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  1. The Mound: Omen of Cthulhu materialized at the Xbox Partner Preview to deliver the news that it’s coming to PC, PlayStation 5, and Xbox Series X | S summer 2026. It’s a narrowing of the previously promised release window, which had publisher Nacon and developer ACE Team prepped to deliver its four-player horror co-op vision at some point next year. As its gameplay trailer demonstrates, players will need to work together if they want to survive the Lovecraftian nightmares that lie waiting in The Mound. Nacon and ACE announced The Mound: Omen of Cthulhu during the March Nacon Connect, revealing the project as a first-person experience set in a jungle with the capacity to twist the minds of any who enters. Players are given weapons and tools to make each trek easier, but the real pull is the mind games that will have friends turning against each other. “The Mound is inspired by the stories of H.P. Lovecraft with their oppressive and unpredictable atmospheres,” an official description says. “Here, the supernatural forces don't just hunt you down: they distort your perception of every situation to throw you off balance. Faced with diabolical creatures and unexplained phenomena, the border that separates reality from illusion blurs, sowing doubt and paranoia among your group.” The Mound: Omen of Cthulhu is set to release next summer. Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). View the full article
  2. Bloodborne and Hollow Knight-inspired Metroidvania Crowsworn is back with a new gameplay trailer confirming plans to (eventually) launch for PC and consoles. A long-awaited new, public look at developer Mongoose Rodeo’s highly anticipated, hand-drawn action game arrived as part of today’s Xbox Partner Preview showcase. While an updated glimpse at Crowsworn’s dark fantasy universe and cute-but-intimidating characters is welcome, the real news is that Nintendo Switch, PlayStation 5, and Xbox Series X | S have officially joined PC in its list of platforms. You can tell exactly which games inspired Mongoose Rodeo with just one look at Crowsworn, but the Kickstarter project says its blend of ideas results in something unique. More than 19,600 backers supported Crowsworn during its initial campaign in July 2021, with its final tally bringing in CA $1,258,068. It was a crowdfunding initiative that saw backers turning up to support its mix of ****** May Cry, Hollow Knight, and Bloodborne combat, with its base goal reached less than three hours after the campaign launched. “A dark curse has befallen the land of Fearanndal, a once vibrant kingdom,” an official story summary for Crowsworn says. “All but the last remnants of humanity have seemingly vanished, as the world is overrun by sightless creatures of nightmare.” Kickstarter backers have received exclusive updates every few months for the last few years, but for everyone else, today’s Xbox Partner Preview gameplay trailer and platform commitment represent what may be Mongoose Rodeo’s most substantial showing in quite some time. While we wait for that ever-elusive Crowsworn release date, you can check out IGN’s list of the best Metroidvania games of all time. Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). View the full article
  3. Developer Panik Arcade has announced its popular rogue-lite slot machine horror game, CloverPit, is getting an Xbox Series X | S version, and it’s out today. It’s a surprise console launch that was revealed during the Xbox Partner Preview just moments ago. A trailer for the CloverPit port catches newcomers up to speed just after Panik Arcade announced it had managed to sell 1 million copies after a month and a half on Steam. “CloverPit is the demonic lovechild of Balatro and Buckshot Roulette, a rogue-lite that traps players in a hell of their own creation,” an official CloverPit summary says. Locked in a rusty cell with a slot machine and an ATM, you must pay off your debt at the end of each round, or fall to ruin – literally!” As Xbox Series X | S players give CloverPit a spin for the first time, Panik Arcade is already teasing the next reason to stay locked in for more, as its presence at the Xbox Partner Preview comes with the promise that DLC, titled Unholy Fusion, is coming soon. Details on the add-on content, including its release date and how exactly it ups the ante, remain a mystery for now. CloverPit’s surprise appearance on Xbox consoles follows the 1.2 update that slotted in last week. Its main attraction saw hard mode added to the experience, with rebalancing adjustments, as well as a UI overhaul, now in the mix. CloverPit launched for PC September 26, 2025, and is available for Xbox Series X | S, Xbox on PC, Cloud, and Xbox Game Pass Ultimate and Premium, as of today. It’s unclear if there are any plans to come to more consoles or other additional platforms. Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). View the full article
  4. Tonight's Xbox Partner Preview showcase has now concluded, and we've got a fresh list of new day one Xbox Game Pass launches to look forward to. Alongside all the announcements and new trailers today, five more titles were confirmed to arrive day and date into Microsoft's gaming subscription service — including a couple of games available to play today! Head below for the full rundown of everything announced as coming to Xbox Game Pass on day one. Armatus A third-person roguelite shooter from Godfall developer Counterplay Games, today's first-look trailer showed a world-ending event that leaves you as a masked warrior, trying to claim back the streets of Paris from demons. Armatus is set to arrive for cloud, PC and Xbox Series X/S in 2026. We don't have a firm release date yet, but Xbox Game Pass subscribers will gain access at launch. CloverPit Calling all Balatro fans, your next roguelite casino fix is here. Nightmare slot machine Cloverpit lets you gamble for your life, as well as some snazzy prizes. Already available on PC, today's Xbox Partner Preview announced the game's Xbox version — and confirmed it is available today as a shadow drop! Xbox Game Pass Ultimate and Premium members can get playing via cloud, PC and Xbox Series X/S. Crowsworn A stylish Metroidvania focused on traversal mechanics and combat moves, we've had our eye on Crownsworn for a while. There's still no launch date, but it'll land on Xbox Game Pass day one whenever it does arrive for cloud, PC and Xbox Series X/S owners. One important note: Microsoft has confirmed you'll need Xbox Game Pass Ultimate for this one, initially at least. Oh, and it's also coming to Nintendo Switch and PlayStation 5 (though there's obviously no Game Pass there). Echo Generation 2 Swapping its Goonies aesthetic for something more akin to X-Files, Cococucumber's Echo Generation sequel appears to be offering a more grown-up story and setting this time around. Echo Generation 2 launches for Xbox Game Pass via cloud, PC and Xbox Series X/S at some point during 2026. Erosion Plot Twist, the developer behind The Last Case of Benedict Fox is back with an action-packed, Western roguelite, with a 3D pixel aesthetic. (And yes, Plot Twist is also their name.) Can you save the world before