The popular MangoHud performance display for Linux has a new release coming that's now ready for testing, with v0.8.2-rc1 now up. Read the full article here: [Hidden Content] View the full article
There are many iconic weapons in gaming. From Sora's Keyblade in Kingdom Hearts (Oathkeeper mains rise up) to the BFG favored by Doom's Slayer, there are some incredible tools of the trade out there. Few, though, have ever shown the versatility of Half-Life's gravity gun. How many games have you played where you can beam up a radiator and full send it at some poor bloke? That's range right there, baby. While the gravity gun has found its way into many other games via the medium of modding, Minecraft included, one creator has found a way to draw on the spirit of the Zero Point Energy Field Manipulator without having to turn to third-party addons. Read the rest of the story... RELATED LINKS: The best Minecraft shaders for 1.21.10 Best Minecraft mods November 2025 Watch out, Minecraft's new lava-proof horse armor has a serious design flaw, and you can probably guess what it is View the full article
The gladiator known by the mononym Ubisoft stands in the center of the arena, feet dusty with earth and skin flecked with blood. It has poured its heart and soul into creating another strategic historical sim, and only now will it know if the critics appreciate its efforts. The crowd in the Colosseum goes quiet as the Emperor of Critics stands. He produces his thumb. It points up. Or is down the good one? Forgive the slightly-tortured and probably-ahistorical metaphor, but I come bearing great news: Anno 117 Pax Romana is the highest-rated game in the series' history. In fact, it could be the best strategy game to release this year. Read the rest of the story... RELATED LINKS: Anno 117 Pax Romana is getting three post-launch DLCs to keep you thinking about the Roman Empire every day Anno 117 wowed me with its superb city-building and weighty decision-making Anno 117 makes Roman city building feel like a smart, modern RTS game View the full article
The Corsair and Call of Duty collab has just dropped its latest range of gaming gear, in celebration of the launch of ****** Ops 7. Covering Corsair's entire range of peripherals, you can kit out your setup with a new BO7-themed gaming mouse, keyboard, mouse mat, controller, headset, stream deck, and even an entire gaming PC, from Origin PC. And, unlike a lot of collabs, the kit actually looks good. Whether you're looking to spend just a little and upgrade to one of our best gaming mouse pad choices or spend thousands on a new PC, Corsair has provided an option for just about any budget, though you'll have to be quick if you want your gear in time for the ****** Ops 7 release date in just a few days time. Read the rest of the story... RELATED LINKS: ****** Ops 7 release times - when is it coming out? Call of Duty ****** Ops 7 release date, trailers, story, and latest news All ****** Ops 7 Zombies modes explained View the full article
Type accurately and fast, as your life depends on it in Final Sentence. It's a unique blend of battle royale and horror with typing game mechanics. Read the full article here: [Hidden Content] View the full article
After you've already completed plenty of quests and upgraded your stash in ARC Raiders, one of the most important aspects of its end-game comes from farming for Blueprints. While it can be a bit tedious at first to find all 68 Blueprints in the game, ARC Raiders has plenty of options to speed up the process to upgrade your workshop capabilities to the max. View the full article
For every apocalyptic battle in the Horus Heresy, there's another small-scale action taking place in secret - whether fought by elite strike forces, bands of insurgents, or decimated survivors trapped behind enemy lines. If you want a way to play skirmish style games and even campaigns focused on these small but pivotal battles, you could do worse than the Strike Team rules for Warhammer: The Horus Heresy, a fan project by the Toronto-based Heresy player Hazel. Read the rest of the story... RELATED LINKS: GW drops free rules for the best way to play Warhammer the Horus Heresy - Zone Mortalis The best Warhammer 40k Horus Heresy reading order, explained Horus Heresy Combat Forces are so much better value than Warhammer 40k, it hurts View the full article
It's hard to imagine a time where dark fantasy wasn't a game industry heavyweight that permeates every fiber of my being—who doesn't love tales that leave you in a moral quandary for days on end? The perceived level of complexity that you're getting into can be challenging to overcome, but over the last decade more and more games in this vein have transformed from niche outliers to something more accessible... Read more.View the full article
