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  • Yes, Dragon Quest 12 is still in development, says series creator
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    Yes, Dragon Quest 12 is still in development, says series creatorAny-slime soon.Image credit: Square Enix News by Ed Nightingale Deputy News Editor Published on Feb. 10, 2025 Dragon Quest 12 is still in development, series creator Yuji Horii has confirmed.The latest in the long-running RPG series was first announced back in 2021 but little has been seen since beyond the initial teaser trailer.Over the weekend, though, Horii held a livestream with this radio show group KosoKoso Hōsō Kyoku (thanks Automaton) where he confirmed the development team is "working hard on Dragon Quest 12".Dragon Quest 12 teaser trailerWatch on YouTubeFurther details are expected to be released little by little, though nothing more was revealed at this time.Back in May last year, Horii also acknowledged Dragon Quest 12 on social media, stating the development team wanted to make a game "worthy of the final contributions of the two people who passed away".Those two people are Dragon Quest character designer Akira Toriyama and composer Koichi Sugiyama, who had worked on every game in the series before their deaths.Horii's comments came shortly after Dragon Quest series producer Yu Miyake stepped down from his role to oversee Square Enix's mobile game division, putting Dragon Quest 12's development into question.Now, in his livestream, Horii apologised for confusion around the game's development and denied it had been cancelled.Little else is known about Dragon Quest 12, though at the series' 35th anniversary livestream Horii stated the classic turn-based battle system will be altered and the tone will be darker and aimed at adults.In its latest earnings report, Square Enix stated Dragon Quest 3 HD-2D Remake exceeded sales expectations. Previously it reported sales of 2m copies, with the game becoming 2024's biggest game in Japan after just a week on sale.While similar remakes of Dragon Quest 1 and 2 are expected this year, anticipation is building for the next full release in the series to build on the success of Dragon Quest 3.
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  • Disney x Fortnite collab moves into "stable" branch exactly a year after Disney invested $1.5bn in Epic Games
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    Disney x Fortnite collab moves into "stable" branch exactly a year after Disney invested $1.5bn in Epic GamesEpic Mickey.Image credit: Disney/Epic Games News by Vikki Blake Contributor Published on Feb. 9, 2025 Exactly a year after the Walt Disney Company announced it was acquiring a $1.5bn USD stake in Epic Games and launched a multi-year partnership to create an "expansive and open games and entertainment universe connected to Fortnite", the Fortnite x Disney collaboration event has reportedly moved into a "stable" build.Whilst it remains unclear, what, exactly, the collaboration will be, noted Fortnite leaker HypeX said the status change likely comes because "they probably made a lot of progress and moved into the next roadmap milestone".To see this content please enable targeting cookies. Xbox Developer Direct - four promising games also coming to PlayStation.Watch on YouTubeAt the time the collaboration was announced, explicit mention was made of Disney, Pixar, Marvel, Star Wars, and Avatar, with users able to "create their own stories and experiences, express their fandom in a distinctly Disney way, and share content with each other in ways that they love". To see this content please enable targeting cookies.Since then, fans have gone on to form their own theories - or wishlists - including the suggestion by some that we could see a Disney Infinity-esque mode added to the Fortnite, or some kind of persistent "Disney Metaverse" to explore.Whatever it is, hopefully we won't have to wait too much longer for the finer details.HypeX also confirmed over the weekend that Fast & Furious x Fortnite skins are also "coming soon". To see this content please enable targeting cookies.Did you know that Wicked's biggest song features a hidden Fortnite cameo?
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  • Monster Hunter Wilds beta set to get additional day following global PSN outage
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    Monster Hunter Wilds beta set to get additional day following global PSN outageSweet Wild o'Mine.Image credit: Capcom / Eurogamer News by Vikki Blake Contributor Published on Feb. 9, 2025 Following the lengthy PSN outage this weekend, Capcom has assured PS5 players that it will hold an additional Monster Hunters Wild open beta test "at a future date".With only two open beta tests planned for Monster Hunter Wilds ahead of its release at the end of this month, PS5 players have not only missed out on playtime over the weekend, but also participation bonuses. Capcom also hasn't been able to adequately test its systems and servers, either.Monster Hunter Wilds - Into the Iceshard Cliffs trailer.Watch on YouTube"PS5 hunters, thanks for your patience and understanding during this weekends PSN service issues," Capcom said in a statement posted to social media earlier today."To account for reduced [open beta test 2] play time due to the outage, we are considering running OBT2 for an additional 24 hours at a future date. Exact details and timing are TBD, so please stay tuned." To see this content please enable targeting cookies.As yet, Capcom hasn't specified when the additional beta test will run, but we'll keep you posted.The current beta test kicked off at 3am UK time on 7th February (7pm 6th February PT) and will close tomorrow at 3am.The second runs from 13th-16th February at the same times. Cross-platform multiplayer is enabled for both tests, and players can transfer their characters (but not their progress) to the full game. Participants also get a bonus pendant and an item pass that'll unlock in the full release. Additionally, Monster Hunter World and Iceborne owners will receive Palico equipment and a Hunter Profile name plate if they pick up Wilds.Monster Hunter Wilds launches for PlayStation 5, Xbox Series X/S, and PC on 28th February.
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  • The making of The Last Express: How Prince of Persia's Jordan Mechner created one of the last great classic adventure games
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    The making of The Last Express: How Prince of Persia's Jordan Mechner created one of the last great classic adventure gamesNot your average Mech game.Image credit: MobyGames/Smoking Car Productions Feature by Jonny Malks Contributor Published on Feb. 9, 2025 On 7th September 1993, Jordan Mechner wrote about The Last Express in his journal. What he had to say was surprising given the context of his creative life to date: "Directing a feature film would be easy compared to the job this is going to be.""This" was an adventure game set on the Orient Express at the dawn of World War 1 four days before Austria-Hungary would declare war on Serbia, to be precise and it would be an interactive experience that would cost Mechner all his savings and the next four years of his life to make. He was embarking on an adventure nearly as perilous as the one undergone by his protagonist Robert Cath in the game, and he appears to have known it.By this time, after developing Karateka and Prince of Persia, Mechner had taken a break from game design to attend film school and had even worked on a short film of his own. But The Last Express would mark a confluence of his interests as a writer, artist, filmmaker, and game designer. So, why go back to games? Why not tell his thrilling train story via a movie or comic book?Watch on YouTubeI recently sat down with Mechner to discuss these questions, and he recalls his transition from game making to studying film in the early 90s: "It was the chance of doing a different kind of game that drew me back into game design at a moment when I had otherwise been taking a break from games and going to film school. After Prince of Persia, I left San Francisco. I went back to New York. I learned 16-millimeter filmmaking. This is 1991 technology. I was also supervising Prince of Persia 2, and then I'd moved to Paris and made a short film in Cuba that summer. That was when the idea for The Last Express came together."That move to Paris is when Mechner first encountered the world of European graphic novels, specifically Italian creator Hugo Pratt's Corto Maltese series, which got him thinking about cinematic experiences in comic book form. A video game seemed like a natural meeting point for the two mediums. One that Mechner couldn't help but explore."I realised that technology had advanced enough that I could make a game that would actually scratch that itch," Mechner says, "to tell a deeper story with more sophisticated themes and dialogue and working with actors while using cinematic techniques. I thought: 'Instead of making a film, why not make a game that's cinematic?' And I realised that I could actually have more resources and more creative control and use a more ambitious canvas with a game in 1993 than I could as a first-time feature filmmaker." The rotoscoping process was painstaking, but created an art style that holds up to this day, even in a 25 year-old game. | Image credit: Jordan MechnerHe founded Smoking Car Productions that same year and started staffing up to make his vision a reality. He had to hire programmers, artists, and designers, in addition to historical contractors and his co-writer on the project, friend and former colleague Tomi Pierce. All of this while starting the creative work, directing shoots for the game's ambitious rotoscoped animation, and fundraising to keep the whole operation afloat. Mechner says it was like balancing three full-time jobs."It was completely all-consuming because I was interested especially in the cinematic and storytelling aspects of the game. I actually wrote all the dialogue and directed the actors in the voice recording, did the casting and directed the film shoot myself, whereas obviously that was a full-time job in itself which kind of meant putting everything else on hold for the three weeks when we did that film shoot. It was very intense."Still, if theres one thing Mechner's proven to us over his forty-plus years of auteurship, it's that he's an expert at turning his visions into world-expanding realities. He pressed forward and, with the help of his writing partner Pierce, dove head-first into The Last Express' boldest promise: to create a story in which NPCs have lives of their own. The actors were made-up and filmed from various angles. Then, Mechner and his team created and processed over 40,000 frames of animation. | Image credit: Jordan MechnerTo pull off this particular magic trick, Mechner and Pierce mapped out the game's broad story beats. In case you're unfamiliar with the story of The Last Express, the protagonist and American adventurer Robert Cath boards the Orient Express via a daring motorcycle stunt to track down his friend, Tyler Whitney. However, when Cath finds Whitney dead in his compartment, he is forced to assume his friend's identity and finish the job he started, which culminates in the discovery of a strange artifact and an investigation into the powers it contains. When the outline of the plot was finalised, Mechner took this plan and wrote dialogue for each of the thirty characters, mapping