Blue Protocol: Star Resonance from publisher A Plus and developer Shanghai Bokura Network Technology gets a launch trailer for today's release as well. View the full article
Logitech's Pop buttons for smart home automation will soon become completely useless e-waste. The company released the devices less than a decade ago but is now abandoning early adopters, claiming the market and technology have outpaced the product. Read Entire Article View the full article
I'm sure this fact frequently causes someone at the New York Times to wake up in the middle of the night drenched in sweat, but here's the harsh truth: Wordle is gonna run out of valid five-letter words sometime in 2027. There just aren't that many left that haven't already been used... Read more.View the full article
Just Dance 2026 Edition's release date is closing in as the popular dance simulator will be getting its next major update in the middle of this month. Developers Ubisoft have been drip-feeding all the new stuff coming to the game as part of the update. This includes a fresh list of tracks and new features that will be available once the edition goes live. This guide will help you keep track of the upcoming release. Table of contentsJust Dance 2026 Edition release countdownWhat to expect from Just Dance 2026 EditionJust Dance 2026 Edition release countdown Just Dance 2026 Edition will be released worldwide on Oct. 14. It will be released on Xbox Series X|S, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. The exact time of launch is slightly unclear since Ubisoft. However, the following countdown will potentially help you keep track of the release. [hurrytimer id="1127937"] The countdown is based on the following timings. 1am PT3am CT4am ET8am UTC9am BST10am CEST This is based on when Ubisoft typically releases updates in Just Dance 2025. Just Dance 2026 is essentially a major overhaul, as you get to keep all your owned content from Just Dance 2023 onwards. Keep a window of one hour from the countdown. If Ubisoft reveals the exact time of launch, I will update it on this guide. What to expect from Just Dance 2026 Edition Just Dance 2026 Edition will feature 40 new tracks that will be added to your existing library once the update goes live. The following tracks are just a few of many that will be available to you on Oct. 14. APT. By ROSÉ & Bruno MarsHoudini by Dua LipaCounting Stars by OneRepublicHung Up by MadonnaAll Star by Smash Mouth You can enjoy Just Dance in a new way by using the Camera Controller feature on your phone. The Workout Mode will also help you track the calories that you burn in the sessions. You can also compete with up to six players in local multiplayer. The new Party mode will force you to prepare for an unpredictable dance showdown, while you can move your body for the bragging rights in the Challenge mode. 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 Just Dance 2026 Edition release countdown: Exact date and time appeared first on Destructoid. View the full article
It's hard to imagine 90,000 people playing a video game while most of them also trash-talk it. That's what's happening to Blue Protocol: Star Resonance on Steam, which became the ninth game with the most online players on the platform this Thursday, in the afternoon of its release, while having 34% positive reviews. Curiosity and no cost are probably the two reasons that drove players to try out Blue Protocol. This action MMORPG has a 3D anime art style that resembles many other games of the same genre, like Genshin Impact and Honkai: Star Rail. And just like these two, Blue Protocol is a gacha game, but that's not what's driving all the negative comments. According to player reviews, Blue Protocol locks player progression behind time gates, has bad frame rate drops, and feels overwhelming with dozens of different currencies used for multiple events. Cutscenes are bugged with some characters having no animation or voiceover. The autobattle and auto-walk systems essentially play the game for you, which sparked comments of the title being "shallow" and having "zero depth." Comments get harsher, though. In the r/MMORPG subreddit, some users say the game is an "asset flip," which means the developers made a new game by just reusing existing assets. "The new characters' art style clash with the original one, you can see it on the NPCs and Player characters," one player wrote. "Cutscenes are really weird, animations are bad, expressions are bad," another added. [Hidden Content] Predatory microtransactions are near the top of players' complaints, too. Despite the game being out for less than 24 hours in the West, it's been out since July 17 in China, where this issue is reportedly visible in the late game. "It's undeniable that it's pay-to-win," one player wrote. "It is the epitome of soon-to-be-shuttered cash grab slop, and it will be dead within a year," a disgruntled fan concluded. Adding insult to injury, performance issues are plaguing people in Europe and regions far from North America. "I’m on EU and I’ve had a lot of trouble dodging basic attacks," a struggling user explained. "No EU server so I am out," a second European giving up on the game commented. The few defenders highlight the character creation system, which appeals to fans of role-playing customization, but it doesn't seem enough to make their voices heard on Steam and Reddit's endless streams of bad reviews. If you're looking for the next great action MMO, Blue Protocol: Star Resonance might not be it. And if all the negativity holds, the player peak the game is seeing on Steam shouldn't last too long. The post This anime game is dominating Steam charts despite players absolutely trashing it appeared first on Destructoid. View the full article