The team from OldUnreal have put up a rather big patch for the classic Unreal Tournament, bringing lots of improvements and fixes to the classic Epic shooter. Read the full article here: [Hidden Content] View the full article
Digimon Story: Time Stranger was released a little over a month ago, and many players are no doubt casting their eyes toward its DLC as they wrap up the game. Now, a Digimon Story: Time Stranger DLC leak has seemingly revealed which Digimon will be joining the RPG across its three episodes. View the full article
Between staying up all night, trudging endlessly through potentially haunted rooms, and having your dinner scared out of you by some spectral horror, ghost hunting is hungry work. So it's little wonder that the next stop for Phasmophobia's spook sleuths is an all-American diner. Gastronomic pitstop Nell's Diner is the latest map added to Kinetic Games' supernatural sensation, and you can take a seat in one of its haunted booths right now... Read more.View the full article
Fallout 4 Anniversary Edition was meant to act as a celebration of Bethesda’s post-apocalyptic role-playing game on its tenth birthday. But it turns out that things haven’t exactly gone to plan as the update was met with a backlash on Steam. The $59.99 Fallout 4 Anniversary Edition includes the six official Fallout 4 expansions and over 150 Creation Club items (paid mods). But there’s also a Fallout 4 Anniversary Edition update Bethesda is selling to existing owners of the base game, priced $39.99. While Bethesda points out that this is actually a discount on all the items sold separately, fans have hit out at the pricing for the Anniversary Edition, especially in the context of Fallout 4 itself being a decade old and what the Anniversary Edition actually gets you. It’s worth noting that the Fallout 4 base game is currently $19.99 on Steam (it launched at $59.99), and the Fallout 4 Game of the Year Edition, which includes the base game and all the six official expansions, costs $39.99. The Fallout 4 - Creations Bundle, which includes the 150 paid mods released as part of the Anniversary Edition, costs $19.99 on its own. And it’s the Steam store page for this bundle that has born the brunt of the backlash, with a ‘mostly negative’ user review rating. Complaints there report crashing issues, glitches, and even a problem with getting the new mods to work. Meanwhile, it sounds like the Anniversary Edition is breaking prior mods, although Bethesda warned this would happen when it came to mods that affect the new Creation Club menu. “Be a gamer in 2025,” reads the most helpful review, according to Steam. “You purchase the content. You don't get the content in game. Bethesda's update causes even more crashes. Trying to quit the game causes it to ******. GG.” “It is bugging out like crazy and not giving out all of the creations that are mentioned in the bundle,” another review reports. “Game absolutely refuses to let you attempt to install anything involving the Creation Club and freezes upon launching and quitting the game to the point where you can’t even use task manager or Steam to force close. For the love of god Bethesda, this is worse than Skyrim's anniversary launch. Fix your game.” The reaction on the Fallout subreddit features a similar sentiment, and yes, the memes have begun. I fixed Xbox's post byu/Omen0fWorlds inFallout .reddit-embed-wrapper iframe { margin-left: 0 !important; } The backlash has also spilled over into Steam reviews for the Fallout 4 base game, where negative reviews have come in following the Anniversary Edition’s release, causing recent reviews to plummet to ‘mixed.’ “They just killed the game with this Anniversary update,” reads one negative review. “Not going to sort my 400+ mods as it would take days. Goodbye Fallout, I would like to say I will miss you but I won't.” It’s a disappointing start for Fallout’s big push ahead of the hotly anticipated launch of Fallout Season 2 on Prime Video. A new Fallout: New Vegas bundle is also due out, with a Fallout TV show-themed update to Fallout 76 also coming in December. Hopefully Bethesda can sort these issues out sooner rather than later. Fallout 4 - Creations Menu Update November 10 patch notes:Creations Menu: A new in-game Creations menu has been added, making it easier than ever to discover, download and enjoy content from professional developers and passionate enthusiasts alike. Gameplay & Performance VATS Accuracy: VATS hit chances are now consistent across platforms and no longer drop to 0% or show incorrect values. Targeting enemies through walls without the Penetrator perk is no longer possible.NPC Visual Creations: Fixed