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Everything posted by Steam

  1. We have just shipped an updated Steam Client to the Preview/Beta channel. Downloads Fix bug negatively affecting the efficiency of the Steam content delivery system. View the full article
  2. Less than six months after the release of the survival horror shooter Crisol: Theater of Idols, developer Vermila Studios appears to be in trouble. The studio has not officially closed, as one former employee had claimed, but CEO David Carrasco confirmed that employees have been let go and that a full shutdown "is a feasible possibility.".. Read more.View the full article
  3. Avatar Legends: The Fighting Game suffered a bizarre set of delays just hours before it was released today, affecting its Xbox and Nintendo Switch versions. The hand-drawn, 2D fighting game garnered positive reviews across the board, with critics praising its mechanics while noting its wider slate of modes is a bit lacking. What appeared to be a slam dunk for Avatar games, which have been dodgy in the past, has now become a controversy, and fans are laying blame on the new film, Avatar Aang: The Last Airbender. View the full article
  4. Scott Pilgrim creator Bryan Lee O'Malley may have ended his beloved saga 16 years ago with the release of Scott Pilgrim's Finest Hour, but it seems he's still not quite done. Today at Comic-****, Oni Press announced a new Scott Pilgrim comic called Scott Pilgrim EX: Dawn of Metal Scott. As first revealed by Gizmodo, Scott Pilgrim EX: Dawn of Metal Scott is a one-shot prequel to the recently released beat-em-up game Scott Pilgrim EX (which also makes this a sequel to the animated series Scott Pilgrim Takes Off). Check out a short preview of the issue in the slideshow gallery below: Here's the official description for Scott Pilgrim EX: Dawn of Metal Scott: Scott met Ramona. Sparks flew. The two of them had to work together in order to defeat Ramona’s Seven Evil Exes and their nefarious leader, Gideon Gordon Graves. Some other stuff happened in various media formats that may or may not be canon. That’s all in the past. These days, Scott and Ramona are a happy couple, and the Exes have moved on from their unhealthy obsessions. I guess they all got therapy or whatever. Now, after a ******* of peace, a new threat is about to emerge. Are our heroes ready? Let’s find out!!! “When I was asked to create a minicomic for Scott Pilgrim EX, I quickly said yes without considering the implications,” O’Malley said in a statement. “Only when I started writing and drawing it did I realize this would be the first new Scott Pilgrim comic in 16 years. It’s only a trifle, but returning to Scott’s Toronto really did feel like coming home.” Scott Pilgrim EX: Dawn of Metal Scott will be released on November 15. You can preorder a copy at your local comic shop. In IGN's Scott Pilgrim EX review, Will Borger writes, "Scott Pilgrim EX is the latest in a long line of retro revivals from Tribute Games, and like all of its previous works, the developer has done an admirable job of producing a beat ‘em up that builds on its predecessor while adding much appreciated gameplay depth and plenty of replayability. I love EX’s RPG systems (simple as they are), its world, and how there is always another interesting character to try when I get bored. But it’s also a game that grapples with the passage of time, even if it perhaps doesn’t mean to. The modern beat ‘em up exists because of the games that came before, but they were often far more limited. With the passage of time, we’ve returned to those ideas and refined them. Like Scott Pilgrim itself, those games have gone from something that was new to something that is now referenced. Nostalgia is a powerful drug, but a bittersweet one, and Scott Pilgrim EX understands that. You can go back in time, but you can’t go back to the way things were. All that’s left is to appreciate where you’ve been and enjoy what’s here now. And you know what? What’s here is pretty fun." You can also check out IGN's full SDCC 2026 schedule. Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky. View the full article
  5. Steam's Free to Keep promotion has delivered once again, with another free game for users to add to their gaming libraries. The latest 100% free Steam title is Yet Another Zombie Defense HD, a 2017 tower defense zombie shooter with "Very Positive" reviews. However, this new giveaway is only available for a limited time, so those who want to try it out should pick it up as soon as possible. View the full article
  6. The One Ring in The Lord of the Rings is generally bad for you. Besides attracting Sauron's attention, the dark magic imbued inside doesn't yield many positive side effects. A particular piece of jewelry in Diablo 4 is garnering a similar reputation, since players are finding it causes them to die unexpectedly. According to its stats, the Wendigo Brand is meant to make you more powerful the more kills you get. Specifically, getting 15 kills within 50 seconds makes you tougher and increases your life. What's not included is that wearing it could cause you to suddenly and inexplicably drop dead. That's what fans across the community are reporting, anyway. Threads across Reddit, dating back months, have players saying their health is depleting rapidly after partaking in encounters wearing the ring. One ring to rule them all. This ring will make you go crazy and eventually will kill you. from r/Diablo This has led to people losing battles they really should be winning while grinding in the action-RPG. "One ring to rule them all," reads a Reddit thread. "This ring will make you go crazy and eventually will kill you." The comments contain several more anecdotal reports of the equipment harming their progress. "Removed it from my build and random deaths just stopped," says the top commenter. What's happening, according to those who've experienced it, is that when you reach 50 stacks on the health effect, it starts draining your life instead. Whatever's going on, it isn't good, and claims that it's a bug have been substantiated to an extent by Blizzard itself, as the developer is now investigating. "Thank you all for the reports, team is looking into this," Marcus 'Marcoose' Kretz, senior community manager on the Diablo games, said on the official forums. I implore them to proceed with caution. We all saw what happened to Gollum. And Isildur. And Boromir. And Frodo himself. Patch it out quickly and effectively. Diablo 4 hotfix makes it easier to farm Mythics as Blizzard confirms Season 15 will remove Mythic reroll crafting from the Horadric Cube, "adding a direct upgrade" instead [/url]View the full article
  7. Microsoft Xbox announced today it is starting to test an ad-supported way to stream select games from your library for a limited time, available to Xbox Insiders. During this test *******, Xbox Insiders with an Xbox account will be able to stream games they own for free with ads. Players will have one hour session limits across supported devices and regions, with pre-roll ads lasting two minutes or so, an Xbox source told GamesBeat. Here’s what you can expect: Ads will play before sessions begin.The core game experience is unchanged.This is optional. Players can choose other ways to play at any time. For many players, the device they already own now allows them to stream games with Xbox. Cloud can also help XBOX One owners play newer games built for Xbox Series X|S without needing to purchase new hardware right away. That can be especially meaningful in places where consoles are harder to find or less affordable, giving more players another way to access great games on devices they already have. The pre-roll ads will last about two minutes. It will be interesting to see if the Xbox Insiders like cloud gaming, which has had a bad rap in the past because of latency, or interaction delays, in a lot of cloud games because players don’t