentioned earlier. New tracks-wise, Belgian rain magnet Spa and energy drink road the Red Bull Ring have arrived.

When fire them up, you’ll likely notice a few other new additions like revamped car audio, a recalibrated tyre simming model, and graphical tweaks which bring in global illumination, optimised CPU/GPU performance especially for bigger grids and “significantly reduced VRAM usage”

So, hopefully less stuttery vroom vrooms when jumping into these new online races. Tell the first road rager who cheekily spins you out and then speeds of sniggering like Dick Dastardly I said hi.



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September 25, 2025 0 comments
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For the first time ever, a Call of Duty beta will include Zombies - as Survival has been confirmed for the Black Ops 7 beta
Game Reviews

For the first time ever, a Call of Duty beta will include Zombies – as Survival has been confirmed for the Black Ops 7 beta

by admin September 25, 2025


Now that we’ve been acquainted with pretty much everything in multiplayer in the upcoming Black Ops 7, it’s naturally time for Zombies, the co-op, undead-clearing mode that’s been a staple of the series for years.

Treyarch has now revealed a whole lot of information about the map, challenges, Wonder Weapons, GobbleGums, the new Wonder Vehicle and more.

Much like the multiplayer blog post from earlier in the week, the Zombies blog is also very extensive, offering a deep dive into almost the entirety of the mode’s different facets. Even more Zombies gameplay will be shown off at Call of Duty: Next next week, so there’s that to look forward to there as well.

Ashes of the Damned is the big new map for Zombies, and it’s the one that will be available at the game’s launch in November. It’s made up of several areas, each of which you can unlock and explore.

It’s large enough that you’ll need a vehicle to traverse between the main locations, which is where the pickup truck comes in. You’ll have to get it working first, of course, because nothing in Zombies works when you first find it. The vehicle can be upgraded throughout the journey, and the blog post talks about “some ways” to repair it when it gets damaged.

Watch on YouTube

One of the more interesting new additions is the Necrofluid Gauntlet Wonder Weapon, which we see a glimpse of in the gameplay trailer above. Normal and armored enemies return, but Black Ops 7 is also throwing a couple of new misshapen beasts into the mix – including a mutated bear.

Even going beyond the new additions, Treyarch is making several key changes to Zombies. For one, the number of super sprinter zombies will be lower, and they won’t spawn as often. Armored zombies will no longer be able to sprint in higher rounds, and their armor can now be more easily destroyed – though they will take less damage from explosives.

Zombies in Black Ops 7 has four modes: Standard, Directed, Survival, and Cursed. Standard is the base style, offering no guidance for main and side quests. Directed – introduced with last year’s Black Ops 6 – is more streamlined and designed for players looking to experience the core story content. Directed won’t be available at launch, so you can expect it a few weeks afterwards.

BO7 brings back Survival, which offers smaller, more focused experiences that take place in wardened off areas of the Ashes of the Damned map. Survival is designed for maximum carnage, with no quests or anything except trying to stay alive as long as you can. Finally, Cursed is designed for veteran players, hiding side quests for them to uncover, which in turn unearth cursed Relics. When activated, they spawn harder challenges for everyone to face.

Image credit: Activision, Treyarch.

The biggest news out of the blog, however, has to be the fact that Survival mode will be playable in the upcoming Black Ops 7 beta. This is the first time Zombies content has been playable in a Call of Duty beta, so it’s a big deal.

Black Ops 7 arrives November 14 for PC, PS4, PS5, Xbox One, and Xbox Series X/S. The game’s beta kicks off next week, split across two stages and featuring a whole lot of content.



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September 25, 2025 0 comments
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Kiryu looks into the middle distance, stoic.
Product Reviews

Yakuza Kiwami 3 is beautiful and ridiculous, and I’m finally going to actually finish the game this time

by admin September 25, 2025



Friends, I’m ready to be Kazuma Kiryu again. I admit it: I kind of smoked the whole pack on Yakuzas 0 through Kiwami 2, playing them almost back-to-back and in such quick succession that, when I booted up the remaster of Yakuza 3, it felt like gazing at the single remaining profiterole on the plate after a bacchanal of candies and chocolates. I couldn’t do it. My Yakuza journey ground to a halt.

From the hands-on time I’ve had with Kiwami 3, it’s a remake that doesn’t reinvent the original, but—like the two Kiwamis before it—polishes it to a shine, bolts on some fantastic new nonsense in substories and activities, and acts as a glitzy refresh for a generation that, perhaps, didn’t get to it back in 2009. Meanwhile, Dark Ties—a bonus Gaiden game releasing with Kiwami 3 that has you play Yakuza 3 villain Yoshitaka Mine—acts as the wholly new red meat to draw in those of you who already know Okinawa like the back of your hand.

(Image credit: Sega)

But don’t let me undersell it: Kiwami 3 looks absolutely gorgeous and plays wonderfully. It just, you know, does those things much in the same way Kiwami 2 did. It’s still a pleasure to charge about Okinawa dispensing righteous violence to anyone who looks at you askance, the series’ trademark mix of high drama and screwball comedy still hits just right, and having it all remade in the Dragon Engine, glistening and golden? I’m more than happy to take it. I think I’m finally gonna beat Yakuza 3.


