Sign in

GamingTrend

@feed.gamingtrend.com.ap.brid.gy
40 followers 0 following 3.3K posts

One of the longest running independent gaming news, reviews and culture sites on the web. By humans, for humans! (this is a beta feature we are testing, so we may not […] 🌉 bridged from gamingtrend.com on the fediverse by fed.brid.gy

PostsRepliesMedia
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 3h
Breathe new life into your Metro experience
gamingtrend.com
Change your filter for Metro Redux updates in late October
In preparation for _Metro 2039_ this coming February, 4A Games is giving fans a reason to revisit the series a little sooner. On October 22 for PC players and October 29 for PlayStation 5/Xbox Series X|S players, you'll be able to enjoy free next-gen upgrades for _Metro 2033 Redux_ and _Metro Last Light Redux_. The updates will let you replay the dark series with updated visuals, improved performance, and platform-specific upgrades. Read below for the press release: > **RELIVE THE AWARD-WINNING ORIGINS OF THE METRO SAGA WITH METRO REDUX, A FREE NEXT-GEN UPDATE FOR EXISTING OWNERS ARRIVING THIS OCTOBER** > > _Join the 50 million players who have already experienced the critically acclaimed post-apocalyptic METRO series_ > > **Larkspur, Calif. (Oct. 1, 2026) -** The award-winning origins of the METRO saga return this October, as 4A Games announce the upcoming METRO Redux Next-Gen Update – a free update for _METRO 2033 Redux_ and _METRO Last Light Redux_ , bringing a host of visual, performance, and platform enhancements to modern hardware. The update launches on Oct. 22 for PC, and PlayStation 5 and XBOX Series X|S on Oct. 29*. > > Coinciding with today's announcement, METRO is also celebrating a major milestone, having now surpassed 50 million sales worldwide. "It has been an incredible journey over the last two decades, and we could not be more proud of what the team has achieved or more grateful to the players who have walked these tunnels with us," said Jon Bloch, Executive Producer at 4A Games. _"_ Our community has supported us from the very beginning; every milestone we reach belongs to them as much as to us. Returning to where it all began with the Next-Gen Update of METRO Redux – and bringing it to fans free of charge as we did with _METRO Exodus_ – felt like the right way to continue to say thank you." > > For long-time fans, the Next-Gen Update provides the perfect opportunity to return to Artyom's acclaimed post-apocalyptic adventure, while newcomers can experience the events that shaped one of gaming's most celebrated narrative-driven FPS series ahead of _METRO 2039_ , the next chapter in the METRO story arriving Feb. 4, 2027. > > Journey once more into the haunting tunnels of the Moscow Metro with updated visual and performance enhancements designed for modern hardware while preserving the authentic look and feel of the original games. Improvements include enhanced animation fidelity, higher-quality audio, richer environmental detail, upgraded textures, and refined lighting and shadows – bringing greater depth and atmosphere to the haunting world of METRO. > > On console, players will experience true 4K at 60FPS or upscaled 4K at 120FPS, with native support for PlayStation 5, PlayStation 5 Pro, and XBOX Series X|S. Platform-specific features include**** PSSR support on PlayStation 5 Pro, TSR upscaling and anti-aliasing support on XBOX Series X, and Spatial Audio support on XBOX platforms. With XBOX Handheld and XBOX Play Anywhere support, your journey through the Metro can continue wherever you choose. The update also supports Adaptive Triggers for DualSense controllers and Impulse Triggers for XBOX controllers.**** > > On PC, experience 4K resolution with uncapped frame rates, alongside DLSS and Spatial Audio support. Across all platforms, players will also benefit from a range of bug fixes and quality-of-life improvements. Full patch notes detailing all technical improvements and platform-specific features will be published alongside each platform launch. > > The METRO Redux __ Next-Gen Update will be available as a free update for all existing owners of _METRO 2033 Redux_ and _METRO Last Light Redux_. For more information on METRO Redux Next Gen Update and the upcoming _METRO 2039_ , visit the official METRO website METRO2039.com, and follow us on X, TikTok, Instagram, Facebook, YouTube, and Bluesky with @MetroVideoGame.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 7h
Bringing New Game+, a new difficulty mode, refined animatoins, and more
gamingtrend.com
Paging Mr. Bond, 007 First Light's free DLC is out now
Yesterday, IO Interactive launched a free DLC update for 007 First Light. The update, titled Extended Operations, adds New Game+, the 00 difficulty mode, improved weapon handling animation fidelity, a photo mode, and additions to TacSim including the Valhalla Protocol featuring the Aston Martin Valhalla and some missions set in Vietnam. > **New Game+** > > Extended Operations introduces New Game+ to _007 First Light_ , unlocked upon completing the campaign on any difficulty. Once unlocked, players can replay the campaign, from the beginning or from any completed checkpoint, with full access to their unlocked outfits and gadgets, letting agents experience Bond's story all over again, sporting the attire that best fits their taste. > > New Game+ also unlocks 00 difficulty mode, a new and considerably harder difficulty setting built for players who want a true test of their tradecraft. The 00 difficulty mode sharpens combat, stealth, and social encounters alike: enemies react faster to bodies and disturbances, certain guard archetypes are swapped for tougher variants, gadget use is restricted within a guard's line of sight, and combat itself becomes far less forgiving, with two-hit kills, tighter parry and side-step timing, and reduced agency gained in a fight. Players who want the challenge without the customization, or the customization without the challenge, remain free to mix and match: once unlocked, custom outfits and gadgets can be carried into a New Game+ replay on Easy, Normal, or Hard, just as easily as on 00 difficulty. > **New TacSim content** > > Teased in the game at launch, the Valhalla Protocol content is now playable, bringing the state-of-the-art Aston Martin Valhalla to the beautiful Slovakian Mountains. The Valhalla Protocol content takes the form of four different missions, allowing players to drive the Valhalla by day and by night, with different sets of challenges. Of course, the Valhalla is fully kitted out with the weaponry that James Bond uses during the main campaign, which players will need to use to take down targets, earn time bonuses, and post the best result possible. > > James Bond will also be returning to The Pearl, Vietnam's luxury resort, in a new TacSim mission that sends him deep into a guarded villa to retrieve classified documents. The entire property is now in play, every area, including the rooftop, is part of the active gameplay space, and the villa's interior has been redesigned to offer richer opportunities for stealth. > > Last but not least, TacSim missions now welcome additional weapons, with the full arsenal of the main campaign now in players’ hands when they take on the various missions. > **Photo Mode** > > Answering one of the most requested features since launch, Extended Operations adds a full Photo Mode to _007 First Light_. Players can now freeze the action at any moment with a single button press and take full creative control of the shot, with a focused set of tools built to let players capture the world of _007 First Light_. Photo Mode includes basic game controls (UI visibility, character posing), camera controls (transform and lens adjustments), image controls (brightness and post-processing filters), and frame controls (background and logo options), giving players everything they need to compose their perfect shot of Bond's reimagined story, from the Grand Carpathian's chess tables to the neon-lit streets of Aleph. > **Gameplay Additions** > > Finally, the DLC sees two main gameplay additions: * Improved weapon handling animation fidelity, giving even more precision to Bond’s movement and weapon behaviour when being handled * A fan-favourite method to dispatch enemies in the game, being thrown off a ledge, is no longer exclusive to Bond’s opponents, with the spy now also subject to the move, so players will need to stay on their guard. 007 First Light reviewMoneypenny’s finestGAMINGTRENDJoe Morgan For more on all things 007, stay tuned to GamingTrend.
010
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 7h
With music by Petri Alanko
gamingtrend.com
Tunes to fight the Hiss to, the CONTROL Resonant soundtrack is out now
Today, Remedy Entertainment and Milan Records released the soundtrack of CONTROL Resonant. You can listen to it on your favorite streaming service with this link. > Best known for helping define the distinctive sonic identity of the original _CONTROL_ , Alanko expands upon the musical language that made the 2019 game's audio experience one of its most celebrated elements. Led by vocal track “The One I Once Knew” featuring Amelia Jones, the album pairs emotionally moving melodies with the series’ unsettling sonic identity, with tracks like “Obsessive Compulsive Order” bringing tense, otherworldly energy to protagonist Dylan Faden’s journey across New York City. From haunting vocal textures and distorted electronic soundscapes to deeply emotional thematic writing, the score once again serves as an essential voice within Remedy's surreal and ever-shifting world > > Of the soundtrack, composer **PETRI ALANKO** says, “Creating a soundtrack is always a labour of love, it’s a transition into a world where dream-like events pass you by and leave their mark, maybe forever. The scope of _CONTROL Resonant_ was well beyond everything I have been involved with, so were the emotions under the surface. It was incredibly intense trying to hold back tears, when the twists and turns were thrown at you, and emotionally _CONTROL Resonant_ went deeper under my skin than I expected. Under the action, it is a story about devotion, dedication and determination.” The album contains the following songs: 1. Tabula Rasa 2. Into the Sunshine (featuring Veronika Vitazkova, flute) 3. Obsessive Compulsive Order 4. Activate - Execute 5. Thrown Out 6. Back to Zero 7. The Cell 8. Entity in Gap 9. Sibling Theme (Broken Conduit) (Long Version) 10. Final Conduit Pt. 2 11. Final Fight 12. Final Conclusion 13. The One I Once Knew (featuring Amelia Jones) CONTROL Resonant reviewRemedy ascends to new heights in gameplay while dealing with a few rough edgesGAMINGTRENDDavid Burdette For more on all things CONTROL, stay tuned to GamingTrend.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 8h
And it's about to get busier
gamingtrend.com
New DMZ incoming info, a fresh trailer, and anti-cheat news headlines a busy week of Modern Warfare 4
This was definitely one of the worst times to have a ten-year wedding anniversary come up. All jokes aside (my wife is AMAZING), Call of Duty: Modern Warfare 4 hit a lot of marketing beats over the last few days. The biggest piece of news is that next week will be all about DMZ – Infinity Ward had been strangely radio silent on the mode. Considering how big it could be, it'll be nice to see more of it soon. There's also a new trailer and anti-cheat info, check all of it out below. ### DMZ full reveal > DMZ gets the whole week. > > Starting October 4, we’re going deep on Hajin and everything waiting for you when you deploy. > > Five days. A lot to unpack. > > Here’s the plan ⬇️ pic.twitter.com/HpsZP80HdE > > — Infinity Ward (@InfinityWard) October 2, 2026 ### New Story Trailer > War erupts on the Korean Peninsula as North Korea launches a full-scale invasion of the South, threatening to ignite a conflict that could destabilize the world. > > This is the fictional story of video game blockbuster, **_Call of Duty: Modern Warfare 4_**. > Activision has released a new trailer for _Call of Duty: Modern Warfare 4_ , which aired tonight on Thursday Night Football (NFL). The trailer starts as a North Korean stylized propaganda film which devolves into the chaos of the invasion, as a young squad of South Korean soldiers fights to survive while the front lines collapse around them. > > Set against longstanding tensions on the Korean Peninsula, the story feels ripped from the headlines as decades of geopolitical conflict come to a head. What begins as an invasion of the South quickly escalates into a global threat, pushing the _Modern Warfare_ story into darker and more dangerous territory than ever before. > > The _Modern Warfare_ series has never shied away from controversial subject matter, and _Modern Warfare 4_ continues that tradition with a new setting, putting players directly on the ground as the war begins. ### RICOCHET's New Wallhack Fight > Few things ruin a great match faster than wondering whether an opponent earned the win or saw you through a wall. > > Wallhacks give cheaters information they were never meant to have. With Modern Warfare 4, we’re introducing a new way to fight back: Server Culling. > > Here’s how it… pic.twitter.com/62m41zMbLa > > — Call of Duty (@CallofDuty) October 2, 2026 > RICOCHET Anti-Cheat is introducing **Server Culling** , a new layer of protection against wallhacks in _**Call of Duty: Modern Warfare 4**_. By withholding opponent location data from a player’s hardware when they shouldn’t have access to it, Server Culling helps prevent cheat software from exposing information players aren’t meant to see. It’s another layer in #TeamRICOCHET’s ongoing fight to protect fair play. > > This new implement will cover every map available at launch, including DMZ and Combat Outpost, as well as new live-season maps for Multiplayer, DMZ and _Call of Duty: Warzone_ beginning with Season 1 and beyond. **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 9h
For 4,500 Moonstones you can get one of the best animals in Dreamlight Valley.
gamingtrend.com
The Purrfectly Regal Lucifer Bundle is now available in Disney Dreamlight Valley
The highlight of this bundle is the Lucifer companion. Personally, the style is not for me. I hate the clothes but love all of the decorations. You can get this bundle for 4,500 moonstones, which is roughly $20. ## Here is everything in the bundle: ### Lucifer Companion ### Regal Feline Canopy Bed ### Regal Manor Fountain ### Regal Manor Staircase ### Regal Manor Throne ### Regal Feline Tower ### Regal Feline Gown ### Regal Feline Heels ### Regal Feline Nobleman's Suit ### Regal Feline Poulaines ### His Fur Majesty Statue
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 12h
Fey, Tanks, Samurai, and Dragons join the War in Valhalla
gamingtrend.com
New 2027 Heroscape Reveals
Today, Renegade Games revealed their 2027 Winter Spring Heroscape expansion packs during their Renegade Con livestream. There are a lot of amazing pieces coming in 2027 and we've compiled them here for you to check out! Firstly, here is the tentative* release schedule of upcoming products for 2027. _*Nothing is certain with shipping and production delays, so it's always best to manage your expectations appropriately!_ You can view the entire line up here, which is available on Renegade Game Studios' website, including the army cards for each expansion. Each expansion has an unpainted and premium painted option available. The promotional figures will be listed at a later time. Heroscape - Page 1 - Renegade Game StudiosRenegade Game Studios There's a lot of new content coming down the pipe for pre-order release, with each month offering a promotional bundle figure to purchase. As a reminder, promo figures are limited quantity, so once they are gone, they're gone! _(and we all know how expensive Heroscape gets on that secondary market)._ ## February 2027 Heroscape Releases Feys, dwarves, and giant crabs! Heroes and common squads get added to Quilla, Ullar, and Jandar forces, including a deep-cut from Heroscape's past, the Mariedian Resistance figures (featured in the 2004 animated Heroscape extended commercial.) Valda's Vow, the next chapter in the Heroscape universe, comes with four new expansion sets: * Seelie Court of the Verdant Pact Army Expansion * Fury of the Verdant Pact Army Expansion * Thunderhoof Calvary Army Expansion * Mariedian Resistance Army Expansion If you pre-order at least one February Valda's Vow release, you will receive a free Cupid promotional figure. He'll be a nice pairing with Fey and Aquilla armies. ## March 2027 Heroscape Releases In March, reinforcements for G.I. Joe and Cobra come to Valhalla, including the first-of-its-kind tanks! The iconic Armadillo and H.I.S.S. Tanks roll onto the field, alongside some more heroes, such as Flint, Firefly, Beachhead, and Cover Girl, who is a swappable commander for the Armadillo. Initially released in the G.I. Joe Rumble at the Rift Battle Box earlier this year (which we painted up!), Toxic Wasteland tiles are now getting their own expansion pack. Needless to say, Toxic Tiles are not ideal to hang around. The March expansion packs are likely to be available at or around Adepticon 2026: * H.I.S.S. Tank Army Expansion * Mini Tank Armadillo Army Expansion * Mission Specialists Army Expansion * Toxic Wastelands of Valhalla Terrain Expansion If you pre-order at least one March release, you will receive a free Storm Shadow promotional figure. Unlike his previous version, this Storm Shadow represents his alignment with G.I. Joe, and will a be a boon to them and for Ninjas. ## May 2027 Heroscape Releases May has a **ton** of releases, including a few remastered pieces that are highly sought after. This will be part of the Bleakwoode's Bane story arc, and comes with three new expansion sets and four remastered: * Awakened Ancient of Umbral Covenant Army Expansion * Scientists of the Umbral Covenant Army Expansion * Associates of the Volarak Army Expansion * Ashigaru Harquebas Remastered Army Expansion * Ashigaru Yari Remastered Army Expansion * Zelrig Remastered Army Expansion * Einar High Command Remastered Army Expansion Of key note here are the Remastered releases, featuring new sculpts and cards (but also their original cards!) from Hasbro Heroscape. The Ashigaru, original released in 2007, now each get their own Common Squad expansions (with two squads in each box). To lead them to victory are the Einar High Command leaders: Kato Katsuro and Hatamato Taro. Kato Katsuro was originally released in 2008 with the Defenders of Kinsland expansion. Hatamato Taro, originally relased in 2006, was Toys-R-Us exclusive and was part of a series of figures who had special faction-themed dice. These dice, and the Einar dice bag, will be included in the set. Lastly, Zelrig, the iconic and highly sought after red dragon, (originally from the 2008 Aquilla's Alliance: Heroes of the Quagmire set) is getting a remaster. All of these figures are classic Heroscape staples, but are difficult to find, and expensive to buy if you do, on the secondary market. New and old Heroscape fans can now field these amazing pieces! If you pre-order at least one Bleakwoode's Bane release, you will receive a free Taega the Kyrie Warrior promotional figure. A great addition for Volarak and Kyrie players alike! Check out your local game store for Heroscape events, as there are some organized play promotional figures coming out soon as well! The Heroscape Championship is at GenCon 2027 for those willing to prove their valor and honor is the best in the world, and most assuredly some of these pieces will be in attendance. * * * Don’t forget to subscribe and follow us on Instagram, Bluesky, and YouTube for more Heroscape reviews and painting guides, as well as more hobby and tabletop news and reviews!
021
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 14h
We need to rework our terminology, for the sake of clarity.
gamingtrend.com
Deluxe editions: tabletop's version of cosmetics?
Maybe it's just that my gaming budget has ballooned since I became inundated with review copies, but I'm a sucker for a deluxe edition. Multi-layered player boards, chunkier, more durable components, I'm here for it. You wanna know what I'm not here for? That deluxe can mean so many things that it almost doesn't mean anything anymore. I thought it means fancier bits, maybe extra content that the normal edition doesn't have? But then Bryan showed me Haunted Mouse, which only has a deluxe edition, and I'm ready to burn the whole hobby to the ground, because words need to mean things. ### This post is for subscribers only Become a member to get access to all content Subscribe now
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 14h
Gain real-time hardware adjustments, zero dead zones, and magnetic precision across PS5 and PC
gamingtrend.com
Nacon unveils the Revolution 5 Unlimited controller with built-in screen and TMR sensors
Nacon has revealed the Revolution 5 Unlimited, its latest officially licensed asymmetric pro controller engineered for PlayStation 5 and PC platforms. Built from years of competitive esports feedback, the peripheral is available for advance purchase directly through Nacon's official storefront at $229.99 (£179.99 / €199.99). Alongside broad platform support that extends to Android Smart TVs, the package comes complete with a protective travel case and a dedicated desktop charging station to keep your setup powered and organized. The controller marks a major hardware milestone by integrating an on-board control screen directly into the chassis. This allows you to rebalance game-to-chat audio, alter analog stick sensitivity, modify button mappings, and toggle system profiles in real time without ever pausing your match or exiting to an external menu. Underneath the thumbsticks, Nacon incorporates Tunneling Magnetoresistance (TMR) technology, giving you surgical accuracy, superior sensor longevity, and lowered battery drain compared to conventional potentiometer designs. > NACON, a leading video game publisher and designer of premium gaming accessories, is pleased to announce the upcoming release of the _Revolution 5 Unlimited (R5U)_ , its new premium controller that is officially licensed for PS5® consoles. Building on the success of its Revolution range among competitive and professional players since 2016, the brand is reaching a new technological milestone today by unveiling its most advanced accessory yet for PlayStation 5 consoles and PC*. It is available for pre-order starting today on nacongaming.com**.** > Watch the _Revolution 5 Unlimited_ announcement trailer https://youtu.be/bK1WUCRrhyo > The _Revolution 5 Unlimited_ is the culmination of years of research and continuous feedback from the esports community and the most demanding competitive players. This new high-end asymmetric controller, officially licensed for PlayStation 5 consoles, includes major hardware innovations. > The built-in control screen – a world-first for an officially licensed PS5 controller - offers instant adjustments without ever leaving the game. Players can adjust audio mixing, joystick sensitivity, shortcut mapping, and manage controller system settings on the fly. > At the heart of the controller, TMR (_Tunneling Magnetoresistance_) magnetic technology makes its debut in NACON’s lineup, to significantly improve reliability, while delivering surgical precision and reduced power consumption. > Built for competition, the R5U features micro-switch action buttons, Trigger Blockers with _instant trigger_ technology to switch from an analog pull to an ultra-short click, as well as multiple remappable shortcut buttons. It also boasts advanced software features, such as the _Shooter Pro Mode_ , which completely removes joystick dead zones to deliver enhanced responsiveness, precision, and performance. > The controller comes with comprehensive accessories, a storage case and a dedicated charging dock - for the first time at NACON for an officially licensed PS5 controller - allowing users to charge and connect their gear in one convenient place. > Designed to be highly versatile, it also includes: > - Triple connectivity compatible with PS5® console, PC*, and Android Smart TVs, supported by a dedicated mobile app (iOS/Android) for fine-tuning advanced settings. > - A dedicated PC mode offering ultra-low 1ms latency and advanced features via the mobile app (such as mapping shortcut keys, configuring gyroscopic controls, etc.). > _"With the Revolution 5 Unlimited, NACON demonstrates its ability to set new standards in the competitive gaming peripherals segment. By combining a built-in control screen and TMR technology on an officially licensed PlayStation asymmetric controller, we are giving competitive and demanding players a state-of-the-art instrument, backed by years of expertise within the Group," says Yannick Allaert, Director of the Accessories Division at NACON._ > The _Revolution 5 Unlimited (R5U)_ is available for pre-order starting today at a suggested retail price of €199.99 / $229.99 / £179.99 on nacongaming.com. For more news on the Nacon Revolution 5 Unlimited, stay tuned to GamingTrend!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 14h
This bundle is expensive but at least most of the items are cute.
