Intel's rebound in chip demand during the third quarter has been tempered by ongoing supply constraints that continue to limit the company's ability to deliver both client and data center processors. Although CPU orders have strengthened across multiple product lines, Intel's production remains bottlenecked by limited manufacturing capacity and a... Read Entire Article View the full article
First impressions matter, right? Full Metal Schoolgirl throws you into its third-person shooter action shortly after a blazing fast anime-inspired opening to the tune of a J-rock banger. It immediately establishes its irreverent attitude and goofy anti-capitalist satire in a futuristic world where robots are exploited and referred to as "the working dead" – and with the goal of taking down a CEO villain, I thought to myself, "Hell yeah." But about halfway through a second run of this roguelike, it dawned on me that there just wasn't much to Full Metal Schoolgirl; it’s a dull and repetitive shooter whose gameplay foundations aren't quite good enough to save it from the largely tedious, unrewarding grind up its 100-floor tower. During the intro sequence where you break into the evil Maternal Jobz Corporation, you choose to play as Ryoko or Akemi, two cyborg anime girls who are functionally and aesthetically human – the one you pick winds up being the lead character and the other gets captured and plays into the story as you progress. They're seeking revenge on the company and its CEO for working their dad to death, and the story's initial disdain for corporate ********* is sharp in a way that reminded me of Hi-Fi Rush. However, that's as far as it goes before things devolve into annoying quips and no real intrigue to motivate each run; like most parts of Full Metal Schoolgirl, it doesn't build on its good ideas and its shallow execution on them wears thin rather quickly. I have a high tolerance for anime tropes, and here, it teeters between charming and eyerolling, and more frequently leans toward the latter. It's not just for its crass innuendos, but also in its incessant yapping that doesn't exude any memorable personality into its interesting premise. I'm not here to handwave the attention drawn to upskirts or the creepy actions of the doctor who upgrades your skills, either – it's just unnecessary. The moments its tropes really do work are at the very beginning and the very end, and it's as if everything in between was overlooked in the process, which is where you'll spend most of your time. Once you've given Full Metal Schoolgirl a couple runs, you've pretty much seen it all. Each floor is made up of a series of narrow hallways filled with enemy fodder alongside environmental hazards, as well as square office building rooms that function as small combat arenas. The latter throws optional challenges at you like clearing the room within a time limit or without using heals for extra money for upgrades. But this overall formula does not fundamentally change across its 100 procedurally generated floors. The scenery may change slightly for each block of floors, yet the structure stays the same. While they may throw different enemy types at you like drones, bomb-strapped robots, turrets, and mechanized dogs, no amount of mixing and matching them can make up for mediocre implementation. It's easy to see how the procedural generation clashes with itself when certain doors lead to a completely empty room or the combat challenge prompts just don't align with the way encounters are set up. This haphazard level design feels very basic at best and frustratingly messy at worst, and it persists through the large majority of the 14 hours I put into finishing the campaign. Boss fights act as endcaps to blocks of floors, and while they're relatively refreshing after blasting through the same areas over and over again, their attack patterns are quite telegraphed and simple to overcome. Still, I'll take dodging area-of-effect explosions and dumping my ultimates (or Punishment attacks, as it's called) into a spongy boss over thoughtlessly repeating identical floors of enemies, so I do wish these kinds of battles weren't so few and far between. Defeating a boss grants you a key to start a subsequent run at their floor, which is a godsend to cut through the needless repetition – but, they're one-time-use. If a run goes sideways after using the key and you don't defeat the next boss 20-something floors up for the next key, get ready to start at a much lower level, buddy. While this raises the stakes, as any roguelike worth its salt should do, the disappointment of having to trudge through the most boring parts to make it back to where you left off doesn’t feel worth it. Even though it gets easier on account of upgrading your stats and abilities from the materials and money you earn from each run, ascending chunks of floors still takes a lot of time. I was excited that this is an anime-style shooter at least, which is something I've been seeking since Freedom Wars and Sword Art Online: Fatal Bullet (which didn't quite capitalize on the premise). More often than not, playing through Full Metal Schoolgirl felt like a chore, but I can appreciate the mindless fun its mechanics sometimes