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As reported by Eurogamer, Elden Ring's "Tarnished Edition" GOTY re-release and update won't just come with new weapons out in the world: It'll have two new starting classes added to the lineup, with both harkening back to Souls characters of the past, and one of them coming equipped with the Milady Light Greatsword, a killer weapon that used to be gated by an endgame boss.

Famitsu attended a press event about the Tarnished Edition in Tokyo on May 6 where FromSoft shared images of the two new classes (follow the link to Famitsu to check them out). Their names may change in localization, but literally translate as "Knight of Ides" and "Heavy Knight."

The Knight of Ides is where it's at if you ask me. First, its armor set looks amazing, and strikes me as a clear riff on the Fluted Armor from Demon's Souls, one of the coolest knight designs FromSoft has ever produced, and its very first box art, "mascot" set of Soulsborne armor. The Drip Souls is off the charts with the Knight of Ides.

But that's not all: It comes equipped with Milady, the standard, most customizable version of the Light Greatsword weapon class introduced in the Shadow of the Erdtree DLC.

Though SotE introduced flashier options like the Backhand Blades and Rakshasa's Great Katana, Milady was a standout addition, combining an elegant, duelist moveset with the power of a greatsword. The Knight of Ides could be a new favorite starter for Dexterity or Quality (Dex/Strength) build enjoyers.

On the opposite end of the character archetype spectrum, the Heavy Knight is, as you might guess by the name, beef city. Similar to Ides' echo of the Fluted Armor, Heavy Knight screams Dark Souls 1's Iron Tarkus.

They come equipped with that heavy black plate armor, no shield, and a brand new large sword. It's hard to tell, but if it's the same weapon that appears in later images shared by Famitsu, it seems like the Heavy Knight's default weapon is a curved greatsword, one that resembles a giant falchion.

Soulsborne classes are often more suggestions for how to build your character, but the addition of new armor, a new weapon, and early access to a killer late-game sword sweetens the deal.

The Tarnished Edition is targeting Nintendo's Switch 2, but its new classes and other additions will also come to PC, hopefully day-and-date with the launch. Bandai Namco has not confirmed a release date, but I would be surprised if it's far off from the Switch 2's June 5 release.

Elden Ring Ranni quest: Follow the witchElden Ring Blaidd quest: Wolf man watchElden Ring Nepheli quest: Warrior womanElden Ring Fia quest: Cold comfortElden Ring volcano manor quest: Get Mt. Gelmir


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The gorgeous first person action-roguelike Mortal Sin recently went live with a surprising new update: A graphical overhaul with an arguably even more stunning riff on its pulp comic book art style. Fans of the original needn't fret, though: You can toggle between the OG palette and new hotness at any time.

Mortal Sin's whole visual vibe is prog metal album art crossed with sword and sandals graphic novel, like a hipster Dark Horse adaptation of Conan the Barbarian or something. Its original look was stark and striking, with a deliberately limited palette⁠—everything rendered in bright red, deep blue, or shades of grey to black.

The new rendering keeps the gnarliness and heavy line work, but injects the world with a lot more color. The "Realistic Visuals Update" is very much in keeping with the spirit of Mortal Sin, but it also practically looks like a brand new game.

I really dig it, but I appreciate that developer Nikola Todorovic didn't throw out the baby with the bathwater: You can still swap back to Mortal Sin's original art style at any time from its graphics menu. In the gallery below, I've alternated between post-and pre-update images of the game.

I absolutely loved Mortal Sin when I played it back at the beginning of early access in 2023. It has amazingly chunky, satisfying melee combat to go along with those singular visuals. There's a lot here for fans of brutal first person brawlers like Condemned and Vermintide, as well as those who prefer atmospheric dungeon crawlers like Lunacid.

Image 1 of 7

Mortal Sin hub area, showing statue before chapel with new, more colorful art style.

(Image credit: Nikola Todorovic)Image 2 of 7

Spin attack on giant Diablo guy with Guts sword

(Image credit: Nikola Todorovic)Image 3 of 7

Mortal Sin screenshot showing large sword bisecting enemy in dungeon with new graphical style.

(Image credit: Nikola Todorovic)Image 4 of 7

Mortal Sin review

(Image credit: Nikola Todorovic)Image 5 of 7

Mortal Sin screenshot showing axe-wielding player confronting a hat-wearing monster

(Image credit: Nikola Todorovic)Image 6 of 7

looking up at wall with freeky guy staring out

(Image credit: Nikola Todorovic)Image 7 of 7

Mortal Sin gameplay showing protagonist kicking and jumping in dungeon environment suspended in black void.

(Image credit: Nikola Todorovic)

I stepped away from Mortal Sin after pressing at the limits of its initial early access content, but it looks like a ton has been added to the game since. That, plus the fresh graphics, have already gotten it reinstalled on my Steam Deck.

Mortal Sin is still in early access, but is sitting at a coveted "Overwhelmingly Positive" user score with 3,000 reviews and counting on Steam. It also sells for the sweet spot, "not bargain bin, but still perfectly sensible" indie game price of $20.

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It would be unfair to call Starfield a terrible game, but by now it's safe to say that Bethesda's sci-fi RPG lacks the magic of its earlier games, particularly when compared to Skyrim and Oblivion. Indeed, the fervour around Oblivion Remastered demonstrates much of what Starfield lacks, like the ability to create a distinct, interesting character, and a world with the capacity to produce weird, interesting scenarios.

You don't have to take my word for it either. Since launching in 2023, Starfield has slumped to a 'Mixed' rating of 58% positive reviews on Steam, and now, even its most dedicated fans are growing weary of its po-faced science fiction and bitty, nebulous galaxy. The creators of the Starfield Community Patch, who banded together more than a year before the game launched to unofficially support this latest Bethesda world, are at risk of the project collapsing entirely because its volunteers are fed up with the game.

This was revealed on the Starfield Modding Discord by Community Patch modder Pickysaurus (via GamesRadar), who recently announced the project is "looking for new caretakers." Explaining why the Community Patch hasn't been updated since September 2024, Pickysaurus states that "This is due to the core team members generally not having the time or motivation to curate the patch anymore."

Astronaut standing on planet with spaceship in background

(Image credit: Bethesda)

Pickysaurus explains his own reason for not tending to the project regularly is that he has adopted a new puppy, and as such he's "only able to spend a few hours a week gaming". But other volunteers have just kinda had enough of Starfield. "Other members of the team have found themselves disenchanted with the game for various reasons—lack of replayability, the paid modding situation, moved on to playing new games, etc."

As such, Pickysaurus says they're "opening up the floor" to anyone wishing to take over leading the project. The role involves bringing together bug fixes contributed by the community and making preparations for new patch releases such as writing the changelog.

Pickysaurus says the role is "a fair amount of work" but if a replacement isn't forthcoming, it may spell the end of the Community Patch: "If nobody comes forward, we may have to retire the project and direct users to Arthmoor's patch going forward."Worth noting, however, that Arthmoor's Unofficial Starfield Patch doesn't look terribly active either: It was last updated in December 2024.

Oblivion console commands: Cheats new and oldOblivion lockpicks: Where and how to use themOblivion vampirism cure: Rid yourself of the afflictionOblivion thieves guild: How to join the crewOblivion persuasion: Master the minigame


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Much as I love Kingdom Come Deliverance 2, one thing I didn't like, at least in the early game, was bed hunting. Sleeping is the main way you save and regenerate health in Warhorse Studios' marvellous medieval RPG, but in the game's first area beds are rarer than groschen and good steel. Rocking up to a campsite to discover a bunch of heavily armed bandits slumbering away was always a deflating experience, as was spending what few coins I'd earned on a bed in an inn just to save the game.

Hence, it was with no small amount of relief that I discovered the existence of the KCD2 camping mod, which furnishes Henry with the ability to set up his own campsite anywhere in Bohemia. Created by modder djb and released just a few days ago, the mod "enhances the roleplaying experience in Kingdom Come: Deliverance 2, allowing players to set up their own authentic personal campsites anywhere in the world."

The camping mod basically lets you carry your own camping equipment around with you, then deploy it at will on any suitable terrain. A basic camp includes a campfire, a tent, and a bed which, according to djb "conforms with the base game's cooking and sleeping systems."

To be clear, the mod doesn't whisk you away to a separate camping area Baldur's Gate 3 style. It actually places your camp within the game world, dynamically aligning your tent, campfire etc with the underlying terrain. According to djb, getting this to work involved writing 1,500 lines of code. "This turned out to be an extensive exercise in creative problem solving to get the game system to allow for dynamically placing interactive smart objects like fires and beds", djb writes, adding that "It does not like this black magic, and there will probably be bugs."

A simple tent and campfire among Bohemia's rock formations in Kingdom Come: Deliverance 2

(Image credit: Warhorse Studios, djb)

Nonetheless, the mod will allow you to place a camp pretty much anywhere, and djb deliberately avoided placing any restrictions on the system for maximum flexibility. "You can put your camp down in a corner of town, in someone's house, on the edge of a cliff, wherever you choose. It's up to you to use the mod how you want, realistically or otherwise."

There are three tiers of camping equipment that Henry can deploy. The basic setup I've already mentioned, but there is also "standard" camping equipment and "premium" gear. Djb doesn't specify what the difference is. But they do mention players can also acquire a unique tent, should they be in possession of a rare, unnamed item.

Djb notes the mod is designed for immersion purposes rather than players looking for "more stat boosts", though presumably sleeping in a deployed camp bed will at least heal you like it does in the base game. Certainly, djb says the mod will be particularly useful for players who like to venture out into the woods for a spot of poaching, stating. "Time to play poacher peasant Henry simulator 9000."

KCD2 console commands: How to use cheatsKCD2 treasure maps: Every loot locationKCD2 mods: Best Bohemian tweaksKCD2 romance options: Bohemian romantasyKCD2 Riddler Barley: All the right answers


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When I was a kid, post-launch support was a concept reserved mainly for NASA, and rarely the domain of video games. Sure, you might download the odd online patch on your 56k modem to fix particularly gnarly bugs. But that was more or less it. These days, it's expected that games will be supported for months and even yearsafter release. And this support isn't limited to fixing bugs: Developers are expected to add new, often free content to their games if they want to keep those Steam reviews in the blue.

