It's hard to dispute the fact that The Elder Scrolls 5: Skyrimis still a masterclass of an open-world RPG, which still gets praise and frequent new content thanks to the mods that make it so popular over a decade after release. Even with the numerous re-releases and special editions, however, much of Skyrim's legacy has only been kept alive due to those fan-made expansions that elevate the experience far beyond what the vanilla game could provide. View the full article
Developer BlackJack Studio gave us our first taste of gameplay in fantasy tactical RPG Langrisser: Sea of Sword with a brand-new trailer, and it’s immediately clear that the title marks a significant evolution of the series’ hallmarks and a new era for the franchise. The series began with the original Langrisser in 1991, which was known as Warsong when its English localization came to North America in 1992. That first game established the series’ tactical RPG roots, with a commander-and-troop system that allowed you to acquire new soldiers based on the class of the hero leading the unit. That squad-based combat became one of Langrisser’s defining pillars. Langrisser: Sea of Sword expands on that foundation with a new dual-generals, dual-soldiers mixed combat system. Basically, you can deploy two generals simultaneously and choose one as the commander and the other as lieutenant. The soldier types of both generals can be mixed into the same squad, giving you more options to find strategic combinations that work best. You can also swap your commander and lieutenant generals mid-battle, which alters the skills you have access to and can change the tactical role of the unit. And if you pair certain generals together, they can trigger unique cooperative skills, so you’re incentivized to try different combinations and see which ones synergize best. Battlefields are also much more dynamic, with a wider variety of terrain types and the ability to destroy parts of the environment. You’ll engage the enemy in places like dragon islands and forests, each of which have different mechanics you’ll need to take into account. And elevation differences and the terrain can directly affect which units emerge victorious. Destructible environments also lead to more diverse battle types and new strategic approaches. For example, there are now siege scenarios and fortified positions where you can bring down walls in order to breach them. Or you can destroy bridges to instantly send enemies falling to their deaths and cut off the opposing army’s available routes to advance troops. The battlefield isn’t the only place where Sea of Sword shakes up the usual Langrisser approach. The way you move around the world outside of battle has also been expanded. You no longer progress from battle to battle across disconnected maps, you can actually explore different areas now. That includes being able to run around towns, forests, caves, and other locations. You can find environmental puzzles, talk to NPCs to unlock side stories, gather materials, and find hidden events. You’ll also be able to lay claim to a territory that you can expand and develop as you progress through the game, growing it from a muddy encampment to a fully outfitted military stronghold. The larger, more fleshed out world is paired with a darker, more intense story. You play a nameless protagonist traveling with a mysterious white-haired girl named Eta across a vast empire. You’ll get caught up in a struggle for power between competing factions and have to make difficult choices to survive this unforgiving world. And that world is brought to life by the music of renowned composer Yasunori Nishiki, who has risen to fame thanks to his work on the Octopath Traveler series and built a reputation for emotional, sweeping orchestral compositions. That’s complemented by the hand-painted anime art style to bring the characters and environments to life. Langrisser: Sea of Sword will launch worldwide on mobile, Steam, and PC. Pre-registration is open now and it’s available to wishlist on Steam. For the latest news and updates, visit the game’s official website or follow it on Twitter, Facebook, YouTube, and Discord. View the full article
Wood is a miracle substance that's far too easy to take for granted. Whether it's burning toasty-warm in a fire or providing top-notch heat resistance in spoon form, providing the structural integrity needed to create massive buildings or delicate patterns of the grain to add life to whatever is constructed from it, or just growing out of the ground practically everywhere, wood is one of the most useful materials around. Humanity has relied on wood for millions of years and won't be stopping any time soon, creating anything and everything it can from the natural, renewable resource. With enough wood, you can even give the finger to a soulless corporation while driving them straight to bankruptcy. View the full article