offer. With a handful of specific guns and melee weapons I vibed with, I was able to get into a groove, turn my brain off, and just mow down mobs of enemies. Although most guns are pretty counterintuitive for the way encounters are designed, a high-level electric chaingun or chunky plasma ball launcher carry the right kind of weight and feedback you want from a shooter. That said, movement itself is a little too sticky for this style of game, especially when there are annoying platforming sections. And melee attacks and jumps are a tad unresponsive, even if cutting through a crowd with a katana's dash attack or the Labrys axe's aftershocks can be satisfying. It's moments like these that started to shine though more frequently in the final chunk of floors. The rate at which genuinely challenging encounters presented themselves, and the confluence of weapons that were fun to use showed up, let Full Metal Schoolgirl finish on a higher note than the absolute slog it took to get there. It didn't exactly flip the script or break away from the conventions established at the start, but it began to make the most of its basic pieces by throwing almost everything at you at a brisk pace. As I progressed, I naturally figured out which types of guns worked for me – slow shotguns and rifles never made sense to use, but a strong SMG that'd overheat quickly became a favorite. Learning to manage my energy meter for big axe combos, dodging, and hoverdashing became more important in the late game. And weaving in your auto-attack drone (which you summon on a cooldown) was key to salvaging a few runs. Being smart with the scarce battery supply (which is your healing item) factored into how I approached combat as well. Rarity of gear you're rewarded with from challenge rooms is random, which leads to moments of pointlessness where I'd clear a challenge room only to be met with common level rarity items that pale in comparison to rare and legendary gear from much earlier floors. At least this makes the modifiers meaningful as they can affect how your health, energy, movement, and damage output works, especially when the shields you equip have a sizable impact on your survivability. View the full article
Genshin Impact has officially unveiled Jahoda as a 4-Star Anemo Bow character, set to make her debut in Version 6.2 as the latest in a long line of Anemo healers. Every region in Genshin Impact has that unexpected breakout star. For Sumeru, it was Kaveh. For Natlan, it was Ororon. Nod-Krai's version is shaping up to be Jahoda, an employee of the Curatorium of Secrets, whose scrappy personality endeared her to fans over the course of Version 6.0. View the full article
The Outer Worlds 2 actually does let you respect very early on, but only once. Our guide covers how to respec in The Outer Worlds 2 and more. View the full article
Our The Outer Worlds 2 DLC guide covers how to access the Premium Edition Moon Man’s Corporate Appreciation Premium Prize Pack, when you can access DLC, and more. View the full article
We’re fresh off the release of the Xbox Ally X, and it doesn’t seem like handheld gaming PCs are going anywhere anytime soon. At least for me, handhelds have become my go-to way of playing my Steam – among other PC game stores – library when I’m not at my desk. In a lot of ways, these little devices have replaced much of what I used gaming laptops for, especially during a commute or a short trip. This makes me wonder: why would you buy a gaming laptop in 2025 when PC gaming handhelds are getting more powerful and portable year after year? If all you’re looking for is an alternate device to play your games on the go, the prospects for gaming laptops seem to be thinning. However, now that handheld gaming PCs are getting more expensive, it’s once again getting harder to draw a clear line. Handheld Gaming PCs Have Come a Long Way Handheld gaming PCs aren’t a new thing. Depending on who you ask, you can trace the form factor back to 2010 with the Pandora – a Linux based handheld that wasn’t much larger than the Nintendo DS – but the Steam Deck is responsible for the explosion in more mainstream handheld PC devices these days. After all, it was affordable, and had a user experience that didn’t require you to be an expert to navigate. In the roughly three years since the Steam Deck launched, it seems like every major computer manufacturer has jumped at the chance to craft its own handheld gaming machines. But because a company like Lenovo can’t subsidize its hardware costs with software sales like Valve can, these other devices have been more expensive than the Deck. Regardless of which modern handheld you pick up, though, you can still play pretty much any game on it, as long as you temper your expectations when it comes to graphics quality. You don’t need to lug around a heavy gaming laptop just to get some time in Path of Exile 2 on the road. The Pricing Problem But gaming laptops aren’t just more unwieldy than a handheld PC – they’re generally more expensive, too. Even if devices like the Xbox Ally X and the Legion Go 2 are balked at because of their high prices, gaming laptops have always been kind of expensive. Even entry-level devices, like the Acer Nitro V start at around $900 right now, with an RTX 5050 and a Core i7 processor. And that’s the low-end. High-end gaming laptops can get much, much more expensive. Our favorite gaming laptop right now is the Razer Blade 16, which is a premium device that looks like an edgy MacBook Pro. But that svelte design comes with a high price, starting at $1,899 with an RTX 5060 – much more expensive than even the Legion Go 2. You can also upgrade that laptop to an RTX 5090 if you want to spend $4,499. To be fair, that’ll be much more powerful than any handheld device on the market right now, and probably for years to come. Handhelds, on the other hand, were initially supposed to be these secondary devices we used in addition to our gaming PCs or laptops – that’s how I use mine. That was a much easier sell with the Steam Deck. I bought the Steam Deck at launch for $529, which came with a 256GB SSD. Is it as powerful as my PC? Hell no, but I primarily use it to play Ball x Pit in bed while I listen to a podcast. You can substitute any recent gaming PC in that equation, too, and I’m probably using it in the same way. But as much as I love many of the handhelds I’ve used in the last couple years, I don’t know if I would have ever got into them if the Steam Deck cost a thousand bucks. Gaming laptops are meant to be your primary computer, and they’re powerful enough to play most games at a higher resolution and with better visual quality than a handheld. And they’re also able to do a lot more than just play your games. Gaming Laptops Aren’t Going Anywhere I spend a lot of time on a handheld – I’ve reviewed a lot of them now – but I’m always returning to my PC, because it lets me play my games, and also get stuff done. There’s just something nice about a device that lets you play something like World of Warcraft between Adobe Premiere sessions. And, really, that’s what gaming laptops offer and something handheld PCs continue to struggle with, even as they start to have laptop-like price tags. Because while a lot of handhelds are launching with a full-**** version of Windows running on them, they have a long way to go before they can truly replace gaming laptops. Arguably, they even have a long way to go before they’re easy to use for just gaming. The Xbox Full Screen Experience did a lot to address the user experience side of things, giving Windows a controller-friendly UI where you can launch games or open Edge, but it won’t let you do much beyond that. If you want to get some work done on the Xbox Ally X, that’s certainly possible, but you have to get into the desktop and likely connect a keyboard and a mouse to even be able to use most productivity apps. And you’ll probably want to connect it to an external display, too. It’s certainly possible to use a handheld like you would any other PC, but it requires so many extra steps that it’s probably not actually worth it. Instead, for most people that only need one PC, a gaming laptop simply makes more sense, especially as the price delta between them continues to narrow. You’ll be able to play games better, while also being able to do all the daily tasks we all have without having to plug two or more accessories into a USB dongle to do it. Handheld gaming PCs are better as companions to your main gaming rig, especially if you already have a large Steam library to tap into. I’m not sure what the suits over at Lenovo and Asus are thinking, but it seems like a bad idea to have a secondary device be as expensive as a gaming laptop. 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
Halo: Campaign Evolved is officially in the works, as Microsoft unveiled a remake of the first Halo game's main campaign for multiple platforms, including the PS5, in 2026. While the Halo franchise is finally arriving on PlayStation with Halo: Campaign Evolved, the remake of the first Halo title will not include any online PVP multiplayer modes, aside from campaign co-op for up to four players. View the full article
The Silent Hill f star just created a new meme template by streaming her own game and reacting to its many horrors as any normal human should: with looks of horrorView the full article
Xbox is seeing growth in Japan, with cross-platform player engagement across its gaming ecosystem rising significantly throughout 2025. With Japan being one of the world's largest video game markets, this newly reported momentum offers an encouraging sign for Microsoft, standing in contrast to recent challenges that Xbox has faced. View the full article
Publisher WEMADE MAX and developer MADNGINE announced a new cinematic open world action RPG called Project TAL and based on Korean mythology. View the full article
In the wake of Monster Hunter Wilds's latest Festival of Accord: Dreamspell update, Capcom has re-introduced a previously available Support Hunter for a limited time once more for the duration of the event. Given how many players are still struggling to beat Omega Planetes for the first time or farm for its savage rewards, the limited event is a perfect opportunity to farm for any rewards you're still missing out on. View the full article