I often wonder about the effect this has upon developers, and if the words of Roboquest's designers are anything to go by, it sounds like it's pretty exhausting. A bright and cheerful rogue-lite FPS about blasting robots through randomly generated environments, Roboquest launched into Steam early access in 2020, before formally releasing in 2023. Developer RyseUp Studio has continued to support the game since. Now though, after what the devs say is 10 years of work on the game, that support is coming to an end.

"2025 marks nearly a decade working on Roboquest, and it also marks the end of the journey for the game," write the devs in a Steam blog. "We know many of you would have loved to see more updates, more content, more Roboquest. But that isn't something we are able to deliver."

According to RyseUp, Roboquest was never intended to be a game with the kind of post-launch support it ultimately received. "The initial experience was designed to be a 25/50 hours gameplay experience, there's no way we can continue to provide content for players with over 1000 hours of gameplay," they write. "We tried something with the Endless Update, with some shortcomings, for sure. But the passion that burnt bright for so many years started to falter. Fatigue kicked in, and we realized we really needed to turn the page."

Consequently, RyseUp says there won't be any more updates for Roboquest, and the only remaining releases related to the game are a PlayStation port coming at the end of May, and a standalone spinoff Roboquest VR.

While this represents the end for Roboquest, it isn't the end for RyseUp. The developers are now focussed on a new project. "With the experience we accumulated and all the errors we made along the way, we're aiming for a much, much more efficient development plan." This makes it sound a bit like RyseUp has made a mess of supporting Roboquest. But it's worth noting that the game is well liked on Steam, with an overwhelmingly positive overall rating out of more than 16,000 reviews.

I suppose I find it concerning that developers feel the need to be so apologetic about ending support for a game they've worked on for a decade—one that was never intended to have such support in the first instance, for that matter. It speaks to how warped expectations have become regarding what developers should provide. If you're a colossal publisher making a shooter that costs $70, and you've already promised it will run for a decade, that's one thing. But if we're talking about a smaller dev charging a fraction of that price, I honestly don't expect them to try to run on the same hamster wheel until they collapse from exhaustion.

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I am not typically one to celebrate Star Wars Day, partly because dedicating a day of the year to a fictional universe is the highest form of corporate nonsense, but also because being a Star Wars fan always comes with the risk of being blown up by the proton torpedo of disappointment.

This year, though, even I must admit things are looking pretty great in that galaxy far, far away. The Andor TV show is preposterously good, to the point where I wonder what Star Wars did to deserve Tony Gilroy, while we recently saw the announcement of Star Wars Zero Company, Bit Reactor's snazzy-looking Star Wars take on X-Com. On top of all that, EA is currently offering its more recent catalogue of Star Wars games for up to 85% off on Steam.

The highlight of these discounts is probably the Star Wars Jedi: Fallen Order and its sequel, Jedi Survivor. Of the two, Fallen Order has the slightly better discount of the two, down 85% to $5.99 (£5.24). Personally, I think Fallen Order is a bit of a muddled experience, but it has some great moments, like the opening level and that bit where you climb the AT-ATs in the swamps of Kashyyyk. In any case, it's well worth a fiver.

Respawn vastly improved its work with Star Wars Jedi: Survivor, which is currently 80% off at $13.99 (£11.99). Yes, the whole beards in boxes thing remains extremely silly. But Survivor makes up for it with the best third-person action sequences this side of Uncharted 4. The middle act of this game is just gold standard Star Wars fare, from that bit with the giant drill to the amazing assault on a floating observatory. Unfortunately, many Steam reviews report that Survivor is still a choppy experience on PC, almost two years on since launch. So while the game is absolutely worth the price EA is currently asking for it, you should nonetheless proceed with caution.

Stormtroopers

(Image credit: EA)

Elsewhere, EA's 2015 reboot of Star Wars: Battlefront is available for $4.99, though you're probably better off investing in Battlefront 2, a far superior game despite all the loot box chicanery that dogged its reputation on launch. There isn't a huge number of people playing it according to Steam charts, but still enough to get a decent game going. That's currently 83% off at $7.99 (£6.99).

Finally, a little nod to Star Wars: Squadrons, EA Motive's spiritual successor to the X-Wing and TIE Fighter games of old. Sadly, EA banked the game's success on a multiplayer mode that never really took off. But I think the single-player mode, which lets you play on both sides of the galactic conflict, is better than it gets credit for. And it's a treat in VR too, if you happen to own a headset. Certainly, worth trying out for $5.99(£5.24), which is an 85% discount. Although there are rumblings in the Steam reviews about issues surrounding EA account connectivity, so once again, tread carefully.

All the above games are on sale until May 15. Despite EA cancelling a Respawn-made Star Wars FPS, the future of Star Wars gaming looks pretty bright, too. Alongside Zero Company, Respawn is hard at work on a third Jedi game. Star Wars Eclipse remains in development. The Kotor Remake is still apparently ongoing, and there's an untitled Star Wars game in production at Skydance, supposedly with Amy Hennig's involvement.

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In a surprise appearance alongside UK indie band and Disco Elysium composers, Sea Power, voice actor and musician Mikee W. Goodman donned the green jacket and flared trousers of Disco Elysium protagonist Harry Du Bois to belt out a rendition of "The Smallest Church in Saint-Saëns." The melancholy song is the subject of Disco's memorable and much-loved karaoke sidequest.

An audience video shared by Goodman on TikTok captured the beginning of his guest performance, where he dropped into the guttural register of the Ancient Reptilian Brian⁠—one of many facets of protagonist Du Bois' fractured psyche that speaks to him throughout the game, and one of eight characters voiced by Goodman in Disco Elysium's original release.

@mikeegoodman♬ original sound - Mikee

Goodman would later reprise his role one more time in the show, reciting the Ancient Reptilian Brian's iconic opening lines to Disco as a spoken word intro to one of Sea Power's songs.

In addition to videogame work, Goodman has been a longtime member of influential djent metal band SikTh, and has done similar spoken word performances as part of his music in the past.

This time, though, he characterized it as more of a theatrical performance, trying to sell the persona of Harry Du Bois rather than just himself as a performer:

"I just thought to myself man, do you know what? This is my first on stage acting performance, because even though I'm just singing a song, actually it's theatrical."

For the Harry Duobis cosplay, Goodman brought a pair of his own discotheque-ready flares to match the ones in the game, a screen-accurate Horrific Necktie (another character voiced by Goodman), and also borrowed an official Atelier ZA/UM green jacket from the studio to look the part.

In Disco itself, "The Smallest Church in Saint-Saëns" is a depression/break-up favorite of Harry Du Bois. A side quest to perform it at a karaoke night can result in either a successful performance, where Du Bois sings in Goodman's Ancient Reptilian Brain voice, or a "failure" where Harry falls into the sickly, scratchy falsetto of the Limbic System⁠—also supplied by Goodman.

"The Smallest Church in Saint-Saëns" is actually a cheeky, francophone twist on a pre-existing Sea Power song, "The Smallest Church in Sussex," which I've been told by Sea Power guitarist Martin Noble is a real place you can visit. In addition to fresh compositions for the game, other tracks in Disco are similar riffs on older Sea Power tunes: Compare "Instrument of Surrender' to the track "Red Rock Riviera" released in 2013.

In addition to SikTh and his work as a voice actor/director, Goodman has a new single, "Hermits Under Blankets" out with his project, The Sad Season. Goodman is also active on Cameo, offering personalized videos as his assorted Disco personas, and he has a Linktree with all of his projects in one place.

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Alex Mashinsky, the co-founder of the failed crypto lending platform Celsius, has been sentenced to 12 years in prison (via Wired). Federal Judge John Koeltl handed down the sentence after a long hearing in Manhattan that heard from Mashinsky's victims as well as the defendant.

The Department of Justice (DOJ) charged Mashinsky with seven counts of fraud in July 2023. Mashinsky initially denied the charges, before pleading guilty to two counts of commodities fraud and securities fraud. The plea deal saw Mashinsky admit lying to Celsius customers about how the business operated and their funds would be invested, as well as manipulating the price of a proprietary crypto coin for personal benefit. Mashinsky also had to forfeit $48 million to the DOJ.

"Alexander Mashinsky orchestrated one of the biggest frauds in the crypto industry," said US Attorney Damian Williams in a statement at the time of the guilty plea. "Today's convictions reflect this Office's commitment to holding fraudsters like Mashinsky accountable for their crimes."

Celsius was founded in 2017 as a cryptocurrency lending platform and at one point boasted over $25 billion in customer assets (or so it claimed). Users could deposit crypto with Celsius with the promise of high-yield returns, or take out a cash loan secured against their crypto holdings, and the marketing was all about this being a trendy new alternative to traditional banks. Mashinsky characterised traditional banks as untrustworthy by, among other things, regularly wearing t-shirts with the logo "Banks Are Not Your Friends" and, yes, you're allowed to laugh.

Much like other crypto barons, such as Do Kwon and his "Lunatics", Mashinsky was the focal point for the company and had a devoted following of fans who he called "Celsians." When the Terra stablecoin and linked token Luna collapsed in May 2022, it caused an industry-wide downturn and enormous losses for Celsius (though prosecutors argue it wasn't in financially good health anyway).

The company went bust in July 2022 with court filings showing a $1.2 billion black hole in its finances, attracting the attention of both the DOJ and Vermont state regulators. The state regulator noted particularly the "losses suffered by retail investors; for example, middle-class, unaccredited investors who may have invested entire college funds or retirement accounts with Celsius."

Celsius' bankruptcy filing froze more than $4.7 billion in customer funds, of which approximately 60% have been recovered, but only partially as cash.

Mashinsky's sentencing is probably the most interesting element of the case, inasmuch as he could've faced 30 years but a plea deal should have seen that number come down significantly. Instead Mashinsky's defence argued that he should only be sentenced to a single year in prison, citing his guilty pleas, military service in Israel, childhood deprivations, and the wider crypto market's contribution to Celsius' downfall.

A man reaches for dollars that will be forever out of reach.

(Image credit: SIphotography via Getty)

"This case is not about an arrogant, greedy swindler who thought he could get away with stealing people’s hard-earned money to satisfy his own hedonistic pleasures," said a court filing from Mashinsky's lawyers. "Those are post-hoc, shallow and dehumanizing tropes that do not apply here."

For its part the DOJ sought 20 years, arguing that despite his guilty plea Mashinsky had shown no contrition, and knew he was defrauding customers. The prosecution filing says:

"His crimes were not the product of negligence, naivete, or bad luck. They were the result of deliberate, calculated decisions to lie, deceive, and steal in pursuit of personal fortune. He has abandoned all pretense of acknowledging his sustained wrongdoing […] This profound lack of remorse underscores the continuing danger he poses."

