Port Desire, the cyber-noir setting of upcoming RPG No Law, offers endless possibilities. During the day, pops of green foliage, bustling crowds and urban wildlife scuttling away makes the city feel truly alive. At night, the crowds thin, leaving shady characters lingering in their place. Neon washes out all other colors, turning greenery to grit. The longer I spend with No Law in a hands-off preview, the more it opens up. The melting pot of Southeast Asian and Mediterranean influences in Port Desire entices you to give everything a second look. Even the main character, Grey Harker, shows that same level of consideration. With the setting packed to the gills with such detail, a gruff and thorough detective offers the perfect lens to see it all through. You don’t have to inspect the world with Harker's diligence, though. "You can't play No Law wrong," creative director Arcade Berg tells me. First port of call (Image credit: Neon Giant) Just because you can... (Image credit: Neon Giant) Every NPC in Cyberpunk 2077-style shooter No Law "can be killed," though devs say maybe you shouldn't: "Death is always permanent" If you want to stop and smell every rose you can, but if you want to breeze past everything, No Law won’t stop you. Your progression, for example, isn't tied to your playstyle. You don’t get more EXP by playing more combat-heavy rather than stealthy. Developer Neon Giant has set out to not lead the player in how to interact with their world, instead making one worth exploring. You can’t drive vehicles, so everything must be within walking distance, but the added verticality of the buildings really stacks it all on. As we descend a stairwell, I’m told each and every door you pass is accessible, so you could really spend a good chunk of time exploring just one building. After an initial introduction to Port Desire, the demo continues with multiple approaches of the same objective: infiltrating an apartment complex to find a missing informant. Walking into a convenience store to resupply, each item is fully modeled on the shelves, allowing you to peruse their stock rather than skim menus, before either paying the attendant or shoplifting. As we leave, Berg points to a sensor by the entrance that activates the welcome chime. I can see it’s interactable and you can swipe it if you so choose, and I’m left curious as to why such a seemingly innocuous item was not only included in the game, but also why it was brought to my attention. I’m assured all will become clear later. For our first run at the apartment block, we’re going sneaky. With creative director Tor Frick at the helm, we climb up to an awning and sneak our way past the guards outside. On our way we glance into a window and see a room with an open door and a guard asleep on the bed – complete with Z's rising from their head. (Image credit: Neon Giant) Once inside, we’re confronted by the complex’s manager, a sleazeball straight out of a '50s gangster movie. Through some smooth talking and a light investigative puzzle he lets us go upstairs, but not into the rooms themselves. Cue sneaking into the open door we spotted earlier, past the sleeping guard, and into the target room via grotty air ducts; cockroaches scuttling away and spider webs breaking as I go by. The second run is much more confrontational. In the initial resupply and the convenience store, Frick blows the clerk’s head off and lines his pockets with as much loot as he can carry. Before leaving to avoid the authorities, he swipes the entrance’s chime sensor – explaining that it can be combined with a grenade to create a proximity mine. An ingenious approach to crafting that was also shown in the trailer – where a grenade was attached to a Roomba to make a remote control bomb – I'm eager to find which other Item combinations are available. (Image credit: Neon Giant) As we continue onto the apartment complex, Frick climbs up to the vantage point we snuck in through. He unleashes hell upon the guards in the courtyard, using an SMG and explosives to leave gristle in their stead. Frick also dispatches the sleazeball blocking our way, and after navigating around some locked doors, retrieves their masterkey, by-passing the puzzle to gain access to the apartment upstairs. This time, Frick tasers the sleeping enemies – another layer of player choice should you wish to really unleash hell. But I’m warned that the more you lean into violence, the more the citizens of Port Desire come to fear you, an example of how No Law adapts to how you play it. Overall I’m really impressed by Neon Giants' endeavor to deliver a truly immersive RPG. You can play how you want, explore as much or as little as you want and craft the version of Harker you want. Although for the latter I’m told the only incorrect way to play is removing Harker’s moustache. From what I’ve seen, that appears to be one of the very few limitations No Law presents. Neon Giant has striven to create a dense, compact playground for a player to explore and immerse themselves in exactly how they wish, and I’m incredibly excited to explore Port Desire myself. No Law is set to launch in 2027, but if you can't wait here are some excellent games like Cyberpunk 2077 we can't stop playing [/url]View the full article