Halo, once the flagship Xbox exclusive, the video game Microsoft launched its first console with, has finally jumped ship. Microsoft has announced Halo: Campaign Evolved — a remake of the original game’s campaign — and it’s coming to PlayStation 5 day one. The Unreal Engine 5 remake of the Bungie-developed 2001 campaign is set for launch in 2026 on PC, Xbox Series X and S, and, crucially, PS5. It is the first new Halo game since 2021’s Halo Infinite, and the first Halo ever to release on a PlayStation console. IGN has played Halo: Campaign Evolved and has all the details right here, including first info on the new three-mission prequel story arc. And yes, if you were wondering, there’s crossplay, which means Xbox, PC, and PlayStation owners can play Halo co-op together for the first time. Halo: Campaign Evolved is the final nail in the coffin for the Xbox exclusive, then, although in truth the shooter series’ release on PlayStation does not come as any surprise. Xbox Game Studios is already one of the most prolific and successful publishers on PlayStation, and just this week Xbox president Sarah Bond called the idea of exclusive games “antiquated,” so Microsoft’s thinking on this is crystal clear. But what has prompted Microsoft’s multiplatform push? A recent Bloomberg report alleged that Microsoft is pushing Xbox studios to deliver a 30% margin — much higher than the industry average — and one of the ways studios can help bring in more money is by releasing their games on rival platforms, such as PlayStation and Nintendo Switch as well as PC. One prominent critic of the exclusive is former president and CEO of Sony Interactive Entertainment America Shawn Layden, who last year said that when a video game’s costs exceed $200 million, “exclusivity is your Achilles’ heel.” “It reduces your addressable market,” Layden told GamesBeat, before citing the success of Arrowhead’s Helldivers 2, which launched on PlayStation 5 and PC to explosive success. “Particularly when you’re in the world of live service gaming or free-to-play. Another platform is just another way of opening the funnel, getting more people in. In a free-to-play world, as we know, 95% of those people will never spend a nickel. The business is all about conversion. You have to improve your odds by cracking the funnel open. Helldivers 2 has shown that for PlayStation, coming out on PC at the same time. Again, you get that funnel wider. You get more people in.” Layden said single-player games have a similar audience consideration as multiplayer games, though not exactly the same. “For single-player games it’s not the same exigency,” he said. “But if you’re spending $250 million, you want to be able to sell it to as many people as possible, even if it’s just 10% more.” Layden’s comments echo those of former Xbox boss Peter Moore, who in a recent interview with IGN suggested Microsoft will be debating internally whether to release Xbox poster-child Halo on PlayStation. “If Microsoft says, wait, we're doing $250 million on our own platforms, but if we then took Halo as, let's call it a third-party, we could do a billion… You got to think long and hard about that, right?” Moore said. “I mean, you just got to go, yeah, should it be kept? It's a piece of intellectual property. It's ******* than just a game. And how do you leverage that? Those are the conversations that always happen with, how do you leverage it in everything that we would do?” Microsoft’s stance on exclusives has become one of the biggest talking points in the Xbox community, and that conversation will only grow louder now we know Halo has gone to PlayStation. Microsoft’s approach is in stark contrast to Nintendo and Sony’s. Nintendo has the most hardline policy on its games, releasing them on its consoles only. Sony has softened its approach in recent years, releasing the bulk of its games on PC after PlayStation (and in the case of Helldivers 2, eventually on Xbox). But Sony still refuses to launch its big single-player games on anything other than PlayStation day one (the latest example of this is Sucker Punch's Ghost of Yotei). Be sure to check out everything announced at Halo Studios’ Halo panel for more. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
I honestly wasn’t sure what to expect when I sat down in front of an Xbox Series X to play an early demo of Halo: Campaign Evolved, the just-announced Unreal Engine 5 remake of the original-Xbox killer app (and yes, it’s a proper remake, not a remaster like Halo Anniversary was). And I’m honestly still not sure exactly how I feel about it after playing it. I definitely wanted to be blown away by the visuals, in the same way that the original Halo: Combat Evolved knocked my socks off back in 2001. Heck, we know Unreal Engine 5 is fully capable! I also didn’t want Halo Studios (nee 343 Industries) to mess with too much. Or did I? Would Halo 1 just feel old no matter what? And will PlayStation 5 gamers even care about this 25-year-old Xbox classic when it hits Sony’s consoles for the first time ever, day-and-date with Xbox and PC? So I went in with lots of questions, and I left with, well…some answers. Let me explain. I suppose we might as well start with the obvious: how it looks. Is my face properly melted? No. But maybe yours is? I’ll be curious to read the comments on this one. Anyway, Campaign