So the question for the judge very much went to Mashinsky's character: is this guy someone who got in over his head, and lied to try and save the business? Or someone who set out to defraud people, deceived them about the nature of the business they were investing in, and walked off with millions?

Prosecutors unsurprisingly drew the comparison with Sam Bankman-Fried, sentenced to 25 years in prison for his leading role in the collapse of crypto exchange FTX. The defence argued the two cases were "nothing alike" and that, unlike Bankman-Fried, Mashinsky had not been accused of embezzlement or stealing customer funds (though he did withdraw $10 million from Celsius in May 2022 as everything went wrong).

The judge decided that Mashinsky's conduct warranted much more than one year and, while not giving the prosecution what it wanted, sentenced him to 12 years in federal prison. Mashinsky is 59 years old and will serve at least 85% of that time, even if granted early release for good behaviour.

It brings the curtain down on what had been a long and successful tech career. As recently as 2022 the Wall Street Journal described Mashinsky as "a brash, confident serial entrepreneur with a constant stream of big ideas", and he'd previously founded legitimate companies like VoiceSmart, GroundLink, Q-Wireless, and was briefly CEO of router company Novatel (now Mifi).

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Nearly 200 Overwatch developers at Activision Blizzard have formed a new union under the Communications Workers of America called The Overwatch Gamemakers Guild—CWA, "a wall-to-wall unit that includes game developers across all disciplines, including design, production, engineering, art, sound, and quality assurance."

The announcement of the new union followed confirmation from a neutral arbitrator that an "overwhelming majority" of employees had either signed a union authorization card or indicated support for unionization online. The CWA says Microsoft has recognized the union.

"After a long history of layoffs, crunch, and subpar working conditions in the global videogame industry, my coworkers and I are thrilled to be joining the broader union effort to organize our industry for the better, which has been long overdue," senior test analyst II and organizing committee member Foster Elmendorf said. "Workers organizing themselves and striving for better conditions as a group allows us to present initiatives that would not only improve our workplace but videogames overall."

There has indeed been a big push toward unionization in recent years, and Microsoft has earned some credit in years past for not actively opposing such efforts: In 2022, for instance, the CWA trumpeted a "ground-breaking labor neutrality agreement" with Microsoft over unionization at Activision Blizzard, which at that time was not officially a part of Microsoft, and in 2023 it ran a pro-union ad in the Washington Post that was endorsed by the CWA. The following year, World of Warcraft senior producer Samuel Cooper gave credit to Microsoft for helping to facilitate the unionization of WoW devs.

Microsoft isn't the only beneficiary of game industry unionization efforts. One major move occurred in March, when the CWA announced United Videogame Workers—CWA, an industry-wide, "direct-join organization" that's open to developers regardless of where they work (as long as it's in North America) or whether their individual workplace is already organized.

[We are proud to welcome Overwatch game developers into our union!

(Image credit: CWA (Twitter))](https://bsky.app/profile/cwaunion.bsky.social/post/3lor72ecfy22n)

Much of the drive to unionize arises from the absolutely brutal layoffs of 2023 and 2024, which saw tens of thousands of people in the industry put out of work. Speaking to Kotaku, Blizzard test analyst Simon Hedrick said "the biggest issue was the layoffs at the beginning of 2024," when Microsoft cut 1,900 jobs at Activision Blizzard and Xbox. "People were gone out of nowhere and there was nothing we could do about it," Hedrick said. "What I want to protect most here is the people."

Overwatch UI artist Sadie Boyd, who was previously with Arkane Austin before Microsoft closed the studio, expressed similar sentiments on X.

"Not only do I get to work alongside an incredibly talented team, but also with some of the most thoughtful and kindhearted people I've ever encountered," she wrote. "It's because of their nature that we unionize—to protect them."

[One year ago, my previous studio, Arkane Austin, was shutdown by MicrosoftMy third day at Blizzard, Microsoft laid off over 400 peopleBy the end of my first week, I was invited to join the Overwatch union organizing committeeAnd today, we've officially unionized 🎉

(Image credit: Sadie Boyd (Twitter))](https://x.com/Wonder_Phoenix/status/1920933908989821343)

The bloom might be starting to come off Microsoft's seemingly pro-union rose a little bit: In April 2025, members of the ZeniMax Workers United-CWA union voted "overwhelmingly" to authorize union leadership to call for a strike if contract negotiations, which have been underway for nearly two years, continue to fail to make meaningful headway.

Nonetheless, the Communications Workers of America says more than 2,600 people at Microsoft studios have joined CWA-affiliated unions since the labor neutrality agreement was reached, enabling them to "collectively push for workplace improvements like layoff protections, job security, wage increases, limits to outsourcing, and remote work protections."

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It should speak to an already stacked year for games that we're just over a month away from Death Stranding 2, and yet it feels like this major PlayStation (timed) exclusive is flying under the radar. Maybe that has more to do with the divisive response to Kojima's first apocalyptic mailman simulator—Death Stranding was the sort of game you either kinda hated or totally clicked with (and gave a Game of the Year award).

I was among the latter, sinking hundreds of hours into road projects and harrowing box rescues across multiple playthroughs, so I'm relieved to hear Death Stranding 2 is shaping up nicely. That's according to a handful of outlets that attended a four-day "Death Stranding boot camp," as several writers referred to it, at Kojima Productions HQ.

Attendees played an unbelievable 30 hours of Death Stranding 2, which shatters the record for longest preview build I've ever heard of. If there is such a thing as too much preview access, Kojima is knocking at its door. There's also a bunch of new gameplay to comb over, but it looks like nobody got to share their own capture, so all previews utilize the same 5-10 minutes of Sony-supplied footage. Below you'll find my big takeaways after combing over a handful of videos and writeups, as well as a handy roundup of everyone's coverage to go enjoy yourself.

We don't know when Death Stranding 2 will come to PC, but I hope it's quicker than Sony's frequent year-or-two-later turnaround.

Video

Eurogamer: 8 Things You Need To Know About Death Stranding 2: On The BeachIGN: We Played Death Stranding 2 for 30 HoursGame Informer: Death Stranding 2 Impressions: The Makings of a Perfect SequelSkillUp: I spent 4 days playing Death Stranding 2…

Words

VGC: How Hideo Kojima is evolving Death Stranding 2’s formula with a bold Australian frontierPress Start: Death Stranding 2: On The Beach Hands-On Preview – Successful DeliveryGamespot: I Played 30 Hours of Death Stranding 2 And I Can't Wait To Do It All Again

The character Neil in Death Stranding 2, who here is posing like Solid Snake.

(Image credit: Kojima Productions)

Everyone's saying it's more like Metal Gear

If you chopped up all these previews and fed them to a word cloud, "Metal Gear" would probably be the biggest bubble. That's because everyone was surprised to discover how many more stealth and combat options Death Stranding 2 supports. There are bandit camps spread throughout the sequel's maps, as well as more missions that ask you to infiltrate them.

Were this the first game, the prospect of forced stealth encounters would sound like a real drag, but it looks like Sam's dynamic with these bandits is different from the package-stealing MULEs of America. In the gameplay clips shared, it appears enemy camps no longer have those cargo-detecting tripwires that would instantly reveal Sam's location.

By all accounts, DS2's bandit camps are closer to Metal Gear Solid 5 bases: Compounds that can be approached from any direction, reward scouting, and accommodate aggressive or passive playstyles. That's really encouraging, as is the word that the little stop motion puppet on Sam's hip can scout the area like an Assassin's Creed eagle. My number one complaint about the original Death Stranding (besides its terribly paced story) was its small variety of goals. I love delivering packages, but I'm even more excited to take off Sam's backpack (another new feature) for some Solid Snake-y side gigs.

Turns out Death Stranding 2 is mostly set in Australia

As far as I know, Kojima Productions hasn't mentioned this before yesterday's wave of previews. We'd only heard that Death Stranding 2 goes to Mexico, but apparently, the majority of the story takes place in Australia.

Not that the location of Death Stranding's maps truly matters—Kojima's rendition of the United States looked way more Nordic than American, and as Australian YouTuber SkillUp noted in his hands-on, Kojima's gone ahead and plopped a snow-capped mountain in the center of his arid homeland. So there's definitely a Mexico and Australia map—maybe there's a third?

deaths stranding 2 on the beach

(Image credit: Kojima Productions)

BTs aren't the threat they used to be

I'm mixed on this one. One of the more thrilling (and sometimes frustrating) moments of the first Death Stranding was holding Sam's breath as he snuck by invisible BTs. Are you too close? Should you stop moving completely to get a quick glimpse? Is it time to just run?

I doubt I'll be asking myself those questions in Death Stranding 2, if our brief look at BTs is anything to go by. BTs are no longer invisible, now shaded blue, which multiple previewers noted made the beach ghosts much easier to deal with. Also there's a blood boomerang, because Australia.

Folks agree Death Stranding 2 gets to the good stuff quicker

Improved pacing came up a lot. I didn't have a problem with the first game's lackadaisical opening hours, but it's true that Death Stranding's best qualities don't bloom until you get to that second map and gain access to vehicles and road building. It sounds like DS2 ramps up much quicker to that point, with Eurogamer's Ed Nightingale saying he was accepting his first delivery by the 20-minute mark.

deaths stranding 2 on the beach

(Image credit: Kojima Productions)

9 little details that excited this 200-hour Death Stranding sicko

Eurogamer noted Sam has camouflage options that enhance his sneakiness in the right terrainSam now has a skill tree that improved his attributes over timeYou can shoot guns while driving some vehiclesTrucks can be customized with attachments, like an arm that scoops up lost cargo for an auto turret that targets banditsThere's a day/night cycle!The otter hat that lets Sam peacefully float down rivers is backSam can link two ladders together to make one mega ladderRoads and ziplines return, but Sam can also build a network of monorails that transport raw materials (and Sam) from mines to facilitiesA new in-game glossary lets players point at a thing and read about its place in the world of Death Stranding, which sounds like a decent replacement for Sam's overstuffed email inbox


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Good news, Goggins-heads: It looks like work is proceeding apace on Fallout season 2. In an Instagram post uploaded yesterday, Ella Purnell uploaded a celebratory selfie with costar and fictional dad Kyle MacLachlan to commemorate the end of filming for Fallout's second season.