their actions to a master schedule, and collaborating with Smoking Car's coding team to bring the story to life."We basically had to specify everything that they would do on a timeline, from the time the train leaves the station to the end over the three days and three nights of the trip," he says. "So, I kind of wrote it in a pseudo-code and then gave it to the programmers. They coded it, but they were just down the hall, so they would come back to me and ask for clarification and so forth. It was really quite detailed, trying to anticipate every possible encounter and then find these opportunities to use little moments of action and dialogue. Some of them are critical to advance the plot, others are not, but they still fill out the story." Image credit: Smoking Car Productions Image credit: Jordan Mechner Mechner and his team chose actors with distinct physiognomy to make sure each rotoscoped scene could be compiled to full effect.But while the story takes place aboard the Orient Express and concerns the unraveling of a high-stakes mystery, Mechner doesnt claim Agatha Christie's foundational piece of detective fiction Murder on the Orient Express as an influence. In fact, he says, "the real models" for The Last Express were old Alfred Hitchcock films and Indiana Jones rather than Christie's novel, citing North by Northwest, The 39 Steps, and The Lady Vanishes as particular touchstones. "The film The Third Man about an American in Europe was a big one" as well, he says, along with John Huston's The Maltese Falcon. This makes sense, given Mechner's obvious love for classic films and the craft of movie-making. However, it came as a bit of a shock to me. Mechner chuckles when I admit this to him."I probably walked into that one," he says. "Like, I asked for it by calling it the Orient Express because that story is so famous. But Christie's version is a locked room murder mystery. It just happens to be on a stopped train. Whereas, in The Last Express, it's a train that's moving. It crosses Europe, and then by the end, it becomes a runaway train. There's a hijacking. You're fighting the hijackers, trying to save the train, and, of course, war is breaking out around you."When he puts it that way, it's easy to see the game's actual inspirations shine through. "I was also heavily influenced by European graphic novels," Mechner continues. "This was 1993. I was an American who loved comics but didn't know this whole other universe. I had just discovered Hugo Pratt, and Corto Maltese was one of the main, one-to-one influences when it came to the game. Corto Maltese was the hero of a series of graphic novels that are much loved in France, not really known in the US so much, but he travels and goes on adventures in the early 20th century, often getting mixed up in revolutions and historical events. So, I think maybe kind of a mix of Corto Maltese, Humphrey Bogart in Casablanca, The Third Man that was really the model." Creating the suggestion of movement in action scenes like the one depicted here was but one of The Last Express' many magic tricks. | Image credit: Jordan MechnerOne of the more fascinating ways that Mechner's influences bleed through in his game is in his desire to develop an emotional response in the player that goes beyond the typical "good guys versus bad guys" trope that a lot of mainstream media was falling into at the time. Again, his commitment to screenwriting and film drew him toward complex characters, like the ones he studied so intently in his favorite movies."What's interesting about adventure stories, like The Third Man or a Hitchcock film, is the ambiguity, the nuance, the irony," he says. "So, there was all of the opportunity to do that in a story about a naive American trying to get involved in this very complex European situation with the espionage and different factions on the eve of World War I and trying to do good. It's a very interesting and rich historical period. And I think that to tell a story like that, an author has to embrace complexity and multiple points of view."Indeed, understanding The Last Express' plot in full requires a fairly in-depth knowledge of European politics and perception leading up to the war, as much of the game's conflict is driven by the heightened tensions that existed between national interests during this time. However, when I first played it with my dad at age 12, I knew next to nothing about the time period and still had a great time. This speaks to Mechner's writing and vision for the game, in addition to its superb voiceover, acting, and art style, which all hold up to this day. That's pretty amazing considering the fact that it's been nearly 25 years since The Last Express hit store shelves in 1997. Actors were filmed on-set and then drawn directly into the game with proprietary software. | Image credit: Jordan MechnerStill, to make sure that audiences could engage enthusiastically with the story he was endeavoring to tell, Mechner had to be meticulous with his vision. He knew he wanted to push rotoscoping the act of drawing over live footage to create animated key frames to its limit. However, staying away from the look of other full-motion video (FMV) games of the 90s would be key to making sure his story stood the test of time."I wanted to get away from the digitized video FMV look of the 90s for several reasons," he tells me. "First, I just thought it was ugly. I also thought there was something about full motion video that kind of worked against the illusion of interactivity. Because the minute that you realize that you're watching actors who've been filmed, you kind of sit back and just watch the video play because that's a cue that you can't do anything that's going to cause the characters to act differently."Mechner had used rotoscoping to great effect in Karateka and Prince of Persia to rig and animate a small figure with an emphasis on action platforming. But The Last Express would be entirely different. In order to achieve his desired look for the game, Mechner decided to rotoscope each character in much greater detail, including close-ups of their faces and the natural movements of their bodies in all sorts of situations, from eating in the dining car to jumping through the window of a moving train. It was a gargantuan effort, and Mechner directed it all from start to finish. Mechner chronicles some of his research for The Last Express in his 2024 graphic memoir Replay. Above, Mechner researches a pre-WW1 train car. Image credit: Macmillan Publishers"It was particularly important to us to capture the nuances of facial expressions and gestures. Everybody has their own way of walking, so that you can recognize them even at a distance. And the faces of the characters are very distinctive - we cast actors who had very specific looks and physiognomy. So, really the idea was to try to do a comic book come-to-life and to also evoke the pen and ink drawings of Henri de Toulouse-Lautrec and the French-European art nouveau style that we associate with things like French poster art of the time the Moulin Rouge and so forth."Suffice to say, it worked. In spite of the game's flopping sales at the time of its release, The Last Express still holds its own compared to a lot of modern games, so you can imagine the extent to which it blows its contemporaries out of the water when we look back on them today. Mechner agrees: "FMV games published around the same time as The Last Express looked dated two years later, whereas our game though it's 25 years old in a way it hasn't aged. The resolution is low, and you can see that, but artistically I think it still holds up today."The game's story also has legs, and Mechner spent a year between 2010 and 2011 adapting The Last Express into a feature film with Dutch director Paul Verhoeven. Though it was never made, you can still view the original script that Mechner wrote right here for free. Image credit: Smoking Car ProductionsThroughout our conversation, I get the impression that Mechner is nothing if not humbly generous. He's got a mind full of bright ideas for emerging media, and this more than anything is what allowed him to ride the cutting edge of video games all the way to successful careers in the fields of game design, screenwriting, and graphic novel creation. He lives the art life to this day in France and still looks back fondly on the entire undertaking that was The Last Express."Yeah, we really swung for the fences," Mechner says. "I'm very proud that the story and characters work. That, even though it was very ambitious in its scope and its themes, I think it really comes across and players appreciate that. I still get people telling me today how much the game meant to them and that it was an experience unlike any other they had."I'm one of those very people. The Last Express was my first memorable video game experience. Playing it on the couch on my father's iPad during the holidays spawned a life of writing and thinking about interactive media. That's the power that a well-rendered story can contain, and Mechner has dedicated his own life to the art of harnessing this force.
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  • Demand for Warframe's 10th fan convention, TennoCon 2025, was so high it sold out in less than 35 minutes
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    Demand for Warframe's 10th fan convention, TennoCon 2025, was so high it sold out in less than 35 minutesThe art of war.Image credit: Digital Extremes / Eurogamer News by Vikki Blake Contributor Published on Feb. 8, 2025 Tickets for Warframe's annual convention, TennoCon 2025, sold out in less than an hour.Tickets went on sale at 7pm UK time last night, but demand for Digital Extremes' 10th celebration "of all things Warframe" was so high, all tickets had gone by 7.35pm.Warframe: 1999 gameplay trailer.Watch on YouTubeThis year's convention will take place in-person in London, Ontario, Canada, on 18th-19th July, 2025.Fans can expect merchandise sales and autograph signings as well as the annual TennoCon Cosplay Contest, and the first ever TennoConcert. There'll also be panels, autograph sessions, community art, deep dives with devs, and "a look at the evolution of TennoCon over the years".We're so thankful for your sold-out interest in TennoCon 2025! As we provide advance notice of ticket availability, this can result in a longer queue than the number of tickets.Please know that tickets are nontransferable and we diligently validate tickets at every TennoCon! PlayWarframe (@warframe.com) February 7, 2025 at 9:22 PMTo see this content please enable targeting cookies."We're so thankful for your sold-out interest in TennoCon 2025!" the team said on Bluesky shortly after the tickets were snapped up. "As we provide advance notice of ticket availability, this can result in a longer queue than the number of tickets."Fans not lucky enough to get a physical ticket this time around, however, can still participate via the virtual experience on 19th July."Our team is still hard at work to bring you an incredible virtual experience on July 19, as well as our upcoming TennoCon 2025 Digital Pack and more! We hope to see you all online for a very special day and can't wait to share what we've been working on."Digital Extremes also gently reminded players that tickets are nontransferable and it "diligently validates tickets at every TennoCon".Warframe's long-awaited 1999 expansion - first announced during TennoCon 2023 - finally released in December. It's available on Xbox, PlayStation, Switch, and PC.