your constant retries see it wither away? Today's showcase saw the game listed as coming to Xbox Game Pass via cloud, PC and Xbox Series X/S. An Xbox Game Preview build will also launch on PC in spring 2026. Raji: Kaliyuga Revealed tonight with a dazzling cinematic trailer, this sequel to isometric action adventure Raji: An Ancient Epic will return to ancien India for more exploits — now in full third-person. There's more of a focus on the war between gods, asuras and mystical forces this time around, as well as the conflicts of us mere mortals. There's no word yet on when Raji: Kaliyuga will arrive, but it'll be dropping into Xbox Game Pass for cloud, PC and Xbox Series X/S owners whenever it does. Roadside Research It's time to uncover the truth about alien sightings in rural America — by playing as one working undercover at a gas station. Oh, and rather than collecting information on your own species, you're surveying us, humans. Hello! Describing itself as a comedic co-op simulator, Roadside Research will beam down onto the Xbox Game Pass catalogue for Ultimate subscribers in early 2026, via the cloud, PC and Xbox Series X/S. Total Chaos Another shadow drop today, Total Chaos is the latest game from the maker of Turbo Overkill, and not for those of a faint heart. This first-person survival horror will see you foraging for scraps to fend off the game's creepy creatures — but you won't need to look far in order to play it. Total Chaos has jump scared its way onto Xbox Game Pass today for Ultimate subscribers via the cloud, PC and Xbox Series X/S. Vampire Crawlers Last and certainly not least, Vampire Survivors creator Poncle has announced Vampire Crawlers, a dungeon-crawling deckbuilder that will reunite undead hunters with their ****** and garlic. We can't wait to play this one, though there's no release date quite yet. Still, whenever it does arise, Xbox Game Pass Ultimate subscribers will be able to play on day one via the cloud, PC and Xbox Series X/S. For a full roundup of absolutely everything announced during Microsoft's Xbox Partner Preview — well, look no further. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
  5. Indie developer Cococucumber is, for the first time ever, trying its hand at a sequel with Echo Generation 2. Where the first turn-based romp channeled ‘80s and ‘90s vibes to create a nostalgic adventure that looked like Stranger Things was tossed into a blender with voxel graphics and classic RPG gameplay, the sequel is going a totally new direction. The sideways prequel skips the cozy small-town feel to drop players straight into a B-movie, cosmic horror story where they play as the missing father from the first game. Its first trailer, which debuted as part of today’s November 2025 Xbox Partner Preview, teases a much more horrific experience for Cococucumber. We sat down with game director Martin Gavreau and studio producer and director Vanessa Chia to learn more about Echo Generation 2’s inspirations, how fan feedback helped guide development, and why the team decided to revisit one of its existing universes from a new perspective. You can see everything they had to say in the interview below. IGN: Tell me about what people are going to see on Thursday. Tell me about this trailer and what exactly Echo Generation 2 is. Martin Gavreau: It's very different than the first game. We were not sure how far we could go with it, because when you do a sequel, you have many options. You could say, 'Let's just do more of the same,' or you do something entirely different, or anywhere in between. There was a bit of an existential crisis of 'What do we do with this?' We felt that we wanted to see how far we could expand on this world-building. The first game, except for a very short moment, everything is within maybe a 5-10-mile radius of a small town, you know? The sequel, it's much more than that (laughs). It's much more. It's across the galaxy. We visit a different planet, we visit a different dimension, a different time era, and also, what's at stake is much ******* than, 'OK, I want to figure out what happened to my dad.' You think about the first game, you start just playing with your sister in the street with a raccoon, and then at one point, you fight a mech with the cannon and lasers. You're supposed to be just a kid infiltrating a military base. There's a ramp going up to there, and we wanted to have this ramp up on another scale. Sometimes, in some classic RPGs, you start in your town and you end up fighting gods. So it's like, 'Let's go all the way there.' So, the trailer, what we're going to see is part of the story. We're not revealing everything. There's big story moments that are not in the trailer that we want to keep. I don't think we're going to reveal them even later, before launch, we want to keep a lot of surprise. We're not playing as a kid anymore. We're playing as the father who disappeared, and it's before the first game. I mean, when you you play with time travel, is it a prequel? So it's a part of a prequel/sequel in some ways. There's some connection with the first game that, I think, people who played the first game, will definitely see a lot of connection, but in an expanded universe that happened across a different time. We're going to jump back and forth between the future and the past. Really, really ******* scope and more complex plot to...I don't want to spoil it, but there's a much ******* issue happening across the galaxy. We, of course, want to go back home because we're getting trapped. To go back will become eventually, of course, still a goal, but what's the point of going back if you're going back to ruins? You don't want to come back to your Hobbit town and the Shire, and then it's all burned and destroyed. So you want to make sure that you go on a journey of adventure, but also you're going to come back to a world that is still, you know, intact and exists. Echo Generation 2 obviously has some connections to the first game, but it also seems so different. I am wondering, why a sequel? Why a sequel to Echo Generation instead of something like Ravenlok or Riverbond? Gavreau: I mean, I would love to do a sequel for Riverbond and Ravenlok. Revisiting those games and expanding on them would be a fantastic opportunity. But why do Echo Generation? There's always a bit of a business decision, because there's always a risk associated with making any game, but we're small in the studio, so it's what we feel like doing. We sit down and we talk all the team, share a bit there, you know, their ideas and what we like to work on, because there's always a possibility also to create a new game, no? And it's the same thing with making a sequel, and everybody loved making the first one. I think it's just the desire to go back to this world and expand on it. We started the production right when the pandemic started, five years ago, already. So it just coincided, where we entered production for it, and at first there was a lot more unknown about, 'Is the whole world gonna collapse? Is everybody gonna die?' We used the game as a small safe haven structure. When I'm at work, we don't talk about politics, we don't talk about the vaccine or the virus. We just...we are living Echo