I've accepted that Command and Conquer is unlikely to return in any meaningful way at this point, but that means there's room for new blood to prove that RTS games are just as good as ever. It brings me great joy, therefore, to see DORF, the '90s-inspired newcomer with a tremendous modern twist on the visuals of the era, blasting dramatically past its Kickstarter goal. Raising nearly $300,000, it's picked up sufficient funding along the way to introduce full co-op campaigns and even another programmer to speed up development. Read the rest of the story... RELATED LINKS: New RTS DORF's unique infantry units are worthy of Command and Conquer's finest New game feels like Command and Conquer set in the world of classic Fallout Stunning Command and Conquer style RTS game finally shares new update View the full article
Pragmata is Capcom’s second RE Engine-based game in just a few months, and while the gameplay feels like it was ripped straight out of the Xbox 360 era, the game looks much better. And, because it’s a relatively small game built on the engine Capcom built for Resident Evil, it runs extremely well across a wide range of hardware. Hell, it even looks pretty good on the Nintendo Switch 2. Most gaming PCs should be able to run Pragmata with little issue, but just like with any PC game, the trick is finding that perfect middle ground between image quality and performance. For anyone with a high-end machine packing something like an RTX 5080, this will just mean cranking up all the settings, turning path tracing and frame generation on and just going wild, but for most people, some light tweaking can go a long way here. The Ray Tracing Problem Pragmata largely takes place on a giant space station on the moon or something – I don’t know, I didn’t really pay much attention to the story. Because of this setting, there are a ton of reflective surfaces and cool lighting effects that really lend themselves to ray tracing. And, well, yeah, ray tracing does make the game look much better, but only if you’re lucky enough to have a high-end Nvidia card. There are basically two types of ray tracing effects on offer in Pragmata, a ‘ray tracing’ toggle which will enable RT Global Illumination and Reflections, and Path Tracing, which completely replaces the rasterized lighting engine with ray tracing. You’d think that in a game with so many shiny surfaces, the regular ray traced reflections would go a long way to enhancing the look of the game, but in some places it actually makes the game worse. This is very apparent in the Hideout, the Firelink Shrine in space that you return to whenever you die or have to make some upgrades. The metallic floors have a dark gray reflective sheen to them, which looks awesome when combined with the path traced lighting. But on the lower ray traced settings, the reflections from the indirect lighting are incredibly noisy. There’s one hallway I found a couple hours into the game where this setting makes it look like there are raindrops falling on the floor, even though we’re indoors… in space. Curiously, this type of floor looks better with no ray tracing at all, which is excellent news for anyone that wants to maximise performance anyway. It’s a shame, though, because when you’re in an environment with a lot of more transparent reflective surfaces, the ray tracing genuinely looks fantastic. Unfortunately, I don’t think that’s worth the trade off of noisy, static-y floors. A solution for this, at least for Nvidia graphics cards, would be the DLSS Ray Reconstruction setting, but that’s conveniently grayed out unless you’re using path tracing. That’s likely because it does come with a performance cost, but it would go a long way to making the baseline ray tracing look better, especially when combined with upscaling. However, if you have a mid-to-high-end Nvidia graphics card, I’d recommend at least trying the path tracing, because it looks incredible. Unfortunately, you can’t even turn it on with an AMD graphics card, even with FSR. Pragmata Recommended Graphics Settings With how easy it is to run Pragmata, most people are going to be able to run the game at high settings, even with modest graphics cards. For instance, with the RTX 3060 Ti at 1080p, you can get a good 97 fps with ray tracing enabled, and with no DLSS upscaling. It does struggle a bit when you try to turn on path tracing, with the frame rate dropping down to 44 fps, especially since that card is a bit too old to support frame generation. Instead, the question comes down to what your performance goals for pragmata actually are. If you’re good with 60 fps, most people will be able to reach that by just turning the preset to “Quality” or “Balanced” and calling it a day. But PC gaming is, at its core, all about tweaking things to get it running just right, and you can tune Pragmata to give you close to the "Balanced" preset when it comes to performance, while looking extremely similar to the “Quality Preset.” In the interest of time, it’s best to start with the “Balanced” preset and tweak it from there. Luckily, the settings menu has a little preview image that shows you roughly what each setting is changing, along with the impact to your VRAM and the GPU itself. My goal here is to keep image quality as good as possible, particularly in combat, while maximising the frame