Evolved does look very nice, no doubt. It certainly doesn’t look like it’s two decades old anymore. I played a chunk of the legendary Silent Cartographer mission from early in the campaign, and the skybox is beautiful, the water looks great, the trees look very nice, and the terrain texture looks sharp and clean. Once you get indoors, the alien architecture has a unique sheen to it that the original obviously never had. Meanwhile, the weapons all look exactly how you’d expect them to look in the modern era, and the Grunts, Jackals, Elites, and Hunters all look convincingly new rather than reskins of quarter-century-old creatures. Everything looks clean, but not in a soulless way. At least not to me. It works as a cohesive art-directed space in the new engine. I appreciate that VO from the principal actors (read: Steve Downes and Jen Taylor, at the very least) has been rerecorded, while mocap has all been redone for the rebuilt-from-scratch cutscenes. But let’s talk about my biggest concern coming into this demo: the classic Halo feel. Movement, aiming, jumping, vehicle controls – it’s all got to have that semi-floaty Halo feel to it, and I’m pleased to report that even in this very early state, Campaign Evolved is a good bit of the way there. No doubt they’ll continue to tweak it over the coming months – this release has no official release date beyond “2026,” by the way, but I’d be stunned if it’s not timed to release at or very near the 25th anniversary of Halo: Combat Evolved in November of next year – but there have been some gameplay modernizations implemented here that have been ported back from subsequent Halos into this remake, and while purists might bristle at it, most of these seem like they’re for the best for a 2026 first-person shooter release. Vehicles are boardable and destructible now. For starters, vehicles are boardable and destructible now, as they were in subsequent Halo games. That means a Ghost can no longer torment you endlessly, nor are you effectively invulnerable in a Scorpion tank. On a related note, a fourth player can now sit on the back of a Warthog. Oh, and though I didn’t get to try it out on The Silent Cartographer, the Wraith is drivable now, too, as it first became in Halo 2. Also, any weapons the bad guys wield, you can too. As such, the Energy Sword is now in your toolbelt if you take one off the corpse of a Gold Elite. Halo Studios says there will be eight weapons in Campaign Evolved that aren’t new to Halo but are usable for the first time in Master Chief’s first adventure. On the movement front, sprint has also been added. It’s not on a cooldown; you can run endlessly. I could see this one annoying the Halo 1 purists most of all, but not only do the developers say you can turn it off, but you can also just…not use it. I found it handy when running down the beach back towards my mission objective after wandering off to go stare at more of the new Unreal Engine 5-rendered spaces. What about co-op? After Halo Studios fumbled that in Halo Infinite, you’re probably wondering about it for the remake. Two-player split-screen is confirmed, though sadly it wasn’t available in my short preview build, and the development team also promises four-player online co-op with full cross-play and cross-progression support. As for proper competitive multiplayer, though? Unfortunately, the answer to that is right in the name of this remake: Campaign Evolved. There’s no multiplayer here, which is a shame because it’d sure be fun to see Blood Gulch or Sidewinder or Hang ‘Em High in Unreal Engine 5 with online cross-play support. I asked Halo Studios about this, and Executive Producer Damon Conn gave me an extremely media-trained answer, saying the team is “very focused on recreating the original campaign that started it all” and “[Halo] Infinite and [Master Chief Collection] provide really great experiences for multiplayer.” Sure…for Xbox and PC players. That doesn’t help new PS5 players fall in love with Halo’s glorious multiplayer, though. Presumably they didn’t want to pull any players away from MCC for this, and/or adding full multiplayer support would’ve likely meant the project couldn’t get done in time for the 25th anniversary. But it’s still disappointing. That led me to wonder about pricing. Would this be a full-price $70 release (or perhaps even $80 by the time it comes out, since Microsoft already tried to push to that price point this year)? Or will it be priced lower – particularly since it’s campaign-only? The Halo Studios team wouldn’t say when I asked them directly, so that remains to be seen. Personally, $50 feels right for this, but that’s just my opinion. I also think that $20 per month feels like the right price for Xbox Game Pass Ultimate… OK, so no multiplayer, but there is one significant addition I’m legitimately excited about: a new three-mission prequel campaign that revolves around Master Chief and Sergeant Johnson. This could be extremely cool, but unfortunately that’s literally all we know so far. In fact, Halo Studios wouldn’t even tell me if it’s accessible out of the box or if you have to complete the campaign in order to unlock it. I also asked if they’d be repurposing existing music from the Halo 1 