Generation, and we live in that world, to our little bubble of imagination with these cute characters and talking raccoon, you know? It kind of helped us keep our sanity throughout the events of the pandemic, I think. Maybe there's a special kind of association with it emotionally, and we felt like the story was not finished, that we had so many ideas that we couldn't put in the first game, that were left on the cutting room, so to speak, that we were really excited to go and work more on it. I think that was probably the reason after Ravenlok to go back to Echo Generation. Now, I don't think it's going to be an Echo Generation 3 after that. We have other plans, and there's been a different thing that we've been working on. Between all the games you can do, you have to commit to one, and everybody felt inspired. It's such a long amount of time not to make a game. It's not going to spend a week or a month, it could be years, and it's what you live with every day. You ask yourself, 'Do I want to live with that world every day? Do I want to explore?' It's a long-term relationship, in a way, because even after you launch, you need to patch it. It's many, many years. I want to make sure that not only me is on board, and I love to do it, but everybody who has to work on it will find something interesting. It was not easy not to make a sequel. We realized it was harder than we thought, but we really wanted to make that game. Echo Generation really wears its inspirations on its sleeves. Because Echo Generation 2 is so different from the get-go, what are some of the other inspirations for this game specifically? The movies, games, books, and shows that helped influence its development? Gavreau: That's great that this could be seen, that you could observe those things in playing the first game. We're not hiding it, and we wanted to use different ones for the sequel and go places we didn't go before, like cosmic horror, for example. So if you think about, you know, the Call of Cthulhu and things that are more kind of like, 'What's out there in space? Is there forces beyond what are really there, and we're just not connected with them, and what if they discover humanity? So there's part of it is cosmic horror, but part of it also is Star Wars (laughs). We wanted to keep the same feeling of the first game. We wanted to use a lot of different inspiration that doesn't seem like they're going to work together at first. We have also part of Cyberpunk. We have Blade Runner. We went for more of the sci-fi inspiration. We have 2001: A Space Odyssey in there. There's also X Files, because it's so fun to have. There's this kind of giant biomass that we teleport experiment again, like The Fly from Cronenberg. So, we went to inspiration that is more in the horror and sci-fi side, even if there's a bit of fun in there. I got fascinated, too, with this idea of the Backrooms. So maybe we have a little bit of that in there. That there's this other reality next to us, where there's this kind of mind maze, where you can get lost. It's going to be a much more violent and scary game than the first one. Maybe not for kids entirely so much anymore. I think our rating is going to be probably 16 or 18 plus. We don't really think about it, but just when we fill out the questionnaire, whatever happened happened. But there is more blood, more gore, and it is pixel and voxel (laughs). So it's not as scary, maybe, but it's kind of fun in a way, like when you see the scientist getting smashed up with the blood. There's this playfulness with it, like B-movie playfulness that you have in movies like Tremors, and we wanted to capture that cool. Why is launching day one on Xbox Game Pass the right move, specifically, for Echo Generation 2? Gavreau: Well, the first one was on Game Pass. A lot of fans and people who discovered the game are on Xbox already, so it just feels like a logical way to do something similar with the sequel. Other than that, for us, I think it's our fourth game that's going to launch on Game Pass. We've we had this amazing relationship with Xbox that we had a chance to have their support. When you are on Game Pass, it comes with a lot of marketing support, like being part of a show or social media. Independent video games don't always have a publisher. We don't have a publisher, so this kind of support really helped the game to get discovered. There's so many people on Game Pass that if you see a title that you're not familiar with, give it a chance, try it out, and see if you like it. It really helped open a lot of opportunities for the game to be played, and the end of the day, as a game developer, that's what you want. You want to be able to share your creation with as much people as possible. I think with Game Pass, definitely, it's been incredible to have all this interaction and this communication with the community on Xbox. Were there any major points of fan feedback after the first game that you specifically want to address with Echo Generation 2? Gavreau: Oh, yeah, definitely. Some of them, we address in the Midnight Edition. When we started the sequel after Ravenlok, we were thinking, 'Why don't we address some of those issues that some people had playing the game and make a special edition of the first game?' That was going to help us get back in that universe and see if it's possible to improve it in some ways, for quality of life. We really listened to player feedback. Also, something narratively, the first game, it was fun for being episodic, and also at the same time, there's a cost, and the cost is maybe the overarching main story suffered a bit from it. We still keep this episodic format in some ways, but there's a much stronger connection around the main story. This is one of the things we tried to improve. Hopefully, we'll see if that works. Another one is to make the combat faster. The combat is so much faster now, the way we designed it. It was one of the design guidelines from the start. We need to be able to fight and resolve things much faster. If you want to stop and think you can, but if you want to go fast, it is possible to go very fast through the animation or the options given to you. Going into a deck-building mechanic, now, also keeps the combat interesting throughout. What we saw is, sometimes, people, they find a companion, they love one move, and they just keep playing with that companion and that one move. Well, hey, there are a lot of different interesting moves that we designed, so if we add the deck-building mechanic, now you can adjust depending on the enemies you encounter. Maybe your deck will work against a certain environment, certain types of enemies, but you need to adjust it in other situations. You need to keep adjusting your combat style, depending on enemies and depending on the type of cards. You have to have more variety on that side. Those were some of the feedback we tried to improve and implement on that side, for the combat and the story. I don't think I saw a release date. I'm assuming, obviously, that's not something you can give me, but is this a game we see in 2026, or is there any kind of window you are targeting? Gavreau: I was just talking this morning with a team member and what they