rate. Global Illumination Quality: Medium In most modern games, lighting is one of the biggest drags on GPU performance. There are three different settings, and the Balanced preset sets the global illumination quality to high. However, while this does make a big difference to atmospheric lighting and really enhances reflections, it is quite heavy on your performance. By my measurements, moving from the high setting to medium will save you a solid 11% performance. That will give you a bit of a hit to image quality, to be sure, but with the RTX 5080 it took me from 101 fps with max lighting to 113 fps at 4K. That’s worth it. Hair Quality: MediumFor some reason, modern developers keep trying to work some version of fancy hair technology into games, and every time it comes with a huge cost to performance. The same is true here, too. The worst part is that there’s only really hair on one character, so it feels completely unnecessary. My gut tells me that most people should turn this setting down to low, but it genuinely looks bad when turned all the way down. I’d pick the middle ground here, and set it to medium. Or, if you just care about maximising frame rate, and especially if you’re on a handheld, just turn this all the way down. Texture Quality: It Depends When you select the “Balanced” preset, it’s going to default to the “High: 2GB” setting for textures. That’s fine if you have a low-end card, but my advice would be to crank this setting all the way up and only lower it if your game starts stuttering. Texture Quality only affects game performance if you’re running out of VRAM, so the right setting really depends on what kind of GPU you’re using. If you have at least 8GB of VRAM, just leave it maxed out, unless you’re playing at 4K. And, really, if you’re playing at 4K, you should have a GPU with more than 8GB anyway. Texture Filtering: It Also DependsJust like with Texture Quality, Texture Filtering only really affects your performance if you’re running out of VRAM. Turn it all the way up if you have the VRAM budget for it, and only turn it down if you start stuttering. Mesh Quality: Max Mesh Quality is another VRAM budget question. It changes how 3D models are rendered, and I prefer to keep character models looking as high-end as possible. Especially with all the weird robots that you’ll be going against in Pragmata. Max out mesh quality, and then turn it down to “High” if you’re over your VRAM budget. Shadow Quality: High Ok, hear me out. The Balanced preset sets shadow quality to medium, which does save quite a bit of performance. But with the way that the lighting is set up in this game, there are shadows all over the place, and moving it up to high just goes that extra little way to making it look better, especially since we turned down Global Illumination earlier. Bumping up the shadows like this hardly touches the actual processing load of the game, and only slightly increases the VRAM demand. So, if you’re right up against your VRAM limit, absolutely keep shadows at medium. For everyone else though, you probably won’t notice the performance hit of High Shadows. Shadow Cache: OnThe shadow cache is simply a toggle that lets the game store shadow information in your VRAM. If you have the spare VRAM, this will greatly improve performance, because the game has less to dig for whenever it’s drawing a scene. For most people that aren’t VRAM-limited, turning this off will basically just shave 10% off of your fps. Nobody wants that. Leave this on unless you’ve already turned everything else off and you still need VRAM. Contact Shadows: On This is another toggle, and it changes the way shadows are cast on 3D objects. Turning it off makes basically no impact on your performance, so I’d just leave it on. The game looks a tiny bit better with them enabled, and unless you’re really scraping by with low-end hardware, it’s going to run fine. Effects Quality: Max This is largely why I turned down the global illumination earlier. Listen, after you fight basically any enemy, it explodes into a mass of fire, metal and some kind of blue goo. It looks really freaking cool. You can save a bit of performance by lowering the effects quality, but you’d really be missing out. This is definitely one of those things that come down to personal preference, though. So, if you care more about environmental lighting than explosions, then turn up Global Illumination instead. I, for one, wouldn’t trade these robot explosions for the world. Video Quality: It Depends on What Resolution You’re Playing At There are only two options for Video Quality, and it only affects cutscenes. If you’re playing at 1080p, keep the video quality at 1080p. And, then, if you’re playing at 4K, turn it up, it’s that simple. Of course, turning up the cutscene quality will lower your frame rate in cutscenes a bit, but it’s a cutscene, it doesn’t need to be running at 120 fps. I said it. Anti-Aliasing: FXAA+TAA The right setting for anti-aliasing is going to depend entirely on whether or not you’re using upscaling. If you’re turning on DLSS or FSR, then you don’t really need the game’s built-in Anti-Aliasing. However, if you’re intent on playing the game at native resolution, just enable FXAA+TAA or turn Anti-Aliasing off if you’re really struggling with performance. Ambient Occlusion - SSAO Ambient Occlusion