RAM and SSD prices are set to rocket, and it's all because of AI, according to the chairman of PC memory and SSD manufacturer Adata. Simon Chen raised the alarm over "severe shortages" affecting the supply of all the major forms of memory and storage for gaming PCs, with AI companies and data centers fighting for as much stock as possible. This is constraining supply that would otherwise end up in consumer-facing RAM, SSD, and traditional hard drives, with memory prices already increasing as a result. For gamers, the end result is a more expensive bill when you come to buy or upgrade your next PC. The models in our best gaming RAM guide, for instance, will no doubt see price rises if PC hardware manufacturers such as Adata can't keep costs down, or keep stock flowing to retailers. If you're thinking about an upgrade, you might be inclined to jump in sooner rather than later. Read the rest of the story... RELATED LINKS: ADATA reveals its DDR5 RAM with a 68% transfer speed increase View the full article
Battlefield 6 has enjoyed the biggest launch in the history of the series, EA has said. According to the publisher, Battlefield 6 sold more than 7 million copies in its first three days, setting record highs for series sales. The game saw more than 172 million matches played online over the three-day weekend, accumulating over 15 million hours watched on streaming services. Read More... View the full article
Hollow Knight: Silksong has mostly been met with overwhelming acclaim, and the newest patch should help to clean up the biggest remaining area of criticism. While some skeptics will never be on board with its punishing difficulty, most of its negative reviews at launch dealt with its Simplified ******** translation. An overemphasis on flowery language lost the focus and impact of the original script, leading to significantly worse scores in China than in other regions. View the full article
WWE 2K25's Farewell Tour Edition Pack DLC is now available, along with a special Farewell Tour Edition of the game for those who have yet to pick it up. Celebrating the historic in-ring career of the legendary John Cena, which is coming to an end very soon, the Farewell Tour Edition Pack brings four additional wrestlers to WWE 2K25, including two more versions of Cena himself. View the full article
Borderlands 4 Vex players rejoice, because Gearbox just delayed the inevitable infinite bleed nerf that was originally expected to drop today. Gearbox never outright confirmed that the infamous build would be nerfed in the next update, but a statement made in the Borderlands 4 patch notes for October 9 suggested as much. Just ahead of the change list in the last patch, Gearbox stated, "We will also address unintended interactions in certain Vault Hunter skills, and make adjustments to overperforming gear," which many fans took as a sign that Vex's infamous reign would be coming to an end. View the full article
****** Myth: Wukong might actually now be playable on the Steam Deck, with the latest update out now that focuses on performance. Read the full article here: [Hidden Content] View the full article
Amnesia: The Bunker is one of the most memorable and impactful World War I stories in a long time. It's an experience we ranked among the very best of its launch year across all genres, and now you can grab a copy completely for free. It takes the Lovecraftian-horror framework established by developer Frictional Games in its previous installments and winds it lovingly, terrifyingly, around one of humanity's grimmest historical settings, creating a haunting tale packed with allegory and tension. Believe me, Amnesia: The Bunker will stick with you long after the final credits roll. Read the rest of the story... RELATED LINKS: Amnesia The Bunker is now under $10 Amnesia The Bunker is one of the best games ever, and now super cheap Amnesia The Bunker is having its biggest Steam ***** yet View the full article
Despite their temptingly low prices, PC gamers appear to be rejecting 8GB graphics cards, with the prices of these cards dropping substantially compared to their 16GB equivalents. Right now, several AMD Radeon RX 9060 XT 8GB graphics cards are going for just $269.99, undercutting the MSRP by $30, and there are identical reductions available on Nvidia GeForce RTX 5060 Ti 8GB cards. As I found in my recent AMD Radeon RX 9060 XT review, the 16GB version of this card is now the best GPU if you're on a tight budget, while the RTX 5060 Ti 16GB is the one to buy if you have a bit more money to spend. It's telling that neither AMD nor Nvidia sent me samples of the 8GB versions of these cards, and it's obvious why - 8GB simply isn't enough VRAM to run some of the latest games at high settings now, let alone in two years. Read the rest of the story... RELATED LINKS: Forget water cooling, this guy just cooled an AMD Ryzen 7 9800X3D gaming CPU by spraying coolant directly onto it, and you need to see it in action Another AMD Radeon RX 9070 XT card just melted, no longer just an Nvidia issue New AMD Arm CPUs are coming, and with Steam Deck-type socket, according to leak View the full article