were working on next, and they're like, 'I'm done.' (laughs) How can you be done? How can you be done with the game? Let's have a look. But we're pretty advanced. I think we want to make sure we have enough time to polish everything. We want to make sure that we have time to balance all the combat and the journey, but the game is pretty advanced. How early depends on how fast we can go through the last phase of making sure the game is properly balanced, and everything runs smoothly. (Editor’s Note: Cococucumber clarified after the interview that Echo Generation 2 is targeting a 2026 release window.) Is there anything else you'd like to add about Echo Generation 2, the process of getting here, leading up to this reveal, and what it's like to finally pull back the curtain? Gavreau: It feels strange, because we started working on it so long ago. We started working on it right after the first one was launched, and then it's been in and out. We were exploring different types of gameplay and prototyping. It might be, maybe, four years? I don't know, three or four years that this game has been, in some ways, in development? It feels a bit strange that, finally, we're going to be able to talk about it. We're very excited to see if people are going to remember it or be excited for it. I think it's four years since (Echo Generation) launched. So you need to come with something new. You need to take some risk. This is what we decided to do with the game. Maybe some people wanted to have something very similar. But this is not exactly the decision we took. We decided to take more creative risk for the story and the game mechanic. Hopefully it still feels like an Echo Generation game, and the fan will embark on this journey and find it interesting, but it's, in many ways, going to be very different. We were talking about the references, but the tone and the journey, the adventure, the combat, the speed of it, and the violence of it, and the excitement to to travel across the galaxy into to end up finding all those super powerful entities, I think, for us, it's super exciting to be able to finally share some of it, and soon, when it's ready, the game. I would like to talk more about certain things - I cannot at the moment. Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). View the full article
  6. What a joy to be shrieked at by monsters in Trigger Happy Entertainment’s Total Chaos, a classically formatted first-person survival horror game with minimal downtime. First introduced back in 2018 as an impressive total conversion mod for Doom II, this soup-to-nuts rebuild published by Apogee for modern consoles and PC delivers a delectable post-Halloween treat, especially for genre fans. View the full article
  7. In a reveal at Xbox's Partner Preview showcase on Thursday, Vampire Survivors developer Poncle teased what's next for the series with a flashy trailer promising "next-gen graphics, an endless open world, compelling storytelling..." before saying, nah, scratch all that. How about more 2D pixel art, but this time in first person?.. Read more.View the full article
  8. Microsoft announced today that they're preserving a bit of history here - with Zork I, Zork II, and Zork III now officially and clearly open source. Read the full article here: [Hidden Content] View the full article
  9. During Xbox's Partner Showcase 2025, it was revealed that Eminem will be part of a Hitman collaboration releasing as a free starter pack. The newest Hitman World of Assassination’s Elusive Target, featuring the Real Slim Shady, will be live from December 1–31. View the full article
  10. Coming across it by pure chance recently, Bioflux - Horde is an upcoming survival game with enemy numbers that actually look like true hordes of infected. Read the full article here: [Hidden Content] View the full article
  11. There are different items to collect and obtain in Demeo x Dungeons & Dragons Battlemarked, and the simple activity can be more confusing than you might think. Items are usually parts of different quests, and you'll have to collect them to complete the missions. Most of the items so far are related to the quests, and this guide will solve your troubles if you're confused about how to pick them up. How to collect an item in Demeo x Dungeons & Dragons Battlemarked The first step is to locate the item on the map. Usually, this will be a straightforward method. However, you can't pick up the item just by standing next to it. There's no interact button in the first place. When you want to talk to an NPC or attack an enemy, you can press the Interact button. However, you can't pick up an item by clicking on it. Doing so will just highlight the item. To pick the item, select a Hero from your roster. This doesn't have to be your primary Hero, and anyone from your squad works. Move on top of the tile where the item is located. If you're moving on a nearby tile of the item, you can't pick it up. The correct way to collect the item is to select its tile and move a Hero over there. Screenshot by Destructoid Wait for a couple of seconds, and a text will pop up that you have obtained the item. If it's part of a quest, you'll have to return with the item to complete the mission successfully. If you're just getting started with Battlemarked, it will be wise to go through our detailed guide about all Heroes. All six Heroes have their unique abilities, strengths, and weaknesses. Certain choices will be helpful if you're a beginner in the world of Dungeons & Dragons. Picking them in your team will allow you to clear the main and side quests quickly. The post How to pick up an item in Demeo x Dungeons & Dragons Battlemarked appeared first on Destructoid. View the full article
  12. The FOF Captains Challenge 3 SBC is now live in FC 26, and you can complete it to earn some unique rewards in Ultimate Team. Like all fodder challenges, completing the SBC is relatively easy. You'll have to use the lower-rated fodder from your club to earn a pack. Let's look at the requirements and a solution you can use to finish the SBC. Table of contentsFC 26 FOF Captains Challenge 3 SBC tasksFC 26 FOF Captains Challenge 3 SBC solutionsFC 26 FOF Captains Challenge 3 SBC tasks The FOF Captains Challenge 3 SBC has one task, and its requirements are as follows. FOF Captains Challenge 3 SBC Max. Clubs in Squad: 5Min. 4 Players from the same LeagueMin. 6 Players: RareMin. 8 Players: GoldPlayer quality: Min. SilverMin. Squad Total Chemistry Points: 31 Completing this challenge will be pretty hard due to the chemistry requirements. You'll have to get 31/33 squad chemistry while meeting all the other requirements. FC 26 FOF Captains Challenge 3 SBC solutions The primary objective is to use fodder from your club to reduce the cost. However, you can use the following solution if you get stuck. This will allow you to get the available rewards before the SBC expires from Ultimate Team. Nerea Eizagirre LW 80Lavogez ST 76Mari Jose RW 72Soule CM 78Amani CDM 76Sucic CM 78Tsimikas LB 77Sazonov CB 73Saul Coco CB 76Pedersen RB 72Misa GK 82 Completing the challenge will get you a Mega Pack. This is an extremely good pack to get, and includes 30 Gold player and club items. At least 10 of them are guaranteed to be footballers, and one will be rated 82 or higher. Hence, complete the SBC before it expires from Ultimate Team. There's always a chance for you to either get a walkout/promo card from the pack for free. At worst, you'll find plenty of fodder to complete other SBCs. The post FC 26 FOF Captains Challenge 3 SBC tasks and solutions appeared first on Destructoid. View the full article
