Many profile badges on Roblox will be going away in 2026, and some fans are worried that the feature will be eliminated altogether. Official messages from Roblox staff seem chipper and optimistic about the upcoming changes, but the response from the players has been anything but happy. View the full article
The pitch for Unbeatable is an enticing one: a visually striking rhythm-adventure hybrid about a punk rock rebellion in a dystopian city where music is ******** – kinda like Jet Set Radio meets a more story-focused Taiko no Tatsujin, which is great in theory. But the promise of that concept doesn’t always line up with the disjointed yet heartfelt mess we actually got. Unbeatable positions itself as a mix of both story-driven exploration and pulse-pounding musical battles, but what that means in practice is a conversation-heavy walking simulator with occasional rhythm segments and a few genuinely brilliant moments awkwardly wedged in… plus an endless arcade mode that has some real promise. That’s where the rhythm game “meat” is hidden away, and it’s decently fun for a few hours with a great selection of tracks and plenty of challenges to unlock, though it’s a shame part of its selection is locked behind day-one DLC. Welcome to a world where music is ********, nobody remembers what it is, and, miraculously, you’re the only one who can bring it back! The story mode follows the vocalist Beat and her bandmates as they fight against HARM – a police force defending the music ban with lethal imprecision. The musical names and quirky characters would be charming if the writing supported them with consistent cleverness or emotional weight. Instead, what you get is a script that infrequently touches on what it really feels like to try and become a musician in a world that barely has space for you. The rest of it reads like a long back-and-forth Discord conversation between teenagers who think random equals funny. It works well in short bursts, but gets tiresome across the roughly eight-hour campaign. It’s a shame that there’s this much filler between the parts that are genuinely moving, especially towards the end. But even during those latter parts, Unbeatable lurches from location to location with minimal clear connective tissue. One moment you’re talking to a guard in prison, the next you’re suddenly in the prison cafeteria with no transition or explanation. Then the camera cuts again and you’re asleep. Then you’re in the factory doing work detail. Now you’re skateboarding on a pair of headphones through an entire platoon of guards. There is some logic behind these transitions, but most of the time, Unbeatable’s zones are disorganized – its story feels like a cassette tape of vignettes that just teleport you between scenes, doing the bare minimum to show you how you got there, and that happens constantly throughout. It's disorienting in the worst way – not as an artistic choice, but as a failure of basic storytelling. There are even a few drawn-out dialogue sequences that repeat themselves multiple times – you’ll literally see the exact same cutscene or conversation recycled for no clear reason. But what’s most shocking about Unbeatable is how little rhythm gameplay actually exists in the story mode before the final chapter. You'll spend the vast majority of your time running through empty environments, talking to poorly-written NPCs, and participating in mandatory minigames that have nothing to do with the core rhythm gameplay found in the arcade mode. For instance, there's a bartending minigame with obnoxiously loud jazz providing sound cues. There's a batting cage that appears out of nowhere. You'll close sluices in a sewer in a "puzzle" that has you running back and forth while your incompetent bandmates keep turning valves back on as a "joke." Even when rhythm sections do appear, they're sometimes completely disconnected from what's happening in the story – you might be mid-conversation, and suddenly you're in a yard fighting someone with no setup or context. Thirty seconds later, it’s over and you’re back in your bunk talking about something else. The message it's trying to communicate takes itself too seriously to lean into its absurdity effectively. The story itself centers on bringing music back to the city by being punk rock rebels, which is a perfectly serviceable concept. But the execution is often so shallow and heavy-handed that it hardly feels like anything real is at stake until the emotional payoff at the very end, after the credits are already rolling. The villains are also written like annoying teenagers rather than any kind of credible threat. It's trying desperately to be edgy and rebellious, but never actually lets you in on what you're rebelling against or what rebellion truly costs in this world. As a result, that world feels less like a believable dystopia and more like a caricature designed solely for game mechanics to happen in. Everything is music-themed