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Orphanised crime

My demo consisted almost exclusively of running around Okinawa as Kiryu, but let me quickly get you up to speed on the plot anyhow. Having gone through quite a bit in the previous three (chronologically) Yakuza games, hardened organised criminal Kazuma Kiryu has settled down to run an orphanage, which is what Al Capone would have done had cruel fortune not struck him with syphilis and tax evasion charges.

Shadowy fellas want to tear down Kiryu’s bucolic child ranch and, hey presto, off Kiryu goes to put an end to that.

(Image credit: Sega)

And off I go, in my demo, to Okinawa, which looks gorgeous. I’m still stunned by how great these games look, with their lush pallets and detail-stuffed worlds, and Kiwami 3 is no different. It was four minutes and 48 seconds into my demo that someone tore off their shirt to reveal a lavish yakuza tattoo on their back, and I could have looked at it for hours.

But a man tearing his shirt off means one thing—combat, and it’s here that Kiwami 3 reveals its first addition to its Yakuza 3 framework: Kiryu has two combat styles. The first is the Dragon of Dojima style we all know and love. Kiryu kicks, punches, grabs, throws, and generally uses his immense strength to reduce thugs to thin smears, with all sorts of grisly, definitely-should-be-lethal heat actions that RGG has clearly had a great deal of fun animating.

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But in addition to that, you can at any point pop over to a new Ryukyu style, which as far as I can tell is essentially a sword and shield. This is, says RGG, inspired by actual Okinawan martial arts, and feels a little bit more defence-focused and oriented around combos than the big, splashy attacks of the default Dragon style. It’s a satisfying one to switch to when you’re up against groups, letting you zip about stabbing punks (Kiryu has never killed anyone) before they can land a hit.

Over in Dark Ties, meanwhile (I’m attempting to preview two games at once here, like a games criticism Evel Knievel), Mine only has access to the one combat style. Or at least, he did in the 25ish minutes I got with him. Not to worry though, because it feels faster and more frantic than either of Kiryu’s, and revolves mostly around building up ‘shackled hearts’ by landing hits on enemies.

(Image credit: Sega)

Build up a full heart, or two, or three, and you can pull the trigger to have Mine absolutely lose it, with the effect getting more powerful the more hearts you use. His attacks get more animalistic and unhinged and, oh, the music transitions into some fairly unhinged buttrock.


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It’s all very good fun, but as to whether it holds up over the longue durée of the game or, indeed, in actually difficult fights, I can’t say. I’ve definitely run into scenarios in previous Yakuza games where the fighting system—though fun in regular combat—can feel a little frustrating against some of the harder bosses (skill issue? Perhaps!). But no one I fought in Kiwami 3 or Dark Ties was all that difficult, so I don’t know if RGG has ironed that out.

(Image credit: Sega)

Small asides

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity. It’s the side stuff: the minigames, the substories, the ridiculous RGG sense of humour, that makes the series so beloved.

Which is why I’m a little sad I didn’t get any time with Kiwami 3’s Ryukyu Gal Gang, its new side-activity (think Yakuza 0’s Cabaret and Real Estate side-stories, or Kiwami 2’s Majima Construction stuff) that sees Kiryu join up with an all-ladies biker gang in a team-battle mode. Naturally.

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity

Another thing I’m a little sad about: RGG has confirmed to PCG that original Yakuza 3’s Boxcelios side-game won’t reappear in Kiwami 3. “Only the one guy—the programmer—made that, [and] he’s gone” RGG’s Masayoshi Yokoyama tells us.

(Image credit: Sega)

So I can’t speak to that, but I can speak to other things. Of course, all the stuff you’d expect in a Yakuza is here: Sega arcades, karaoke, infinite varieties of restaurant. But there are a few new additions, too. Hit L2 while wandering around and Kiryu drops into search mode, which lets him… catch butterflies with a net and identify potential new friends. Similarly, he can customise his flip phone with stickers and himself with clothes—Kiwami 3 has a surprisingly robust outfit system that lets you dress Kiryu up like an absolute dingus while he solves the world’s problems a fistfight at a time. I gave him a pussyhat. He looked great.

There are new substories, too. One I ran into, which saw Kiryu talk down a pair of bridge-jumpers (they didn’t know each other, they just happened to choose the same bridge) before visiting justice on the people who had wronged them, was classic Yakuza—utterly ridiculous and very amusing. Another, where a concerned father asked me to talk his daughter out of moving to Tokyo—a reworked take on a pre-existing Yakuza 3 substory—ended with an all-timer of a Kiryu heart-to-heart speech.

(Image credit: Sega)

And then there’s Dark Ties. Mine can do much of the same side-stuff Kiryu can, dropping in for some karaoke or heading out for a drink, but in Kamurocho I couldn’t find a single substory to take part in. Now, to be fair, my time with Mine was incredibly brief: I probably spent all of five minutes actually exploring Kamurocho as him, so it’s entirely possible I missed something. Still, it feels like he has a little less to do about town than Kiryu does. He’s certainly not catching butterflies in Tokyo.