is one of the most obvious places to cut in order to save performance. By turning it off, you’ll get around 5% more frames, but the game will lose a lot of subtle detail in various objects. I prefer to keep it on, but this is one of the first things you should turn off if you’re having trouble hitting 60 fps. Bloom: Personal Preference Bloom doesn’t really affect your performance, so keep it on or turn it off depending on how much you like the effect. Screen Space Reflections: On Because of the sheer amount of reflective surfaces in Pragmata, Screen Space Reflections make a huge impact on how the game looks. There are so many glass panels and shiny floors that look really cool with this enabled. That said, turning it off will probably improve your frame rate by 10%, so it makes a lot of sense to disable it if you’re trying to maximise frame rate at all costs. Subsurface Scattering: Off Subsurface Scattering changes the way that light interacts with skin, making it look much more realistic. This was a huge deal in something like Resident Evil: Requiem, because everything was human or human-adjacent. In Pragmata, though? It really only affects Diana, and you’ll be spending most of the time looking at the back of her head as she rides on your shoulder hacking robots. It doesn’t affect performance that much, but it’s still not really worth the performance cost. Motion Blur, Lens Flare, Lens Distortion and Depth of FieldAll of these are post-processing effects that hardly impact game performance. They do change the overall presentation, but it’s really down to your personal taste here. I despise motion blur, so I turn that off in every game that’ll let me, but really it’s up to you. How Do These Settings Affect Performance? To test my settings for Pragmata, I found a section relatively early on, with a bunch of lasers and glass surfaces, along with a little combat encounter at the end to give me a good idea how well it would perform. I then tested the game at three separate resolutions, with three different graphics cards to get a rough idea of how the game would perform. I ran the game with an RTX 3060 Ti at 1080p, an AMD Radeon RX 9070 at 1440p and an RTX 5080 at 4K. I was most surprised by how well the RTX 3060 Ti held up. That graphics card is getting quite old at this point, but with my tweaked settings, it was able to get around 100 to 110 fps in this section. The GPU was even able to stretch up to 1440p, getting around 60-70 fps at that resolution. Then, the Radeon RX 9070 absolutely soars at 1440p, able to get between 130 and 140 fps with my recommended settings.This GPU was also able to stretch up to 4K, getting around 70 to 80 fps. At 4K, the RTX 5080 is able to swing between 100 and 110 fps with the recommended settings, with plenty of space left over for ray or path tracing if you really want to make the game look better. Though, with the latter, I’d suggest setting DLSS to the Performance setting. To test each of the presets themselves, though, I tossed in an RTX 5090 and set the resolution to 4K to see how much of an impact each change would have on the massive second boss battle. This is a scene with a lot of complicated effects and lighting, so the differences are really going to show themselves. It’s important to keep in mind though, that every time I did this boss fight was slightly different, so there’s some wiggle room in these results. The minimum preset is what you’d be playing on a handheld, and it’s no surprise that the RTX 5090 was able to get a solid 195 fps, but the game looks incredibly flat and lifeless. That’s kind of fitting for a game about 3D printed robots, though. The balanced preset brings the average frame rate down to around 126 fps, but it already looks much better. The reflections in the little puddles around Times Square make the game pop, and the boss’s attack effects actually have some meat to them. What’s interesting, though, is that my recommended settings, even though I turned up effects settings and shadows, the frame rate actually goes up to an average of 129 fps. That’s not a huge difference by any means, but it does make all the little explosions look much better, without having too much of an impact on the ambient details of the scene. Then, of course as we start turning up the settings the frame rate starts to drop. Bringing it to the Quality preset enables ray tracing, and the frame rate drops all the way down to 115 fps. That’s still a very solid frame rate, and you can always enable DLSS to bring the performance up a bit higher. Finally, maxing out every setting with path tracing comes with a pretty massive performance hit. However, the game won’t actually let you turn on path tracing without DLSS, so that softens the blow a little bit. But, even with DLSS set to balanced and without frame generation, the RTX 5090 only gets an average of 59 fps here. So, you should really only turn this setting on if you’re going to set DLSS to performance, and even then you might need to turn on frame generation to fully saturate your monitor. At the end of the day, Pragmata runs extremely well no matter what hardware you’re running it on. Even on the RTX 3060 Ti, which is almost six years old at this point, you’re able to get nearly 120 fps at 1080p, which is going to be more than enough for most people. But even though the game is extremely accessible for lower-end hardware, it still has plenty of room to scale up, so that even the most high-end gaming rigs can stretch their legs a bit. Tuning Pragmata really does come down to what you want out of the game, I’m just glad that it’s scalable enough to actually let people make meaningful choices about its performance. Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra View the full article