Almost six years since its announcement, and with hardly anything said about it since, Riot Games' mysterious League of Legends MMO has been referred to as the studio's "Grail" in comments that aren't exactly inspiring the most confidence from fans. Riot Games co-founder and co-chairman Marc Merrill has spoken about the MMO during a PAX West panel, where he was asked by Kinda Funny Games' Greg Miller whether he had anything to share about its release date (below). Alas, Merrill doesn't, but he does speak a little about the game's thought process. "We know what players' hopes and dreams are," he begins, adding that it's all up to Riot whether the team can "succeed in the execution." No pressure for the devs, then, but Merrill calls it "a worthy quest." "We jokingly call it the Grail internally because we're like, '***** it,' you know, many a brave knight are going to die on the Grail quest. But ***** it, it's the Grail, so let's go," Merrill continues. "That's the mindset that we really try to cultivate and that is hard to do at scale. But, you know, I think we're doing a reasonable job and I think the future's incredibly bright." [Hidden Content] It's not the only promising news we've heard about the Riot MMO recently – earlier this year, it was announced that yet another World of Warcraft veteran had joined the development team, which bodes well. Before that, Merrill had stated that the idea of "making the next great MMO" is something that Riot is "more committed to than ever." But a more recent announcement to come from the home of League of Legends doesn't have fans feeling optimistic. After its full console launch in January, it was announced last month that League of Legends fighting game 2XKO is ending active development in December. While it'll remain playable, Riot said "we haven't seen enough players stick with the game to get to a path toward sustainability," and ultimately couldn't see "any viable future." The changes made to digital card game Legends of Runeterra back in 2024 are also fresh in many players' minds. At the time, Riot stated that the game had "faced financial challenges since launch, costing significantly more to develop and support than it generates," and, as a result, was "reducing the size of our team and renewing our focus on The Path of Champions," with a focus on PvE. Needless to say, you can understand the distrust online regarding Merrill's latest comments about the MMO. "Hard to be excited for this because I wouldn't be surprised if Riot just cuts the team in half and then end support after less than a year when the League MMO doesn't have numbers like WoW or FFXIV within the first month based on how they're treating 2XKO," one user responds on Twitter. "Hope this time you don't cancel it HALF A YEAR after release because it doesn't have the playerbase of WoW and FFXIV COMBINED," another says, while one tweet asks: "Didn't you guys just kill the fighting game that was barely released. What confidence are we supposed to have in an MMO?" For now, we're stuck watching this space, but hopefully the League of Legends MMO is able to meet the expectations of fans and its devs alike whenever it does eventually launch. League Classic might sound fun, but as a 15-year League of Legends veteran, I'm here to tell you: You want this less than you think. [/url]View the full article
One of the most impressive games I played at gamescom was Tarae: The Unbound, a new action RPG developed by South Korean studio Boundary and published by PUBG company Krafton. There’s a huge amount here that will feel familiar to fans of Diablo, not least in the way the game actually plays. But it’s how Tarae: The Unbound looks that its developers hope fans of the genre will find something unique. Tarae: The Unbound is based in east Asia between the 15th and 17th centuries (most action RPGs, including Diablo, are set in medieval Europe), and it leans heavily on Eastern aesthetics and folklore to come up with a different take. You can see this in everything from the class design to the monsters you fight and the environments you fight them in. But the boss fights (there are over 80 at launch!) are the