stuttering and hitching caused by Creations that edit NPC visuals. Performance is improved when using such Creations. Stability & Crashes BNET Connectivity: Better handling when there is a [Hidden Content] outageCrafting Station ******: Interacting with crafting stations or the workshop on ultrawide monitors no longer causes crashes. Ultrawide & Super Ultrawide Support UI & HUD Scaling: UI elements, HUD backgrounds, and item previews now scale correctly for 21:9 and 32:9 aspect ratios. Menus, quest updates, tutorials, workshops, and inspected objects are no longer stretched or squished.Pip-Boy Map: Players can now place markers, fast travel, and pan the map to the right side in the Pip-Boy when using ultrawide resolutions.Save Preview Images: Save preview images are now letterboxed to avoid looking squished on ultrawide monitors. Miscellaneous Resolution Detection: Autodetect now sets supported display resolutions, preventing crashes on launch. 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
Destructoid sat down with the developers of the superhero narrative game Dispatch, Michael Choung (Executive Producer, CEO) and Pierre Shorette (Narrative Director, Executive Producer, CCO). In an exclusive interview on Nov. 10, two days before the release of the final two Dispatch episodes, the developers talked about how different AdHoc Studios is from their past work with Telltale Games, their thoughts about the future of Dispatch, and why they would love to see fan-made content taking the game's story further. In the end, they also made a special nod to Hades developers Supergiant Games about wanting to work with them on a new game. Check the full interview below. Destructoid: Why did you bet on this episodic format for Dispatch, even though it seemed to be dormant? Pierre Shorette: I think working at Telltale for many years, it was always the dream for it to be at a regular cadence. I mean, obviously, we were in live development at that point, but I think they basically cited live development as an excuse for not having their s*** together. I think if they could have had everything in the can, they would have and had a more reasonable release cadence. So, I think that was always something that kind of felt like an itch that we all wanted to scratch, because we thought: we all watch television, there are certain shows every year that'll be like the best show that you're tuning in every week for, and I think looking forward to something is nice. And I think in a very instant gratification world, it's cool to have something that you have to wait for and think about and sit with for a minute instead of it all being sort of consumed, digested, processed, all within like a week. And also just strategically, we're a smaller game, we're a smaller studio. We were hoping to, if we were providing something good, that it would be relevant for the entirety of the release, and potentially even have the opportunity, which I think we got, to sort of snowball, get people to be like, ‘hey, I want my friends to be part of this conversation,’ and whether they're watching a screen, or whether they're buying the game themselves, and experiencing it that way, I think people were able to share it, and it kind of spread. Ultimately, because it's something people like, that's why it's working. More than maybe anything else. If we had made a game that people weren't responding to, people would be saying, “episodic can never work, see? Another example.” Success validates things more than the theory behind it. Destructoid: Do you think it's the difference in Dispatch being a success and maybe the late Telltale games flopping is actually the game being good or the story being more engaging? Or do you think there's something else at play? Pierre Shorette: We got compared to a lot of projects when we were looking to get financing. It's reasonable to call it a dormant kind of genre in games recently. We got compared to a lot of games that didn't really do numbers, didn't really sell very well. And we would look at them and go, why are you comparing us to that? Those don't even have good stories, and it's kind of a narratively driven experience. Of course it didn't work. Baseline, you've got to have a good story if you're going to have this type of game. I do think that that's certainly a factor. I think there will be books written about why Telltale didn't work. And I'm sure there are some people kicking themselves saying that Dispatch working now that might go “we had an opportunity there.” But I think quality is really it. I also think fidelity… Even towards the end of Telltale, people were kind of complaining about the look being very last-gen. The fact that our project looks a bit more evergreen… You