to an absurd degree – you tie headphones to your feet to escape prison, Beat stops every few minutes to argue with another character about the specifics of being in a band, and every named NPC you meet is vaguely named after musical terms. It's aesthetic-driven to the point of parody, but the message it’s trying to communicate still somehow takes itself too seriously to lean into that absurdity effectively. The silver lining is that if you’re big into music, you’ll appreciate a lot of these references, but Unbeatable tragically struggles to decide on a tone. It's simultaneously trying to be an irreverent internet-humor comedy and a heartfelt story about found family and artistic expression. Those two approaches could theoretically coexist, but Unbeatable rarely demonstrates the writing chops to pull it off. The result is a game that hamfists its themes into each interaction with breathless exposition and forced drama, with cutesy characters who desperately want you to think they're clever. When Unbeatable actually lets you play its rhythm game, you can get through it by pressing exactly two buttons. You're either hitting ground opponents or jumping to hit aerial enemies, all synced to the beat. It's functionally similar to Theatrhythm Final Bar Line. To its credit, the rhythm synchronization at least works well – this review was played on PC at 1440p with a 180Hz G-Sync monitor, and the beats lined up perfectly with the refresh rate. The problem is that, with only two real inputs, Unbeatable has nowhere to go for additional difficulty except "more notes, faster." On Normal difficulty, songs are almost laughably easy. Crank it up to Hard or Expert, and suddenly the screen is filled with so many simultaneous inputs while the camera shakes, zooms, and bounces around that it becomes overwhelming without necessarily being rewarding. You're just trying to parse visual chaos. That said, there is at least a welcome option to turn off the VHS filter enabled by default, which just makes everything look unnecessarily glitchy, as well as a reduced camera motion option, which is a good accessibility feature given how much it can bounce around during rhythm sections. Drop the “adventure” and the arcade mode is where the real game lives. The music selection itself is at least decent overall. The story mode is a bit more middling; aside from the main themes and songs played by the virtual band, the campaign’s filler tracks feel like what people imagine Portland's indie music scene sounds like when they're making fun of it. But the saving grace is that Beat’s band puts out a few bangers before the end of the story. The arcade mode also has good music from top to bottom, which goes a long way toward making it a lot more fun to play than the story itself. There are tracks from artists like Alex Moukala and Peak Divide that are genuinely great. It’s a little questionable that some of them are locked behind day-one DLC, but you don’t need to pay extra for plenty of excellent beat maps that come along for free. The arcade mode is structured like a proper rhythm game with unlockable songs, an expansive and fun-to-complete challenge board, leaderboards, and a good selection of difficulty tiers ranging from Beginner up past Expert and beyond. It has the replayability and polish that the main story mode completely lacks. Drop the “adventure” and that's where the actual, complete game lives. One thing Unbeatable does nail is its looks, with a strong punk rock aesthetic and standout anime fusion art direction. The 2D character cutouts layered into cartoonish 3D environments look great, especially in locations like the town and beach, where the late afternoon light dances off the ocean. The pause menu also has this cool scratchy vinyl aesthetic that really sells the punk vibe. When you pause a session, there's a neat record-scratch effect. These are the moments where you can see the vision underneath Unbeatable’s jank. But strong art direction can't save poor game design. For instance, the camera is frequently positioned in ways that make navigating each level confusing. You'll often need to run toward areas of the screen that are partially obstructed by walls to trigger the camera to pan to the next room, leading to constant moments where you're just wandering around trying to figure out where you're supposed to go. And these environments feel empty and lifeless, more like stage sets than actual places. Perhaps most frustrating is that certain moments really do show promise. The UX is similarly messy. At first, it looks pretty clean due to a straightforward menu system and sharp dialogue boxes that have a cool, comic-book-inspired vibe to them. The rhythm gameplay cues are solid in the main rhythm game (the one you play during key story moments and in the arcade mode), but are totally incoherent in some of the minigames, like the game where you have to do quality control for bombs in the prison or