have good internet connections and it takes low latency to stream games with high quality, especially hardcore 3D action games. These die-hard members of the Xbox community get to test new features or games and share feedback. It’s not yet clear how long the ad-supported cloud streaming will last as a test. Players can stream select games from their library for free with ads. An Xbox source told me these games ads will run before the game session starts and will not interrupt gameplay. These ads will enable players to play for one hour without interruption until the next set of ads appear. At 10 minutes and five minutes before the hour is up, players will get notifications. That allows players to get to a safe spot before the next set of adds run, if you requeue. It will be supported across devices and regions where game streaming is available, which is for 29 countries now. The core gameplay experience is unchanged. Players can choose other ways to play if they’re not interested in seeing the ads, such as subscribing to Xbox Game Pass. Advertising has existed in gaming for decades, from in-game placements to free-to-play models. But it hasn’t always been built with the player in mind, Microsoft said. When done well, advertising can help lower the cost of access. It creates another way for players to get into games without an upfront streaming purchase and expands audiences through new ways to play. For brands, this only works if showing up here adds to the experience, not takes away from it. Given that, Microsoft wants to be clear about how it will approach ad-supported services across Xbox: We start with the player. Ads should create value.We do not interrupt the flow of gameplay.We hold ads to the same quality bar as our content.We’re clear about what’s advertising.We make sure ads fit what players expect on each platform. Xbox said it will learn from this test and continue to improve it based on how players use it and what they tell it. Our goal is simple. Give more people more affordable ways to play. You can also visit [Hidden Content] to share what you think. If you’re an Xbox Insider looking for support, please join the community on the Xbox Insider subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help. Xbox recommends adding to threads with the same topic before posting a brand new one. This helps us support you the best we can. If you aren’t part of the Xbox Insider Program yet and want to help create the future of Xbox and get early access to new features, join the Program today by downloading the Xbox Insider Hub for Xbox Series X|S & Xbox One or Windows PC. With an Xbox account, Xbox Insiders can stream games on a variety of supported devices, including Xbox consoles, TVs, VR headsets, Windows PCs, handhelds, tablets, and mobile devices via [Hidden Content] where game streaming is supported. Players can explore the full list of supported devices here. Background Xbox Cloud Gaming (formerly xCloud) streams games from Xbox Series X–class servers. Your device only decodes the video stream; all rendering happens remotely in the data center, and the video is streamed to your device. There are more than hundreds of titles available, with 200 that you can stream yourself. There’s support for free-to-play games. The overall goal is to give more people more affordable ways to play. It’s meant to expand access on devices that people already own. So this is including you know places where consoles may be harder to find or less affordable. This experiment will have a limited time scale and it will help Microsoft determine if this is something that works as an access model for the broader Xbox community. The post Microsoft tests ad-supported game streaming with Xbox Insiders appeared first on GamesBeat. View the full article
  8. Aunty Donna, the *********** comedy trio, have declared their next Patreon project. The group spent a day learning to play Warhammer 40k with wargaming influencer 3's to Wound. A 23-minute YouTube video advertises Aunty Donna's endeavor - and it's absolutely f***ing bananas. Read the full story on Wargamer: YouTube oddballs Aunty Donna learn to play Warhammer 40k, and it goes about as well as you'd expect View the full article
  9. Indie adventure game Future? No Thanks! Has been delayed at the last minute thanks to Steam needing to look at some boobs and butts. Molleindustria, the developer of satirical games like Democratic Socialism Simulator and New York Times Simulator has announced on Bluesky (spotted by PC Gamer) that its latest game Future? No Thanks! – which was supposed to be released today – has been pushed back. The post says, "We were foolish to disregard the only authority on the matter: Steam, which has kept our game under review for more than three weeks in order to properly assess the scale and scope of the nudity contained within it." As for the nudity involved, the post explains that "Future? No Thanks! deploys dozens of untextured polygons depicting **** and boobs. They appear statically on screen for several seconds. We understand that such ********* charged content warrants a very careful examination." Molleindustria adds, "We are thankful to Valve's review team for its thorough work in keeping Steam free from obscene and horny content," which is very valid to say about the platform that features multiple NSFW games that very much breach what can be considered 'good taste' (thanks, Vice). Of course, yes, Steam does platform adult games, something the replies to the post were quick to point out. However, Molleindustria does clarify: "Less jokingly: I believe the delay is due to the mild nudity not warranting an age verification plus Steam not accepting video documentation to examine the content, which is not immediately accessible in the game. Fingers crossed." The dev also notes, "I literally had to submit a special build with a 'watch the sex scene' button," and that the demo – which is available right now – "is identical and passed the review months ago." However, Molleindustria promises "the game will be released whenever their assessment is complete." Avatar: The Last Airbender fighting game delayed on Xbox just hours before release, but not on PS5 or Steam. [/url]View the full article
  10. Many gamers have been lamenting Sony's recently announced decision to halt sales of physical game discs in 2028. However, new data revealed by Circana analyst Mat Piscatella highlights how years of stark economic trends helped lead Sony to that decision. In a social media thread Thursday morning, Piscatella shared insights into Circana's tracking data on physical game sales in the US dating back to 2003. A graph of those trends shows physical sales peaking in the 12 months ending June 2009, when 297 million units were sold across the US. Those physical unit sales have been on a steady downward trajectory since then, leading to just 37 million physical units selling in the US in the last 12 months. The newly revealed data follows on an earlier post from Piscatella highlighting that only seven PlayStation games had sold over 100,000 physical units so far in 2026. Today, Piscatella followed up on that stat with a graph showing how this baseline used to be common; 100 PlayStation games sold at least 100,000 physical units in 2008. The ceiling for physical PlayStation game sales isn't all that impressive these days either; Piscatella shared that the top-selling physical PlayStation game has only sold a paltry 275,000 units in the US so far this year. Read full article Comments View the full article
  11. Developer Bit Reactor has just revealed the full character and cast list for Star Wars: Zero Company. Set to launch on August 27, Star Wars: Zero Company is a turn-based tactics game that will see players assemble a team of ragtag heroes and foil a sinister plot lurking in the shadows of the Clone Wars. View the full article