Kiwami’s back(a mitai)

You can probably condense all 1000+ words of this preview into a single, diamond-hard sentence: Kiwami 3 does for Yakuza 3 what Kiwami 2 did for Yakuza 2. And frankly? Great. I’m well up for that, and a great-looking re-do of the OG Yakuza 3 with some new accoutrements thrown in—not to mention a whole bonus Gaiden game that’s entirely new—works perfectly for me. Now all RGG has to do is Kiwami-fy 4 and 5 and I might actually make it to those Ichiban games before I’m 80.



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September 25, 2025 0 comments
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Link appearing surprised in Zelda: Breath of the Wild
Esports

Scientists give emotional celebration as Huntington’s disease successfully treated for first time

by admin September 24, 2025



In a massive medical breakthrough, a research team has found a way to slow the progression of Huntington’s disease for the very first time using gene therapy.

Huntington’s disease is a genetically inherited, fatal neurological disorder that progressively damages nerve cells in the brain, causing problems with movement, cognition, and changes in behavior.

First classified in 1872 by American physician George Huntington, there has never been a cure for the condition. Existing treatments only aim to manage symptoms of Huntington’s, which tend to crop up in patients who are around 30 – 40 years of age.

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Now, more than a century later, scientists have discovered a way to successfully hinder its progress, leaving the medical community stunned and hopeful.

Unsplash.com: robina weermeijerHuntington’s disease is a fatal disorder that degrades brain cells over time.

Researchers slow Huntington’s disease by 75% with gene therapy

On September 24, 2025, a team of medical researchers shared the results of a trial they had conducted over the last three years, which found that a specific type of gene therapy can help slow the progression of Huntington’s disease.

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The condition is caused by a mutation of the huntingtin protein in the brain, transforming it into a toxin that attacks and kills other brain cells over time.

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Using a combination of gene therapy and gene splicing techniques, scientists were able to infuse a non-threatening ‘virus,’ a vehicle for the gene therapy that had been altered to contain a specific sequence of DNA, into several parts deep within patients’ brains.

Unsplash.com: National Cancer InstituteScientists have found a way to slow the spread of Huntington’s disease by 75% using gene therapy.

After insertion, the DNA then activates, attaching itself to messenger RNA and disrupting the process by which the huntingtin gene’s code is translated into proteins.

The delicate surgical operation takes anywhere from 12-18 hours to complete. Surgeons use a catheter and MRI imaging to inject the therapy, making it equal parts grueling for everyone involved and likely incredibly expensive.

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uniQure, a leading company in gene therapy, published the study’s results on September 24, showing that patients experienced an average 75% slowing of Huntington’s three years after undergoing treatment.

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Speaking to the BBC, the director of the University College London Huntington’s Disease Centre, Prof Tabrizi, gushed over the trial’s “spectacular” results.

“We never in our wildest dreams would have expected a 75% slowing of clinical progression,” she told the outlet.

Prof Ed Wild, a consultant neurologist at the National Hospital for Neurology and Neurosurgery at UCLH, said he got a “bit teary” at the news.

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“There was every chance that we would never see a result like this, so to be living in a world where we know this is not only possible, but the actual magnitude of the effect is breathtaking, it’s very difficult to fully encapsulate the emotion,” he said.



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September 24, 2025 0 comments
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PS5 State Of Play September 2025: Start Time, How To Watch, And What To Expect From Today's Event
Game Updates

PS5 State Of Play September 2025: Start Time, How To Watch, And What To Expect From Today’s Event

by admin September 24, 2025



It’s a big week for gaming with events like the Tokyo Game Show, but right now, it’s time for Sony to show what it has been cooking up with a new State of Play broadcast today, September 24. We’ve rounded up all the details for the livestream, popped in a few links for where to watch, when it starts, and what you can expect from it. On September 25, you can also tune in for an Xbox livestream, which will be held at a very early time.

How to watch the State of Play

State of Play will be streamed live on Sony’s YouTube and Twitch channels and will be broadcast in English.

State of Play start time

The State of Play broadcast begins today, September 24, at 2 PM PT / 5 PM ET and will run for approximately 35 minutes.

  • 2 PM PT
  • 5 PM ET
  • 11 PM CEST
  • 6 AM JST (September 25)

What to expect

Sony says that the event will feature reveals and news from developers around the world on third-party games and indie titles. On the first-party side, Sony has confirmed that there’ll be an extended look at Housemarque’s next game, Saros, with five minutes of PS5-captured gameplay. You can also look forward to updates from some of the teams at PlayStation Studios, but beyond that, Sony is keeping quiet on the specific details here.

Ghost of Yotei launches on October 2, so we’re expecting to see a quick trailer for the game, and this would be a great time to reveal a few new characters for the upcoming superhero brawler from Arc System Works, Marvel Tokon: Fighting Souls. Fans are also eager to see a fresh look at Insomniac’s Wolverine game, which was first announced way back in 2021. It has also been a year since Uncharted developer Naughty Dog revealed Intergalactic: The Heretic Prophet, so an update on that game wouldn’t be unwelcome.