mix drinks to screechy jazz music. And more than once, dialogue boxes will pile on top of one another or slide to the bottom corner of the screen as NPCs run straight into the camera or off-camera entirely. Perhaps the most frustrating thing about Unbeatable is that there are moments that really do show promise. There’s a train sequence where your band is playing music while fighting enemies that’s genuinely cool, but it doesn’t arrive until several hours in. These highlights come way too late, and are immediately followed by more filler. It's almost like the entire game was built around the most promising sections of Unbeatable’s impressive demo from back in 2021, padding them out with fetch quests, repeated cutscenes, and unnecessary minigames rather than making more of what actually worked. That demo framed these moments as representative of the full experience when they're actually the exceptions amidst hours of aimless wandering. View the full article
Intelligent, stylish, and brutally hands-off, Routine is one of the most terrifying — and at times terrifyingly frustrating — horror games I've played for some time. Confident and cruel, it's a masterclass in show-don't-tell horror that freaked me out far more than I'd like to admit… and that's coming from a bona fide horror veteran. All five of my senses are permanently on high alert. My ears constantly strain for the sound of stomping footfalls and humming electronics. My eyes dance about in the darkness, looking for a place to hide. My hands — misshapen and perma-clawed from clutching the controller so tightly — genuinely ache from stress. And yes, I can almost smell it here, too. Dust. Decay. Decades-old recirculated air lying over an unmistakable note of fried circuits. When I feel this overwhelmed, I'd typically cower behind a Pause screen to bring my blood pressure back down, but I can't even do that: bringing up the menu doesn’t actually pause anything, which means you can die — and I have — while adjusting your settings. Thanks, Dead Space. There are only two horror games I've never been able to complete: Alien: Isolation and the very first Outlast game. Both scare the bejesus out of me, chiefly because there's no way to predict when a jumpscare is coming, but also because I absolutely hate being chased by things I can't kill. Routine delivers all of this and more, ratcheting up the fear through the very clever, very intentional design choices it makes, such as manual save points (NO!), randomized puzzles so you can't cheese them or look stuff up (ARGH!), and some truly devilish creature design that feels as though it's been plucked directly from my own nightmares (HELP ME). Announced way back in 2012 — two years before the release of Creative Assembly's aforementioned Alien: Isolation, with which it shares much of its DNA — Routine is one of the most atmospheric games I've played in ages (and I do mean all games, not just horror ones). You, a software engineer dispatched to resolve a malfunctioning security system, arrive at Union Plaza, a tourist resort on the Moon, although there are no tourists, no staff, and barely even a functioning facility left. And despite the technical accomplishments that apparently got us to the Moon, everything in Union Plaza is gloriously old-fashioned. Like The Jetsons or the original Alien movie, it presents a dated, almost naïve vision of the future, with green-hued CRT terminals, limited technology, and fabulously 70s-esque patterned wallpaper. Take your trusty CAT, aka your Cosmonaut Assistance Tool. Yes, it lets you overload electronics, track clues, see in the dark, and gain important security clearance, but it's also a boxy gizmo that kinda looks like an 1980s video camera, complete with a cripplingly bleak battery life. Using it requires manual interaction — modules need to be physically slotted into place, and connecting to the short-span wi-fi requires a manual button press. All of it is delightfully fiddly, right up until you realize you may need to manually change out your modules while a Type-05 (a deeply unpleasant mechanical facsimile of a humanoid) is gunning for you, or you can't save until you find a wireless access point, which may or may not have a murderous robot patrolling just in front of it. And Routine gives nothing away. Absolutely nothing. No hints, no clues, no flashing items, no "Stuck? Click here!" lifeline. Admirably reserved, it's content to leave you fumbling in the dark for hours if need be, utterly unfazed by your frustration until you, say, accidentally spot a vent you somehow didn't notice before. It's deliciously cunning game design that I hate every bit as much as I admire, only elevated further by its careful use — or sometimes lack thereof — of sound effects and unsettling bangs and thuds in the distance. Perhaps unsurprisingly, then, there's also no HUD. You never really know what state your health is in, which means you’re never certain