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FromSoftserve on YouTube posted a preview of his upcoming Dark Souls 3 lighting engine mod on July 6, showcasing an in-depth look at DS3 re-imagined with vastly improved lighting and textures.

FromSoftserve's mod is built on top of the DS3LightingEngine, which allows for deep customization of light mechanics. DS3LightingEngine is also a work in progress, but the modder, Ragevitamins, said in an update that it will be finished in Q4 of this year.

FromSoftserve's mod isn't available just yet, but they previously released several other mods for the Souls games, including an extensive Dark Souls: Remastered overhaul and a similar visual overhaul for Dark Souls 3. Each has garnered thousands of unique downloads on NexusMods.

If those are anything to go on, FromSoftserve's next DS3 mod is sure to impress. At least, the near 40-minute demo of it does. The mod also features upscaled textures with models that have been manually updated for improved reflections and shadows.

FromSoftserve also revised Dark Souls 3's level of detail (LOD) system, noting that they "basically just turned it off" so the game loads high detail models by default. The use of LOD may have made more sense when DS3 launched nearly 10 years ago since it helped improve performance (at the expense of graphics quality), but, as FromSoftserve points out, graphics cards have improved enough that it isn't really necessary anymore unless you're using an older GPU.

The demo looks great so far, but it's still a work in progress. FromSoftserve noted in the video that there's still work to do fixing bugs (like the player lantern, which currently doesn't show up) and getting the improved lighting to mesh well with the game's built-in lighting mechanics, among other things. The mod doesn't even have a name yet. So, you may be in for a wait if you're itching to try it out.

FromSoftserve mentioned in the video that they are working on mods full-time, so you can support them on Patreon or Ko-Fi if you want to contribute to this project. In the meantime, you can also check out their other Dark Souls mods on NexusMods.

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One of the Vice Presidents of the European Parliament, Nicolae Ștefănuță, publicly voiced his support for Stop Killing Games in a major win for the newly-minted EU Citizens' Initiative. On July 12, Ștefănuță posted a video on his Instagram story announcing that he had signed the Stop Killing Games petition and plans to continue helping the movement.

Ștefănuță said in the video, "I stand with the people who started this citizen initiative. I signed and will continue to help them. A game, once sold, belongs to the customer, not the company."

While Ștefănuță can only do so much for the Stop Killing Games movement at the moment, his support could be crucial if (or, rather, when) Stop Killing Games reaches the Parliament floor.

As a member of the European Parliament, Ștefănuță will be able to help make the case for Stop Killing Games if it comes to a debate. Other EU politicians who may not have been paying attention to Stop Killing Games before will certainly have to take notice of it now, too.

While the road from Citizens' Initiative to actual legislation is long, and not necessarily guaranteed, Stop Killing Games is off to a good start with a lot of momentum behind it.

It has already cleared the 1 million minimum signatures required to become an official Citizens' Initiative, but still needs to meet minimum thresholds for some EU nations. After hitting those minimums, it will need to go through the process of verifying all those signatures before getting a meeting with the European Commission.

Ștefănuță's words of support come just a week after lobbying group Video Games Europe released a disappointing statement opposing Stop Killing Games and defending the practices the movement is trying to put an end to. Video Games Europe may not be listening to what actual gamers have to say, but Ștefănuță is clearly paying attention and will hopefully be a strong advocate for Stop Killing Games as it works its way up to the European Parliament.

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First spotted by Blue's News, GOG is showing some love to Neverwinter Nights 2 and its fans ahead of the launch of the game's enhanced edition this week. The original game has been added to GOG's preservation program, and owners of NwN2 on GOG have a 15% off "loyalty discount" on the remaster, one that stacks with the 10% off preorder discount.

The preservation program is a commitment by GOG to use its own developers to keep games running (and running well) on current and future versions of Windows. NwN2 has already benefitted from its inclusion: The game received its first update on GOG since 2015, finally fixing a black screen issue that has vexed me for years.

The loyalty discount is also mighty neighborly, but as much as GOG Galaxy is the only launcher other than Steam I enthusiastically use, NwN2 Enhanced Edition still has a big draw on Valve's storefront: Steam Deck. NwN2 Enhanced has been verified since before it was even officially announced, and while it's possible to get GOG games working on Deck, it's a big hassle.

As for what all the fuss is about, Neverwinter Nights 2 is a phenomenal D&D and Obsidian classic I would love to see get its flowers in the post-Baldur's Gate 3 era. The Enhanced Edition will offer a bundle of four huge RPG campaigns for $30, and while NwN2's mod scene was never as big as NwN1's, there are still some lauded campaigns there to check out like The Maimed God's Saga. The Enhanced Edition releases on July 15 on Steam and GOG, and that's also when the preorder discount ends and the loyalty discount drops to 15% from 25%.

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Reuters reported on July 9 that OpenAI is preparing to launch an "AI-powered web browser" in a bid to take a slice out of Google's ad revenue pie. While there isn't an official release date for this new browser yet, insiders at OpenAI told Reuters it "is slated to launch in the coming weeks."

The motivation behind this new browser, as Reuters points out, is to get more direct access to the user data that Google siphons off through Chrome. That data could serve a few purposes for OpenAI, particularly as a new well of training data for its AI models and as a source of revenue from targeted ads.

In other words, an AI-infused web browser will probably be a privacy nightmare. Of course, Chrome has its own privacy issues and it's virtually impossible to stay completely private online. It's also possible OpenAI will give its browser some privacy options to limit how your data is shared.

Regardless, fans of ChatGPT might not mind OpenAI tapping into their data in exchange for its chatbot getting woven into every facet of their web browsing experience. It's still unclear what exactly this "AI-powered" web browser will look like, but it's a safe bet it will feature a prominent ChatGPT query box alongside (or even instead of) a standard search box, AI plugins, and the like.

Considering ChatGPT has some 400 million monthly users, there's a chance OpenAI's new browser could get significant attention. However, toppling Chrome's hold on the web browser market will be a Herculean feat. As of June 2025, Chrome has a 68.3% share of the global web browser market. The runner up is Safari with a measly 16.25% share.

To make matters worse for OpenAI, it's not the only company trying to launch an AI web browser. It's not even the first. Last week, Perplexity AI launched an early version of its AI web browser, Comet. It's only available to a small group of Perplexity subscribers right now, but it beat OpenAI out the door.

Clearly, AI companies are looking to web browsers as the next frontier for promoting their AI models and getting more sweet, sweet training data. Will AI solve tangible issues, like making web browsing faster, improving security, or reducing disruptive ads? It's anyone's guess, but for now I'll be sticking with Firefox and Librewolf.

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Through this summer's deluge of game announcements, nothing made me sit up quite so fast as Owlcat revealing it's making an Expanse RPG. One that seems, from its initial trailer at least, heavily inspired by Mass Effect. Much as I've enjoyed PC gaming's recent return to highly complex CRPGs, watching the trailer made me realise how much I miss a bit of BioWare-style guns & conversation. The Expanse: Osiris Reborn seems to channel that era of roleplaying in all the right ways.

Now, Osiris Reborn's creative director Alexander Mishulin has addressed the comparisons directly. Speaking to Polygon, Mishulin said that he was "humbled" by players aligning Owlcat's latest with BioWare's beloved sci-fi series. "Mass Effect is a great inspiration for us because it’s an iconic game for [the] Xbox 360 generation, and a lot of [Owlcat] team members played it in their youth," he explained. "It would be impossible to deny that Mass Effect has [had] a lot of impact on us as game developers."

That said, Mishulin stressed Osiris Reborn won't completely mimic Mass Effect's design. This is particularly the case with branching narrative. "We make our story a little bit differently. We’re making more choices and consequences, and we want to make sure that this game still has a lot of them provided with a lot of agency," Mishulin said.

One example Mishilin cited is how players can choose a different planetary origin for their character, and the way this plays into how other characters perceive you. "If you happen to be playing a character of Mars origin or Earth origin—and you will be able to select your origin from the start—you will not be very welcomed on Ceres," Mishulin said." But if you will be playing Belter origin, you will be much more welcomed, and you will have more opportunities, more places to visit, probably some new side quests."