Hytale developer Hypixel Studios is taking legal action against a copycat game that popped up on the Nintendo eShop last week. Hytale, the sandbox RPG, is taking action against Hytale: Sandbox RPG, a recently released Switch game with striking similarities that go far beyond just its name, including a suspiciously similar art style and promotional images. Asked if he was aware of the possibly copyright-infringing game, Hypixel Studios founder Simon Collins-Laflamme confirmed he had, writing on X/Twitter: "Yeah, it's being handled by the legal team" (thanks, Automaton). The clone seems to have been developed by the same team behind Coin Pit, a "scam knock-off of Clover Pit," as one player accurately surmised. "This is just the tip of the iceberg on the Switch eShop," wrote another Hytale fan on Reddit. "It's littered with knock-off games still despite Nintendo saying they are cracking down on them." Another admitted they were nearly misled into buying it, writing: "Recently bought a Switch 2 and saw this in the eShop. My first thought was, 'Why was Hytale released on Switch before Steam?' Insane how Nintendo does zero vetting for products on their platform." Unfortunately, Hytale is not the only victim of these prolific copycats. Many hit games spawn low-effort clones as unscrupulous developers hope to fool players into believing their copycat game is the real deal. For instance, this time last year, The Pokémon Company was awarded "substantial" damages for ******** copycat mobile game, Pocket Monster: Remake. The game featured seemingly unaltered Pikachu artwork from the Pokémon Yellow box as the app icon, while other branding for the game featured what appeared to be Ash Ketchum, Pikachu, Tepig, and Oshawott, again unaltered. The real Hytale is currently available via early access on PC and can only be purchased on its official website. It blends the freedom of a sandbox with the momentum of an RPG, letting players explore a procedurally generated world full of dungeons, secrets, and a variety of creatures, then shape it block by block. Our early access Hytale review returned a 7/10. "Hytale's Early Access launch already offers an enjoyable take on Minecraft with some thoughtful additions and lots of room to grow," we wrote. 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
On Wednesday, Games Workshop revealed more details about the changes coming to the Warhammer 40k combat phase in 11th edition. There are a lot of little changes that, together with the recently revealed new terrain layouts for the game, should make melee armies a lot more viable - and it's clear that the 40k design team has been taking notes from the Age of Sigmar developers down the hall in Warhammer World. Read the rest of the story... RELATED LINKS: Warhammer rival One Page Rules reveals massive 3D printing campaign with 18 creators and 500+ minis The first Warhammer 40k author, Ian Watson, has died After 18 years, Warhammer 40k reveals a new Ork Weirdboy, and he's odder than ever View the full article
With the next generation of consoles poised to start releasing in the coming years, PlayStationfans in particular have been sweating it out thinking about how costly the PlayStation 6 could end up being. Already, current-gen console prices and the PS5 in particular have spiked in recent months due to chip shortages, the cost of tariffs being passed to consumers, inflation, etc., and it doesn't seem likely that will change for next-gen hardware. View the full article
Idea Factory International has also released a Digital Deluxe Edition for delivery service RPG Calamity Angels: Special Delivery on Steam. View the full article
As you may have gathered by this point, I'm a sucker for a cool Cyberpunk 2077 mod. Hence, when I saw that the modder behind some of the RPG's most unique custom vehicles had dug up some of CD Projekt's abandoned models to bring to life a flying police interceptor that never made it into full game, you best believe I stuck that on my must cover list. It's called an and they've also put together a short quest to unlock it. Read more View the full article