It's going to take a little longer than expected for Heroes of Might and Magic: Olden Era, the throwback turn-based strategy game announced in 2024, to be ready for its early access release. Instead of rolling out this year as planned, Unfrozen and Hooded Horse now say the game will arrive sometime in 2026... Read more.View the full article
Kluge Interactive today announced its latest title, Synth Riders: Overdrive, a standalone follow-up on the VR game Synth Riders. Overdrive is a cyberpunk rhythm game that will launch on the Nintendo Switch in time for the holidays. Depending on the edition, the game contains up to 64 songs, with a story mode and multiplayer support for up to four players. According to the developers, Synth Riders: Overdrive was built with the Switch in mind, featuring reimagined gameplay with new mechanics. It features versus modes and couch co-op, three difficulty levels and customization options for their Synth Rider avatar. The base game includes 40 songs, with the Deluxe and Ultimate editions having 54 and 64 songs, respectively. Arturo Perez, Kluge Interactive founder and CEO, said in a statement, “As experts in music rhythm games who’ve created a successful VR immersive experience, we’re excited to bring our expertise and passion for music to Nintendo Switch gamers with Synth Riders: Overdrive. The Switch’s portability and local multiplayer capabilities make it the perfect platform for friends and families to experience this fast-paced musical adventure together.” In addition to the songs in each of the editions of Overdrive, Kluge also teases future inclusions to the roster, including DLC packs for Gorillaz, Monster Cat, Synthwaves 3 and others. The studio says that, “Additional well-known artists will be unveiled in the coming months.” The post Synth Riders: Overdrive announced for Switch holiday launch appeared first on GamesBeat. View the full article
Invincible VS just announced its eighth playable character: Cecil. Quarter Up, developer of the 3v3 tag fighting game based on Robert Kirkman’s Invincible, revealed intelligence agent Cecil Stedman with a gameplay video, below. Check out IGN's interview with Kirkman and the developers at Quarter Up to find out more about how Cecil works and the Invincible VS story mode. Cecil’s announcement means we now know of eight playable characters in Invincible VS, voiced by the actors who play those characters in the hugely popular Prime Video animated series. They are Mark Grayson (Invincible), Atom Eve, Bulletproof, Thula, Rex Splode, Battle Beast, Omni-Man, and now also Cecil. Here’s the official blurb on Cecil: A fan-favorite from the Invincible TV series and comic books, Cecil has been one of the most requested playable characters. Most often heard as a voice in Mark’s earpiece, Cecil enters the fight in Invincible VS with specialized weapons, including plasma pistols, projectile launchers and grenades to keep opponents at a distance. His ranged gameplay style is paired with tactical combat, allowing him to play cat and mouse with enemies. Want more? Cecil can also summon a limitless supply of Reanimen for backup; with access to The Hammer — a massive orbital laser — he is a devastating force on the battlefield. Meanwhile, Quarter Up talked more about the Invincible VS Story Mode, which is a standalone narrative set in the Invincible universe. It’s written by Invincible TV show co-executive producer and writer Helen Leigh and Invincible VS narrative director Mike Rogers, in collaboration with Kirkman. Expect over 25 minutes of bespoke animation in the Story Mode, which “plays like a special extended episode of the show,” featuring every announced playable character so far. Interestingly, the Story Mode teases the arrival of a brand-new character who hasn’t yet appeared anywhere in the Invincible Universe. Quarter Up wouldn’t say who, but did confirm Cecil plays a pivotal role in the story. “Invincible has always been as much about compelling storytelling as it is about bloody beatdowns and fights you can’t tear your eyes from,” said Kirkman. “It was really important to me that we capture the essence of both the comic and television series, and bring key characters into the game. With Story Mode, our hope is that fans feel like they are right back in the show, but experiencing the universe in a whole new way.” Invincible VS will launch in 2026 on Xbox Series X and S, PlayStation 5, and PC. Players can register for an upcoming Invincible VS Closed Alpha later this year here. 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