  12. The momentum in the desktop CPU market has been going all AMD's way for years now, and while that's down to AMD for making the right choices, it's also been due to multiple missteps by Intel. I don't want to speak too soon, but Intel feels like it's turned over a new leaf in 2026, to the point where the competition could be about to get very fierce. Even the way Team Blue is getting its messaging across has shifted. AI is so far from its desktop CPU conversation; gamers are a priority, and there's been a brilliant refocusing on value for money. As someone who's really interested in the best CPU market, I'm daring to hope, but there's a lot still to prove. I'm sure I don't need to fill you in on the PR and consumer nightmare that was the Raptor Lake refresh issues. I'm sure I don't need to talk to you about Intel's longstanding reluctance to support its motherboard sockets compared to AMD. And even if you didn't hear about the lacklustre price-to-performance of the first batch of Core Ultra CPUs at their launch, I'm sure you've been hesitant to grab one because of all the noise AMD's been making. Intel's course correcting with two new flagship desktop processors this year. It's not calling them flagship products because neither of them has the number 9 in their name, but I'm calling them flagship because their reasonable price tags and refreshed attitude toward gamers feels like a statement of intent for where the brand wants to go. The Core Ultra 5 250K Plus stands as a budget option at $199 / £199, but its specs, performance, and remedies of past Intel CPU generations are nowhere close to the "budget" end of the scale. Specs & Features (Image credit: Future / Duncan Robertson) So, after one thoroughly whelming generation of processors on the LGA 1851 motherboard socket, we really weren't sure whether a follow-up was going to arrive. Rumors swirled that Intel was already finished with it before the Plus variants were announced. By all accounts, it looked ready to move straight onto the next "Lake". Thankfully, cooler heads prevailed, and we've seen this latest refreshed generation use the same motherboard socket as 2024. Intel now claims it's planning AMD-style support and longevity for its platforms, including Raptor Lake, but in a PC market this volatile due to AI-induced RAMflation, it all remains to be seen. In other words, Intel has a lot of good faith to build up with consumers again. I certainly hope we see this platform get support into the future, because as I'll come onto, there's some really strong performance to be unlocked from it. I want to believe that Intel has turned a new leaf, but it's going to have to back up the talk with action if it wants to become the trusted CPU maker AMD has become known as. It's certainly going to be hard to argue with a decade of AM4 support. (Image credit: Future / Duncan Robertson) All of that is to say that the Intel Core Ultra 5 250K Plus uses the same motherboard socket as the original batch of Core Ultra products, but it's not one you can upgrade to if you have an Intel 12th, 13th, or 14th generation CPU/motherboard. The 250K Plus might feel like a successor in name to the Intel Core Ultra 5 245K, but its specs land it somewhere between last gen's Ultra 5 and Intel Core Ultra 7 265K. It has 18 cores and 18 threads with a 5.3Ghz boost clock. That's up from last gen's Ultra 5 at 14 cores and threads at 5.2GHz, but just under the 265K at 20 cores and threads at 5.5GHz. Intel Core Ultra 5 250K Plus key specs Launch date: March 2026 Core Count: 18 (6 performance, 12 efficient) Threads: 18 Cache: 30MB Base Clock: P-cores = 4.2GHz, E-cores = 3.3GHz Boost Clock: 5.3GHz Max recommended RAM speed: Tested up to 5,000MT/S, quoted up to 7,200MT/s Integrated graphics: Yes Motherboard socket: LGA 1851 Launch price: $199 / £199 GR+'s recommended GPU pairing: RTX 50 Series / RX 9070 XT Considering the 265K retails for £269-£300 in the *** and roughly $300 in the US, and the 245K sells for ~$194 / ~£170, the new-gen model provides a serious price-to-performance boost and is clearly all about value for money. That's bold, because it's trying to beat AMD at its own game, but desperate times call for desperate measures. There's a 30MB total cache on board, which isn't close to AMD's Ryzen 7 7800X3D, which offers a 96MB L3 cache - remember, this is the part of the CPU that the X3D options double up on to provide better gaming and content creation performance. Considering that chip is usually sold in the $350 range on a good day, you're getting some great value for money here with the 250K Plus. (Image credit: Future / Duncan Robertson) The latest set of Intel processors doesn't have an answer for AMD's X3D architecture, but that doesn't mean they don't have other tricks up their sleeve. The Intel Binary Optimization Tool is a feature to watch. It's, I suppose, akin to DLSS in a way in that it's a subliminal software perk that goes hand in hand with the latest generation of hardware. There's no AI upscaling happening here though; the Binary Optimization Tool simply allows Intel's software to run games more efficiently on its hardware (in theory), which could lead to better performance overall in certain games. The reason I say it's one to watch is that, like with DLSS, it is going to rely on compatibility within games on a software level. It's not like AMD's 3D V-cache where the hardware supplies performance boosts across the board because it's a result of architecture. It's still in its early phases, and I haven't heard a whole lot of noise about it since Intel launched the Core Ultra Plus chips. So far, looking at the list of games it can provide you boosts in, things are fairly thin. To make matters more confusing, some games have compatibility with Intel's APO Optimization, but only some within that list (bolded ones) have compatibility with the Binary Optimization Tool. Final Fantasy XIV: Dawntrail League of LegendsSerious Sam 4Shadow of the Tomb RaiderWatch Dogs LegionAssassin's Creed MirageBattlefield VBorderlands 3Cyberpunk 2077Far Cry 6Geekbench 6.3+Hitman 3Hogwarts LegacyKerbal Space Program 2Marvel's Spider-Man RemasteredNaraka: BladepointRemnant 2The Callisto ProtocolTiny Tina's WonderlandsWorld of WarshipsPerformance (Image credit: Future / Duncan Robertson) Intel's desktop CPUs have never really had all that much trouble offering decent gaming and content creation performance, especially because they cram so many cores and threads in that there's always enough muscle within to handle even the heaviest lifting in demanding games. The questions for me going into testing were more about thermal control, volatility, and a bit of bloody peace and quiet. For context, I reviewed the Intel Core i5-3600K, which I loved. But then I moved on to the Intel Core i7-13700K and after that, the 14700K. While both of the Raptor Lake i7 chips booted out some really decent power, they were just a pain in the *****. Thankfully, I didn't get hit with major volatility issues to the point of damaged CPUs or anything, but even with the BIOS updates to counter the issue, I was still getting the most annoying, random fan flare-ups because thermal control was just non-existent and voltages were doing whatever they felt like. This resulted in an irreversibly loud PC while working day-to-day, but manifested in random and very annoying frame stutters and dips while playing games. I also couldn't play games without the CPU riding a low of at least 70 degrees no matter the title, and that was with a full-sized NZXT AIO cooler. (Image credit: Future / Duncan Robertson) I immediately noticed a massive difference with the Intel Core Ultra 5 250K Plus. Ambient temperatures were sitting in the mid 30s with an ambient power of 30-42W when idling or running my work applications. And even during this ludicrous heatwave-riddled summer in the ***, it's sitting at about 42 degrees when I'm working, and there are no random, annoying temperature spikes. Playing my go-to Hunt Showdown