Ashes of Creation director Steven Sharif has hit out at alleged "coordinated attacks" against him and his studio, Intrepid Studios, insisting recent claims about the company's finances were "completely false and already faltering under judicial review," and calling the drama "one of the craziest stories gaming has ever seen." Earlier this week, the public fallout of ill-fated MMO Ashes of Creation continued, this time with an alleged full breakdown of Intrepid Studios' expenses. It painted "a troubling picture of a company that was on the threshold of financial death at multiple points in its history," and revealed millions of dollars allegedly spent on dubious purchases. Sharif has disputed the claims. YouTuber NefasQS claimed to have "obtained and processed the entire Intrepid Studios general ledger from 2015 to 2026," and to have corroborated documents and records that "help us finally finish most of what remains of the mystery surrounding Ashes of Creation and the implosion of Intrepid Studios." He published the full ledger online and uploaded a video discussing some of the details, including "the interesting numbers ranging from mysterious withdrawals by John Moore (former Intrepid CEO Steven Sharif's husband) to the costs of game development, especially when it comes to outsourcing." NefasQS's claims were damning. The video alleged his team had uncovered evidence of a "lavish lifestyle," with $220,066.46 spent on DoorDash, $48,568 on antiques, $21,000 for a personal chef, $8717.15 on plants, $15,981.70 on movie theater tickets, $595,098.83 on Amazon orders, $21,346 on Magic the Gathering cards, and $2,200 on hotdogs. $81,166 was reportedly also provided to Gore Oil, the company that appears to own Sharif and Moore's $4.9 million San Diego mansion, which they bought in 2020. How did we get here? Well, back in February, Valve quietly withdrew Ashes of Creation from ***** after its director and leadership team quit just weeks after it launched as a $50 Early Access game on Steam. At the time, Sharif said "much of" the senior dev team had quit "in protest," claiming the management board had asked him to do things he "could not ethically support." We then learned the "entire" development team was laid off without notice or their January paychecks, and, last month, a court in San Diego issued a temporary restraining order in Sharif's favor against Intrepid's Board of Directors, led by Chair Rob Dawson, and their affiliated entity, TFE Games Holdings LLC. Since then, however, the court found no cause for a preliminary injunction, and the temporary restraining order expired, given "the trade secrets are returned to Intrepid and there [were] no longer serious questions going to the merits on the appropriation of trade secrets claims." Now, in a statement and an 11-page document posted to Discord, Sharif blasted the "flood of speculation, misinformation, and coordinated attacks surrounding me, Intrepid Studios, and Ashes of Creation," and called for fans to dismiss "these lies" that he insisted were "completely false and already faltering under judicial review." "I know the public discourse around me, Intrepid, and Ashes of Creation has been flooded with knives-out narratives driven by a coordinated defamation campaign orchestrated by the opposing parties in my lawsuit," Sharif wrote. "That campaign has been amplified through content creators, including those serving as a mouthpiece for [one of the game's investors], a known violent individual with multiple prior arrests. "Do not mistake noise for truth. If you genuinely care about what happened to Ashes of Creation and Intrepid Studios, and this is not directed at the casual observer, I ask that you take a moment to read today’s court filings. In them, I have included more than 45 exhibits consisting of texts, emails, internal communications, and witness testimony from six individuals with firsthand knowledge of the events as they unfolded. I understand that creators can be easier to consume and more entertaining to watch, but some are chasing headlines and clicks, not accuracy, context, or the truth which can only be found reliably in court." In the 11-page report, Sharif appended snippets of filings, exhibits, and witness statements, writing "they will shock you, but they are a true and accurate record of what occurred to Intrepid and why." "As alleged in our federal complaint, and further supported by the sworn declarations and documentary evidence now filed with the Court, the Board defendants, led by Chairman Rob Dawson, engineered a plan to seize control of Intrepid’s assets for their own benefit through threats, coercion, deception, and unlawful self-dealing with zero regard for the company they destroyed and the human lives damaged by their ******** conduct," Sharif alleged. "That plan involved starving a viable company of cash to manufacture a default, using fear and leverage to force signatures and concessions, terminating more than 200 people while stripping them of wages, benefits, and accrued obligations, leaving vendors and creditors high and dry, and then using the crisis they created to justify a foreclosure designed to transfer Intrepid’s assets and intellectual property into an entity controlled by Robert Dawson." Sharif claimed that the only reason the injunction relief was not granted was because "the defendants abruptly reversed course and attempted to undo their own foreclosure." "They tried to put the assets back after the theft was exposed," he alleged. "I have the receipts. I have the texts. I have the emails. I have the internal documents," he added. "And the people who were present and aware of exactly what these individuals were doing while they lied publicly about it, just spoke up in today’s filings." Sharif said he "tried to keep the peace" for the sake of his team and their families, and "for the millions of players waiting for Ashes." "I did so at the expense of my own health, my own safety, and my own peace of mind. But there is a line. And that line was crossed when their conduct showed complete disregard for the human beings under my leadership." "As founder