If we’re digging into rumored reveals, then there might be some pleasant surprises today. Speculation about a new God of War game that will be smaller in scope and will see players return to ancient Greece has been doing the rounds for a while now, and everything from a Metal Gear Solid 4 port to a remake of Assassin’s Creed 4: Black Flag have also been heavily rumored for a while now. The only way to find out will be to tune in today to see what the future of PlayStation looks like.



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September 24, 2025 0 comments
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Baby Steps review - is it possible to love and hate a game at the same time
Game Reviews

Baby Steps review – is it possible to love and hate a game at the same time

by admin September 23, 2025


Baby Steps walks a fine line between frustration and accomplishment to provide a walking simulator and climbing experience quite unlike anything else.

Never has a plank of wood held such dramatic tension. You will glimpse it on the path ahead, bridging a gap, and it will cause a moment of heart-stopping hesitation. It might produce such a feeling of fear you’ll backtrack, or look for another way around – it depends how many times you’ve been here before. You need to walk the plank but can you reliably put your feet where you want them to go? That’s the question. Hesitating preserves your hard-won progress and the efforts you’ve put into the climb so far, which hasn’t been easy. Stepping on the plank risks losing it. One small misadjustment and you’ll slip, and fall all the way down, down again.

Baby Steps review

  • Developer: Bennett Foddy, Gabe Cuzzillo, Maxi Boch
  • Publisher: Devolver Digital
  • Platform: Played on PC
  • Availability: Out today on PC (Steam) and PlayStation 5

I fell a lot in Baby Steps. You will fall a lot in Baby Steps. Everyone will fall a lot in Baby Steps. This is a game about falling, and about getting back up again. It’s a game of risky gaps and exorbitant-feeling punishments for failing to cross them. A torturous game of snakes and ladders played out across a landscape in front of you and around you. But it’s not all pain. There’s an unexpected gentleness and tranquility here, and a much more forgiving experience than you might be expecting.

Baby Steps is the new game from frustration-courting guru Bennett Foddy (in collaboration with Ape Out and UFO 50 maker Gabe Cuzzillo, and Dance Central and Ape Out maker Maxi Boch) who made QWOP and Getting Over It with Bennett Foddy. The former is a finger-tying game about controlling a sprinter’s limbs while running a race, which is incredibly difficult to do. The latter is a climbing game where a climber in a cauldron (don’t ask) levers themselves up and over a mountain using a sledgehammer. It’s also incredibly difficult, and it also involves many infuriating falls back to the bottom of the mountain. Baby Steps is similar. Baby Steps is a mush of them both.

Literally, it’s a walking simulator, where you control the legs of the game’s main character Nate, a couch potato who falls asleep and wakes up in a surreal dream-world. You need to explore said dream world but discover fairly quickly that walking isn’t as easy to do as you thought. It’s manual. Each step involves pulling a controller trigger to lift a leg and then pushing a thumbstick forward to shift the leg and move your weight so you can take a step. Most early attempts end up with you, Nate, face down on the floor, wobbling around like a beached seal. But it soon levels out; walking on a flat surface becomes reliably doable, with only occasional flops, which is an important concession in a game where there’s a lot of walking to do.

This minecart track gave me serious problems. What you don’t see: the significant drop below and the 15 minutes of careful climbing I had to do to get to this point. Also, top right: would you have the guts to get that hat? And top left: a bridge across a mud slide.

But complications come with obstacles. To begin with, it’s a fallen tree in your path, which requires a higher step than you’re used to taking, or a step-up to something you’ll need to take. And initially, you’ll marvel at a game that can ask so much of you when you’re struggling to even walk, but with each cluster of attempts, a deeper understanding of Nate’s movement will sink in; he’s actually a capable mover if you know how. Soon, then, you’ll step over logs without stopping to think, and begin tackling hills or rocky climbs or, yes, the dreaded wooden planks bridging gaps.

Inevitably, you’ll fall. You’ll place a foot wrong and slip and tumble, and slide down a long muddy slide to the foot of the hill, leaving Nate groaning on the floor. Why did the muddy slide have to be so long, you’ll wonder, and the plank so small? It’s in these moments Baby Steps will seem overly cruel, willing to take rather than give. And you’ll wilt at the thought of retracing your steps and hesitate more the next time you face the plank. But as far as cruelty is concerned, there’s an important invisible helping hand here to point out.

Baby Steps has options. Baby Steps has a semi-open kind of world, which means routes aren’t prescribed for you. Choke-points aren’t entirely unavoidable. Several routes will be loosely scattered around an area and it’s up to you which one you choose, which means, if a plank-cross is destroying you, you can leave it and try another way. You’re rarely ever forced to bang your head against one climb only, which is a blessed relief. It doesn’t mean alternative climbs will be any easier but it helps break up the flow and ease psychological blocks.