how many times one of the creepy automatons can grab you before it's game over. You only know how many shots you have left in your CAT by "physically" picking it up and looking at the battery life. You don't helpfully zoom in when you're reading a dimly backlit screen, which can make reading memos and emails on flickering displays pretty tricky. Logging into things takes time you may ill afford thanks to 1980s engineering and a groaning dial-up system… especially when you learn that, yes, enemies can drag you out of your hiding place if they see you get into it. It's those emails and memos that really flesh out the story here, though, which is surprising given how missable they are (and how easy it is to get turned around and think you've already explored somewhere that you haven't). I can't say I thought it all made sense, or was wonderfully satisfactory or unique at the end — too many loose ends and unanswered questions meant it didn't quite stick the landing for me — but Routine's curious story certainly kept me hooked. But even for me — someone absolutely terrified of being stalked in the dark by unkillable machines — Routine loses a little of its luster partway through its roughly six-hour campaign. What once freaked me out began to wind me up instead. Manual saving is novel right up until, say, your PC crashes, and the hands-off puzzling is impressive all the way until you're fully, palpably lost and have no idea how to progress. You cannot reacquaint yourself with your current objective unless you are at a save station, or choose when to activate your flashlight, or even carry a spare battery with you. There's no map which, for someone with the directional sense of a turtle spinning on its back — also me! — is woefully cruel. And not being able to pause is an interesting wrinkle right up until you get an important phone call or the dog stands in front of the TV. From this point on, even the Type-05s feel a little humdrum. The stomping of their feet means it's impossible for one to sneak up behind you, and they're outrageously stupid, often unable to find you even if they chase you into an open elevator and you're crouching behind a box six inches away. Half the time, all they do is interrupt you, like a puppy with a new ball. That doesn't mean I don't often wish I could permanently disable them — knocking them temporarily offline just doesn't make me feel safe enough, which is obviously why permakilling them isn't an option — but there's so much "ammo" around (read: batteries) that you can often neutralize them and slip away without incident. Nor does it mean they don't freak me out (they do) or that I got acclimated to the tension (I didn't), but given that the enemies just aren't that clever, they're pretty easy to lose. (That said, I can't help but wish for a SOMA-esque 'Safe' mode to allow me to explore to my heart's content.) As for the puzzles? Few stumped me for long — it's fear that held me back, not the puzzle design — but I think some will be confused by them, not least because developer Lunar Software's lack of signposting means it's easy to overlook clues. If you take nothing else from my words today, though, you owe it to yourself to try to get through as much of Routine as you can without succumbing to a guide. Most puzzles are logical, sometimes maddeningly so, and it's always a rush when you realize the solution can be found by fiddling with the settings on your CAT. And that's what I loved best, I think. Those intelligent puzzles, intuitive tools, and a deeply unsettling atmosphere may not work for all, but they sure did impress me. View the full article
Baldur's Gate 3has patched a lot of its most infamous exploits over time, but a new workaround brings back one of the most powerful lost opportunities. The Sussur Blooms featured in Act One have the ability to neutralize some incredible enemy abilities, emanating an anti-magic field that shuts down magic from any source. Unfortunately, Sussur Blooms typically wilt when taken out of the Underdark, making it impossible to use them against some of the game's most threatening foes. View the full article
We test The Elder Scrolls V: Skyrim Anniversary Edition for Switch 2 going over visuals, performance, load times, upgrades over Switch 1, Steam Deck, and more. View the full article
