Even in my youth, I always loved the idea of point-and-click adventure games more than I did the reality. I appreciated how they transported me to other worlds, each with its own rules, histories, and interesting characters. However, like many people, I often ran up against the harsh reality of solving bizarre and obtuse puzzles in a time before Internet walkthroughs. I almost never actually finished point-and-click adventure games for that reason—but there is one major exception: I completed Robert Williams’ The Colonel’s Bequest several times. One of the last Sierra adventure games to still use a text parser, The Colonel’s Bequest follows a young woman named Laura Bow as she visits a mansion in the Southern US belonging to her college friend’s grandfather, Colonel Henri Dijon. While she’s there, a dispute breaks out over the colonel’s will, and it becomes clear a ********* is on the loose. Read full article Comments View the full article
Square Enix has released a short comparison video showcasing Final Fantasy VII Remake Intergrade opening cut-scene across PS5, Xbox Series X, Nintendo Switch 2 (docked), and PC. View the full article
The Honkai: Star Rail 3.7 livestream is set to occur soon, and the event will showcase all the new content planned for the upcoming patch, including details about the new playable character, as well as the story updates, which should be the final ones in the main Amphoreus arc. Currently, the RPG is in the second half of Version 3.6, and players can obtain and build Permansor Terrae in Honkai: Star Rail. View the full article
Square Enix has posted an official video comparing the Switch 2, PS5, Xbox Series X and PC versions of Final Fantasy 7 Remake Intergrade. The video shows around a minute of footage from the opening sequence of the game, which is rendered in-engine. Although it isn’t explicitly stated by Square Enix, it appears that the video’s intention is to show how Switch 2 – which is less powerful than the other formats – is capable of keeping up when it comes to visual quality. Read More... View the full article
The best Survivor and Ego/Killer in Alter Ego depend on factors such as team-play versus solo/carrying for survivors and mobility versus damage for Egos. I'll be taking both factors into account for two-tier lists with ranking explanations as you'll see below. Here's my Alter Ego Tier List and guide for each Killer and Survivor. Table of contentsAlter Ego Killer And Survivor Tier ListS-Tier Egos & SurvivorsA-Tier Egos & SurvivorsB-Tier Egos & SurvivorsAlter Ego Killer And Survivor Tier List Image by Destructoid I'll be ranking the best Survivors in Alter Ego according to both team play and solo carry potential (discussed below). As for Egos, I'll be directly comparing them to each other for each ability. Note that Stun-stacking is currently a thing so Fjord and Noob are a bit stronger than the rest until they patch it. Let's take a look at all Survivors and Egos individually. S-Tier Egos & SurvivorsS-Tier Ego/SurvivorWhy S-Tier + Guide Caducus Ego• Overall Caducus has been more reliable than Husk for the following reasons • Swipe is far superior to the Slam because you get more mobility forward and it's a wider swing able to hit multiple Survivors • Caducus' movement Spectral Dash doesn't deal damage but is much faster and less awkward to use and gives you stealth so you can have an unpredictable approach • Foul Breath is so much utility because it's a ranged projectile to snipe low health enemies or open on a generator to slow them while they're doing puzzles • Dark Descent has massive range, you get tons of map visibility, you cannot get hit/stunned during it like with Husk ult due to flight and it can even down multiple Survivors on the way down Commander Survivor• Overall in a high-skilled team-based setting Commander is arguably the best Survivor • This is because you can reliably locate generators for your team with Survey and then speed them up with Strength in Numbers to escape when the killer shows up • Strength in Numbers is the best skill in the game for when you finish generators and you have to get to the escape doors • Your Leadership passive allows you to locate teammates near a killer and then go to them to speed them up • Also, Survey allows you and your team to spot the killer before they arrive to the generation your team is doing • Overall there's so much team utility here but you don't have solo power so keep that in mind when playing in a bad team Noob Survivor• Noob is a great mix of team utility and solo power • Your Stun Slingshot can hit from ranged allowing you to both save yourself and an ally from ranged (Plus it's harder for killers to dodge than Fjord's Slash if you aim it well) • Bloxy Cola allows you to reposition if you get spotted on a generator or regen Stamina if you're getting chased or trying to reach/save a teammate • The passive isn't that strong but the base kit is really good for both team-play and carrying soloA-Tier Egos & SurvivorsA-Tier Ego/SurvivorWhy A-Tier + Guide FjordSurvivor• Fjord is built as a team support and he can be really strong when