The genius of this semi-open world is having space for optional challenges on your path. You’ll notice, as you walk towards your broadly defined goal – a light on a hill, say – a crumbling spire or a ruined tower, or a tree, and wonder what’s at the top of it. This is a climbing game after all, so a climbing challenge holds an obvious allure. But you normally never know what’s at the top, unless you can see a glowing object there. And there’s an irreverent strain of humour running through the game that might mean there really isn’t anything at the top when you get there. It makes me smile.

A literal banana peel at the top! Sadists! This whole climb had banana peels all over it.

Optional challenges can be very hard, which they’re allowed to be because they’re optional. Or rather, they can feel very hard because you’ll often encounter them when you haven’t learnt the skills to tackle them yet – not unless you’re playing for a second time. Usually, you’ll attempt them, fail, and wonder how on earth you’re supposed to overcome something like that, then eventually give up and walk away. This is the beauty of optional: failing here doesn’t harm your main progress, which gives you the confidence to give them a go. And giving them a go is important because it teaches you things.

If you only ever walk along gradually sloping inclines between danger-planks, as I’ve come to call them, you’ll never get used to crossing the planks themselves. But if you try and climb a ruined tower that’s full of danger-planks, for instance, you will become much accustomed to them, such that when you reach the next plank you’ll wonder what you were so afraid of. These optional challenges not only provide the game with breadth and replayability, then; they prepare you for what lies ahead.

Plus, the extra space of the world provides breathing space of its own – crucial in a game which features tense challenge after tense challenge. Put all that tension in a sequence with no relief and people wouldn’t be able to cope with it. Broken up with sections of hassle-free walks across pleasant countryside or beside rushing rivers – the game is full of calming environments, necessarily so – and Baby Steps provides important moments of calm. And it’s in these moments you can ponder deeper thoughts, such as how taken for granted walking is, and what’s actually going on in this dream-world Nate found himself in. There is a story here, albeit an abstract, withheld one, full of inexplicably naked donkey men, but there’s enough mystery to pull you like a fishline through.

Baby Steps starts off in a grungey place but takes you to some beautiful biomes as the game progresses.

The story also provides another very welcome feature in the form of chapters, which progress with each bonfire you find. Each one signifies a change of environment and time of day, which provides much needed variation, both visually and mechanically, but each chapter also comes with something of an invisible safety net around it, which I really like. For instance: I struggled enormously in a ravine with a rapid underneath it because I had to climb a rickety ruined minecart track to get out, and I kept falling back down, many metres, into the ravine below. It’d take me ages to get back up but I couldn’t get around the minecart in the middle of the track at the top. A chokepoint.

But each time I fell into the water below, I would be swept away but, crucially, not over the edge of a waterfall and dumped into an earlier part of the world below. The game could do this quite easily; instead it would magically loop me back around and deposit me back where I began my minecart climb. The journey in the water would even present me with a couple of other possible climb locations along the way. So you see: an invisible safety net and multiple options, and it’s like this wherever in the world you go. Mostly. There is definitely a sense of a helping hand here.

Nevertheless, frustration will be what people talk about when they talk about Baby Steps, of that I have no doubt. I experienced it and you will experience it, and everyone who plays it will experience it. When I compared notes with Jim from the video team, he told me he’d rage-quit one night because of a cactus blocking a plank in a desert area of the game that he couldn’t get around. Cactus plank, he called it. I don’t remember that plank – perhaps I didn’t go there – but it’s an example of how lingo will crop up around notorious places in this game. “Mate, did you do the Manbreaker?” There is actually a climb called the Manbreaker in the game, and you’ll know why when you see it. Undeniably, this is a game that delights in finding imaginative ways to challenge you, and sometimes all you can do when presented with some of them – with, say, an escalator going backwards – is admire the deviousness and laugh. You wicked, wicked people.

But the flipside is immense satisfaction when you overcome one of these wickedly devised climbs. A sense of beating the odds. It’s amazing to me how a game about only moving your feet can be so impactful. There are no monsters to fight here – there’s no combat at all. This is a still and sedate world. Yet the hearth-thumping thrills I’ve felt playing this game have been so strong I could hear my heart in my ears. My palms have been so sweaty I thought I’d drop my controller. I have felt The Fear. And I have

Baby Steps accessibility options

Subtitles, hearing impaired subtitles, nudity on/off, center dot, scalable UI, remappable keys and controller

revelled in a sense of accomplishment when overcoming it. I now relish challenges as a chance to test the skills I believe I’ve accrued. I see climbs in a different way. And again, it amazes me so much can come from, seemingly, so little.

How you cope with frustration will determine how you cope with Baby Steps, but – I stress again – it’s more approachable and forgiving than I assume many people will make out. That doesn’t mean it won’t infuriate you, or that you won’t curse at it and clench your jaw and throttle your controller, wondering why ragdoll Nate doesn’t get up quicker and why he always has to slide so far. But these quirks are Baby Steps, ragged though it can sometimes be. This is a game that behaves in its own way, and there is nothing else out there like it.

A copy of Baby Steps was provided for review by Devolver Digital.