  13. 007 First Light was set up as the headliner of the November 2025 Xbox Partner Preview, but it showed up with a surprisingly brief trailer that did little more than confirm a new Aston Martin model for iconic spy James Bond. The previous outing for IO Interactive's upcoming title was a dedicated PlayStation State of Play where extended 007 First Light gameplay was shown, so expectations were high when it was confirmed to be participating in the Xbox Partner Preview. View the full article
  14. A new Tides of Annihilation trailer is here, having premiered during the November 20 Xbox Partner Preview showcase. The video offers another look at the game's fantasy setting, Inception-like dimension hopping, and distinctive combat system that will have Tides of Annihilation players switching between different playable knights. View the full article
  15. Here's a nice chance to grab a bunch of remasters in the Masterful Remasters Bundle from Green Man Gaming including Tomb Raider, Legacy of Kain and more. Read the full article here: [Hidden Content] View the full article
  16. The latest 007 First Light trailer has confirmed that James Bond will drive an Aston Martin in the new game. Revealed during Xbox’s partner showcase, 007 First Light will see Bond get behind the wheel of an Aston Martin Valhalla. Players will have to “earn” the ability to drive the car in-game. The game will “honour a long line of iconic Bond vehicles,” according to IO Interactive. Read More... View the full article
  17. A new playlist update for Call of Duty: ****** Ops 7 has added one of the franchise's most iconic Multiplayer maps: Nuketown. With today's update, Call of Duty: ****** Ops 7now features a total of 4 remastered ****** Ops 2 maps, including the 2025 variant of Nuketown, as seen in the 2012 shooter. If that wasn't enough, developer Treyarch Studios has already confirmed that even more remasters are on the way as part of Season 1, the release date of which has yet to be revealed. View the full article
  18. Gearbox has released a significant patch for Borderlands 4 that makes some quality-of-life improvements such as smarter loot drops and a new Legendary Loot Indicator for your radar. These arrive alongside visual polish and stability updates for a “smoother” experience on Kairos, Gearbox said. Digging into the detail, Class Mods have been adjusted to drop more for your current character, which is a welcome change for those on the hunt for ever-improving builds. The loot feed is now updated to display total current currency after spending or receiving money, and the likelihood of unintended movements or knockbacks while reviving a teammate is reduced. And it's worth noting that the patch adds a new Legendary Loot Indicator to the combat radar for easier identification of high-rarity drops. given how busy with loot Borderlands 4 can get, this is also welcome. In the patch notes, below, Gearbox said it was wrapping up work on Photo Mode, while other updates like support for multiple active Big Encore Machines and more options for scaling difficulty are coming. Further into the future, Gearbox said it’s looking at ways to improve shared character progression, add additional endgame-focused activities (Takedown), launch cross-save support, and more. Major Updates, which deliver larger-scale changes, are planned to deploy about a month apart. Today’s update launches alongside Bounty Pack 1: How Rush Saved Mercenary Day, which is now free for all players. How Rush Saved Mercenary Day is the first of five post-launch DLC Bounty Packs coming to Borderlands 4. While How Rush Saved Mercenary Day is free for all players, Bounty Packs 2, 3, 4, and 5 are included with Borderlands 4 Deluxe Edition, Borderlands 4 Super Deluxe Edition, the Borderlands 4 Bounty Pack Bundle, and will be available for separate purchase. Borderlands 4 November 20 Major Update Patch Notes:Bounty Pack 1: How Rush Saved Mercenary Day We're stoked for you to team up with Rush and teach Minister ****** the true meaning of Mercenary Day! This being a holiday-themed Bounty Pack, we knew we had to deliver it to you by the end of the year. However, the team realized that there was more mayhem than time when it came to getting as much into Bounty Pack 1 as originally planned while never slowing down in their mission to improve the Borderlands 4 player experience. So in the spirit of the season, we're giving a gift to all Borderlands 4 players by making Bounty Pack 1 free! Thank you for all the passion and support you've given us as a community. We're hard at work making sure future Bounty Packs are more fully loaded with the compelling content players have been asking for. In addition, we're now adding a new Bounty Pack 5 (more on that in a bit); there's a lot of amazing stuff coming to Borderlands 4, so stay tuned! Added support for How Rush Saved Mercenary Day content! Jump into this free content today by finding and interacting with the gift-wrapped present (marked on your map as a new mission) in any major hub, which will initiate the mission to assist Rush!Added support for the Bounty Pack 1 Vault Card! Playing Borderlands 4 with a Vault Card active gives you more loot and XP via Daily and Weekly challenges, and it can be leveled up at your own pace (no time limits or expiring rewards here). You can activate it via the Vault Card screen in your ECHO menu. Vault Card progression works just like leveling up: it's all driven by how much XP you're gaining. By exploring Kairos, killing enemies, and completing quests, you'll fill up your Vault Card progression in addition to your regular XP!This includes 4 new pieces of rerollable gear and 24 new cosmetics to earn!Notable Changes We wanted to pull these out specifically as they have been heavily mentioned in the community. Updated the Weekly Wildcard Missions to set additional start points in missionsDev Note: This feature will allow future Weekly Wildcard Missions to jump straight to the meat of a mission.Class Mods have been adjusted to drop more for your current characterConverted the Phosphene weapon challenge from character-based to profile-wide progressionDev Note: This long-term grind is aimed at our most dedicated community members who invest the most time in the game. Still, we agree that completing this collection is more a reflection of your dedication to the game and not to a specific Vault Hunter. This is the first example of allowing more progression to be shared between all characters on your account.Updated the loot feed to display total current currency after spending or receiving moneyReduced the likelihood of unintended movements or knockbacks while reviving a teammateDev Note: When reviving another player, the reviving player is temporarily given more mass, making enemy attacks less likely to bounce you away from your