best example of this Eastern aesthetic — a mix of ********, South Korean, and Japanese influences coming together to form designs I’ve not seen in an action RPG before. As a big fan of Diablo, I was able to settle into Tarae: The Unbound quickly, my fingers resting on the number keys for abilities, my thumb on the space bar for a dodge, and my mouse fingers clicking away to delete mobs via the weighty combat. You can even pull the camera back to get a wider view that presents almost the entire battlefield on-screen, so you can see the waves of enemies coming from a decent distance. There’s a steady stream of loot to fuss over, various skills to pick from, and, of course, build crafting. So far, so very Diablo. But, speaking to Inyoung Koo, CEO of Boundary, art director Byung Ho Park, and creative Myung Sang Ryu in an interview following my hands-on time, I could tell that Boundary feels Tarae: The Unbound has a lot more to offer. There are six classes in the game, each reinterpreted from Eastern cultures: the Samurai melee dealer; the Tiger Hunter (guns and traps and summon animals); Manshin, the Korean shaman who uses spiritual channeling; Geomancer (area-of-effect damage dealer); Kunoichi the ninja; and Warfiend the brawler. The campaign is made up of six acts, each of which has three or four chapters. This isn’t an open world but a linear game, so you’ll have a narrative to progress through. “The playstyles are very different,” Boundary insisted. “So if you choose a different class you will actually feel something very different.” If you finish the campaign with one character, you don’t have to progress other classes — you can then use all the different classes in the endgame. The developers spoke of a “balance” at play in the combat, and for me that comes mostly from the god system. There are eight different friendly or unfriendly gods who can either assist or hinder you in combat, and you’ll have to contend with these modifiers as you work your way through the campaign. Indeed, yin and yang is a common theme throughout Tarae: The Unbound; the idea that there are opposing forces at play in everything from the story to the combat. “East Asia is where we got the inspiration from,” Boundary told me. “We wanted to take the most beautiful parts of east Asia, and we have the Buddhist cosmology as our basis — the six realms of rebirth.” There’s a human realm, an Asura realm, a beast realm, a hungry ghosts realm, and a hell realm. In the endgame, you cross the boundary of the realms to engage in battles.” Boundary and Krafton of course face a challenge convincing western gamers to ditch their current favorite action RPG to try something new, especially considering the time investment they'll no doubt have made. But the developers are confident that they have something enticing on their hands. “In the market, there are a lot of action RPGs, but it's mostly based in the medieval west,” Boundary said, making its pitch. “Tarae is an Eastern dark fantasy action RPG and it's got its own charms. And I talked about the combat, right? The balance in the combat is different from the existing RPGs, I believe. So I hope you can come and try.” Boundary plans to release new content via a seasonal model, adding new characters in each season. Each year will see the release of a DLC adding a new region. “We are in this for the long haul,” Boundary said. Tarae: The Unbound is due out on PC and consoles in 2027. View the full article
Terminator is officially entering a new chapter with the upcoming release of Terminator: Survivors, an all-new action-adventure RPG set after the events of Judgment Day. Players will enter the Terminator universe as a survivor helping the Resistance rebuild society as deadly SkyNet machines hunt them down, with the T-800 hot on their trail. View the full article
Those terrible firebrands at the Tetris Company have publicly rebuked the US government for publishing a Tetris parody game that promotes the Trump administration's brutalising rhetoric about securing the US border with Mexico. They've even hinted that they're prepared to sue over it. The parody game in question is called Build the Wall, and sees you stacking bricks along "the Southern border" in order to repel invading zombies. Unlike in regular Tetris - yes, I've played the Trump game, I'm definitely going to hell now - you aren't trying to clear lines of blocks. Instead, blocks repel wandering undead of the same colour. The game appeared last week alongside a swathe of other Trumpist propaganda games, based on the likes of Snake and Flappy Bird. A few of these games include goofy reworkings of Sony, Nintendo and Xbox console logo screens. The three platform holders have yet to comment. But the Tetris Company? They're coming out swinging with a... gently worded appeal to human community. Read more View the full article