of Intrepid, and the original creator of Ashes of Creation, I also personally want to say that I am sorry," he added. "I took on people who represented that they wanted to help build Ashes and support its future. I did not know they would ultimately try to destroy it and seize it for themselves. But hear me clearly: I will not let that be the ending of this story." He closed by appending a Q&A document, answering questions such as, "For the last 10 years, you claimed there was no board to answer to. When did that change? Was there always a board? Were you lying?" ("No"), "Why didn't you inform the community when that change happened," (because doing so "would have triggered immediate consequences"), and, "Why did you approve the Steam early access launch, and why did you say the company wasn't out of money?" (Because "based on the information I was given at the time, the company was not out of money.") Sharif closed his statement with: "They did not expect that I would challenge their actions as aggressively, and successfully, as I have. They were wrong. I hope this post and the documents below help to provide some answers for those interested in knowing and seeing the truth." 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
This weekend, the world of professional wrestling sets its sights on Las Vegas, Nevada, for the 42nd edition of WrestleMania. One man who will be in the center of the action is Wade Barrett, a former 5-time WWE Intercontinental Champion, and now a full-time commentator. Barrett is a master of both sides of the game, having wrestled for two decades before taking a step back from in-ring competition. Ahead of the event, VGC sat down with Barrett to chat about what it’s like to be a commentator in WWE 2K26, and how he translates the emotion of calling a live match to the recording booth. Barrett also chats about his love for The British Bulldog Davey Boy Smith, and his early years as a wrestling fan. Read More... View the full article
Revenge is Best Served Cold is one of the harder main quests in Windrose, where you'll come across a difficult enemy. This is the same mission where you'll go up against Thomas Richards, which is a fight of magnitude. But let's first look at how to complete all the steps before the boss fight so that you can advance along the main story. Table of contentsWindrose Revenge is Best Served Cold quest walkthroughFind four ****** MarksInfiltrate Thomas Richards' campDefeat Thomas RichardsWindrose Revenge is Best Served Cold quest walkthrough The Revenge is Best Served Cold can be broken down into three key parts. Find four ****** MarksInfiltrate Thomas Richards' campDefeat Thomas RichardsFind four ****** Marks The first task requires you to find four ****** Marks. To find the first one, reach teh Blackbeart Outpost in Ancient Ruins. Clear the enemies that you find there, with one of them having a "Key" symbol on top of their head. They will drop the key when they die. Reach the nearby stairs, and you'll find a Richards' Crew chest to open. This chest will provide you with the first mark. Image via Kraken Express The second mark is at the same outpost. Look for an area lit by fire, and you'll find few enemies. You'll find a chest at the location that contains another mark. The remaining two were also located at the same location, with one of them hidden in a separate area from the remaining three. Look for the corners of the chests that will glow in the dark. The exact location could differ for you as it's procedurally generated. Image via Kraken Express Infiltrate Thomas Richards' camp Your next task is to visit Richards' main camp. The location will be marked on the map. Keep traveling until you reach the shoreline, and then proceed through the jungle. You'll eventually reach a camp that will be barricaded by a wooden fence. Defeat all the enemies you face and approach the hideout's main entrance. Head inside and defeat the remaining enemies. Eventually, this will lead you to a wooden gate, and Thomas Richards will be waiting for you. Defeat Thomas Richards Image via Kraken Express Thomas Richards felt easier to deal with compared to Israel Hands. However, he yields a two-handed weapon, and you'll need to get hit. He also has grenades that can drain your health with a couple of blasts. To defeat Richards, you'll need to ace your defensive game. Dodging the incoming attacks is crucial for your survival. Don't go on the offense, and wait for him to attack. Once he misses, there will be brief windows when you'll be able to attack him. The process might feel monotonous, but it's the safest way to defeat the boss without dying during the process. Richards also tends to rush towards you. When he does that, just run in the opposite direction until you're at a safe distance. If you die, you can start from the end of the second task by simply fast-traveling to the camp. Defeat Richards, and you'll have completed Revenge is Best Served Cold. The post How to complete Revenge is Best Served Cold in Windrose appeared first on Destructoid. View the full article
You don't have to get left behind with gaming on Linux if you have an older GPU, thanks to projects like DXVK-Sarek keeping them alive. Read the full article here: [Hidden Content] View the full article