Katsuhiro Harada, former director of the Tekken series, opened up about a hilarious misunderstanding he had with his international fans after revealing Leroy Smith for Tekken 7. Leroy Smith is genuinely one of the coolest characters to ever join the Tekken universe. The Wing Chun practitioner was an instant hit when he was first revealed in Tekken 7, even inspiring cosplays from celebrities like T-Pain. In fact, the ‘Grandmaster of Drip’ was so well-received that ****** American fans started ‘inviting Harada to the cookout,’ leaving the Japanese game director extremely confused. Harada opened up about the humorous exchange in response to a fan on X, who shared a clip from 1985 cult classic The Last Dragon, arguing that Tekken must’ve been inspired by the martial arts movie and ****** culture. In his reply, Harada revealed that after Leroy was announced in 2019, he received a message from the American fan community: “Can we invite you to the cookout for making an awesome character like this?” “Now, as someone from my generation in Japan, I was actually considered relatively good at reading and writing English. By then I’d already been to North America over 50 times, had maintained the English I learned for university entrance exams, and had been communicating with people on Twitter in English long before translation apps became useful, let alone AI translation,” he prefaced. “But honestly… When I saw that sentence, I had absolutely no idea what it meant. In fact, my very first reaction was: ‘Oh no… I’m finished.’” Harada explained that, at the time, he’d been seeing the word ‘cooked’ a lot online, as well as reading articles that were “spreading hate toward video games.” Having learned to associate the word “cooked” with terms like “destroyed,” he was under the impression that fans hated Leroy. “For one terrifying moment, I read it as: ‘Hey… we… we… can invite you to a party where we’re going to beat you up and roast you?’” he continued. “Even though I thought I knew America pretty well, I genuinely wondered if I’d somehow pressed some invisible cultural button that I wasn’t supposed to touch.” Luckily, someone eventually explained the concept of getting invited to the cookout. Harada explained that it was like receiving “one of the highest compliments possible — basically saying, ‘You’re someone we’d trust enough to invite to our close-knit family BBQ, where only real friends and loved ones are welcome.’ “That explanation was a huge relief,” he continued. “Then they started showing me BBQ equipment and ingredients, and I was absolutely shocked that everything was several times ******* than what we have in Japan. Sure, I expected the smoker grills to be huge. But even the tongs and spatulas were enormous, and the meat looked like something I’d only ever seen as loot in an MMORPG. “Looking back now, I honestly regret not immediately flying to the U.S. and accepting an invitation to one of those community cookouts. That really was the perfect opportunity.” For me, this is already a story from a career that spans the past 31 years. I’m probably one of the people in the game industry who has traveled to the largest number of countries and actually met local fan communities in person. So honestly, I’ve been influenced by people and… [Hidden Content] [Hidden Content] — Katsuhiro Harada (@Harada_TEKKEN) July 20, 2026 To end his humorous anecdote, Harada confirmed that he was greatly influenced by several prominent ****** figures, specifically citing Michael Jackson, Wesley Snipes as Blade, Kareem Abdul-Jabbar in Game of Death, and Jim Kelly in Enter the Dragon. “Of course I can’t claim that I fully understand what you call ****** culture. But if we’re talking about the parts that have genuinely influenced me, the cookout story is certainly one of them,” he said. Harada famously left Bandai Namco and the Tekken franchise earlier this year, choosing to open his own development house, VS Studio, where he hopes to create a new fighting game and return to his roots in game development. (Photo by SIA KAMBOU/AFP via Getty Images) Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze. View the full article
Out of every Halo game released over the years, few entries in the series have managed to reach the same cult status as its prequel spin-off, Halo: Reach. Even with the release of the latest Halo: Campaign Evolved, one of the only things on fans' minds is what this could mean for the possibility of a similar Halo: Reach remake with the same level of quality and additional content as the newest outing in the franchise. View the full article
While the future of the series was on the rocks for a few years after its controversial sixth outing, Resident Evil is ******* than it's ever been before, with numerous exciting new entries and even classic remasters to look forward to. Capcom has been trying to keep its new projects under wraps, but with leaks suggesting multiple new games for fans can look forward to, it's putting countless other classic series to shame. View the full article
Most players eventually lose the drive to keep grinding a new league, or season, in Path of Exile 2 and simply log off until the next one. Others gather up all their in-game money and spend it on something ridiculous, like an army of 2,000 skeletons... Read more.View the full article