with a 14700K meant temps in the 70s and even 80s, but with the 250K Plus it's so steady in the high 50s and 60s with no trouble at all. In this entire sitting of review tests, I've only seen a peak of 75 in one of Blender's benchmarks. For the most part it's still calm, cool, and collected under pressure and tends to sit in the 60s. That's all with the same thermal paste and NZXT Kraken Plus AIO cooler I was using with the 14700K, which shows you the serious performance boosts of this motherboard platform versus Raptor Lake. (Image credit: Future / Duncan Robertson) [Hidden Content] Non-gaming benchmarks are pretty impressive. The Core Ultra 5 250K Plus demolishes the Ryzen 7 7800X3D in Blender. I haven't gone back to test that Ryzen CPU in the updated form of Cinebench, but compared to the AMD Ryzen 7 9700F I tested in the Quoted Tech Horizon, the 250K Plus does come out on top. Content creation is pretty great for the money then, even if these comparisons aren't exactly like-for-like because my testing rig is using a PNY RTX 5080 Slim, while the AMD reviews used a 7900 GRE and RX 9070 XT respectively. The question I wanted to ask with gaming tests in this review was: could the latest Intel Core Ultra 5 keep up with an RTX 5080, to the point of negating the need for spending more on the Ultra 7 Plus. Honestly, while I haven't tested the more powerful 270K Plus yet, I'd argue the answer here is yes. While I'm sure there are better gaming performances to be netted, I think for $200 you're getting a really great 4K gaming processor here. The caveat to that is whether or not you're playing CPU-intensive games all the time. Let's look at some numbers. [Hidden Content] In Total War: Warhammer 3's Battle benchmark, the Intel Core Ultra 5 250K Plus combined with the RTX 5080 scored 86fps, which is up from Quoted Tech's Ryzen 7 9700F score of 72fps, and up from the Ryzen 7 7800X3D's 53fps. Across the board, the Intel Core Ultra provided strong scores in Total War against comparable Ryzen chips, but that could be due to the better GPU used in these tests. In less formal testing, things are interesting because the Ryzen 7 7800X3D did pack some inexplicable performance boosts. You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths. Cities: Skyline's community-made scenarios still fall in favor of AMD, despite Intel's updated architecture and a more powerful GPU. While these numbers aren't as set in stone as formal benchmarks, they're averages taken while playing the same sequences, and AMD wins it comfortably. In Planet Zoo, while the Ryzen 7 7800X3D scored an average of 95, the 250K Plus was a bit humbler at 78fps when operating a fully populated scenario at normal speed and 57fps when speeding up time and zooming into those busy areas of a park. Keep in mind the slowly ageing 7800X3D has ten fewer cores than Intel's latest Ultra 5. I wouldn't argue these more modest scores are reasons not to opt for the Ultra 5, but it does show you that the X3D chips are capable of some really bold performances, especially since those numbers were recorded with an older GPU that's not got the oomph of the RTX 5080. The only other gaming-based question I wanted to address was how the Binary Optimization Tool can impact things. I went into Shadow of the Tomb Raider and Cyberpunk for that, and compared my benchmarks with when it was turned off. (Image credit: Future / Duncan Robertson) Unfortunately, in both the games I had access to that have support for this feature, I saw only tiny differences in benchmarking scores with and without Binary Optimization switched on. In Shadow of the Tomb Raider, I saw an increase by one solitary frame, and in Cyberpunk it actually decreased the benchmarking score by two. There is also the chance that I haven't managed to get it to work properly, because other sites have reported a 5% to 20% performance boost from it on average. One more thing I will say as a general use note is that if you're planning to overclock your RAM with this CPU, maybe look elsewhere. I've paired the 250K Plus with some G.Skill performance memory that was provided by Intel to review both of its new chips with. I can see one XMP profile onboard which attempts to unlock 7200MT/s, but anytime I've attempted to boost past 4800MT/s with the 250K Plus I've been kicked back to the BIOS and told no. I'm sure with your motherboard and RAM, your mileage may vary. It's unlikely this is going to be an overclocker's first pick anyway, but it's worth keeping in mind. Should you buy the Intel Core Ultra 5 250K Plus? (Image credit: Future / Duncan Robertson) Intel has said that it plans to support its existing motherboard platforms from here on out, and although there are rumors around the next motherboard socket arriving, I'd be inclined to believe that Intel isn't going to go back on its word, especially since we all see how the momentum in the CPU market is drifting more and more in AMD's favor. Intel needs to provide long-term socket support to win back some good faith, but judging by its track record, it all remains to be seen. That's maybe one of the ******* question marks looming over the Intel Core Ultra Plus CPUs right now, but if you're willing to trust this new-age Intel culture, there isn't much preventing me from recommending the 250K Plus. Because that's the real issue for Intel here. Putting the lacklustre launch of Core Ultra behind us, and ignoring the blip of Raptor Lake volatility, the problem with Intel in recent years hasn't been to do with poor CPUs. Sure maybe small upgrades for full prices haven't been the most inspiring thing, but it can't be disputed that this brand makes really good desktop processors. But excellent entries alone haven't been enough. AMD has been beating Team Blue through value for money, socket longevity, and innovative architectural developments. (Image credit: Future / Duncan Robertson) You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths. If LGA 1851 is indeed a dead platform, then the insane value for money here is a small blip that'll fade into obscurity very quickly. There's excellent gaming and content creation to be had here for the money, and the value is hard to argue with, even if X3D chips can offer you bolder frame rates in a wider suite of games. Binary Optimization is there to be built on, and I hope it becomes a feather in the brand's cap. Personally, I'm just happy with the genuine improvements that have been made to thermals and stability since the Raptor Lake refresh scandal. I'd thoroughly recommend this processor for its price, and for many it's all the 4K power you're going to need for gaming, work, and content creation. How I tested the Intel Core Ultra 5 250K Plus I used the latest Core Ultra 5 in my own gaming PC for over a month before writing this review. In that time, I used it for all sorts of work, play, and creative tasks, but also undertook more formal benchmarking to put it through its paces. I evaluated its performance through comparisons with spec-similar AMD chips, as well as price comparisons with the rest of the market. I also used my knowledge of the CPU market to make a thorough review for consumers to help them while making a buying decision. For more on how we test gaming PCs, check out the full-length GamesRadar+ hardware policy. You can also look up the best gaming PCs, the best graphics cards, and the best RAM for gaming. [/url]View the full article
  13. Sony’s decision to stop producing physical PlayStation game discs from 2028 is still causing a lot of debate, and now View the full article