partner.Added a new Legendary Loot Indicator to the combat radar for easier identification of high-rarity dropsGameplay & Mission ProgressionAddressed an issue that could cause the loss of SDU Tokens or Specialization points; this also returns missing tokens and points to those impactedResolved an interaction where players could not repurchase a boss encounter after all party members were defeated and respawned in multiplayerSlide-attacking lootable objects will now open or break them consistentlyResolved progression blockers for more intuitive gameplay during Faction Survivalist, Wayward Gun, Another Day, Another Universe, the Badass Phalanx bounty, and the ****** Market TutorialCorrected behavior where mission items could disappear after replaying and exiting a mission, preventing completionPrevented rare instances of some enemies turning into NPCs and becoming unkillableAdjusted tracking on some challenges and achievements to award progress as intendedDev Note: The Professional now only awards progress for designated challenge conditions, while Private Reserve and What Have We Here? will progress correctly when opening chests with melee attacks. The Arena Grande achievement should consistently unlock in multiplayer.Mort will revive players more consistently during Thresher Rancher Resolved a condition where vehicles could be instantly destroyed if summoned immediately after using a Repkit with the Splat traitAdjusted object placement and pathing across multiple missions, ensuring proper enemy spawns, interactions, Echolocation, and waypoint alignmentSynchronized some mismatched animations and behaviors in multiplayerResolved a reported issue where players could become briefly suspended in midair when exiting mission replay while jumping or swimmingAddressed a bug causing the Chopper vehicles to remain in a falling state after performing a vertical jump or powerslidePrevented vehicle summoning in restricted indoor areas such as the Umbral Foundry FortressRemoved the penalty during Scoundrel Roundup: Kilo if the panel is shot twiceUpdated Mimicron’s combat behavior so it can no longer be stun-locked by singularity effects in the Tipping Point BunkerUpdated Patrol Ripper contract to progress with intended sourcesUpdated the Order Bunker boss Fractis encounter to ensure the boss remains defeatable after entering its shielded phase in The CrawlfortAdjusted behavior in The Next Quest Thing so the mission can consistently be accepted after saving and reloadingImproved enemy physics in Gone Are My Leggies to prevent The Beastie from being launched out of the playable area when hit with high-impact weaponsRestored ECHO Log rewards for completing optional objectives in three micro-missions when played soloAdjusted Arjay’s resistances so status effect damage-over-time now applies correctlyDev Note: Visual inconsistencies with Arjay’s wings might appear as a result of this change, but will not impact gameplay. Adjusted arena boundaries so Locust’s gas canisters now spawn correctly within the arena during the Idolator Sol encounter in Fortress IndomitaVault Hunters Amon, the Forgeknight Updated Forgeknight Forgedrone challenge so it unlocks properly upon meeting completion requirementsCorrected skill tree investment functionality to prevent Forgeknight from applying skill points out of orderUpdated weapon input handling so Forgeknight can reliably swap weapons after using the whip attack Rafa, the Exo-Soldier Exo-Soldier's Soltado Kill Skill passive has been adjusted to function properly with two skill pointsImproved PROJECT: Raiju capstone behavior so APOPHIS Lance consistently damages enemies during extended uptimeAdjusted Booming Business passive's functionality to prevent grenade spawns when the passive skill exceeds its intended level capUpdated the Temerario passive skill so it provides the intended gun damage bonus rather than a general damage increase Vex, the Siren Updated challenge tracking so the Target Prescience passive only progresses when damaging valid targets Harlowe, the Gravitar Ensured that QED passive skill would remain functional in multiplayerUpdated Gravitar’s Zero-Point Action Skill so it now properly enters cooldown when used on enemies immune to Stasis. Previously, using the skill on a Stasis-immune target after affecting a normal enemy could cause it to remain active instead of triggering cooldown All Vault Hunters Adjusted critical hit calculations so gun and enhancement damage now applies correctly to all valid hit regionsAdjusted Cryo resistance scaling so enemy resistances now correctly match each player’s level in multiplayer sessionsPrevented Action Skills from activating during the first loading screen before entering active gameplayUpdated kill volume logic to ensure Vault Hunters cannot cheat death while in FFYL and healing with the Legendary Shield Guardian AngelEnsured sniper ammo displays full capacity when creating a level 30 Vault HunterGear and RewardsAdjusted melee damage on Bayonet weapons so that melee damage increases with bayonet partsUpdated beam weapon behavior so they will deal proper damage when thrownAddressed an interaction allowing players to infinitely scale the splash radius of homing sticky projectiles when using Torgue Legendary Pistol Queen’s Rest with certain builds and firmware combinationsUpdated Skully grenade to adjust projectile damage for consistent outputCorrected boss health bar updates so sustained heavy Ordnance damage with Amon now displays correctlyUpdated Torgue Heavy Weapon Ravenfire so it now correctly applies elemental damage when equipped with elemental partsAdjusted Maliwan Heavy Weapon behavior so projectiles created from a hit don't detonate immediately after spawningCorrected the explosion delay of Fuel Rod Discharge to match its description of 3 seconds when used on Ripper shotgunsAdjusted Rolling Thunder underbarrel grenades on Torgue shotguns to behave predictably on vertical surfaces instead of ricocheting excessivelyPrevented bosses from floating when Exo-Soldier's Booming Business passive skill was triggered with Order Legendary Grenade SkullyAddressed a condition where the Vladof Legendary Shield Heavyweight could lose functionality after activating Forgeknight Onslaughter skillAdjusted projectile interaction during the fight with Vile Ripper so players can now destroy the homing “Unstable Ore” projectilesUpdated collision behavior so Jakobs Throwing Knife grenades correctly impact the orb surrounding Vile Ordonite of Corrupted enemiesAdjusted some gear that was behaving inconsistently in multiplayer, such as: the bounce-back force of The Order Legendary pistol Noisy Cricket, reload animation timing for the Jakobs shotgun Hot Slugger, and misaligned accuracy of the Daedalus pistol Bonn-91Standardized some instances of Firmware 3-piece bonus cooldowns to appear consistently. Visual cooldowns have been added for Oscar Mike, Ahoy, and Daed-dy O’Drops are no longer kept in the air when lowering the platform in All Charged Up Restored functionality allowing players to loot and preview weapons from red chests after completing the Blacklime BunkerGear Balance: Darkbeast Addressed a scaling issueExplosion Chance increased from 5% to 20%Damage increased