Invincible VS just announced its eighth playable character: Cecil. The no-nonsense director of the Global Defense Agency is a surprise addition to the roster. He lacks any superpowers, so it’s hard to imagine him lasting more than a blink of an eye against the likes of Omni-Man and co. But Invincible creator Robert Kirkman was adamant Cecil be in the game, and left it to the developers at Quarter Up to figure out how to make him work. Their answer is to lean on all the cool gadgets we see Cecil use in Invincible, which in this 3v3 tag fighting game levels the playing field somewhat. But there’s more: Invincible VS has a sizeable Story Mode in which Cecil plays a crucial role. Kirkman and Quarter Up won’t say much about it, but they describe is as a “playable episode,” so expectations are high. In this interview with IGN, Kirkman, Invincible VS executive producer Mike Willette, art director Dan Eder, and narrative director Mike Rogers, talk as much about Story Mode as they are allowed to right now, and delve deep into how Cecil actually works in the game. Read on to find out if Invincible VS is canon to the show, details on Cecil's kit, and much more. IGN: It must have been an interesting challenge with Cecil. He doesn’t have any superpowers, but he’s smart and can teleport and uses a lot of weapons. So how did you go about making him work in a fighting game? Mike Rogers: From a lore and narrative perspective, Cecil's always in control. We often see him as the man in the ear or the man watching the screen, but people forget that he's a trained agent. He knows how to get his hands dirty and he's got all the tech and all the money of the U.S. government behind him that can allow him to do that. There's just a lot of cool things that we've got in there that allow Cecil to be a really different character. We wanted him in there. There was no way we wanted to exclude him. And we saw opportunities like using his teleporter, like using Reanimen, like using The White Room, to get him in there in a unique way that people might not expect. Mike Willette: From a gameplay perspective, you have all these different types of archetypes, and where Cecil really fits in, in a really unique fashion in our system, is manipulating space, almost like he manipulates people, right? So the ability to put out projectiles like his Sonic Mine, that will basically just hover in space and then detonate after a few seconds. So he can put hazards, put roadblocks, put almost like a bullet hell for the opponent to try to get through. And because of our active tag system, he connects one time, he can tag in one of his assists. And so he's got a lot of utility for just manipulating the screen, getting around it, pelting the opponent from afar, making it frustrating for them, and then putting him back into our combo system. IGN: So is he a zoner, would you say? Mike Willette: Yeah, absolutely. So his combo structure, while he does have auto combos like most of our characters, and the magic chain of light, mediums and heavies, he has a lot of utility for the mid and the long range. He can make people try to chase him down. He has a lot of boosted moves that can cause pop-up or hard knockdown. Or for his… we call it Shellhock, he goes down with a Flaxan weapon and he basically launches like a grenade, but when you boost it you can launch multiples. You can do it while retreating and try to fill the screen and try to just set up roadblocks, so you can kind of like reset and then continue to pelt from afar. So he can manipulate a lot more than other characters can, because he has to use these tools. He doesn't have an air dash. He doesn't have double jumps. He uses the teleportation a lot to make those old bones work. IGN: Robert, I'd love to know what your input was on this. He’s not the obvious choice for a fighting game when you look at the characters in Invincible. I'm sure fans will love that he's in there. Was he a character you were keen to see realized in a fighting game particularly? How did it come to be that he was in the game? Robert Kirkman: His presence in the game is something that's really exciting for me because it shows the versatility of what these guys are trying to accomplish with the game, by having characters that you wouldn't expect and working out how Cecil can be equally matched with all the other people that are coming into it. It's really great the way they're pulling in story elements. There's a lot of character that is intact from the comics and the show that is clear in every frame of these characters. Cecil actually puts his hands in his pockets when he moves backwards, which to me was something that I thought was just absolutely brilliant. And it's just a really fun aspect of the character that's there visually as he's moving around. There's definitely a wish list of characters that I wanted in the game. And Cecil was one where I thought it would be really cool and unexpected if he were to show up in the game. Never in a million years did I think they would be able to pull it off and pull it off this well. I'm gonna tease too much… I'm going to get in trouble, I can't say anything! But I'm very excited about this game! IGN: I wanted to ask you about the story and the story mode. I don't know if that's something that you can talk about at this stage, but it'd be great to get some input on the narrative side of things, because I do understand that you're going big on that. Robert Kirkman: I've been working very closely with Mike Rogers, the narrative lead, and Helen Leigh, who's one of the key writers