If you're wondering, yes: Walton Goggins made his own announcement, by which I mean he tore his face off in slow motion on video. His ghoul face, I mean. Not his real one.

A post shared by Ella Purnell (@ella_purnell)

A photo posted by on

It should be no surprise that there's eager anticipation for Fallout season 2, considering that the Amazon show singlehandedly triggered a franchise-wise Fallout renaissance that increased daily player counts in games throughout the series by as much as 600%. People love an excuse to wander a wasteland, it turns out.

And there's a lot of excitement for one particularly beloved wasteland that the Fallout show is, by all indications, headed to next. Season 1 capped off with Hank heading New Vegas-ward, and there's been a steady stream of production leaks bubbling to the surface between seasons showing recognizable landmarks from the Mojave.

Some of that New Vegas excitement is a bit more tentative, however—if not maladaptive. Some fans were driven into a frenzy over perceived timeline discrepancies in season 1 that were taken as an indication that Bethesda was paving over New Vegas lore. Todd Howard even had to issue a placating decree, saying on an April 2024 Kinda Funny podcast that "New Vegas is a very, very important game to us."

Just how deep season 2 will dig into the New Vegas lorebooks remains to be seen, though. Will we see a Yes Man? Did the Bright Brotherhood ever make it to space? Is the show brave enough to open the Joshua Graham can of worms? Whatever happens, I'm sure the cast will have to fight plenty of geckos. It wouldn't be authentic otherwise.

As for when season 2 might air, we can only speculate. If it follows a similar production timeline to the first season, which was released just over a year after wrapping filming in March 2023, we might expect Fallout season 2 sometime in mid-2026. That's only guesswork until any official announcement, of course.

If you'd like to do your own theorycrafting about what's ahead for the TV show, we've been gathering everything we know about Fallout season 2 while we wait. And if you want to make your own Mojave homecoming, check out our handy guide for getting the best New Vegas experience on present-day PCs.


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As Fortnite slowly grinds its way back to iOS devices in the US, Epic Games is offering players a deal: Make purchases in Fortnite—or Rocket League or Fall Guys—using Epic's payment system and you'll get back 20% of what you spend in Epic Rewards.

That's a big boost over the usual 5% offering on Epic Games Store purchases, and it's simple math, as Epic demonstrated with this handy-dandy image: When, for instance, you spend $23 on 2,800 V-Bucks, you can get $4.60 back in Epic Rewards, or you can get nothing.

Epic Store payment processing vs Fortnite in-app purchase comparison

(Image credit: Epic Games)

The 20% rewards offer applies on all platforms, and yes, it's permanent.

"Competition is a wonderful thing!" Epic boss Tim Sweeney enthused.

[Here is Epic’s new strategy for giving customers choice over how to pay for things, and passing on savings when they use our cost-effective direct payment system. Competition is a wonderful thing!

(Image credit: Tim Sweeney (Twitter))](https://x.com/TimSweeneyEpic/status/1920863854906441910)

The announcement of the new Epic Rewards offering comes basically side-by-side with Epic's announcement that it's "submitted Fortnite to Apple for review so we can launch on the App Store in the US."

[We've submitted Fortnite to Apple for review so we can launch on the App Store in the US

(Image credit: Fortnite (Twitter))](https://x.com/Fortnite/status/1920878504284975585)

So, how did we get here? Fortnite's imminent return to the App Store follows just a week after Epic's major courtroom victory over Apple in a legal battle that began all the way back in 2020. While Apple mostly came out on top in that dispute, Epic did score one big win when the courts ruled that Apple could not stop iOS app developers from directing users to their own payment processor outside of the app, rather than Apple's.

This is potentially very advantageous for developers, because using an external payment processor for purchases would enable them to escape Apple's stiff 30% fee—so it's not really shocking that Apple's compliance with that ruling wasn't exactly enthusiastic.

Epic took exception to Apple's ongoing reluctance to comply with court orders in a meaningful way, which is what eventually led to this most recent ruling, which included a statement—from the judge, mind, not from Epic—that Apple "continued its anticompetitive conduct solely to maintain its revenue stream."

With Apple suitably chastised, Epic is swinging for the fences. The day after the ruling, Epic announced plans for "webshops" on the Epic Games Store that will enable developers to offer out-of-app purchases "as a more cost-effective alternative to in-app purchases, where Apple, Google, and others charge exorbitant fees."

To encourage people to use those webshops, any purchases made through them will also earn 5% back in Epic Rewards—not as high a percentage as its offering on its own games, but again, a whole lot better than nothing.

Even if you don't care about Fortnite or mobile gaming in general, you're not being left empty-handed: Epic is also offering 20% rewards on other Epic Games Store purchases—including games from other companies, not just Epic's own stuff—until August 31, also on all platforms. So if you were planning on buying something from the Epic Games Store, or maybe just pondering the possibility, now would be a good time.

Earn 20% back with Epic Rewards

(Image credit: Epic Games)

The Epic Store purchase option for iOS devices is slated to go live alongside Fortnite's return to the App Store in the US (it returned to the App Store in Europe in 2024), which Epic obviously expects to happen very soon.

Steam sale dates: When's the next event?Epic Store free games: What's free right now?Free PC games: The best freebies you can grab2025 games: This year's upcoming releasesFree Steam games: No purchase necessary


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Borderlands fans noticed that instead of the minimap introduced in Borderlands 2, the recent Borderlands 4 gameplay deep dive features a compass bar that points toward objectives. Gearbox CEO Randy Pitchford confirmed that the minimap is gone during a PAX East panel on Friday, and asked fans to hold judgement until they've played the game.

The map talk starts at about 28 minutes into the video embedded above. Borderlands 4 takes place on a new planet, Kairos, and boasts the biggest map the Borderlands series has seen "by far," according to Pitchford.

"There's no load times, just, you see something anywhere on the screen, a mile away, up in the sky, you will be able to get there," said the CEO, echoing Todd Howard's famous line about seeing mountains in Skyrim and walking up them. (Although I've never quite understood why that promise came to signify exaggerated claims, because you could in fact explore Skyrim's mountains.)

"We made a big freaking world," Pitchford said regarding the decision not to include a minimap. "And a lot of the things you do can be local space, but a lot of the things you do or want to do are out there [in the larger world], and a local space map is not a good way to navigate when you're thinking about objectives and opportunities—several at the same time that might be miles away—and a compass really helps us do that."

Pitchford also said that 2D minimaps can be confusing in multilevel environments, and "you're going to have more verticality in Borderlands 4 than you've ever seen before in a Borderlands game, by far." The compass uses little arrows to indicate when a target is above or below you.

"So we made a commitment, and we put all of that investment into this compass system, and you still have the big map," said Pitchford. "It's one click away. And we put more cool stuff in there than we've ever done before. We even have, like, an AI-driven kind of navigation system that will give you a GPS on the big map to show you the line of where you can go."

We'll also have a new robot companion, Echo-4, as well as other tools that help with navigation, he said, ending the segment by asking fans to trust Gearbox on the issue for now.

"Look, we're open to thinking about things in the future," he said, "but play the game first and understand the choices we've made, and I think you'll see and understand when you realize how big this world is and how playing the game in the world is better than playing the map."

The panel also included new details on Borderlands 4's vault hunters, guns, and new movement abilities, as well as the expected energetic hype-building from Pitchford.

Gearbox recently announced a slightly earlier release date for Borderlands 4 than was previously set—it'll be out this year on September 12—and Pitchford reiterated during the panel that the date change reflects the studio's confidence in the game.

"We're on offense, you guys," he said. "Sometimes we're like, white-knuckling to the landing, you know? And we've got a lot of work to do. We're working our asses off. But the momentum is insane. The velocity is insane. I don't think we've ever been in a better spot this far from launch as we are with Borderlands 4."

Borderlands 4: What we know so farBorderlands 3 Shift codes: Golden key connectionTiny Tina's Shift codes: Free skeleton keysBest FPS games: Finest gaming gunplay


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World of Warcraft senior game director Ion Hazzikostas announced last week that Blizzard Entertainment will cut off access to the live combat log and auras for add-ons in the game, after incorporating new features to replace the most popular mods.

I interviewed Hazzikostas for an hour about the broadcast to identify in detail what would be affected by the changes.

Using that information and the broadcast itself, I took a look at the 15 most popular mods in Warcraft, as identified by total downloads for the retail game at Curseforge, and the 15 most popular WeakAuras for the current raid and dungeons (mini-mods running on the WeakAuras platform). I describe how each will be affected below. Did we miss something? Let us know in the comments!

Six of the 15 most popular mods will be DOA, with a seventh requiring major changes. Most of the top WeakAuras will be gone, with just two (and possibly a third) that remain standing.

Add-ons

Deadly BossMods - 550.2 million downloads: DEAD

Most of DBM's functionality would be disabled without access to the combat log and combat auras. Hazzikostas indicated that some of the most popular features of the DBM mod, including audio cues and boss ability timelines, would be built into the WoW.

Raider.IO - 370.7 million downloads: likely unchanged

Raider.io pulls information about raid and dungeon achievements from the web and displays them in game. It is not combat-dependent.

Details - 272.4 million downloads: DEAD

When Hazzikostas said during the broadcast that the most popular add-on currently is a damage meter, this is likely the one he meant. He said that interrupts, avoidable damage and other features of Details would be built into an in-game damage meter.

WeakAuras - 221.4 million downloads: some changes

This is the add-on that allows mini-mods to run in game with relative ease. While WeakAuras itself will be mostly unaffected by the changes (except its templates, drop-down lists and some of its option screens), many of its mods will be hit. See that list below.

BigWigs Boss Mods - 154.9 million downloads: DEAD

A competitor of DBM, BigWigs will suffer the same fate.

Auctionator - 149.2 million downloads: unchanged

As an auction house buying and selling mod, Auctionator doesn't use combat hooks.

Bagnon - 135.1 million downloads: unchanged

Bagnon merely changes how your bags and their contents are displayed. Hazzikostas says that cosmetic and UI add-ons won't be affected by the shift.

Recount - 120.6 million downloads: DEAD

This rival of Details will also be on the firing line.

Pawn - 111.7 million downloads: likely unchanged

This mod uses relative stat importance for your character (as calculated by Simulationcraft) to predict what items would be upgrades. It does not rely on combat information.

LittleWigs - 94.6 million downloads: DEAD

BigWigs, but for dungeons. This'll be gone after the changes.