he works right but there are some issues which is why he's in A-Tier • Slash's 5-second stun is extremely powerful, especially when you stack it with other stuns but it's hard to hit since it can be easily dodged by the killer due to the slow telegraph (Make sure to bait killers into corners and start the animation around the corner so that the killer doesn't see it and you get a surprise hit) • Warrior's Call reduces damage on allies but slows you which works like a taunt making the killer focus you (Combine with Commander's Strength in Numbers to help your team escape) • That said Warrior's Call can make you an easy target and when the killer is done with you your team buff will expire as it focuses on your allies • Your best bet is to save teammates with Warrior's Call then when the killer charges you try to hit a Slash and then retreat HuskEgo• Husk's moves are a bit more awkward and slow to land which is why I put him lower than Caducus but if you get used to their timing Husk actually deals more damage • Forward Leap is excellent to do on a crowd doing generators for a nice AOE damage opener (Note that there's a slow up-start so plan your trajectory a bit and don't spam it) • Ancient Punishment gives you a bit of mobility and deals more damage than Caducus' damage skill while stunning but it can be tricky to land (Luckily it has a wide hitbox currently in Alpha) • Your Ultimate Crushing Slam is weaker than Caducus' flight however it does still execute and you get some mobility while automatically winning against Fjords who try to Slash you (The main problems are that you can get stunned more easily than Caducus and you don't bypass terrain so Survivors can vault to defend)B-Tier Egos & SurvivorsB-Tier Ego/SurvivorWhy B-Tier + Guide Patient ZeroSurvivor• The long story short here is that you have B-Tier team utility and S-Tier solo/carry potential • Your abilities are very selfish and strong if the killer is focusing you but if they leave you alone and kill your team you'll have a bad time since you have no support • Vital-Mins mean you'll have more overall health than others despite a lower starting HP pool (I would actually tank hits for your team where you can by baiting the monster and later healing for some improvised team utility) • Dissociate is your strongest ability allowing you to escape and circle back to generators but it has no actual way to help your team (That said it's really strong once all generators are done and the escape doors open up) That's it for my Alter Ego tier list and guide for all Killers and Survivors. If you like Alter Ego then you'll probably enjoy my Violence District tier list for a similar Dead By Daylight-inspired experience. The post Alter Ego Tier List and Guide – Best Killer & Survivor appeared first on Destructoid. View the full article
Building Relationships is a game about roaming an island and meeting potential romantic partners. But that's not all: You're a building. Specifically, you're a house who eats furniture, loves fishing, and even knows how to jump. As a house, you roll around this island at sometimes ridiculous speeds, chatting with different buildings and going on dates with them... Read more.View the full article
While attending Gamescom Asia x Thailand Game Show in Bangkok this week, IGN was given the opportunity to sit down with Rainbow Six Siege X’s creative director Alexander Karpazis to talk about how much the tactical live-service shooter has evolved in the ten years since its launch in 2015, where it might go next, the possibility of a campaign mode and Switch 2 port, the use of generative AI in development, and more. Read on for our full chat below! IGN: 10 years is a great achievement for a live service game, particularly since we’ve seen so many others come and go in that time. What do you put the longevity of Siege down to? Alexander Karpazis [AK]: I think one of the big points is just the sheer depth of the game. Like even within 10 years, I don't think you'll be able to master a game like Siege and as a gamer that's incredibly rewarding. It means that you're on a journey to learn, master and discover new things with a game that's always changing. And I think because of that, it's just grown and resonates with so many people. IGN: Has Siege evolved in ways that you could have never predicted at launch? AK: Yeah, absolutely. I mean if you look at 2015 when the game first launched, the Bomb game mode wasn't the number one game mode. It was split between Hostage and Secure Area and Bomb. Back then eSports was something that was very grassroots and new, and now it's become this entire ecosystem where people make their livelihoods off of it, and that's something we could have never anticipated when it first launched. And so in these interesting ways it's built up to be something that is really significant and humbling to be a part of. IGN: You’ve previously said that Siege X is setting the table for the next 10 years. Do you take it one year at a time? How much of a road map is there for the future? Are there 10 more years worth of ideas in the bank? AK: When it comes to