on the series. She wrote the Adam Eve special episode with me and has done a lot of great episodes for the show. What we're really trying to do is provide an in-game experience that is like watching an episode of the television show. It’s a really cool story that uses the characters in a really exciting and authentic way, and I think goes into some directions that people are really going to be surprised by. There's a lot of unexpected twists and turns. Mike Rogers: We wanted it to feel like a playable episode. It's this standalone narrative. In the same vein that the Adam Eve special is like a special episode, this is a special episode, too. And just getting to work with Robert and Helen and really craft something that feels right for the Invincible universe, it's been a real treat. IGN: Is this canon, or is it like a What If? sort of scenario? I know it's an original story, so it's not something we've seen before. But, you know the fans will wonder how it all ties in with everything. They always do. I mean, I do! So what do we actually have here? Robert Kirkman: It definitely fits very neatly into the narrative of the show. There's a tremendous level of care going into making sure that the characters are authentic and that everything works. Internally, there's actually a window where we're like, ‘Yeah, could fit there.’ But, you know, we're not going to talk about that. Mike Willlette: Just sit back and enjoy yourself! IGN: You’ve got Cecil going up against Omni-Man, for example, which on the face of it would be impossible. But as designers of a fighting game, how do you balance everything where that can be a valid matchup, even though you would think that Omni-Man would essentially tear everyone to shreds? Mike Willette: What's so awesome about just jumping right into this universe, there's so much deep lore and personality with these characters and things to pull from, from like all that comic resource. And then you have the show. And it's kind of the rule of cool, what makes this character and what's really fun for gameplay? And then merging these ideas together. And then you get to see what archetypes do they fit within or it's like, are they rushed down? Are they a grappler, are they strikers? Are they long range? You have this kind of triangle and then you're like, ‘Oh, do they fit more along these two aspects or these two?’ And then things just naturally start to fall in place, and especially within the meta that we've created of like, it's not just a single character, it's three characters that actually represent your kit. So you get to mix and match all these different things. I want to play pure keep away, or I want to have something that's a little bit more balanced where I do have a big bully who can push the corners and then I support that character with a bunch of ranged or mid-range characters. So when it comes down to balance, it's really just seeing what's the essence of the character, what belongs in their kit, and then how it works within our omni tag system, how do characters play well with each other or support each other, whether it's through the assist systems and the different types of assists that they can have, or how they naturally tag into each other. You can play almost any character like a point character or have it dedicated for a very specific role. It's really play the way that you want. And again, we're just given this beautiful sandbox by Robert and company that's just like, God, we have so much great source material. Dan Eder: I will say one of the challenges of using an established IP is that you have to find the middle ground between being authentic to the IP but also making a fighting game that's gonna work. If you're authentic to the quote unquote power levels of the show, then that wouldn't be a very satisfying experience because it just wouldn't be very balanced. And if you know anything about fighting games, it’s that balance is key. We do want to allow people to be able to play with their favorite character and not be completely demolished just because the other one is so OP. So I think as long as you're authentic to the character and there's some sort of plausibility of, okay, that character would use those powers, right? Then I think a lot of it comes down to pure skill of whoever is playing that character. And that's how you stay true to the source material, but also just make it stand on its own. Because I think the reality is that not everyone is going to be intimately familiar with Invincible. We don't want to make this game just for the fans. We want to make this game for people who may not be aware of Invincible, and this would be their starting point. So then that wouldn't matter as much to them. ‘Hey, why is Omni-Man so…’ Mike Willette: We're gonna turn them into fans, Dan! Dan Eder: Exactly. So I think there's a big opportunity to do our own thing, make the game stand on its own, without relying on the fandom, but also make it very pleasing for the fans. At the end of the day we're gonna have a lot of Easter eggs, we're gonna have a lot of small touches and character moments as much as we can. And I think it's gonna be an all around great experience. Mike Rogers: And Cecil was a character where we got to think about this also. Every character has a round reset in