Finally, Mishulin stated that Owlcat is looking to streamline Mass Effect's template, observing that players are now "accustomed to a lot more convenient user interfaces, convenient approaches to gameplay". Apart from making me feel astonishingly old, I genuinely don't know how you can make an RPG more streamlined than, say, Mass Effect 2, the whole point of which was to sand down the edges of the original.

In any case, I'm glad someone is picking up Mass Effect's baton. It's going to be a while until we get a new entry in the series from BioWare itself, and that's assuming it ever comes out at all. Given how severely EA cut back the studio following the underperformance of Dragon Age: The Veilguard, another game from BioWare is by no means guaranteed.

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Creative Assembly has delayed the release of its upcoming Tides of Torment expansion for Total War: Warhammer 3, pushing the launch back from this summer to an unspecified date later this year.

In a blog post on Creative Assembly's website, Head of Community Adam Freeman explained that Tides of Torment has been delayed due to the expansion not currently meeting the company's standard of quality.

"In recent playtesting, we asked ourselves if this next DLC met the standards that we’ve set in recent releases, and the short answer was no," Freeman writes. "However, we know it can and so we want to spend more time working on it, reviewing the content, and improving the gameplay experiences that it’s set to bring."

In March, Creative Assembly revealed that Tides of Torment would introduce Dechala as a serpentine legendary lord for the Slaanesh faction. Further details were provided in May, where CA revealed a new Norscan faction led by a sorcerer named Sayl the Faithless.

CA had planned to share more news about these two factions fairly soon. But with the DLC delayed, Creative Assembly will likely also push back its upcoming 'What's next' video which was to focus specifically on Slaanesh and Norsca.

Freeman also apologised for 2025 being "a slower year for many of you in our Warhammer communities", though to be honest, I'm not massively surprised that Tides of Torment has been pushed back. Creative Assembly has seemed highly focused on tuning what's already in Warhammer 3 this year, rather than adding new stuff. Back in March, the studio overhauled the game's underperforming Kislev Faction to make it more fun to play, while last month saw the studio completely retune the game's magic item system.

Freeman points out that further updates in this manner will arrive over the next few months. July will bring siege improvements to the proving grounds, and August will see CA add "some overdue quality of life improvements to Tomb Kings and Lizardmen" as well as a refresh of orc and goblin character skills.

September, meanwhile, is reserved for minor hotfixes, so that's when CA will return its full attention to Tides of Torment, which Freeman suggests will arrive alongside a big new update, likely somewhere between October and December. "We won’t have any major updates planned for release in September, but we’ll stay on top of emerging issues as we get to work on the 7.0 Update."

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Typical, isn't it? You wait ages for a wildly ambitious cooperative mod to arrive, then two come along at once. This week already brought us a refurbished co-op campaign for the original Command & Conquer, and now some bright spark has reworked Yakuza 5 to make it playable with a pal.

That modding whiz is Jhrino. They're responsible for Intertwined Fates, a mod that gives a multiplayer makeover to Kiryu Kazama's penultimate adventure as Yakuza's lead character. The mod enables two players to experience Yakuza 5's entire story together, with player two assuming the role of the series' new protagonist Ichiban.

Intertwined Fates doesn't just drop Ichiban into the world and then pretty much ignore him like the Sonic games do with Tails, either. It does its utmost to integrate him into every part of the experience. Alongside letting Kiryu and Ichiban explore and fight together, the mod adds playable co-op dance battles and co-op hunting. Moreover, it folds Ichiban into Yakuza 5's taxi minigame, idol battles and handshakes, although he isn't playable in these sequences.

The mod even adds Ichiban into the story's cutscenes, and aims to do so as naturally as it can. You can check out the cutscenes below. In the video's description, Jhrino says that they "decided to make [Ichiban] an extra muscle for Shinada and Haruka", so he mainly appears in cutscenes relevant to them.

Admittedly, some of Ichiban's appearances do look a bit contrived in the demo video, but Jhrino also explains that they are "new to animation", and that the quality of the cutscenes improves as the game progresses. This is partly thanks to their own increasing experience, but also due to the help of another modder who goes by Janfon1 who joined the project later.

Still, it's an impressive bit of work. Download and installation instructions can be found over on Nexus Mods. Intertwined Fates is intended primarily as a local co-op experience, but Jhrino says it can be made to function online with a little extra work. And if you don't have another person to play with, the mod supports Ichiban's presence as an AI character, so you can enjoy fighting alongside him even while flying solo.

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Dawn of the Tiberium Age is Command & Conquer modding royalty. With a history stretching back to 2007, the standalone mod aims to enhance Westwood's 1995 classic and its Cold War spinoff Command & Conquer: Red Alert. Built in a customised version of Tiberian Sun's engine, Dawn of the Tiberium Age lets players battle together in multiplayer maps using any of the games' four factions, and features a wide array of original single-player missions, including a whole new campaign.

It's a brilliant mod as it stands, but its intrepid designers recently reached a big new milestone. As of this week, you can now play all of the original Command & Conquer's single-player in two player co-op.

This has been partly possible for a couple of years—the DTA team adapted the GDI campaign for two-player co-op back in 2023. But now, they've also tweaked the Nod storyline to support playing with a pal.

It's worth noting that DTA's co-op campaigns don't simply port the vanilla experience from C&C and stick another player in. For starters, Dawn of the Tiberian age makes numerous adjustments to the vanilla C&C experience, such as giving artillery longer range, and tweaking the perspective to be isometric rather than top-down (a-la Tiberian Sun).

On top of that, the campaigns' missions have been redesigned specifically to support co-op, as the DTA team explained back in 2023 when they announced the GDI campaign conversion. The maps have been expanded in size to support two players, and filled with additional resources and enemies so that the second player doesn't feel more like a third wheel.

A big old battle in Dawn of the Tiberium Age.

(Image credit: Dawn of the Tiberium Age Staff)

While the mod aims to ensure that missions are structurally and spiritually as close to the original as possible, the team did make tweaks to certain missions where they saw "dumb" design. "An example is GDI mission 4, which was usually beat by just driving your APC into the crate. In our version you'll need to retrieve the crate with a truck and actually bring it back to the starting area for safety."

Presumably, the modders adopted the same approach for the Nod campaign. Alongside the cooperative extension, the latest update also brings a new custom mission called Shadow Reprisal that has been in the works since 2016, as well as a new radar dome model for the Soviet faction, improved models for Nod's Torpedo Boats, and six new multiplayer maps.

The modders don't mention whether they play to adapt Red Alert's campaigns for two-player co-op, but that's the logical next step. Either way, it's great to see the team continue to breathe new life into C&C, especially since EA seems largely uninterested in furthering the series (though the publisher recently released the source code for several of the older games). This year also brought us a spiritual successor in the form of Tempest Rising, which is well worth checking out if you're hankering for a more modern take on C&C's classic action.

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A question: has Owlcat Games considered not releasing a game in a buggy and unbalanced state? Just over a year ago, the studio issued one of the biggest patches I'd ever seen for its incredibly ambitious and equally wonky CRPG Warhammer 40k: Rogue Trader. Now, another voluminous changelog is upon us, this time directed at Rogue Trader's recently released expansion: Lex Imperialis.

While the changes in update 1.4.1 aren't quite so drastic that Owlcat feels obliged to give you a free shot at respeccing your character—as was the case in February last year—they still go way beyond minor fixes and tweaks. Primarily, the update makes the expansion's new party character—the Arbites officer Solomorne Anthar—appear much earlier in the game than before.

You can now start his recruitment mission at the outset of Act II, while players already beyond that point will be able to pursue Anthar and his accompanying Cyber Mastiff after a couple of warp jumps.

This isn't the only feature added by the DLC which the patch brings forward. The Heartless, a new escort ship for your Rogue Trader's fleet, can also join up with you from Act II onwards. This apparently alters the trajectory of the story slightly, but Owlcat has smoothed this over with some "narrative adjustments".

Continuing on the subject of narrative, the update gives Solomorne extra lines of dialogue, including the ability to voice his opinions when your Rogue Trader decides the fate of colonies he, uh, invests in. Meanwhile, dialogues relating to characters and locations introduced in the expansion have been improved and adjusted more broadly.