  14. Watch Dogs and Splinter Cell development veteran Clint Hocking has described the experience of leading a large team within Ubisoft as like working while "flaming barrels [are] falling down from a construction site," akin to a scene from the arcade game Donkey Kong. Hocking made the comment as part of a lengthy discussion about how his role changed as development team sizes grew, leading him to feel less effective while leading Ubisoft's multi-studio effort on Watch Dogs Legion. Hocking and Ubisoft parted ways abruptly earlier this year amid a reshuffle at the top of the publisher's prized Assassin's Creed brand, despite being in the middle of leading development on Assassin's Creed Hexe. The franchise's next blockbuster, Hexe is understood to still be on target to arrive in 2027. "On [Splinter Cell] Chaos Theory, I would just walk over to the desk of the person who was making a thing, and sit down with them and talk to them about what they're doing," Hocking recalled, speaking via the FRVR podcast. "We could have a conversation," he continued, suggesting a scenario where he was able to offer granular input such as the placement of a specific light source to better guide player movement. "But on a huge game with 1,000 people, you go into a meeting to review some piece of content — some quest, say, or some location — and there's 30 people in the meeting," Hocking continued. "Directors and producers and project managers, and very often even the level designer who built it isn't even in the meeting. "And it's like, 'where's the person who worked on this?' 'Ah, they're working on the thing they need to do for their next meeting. But don't worry we'll take notes and put it in Jira for them.' So there's people there writing down what you say, making tasks of it. "Then you finish the review, you say, 'OK, when are we going to see the iterations and the improvements we talked about?' And they're like, 'Well... so it's going to be six weeks before we see an iteration on this because the person who needs to do the iteration is working on this [other thing].' Then, by the time you get back there six weeks later, maybe the whole context is different. It very often feels like... you know those flaming barrels that Donkey Kong throws down at you? Very often game development feels like this stream of burning barrels falling down from a construction site." Hocking initially joined Ubisoft to work on the legendary 2002 stealth action adventure Tom Clancy's Splinter Cell, which he contributed to as a designer and scriptwriter. Hocking then served as creative director on its follow-up, Splinter Cell: Chaos Theory, before holding the same role on Far Cry 2. During a ******* away from Ubisoft, Hocking served years at LucasArts, Valve, and Amazon. Hocking then returned to Ubisoft to serve once again as a creative director, this time on Watch Dogs: Legion, which launched in 2020 to a mixed response. Following that, Hocking moved over to Assassin's Creed, and had been leading work on Hexe out of the company's Montreal studio. Legion remains Hocking's only shipped title since Far Cry 2 back in 2008. Hocking's role leading Assassin's Creed Hexe has now been taken up by Jean Guesdon, the Assassin's Creed franchise's Head of Content, who is seen as a steady and experience hand with a lengthy track record working on numerous titles in the series. Photo by ROBYN BECK/AFP via Getty Images. 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
  15. In the vast majority of fantasy video games, the world is populated by more than just humans. Mankind is typically accompanied by a range of different species or races, and The Blood of Dawnwalker has no intention of bucking that trend. Vampires are not the only creatures you’ll be bumping into on your journey through Vale Sangora, but that doesn’t mean you’ll find your typical elves and dwarves at the local tavern – this is a place that doesn’t play to the normal rules. Developer Rebel Wolves has taken a very particular approach to its fantasy worldbuilding. Its sentient races lean far more into ideas established in folklore than they do Tolkien or Dungeons & Dragons. One of the best examples of that is the impish, tooth-thieving sanzhana. “They play on a lot of tropes around pixies from folklore, but of course with our own twist,” says creative director Mateusz Tomaszkiewicz. “There are a number of quests that utilize them and I'm very excited to see how people will react to them.” Sanzhana are strange creatures, somewhat akin to moths spliced with small humans, complete with blue skin, white markings, and fuzzy abdomens. And, as our recent gameplay footage demonstrates, they have a curious interest in teeth, so much so they’ll forage from corpses and barter with bandits to obtain their victims’ gnashers. But why would Coen, our young and noble protagonist, ever indulge a pixie’s request for molars and incisors? Well, the reward could well be much more valuable than a few gold coins. “They allow you to play with the time limit,” Tomaszkiewicz reveals, “because there are a lot of myths around pixies where they get to do some time-bending stuff. And for us, since our game is so heavily revolving around the time system, this was something cool to play around with.” “I think it's very cool when you do systemic stuff to have exceptions from it and some ways that impact it in ways you didn't anticipate,” he adds. “It creates this feeling that something unexpected might happen at every turn and there are still secrets to be found.” Sanzhana are powerful, but they’re also rare – you won’t pass by dozens of them as you wander through the world’s villages. Fulfilling a role more similar to that of traditional fantasy game races is the uriashi, a species of towering, beast-like humanoids. Rebel Wolves has gone to great lengths to create a distinct, believable culture for these mountain giants. You’ll frequently spot them working alongside humans, providing significant extra muscle for garrisons. But their role in society is relatively new – after being hunted to near-extinction in a previous age, the uriashi only recently re-revealed themselves to humanity. “They live high up in the mountains in places that were inaccessible to humans,” explains Jakub Szamalek, The Blood of Dawnwalker’s narrative director. “They actually ensure that they are inaccessible, they'd cause a tiny little avalanche to make sure that their secrets are kept safe.” All that considered, actually finding the uriashi’s village on Dawnwalker’s map will be “a whole adventure of its own.” While the humans of Vale Sangora were largely clueless to the existence of the uriashi, the vampire lord Brencis had already discovered them. “So he showed up at their village and he said, ‘Well, I call the shots now and I'm enlisting you guys’,” reveals Szamalek. Szamalek and the Rebel Wolves team have gone to great lengths to create a distinct, believable culture for these mountain giants. Their village is made of rocks, moss, and twigs, with houses built to blend in with the mountainside to help maintain their secrecy. As people who spend their winters holed up in caves, they’ve developed incredible patience. And they have their own political structures, which naturally causes some division among their society. “They're quite conservative,” Szamalek explains. “So the overall feel of the culture is to keep things the way they are and not experiment and that also becomes a bit of a tension in one of the stories.” But creating a new race is not just about identity and culture – it also requires some thought about how the uriashi interact with their neighbours. That forced Rebel Wolves to consider the uriashi vocabulary and how they sound in conversation. “They're really intelligent creatures, but they don't know the human language very well,” Szamalek says. “Their vocal situation isn't necessarily conducive to speaking a human language. They struggle to talk and their grasp of grammar is not necessarily very strong. “I think the first reaction is to take them for dumb brutes,” he adds. “But the more time you spend with them, you realize that they're more sophisticated than that.” While the uriashi may struggle with human words, they have no such issue with magic – something Coen can take advantage of when interacting with their