between rounds of the fight where they fly at each other, their fists smash and like, okay, if Omni-Man's fist is smashing into Cecil's, that's not gonna end well for Cecil, but he's got these Reanimen and can jump in and do that for him. He's got the teleporter that can allow him to dash around, sort of in the way he has a conversation with Nolan at the end of Season 1. And we got to interpret that and bring those into like, how do they work in a fighting game? And I think it brought an extra level of authenticity to the character. And that challenge for a character like Cecil yields more specificity, which is great. IGN: Did all you fighting game developers all over the world get together one day and decide 2026 was going to see the return of tag fighters? Mike Willette: It's the most insane thing — and it's true — that all great minds think alike! Because we haven't seen a really awesome tag battle fighting game since like Dragon Ball Fighterz, and that's like, what? Eight years now. And then before that, the gold standard was Marvel vs. Capcom. So there was this huge void. And we all approached it differently. Our competitors are different from us. And that's actually a really good thing. And it's interesting, everyone has their own take, and we really like our take. We really like the universe that we get to play in, and we like the violence of it, the brutality of the stakes that are involved, and our unique style of combat and what it means to read someone — you read your opponent and be able to have large amounts of counterplay. Yeah, it's an exciting time. 2026 is crazy! IGN: Why was a tag fighter right for you? And then 3v3? Mike Willette: Obviously being a huge fan of the comics in the show, when I was asked like, ‘Hey, Mike, what game do you want to do?’ I'm like, ‘I want to do an Invincible tag battle fighting game.’ There's so many factions and teams that exist within the universe, whether it's like the Teen Team or The Guardians or The Lizard League or The Order, like there's just so many. And when you watch people fight, like yeah, there's solo fights, but there's also a lot of team fighting that takes place. There's been this lack of team fighter games for such a long ******* of time. And then this IP had lots of strengths when it came to teams and team synergy, and I always thought about the ideas of like, what happens when these characters team up and do ***** together? Like when Eve and Mark fight together, how awesome is that? So we just wanted to play out those fantasies, and what better method than in a fighting game? 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
World of Warcraft has officially revealed Patch 11.2.7, which includes early access to Player Housing, a return of the Brawler’s Guild and Turbulent Timeways, the prologue for Midnight, and more. Titled “The Warning,” the final update for World of Warcraft: The War Within is set to release on December 2. View the full article
For gamers of a certain age, gibberish character sequences like idkfa, torg, ABACABB, and UUDDLRLRBA are akin to long-lost magical incantations. They evoke an era where game developers frequently and routinely let players use cheat codes to customize their gameplay experience with everything from infinite health and instant level selection to full debug menus or gigantic anime-style giant-headed avatars. There were even external cheat devices that let players hack console games with cheat codes the developers never intended. While the cheat code's heyday is long in the past, the idea of letting players manipulate their gameplay experiences in similar ways is coming back into fashion for some developers. Last month, Square Enix announced that upcoming Switch 2 and Xbox ports of Final Fantasy VII Remake Intergrade would include new "streamlined progression" features. As the name implies, the new options menu will give players the opportunity to blaze through the game with infinite health, magic, and money, quicker leveling, maximum damage attacks, and more. "Constant Max HP" is a funny way to spell and pronounce "god mode." Credit: Reddit / Square Enix While some responded negatively to what they derisively called a "cheat mode," director Naoki Hamaguchi defended the new options in a recent interview with Automaton. "Personally, I like to try many different games just to keep myself up to date, but I don’t really have the time, so I only get so far," he said. "I personally believe that, with digital entertainment today, the player should have the choice in how they interact with content. That’s why I pushed for it." Read full article Comments View the full article
Following a successful year that featured the launch of the sci-fi survival horror game Cronos: The New Dawn, developer Bloober Team has unveiled its plans for 2026 and beyond, including sharing brand-new details on four upcoming games. Bloober Team earned considerable positive attention for its remake of Silent Hill 2, and with Cronos now spurring greater interest in the studio's original content, the developer is eager to share more information on the other projects audiences can look forward to. View the full article