soundtrack to score those missions, or if they might commission something new (dare I dream they reach out to Marty O’Donnell himself!), and they didn’t have an answer for me there either. Getting back to gameplay, I must say that I still had fun hooning across the beaches of The Silent Cartographer in a Warthog, my UNSC Marine buddies in the passenger and gunner seats helping to mow down Covenant bad guys while I attempted to turn them into hood ornaments with my front bumper. Just like old times. I also manned the gun turret at one point to test out the friendly AI and…it still needs work. In fact, someone on the development team acknowledged this later without me bringing it up, so it’s clearly something they’re aware of. Honestly, though, it’s not something I’m even worried about when there’s still (probably) upwards of a year of development time left. It’s the same with the framerate: no doubt some folks went straight to the comments to note any inconsistencies they saw (because I definitely noticed some), and while it is certainly important, it’s not something I’m sweating this far away from the end of the project. Oh, and I should also mention that Halo Studios is adding Skulls to Campaign Evolved. Lots of them, in fact. “Dozens” was the word they used, with an emphasis on this remake having the most Skulls of any Halo campaign ever. Replayability is clearly a focus for the studio here – which is understandable, given Halo’s strong history in that department as well as the lack of adversarial multiplayer – and hopefully the Skulls will spice things up for Xbox players running through this thing for the umpteenth time. Halo Studios says this remake having the most Skulls of any Halo campaign ever. On that note, I couldn’t help but wonder if PlayStation 5 players getting their first crack at Halo are really going to care about this in a way that turns a lot of them into new fans of the franchise. It’s a genuine question; I’ve got a lot of personal history with Halo, so I simply can’t answer this one. For someone with no nostalgia for Master Chief, will those players find Campaign Evolved as compelling as I found Combat Evolved? And if they do, then what? Will Halo Studios remake Halo 2 in Unreal Engine 5? And then 3? 4? 5? Reach? ODST? Infinite? Or will they just port The Master Chief Collection and Halo Infinite to PS5 to catch those players up? I asked the team about this and again got a very media-trained half-answer: “There is an opportunity for us to grow the fanbase,” Executive Producer Damon Conn told me. “We're bringing the most players, we believe, to Halo, ever. And so that growth is what we're truly interested in, and again, I hinted before this paves the way for future stories and Halos.” And so, as you can now see, I’m still left with many unanswered questions about this remake project. But to Halo Studios' credit, this early demo did answer a couple of key ones about how good it could look and how Halo-y it could feel. So far so good there. I’m very excited about the new three-mission prequel campaign featuring Sergeant Johnson, as it will be the first new single-player content in a Halo game in, by that point, five years. Can Campaign Evolved relight Halo’s spark? That’s the biggest question of all, and it’ll have to remain unanswered for a bit longer. Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan. View the full article
Nearly four years after the launch of Halo Infinite, Microsoft and Halo Studios have revealed the next major Halo release. Last year, Microsoft revealed that 343 Studios would be rebranding to Halo Studios and using Unreal Engine 5 for future projects. Earlier this week, a rumor suggested that the series would finally make the leap to PS5, following a number of multi-platform Xbox releases in recent years. View the full article
The Counter-Strike 2 community was sent into a tailspin when its in-game economy crashed, causing a loss of almost $2 billion of real-world money. Like many other live-service games, Counter-Strike 2 allows players to obtain a wide variety of cosmetic "skins" for their weapons. Typically doled out at random via randomized collections of rewards called "Cases," players can also trade and purchase skins from a wide variety of unofficial online marketplaces. View the full article
For the first time since it's launch in 2013, Old School RuneScape will receive a new skill. The iconic MMORPG has been operating two separate games (not counting the board game and TTRPG) for more than a decade: RuneScape 3, the uninterrupted evolution of the game since its incarnation in 2001; and Old School RuneScape, a version of the game mirroring its 2007 state, but evolving in its own way since its introduction. View the full article
This week on Steam's top-played charts, the two new releases going neck-and-neck are Battlefield 6—no surprise there—and a top-down extraction shooter about ducks. Specifically, it's about shooting ducks as a duck. Normally my friend group would be buzzing about the meme game of the week, but it feels like I don't know anyone outside the PCG team who's actually playing Escape From Duckov... Read more.View the full article
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