We have just shipped an updated Steam Client update to the Stable channel. General Improved notification settings layout in some languages Restored the full set of options to the 'Maximum Game Resolution' dropdown. They can be found under the 'More Options' sub-menu. Fixed a case where the 'Patch Notes' preview box in Settings->System would incorrectly show an event for the wrong channel. E.g. showing Beta Channel notes when the client is opted in to the Stable Channel. Fixed a ****** when manually starting a game recording. Fixed mouse cursor changing to resize cursor at screen edges. Fixed a case where the controller pairing screen could pop up during controller firmware updates. Desktop Mode Fixed incorrect UI scale being used when in Big Picture Mode. Steam Machine Show Steam Machine Verified information on the game capsules in home, and on the game details screen. Added 'Great on Machine' section to the Library Steam Workshop Re-worked system that managed what subscribed items needed to be updated. Fixed issue with games with older Steam Workshop integration where subscribed item files would be duplicated in different directories. Remote Play Added 59.94 FPS as an available framerate limit Reduced frame drops when the framerate limit is set to automatic Fixed offline devices showing as streamable when they aren't. Fixed overloading the client video decoder when unlimited bandwidth is enabled Fixed mouse coordinates for input-only streaming Fixed very low refresh rate on some systems, introduced in the last beta Steam Input Steam Controller: The Gyro Calibration Threshold has been set to 50% of the previous value so that it is less likely to trigger while in hand. Steam Controller: Gyro Calibration threshold is now available in Steam->Settings->Controller->Details->Calibration & Advanced (Open)->Gyro Calibration. Steam Controller: You can choose to disable hardware calibration and rely on the standard Steam Input Gyro Calibration tools instead, by using the "Enable Software Calibration for Steam Controller" toggle. Steam Controller: Fixed Gyro stutter due to IMU timestamp being ignored. Added support for both the wired and wireless versions of the PDP Afterglow Wave Controller for Nintendo Switch. Added support for Turtle Beach controllers for Nintendo Switch 2. Steam Controller Firmware Fixed occasional repeated trackpad samples that caused issues with momentum during trackball mode. Fixed an issue with unintentionally waking host devices while shutting down the controller. Fixed an issue with occasional repeated button presses on the B Button. View the full article
A new Steam Client update has been released and will be automatically downloaded. General Improved notification settings layout in some languages. Fixed a case where the controller pairing screen could pop up during controller firmware updates. Steam Workshop Re-worked system that managed what subscribed items needed to be updated. In-Game Overlay Fixed a case where the in-game overlay could hold a reference and prevent a game which tries to fully tear down and recreate the renderer after a D3D12 device/driver failure from succeeding. Remote Play Added 59.94 FPS as an available framerate limit. Reduced frame drops when the framerate limit is set to automatic. Fixed ****** screen when hardware encoding is disabled. Fixed offline devices showing as streamable when they aren't. Fixed overloading the client video decoder when unlimited bandwidth is enabled. Fixed mouse coordinates for input-only streaming. Steam Input Steam Controller: The Gyro Calibration Threshold has been set to 50% of the previous value so that it is less likely to trigger while in hand. Steam Controller: Gyro Calibration threshold is now available in Steam->Settings->Controller->Details->Calibration & Advanced (Open)->Gyro Calibration. Steam Controller: You can choose to disable hardware calibration and rely on the standard Steam Input Gyro Calibration tools instead, by using the "Enable Software Calibration for Steam Controller" toggle. Steam Controller: Fixed gyro stutter due to IMU timestamp being ignored. Steam Controller: Fixed glyphs in Shadow of the Tomb Raider. Added support for both the wired and wireless versions of the PDP Afterglow Wave Controller for Nintendo Switch. Added support for Turtle Beach controllers for Nintendo Switch 2. Fixed the Apex 5 controller showing up as multiple controllers when "Allow third-party apps to take over mappings" is enabled in the FlyDigi Space Station app. Steam Controller Firmware Fixed an issue where trackpad samples could be duplicated and cause issues w/ momentum in trackball mode Fixed an issue with unintentionally waking host devices while shutting down the controller. Fixed an issue with occasional repeated button presses on the B Button. Linux Fixed a ****** when manually starting a game recording. Fixed steamwebhelper ****** when hardware acceleration is enabled on NVIDIA gpus. macOS Fixed chat windows showing over fullscreen game windows when opened in the Steam overlay. VR Fixed a case where Steam claimed that SteamVR crashed on last run when it didn't. View the full article