The update also makes numerous mechanical tweaks to Rogue Trader. These are way too numerous and nitty-gritty to go into in great detail, but it's worth highlighting the changes directed toward Anthar's cyber mastiff. The mastiff's 'Terror Battle' mode now stacks up to 100 times, while its regeneration ability has been adjusted to function through several additional effects, such as warp burning.

Spaceships above a destroyed planet

(Image credit: Owlcat Games)

Elsewhere, an array of in-game items have been tweaked, such as the vindicator flamer, which has an increased AoE attack pattern size for more widespread incineration. There are also numerous UI and localisation fixes, plus a few small adjustments to cooperative play. For example, Rogue Trader now stops cooperative players from touching one another's familiars, which certainly sounds like something the Omnissiah would frown upon.

Hopefully, these changes will make the Lex Imperialis DLC a smoother ride for players, and perhaps raise it above its current 'Mixed' rating on Steam. Though it would be preferable if Owlcat could release games in this state from the outset. While I understand games like this are enormously complicated, and Owlcat tends to punch above its weight when making RPGs, the studio also isn't exactly new to this, and it's a shame the fundamental quality of its games is so often clouded by being released in a less-than-ideal state.


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First reported by GamingBible (via GamesRadar), Rockstar support pages for Red Dead Redemption 2 and Grand Theft Auto 4 may have let the cat out of the bag on a current gen re-release of RDR2, as well as a confounding last gen re-release of GTA4.

The evidence for an RDR2 re-release on current-gen consoles comes courtesy of user Livid-Army-5857 on the Red Dead Redemption subreddit. They provided a screenshot of an "Online Migration" option for Red Dead Online on the game's Rockstar support website. This matches an identical option made available for Grand Theft Auto Online players with the current gen re-release of GTA5.

For GTA4, we've got devonY7 on the Gaming Leaks and Rumors subreddit to thank. They shared a Rockstar support screenshot that showed PlayStation 4 as a platform option for Grand Theft Auto 4. GTA4 was never released on PS4, and this could indicate a similar treatment to what Red Dead Redemption got in 2023⁠—a confounding rollout for the cowboy classic that saw it come out on PS4 and Switch, then finally on PC for the very first time a year later.

It's all rather ho-hum, particularly as there's no wow factor here for PC players like there was with Red Dead Redemption 1—GTA4 complete is $20 on Steam, while RDR2 is on sale for $15 until the end of the month.

RDR1's re-release was pretty meat and potatoes technically⁠—no remaster treatment⁠—and I'd expect the same for GTA4, while I'm willing to bet that any PS5 enhancement for RDR2 will just bring it in line with what you could always get on a high-end PC. The jury's still out on whether they'll be more reasonably priced than the RDR1 port, which remains a supposedly "commercially accurate" $50.

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In a statement to PC Gamer, Krafton has confirmed the legitimacy of a leaked Subnautica 2 development assessment previously reported on by Kotaku. The Krafton development analysis "recommended to enhance the content volume and level of polish before launching."

The delay of Subnautica 2 has been the primary driver of the dispute between former Unknown Worlds senior leadership Charlie Cleveland, Ted Gill, and Max McGuire, and mega-publisher Krafton, which purchased the studio back in 2021.

The two slides come from an internal presentation showing Krafton's analysis of Subnautica 2's development status as of May 2025. "While the game includes a variety of content, it currently lacks the freshness and volume expected of a sequel," reads a summary on the first page.

On the second slide, Krafton lists five major features Subnautica 2 was lacking in its 2025 build vs. its target early access launch specifications set in 2023: Two fewer biomes, one less leviathan, a missing vehicle, a removed game mode, and "one narrative delayed, with about six hours of content cut."

"Compared to the originally planned EA launch specifications, the current target content volume has been reduced or adjusted across various elements such as biomes, creatures, equipment/progression, and features," reads part of Krafton's assessment. "Due to a gap between the current state and the content volume assumed during the initial launch planning, it is necessary to reassess the release timeline and roadmap."

"The document that has been circulating on social media and reported by various outlets is indeed part of an internal milestone review conducted as part of the Subnautica 2 project," Krafton wrote in its statement to PC Gamer. "Milestone reviews are conducted regularly in collaboration with Krafton's creative studios across all projects. These reviews help assess development progress, define clear objectives, and ensure that each project aligns with Krafton's standards in both creativity and quality."

This evidence from Subnautica 2's development definitely muddies the waters and lends some credence to Krafton's narrative. It seems clear that the delay and expulsion of Cleveland, Gill, and McGuire was not just a way to get out of paying a promised $250 million bonus to the studio.

In the (since-deleted) r/pcgaming post calling for a boycott of Subnautica 2 over the firings, the poster and some commenters surmised that Unknown Worlds' ousted devs were the ones who wanted more time on the game and that Krafton was pushing to hit the original release window, when the opposite is clearly true. Unknown Worlds co-founder Charlie Cleveland wrote last week that "We know that the game is ready for early access release and we know you’re ready to play it."

Best of the best

The Dark Urge, from Baldur's Gate 3, looks towards his accursed claws with self-disdain.

(Image credit: Larian Studios)

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At the same time, Krafton internal development metrics are not a stone tablet handed down by god: It's certainly possible that what Krafton perceived as a lack of progress was reasonable rescoping by Unknown Worlds, and that this adjustment could have been made up for during the early access period. Absent more word from the rank and file at Unknown Worlds or actual access to the game, we can't know for sure.

Things are getting ugly between Krafton and its ousted developers. The publisher took the pretty unprecedented step of singling Cleveland, Gill, and McGuire out, saying that "We feel a profound sense of betrayal by their failure to honor the trust placed in them," arguing that they "abandoned the responsibilities entrusted to them," and accusing Cleveland in particular of choosing to prioritize a "personal film project" over Subnautica 2's development. Meanwhile, Cleveland has stated that the three have filed a lawsuit against Krafton.

As a great lover of Disco Elysium who's had to report on that fallout for years now, all I can say to Subnautica fans is: First time?


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Black Mirror might never be the same after season 7—the duo who created the hit Netflix series is stepping down from command of their production company.

On Wednesday, Deadline reported that Charlie Brooker and Annabel Jones have split with the production company they founded, Broke & Bones, which is owned by Netflix. Brooker was Black Mirror's creator and writer and Jones was the executive producer.

Brooker and Jones co-created Black Mirror, which was first aired on Channel 4 in the UK beginning in 2011 and later acquired by Netflix in 2015. From season 3 onward, Black Mirror has been a Netflix exclusive. Until this week, so were its co-creators.

Netflix invested $100 million in Brooker and Jones's production company in 2020, which also locked the pair into a five-year deal where they exclusively worked for Netflix (meaning, no creating shows or movies for any other studio). January of 2020 was also when Brooker and Jones left their previous production company, House of Tomorrow, to start Broke & Bones. Now, it looks like Broke & Bones will have to carry on without Brooker and Jones.

The duo's departure marks a major turning point for Black Mirror. It's unclear why exactly Brooker and Jones left, but it could simply be that they wanted out of their exclusive deal with Netflix, which has reached the end of its initial five-year period. Or maybe after 14 years of Black Mirror, they just wanted to do something else.

Considering how popular Black Mirror is, it wouldn't be a surprise if Netflix pushes on with an eighth season, even without the show's creators. It's also not impossible for Brooker and Jones to continue working on the show in some capacity. Hopefully they return if Netflix renews Black Mirror, because the show simply wouldn't be the same without them.

However, it's likely a good thing for fans that Brooker and Jones are no longer locked in at Netflix since they're now free to pursue other projects wherever they want. That could lead to any number of new shows or movies like Black Mirror.

We may even see the duo contribute to existing hit shows. For instance, Brooker revealed back in April that he was approached about writing for Doctor Who once, but turned down the offer because he was "busy." Maybe things have changed now that his deal with Netflix is up.

Regardless, it will be exciting to see what Brooker and Jones work on next, although hopefully their departure doesn't lead to a lackluster future for Black Mirror.

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13
 
 

As the shroom-hopping race begins, the starter's pistol backfires, delivering a bullet straight through his foot. He hoots and curses, and the racers stall in the blocks, waiting for confirmation that the contest has really begun. I take the opportunity to grab an early lead, sprinting ahead into a field of oversized fungi. "It was a public service," Fallen London's silent narrator assures me. "One official's podiatric misfortune can't be allowed to disrupt the entertainment of the masses. He knew the risks."