by 15% Prince Harming Addressed a scaling issueSelf Damage amount reduced from 5% to 1.5% of damage doneDamage increased by ~24% Onslaught: Damage increased by 75% Ruby's Grasp: Damage increased by ~40% Lucky Clover: Damage increased by 37.5% Vamoose: Damage increased by 20% Asher's Rise Addressed a scaling issueDamage increased by 5%Firmware Balance: Get Throwin': Ordnance Damage increased from 10% to 35% Daed-dy O': Damage increased from 20% to 35%Mag Size increase from 15% to 20% Rubberband Man: Damage Reduction increased from 5% to 10%Lifesteal increased from 5% to 10% Jacked: Zoom-in Speed bonus increased from 20% to 35%Hyperion Shield Capacity bonus increased from 25% to 50%Ricochet chance increased from 30% to 40% Atlas Ex: Mode Swap Speed increased from 25% to 33%Damage while locked increased from 10% to 25% Atlas Infinium: Fire Rate bonus increased from 5% to 12%Damage bonus increased from 10% to 15% Reel Big Fist: Explosion Radius slightly increased Airstrike: Missile damage increased by 35%Decreased Cooldown from 8s to 5sUI, UX, & TextRestored filter functionality to Lost Loot menus and addressed non-functional filter selections and sorting dropdowns Updated the Lost Loot menu so the selected sort option is retained after exiting and re-enteringAdjusted map icon layering so Main Mission icons no longer overlap Wildcard Mission GiverAdjusted scrolling behaviors in menus in splitscreenEnsured the Transfer Machine remains open after exiting inspect modeAdded separate sensitivity sliders for mouse and controller inputs in the Controls (Basic) menu on PCCorrected the buddy widget display so respawned characters no longer appear as “still respawning” Updated item rarity displays to show the correct color and tier when playing in non-English languagesRemoved extra ECHO Log slots Restored missing item thumbnails in the bank menu and improved loading speed for equipped and backpack item thumbnails when large numbers of items are stored in the bankUpdated Explore Menu positioning so it displays correctly in front of the explored region during vertical split-screenAdjusted layout so Item Cards no longer overlap when compared in horizontal split-screenAddressed a reported issue where weapons could unequip and disappear when changing their customization in the Status menuCorrected overshield coloration and behavior for pets and buddy widgets so that health, shield, and armor visuals now display properlyAdjusted Contract trackers to only appear when the Contract is activeResolved a reported issue where mission-related celebratory notifications could display duplicate iconsAdded the missing “Restart to Apply Changes” prompt when adjusting texture quality during gameplayUpdated option descriptions to be more intuitive and player-friendlyAddressed the chaos displayed by the “SHiFT code is valid” countdown in the SHiFT menuUpdated controller prompts so the correct input type displays when opening the SHiFT menu from the main menRemoved an extra scrollbar that could appear when Reporting UsersAddressed text inconsistencies in some side missionsUpdated D-pad functionality on controller to behave as expectedPreserved key bindings that could be removed between sessions for non-English keys Standardized ECHO Log tracking for the Kairos Speaks challenge to ensure totals display consistently between general and mission log views Updated localization, mission naming, and various text descriptions across the gameUpdated end creditsVisualsAddressed reported instances where players could become invisible when performing a Vault-level transition during a travel tunnelAddressed an issue with missing parts and textures on gearUpdated ECHO-4 character model and digistruct to have lights, eyes, and thruster effects appear correctlyAdjusted fishing point visuals so markers no longer appear incorrectly on terrain near Sandytoes VillaUpdated level geometry and collision across multiple regions to prevent players from becoming stuck, falling out of bounds, or being blocked by invisible surfacesAdjusted grappling points and traversal paths in multiple missions to prevent players from chaining grapples into unintended areas or losing functionalityAddressed misplaced or inaccessible loot containers, including strongboxes and vending-area chests in The Wireworks and WindspearAddressed inaccurate rendering of water in some locationsCorrected lingering slide smoke effects that could appear when moving or jumping after performing a slideTurned off the mining laser after shutting down the second Eridium generator in Terminus RangeCorrected visual stretching on character and NPC cloth when adjusting the FOV while the game is pausedUpdated Dark Subject mission so Tim’s weapon now properly disappears with his model during the “Kill Tim”Addressed multiple reported animation inconsistencies including gear, NPCs, hand stuttering, root-lock issues, and visual glitches during combat actions. These improvements remove visible sliding or snapping during melee or grapple sequencesImproved environmental synchronization in multiplayerAdjusted mouth animation timing for Callis in Another Day, Another Universe and for Numba One in Mob Mentality so dialogue syncs correctlyBalanced underwater lighting and brightness near Belton’s Bore (The Low Leys, Mountains) for more consistent visual clarity when diving below the surface Repaired a purple light texture that appeared after interacting with the Auger Shrine in Terminus RangeOptimized beam effects on some Order gear with lasersStandardized bullet shell ejection visuals for Daedalus pistols The smoke during Sophia’s death wasn’t goth enough and was changed from orange to ****** [/*]Updated the fade on digistruct to be less uniformResolved flickering from Exo-Soldier’s PROJECT: Raiju Capstone effect when used inside the Order BunkerUpdated vehicle materials to display correctly after applying paintjobs in the customization menuAdjusted deployable barrier visuals on shields and Shield Boi Faded the red light trails from Atlas underbarrel tracking Darts and ****** on Jakobs pistolsTuned brightness of target marker visuals when using the Ripper Sniper Rifle tracking mode against certain bossesCorrected firing animations for Vladof submachine guns with the Extra Barrel underbarrel and Torgue shotguns with Daedalus ammo switcherAdjusted Order grenade to no longer slide across the ground when dropped from the inventoryAdjusted animation blending for Daedalus shotguns using Maliwan Element Switcher to eliminate abrupt snapping and to prevent the secondary magazine from appearing loaded when using the primary firing modeAudioResolved a reported issue where the crowd could continue to make sounds after they stopped spawning during the Null and Void missionPrevented host players from temporarily losing audio if another player joined their session while they were in an ECHO menu in multiplayerAddressed missing or incomplete sound effects when looting in multiplayer sessionsMade the really loud bird in Grasslands quieter Additional audio balance adjustmentsPlayer ExperienceImprovements to stability and optimizationDev Note: We are continuing to investigate and will make further improvements to stability and performance.Updated PS5 controller LEDs to change color based on the player’s active elemental typeAddressed unintended adaptive trigger feedback that occurred with Ripper weapons while reloading or firing without ammo Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