There's another Palworld update out, and it's a big one. Besides a couple of fresh missions, fishing is now considerably easier, Pals make our life easier in combat, and Pocketpair's provided a wealth of quality-of-life improvements. Right up top of Pocketpair's characteristically long patch notes for update 1.0.4, you can see the two added quests, both sub-missions. One comes from an NPC at Fisherman's Point, and the other is a follow-up to that first mission. After those, we get into tweaks to help our Pals be more efficient when it comes to battles and completing missions. Pals and base Pals have been changed slightly to now prioritize moves that'll deal the most damage, a handy distinction when you're in a skirmish and don't want to micro-manage quite as much. [Hidden Content] 7, 2026 Pals and NPCs that are mission-critical, then, won't fall asleep on your either. Not a frequent occurrence, I don't think, but definitely something that sounds like a worthwhile change because I know if my playing was delayed because of someone having a nap, I'd be annoyed. (No disrespect to nappers, I'm of your kin, there's just a time and a place.) In terms of casting out your line for a big catch, the baseline difficulty for fishing has changed for bodies of water around the World Tree and in Sunreach. Your rewards have been altered for every kind of bait, and there's now a sliding scale for fish behavior during minigames. That last one sounds, to me, like some people were having an unnecessarily hard time, and I'm glad Pocketpair's providing more options for players. To round off the highlights, the fact that returned materials now go straight back into your inventory if you cancel something at a production facility is a real plus. You'll get everything back unless you have a weight limit set, at which point anything over your limit will sit at your feet instead. Handy. As ever, it's worth scanning the full notes yourself to see if any ********* problems you were seeing have been addressed. "Palworld's not finished": With update 1.1 coming, Pocketpair lead says "we're doing something players have been screaming at us to do" after the "soft prologue" of 1.0. [/url]View the full article
Final Fantasy 7 Revelation will feature Sephiroth and Vincent in two post-launch story expansions, according to game director Naoki Hamaguchi. Both pieces of Final Fantasy 7 Revelation story DLC were revealed shortly after the game's release date was unveiled. View the full article
Capcom has announced that Onimusha: Way of the Sword has sold one million copies in its first day, continuing the publisher's 2026 hot streak. Even with the sheer amount of major games that have been released this year, and even with the monolith that is GTA 6 standing over every release as it will inevitably be the best-selling and likely most-awarded game of the year, it's hard to argue that anyone has had a better 2026 than Capcom. Obviously, Resident Evil Requiem is the publisher's marquee title this year, but new IP Pragmata proved to be a huge success, with Capcom poised to turn it into a franchise following 2.5 million copies sold, and the more niche Monster Hunter Stories 3 landed well with players and critics, too. Onimusha: Way of the Sword landed positively as far as critic reviews went, while its Steam concurrent player count peaked at 85,081 over the weekend to go along with its "very positive" rating (thanks, SteamDB), but the real test was whether the long-dormant Capcom franchise would sell as well in 2026. Thankfully, Capcom seems happy, as the publisher has announced that Way of the Sword surpassed one million units on the first day of its release, which in turn has pushed the Onimusha series overall to 10 million copies sold. On top of the success of Onimusha, Capcom includes an interesting note at the bottom of its press release: "In addition to regularly releasing major new titles each year, Capcom is focusing on re-activating IPs that haven’t had a new title launch recently." Capcom considers Monster Hunter, Resident Evil and Street Fighter to be its major titles, with the likes of Mega Man, ****** May Cry, Dead Rising, Onimusha, Okami, and Ace Attorney singled out as series the company wants to be on the level of the big three. However, following Onimusha's success, we could perhaps be seeing some more Capcom deep cuts like Dino Crisis, Breath of Fire, Darkstalkers, or Viewtiful Joe get another chance at life. I'm holding out hope we'll see a new God Hand, Bionic Commando, Rival Schools, or Final Fight revival, personally. Capcom left a surprise in new Monster Hunter Wilds Ascendance footage: fans spot the return of the series' most cursed creature. [/url]View the full article