Gyre Prime is the latest Prime to be added to unvaulted access in Warframe, along with the launch of The Old Peace Update, and this guide will help you find all its parts. Of course, you can spend real-life money and buy Gyre Prime from the shop as she's part of the latest Prime Access bundle. However, you can obtain the parts for free (without spending Platinum), but the method is extremely RNG-reliant. This guide will provide you with all the details required for you to farm Gyre Prime parts from the Relics. All Gyre Prime relics in Warframe The Gyre Prime Warframe has four different parts. Gyre Prime SystemsGyre Prime NeuropticsGyre Prime ChassisGyre Prime Blueprint Here's the list of all the Orokin relics that you're going to require for all the parts. Gyre Prime Systems: Common drop from Meso V14 RelicGyre Prime Neuroptics: Rare drop from Lith G14 RelicGyre Prime Chassis: Uncommon drop from Axi T13 RelicGyre Prime Blueprint: Uncommon drop from Neo T10 Relic Screenshot by Destructoid The spot for farming relics, thankfully, hasn't changed, and the preferred nodes remain pretty much the same. Meso Relics: If you manage to reach Round 2 in the Disruption node, Olumpus, on Mars, you're guaranteed a Meso drop. Ukko in the Void is another great spot, and arguably the quickest one in terms of time required. However, you can also obtain a Neo relic from this spot after capturing the target.Neo Relics: The node of Ukko mentioned above is fantastic, but you can also try at Ur in Uranus.Axi Relics: The best spot to find Axi Relics is the Lua Disruption node on Apollo. Defend two conduits from Round 4 onwards, and you're guaranteed an Axi drop.Lith Relics: The Olympus node on Mars is an excellent spot for guaranteed Lith drop from every rotation. There are more ways to obtain Relic Packs if you want to try your luck with them. There are plenty of vendors that sell unlimited Relic Packs, but the exact availability will depend on your standings with all the open-world factions and neutral Syndicates. Screenshot by Destructoid You can also find Relic Packs from Teshin in exchange for Steel Essences. Try to farm and purchase Lith G14 the most since that has the only Rare component you'll want to complete Gyre Prime. The Warframe will remain in the unvaulted pool for a long time based on older trends that Digital Extremes has followed. Of course, you can also try out Uriel, who is the 63rd Warframe to be added to the game. The post All Gyre Prime Relics in Warframe and how to farm them appeared first on Destructoid. View the full article
ARC Raiders is looking to tackle the "wipe" problem that games in its genre experience by making it optional for players to participate in. It's called the Expedition Project, and the game's first iteration is happening soon. Especially considering the fact that ARC Raiders is probably the first extraction shooter for many players, a lot of gamers are somewhat oblivious to the Expedition Project and what it means. And that's largely due to the fact that it's not very evident in-game. Image via Embark Studios Today, a Reddit user called out the fact that it's mainly been posted about and discussed on social media channels like Discord and X/Twitter, which is a fairly good point. In order to even find the Projects page in-game, players need to navigate to multiple menus, and there's no in-game notification or marker anywhere to point to it. Because of this, the main gist of the upcoming Expedition Project seems to be flying under the radar for a lot of players, especially when it comes to the requirements for earning extra skill points, which may be the biggest draw to wiping your stash and starting over. This optional inventory wipe features some steep requirements to begin with to reach the final phase, which begins in a week on Dec. 17. But then, the main reason to start over is the skill points, which are pricy: when the Expedition Project takes off, players can earn up to five permanent skill point unlocks, and they cost one million overall stash value per point. "None of my friends had any idea when I told them yesterday," one gamer said. "Now none of them wants to do the Expedition." "When the Expedition departs, all items in your Raider’s stash will be contributed toward it," Embark explained in a blog post this past week. "Your next Raider can earn up to five skill points based on the total value of your Stash and Coins at the time of departure." Opting in to the Expedition will unlock some exclusive cosmetics, 12 more slots for your stash, and some temporary buffs. These rewards are nice, but moving forward, having those extra skill points and tacking them on to your build at each reset will be what sets most players apart. And it appears that many have no idea that it's a thing because there's nothing about it in the actual game. Some sort of in-game announcement would be a good first step in making sure that all players are prepared for the Expedition to begin in a week. There's only a week long ******* where players can do so, too, so that only makes the need for better communication on the subject more pertinent. Since the Expedition itself is quite an undertaking for casual players, I'll be very curious to see how many players actually take part in it and how Embark will handle the mechanic moving forward after this initial try. The post ARC Raiders’ inventory wipe incentive is a mystery to ‘the majority of the player base’ due to how inconspicuous it is in-game appeared first on Destructoid. View the full article