  19. ****** Friday sales are officially kicking off. Best Buy has dropped its selection of deals today, and there's plenty of excellent offers to look through, including quite a few video game deals. Among them is Metal Gear Solid Delta: Snake Eater, which is currently $20 off at the retailer. This ****** Friday deal has dropped its price from $69.99 to $49.99, but what's even better is that it applies to both the PlayStation 5 and Xbox Series X versions of the game (see the deal here at Best Buy). No matter the platform you prefer, you can score a sweet little deal on the game we said, "largely succeeds as a faithful, visually impressive remake of the 2004 classic." Metal Gear Solid Delta: Snake Eater Down to $49.99 at Best Buy Our 8/10 review of Metal Gear Solid Delta: Snake Eater from IGN's Michael Higham also said, "if I were to point someone to one of the many versions available, this is the one I'd recommend, whether they're revisiting or playing for the first time." It's also a game we consider to be one of the best video game remakes in general, so if you've been waiting for a good time to play it, now is the time to make your move. Alongside this deal on Metal Gear Solid Delta: Snake Eater, there's so much more to explore at Best Buy right now. They're not the only retailer to have started up their sales early, either. Amazon has even dropped their ****** Friday deals today, so there's plenty to look through. If you're curious what other deals we're expecting to see this year, and which retailers will also be participating in the ***** event, check out our breakdown of ****** Friday 2025 for more information. Follow IGN's ****** Friday Coverage The IGN Deals team has over 30 years of combined experience finding the best discounts and preorders available online. If you want the latest updates from our trusted team, here’s how to follow our coverage: Sign up for our IGN Deals NewsletterSet IGN as a preferred source in GoogleFollow us on social mediaIGN Deals on XIGN Deals on InstagramIGN Deals on FacebookIGN Deals on TikTok [/url] Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN. View the full article
  20. Earlier this year, Google announced the end of its efforts to get Steam running on Chromebooks, but it’s not done trying to make these low-power laptops into gaming machines. Google has teamed up with Nvidia to offer a version of GeForce Now cloud streaming that is perplexingly limited in some ways and generous in others. Starting today, anyone who buys a Chromebook will get a free year of a new service called GeForce Now Fast Pass. There are no ads and less waiting for server slots, but you don’t get to play very long. Back before Google killed its Stadia game streaming service, it would often throw in a few months of the Pro subscription with Chromebook purchases. In the absence of its own gaming platform, Google has turned to Nvidia to level up Chromebook gaming. GeForce Now (GFN), which has been around in one form or another for more than a decade, allows you to render games on a remote server and stream the video output to the device of your choice. It works on computers, phones, TVs, and yes, Chromebooks. The new Chromebook feature is not the same GeForce Now subscription you can get from Nvidia. Fast Pass, which is exclusive to Chromebooks, includes a mishmash of limits and bonuses that make it a pretty strange offering. Fast Pass is based on the free tier of GeForce Now, but users will get priority access to server slots. So no queuing for five or 10 minutes to start playing. It also lacks the ads that Nvidia’s standard free tier includes. Fast Pass also uses the more powerful RTX servers, which are otherwise limited to the $10-per-month ($100 yearly) Performance tier. Read full article Comments View the full article
  21. Dispatch's season finale is powerful enough to blow any recent Marvel movies out of the stale water they're floating on, but it asks players to make one choice that has caused many to go in a direction I find rather concerning. Warning: Mild Dispatch spoilers ahead. At the climax of the final episode, players will get to choose between sparing or killing the main villain, after he's already been defeated and is in a pretty much defenseless state. To the surprise of many, only 37 percent of players chose to spare the guy. Now, that doesn't necessarily mean that the remaining 67 percent of players decided to kill him directly. As it stands, 37 percent of players spared him, and only 35 killed him in cold blood. That doesn't sound as bad, but then there's the other 28 percent who'd made mean or evil choices that culminated with having another character killing off the villain in pretty gruesome fashion. So yeah, most people are taking a bloodthirsty or callous approach to their hero career. Screenshot and remix by Destructoid The villain that shall not be named to avoid majorly spoiling the game is definitely someone who's done some terrible things, but this just isn't right. Even if he were the most villainous guy to ever grace a superhero story, this would still be a superhero game, and I believe killing him is missing the point. And I don't think developer AdHoc is at fault here. All great stories in the genre will always require the main characters to balance out power and responsibility, after all. Screenshot by Destructoid This points out a problem I have with superhero media in general: when bestowed with great power, many people would act in brutal ways and walk away scot-free, as happens in Dispatch, should you do the deed. This has been the thesis at the core of Alan Moore's Watchmen, and it still seems to ring true, despite nearly twenty years of Marvel movies trying to depict the existence of superheroes as good. Sad as it might be, randomly bestowing someone in the real world with superpowers—or the ability to command a squad of heroes—would more likely result in something much closer to Zack Snyder's Batman and Superman, than in the newest and much nicer iteration of the Man of Steel. The post The Dispatch numbers are in, and they’re making me think some of y’all really are psychos appeared first on Destructoid. View the full article
  22. In the first substantial update in a few weeks, Borderlands 4 has revealed a new 2026 roadmap. While the roadmap hasn't changed much from the roadmap Gearbox originally had planned for the game, it does add a new takedown and an extra Bounty Pack to the Q1 2026 schedule for Borderlands 4. View the full article
  23. Codes for Fruit Battlegrounds will give you a stash of Gems so you can spin for new fruitsView the full article
  24. All the assault rifles are at least good in ****** Ops 7, so it's hard to make a bad choiceView the full article
  25. Nightdive Studios today released Outlaws + Handful of Missions: Remaster, and Valve have rated it Steam Deck Verified now too. Read the full article here: [Hidden Content] View the full article

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