At one point, as a Turkish girl draws alongside me in the race, I'm given the option to let her by—the start of a potential acquaintance, perhaps? But instead I bound between spongy umbrellas and step over the opposition to take first place at the podium. "Someone complains when you step on their face to spring into the lead," says the narrator. "Their diction was terrible. If they expect you to listen they're going to have to enunciate."

Fallen London

(Image credit: Failbetter Games)

I return to the streets of London with a clutch of moon-pearls, glim and rostygold. But my winnings are just the highlight of a day in which I get my nose bloodied trying to save a bunch of urchins from gangsters, track a dirigible across the cavern sky to see whether it's installing artificial stars, and travel to a tourist city in my dreams. Life in Fallen London is heady, breathless, and more varied than in any other videogame I could think to mention.

It is this way because Fallen London is a browser game almost entirely composed of text. Those who know about these things refer to it as interactive fiction. It's not a visual novel, because there are no visuals, aside from the city map and thumbnail images which pop up beside each new paragraph of prose. Even the term 'novel' seems reductive, somehow, when applied to a game that's home to around 4.5 million words and thousands of short stories.

Here's an entire world conjured through eloquent, funny, frightening and idiosyncratic typing. One in which, at regular intervals, you'll be asked to roll for RPG skill checks—learning how to become more Dangerous or Persuasive while you battle with rats for the rights to your fridge, or get to know the dandies of Veilgarden.

Fallen London illustration of a city from an overhead view

(Image credit: Failbetter Games)

As a newcomer you break out of prison, Elder Scrolls style, and take up lodgings somewhere in the sunken British capital. I'm currently occupying a disused steamer on the shore of the Unterzee. It's cold and a little lopsided, but allows me to pull an extra opportunity card out of the deck that throws up random events in London.

At least, they appear random at first. Before too long, you start to notice lingering threads. Sticking up for the urchins led to vengefully beating up a Baronet while his britches were down—and an ominous warning that "this might not be entirely over". Sometimes old faces appear from the surface world, too, prompting questions about your background and purpose. What initially feels like a succession of disconnected scenarios eventually starts to mould you like clay—although the simile might be offensive, given that the Neath is also home to plenty of Clay Men.

Last week, I visited the home of the Clay Men, across the zee. It was one of the occasions in which I felt excited to slip under the gates of Fallen London's progression systems and see something I wasn't quite prepared for. After trailing a zailor down to the Wolfstack Docks—usually off-limits to new players—I paid my way onto a steamer to distant Polythreme.

Fallen London

(Image credit: Failbetter Games)

Once on dry land, I found myself more asea than ever—completely lost in a culture I couldn't make sense of, where clothes became sentient and buildings watched with benevolent eyes. Fallen London accounted for this discombobulation quite brilliantly; each time I set out to 'promenade', a dwindling resource offered a set amount of time in which to get my bearings. By exploring Polytheme's markets and temples, I could gain Allure and Cognisance to spend on encounters with the Clay Men, observing their ways and speaking their strange all-caps language.

This new and bizarre system might sound baffling, and to begin with it was. But after several failed promenades, I came away with a genuine understanding of how the Clay Men lived, and the inherent sadness of their existence apart from the brick and mortar of the buildings around them. No other game, in my experience, has quite so precisely evoked the giddy unease of being a stranger in a foreign land.

Fallen London has many ways to adapt its mechanics to the peculiarities of the situation at hand—whether that's shroom-hopping or confronting drownies at zee. But perhaps its best trait is knowing when not to lean on mechanics at all, and to let the prose do the talking. Most often, this game behaves like a light-touch dungeon master—one who isn't a stickler for damage rolls, and is happy to let the rules go so long as everyone's swept along by the story. Videogame RPGs have always struggled to simulate the breadth of options available at the tabletop—but by foregoing graphics, Fallen London circumvents the issue entirely. It can go to the depths of the ocean and the tallest spires. And I've been to both, in its company.

Fallen London

(Image credit: Failbetter Games)

In one sense, Fallen London is a hangover—birthed as Echo Bazaar during the golden age of browser games a decade and a half ago. It more closely resembles the text adventure games of the '80s than most of the PC games you might encounter on Steam. Yet it's also a model for how to do live-service singleplayer, at a time when many big-budget publishers would love to wrap their heads around that concept.

Fallen London's two subscription tiers double your cap of actions-per-day and bring new monthly stories—basically choose-your-own novellas which offer the moral choice paralysis of classic BioWare. And high-level players speak of building a railway to hell, an epic undertaking that constitutes an extraordinary endgame, whether you're paying or not. As far as I can tell, developer Failbetter has accelerated the pace of updates, even while concurrently developing other games, like Mask of the Rose and the upcoming eldritch farming sim Mandrake.

As for the future? All I can tell you is that I've deactivated my Fallout 76 sub for a bit, and can't wait to see where Failbetter's dirigibles take me in the meantime. Fallen London may not have graphics, a physics engine or any sound, but those deficiencies are also its superpower. This slimline fantasy world will ease itself into your spare tabs, onto your phone and behind your eyelids. It is the world you can escape to while queuing for coffee and when clicking away from the horrors of social media. It can provide, for you, regular smatterings of whimsy, awe and delight—if only you'll let yourself fall in.


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14
 
 

LEGO has released some amazing video game collaborations in the past, from Nintendo to Horizon: Zero Dawn, but fans are already making the one I want to see next: Monster Hunter.

The release of Monster Hunter Wilds earlier this year is inspiring some crafty LEGO fans to bring the game's monsters and weapons to life. User StillAd9325 shared some small, but impressive examples on the Monster Hunter subreddit last week with a series of weapons from the games cobbled together with bits from other sets, like a katana with a hilt piece that appears to be borrowed from a Ninjago weapon or dual blades sporting chainsaw-like pieces.

That might seem like a typical fan creation, but a Monster Hunter LEGO series could have some cool lore potential. As Ubeube_Purple21 commented on the Reddit thread: "The fun part is that assuming the monsters are made with bricks too, it makes a whole lot of sense getting parts from them and using it to assemble weapons yourself as a play feature."

Enter YouTuber MitchBuilds, who designed shockingly detailed models of a seikret and palico from Wilds. You can even follow along and build your own if you have an extensive enough LEGO collection. These models are a great proof-of-concept of what a collector-style Monster Hunter set might look like–I'd even put the seikret on par with the LEGO BD-1 set from Jedi: Fallen Order.

Another YouTuber, PikminJake, has also been designing LEGO models for dozens of monsters from the Monster Hunter series over the past couple of years, including all four of the apex monsters from Wilds and a series of minifigures inspired by the games.

These builds show just how well the Monster Hunter games could translate into LEGO sets. If the folks at LEGO and Capcom aren't paying attention to these fan builds already, they should be because it could be one of the coolest LEGO video game collaborations yet.

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First conceived by creator deltaCJ in 2018, GTA 1991 began life as a hobbyist slant on the often rumoured, but never officially acknowledged, Grand Theft Auto: San Andreas Stories.

As a prequel to Carl Johnson's Grove Street exploits, the total conversion mod could indeed fit that billing, but over the course of its development, it's grown into something much bigger. Now seven years in the making, GTA 1991 is gunning for an August showcase designed to illustrate the size, stature and scope of the project. And it sounds pretty damn exciting.

For starters, GTA 1991 explores the origins of the base game's sweeping crack epidemic. Over dozens of missions, it paints its narrative through the eyes of Little Devil—a side character previously mentioned only by name in GTA: San Andreas, and said to be deceased by the time CJ takes over in Los Santos.

It incorporates a bespoke drug dealing system said to be born out of necessity, and not simply designed as a gamified side activity. And in doing all of this, it lends gravity and meaning to the hows and whys of the original 2004 crime sim's narrative in what is, clearly, a massive undertaking.

"If I take it back to 2018, then through 2020, Covid, all the way to today… I must have put in thousands upon thousands of hours into it," says deltaCJ. "I mean, I've got over a thousand hours in 3DS Max alone, probably the same in Sanny Builder and a whole bunch of other modding programs."