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September 23, 2025 0 comments
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Borderlands 4 review - still frustrates as much as it thrills, but for different reasons this time
Game Reviews

Borderlands 4 review – still frustrates as much as it thrills, but for different reasons this time

by admin September 23, 2025


Borderlands 4 brings a more sensible script and a true open world to its pseudo-cel-shaded gun-show. But these moderate improvements are undermined by frustrating exploration and combat that takes too long to properly shine.

While I broadly believe that looter-shooters are the worst thing to happen to virtual gunfighting since Daikatana, Borderlands is a bit of a guilty pleasure of mine. There is something about Gearbox’s cartoon caper that slips through my armour like a Jakobs throwing knife. I even liked Borderlands 3, heaven help me.

Borderlands 4 review

Nonetheless, I’ve always felt there was something missing at the heart of Borderlands. It’s a series that says a lot without having much to say, a game with wit and flair and spectacle in abundance, but not necessarily a lot of soul. Borderlands 4 gets closer to solving this problem than any previous entry, but it still doesn’t quite succeed, and at times the cost of getting there threatens to undermine the premise entirely.

Borderlands 4 finally says sayonara to its arid homeworld of Pandora, careening through the stars to the new, more multifaceted setting of Kairos. This planet comprises four different regions that include the pastoral Fadefields, the mountainous Terminus Range, and, er, a desert region called Carcadia Burn overrun by mask-wearing Psychos.

In a way it’s fortunate that Kairos does not fully escape Pandora’s shadow, because the Burn is by far the most interesting region—at least until you approach the game’s end. You can tell Gearbox is in its element building its shattered surface, riddled with rotting industrial crawlers and teetering stacks of corrugated-iron shanties. It displays a confidence and clarity of identity that the other regions don’t muster in the same way.

Here’s a story trailer for Borderlands 4.Watch on YouTube

Kairos’ planet is ruled over by a garden variety evil overlord called the Timekeeper, who maintains his power via mind control implants that drive anyone who tries to remove them mad. Those who submit are forced to dress in rather unsubtle Destiny cosplays and fight alongside synthetic beings in an army known as The Order.

Like every other Borderlands, the story is unlikely to linger in your memory too long. But it is notable for a couple of reasons. To start with, Gearbox has dialled down the noise a bit, firing off jokes with greater precision so they land more reliably on your diaphragm rather than getting up your nose. I chuckled quite a bit while playing, both at specific story lines such as “I’ve worked way too hard on my physique to have it turned into goo!” and the obligatory wacky enemy death cries like “Now I’ll never get to live forever!”

In place of this torrential humour is a slightly more earnest, slightly more human tone that, while sometimes at risk of straying into mawkish, nonetheless makes spending time with its characters a lot more palatable. It helps that the voice acting is phenomenal, with Hollywood-grade performances all around. Even Claptrap is administered in an appropriate dosage. The streak of self-doubt written through his character almost made me feel sorry for the chattering pedal-bin.

Image 1: Oh mate, golden triangles are so 2011. 2: Claptrap’s appearances are infrequent, mainly relegated to side-quests. 3: The Fadefields is the first area you explore, and by far the least interesting. 4: The Order love a bit of grey. Well, a lot of grey. | Image credit: Eurogamer / 2K

The other big change is how Borderlands 4 delivers its action, namely in the form of a true open world. While Borderlands has always dallied with openness, this time you can truly go where you like. After a slightly overlong introduction, the campaign splits into three pathways, each of which takes you to a different region where you’ll trade jibes and bullets with one of the Timekeeper’s depraved, deranged generals. In between these objectives, are an abundance of side-quests, secrets, events, and collectibles.

The meat of this is consistently good, occasionally straying toward great. The campaign guides you towards some impressive sci-fi scenarios. From assaulting a fortress watched over the giant hologram of one of the Timekeeper’s subordinates, to chasing down a looming space elevator located across a vast chasm rent into the Earth by Kairos’ exploded, debris-flinging Moon, Gearbox uses the blown-out scale of the world.

Side-quests, too, are entertainingly conceived. You’ll help a group of ragtag thieves plan a heist on one of the Timekeeper’s bases, and play the role of relationship counsellor between Claptrap and a murderous AI trapped inside a speaking toilet. Like the main story, these quests make good use of the world, often bouncing between multiple locations.

While the story won’t linger in your brain very long, there are some memorable visual moments. | Image credit: Eurogamer / 2K

That said, they do often devolve into pressing “F” on in-game objects between bouts of blasting, and it’s a shame Borderlands 4 can’t find some more engaging ways for players to interact with the world. Moreover, some of the dialogue scenes in these quests can feel a little stilted. Not because of the writing, but because of the noticeable gaps between character utterances, and having to sit around waiting for them to perform an interaction or walk to a specific location.

More broadly, while Borderlands 4’s open-world has plenty to do, it is couched in old-fashioned, theme-park-ish design that doesn’t really encourage you to engage with it in between points of interest. You might encounter bands of enemies along the roads, and occasionally see rival groups fighting one another, but there’s no real reason to get involved in these scraps. A bigger problem, though, is that Kairos can be downright unpleasant to navigate.