peoples. Coen can, of course, learn spells, curses, and hexes – they’re one of the three branches of his skill tree. And, if you’ve seen any of those abilities in action, you’ll already know that Rebel Wolves has crafted a very particular approach to the supernatural arts. “There are no fireballs, there are no lightning bolts, there's no elemental magic in the D&D sense of the word,” explains Szamalek. “It's more like dark voodoo arts. A lot of it revolves around giving your own blood in order to draw from some cosmic power. The visual element of it is subdued. “You're basically opening a channel of communication with some course that you don't truly comprehend and certainly cannot control,” he adds. Magic has multiple purposes in Vale Sangora, far beyond Coen’s abilities to increase his running speed and summon spectral birds. One of the monsters we’ve seen, for instance, is the gargoyle, a sort of jury-rigged automaton that Szamalek suggests is the product of magic and a dark imagination. While there are no doubt more races and creatures to discover in the valley, the last one Rebel Wolves highlighted for me during my IGN First visit to the studio was kobolds, Dawnwalker’s take on a fantasy classic. Among the most famous kobolds in games are World of Warcraft’s candle-capped rat men and the strange reptilians that plague the Nashkel Mines in Baldur’s Gate. Rebel Wolves’ interpretation shares some common ground, but they’re a new twist on the idea, turning them into something akin to dark, chittering goblins. “They're the ****** little creeps that live in caves and mines,” Szamalek says. “They are sentient, but they're difficult to talk with. They are very impulsive and greedy and vicious, but they have sort of a high mentality. They're unable to think quietly, so whatever they're considering they will say out loud. When dealing with them, this can be used to your advantage because you can sort of see what they're up to, but it also makes coming to some sort of agreement with them difficult because you don't know if they're just thinking about something or if they're actually planning to do it.” No doubt there are more species to meet than just pixies, uriashi, and kobolds – my conversations with Rebel Wolves have made it clear that our journey will see us meet far more than just humans and dead humans with fangs. And with the sanzhana set to twist time and the uriashi primed to teach us magic, I can’t wait to see what other opportunities each new culture and group can offer. Get More The Blood of Dawnwalker First at IGN The Blood of Dawnwalker is our IGN First for July 2026, and we have a month's worth of exclusive content. After playing the vampire RPG for four hours and spending another four hours interviewing its developers, we're ready to go deep on all of the most important systems, mechanics, and lore. Catch up on all the month's content so far below: The Blood of Dawnwalker: 8 Minutes of Quest GameplayThe Blood of Dawnwalker Let Me Be a Vampire, Detective, and Witch Lover in the Space of 4 Hours‘There’s Something So Satisfying About Making People Explode’ – The Cursed Abilities That Power The Blood of Dawnwalker’s Skill Tree‘I’m Allergic to Antagonists Who Are Bad for the Sake of Being Bad’ – How The Blood of Dawnwalker’s Vampires Go Beyond Just Being Bosses‘The Game Doesn’t End When You Run Out of Time’ – How The Blood of Dawnwalker’s 30 Day Countdown WorksThe Blood of Dawnwalker: Meet a Brand New Devious Creature in Fresh Gameplay[/url] Matt Purslow is IGN's Executive Editor of Features. View the full article
  16. A group of investors led by Saudi Arabia's Public Investment Fund have received approval from the European Commission to go ahead with their proposed acquisition of EA, the blockbuster game publisher behind Battlefield, The Sims, and EA Sports titles. Last year, EA confirmed it had entered a deal to go private and fall under the joint ownership of Saudi Arabia's Public Investment Fund (PIF), Silver Lake, and Affinity Partners (a private investment firm led by US President Donald Trump's son-in-law, Jared Kushner). Should the $55 billion buyout proceed without a hitch, Saudi Arabia's PIF will own 93.7% of shares, Silver Lake will have 5.5%, and Affinity Partners will hold onto 1.1% of the company. That mega-deal is now one step closer to closing since the European Commission just concluded that the buyout wouldn't lead to significant competition concerns. (Good spot, Game Developer.) "The European Commission has approved, under the EU Merger Regulation, the acquisition of sole control of Electronic Arts Inc. of the US by the Public Investment Fund ('PIF') of Saudi Arabia. The transaction relates primarily to the production and distribution of video games for mobile devices, PCs and consoles, as well as the organization and commercialization of video game competitions, commonly referred to as electronic sports events," the European Commission's website explains. "The Commission concluded that the notified transaction would not raise competition concerns, given its limited impact on competition in the markets where the companies are active," the note continues. "The notified transaction was examined under the normal merger review procedure." The buyout has been subject to much scrutiny in the months since it was made public. Several The Sims content creators quit EA's Creator Network earlier this year, citing long-term concerns over the ethics and history of the publisher's would-be owners. Saudi Arabian authorities, for example, have frequently been accused of countless human rights violations over the years. For now, check out the new games of 2026 and beyond. [/url]View the full article
  17. s the closed beta for Total War: Warhammer 40k grows ever closer, we're getting to see a lot more gameplay recently. The first reveal was at our very own PC Gaming Show, and then a couple of weeks back, courtesy of BiliBili, we got to see a kind of battle report overview of the same encounter with narration... Read more.View the full article
  18. It's always fun to see what lurks just below what we can see in a video game through datamining and the like. You can find remnants of ideas that hit the cutting room floor, or perhaps suggestions of what's to come in DLC. A lead developer on Assassin's Creed ****** Flag Resynced respects the curiosity, but asks we don't put much stock in what's uncovered. "Many games get datamined, it's very clever, I understand," Richard Knight, game director on Assassin's Creed ****** Flag Resynced, says in an interview with JorRaptor (below). "Sometimes these are for assets that don't even exist yet, and sometimes they're placeholders that were done three years ago." For projects as big as the ****** Flag remake – or any triple-A game, really – all sorts of little curios and oddities tend to sneak into the finished product. Perhaps it was easier and faster to just cover something up than to take it out entirely, or, as Knight suggests, there was the kernel of an idea that didn't pan out, but you can still find a little marker, left however long ago in the game's past by god knows who. [Hidden Content] They make for good discussion around the game's development, but holding people who worked on it to account for them is difficult. If they're placeholders, the devs genuinely might not remember what the point was, and if they're hints at what's coming, nobody will be allowed to talk about it yet. Naturally, this comes up because JorRaptor asks about costumes that have been found in the game's innards. Multiple get-ups for Edward drawing on several entries from the storied franchise have been discovered, leading people to believe they indicate what's coming. Knight is saying nothing, however. "This is my way of saying I don't actually know," he responds, remaining coy. "I can't spoil it because I don't know." He does say whatever comes, the team will "support the brand legacy." Take that however you like. If you're yet to set sail in the remake yourself, be sure to read our Assassin's Creed ****** Flag Resynced review to see how it compares to the best Assassin's Creed games in the series. [/url]View the full article