GTA 1991

(Image credit: Rockstar/GTA 1991)

For the uninitiated, the Grand Theft Auto series' Stories offshoots were first applied to GTA 3 and GTA: Vice City—as Liberty City Stories in 2005 and Vice City Stories the following year—on the PSP handheld. The games later found a second home on the PS2, however San Andreas failed to receive the same treatment. Again, GTA 1991 isn't San Andreas Stories (there is in fact another mod project in the works that is), but it definitely does promise to scratch a similar itch.

To this end, DeltaCJ explains the GTA 1991 team has grown in size and confidence over time, pushing much closer towards what he's always wanted from the project in the last few months. He now has a dedicated office where he's lost countless hours to motion capture and iterating on animations, and admits to having written and rewritten the mod's story several times so far.

A trailer, and indeed a playable demo, are now well within reach—but deltaCJ and his team are self-confessed perfectionists who have always been determined to deliver "Rockstar quality" without compromise. This meticulous approach, you might imagine, is one of the reasons why the mod's spent quite so long in the oven, however deltaCJ can't wait to tease behind the curtain in the coming weeks and months.

He adds: "By August the plan is to have the first introduction mission showcase—that's cutscene dialogue, and the mission itself. After that, I want to put bits and pieces and crumbs out there to lead up to a bigger release, or even more showcases and more videos. At that point, I may even drop a link somewhere on the internet and have everybody go download it."

If you're keen to follow the development of GTA 1991, you can do so by checking out its dedicated space on GTAForums.


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16
 
 

Fair play to Norland's developer Long Jaunt, it doesn't do patches by halves. Back in March, the medieval colony sim's "damn big update" overhauled several of its most fundamental systems, stripping out character needs, reworking crime and punishment, and radically changing how your colony's horny lords give orders to peasants. Now, Long Jaunt is rolling out an even bigger patch that leaves virtually no part of the game untouched.

Appropriately named the 'big summer update', Long Jaunt's latest rework is so extensive that the developer issued it in two halves. Part one arrived back in June, headlined by a new economy system that enables all in-game characters to trade using gold.

This helps address some of Norland's more frustrating elements, such as managing your Lords' desires for holy rings. These rings acted as both a separate currency and status symbol for the heads of your colony. Yet because they coveted them so fiercely, you ended up spending a lot of time juggling rings between lords at the expense of other important jobs, something I struggled with when I took the game for a spin around this time last year.

Now though, the new system gives lords their own gold, thereby tying them into the economy system directly and letting them buy their own rings. According to Norland's designer Dmitry Glaznev, the update also "rework[s] thoughts and desires related to rings", so lords should be a bit less ring-oriented more generally.

Alongside these economic changes, part one of the update also introduces politics to Norland. If any given lords' loyalty to your colony drops below a certain level, there's a chance they will turn into "politicians". Instead of spending their pocket money on trinkets, they'll instead use it to buy "influence" among other characters like other lords and kings from rival nations.

This can culminate in politicians launching active rebellions against your king, supported by armies of other lords who are hostile to you. The aim here is to bring more of that Crusader Kings-ish geopolitics to Norland, as the world map was a little anaemic compared to the game's colony simulation in its initial launch. Glaznev notes this is a "large and complex feature" which is "quite rough around the edges", and therefore still being worked on. But it sounds neat nonetheless.

Part one also adds some other features like an overhaul to storage, while making some of the more basic mechanics slightly easier, to account for the higher-level friction added by politicians. But there's a whole other part of the update to cover yet, so let's move onto that.

Part two of the update, which landed this week, chiefly overhauls Norland's building system to make your settlements look and feel more convincingly medieval. It replaces several role-specific housing structures with a universal residential building, expands your lord's hall to include a throne, an integrated kitchen, and a royal bedroom, and adds a new "plaza" building that includes a market and tavern. "In the narrow, walled medieval city, streets were tight, and the social architectural unit was the plaza," Glaznev notes.

To accommodate for the increased size of buildings, the update also increases the game's construction grid size, and also adjusts the "comfort" system used by houses so that it is affected by surrounding structures: "Other housing, the hall, and social buildings add comfort, while industrial buildings reduce it."

These changes were initially added to the beta branch of Norland, but Long Jaunt should have rolled them out into the main game by the time you read this. Coupled with the major patch in March, the big summer update sounds like it'll serve as a new foundation for Norland. From here, Glaznev plans to attack the game's roadmap, with planned new features including "map generation, economy expansion, knowledge mechanics expansion and deeper character personalities".

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17
 
 

It's a sad truth of this industry that some games simply get lost to time. Servers get shut down, listings get removed from storefronts, and releases we were once excited for get forgotten. That's if they even made it to launch in the first place.

So, this is a quiz, but it's also a bit of a memorial. Let's test how short our memories truly are. All you have to do is look at each of the screenshots, and correctly identify which dead game they belong to.

Concord header

It would've been a bit too easy if I put Concord in the quiz, eh? (Image credit: PlayStation)

Some were flops who shut their servers down soon after launch. Some were cancelled while still in open beta or Early Access. Some killed their studio. The important thing is, all of them were publicly available to play on PC in an official form for a period of time, but now aren't.

So cast your mind back to some of the most high-profile failures of recent years and decades past, from doomed multiplayer shooters, to the victims of the MOBA boom, to MMOs that swung at the king and missed.

Let us know your score in the comments—and perhaps pay tribute to your favourite gone-but-not-forgotten game.


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18
 
 

Late last month, Two Point Studios unveiled the first paid DLC for its excellent management sim Two Point Museum. Titled Fantasy Finds, it adds a dungeon's worth of treasures to discover and display. While impressed by the expansion's showing, I questioned the apparent lack of a new museum scenario for the campaign, which would have rounded off the package nicely.

Well, excuse me while I wipe the dragon's egg off my face, as it turns out Two Point Studios planned to add a new museum all along. Instead of arriving as part of the DLC, however, it's bundled into the game's free 4.0 update.

This museum is called Pointy Mountains, and it drops into the end of vanilla TPM as the game's new finale, unlocked when you reach curator rank 7. Perched on the precipice of an icy crevasse, Pointy Mountains is the game's largest museum so far. The scenario involves investigating the fate of a curator who went missing on the slopes, and introduces a new exhibit to discover while expanding the museum and catering to your guests.

This isn't the only freebie added by the update either. Two Point Studios is also opening up a portion of Fantasy Finds for all players to try. This "taster" pack allows players to access the first three points of interest on the DLC's fantasy-themed expedition map, and retrieve six fairytale exhibits to plonk in among your dinosaur skeletons and giant carnivorous plants. The taster also adds the DLC's new guest types, which includes wandering goblins, as well as gift shop items like gnomish onesies for your museum's younger visitors, and one of its fantasy experts (plus its various subclasses).

Two Point Studios stresses that this taster is "not a demo", and that everything unlocked from those first three POIs is "yours to keep". But if you want to see beyond the horizon of that third point of interest, then you'll have to fork over some gold for the full DLC when it launches on July 17. Both update 4.0 and the Fantasy Finds teaser, by comparison, are live now.

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19
 
 

Witchfire has been in development for nearly a decade at this point. But the "new" FPS from Painkiller creator Adrian Chmielarz has been gathering pace since its arrived on Steam in early access last year (following an initial launch on the Epic Store in 2023). The RPG-infused shooter has received two chunky content patches in the last seven months, and now developer The Astronauts has announced that its "biggest update yet" is brewing in the cauldron, and will be poured into players' mouths later in July.

This update is called Webgrave, which sounds like a cooler name for the Internet Archive. Webgrave adds a new region to the game called the blighted town, which The Astronauts is being cagey with details over, as well as several new weapons. These boomsticks include the oracle sniper rifle, which can shoot enemies through walls, and a lever-action rifle named nemesis. The Astronauts don't provide any specifics for this gun, but given Witchfire's FPS heritage, it probably does something weird.

Yet Webgrave brings more than these straightforward additions. It also extensively reworks many of Witchfire's core mechanics. The Astronauts has been explaining these via a series of detailed articles on its website over the last few weeks. I shall attempt to summarise these below.