IDC recently shared its latest preliminary results on global PC shipments, giving manufacturers reason to celebrate. According to the market intelligence firm, global shipments in the third quarter of 2025 grew by 9.4 percent, reaching 75.8 million units. The market is performing strongly overall, although contributions vary across different regions. Read Entire Article View the full article
Overwatch 2 has officially revealed Season 19, Haunted Masquerade, which brings a Battle Pass refresh full of spooky skins, a brand-new Halloween Terror game mode called the Haunted Masquerade, and heroes, Gadgets, and more for Stadium. The Season 19 update for Overwatch 2 stalks into Future Earth starting October 14. View the full article
The Rubik’s Cube has been reinvented with more games and many more screens for much more money. What has long been cherished as a simple toy yet complex puzzle requiring nothing but a healthy amount of twisting, turning, and patience has been rebooted for the 21st century. Naturally, that calls for a few dashes of technology. Differing from the original Rubik’s Cube, which has six faces that each contain a 3×3 grid, the Rubik’s WOWCube, made available for preorder today, as spotted by The Verge, has six faces with 2×2 grids. Read full article Comments View the full article
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Scream Fortress XVII has arrived! Featuring 5 new community maps: Cowerhouse, Dusker, Afterlife, Devilcross, and Marshlands Added the Spectral Stash CaseContains 23 new community-created cosmetic items that make up the Spectral Stash Collection Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item Has a chance to give a taunt Unusualifier as a bonus itemAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: Heartbreaker Taunt: Healthcare Hog Taunt: Ring KingAdded 15 new community-created Unusual effects7 new effects for Unusual hats 8 new effects for Unusual tauntsAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed again Added new Contracts for this year's featured community maps Completing a Halloween Contract will give players a classic Halloween item and the chance for a Spectral Stash Case Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps All cosmetic and taunt Cases will grant Halloween 2025 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates. Join Halloween matches by using the Special Events category in Casual Scream Fortress XVII runs through November 7th, 2025 General Added (VSH) and (ZI) extensions to the community game mode map names to help identify them Fixed self-illum settings for capture point materials (community fix from Horiuchi) Fixed The Weather Master not cloaking properly Fixed an issue with props and team colors when taunting with the Mutated Milk Updated several strings with consistency fixes Updated the ConTracker to allow community map contracts to be completed in any order Updated the Dusk Duster to add "No Bullets" styles and fix an issue with missing triangles under the right lapel Updated the Fully Charged and Overcharged Unusual effects to improve performance Updated Randolph the Blood-Nosed Caribou to fix missing self-illum setting for the BLU team Updated pl_camberFixed forward spawn againUpdated pl_citadelAdjusted prop placement around the C checkpoint Clipping fixes and adjustments Visual fixes and adjustmentsUpdated koth_demolitionUpdated steam whistle sounds Reduced ambient_generic across the map to avoid problems with sounds not playing Adjusted RED side wooden signs on the lower flank to match BLU side Adjusted spawn points to point at the main door Removed trimp spot on the crane platform Moved healthpack on the crane platform forward so players don't need to make an U turn to reach the control point Added jump pad on the crane platform to allow less mobile classes to get back to the control point if they get stuck there Added critical hit particles to the "evil deer" when it kills players Added collision to some pipes near the control point platform so players can stand on them Adjusted nav mesh to accommodate the new changes (thanks again Katsu)View the full article
Ask anyone about the current state of Ubisoft, and the most optimistic answer you'll get is probably a sigh. While flagship franchises like Assassin's Creedhave had their ups and downs, most fans won't attest that they're currently the best they've ever been. I'm actually fond of Assassin's Creed Shadows and Mirage, but I'm not going to argue that either could go toe-to-toe with Assassin's Creed 2. View the full article
NVIDIA just revealed more GPU driver security issues and so you should make sure you’re up to date. Read the full article here: [Hidden Content] View the full article