Legends Z-A has no shortage of pocket monsters you can capture, and you can add some 'historic' names in the form of Fossil Pokémon. There are three Fossil Pokémon to add in Legends Z-A. They're introduced to you automatically if you pay attention to the side quests. However, unlocking these Pokémon involves a specific amount of in-game resources, and this guide will help you prepare for them. Table of contentsHow to get Fossil Pokémon in Legends Z-AHow to complete Restored from a Fossil quest in Legends Z-AHow to get Fossil Pokémon in Legends Z-A The easiest way to obtain Fossil Pokémon is by completing the Restored from a Fossil quest. This is the 27th side mission, so it will take a fair amount of time for you to gain access. The mission requires you to meet Reg at the Pokémon Research Center. Reg will give you enough Poke Dollars for buying a Fossil of your choice. You can then use the Fossil to have your first prehistoric Pokémon. How to complete Restored from a Fossil quest in Legends Z-A The Restored from a Fossil quest requires you to travel to the Pokémon Research Center. It's located to the west of Wild Zone 1, so finding it isn't hard. It's the exact location from where you start your Pokémon journey. Go to the second floor, and you'll find Reg on it. He will reward you with 20,000 Poke Dollars. You'll be tasked with obtaining either the Jaw Fossil or the Sail Fossil. To buy, go to the Stone Emporium, which is located in the southern part of Lumiose City. Screenshot by Destructoid Enter and exit Wild Zone 1, and then turn right. Head straight on the main path, and you'll find the Stone Emporium. This place sells plenty of evolutionary items like Evolution Stones and certain Mega Stones. Take the stone back to Reg, and he will hand you a Pokémon. You can repeat this process to get all three Fossil Pokémon for your collection. Here's a list of what each Fossil/Amber stone produces and how much they cost. StoneCostWhat you GetJaw Fossil20,000 Poke DollarsTyruntSail Fossil20,000 Poke DollarsAmauraOld Amber30,000 Poke DollarsAerodactyl Whenever you choose to buy a Fossil, take it to Reg, and you'll get the corresponding Pokémon. 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 and restore all Fossil Pokémon in Legends Z-A appeared first on Destructoid. View the full article
If you've even idly checked in on the robust world of Doom fan development in recent years, you've probably encountered one of the hundreds of gameplay mods, WAD files, or entire commercial games based on GZDoom. The open source Doom port—which can trace its lineage back to the original launch of ZDoom back in 1998—adds modern graphics rendering, quality-of-life additions, and incredibly deep modding features to the original Doom source code that John Carmack released in 1997. Now, though, the community behind GZDoom is publicly fracturing, with a large contingent of developers uniting behind a new fork called UZDoom. The move is in apparent protest of the leadership of GZDoom creator and maintainer Cristoph Oelckers (aka Graf Zahl), who recently admitted to inserting untested AI-generated code into the GZDoom codebase. "Due to some disagreements—some recent; some tolerated for close to 2 decades—with how collaboration should work, we've decided that the best course of action was to fork the project," developer Nash Muhandes wrote on the DoomWorld forums Wednesday. "I don't want to see the GZDoom legacy die, as do most all of us, hence why I think the best thing to do is to continue development through a fork, while introducing a different development model that highly favors transparent collaboration between multiple people." Read full article Comments View the full article
In a notable departure from its existing catalog, developer Quantic Dream is making the leap from story-driven single-player games to a free-to-play online multiplayer title with Spellcaster Chronicles. Quantic Dream previously announced that it has been in the process of developing Star Wars Eclipse, but it seems the studio has another trick up its sleeve that will take things in a brand-new direction. View the full article
The Edifier G2000 Pro speakers build on the success of their predecessors with the added bonus of being one of the best-looking speakers on the market.View the full article
The Sony Inzone H9 II wireless headset is premium in price, but it offers premium comfort as one of the lightest high-end pairs of cups I've tested so far.View the full article
The exciting sounding Siege Update for Dwarf Fortress now has a release date, with it set to arrive on November 3rd and here's what's coming with it. Read the full article here: [Hidden Content] View the full article
Bosses are woven into the fabric of Crimson Desert’s world. Judging by the many, many different ones we’ve now seen across multiple hands-on demos and videos, it appears that they’re frequently a showstopping spectacle that puts all of your abilities to the test. One such headline attraction is Golden Star, a monstrous mechanical dragon that we fought at the Seoul offices of developer Pearl Abyss in preparation for this month’s IGN First. If you watched our last gameplay video, you’ll have already seen this mighty boss in action, but here we’re going to take you behind the scenes to show you how it was designed, all the way from the sound of its beating wings to the method of its downfall. It’s safe to say that Crimson Desert’s continent of Pywel offers classic fantasy with a twist, often blending unexpected elements into the mix, including (but not limited to) rideable dinosaurs and supercharged mechs. The