look at Dragon's Lair 30 years later, and you're like “That's rad animation.” It's very stylized, cool animation. I think people look at our game and think this looks like a cool TV show. I think the viewability of it is something new. When we were at Telltale, I think there was a little bit of anxiety around people streaming the game. They'd be like, “they're just going to stream it, they're never going to buy it.” Well, I think we offer something cool to experience. I think experiencing an interactive narrative is unique to any media. Even watching people's Let's Plays, you see people pausing at crazy moments or screaming and being super invested in these moments.I don't think that happens with passive mediums as often on TV and film. So there's something special to it. But I also think that streaming being as ubiquitous as it is now is different. It's a different landscape than it was in the early ******* when we were at Telltale. We've been able to take advantage of that and just say, hey, we'll meet you where you are. If you want to stream it, you don't have 30 bucks, all good. Check it out, be a fan. And those same folks are the ones that are making all this art, making all these awesome edits on TikTok, all these expressions of their fandom. That's super cool. That's helped fuel it, which I don't know that Telltale had the benefit of at the time. Destructoid: Checking online communities like Reddit, it feels like players get attached to specific parts of Dispatch more than others. Are there any plans or early ideas that you have to keep using the IP or expanding the game into Dispatch 2 or a new DLC? Michael Choung: It's very early. We're very excited, so of course there are ideas and conversations, but nothing that we can super commit to yet. So just like you, we're looking at Reddit too. We're just like, whoa, there are people asking for an endless mode, asking for all kinds of things, like when's the next season coming out. There were some funny conversations about “Maybe the next season will be out in 3 months” and we're like, “What?” People seem to be super excited about what could come next. We're definitely having the conversations now, but just nothing to commit to just yet. Destructoid: Were there any plans you had for Dispatch before that you had to scrap, that will probably never see the light of day? Pierre Shorette: Maybe some elements of this sort of stuff will show up in the future with other projects, or even season two, potentially, but… We were going with a kind of sitcom model for a while. It was very like any type of sitcom where you get 30, 40 minutes of content that pretty much starts and gets wrapped up. I remember this old version of Waterboy. In one episode, Waterboy has no self-confidence, and then he becomes really big-headed about himself. Then by the end of the episode, he's sort of brought back down to Earth and learned his lesson. But it was way too compact, way too formulaic. It was really hard to make your choices mean something because it was not crossing over episode to episode. The choice you made at the beginning of the episode would be resolved by the end. Michael Choung: Some of it, not all of it, is probably the wake of the first instance of Dispatch. The first instance of Dispatch was supposed to be live action. Pierre Shorette: Like [****** Mirror:] Bandersnatch. Michael Choung: Very sitcom-y vibes. Honestly, not a huge budget, like. We had to do it very, very quickly. That all died because COVID happened, and just took it with it. There was a ******* between that live action version and the thing that we shipped where that transition had to happen. What Pierre is describing is like us dealing with that transition into what ended up shipping. But that's probably like the biggest thing that just it was supposed to be this and then it went away. Can you imagine? It's hard for us to even imagine. We were months away from going into production. It's hard for us to imagine what that would have been, honestly. Michael Choung: But also, this is right around The Boys Season 1, previous to anything to do with Invincible being out there also. This was a long time ago. Pierre Shorette: Oh, we've been catching a lot of flak for Invisigal being exactly like [Arcane's protagonist] V, but we had Invisigal before Arcane came out. Actually, when Arcane did come out, we were all kind of like, “Oh, f***, our game’s gonna look terrible,” because at that time we didn't really have the art figured out, we didn't really know what the hell… and that's such an insanely high bar, so I'm really proud of our team to even bring something to the table that feels like it could sit next to it and still survive. But we were all intimidated by it, but