Square Enix turned to Final Fantasy 7 spin-off film Advent Children to inform how the remake trilogy should look, partly because the developers believed fans found it to be the "ideal vision" of the OG JRPG. As part of a PAX West panel that delves into how the trilogy was designed, Final Fantasy 7 Revelation director Naoki Hamaguchi explains why Advent Children was the "graphical goal." "For many fans, we can say that Advent Children is remembered as an ideal vision of Final Fantasy 7," he says. "So, we wanted to bring the appeal of that visual piece to life as a game that gamers themselves could experience." [Hidden Content] As a slide further explains, Square Enix wanted to 'gamify' the film experience so fans of the flick could experience its visual quality and atmosphere – obviously, in a more immersive way. A big reason is that devs believed the film "set a new standard" for Final Fantasy 7 in terms of character expression, especially in Cloud and Sephiroth's appearance, movement, and presence. Naturally, part of the reason that Final Fantasy 7 Remake could look like Advent Children, despite being a game, is that the latter came out in 2005, so the capability of gaming graphics had plenty of time to advance. Still, it's an interesting visual reference. While the OG Final Fantasy 7 is as old as the hills, Cloud and the gang have appeared elsewhere in the years following that, offering a glimpse of what they might look like with an update. Perhaps our closest was the opening scene, remade for the PS3 to showcase its graphical capabilities. To the great sadness of many, it was merely a tech demo and not an actual remake reveal, but the vibe was there. Additionally, Cloud has appeared in plenty of other fighting games, both Square Enix-led and not, which gave us a hint of what he could look like in an updated game. For years, a Final Fantasy 7 remake was merely a wishlist item for fans, not something Square Enix would commit to for a while. How times change. Still, it's nice to see another reference to wider Final Fantasy 7 media, which Square Enix hasn't been shy of making, especially when it comes to what Final Fantasy 7 Revelation might include from the series broader offering – not just its visual style and quality. We will, of course, see what all of that includes when Final Fantasy 7 Revelation releases on April 8, 2027. Square Enix wants to turn Final Fantasy 7 into "an IP with an ever-evolving future" beyond the FF7 Remake trilogy. [/url]View the full article
PS3 emulation has taken a big step forward as open-source emulator RPCS3 now allows users to play their physical games on PC straight from a disc drive. As announced on Twitter, RPCS3 says: "Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!" Users will need a compatible Blu-ray disc drive for it to work, of course – RPCS3 has a full list on its site, and there are plenty of working options available. On Twitter, the RPCS3 account explains that recent changes to the emulator "have extended direct disc drive play support from being Windows-only to also supporting Linux, macOS, and FreeBSD, and have optimized install times for package installations from the disc drive." It should be noted that although RPCS3 refers to the process as "plug and play," the first time you insert a PS3 disc, you won't be able to jump right into playing. "You still need to provide the disc's decryption key to the emulator, by placing it on data/redump," RPCS3 adds. "Once it's there, you can boot the disc and it's read and decrypted on the fly." It's certainly ironic that we're seeing this development – which highlights the usefulness and importance of physical discs – now when we're only a couple of months on from Sony announcing that it's stopping production of discs for new PlayStation games from 2028 onwards. Since then, countless complaints and concerns have been raised by fans, devs, and publishers alike, but one common thread is the worry over game preservation, and the impact that the death of physical discs could have on it. Flash forward to today and the fact that the RPCS3 emulator should, in theory, provide a permanent way for users to play their old discs even without their aging hardware – the PS3 turns 20 this year, after all – it definitely provides a compelling argument regarding their value. Sony seems steadfast when it comes to sticking to its plan, but I'm sure this emulation advancement will likely only give the physical disc defenders more determination to fight for what they believe in – probably ruining a few more live chats in the process. PlayStation killing discs is bad for everyone, whether you care about physical games or not. [/url]View the full article