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  • Grid Legends on iOS is proof that console games can transition well to mobile
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    Grid Legends is a great-looking racing game. While it doesn't have the wide open scope of Forza Horizon, or the detailed on-track ray tracing of Gran Turismo, it does have excellent lighting and beautiful stages. That's true across all the platforms, but the recent release on Android and iOS is intriguing. We've experienced mixed fortunes for triple-A titles released on mobile, but having played the game extensively on iPhone 15 Pro, I'm impressed. In fact, it's one of the only triple-A iOS ports I can actually recommend.Initial impressions suggest a favourable visual turnout on iPhone with results that seem broadly comparable to the last-gen Xbox One version of the game, but of course, there are some compromises. Lighting has been significantly simplified while shadows are obviously lower-res, with a sharper divide between cascades. Shadow aliasing is a bigger problem as a result, with coarser shadows that look less natural at rest. This becomes a more substantial issue in cockpit view, where the close camera perspective exposes the low resolution of the nearest cascade.On top of that, foliage shadows also don't animate on iPhone, presumably to reduce the number of shadow map updates the game has to process. I would say these shadow changes aren't that noticeable in the typical third-person camera when actually driving at speed though. There are other small lighting changes throughout the game, like the less effective impression of ambient occlusion in this truck cockpit. The foliage in some tracks appears a bit flatter, with lower contrast shade beneath. Subtle lighting tweaks are present across the tracks if you look closely, though during gameplay their impact is more muted.A mobile port of a triple-A that actually works? Grid Legends is impressive on iPhone 15 Pro.Watch on YouTubeVolumetric lighting is probably the biggest flat-out omission here, as the trackside environment often no longer features volumetric lights. This makes a big visual difference in certain tracks, like this, though most tracks and times of day look similar enough. That said, there is one lighting tweak that actually favours the iPhone. The real-time cubemaps used for vehicle reflections on Xbox update at just 15Hz, once for every 2 frames essentially. On iPhone, they are full-rate, and distract much less and of a higher resolution.Model detail also takes a hit. LODs pop in closer to the camera and texture detail is worse, despite the fact that I have the game's high resolution texture pack installed. Texture filtering is reduced, crowds are simpler, while particle effects are pared back or gone. It goes without saying that resolution drops - Xbox One uses a dynamic 1080p that typically settles around 900p, while iPhone 15 Pro delivers around 630p with no sign of Apple's impressive MetalFX upscaler.That sounds like a long list of iPhone concessions, but comparing the two systems in broad strokes, the lighting looks similar, the models look much the same and the game is generally quite comparable. It's definitely better than you'd expect from a Nintendo Switch conversion, for instance, where you'd usually see larger fundamental cutbacks to a game's visual makeup.To see this content please enable targeting cookies. That's all the more impressive given that performance is also strong. The game's default graphics mode targets 30fps and holds up well enough in typical play, with a steady procession of 33ms frames for even frame-pacing. When the cars bunch up a bit though, frame-rates can briefly tumble down into the 20s. These performance dives are impactful, but usually occur towards the start of the race, when a lot of cars are in close proximity. Rewinds also tend to provoke frame-rate problems, though it has little gameplay impact. The Xbox One S exhibits similar behaviour, but tends to hold closer to the upper 20s, and doesn't drop as often. It's a better performer in trouble spots, but both machines do a reasonably good job of providing 30fps gameplay typically. Additionally, the motion blur present on both platforms makes the game feel decently smooth despite its lower frame-rate.So far I've been talking about the default mode, which provides the closest analogue to the home console experience. But there are two other visual modes to look at as well, which come with their own trade-offs. The battery saver mode comes with a few cuts - most obviously the removal of the screen-space reflections, which makes a pretty big difference on wet circuits. Trackside spectators have been pared back slightly as well and there do seem to be minor LOD adjustments too, along with lower-res real-time cubemaps. But the biggest change is simply a big cut to rendering resolution, as the battery saver mode runs somewhere in the vicinity of 360p, though both modes feature an equally sharp HUD.The upside though is that performance is very good, hitting a consistent 30fps in typical play. Large packs of cars don't really faze it, except when we perform a flashback, where we sometimes see substantial drops - though with little gameplay relevance. The performance level is a good deal better than the graphics preset, and battery drain also appears to be reduced too. The performance mode has all the same visual compromises as the battery saver mode, except that resolution is a bit higher here at roughly 550p. However, this mode uses real-time cubemap reflections that update at half-rate, which means 20Hz here. The tweaks and 'downgrades' are plentiful but in motion, Grid Legends on iPhone is a close facsimile of the Xbox One experience. | Image credit: Digital FoundryThat's because the performance mode now runs at 40fps by default on the iPhone's 120Hz screen, which I haven't actually seen before on iOS. Frame-rates here can dip a little when cars are bunched up, but generally the game flies along at a stable 40fps. If we limit the iPhone to 60Hz though, the game runs at 30fps, which is pretty sensible given that 40fps doesn't divide evenly into 60Hz. I don't have newer Apple devices on hand to test, though I did have a chance to play the game on a friend's iPhone 16 Pro and the largest difference seems to be that the performance mode targets 60fps instead of 40 on my device, though dips seem more frequent.I do however have an iPhone 13 Pro Max that I tested briefly. The option for high-resolution textures isn't available due to RAM limitations, and there are some other cutbacks, like losing screen-space reflections in the graphics mode. But generally speaking, it's a good-looking experience that runs at a decent performance level. The 13 Pro isn't separated by very much in terms of raster performance from the 15 Pro though, as iPhone GPU performance uplifts have been more modest in recent cycles. Apple's upgrades have concentrated more on RAM, ray tracing, and machine learning performance than improving GPU speeds for typical workloads, which is limited more strictly by current process technology.Overall, Grid Legends works. The mode selections are useful, the overall look and feel of the game is retained and where there are cutbacks, they are mostly a non-issue when viewed on a small, mobile screen. Performance is solid too, unlike the majority of the last-gen iPhone ports I've looked at since the iPhone 15 Pro launched. There are a good number of compromises relative to home consoles, but it's satisfyingly rich relative to other heavy hitters on the platform. It's also a game that doesn't require 8GB of RAM to operate, running fine on older iPhone devices, which is a plus for users who upgrade phones less frequently. So Grid Legends is a rare game indeed - an eighth-gen console port that I can actually recommend playing on iPhone. It doesn't suffer from any glaring flaws, and is a well-optimised version of a beautiful racing title.
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  • Netflix celebrates its biggest quarter yet by putting UK prices up again
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    Netflix celebrates its biggest quarter yet by putting UK prices up againNet profit.Image credit: Netflix News by Vikki Blake Contributor Published on Feb. 8, 2025 Remember when we reported that Netflix was hiking prices again, but most of Europe had escaped? Well, not anymore.As reported by The Guardian, the streaming giant has now confirmed above-inflation price rises for UK subscribers, with its most popular non-ad-supported subscription increasing by 2 to 13 - that's an 18 percent hike - and its most expensive tier rising 1 to 19 a month.To see this content please enable targeting cookies. Xbox Developer Direct - four promising games also coming to PlayStation.Watch on YouTubeEven the cheapest tier, which includes advertisements, has also increased by a pound to 6 per month. It now also costs an additional 1 to add an extra member to a package."We will occasionally ask our members to pay a little more so that we can reinvest to further improve Netflix," the company said, saying the increased fees help the firm "continue to invest in programming and deliver more value for our members".As Matt summarised for us at the time, the news comes as Netflix celebrates its biggest quarterly subscriber increase in history, with 19m new customers having joined the streaming service in its most recent fourth quarter. And it's expecting to generate higher than forecast revenue in 2025, too.ICYMI, Netflix's animated adaptation of Devil May Cry is almost upon us. The streaming service has announced the series premieres on 3rd April.
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  • Yes, PSN is still down after 12 hours
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    Yes, PSN is still down after 12 hoursSony is "aware some users might be currently experiencing issues with PSN".Image credit: Sony / Eurogamer News by Vikki Blake Contributor Published on Feb. 8, 2025 PlayStation Network is still offline after unexpectedly going down around midnight last night, UK time (1am CET / 7pm ET / 4pm PT).According to Sony, the outage is impacting all services and features, including account management, gaming and social, PlayStation Video, PlayStation Store, and PlayStation Direct.To see this content please enable targeting cookies. Xbox Developer Direct - four promising games also coming to PlayStation.Watch on YouTubeUnlike last time, this seems to be impacting all PlayStation systems, not just PS4 and PS5 players, but also PS Vita, PS3, and website visitors, too. Image credit: Sony / EurogamerBeyond a single-line statement posted to PlayStation social media accounts around 10 hours ago that said Sony is "aware some users might be currently experiencing issues with PSN", there have been no further updates on what's caused the outage, nor when its services will resume.To see this content please enable targeting cookies.Eurogamer has reached out to Sony for more information and will update should we hear back.