RareScanner - 94.6 million downloads: possibly unchanged

This mod flags the player when a rare monster is spotted. Because it doesn't rely on combat log effects or character auras, it may keep on functioning.

GTFO - 84.2 million downloads: DEAD

This mod blares an obnoxious noise when players stand in something damaging—a feature the game itself sorely needs. (Currently the game changes the edges of the screen when you're standing in bad, but that effect fades in to avoid flash-banging players.) Hazzikostas mentioned this functionality as something that WoW would build in.

World Quest Tracker - 83.1 million downloads: likely unchanged

This mod provides a better display of world quests in the game. It will not be affected.

MDT (Mythic Dungeon tools) - 82.5 million downloads: likely unchanged

This popular tool allows you to plan routes through Mythic Plus difficulty dungeons and gives you additional information about the abilities, health, etc. for the mobs along the way. It shouldn't be affected, since it doesn't reflect live combat information. The information used to populate it could conceivably be affected, but it seems unlikely.

HealBot Continued - 75.3 million downloads: changes will be coming

The core functionality of HealBot, a popular healing add-on, doesn't actually require combat information to run. It shows a modified version of the game's player frames, and allows healers to click on the frames to cast healing spells. Some more-advanced functionality (showing incoming heals, or showing dispellable debuffs on the player) will cease to function and require changes.

WeakAuras

WeakAuras were literally built to interact with combat auras and logs, so many are affected or eliminated by this proposed change. It's hard to track the exact number of downloads for WeakAuras, because they're often just copied and pasted with an import string of text, or shared between players in-game. We made our best guesses based on a compilation of several lists of downloads from wago.io, the most popular site for their distribution.

Undermine (twwraid2): DEAD

This WeakAura package provides information to players killing bosses in the Liberation of Undermine raid. Virtually all of its functions require live combat logs or auras.

Northern Sky Liberation of Undermine: DEAD

A competing package with similar functionality.

Liquid - Liberation of Undermine: DEAD

A similar package from Team Liquid, the guild first in the world to clear the raid.

Liberation of Undermine: DEAD

Another package of the same type.

Mythic+ Automarker: DEAD

A WeakAura that automatically puts a symbol on the nameplate of caster-style mobs in dungeons as that group is engaged in combat. Requires live combat access to function. Blizzard has said that it plans to improve and customize enemy nameplates.

Dungeon Teleport Buttons: likely unchanged

This WA adds functionality to the display of the current Mythic+ dungeons in game, so that players who have defeated them on a high level and earned the right to teleport to them can do so right from the dungeon display list. It does not depend on combat auras or logs.

Spell CDs on Nameplate: DEAD

This package added the cooldowns of big spells to enemies' nameplates, so that you could see when they were likely to cast those abilities next. Relies on combat logs to run.

TWW Dungeons: DEAD

This package and ones like it provided on-screen interpretation of big events coming, abilities being cast by important enemies, and the like. Much like the BigWigs or Deadly BossMods add-ons listed above, virtually all of its functionality requires these hooks.

Season 2 Dungeons: DEAD

A similar pack to the one above.

WA RM+: DEAD

This WA interprets the amount of trash mob groups that people have to fight to make the overall count for a Mythic Plus difficulty dungeon and checks to see where the player is, informing the group whether additional enemies need to be killed before leaving the area. Relies on combat information.

Dungeon Casts + Targeted Spells: DEAD

This extremely handy WA created cast bars for every enemy in a dungeon group, showing how soon their ability would finish casting and who it was targeting. Very useful for planning interrupts and other control abilities. It relies on the combat log and auras.

Targeted by Damage Spells: DEAD

This WA puts up a warning when an enemy from a pack is targeting the player's character, along with how long the player has before that ability hits. It uses combat information.

M+ Mob Percentage Nameplates: possibly unchanged

This WA put the percent that a monster counts for in the total needed to complete a Mythic Plus difficulty dungeon on its nameplate. As long as nameplate customization is allowed and WeakAuras can read the player's target, this WA should still work.

Auto Keylink Mythic+: unchanged

Allows party members to put the code !keys in chat to see links to other group members' Mythic Plus dungeon keys. Does not require combat information

The War Within Dungeon Dispels - Frame Glows: DEAD

This WA makes party members' frames glow when they are afflicted with a debuff that your character can dispel. Relies on combat information.

Hazzikostas said in the broadcast that these changes will be a long time in coming; in our interview, he confirmed that no changes to mod or WeakAura access will happen in patches 11.1.7 or 11.2.


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Good news for lovers and sand, spice, and/or worms: Dune: Awakening's beta weekend, which started today and will run until May 12, is now open to anyone who preordered the survival MMO.

It's also mildly perplexing news because, y'know... why weren't players who preordered the $50 game on Steam automatically included in the beta weekend in the first place?

"Everyone who has pre-ordered Dune: Awakening can now also access the Beta Weekend!" Funcom announced on social media a few hours after the beta went live.

"We heard your feedback on this. If you already own or decide to pre-order any of the editions this weekend, you should now also see a Beta Weekend product in your Steam library."

There were different ways to obtain one of the "tens of thousands" of Dune: Awakening beta keys Funcom released in the run-up to the weekend, but I found it a little strange that preorderers weren't guaranteed one. Even people who shelled out for the game ahead of launch had to hope for some luck in a giveaway to play this weekend, even though beta access is a pretty common reward for buying in advance.

Whatever the reasoning, Funcom eventually figured out it wasn't a great idea to deny its biggest fans access to the weekend beta and have set things right.

Of course, the turnaround raises another issue: a lot of people who preordered Dune: Awakening and wound up with a beta key through a giveaway have already claimed it—which is a bit of a waste because that giveaway key could have gone to a player who hadn't preordered.

This isn't a huge disaster or anything, but it does feel unnecessarily sloppy, especially since just yesterday Funcom said "This is not our first rodeo" when it comes to launching MMOs and survival games. That statement was in reference to server stability, but this beta weekend issue feels like a bit of a stumble right out of the gate.

2025 games: This year's upcoming releasesBest PC games: Our all-time favoritesFree PC games: Freebie festBest FPS games: Finest gunplayBest RPGs: Grand adventuresBest co-op games: Better together


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My first thought upon learning that Quake had been inducted into the World Videogame Hall of Fame was that it was very weird Quake wasn't already in the World Videogame Hall of Fame. I mean, you've had Halo in there since 2017, and not Quake? What? What are we even doing here? It's the sort of thing that has the potential to start fistfights in sketchy sports bars—or heated arguments on social media, at least. But never mind, it's all water under the bridge now, as Quake was one of four HoF inductees for 2025.

"Quake was a first person shooter built with the mouse in mind," its newly-minted Hall of Fame page states, and it might seem weird now but that was actually kind of a big deal back in the days when a lot of us were still playing exclusively with the keyboard.

Quake was indeed a huge technical leap over Doom, its groundbreaking predecessor (which, for the record, is already in the Hall), but it wasn't just the move to real-time 3D that made Quake such an influential game: Extensive mod support gave Quake life far beyond that of most videogames, its server-client architecture revolutionized online gaming, and it laid the foundation for esports as we know them today.

"Not only this, but Quake’s code is a literal legacy," the Hall of Fame wrote. "The Quake Engine Family Tree, as it is called, has dozens of branches interconnecting different IPs with Quake through its legacy code–franchises. Represented among these are Heretic, Hexen, Doom, Call of Duty, and many more.

"Quake has been influential in nearly every category a game can be influential in, but of few games can it be said that its bones—its code—continues to be present in modern games, more than twenty-five years after its release."

Quake co-creator John Romero was pretty happy about the whole thing, saying it was a "huge honor" to be inducted:

[It's a huge honor for Quake to be inducted into the World Video Game Hall of Fame! On behalf of the entire original Quake team, thanks so much @museumofplay!

(Image credit: John Romero (Twitter))](https://x.com/romero/status/1920501280520146993)

Quake was joined in the World Videogame Hall of Fame class of 2025 by the 1981 arcade standup Defender (man, I pumped a lot of quarters into that one), the N64 shooter GoldenEye 007, and the virtual pet Tamagotchi.

2025 games: This year's upcoming releasesBest PC games: Our all-time favoritesFree PC games: Freebie festBest FPS games: Finest gunplayBest RPGs: Grand adventuresBest co-op games: Better together


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Captain Blood's trailer looks like it should be buffering in 240p on Mediafire with a Ventrilo window next to it. Captain Blood itself looks like it should live in a generic Blockbuster case on a DVD so abused it makes my Xbox 360 disc drive howl in agony. Among the detritus of Steam's New & Noteworthy page, this game is the equivalent of a perfectly preserved T. Rex mandible—if dinosaurs were contemporary to Halo 3, anyway.

Despite being released this week, Captain Blood looks every bit the relic of 2000s development hell it is. This isn't lost on anyone behind the game, which began development in 2003 and almost released (but didn't) on the seventh generation of consoles. Unlike most retro revivals, this isn't a detailed touch-up or reimagining of a storied classic; it's a canned game taken to the finish line exactly as it might have released in 2011 or so.

Oleg Klapovskiy, co-founder of the game's publisher, SNEG, says the release is an act of preservation above all else. It got some tweaks and bug fixes to ensure its playability, but in all other respects, it's a relic.

Blood will out

You know that kind of Xbox 360-era experience... It's exactly a weekend long, it gives you a certain level of joy and you move on

Publisher Artem Shchuiko

"We're having fun looking at how people assess it," Klapovskiy said. "Our goal was to bring it as close to the original as possible. We are not game designers; it's not our game, we were not working on it from the very beginning. There was a team of creative minds that had the vision for it."

"If you assess the game by modern standards, I think I would put it at a very low score. I would say, three? Four? But again, that's not a game from 2025 … Obviously, it has all its charm, all its flaws, and all the vibes are from that era. If you assess it as a game from that time, I would assess it as a 7.5/10 game. It's all a matter of taste, how [you] approach it."

That's not to say the game has no niche. Its most obvious inspiration is the original God of War, which released a year before Captain Blood restarted development (for the second time) in 2006. But these days, it's probably closer to the horde of games God of War inspired: clunky cult hits like Darksiders and Dante's Inferno.

Artem Shchuiko, who co-founded SNEG with Klapovskiy after the two worked together at GOG for several years and shared a passion for games preservation, said Blood's faults should evoke a certain fondness, warts and all.