ideas, we actually sat down and we interviewed the entire team about their ideas for the game, and came up with over 40 pages of concepts that the team still wants to push for. So there is no end in sight when it comes to what we want to do with the game, and it's a balance of short term and long term. We're looking at the seasons ahead of us but also because of Siege X, we're looking at anticipating new technology, new platforms, stuff that's going to come out and it's going to affect the game. And so how can we anticipate that too over a longer stretch of time. IGN: Hitting a 10-year milestone, does that increase the pressure on your team for the future, or do you feel like you’ve mastered it now and you know what you’re doing? AK: We're always learning and we'll never stop learning. There's so much that goes into building a game like this, and it really comes down to listening to the community. They'll always be vocal in what they want to see and how things change and so yeah, it's not a matter of mastering where we are right now. It's being comfortable and knowing that we still have to listen to our community, we still have to adapt, and we still have to innovate as well. Maybe we're getting a little bit more comfortable in being uncomfortable, and that's how we keep on rolling the next 10 years. IGN: On the topic of listening to the community, how much of a challenge is it to balance your team’s vision for Siege X with the wants, needs, and complaints of the players? AK: It is a challenge, and it isn't. Firstly, because this game's been around for so long I think the DNA is very well understood by players, new and old actually. They know it's a tactical game that has a lot of unique elements like destruction, like asymmetric attacker-defender characteristics. But it does mean that players do want to see change, and more of it more often, and that's where we have to anticipate better, adapt even faster. And in a way, that's sustainable, right? We are humans at the end of the day, the dev team is very human as well, and we want to encourage something that can last another 10 years and not only focus on the short term. We want to encourage something that can last another 10 years. IGN: What impact will Ubisoft’s creation of the Vantage Studios subsidiary have on you guys? How do you feel about it, and will it have any noticeable impact on the players? AK: So when it comes to the player perspective, Vantage Studios is not player-facing so it won't be anything that's noticeable for players in the day-to-day or even long term. And even on the project we're not seeing any major changes, the focus is still on making sure that Siege grows, that it's invested in, and so that's something that we can confirm today. And it means that again, we're still very excited about the future. So it doesn't actually change anything for us right now. IGN: When Siege X launched in June, it surged on Steam to around 150,000 concurrent players. Now it appears to be hovering around 40,000. Is that sort of drop-off a concern? AK: Firstly, the players coming to the game, especially like a record number of new players checking out Siege X? It’s always awesome and it’s exactly what we had hoped for. And then yeah, there's always a bit of a tail afterwards, especially as the team was also kind of recovering from launching something as massive as Siege X. There are ebbs and flows, and a lot of it's expected. So for us, we're really happy with the game. We're happy with where it's going. We have the Munich Majors in November where we'll be sharing even more about where it's going next. And again, excited to see players continue to join Siege and grow from there. IGN: Is it a similar trend on consoles? AK: Yeah, it is. PC and consoles share the same player habits that we see all the time. IGN: At this stage, do you feel like switching to free-to-play was the right thing to do, or is it too soon to tell? AK: For us, we're seeing the benefits already. We have more new players joining the game than ever before since launch, and that's exactly what we’d hoped for. We're seeing a new generation of Siege players as well, which again is really great even as we try to balance the needs of new players and also veteran players. It is hitting the mark. IGN: You’ve got so many characters and 10 years’ worth of lore built into the game now. Have you at least entertained the idea of a campaign mode? Rainbow Six Vegas had such an awesome co-op campaign. AK: It’s absolutely part of the heritage and yes, it is something that our players ask about. All I can say right now is we're still really focused on the PvP aspect. We have been playing around with storytelling within PvP, and we had an event called Assault on Hereford that players really loved, that did build on what our characters are doing, the tone of the game, and we will continue to explore that realm. But yeah, we have nothing to announce right now. IGN: What’s your stance on the use of generative AI in games development, do you have plans to use it for Siege? AK: If we just talk about AI at its core, it's something we've always