gamingtrend.com
You have 4 days left to get the Red Riding Hood bundle in Disney Dreamlight Valley
You can buy everything for 6,800 Moonstones, which is kind of crazy. The best way to do this would be to buy the $19.99 Moonstone pack, which would give you 5,500 Moonstones, and the $9.99 pack, which would give you 2,500 Moonstones. You could also buy the $30.00 pack and have some left over. The prices for each item go as follows: Red Riding Hood Wolf: 2,000 Moonstones Red Riding Hood Wall Kit: 1,750 Moonstones. Red Riding Hood Ensemble: 3,000 Moonstones. Red Riding Hood House: 3,000 Moonstones
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 16h
After 2 years, Halo: Flashpoint unites the rulebooks.
gamingtrend.com
Taking a Look at the New Halo: Flashpoint 1.5 Rulebook and Updated Cards
This month, Mantic Games has been shipping out their latest wave of releases for their Halo tabletop miniature game, Halo: Flashpoint. Whether you’re leading a team of Spartans or Elites to victory, Halo: Flashpoint continues to release more expansions… and keeps selling out! In this latest wave of releases, Mantic Games’ reprint of the Spartan Edition starter is the largest ever since launch, and has sold out before release. Along with the new expansion packs, UNSC Marines and Banished Reinforcements, a new hardcopy rulebook has been released. This has the new 1.5 ruleset, which has consolidated rules and a new balance update after two years of content releases. A terrain punchboard pack with tokens also comes with the rules as a nice little bonus. There is also a new Unit Card Update Pack, which includes all of the balance updates since launch on the new cards. ## Halo: Flashpoint 1.5 Rulebook Several updates and balance passes over the last couple of years have been incorporated into the updated rulebook to help consolidate the FAQ and errata and provide a fresh entry point for new players. Among clarifications and text updates are a few other key updates to the rules, including the following: * All keywords are now consolidated into the main rulebook (the app has been updated accordingly over the years, of course), as some keywords/rules were spread across expansion pack rulebooks. * New keyword updates for Support, Horde, Agile, Medic, Comms Relay, and High-Value Target. These rules are also in the new UNSC Marine and Banished Reinforcement Expansion packs * Fireteam construction rules, from the War Games expansion, are now part of the core rules, so you no longer need the War Games expansion to use those custom Fireteam-building rules. * Additionally, the new 1.5 cards update some of those cards from the War Games expansion released back in March 2025. * Generic Banished and UNSC units get a better integration into 1.5 rules, allowing for swarms/larger Fireteams. * The keyword ‘Flight’ has been changed to ‘Jump Pack,’ which gives units more standardized terminology with the keyword. There are some other just general formatting and text updates, but all of them can be found in both the hardcopy book and on the app (more on that in a bit). It’s important to note that this _isn’t_ a new edition, but just a facelift and consolidation of the current edition, due to the numerous expansions released. Mantic has stated on a few occasions that this is intended to be the major balance pass and that, with this new rulebook, the game is intended to be future-proof. Pending new keywords and other minor changes, of course. ## Halo: Flashpoint Unit Card Update In addition to the rules changes, the new 1.5 ruleset has also provided some important (and much needed) updates to the units, especially those Spartans from the early starter sets. The new Halo: Flashpoint Unit Card Expansion Pack comes with 35 updated Unit and Order cards for your game. The biggest update comes for those Spartans include in both the original Recon and Spartan Edition Core Sets*. The War Games expansion, which was a hot commodity for quite a while, has also received some updates for its included units. The Rise of the Banished, Banished Sangheili (standalone and included in the starter sets), and ODST expansion packs also have updated cards in this set. Below are some highlights from the points updates. _*The upcoming Spartan Edition releasing in December 2026 will include the new 1.5 rules._ * CQB Spartans get a nice boost with changing their movement, increasing their speeds to 2-3, up from 1-2. * Master Chief had a significant point change, from 90 down to 72, and the “One Man Army” Special Order was removed and replaced with a new “Finish the Fight” Special Order (3 points), making him an even 75 points. * Lots of UNSC points changes for units. * Lots of Banished points changes for units * The Jiralhanae (Brutes) get a +1 HP bump * Lots of Weapons points changes. * Special Order points and verbiage changes. * You can view a complete list of point changes here from The Black Harriers ✅ NOTE: There is only one copy of each unit card in this set. So, if you are wanting or needing multiple copies of the cards, you'll need to pick up additional copies of this Unit Card Update Pack. ## The Halo: Flashpoint App The rules updates, point balances, keyword changes, etc. have been updated in the Flashpoint app. The free version has the basic rules, a list builder (can only save 1 list), and tournament organization. The Subscription Tier ($2.99/mo or $32.89/yr) grants access to the full rules, including the Advanced Rules, interactive inline keywords, items, and weapons stats (for quick reference), as well as early profile updates for new expansion units. You also get unlimited force list creation with full stat outputs, rule wording, and custom print options. You can download the official app from Mantic’s site here: Halo: Flashpoint The AppHalo: FlashpointElliott Barratt ## Final Thoughts Rather than waiting for a new edition to update and consolidate all the rules, it’s nice to get the rules, keywords, and points updates in a single document. Obviously selling/buying just a hardcopy rulebook doesn’t make financial sense, so a little terrain expansion is nice bonus for those who like hardcopy rules. Overall, the new cards and rulebook are a boon for the game and provide yet another great entry point into Halo: Flashpoint. * * * Have you played Halo: Flashpoint yet? Let us know! Don’t forget to follow GamingTrend for more Halo and Halo: Flashpoint board and video game news and reviews.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 19h
Very Fast, Very Dangerous, Very Fun!
gamingtrend.com
Star Wars: Galactic Racer review
It’s 1999, and Star Wars: Episode I Racer has hit the N64, Dreamcast, and PC. In Racer, we raced our way through countless tracks on countless planets on our way to podracing stardom. We got to play as Anakin Skywalker, Sebulba, Teemto Pagalies, Altar Beedo, and more. In 2002, we got Star Wars: Racer Revenge, a non-canon story of Anakin Skywalker returning to Tatooine to free the slaves and show up Sebulba once again. Other than the 2001 Super Bombad Racing, we haven’t had a chance to really return to podracing. But in 2026; Fuse Games, Secret Mode, and Lucasfilm Games bring us… Star Wars: Galactic Racer. Since the game announcement, this has been on my most highly anticipated list. I had a chance to play the demo and talk to the developers at Fuse Games at Summer Game Fest and loved my time with it. So much so that I awarded the game one of our Best of Summer Game Fest awards! However, the demo couldn’t have prepared me for the wild ride that is Star Wars: Galactic Racer. **Gameplay and Gaming Experience** If you’ve played and liked Burnout or one of the Podracing games I mentioned above, you’re going to love the feel of Galactic Racer. In order to take you through the gameplay, I want to describe a race to you from start to finish. You have a choice between Landspeeder, Skim Speeder, and Speeder Bike. My favorite has been the Skim Speeder as the turns are tighter, it feels faster, and I love the look. * **Landspeeders** : The most balanced vehicle. It’s great at drifting and keeping speed up throughout the race. It’s somewhat durable, but you don’t want to take too bad a beating. * **Speeder Bikes** : Small and fast. Takes some time to get a handle of the turning you’ll need to learn. Their main positives are the extremely high speed and their ability Kenetic Burst to give you an extra push. * **Skim Speeders** : A new vehicle to the Star Wars universe with high speeds and intense turns. Their afterburners are legendary but burn out quickly, so use it wisely. You’re shown the track you’re racing on, with a beautifully detailed set of visuals that feature everything from the course itself to creatures, vehicles, droids, and more. The grand feel of this moment can be skipped, but I skipped this maybe once because I was redoing a section. The camera fixes on your racer as you do your pre-check button mini-game to try and activate any abilities you may have, but at the base level to get your racer up and running. You’ll then hit the button to activate your engines. This really makes you feel like you’re at the beginning of The Phantom Menace’s Podracing scene as you can mess up and start without abilities or backed up without your engines online. You want to get a perfect timing launch and off you go! The start of the race is chaos. You have racers trying to get ahead, while some racers start the violence early, smashing into other racers. These can be a make or break moments in some race styles like Elimination races, so be careful not to get too far to the back of the pack. As you continue, the name of the game is to go fast and not crash. Some races can be extremely complicated with tight turns and lots of secret routes you can find. Others are all about pure speed and agility. Can your racer handle the speed while surviving the course itself and other racers? Drifting is your friend, and it feels so satisfying to get a turn perfect and not lose Ramjet speeds. While it might take some time to fully figure out, once you do, it feels god-tier as someone who loves drifting in any racing game over most abilities. While on your run, you can crash only so many times before you get a DNF and your race is over (at least in Campaign Mode). You can also suffer System Malfunctions that disable your racer and leave you having to click a button at the exact right time in order to get back on course, reminding me a lot of the time Anakin had to try and fix his Pod mid-race. By the end, I was generally always at the edge of my seat. Not only does the racing feel fast, the bullying of other players is violent and dangerous, and the music, THE MUSIC just keeps everything feeling definitively Star Wars. The amount of times I would finish a race and audibly cheer and fall back on my couch in celebration was… a lot more than my dog appreciated. The planets themselves create hazards. Jakku is hot and your boosts will overheat faster. Ando Prime is cold and will freeze your steering if you don’t heat up your racer. Lantaana will have plenty of water to keep you cool but also lava to burn you up. Each one provides a different challenge making the tour between worlds more difficult to navigate. My favorite planet to race on was Lantaana as I loved the jungle vibe with the lava mixed in throughout the track. There are some other planets that aren’t anywhere on the website that are extremely fun, but you can find those for yourself. Races of all types have their merits and I never found myself hating to see one coming, even if I was redoing a section or having to replay a moment in the Arcade. It never felt like the game “took” anything from me; it was my skill vs the other racers and sometimes it wasn’t my time. I also never ran into any glitches or crashes with my time playing on the Xbox Series X. Galactic Racer feels fluid and fun from start to finish, exactly like you’d want a Star Wars racing game to feel. **Campaign Mode** I've played a lot of Star Wars campaign modes. In fact, I’ve played them all. So when I say that this Campaign Mode was one of the most fun to play through that I’ve ever done; I’m not exaggerating. Depending on how many times you have to do each act, this Campaign Mode takes 8-12 hours to fully complete. At least, if you do all side races and talk with the characters you can on each planet. This mode has several difficulty settings which change the game entirely. I’d suggest everyone starting with the Pilot difficulty and moving from there. Some of these moments can get real fast, real quick, and Pilot is the best way to learn it all at one time. After playing through a small little intro of the vehicles allowed in the Galactic League, you land on Jakku as Shade. Shade is a helmet-wearing human from Gathleon who has been invited to participate by Darius Pax, the Besalisk organizer of the League itself. His desire to bring you in stems from the horrible Kestar Bool trying to steal the League from under his nose as the League Champion. Darius provides you with your first League Token, the item that allows you to stay in the League run you’re on. If you lose too many times, get eliminated from an Elimination Run, etc; you can lose this token and be forced to start over. Your partner in crime is an Ardennian technician who helps you bring your racing dreams to life. Every part, every upgrade, every ability, comes through Hibi’s approval and she’s with you until the very end. As you continue you’ll gain access to Backers who will provide you with resources for wins and doing achievements. Most of the time I’d pick ones that had to do with speed and just rack up the credits. Lose, and these Backers will make you feel like poodoo for it! Along the way, you’ll meet several characters including the god-tier racer himself, Sebulba (who has an interesting place in the story that I refuse to be the one to spoil), Griff Halloran from Star Wars: Resistance, Nil Skandaro, Goli and 02-R0, and so many more. One of my favorite parts of the Campaign was getting to know these characters, for better or for worse. Some of these characters will actually be “rivals” as you continue, providing boosts for beating them, voting for them in the betting phases, and defeating them in one-on-one races that can provide League Tokens. The Campaign Mode takes place over three acts with each one progressively getting harder and harder. By Act 3, I was so invested that I simply kept going, and when I lost due to a night time race (my racer didn’t have enough headlights) I got actively angry – something I tend not to do in gaming. However, this isn’t because the game did anything wrong. It threw something at me that I hadn’t prepared for, giving me a chance to recalibrate and come back better than before. In between each try or between each act you can upgrade and customize your racer. Customization is deep with multiple skills to upgrade, abilities to add-on, bonuses to add from characters you’ve interacted with in the Campaign, and plenty of visual cosmetics. I built my racer, which I called The Vulpix, to be all about speed and keeping the ramjets going as long as I could. All abilities were about cooling down or refreshing the ramjet, while all of the parts I added helped keep things as smooth as possible. While I went FAST, it left me vulnerable to attack. Yes, racers want to see you dead as much as you want to win, so some take it upon themselves to target and attack you. My response was to add a Shield ability which gave me 10 seconds of shielding. Something to keep in mind is that, as you crash or have system malfunctions in this mode, is that some of your abilities can be taken from you or manipulated in the worst ways. Since my racer was all about speed, when I had a malfunction, it would impact my ability to go fast. For example, one made my racer start to corrode (too much corrosion and the racer explodes) if I used all of my speed boost to exhaustion. Learning why my racer was corroding took me a minute, but once I figured it out, it became a war of slowing down at the right time. You can get these parts fixed in between planets, for a price. You travel from planet to planet racing 4-5 races (depending on where you are in the story) and have everything from point-to-point races, lap races, elimination races, time trials, mystery instances, and more. You also have what I liked to call, “Story Time’s with Sebulba” where he tells you about his grand adventures in racing that you get to play through. Podracing itself has a very interesting inclusion in the Campaign Mode that any Star Wars fan will find exciting and enjoyable to play through. When the developers told me to wait and see, I now know why they wanted it to be a surprise. Act 3 provides a huge opportunity for some amazing things to happen. However, the surprise is simply too much fun to spoil in this review, so go play the game and enjoy the ride (or rides) through the Galactic League. **Multiplayer** Multiplayer is a BLAST and the crossplay was flawless in my three runs in the Multiplayer Tour. In Multiplayer, you’ll have four main modes: * **Multiplayer Tour** : This is 12 players and you’ll go through five planets with a final arena race. This is fast-paced and formatted similarly to Campaign Mode except the race-types have less variety. You have a build phase that leads into the final race. Make sure you're thinking long run as the final race follows suit with the final parts of the campaign and will have a gauntlet. In my three Tours, I was able to go from Rank 1 to Rank 9 with me joining my third Tour late. This takes about 30 minutes start to finish. * **Podracing Tour** : Podracing, back to back, go fast and try not to die quickly. This feels chaotic and is chaotic. A lot going on at all times. Same as Multiplayer Tour, you have a build phase leading into a final race to prove who the best Podracer is once and for all! * You then have **Quick Race** and **Quick Podrace** that will be there if you need something faster. I did not participate in these two modes and focused on the tours. I found myself at the edge of my seat just like with the Campaign Mode. However, these races will have lasting impacts as the ranking system feels great. The servers worked well during our early session, and you can try out characters not named Shade as you progress through the ranking system. Seeing everyone’s racers made me want to continue trying the Speeder Bike, as those things are ZOOMING in Multiplayer. The betting portions made the games even more chaotic as you can bet on yourself for the first races while betting on which of your opponents (or yourself) might win the final race. If multiple people bet on the same person, you'll be splitting the XP bonus with the other racers who guessed that person. One thing I didn’t have as much of an issue with in Campaign Mode that we have here in Multiplayer is the random moments of chaos. Someone throwing down a bomb at the start, scattering everyone into each other and the walls made for some pretty insane moments. Alongside that, just because I was fast didn’t mean others weren't just as fast or faster, so adapting will be the game. Multiplayer should be a ton of fun with even more full lobbies and the ability to bring your friends along for the ride should make things even better! ## **Scenarios** Scenarios put you in the cockpits of other racers not named Shade. You’re going to get a chance to go through multiple races with these racers trying to get the top spot and earn the goodies that come with those wins. These are not overly long; most I played are four races. However, they can be quite difficult depending on how comfortable you are driving someone else’s racer. For me, because I played a lot of Landspeeder and Skim Speeder, it wasn’t overly difficult to get the hang of these suped up racers. However, I didn’t play a ton of Speeder Bike, so those left me needing to take more time. ## **Arcade** This is where you can jump right in on almost any race type including Podracing, time trials, trials on acid, lava, ice, etc planets, and some advanced modes you will have fun exploring for yourself. If you’re looking to show the game off to friends, you only have so much time, or you just want to practice some maneuvers to get better for the Campaign Mode, this is a section that will be very helpful. There is a lot here, so this area of the menu can feel a bit overwhelming. However, once you start, it’s addicting and I wanted to try and get the best score or time for every single one. If you’re really wanting to try Podracing early, Arcade gives you access to play as Sebulba upon opening the game for the first time. No use waiting around, they’re fast, go fast. Review Guidelines 100 ### Star Wars: Galactic Racer #### Phenomenal Star Wars: Galactic Racer exceeded my expectations to the highest degree and provides a dream combination of Star Wars Podracing and Burnout. With an engaging Campaign Mode, an interesting usage of Podracers, plenty of characters to meet and interact with, tons of customization, cross-platform multiplayer, and beautiful visuals and music; this game is everything I could have hoped for and more! Star Wars: Galactic Racer did more than bring racing back to the Galaxy, it made me believe there’s nothing faster or more dangerous than Podracing. * * * ##### Pros * Engaging Campaign Mode * Fluid and Fun racing mechanics * Tons of customization * Beautifully stunning visuals and music ##### Cons * N/A * * * This review is based on an early Xbox copy provided by the publisher. Star Wars: Galactic Racer comes out on October 6, 2026.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 02/10/2026
This new agency aims to help the tabletop world grow.
gamingtrend.com
Tabletop Growth Partners launches to provide growth for tabletop brands
A new specialized agency has launched, helmed by Anjuli Smith, with the goal of helping tabletop brands grow in today's complicated markets: > Tabletop Growth Partners (TGP), a new specialised agency offering tailored marketing strategy, digital storefront optimisation, and global B2B trade show representation, officially launched today. Founded by industry veteran Anjuli Smith, whose extensive leadership background spans gaming, digital tech, and publishing, TGP was established to solve the operational and scaling challenges faced by modern 3D creators and TTRPG publishers. > > At the core of TGP’s service offerings is **The RPG Engine** , a proprietary framework designed to help creator-led businesses transition from isolated product launches into sustainable, recurring business models. The framework focuses on three essential pillars: > > **Revenue:** Optimising recurring subscription models (such as MyMiniFactory Tribes and Patreon), digital catalog metadata, and conversion strategy. > > **Pipeline:** End-to-end management of crowdfunding drops (FronTiers, BackerKit), release calendars, and asset production workflows. > > **Growth:** Story-led community marketing, narrative campaigning, and dedicated B2B representation at major international conventions including Essen Spiel, PAX Unplugged, GAMA Expo, and the UK Games Expo (UKGE). > > In addition to commercial strategy, Tabletop Growth Partners is committing to ethical creator advocacy as an official **MyMiniFactory: Soulcrafted Ambassador**. Under the core philosophy _"No to AI, Dare to be Human,"_ the agency pledges to champion genuine human artistry, protect creator IP, and support underrepresented voices in tabletop leadership. > > _"Products in the tabletop and 3D space don't grow on technical specifications alone, they grow on human connection and narrative engagement,"_ said Anjuli Smith, Founder of Tabletop Growth Partners. _"The RPG Engine was built to give creators the structured marketing and B2B pipeline they need to thrive, without sacrificing their creative authenticity or human-centric values."_ > > Tabletop Growth Partners is currently accepting new clients for custom audits, retainer services, and 2027 trade show representation. > > They will also be at Spiel, Essen and PAX Unplugged, US and are taking bookings for in-person meetings now via their website.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 02/10/2026
Featuring the voice talents of Critical Role!