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  • What we've been playing - double-A delights, remasters and remakes
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    What we've been playing - double-A delights, remasters and remakesA few of the things that have us hooked this week.Image credit: Yellow Brick Games Feature by Robert Purchese Associate Editor Additional contributions byEd Nightingale, Tom Orry, and Tom PhillipsPublished on Feb. 8, 2025 8th FebruaryHello and welcome back to our regular feature where we write a little bit about some of the games we've been playing this week. This week, we rediscover the button-mashing charms of Ninja Gaiden 2; we also rediscover the uneasiness of an iconic survival-horror; and we delve into the game one of Dragon Age's key people made next.What have you been playing?Catch up with the older editions of this column in our What We've Been Playing archive.Ninja Gaiden 2 Black, Xbox Series XDF took a good look at Ninja Gaiden 2 Black recently.Watch on YouTubeNinja's are elegant. Graceful. Precise. Sexy. But not here - at least, not when I'm playing.I put this in part down to my own gameplay. The Ninja Gaiden games have a slightly awkward dodge mechanic, where you block first and then flick the stick; it never quite clicked with me. I'm also enjoying button mashing with each of the game's torturous weapons, though the brutal flail and the whip-like chain sickle have proven favourites. It might not result in pretty or stylish combos, but I've found it as cathartic as it is mindless. After rage-quitting the previous game, I'm racing through this sequel and finding it, dare I say, quite easy.But I also put that awkwardness down to the game itself. Ryu is speedy but seems to struggle with basic actions like swimming, climbing ladders, and jumping to the platform I'm actually aiming at. That's coupled with an erratic camera that never frames the action quite right, be it in claustrophobic corridors or open temple gardens. Instead, I just button-mash off the screen and hope for the best. Then there are the rubbish bosses I've beaten, mostly, first time through a repetitive dodge-hit-dodge-hit rhythm. I really expected more complexity here.And yet I'm having a blast playing through Ninja Gaiden 2 Black. It's a game to just switch off to, whether through combat or story: hit some buttons and watch some outlandish action. Why am I fighting an electric demon on top of the Statue of Liberty? Why am I now battling hordes of werewolves in a Roman coliseum? And why am I forced to play as various vapid big booby ladies with such sizable weapons? I don't know, and I don't frankly care. Because when this all clicks into place as some sort of 80s arcade 3D throwback and limbs are exploding from enemies and blood and gore is squirting up the side of walls, I can't help but smile.-EdDead Space Remake, PS5 ProDF also took at the Dead Space Remake.Watch on YouTubeHaving dusted off Resident Evil Village I thought I'd finally start the Silent Hill 2 remake. Small problem: I thought I'd bought Silent Hill 2 but actually hadn't. A quick glance at the price on the digital store and I noped out and looked for something else. Dead Space Remake to the rescue, thanks to it being on PlayStation Plus at some point in the past.What a brilliant remake this is. It's obviously a straighter conversion of the original, pulling it into the modern age in terms of presentation, but I think that's all it needed. It's got atmosphere spilling out of every vent, making even the most mundane rooms feel hostile and claustrophobic. The audio work plays a key part in this, with the arrival of a monstrosity being accompanied by a change in background music perfectly pitched to get my heart rate motoring and stress level raised.I'm not ashamed to admit that I've panicked on multiple occasions because a door I'd just walked through shut behind me. Dead Space is unnerving in the extreme, making the fact that a remake of the second game isn't looking likely all the more disappointing.-Tom OEternal Strands, Xbox Series XBut DF has not taken a look at Eternal Strands. End.Watch on YouTubeDuring a week in which EA boss Andrew Wilson and his chief financial officer appeared to suggest Dragon Age should have been a live-service, it's been a pleasure to sit down and start playing a new single-player game from a former Dragon Age developer that ticks plenty of the same boxes.Eternal Strands is the work of ex-Dragon Age director Mike Laidlaw (who also chipped in this week with his own assessment of Wilson's comments). After years of work - including a fruitless spell at Ubisoft - it's great to see the man behind a decent chunk of BioWare's fantasy series finally ship another game.Smaller in scope than one of BioWare's modern epics but still filled with welcoming characters and oodles of lore, there's a lot to love about this distinctly AA-sized debut from Laidlaw's new outfit Yellow Brick Games.Much of Eternal Strands' action-oriented gameplay is built around using your magical powers - wielding telekinesis, firing out flames and frost - in a towering fantasy world. There's Breath of the Wild's climbing, and you scramble up onto the backs of towering enemies - giants, enormous dragons - to stab at them in battles that feel like something from God of War.Once again, you're in a world where magic is treated with suspicion, and once again you're dealing with a magical place with a Veil. But there much of the similarities end - and it's heartening to see Eternal Strands make strides to establish itself and its world as its own new entity. If you're after a colourful, welcoming and a little rough-around-the-edges adventure, look no further.-Tom P
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  • Insomniac Games pitched a "wonderful concept" for Resistance 4, but Sony said no
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    Insomniac Games pitched a "wonderful concept" for Resistance 4, but Sony said no"We spent a lot of time... brainstorming on where we could take this in the future."Image credit: Eurogamer/Insomniac Games News by Matt Wales News Reporter Published on Feb. 8, 2025 It's been over 14 years since developer Insomniac Games' fondly remembered alternate history shooter series drew to a close with Resistance 3, but it turns out fans might have seen a fourth mainline entry if the studio had got its way. Outgoing Insomniac boss has revealed the studio pitched a "wonderful concept" for Resistance 4 - but Sony ultimately said no.Price - who announced his retirement last month after more than 30 years at Insomniac - was speaking to the Kinda Funny Gamescast. When asked if he had a favourite pitch the studio had made over the years - a "one that got away" - Price dropped the Resistance 4 bombshell."We did pitch that one," he revealed, "and it was a wonderful concept... It was the result of a lot of Insomniac team members being passionate about extending the story further... I do believe that Resistance has set up a really cool alternate history base where anything can happen with the Chimera and where they go and what their origins are. We spent a lot of time working on backstory and brainstorming on where we could take this in the future."Resistance's third and so far final entry released back in 2011.Watch on YouTubeUnfortunately, Sony couldn't be convinced, with Price citing "timing and market opportunity" as the reason the project didn't progress beyond its pitch. Exactly when all this happened is unclear based on Price's latest comments, but a glance through the archives reveals he told Eurogamer the studio was "not slated" to do Resistance 4 all the way back in 2011. A year later and Price was ready to draw a line under the series in considerably more definitive terms, saying, "We won't be making any more Resistances."And while that's proven to be the case so far, Price revealed to Kinda Funny he'd love to see a Resistance revival, calling the series, "Near and dear to my heart.""When you work on a franchise for a long time," he explained, "it's nice to have a chance to move onto something else. And at the same time, it's also nice to be able to come back to it. So fortunately, because [Insomniac is] part of Sony and Sony owns the intellectual property to Resistance, we will always have that opportunity to revisit Resistance."But while fans may be disappointed to hear about the Resistance 4 that almost was, Price remains philosophical. "I do strongly believe there's a reason everything happens," he revealed to Kinda Funny, "and when I look back at the games that we've made - the ones that were received well, the ones that weren't received well, the ones we didn't get to make - all of those have lead us to where we are today. Which is an amazing relationship with Marvel and working on games we are truly excited about."Insomniac's next game, of course, is Wolverine - which was teased all the way back in 2021 and is still without a release window. "We've announced Wolverine, and we'd love to talk more about Wolverine," the studio said earlier this year, "but we have to be like Logan today, and remain very stoic until it's time to pop the claws down the road. As much as we're as much as we have pent up excitement, we got to hold on to it. So that's, that's about as much as we could say about our upcoming projects today."
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  • PUBG's top-down tactical shooter spin-off gets new name, impending demo
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    PUBG's top-down tactical shooter spin-off gets new name, impending demoArriving as part of Steam Next Fest.Image credit: PUBG Studios/Eurogamer News by Matt Wales News Reporter Published on Feb. 7, 2025 Sling your mind back to last October and you might remember PUBG Studios (yes, that PUBG) unveiling a new 5v5 PvP shooter featuring 'shared real-time line of sight'. Well, it's back, it's got a proper name now, and there's a demo on the way.When we last saw PUBG Studios' new title, it was going by the name of Project ARC and being described as a "realistic and fast-paced top-down shooting experience inspired by PUBG: Battlegrounds". Four months - and doubtless some arcane process involving an awful lot of Post-It notes - later, it's been renamed to PUBG: Blindspot.What we have here is a 5v5 top-down tactical shooter where teams are either charged with hacking or defending a hidden crypt each game. The hacking team must blow up the walls surrounding the crypt to gain access and install a Decrypter device, while the defending team tries to stop them. But why, you might be asking yourself, is it called Blindspot?PUBG: Blindspot - Steam Next Fest trailer.Watch on YouTubeWell that, I assume, brings us back to the aforementioned shared line of sight, with enemies vanishing and reappearing across the map depending what individual teammates can see - a system intended to add a further tactical wrinkle through "immediate, non-verbal cooperation". Chuck in characters with their own preferred weapons and distinctive gadgets, alongside the promise of "skill-based, thrilling" gunfights, and that's all the basics covered.PUBG: Blindspot doesn't have a release date yet, but if the brisk run-down above has left you in anyway intrigued, a demo will be available from 21st February as part of Steam Next Fest. It'll feature 10 unique characters with their own signature weapons and special tools, three team deathmatch maps, and four demolition mission maps, giving players a "chance to experience what [the team has] been cooking up so far".In semi-related news, PUBG creator Brendan Greene last year revealed an "ambitious" three-project plan for his PlayerUnknown Productions studio. This included a single-player open-world "emergent" survival game known as Prologue: Go Wayback, an "immersive" tech demo titled Preface: Undiscovered World, and the still-mysterious Project Artemis.
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  • Wonder Woman game reportedly "still years away from release" - if it ever launches at all
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    Wonder Woman game reportedly "still years away from release" - if it ever launches at allThe Flash game also reportedly canned.Image credit: Warner Bros./Eurogamer News by Matt Wales News Reporter Published on Feb. 7, 2025 Three years after its announcement, the future of Warner Bros.'s Wonder Woman game is reportedly in question - with its release said to still be "years away" if it ever launches at all.That's according to a new report by Bloomberg's Jason Schreier, detailing the behind-the-scenes turmoil caused by a culture of "ineffectual trend-chasing and wasted development time" at Warner Bros. Interactive Entertainment during the tenure of outgoing president David Haddad - a period said to have lacked a "strong, cohesive vision" .Some casualties of Warner Bros.'s reported culture under Haddad are already well-documented, with Warner Bros. Montreal's Gotham Knights, Rocksteady's Suicide Squad: Kill the Justice League, party brawler MultiVersus, and last year's Harry Potter: Quidditch Champions all having failed to resonate with consumers. However, Bloomberg's report also highlights a number of other projects that have either failed or floundered behind closed doors.Monolith's Wonder Woman game was announced in December 2021.Watch on YouTubeMonolith's Wonder Woman game, for instance, has reportedly "struggled to coalesce" in the years since its announcement in 2021, with the project having switched directors and been rebooted early last year, according to "people familiar with the business". Wonder Woman is said to have already cost Warner $100m and is still "years away from release", if it manages to make it to market at all - its fate, according to Bloomberg's sources, "remains in question".Bloomberg reports Monolith had originally wanted to follow its acclaimed Middle-earth games with a new franchise experimenting with procedural storytelling. However, Warner Bros. execs are said to have pushed for the studio to incorporate one of the company's big IPs, and the resulting game "plodded along for more than three years" before its cancellation - at which point Monolith head Kevin Stephens and many directors departed. After that, remaining staff began working on Wonder Woman, initially attempting to incorporate a version of Shadow of Mordor's Nemesis system before switching to a "more traditional action-adventure game".As revealed last March, Gotham Knights studio Warner Bros. Montreal has now been drafted in to help Monolith get Wonder Woman over the finish line. However, Bloomberg says the Montreal team was initially hoping to make a game based on comic book antihero John Constantine - hopes that were dashed when execs pushed the team toward a "more recognisable character" such as the Joker or Flash. The studio ultimately opted to make a Flash game, but the project was scrapped after Warner's 2023 Flash movie flopped at the box office - leading to the resignation of "most of" Montreal's leadership team. The studio is now said to be working on a pitch for a Game of Thrones title, as it continues to help out on Wonder Woman.Bloomberg's sources say the major gaps in Warner Bros. Interactive Entertainment's portfolio left by the company's string of cancellations and commercial failures during Haddad's tenure are likely to persist "for the next year or two". There's one potential bright spot on the horizon, however, with developer Rocksteady - following the demise of its live-service-focused Suicide Squad: Kill the Justice League - now said to be "looking to return to Batman for a single-player game". The project, though, is still "years away from landing".