With The Game Awards this year featuring plenty of leaks and teases ahead of its annual debut, the event has sparked even more hope that there will be more than a few unlikely surprises in store for dedicated fans. Even if the nominees themselves have less ambiguity around the winners this year after the success of a few industry-shaking releases, the upcoming game reveals are another story altogether. View the full article
AMD FSR Redstone launches with big promises, but Frame Generation is still flawed and major features are locked to RDNA 4. If you expected a leap toward Nvidia-level tech, this will disappoint. Read Entire Article View the full article
2026 год должен стать особенным для фанатов Xbox, сообщил создатель Xbox Series X|S Джейсон Рональд. Microsoft готовится с помпой отпраздновать 25-летие бренда и рассказать о будущем экосистемы Xbox. Всё это будет сопровождаться новыми релизами в сериях Halo, Forza, Fable и Gears of War, а также "множеством захватывающих новостей". View the full article
Вчера журналисты выяснили, что Larian Studios готовит анонс новой игры на The Game Awards 2025, и этот анонс будет связан с серией Divinity. В сети сразу же предположили, что разработчики представят Divinity: Original Sin III, но издательский директор студии Майкл Даус официально опроверг эту теорию. View the full article
Игроки заметили, что Square Enix добавила в официальный плейлист Final Fantasy на YouTube два новых видеоролика — сейчас они скрыты. Учитывая скорое проведение The Game Awards 2025, фанаты уверены, что компания выступит на церемонии с анонсом. View the full article
Российская студия 1C Game Studios представила новое видео с демонстрацией геймплея приключенческого экшена от третьего лица «Война миров: Сибирь» (The War of the Worlds: Siberia). Также было объявлено, что релиз игры состоится на ПК только в 2027 году. View the full article
11 bit studios подтвердила, что Frostpunk 1886 является не просто ремастером оригинальной Frostpunk 2018 года — игроков ждёт основательный ремейк с новым контентом, механиками и системой модификаций. Геймдиректор проекта Мацей Сулецки поделился деталями. View the full article
10 декабря 2020 года Cyberpunk 2077 вышла на PlayStation 4, Xbox One и PC. Сегодня экшен-RPG от первого лица исполнилось 5 лет. В честь юбилея разработчики представили специальный трейлер, который можно найти ниже. View the full article
The Delta Old-Fashioned donut is a special item to bake in Pokémon Legends Z-A Mega Dimension, and the recipe can be pretty tricky. There's a host of different donuts you can bake from Ansha using different Hyper Berries that can be found as part of the Mega Dimension DLC. This guide will list the complete recipe required to prepare the Delta Old-Fashioned donut. Delta Old-Fashioned donut recipe in Pokémon Legends Z-A The process of crafting the Delta Old-Fashioned donut is pretty much the same as crafting any other donut. Head to Hotel Z, where you'll find Ansha and her bakery. Proceed with the order, and pick the following ingredients to complete the recipe. Four Hyper Colbur Berry (65 Sour and 85 Fresh)Two Hyper Haban Berry (85 Sweet and 65 Fresh)One Hyper Roseli Berry (65 Spicy and 85 Sour)One Hyper Chilan Berry (85 Spicy and 65 Bitter) Once you have finalized the recipe, confirm your order, and Ansha will start the preparations for your donut. This specific donut is required to summon and fight Rayquaza, which is one of the hardest battles in the game. Screenshot by Destructoid You can acquire the Hyper Berries randomly by completing different quests that are part of the Mega Dimension DLC. Try to save the ones that you'll require in the recipe mentioned above to ensure that you can bake the Delta Old-Fashioned donut when required. Incidentally, the Delta isn't the only Old-Fashioned donut that you can bake from Ansha. You can also bake the Alpha and Omega Old-Fashioned donuts to take on Primal Kyogre and Groudon, respectively. If you're confused about how to craft those, we have dedicated guides for those recipes. The Omega Old-Fashioned donut has the most complicated recipe in terms of the Hyper Berries that you'll require to complete the baking process. The post How to make Delta Old-Fashioned donut in Pokémon Legends Z-A Mega Dimension appeared first on Destructoid. View the full article