gamingtrend.com
Critical Role joins LICHTHUND as co-publisher of ROCKBEASTS
Critical Role has joined LICHTHUND as a publishing partner for the new game ROCKBEASTS. This story driven band management game is set to release 2027: > **** Critical Role, the creator-owned media company behind the hit Amazon animated series _The Legend of Vox Machina_ and _The Mighty Nein,_ and indie game studio LICHTHUND today announced a new publishing partnership for ROCKBEASTS, the upcoming story-driven rock-and-roll management RPG where you guide a 90s grunge band from garage obscurity to stadium glory. Critical Role will serve as the co-publisher for the game as part of the company’s growing focus on games and interactive entertainment after their involvement in the massively successful game DISPATCH, from Adhoc Studios, which launched in October 2025. > > As part of the collaboration, ROCKBEASTS will also feature voice talent from the cast of Critical Role, bringing members of the acclaimed ensemble into the game’s cast of musicians, friends, rivals and music industry personalities. > Developed by LICHTHUND, ROCKBEASTS is set in an alternative 1990s America and puts players behind the scenes of the music industry as the manager of an up-and-coming grunge band trying to make the jump from garage obscurity to stadium glory. Getting there means doing far more than putting on a good show. Players will book gigs, manage money and fragile egos, keep equipment running, schedule rehearsals and navigate the music industry’s moral minefield, from predatory record labels and jaded venue owners to hard-nosed executives. Every decision shapes the band’s relationships, reputation and future, forcing players to decide when to protect their creative vision, when to compromise and what they are willing to sacrifice for success. > > “What immediately stood out to us about ROCKBEASTS was how much it feels like something the Critical Role audience will connect with. It’s character-driven, funny and emotional, and the choices players make truly shape the band and their relationships,” said Ben Van Der Fluit, SVP, Business and Content Development, Critical Role. “We’re excited to bring ROCKBEASTS to players as we continue to expand our presence in the video game business.” "We've always seen ROCKBEASTS as an idea that deserves the full stadium treatment. Critical Role is helping us deliver it,” said Bartek Pieczonka, Creative Director, LICHTHUND. “The creative chemistry is already loud and clear, and it'll bring the game to the players it will resonate with the most." > ROCKBEASTS combines narrative RPG systems with hands-on band management and rhythm-based performance gameplay, putting players in charge of a group of talented misfits trying to make it in the music business without losing what brought them together in the first place. Players complete quests, manage limited resources and band dynamics, build setlists and take the stage, where every performance can bring new fans and opportunities or cost the band its reputation and morale. > > At the center of it all is an emotional, darkly funny story about a group of talented misfits trying to survive the pressures of the music business without losing what made them want to make music in the first place. Written by award-winning narrative director Jakub Szamałek (_The Witcher 3, Cyberpunk 2077, The Blood of Dawnwalker_), the game features a hand-drawn visual style inspired by adult animation, 17 original full-length tracks drawing from ’90s alternative rock and grunge, and a voice cast that includes legendary “Godfather of Punk” Iggy Pop. ROCKBEASTS won “Excellence in Audio” at the DevGAMM Awards, earned nominations for the DevGAMM Grand Prize and gamescom’s Best Audio award, and was a 2025 official selection for both Day of the Devs at The Game Awards, and Tribeca Games Awards. > > ROCKBEASTS is planned to launch in 2027. Players can wishlist the game now on Steam and learn more at ROCKBEASTS.com.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 02/10/2026
The final army joins the Fane of Nyrro.
gamingtrend.com
Warmachine launches The Gathering Darkness
Warmachine has launched the third and final army for the Fane of Nyrro with The Gathering Darkness. You can check out full details of everything happening with Warmachine in their latest post here: > Fane's Gathering Darkness army box just released, something much bigger is stalking the Fane’s catacombs, and we’re going batty for this month’s Halloween MiniCrate. > > Fane's Gathering Darkness army box just released, something much bigger is stalking the Fane’s catacombs, and we’re going batty for this month’s Halloween MiniCrate.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 02/10/2026
Ravenloft will never be the same.
gamingtrend.com
Dungeons and Dragons unveils new Project_Lamorida trailer
Wizards of the Coast has released a new teaser trailer for Project_Lamorida coming to D&D Beyond on October 13th. You can find the trailer, along with hints to come, on the D&D Beyond website: > _Project_Lamordia_ transforms the classic Frankenstein-inspired setting into a modern techno-horror nightmare centered around Mordenheim Kinetics, a sprawling research facility where technological ambition has gone horribly wrong. Mechanized horrors, failed experiments, body modification, and survival horror collide as the setting explores contemporary fears around unchecked innovation, artificial intelligence, and the loss of control over the things we create. > > _Project_Lamordia_ releases October 13, 2026, on D&D Beyond. Stay tuned for more details.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
The valley got a very important update.
gamingtrend.com
Everything you need to know about the Disney Dreamlight Valley economy update
When the Season of Scares update dropped, Gameloft also updated the way the economy works. Economy changes blog post > In the Season of Scares update, we've updated the economy of various in-game content to smooth out some of the more demanding elements of the game and create an overall more cohesive experience. See details below: > **Base Game** – Villager Friendship levels XP requirements have also been updated to keep your Villagers' Friendship Levels progressing for longer alongside your Valley journey. > > **Base Game** _– Various main story quests now also have Dreamlight rewards for completion._ > **A Rift in Time** _– The Time Bending Station costs have been adjusted to provide a smoother experience._ > > **A Rift in Time** _– All expansion story quests now also have Mist rewards for completion._ > **The Storybook Vale __** – _Various expansion story quests now also have Storybook Magic rewards for completion._ > > **Wishblossom Ranch** _– Activities with Horses now give more Friendship and make it easier to level up your Mount._ That's it for the economy updates. It should be a little smoother to make progress now!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Fantasy meets the modern age, and not all is magic and rainbows
gamingtrend.com
Empiria #1-3 review
Fantasy stories have come a long way since the days of being restricted to simple fairy tales. From the groundbreaking works of Tolkien to more recent notable franchises such as A Song of Ice and Fire or Vox Machina, the genre has continued to evolve while maintaining the familiar elements that captivated readers all those years ago. Empiria, the new title by David K. Wilson, continues that trend, taking the familiar tropes and elements that readers have come to expect from fantasy stories and adding his own unique spin to create a world that is as dark as it is colorful, as real as it is magical, and as entertaining as it is enthralling. It’s a fun ride, whether you’re a hardcore fantasy lover or someone who just enjoys a good story. Don’t believe me? Read on, fearless adventurer. *Mild spoilers ahead for Empiria #1-3* Welcome to Empiria, a fantasy kingdom ruled by a benevolent elven king who unified the land and brought equality to all. Or, at least that’s how the monarchy likes to present it. Beneath the shining visage of a magical utopia cultivated by the ruling elite lies a gritty world in which tensions between races continue to simmer, waiting for the right moment to erupt. Presenting a more “modern times” take on a fantasy world, Empiria feels like our own. There’s electricity, cars, even cable TV. Of course, being a fantasy story, there’s magic, though that has become less of a rare skill available only to a select few gifted and more of an everyday commodity thanks to a recent development: magic crystals. These allow everyday people to use magic for a variety of things without any training whatsoever. As you can imagine, this stands to create more issues than it solves. The world is inhabited by several different races: elves, humans, dragons, unicorns, goblins, boar men, dog men, and mermaids, to name a few. The elves are the ruling class, and as such are given preferential treatment in society. Something the humans of the world are quickly coming to resent, as the two came from the same place and humans served an integral role in securing power for the elves when they first arrived, only to be treated like second-class citizens while receiving endless empty promises. These tensions are only growing stronger in light of the mysterious “gloom” that’s afflicting the land, causing crops to fail and putting many humans out of work. Between this inequality and the ever-growing greed and apathy of King Wilmet, it’s only a matter of time before some kind of revolution sparks, and with magic now obtainable by anyone, it could very quickly get out of hand. To the north of the elven capital lies the site of the other major racial tensions in the world, that being the dragons and the unicorns. The two groups have hated each other for countless generations, with the dragons having oppressed the unicorns until the elves took power. Now, the two groups live in an uneasy equality, at least as far as the law is concerned. In reality, the dragons (who in this world resemble less flying, fire-breathing lizards and more gigantic, bloated toads) still oppress the unicorns with little (if any) repercussions. At least, as far as legal consequences go, as an unfortunate group of dragons is about to discover following such an incident. Using tensions between various fantasy races has long been a method of calling out real-world inequality, and this is no exception. If anything, by placing the story in a more modern-feeling world, it actually gets the point across a bit more firmly, if a bit bluntly at times. But then, perhaps such bluntness is needed these days. Regardless, it makes for a compelling set of storylines. What are the storylines, you ask? Well, let me dive into it. Hundreds of years have passed since King Wilmet arrived in Empiria, leading an army of elves and humans to conquer it. Since then, he has ruled the land in ways that have served primarily to further his own power and wealth. Sound familiar? Wilmet has two children: a son, Andor, a fun-loving prince who is fully on board with his father’s goals, and a daughter, Mae, a skilled sorceress who stands in strict opposition to Wilmet’s greed. Of the family, Mae is the only one who sees how wrong things are in their society, something she is very vocal about, much to her family’s growing frustration. She sees the rising tensions and is desperate to find a solution before things escalate. Meanwhile, Justin is a down-on-his-luck human. A farmer until the mysterious gloom settled upon the land, he now spends his days drinking and watching TV, only vaguely aware of the anger growing in his heart. That is, until a human woman named Petra invites him to a gathering that enflames that anger, turning the festering embers into an inferno that screams out for change, no matter what it takes. Finally, there’s Randy, who is perhaps my favorite of the characters. A “punk rock” unicorn, Randy is part of the first generation of unicorns to be able to keep his horn, something denied to his predecessors, as the dragons would cut them off to gain magic. Randy has a lot of anger towards the world, particularly the dragons, who continue to bully the unicorns despite their supposed equality. Things come to a head for Randy when he finds himself on the wrong side of a gang of younger dragons. I won’t say what exactly happens to him, but it sets Randy on a John Wick-style quest for vengeance against those who so grievously wronged him. Meanwhile, looming on the horizon is a still-unknown enemy with plans of their own to bring down the monarchy. They’ve already begun to put their plans in motion, working in the shadows to fuel the flames of resentment for the royal family growing in the hearts of much of the populace. We’re still early in the story, so we don’t know much about them yet other than that it appears to be led by a goblin. What’s interesting is the manner in which we see them go about their plans. One major one is through TV broadcasts in which one of their agents (a boar man named Tusker) spreads hateful rhetoric across the land, very reminiscent of modern media. Another appears to be manufactured terrorist attacks, though it remains to be seen if this will be a recurring thing or a standalone incident. The story feels very promising. It’s fast-paced without feeling rushed, and jumps between the three storylines neatly without feeling abrupt. I’m curious how the three will intersect, though it feels like we’re still a ways off from that. In addition to the story of the comics, the comic also serves as an RPG, with each issue containing information about the various races and how to play them. This is a cool addition that presents the opportunity for greater immersion into the world than just reading a comic. Especially since the comic stresses that you can implement them into any TTRPG you would like rather than creating a strict TTRPG exclusively for this IP. Overall, Empiria promises great things and is absolutely worth checking out whether you’re a hardcore fantasy lover, a gamer, or just someone interested in a fun story. Empiria issues 1-3 are available now from Rocketship Entertainment. Issue 4 will be available October 8, 2026. Review Guidelines 85 ### Empiria #1-3 #### Great Set in a “modern times” fantasy world in which tensions are quickly rising, Empiria offers a fun new take on the fantasy genre that promises to be an exciting ride for hardcore fantasy lovers and casual readers alike. With three compelling storylines and the added option to immerse yourself into the world through a built-in TTRPG, there is a lot to love about it. * * * ##### Pros * Modern setting provides an interesting change from most fantasy stories * Storylines are all compelling * Opportunity to play the world as a TTPRG ##### Cons * None * * * This review is based on a retail copy provided by the publisher.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Jurassic World Evolution 3 is packed with features and DLC. This guide brings together everything that new and returning players need to know.
gamingtrend.com
Jurassic World Evolution 3: 2026 Buyers' Guide
Jurassic World Evolution 3 is expanding at a rapid pace, so I thought that now was a good time to compile everything you need to know to get started with Jurassic World Evolution 3. Jurassic World Evolution 3 review Along with all of the content listed here, Jurassic World Evolution 3 gets free updates. Be sure to check out the official website to get the latest Jurassic World Evolution 3 news. Jurassic World Evolution 3 website ### Deluxe Edition Before diving into any of the DLC, here is everything in the Deluxe Edition of the game. You can upgrade to this edition anytime. These dinosaurs are only available in this edition of the game. Buy for $16.99 > The Jurassic World Evolution 3: Deluxe Upgrade Pack features an additional four spectacular prehistoric species of family units; with male, female and juvenile variants: - Protoceratops - Guanlong - Thanatosdrakon - Concavenator > The Jurassic World Evolution 3: Deluxe Upgrade Pack also includes a Mosasaurus skin, unique Clark County scenery, and the three ATV skins for the Maintenance Team. ## Jurassic World Evolution 3: Wetlands Wetlands was the first DLC pack released, and still contains some of my favorite dinosaurs. Beyond that, it added a lot of new decorations and made a few gameplay improvements. Buy for $9.99 We also did a review of Wetlands. It was a very strong showing as far as first DLCs go. To this day, I use this content in most of my builds. Our review Here are all of the dinosaurs included in this pack. ### Irritator ### Austroraptor ### Hypsilophodon ### Scenery I can't show every item added because this article would be huge. But here are some of the showcase images. > Using the hundreds of new scenery pieces, create lush open environments filled with greenery for the Hypsilophodon to roam or build dense, humid swamps with abandoned jetties for the Irritator to swim and catch fish. Wetlands Patch ### Jurassic World Evolution 3: Rebirth Expansion This is the first expansion for the game, and it comes with a lot of goodies. Expansions typically offer more content for a higher price. Buy for $24.99 ## Here is every new species: ### Distortus rex ### Mutadon ### Titanosaurus Family Unit ### Aquilops Family Unit ## Other features include: ### Top Secret Campaign > Inspired by the events of Jurassic World Rebirth, push the boundaries of science and develop a top-secret facility across three stunning locations. Use new technology to manage formidable predators, study enormous dinosaurs and synthesise semi-aquatic wonders as a part of the team on Île Saint-Hubert. ### Science Expanding Features * **Geothermal Power** * Harness the power of Île Saint-Hubert with geothermal power! Build and carefully manage a vast network of underground pipes to ensure a steady distribution of power across your facility, keeping chaotic consequences at bay! * **Experimental Traits** * Jurassic World Evolution 3: Rebirth Expansion introduces new experimental traits to enhance your prehistoric species and push the boundaries of scientific research. * **Open Air Aviaries** * Bring your flying enclosures to all new heights with the Open Air Aviary with raised flying heights, no visual obstruction, and expanded terrain editing heights. ### Île Saint-Hubert Architecture > Enhance your parks with a host of new facility blueprints and scenery pieces from the Île Saint-Hubert campaign! Construct geothermal piping, structural gantries, and iconic buildings inspired by the movie. > > Île Saint-Hubert boasts a rich history, offering a glimpse of the past events preceding the return of dinosaurs with mysterious Mayan architecture on the island. There is a lot more to this pack and update. Check out the official patch notes below. Rebirth Patch ## Jurassic World Evolution 3: Crocodilia Coast This is a small pack containing a few new family units and scenery items. Buy for $14.99 ### New Family Units: ### Deinosuchus ### Styxosaurus ### Postosuchus ### Shonisaurus ### Desmatosuchus ### Waterside Scenery > From waterfront huts to boardwalk blueprints, the Jurassic World Evolution 3: Crocodilia Coast pack has everything you need to quickly build a stunning water’s edge area for your guests to relax - until a dinosaur escape that is! Take advantage of a full wall kit, props, lights and signage to create a custom windswept area around your new species enclosures and lagoons! Crocodilia Coast Patch ## Jurassic World Evolution 3: Prehistoric East Prehistoric East is the newest pack, at least at the time of writing this article. Buy for $14.99 ### Five Dinosaur Family Units: ### Nanshiungosaurus ### Gobisaurus ### Sinosauropteryx ### Tarbosaurus ### Yangchuanosaurus ### Holograms > Jurassic World Evolution 3: Prehistoric East introduces brand new holographic statues of iconic dinosaurs to your parks for the first time! > > Each holographic statue comes complete with a selection of dinosaur animations to choose from and can be placed individually or incorporated into custom blueprints to animate your parks like never before. ### East-Asia Inspired Scenery > Create unforgettable parks filled with breath-taking scenery and unforgettable vistas inspired by East-Asia. > > Choose from an expansive selection of handcrafted scenery pieces, including bronze Dragon Statues and marble Guardian Lions, alongside new wall, roof and trim pieces. Or, fill your parks with ready-made blueprints featuring pagodas, gates, walled gardens, and more. Prehistoric East Patch
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
The fantasy retheming of old games will continue until morale improves.
gamingtrend.com
Greylune Review
Mark Stoops is arguably the best coach in the history of the Kentucky football program. When college football changed around him, he didn't change, and the team went back to being a bottom feeder for it. He didn't just magically become a worse coach, just his coaching style was a remnant of a bygone era; the sport's general floor had been raised, and the on-the-field product was worse than everyone else's as a result. Greylune is a redux of Caylus designer William Attia’s Spyrium, both from over a decade ago. I loved Caylus when I played it in the early 2010’s, and though I never played Spyrium, I get the impression that it was good enough, if not great. But as it happened to Stoops, the landscape of board gaming has shifted dramatically in the last decade, and what was once good is now mid at best. The new blood is all quality, and even the best old stuff is showing its age, just fine in comparison. I worry what updates were made that simply sanded off an old design ethos bite. Don't get me wrong, there's interesting decisions to be made in Greylune. It just winds up that you kind of keep those decisions to yourself, as this is probably the least interactive worker placement I've ever played, because you wind up having to choose a strategy early and just kinda hope it works out. Greylune is played over the course of 5 years (rounds), each with 4 seasons (phases). Winter is setup, which consists entirely of dealing out that round’s 3x3 village grid and encounters. Spring’s the worker placement phase, where you'll drop workers in the non-exclusive space between village cards. Once you're happy with your placements, you shift over to summer, where you resolve your workers. The vast majority of the time, you're picking up a worker to get a coin for each other worker, or just moving to the round's event, another worker placement space. If you're not getting money or resolving the event, you're playing whatever cost plus a coin for every other worker next to a card to activate it. Locations simply provide you with an action but stay on the board for other people to use that round, while items and companions are bought and brought over to your player board. Items have too much diversity of scope to get into right here, but companions offer similar effects, points multipliers, and an additional worker. Some effects will move your horse guy on the board, giving you access to various encounters and quests, which reward you if you meet certain conditions, usually having your stats to a certain level. Once all your workers are resolved, you head to autumn and take your income, and as soon as everyone's done there, perform the winter setup and head on to the next round. The pitch that Greylune asks you to choose between using all your workers effectively and getting first dibs on resolving them had me hype to get it to the table after reading the rules, but now that I've played it several times, it feels like there's too many variables present to ensure that most of the other decisions feel good. Which cards come out, and the order they come out in, have a huge influence over the game. To an extent, outside of just grabbing extra workers whenever you can, who winds up with the best economic and points engines feels like blind investments. It's not just if a card comes out before or after another (although saving your boots for an encounter that doesn't show does suck), it's also _where_ and _how_ some cards show up that determine how good an earlier companion purchase is at the moment. If that card you want for your alchemist build gets dealt in a corner with a low seal, you can get it at a bargain bin cost. On the other hand, if it's in the center of the village with a high seal, it probably won't be worth your while. The first couple times, the question of where you put your workers and the order you pull them for what effect is definitely fun, but after a few plays, I felt like Greylune was the one asking those questions, not the other players. It's a distinction plenty don't care to make, but I tend to play fewer co-ops due to my preference for the latter. Oddly enough, although there was too much in the air for me to feel like I had agency in choosing the best course of action at any given time, Greylune’s still static enough from game to game that I feel like there's only two or three winning strategies present that you have to just YOLO yourself into early. To be blunt, Greylune reminds me of Mr. Toad’s wild ride, simultaneously too on-rails and chaotic for my taste. The feeling isn't helped by the production decision to give this the Devir small box treatment. While it works on a technical basis, everything being small and fiddly makes everything _feel_ worse. A VP track that loops at 25 in a game with final scores in the mid 100s should be a crime. Maybe my "American that lives in a house" is showing, but while I can appreciate efforts to make games more affordable and space-conscious, it isn't a small enough box to actually be a small box, and everything inside feels like a compromise for a marginally smaller box. So Greylune winds up in a weird no-man's-land, where everything’s off from what the groups I think about would want in a way that I don't know who it's for. Review Guidelines 65 ### Greylune #### Alright My feelings about Greylune feel at odds with themselves. it's too old, it's chasing fads. It's too static, there are too many variables. People will love Greylune, I'm definitely not among them. * * * ##### Pros * Hidden auctions will make a game balance itself after enough plays ##### Cons * Why make this another generic fantasy game? * The production feels cheap and small * The shift from Spring to Summer feels like it's supposed to balance one player gobbling up all the extra workers, but it doesn't * * * This review is based on a retail copy provided by the publisher.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Tragedy and art combine in this action horror game
gamingtrend.com
Indie French TTRPG L’Avènement to launch crowdfunding November 2nd
In a modern world of magic and artistry, mages defend society from encroaching corruption. L'Avenement, launching its crowdfunding campaign on November 2nd, pits the forces of creation against those of destruction. The Mages and Sorcerors who keep the world stable channel their powers through objets d'art, like musical instruments or painting implements. At time of writing the Dramaturge's book and major adventure Black Circle Selection are essentially written, lacking art but with mostly completed text. Funding will help complete these books, in French and English, as well as the player's guide. The setting is clearly influenced by Clair Obscur: Expedition 33, while the mechanics bear shades of World of Darkness. The little art we have so far is evocative, minimalist, and unique even in a sea of ostensibly similar red and white pieces. Each character has 9 attributes and a set of skills, all at values from 1-10. The base mechanic involves rolling a d10 and adding your attribute and skill value, compared to a difficulty threshold. You can reroll any 10 you roll and add the new result, while rolling 1 for 2 rolls in a row is a critical failure. You will also buy skill specialties if your base value is high enough, granting you extra successes and abilities as you master your craft. The main thrust of L'Avenement scrutinizes art and the cost of producing it in a hostile world. Your powers are influenced by art, but all the while you will have to stave off the forces of corruption, whether from your own Hybris or Defilement at the hands of ennui. These two forms of corruption eat away at you, physically and psychologically, forcing you to seek a balance on both spectrums or be devoured by your work fighting monsters. Eclat is the major form of magic, available to your characters. The attribute is immensely powerful, directly boosting your other abilities, but can only be improved through gameplay as opposed to via upgrade points. Each character has a particular instrument that can only use magic thematically in tune with it. For instance, makeup could alter your appearance, but could not change people's moods the way a violin would. These function as skill rolls, with a +3 difficulty class for any times you use them in a scene beyond the first. Combat is relatively simple: each character has one Active and one Passive action per turn. Active will usually be attacking or using an ability, while Passive would be moving or using an item. You will roll contested attack vs. defense rolls, with damage making up the difference if an attacker succeeds. Eclat allows you to absorb any one attack, but with magical effects so obvious as to be impossible to ignore as supernatural. You then have a few Fatigue points which offer no penalty when depleted. Take more damage, however, and you will take 1 of 2 Wounds, which each add a hefty -3 penalty to future actions. I won't give any spoilers for the adventure, but to say it's a good introduction to the magical espionage nature of the game. I'm a little unclear on the limits and powers of the magical mechanics, but we're fairly early in development. If you want to learn more yourself, you can sign up for the email list here and be notified when the campaign launches.