we definitely didn't steal stuff from it. Well, I actually will say that I avoided watching any of that stuff, because I was worried about stealing stuff accidentally, and I was also worried about us being scared off of ideas of our own, because similar things were done in those shows. I wanted us to just tell the story when I tell, and not be influenced by the fact that other folks have been sitting in the genre for a minute. Destructoid: Did you expect people to really enjoy romance in the game and do fan art about other characters that Robert can't really engage with? Pierre: It's weird because I don't want to say ‘yes’ and act like it was all planned. But, I think what's interesting about how people generally feel about the characters is that… I'm proud of the fact that we don't let you linger too long about how you feel about anyone. Even characters like… Prism and Flambe were characters that a lot of people didn't really have a whole lot of good things to say about. Because that's the thing, you have a bunch of villains, so they're going to be s***** to you as the lead character. So, at a certain point, yeah, we want you to not like them. That is the point. But with Episode 5, I think everyone's now a Flambé and Prism fan, and that's what's really cool about it. We somehow managed to make enough likable characters that folks wish that the romance options were wider. I think just knowing interactive narrative and knowing the fact that we're on a budget and we have a certain amount of money, and the game looks the way it does because we wanted it to absolutely be the highest visual quality. But it also means that you have some limited options in terms of like how much footage you could possibly do. And also, just fundamentally, it's hard to tell a good story when your story fractures that much. I wish people could understand how difficult… There are a lot of games that were on the list of games that we got compared to, where they offered a lot of optionality. And that optionality is what made it so that their story itself wasn't very good in the end. It's hard. We all want the very classic structure of drama, and it's hard to maintain that if you have this multiverse that you're having to contend with every time that choice comes up. So we have big choices that will be very resonant. Like the end of your game should be different than other folks' end of their game. But it won't be David Cage style, where there's like 30 endings. Because it's hard to write 30 good endings. It's hard to write one good ending. So I think we have like, I think our endings are good, and there are multiple. Destructoid: Will you guys consider expanding these romance options in the future of the franchise? Some people are asking for a dating sim of Dispatch. Is this something you would probably try to explore in the future? Pierre Shorette: I wish we could do a non-canon dating sim. Just like a separate, just kind of live in its own world on the checkboxed section of adult content Steam. Something that just could not impact… because that's really, truly the part that would be too much to handle, how much it fractures the story. Because you want to feel all that stuff, so it impacts every single scene that everyone's in. But I think part of us in the studio are like, “I guess what people really wanted was a dating sim.” So it certainly had us thinking about it. But I don't think it can… Who knows what happens in future seasons? But there are some story constraints. Which is why, if it's set outside of the story, it’s way more feasible. Also, someone's going to make this, dude. Someone's going to make this. There's going to be some unauthorized version of this, or a visual novel or something. The fandom's been going. Destructoid: And how do you feel about this? If it ever pops up, do you care? Pierre Shorette: Do your thing. We tell stories where we invite, we're allowing people to co-author the story with us. You can't engage in that relationship and then be like, “But don't write your own stories. Just come to ours!” That'd be insane. So, we're stoked for it. I hope someone writes some side story that eventually becomes, like, its own thing. That would be awesome. Michael: A Twilight situation? Like 50 Shades of Grey? Pierre: Yeah. If that happened, that's incredible. That's awesome. Michael: Well, they should expect a legal conversation with AdHoc Studio [laughs]. But beyond that, yeah, we would encourage it. Destructoid: What kind of games would you like to see taking this narrative-first approach? Michael: The game I've probably put the most number of hours in, and I believe it's a game that Pierre recommended me, is Slay the Spire. I've put more hours into that than any other game