First up is an overhaul to Witchfire's workshop, where players can research new gadgets in a system inspired by Bullfrog's 1993 classic Syndicate. "Syndicate had many brilliant mechanics, with its research system being one of them," writes Chmielarz in a blog post. "You could commission research on weapons or gear, which took a fair bit of time to complete. You could speed it up with cash, but that money was also needed for other critical things. Ahh, the thrill of waiting for those higher tier cybernetic legs to finish…"

Witchfire's workshop functions in a similar fashion, but where Syndicate let players research projects within specific categories, Witchfire only allows players to choose the category, with projects within that category completed in sequence.

Elsewhere, Webgrave reworks its stats system around six new core stats—flesh, blood, mind, witchery, arsenal, and faith. Stats influence your character's playstyle in different ways. Putting points into flesh and blood will improve your physical prowess, while increasing mind and witchery will make you more of a sorcerer.

Unlike the previous system, these stats no longer take precedence over the player's FPS skills: "We rebalanced stats to make them impactful without overpowering skill, manual or strategic," Chmielarz explains. "They’re definitely worth leveling up, but we want to ensure that player skill remains central."

Alongside this stat overhaul, Webgrave introduces a secondary stat system called the Rosary, which Chmielarz says works a bit like Bloodborne's caryll runes. Players can plug a limited number of magical beads into the rosary to unlock specific, powerful bonuses. But you'll only be able to slot a given bead if you meet its stat prerequisites.

The system is intended to reward players who commit to a specific playstyle a la Bloodborne and other FromSoft RPGs, but without forcingall players to make such commitments through the core stat system itself. "Witchfire is about failing and trying again with a new setup—not repeatedly hitting a wall with the one you’re stuck with," Chmielarz explains. "You can master one setup and beat the game, but if we do our job

This isn't everything coming to the Webgrave update either. Chmielarz suggests at least one more gun will be added to the roster, and there may be further additions too. "We know that 'the biggest update yet' is often overused and abused, but we really mean it," Chmielarz says.

Witchfire's Webgrave update launches on July 28.

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20
 
 

System Shock 2 is a PC gaming classic, but much like its spiritual successor Bioshock, its final act isn't as strong as the rest of the game. Its final level—The Body of the Many—swaps out the twisting spaceship corridors of the game's earlier levels for what is basically a giant intestine, with you fighting through a resource-draining gauntlet of enemies. Unless you're extremely careful, this can leave you ill-prepared for your showdown against Shodan.

While undeniably memorable, The Body of the Many is generally considered one of the weaker parts of System Shock 2. And according to System Shock 2 designer and Bioshock creator Ken Levine, this is entirely the fault of…Ken Levine.

Speaking to Nightdive Studios' Lawrence Sonntag in a video deep dive Levine says this all started with an even wilder idea for System Shock 2's finale. "I was at home one night, going for a run or something, [and] thought 'Oh my god, it'd be great if you went outside the ship [in] the zero g environment', he explains. "I was so inexperienced I had no idea what that would take."

Undeterred, Levine says he took this idea to Jon Chey and Rob Fermier. "They just kind of rolled their eyes at me. They're like, 'Dude we have like 14 months to make this game.'" Levine explains that building a level like that would have meant significantly expanding the scope of the project, to the detriment of the overall experience. "You don't really want to make a level that's so different from the rest of the game because it requires so much one-off custom work that that would make the rest of the game suffer in comparison."

Levine reckons "it would have been really cool to have that," but he accepted the wisdom of Chey and Fermier, sort of. "I got it, but then I still went and made a level that looked entirely different and played entirely different," he says. "I don't think it's one of the strongest levels in the game, and that one's completely on me because I hadn't learned the lesson yet of, when you try to radically shift the focus of the game on a system side, it just doesn't get the love that the rest of the game gets."

Putting aside the mistakes Levine made building System Shock 2's climax, it's fascinating to hear that Levine conceived of a level set outside the Von Braun, not least because this idea is explored in several of the game's successors. Dead Space, which was originally intended to be System Shock 3 before Visceral Games had their heads turned by Resident Evil 4, features several sequences on the exterior of the Ishimura that are further expanded upon in Dead Space 2. Likewise, Arkane's brilliant immersive sim Prey lets players venture outside its Talos 1 space station.

System Shock 2 recently received a long-anticipated makeover courtesy of Nightdive, which Ted Litchfield thoroughly approved of in his System Shock 2: 25th Anniversary Remaster review. Levine, meanwhile, is still beavering away on his next game Judas, which resembles a blend of Bioshock and System Shock, with some ambitious plans for a modular narrative.

Best of the best

The Dark Urge, from Baldur's Gate 3, looks towards his accursed claws with self-disdain.

(Image credit: Larian Studios)

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Underneath the piles of free-to-play monetization, daily login rewards, and horny cosmetics there's a hint of an enjoyable hero shooter in Mecha Break. For a certain type of mech obsessive, it's a paradise of steel, sparks, lasers, and giant swords. Every time you enter a match you watch your pilot buckle up, achieve full synchronization, and grit their teeth as they're about to be shot like a bullet into battle.

But it doesn't take very long before Mecha Break stalls out. Its commitment to the fantasy of piloting big metal war machines is surprisingly shallow once the novelty wears off. While it's certainly awesome to lock axes with an enemy mech at twilight or to feel the heat of a rocket as you desperately dash out of its path, these moments have lost their oomph the more I've played.

Need to Know

What is it? A free-to-play mech hero and extraction shooterRelease date: July 1, 2025Expect to pay: Free to play (cosmetics, battle pass, gear)Developer: Amazing Seasun GamesPublisher: Amazing Seasun GamesReviewed on: RTX 5090, Intel Core i9 12900K, 32GB RAMMultiplayer: YesSteam Deck: VerifiedLink: Steam

Mecha Break gives the impression of a game that cares about the fantasy and customizability of its mechs, but it's all a smokescreen for one of the more repulsive monetization schemes in gaming.

I should've known from the start. The intro sequence plays like a singleplayer Armored Core level where the mission goes awry and you're assaulted by a mech infected by a parasitic organic material known as Corite. Everyone back at home base thinks it could be sentient and wants their hands on it before the rest of the world.Immediately after, you're launched into a barrage of free-to-play menus which urge you to pay $0.99 for 100 Corite. The mysterious substance that sets up the entire premise of the game is really just the premium currency you use to buy bunny ears for your pilot.

Pay up

A Mecha Break marketplace screenshot with several custom-made pilots who resemble popular characters from Evangelion

(Image credit: Tyler C. / Amazing Seasun Games)

Mecha Break locks away huge chunks of its customization—more than most games—to fuel an economy around its premium currency.

Mecha Break is careless with its own fiction because it primarily exists to nickel-and-dime players at every corner. This is a game built to wield the pieces of your favorite mech anime against you. There's an entire marketplace where players can sell their custom made pilots (and other cosmetics) for Corite because the developers—or, more likely, the suits above them—are betting on people paying for the shortest route to playing as Shinji, Asuka, or Rei. The one bastion from Mecha Break's claustrophobic transactions are the mechs themselves, each hyper-detailed and customizable for cosmetic purposes—all the equippable gear is reserved for its extraction mode. You can dye individual parts for a small amount of its free currency, which is nice, and they're all cheap enough to earn after playing a handful of matches. Unfortunately, dyes make up the majority of what you can earn for free without engaging in a community-driven auction house.

Everything else has a price. Eyebrows, hair styles, lipstick, jewelry, and eye colors will cost you a few dollars in Corite. Or you may get lucky and catch another player selling them for cheap on the auction house, which happens to be the best way to freely earn Corite. I bought a loot box for the game's extraction mode and sold it so I could buy a lip ring, for example.

Mecha Break locks away huge chunks of its customization—more than most games—to fuel an economy around its premium currency. This has the effect of making strategic trading more than a means of progression. Speculation is a huge component of Mech Break—arguably more consequential than the part where you actually fight stuff—and it sucks.

To earn anything for free, you have to pay attention to what's hot at the moment and play the auction house like it was an MMO. I'd find this more tolerable if it wasn't for how little else Mecha Break has going for it as a shooter.