I have some good news and some bad news. The good news: to celebrate the upcoming video game LEGO Batman: Legacy of the Dark Knight, LEGO has announced four new Batman LEGO sets, and each one comes with a code for in-game DLC. They're all up for preorder now. The bad news? They’re not coming out until March 1, 2026. But three of them are iterations of the Batmobile, and some of them may just end up in our list of the best Batman LEGO sets. Let's take a look, and you can lock in whichever set(s) you want right now. Featured in this article As mentioned above, all of the sets are associated with the upcoming video game LEGO Batman: Legacy of the Dark Knight, which is scheduled to release sometime in 2026. Each of the Batmobile sets comes with a code for a gold variant of that vehicle in the game. The Batman Logo set gets you a gold variant of Batman himself. LEGO DC Batman: Batman Logo Set #: 76330Pieces: 678Ages: 12+[/url] I have a real soft spot for the Batman logo. I was eight when Tim Burton’s Batman came out, and that logo was everywhere you looked for pretty much the entire 1990s. This set lets you build and display the logo, with tons of “greebling,” or LEGO-y texture on it. It even has a hidden compartment where you can house a minifigure. It comes with a buildable stand, a regular and a gold Batman minifigure, plus a gold coin celebrating 20 years of Batman LEGO sets. LEGO DC Batman: Batman v Superman Batmobile Set #: 76331Pieces: 220Ages: 9+[/url] From the universally beloved 2016 movie Batman v Superman comes this sleek, gray, angular take on the Batmobile. It looks like a futuristic race car, but with sharp armored panels adorning it. Say what you will about the movie it came from, but this is an awesome Batmobile. LEGO DC Batman: The Batman Batmobile Set #: 76332Pieces: 330Ages: 9+[/url] Batman’s vehicle in 2022’s The Batman is a boxier thing, more like the muscle cars from the ‘70s. It has vents on the hood, with the engine in the rear. It almost looks like a jet engine, pulsing blue when Batman puts the pedal to the metal. LEGO DC Batman: Batman & Robin Batmobile Set #: 76333Pieces: 272Ages: 9+[/url] The Batmobile from the 1997 movie Batman & Robin is long and narrow, with sharp edges and no roof at all. Its spoiler looks like bat wings opening to take flight. The LEGO version isn’t too intricate: it replicates the rotating light in the hood with a sticker. But at $29.99, the price sure is right. These sets are announced right on the heels of the awesome new Arkham Asylum LEGO set, which ought to hold over Bat-fans until these new sets come out. But for even more Bat-vehicles, check out the LEGO Batman Forever Batmobile, the Classic TV Series Batmobile, and the 1989 Batman Batmobile. Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky. View the full article
Borderlands 4 developer Gearbox has given fans a seven day warning: those boss-melting builds based on “unintended interactions” will be nerfed next week. Borderlands 4 is rife with overpowered builds that use what developer Gearbox has described as “unintended interactions” to cause massive damage, even to the game’s toughest bosses on the hardest difficulties. The most infamous of these is 'the crit knife,' which Gearbox has said it’s aware of. But there are many others. Gearbox has spent the first few weeks of Borderlands 4’s life improving performance and buffing underperforming gear, rather than nerfing things or stamping out these broken builds. But the time has now come for change. Borderlands 4 creative director Graeme Timmins took to Twitter to say “there will be some changes next week to specific gear and those unintended interactions, this is your 7 Days Notice ;)” Next week’s update will also include “a host of improvements to stability, performance, and some highly requested quality-of-life changes!” Gearbox added over on the official account. "Looking forward to next week, we are planning another round of adjustments that will focus on Class Mods, Repkits, Shields, and Firmware being tuned to provide greater viability for melee builds, and account for deficiencies in other specific Vault Hunter builds," Gearbox said. "We will also address unintended interactions in certain Vault Hunter skills, and make adjustments to overperforming gear. Importantly, next week's update will include a host of improvements to stability, performance, and some highly requested quality-of-life changes!" Today, October 9, there’s a small update focused on minor gear adjustments. The patch notes, from the Borderlands 4 website, are below. Last week, 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. 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). Borderlands 4 October 9, 2025 update patch notes:Change List:Weekly Activities: Weekly Big Encore Boss switched to a tougher variant of a different existing boss with an even more rewarding loot pool for those who take it on. The Weekly Wildcard Mission changed. These missions feature a guaranteed Legendary drop you can earn repeatedly to get your ideal roll.Maurice’s ****** Market Vending Machine moved to another location and changed its offerings.Gear Balance Adjustments:Ruby's Grasp damage increased by 50%Ruby's Grasp fire rate increased by 25%Bully drone damage increased by 50%Bully base damage increased by 50%Rangefinder base damage increase by 30%Queen's Rest spawn chance increased from 30% to 50%Queen's Rest fire rate increased by 50%Seventh Sense orb damage increased by 250%Hellwalker base damage increase 30%Convergence base damage increase by 25%Additional Changes:Legendary Tediore Shotgun Anarchy was adjusted to properly award Stacks of Mutualism when auto-reloading or killing enemiesAll Pets from all classes (such as Trouble, Specters, Reapers, and Forgeweapons) now properly gain Critical Hit Chance from Passives and GearAdjustment made to Vex the Siren’s Bleed to count as Status Effect Damage 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
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