There are plenty of ways to traverse environments, from your summonable ‘Digibike’ vehicle to an energy grappling hook and a jetpack that lets you glide across chasms. But the world often feels like it’s constructed to deny you opportunities for using these, rather than facilitating them. Every region is built like a stack of dishes, jumbled plates of sheer-edged rock that arbitrarily prevent you from scaling them. Often, the only way to an objective is by following one specific, often circuitous route that your robotic GPS isn’t wholly reliable at plotting. Presumably, this is so players arrive at a combat encounter from the appropriate direction. But playing Borderlands 4 off the back of Dying Light: The Beast—a open world that revels in traversal and emergent play—constantly bumping off Borderlands 4’s geometry like a pinball is extremely frustrating.

Image 1: The puerile streak is still there, but BL4 is less inclined to spray it directly in your face. 2: Even on Kairos, Borderlands 4 can’t escape the memory of Pandora. Fortunately, this isn’t a bad thing. 3: Yes, Borderlands 4 is technically demanding, but even on my decrepit PC, it can conjure some stunning scenery. | Image credit: Eurogamer / 2K

In short, the open world doesn’t add much to Borderlands beyond more stuff to do. It remains first and foremost a hybrid of FPS and ARPG. As with previous games, BL4 offers four different classes for you and your pals to play as. These are probably its most imaginative yet. I spent most of my time with Vex, a ‘Siren’ (space witch) who can channel her magic into one of three different pathways. One of these lets her summon ghostly clones of herself. Another, which I leant toward, enables her to conjure a feline familiar called ‘Trouble’ that can transform into a supersized version of itself called ‘Big Trouble’.

The classes can be geared toward extreme specialisations, with each of a class’s three abilities having further sub-abilities that can be unlocked and tweaked. Trouble, for example, can teleport instantly across a battlefield to pounce on an enemy, or summon spectral daggers that he launches at enemies on command. It’s a chasmic mine for build-crafting obsessives, though it still revolves heavily around plugging points into passive skills that offer fractional benefits—a design choice the likes of, say, Cyberpunk 2077 was roundly (and rightly) chastised for.

Of course, your power in Borderlands stems mainly from your guns, rather than your class. Broadly, Borderlands 4’s combat is its most knockabout flavour yet. And I mean that in a literal sense. You’re constantly knocking enemies over, shooting them out of the sky. It can really kick up a spectacle too. One of the order’s synthetic foes is basically a dog-shaped mobile artillery platform, launching glittering constellations of ordnance that arc through the air before thumping into the world around you. It’s great.

Order airships deliver fresh troops into combat, the latest in Borderlands’ line of quirky enemy deployment. | Image credit: Eurogamer / 2K

There is one big problem, though. It takes a long time for Borderlands 4’s invisible slot machine to start vomiting out decent quality guns. This is mainly because the open world increases the time it takes for the RNG to properly spool up. But it doesn’t help that Borderlands 4 pretty much constantly throws loot at you, to the point where it largely diminishes the significance of opening a gun-chest.

I also struggled to find much joy in the new weapon manufacturers. Two of the three new gun types, The Order and Ripper, place emphasis on weapons that charge up before firing. Charged weapons are fine if what they unleash is ultimately devastating—Gears of War’s Hammer of Dawn being a fine example. But BL4’s charged guns don’t really compensate for that delay in firing, even in the case of the Order, where that charge results in multiple shots being fired at once. The early game also throws way too many auto-shotguns at you, when they should be saved as a late-game novelty.

Black holes are the best weapon. | Image credit: Eurogamer / 2K

Consequently, I spent most of the early game fighting almost exclusively with Jakobs weapons, simply because popping heads with critical hits was so much more satisfying than anything else. Fortunately, the roster evens out more as the game progresses, and I increasingly found space for Torque’s explosive shotguns and Daedalus’ ammo-switching hybrids among my collection of filigreed revolvers and bolt-action rifles.

Borderlands 4 accessibility options

Subtitles toggle, text size and bolding/background options. Menu text scaling, damage numbers toggle, colour preset settings and reticle colour settings. Map zoom speed slider, vibration and adaptive trigger toggles, screen shake intensity slider. Toggle crouch and sprint options, camera head-bob slider.

Crucially, you’ll still come across ridiculous weapons that completely break the game for a few levels. In my case, the highlight was a throwing knife that spawned a black hole on impact, rendering nearby enemies helpless in a flailing vortex of limbs. Not only was this preposterously powerful in and of itself, the recharge rate was so fast that, by the time the black hole collapsed, I could instantly incapacitate them again by throwing another knife. That was a fun four hours.

To briefly address the looming issue of performance, I’m not really in a position to comment. My PC has well and truly entered its potato era, so mainly I was surprised that it ran at all. All I can say is I think Borderlands 4 looks pretty great even on its lower settings, and that its underlying problems are not limited to performance.

There was rarely a moment playing Borderlands 4 where I didn’t enjoy some part of it. But there was rarely a moment where elements of it didn’t frustrate me, either. It’s a constant drip-feed of small joys and minor frustrations, a game that had me grinning stupidly and groaning in equal measure. This is true of all previous Borderlands games, admittedly. But at least the reasons Borderlands 4 left me conflicted are different from before. In summary, two shots forward, one in the foot.