A new Steam Client update has been released and will be automatically downloaded. General Improved notification settings layout in some languages. Fixed a case where the controller pairing screen could pop up during controller firmware updates. Steam Workshop Re-worked system that managed what subscribed items needed to be updated. In-Game Overlay Fixed a case where the in-game overlay could hold a reference and prevent a game which tries to fully tear down and recreate the renderer after a D3D12 device/driver failure from succeeding. Remote Play Added 59.94 FPS as an available framerate limit. Reduced frame drops when the framerate limit is set to automatic. Fixed ****** screen when hardware encoding is disabled. Fixed offline devices showing as streamable when they aren't. Fixed overloading the client video decoder when unlimited bandwidth is enabled. Fixed mouse coordinates for input-only streaming. Steam Input Steam Controller: The Gyro Calibration Threshold has been set to 50% of the previous value so that it is less likely to trigger while in hand. Steam Controller: Gyro Calibration threshold is now available in Steam->Settings->Controller->Details->Calibration & Advanced (Open)->Gyro Calibration. Steam Controller: You can choose to disable hardware calibration and rely on the standard Steam Input Gyro Calibration tools instead, by using the "Enable Software Calibration for Steam Controller" toggle. Steam Controller: Fixed gyro stutter due to IMU timestamp being ignored. Steam Controller: Fixed glyphs in Shadow of the Tomb Raider. Added support for both the wired and wireless versions of the PDP Afterglow Wave Controller for Nintendo Switch. Added support for Turtle Beach controllers for Nintendo Switch 2. Fixed the Apex 5 controller showing up as multiple controllers when "Allow third-party apps to take over mappings" is enabled in the FlyDigi Space Station app. Steam Controller Firmware Fixed an issue where trackpad samples could be duplicated and cause issues w/ momentum in trackball mode Fixed an issue with unintentionally waking host devices while shutting down the controller. Fixed an issue with occasional repeated button presses on the B Button. Linux Fixed a ****** when manually starting a game recording. Fixed steamwebhelper ****** when hardware acceleration is enabled on NVIDIA gpus. macOS Fixed chat windows showing over fullscreen game windows when opened in the Steam overlay. VR Fixed a case where Steam claimed that SteamVR crashed on last run when it didn't. View the full article
It’s been nearly 20 years since The Guild took the internet by storm, but now Felicia Day is comin back with a movie version of the internet show with the original cast. And three hours into the Kickstarter campaign yesterday, Day hit her goal of $1.5 million in crowdfunding and now the pledges have topped $2.7 million. More than 16,450 backers have pledged their money to the show. The Guild’s first episode debuted in 2007 and it highlighted day as an awkward but endearing gamer whose friends played an online game all the time. The show went on for six seasons with 70 episodes altogether. It finally ended its run in 2013. But Day has been trying to get a movie version of the show off the ground for a while, and the demand for the Kickstarter is indicator of its potential. Day turned to Kickstarter in part because Day wasn’t able to convince Hollywood moguls to fund the idea. Rachel Kaser recently had a cool interview with Day about her career in a Boss Mode provide. She recently wrote a book called The Lost Daughter of Sparta, a modern retelling of a Greek myth. Day was also nominated for the BOSS Mode Lifetime Achievement Award earlier this year. Day was also one of the founders of Geek & Sundry, an online-based multimedia company that launched several original series on YouTube (She later sold Geek & Sundry to Legendary Entertainment). She also appeared on Buffy the Vampire Slayer, Supernatural, Eureka and Dr. Horrible’s Sing-Along Blog. The plot of The Guild brought the antics of fans of online games like World of Warcraft to mainstream awareness — or at least other nerds. The Guild was an expression of nerd culture long before Stranger Things made playing Dungeons & Dragons into a cool activity for mass culture. “I’m not trying to prove myself so they’ll embrace me,” Day said in an interview with Kaser. “That ship has sailed. I’m here to prove that my audience is still there. We can make amazing content outside of normal avenues and allow creators to have more control over their work, because it was well-known, back in the day, that I did not sell the IP to The Guild. Now, almost 20 years later, I’m sort of rebooting the whole IP universe.” The post Felicia Day raises Kickstarter funds in a few hours for a movie based on The Guild appeared first on GamesBeat. View the full article
Speaking about the development of Assassin's Creed ****** Flag Resynced, game director Richard Knight revealed at the extent that Ubisoft had to go, resulting in a complete rebuild from the original 2013 title. There's been a lot of positivity around Assassin's Creed ****** Flag Resynced, with longtime fans looking forward to returning to the beloved title and newcomers getting an opportunity to check out the game for the first time. View the full article