011
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Ask her nicely and she'll tell you about Don't Squish the Froggies
gamingtrend.com
Danielle Reynolds has 10 games in her pitch deck
Danielle Reynolds joins us this episode, talking about their game pitch deck, some behind-the-scenes on Caution Signs and other games, and taking the temperature of diversity in the tabletop game space. Tabletop Throwdown is GamingTrend’s tabletop podcast where Mark Streed, Sean Brown and Mike Dunn chat with game designers, game publishers, and other gaming adjacent folks about, well, games and other nerdy pursuits. It can be silly and fun, and you might just learn something before the 90 minutes are up!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Sucker Punch at its summit
gamingtrend.com
Ghost of Yōtei Echoes of Sekigahara + Most Wanted review
When Ghost of Yōtei launched last year, I wasn't necessarily expecting to ever get a reason to return to Atsu and her corner of Japan. When Echoes of Sekigahara and Most Wanted were announced, I was pleasantly surprised as a result and hoped that it could deliver a knockout punch that'd firmly cement Yōtei right alongside Tsushima as some of my favourite open-world experiences. I'm pleased to report that this DLC does exactly that. ### Echoes of Sekigahara Story DLC To get something out of the way right off the bat, Echoes of Sekigahara **_is_** just more Ghost of Yōtei. But it’s Ghost of Yōtei at its most focused, distilled, and deftly executed. Much like other recent DLC for PlayStation’s first party fare (Burning Shores and GoW: Valhalla front of mind), Echoes of Sekigahara is a net contributor to the base game in all the core ways that matter; character development, refinement in gameplay, alongside story and spectacle worthy of the price of admission. Exploring dual narratives in both present day Ezo and Atsu’s past, it grants additional context to the “who” and “why” of Atsu before her path for vengeance began in earnest. As a result, she becomes an even more well-rounded character over the course of the DLC, and Erika Ishii continues her excellent voice work aided by a strong script throughout. That script extends to the ensemble of characters surrounding Atsu, both old and new. Each NPC you meet contributes something meaningful to the experience, whether it’s directly in the main plot or the various subplots that you’ll uncover on your journey. In the centre of the entire story is Nagato, a figure from Atsu’s past whose reappearance compels her into the Ashoro Foothills - the new region you’re tasked with exploring. While avoiding all spoilers, I was thoroughly impressed by the dynamic between Atsu and Nagato; their interactions at two different points in their lives was always a delight and gave me a flavour that was mostly absent in Yōtei’s main campaign. Given that The Snake is killed in the opening of the main game, very little time was given to explore him in comparison to the rest of the Yōtei Six. Though he is still dead at the time of the DLC, his Viper gang are the primary antagonists here, and it’s an inspired choice. The power vacuum caused by his death leads to several suitors stepping forward - all of which you’ll have to cut down in a variety of dramatic (and sometimes humourous) showdowns. This is an angle that the main story didn’t have the framework or scope to explore, and it was intriguing to interrogate the wide-spread ramifications of an absent villainous character of regional consequence; and that theme of absence echoes throughout the DLC. The Viper gang also introduce armored brutes which are resistant to any of your attacks, requiring you to pick up and swing away with heavy weapons you find in the environment. Coupling this with a couple other abilities, the combat loop is spiced up _just_ enough to make the encounters in the DLC relatively fresh, engaging and challenging - even if you've 100%'ed Yōtei prior to playing through this. Furthermore, the culminating few missions of the critical path are some of the most enthralling content that the franchise has offered thus far. It includes gameplay set pieces, environments, and narrative developments that felt to me like a conceptual promise from back when Tsushima was first announced, finally fulfilled. Something specific that incentivised me to engage with everything the new region had to offer was the way in which the characters you meet and activities you complete funnel into the central town of Ashoro Springs. Almost everything you do has a visual and often tangible impact on the village, and each consequential encounter out in the wild had me considering whether I should keep adventuring, or return back to town to see what had changed. Speaking of Ashoro Foothills as a region, it’s more compact than other areas on the map but (mostly) manages to escape the sense of feeling too small. Even more so than the core Yōtei experience, Echoes of Sekigahara is a perfect encapsulation of just how masterful Sucker Punch have become at world design. In a comparatively small area, they have packed not only multiple stunning vistas, a healthy amount of activities, and a few surprises for good measure. One could argue things are a little too close together as a result, but for what’s there I appreciated the ease and brevity of sweeping between one activity to the next. As is my natural tendency, I was unleashed into the region and immediately decided to do everything but the golden path; clearing out camps, uncovering shrines, stumbling upon radiant events, and completing side quests. I thought I only had the main missions left, but was delighted to uncover even more optional content as I progressed. If that all reads as the same loop from Tsushima and Yōtei you wouldn’t be incorrect. There are however a handful of new combat mechanics and gameplay features thrown in that I’ll leave for you to discover, but rest assured that they change up the combat loop in compelling ways, so long as you engage with them. The general silver lining to experiencing “more of the same” is that Sucker Punch have found inventive ways to refresh that well-worn content. Several times throughout my 12 hours to 100% Sekigahara, I would stumble onto something thinking “I know what this is/what to do here” and more often than not I was taken aback by a shakeup to the muscle memory motions I expected to go through. Playing in the Ray Tracing Pro mode on PS5 Pro, the game ran flawlessly and looked excellent while doing so, with only one minor frame drop in a particularly hectic sequence near the climax of the story. In terms of difficulty, I went through the entire DLC on Hard and I can safely say that the Viper gang and other foes gave me a run for my money on several occasions. Not only with combinations of enemy types and environmental hazards, but even movesets - particularly for Bounties and boss encounters. Some of the duels in Echoes of Sekigahara are arguably the toughest cooked up so far; fans of Takezo the Unrivaled are pretty well served here (iykyk). I haven’t even mentioned other features introduced alongside this DLC in the free Complete Edition update for all players; the Beauty of Yōtei screensaver mode, armor transmog systems, new Watanabe Mode songs and various other accessibility features all sweeten the overall package on offer here. It’s clear that Sucker Punch are firing on all cylinders with this story content, honing their craft even further to provide a succinct 10 hour narrative with plenty of worthy side content to delve into. Not only does Echoes of Sekigahara excel at enhancing and improving upon the base game in many regards, but it also proves that there is still life and potential left in Ghost as a franchise should we eventually get a third outing. ### Most Wanted Roguelike Mode Sucker Punch didn’t see fit to settle on just a narrative DLC however, as just like No Return in The Last of Us Part II and Valhalla in God of War: Ragnarok before it, Most Wanted is the latest roguelike addition to the roster - and it sings… eventually. Playing as one of four unlockable characters (Atsu, Oyuki, Nagato, and Jin Sakai), you’ll have a starting weapon and equipment set, alongside a unique Ultimate. Pick a target— a member of the Yōtei Six— each with different difficulty levels and rewards on offer for a successfully completed run, and then the run begins. Clear a set of enemies and you’ll get to pick from a set of randomized perks to confront the next round. At intervals you’ll begin a duel against one of the many opponents you encountered throughout the base game with unique reward choices thereafter. A mild critique is that there doesn’t seem to be (from my dozen or so hours in the mode) much if any variation in these bosses and their ordering. Considering the sheer number of duels in the game, it’s disappointing that so many don’t appear to return here, even if certain repeated ones make thematic sense - Kanta the Jailer on an Oni run, for example. If you survive, you’ll eventually reach the end of a run where you have a showdown with your selected Yōtei Six member. Not only will you be far more powerful with a build you assemble on the go throughout the run, but the boss will also have unique elements, primarily multiple waves of reinforcements that weren’t present in their base game encounters. Whether you come out on top and kill your bounty or die trying, you’ll bring all your accrued currency back to the Most Wanted menu. Here you can spend it on unlocking global skills across all characters, character-specific abilities like Kill Streaks (think Onryo’s Howl), weapon upgrades, equipment damage and capacity upgrades, and more. Killing a Yōtei Six member multiple times also grants a secondary currency that lets you purchase things which Atsu can use in the base game, all of which fans will be happy to finally see added. The more you spend, you’ll cross thresholds that’ll unlock access to the other characters in the roster, and currency comes frequently enough to leave progression feeling smooth and without a need to grind. It’s all generally standard fare for roguelikes, and Most Wanted doesn’t reinvent the wheel, but it’s a surprisingly compelling time nonetheless. The only issue is that Most Wanted doesn’t really reveal its best aspects until you get a decent chunk of the way in. Starting out it can feel quite repetitive and doesn’t differentiate itself in a meaningful way, skirting dangerously close to the “filler” content some more cynical may ascribe this to be. Equally underwhelming, at least on initial glance, is that neither Oyuki or Nagato fundamentally feel any different to Atsu - no new movement or combat animations. It’s purely that they start out with different weapons/Ultimates and have different voices (with dozens of new VO lines to boot, mind you). That sounds disappointing and in some respect it is, but I’d implore you to give Most Wanted time to breathe so you can learn that moveset differentiation isn’t really the point. As you gain access to all the characters and begin unlocking a good portion of their skill trees, new Perks become available in runs. These rarer Perks, in conjunction with a more fully fleshed out combat suite is where buildcraft truly comes into play, eventually feel amazing to bring together. Each run will last at most around 20 minutes, and by the end you can truly create an insane power fantasy akin to the fantastical elements found in the Legends mode. I’d be remiss not to mention the presence of Jin Sakai here. Not only is it great to see the character back, but getting to play with Jin’s stance-based combat in Yōtei’s sandbox is both a little jarring to acclimatise to and incredibly satisfying - like picking up an instrument I’d mastered but not touched in years. Daisuke Tsuji returns to provide VO, and due to the inherent gameplay difference compared to the other three characters he quickly became my favourite to use. I often leant into a Ghost Stance build; triggering it as often as possible, with the added benefit of having perks that gave me the chance to trigger lightning strikes upon hitting enemies, parrying, *and* dodging. Storm Blade indeed. It was **glorious**. Overall, Most Wanted is exactly what you’d expect it to be. No more, no less. It meets the same quality bar as everything else, and as you’re hunting Bounties it’s thematically sound, even if its implementation does at times feel a touch uninspired and takes a little while to fully get going. By design, it’s not going to consume your time/life in the same way a Hades or Slay the Spire does, but for the couple dozen successful runs that it took me to unlock most key upgrades and rewards, I had a real blast. Review Guidelines 90 ### Ghost of Yōtei: Echoes of Sekigahara + Most Wanted DLC #### Excellent Taking into perspective the complete package of Echoes of Sekigahara and Most Wanted, Sucker Punch have delivered some of its most distilled, compelling, and well-executed content yet. I don’t know that you could ask for much more from Ghost DLC; most bases are covered, and it’s arguably the best the franchise has ever been. If this ends up being the last we see of the franchise for a little while as Sucker Punch explores new pastures, they’ve ensured Ghost is going out on a pretty damn high note. * * * ##### Pros * Some of Sucker Punch’s best storytelling yet * A gorgeous, compact region to explore * New mechanics refresh combat just enough * After some investment, Most Wanted shines ##### Cons * Some narrative beats are quite predictable * Most Wanted starts out a tad too anaemic * * * This review is based on an early PS5 copy provided by the publisher. Ghost of Yōtei: Echoes of Sekigahara + Most Wanted DLC comes out on October 1, 2026.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
This retro-inspired beat'em up features 7 levels of chaotic action and 4 playable characters
gamingtrend.com
Fallen City Brawl to release digitally on October 28th
_Fallen City Brawl_ , a new retro-inspired beat'em up, will release digitally on PC and consoles on October 28th, with physical editions expected to ship in November. > Today we are excited to share that side-scrolling beat’em up Fallen City Brawl will launch digitally for Nintendo Switch, PS4, PS5, XBOX One, XBOX Series X|S and XBOX on PC October 28th! Physical editions are now in the works and are expected to ship in November. > Fallen City Brawl is a retro “belt-scroller” inspired by arcade classics of the ’80s and ’90s. Featuring multiple playable characters, intense screen-filling special attacks, heavy-hitting combos and fluid pixel art animation, Fallen City Brawl is accessible enough for genre newcomers while also bringing fresh and challenging concepts to the fight that veteran brawlers have already praised in its prior PC release. From city streets to subways and snowfields, Fallen City Brawl offers a playground of mayhem across its 7 unique stages. > > Fallen City Brawl is originally developed by Fallen City Studio, headed by creator Mike Wells, in close cooperation with Eastasiasoft Limited. The game has been ported for consoles and will be published worldwide by Eastasiasoft Limited. Digital pricing on consoles is set at US$14.99/€14.99, plus a 10% launch discount will be available for a limited time upon release. Further details concerning physical release will be shared soon via social media. > > **About Fallen City Brawl** > > As a brutal battle for control of Fallen City’s criminal underworld rages, four strangers join forces to survive and reclaim the streets! With a ferocious wolf at their sides, these unlikely allies will face impossible odds. Only by binding together can they reach the final showdown that will decide who lives and who falls.| > > Inspired by arcade beat ’em ups of the late ’80s and early ’90s, Fallen City Brawl is told through intense side-scrolling pixel art action. Huge sprites and animated backgrounds breathe life into the dying city streets, while fighting mechanics offer uncommon depth with destructive combos, counters, special moves and “RIOT” supers! Animated cutscenes and a powerful soundtrack by famed composer Daniel Lindholm set the tone for urban mayhem, playable solo or with friends in local co-op! > > Key Features: > *Fight through 7 stages of arcade-inspired action! > *Choose between 4 playable characters. > *Execute combos and specials with deep hand-to-hand combat mechanics. > *Pick up weapons like pipes, bats, knives, oil drums, hammers and more! > *Clear the screen with RIOT Super attacks! > *Battle it out solo or with friends in local co-op. > *Get in the mood for mayhem with a soundtrack by Daniel Lindholm. Stay tuned to GamingTrend for all your gaming, tech, and entertainment news!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Huge for gaming, small for typing
gamingtrend.com
Razer Huntsman V3 Pro Mini 8KHz keyboard review
The Huntsman has been one of my favorite keyboards for a while now. It’s always featured tremendous gaming capability, and now with the typing chops to keep up with my kind of use case. Making it smaller can work, but the right things have to come together. While Razer has managed to shrink this iteration and keep it successful for gaming, I’ve found enough issues while typing to tell you to think twice before spending your coin – if you need a keyboard for work as well as play. Inside the box you’ll find your Razer Huntsman V3 Pro Mini 8KHz keyboard and a USB-C cable, along with paperwork to help you through certain manual settings. You really don’t need more than this – this keyboard is about less being more. I have to brag about the compact nature of the Mini; I wasn’t sure how small one of these could get without it being untenable. As you’ll see in the images below, it be tiny. Tiny isn’t always better, but I do think the team has managed to cram everything you need onto the smaller frame. I recently reviewed the Razer Reclusa Mini X 65%, and this is somehow even smaller. It’s also a near-perfect representation of a Huntsman keyboard, with the same great aluminum top plate and sturdy plastic bottom you’d expect in that line. I love how easy it is to chuck into a backpack, and if you’re an on-the-go gamer, this could be a go-to. My biggest qualms with the compact design come in typing with it. It’s certainly comfortable enough to do, but the way the arrow keys and function button are handled hampers the usage of the Mini. The function button sits next to the space bar, which requires me to use my right index finger to press it for arrow keys. This would have worked better if the function key was on the far right, allowing you to use your dominant fingers for arrow key control. I know this idiosyncrasy doesn't sound that bad, and I’m sure you could adjust, but this design issue makes me not want to use it for typing. Also, turn off the dual-purpose modifier keys (makes the assigned arrow keys focus on that functionality unless you hold them down). I didn’t realize it was on and was killing my enjoyment of this keyboard for typing. As you can see, the size difference between the Huntsman V3 Pro TKL and Mini is substantial That said, for gaming, this thing is a beast. With the usual suspects of Razer’s Gen-2 Analog Optical Switches, Snap Tap, Rapid Trigger, and the recent Snap Flex, everything you need to slam the opposition in multiplayer matches is here. Being able to adjust your actuation as low as 0.1mm is simply insane, and of course, opens up the Huntsman line to offering even more from the keys you press, like Snap Flex’s dual functionality via the press and release of a key. Imagine holding the T key to prep a grenade to throw in Counter-Strike 2, then on release it could combine in the actual throw and a jump. While it’s use-case dependent, being able to assign different extras to your keys makes a small keyboard like this more useful. Dynamic Keystroke even takes this a step further, utilizing the deep actuation to let you assign up to four actions to a single keypress, with two on the press and two on release. Snap Tap and Rapid Trigger aid in different areas. Rapid Trigger lets your keys reset faster, which in turn improves your recoil control. Moving hampers your bullet trajectory, so being able to stop on a dime helps immensely. Snap Tap is too powerful entirely, optimizing counter-strafing by ensuring two selected keys are never actuated together. It’s so good that Counter-Strike 2 has banned it, so make sure you have it turned off before you enter that arena. All these amazing features are bolstered by 8KHz polling, which is a Razer staple at this point. Having incredible fidelity and depth of input doesn’t matter if your keyboard isn’t registering those actions at a blistering rate, and 8KHz makes sure that happens. Tapping your WASD keys to quickly maneuver through incoming utility is imperative to staying alive at times, and I couldn’t be happier with how cleanly the Mini handles. I keep mentioning Counter-Strike 2 in these reviews, and it’s because Razer has opened up my enjoyment of the game with their gear. They recently even became a partner with the BLAST Premier tournament for CS2, and many pros swear by them in ProSettings. Even so, the layman’s use matters, and as someone who isn’t even close to an amateur, let alone a pro, I can speak to how good this keyboard feels playing one of the most intricate shooters out there. If the Huntsman V3 Pro Mini 8KHz keyboard can tackle CS2 and I don’t skip a beat, it can take on any other shooter out there, period. Typing aside, the Mini is a monster for gaming. Making adjustments on your keyboard is as easy as pie now, with three different options for tweaking your settings. For those stuck on a random computer, manual changes can be made in a couple of button presses. Razer even uses the RGB of the Huntsman to show you exactly what you’re doing (and the RGB lighting is brilliant in general). For instance, the numbers can highlight the intensity of your tweaks for actuation. It’s quick and effective, and done incredibly well. For those who want deeper customization, that’s available in two ways: Synapse Web and the Synapse app. If you want to play around with any of Razer’s many features, you can do so easily in the Synapse app. I really like the Web app, however, as it negates the need to download any software and gives you better control over the settings if you’re on a new computer. Synapse has always been a standout software in the gear space; it’s nice to know you have access to your keyboard’s functionality almost anywhere. Review Guidelines 85 ### Razer Huntsman V3 Pro Mini 8KHz keyboard #### Great Razer has stuck the Huntsman in the dryer. The Razer Huntsman V3 Pro Mini 8KHz keyboard nails its gaming capacity, although it has enough quirkiness in typing that I don’t prefer it for that. If you want an easy-to-travel gaming powerhouse, the Mini is mighty. * * * ##### Pros * As great as ever for gaming * Just about every signature Razer feature is still here * Compact without compromise * Easy to make function tweaks ##### Cons * Peculiar arrow keys that inhibit typing * * * This review is based on a retail copy provided by the publisher.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Gears of War has ascended to become XBOX’s premier flagship franchise
gamingtrend.com
Gears of War: E-Day review-in-progress
Look, I get that my above excerpt may ruffle some feathers. Some may think Gears of War lost its sheen a long time ago. Others may think I'm questioning past validity as a mainstay. Wherever you land, let me assure you that I love Gears and will always be a proponent for more of it. Although there have been tests and trials over the years, the franchise has had good recent entries, but not necessarily those that stand out. That changes with a return to form in Gears of War: E-Day, which is in my mind one of the best titles we've gotten this year. ## Campaign Creating a prequel has its own set of problems that are tough to overcome. You have established lore that you have to either tiptoe around or retcon, and you can’t do too much or you risk upsetting the balance of the universe. E-Day is in its own zip code of potential missteps, having to juggle five mainline entries and another prequel set after it. All that, and it's not exactly a happy story. It’s a tightrope, and people are just waiting for you to fall. E-Day doesn’t just manage to barely cross the finish line with The Coalition’s reputation intact, it soars to heights I never would have expected. Somehow, everything about Emergence Day is impactful, from the larger plot device of the collapse of Kalona to Bravo squad’s personal lives. Everyone gets their fair share of the spotlight, but most importantly, the setting is the shining star. Kalona is so much more than a bunch of corridors and rooms filled with chest-high walls. In the midst of desolation, it manages to exude so much vibrancy. It's almost contradictory, watching a world teeming with death exhibit life. The fall of Kalona to the emerging Locust horde has long been imagined by fans of the series, and it feels like you're stepping directly into the middle of it, with an immersive quality not many games find. This “character” is telling a story, and one that isn't going to end well. Our favorite best friends Marcus Fenix and Dominic Santiago are in the city, celebrating the life of fallen comrades, including Dom’s brother, Carlos. As they drink to his life in a bar, tremors shake the establishment and bring with them screams from the outside. The commotion spurs them, along with rookie Gear Lucas Reyes and former Gear Mags Carter, to approach the scene. And what a scene it is. Civilians are being viciously torn apart, sinkholes are appearing throughout the streets, and chunks of buildings are beginning to fall from the damage. Worst still, all of this is the product of some humanoid (and some not) creatures eventually dubbed the Locust: violent predators eager to extinguish all surface dwellers. The horrors of Emergence Day are on full display, and they are terrifying. These four unsuspecting companions (maybe not Marcus and Dom) become Bravo Squad, and the journey they take is a somber, savage, and revealing one, both from the dread of the Locust and how unprepared and Draconian the COG is shown to be. Treading the line of cruel apathy and emotional rollercoaster isn't for the faint of heart, and E-Day handles the moment-to-moment heartbreak with respect. They don't manipulate you; The Coalition tells a tragic tale befitting of the situation our team finds themselves in. All of the emotions fitting of the brutality you'll witness are earned, not taken. Appending these moments are the over-the-top ones you expect from Gears of War. Extravagant encounters are a Gears staple, and there are several times you hit a spot and really sense that in the level design. Capping all of this off are tremendous boss fights – all of them punch hard and high. There's a rush of adrenaline when you get that last shot or chainsaw execution in, and it leaves you deeply satisfied and ready to take on the next threat. In between the incredible set pieces, E-Day fits in time with each of the squad members. We get to hear about their hopes, dreams, and mainly their failures. Each one has to find the grit to pull themselves together as their literal world is falling apart; to be the salvation that so many people need. Lucas Reyes’ story is especially poignant – underneath his “by the book” exterior is a kid who knows what it's like to mess up badly and watch others pay the price. Outstanding gameplay systems are the foundation beneath E-Day, and The Coalition have outdone themselves in this regard. I already went to lengths discussing how amazing the makeover and reinforcement of integral mechanics have been in our multiplayer preview, but let me continue my swooning here. Moving around in Gears of War: E-Day is simply the best it's ever been. It's smooth, something you'd never accuse a Gears game of. From the sliding, to the dodge roll, to the new sprint, to scampering up the side of a car, E-Day just feels so good. Combat, to no surprise, is stellar. Rending the Locust limb from entrails has always been a highlight for the series, and that doesn't change here. Every gunshot is felt, each head that explodes is gruesome yet gratifying, and tell me you don't grin whenever you rev the chainsaw for a kill. The rush of Gears of War’s combat doesn't get old. There's plenty of new to go along with it as well. The arsenal is very recognizable, with Lancers, and Gnashers, and Longshots (oh my), but there is a new layer for your Gear. I’m unsure if this is a case of the campaign borrowing from Horde Siege, or vice-versa, but the additional loadout depth from supply caches scattered throughout the levels is a nice extra. Putting attachments on your weapons to buff your recoil control and accuracy or an extended magazine can help you out in a tight spot. Tactical Gear (think Field Upgrade from Call of Duty) even have perks to add. I chose the Sonic Disruptor, which stuns enemies from sonic waves for a short time, and the best thing I ever did was put a fire damage buff on it, which caused my foes to burst into flame. Armor Mods are a couple of more general perks, but still are useful, offering healing for kills at a distance, extended health, and more. I’ll dive more into these when I’m able to access Horde Siege mode, but they don’t seem like throwaway skill trees – they’re a part of the game that’s worth engaging with. While Gears of War has experimented with more open spaces before, the balance between linear and open world play is superb in E-Day. No matter what section you’re in, the game just feels right. There are plenty of collectibles to go find (which are also marked on your map in the open world if you miss the classic Gears sound cue), and a lot of cases holding attachments for the aforementioned loadout system. Although straightforward levels don’t feature the breadth of flanks and routes to fight the Locust, I never felt trapped even in the smallest of locations. The Coalition has to be commended on how they’ve crafted the linear levels; I can’t put my finger on it exactly, but it feels fresh in Gears even if it isn’t brand spanking new. Similarly, the combat arenas are impressive, featuring that living feeling that translates from the greater setting. On the larger side, the open world areas are just a blast to explore, especially in a co-op squad. My friends and myself ran around and tried our best to get to every case and collectible we could find, doing our main missions along the way. Side missions aren’t generally much to write home about – you’ll more or less defend an area or person/people for a short time. Thankfully, it never is a waste, all of these tasks are miniscule and give you additional loadout gear. The open world manages to be dense while never devolving into a time sink. This is the mark of a good open world concept; my time is respected, and it never overstays its welcome. It's not a stretch to call this the best looking game of 2026, and it might be the best looking game of this console generation. E-Day is absolutely gorgeous, with insane levels of detail that showcases The Coalition's talent. I keep going back to calling it alive, and it is, from the towering, neon-laced buildings to a pile of rubble on the ground. Seriously, your jaw will be on the floor from the opening. I’m awestruck in particular by the lighting, which dazzles in every aspect of the game. It can be costly depending on your hardware, but even on the XBOX Series X and an NVIDIA RTX 2080 graphics card, it shines. The only thing I can even ding the game on is the not as important NPCs. They tend to look kind of bland and stiff. Next to the fantastic visuals is the audio. This might be the greatest audio I’ve heard since Hellblade delivered in their sensational game. Listening to the growls and screeching of the Locust in any setting is going to creep you out, and The Coalition succeeds time and time again as you traverse Kalona. The cadence of each weapon firing is also a triumph, with the bullets ripping from the barrels being oh so enjoyable. Of course, the signature sound of a headshot and a chainsaw execution is flawless. I’d also be remiss to not mention exceptional performances by the cast, as John DiMaggio and Carlos Ferro again nail Marcus and Dom, with Jake Ryan Lozano and Elizabeth Faith Ludlow providing excellent support as Lucas Reyes and Mags Carter. * * * **If we were to score Gears of War: E-Day sheerly on the campaign, it'd be an easy 95 and a nominee for our Editors Choice Award.** The brutal and stunning recount of Kalona’s fall is immaculate storytelling, featuring revived gameplay via reworked movement systems and the visceral combat we know and love. Unfortunately, admission to the Versus and Horde Siege modes will have to wait until early access on October 1st before full launch on October 6th. The beta did have us excited for its potential, so if it sticks the landing, I'd imagine E-Day might be one of the easiest recommendations we'll make all year, for purchase and awards season.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
What does it really mean to be human?