"You know that kind of Xbox 360-, PS3-era experience. You get the overhyped game, you know based on the trailers that it's not gonna be amazing, but then you play it and it's exactly a weekend long … it gives you a certain level of joy and you move on. That's kind of the nostalgic part of this game," Shchuiko said. "The goal was not to make a 10/10. The goal was to get it shipped and release it."

Shchuiko added that while some recent games like Evil West have been compared favorably to the janky action games of those days, "it's one thing to pretend to be from the 360 era, to be inspired … it's another thing to be exactly a game of that era."

Captain Blood

(Image credit: Sneg, Seawolf Studio, General Arcade)

While plenty of games go for a nostalgia hit, Shchuiko said most publishers would balk at the idea of bringing back a bygone era's low points as well as its high points.

"This game would cost a crazy amount of money today to be made, and it will not find its market, most likely. It's the kind of game which cannot be made today. That makes it even more interesting. You're getting something which you're kind of not supposed to be getting based on the modern realities of the market."

Setting sail

The easy part of resurrecting a canned game like Captain Blood turned out to be obtaining the rights. While it wasn't trivial, Klapovskiy said it was "one of the easiest" experiences SNEG has had so far securing rights to release an old game. A nearly complete build had already leaked online, so getting the old codebase together wasn't a struggle either. The entire original development team from Akella, now going by Seawolf Studio, was on board too—though the choice not to modernize or add features to the game, to fulfill the vision they couldn't 15 years ago, saw some dissent.

"Even today I got a message from one of the guys from the original team … he's like, 'Hey, what if we give you money to make a sequel?' I'm like, 'Guys, you don't even know if there's any interest in this game but you're proposing money?' Like what the hell is this," Klapovskiy said. "There were quite a few people coming to us and [offering investment money]. We were like, 'Guys, we're not about investors' money, it's a passion project. It's fun and passion.'"

That's not to say the team wasn't excited to finally see the game release. Many of those developers had jobs at other game studios now, some working on huge games like Roblox, and worked on Captain Blood as they were available.

Shchuiko said that any passion for games preservation is felt twofold by developers with a game under their belt which never saw the light of day. Once it became evident they had the opportunity to provide some closure, he said it felt like a responsibility.

Captain Blood

(Image credit: Sneg, Seawolf Studio, General Arcade)

"One thing you can universally notice is some deeply hidden burden of something that never got shipped or released; I think they carried it with them to a certain extent," he said. "I think it was very quickly and evidently an important thing to ship it and we got nothing but support in this regard."

The SNEG co-founders said they aren't certain what the future will look like for Seawolf or Captain Blood, but Shchuiko pointed out that a lot of treasured games from the past started as messy tributes and rough proofs of concept; and though Captain Blood might not not blow players away, the heart and labor put into it is why it's worth preserving.

"Think about the franchises which we all know now, they're all making gazillions of dollars. When they were making the first game, it was at first a clunky iteration. Think about Assassin's Creed, you name it, and [Captain Blood] has this feeling. They clearly were inspired by God of War, they clearly were playing modern stuff back then and they just wanted to make their own … but they didn't have enough experience, so they got this. All good stories usually start with developers having this first clunky, but promising, game."

Captain Blood

(Image credit: Sneg, Seawolf Studio, General Arcade)

Klapovskiy added that if it's a good time, that's all that matters.

"I think that if you watch the trailers, you can see that we're trying to make fun even out of ourselves here. We'll be super proud if people who play it, stream it, write about it, have a smile while playing it … that's what our industry's about. It's about entertaining."

You can find Captain Blood on Steam, where it currently enjoying a small but "very positive" reception.


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The release of Valve's Steam Deck has supercharged the portable PC gaming scene. It harkened changes to Steam that have allowed it to flourish in the Switch-like form factor, welcoming in a new generation of handheld gaming computers and now the Steam Deck OLED. With more competition on the rise, Valve has remained committed to updating the firmware that keeps the Steam Deck ticking in this landscape. One such new update is currently available on the preview build sporting a feature that might help improve the long-term battery health of your Steam Deck.

Batteries wear out with use and charge, and dealing with this degradation is probably one of the biggest lamentations of current technologies. On almost all the portable tech you own, I'd wager the battery life is likely one of the first places you'll start to notice it aging. It's why so many new pieces of tech are coming out with a battery limiting feature, just like the one in the May 8th Steam Deck Beta Client update.

Those with that update installed can navigate to the Settings on their Steam Deck to find a new Battery Charge Limit control in the Power section. Here you can limit a full charge on the unit to only charge until 80% battery. Of course, this will mean your battery life on a single charge will go down by about 20% but the overall life of the battery may thank you.

It's especially recommended for anyone who doesn't take their Steam Deck off charge very often, or doesn't regularly go through a full battery depletion. It should help with potential battery problems caused by being on charge most of the time. If you're not running your battery down past 20% often anyway, this is of course a no brainer and should be an easy setting to flick on and forget about it.

It's worth remembering that these settings can also always be turned off. If you're finding you just really need that extra bit of battery to get you through the day then feel free to flip it back to normal mode. If you're someone that finds yourself doing a bit of both then having the limited charge mode on most days, but turning it back to full charge when you go out could also be a great solution. It also will likely depend on which accessories you're choosing to use with it.

For now the battery limit is only available in the test preview build for Steam, so it looks like Valve is going to wait and see before implementing it as a standard feature. Since the portable PC gaming scene is still somewhat enthusiast, having a nice test batch of willing beta subjects is fairly likely. It'll be interesting to see if this 80% limitation on battery does end up helping for overall battery life and whether or not it rolls out to the main software build.

Best handheld gaming PC: What's the best travel buddy?Steam Deck OLED review: Our verdict on Valve's handheld.Best Steam Deck accessories: Get decked out.


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It was pretty obvious, right from the first dev diary published on February 24, 2024 that Paradox Tinto was working on Europa Universalis 5. The studio had been set up to maintain 2013's Europa Universalis 4, and was headed by EU director Johan Andersson. Everything it showed us from Project Caesar screamed Europa Universalis 5.

And Andersson had been extremely eager to get started. "I wanted to make a new game," he told me earlier this year, in Tinto's unassuming suburban office, located in Sitges, Spain. "I'd learned so much from Imperator, and the post-launch there and figuring out what I want to do when I'm doing the next game. I'd been trying out ideas in my head and then realised, OK, I can make an EU sequel. We need to make an EU sequel."

Imperator: Rome sold well at launch and received a lot of glowing reviews, including from me. In my Imperator: Rome review, I gave it 92%, calling it "Huge, inventive and the reason I'm sleep deprived." It was a game of diminishing returns, though, and Paradox's perfectionist fanbase wasn't as impressed.

Player reviews, then, were less favourable, and while Andersson and his team have managed to turn things around (recent Steam reviews are "Very Positive"), it's probably never going to garner the kind of love that Crusader Kings or Europa Universalis receives. But Imperator was important stepping stone—one that led Paradox Tinto to EU5.

There are two major things Andersson learned from designing and refining Imperator, which he's now applying to EU5. "Less board game things, is one thing," he said. This is why the concept of 'mana' has been largely tossed out.

You've got resources, of course, and lots of numbers to reflect things like your nation's stability, but it's mostly moved away from the more abstract concepts of power. People—pops, estates, soldiers, advisors, cabinet ministers—take centre stage. Dynamic, sometimes confounding, this human element serves as both the expression of your power and the thing you're trying to control.

I can make an EU sequel. We need to make an EU sequel.

Johan Andersson, Paradox Tinto studio manager

But there's another thing that's proved to be even more critical, and why we've spent the last year being able to read detailed, insightful explanations of EU5's systems in unexpectedly granular detail, long before Paradox even confirmed what game it was making.

"The most important [lesson] is: involve the community more and listen more to the community," he said. "We did a lot of quantitative and qualitative user research at the start, like checking what they wanted by doing big surveys, then doing interviews with part of the community and figuring out what they wanted. That aligned pretty much with the vision I had of a deeper, economical game and more peace time activities."

If Andersson had it his way, the reveal would have happened a bit sooner, in fact. "I wanted to do it a little bit earlier, but marketing people tend to get panicky when you start talking." This also explains why, despite how obvious it was that Paradox Tinto was working on EU5, the team couldn't quite go so far as to confirm that.

And this isn't lip service. Each dev diary has generated so much feedback, and the team has been quick to respond and, in a bunch of cases, make swift changes. There have been some occasions where Andersson would reveal a mechanic, and then a week or two later tell the community that it's already been changed based on their response.

One example is the change in the relationship between pops, the people living in your provinces, and the estates, which are broader groups of people who can influence the nation.

"We used to have an estate to pop direct connection," Andersson said. "We only had four estates and five pop types. It was like one-to-one links. Now we have multiple adaptive estates because of community feedback. We also have more variation in pop types with, like, labourers and soldiers and tribesmen. So it makes them a more fluid and more natural mechanic."

As I said in my Europa Universalis 5 preview, it does come across as an uncompromising game—one that feels like it benefits from a strong vision. But it's simultaneously a game that's being developed specifically for Paradox's community of hardcore grand strategy enthusiasts, and their influence on it is already obvious.


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20
 
 

Science classrooms across the globe have been pedalling a lie for decades, maybe even centuries. Eggs are not stronger when dropped on their ends. So say researchers from MIT, who claim that eggs are far stronger on their sides.

Apparently, "sideways eggs bend like shock absorbers, trading stiffness for superior energy absorption." Apart from overturning a specific assumption about eggs, MIT says the research findings represent a broader lesson. "Even 'settled' science can yield surprises when approached with rigor and an open mind," MIT says.

For the lay egg frier, this all seems pretty counter-intuitive. Surely it's easier to crack an egg on its side? Instead of accepting that assumption, the MIT team conducted two types of experiments. First, they applied static compression, gradually increasing the force to measure stiffness and toughness. Next were the classic dynamic drop tests, which investigate the likelihood of breaking on impact.

The results found that the same force in terms of compression was required to break an egg both from the sides and the top and bottom. "However, we noticed a key difference in how much the egg compressed before it broke," says Joseph Bonavia, a PhD candidate who contributed to the work, published yesterday in Communications Physics. "The horizontal egg compressed more under the same amount of force, meaning it was more compliant."

This suggests that in scenarios where energy absorption is important, such as a drop, eggs should be more resilient landing on their sides. A high-tech drop test—involving solenoids and 3D-printed supports, the better to ensure simultaneous release and consistent egg orientation—was thus devised.