Palworld recently hit the tremendous milestone of 40 million players, and its fireball 1.0 update is already sending it speeding toward the next one. Alinea Analytics market analysis lead Rhys Elliott estimates the survival game has already sold close to around 1.8 million copies since Palworld 1.0 launched on July 10. Elliott explains on Substack, "In terms of premium unit sales, our platform estimates put Palworld at roughly 30.5M copies sold, with nearly 86% of that total originating on Steam." We can now christen Palworld "one of the biggest new gaming IPs ever," as Elliott calls it, as it's already amassed something like $700 million in revenue its mere two-and-a-half years of life. In comparison, Pokemon – also known as Palworld's opponent in an ongoing copyright infringement showdown with IP owner Nintendo – hasn't sold over 30 million copies for a single game since Pokemon Red, Green, and Blue in 1996, according to Serebii webmaster Joe Merrick. The entire Pokemon universe nonetheless outsells little Palworld by at least a couple hundred million copies. So, some players on Steam, in particular, are eager to defend fragile franchise Palworld from barking dog Pokemon, as Elliott etsimates 65% of Palworld players are on Steam, compared to 31% of players on Xbox and Xbox Game Pass, and a meager 4% on PS5. (Image credit: Pocketpair) Elliott observes, "English-language reviewers framed buying [Palworld] as an explicit statement against – in their words – Nintendo's anti-competitive business practices, actively celebrating the resolution of Nintendo's legal challenges against Pocketpair." (It's worth noting the lawsuit technically remains unresolved.) Lack of console loyalty radicalizes you. It also activates your Apple Pay. 1.5 million of those total 1.8 million, post-1.0 Palworld copies sold were on Steam, this report finds. PS5 players, in comparison, bought about 300,000 Palworld 1.0 copies, while Palworld sold only another 70,000-ish units on Xbox once it launched in full – probably because the game continues to be available for 'free' on Game Pass Premium. To me, all this makes Palworld a gleaming example of how strong the PC market has become now that Xbox and PlayStation are openly just experts in being unlikeable. Because of the customizable nature of the platform, PC gamers tend to value flexibility, agency, and a sense of ownership. This self-effacing spirit seems to have fueled Steam players rallying around Palworld, itself, in some eyes, a bulwark for free will against Nintendo's angry Gengar eyes. "The console sector is undeniably facing an existential crisis," Elliott says. "If the baseline buy-in for next-generation hardware approaches a $1,000 digital-only box, mass-market growth is effectively dead on arrival. High-priced, drive-less hardware introduces a nuts barrier to entry." "Casual consumers will simply opt out of newer hardware," the analyst continues, "redirecting their time and wallet share toward mobile, PC, or existing hardware." Good for Palworld, bad for consoles. Palworld has been "life-changing," lead says as Pocketpair's survival game hits almost 1 million concurrent players on Steam. [/url]View the full article
Veteran game director and self-confessed movie buff Hideo Kojima revealed that he’d like to pass away in a movie theater, just as the film itself is about to start. The 62-year-old made the comment at a film festival in Rome earlier this month, and recently shared a clip of the moment on his official X account. “I’ve always thought that when I die, I would like to die in a movie theater,” Kojima said in Japanese, as translated by IGN. He goes on to explain that “I love the bit before the movie starts the most. Enter the movie theater, the lights go off and commercials and trailers play, yeah? I’d like to die just before the movie starts.” Kojima delivered this declaration in a serious tone but with a hint of a smile. The Metal Gear Solid and Death Stranding creator is, after all, a prolific cinemaphile, proclaiming on his X account profile that 70% of his body is made up of movies. This isn't the first time Kojima has spoken about his own death. Last year, hot on the heels of revealing a number of discarded video game ideas and even an idea for a ‘Forgetting Game’ where the main character gradually forgets important information and abilities if you take too long a break from playing, Kojima said he had left his staff a USB stick of game ideas for after he dies. As reported by VGC, Kojima issued the morbid revelation to Edge magazine, and discussed his change of thinking that occurred during the pandemic. “Turning 60 was less of a turning point in my life than my experiences during the pandemic,” he said. “I fell seriously ill at that time, and also had an eye operation. Until then, I didn’t think I was old, you know? I just didn’t feel my age, and I assumed I would be able to create for as long as I live. “But then I became sick, and I couldn’t create anything. And I saw lots of people around me passing away at that time. I was confronted with death. Of course, I recovered, but now I was thinking, ‘Wait, how many years do I have left to make a game or a film?’ Perhaps I have 10 years?” Also last year, Kojima discussed his fears as he has got older. "What I am most afraid of is time," he told GQ. "I am afraid of dying and having dementia. I am afraid of forgetting things when I get old. I am afraid that I won't even realise what I am forgetting." Kojima made this latest quip at the Piccolo America Foundation’s 12th edition of Il Cinema in Piazza, an outdoor film festival in Rome. As reported by Game Surf, he took part in panel discussions and introduced several movies. On July 4, he introduced Shunya Ito’s 1972 film Female Prisoner Scorpion: Jailhouse 41, the second movie in Japanese studio Toei’s exploitation series. The movie and its star, Meiko Kaji, were a big influence on Quentin Tarantino, so much so that Tarantino borrowed Urami Bushi (the theme song sung by Kaji) for the soundtrack to Kill Bill. Kojima noted that the Female Prisoner Scorpion series’ use of inventive cinematography and camera angles, plus the young crew’s commitment to creating something unique on a very limited budget, inspired him as a game creator. He also introduced Dario Argentino’s Profondo Rosso (1975) on June 5, praising the moment in the movie when both the protagonist and viewer realize the truth at the same moment. “It is something I try to put in my own games as well," Kojima said. "He also explained that he referenced the gorier moments in Argentino’s films in Policenauts and Snatcher by including decapitation, but that this became a no-go when he moved on to making PlayStation console exclusives. The final film Kojima presented at the festival alongside Death Stranding 2 actor Luca Marinelli was Sergio Leone’s The Good, the Bad and the Ugly (1966). Kojima said that growing up, his movie-watching family took him to see both American and Italian Westerns, and that he was struck by the sharp difference in their worldview, noting that while the sheriff always wins in American Westerns, Italian Westerns have characters that are much more human and less clear cut. Kojima said that the moral ambiguity of Leone’s Westerns won him over as it reminded him of Akira Kurosawa’s classic films. Kojima’s movie influences show clearly in his games, stretching back to 1987’s Metal Gear and 1988’s Snatcher. But it was the groundbreaking Metal Gear Solid, which brought cinematic lighting, fully-voiced dialogue, and the series’ famously long movie-like cutscenes to PlayStation gamers all over the world back in 1998. Kojima has previously namechecked war movies like The Great Escape and The Guns of Navarrone as among the influences on MGS, with Snake’s character design riffing off Kurt Russel’s Snake Plisskin in Escape from New York. With Death Stranding 1 and 2, Kojima managed to bridge the gap between game and movie even more by featuring the fully captured performances of well-known actors like Norman Reedus and Lea Seydoux. Over on X, Kojima often shares his thoughts on recent movies he’s seen in theaters, as well as Blu-ray releases he has picked up. He seems to watch a broad range of films from various genres, countries and decades. He also popped up on an episode of the Criterion’s closet picks, where he appeared overjoyed to be surrounded by so many movies and enthusiastically introduced his picks. Kojima is also an avid collector of physical media including vinyl records, CDs, DVDs, and Blu-rays. In the wake of Sony’s recent announcement to stop releasing games on disc, Kojima retweeted a comment on the importance of physical media, warning of the dangers of a digital-only future. He went further with this train of thought at Il Cinema, specifically calling out Sony: "Since production is ending in 2028, this is about video games, but I grew up with physical media, so I find it really sad," Kojima said. "Currently, I’ve been buying up a lot of Blu-rays, such as various movies, and CDs too." Hideo Kojima is currently working on experimental horror game OD, which is slated to be published by Xbox Game Studios in collaboration with Get Out director Jordan Peele. At the time of writing, the game doesn’t have a release window yet. Photo by Rosdiana Ciaravolo/Getty Images. Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications. View the full article
Two years after boasting about how hard it was going on videogames, Hasbro has recorded a "$56 million non-cash impairment" in its second-quarter financial report, arising from the cancellation of several games in development that were expected to release "in 2028 and beyond.".. Read more.View the full article
Microsoft has officially announced the Wave 2 Xbox Game Pass lineup for July 2026. The seven-title batch is smaller than those released in the pre-summer months, but it still includes several potentially standout additions to the Xbox Game Pass catalog. View the full article
Meta has officially added the Xbox Game Pass Starter Edition to its Meta Horizon+ subscription, giving Quest headset users access View the full article
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