in my life, and I would like to know more about that story. I want to know the stories of every single character that shows up in that game. And then if there were a flip, like an older RPG that maybe you can turn into a narrative-first experience, my immediate go-to would be Earthbound. They did something cool with an RPG at a time when everyone was kind of doing copies of other things. Imagine that IP is treated sort of like Stranger Things. Pierre: I can't wait to get into Hades 2, because I loved the first Hades and played it till my eyes bled. Supergiant is obviously fantastic, and I think a Hades sort of universe version of what we're kind of doing, like talk about dating sim, talk about drama, talk about great art and character design. That would be fantastic. Actually, that's a great idea. We should call these guys. Michael: That team does an incredible job of telling a story within that universe. I'm thinking about those trailers that they do sometimes, where it's actually animated. That would be rad. I would be so into that. Destructoid: Would you try to work with them on this, like make an episodic Hades game? Pierre: I mean, that's certainly something to talk about. Everyone's asking for season two, and we're already like clenched. The war is over, a new war begins. Go back into battle, you know? So I think there's probably more opportunity out there than we have the bandwidth for. But something like Hades would be a dream. Destructoid: Do you have anything else you want to add? Pierre: Thank you to everyone who has been a fan of the game, whether you purchased it, whether you bought it, whether you made some art, whether you did whatever you did that is contributing. Even any commentary that is negative, we accept this as well. We're reading all that, too. Michael: We're monitoring [laughs]. Pierre: Yeah, but it's truly like… I think all conversation is good. The worst thing that can happen is feeling nothing. I'm just stoked that it's reaching some people, and that the response has been overwhelming. We've all been moved in the studio, and none of us, I think, expected this. So it's been awesome. The post Dispatch developers talk about the game’s future, fan content, and why working on a Hades game would be ‘a dream’ appeared first on Destructoid. View the full article
Path of Exile 2 is finally on the up and up, generating some much-needed steam with its excellent Third Edict update. Keen to continue its ascent, developer Grinding Gear Games is pushing to maintain its consistent content pacing, which is good news if you're desperately trying to avoid spending too much time with your family over the holiday season. Sorry, suspiciously weird uncle, but a PoE 2 0.4.0 early December drop is still firmly on the cards. Read the rest of the story... RELATED LINKS: Transformative new Path of Exile 2 endgame update ticks all the right boxes Surprise Path of Exile 2 update drops major endgame changes, and towers are over Path of Exile 2 release date estimate - when does PoE 2 leave early access? View the full article
Modders are hard at work developing an ambitious expansion that will bring Mexico to Red Dead Redemption 2. Nuevo Paraíso — The Forgotten Frontier is a huge expansion for Red Dead Redemption 2, self-described as a "recreation of the ******** territory from Red Dead Redemption, completely expanded and enhanced." An official trailer giving us a glimpse of the work in progress, posted to X / Twitter by @videotechuk_, has already garnered over 50,000 views on YouTube. A group of modders are bringing a fan made expansion DLC to Red Dead Redemption 2 to bring Nuevo Paraiso (aka Mexico) fully enhanced with army patrols, new missions, animals and remastered areas. Source:[Hidden Content] [Hidden Content] — ben (@videotechuk_) November 8, 2025 "Redesigned from the ground up with incredible detail while preserving the aesthetic of both games," the modders said, Nuevo Paraíso "meticulously" recreates every town, settlement, and camp to "capture the essence of Mexico, with new vegetation for each region, clean roads and trails, new locations, and immersive landscapes brought to life by the natural movements of its inhabitants as they go about their daily lives." "The army patrols the borders, and in some places, secrets and remnants of the past remain," the description teases. "Discover new secrets, new small secondary missions, and unique locations that expand the game world without losing its core identity. Every detail has been carefully considered to perfectly match the atmosphere, lighting, and tone of Red Dead Redemption 2, offering a seamless and coherent experience that stays true to the canon." Nuevo Paraíso — The Forgotten Frontier is currently available