The year of our Lord 2025 is on its way out. Though not the best ******* in human history, gamers certainly had a great time. AA and indie titles dominated the industry, proving to billion-dollar corporate enterprises that no, money does not make the game, nor do people care enough about big-budget blockbusters to fork over extra cash for a poor product. In fact, 2025 proved that games are not a product at all, but works of art crafted with passion and care. So, out of all the tremendous titles we've had this year, some certainly stood out the most. And we want to recognize that and appreciate the work that went into creating them. In light of that, we're doing our own game awards this year, highlighting the best titles that reshaped the industry. Here are our nominees. Destructoid's 2025 Best Games - the Nominees Clair Obscur leads the charge with three nominations. Image via Sandfall Interactive For the awards, we've chosen eleven categories, nominating five games in each category. The winners will be announced tomorrow, including the Game of the Year winner. However, we wouldn't be who we are without you, our dear readers, so we'll give you the honors of selecting your own GOTY at the end of the article. With that in mind, here are the games we felt left the strongest impression on 2025: Destructoid's Game of the Year Clair Obscur: Expedition 33Death Stranding 2: On the BeachKingdom Come: Deliverance 2Hollow Knight: SilksongHades 2 Best Indie Game Ball x PitHollow Knight: SilksongDispatchHades 2Megabonk Best RPG Clair Obscur: Expedition 33Deltarune Chapter 3 & 4Kingdom Come: Deliverance 2The Outer Worlds 2Monster Hunter: Wilds Best Narrative Clair Obscur: Expedition 33Death Stranding 2: On the BeachDispatchGhost of YoteiSilent Hill f Best Multiplayer Game ARC RaidersPeakBattlefield 6Split FictionElden Ring: Nightreign Best Live-Service Game ARC RaidersCall of Duty: ****** Ops 7Marvel RivalsDestiny 2Fortnite Best Acting Performance Jennifer English (as Melle in Clair Obscur: Expedition 33)Ben Starr (as Verso in Clair Obscur: Expedition 33)Charlie Cox (as Gustave in Clair Obscur: Expedition 33)Lea Seydoux (as Fragile in Death Stranding 2: On the Beach)Konatsu Kato (as Hinako Shimizu in Silent Hill f) Best Sports Game EA Sports FC 26Mario Kart WorldFootball Manager 26RematchInazuma Eleven: Victory Road Best Action Game Hades 2Split FictionElden Ring: NightreignMetroid Prime 4Absolum Best Fighting Game 2XKOMortal Kombat: Legacy KollectionFatal Fury: City of the WolvesCapcom Fighting Collection 2Virtua Fighter 5: R.E.V.O. Most Anticipated Game GTA 6Resident Evil: RequiemThe DuskbloodsMarvel's WolverineREANIMAL Clair Obscur: Expedition 33 leads the charge in the nominations, being present in three categories, as well as having a whopping three performances in the Best Acting Performance category. It's no wonder, considering it's one of the most acclaimed games of all time, having already swept up The Golden Joysticks. It's most likely it'll sweep up tomorrow's The Game Awards as well, setting a precedent for AA gaming. Destructoid's Community Game of the Year As promised, you, our dear readers, will have the opportunity to choose your own 2025 GOTY. You can vote for one of our own nominees shown in the GOTY category above, or write any game you found remarkable enough to be considered for this prestigious title. The votes will be tallied by tomorrow evening, which is when we will publish both our own winners and the ultimate choice of our wonderful community. Follow this link to go to the poll and let your voice be heard. The post Some games made this year awesome, so here are our nominees for 2025’s Destructoid Awards appeared first on Destructoid. View the full article
Uriel is the 63rd Warframe added to the game along with The Old Peace update, and its powers seem to be quite overpowered. As with all previous additions, you can obtain Uriel for absolutely free by just farming for its parts. However, I am yet to find out the exact way of farming the parts as of writing, given that the update went live only a couple of hours ago. While this guide will be a work in progress, I will list all methods that will allow you to use Uriel right now. How to get Uriel in Warframe As mentioned earlier, I am yet to discover the free-to-play method of obtaining Uriel. The free-to-play method, once again, is likely going to be via relics. I will list down the exact relics in this guide once I figure out the exact ones. However, you can already roll out with the 63rd Warframe if you want, but the process isn't entirely free-to-play. The easiest way is just to get Uriel from the shop if you don't mind microtransactions. Uriel has his own bundle, and he's also part of The Old Peace complete bundle. You can purchase either bundles with Platinum or spend real-life money. Screenshot by Destructoid If you're short on Platinum, you can also get Uriel directly from the Market. If you purchase him with Platinum, there are several benefits. The Warframe comes pre-installed with an Orokin Reactor, allowing you to insert extra mods.It also appears with an extra slot.You also get to save time that would have been otherwise required to produce the parts and the Warframe in the Foundry. While Platinum is a premium currency, you can always earn it by trading different resources with other players. This is the best method if you're eager to get your hands on Uriel immediately and start leveling him up. You can also test his abilities and skills in The Old Peace quest, which is now available for all. If you're new, you can get an invite from one of your buddies to try out the campaign. The post How to obtain Uriel in Warframe appeared first on Destructoid. View the full article