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  • There's a reason you can hear someone coughing on Civ 7's Age Transition screen
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    There's a reason you can hear someone coughing on Civ 7's Age Transition screen"During an Age Transition, players might hear strange noises," 2K acknowledges.Image credit: 2K / Eurogamer News by Tom Phillips Editor-in-Chief Published on Feb. 7, 2025 Civilization 7 players say they can hear coughing and grunting while browsing the game's Age Transition screen - and now publisher 2K has acknowledged the issue. A lengthy reddit thread discussing the problem includes examples of strange audio clips that players have recorded - and yes, you can clearly hear something going on in the background, behind the Age Transition menu's soaring orchestral music. "I thought maybe I'd left a stream on or was somehow in a Discord call," one player reported, "but I double-checked and no. You can really hear a person clearing their throat and coughing throughout the music. I'm not sure how this is even possible but it's kind of hilarious if you ask me."Other examples uploaded to YouTube include snippets of characters grunting, or the sounds of swordfighting.Watch on YouTubeBut rather than the game's actual music track being taped over by someone with a sore throat, 2K has said a more benign reason is likely to blame."During an Age Transition, players might hear strange noises," a 2K spokesperson confirmed, in a post on the official Civilization support site. "This is likely due to the audio from the Main Menu being played over Age Transition screens."This means you may hear short voice lines, shuffling around, and general idle noises while on the Age Transition menu."Other players report hearing audio from the leader they're playing as looping in the background, including mumbling and clothes rustling.Earlier today, Firaxis issued a blog post acknowledging Civilization 7's mixed response from players so far, and pledging a raft of updates designed to address key community-requested changes and features. These will include improvements to UI interactions and map readability, as well as adding Teams to multiplayer games and adding in hotseat multiplayer.Eurogamer's Civilization 7 review described it as "a competent entry with some poorly executed ideas and a striking lack of personality".
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  • Blizzard shares first look at World of Warcraft's housing, with unsubtle dig at rival Final Fantasy 14
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    Blizzard shares first look at World of Warcraft's housing, with unsubtle dig at rival Final Fantasy 14"If you want a house, you can have a house."Image credit: Blizzard News by Ed Nightingale Deputy News Editor Published on Feb. 7, 2025 Blizzard has shared a first look at the housing system it's adding to MMORPG World of Warcraft, but not without a dig at its main rival Final Fantasy 14.Though it's still without a release date, the system has been five years in the making and was first revealed at last year's Warcraft 30th anniversary celebration in November.Blizzard's main aims for housing are to offer "boundless self-expression", for the system to be "deeply social", and to have a "long-last journey". As such, the toolset will be easy to use, can be experienced solo but is more fun with other players, and will be an evergreen addition to the game with its own roadmap of patches and expansions.Housing Teaser | World of WarcraftWatch on YouTubeThe developer also wants housing to be widely adopted by players. "Most players should want a house in Azeroth, and if a player wants a house in Azeroth, they can have a house in Azeroth," reads this new post on the system.And that's the first of multiple not-so-subtle digs at Final Fantasy 14. Square Enix's MMORPG has had an equivalent housing system for some time, but it's been a notorious point of frustration for players.Despite changes, players must enter a lottery to purchase one of the popular plots. And even on owned plots, players must enter their house at least once every 45 days to maintain it or it's lost. That means continuing to pay the game's subscription."If you want a house, you can have a house," reads the blog post. "No exorbitant requirements or high purchase costs, no lotteries, and no onerous upkeep (and if your subscription lapses, don't worry, your house doesn't get repossessed!)."It's a cheeky note, but it's also great to see Blizzard learning from its key rival, as both games have long been in competition for players. While World of Warcraft has been praised for its intuitive menus and ease of use, Final Fantasy 14 excels for its story and friendly community.Executive producer and vice president for World of Warcraft Holly Longdale spoke to Eurogamer last year, stating it's "time to make a bold statement, it's time to set ourselves up for the next twenty-plus [years]."Housing is part of that process. The new post details two housing zones, one for Alliance and one for Horde, to promote interaction between players and ensure the zones work as intended. The system is also intended to be "player-first and not revenue-first", though a small number of items will be available in the cash shop (comparable to transmogs and pets).Houses will also be organised into around 50 plot Neighbourhoods, which will be either public or private, in which players can share rewards.World of Warcraft's next expansion will be Midnight, which will continue the Worldsoul Saga later this year.
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  • "Artificial intelligence is an oxymoron, there's no such thing," says Take-Two boss
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    "Artificial intelligence is an oxymoron, there's no such thing," says Take-Two boss"Machines don't learn. Those are convenient ways to explain to humans what looks like magic."Image credit: Rockstar / Eurogamer News by Vikki Blake Contributor Published on Feb. 7, 2025 Take-Two Interactive boss Strauss Zelnick has opened up about his views on AI, calling the concept of artificial intelligence "an oxymoron", adding that whilst there's "no doubt that what is considered AI today will help make our business more efficient", "it won't reduce employment" across the games industry.As reported by our sister site, GamesIndustry.biz, Zelnick was candid about his position on AI, but did concede that "the video game business will probably be on the leading, if not bleeding, edge of using AI".Grand Theft Auto 6 trailer.Watch on YouTube"Machine learning, machines don't learn," Zelnick said when asked by an investor to share his thoughts on AI's role in the industry."Those are convenient ways to explain to human beings what looks like magic. The bottom line is that these are digital tools and we've used digital tools forever. I have no doubt that what is considered AI today will help make our business more efficient and help us do better work, but it won't reduce employment."To the contrary, the history of digital technology is that technology increases employment, increases productivity, increases GDP and I think that's what's going to happen with AI. I think the video game business will probably be on the leading, if not bleeding, edge of using AI."In terms of guardrails, however, Zelnick stressed that it was important AI did "not infringe on other people's intellectual property by poaching their LLMs", adding: "Yeah. We're not going to do that"."Moreover, if we did, we couldn't protect that, we wouldn't be able to protect our own IP," he explained. "So of course, we're mindful of what technology we use to make sure that it respects others' intellectual property and allows us to protect our own. Apart from that, I really can't think of any new guardrails that need to be implemented."Yes, Rockstar Games' hugely anticipated Grand Theft Auto 6 is still on track to launch this "fall" publisher Take-Two Interactive reiterated, despite persistent rumblings of a delay.Take-Two recommitted to its release window as part of its Q3 FY 2025 earnings report yesterday, writing, "This calendar year is shaping up to be one of the strongest ever for [the company], as we plan to launch Sid Meier's Civilization 7 on 11th February, Mafia: The Old Country in the summer, Grand Theft Auto 6 in the Fall, and Borderlands 4."
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  • Final Fantasy 14's patch 7.2 due end of March with even more Final Fantasy 9 references
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    Final Fantasy 14's next patch, 7.2, will be called Seekers of Eternity and will be released at the end of March.The news was shared as part of the latest Letter from the Producer livestream, along with artwork for the patch.It will feature a new character, though her identity has been left a mystery for now beyond featuring in the new artwork.FINAL FANTASY XIV Letter from the Producer LIVE Part LXXXVWatch on YouTubeAs with previous patch 7.1 released in November (Crossroads), Seekers of Eternity will continue the main story after the events of Dawntrail. Eventually these will lead to the presumed next expansion. Who is the mysterious blue-haired character? | Image credit: Square EnixAs part of that story continuation, a new dungeon will be included in this patch called The Underkeep, which - like the story of Dawntrail - appears to take clear inspiration from Final Fantasy 9's Alexandria. A new Trial called Recollection against a Beatrix-esque cyborg will also be added.To see this content please enable targeting cookies. Is that a robot Beatrix?! | Image credit: Square EnixOther additions in this patch include more Hildibrand Adventures, new Cornservant side quests, new Allied Society quests with the Mamool Ja, and a return of the PvP mode Frontline (Secure). The Arcadion will also continue with the Cruiserweight tier, while the Duty Support system will be extended to The Sunken Temple of Qarn.Further, we've finally received further details on the forthcoming Cosmic Exploration mode.This new activity is designed for crafters and gatherers as players explore stars, with new stars added in each major patch of the 7.x series. Players will "nurture the development of planets by completing missions and events as a community", including building a base of operations.Not much more is known yet, though more details will follow in the next livestream. It's clearly meant as a mirror to the Island Sanctuary farming mode from the previous expansion, with a bucolic setting swapped for a sci-fi aesthetic and a new experience aimed more at communal play than solo play. Your base of operations in Cosmic Exploration | Image credit: Square EnixAnother addition will be the Occult Crescent field operation, an island shrouded in mystery where players can explore its unmapped terrain and battle against its inhabitants. Players will join forces in small skirmishes against monsters, as well as larger boss battles, with this area also providing a new method of weapon enhancement.To enter the Occult Crescent players must be level 100, but interestingly it's introducing Phantom Jobs: essentially a secondary Job with additional support actions and traits. These Phantom Jobs include Monk, Bard, Geomancer, Ranger, Berserker, Time Mage, Chemist, and Cannoneer. These will be familiar to Final Fantasy 5 players and its Job system, and while the team wants to implement new Jobs in the next expansion, these Phantom Jobs allowed them to introduce Jobs that may not fit with the game otherwise. Could Phantom Jobs be a way of expanding the main game in future? | Image credit: Square EnixFinal Fantasy 14 players can receive a discount on 30 days access to Final Fantasy 11, in celebration of the Echoes of Vana'diel raid series introduced in the last patch.To see this content please enable targeting cookies.Lastly, director and producer Naoki Yoshida acknowledged a recent letter concerning a third-party tool used to reveal Player IDs against a player's will. Counter-measures against this will be implemented in Patch 7.2 and onwards.