gamingtrend.com
RetroSpace review
Very rarely does a video game make me want to live in its world. Dishonored drew me in with its stealth mechanics and characters; Prey got me with its mystery and general game mechanics; Abiotic Factor got me with its characters and tone. Joining the list of games that make me want to immerse myself completely is RetroSpace. The world-building, characters, soundtrack, and attention to detail make RetroSpace extremely special. The characters feel like real people; they have real reactions and have small relationships with each other. They’ve also clearly impacted the world that you're playing in. Audio logs will confirm what they’ve been doing since before you started the game. Emails add depth and make the world feel more alive, and the environmental storytelling is on a whole other level. The lighting in RetroSpace is amazing. You can see how the colors and the shadows seem to dance together. It’s what makes the Mothmen look so fantastic in the dark. ## Spoiler-Free Section Aurora 5 (the space station where the whole game takes place) is completely explorable. You’ll be able to explore high and low. There is a real sense of verticality here. You play as a Janitor, and in the world of RetroSpace, you need to get around without being seen or heard. That's why Aurora 5 has so many passages and so much verticality, and it all makes sense in the context of the game's narrative. But what exactly is RetroSpace? It’s an immersive sim like Prey or System Shock. RetroSpace runs on the idea of player choice, which it achieves pretty well even when it comes to small choices. For example, you can remove your helmet at any time, which will remove the HUD from your screen. In this way, you can hide the very limited guidance that RetroSpace gives you. The helmet and thus the HUD never bothered me. A big reason for that is that RetroSpace isn’t littered with waypoints or objective markers. I highly recommend starting with normal before bumping the difficulty up. Enemies in this game have a few special moves that you might want to get used to before taking them on the harder difficulties. Normal felt fair, and you can tell it’s what the developers recommended. It equally kept combat and stealth fun, which I really appreciated because I love the weapons in this game. I won’t tell you how many there are, but each one is beautifully themed to the game's style and world. The sound effects for the weapons also tickle a specific part of my brain, which makes them satisfying to use. Shooting isn’t the only way to get past enemies, though. You can lure them into traps, which is fun too, but it's not something I did often. You can have enemies fight each other, which I will praise the developers for, because games don’t do this as much as they should. Technically speaking, you could beat the whole game without killing a single enemy. Everything the game throws at you seems to have multiple solutions, which I did test extensively. Your character can be enhanced with Mutamods; basically, these will enhance your stealth or combat, and for the most part they don’t come with any side effects. You can have three equipped at any time, and for my whole playthrough, I used the same three. The reason being that each Mutamod seems to be tailored to a specific playstyle. For example, the moth mod, which is my favorite, allows you to heal when standing in the bright lights of the station. The bat mod allows you to hear enemy movement through walls. Each mod will also impact your screen and animations. For example, if you take the pig mod, it will allow you to heal by eating a corpse. Your character will bend down to do so, making you open to further attack. The sonar ears make your screen a sort of fleshy orange, and healing in light makes your character slow down. So when I was choosing which ones to use, it came down to what will help me stay alive while I shoot things. It was a simple choice, and technically my favorite mod, the moth mod, got the most mileage in terms of use. Technically speaking, if I wasn’t trying to test each mod, I could’ve gone through RetroSpace using just one. Don’t get me wrong though; the Mutamods are all very fun to use in their own way. I got the sense that the developers took a lot of time to consider the practical use of each one of the mods, which is the reason that they feel so even in terms of power. I also like that they have some kind of negative drawback; it keeps the game feeling more balanced. You can also upgrade your weapons and suit, which is an aspect of the game I wish had been introduced a little earlier. When you reach the point in the game where these options become available, it is technically one after the other. Regardless of which order you choose to unlock things and how slow you play. I think that RetroSpace would’ve benefited from having the weapon and suit upgrades be introduced within the first two or so hours of the game. This way, players can become familiar with how the upgrade mechanics work and have more time to enjoy the upgrades. This portion of the game in general has weird pacing. The weapon upgrades would’ve best fit the whole security section, for example. Instead of having to backtrack, which was fun to do but made little sense. Each new area is part of the same mission group; it would’ve been nice to have this spread out. Though it is not lost on me that this would change things pretty significantly. When you die, you’ll respawn as a clone, but the process is not seamless. Which is why you respawn with a negative trait. You’ll get one each time you die, and they can be removed by paying for it or sucking the DNA out of your dead body. Without spoiling too much, there are a few lines about how the technology has never been seamless. Which I think was extremely clever. You can really tell that the team had a lot of fun creating the various enemies; they all have their own attack patterns, which was awesome to experience. At one point you’ll get an upgrade that will allow you to scan them and get more information about them. But you can also learn a lot just by watching, which I appreciate the most. I strongly believe the little touches make RetroSpace what it is. Everything down to where the bodies are placed around the station feels like it was done with so much attention to detail. As for the story itself, I was pleasantly surprised with both endings. There is some payoff for the work you do to get to the end, but it’s not as concrete as I’d have liked. Which is not to say that the story is bad by any means; I just wanted a little more. Alongside the main story, there are several side quests you can complete, each enjoyable in its own way. I really enjoyed watching how the characters would react when I completed a quest, and even as I write this, I wonder if there’s additional dialogue for choosing a different path. ## Welcome to Aurora 5 Calling Aurora 5 gorgeous would be a massive understatement. There is so much beauty and charm, and not a single area feels neglected or rushed. As soon as you hit the Medical Section, it becomes extremely apparent that the art direction was a high priority for the team. The blues and reds used work perfectly with the varying degrees of darkness. Even the little bits of light that shine through the vents make the environment pop. Bodies litter nearly every corner of the Aurora 5, but you never get the sense that the death was on a massive scale. Which makes sense because it’s stressed to you over and over again that there are still thousands of people asleep in their cryopods. So while there is a sense that something awful has happened, the scale feels directly proportional to the events that we experience in the game. What makes all of this so beautiful is the attention to detail. The light is always bouncing in such a way that it makes the colors and enemies stand out just a little bit. The weapons might not feature bright colors, but browns and silvers never feel muted in RetroSpace. Computer consoles always find a way to stand out without being overbearing or running the immersion. Even the security turrets feel naturally placed, and what I mean by that is I could see the turrets existing in these locations when the station was fully operational. The way that the orange and blue play with the whites and yellows is outstanding. Someone clearly put a lot of effort into making sure everything had its own kind of pop, and it really paid off. Aurora 5 has four main sectors, which are all attached to the main station. Each one of these sectors usually leads to a smaller area like the Luxury Section or something smaller like a small market. As you move from area to area, RetroSpaces' color palette will change slightly. The theming and palette changes feel natural, which makes the station feel lived in. I know I spent a lot of time talking about color, which is because I can’t get over how good RetroSpace looks. So I’ll pivot to gush about how much I love the navigation. Moving through each of the areas in RetroSpace becomes a breeze once you start figuring out the layout of the station. Your personal map isn’t labeled, so you’ll have to rely on remembering things to get you around quickly. I’ll admit, I got lost quite a few times and had to refer to the map before choosing where to go. But RetroSpace never made getting lost feel like a punishment. Getting lost is usually rewarded with finding a blueprint, a new way into the Janitors' Heaven (which I talk about a few sections down), lore, or a shortcut loop. Very rarely does something lead nowhere, which I really like. I also really like the artwork and little cartoons placed around the station. There's a constant feeling of being surrounded by marketing. The Mutamod commercial plays on a loop all around the station. In the context of the game, it must’ve been awful to live like this, though I assume they had other things to watch and listen to before everything went wrong. This is the station map. The way that I was primarily getting around. Aurora 5 has a natural flow, which is extremely refreshing. I know how hard it can be to make an environment feel natural, but this station really does feel like a place where people lived and worked. It even has a built-in explanation for why there aren't as many rooms for the crew to sleep in as there should be. The placement of the vents and other shortcuts is clever too. Learning the routes makes surviving the enemies so much easier. Even on normal difficulty, they still hit hard and can be a real challenge if you let them overwhelm you. Some of the layout's design choices stand out to me in this way. Electrical boxes are placed in the oddest locations, which makes it hard to get any real use out of the mechanic that allows you to spread water and electrocute enemies. Another thing you can do is break pipes and have the hot air hit enemies charging at you; it doesn’t do much damage, but it buys you some time. I would’ve loved to see a bit more in the way of making Aurora 5 feel more connected. As it stands, the only real way to get from area to area is using the tram station. I tried to get to each one on foot, but my efforts were in vain. This isn’t a knock on the game, though; I just felt as though one more area in the middle would’ve pulled the station together even tighter. Someone…somewhere let their science get too far out of hand. There are important design choices here, and you might see them if you look closely enough. The map isn't interactive, isn't labeled, and generally wasn’t a huge help. The mini map, though, was much appreciated, and I got far more use out of it than the bigger map. Basic things like the healing chamber and elevators are marked for you, but nothing more detailed than that. I really like this. At one point, I sketched bits of the map in my notebook to remember the general area I was in and needed to get back to. Quests are pretty general too; there are no waypoints to guide you around. So in most situations you’ll have to figure things out for yourself. The dialogue in the game usually gives you a clue about where you need to go. Listening closely and periodically checking my quests is what kept me on the right track. This is what the map looks like. You have to click the arrows manually to navigate. You can also take your helmet off here. It will remove the HUD, which is a really cool option. Almost everything in Aurora 5 is interactive. You can break lights to make areas darker, something that I was even doing by accident. This permanently changes the environment. It makes stealth easier but items harder to spot. I love this; it made planning my engagements much more interesting. Vending machines can be broken too, along with other terminals. The first time I did this, I thought I was screwed, but you can fix these items by hitting the keypad with your wrench, the main tool in the game. Speaking of the vending machines, all of the food is interactive. You can eat it or scrap it for…scrap. I found food to be pretty pointless on normal difficulty. It can heal you, yes, but you have to open your inventory, click the item, and scroll down to an option to actually eat it. It makes it clunky to use during combat. ## The Janitors Haven Janitors Haven is the hub area for RetroSpace. When you first unlock it, it’s pretty empty. It will be you and a character who really should’ve mattered more for a while. But as you progress and find more friends, the haven will expand. This is where you’ll upgrade your weapons, Mutamods, and get a couple of extra side quests. Janitors Haven is explained in the story in a way that is fluid and also impressive. I’m not going to spoil the ending, but what I will say is that the way RetroSpace technically tells multiple stories at once is very interesting. The story of Janitors Haven never tramples over the main narrative. It’s also quite interesting to see how the haven grows as you add more characters. The final character you add to the haven, though, feels borderline pointless. As far as I can tell, his story beat is never really resolved. He doesn’t do anything interesting, which is also a shame because every other character has something to offer you. This also leads me into another issue I have. The heaven also functions as a fast travel location, which is extremely cool and explained well by the narrative. Where this all falls apart is how often characters have new dialogue for you. During the last stretch of the game right before the ending, they have nothing to say. Nothing about what transpired, what could lie ahead, or anything. It’s weird because just before the end you have to talk to everyone, but it doesn’t feel like any kind of resolution. There needed to be a point just before the end where you can catch everyone up on the situation; it would’ve helped fill in the awkward gaps. ## Combat and Upgrades RetroSpace has a fair amount of weapons ranging from a pistol to a broom melee weapon that I became completely obsessed with. There is a hidden weapon to find, and plenty of upgrades for each weapon. Enemies are weak against certain weapons and elements, which I love. I love every time a game does this because it adds a layer of depth. There are no dedicated stealth weapons, which shocked me. So aside from using traps, don’t expect much in that way. But with the right pistol upgrade, you can bounce bullets off walls, which is not only satisfying but can also make for some interesting kills if you time it right. My only gripe with weapons is that I wish there were more enemies to shoot. I can kind of scratch that itch in the target range, but it’s really not the same. Aside from weapons, you can upgrade your suit. Upgrades include a built-in cloaking device and a motion tracker. These upgrades can be further upgraded. By the end of the game, I felt like I had a really good handle on my abilities. These upgrades are completely optional too; you can skip this whole mechanic. But one thing I wouldn’t skip is the camera, which was a huge pain point for me. The Mutamod screen is amazing. In general, I love RetroSpace's artwork, but this one stands out the most to me. To use the camera, you have to open your menu, scroll down to camera, track the target, and exit the camera with the triggers, at least on an Xbox controller. There is no button to pull the camera up quickly, meaning if you get caught with it out, you have to exit as quickly as possible. I used the decoy to buy time, but when you upgrade it too much, the explosion gets so strong it's not useful in this situation anymore because it can kill you. Mutamods, though, are awesome. The story mentions them a lot, so I’ll only touch on one thing: the Moth mutamod is a genius way to make moth game mechanics. It lets you heal when you’re under bright light. Each one serves a different purpose, and I think that if I cranked the game to a greater difficulty, they would make the difference between life and death. ## Final Thoughts If you’re going into RetroSpace looking for a happy ending, this is not the game for you. With that out of the way, I really enjoyed RetroSpace's story. Do I think that it could’ve been a little more? Yes, but for around 17 hours of playtime, what you get is really good. There are two endings, a good and a bad ending, and I have some theories about which might be canon, but this is not the time for that. There are a few main characters in the game, and none of them got the time I feel like they deserved, which is a massive shame. Each one feels like bits and pieces of their stories are missing. This didn’t make the game any less enjoyable, but it did leave me craving more. Menu navigation on a controller feels extremely cumbersome. This applies to navigating and scrolling emails, moving around the map, and using the camera. None of these actions feels fluid. I don’t have this issue with a mouse, and while I recognize RetroSpace was likely designed with PC players in mind first, I’d still love to see menu navigation improved overall. The sound design in RetroSpace is seriously next level. The mutant sounds for the first few hours were enough to make my skin crawl. The sound design is so good that you really don’t even need the motion sensor. The music is amazing too; RetroSpace features one of my favorite game soundtracks from the last two years, and it’s no contest. The voice acting is also very good, which I’ll admit was quite a surprise for me. I did run into quite a few bugs and glitches. Most of them were patched out, but a few remain. Looting bodies and extracting DNA stopped working, hallways disappeared for a split second, and enemies would rarely clip into vents. What makes RetroSpace so special to me, though, is the player choice and the care taken to make sure those choices made sense. I love how moldable and interactive the environment is, and how the characters have real depth, even though I wanted more time with them. Yes, I hit a few glitches throughout the game. Even after the patches, I had numerous corridors turn into space and, at one point, got spawn-camped by a deranged rabbit, but none of it took away from what an awesome experience RetroSpace was. Review Guidelines 90 ### RetroSpace #### Excellent RetroSpace is an immersive sim worth waiting for that will challenge you to think on your feet as you try to figure out who you are. The characters are fun, the design has been clearly thought out, and the soundtrack will keep you grooving for days. * * * ##### Pros * Awesome selection of weapons, each with plenty of upgrades. A weapon's look changes as you upgrade it. * Aurora 5 is huge, fully explorable from the ground up, and feels lived-in. * Enemies are designed with multiple attack methods in mind. * Player choice is off the chains here. ##### Cons * Menu navigation feels cumbersome on a controller. * The character pacing is a bit weird, and some characters clearly needed more in terms of story and side content. * * * This review is based on an early PC copy provided by the publisher. RetroSpace comes out on October 1, 2026.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
The Sermoon P1S provides handheld scanning with 0.02 mm accuracy
gamingtrend.com
Creality gets into the 3D scanning business
Creality has led the way when it comes to 3D printing, materials, laser tools, and are now extending that technology reach to include 3D scanning. A natural extension of their technology stack, their freshly announced Sermoon P1S is an all-in-one blue-laser 3D scanner with built in compute with a great deal of advanced capabilities. Let's get into the details. > Rather than treating the scanner as a capture device that must remain tethered to a workstation, the Sermoon P1S brings more of the scanning workflow onto the handheld unit itself. Its PC-free standalone workflow, supported by onboard computing, local storage, and a 6-inch touchscreen, allows users to capture an object, review scan coverage, and perform common processing tasks without moving back and forth between the scanner and a separate computer. > > For professionals working around vehicles, machinery, large parts, or objects that cannot easily be moved to a scanning station, that standalone workflow means less equipment to carry and faster feedback at the point of capture. Portable scanning has wide-reaching uses, especially in the 3D printing space. Replication of broken parts, capture of complex and irreplaceable objects for replication, and much more. This has use in the automotive, aeronautical, and medical space as well, providing 0.02mm of accuracy in a handheld platform. > The Sermoon P1S combines 34 Cross Laser Lines, 7 Parallel Laser Lines, 1 Blue Laser Line, and NIR structured light, allowing users to choose a capture method according to the geometry and requirements of the object being scanned. > > The 34 Cross Laser Lines prioritize coverage and scanning efficiency across larger surfaces. The 7 Parallel Laser Lines are designed for surface features and finer geometric detail, while the 1 Blue Laser Line is better suited to recessed areas such as narrow grooves and deep holes. > > NIR structured light adds another layer of flexibility. Creality's MASK technology is designed to capture surface contours and fine details on small- to medium-sized objects with greater fidelity, preserving subtle features of the original object. > > Together, the four approaches allow the P1S to move between detailed components, recessed geometry, larger workpieces, and fast marker-free scanning without requiring a separate scanner for each type of task. Precision is key when it comes to laser scanning, and the Sermoon P1S is providing that at up to 0.02 mm accuracy, with volumetric accuracy of 0.02 mm + 0.08 mm/m. This is more than sufficient for scanning complex objects with very little tolerance for variance. Objects such as gears need to be precisely the right size, lest they throw off ratios, cause unnecessary or dangerous friction or imbalance, or even introduce vibration which can be fatal to a structure. To ensure that level of accuracy, you need very precise methods of calibrating. > For reverse-engineering workflows, those specifications are intended to provide a more dependable geometric reference for CAD reconstruction, fit checks, part replication, and design iteration. The scanner also includes a high-precision glass calibration board to establish a consistent dimensional reference. > > Speed matters just as much when larger surfaces are involved. Blue-laser scanning reaches up to 60 fps in standalone operation and 100 fps when connected to a PC, while NIR scanning reaches up to 20 fps standalone and 30 fps with a PC connection. > > This combination of scanning speed and multiple projection patterns is designed to keep handheld movement more continuous while reducing the time required to build sufficient surface coverage. > > Accuracy figures are based on laboratory testing. Actual results may vary depending on vibration, temperature, operating conditions, and other environmental factors. One of the biggest advantages of scanners such as these is portability, and that's achieved with a combination of a number of powerful mobile chips and a rather robust amount of memory. Here are the specs of the Sermoon P1S: > Inside the device is an 8-core Qualcomm CPU running at up to 3.36 GHz, alongside an Adreno 740 GPU and FPGA, supported by 16 GB of LPDDR5X memory and 256 GB of UFS 4.0 storage. Its 6-inch touchscreen provides on-device control and live scan review, helping users identify missed areas while they are still next to the object rather than discovering them later at a computer. > > The scanner supports three working modes: standalone operation, wireless PC connection, and wired PC connection. Wi-Fi 7 enables wireless collaboration with a PC when additional desktop processing is needed, while USB 3.0 remains available for stable wired workflows. > > Two replaceable 3,300 mAh batteries and PD 3.0 fast charging are intended to reduce interruptions during longer field or workshop sessions. You might ask why Creality chose a blue laser, and there's a very specific reason for that – not only accuracy once again, but also the challenge of scanning complex objects that are dark or may have shadows or hard to reach angles. > Professional scanning does not always take place under controlled studio lighting. The Sermoon P1S is designed to expand the range of environments in which scanning can take place. > > Blue-laser scanning supports outdoor conditions of up to 110,000 lux, while NIR structured-light scanning supports up to 80,000 lux when used with the included NIR filter. The filter helps reduce interference from strong ambient light, making outdoor capture more practical in suitable conditions. > > Surface finish presents another challenge. Dark materials can absorb projected light, while highly reflective metals can produce difficult returns. Rather than making an absolute claim across every material and finish, the P1S is designed to reduce reliance on scanning spray on suitable dark and metallic surfaces, helping cut preparation and cleanup in applicable workflows. > > That can be particularly useful for automotive parts, finished components, and objects where applying and removing spray adds unnecessary time or surface contact. The device is now available through the Creality Store and will ship at $US2,299. If you act quickly and purchase before October 12th, you 'll get a price break of $200 for an early-bird price of $2099. In addition, customers who purchase during the launch period will also receive one complimentary AESUB blue scanning spray, a self-vanishing 3D scanning spray that requires no post-scan cleaning. These are highly useful for raising the scanning fidelity and ease of capture when applied to challenging surfaces.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