Golden Star, with its combination of classic fantasy beast and sci-fi metallic sheen, is this philosophy personified. Members of the Pearl Abyss design team explained that they’d put a lot of focus into trying to blend the organic and the mechanical together, but as part of that, perhaps surprisingly, they also wanted there to be a level of believability. The art team noted that, even though Golden Star looks like a sci-fi dragon, a lot of the materials used in its character model were inspired by everyday materials that could be found not just in modern times, but even back in the more fantasy-adjacent Middle Ages. It’s an approach Pearl Abyss applied not only to the Golden Star, but also to all the robots, industrial buildings, and steam trains that you can find in the game. While these elements lean closer towards science fiction, the design team was insistent on maintaining a sense of believability. All this helps us buy into the idea that this is a beast that could have genuinely been constructed by Marni, the inventor who sends you out on a quest to battle Golden Star. Exploring Marni’s office in the run-up to this encounter further educates us on the dragon’s origin, as the room is littered with paperwork concerning its construction, as well as industrial machinery that foreshadows the beast’s mechanical nature. When you finally meet Golden Star, whose claws crumble age-old masonry with ease, you can clearly see how the machine mimics the organic. The Crimson Desert design team made sure that the gears and chains beneath its armoured shell “realistically” operate in unison. Together, these components take the shape of something you’ve never quite seen before, but simultaneously it also feels familiar — the beast’s swooping golden wings and earth-shaking roar can’t help but conjure up memories of Bioshock Infinite’s Songbird, an equally impressive mechanical invention that’s also a man-made creation engineered from a fantasy framework. The sounds generated by Golden Star presented the team with a very specific challenge: having to combine the organic motions of a winged beast with the mechanical clanks and whirrs of something man-made in nature. On our visit to Pearl Abyss’ South Korean headquarters, we were shown around its purpose-built Foley recording studio and given a walkthrough of all of these different elements, and an insight into the enjoyably explorative process. First on the agenda was the flapping of its wings, which also became the basis for all other dragons in the game. While Golden Star is mechanical, you’ll notice that its wings are giant sheets of fabric, and so their sound is also created by moving fabric: the waving of a leather jacket. The weathered rustling of the material evokes the sound of a wing’s membrane cutting through the air and provided a solid starting point for how to add aural layers to this creature, with the ultimate goal of creating something previously unheard. Pearl Abyss wanted to make you feel overwhelmed by the overall size and force of Golden Star. Next up was to give it metallic heft, hence the closing of a creaky, clanking cabinet door being introduced to the mix. It’s followed by a *******, plastic hose — the kind you’d normally expect to see at the end of a vacuum cleaner — being pulled along the corner of that cabinet to further add texture to the dragon’s many moving parts. A smaller plastic pipe is then pulled and pushed like an accordion, as this friction, surprisingly, adds an almost cyber-like tone to the beast. It’s this experimentation and commitment to using everyday objects in unexpected ways that make this process look very fun. On top of that, a large fork was dragged along a metal chain while the fingers of an armoured gauntlet were fiddled with at the joints to punctuate the sound of the wings' smooth motion, providing the effect with a mechanical edge. It all blends into a symphony of noises that creates a soundscape as engineered as the in-game dragon itself. The Foley studio is just one impressive aspect of the cutting-edge facilities found at Pearl Abyss' mammoth office building, which also houses a full 3D scanning centre and a performance capture space where many of the game’s cutscenes and combat animations were recorded. I found particular enjoyment in watching my colleague, Matt Purslow, experience the latter for himself, as he stepped into a mocap suit and swung a foam sword around, which was then mirrored in real-time on a neighbouring screen. It’s all very impressive tech, even if Matt could admittedly do with a little weapons training to fully take advantage of it. The pen is mightier than the sword and all that, though. This tech fuels Pearl Abyss’ creative ambitions, with each boss fight in Crimson Desert not only posing a challenge to the player, but also pushing the limits of the studio’s creativity. The design team wanted to “find out their boundaries and limitations,” and Golden Star presented a particular conundrum due to its sheer bulkiness and ability to fly around at speed. That was very much a problem for a ground-bound, human-sized player to take down. This David vs Goliath effect was desired by the developers, though, who explained that they “wanted to make you feel overwhelmed by the overall size and force of the Golden Star”. To take it down, you’ll need to find its weakness. As with many of the bosses in