been using, like machine-learning, developing new tools not only for anti-cheat but for things like our AI bots, where they're actually trained on our real player data. So these are all incredible tools that make us faster and more efficient. And so it's not a new concept. However, when it comes to generative AI, this is stuff that's still really new and so we haven't incorporated it into our pipeline of Siege. When it comes to generative AI, this is stuff that's still really new and so we haven't incorporated it into our pipeline of Siege. IGN: What's the fan response been like to the Dual Front mode? I know a lot of players were of the opinion that the District map was a bit too big at launch, are you reevaluating that? AK: Yeah, there was a lot of feedback on the new mode especially when you're comparing it to veterans and new players. We see new players really jumping in more often than veterans, which is great. It's something that we hoped for. But there are still ways to improve it. So we will be taking some time to make some ******* changes to the game mode that we’ll be really excited to share for Year 11 - Season One. So at the start of next year. We'll keep on shaking things up and seeing if we can get more good feedback on it too. It's definitely something that we want to stand apart from core Siege. Core Siege is very much competitive. The main draw is Ranked where it has this kind of competitive progression. Dual Front is still the place where we want to give all of the sandbox ingredients that you have in Siege in a more free form so you can play around with all of it, mixing attackers and defenders, mixing different kinds of strategies to attack and defend too. That's where it really shines. So making sure Dual Front is answering a clearly different need than Core is something that we're focused on. IGN: We’ve seen Star Wars Outlaws come to Nintendo Switch 2, and Assassin’s Creed Shadows is rumoured to be on its way too. Is Rainbow Six Siege 2 likely to be next? AK: For us the focus will always be on the platforms we’re on right now, making sure that it's the best experience and when we do new gameplay [that] it makes use of the platforms that we're on. So right now, any new platform isn't necessarily a focus for us. But again, we're a live game, it's 10 years. I learnt a long time ago to never say never, so we'll see as platforms grow and new opportunities come up too. IGN: Finally, do you have anything special planned for the 10-year anniversary? AK: We’ve spoken a little bit about it and we'll share even more at the Munich Majors, but our plan is absolutely to celebrate this major milestone with our players. We have a big event planned for in-game. We have rewards that we have planned for our players as well. So yeah, we'll absolutely be taking advantage of this big moment and celebrating it with everyone. IGN: Looking forward to seeing what you have in store. Thanks for your time. AK: Thank you so much. Tristan Ogilvie is a senior video editor at IGN's Sydney office. He travelled to Bangkok as a guest of Gamescom Asia. View the full article
AZ's Floette, or the Eternal Flower Floette, is not only present in Pokémon Legends Z-A, but you can even add it to your party. Floette plays a significant role in the main campaign of Legends ZA, as it is introduced pretty early in your campaign. As you keep completing the campaign and approach the endgame, you'll get to add the Eternal Flower Floette to your party. Disclaimer: Contains story spoilers. How to add Eternal Flower Floette in Pokémon Legends Z-A If you have noticed your Mega Evolution Pokedex, Floette is an entry, but you can't get it before you complete Legends ZA. Here's how you can add it to your collection. Screenshot by Destructoid Complete the main campaign and all the missions. This will take a certain amount of time, and more so if you're focusing on the Side Missions.After completing the story, battle 15 times in Infinite Royale.You'll get to battle Taunie or Urbain, depending on how you started.After defeating Taunie/Urbain, Emma will summon you and Jett.Emma will further explain that Jett is Taunie/Urbain's grandmother.Jett apologises for the events of Lumiose City and steps down from Quasartico Inc. She will propose Taunie/Urbain to become the new CEO, and she/he accepts her proposal.Taunie/Urbain will then ask their Floette to join you to protect Lumiose City, and will also hand you the Floettite. This was based on AZ's wish (about Floette and its purpose to protect the city). The Eternal Flower Floette is significantly better in terms of its base stats, and you can Mega Evolve it to enhance its capabilities further. It also features Light of Ruin, which is a Fairy-type move that does an insane 140 damage. While you won't be able to have much use for it, adding Eternal Floette will be necessary if you're looking to complete your Pokedex. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post How to get Eternal Flower Floette in Pokémon Legends Z-A appeared first on Destructoid. View the full article