A niche mouse that’s a heck of a lot of fun
gamingtrend.com
RAGNOK ErgoStrike7 FPS Gaming Mouse review
I’ve spent a fair bit of my time with GamingTrend covering the peripheral beat. Mice, keyboards, controllers…any sort of hardware that can be used to interface with your gaming experience. With as many pieces of kit as I’ve covered, I haven’t experienced anything like the RAGNOK ErgoStrike7 before. Yes, this pistol-shaped mouse is niche, but it’s gotten smiles out of me in a way no other hardware ever has. Fits comfortably, even in big hands, though the arm and shoulder may tire out It doesn’t take much effort to figure out where RAGNOK wants this hardware to be slotted in. Niche peripherals (like the GameScent, which let players _smell_ the game they were playing) often have a limited audience, of course, but they can enhance the experience for those willing to buy into it. With the ErgoStrike7’s pistol-based design, its obvious potential audience – FPS gamers – is substantial, with approximately 1.5 to 1.7 billion players, so from a business perspective, it makes sense. Ok, so we have a gun-shaped mouse. So what? Game consoles and VR headsets have had “trigger” buttons for a while now, and they often even include a little rumble. The RAGNOK ErgoStrike7 is looking to translate that experience more directly for PC gamers who enjoy the mouse-and-keyboard interface. What’s more, the mouse has built-in recoil. Yeah, you read that right. You can line up the shot, pull the trigger, and _feel_ the recoil. And that’s _really_ freaking cool. The ErgoStrike7 aims at bringing you into the experience Beyond its easily recognizable shape, the ErgoStrike7 houses a linear motor in the top that can generate a bit of percussive clicking. This gives the sensation of firearm feedback with every pull of the trigger. The mouse itself has a recoil toggle on the top, which lets you set it to a single-shot recoil, continuous recoil, or turn it off entirely (though, honestly, if you’re using this mouse, I can’t imagine you’d _not_ want to feel the recoil). I _do_ find this mildly frustrating. If I want a more immersive experience, I essentially have to know going into an in-game situation if I’m using a single-shot weapon, like a sniper rifle, or laying down heavy fire, like a belt-fed LMG. Either way, once you know what weaponry you’re planning to use and which recoil mode to play with, you’re set up for a good time. The rest of the mouse is laid out intelligently to provide as smooth a transition from game to hand as possible. Right-click is built into a button on the pistol grip, while the mouse wheel is built to naturally fit near your thumb. The forward and backward buttons are low on the grip, but still reachable by your thumb, and they have a “fire” button set low and forward of the scroll wheel. That may all sound convoluted, but it works surprisingly well in practice. Allow me to explain. 0:00 /0:08 1× Recoil you can feel and hear For my first experience testing the ErgoStrike7, I loaded up the _Battlefield 6_ story mission _The Rock_ , which sets the player up for some easy sniping. As my squad approached the situation and let me set up the shot, I shifted my arm slightly to get the shot in line. After squeezing the grip (and right-clicking on the grip), I aimed down into the scope and lined up my shot. With a gentle squeeze of the trigger, the ErgoStrike7 let out a bit of a percussive *_click_ * I could feel throughout my hand, and my digital foe crumpled into a heap. The experience elicited a genuine smile and chuckle from me. _Feeling_ the on-screen action come to life in such a unique, immersive way was pretty cool. After a few more minutes sniping soldiers, then swapping to a shotgun and working my way through the tunnels, I jumped out of the mission and loaded up some TDM. I clicked the recoil over to its continuous setting and chose an LMG-toting class to jump into battle with. Setting up on a corner, I held my aim down the sights and, as players rolled around, I unleashed a hail of lead while the ErgoStrike7 whirred away like an army of carpenter bees with little hammers. It’s just _really freaking cool_ to experience. The mouse wheel and buttons are placed in comfortable, intentional ways Speaking directly from the perspective of a standard gaming mouse review, there are a few specs worth discussing here. First, DPI and polling rates are a few of the common benchmarks we discuss when addressing gaming mice. The RAGNOK ErgoStrike7 supports up to 26000 DPI and up to 1000 Hz polling. I can tell you based on my firsthand experience, 800-1600 DPI is probably as high as you’ll want to go here, but it’s cool that you _can_ go higher if you need. The ErgoStrike7 also supports tri-mode connectivity, so it’ll work wired via USB-C, wirelessly over an included dongle, or via Bluetooth. RAGNOK has a software suite you can download to fiddle with the knobs, if you’d like. Every button on the mouse is programmable (though, frankly, I think they pretty well nailed the setup if you intend to use this for FPS games out of the box). I guess you could have some fun picking this up to use on your work PC if your workplace would be ok with that. It could be a pretty fun way to liven up those spreadsheets or initiate conversations with your coworkers. RAGNOK is no stranger to purpose-built controllers. The ErgoStrike7 improves on their previous products in every way. If the ErgoStrike7 is something you’re genuinely interested in picking up now, there are a few things you need to be aware of. First and foremost, the form factor alone makes this a little more complex to use than your standard gaming mouse. Instead of a quick flick of the wrist, you’ll likely be engaging the entire biological chain of command, from hand up to your shoulder. That much movement can make you less accurate and leave you with some mild muscle fatigue. “But Joe, you’re just a little weak boy,” you might say. Well, that may be true, but as a 330 lb kickboxer with a software development day job, I think it’s worth mentioning. It’s engaging my hand, wrist, and forearm muscles in a way I don’t typically utilize day-to-day. That said, because of the vertical pistol grip, I _do_ think this could be a good long-term consideration for wrist pain. A lot of modern ergonomic mice employ a more vertical alignment. Because of the bigger movement needed, I don’t see the ErgoStrike7 as something you’ll want to use in competitive online shooting. It’s more of a story mode experience modifier. _CAN_ you use it for online multiplayer? Sure, it’s ultimately just a mouse. In my experience, quick target acquisition is a bit more difficult, though. I think it’s better suited for MilSim or slower-paced shooters. There’s no way I could see this being viable for competitive online _Call of Duty_. Explaining this mouse to a friend, he asked me, “Do you feel more accurate with it?” My response, I feel, embodies everything about my time with the ErgoStrike7. “Absolutely not. But I feel _COOL_!” RAGNOK’s own marketing has spoken to this, and I think that speaks to the fact that they understand their audience. There is no mistaking what the team behind the ErgoStrike7 had in mind for its purpose The ErgoStrike7 isn’t intended to be a high-end, competitive ultralight gaming mouse competing with Razer or SteelSeries. Their goal was to make your FPS experience more fun and engrossing, and to that effect, they’ve succeeded. While this _is_ a niche product and, at $169, a little on the expensive side, it’s a mouse that will have you smiling while you use it. Review Guidelines 75 ### RAGNOK ErgoStrike7 #### Good The RAGNOK ErgoStrike7 is a fun, unique mouse that will, without a doubt, click with a certain group of gamers. It’s made my time sniping and laying down cover exciting in a way that left me smiling ear-to-ear. The form factor can make it less convenient for intense competitive gaming, but the built-in trigger and recoil make it an excellent option for MilSim and story-driven shooter games. If you’ve got some extra dosh and want a fun toy that’ll improve your experience, you should give the ErgoStrike7 serious consideration. * * * ##### Pros * Immersive: Squeeze the grip to aim down sights, pull the trigger to fire * Single-shot and continuous recoil are FUN * Cool-looking peripheral will spark conversation if you’re using it outside your home * Software suite allows you to customize each button * Tri-mode connectivity lets you play wired, wirelessly, or over Bluetooth ##### Cons * Not designed with competitive gaming in mind * Could fatigue your forearms and shoulders, depending on how you use it * Niche product. I couldn’t see you using this for an RTS, MMO, etc (though you certainly could!) * * * This review is based on a retail copy provided by the publisher.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Feel the power of my magiiiiiiiiiiiic!
gamingtrend.com
Dynasty Warriors 3: Complete Edition Remastered Review
For over two decades, Koei Tecmo’s _Dynasty Warriors_ has certainly lived up to its, well, “dynasty”: it’s fathered eight mainline titles, and the hack-and-slash series went on to raise a whole family tree of sub-series (_Samurai Warriors_), licensed spin-offs (_One Piece_ , _Dragon Quest_ , etc.) and crossovers (_Warriors Orochi_). All follow the same script: you enlist one character from their colossal rosters, plop ‘em into crowds of enemy soldiers, and go to town as a one-man army, weaving combo after combo to send hordes of combatants flying like they’re balls in a lottery machine. It has all the fireworks of a mindless stress reliever, but ardent fans are quick to argue that _Warriors_ games are moreso an exercise in stress management: you’re constantly maintaining the tide of battle, dividing time by capturing and defending bases while fending off constant threats and clearing whatever objective demands your attention. Hence my uneven feelings on _Dynasty Warriors 3: Complete Edition Remastered_. I’m told the PlayStation 2 original’s something of a fan-favorite, yet the game’s clearly from an era where Koei Tecmo was still deducing how to straddle that line between strategy and button-mashing. It’s not for a lack of _trying_ —aside from snazzy new graphics, this remaster updates the game with modern _Dynasty Warriors_ mechanics amidst a variety of quality-of-life features. Yet despite how that’s all naturally woven into the game’s balance, it’s hard not to compare and contrast with further strides made in evolving the series. Based on the famous Chinese tale _Romance of the Three Kingdoms_(in itself historical fiction covering the fall of the Han dynasty _)_ , _Dynasty Warriors 3 Remastered_ presents a veritable toy chest of historical figures to play with—one of them being exclusive to this remaster: Zilulan, the original protagonist of _Dynasty Warriors: Origins_. (Only playable in Free/Challenge Mode, alas. Try also not to mind the fellow’s visual mismatch). Armed with swords, spears, clubs, fans, and what have you, all characters star in their personalized “Musou” campaigns: reenacted battles from both the novel and Chinese history. Maps and cutscenes are often recycled to accommodate each warrior, but the game takes care to apply their respective factions; for instance, your bases and starting point on the map depends on whether you’re fighting under the banner of Cao Cao, Liu Bei or Sun Jian. The roster's 40+ warriors may share some combos–as is expected with a roster of that size–but there's enough weapon variety to keep players occupied. The elegant Sun Shangxiang prances and dances about with her chakrams, while the roly-poly Xu Zhu smashes enemies into paste with his mace. (No, really, watch those HP bars _melt_.) I found myself drawn to Zhang He: an overdramatic Vega wannabe whose claws slice and drill through windswept crowds. (Pro tip: disregard the bow—the button set-up’s all funky and you can just knock off cavalry units with aerials.) You know what I wasn’t expecting walking into _Dynasty Warriors 3_ _Remastered_ , though? The game being this hard; like, “enemy infantry will juggle you like a round of Hot Potato”, hard. Oftentimes, _Warriors_ ’ crowds of small fry are mere practice dummies waiting for you to whale on them; here, they’re dens of hungry piranhas waiting for their next meal. (Those archers are _bloodthirsty_ , man.) It’s the game’s way of telling you not to simply rush at the enemy commander, so you eventually realize it’s not just about clearing crowds for the sake of it—you’re mowing down enemies to pull your equally-ruthless infantry ahead so they can overwhelm whatever enemy officer impedes your path. To clarify, it’s a welcome surprise: the difficulty of modern _Warriors_ largely stems from mismanagement, as you’re more likely to fail out of carelessness rather than falling in combat. (Ever had the enemy capture your home base because you got lost in the combo zone? Yeah.) In _Dynasty Warriors 3_ , your role as commander has you fighting a careful war of attrition, constantly devising new methods of approach and gaining ground inch by inch. Not an easy task, mind; bosses nearing death will bat you away in a last-ditch effort to heal—a new point of friction, I’m told, one only overcome through the bonds of teamwork. (One would do well to heed the movement of their appointed bodyguards—those dual Musou specials are certain to get you out of a pinch.) Indeed, several mechanics have been imported directly from _Dynasty Warriors: Origins_ to spice things up. New dodge and perfect guard techniques provide some much-needed defensive options, rewarding players with counterattacks to knock enemy officers on their rear. Said officers now glow when charging their attacks, signaling when to interrupt with a charge/special attack of your own. Veterans desiring a more faithful _Dynasty Warriors 3_ experience can simply switch to “Classic” settings in the options, but speaking as a newbie, I’d be hard-pressed to do so with how flawlessly their teaching tools situate themselves into the game’s push-and-pull. Truth be told, I would’ve thought something as basic as dodging would’ve been part-and-parcel with the original game. (While I’m at it, color me surprised about the newly-implemented Weapon Fusion, too—combining weapons and attributes into my ideal tool of war serves as a frequent, natural reward from a hard-won bout.) Still, a remaster can only touch up so much, and _Dynasty Warriors 3_ ’s weaknesses readily surface; the map objectives, for one. The game might occasionally shake things up by having you chase down Meng Huo or navigating a fortress maze, but really, there’s little mission variety beyond “beat up tons of guys to advance”. Stuff is certainly _happening_ , yes, but the lack of readability means I’m often given no reason to care. For instance, one scenario has a commander summoning the power of wind—a grandiose display serving absolutely no discernable purpose. Meanwhile, the enemy army might set fire to a battalion of traversable ships; surely a cause for alarm, yet my warrior walks through the flames unabated. That’s not how hazards work. Future _Warriors_ games wouldn’t just take greater care in conveying their raising stakes: they’d serve a more balanced diet of war game objectives to keep players engaged. Character growth also feels antiquated—there are no combo strings to unlock, nor does beating enemies earn EXP to level up; well, _technically_ you do, but it’s all funneled into so-called “Merit”: a meter rewarding you with riding high-grade horses. This is not as exciting as it sounds: while horseback riding is a convenient method of travel, the thrill of trampling crowds quickly dulls with how often you’ll get knocked off. More unconventionally, you instead raise your stats by picking up various items across the battlefield; an amulet for increasing three attack points here, a scroll granting two speed points there, and so on. While I was never compelled to farm for stats, it’s an awful lot of busy work in contrast to the immediately-understood concept of “beat enemies = get stronger”. Yet another work in progress. More peripheral features fail to impress. There’s a whole Challenge Mode complete with the extra activities from the _Dynasty Warriors 3: Xtreme Legends_ expansion (Rush, Meteor, Assault, and Unification), but none prove very interesting. Time Attack and Endurance may be subtle tutorials to learn the ins-and-outs of each warrior, but I can’t say I found it enlightening to, say, hunt down incremental packs of soldiers for the former. I’m particularly confounded by Rush, which employs a “race to the finish” model by having you dash by horseback to the other side of the map, but I kept getting shot by arrows and died nearly instantly. I’m not sure what I question more: the nebulous purpose of such an exercise, or the fine print etched into the archers’ Satanic pact. Still, it’s evident this remaster was no rushjob, and what better example than the graphical facelift? Running on Unreal Engine 5, _Dynasty Warriors 3 Remastered_ strikes an interesting balance in upping the realism through its roster of fighters, lush environments or re-rendered cutscenes while retaining PlayStation 2-esque resolution/polygon count in everything from enemy soldiers to out-of-the-way rock formations. Melding two generations of gaming together may make for a stylized approach, but it’s a look not everyone will be on board with: the realism centers around what draws the player’s eye (the playable character; the surrounding scenery), but cracks show in distracting 2D sprites (courtesy of enemy flagbearers waving their low FPS banners into the camera) to soldiers’ faces reduced to blank boards. The question of whether the graphics were best preserved in their original form is one best answered by veterans, but however you feel about it, it’ll take a moment to adjust. (Humorously, you can costume the characters with PS2-era character models; actually, one of the screenshots here showcases just that. Can you find it?) Hence my warning for prospective Switch 2 buyers: _**do not play this game on handheld**_. While docked runs fine thanks to reduced detail (there’s less foliage than on PlayStation 5, for instance), poor _Dynasty Warriors 3 Remastered_ was clearly not optimized for handheld play—framerate hitches frequently interrupt what’s already a woefully blurry display, and NPCs may well have time-traveled from a pre-rendered 90’s PC game with all their jerky flipbook movement. I can’t speak to whether the long loading times are a Switch 2 problem as well, but it’s little wonder the Switch version was cancelled considering its lagging performance. Heed the following screenshots well (and this video; bring safety goggles), for you may want to consider another platform. (PlayStation 5, Xbox Series X, and Steam, for those curious.) Not that the return of the infamous English VA wouldn’t have immediately dated it, otherwise. Brought back by popular demand, every line is delivered with all the urgency of water cooler talk at the office, be it the butchered Chinese pronunciations (Cao Cao being “cow cow,” not the correct “tsao tsao”), or sloppily-repurposed cutscenes having characters talking past each other with unintentional nonsense (“The supply depot? How did they find it?” “Yes.”) It’s low-quality dubbing typical of the time’s lower standards, yet there’s a charm to this trainwreck that I simply can’t deny—mainly in how none of the “actors” involved simply _do not care_ , right down to the moans of pain emitted as if one dropped their change beneath the soda machine. (I tell ya, Susan at the clerk desk’s performance as Sun Shangxiang was robbed at the Oscars.) The hilarity’s almost enough to excuse the piecemeal storylines: for all the rich legacy borrowed from _Romance of the Three Kingdoms_ , the cutscenes are all half-minute non-sequiturs providing only the barest of pretext, failing to give any motivation or background into who all these mooks are. Regardless, if you’re not in the mood for bad VA, you can enjoy the original Japanese voices or the re-recorded Chinese dialogue; really, what better historical accuracy than the latter? It’s an odd beast, _Dynasty Warriors 3 Remastered_. For all the rust creeping beneath, the game continues its hypnosis, leaving me stuck in an endless trance of mindless brawling. Maybe it’s “so bad they’re good” cinematics and voiceover, and the morbid curiosity that entails. Maybe it’s the unnatural difficulty alien to my typical _Warriors_ experience, and how I’d like to see more of that today. Maybe the gameplay touch-ups made it just palatable enough to engage today, taking a dated classic and turning into something resembling a modern _Warriors_ , warts and all. Yes, that’s probably it: if that’s the key to retooling the sequential PS2 follow-ups—and, in turn, getting me me into the mainline series proper—then refurbishing this historical relic may well have proven a fine stepping stone. Review Guidelines 70 ### Dynasty Warriors 3 Remastered #### Good Dynasty Warriors 3 Remastered is gaming junk food. Fans who know what they’re getting into will be fed plenty, but those adverse to its taste won’t change their palate. Not the worst place for a newcomer to start, but there’s no shortage of modern, beefier and just plain better Warriors games for aspiring soldiers to take up arms with. * * * ##### Pros * New gameplay mechanics play into balance well * Enemy difficulty provides compelling friction * -The English VA is really, really funny ##### Cons * Switch 2 Handheld performance is dreadful * Graphical updates, while pretty, won’t land for everyone * Mission variety and leveling aren’t quite up to modern Warriors standards * The English VA is still really, really bad * * * This review is based on an early Nintendo Switch 2 copy provided by the publisher. Dynasty Warriors 3 Remastered comes out on October 1, 2026.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 01/10/2026