  19. Halo: Campaign Evolved is officially available to play, revamping the original Halo: CE experience in modern graphics and with completely overhauled gameplay. While much of the game will feel familiar for longtime Halo players, there are quite a few new gameplay features and mechanics included. View the full article
  20. Expeditions: Samurai's Behind the Story Dev Diary follows the ones focused on art and companions. View the full article
  21. Science describes PRIMA as an "investigational" retinal implant designed to combat vision loss caused by GA and AMD. For the time being, the device is commercially available only in the European market. The implant is actually part of a more complex system that includes both a subretinal photovoltaic chip and... Read Entire Article View the full article
  22. Some explosive co-op action is coming our way, with Aliens: Fireteam Elite 2 getting an August 25th release date announced today. Read the full article here: [Hidden Content] View the full article
  23. The length of Halo Campaign Evolved isn't really all that different to the original 2001 game, clocking in at roughly 10 hours. However, this remake packs in a few extras – namely a three-mission bonus prequel campaign and over 50 collectibles in the form of Skulls and Terminals – that will extend how long it takes you to complete the game, depending on what your definition of 'complete' is. With that in mind, here are some estimations for how long Halo Campaign Evolved is based on how you play. How long is Halo Campaign Evolved? (Image credit: Xbox Game Studios) The average playthrough for Halo Campaign Evolved is about 10 hours, but with things like difficulty, prior knowledge from the original, and collectibles to find, your completion time is affected by many factors: Main campaign: 8-12 hoursMain campaign + bonus missions: 10-14 hours100% completion: 20+ hours As mentioned, the core campaign – that's the 10 main missions from The Pillar of Autumn to The Maw – should take you 10 hours, give or take a couple. If you're charging through each mission on Easy difficulty or have played the classic Halo Combat Evolved already, you may even be able to get through it much faster. Conversely if you're committing to a Heroic or Legendary playthrough, plenty of deaths will add up to a couple of extra hours. The Operation Meteorite campaign, comprising three prequel missions featuring Master Chief and Sergeant Johnson, adds a couple more hours of story content, but you should still get through the whole thing in under 15 hours. I completed all 13 missions on Heroic difficulty in about 13 hours, having also played Combat Evolved a few times before. Finally, those that commit to finding all 39 Skulls and all 13 Terminals spread across each mission, you'll be spending several more hours replaying and scouring each level. If you're going for the Platinum Trophy too, there are plenty of tough challenges that will likely take you multiple attempts to complete, so don't expect a quick walk in the park! The game is only in early access at the moment, so make sure you know when the Halo Campaign Evolved release time is and ensure you pre-load Halo Campaign Evolved before then. © GamesRadar+. Not to be reproduced without permission. [/url]View the full article
  24. Hasbro is really on a tear at this year's Comic-****. Not only did they just show off their first wave of The Legend of Zelda figures, now they're unveiling a new line of Street Fighter figures based on the 2026 reboot movie. IGN can exclusively debut the first images of this new line of figures, which includes figures based on Andrew Koji's Ryu, Noah Centineo's Ken Masters, Callina Liang's Chun-Li, and Joe "Roman Reigns" Anoa'i's Akuma. See them all in the slideshow gallery below: Like most of Hasbro's collector-focused toy lines, these Street Fighter figures are designed at 6-inch scale and feature extensive articulation (enough to pull off the many iconic poses from the games, clearly). Each figure will come with accessories like swappable open and closed fists and energy pieces. These Street Fighter figures are exclusive to Walmart and will be released on October 1, 2026. Ryu, Ken, and Chun-Li are priced at $27.99 each, while Akuma is priced at $39.99. Preorders are live on the Walmart website now. You can find links below: Preorder Hasbro's Street Fighter Movie FiguresAkumaChun-LiKenRyu[/url] Expect these and many other new Hasbro figures to be on display at San Diego Comic-****, which runs from Wednesday, July 22 through Sunday, July 26. You can check out IGN's full SDCC 2026 schedule. For mroe SDCC collectibles, check out Funko's exclusive Invincible figures and Jazware's exclusive Marvel and KPop ****** Hunters toys. Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky. View the full article
  25. You can tell a single-player campaign is truly great when revisiting it sparks a similar joy as your very first run, even when you remember how it all plays out beat-by-beat. Pistol shots on scrambling Grunts, sticking Elites with plasma grenades, popping Flood like bubble wrap with an Assault Rifle; Halo: Campaign Evolved rekindled the familiar feeling of playing the original on a rented Xbox at my grandma's house in 2001. But as much as I adore Halo's campaign, with its simple yet thoughtful combat design, you can only play the hits so often. When the base game, the Anniversary Edition, and the Master Chief Collection are all readily available in 2026, it's easy to see this remake as more of an Unreal Engine test than anything. There’s a new batch of Skulls and three prequel missions to sweeten the deal, which are a fun few hours to blast through – but the changes outside the graphical overhaul are otherwise subtle, and as a whole, neither definitively improve nor detract from what I played 25 years ago. So, while it's great to see how well Halo has aged, we've been down this road many times before. There aren't really any surprises here for those who've played Halo before; Master Chief awakens as the UNSC flagship is invaded by the alien Covenant and he escapes by landing on a mysterious ring-shaped planet. In its twists and turns through various biomes and chromed-out Forerunner halls, you uncover the truth about Halo itself, paving the way for the rest of the series. It's a clean, no-nonsense story that's refreshingly simple in retrospect. And let's not forget Master Chief, alongside Cortana, embodied the sentiment that dudes rock, especially when you're going full speed in a Warthog as the classic theme song starts kicking in. Campaign Evolved includes some brand-new cutscenes that teeter between kind of hokey to just fine. Pulling up to the beachfront in a Pelican for The Silent Cartographer has a little extra gravity but I do miss that original first-person fly-in, and the scene at the bow of the Pillar of Autumn for the opening mission kind of kills a sense of urgency. While these are efforts in being more cinematic and detailed with the story, they're sometimes missing the natural flow of they replaced. Halo's combat calculus remains solid all these years later. Overall, there's beauty in how quick Halo is to the punch, and it's this initial setup of a distinct sci-fi world that set the stage for some of the best designed shootouts of its era, which revolutionized first-person games on console at the time. The sense of wonder when trying to figure out which direction to go upon exploring Halo itself as Covenant ships constantly drop Grunts, Elites, and Jackals made for encounters that felt organic and varied. That mix of enemies alone was strong enough bread-and-butter for basic encounters, and when they're accompanied by armor-clad Hunters