Whipped Dream and Sachet are two vital evolution items required in Pokémon Legends Z-A that can be hard to find. Typically, certain Pokémon require the use of specific items for them to evolve. The same applies to Spritzee and Swirlix, who require the use of Sachet and Whipped Dream, respectively. This guide will help you get both items if you're still unable to get them in Legends ZA. Table of contentsHow to find Whipped Dream in Pokémon Legends Z-AHow to find Sachet in Pokémon Legends Z-AHow to find Whipped Dream in Pokémon Legends Z-A Most of the evolution items in Legends Z-A can be obtained from multiple sources. According to some players, Whipped Dream is available from loot locations, but I didn't manage to find one. However, you can get a guaranteed Whipped Dream when you complete Side Mission 14. Screenshot by Destructoid Titled Slurpuff's Cafe Visit, you can begin the quest from Meuse. The quest is relatively simple and requires you to follow Slurpuff to a nearby cafe. Complete the quest, wait for the cutscene to be over, and you'll get your Whipped Dream. Whipped Dream is used to evolve Swirlix into Slurpuff. How to find Sachet in Pokémon Legends Z-A Finding the Sachet is pretty similar to how you get Whipped Dream in Legends Z-A. You could end up getting it in the late game, but your best bet is side quests. To be precise, you have to complete Side Mission 10, titled Skiddo's Fragrant Leaves. Screenshot by Destructoid The simple quest involves you capturing a Skiddo, adding it to your party, and then showing it to NPC Odette. This is a guaranteed way of obtaining the Sachet, which will be required to evolve Spritzee into Aromatisse. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post How to find Whipped Dream and Sachet in Pokémon Legends Z-A appeared first on Destructoid. View the full article
Rideon Japan published the notice around the game's release day, but those issues are still yet to be resolved more than a week after. View the full article
A key part of winning a run in Ball x Pit is evolving your items, both special ****** and passives. The indie game has become a breakout hit on PC, Nintendo Switch, PS5, and Xbox (don't forget its day-one addition to Game Pass), but finding new special ****** as you descend into the pit is just the beginning. Not every special ball and passive will be available when starting out – many are locked behind your lift level. Win runs with different characters to increase your lift level and unlock new biomes. View the full article
ARC Raiders has kicked off its Server Slam open beta, and the game is being flooded with eager players on Steam. Whether the game can carry this interest and excitement forward to the full release remains to be seen, but thus far, it bodes well for ARC Raiders. View the full article
Publisher Paradox Interactive released a blog post outlining the system requirements and performance parameters for the PC version of Vampire: The Masquerade - Bloodlines 2, as well as a trailer for the Toreador playable clan. View the full article
Hanneke Faber became CEO of Logitech on December 1, 2023, after leaving her role as group president at Unilever. Since joining the Swiss peripheral manufacturer, Faber has attracted attention for her unconventional ideas about how personal technology should evolve – often with a focus on benefiting shareholders and companies first. Read Entire Article View the full article
There may not be a more epic space exploration game than the wildly popular No Man's Sky, a game that has received countless quality updates and improvements over the course of its lifetime. In recent weeks, No Man's Sky developer Hello Games has even released its massive Voyagers 6.0 update that completely revamped gameplay and added a new ship class. View the full article
Borderlands 4 is a looter shooter that revolves around… loot. But what happens when you can’t get your hard-earned Legendary drop because it got trapped out of bounds or behind an invisible wall? Desperate Borderlands 4 players are running into that exact problem and are now pleading with developer Gearbox for a fix. If you’ve played Borderlands 4 you’ll probably know the feeling. It’s the europhoria that comes from a Legendary drop among the confetti-like explosion of loot that erupts from a downed boss. This is something the Borderlands series has always done well, perhaps better, even, than any other looter shooter. When Gearbox chief ****** Pitchford recently said if more developers better understood why gamers love loot, then Borderlands would have “good competitors,” most agreed with him. But if that Legendary flies off and lands out of bounds, the frustration is just as intense as the euphoria that proceeded it. Double the intensity if the Legendary spirals away after a particularly difficult boss fight. This has been a problem with Borderlands 4 since launch, but it was exacerbated this week with the weekly endgame content reset, which rotated The Oppressor into this week’s Big Encore boss fight. The problem here is The Oppressor is a flying enemy (flying enemies in shooters are almost always more annoying to fight than any other), which means