Crimson Desert, there is a method to defeat this beast proficiently designed into the encounter, although it’s not the only way to achieve victory, as to incubate that feeling of being able to approach this world’s combat in any way you want to. You can brute force your way through this fight, reading its attack patterns and dealing damage to its gleaming head whenever it rears it. But Golden Star’s true Achilles heel is the power of an EMP blast. Though not strictly a puzzle boss, there are some elements of that style in this fight, such as luring the dragon into breathing fire onto pillars dotted around the arena, which heat up and, in turn, power machines that generate EMP bullets for your arm cannon. Fire enough of these into its body, and the Golden Star will be stunned, allowing you to wail on its collapsed skeleton. The Crimson Desert combat team revealed that they didn't want to make the boss into too much of a puzzle. While there are certain conditions that you need to fulfill in order to get the EMP to work, there are definitely other ways to defeat it. The team specified that you can damage the dragon using a bow and arrow, or your combat skills. They hope that players will work out interesting strategies and eventually share them with others when Crimson Desert is finally available next March. The EMP method is certainly an effective one, and something the team made sure was seeded on the path up to the fight. Earlier skirmishes in this quest were designed to show off the capabilities of an EMP, as you take on an army of robotic fiends. The idea, the team explained, was to ensure that the mechanic was a consistent theme in the run-up to the Golden Star battle, and so that when you reached the boss itself, using the EMP would be second nature. You’d understand that Golden Star was a robotic enemy affected by your EMP devices and instinctively know what to do. This approach required focus on the placement of mechanics and gimmicks, ensuring the creation of a natural learning curve up to the boss fight. Variety is very much the name of the game in Crimson Desert, as our story that took a deep dive into combat explained, and that variety permeates through everything, especially boss design. Nowhere else, outside of a pilotable battle robot, have we seen EMPs utilised in this adventure in our several hours of hands-on with it. It's a further example of how each mission, each moment spent in this world, is aiming to be different from the last. While mechanical variety is clearly important, the team also noted that variety was inspired by the bosses being considered as characters within the world. The team explained that they tried to put themselves into the shoes of each boss and really consider what their motives would be. That inspired their moves and overall design, and helped generate diversity among the dozens of bosses present in the game. It’s a philosophy that is certainly on full display when you place all of the bosses we’ve seen so far in Crimson Desert alongside each other. Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social. View the full article
Capturing the point is the backbone of many multiplayer games, and it’s often the most exciting moment of a match. It’s when Zarya drops a Graviton Surge that glues the entire enemy team together, ready to be obliterated by D.Va’s Self-Destruct. Or when your Super gauge finally fills and you’re able to unleash your Guardian’s point-clearing powers. Or when you unlock the perfect Killstreak that rains down a warehouse-worth of munitions, obliterating the opposition seconds before they can capture the zone. But no one does capture points like Battlefield. I recently played a Conquest match of Battlefield 6 that saw a point on Operation Firestorm gradually attacked and seized over a couple of minutes. At first it was just on-foot soldiers, charging in and popping smoke to conceal their assault. Then the tanks turned up. Cannons roared, chunks of masonry scattered. Sparks fizzed as engineers patched up armour. And then, like some kind of finale fireworks, a jet screamed overhead, its deployed payload securing the objective from the final enemies who were holding out. As this was happening, the internet’s favourite Scorsese meme came to mind. “Absolute Cinema.” Battlefield’s large-scale, combined arms, destructive multiplayer is unlike anything else. “Cinematic” is a quality that typically feels antithetical to multiplayer shooters, which are generally required to be more clean and precise. Clear sightlines. Hard counters. Precision-engineered, three-lane maps. Intense competition. There’s no room for spectacle, which is reserved for single-player campaigns. Not in Battlefield, though. To play Battlefield 6 is to be an actor in a war movie. And what a feeling that is, especially after years of sweaty battle royales and esport tactical shooters ruling the charts while prior, lesser accomplished Battlefield games languished on the sidelines. Battle royale has reigned supreme for almost a decade now, and it’s not difficult to see why the fight-to-the-last-player format has endured. Sure, the never-ending churn of brand crossovers that feeds Fortnite and Warzone plays more than a small part in keeping the masses entertained, but it’s undeniable that every match has the potential to tell a story of nail-biting survival. The