"This confirmed what we saw in the static tests," says Avishai Jeselsohn, an undergraduate researcher and an author in the study. "Even though both orientations experienced similar peak forces, the horizontal eggs absorbed energy better and were more resistant to breaking."

All of which means you should start bashing your eggs end-on of a morning, right? Actually, not so much. "Cracking an egg for cooking involves applying locally focused force for a clean break to retrieve the yolk, while its resistance to breaking from a drop involves distributing and absorbing energy across the shell," says Brendan Unikewicz, another MIT PhD candidate and author.

And so, the MIT team have exploded a long standing scientific misconception but at the same time managed to show how it has absolutely no impact, pun intended, on perhaps the most obvious practical application. As for me, I'm just glad I don't have to fundamentally rethink the technique for my regular sourdough, avocado, and two fried egg concoction. There's enough craziness in the world right now without that daily staple being dismantled.

Best CPU for gaming: Top chips from Intel and AMD.Best gaming motherboard: The right boards.Best graphics card: Your perfect pixel-pusher awaits.Best SSD for gaming: Get into the game first.


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21
 
 

Last week Rockstar announced a major delay to Grand Theft Auto 6, and earlier this week softened the blow by releasing the game's second trailer. It's an incredible spectacle that shows a game more ambitious than anything I've seen before and packed with detail. The real stars are all the wildlife (and beer bottles).

Rockstar now says that this trailer is the biggest video launch of all time, which is a rather fluffy phrase but it offers some impressive stats to back it up. Since the trailer was released on Tuesday it has received over 475 million views across all platforms, a number that's now doubtless even higher. The YouTube version alone is currently sitting at just under 95 million views.

The game's first trailer, released in 2023, saw 93 million views over the same time period after release, though that one for whatever reason was also a YouTube exclusive (and broke viewership records, even if it couldn't quite outperform BTS).

The Hollywood Reporter compares the 475 million number to some major movie releases: Deadpool & Wolverine's trailer got 365 million views in its first day, and The Fantastic Four: First Steps had more than 200 million.

One more stat. The trailer features several tracks but the main song is Hot Together by The Pointer Sisters, something of a deep cut from a band best-known for tracks like I'm So Excited, and Spotify says streams of this song subsequently increased by *checks notes* 182,000%.

"Grand Theft Auto cuts through popular culture like almost nothing else," said Spotify’s Sulinna Ong. "Music has been synonymous with the series since the very beginning, so it's great to see fans both new and established connecting with an iconic track in this way."

GTA 6 is now due for release on May 26, 2026, though when we'll see it on PC is anyone's guess: the same year would be lovely, but Rockstar's past form suggests a 2027 release wouldn't be out of the question (or even god forbid 2028).


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A couple of weeks ago I reported the surprising news that Intel's elderly and bug-infested 13th and 14th Gen Raptor Lake CPUs are still selling in numbers. Now it turns out Intel is also still working at completely fixing all the problems those chips have had since launch. The results are a new microcode update which comes over six months since the last patch was released in September.

To say this story has been running on and on is an acute understatement. Back in September, we moaned that, "one might have thought all the Intel stability issue malarkey was behind us," what with previous patches in June and August last year which aimed to solve the problems having been and gone.

But here we are in May 2025 and Intel has yet another patch for the well publicised stability issues that plagued 13th and 14th Gen Raptor Lake CPUs. The new microcode fix—dubbed 0x12F and not to be confused with the 0x125, 0x129 and 0x12B patches that came before it—"further improves system conditions that can potentially contribute to Vmin Shift Instability on Intel Core 13th and 14th Gen desktop-powered systems."

Intel is at pains to point out that this new microcode does not imply a change in its analysis of the actual cause of the problems. "The release of the 0x12F microcode does not alter the root cause determination for the Intel Core 13th and 14th Gen desktop processor Vmin Shift Instability issue," Intel says.

You can read Intel's detailed explanation here. But the short version is that multiple factors were causing the chips to run excess voltage and power levels. Exactly what changes Intel has made with the latest patch aren't clear.

Intel Core i9-14900K being installed into a motherboard CPU socket

Sadly, sorting out Raptor Lake's problems requires more than a simple CPU re-seating. (Image credit: Intel)

It's frankly pretty remarkable that Intel is still releasing patches for this bug, well over year after the problem first emerged. On the one hand, it's reassuring that Intel is still putting resources into older products, but on the other, you really might have thought it would have fixed the problem with earlier patches.

Indeed, the fact that Intel is still working away at the problem implies that there may never be a "total fix" for Raptor Lake's woes.

On a somewhat tangential note, almost as surprising as the idea that Intel is still chipping away at these processors is the revelation that it does serious internal testing at a resolution of 1,280 by 1,024 pixels.

In the release notes for this latest patch, Intel details that resolution for its Cinebench R23.200, Speedometer 3, WebXPRT4 (v3.73), and Crossmark testing. If I remember correctly, the last time I used that res. was around 2004, when a 19-inch flat panel was the latest thing and many PC gamers might still be using 1,280 by 1,024 on a CRT.

But here's Intel, right at the bleeding edge in 2025, doing testing at 1,280 by 1,024. Interesting, eh?

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If you are anything like me, there's a good chance that your TikTok is currently exploding with clips, tips, and guides in the wake of the launch of The Elder Scrolls IV: Oblivion Remastered. Perhaps my favourite little digital nugget to come out of my scrolling is one account dedicated to showing off new games through the retro screen of a CRT TV.

User, CRT Dream, posted their "Oblivion on a CRT" video this week, and it shows off part of the joy of using a CRT well. There are a few major reasons people still love CRTs. The first, because it's nostalgic, is definitely part of the vibe that CRT Dream is trying to conjure here.

Showing the TV in low light, with candles, and a copy of Morrowind on the original Xbox certainly evokes that vibe, but so too does the sound. Dark Fantasy Song Ambient Mix Slowed (Dorian Concept Hide CS01), yes that is the song's full title, is often used alongside retro dark fantasy stills, and an unfortunate amount of AI-generated art.

However, there are, if not practical then at least reasonable, reasons to hang on to that blocky old TV your parents haven't mustered the will to throw out. Modern gaming on a CRT gives you vibrant, clear colors, deep blacks, and great whites. It is also very responsive. Just look at the video and tell me it doesn't add to the fantasy set up by Oblivion's grimey prison walls or high castles. CRT TVs smooth edges in a way that works well for retro games that otherwise look overly sharp on LCDs.

Putting the technical reasons aside, it just has a look and feel that is distinct, and this is why some retro purists would never let their old NES touch anything else. CRT TVs do have a pretty low resolution across the board, and this means a modern TV will look better in a technical sense, but those using CRT TVS aren't doing it to get the highest, most cutting-edge resolutions.

@crtdream♬ Dark Fantasy Song Ambient Mix Slowed (Dorian Concept Hide CS01) - Secret Potion & Lofi Beats To Chill Study Sleep

CRT Dream is less about playing retro games and more about playing new games in a retro way. Scrolling through their TikTok, you can see Oblivion Remastered, Bloodborne, and they even watched the trailer for The Duskbloods on it.

Watching Bioshock Infinite playing on a CRT with Higher by Creed playing the background sort of sounds like my nightmares, but there's something about watching it through the TikTok of a passionate fan that just makes me say 'Hell Yeah'.

This dedication to the bit is charming in the most geeky way. To get some of these games running on a CRT TV, not only do you need an adapter to go from HDMI or Display Port to VGA adapter, but you sometimes need to go into game files to get the game running on the 4:3 resolution necessary for the TV. Even then, further tinkering is often required to get the UI looking just right.

After all this work, the end result is worth it. Silent Hill 2 Remake looks fittingly blocky on it. I won't be letting go of my OLED monitor and all the modern trappings that come with it, but maybe there's room in my heart (or living room) for a secondary one.

I, unfortunately, had to get rid of a rather large CRT TV before leaving my home country, but I can't say CRT Dream hasn't tempted me to pick one up once more.

Best gaming monitor: Pixel-perfect panels.Best high refresh rate monitor: Screaming quick.Best 4K monitor for gaming: High-res only.Best 4K TV for gaming: Big-screen 4K PC gaming.


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AMD's upcoming Radeon RX 9060 XT is meant to be about accessible gaming performance when it arrives, probably within a few weeks. But if a couple of listings that currently appear on Amazon (via Videocardz) are anything to go by, we may have to adjust expectations. The 8 GB variant of the GPU is listed for $449, with the 16 GB option at $519. Ouch.

Both of the cards are XFX-branded 'OC' GPUs. So, they may have MSRPs well above whatever AMD chooses as a base price for the RX 9060 XT twins—though as XFX "Swift" models, they are not from XFX's very highest tier of AIB cards. And, of course, MSRPs are only very loosely related to real-world pricing when it comes to graphics cards these days.

Despite all that, these prices still look awfully unappealing. By way of example, Nvidia's RTX 5060 Ti 16 GB, which is probably the closest existing competitor for the new AMD GPU, has an MSRP of $429. The 8 GB 5060 Ti is MSRP'ed at $379.

Real-world pricing is a little higher at roughly $420 for the 5060 Ti 8 GB and $480 for the 16 GB card. But that's still below these XFX RX 9060 XT listings, which hardly fits AMD's broader sales pitch for Radeon GPUs of late, that's centred around value and bang for buck.

The prices are also painfully unappealing in the context of AMD's own Radeon RX 9070 and 9070 XT boards. While the RX 9060 XT hasn't been officially announced, its specifications are fairly certain to be exactly one half of the 9070 XT and thus 2,048 stream processors and a 128-bit memory bus to the 4,096 processors and 256-bit bus of the 9070 XT.

AMD RX 9070 XT and Nvidia RTX 5070 Ti graphics cards from Asus

Sad face: The AMD RX 9070 XT is selling for well above MSRP and the upcoming 9060 XT looks to be heading the same way. (Image credit: Future)

Lest you have forgotten, the 9070 XT is MSRP'ed at $599, with the vanilla 9070 at $549. So, the idea you'd want to pay over $500 for half the GPU simply doesn't scan.

The catch is that the 9070 XT tends to go for well over MSRP, and that's if you can get it at all. Newegg, by way of example, lists 9070 XTs from about $660. But the cheapest actually in stock is up for a ridiculous $899.

Of course, US pricing is particularly bad right now. In the UK you can grab a 9070 XT for £660 easily enough. Above MSRP, to be sure, but not nearly as bad.