or cloaked Elites lurking with energy swords, I'm reminded that Halo was so much more than a scripted shooting gallery. And it's still a hearty challenge on Legendary runs, rivaling FPS campaigns of the modern day. As annoying as it may be to wipe from something like a pesky suicidal Grunt running around with two plasma grenades in-hand, you just have to accept it and play a little smarter next time. Positioning, grenade placement, and making the most of whatever weapons are available are part of why Halo's combat calculus remains solid all these years later. Certain stretches do rely on repeat corridors for a little too long. Working your way through The Library alongside Guilty Spark, grinding through Covenant ship hallways, or backtracking during Two Betrayals; these aren't the most exciting parts of Halo. However, the fundamentals of its iconic, satisfying gunplay still make the repetition enjoyable at least. Moments like being able to take a Banshee or Scorpion tank through snow-covered valleys and approach open firefights with Halo's sense of freedom make the lulls a little more forgivable. The Unreal Engine 5 makeover is technically impressive in the way that high-fidelity games built on Unreal often have an approximation of photorealism. Those finer details are definitely noticeable, which is all the more apparent since I replayed this campaign in the Master Chief Collection just before this review. Fidelity alone isn't really what made Halo enduring, though, and the change in atmosphere is also a change in personality. It's like every surface has a glossy sheen to it, as if it was weirdly buffed out with gallons of Brasso. Now, I remember the same debate when the Anniversary Edition came along, but at least it did have the instant visual swap button and of course, Campaign Evolved doesn't since it's a rebuilt game. The change in aesthetic doesn't hurt the experience, and while it's nice to see the modernization, it isn’t always a stylistic improvement necessarily. There's this odd fuzziness in the image quality I notice in some UE5 games that's present here, almost like a weird film grain you can't turn off, and some weird distortion around weapons models when you're in motion. That said, there are moments where the visual overhaul had me taken aback. The way the setting sun beamed through the cracks on the Pillar of Autumn in The Maw fed into the bleak, melancholic feeling of the final mission. The way plasma weapons lit up cavern walls as the Covenant and Flood duked it out added some depth to the tight spaces and chaotic battles therein. Along with the mood lighting and slimy biomechanical motifs of later missions, it reinforced the idea that the original Halo could have a slight horror edge to it at times. Campaign Evolved also sort of Frankensteins parts of other Halo games together. The physics and controls seem to be based largely off of Halo: Reach, while character models are borrowed from a mishmash of others. Those are some of the more subtle examples, but the inclusion of several weapons that weren't usable in the original is a much more noticeable one. The purist in me wasn't always a fan of this move, but when I was launching Fuel Rods into enemies, lunging with Energy Swords, or plucking out Flood with a Sentinel Beam, I really couldn't complain since they feel incredible to use and add variety to combat. I feel similarly about the addition of sprinting, which changes the cadence of the campaign in key parts and makes long stretches of corridors easier to blast through (and let me run past encounters I'd rather not engage in altogether). Medkits have been scrapped in favor of regenerative health, the Rocket Launcher can lock onto vehicles, and you can also keep equipment tucked away to activate when you want – these aren't huge tweaks per se, but I, for one, value being able to hit the Overshield just before pulling up on two Hunters at the same time. While it's nice to see the modernization, it isn’t always a stylistic improvement necessarily. I'd be remiss not to mention Skulls, the secret little modifiers you'll find in the most unlikely places in each mission. This is a carryover from the Anniversary Edition, with a batch of new ones added on top. To me, Skulls have been one of the more interesting ways a campaign adds replay value in both having to hunt for them and then redo missions with them active. Runs can get pretty bizarre with goofy changes like Grunt Birthday Party or challenging ones where you can only charge your shield through melee kills. The Remix modifiers are a welcome addition, where you can either randomize the types of enemies you encounter or weapons you pick up throughout the campaign. I like how off-the-rails these things can be, and in the absence of PvP multiplayer, these can liven up a co-op playthrough with absolute chaos – mostly the good kind. The big attraction, however, are the three new prequel missions that take place a year before the events of the main campaign. Master Chief and Sergeant Johnson tag-team rescue operation to save UNSC Marines held captive on a Covenant ship, and while they're not exactly revolutionary levels, they fit the mold of a traditional Halo campaign in terms of encounter design and challenge. That also means a chunk of time is, again, spent on bobbing and weaving through ship hallways as you mow down the usual suspects. A handful of moments do shine as bright as the new blinding flash of a plasma grenade in UE5. The gilded halls of the ship's high-class rooms give a retrofuturist aesthetic akin to Destiny's Leviathan raid, and the outdoor combat arenas have a clever way of working into the story of these prequel missions while providing a little more room for those open encounters Halo has historically been good at. The lore implications add a little extra depth to our understanding of the Covenant, even if they don't move the needle in terms of what's established in the existing Halo story. The storytelling itself leans into more cheesy action movie tropes, but I'm not one who's precious about that part of the series. And if it means more time with Chief and Johnson together, I'm not going to turn my nose up at it. I appreciate the roughly two hours the bonus missions add given that it's more Halo. Fights include your typical wave of Covenant foes, but the new Brutes present a fun little twist to combat encounters. They have a glowing chip on their chest and will go berserk and attack anything in sight if you shoot it out, which can be an asset in tougher battles. It's also fun to plink the chip and just watch them go to town on defenseless Grunts. As imposing as they may be when they're rushing you down, keeping the overpowered Needle Rifle on hand made short work of them, or any enemy for that matter. I was also hyped for the dogfights that were showcased in the leadup to release, and while it was a neat little diversion to take a Seraph into the stars for actual space combat, it was short-lived and wrapped up just as it was starting to take off. I appreciate the roughly two hours the bonus missions add given that it's more Halo (and technically new) Halo, and I'm glad co-op is seamlessly woven into the experience. But when a good chunk of Halo's legacy lies in PvP multiplayer (and perhaps a bit with PvE Firefights), I can't help but feel something important is missing in a campaign-only remake. So, who is this for? Well, it's for Halo Studios; a gesture of good will that it has figured out the technical path forward for a franchise that's been underserved in recent years and one that's expected to be part of Xbox's increasing reliance on revitalizing legacy franchises. With that in mind, Campaign Evolved proves that while the original Halo didn't really need a remake, this at least still has some spark left in it with the hope is that it leads to fresher ideas. View the full article

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