one-life-only, you-versus-everyone nature of battle royale makes it an inherently tense experience, a trait the genre shares with the extraction shooter’s breakout successes – the pressure that builds across a match of Hunt: Showdown or Escape from Tarkov is unrivaled. That kind of stressful, hyper-competitive design is also the fundamental fuel of Counter-Strike, the most-played game on Steam, and Valorant, Riot’s incredibly popular tactical shooter. Their tightly designed maps, painstakingly calibrated balance, and high-stakes, single-life matches are the ingredients for exhilarating digital sport. And while sport can indeed tell stories – the epic highs and lows of high school football, to reference another meme – there’s a significant difference between those stories of clutch victories and “cinema”. Battlefield’s design allows emergent stories to happen in every match, and every time it feels like a scene from ****** Hawk Down. Battlefield 6 is the complete opposite of games like Valorant and Fortnite. While it certainly has rules and parameters, Battlefield is equally dedicated to immersion. Where Counter-Strike’s maps are clearly artificial constructs designed to promote the most competitive play, Battlefield aims to ship you off to war… or, more accurately, a war movie set. Each map’s pathways may have been laid out by a level designer with multiplayer engagements in mind, but they feel like slices of crumbling conflict zones rather than sport arenas. Those maps, and the objectives within them, create moments of big, loud, messy drama. Yes, that drama may often be rooted in clutch victories similar to what we see in the big esports games, but they’re made from the components of explosive action movies rather than streamer skirmishes. Battlefield’s dramatic because a tank is unloading shells into the building you’re trying to hold, and the walls are creaking and the whole thing is about to collapse, but your squad’s medic has finally arrived to resuscitate a nearby engineer, who’s able to fire off their RPG just in time to destroy that tank and save us all. That kind of combination just doesn’t exist in Counter-Strike or even Fortnite, despite the latter’s attempt to throw everything in existence onto its deadly island. Battlefield’s design allows emergent stories like these to happen in every match, and every time it feels like a scene from ****** Hawk Down. The squad and class systems only reinforce that. You’re all characters in a war movie, each doing their part. Laying down covering fire. Repairing a tank you’re huddled behind. Scoring a headshot on the sniper that’s got your group pinned down. The new drag-and-revive mechanic is perhaps the best example of this. Having my broken body pulled to safety, bullets striking the ground around my legs and explosions ringing in my ears, is one of the most heroic, brothers-in-arms things I’ve ever experienced in a game. Many of the competitive-focused shooters that dominate the charts are seemingly governed by “the meta” – viral builds and strategies that threaten to make every match feel the same. It’s a phenomenon that really cements them as online video games rather than, say, counter-terrorism simulators or superhero showdowns, and in turn further divorces them from Battlefield’s sense of messy spectacle. And while we all know that the meta will eventually infest Battlefield 6 in one way or another, it can never truly control Battlefield, because its greatest strength is those emergent, cinematic moments, not its weapon stats or KDA ratios. No wonder “only-in-Battlefield” moments have been a core part of the series’ marketing for many years now. Back in the summer, I wondered if Battlefield 6 was playing it too safe. As fun as its preview demonstration was, I had concerns that EA wasn’t pushing the series in any interesting new directions. And while it’s true that the final product is the very definition of classic Battlefield, and often feels like a game I’ve played for hundreds of hours before, I’m enjoying it more than I have any other PvP multiplayer game in years. In many respects, that’s simply because, as our glowing multiplayer review explains, Battlefield 6 is fantastically layered and smartly designed. But more than that, it’s those emergent stories. Those player-created, war movie-like sequences that simply don’t happen in any other game. It’s a shame none of that can be found in the single-player. Our campaign review quite rightly criticised it for not just being incredibly dull, but also for making next to no use of Battlefield’s iconic components. There’s no interesting squad dynamics, limited use of vehicles, and its destruction is all too frequently scripted rather than improvised. It doesn’t feel anything like Battlefield. Rather, its linear mission design makes it all too clear that it’s using Call of Duty as a blueprint. But why Call of Duty? Put the multiplayer suites of these series’ side-by-side and it’s clear they have almost nothing in common beyond their military theming. While there’s long been a rivalry between the two franchises, it's because they’re both fighting for different visions of the post-Medal of Honor FPS, rather than scrapping over the same idea. And so you’d think the same would apply to the campaign, that Battlefield’s single-player would be a distinctly different beast to Call of Duty. But they’re not. They’re the