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  • Keep Driving: what's a roguelike if not a junky old car with a decent FM radio?
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    Keep Driving: what's a roguelike if not a junky old car with a decent FM radio?Cardigan, but thanks for asking!Image credit: YCJY Games Feature by Christian Donlan Contributing Editor Published on Feb. 7, 2025 When I was younger, platformers were the dominant genre, so whenever an idea came along that needed turning into a game, platformers were co-opted to help. Nowadays it's often roguelikes. And sometimes it really fits. Taking a long, wayward journey in a junky car? Turns out that really is a roguelike.Keep DrivingDeveloper: YCJY GamesPublisher: YCJY GamesPlatform: Played on PCAvailability: Out now on PC (Steam) This is the idea behind Keep Driving, a game my brain keeps calling Free Driving, probably because of the sense of unbounded potential it allows for. In Keep Driving you fill your crappy car up with stuff you'll need for the next few days and then head out on the road, picking up hitchhikers - or ignoring them - and engaging in battles with very ordinary road-based problems, like being stuck behind a lorry or dealing with a bad road surface. Because it's a roguelike you have to manage a handful of resources, including fuel and the general state of your car. You need to keep your energy up and you need to keep moving. It's all seen from the side-on perspective and it really feels like you're hitting the open road.Battles play upon those resources, by the way. Whatever you're faced with, they will project little lines of resource points onto the screen and you need to use your own abilities (which hang from the rear-view mirror like air fresheners) to match those specific points and cancel them out. Leave the points in play too long and you take damage to that resource (I think). Cancel them out and the challenge is over, and you're off to the next bit of business.Here's the trailer for Keep Driving.Watch on YouTubeI'm still early on, but I already love the game's ability to conjure memorable journeys. My parents met when my dad was hitchhiking, so I always feel duty bound to pick up everyone I see by the road in-game. First time out, it was a woman in a wedding dress who had a useful skill I could use in battle. Second time out, it was someone who the game openly told me was a bit of a useless idiot. I plonked them in the back seat.Yes! You can choose where people sit, just as you can rearrange what's in the trunk or the wheel well using a form of inventory Tetris. You can put helpful snacks in the glove compartment - chocolate that gives you a burst of stats when you're getting low, say, or duct tape which helps out the car in some way. You can upgrade everything at garages, fill up at petrol stations, and buy stuff you might need at roadside convenience stores.This is all lovely, and at times the game feels like a playable version of that Jack Reacher book where he hitches a lift with the wrong crew and spends a lot of time planning his escape at drive-thru McDonalds branches. But what I really love is the way this game feels like it's rocketed straight out of someone's memory of a gloriously wasted summer when they found themselves with an unreliable old Volvo and nowhere in particular they needed to be. A summer when their best friend was the FM radio and some weirdo they picked up by the side of the road. Sounds great, to be honest.
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  • Hasbro announces Magic: The Gathering film and TV series, wants it to be the next cinematic universe
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    Hasbro announces Magic: The Gathering film and TV series, wants it to be the next cinematic universeMarvelous.Image credit: Hasbro News by Tom Phillips Editor-in-Chief Published on Feb. 7, 2025 Trading card and video game behemoth Magic: The Gathering is set to get the cinematic universe treatment, courtesy of owner Hasbro and production company Legendary Entertainment. Plans for a Magic: The Gathering movie and TV series are already afoot, Deadline reported, though details for now remain thin on the ground. "This is an exciting and complementary partnership, uniting one of the world's most iconic brands with a powerful and proven steward," said Hasbro film boss Zev Foreman. "Magic: The Gathering has inspired decades of epic world-building and creative storytelling. It is a perfect match for Legendary's diversified approach to marquee IP, and we are excited to work together to build a whole new Magic: The Gathering universe."Legendary is no stranger to video game adaptations, having previously been involved in the Warcraft movie and Pokmon: Detective Pikachu, as well as the upcoming A Minecraft Movie."We pride ourselves on being thoughtful caretakers of singular, beloved IP, and no property better fits that description than Magic: The Gathering," Legendary chairman of worldwide production Mary Parent added. "Alongside the fantastic Hasbro team, we look forward to creating a multimedia universe that thrills longstanding fans and creates a broad wave of new ones."When exactly we'll see anything from the Magic Cinematic Universe release is another question, however. And what about Magic's own big crossovers, which have seen everything from Fortnite to Fallout and Doctor Who turn up as collectible trading cards? Could some of those turn up also?
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  • Firaxis acknowledges Civilization 7 issues, fixes incoming
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    Firaxis acknowledges Civilization 7 issues, fixes incoming"We need some time to digest all of your feedback."Image credit: Firaxis News by Ed Nightingale Deputy News Editor Published on Feb. 7, 2025 As Civilization 7 has launched into early access ahead of its full release next week, developer Firaxis has acknowledged issues with the game highlighted by the "passionate community".On Steam, the game has received plenty of negative reviews complaining about its poor UI and lack of features, and currently sits with a Mixed rating. Eurogamer's Civilization 7 review described it as "a competent entry with some poorly executed ideas and a striking lack of personality".Now, Firaxis has identified three areas it's looking to improve in a new update post, with a full roadmap due soon.Sid Meier's Civilization 7 - official gameplay showcase.Watch on YouTubeThe biggest priority is improving the UI, Firaxis said. "We need some time to digest all of your feedback, but some areas that we're already looking into include making UI interactions more intuitive, improving map readability, fixing areas of polish like formatting, and more," it explained.Next up are community-requested features, which will be added in free updates. These will include:Adding Teams to multiplayer games so you can play cooperativelyAllowing full player counts in multiplayer in all three Ages through refinements to our Distant Lands system.Allowing you to pick your starting and ending Age to allow for single or double Age gamesProviding a wider variety of map typesEnabling city and religion names to be customizedAdding in hotseat multiplayerLastly, Patch 1.1.0 is already due for March, which will include quality of life changes to UI, AI balance, adjustments to diplomacy, and bug fixes."We will support Civilization 7 for years to come, and your feedback remains critical in helping us grow and build the future of Civ," the post concludes.Civilization 7 is the latest in the long-running strategy series, which entered early access earlier this week for those who bought its Deluxe or Founders editions. Its full release will be next week, 11th February.This time, the game's narrator is Gwendoline Christie, who played Brienne of Tarth in Game of Thrones.
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  • Football Manager 25 cancelled, as Sega shifts focus to FM26
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    Football Manager 25 cancelled, as Sega shifts focus to FM26Refunds offered for anyone who pre-ordered twice-delayed project.Image credit: Sports Interactive News by Tom Phillips Editor-in-Chief Published on Feb. 7, 2025 Sega and Sports Interactive have scrapped Football Manager 25, and will now refocus on getting ready for the series' next release.The announcement this morning, made as part of Sega's latest financial results, is a surprise move for the annual sporting franchise. But it follows repeated delays for FM25 - which had been billed as the biggest leap forward for the series in a generation.Previous setbacks saw FM25 delayed twice, with its most recent postponement meaning it was set to arrive at an awkward moment, mid-football season. It would also have meant Sports Interactive needing to sell two entries in the series - FM25 and the expected FM26 - within the same calendar year. Now, FM25 is no more - something Sports Interactive has today issued an apology for, and said that anyone who had pre-ordered the game would now be automatically refunded. "For the large numbers of you who pre-ordered FM25, we thank you enormously for your trust and support we're very sorry to have let you down," a statement from Sports Interactive reads. "We know this will come as a huge disappointment, especially given that the release date has already moved twice, and you have been eagerly anticipating the first gameplay reveal."As previously announced, there will be no update to the series' most recent entry, FM24, with fresh player data. This would be a "substantial undertaking" that would "divert critical resources away from the development of the next release which requires our full focus", Sports Interactive said today, and the cancellation of FM25 has not changed this.Sports Interactive had previously said it would update fans in January 2025 - a deadline it says it was forced to miss by a week due to compliance with Sega being a publicly traded company."We can only apologise for the time it has taken to communicate this decision. Due to stakeholder compliance, including legal and financial regulations, today was the earliest date that we could issue this statement."Sports Interactive blamed the decision on "a variety of challenges that we've been open about to date, and many more unforeseen"."As we approached critical milestones at the turn of the year, it became unmistakably clear that we would not achieve the standard required, even with the adjusted timeline," the statement continues."Whilst many areas of the game have hit our targets, the overarching player experience and interface is not where we need it to be. As extensive evaluation has demonstrated, including consumer playtesting, we have clear validation for the new direction of the game and are getting close however, we're too far away from the standards you deserve."We could have pressed on, released FM25 in its current state, and fixed things down the line - but that's not the right thing to do. We were also unwilling to go beyond a March release as it would be too late in the football season to expect players to then buy another game later in the year."Through the cancellation, every effort is now focused on ensuring that our next release achieves our goal and hits the quality level we all expect. We will update you on how we are progressing with that as soon as we are able to do so."Thank you for reading, your patience and your continued support. Our full focus now returns to creating a new era for Football Manager."Last year, Eurogamer's Chris Tapsell sat down with Sports Interactive boss Miles Jacobson for an in-depth chat on the studio's plans for the future of the Football Manager franchise, and to hear why "FM25 is not a continuation of FM24". The chat covers discussion on the state of Game Pass, AI and the Premier League - plus detail on why some past Football Manager features had to go.