Swag worth killin' grubs for
gamingtrend.com
Gear up with the Gears of War: Roots of Fight Collection
The origin story for Marcus and Dom is almost here, and to celebrate you could rock some of the sickest Bravo Squad gear around. The _Gears of War: Roots of Fight_ clothing collection, with its own limited-edition items, is available now via the Official Xbox Games Studios Shop, with more to launch in November. Read on below for the full press release, and check back soon for our _Gears of War: E-Day_ review: > **Gears of War: Roots of Fight Limited Edition Collection Available Now on XBOX Games Studios Shop** > > Return to the beginning of Marcus and Dom’s story with new apparel out now > > DENVER - Sept. 30, 2026 - Celebrate the dawn of E-Day with limited edition items from the Gears of War: Roots of Fight Collection, available now on the Official XBOX Games Studios Shop, powered by DPI Merch. Additional items will launch this November. > > Debuting in 2006, the Gears of War franchise has fought Locust Hordes and other adversaries across five mainline entries. Leading up to the Oct. 6, 2026, launch of Gears of War: E-Day, the Roots of Fight Collection features items inspired by the original Gears logo, with items available in limited quantities: > - Honor Marcus Fenix in style while wearing the Gears of War x Roots of Fight Limited Edition Marcus Hoodie > > - Join the Bravo Squad while wearing the Marcus Tee and Dom Tee, featuring iconic emblems on the front, back, and sleeve > > - Rock the Dom Hat and Marcus Hat while protecting each other from the Locust Horde, Reavers, and other threats on the horizon > Items from the Gears of War: Roots of Fight Collection are available now on the Official XBOX Games Studios Shop, with additional items launching this November. Follow the Official Gears of War account on X for the latest updates.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Harness versatile weaponry and supernatural powers across a war-torn Eastern Europe
gamingtrend.com
Valor Mortis receives deep-dive gameplay preview ahead of October release
Lyrical Games has released an in-depth gameplay overview trailer for Valor Mortis, the upcoming first-person Soulslike created by Ghostrunner developer One More Level. Guided by James Alexander, who portrays protagonist William Dowsett, the footage details the title's core mechanics, narrative premise, and diverse battlegrounds. The adventure is scheduled to release on October 13 across PC via Steam, PlayStation 5, and Xbox Series X|S for $39.99, while also joining Xbox Game Pass on launch day. If you want ongoing content, a $59.99 Deluxe Edition provides access to future cosmetic bundles and an upcoming major story expansion, supplemented by a roadmap of free post-launch updates. Throughout the showcase, you get a closer look at the game's high-tempo, punishing combat loop, which demands precise stamina management alongside calculated light strikes, heavy blows, parries, and counterattacks. You can adapt your approach using varied equipment, from two-handed claymores to hard-hitting muskets designed to punish specific adversary archetypes. In your off-hand, you channel mystical abilities known as Transmutations to ignite foes with fire, absorb incoming damage to unleash kinetic shockwaves through shields, or scale environments via grappling points. Defeating adversaries yields Catalysts to upgrade core attributes like health and parry efficiency at resting lanterns, while discoverable Ambers allow you to fine-tune your personal combat build. > Lyrical Games today released the Gameplay Overview trailer for Valor Mortis, the first-person Soulslike from Ghostrunner creators One More Level. Narrated by James Alexander, the voice of protagonist William Dowsett, the trailer explains the game's features, systems, and background lore, with extended gameplay clips that reveal new levels and environments. Valor Mortis launches October 13 on PS5, Xbox Series S|X, and Steam for $39.99 | €39.99 | 149.99 zł, and arrives day one on Xbox Game Pass. Valor Mortis will also be available in a Deluxe Edition for $59.99 | €59.99 | 199.99 zł. The Deluxe Edition includes a Major Story DLC launching next year, plus several cosmetic packs releasing between now and then. Multiple free updates are also planned that will add more ways to enjoy Valor Mortis in the weeks and months ahead. > Watch the Gameplay Overview trailer here. A press kit with assets for Valor Mortis, One More Level, and Lyrical Games can be found here, raw trailer files can be found here. > In the trailer, Alexander walks through Valor Mortis' swift, violent combat, from stamina management and light and heavy attacks to parrying and counterattacks. He also walks through weapon variety, including the Claymore, a slow, two-handed blade with very high impact, and the Musket, a two-handed firearm with more range and power than William's pistol. Alexander further explains how matching the right weapon to the right enemy rewards a thoughtful approach to combat. > > The trailer also shows Transmutations, which William wields in his left hand to buff himself, debuff enemies, deal damage, and traverse the environment. These include Fire, which can set enemies burning; Shield, which absorbs damage and then releases a shockwave; and Grapple, which lets William traverse the environment using grapple points. Players can fight however they like. > > Catalysts, the game's upgrade currency, are spent at Lanterns to improve stats such as health, stamina, and parry, and are dropped where William falls when he dies. Ambers, found throughout the game and equipped at Lanterns as William levels up, enhance and personalize his build to suit each player's playstyle. Together, these systems capture the essence of Soulslike games, blended with Valor Mortis' high-flying first-person combat. > > The trailer follows Monday's cast reveal, which confirmed Jennifer English as the voice of The Shrike and James Alexander as William Dowsett. They star alongside César Award-winning actor Vincent Cassel, who voices Emperor Napoleon Bonaparte. > > **Valor Mortis Key Characters:** > **William Dowsett (James Alexander):** The player character, William, is a young and bold Englishman, disillusioned with the monarchy. William volunteered to fight for Napoleon, inspired by his ideal of a unified Europe. The story begins with William waking up on a grim battlefield, seemingly the only soldier left standing with his mind intact. With little to no memory of his life before that moment, players will choose whether to trust the remaining survivors who claim to be his former comrades. Will he stay loyal to his Emperor or follow The Shrike in the shadows? > **Emperor Napoleon Bonaparte (Vincent Cassel):** The Emperor stands at the head of the largest army known to Europe. William and Napoleon are bound by a mysterious bond, resulting in William hearing him as a voice in his own head. His victory at Waterloo opened the way east, but the French army has since halted in Eastern Europe. Napoleon’s ambition drives the campaign as he fights to stay in control of a war that has shifted into something unnatural. > **The Shrike (Jennifer English):** A rebel fighter who moves through occupied Eastern Europe with strength no ordinary soldier possesses. She answers to no authority; she fights for the people living under the Empire’s occupation, and she has her own plans for William. Partway through the story, her voice joins Napoleon’s inside his head. For more news on Valor Mortis, stay tuned to GamingTrend!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
At a 50% discount until October 5th
gamingtrend.com
Relive two classic titles, Middle-earth: Shadow of Mordor and Shadow of War are out now on Switch 2
Today, Aspyr released Middle-earth: Shadow of Mordor™ Game of the Year Edition and Middle-earth: Shadow of War™ Definitive Edition on Nintendo Switch 2, available individually or as part of a bundle. Both titles include all previously released DLC and bonus content. > Players can purchase the Middle-earth™: Shadow Bundle for $34.99, a 50% discount off its base price ($69.99) through October 5, on the Nintendo eShop now to grab both epic adventures. Middle-earth: Shadow of Mordor™ Game of the Year Edition can also be purchased individually for $9.99 ($19.99 before the 50% discount), while Middle-earth: Shadow of War™ Definitive Edition__ is available for $24.99 ($49.99 before the 50% discount). > > _Middle-earth: Shadow of Mordor™_ , originally developed by Monolith Productions and published by Warner Bros. Interactive Entertainment, is the winner of more than 50 awards, including Game of the Year, Best Action/Adventure Game and Outstanding Innovation in Gaming. > The game delivers a dynamic environment where players can orchestrate their personal plan of vengeance to bend Mordor to their will. Play as Talion, a Ranger of the Black Gate who loses his family and everything he holds dear on the night of Sauron’s return to Mordor, only to be returned from death by a mysterious spirit of vengeance. As Talion’s personal vendetta unfolds, players will uncover the mystery of the spirit that compels him, discover the origin of the rings of power and confront the ultimate nemesis. > > At the heart of _Middle-earth: Shadow of Mordor™_ is the groundbreaking Nemesis System, which creates distinct, procedurally generated enemies that level up, adapt, and hold grudges unique to each gamer. Players will fight through the open world regions of Mordor and uncover the truth of the spirit that compels them while discovering the origins of the rings of power, building their legend and ultimately confronting the evil of Sauron and his armies. > > In addition to the base game, _Middle-earth: Shadow of Mordor™ Game of the Year Edition_ features all previously released content, including: * **"Lord of the Hunt" Campaign Expansion:** Dive deeper into Mordor’s living world and hunt its wildest beasts to turn them against Sauron's forces. * **"The Bright Lord" Campaign Expansion:** Battle against Sauron as Celebrimbor, the great Elven Lord of the Second Age, to unlock powerful runes and the ability to wield the One Ring. * **Guardians of the Flaming Eye Exclusive Warband Mission:** Face Sauron’s elite Defenders before the Black Gate and earn the Wolf's Head rune. * **Bonus Warband Missions, Runes & Skins:** Take on even more of Sauron's minions, enhance your weapons with powerful runes and customize Talion’s appearance with unique skins. > In the epic sequel **_Middle-earth: Shadow of War™_** ,_****_ also originally published by Warner Bros. Interactive Entertainment _,_ players will be engrossed in a richer, more personal and expansive world full of epic heroes and villains as they forge a new Ring of Power, conquer fortresses in massive battles, dominate Mordor from within, and confront the full power of the Dark Lord Sauron and his Ringwraiths. > > The Definitive Edition includes the Sword of Dominion bonus weapon and all downloadable content and expansions: * **"Desolation of Mordor" Story Expansion:** Play as Baranor, the Captain of the Tower from Minas Ithil, and travel deep behind enemy lines in the Eastern Deserts of Mordor to raise an Easterling Army and open a new front in the Shadow War. * **"Blade of Galadriel" Story Expansion:** Play as Eltariel, the Blade of Galadriel, as she hunts the newest Ringwraith, battling with a new dual-wield combat style, new powers based on the Light of Galadriel and the ability to wield the New Ring. * **Slaughter Tribe Nemesis Expansion:** Feared by all other tribes for their savagery and renowned for their ferocity in combat, the Slaughter Tribe carves a bloody path across the face of Mordor. * **Outlaw Tribe Nemesis Expansion:** The Outlaw Tribe are Mordor's ultimate rebels, defying the domination of the Dark Lord and the Bright Lord alike and fighting for the Age of the Orc. They make fearsome followers and mighty warriors, wielding chains to capture their enemies and salvage weapons and armor. * **Content Note:** The Garrison is fully playable offline, so you can reassign your un-deployed Orc followers across regions on the go. As this edition is optimized for offline play, Online Conquests, Vendettas, Fight Pits, Chests, and Training Orders are unavailable in this title. > Aspyr has been hard at work bringing some of the most beloved _The Lord of the Rings_ games forward for new generations of players to experience, including the _Middle-earth™: Shadow Bundle_on Nintendo Switch 2 and the recent release of _The Lord of the Rings: War in the North – Legacy Edition_. Both games are licensed by Warner Bros. Interactive Entertainment. Fans can look forward to even more classic releases in the franchise from Aspyr in the future! For more on all things Middle-earth, stay tuned to GamingTrend.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
In several different flavors
gamingtrend.com
More metal makes the Stage Tour setlist
The Stage Tour music setlist continues to grow. We're all the way up to 57 songs, with a couple more on the way outside of eventual DLC releases. RedOctane is going hard, and the songs that were added today makes the playlist harder. Several metal genres are represented, and you can check out the new tracks and full list below! Stage Tour | Rhythm-Action Game – Launching December 10Stage Tour is a new rhythm-action game featuring 90+ officially licensed songs, guitar, drums, vocals and more. Launching December 10, 2026.Stage Tour > Setlist Reveal #12 brings the metal. Three tracks spanning different subgenres, from progressive metal and melodic death metal to thrash metal, officially join the Stage Tour launch setlist this week. Keep reading as we shed a little lore on each of these tracks. ## **Newly Announced Tracks** * “Under a Glass Moon” – **Dream Theater** > Sixteen studio albums into their career and still going strong, Dream Theater’s “Under a Glass Moon” comes from their second studio album,_Images and Words_. The track is widely beloved for featuring one of John Petrucci’s standout guitar solos. While never released as a single, “Under a Glass Moon” has remained a staple of Dream Theater concerts, having been played live more than 580 times throughout their career. * **“** Handshake With Hell” – **Arch Enemy** > From the band’s 11th studio album, _Deceivers_ , “Handshake With Hell” is packed with guitar work from start to finish. The track opens with a tapping guitar intro and features multiple solos throughout, building toward an explosive final solo near the end. While Arch Enemy are known for their signature death metal growls, “Handshake With Hell” also sees vocalist Alissa White-Gluz bring clean vocals into the mix. * “The New Flesh” – **Sylosis** > While Sylosis haven’t been featured in rhythm games up to this point, the band have been rocking for more than two decades. Formed in 2000, Sylosis have crossed into the gaming world before, with their song “Worship Decay” featured in _Saints Row_ in 2022. “The New Flesh” is the title track from the band’s seventh studio album, released in February 2026, with mastering provided by metal producer and musician Adam “Nolly” Getgood. ## **Current Confirmed Stage Tour Setlist (57 Songs)** 1. “**Bite Me** ” – Avril Lavigne 2. “**RATATATA** ” – BABYMETAL & Electric Callboy 3. “**Just Pretend** ” – Bad Omens 4. “**Blind and Frozen** ” – Beast in Black 5. “**Red Flag** ” – Billy Talent 6. “**Pump It** ” – Black Eyed Peas 7. “**MORE THAN YOU KNOW** ” – blink-182 8. “**Siren** ” – Castle Rat 9. “**I Fought the Law** ” – The Clash 10. “**Just Like Heaven** ” – The Cure 11. “**I Believe in a Thing Called Love** ” – The Darkness 12. “**Photograph** ” – Def Leppard 13. “**Rio** ” – Duran Duran 14. “**Bad Habits** ” – Ed Sheeran feat. Bring Me the Horizon 15. “**Get the Funk Out** ” – Extreme 16. “**Heartbreak Feels So Good** ” – Fall Out Boy 17. “**Land of Confusion** ” – Genesis 18. “**Square Hammer** ” – Ghost 19. “**Mimi's Delivery Service** ” – Good Kid 20. “**Airhead** ” – Honey Revenge 21. “**Grace** ” – Jeff Buckley 22. “**The Unknowing** ” – Jfarrari 23. “**Jane!** ” – The Long Faces 24. “**The End** ” – Mammoth 25. “**The Motherload** ” – Mastodon 26. “**Tornado of Souls** ” – Megadeth 27. “**Lux Æterna** ” – Metallica 28. “**Kickstart My Heart** ” – Mötley Crüe 29. “**Starlight** ” – Muse 30. “**ballad of a homeschooled girl** ” – Olivia Rodrigo 31. “**Do Me Like That** ” – The Paradox 32. “**For a Pessimist, I'm Pretty Optimistic** ” – Paramore 33. “**Just** ” – Radiohead 34. “**Dani California** ” – Red Hot Chili Peppers 35. “**Broken Dreams, Inc.** ” – Rise Against 36. “**In the Stars** ” – The Rolling Stones 37. “**Psychosocial** ” – Slipknot 38. “**All Star** ” – Smash Mouth 39. “**In the Meantime** ” – Spacehog 40. “**Terminator Oscillator** ” – Static-X 41. “**…Baby One More Time** ” – Tenacious D 42. “**Shut Up and Dance** ” – Walk the Moon 43. “**Island in the Sun** ” – Weezer 44. “**Teenage Dirtbag** ” – Wheatus 45. “**Sharp Dressed Man** ” – ZZ Top 46. "**Parklife** " – Blur 47. "**Night Witches** " – Sabaton 48. "**When Worlds Collide** " – Powerman 5000 49. "**Do Me a Favor** " – The Bites 50. "**Limbo Man** " – The Dust Coda 51. "**Raised on Rock N Roll** " – The Karma Effect 52. "**Metalingus** " – Alter Bridge 53. "**Fire** " – Kasabian 54. “**You Wanted War** ” – Sum 41 55. “**Under a Glass Moon** ” – Dream Theater 56. “**Handshake With Hell** ” – Arch Enemy 57. “**The New Flesh** ” – Sylosis > **That’s now 57 songs confirmed** from the full Stage Tour setlist of 90+ tracks spanning six decades. > > **Next Setlist Reveal:** October 07. > > Stage Tour launches **December 10** , **2026** , on PC and consoles. > > Pre-order Stage Tour hardware & game bundles now at StageTour.com, and follow @stagetourgame on socials for the latest reveals, news and announcements. > > **Wishlist** the digital edition of Stage Tour now on Steam, PlayStation 5, Xbox Series X|S and the Epic Games Store. **Stay tuned to GamingTrend for more Stage Tour news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Our friend Luke Lohr talks with the former PlayStation executive
gamingtrend.com
Shawn Layden says the industry has become disconnected from its fanbase in Expansion Pass interview
There is a lot going on in the video game industry right now, and some of the things are real headscratchers. Different perspectives can at least bring more clarity, and our friends at The Expansion Pass took a few moments to speak with Shawn Layden, who's been in charge of many a video game company. What he had to say in the interview was eye opening, and you can check it out yourself below. > PlayStation losing touch with its audience — 52:37–53:05 > Layden says the industry has become disconnected from its fanbase and specifically adds of PlayStation: “I don’t see anybody from my old shop out in front talking to fans anymore,” calling it a missed opportunity. > > Wolverine / frustration with PlayStation — 54:29–55:00 > Layden says _Marvel’s Wolverine_ has taken criticism “for no fault of its own,” arguing that broader concerns surrounding the PlayStation brand have created a kind of “guilt by association.” He also confirms he is currently playing the game and says, “It’s fun.” > > PlayStation players buying fewer individual games — 1:14:40–1:16:29 > Layden discusses PlayStation’s old “tie ratio”/software attachment-rate metric. He says PlayStation eventually stopped tracking it because the number “kept going down,” with players increasingly spending their time on a smaller number of games such as FIFA, Fortnite, Madden and Call of Duty. > > Xbox’s “Dreamcast moment” — 1:21:33–1:22:47 > Asked what advice he would give current Xbox leadership, Layden says Xbox needs to “pick a lane” between competing as a platform and operating as a major multiplatform publisher. He calls the current situation Xbox’s “Dreamcast moment,” comparing the choice to Sega leaving the hardware business. **Stay tuned to GamingTrend for more video game industry news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Get a peek at what comes next, including the names of the incoming seasons
gamingtrend.com
New Gears of War: E-Day seasonal details emerge