Arguably more of a problem is the fact that you can grab an Nvidia RTX 5070 in the US for just over $600 in the US and just over £500 in the UK. OK, you're only getting 12GB of VRAM with the 5070. But it's a fundamentally more powerful GPU and also offers Nvidia's industry-leading feature set, superior path tracing performance and all that stuff.

Anyway, we'll obviously have to wait and see where the new AMD GPUs land in terms of both MSRP and real-world pricing when they arrive, probably at Computex starting 20 May. But these Amazon listings hardly bode well.

For the record, the Amazon listings mention a June 5 release date. So, that's probably a relevant marker in terms of actual retail availability.

Best CPU for gaming: Top chips from Intel and AMD.Best gaming motherboard: The right boards.Best graphics card: Your perfect pixel-pusher awaits.Best SSD for gaming: Get into the game first.


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In a time when the FPS campaign is so vanishingly rare that the only helping of big-budget shooting we can rely on each year is from Call of Duty, it'd be easy for id Software to kick up its feet and decide "more Doom" is good enough. Honestly, it'd be good enough for me. But that'd be dereliction of id's duty to the genre it created.

To id, a new Doom is an opportunity to demolish a perfectly good sand castle and start fresh*.* Doom: The Dark Ages is the trilogy's sharpest zag yet—recasting the Slayer from a meaty fighter jet, ducking and dashing past the hordes of Hell, to a stalwart tank, smashing shield-first into the action.

NEED TO KNOW

What is it The latest FPS from the makers of Doom, Quake, and Wolfenstein.Release Date May 15, 2025Expect to Pay $70/£60Developer id SoftwarePublisher MicrosoftReviewed on RTX 2080 Super, Intel Core i9 9900KS, 32GB RAMMultiplayer NoSteam Deck UntestedLink Official site

The transition is successful, but not without major sacrifice. This is Doom at its most indulgent and deliciously violent, but it's also dumbed down and undeniably the easiest of the trilogy. Maps are uncharacteristically barren, secrets abnormally obvious, and puzzles so simple that they hardly fit the description. Viewed through the lens of loud feedback that insisted Doom Eternal was too complicated, The Dark Ages is an overcorrection.

Short leash

The Dark Ages turns back the clock to our favorite demon smasher's salad days as a pawn of the Makyrs (those floating tentacle guys from the previous games) in a war against Hell. He's the same Slayer as ever, still feral and focused in his distaste for demons, now sporting a tasteful beast pelt to let us know we're in olden times. But in a decision that proves profoundly shortsighted, the Makyrs keep him locked up in a spaceship with a shock collar. You can imagine how that goes.

Doom: The Dark Ages

(Image credit: Bethesda)

We got Sentinels, battle tanks, mechs, dragons, and a surprising density of cutscenes for Doom. This time, it's not just detached robot voices telling the Slayer what to kill next. Instead, we see the main players in his orbit, King Novik of Argent D'Nur vs. Prince Ahzrak of Hell, facing off between bouts of bloodshed. Characters and plot have as much nuance as professional wrestling, setting the stage for the campaign's next set piece—a grand siege, ancestral forge, the belly of a demon taller than a downtown highrise—without ever getting bogged down by proper nouns.

It's appropriately uncomplicated. The Slayer's otherworldly determination and general freakishness are amplified by his proximity to normal, communicative humans. They treat him like an unknowable demigod, inherently dangerous but effective when pointed in the direction of hellspawn. I loved the dynamic, partly because id is paying off years of mythbuilding, but also because this Slayer adopts the role of a deranged Master Chief, more or less following orders as long as he agrees with the mission.

Close guard

The Dark Age's rebooted gun ballet revolves around the Shield Saw. Permanently bound to right-click, the shield blocks all damage from the front and sends green projectiles back to their senders. It's a singular change that ripples through every facet of The Dark Ages, anchoring the Slayer to the ground in exchange for survivability.

Doom: The Dark Ages

(Image credit: Bethesda)PC performance

A screenshot from the PC version of Doom: The Dark Ages, using the Ultra quality preset

(Image credit: Bethesda Softworks)

Our Nick's been running the rule over Doom: The Dark Ages' PC performance for the past week or so, across a wide selection of systems; young and old, high-end and low, desktop and laptop. And it's performing pretty well whatever rig you might have.

I cannot sing the praises of the Shield Saw loud enough: Shrugging off the blows of lesser demons and nailing the timing on parries is empowering from minute one, elevating Doom's brutality and giving the player permission to run toward the biggest threats instead of playing keep-away. In fact, the only move resembling Eternal's air dash is a shield dash that instantly closes the distance on large demons and obliterates fodder on contact. An early upgrade gives the shield its chainsaw teeth, turning it into a throwable that either stuns or slices straight through demons.

The shield slots into Doom's deadly dance like it was always there. It's elegant, useful, aggressive… and unfortunately also one-note. Once you can throw it around, the shield is done evolving, my tactics were locked in for the campaign's duration.

Civilized age

What The Dark Ages gains with its shield, it loses with its guns. Relinquishing right-click to block means guns no longer have dedicated secondary fire modes—they're still upgradable, but now focused on passive boosts to reload speed, fire rate, or damage. Besides a few bright spots, like a Shredder upgrade that let me shoot at my thrown shield to ricochet stakes toward surrounding enemies, my weapons never improved in ways that encouraged me to alter my game plan.

Bland guns are a symptom of The Dark Ages' larger streamlining problems.

For example: I'd been glancing at this greyed-out screen of upgrades called Shield Runes for hours, anticipating some sort of blue Gravity Gun-level twist that'd take my shield antics to the next level. When I got my first Shield Rune halfway through the game, I was disappointed to find that they're essentially gun upgrades for the shield—damage-dealing attacks automatically triggered by successful parries, and I could only have one equipped. Neat, but since they're just something that happens when I parry an attack (something I was already doing whenever possible), it's just more DPS on the pile.

Doom: The Dark Ages

(Image credit: Bethesda)

What worked in hour one of The Dark Ages—spamming my shotguns, shield dashing away from danger, and deflecting anything colored green—worked in hour 17, and that's a huge bummer.

As much as it pains me to admit, The Dark Ages' thematic stand-ins for ballistic guns just aren't as fun to shoot. The Ballista replacement launches stakes that hit hard but have an oddly short range, the Shredder is just a Heavy Cannon that sounds like a nail gun, and those guns that hurl bits of skull are all bark and no bite. The lone exception to this rule is the Chainshot—a monstrous back-half arrival that launches wrecking balls, caving in skulls before reeling back into the gun like a sinful yo-yo. Thankfully id didn't mess with its two shotguns, the rocket launcher, or the plasma rifle, all of which sound and look better than ever.

Blunt trauma

Bland guns are a symptom of The Dark Ages' larger streamlining problems. The role of any individual gun is murky at best because all demons are vulnerable to almost all weapons, and most don't pose a significant threat. Every boss fight and high-tier enemy is designed around creating openings by parrying with the shield.

This is a quietly huge shift because in both previous Dooms of this series, enemies had clear-cut resistances and weaknesses that, here, are replaced by throwing the shield at armor to destroy it. The Slayer's constant vulnerability previously meant his arsenal was his shield. It was about working quickly and efficiently to kill demons faster than they can kill you. It was crucial to survey the battlefield and make decisions about which weapons to conserve for tougher targets. The only way out was through. In The Dark Ages, the solution to every problem is in your left hand: Block it, shoot it, and you're done.

It doesn't help that ammo is completely irrelevant, too. In a truly baffling change, the chainsaw is gone, and now all you gotta do for endless piles of ammo is punch (E) the nearest grunt. Glory kills get a similar treatment: They're mostly gone, with larger demons getting some gruesome new animations while the majority of executions settle for brief slo-mo punches that pop health items. Hear that? It's the sound of Doom's signature health/ammo/shield resource economy evaporating.

Doom: The Dark Ages

(Image credit: Bethesda)

Flattened

The last two Dooms set the bar absurdly high, and being in their shadows still makes The Dark Ages one of the best singleplayer FPSes around.

I get the sense that The Dark Ages' heavy mechanical pruning is in service of making it the most accessible, instantly enjoyable Doom for the most people. If that's the case, then mission accomplished. It's still Doom, so it's still very fun. The last two set the bar absurdly high, and being in their shadows still makes The Dark Ages one of the best singleplayer FPSes around.

I suspect its throttled pace will make The Dark Ages the most comfortable of the series to play with a controller. Customizable difficulty will help, too: A long list of toggles and sliders let me tune everything from projectile speeds and parry windows to exact damage values. That's a win for everybody.

I did have more fun after increasing enemy aggression, tightening the parry window, and experimenting with higher projectile speeds, but at some point, I had to accept I was fishing for complexity that wasn't there.

Doom: The Dark Ages

(Image credit: Bethesda)

The Dark Ages' levels are especially simplistic next to the mazes and jungle gyms of the last two games. Presumably to accommodate all the slow-moving projectiles and the Slayer's wimpy new jump, most maps are massive, flat, and devoid of hazards—like id took Doom 2016's winding corridors and pressed them into a pancake. I like that they're more friendly to backtracking than ever, with areas spoking off a central platform, but a few of the larger maps had me sprinting across empty deserts way too often.

Secrets are still scattered literally everywhere, but the majority of them are so obviously placed and announced by the map that I rarely felt like I was discovering something. It's another area where Eternal had more to offer: Those ultra-hard, opt-in challenge rooms? Gone. Now puzzles just give you an extra life or more gold to buy upgrades. At least those platforming sections that a lot of folks hated (but I loved) demanded a quick reflex test to get to the side goodies.

Doom: The Dark Ages

(Image credit: Bethesda)

I should mention the mech and dragon stuff that's all over the trailers. They're cool little moments of punching demons in a big robot and dogfighting with hellships sprinkled throughout the 22-level campaign, but they're so brief, easy, and detached from the main action that they didn't stick in my head. An unnecessary, but welcome change of scenery.

If it sounds like I'm just asking for Doom Eternal 2, I promise I'm not. The Dark Ages is fun in totally different ways than its predecessors, and I love that, but its peaks are lower. After rolling credits, I went back to Doom (2016) and Eternal to confirm the gut feeling. id has done a lot of subtraction with not a lot of addition, and I reckon this is the first Doom that I won't replay. Doom is a series I associate with taking big swings, but The Dark Ages is safe.


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