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  • Switch 2 patent seemingly confirms previously rumoured Joy-Con functionality
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    Switch 2 patent seemingly confirms previously rumoured Joy-Con functionalityAnimal magnetism.Image credit: Eurogamer/Nintendo News by Matt Wales News Reporter Published on Feb. 7, 2025 Switch 2 might have been officially revealed, but there's still a whole lot we don't know about it. And while Nintendo is staying stubbornly tightlipped until April, a newly surfaced patent appears to confirm at least a few previously reported details the company has so far only teased.Mostly, we're talking Joy-Cons here, with early reports having claimed Switch 2's detachable controllers would include a few new tricks not seen in those of the original console. That starts with magnets, with Switch 2's Joy-Cons have long been rumoured to use magnets to attach to the console instead of the finicky rails system used previously.Which brings us to Nintendo's newly unearthed game controller patent, initially filed in August 2023 and published today. "This game controller is detachably mounted to a body device that has a recess," it reads, "that comprises a first magnet and a second magnet at the bottom of the recess, and that can execute game processing."To see this content please enable targeting cookies. Newscast: Everything we learned this week about Switch 2.Watch on YouTubeFurthermore, the patent gives some additional insight into how the magnets have been implemented to avoid randomly dropping off at inconvenient intervals. "The first button and the second button are provided in the longitudinal direction in the top surface of the protrusion," Nintendo writes. "The first button and the second button are to be pressed by a user. The first button is attracted to the first magnet by a magnetic force. The second button is attracted to the second magnet by a magnetic force."Admittedly, the inclusion of magnets isn't much of a revelation - Switch 2's reveal trailer already suggested as much - but Nintendo hasn't actually made it official. And it's a similar story for built-in Joy-Con mouse functionality, another rumoured feature for Switch 2. January's reveal trailer certainly lent credence to those earlier reports, what with it including a controller sliding suspiciously around on its side, but, again, it's a feature not yet made official.Back over in the patent, however, and Nintendo has included a diagram of a right Joy-Con being used just like a mouse. Its detachable edge is face down on a surface while the user grips it mouse-style, one finger on the bumper - presumably for clicking input - and a thumb on the control stick. Other illustrations show a user dual-wielding two Joy-Cons mouse-style, like some sort of mouse-using ninja, while another shows a Joy-Con being deployed mouse-like in one hand and in standard formation in the other. Flexibility is apparently key.It is, if nothing else, an interesting reminder that's there's still so much to learn about Nintendo's new console following a reveal that was light on just about everything. Beyond, that is, a general glimpse of Switch 2's Switch-but-more-so aesthetic, and a new Mario Kart that's managed to illicit chatter as wide ranging as 'Could this possibly be open world?!' right through to 'What on earth have they done to Donkey Kong?!'.Unfortunately, no solid answers to the many questions we have about Switch 2 will likely come until April's Nintendo Direct - which will hopefully finally include the Captain Rainbow revival we've all been waiting for. Until then, feel free to direct your gaze elsewhere on Eurogamer for a refresher of everything we currently know about Switch 2. You can probably add 'almost definitely magnets' and 'mouse, eh?' to that list now too.
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  • Marvel's Spider-Man 2 get first PC patch following launch week woes
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    Marvel's Spider-Man 2 get first PC patch following launch week woesAddresses "several crash fixes" and more.Image credit: Eurogamer/Insomniac Games News by Matt Wales News Reporter Published on Feb. 6, 2025 Marvel's Spider-Man 2 has had a bit of a bumpy start on PC, but with a couple of emergency hot fixes now under its belt, developer Insomniac, alongside porting partner Nixxes, has released its first major patch - targeting reports of crashing, among other things.Marvel's Spider-Man 2 made its long-awaited PC debut last Thursday, but reports from frustrated players soon surfaced, highlighting significant crashing issues, bugs, and poor optimisation. It didn't take long for the game to amass a "mixed" rating on Steam as complaints continued piling in, and Insomniac responded quickly with a series of hot fixes.Now, though, the studio has released its first full patch for Spider-Man 2, primarily targeting "several crash fixes based on feedback from [players] and our crash reporting system." There's more beyond that, however, with update v1.205.0.0 also implementing a backup system for autosaves, fixing a number of visual bugs related to DLSS Ray Reconstruction and raytracing, and addressing a range of UI related bugs.Marvels Spider-Man 2 - PC features trailer.Watch on YouTubeMenu toggles have also been introduced for Film Style Animation and Comic SFX, and there are interface improvements intended to simplify starting New Game+. Insomniac acknowledges not all reported issues have been addressed in its first patch, but says it's "committed to improving your experience and [will] continue to work on regular updates with more bug fixes, improvements and performance optimisations."Eurogamer's Chris Tapsell had good things to say about Marvel's Spider-Man 2 on PlayStation 5, calling it "simple, familiar, and occasionally cluttered [but] still brilliant fun" in his four star review. Hopefully, Insomniac and Nixxes can resolve the PC version's current issues and give the game the port it deserves. For now, though, you'll find full patch notes below:Various crash fixes based on player feedback and data from our crash reporting system.Improvements to crash reporting with screenshot support.Film Style Animation and Comic SFX can now be toggled via Settings > Game > Camera.*User interface improvements to simplify starting a New Game+Implemented autosave backups. At key points in the story the game will create a backup of the autosave slot.Added mouse scrolling to the manual load/save menu.Various improvements and bug fixes to the user interface.Reduced noise in character hair when using DLSS Ray Reconstruction.Enemies webbed to surfaces no longer have a black background when using ray-traced shadows and ray-traced ambient occlusion.Fixed a bug related to ray-traced reflections that could cause pixelation artefacts along water edges.Settings for Subtitle Text Size, Closed Caption Text Size, Icon and Prompt Size and Audio Listening Mode are no longer synchronized between different devices.***These options become available after obtaining the Across the Spider-Verse Suit. ** As a result of this change, these settings will be reset to their defaults after you install this update.
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  • GTA 5 has now sold a staggering 210m copies
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    Grand Theft Auto 5 has now sold a staggering 210m copies, publisher Take-Two announced this evening in its latest financial results. Read more
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  • Prime Gaming gets another 20 games in February, including one for Xbox
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    Prime Gaming gets another 20 games in February, including one for XboxBioShock Infinite! Talos Principle! More!Image credit: Eurogamer News by Matt Wales News Reporter Published on Feb. 6, 2025 With February upon us, it's time to vigorously rub hands together as subscription services up and down the land lob a fresh batch of titles at their members, expanding those already bulging backlogs to increasingly calamtous extremes. And now it's Amazon's turn, with the company having announced 20 more titles it's bringing to Prime Gaming before February is through.This month's offerings - as is customary for Prime Gaming - arrive over the course of several scheduled content drops. And following the inclusion of BioShock 2 Remastered in last month's Prime Gaming bucket, February's line-up continues the theme with the inclusion of BioShock Infinite. That's available right now, alongside the likes of The Talos Principle: Gold Edition, which bundles together Croteam's excellent philosophically minded puzzler and all its DLC.Then, as we get further into February, Prime Gaming subscribers can look forward to a whole bunch more title,s including sci-fi salvage sim Hardspace: Shipbreaker, RPG deckbuilder Dark Sky, isometric stealth adventure El Hijo A Wild West Tale, and Deus Ex: Human Revolution. Additionally, Wolfenstein: Youngblood pops up before the end of the most, which is mostly notable for the fact its Microsoft Store code means it's playable on both Xbox and PC. The full list of incoming titles (plus the stores they can be grabbed from) are below.Available now:BioShock Infinite Complete Edition [GOG Code]Surf World Series [Amazon Games App]AK-xolotl: Together [Epic Games Store]Sands of Aura [Epic Games Store]The Talos Principle: Gold Edition [GOG Code]13th February:Stunt Kite Party [Amazon Games App]The Smurfs 2 - The Prisoner of the Green Stone [GOG Code]Hardspace: Shipbreaker [Epic Games Store]Lysfanga: The Time Shift Warrior [Epic Games Store]Dark Sky [GOG Code]20th February:Wolfenstein: Youngblood [Xbox and PC via Microsoft Store Code]El Hijo A Wild West Tale [Epic Games Store]Colt Canyon [GOG Code]Republic of Jungle [Epic Games Store]Royal Romances: Cursed Hearts Collector's Edition [Legacy Games Code]27th February:Deus Ex: Human Revolution - Director's Cut [GOG Code]Night Reverie [Amazon Games App]Sine Mora EX [Amazon Games App]Redemption Reapers [Epic Games Store]Yes, Your Grace [GOG Code]Alongside all the above, Prime Gaming subscribers in the UK, US, Canada, Germany, France, Italy, Spain, Austria, the Netherlands, and Poland get access to a rotating selection of titles via Amazon's cloud gaming service, Luna. This month, these include Nobody Saves the World Complete, Ride 4, Devil May Cry 5, Batora: Lost Haven, and Hot Wheels Unleashed 2 Turbocharged. That's alongside Luna regulars Fallout New Vegas: Ultimate Edition, Fallout 3: Game of the Year Edition, Fortnite, and Trackmania.