Sauceless

A Mecha Break pilot in a pink and white suit facing towards a shower stall in her room

(Image credit: Tyler C. / Amazing Seasun Games)

It turns out, deciding early on not to treat Mecha Break like a money hole leaves half of the game feeling pretty empty. Developer Amazing Seasun Games heavily emphasizes the hangar, a hub area you can explore any time as your pilot who, by default, owns no other clothes than their skin-tight suit.

Want something more comfortable to wear? That'll cost you. Nameless NPCs walk the halls of what is effectively an elaborate trophy room for everything you own. You can pose your character just right with the surprisingly robust photo mode and take selfies on the catwalk by your mech, but oddly, there's no shared social space or lobby. You'll always be alone with your toys, which is a little strange for a game that is ostensibly about teamwork.

This is also where it's clear who the target audience is for Mecha Break. This game is full of so much anime-style fan service I feel the need to tell spectating friends that "I swear it's not like this all the time"—except it is.

At any point in the hangar you can enter a bathroom and not only watch a foggy scene of your pilot taking a shower, but also watch them using the toilet. There is a bar where you can pay to unlock with a stripper pole that female pilots will seductively grind against while male pilots awkwardly dance next to it like they're allergic. I quickly understood why they made the photo mode so robust—you have full control of every bone in your pilot's body to orient them however you want, and you can guess what players have already started doing with it.

An MVP screen in Mecha Break with a pilot in red and her white mech standing behind her

(Image credit: Tyler C. / Amazing Seasun Games)

I'm not saying mech games shouldn't be sexy, but Mecha Break is about as sexy as playing with a naked Barbie doll. The dizzying jiggle physics of female pilots, the relentless ass shots, and the total absence of anything on the same level for the male pilots is, frankly, boring. If you want to be horny, you gotta dream bigger. Mecha Break is cynically sexy, focused squarely on surface-level ogling as a vehicle for selling progressively skimpier clothes and accessories.

As a result, the hangar, and all the things you can do in it, are just another reminder that a lot of Mecha Break is more interested in leveraging empty tropes to fuel a business model rather than enthusiastically being a videogame.

Shooting gallery

A blue and white mech stands before an objective in Mecha Break in broad daylight

(Image credit: Tyler C. / Amazing Seasun Games)

Actually playing the team-based hero shooter buried deep inside Mecha Break's morass of menus and price tags is kinda fun for a few hours. There are 13 mechs to choose from (three of which have to be unlocked through grinding or premium currency) that are essentially heroes with unique abilities. I started with the support mech Luminae that has a healing and damage mode that sorta works like Overwatch's Moira. Keeping pace with agile teammates as they flew into battle so I could shoot healing drones at them was satisfying to pull off in the heat of battle.

Some mechs, like Welkin, can ram straight into you and ignore your layer of armor to start slashing away your health with energy swords and axes. Most mechs have a way to break away and flee, which gives Mecha Break's 6v6 matches a much slower pace than most hero shooters. There are snipers with auto-aim and yet you rarely get obliterated out of nowhere. All that extra time opens the door for more tactical plays based around managing your fuel for dodging and floating in the air, and gives space for cinematic duels between two pilots as they dance around each other in a flurry of smoke and rockets.

The problem is that none of Mecha Break's modes or maps have much of an effect on how fights play out. There's no real difference between capturing an objective or pushing a payload when most of the action happens over open canyons or bases. It's rare to have the environment push back on you or even give you much of an advantage for trying to utilize it. And the lack of threatening ultimate abilities or anything worth comboing with your teammates flattens the game into 10-minute free-for-alls where I couldn't tell you the names of the other five people on my team.

Mecha Break has a lot of the pieces of a worthy hero shooter, but it has none of the connective tissue that gives each mech a purpose in a match

Even though the mechs roughly fit into roles—attacker, defender, and support—most of them are so similar that it feels like you're just picking a different flavor of gun. You can shoot while hunkered down as Tricera, while flying as Falcon, or while flying in a slightly different way as Skyraider. I tried out Aquila, the mobile sniper, for a match and briefly felt like I had found the most broken mech in the game. And then I played a few more and realized all I was doing was shooting high-powered shots over and over until the little red enemies on my screen exploded. Overpowered or not, when you remove the mechs from the equation, it was about as thrilling as Duck Hunt.

Mecha Break has a lot of the pieces of a worthy hero shooter, but it has none of the connective tissue that gives each mech a purpose in a match. You're never asked to engage with anything resembling teamwork, nor are you put in situations where your chosen mech shines. Much like the hangar, matches eventually feel like big toy boxes with nothing to do but hope something cool happens.

A real drag

A white mech stands on top of a mountain in Mecha Break and looks at a drilling rig on the map

(Image credit: Tyler C. / Amazing Seasun Games)

Like several recent free-to-play shooters, Mecha Break has an extraction mode that is, as far as I can tell, completely pay-to-win if you want to have any long-term success in it. It's called Mashmak, and it flips the 6v6 script by dropping you into a big map with objectives to complete and gear to loot while other players are trying to do the same.

You pick a difficulty and queue into a match with objectives to complete for loot, like unique weapons or mods to increase your mech's mobility and durability. Or you can open up the auction house and buy exactly what you want. Mecha Break's extraction mode is balanced around its marketplace rather than player skill. Those with the time and money to gear themselves up through the menus can jump into it and obliterate anyone who can't do the same.

It's possible to queue into matches based on the kind of gear you have to avoid the whales, but it's a crummy solution, as equalizing gear sands down the deliberate asymmetry that extraction shooters are known for. And given everything else about Mecha Break's egregious monetization, it's hard not to cynically think Mashmak mostly exists as a "look at me" playground for its biggest spenders.

If you thought the monotony of the normal modes was bad, try playing one where it's even slower and uneventful. Sniping down clueless NPCs to complete objectives for forgettable loot and firing at other players from miles away is deflating when it should be empowering.

A blue and white mech battles in a facility in Mecha Break

(Image credit: Tyler C. / Amazing Seasun Games)

I hopped into a match, cleared out a base of AI-controlled enemies and ran into one other player who seemingly was AFK. I found some ammo and a long-range laser beam weapon, and then spent the next 20 minutes with nothing to use them on. The wide open map problem strikes again, leaving you boosting over mountains for long stretches of time while looking for anything interesting to do.

I kinda liked how chill it was, at times feeling like a singleplayer open world game. But getting sleepy during a high-stakes extraction mode isn't a good sign, especially this early in the game's live service life.

There are simply better extraction shooters out there, and ones that don't reserve most of the fun for people with loads of disposable income.As someone who can tolerate their fair share of free-to-play nonsense, Mecha Break just doesn't feel worth the hassle. A few hours to live out your Gundam-inspired fantasies isn't enough to sustain what is a surprisingly dull game. I had some fun, but at the cost of having to dig through a live service shooter rotten with ads and meaningless currency dragging down all the good parts of piloting big dangerous super weapons. Mech fans deserve better than this.


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The multiplayer soccer game Rematch was a surprise departure for developer Sloclap, previously best known for the martial arts actioners Absolver and Sifu. But it turned out to be really good, and a genuine hit to boot: Currently there are 37,000 people playing Rematch on Steam alone.

What's also a little surprising, Sloclap CEO Pierre Tarno said in an interview with Eurogamer, is that it's not necessarily die-hard soccer fans who are driving those numbers. "We see via data, currently the core audience of Rematch lean towards those who play online competitive games rather than those who are fans of football," Tarno told the site, using the preferred European term for the game.

That soccer-indifference extends to Rematch developers too. "Loads of people in the team don't really care about football at all," Tarno said. "But quite early on in the project, teammates who weren't super convinced by it—when we ran internal tournaments—told me, 'I get it now. I don't give a shit about football, but this really struck something in me.' The dynamics, the team play, I think those are what make it interesting for players even if they don't like or play football games."

That actually makes sense to me. The first time I saw Rematch, in a pre-announcement preview, I thought it looked like Rocket League without the cars, and putting it politely, had doubts about whether it would resonate with soccer fans.

Rematch certainly doesn't aim to perfectly recreate soccer, though, but rather to capture the feeling of soccer—teamwork, coordination, strategy, flopping—in a fast, free-flowing environment. There's enough of a soccer sheen to make it immediately attractive to fans of the sport, but it's also sufficiently videogame to be accessible to a wider audience.