it darts about the sky, sometimes over areas the player can’t reach. And what happens when you land the killing shot as it’s in the air? The loot flies sometimes lands on a roof, behind an invisible wall just out of reach, or off the map entirely. Players are, understandably, infuriated. “Do not waste your Eridium on this week's Big Encore Boss Opressor unless you want to lose loot,” declared redditor PuzzleheadedDust8094. “If you value your Eridium and dislike getting screwed out of your items because Gearbox can't seem to prevent your loot from flying outside of the arena or through walls, you absolutely should avoid fighting this boss UNTIL THEY FIX THIS. “I have lost so much loot to bosses dropping stuff in places you can't get to because it's a giant death pit or because of bogus invisible walls. This week’s Big Encore boss might just be the biggest offender yet. I've lost (and I wish I was joking) 7 OUT OF 10 Big Encores worth of loot. That's 700 hard earned Eridium down the drain.” “I swear to god if they don't fix The Oppressor loot issues (out of bounds or spread around the entire arena rather than where the boss is) and flying around for a full f***ing minute before you can even hit him, I may lose a bit of faith,” said StretchDizzy7792. “Please QC your Big Encore picks. Two weeks in a row of bosses with issues (loot under floor on last weeks). It takes 15 minutes of farming the boss to realize if there's an issue most people will experience. “I hope to god they pushed back the patch to add a fix in for this.” Gearbox, your choice of Moxxie's big encore this week is highly questionable byu/Thebizness1911 inBorderlands4 .reddit-embed-wrapper iframe { margin-left: 0 !important; } “Big Encore… 6 kills. 3 Legendary’s out of bounds. 0 Legendary’s in the lost loot box,” said S0LWAY. “Horse apples! Absolute horse apples!!” That’s a reference to Borderlands 4’s Lost Loot Machine, which is supposed to be a backup for this very problem by scooping up lost loot and saving it for collection later. But it doesn’t seem to be working properly — at least, players believe it isn’t working properly — because it tends to favor low quality loot over rare loot and thus fills up, leaving no room for those prize guns. “The Lost Loot Machine has to be broken,” said one disgruntled player. “There is no way it's working correctly right now. I've only seen one purple and one blue item in it. The rest has always been white and green.” “It's supposed to replace gear with higher quality loot once full but it's definitely not doing that,” said another. “I constantly leave behind blue gear and that thing should be littered with blues, but nope.” @GearboxOfficial @Borderlands Flies around sporadically with no inertia looking awful, gets stuck on map geometry, upon dying flies out of arena to drop all loot in inaccessible places. Arena is filled with invisible walls for no reason. Did this fight even go though QA? [Hidden Content] — Bunbun Jackalope (@BunbunJackalope) October 17, 2025 For now, Borderlands 4 players are trying to help each other out by suggesting fixes for the problem, although there’s no consensus on what works and no guarantees, either. Some suggest saving and quitting as soon as the Legendary goes out of bounds, and then, upon loading back in, heading straight to the Lost Loot Machine. Maybe you’ll be lucky. Maybe not. This week’s hotly anticipated patch — the one set to nerf “unintended interactions” such as the crit knife, was delayed to early next week. Some are hoping this ‘Day 30 Update’ will also sort out Borderlands 4’s lost Legendaries problem. In the meantime, there’s a new mod, on the Borderlands 4 NexusMods page, that some players are finding success with (this is only if you’re playing on PC, of course). It’s called Ground Loot Helpers and lets you teleport all the loot to your character. Now that’s a quality-of-life improvement I can get behind. Unlike an invisible wall. We’ve got plenty more on Borderlands 4. Last month, a Borderlands 4 dataminer unearthed evidence to suggest that one of the most hated characters from Borderlands 3 was cut and replaced relatively late in development. 2K Games and Gearbox declined to comment when contacted by IGN. And IGN recently interviewed a Borderlands 4 player who spent 150 hours on over 3,000 boss kills to find out the game’s true drop rate. If you are delving into Borderlands 4, don't go without updated hourly SHiFT codes list. We've also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players' choices for which character to choose (no one agreed). 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
Now that the excitement has started to die down after the smashing success of Saber Interactive's Warhammer 40,000: Space Marine 2, it's the perfect time to look at what's on the horizon for what the future of the long-running sci-fi franchise has in store. Unfortunately, even with several highly anticipated sequels already in the works for 2026 or even later this year, there are few tangible release dates available. View the full article
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