A copy of Borderlands 4 was independently purchased for this review by Eurogamer.



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September 23, 2025 0 comments
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Arc Raiders is actually coming back for one last test before launch, and this time anyone can join
Game Updates

Arc Raiders is actually coming back for one last test before launch, and this time anyone can join

by admin September 23, 2025


April feels like a lifetime ago, but that’s when Arc Raiders, the extraction shooter from ex-DICE developers at Embark, was last available to play. The game’s second tech testbegan and ended in April, and remained invite-only throughout its runtime.

The test was immensely successful, and almost everyone who played it came away wanting more. Most assumed the developer would open the test up for one final weekend, or host some sort of open beta in the weeks to follow. None of that happened.


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Instead, we got a lot of radio silence, that was briefly broken by the release date news. Then, Embark went dark yet again. Until now, when the developer actually announced that we’ll be able to get our hands on the game one last time ahead of its October 30 launch.

Arc Raiders is hosting a server slam, a limited-time event that runs October 17-19. It’s free for anyone to try across all platforms, and it falls on a weekend to maximise visibility. The game has also gone up for pre-orders on PC, PS5, and Xbox.

The focus of the server slam is to stress-test the game’s server capacity and netcode ahead of launch. In gameplay terms, we’ll be going to the Dam Battlegrounds, which is a map that was also part of the tech test.

Watch on YouTube

Embark said some progression elements will be available, alongside early crafting. You’ll also be able to take on quests, but don’t expect anything massive at this stage. It goes without saying that all progress made during this event will not carry over to the full game.

That said, you will get an exclusive backpack to prove you showed up for it (in the full game), assuming you do buy it.

Arc Raiders is PvPvE extraction shooter from the developers of The Finals. It’s priced $40 ($60 for Deluxe), and will be available on October 30 for PC (Steam/EGS), PS5, and Xbox Series X/S with cross-play.



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September 23, 2025 0 comments
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Netflix Is Rushing Out 'KPop Demon Hunters' Costumes in Time for Halloween
Gaming Gear

Netflix Is Rushing Out ‘KPop Demon Hunters’ Costumes in Time for Halloween

by admin September 22, 2025


Netflix has listened to the fans and parents of fans eager to dress up as KPop Demon Hunters‘ Mira, Rumi, or Zoey this spooky season by hastening a collab with Spirit Halloween. In a release, Spirit Halloween, which already works closely with the streamer on official Stranger Things and Squid Game character looks and decor, has announced that it will have KPop Demon Hunters adult and kid costumes come October.

Kids’ costumes will hit stores early October, while grown-ups will have to wait until mid-month, which is hitting it real close to party weekends. But hey, at the very least these fits can come in handy for screenings and fan get-togethers.

The cosplay-style costumes and wigs depict Huntr/x’s looks from the film’s iconic opening number, “Takedown.” Here’s a look at the details:

The costumes start at $59.99 for the kids’ sizes and $69.99 for adults, but it’s interesting to note that only the Rumi wig is getting released as a separate piece from the costume (at $26.99); Mira and Zoey can be styled with wigs already part of Spirit’s selection or for you to DIY on your own hair.

There’s no word yet on Saja Boys band costumes or a Derpy onesie (which we hope comes with a little magnetic bird), but with the phenomenon just getting started, there’s got to be more on the way for the fans as Netflix seeks to capitalize on the huge success of the film with plans that go beyond merch into sequels, spinoffs, and more.

Sign up for the Spirit Halloween x Kpop Demon Hunters pre-order drop 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 22, 2025 0 comments
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Zach Cregger's Saving His DC Film 'Henchman' For the Right Time
Gaming Gear

Zach Cregger’s Saving His DC Film ‘Henchman’ For the Right Time

by admin September 22, 2025


Last month, we learned Zach Cregger had another project on his hands: Henchman for DC. Once again written and directed by him, the movie would star a low-level goon that moves up in the crime world after apparently taking down Batman, similar to the Batman: The Animated Series episode “The Man Who Killed Batman.”

Henchman was just a script at the time, but you can imagine Cregger would get to actually pitching it once he had some free time. Now, it sounds like we’ll be waiting a while, as he told ScreenRant he’d keep it to himself for now. His reasoning comes down to the growing amount of Batman projects, which includes The Batman Part II and Clayface. “I love that script, but Gotham City IP is the most coveted,” he explained. “Right now, there’s a lot of people that have their own kind of flavor. It’s a very kind of crowded playing field, and my movie, I don’t think it really fits into any of that.”

Cregger assured he’s not put out by fellow creators like Matt Reeves and James Gunn. But with so many “hurdles” around Batman at the moment, he’s going to “leave [things] to the universe” before approaching Gunn and DC with Henchman. Optimistically, he called the script “a great story, I think it’s awesome. When that door opens, I’ll happily step through it.” Just maybe don’t expect it for at least two or three years.

Until then, we’ve got Weapons, which recently came to digital, and his Resident Evil movie on September 18, 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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September 22, 2025 0 comments
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