in early access form to download from Nexus Mods. It's currently in an unfinished state, but the creators said players can expect "new areas to explore, adapted mechanics, and a completely recreated world" that lets them "return to Mexico and rediscover how [sic] the state was like in the year 1907." As yet, there's no firm release date, but the team invited interested players to "stay tuned for more details as you prepare for this big expansion, considered a full-fledged DLC for Red Dead Redemption 2." Amid the bombsell news that GTA 6 really has been delayed again, Rockstar revealed that Red Dead Redemption 2 has become the fourth best-selling game of all time. As detailed in publisher Take-Two's investor call last week (November 6), the sequel has sold over 79 million copies — making it the "best-selling title of the last seven years in the U.S. based on dollar sales" — and taking sales of the entire series to 106 million. And yet there's no word on a next-gen update. Today, Red Dead Redemption 2 is widely regarded as one of the best video games of all time. We thought it was a masterpiece, too, with IGN's review returning a 10/10. "Red Dead Redemption 2 is a game of rare quality; a meticulously polished open-world ode to the outlaw era," we wrote at the time. Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky. View the full article
How do you follow up the ‘Perfect Game’? The answer, probably, is that you can’t. Not on its own terms, anyway. So instead, Lumines Arise, the next music game from Tetsuya Mizuguchi’s Enhance, breaks the rules and does some of the things the phenomenal Tetris Effect couldn’t. The result is a loud and brash, if somewhat unrefined, synaesthesia puzzler that’s more visually stunning and dynamic than its predecessor, often blurring the lines between gameplay and audio-visual experience in fantastic ways. However, it often does so at the expense of gameplay clarity, and with a soundtrack that, overall, features fewer memorable highs, and far less of the playful tension that made Tetris Effect so brilliant. Overall, Arise feels like the experimental album, the Kid A to Tetris Effect’s OK Computer. And, ultimately, by following a peerless titan of pop culture with something a bit different, Enhance has created a music puzzle game that complements the game it follows, even if its stacked bricks don’t quite reach as high. Read More... View the full article
The latest MTG spoiler season has drawn to a close. We've now seen every single card in the Avatar the Last Airbender MTG set, so before it comes out next week, we thought we'd look at the biggest chase cards in this release, the gamechangers you should be crossing your fingers for if you plan on cracking packs. Read the rest of the story... RELATED LINKS: MTG deletes Vivi Ornitier from Standard, and it's about damn time Overlooked MTG ramp card sees 1300% price spike thanks to Uncharted synergy MTG designer Gavin Verhey goes to bat for Hybrid mana in Commander - but fans aren't sure View the full article
Kojima Productions has teamed up with an exoskeleton manufacturer to make an official limited edition Death Stranding 2 exoskeleton. The Dnsys Z1 Exoskeleton Pro: Death Stranding 2: On the Beach Edition will be available on the Dnsys website on December 2, with pricing and quantity to be revealed on the same day. According to Dnsys, the exoskeleton is a wearable device which uses AI to provide “intelligent leg assistance” to its wearer, which it says is particularly useful for hiking. Read More... View the full article
While each of ARC Raiders maps is deadly enough on its own, there is a rotating selection of map conditions that can shake up the gameplay flow of a certain area, or drastically increase how much loot you can find from certain sources. Several major event types, like Night Raids and Electromagnetic Storms ,also double the amount of points you get for Trials, making them an excellent source of weekly item farming. View the full article
Sony reported that it sold 3.9 million PS5 consoles during the three months ending September 30, beating the 3.8 million that were sold in the same quarter a year earlier. Read Entire Article View the full article
Howard began a recent interview with GQ by confirming that The Elder Scrolls VI remains a long way off, asking fans to be patient with the sequel to one of the most popular RPGs of all time. The game is currently undergoing playtesting and will be Bethesda's next major release. Read Entire Article View the full article
Privacy Notice: We utilize cookies to optimize your browsing experience and analyze website traffic. By consenting, you acknowledge and agree to our Cookie Policy, ensuring your privacy preferences are respected.