Call of Duty is putting an end to back-to-back releases of games in the same subfranchise. However, it might be high time for the whole series to stop its annual launches, because the fatigue is getting severe. Call of Duty has followed a yearly release structure basically since its inception. Initially, it'd launch a game, then an expansion pack the next year, but that quickly turned into annual title releases, alternating between Treyarch and Infinity Ward (and later other studios like Sledgehammer). Essentially, there hasn't been a single year since around 2005 that we haven't had a Call of Duty game in the schedule. We'd get a reveal every spring, and a release every fall, and that's how it's been for almost two decades now. CoD Modern Warfare 2019 was a cultural icon, and subsequent entries should've taken longer to develop and grow into a phenomenon. Image via Activision Though initially subfranchises in the series kept apart, releasing two or three years between each other, Activision eventually started doing back-to-back releases, thus giving us two Modern Warfare games in a row, as well as two ****** Ops entries. That's being put to a stop, as we covered yesterday, but it might be time for the whole series to take a step back and assess the situation. Releasing every single year with incremental improvements over the previous entry has taken a toll on CoD's players. Sure, the series sold well every year since it became a thing, but even that is starting to slip away. Lack of innovation, the use of AI, and an overall bad reputation have ripped up CoD's sails bit by bit, chipping away at what was once one of the most exciting and fun first-person shooter franchises. In 2025, CoD faced another issue: Battlefield 6, itself the product of EA realizing that things had gone south and slamming the brakes, allowing DICE to reconfigure over a three-year ******* and put out a game that almost everyone loved. In fact, it's outselling (thanks Metro ***) ****** Ops 7, which, if you look at CoD's average numbers, is really something. Call of Duty has lost its spark and the creative drive that made the series into what it is today. Just in 2019, the rebooted Modern Warfare proved that Infinity Ward still had it and was not afraid to deal with serious topics, show graphic content, and shock the audience like its old games did. It was bold, daring, and it worked on all levels. Both the multiplayer and singleplayer were praised by the players, and Warzone became a cultural phenomenon as soon as it appeared. In 10 years, if you walk into a group of gamers and ask them to recall the most iconic CoD scenes, I reckon none of them will mention CoDs from 2020 onwards. Image via Activision MW2019 was the pinnacle of contemporary CoD, but sadly, it remains the only such title in the last decade. Modern Warfare 2 diluted the experience, with Activision seemingly keen on putting it out as fast as possible, culminating in Modern Warfare 3 that was completely watered down and in no way comparable to the first game. The same happened with these new ****** Ops titles, as ****** Ops 7 is now the worst-rated CoD of all time. Call of Duty has been around year in, year out for 20 whole years, for almost as long as I have been alive. It is beyond past its prime in terms of quality and creativity, and Activision needs to look in the mirror, like EA did, and think twice about its future. Shooters all around it are springing up that are better, more innovative, and, what's key, more fun, what with ARC Raiders and Battlefield 6 releasing within a month of each other. Sure, ****** Ops 7 probably sold fine, but it's nowhere near what CoD is used to. Someone needs to hit the pause button, take a long, hard break, and come back clear-minded and with some fresh ideas, reviving the franchise that used to dare do things no one else would. And, as we all know: he who dares—wins. The post Rotating CoD franchises is not enough – the entire series needs a sabbatical appeared first on Destructoid. View the full article
As 2025 comes to a close, Apple is unveiling the most downloaded games and apps of the year in the U.S. Now available on the App Store’s Today tab on iPhone and iPad, the 2025 year-end charts list the top free and paid games and apps, as well as Apple Arcade games that people enjoyed this year. .memberful-global-teaser-content p:last-child{ -webkit-mask-image: linear-gradient(180deg, #000 0%, transparent); mask-image: linear-gradient(180deg, #000 0%, transparent); } Read This Article Free Get instant access by joining the GB MAX Access tier — it’s free to sign up and unlock premium content.Join Now to Start ReadingAlready a member? Sign in The post Apple unveils most downloaded games and apps of 2025 appeared first on GamesBeat. View the full article
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