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  • GTA 6 release date still on track for this autumn, Take-Two insists, despite delay fears
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    Rockstar Games' hugely anticipated Grand Theft Auto 6 is still on track to launch this "fall" publisher Take-Two Interactive has reiterated, despite persistent rumblings of a delay. Read more
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  • The Sims 4's next expansion lets you run a pet cafe, laundrette, or tattoo parlour - depending what other DLC you own
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    The Sims 4's next expansion lets you run a pet cafe, laundrette, or tattoo parlour - depending what other DLC you ownAnd it's launching in March.Image credit: Eurogamer/EA News by Matt Wales News Reporter Published on Feb. 6, 2025 Entrepreneurially minded The Sims 4 players are about to get a whole new set of options, courtesy of the new Businesses & Hobbies expansion - which'll enable the likes of player-run pet cafes and tattoo parlours when it launches on 6th March - depending what other DLC you own.The Sims 4's Businesses & Hobbies Expansion Pack - the 18th major expansion since its release back in 2014 - is, as its name suggests, focused on two key areas. Starting with hobbies, there's talk of Hobby Meet-ups, where Sims can socialise with like-minded individuals, learn to master their chosen craft from mentors during Classes and Lecturers, and perhaps even become mentors themselves if they become sufficiently skilled.Business seems to be where the bulk of the new expansion's focus lies, however, with players able to establish a small business to bring in the Simoleons. It's possible to create a dedicated space on a residential lot to sell your wares to passing customers, or you can build on the new Small Business Venture Lot instead. There's also a new Ticket Kiosk, providing a way to charge customers either one time or by the hour, and players have the choice between hiring staff or running their fledgling enterprise as a family unit.The Sims 4 - Businesses & Hobbies Expansion Pack trailer.Watch on YouTubeAs a business grow, Sims earn Business Perks - unlocking new interactions and effects - and there's a Business Renown system enabling players to either run things by the book or to indulge in their unscrupulous side. However, EA notes that becoming a Dreamer or Schemer can impact Sims' lives outside of work.And as for the type of small business players can run, that'll depend on the Sims 4 expansions and game packs they own. With just Businesses & Hobbies installed, players can build business around either the new tattoo skill (which introduces a Tattoo Paint Mode to create custom designs using a growing collection of stamps and stencils) or the new pottery skill. The latter adds a pottery wheel and kiln for Sims to utilise, with players able to make either decorative or functional pieces, and glaze them for the finishing touch.However, if the idea of running a tattoo parlour or pottery shop doesn't appeal, Cats and Dogs expansion owners can open pet cafes, while the Get Together expansion unlocks the ability to run dance clubs and game arcades. City Living unlocks karaoke bars, Get Famous unlocks acting classes, Laundry Day makes it possible to run a laundrette, and Bowling Night is for those that want to open their own bowling alley. And finally, Spa Day is the game pack you'll need if you want to wring your customers dry in the name of relaxation.The Sims 4's Businesses & Hobbies Expansion Pack - which also includes a new world in the form of Nordhaven - launches for all platforms on 6th March. Anyone that picks it up before 18th April gets the Practice Makes Perfect Priscilla Statue, Sweetest Treat Display Case, and Beautiful Flaws Lamp, as detailed in EA's announcement.
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  • Dungeons of Hinterberg PlayStation release date confirmed, features new "bonus episode"
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    Excellent indie adventure Dungeons of Hinterberg will belatedly launch on PlayStation next month. Read more
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  • Helldivers 2 has received a 'stealth' PS5 Pro upgrade - and here's what it does
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    Helldivers 2 launched last year to great acclaim, with near-constant death-defying thrills and mayhem. But its PS5 version wasn't perfect, with somewhat compromised image quality when targeting 60fps - and performance issues to boot. Enter PS5 Pro. While developer Arrowhead Game Studios hasn't announced a PS5 Pro enhancement, there's evidence the multiplayer shooter has indeed seen a substantial PS5 Pro bump. So is this enough to solve the game's remaining technical concerns? Or is this a bit of an illusory Pro upgrade?Helldivers 2 looks significantly improved on PS5 Pro in performance mode when compared against its PS5 counterpart, with a number of image quality improvements. The Pro delivers more stability, doing a better job of resolving fine detail. There's less shimmering visible to the eye and the image generally appears more coherent in motion. There's also a perceptible jump in image detail. Text is clearer, edges are sharper, and textures resolve finer patterns. I wouldn't say it's a huge improvement, but side-by-sides reveal a clear edge for the Pro console.Rendering-wise, the differences are fairly uncomplicated. In my pixel counts, the PS5 version comes in at 1080p, while the Pro gets an upgrade to 1440p, which is technically 78 percent more pixels. I couldn't find any signs of dynamic resolution in my testing, suggesting both consoles run with locked pixel counts. Critically though, this isn't combined with temporal upsampling to achieve a higher effective final resolution. Instead, a pretty mediocre TAA seems to be in use, providing edge treatment at the cost of some instability at rest.How does Helldivers 2 look and run on the PlayStation 5 Professional? Watch and enjoy.Watch on YouTubeA lot of games this generation render at comparable - or lower - pixel counts, but end up with much better final image quality than this due to the use of reconstruction-based upsampling solutions like TSR or FSR 2. Arrowhead is sticking with a simple spatial upscale instead, with results that are somewhat mixed. Still, I think the PS5 Pro performance mode crosses an image quality threshold where I'm generally fine with the way it looks on a 4K set.The quality mode is less compelling. Here, the image improvement is relatively slight - not really amounting to much generally speaking, though fine detail resolves more clearly and foliage generally looks better. The rendering setup is again familiar. PS5 clocks in at around 1728p, though with a characteristic sharpness and edge smoothing that makes me think it's using FSR 1 as an upscaling solution. PS5 Pro takes the brute force approach instead, pulling off a full native 4K image. It's not a perfect solution as the Pro can still struggle with depth of field, and doesn't deliver a perfectly stable rendition of all geometry - but it does have an edge over the base machine. Again, to see better results still we'd have to see some revision of Helldivers 2's anti-aliasing technique. Performance? Even on PS5 Pro, the same frame-pacing issues we saw at launch are present.So, there is strong visual evidence that Helldivers 2 has received a Pro upgrade - despite no public confirmation of one and no Pro Enhanced label on the PlayStation Store. However, one of the DF audience tipped me off that an Arrowhead employee said in a Discord chat that the game had indeed been upgraded for Pro. It's a strange way to announce - or not really announce - that a game has received a Pro upgrade, but we can confirm that there is a clear visual difference.To see this content please enable targeting cookies. Helldivers 2 offers some other image quality tweakables as well. The anti-aliasing toggle, which was broken at launch, actually works now, so if you'd prefer that pin-sharp no AA look, Arrowhead has you covered. TAA is pretty integral to the game's presentation, which I think is evident when you look at the screen-space reflections, just as one example, so I wouldn't recommend dropping it. However, TAA does soften the image substantially.Arrowhead also provides a slider to dial in post-process sharpening to your taste. The performance mode looks soft with zero sharpening and reasonably clear with max sharpening at the cost of additional edge artifacts. The difference in quality mode is more subtle but sharpening has a definite role to play there too. 0.75 is the default in both modes, which I think is sensible enough. Even the maximum value doesn't really have that 'crunchy' look with ultra-defined edges, so any value here I think is pretty defensible.Performance-wise, when we looked at Helldivers 2 last year, we found that frame-rates were generally reasonable on PS5 in its performance mode, with dips in certain busier sequences. However, that wasn't really spelling out the full picture, because we only had time to unlock and play through the game's more moderate, less hectic difficulties. Fortunately though, a close friend of mine is also a world-class Helldivers 2 player, so I asked him to carry me through some of the toughest missions around on the game's maximum 'Super Helldive' difficulty setting, which promises the largest, most aggressive swarms of foes. Performance mode is where it's at with Helldivers 2 on PS5 Pro. The 60fps mode works well enough, but in the most punishing end-game content, drops into the 40s are possible. Despite the higher resolution, frame-rates are more stable than the base PS5. | Image credit: Digital FoundryUnsurprisingly, the frame-rates are indeed worse than what we logged last year. On PS5 in performance mode, most of my gameplay in Super Helldive missions is sub-60fps, with long stretches in the 50s and 40s. Sometimes, I'd even clock an extended run in the 30s, with the game clearly struggling to keep pace. The outset of any given match usually runs fine, but more enemy-heavy gameplay later on tends to suffer, with constant frame-rate drops. Lower difficulties present less of a concern, but players who are made of sterner stuff will find the higher challenge levels quite taxing on a base PS5.PS5 Pro has a lot of similarities. Helldivers 2 does like to spend a good amount of time in the 40s and 50s here in more challenging endgame content but generally speaking, it doesn't seem to dip quite as hard in its worst moments - I didn't spot extended gameplay in the 30s, for instance, despite playing quite aggressively. I did notice brief stutters at one point as well across a few hours of capture. Of course, it's virtually impossible to match content across my capture sessions, given the hectic multiplayer-oriented nature of Helldivers 2. However, my general impression is that the performance level is indeed higher on the Pro machine. It does a better job of sticking within a reasonable frame-rate window and is more often compatible with the PS5 Pro's VRR range. The game doesn't support 120Hz output on PS5 or Pro, so you're limited to 48fps and above to get VRR smoothness.It's a curious situation, given that the Pro's resolution bump should theoretically eat up most if not all of the console's extra GPU capability, and it only has a mild CPU clock increase. But I consistently found a clear, meaningful frame-rate advantage on Pro in these ultra-demanding missions. Quality mode for Helldivers 2 targets native 4K and this 30fps mode is more stable than its base PS5 counterpart. Inconsistent frame-pacing remains, however, which is a shame. | Image credit: Digital FoundryHelldivers 2 is great fun. No other player versus environment multiplayer game captures the same sense of chaos, the same wild improvisation of explosions and retreats. With a squad firing on all cylinders - or indeed, just one very skilled teammate - you can perform some incredible death-defying feats. Arrowhead has been steadily adding content to the game as well. Updates have brought player-controllable vehicles into the game, along with a new enemy faction, melee weapons, and a ton of guns and vanity skins. It's been expanded considerably since we first played it.At the same time the game does have some lingering technical quirks. It lacks modern upscaling technologies like DLSS and FSR, frame generation, more advanced rendering features like ray tracing, and has some performance issues. It's also still somewhat unstable. Over a few hours of testing, we encountered a couple of dropped games and even experienced a disconnection issue at one point, requiring a game restart. Helldivers 2 had notorious network connectivity problems at launch and those problems still haven't been resolved completely.We'd like to see further improvements then and it might be nice to see the adoption of FSR 2 or PSSR for the console versions of Helldivers 2, just to get image quality to a really good place for 60fps play. That's assuming it would be manageable given the team's technical expertise and the deprecated state of the game engine. The PS5 Pro at least offers enough raw pixels to look decent enough, if not quite meeting the 4K60 standard many Pro titles aim for. Even so, Helldivers 2 is a good Pro experience. It's not transformatively upgraded, but it does look and run decidedly better than the base machine.
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  • Assassin's Creed Shadows prequel announced
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    Assassin's Creed Shadows will get an official prequel story, fittingly told by a tie-in manga series. Read more
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