same tightly-controlled, linear shooters. Well, almost the same. Call of Duty is, more often than not, pretty good at this kind of thing. Battlefield… less so. In an alternate timeline, things may have been different. Back in 2022, EA established Ridgeline Games to develop Battlefield 6’s campaign. The studio was led by Marcus Lehto, one of the co-creators of Halo. With that history, you can see how Battlefield would have benefitted from his guidance. Halo’s campaigns are, afterall, built on a bedrock of wide open levels that allow smart use of infantry and vehicles – some of Battlefield’s vital building blocks. But the studio was struck by industry restructuring woes and shuttered in 2024, leaving Criterion Games and Ripple Effect Studios seemingly scrambling to piece something together in time for Battlefield 6’s 2025 release. The hollow results left me wondering how Battlefield could have captured the cinema of its multiplayer without resorting to copying Infinity Ward’s homework. Considering its trademark components, Battlefield seems like an ideal place to recapture the ideas of EA’s own, long-abandoned Mercenaries. With their sandbox open worlds, vehicles, artillery, and completely destructible buildings, Mercenaries seems an ideal template for what a modern Battlefield campaign could look like. But I’d take anything that actually reflects the series’ long-established identity. We can only hope that the development pipeline for Battlefield 7 is less troubled and more ambitious. But for now, we have Battlefield 6 and its joyously destructive, noisy multiplayer. The game where every objective is the stage for a war movie, packed with explosions, smoke, sparks, and the rattle of a dozen rifles. Where jeeps screech around the corner carrying much-needed reinforcements, and jets scramble to drop tide-turning payloads. Battlefield is most definitely back, and it’s absolute cinema. Matt Purslow is IGN's Executive Editor of Features. View the full article
It's official: the release of Battlefield 6 has been a huge success, with an enormous 7 million copies sold over the game's first three days. Simply put, it's the franchise's best launch ever. A triumphant press release today from EA describes Battlefield 6's arrival as "record-shattering," "explosive" and — in the words of Battlefield boss Vince Zampella — "momentous." "We never take moments like this for granted, so I want to express our sincere gratitude to our global Battlefield Studios and passionate community that has helped get us to this point," Zampella said. "We appreciate you joining us for Battlefield 6's momentous launch. We have so much more to come in the weeks ahead." Some more stats from Battlefield 6's opening weekend: fans played more than 172 million matches, and clocked up more than 15 million hours watching gameplay streams. On Steam, Battlefield 6 saw a huge launch with a whopping 747,440 peak concurrent players. Sony and Microsoft do not make player numbers public. Next up for Battlefield 6 will be the launch of its Season 1 on October 28, which adds Rogue Ops, new map Blackwell Fields, and a 4v4 mode. It's a stunning return for the Battlefield franchise after the failure of Battlefield 2042, and will likely ramp up the pressure on this year's Call of Duty: ****** Ops 7, due to launch on November 14. Battlefield 6 launched for PC, PlayStation 5, and Xbox Series X/S a week ago today, on October 10. The BF Studios team has kept up communication in the days since, delivering hotfix after hotfix as it works to adjust to the desires of a player base that quickly exploded upon its release. And while the game's campaign has garnered a mixed response, IGN's Battlefield 6 multiplayer review returned an 8/10 score. For more on Battlefield 6, visit IGN's Battlefield 6 guide for a complete list and video of all campaign collectible locations, tips for getting an edge in multiplayer, and more. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
I've played Warhammer for over two-thirds of my life. I started, as with all men of a similar age, with The Lord of the Rings Strategy Battle Game, and quickly moved onto Warhammer 40k and then Fantasy. I've dabbled in Age of Sigmar and tend to play a lot more independent games these days, but 40k will always hold a place in my heart for introducing me to all things grimdark. Peter Jackson's iconic trilogy pulled me into this gothic universe, but modern players are being inspired to get their paints out by videogames like Warhammer 40k Space Marine 2. If you're one of the few players thus far unswayed by Lieutenant Titus' gory action title, perhaps a free demo will induct you into the ranks of the Ultramarines. Read the rest of the story... RELATED LINKS: Space Marine 2 developer already knows you'll hate the new Blood Angels skin Warhammer 40k Space Marine 2 update fixes friendly fire and nerfs sniper cloak Warhammer 40k Space Marine 2 finally releases fan favorite helmets in new patch View the full article
In a recent interview with The Game Business, GOG Managing Director Maciej Gołębiewski shared some behind-the-scenes insights about the store. Being in the game preservation business is hard, Gołębiewski admits during the interview, but it turned out to be even harder than the team originally expected. Read Entire Article View the full article
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