Tarno does expect more sports-first fans will find their way to Rematch but said it will take time for that to happen because "the main portion of our untapped audience are players who are not as savvy about games," and so are behind the curve compared to core gamers.

"They play FIFA, but they don't read Eurogamer," Tarno said. "Maybe they play FIFA and Call of Duty! But they're just waiting for their annual release. To reach them it's about word of mouth, continuing to communicate, and keep rolling out updates."

For now, though, it's core videogamers leading the way. That's working out very well for Sloclap so far, but it's not entirely without headaches: Some gamers, it seems, are still struggling with the concept of team sports.


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It took a few days for Blizzard to step in and fix the Diablo 4 bug that let sorcerer players stack enough damage bonuses to break the game. A day before the fun was over, streamer Mekuna decided to see if it was possible to clear the hardest dungeon in the game wearing no gear on their character at all.

After a few attempts, he pulled it off: A deathless and loot-less run through the highest and hardest tier of the Pit. Setting aside the infinite damage bug, a tier 150 Pit is mathematically impossible to finish for players who have the rarest gear in the game. Monsters have billions of health and can kill you with just a glance in your direction. The few players who compete on the community leaderboards cap out around tier 110 before it becomes impossible to finish the dungeon within the 15-minute time limit.

But nothing can stop you when you deal so much damage that the numbers don't even matter anymore though. Using a passive skill for sorcerers that substantially increases their elemental damage and a seasonal power that skyrockets it into infinity, Mekuna was able to enter the dungeon with the power to delete anything he touches. But without gear to bolster his health and defenses, he too was constantly one tap away from death.

Instead of breezing through the dungeon and teleporting past packs of enemies as they explode like he normally does, Mekuna had to tiptoe his way through it, avoiding every stray projectile or ground effect. Under these absurd circumstances, Diablo 4 became a horror game where every monster who entered his screen could tear him apart and end the run. The winning strategy involved summoning fire-breathing hydras every few steps to clear a path toward the final boss fight—which ended with a single click.

"We did it! 150!" Mekuna said, holding back laughter at the absurdity of his achievement. "Let's go through my gear." Like most Pit clear videos, he opened up his character screen and hovered his mouse over each empty slot for proof that he was wearing nothing but a poor-quality wand and focus to be able to cast skills.The next day, Blizzard dropped a patch that killed the exploit and any hopes of Diablo 4's naked meta getting off the ground. Sorry folks, gear is mandatory again.


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Of Ash and Steel is a third-person open world RPG that sets players off on a once-prosperous island to explore, fight, and "shape the fate of the world," or at least the fate of the island. It's still early in development (which presumably explains the lack of detail on what the game is actually about) but developer Fire and Frost has kicked off a playtest on Steam, so you can get an early look at what it's all about.

I've horsed around with the Ash and Steel playtest a bit myself, and look: It is very janky. Some of the systems don't appear to be fully implemented, some narrative elements don't line up, and sometimes it's just weird. In one case I retrieved an item belonging to the camp doctor that a drunken sailor had thrown away; the doctor seemingly knew the sailor had stolen the item (he was pissed off at the guy about it, which was a central part of the whole mini-quest) but when I handed it over and told him what happened, he was all, "That bastard!" and then jumped the sailor from behind, beating him with a cudgel.

The sailor went down and everyone standing nearby gasped in horror. "You killed him!" they cried. "You killed him!" Nobody seemed to mind too much though—the doctor just walked away, and the guy the apparently-murdered sailor was drinking with was still standing in the same spot, sucking on his bottle—but a few seconds later the "dead" sailor sprung up and immediately returned to his drink and conversation, as though none of it had happened.

There are a few instances like that, and they're pretty jarring: If this was an open beta a few weeks ahead of launch, I'd have serious concerns. But it's an early closed playtest for a game with no announced release date, so I'm inclined to be forgiving because Of Ash and Steel does look like it could be quite a good Eurojank RPG if it's given enough time and resources to properly cook.

To get into the Of Ash and Steel playtest, just hop around to Steam and click the appropriate button. Fire and Frost said players will be admitted in waves, which is admittedly not very specific—notifications of admission will be sent out via email, so keep an eye on your inbox.


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Microsoft is facing new pushback over the Israeli military's use of its AI and cloud products, as a group of more than 60 shareholders have filed a proposal calling on the company to publish a report assessing the effectiveness of its "human rights due diligence [HRDD] processes in preventing, identifying, and addressing customer misuse of Microsoft artificial intelligence and cloud products or services that violates human rights or international humanitarian law."

"Microsoft states it conducts ongoing HRDD across its value chain, in line with its obligations under the UNGPs, but it neither explains its HRDD processes related to customer end use, nor reports on their effectiveness," the resolution states. "Recent allegations of severe customer misuse suggest Microsoft’s HRDD may be ineffective.

"In the face of serious allegations of complicity in genocide and other international crimes, Microsoft’s HRDD processes appear ineffective. Microsoft recently published a statement responding to these allegations, explaining it conducted an internal review and commissioned a third-party firm to 'undertake additional fact-finding,' and concluding it 'found no evidence to date that Microsoft’s Azure and AI technologies have been used to target or harm people in the conflict in Gaza.'

"The statement provides no additional information on the nature of the assessments, the definition of 'harm,' nor the identity of the external firm. Notably, the statement admits a significant gap in Microsoft’s HRDD: 'Microsoft does not have visibility into how customers use our software on their own servers or other devices'."

That statement, issued in May, followed a February 2025 AP report saying Israel's use of Microsoft and OpenAI technology "skyrocketed" following the Hamas attack on Israel in October 2023, in which the group killed nearly 1,200 people and took 251 hostages. While IDF analysts "use AI-enabled systems to help identify targets," according to the report, they also "independently examine them together with high-ranking officers to meet international law."

But as Israel's brutal assault against Gaza has raged on, leaving tens of thousands of innocent Palestinians dead, many have come to believe that concerns for international law have fallen by the wayside. A United Nations commission, for instance, found in October 2024 that "Israel has perpetrated a concerted policy to destroy Gaza’s healthcare system as part of a broader assault on Gaza, committing war crimes and the crime against humanity of extermination with relentless and deliberate attacks on medical personnel and facilities."

The ongoing bloodshed, and growing awareness of Microsoft's entanglements with the Israeli military, has drawn criticism and sparked protest, including from its own employees. In April, former Microsoft employee Ibtihal Aboussad—she was fired shortly after for her actions—interrupted the company's 50th anniversary celebration to demand Microsoft "stop using AI for genocide"; larger protests occurred both inside and outside Microsoft's Build conference in May. Art rock legend Brian Eno, creator of the Windows 95 startup jingle, also spoke out against the company in May, with a pointed statement calling on Microsoft to sever its ties with Israel: "If you knowingly build systems that can enable war crimes, you inevitably become complicit in those crimes."

Today's resolution represents an escalation of those protests. The shareholders involved represent more than $80 million worth of Microsoft shares, which is both an awful lot of money but also a tiny slice of Microsoft's total valuation. But Rewan Haddad, campaign director at consumer watchdog organization Eko, said the number and diversity of co-filers attached to the resolution—the largest number of co-filers on a single Microsoft shareholders resolution ever, according to the org— "shows the scale of shareholder frustration with Microsoft."

That's also reflected in the resolution itself, which notes that "Inadequate HRDD exposes Microsoft to material legal, operational, and reputational risks," all of which can negatively impact shareholder value. That's pure business-speak, and definitely a concern for shareholders whose primary concern is money (ie., most of them), but the Religious of the Sacred Heart of Mary, the lead filer of the resolution, said in a statement that "the moral issue is paramount."

This isn't the first time the Religious of the Sacred Heart of Mary has led shareholder action over Microsoft's treatment of human rights: In 2021 it was the lead filer on a shareholder proposal calling on the company to evaluate "human rights commitments" with regard to "the development of products, contracts, and business relationships with government agencies, including law enforcement, that create a high risk of adverse human rights impacts." Microsoft agreed to do so in October 2021.

The shareholder resolution calling for a report on Microsoft's human rights due diligence processes will be voted on at the company's Annual General Meeting, which will be held later this year. I've reached out to Microsoft for comment and will update if I receive a reply.


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