A version of Starfield for Nintendo Switch 2 has been leaked by the Taiwan ratings board, suggesting Bethesda's space RPG will land on the console. As spotted by Universonintendo, the listing shows a Switch 2 version of the game being approved for release just this week, though there's no mention yet of a formal release date. Starfield just touched down on PlayStation 5, nearly three years after its original arrival on PC and Xbox Series X/S. Billed as the next big franchise from the makers of The Elder Scrolls and Fallout, the space-based role-player has received a more muted response. Bethesda has since launched various updates to add fan-requested features, though recently played down the game's latest big update as not being a "2.0" version of the game. "I think it’s the kind of thing where if you love Starfield, we think you’re going to love this," Bethesda development chief Todd Howard said last month. "It’s updates and things that change the game, not in an isolated way, but sort of meta." Recent months have brought rumors of a Switch 2 version being in the works — though Bethesda itself has not confirmed anything publicly. With technical issues currently affecting players on PS5, Bethesda will likely want to ensure that whenever Starfield does finally hit Switch 2, everything is running smoothly. Of course, Microsoft has published various other former console exclusives on Switch previously — such as Grounded and Pentiment. Bethesda's Indiana Jones and the Great Circle launches on Switch 2 next month, while Oblivion Remastered is also set for release later this year. Back in 2023, Howard discussed the benefits of Starfield being an Xbox exclusive at the time, namechecking the brand association Nintendo enjoys with its first-party games. "I do also think people attach brands to certain games," he said. "When you think of Zelda you think of the Switch and I think there are times when that can be a real benefit." 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
Capcom has forced a YouTuber to remove more than 1,000 "adult-orientated" mod videos showing Resident Evil Requiem characters in skimpy clothing. British streamer GrizzoUK reported being contacted by Resident Evil publisher Capcom's legal division, and told to pull down his videos or face further action. "It has come to our attention that these assets have been used to produce adult-orientated MODs, and that related videos have been created and published on YouTube," the company wrote in an email to GrizzoUK that he subsequently shared on a stream. Capcom stated that the mod videos were "inconsistent" with the company's Terms of Service, "as well as relevant copyright and intellectual property laws." In response, GrizzoUK questioned why his channel was being targeted specifically (as similar clothing mods are shown on numerous other YouTube channels), though he did ultimately remove the long list of videos. "I've gotta figure out what I've gotta do with my channel," GrizzoUK said via a lengthy stream that discussed Capcom's action. "Obviously I can't do costume mods no more, but I'm sure I can do weapon mods as I've seen many weapon mods be done and not removed. But this seems like the beginning of the end for costume mods." At the time of writing, GrizzoUK's channel is still active and full of videos, including dozens of other clips showing lingerie mods for different games, such as The Elder Scrolls IV: Oblivion Remastered and Stellar Blade, where female characters are shown running or emoting in bikinis and underwear. The channel also still features a few Resident Evil Requiem videos that include modded gameplay — such as mods that allow you to play through the game's campaign as Hunk or Sherry. Both of these characters are shown with just their default in-game models, however, revealing no more skin than normal. Back in 2023, Capcom expressed concern about the use of mods in its PC games, saying they could potentially lead to "reputational damage." 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
Now this is one I am excited about. The demo for TerraTech Legion was great fun, and I can't wait to build more vehicles in this bullet heaven survivor-like. Read the full article here: [Hidden Content] View the full article
The positively rated immersive sim boomer shooter Fortune's Run is getting back into action, as the developer is now back to working on it. Read the full article here: [Hidden Content] View the full article
SDL (Simple DirectMedia Layer), the incredibly popular cross-platform development library, has formally banned all AI code contributions. Read the full article here: [Hidden Content] View the full article
You could see Death Stranding 2 simply being a game about delivering packages in a post-apocalyptic Australia. You wouldn't be wrong to view it that way. However, it's much more than that: it's a narrative-driven open-world game that deals with loss, grief, and human connection, wrapped up in the guise of a courier simulator. Basically, it's a masterpiece of whiplash, and you could get it for just $1 - if you're very lucky - with Fanatical's Mystery Egg Bundle. Read the rest of the story... RELATED LINKS: Death Stranding 2 was my Game of the Year in 2025, and now on PC, it's my GOTY for 2026 [Hidden Content] Death Stranding 2 system requirements View the full article
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