September 15 is shaping up to be a rather devastating day for Xbox Game Pass subscribers, as 10 games are scheduled to leave the service. Xbox Game Pass constantly has new games added, with a variety of older titles and brand-new, day one releases to keep fans busy. Unfortunately, Xbox Game Pass also loses games on occasion as well, with titles most often getting the boot on the 15th of the month and the last day of the month. View the full article
Capcom appears to have yet another hit on its hands, after Onimusha: Way of the Sword sales surpassed one million units on its first day of release, according to the company. Way of the Sword is the first full Onimusha entry in 20 years, starring the late actor Toshiro Mifune as protagonist Miyamoto Musashi, as he battles through a dark fantasy version of Kyoto during the Edo *******, defeating demons and supernatural threats. The new game’s 24-hour sales momentum means Way of the Sword is already halfway to surpassing the previous best-selling entry in the Onimusha series, 2002’s Onimusha 2: Samurai’s Destiny (2.1 million sales). Read More... View the full article
Asahi Linux is a project and community with the goal of porting Linux to Apple Silicon Macs - and now it supports Macs with the M3 series SoC. Read the full article here: [Hidden Content] View the full article
With the Venomous Abyss raid a success in World of Warcraft 12.1, I asked Blizzard how it feels about add-ons and progression in the MMORPG. Read the full story on PCGamesN: World of Warcraft's Venomous Abyss raid is "what we'd hoped for" from the war on add-ons, Ion Hazzikostas explains View the full article
Continuing to make your hardware more your own and less like you rent it from Sony, the PlayStation 5 Linux project expands to support more firmware. Read the full article here: [Hidden Content] View the full article
Ghostship is the impressive unofficial PC port of Super Mario 64 from the Harbour Masters crew, newly upgraded with a web player and Vulkan support. Read the full article here: [Hidden Content] View the full article
Want some more interesting action RPGs in your life? Check out the Dread and Dark Fantasies RPG Collection Humble Bundle. Read the full article here: [Hidden Content] View the full article
KDE Plasma 6.8 is due out in mid-October and it's coming with all sorts of new features, and one I'm particularly happy to see with autoscrolling. Read the full article here: [Hidden Content] View the full article
Double Fine announced a brand new game - Thank You Bus Driver, their first since splitting off from XBOX. Read the full article here: [Hidden Content] View the full article
There's no question that Brandon Sanderson's Cosmere universe is ripe for a proper AAA video game adaptation, with the author himself teasing just that as recently as last year's 2025 State of Sanderson year-end wrap-up. The Cosmere has had a somewhat rough history with video game adaptations, with the most notable example being Mistborn: Birthright, which despite making significant progress in development, was ultimately canned. View the full article
The popular lsfg-vk project that brings Lossless Scaling's frame generation to Linux now has the big 2.0 release officially out. Read the full article here: [Hidden Content] View the full article
The Bazzite Linux team continue powering through getting lots of updates since the recent major Bazzite 44 release for handhelds. Read the full article here: [Hidden Content] View the full article
Bringing the world of art to tech, TECNO announces the CAMON Slim 5G, featuring powerful specs, AI tools, and more packed into an ultra-slim smartphone. Known for releasing the POVA 8 series, Spark 50 series, and CAMON 50 series smartphones, TECNO expands the lineup with the launch of the CAMON Slim 5G. Designed as a 6.39mm ultra-slim smartphone and incorporating the design philosophy of the CAMON 50 series, the CAMON Slim 5G features a 6,000mAh battery, a 50MP Sony LYTIA 700 Ultra-Night Main Camera, and more. From the information we have so far about the specifications, the TECNO CAMON Slim 5G is powered by the MediaTek Dimensity 7300e 5G processor, featuring a 6.78” 1.5K AMOLED 144Hz display with TÜV Rheinland low blue light certification, IP69K/IP69/IP68/IP66 protection rating, MIL-STD-810 certification, and a 6,000mAh battery for all-day usage. Alongside the specifications, the smartphone incorporates unique features, including Wet & Oily Hand Touch Recognition 2.0 to ... Read moreView the full article
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