E-Day's launch is just the beginning. While the campaign will find a closing point, multiplayer and Horde Siege are sure to keep you busy for some time. The Coalition took to the Gears of War website today to give intel on what's coming, and it's nice to see they've already got an idea of the theming for upcoming seasons. Check out the details below, along with our preview for the online modes. > Gears of War is back. After much anticipation and an exciting summer, early access to Gears of War: E-Day starts tomorrow for Premium Edition owners. On behalf of the entire team at The Coalition and our partners, a sincere thank you for being part of our community – we cannot wait for you to experience what we’ve built. > > As we countdown the final moments to release, we wanted to share more about what you can expect in Season 1 and the changes and fixes we’ve been working on since our multiplayer Open Beta in August. We’ll also give you a sneak peek into what’s coming for Season 2. ## **SEASON 1: EMERGENCE** > Season 1 kicks off with the Early Access release of Gears of War: E-Day and runs for 8 weeks until December 1. Post-launch seasons will vary in length, and we will communicate exact dates closer to the launch of each one. > > Season 1 is packed with all our launch maps, modes, cosmetics and three limited themed events – **Halloween** , **20 Years of Gears** , and **Thanksgibbing**. Each event will run for two weeks and features a Versus Event mode, a Horde Siege Event mission, and exclusive rewards. > > We’ll share more on each event as we get closer to their start dates, but in the meantime, here’s everything else you need to know about Season 1: Emergence: * **Ranked:** Versus Ranked will officially launch one week after launch on October 13, giving players crucial time to get up-to-speed with all our maps, modes and sandbox before jumping into competitive. * **Weekly Challenges:** The weekly challenges Premium Edition owners receive on October 1 are the same challenges all players will receive at launch on October 6, weekly challenges will then refresh on October 13. * **Shop:** Shop offers will rotate every Tuesday. Be sure to check every week for free featured gifts. * **Never Fight Alone Charity Bundle:** 100% of net revenue of the Never Fight Alone Year 5 bundle, which includes an exclusive skin and weapon skin set, and the Never Fight Alone Legacy set, goes to our partner Crisis Text Line in our mission to prevent suicide. * **Promotional Items:** Cosmetic items available exclusively through limited time partnerships will become available in the Barracks for Coins and Iron after the partnership exclusivity term lapses. * **Gears of War: Reloaded Rewards:** To celebrate the release of the original Gears of War 20 years ago, we’re offering exclusive rewards to commemorate players’ engagement with _Gears of War: Reloaded_. * **Fire and Fenix Pose:** Complete the “ _Prison Breakout_ ” XBOX Achievement in _Gears of War: Reloaded._ * **Old Guard Medal & “ _Locked n’ Reloaded” Title:_** Complete the “ _Re-Up_ ” XBOX Achievement in _Gears of War: Reloaded._ ## **SEASON 2: LEGACY AND BEYOND** > Season 2 is called Legacy and will be dedicated to our 20th Anniversary featuring content themed around the greatest hits of Gears of War. Crafted as a love letter to the franchise and you, our fans, you can expect a ton of new content inspired by the franchise’s most memorable moments. We’ll get the party started a little early with a special birthday gift for all Gears of War: E-Day players on November 7, the actual 20th Anniversary date. > > When our achievement list became public earlier this summer, you may have noticed the traditional Seriously achievement is back for E-Day, which we’ve named Dead Serious. A tried and true challenge, players who earn the Dead Serious achievement will also receive an exclusive Medal, Player Title, Banner, Emblem, Icon. And, for the first time ever in the franchise, a Legendary Character skin. We will debut the Dead Serious reward skin at the start of Season 2. > > As we’ve shared before, Gears of War: E-Day will have at least 5 post-launch seasons. The names of the future seasons are: * Season 3: Infiltration * Season 4: Pendulum * Season 5: Devotion ## **MULTIPLAYER BETA GAMEPLAY FEEDBACK:** > Thank you for playing the Multiplayer Beta and sharing feedback with us. We wanted to take an opportunity to shed some additional insight on some hot community topics as well as clear up any misconceptions that may exist: ### GNASHER AIMING > The Gnasher is one of the most iconic and unique weapons in Gears of War – we believe it always needs to be punchy, visceral and consistent every time you pull the trigger. As many fans know, the way aiming and firing works has evolved over time, but these goals never change. Every Gears game has fired the Gnasher from the camera position when aiming with the left trigger. This results in an accurate and predictable shot from the ADS view – this is not changed in E-Day. > > In Gears 2 through Gears 5, hipfire shots emitted straight ahead from the Gnasher’s muzzle. This generally works, but results in some shots missing when they look like they should hit. To improve hipfire, E-Day is the first Gears title to introduce a hybrid between muzzle and camera-oriented shooting. When you fire on a target, we check both the camera and muzzle shots and apply the one that better matches what the player would expect. This means a shot that looks like it should hit, will hit. > > E-Day is a brand-new game built from scratch, so we of course will monitor both player telemetry and feedback to guide any tuning and balance adjustments. ### BUILDING E-DAY FROM THE GROUND UP & FEATURE DEVELOPMENT > As we’ve stated before, we started E-Day with an empty hard drive building our entire gameplay sandbox from scratch to ensure a more unified gameplay experience across Campaign, PVE and PVP. This new sandbox also allowed for innovation in cover, combat and enemies. The trade-off being that including every legacy feature from Gears of War was not possible for launch. Those features, like Meat Shields, Chainsaw Duels, select weapons from the franchise’s past, and online work like Private Lobbies and leaderboards – are not gone from the franchise. Our team is working hard to deliver the strongest and most stable launch experience we can with an eye to how, and what, to deliver and improve on fan-favourite features either post-launch or in our next title. > > More patch details are available here. Gears of War | Emergence Begins – TomorrowThe official website for Gears of WarGears of War **Stay tuned to GamingTrend for more Gears of War: E-Day news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Brave filthy sewer passages and drowning hazards in this fresh story expansion
gamingtrend.com
Return to The Spiral in the newly released Little Nightmares III: The Shores
Bandai Namco has officially released The Shores, an expansion for Little Nightmares III available across PC, PlayStation, Xbox, and Nintendo Switch. You can access the DLC directly through the Deluxe Edition or the Secret of The Spiral Expansion Pass, or you can purchase it as a standalone piece of downloadable content. Stepping back into the shoes of Low and Alone after their reunion, you step through a mirror into an uncharted, danger-ridden coastal zone inside The Spiral. As you make your way toward a distant beacon tower, you must navigate flooded streets, murky underground drainage tunnels, and treacherous currents, all while unraveling fresh puzzles and evading hostile swarms directed by the Leech Monster. > Bandai Namco Entertainment America Inc., today released ** _Little Nightmares III – The Shores_** , bringing new puzzles and challenges to the main game. Taking players to The Shores, a new place in The Spiral where they will face new perils, this additional content is included in the Deluxe Edition for **_Little Nightmares III_** as well as the Secret of The Spiral Expansion Pass** _._** **_Little Nightmares III – The Shores_** can also be purchased separately and is available now for PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, Nintendo Switch™, Nintendo SwitchTM 2, and PC via Steam®. For more information, visit www.bandainamcoent.com/games/little-nightmares-3. > Get a glimpse of what awaits: https://youtu.be/VtSU7-lVIJ0. > In **_Little Nightmares III – The Shores_** , Low and Alone, reunited once again, have travelled through the mirror to reach The Shores. They must find their way to the lighthouse beacon, but to do so they will have to face new threats, including flooded streets, leeches under the command of The Leech Monster, treacherous waterways, and submerged passages filled with hazards, puzzles, filthy sewers, and much more. For more news on Little Nightmares III, stay tuned to GamingTrend!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Erase your screentime
gamingtrend.com
Give your eyes a break with GUNNAR Optiks new Ojai device
We've shared plenty of eye wear and tear prevention methods before from GUNNAR Optiks, like their blue light blocker glasses. Now, GUNNAR wants to give back to your eyes. Introducing their new Ojai Vision Recovery System, hardware meant to relax and invigorate your eyes. Check out the details below, they're available now! Ojai Visual Recovery SystemTry GUNNAR glasses to enhance your digital life and protect your vision. GUNNAR Optiks offers a real-world solution to keep your eyes safe while using gadgets.GUNNAR > **OCEANSIDE, Calif., September 30, 2026 -** GUNNAR Optiks, the company that pioneered computer eyewear, today launched the Ojai Vision Recovery System, a wearable built to help people step away from their screens and reset. Ojai gives anyone with a screen-heavy day a simple 10-minute recovery ritual, combining air compression, soothing heat, vibration and Bluetooth audio in a foldable, full-blackout design. It is available now for $99 at GUNNAR.com and select retail partners. > > GUNNAR has spent two decades building eyewear for the hours people spend in front of screens. Ojai is the company’s first product built for what comes after. > > “When we started GUNNAR, our mission was based on a simple idea: the world was becoming increasingly digital, but our eyes weren’t designed for the amount of screen time that was coming,” said Joe Croft, co-founder and CEO of GUNNAR Optiks. “For 20 years, we’ve focused on helping people protect their eyes and perform while they’re in front of screens. Ojai is the natural next evolution of that mission.” > > Ojai is built around one habit: about 10 minutes at the end of a long screen day to close your eyes, disconnect and reset. > > “We optimize our computers, our desks, our workouts, our schedules and almost every other part of our lives,” Croft said. “But we rarely think about recovery from the hours we spend looking at screens. GUNNAR eyewear has always been about the hours you’re on. Ojai is about the minutes you’re off.” ### Features > ● **Air compression massage:** rhythmic compression around the eye area for an immersive, relaxing massage. > ● **Soothing heat:** gentle warmth at approximately 43°C (109°F). > ● **Five recovery modes:** users can mix compression, heat and vibration to personalize each session. > ● **Bluetooth® audio:** built-in wireless audio for music, podcasts, meditation or guided relaxation. > ● **Full blackout design:** blocks ambient light and visual distractions for a true screens-off break. > ● **Foldable and rechargeable:** adjustable fit that folds down for use at home, at the office or while traveling. ### Pilot Study Results > Ahead of launch, GUNNAR ran a real-world pilot study with screen-intensive users. Participants rated how they felt before and after an Ojai session on measures including eye fatigue, dryness and irritation, pressure and tension, temple discomfort, blurry or tired vision, physical relaxation, mental refreshment and readiness to return to screens. Key findings: > > ● 94% reported a high level of physical relaxation after a session. > ● 89% said their eyes felt more relaxed. > ● Average discomfort ratings were approximately 56% lower immediately after a session, across the five eye and vision discomfort measures. > ● 87% of Day 30 respondents were using Ojai in 10-minute sessions, most often after work or before bed. > > Participants most often pointed to the heat, compression and vibration, with combination modes a standout. Many described using the time to disconnect and close their eyes, and one called Ojai a “daily fixture.” > > “What’s especially encouraging is that participants didn’t simply tell us they liked individual features,” Croft said. “They began incorporating Ojai into their routines. That’s really the vision behind the product.” > > Pilot study findings reflect participants’ self-reported experiences before and after an Ojai session and are not clinical or medical efficacy data1. ### The Missing 10 Minutes Campaign > Ojai launches alongside The Missing 10 Minutes; a new GUNNAR campaign built on the line “Perform Hard. Recover Smart.” The idea is that recovery is part of performing well, not time away from it: 10 minutes, no screens, no notifications. The campaign will run across digital video, social media, creator partnerships, retail, ecommerce and experiential activations, encouraging people to “Take 10” every day. > > “The future of GUNNAR is bigger than eyewear,” Croft said. “Our goal is to become the company people turn to for the entire digital visual experience. Ojai is one of the most exciting products we’ve developed since we first introduced GUNNAR eyewear.” ### Pricing and Availability > The GUNNAR Ojai Vision Recovery System is available now for $99 MSRP at GUNNAR.com and select retail partners. **Stay tuned to GamingTrend for more GUNNAR Optiks news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Using the best of the best of Fire Emblem
gamingtrend.com
Fire Emblem: Fortune’s Weave review-in-progress
While Fire Emblem: Three Houses got me into the series, I have retroactively played every Fire Emblem I could access including those on the Gamecube, 3DS, and some of the Virtual Console games. While I personally enjoyed Fire Emblem: Engage, I was able to understand where people thought it wasn’t on par with Three Houses nor any previous Fire Emblem game. However, when Fortune’s Weave was announced and I saw all of the Three Houses references and callbacks, I knew we were in for what would be either an amazing game, or potentially the death of the franchise. Folks, this game has been a BLAST. While I have fully finished Leda’s route all the way through, it took almost 35 hours to fully complete. So what we’re doing here is a review in progress where I’ll be adding notes on each route as I finish them and give a final score once fully complete with the game. ## **COMBAT GAMEPLAY** Fire Emblem: Fortune’s Weave shines in its gameplay. From combat being fine-tuned, to the day to day being more complex; the series takes a leap forward taking a lot of the things I loved about Three Houses and amplifying them to a whole new level. From a combat perspective: you have skirmishes (that take between 1-4 turns), paralogues (that take between 3-6 turns), dungeons (uses an entirely third person system and turn-based group combat), main story moments (that take between 4-10 turns), and other special moments here and there. Each one is a little different but keeps the game feeling fresh. I really enjoyed each of the maps I played through with there being a massive variety due to the Dagdan Empire’s landscape. From lush jungles to deserts and everything in between, there are plenty of great maps to do battle on and each worth taking a second to see what makes them special. Two examples I want to bring up are the amount of jungle tiles that boost AVO (avoid rate), making it even harder for enemies to attack. That works both ways though, as they will be harder to hit. Making it almost a standstill at times. The other example comes in the War Arc where mountains cut off one part of your team and the other. The variety keeps things fun and moving forward. Weapons and their durability have seemingly been a source of conversation within the Fire Emblem community, but I absolutely love the way weapons and weapon-usage have been done for Fortune’s Weave. Essentially, unless you’re using a Combat Art, weapons do not degrade with usage. With how much money there is to spend in this installment of the franchise, Blacksmith’s for me were a means of last resort. So I would pull out a Combat Art for big moments or to protect another character, but for skirmishes and paralogues, I’m glad we’re not using up weapons for those moments. Divine Sand is how you do godly-based abilities like boosting stats or turning back time. I didn’t find myself using a lot of the god abilities in my first route playthrough, but I am making a concerted effort to do more of that in my current route playthrough. The main story battles are glorious. I knew that having a gladiatorial vibe would make them feel big. I wasn’t expecting simply how big they would feel overall. I felt like each one was worthy of the Free Time amount given and provided me with a challenge each and every time (maybe other than that first battle). I don’t want to spoil these moments, but they’re fun and feel important. The best feeling a Main Story moment can have in Fire Emblem. ## **FREE TIME AND MAIN EVENTS** Your free time is, ironically, pretty packed with things to do. There are theater performances, bath house moments, training, talking, paralogues, exploring the map, doing side quests, recruiting new characters, eating dinner, repairing and buying weapons, giving gifts, saying blessings, and more. It is so much fun to find all the ways to use this time and maximize it to get things done. My Type-A brain latched on pretty quick and found a route to start free time and collect all the side quests before setting off to explore the map and get some of those side missions done as well as the character-specific moments. While I won’t go over all of the things to do with your time, I wanted to provide a snapshot of my typical usage of free time. ### Go explore Dagsion * Explore all locations * Participate in training to boost skills * Take recruits to dinner to boost relationships * Visit the bath house and theatre to boost morale and relationships * Repair any weapons that were damaged or need upgrading * Buy ALL AVAILABLE gifts (gotta boost those relationships) * Buy any needed weapons, healing items, and more * Talk to EVERYONE and give gifts * Do blessings at temples to gods, you want their special abilities ### Explore the map * Do all side missions first and anything along the way * Prioritize timed missions such as paralogues along the way * Do special missions pertaining to your current route (Leda is travelling to different locations on the map to perform) * Don’t miss out on the dungeons, which are a great source of leveling and relationship boosting * Purchase special items from different areas * Unlock all carriages and shrines to help with transporting from spot to spot * Make sure to keep your team well-rested as this section doesn’t automatically heal after battles and dungeons. ### Go back to Dagsion * Turn in all side missions * Do all daily tasks again such as training, eating, and talking. * Use all remaining free time for Auto-Tasks (located at any inn) which will help boost XP, Skills, and more You can always return to Dagsian early and do more of the weekly tasks and gain recruitment ability. Recruiting is so much harder in Fortune’s Weave than Three Houses. Relationships take longer to form, gifts provide less positive movement, there are fewer chances to eat with people in a time period, and there are simply so many characters to choose from. In my first route playthrough I recruited 16, which felt like a lot until I realized how many I had missed by just a few days worth of activities. So, playthrough one, prioritize those you really want and get the others afterwards. Your main player character takes the form of a magical bird to be able to go back in time and watch over our four main heroes (I promise this makes sense once you play the game). You can learn about battle formations from them and feed the bird form to build the relationship between characters and the main player character. The story gets a bit complicated and quite a ride, but one worth taking on! As you can see, there are a LOT of things to do and only so much time. So prioritize what makes Fire Emblem fun for you and the game will sort the rest out for itself. ## **LEDA** I can only describe Leda’s arc as “what happens if revenge is the only thing that matters.” She lost her father during a massacre in her homeland which spurred the rest of her life into a fury of destruction and single-minded choices all to lead her to one man: Bertrand. The opening for Leda’s arc takes a LONG time to get going. While it’s all interesting to hear about, the pacing just creates a slow burn to a really interesting story. So if you start here, prepare for a long haul opening with an insane amount of conversations all back to back to back. Along the way, she meets a plucky group of misfits and unbearable sweeties that make up her main crew. Buccar is her older-brother-type guardian who cares about her safety more than anything. Olympia is her rival during her earlier career who joins you after making you prove you’re better than her in a game. Sirocco is full of himself, but is indeed one of the most clutch teammates in the run. Finally, Mu, a young girl pretending to be a boy for safety reasons, becomes a sister-figure to Leda. Mu ended up being my personal MVP as her gauntlet prowess is unmatched and her dodge is extremely nasty. Leda’s story leads her down a path of using her Vihuela (essentially a magic lute of EVIL) to get where she wants to go. She joins the Heroic Games with the purpose of meeting and killing Bertrand once she’s won the games. As things progress, her mental state declines and she struggles to keep her head in the game. Without spoiling things, this story gets dark really quickly and lines are drawn in the sand. I would put this arc on the same line as The Blue Lions in Fire Emblem: Three Houses. The characters are solid, there’s one that makes me mad more than the rest, the leader goes mad in multiple periods of the story, and the ending is decently solid for all involved. After everything, we head forward to Leda’s War Arc. ## **LEDA WAR ARC** So far, the War Arcs seem to be where the rubber meets the iron. You’ve had great combat moments from the main story so far, but nothing compares to the battles in the War Arc. I was hitting 15 total controllable characters on the field with two being guest characters. While the story focuses more on Theodora’s war against the Dagdan Empire, Leda plays a pivotal role in moving the war forward. This pivot felt a bit jarring, but it narratively made sense and I ended up loving the format of the arc itself. The War Arc forgoes the Free Time as we had in Heroic Games Arc, instead providing the main functions you need for buying drinks, reclassing, and a fun new warrior who allows you to do one of three things with your team. With those three, you can choose one each cycle. First is an XP boost to help bring all of your team higher before entering these massive battles. Second is to boost skills in order to get your team reclasses into the more advanced classes. Finally, is the Blessings boost which brings the godly blessings up moving into the final push. These don’t take up much time, which works well given how long some of these battles can take in this arc. The shortest battle I went through was 13 full turns. This is with 13-15 controllable characters on the map, and hoards and hoards of seemingly neverending bad guys. You’re getting archers, warriors, mages, elephant riders, wyvern riders, and more all trying to push your team to the brink. I can truly see this being one of the most difficult Fire Emblem games on the hardest difficulties with the classic Perma-death turned on. There are so many opportunities for your team to get stuck in a bottleneck and picked off one by one. My favorite thing to do was to send Leda and a small group around the side of the map and bring my main force through the front and surprise the enemy from behind. The total run time for the War Arc was 6 chapters with a VERY long Chapter 6. I would suggest playing through the War Arcs after finishing Part I with a character like I did with Leda. It feels more like a full story being told and allows you to reset before going back into the Heroic Games arc with a new character. ## **OVERALL** As you can read in the title, this is a review in progress. I will continue to update this article with every route that I finish and how that stacks up against the ones I have previously played and how it adds to the story. Graphically Fortune’s Weave is stunning for Fire Emblem. The draw distance is decently far in Dagsian and the character models are smooth and colorful. The action isn’t choppy like some previous titles and the cutscenes are beautiful. I couldn’t be more excited about how this game looks. However, it does drain the battery on the Switch 2 just a bit more than I would like to see. As it stands right now, Fire Emblem: Fortune’s Weave stands above Fire Emblem: Three Houses in gameplay, combat moments, weapons, graphics, and difficulty. While there was a lack of romance compared to previous Fire Emblem games, I found myself having deeper relationships with almost every character in my party. With a game as massive as Fortune’s Weave, there will be plenty of opportunities for replaying and trying new team combinations. I’ll return when I finish Dietrich’s arc.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Ubisoft announced that the next DLC for The Division 2, Echoes of Central Park, launches November 3. Players will be able to enter New York City's Central Park, a location shrouded in mystery for the franchise. The location will be larger than what was in Battle for Brooklyn, which will leave […]
gamingtrend.com
The Division 2's new DLC that explores Central Park launches November 3
Ubisoft announced that the next DLC for The Division 2, Echoes of Central Park, launches November 3. Players will be able to enter New York City's Central Park, a location shrouded in mystery for the franchise. The location will be larger than what was in Battle for Brooklyn, which will leave room for more storytelling, interesting locations to discover, and, of course, gear and rewards. New players can be auto-leveled to Level 40 to start the action immediately. Here are the words from Ubisoft's press release: > **First-Ever Division Adventure in Central Park** > For the first time in franchise history, players will explore Central Park and the Upper West Side, including locations stretching from Lincoln Square to the Dakota District. The area serves as the setting for a darker narrative focused on urban myths, missing civilians, and a mysterious new threat.**New Story Structure and Companion System** > Echoes of Central Park is presented as a flashback, with a narrator recounting events as players uncover what happened inside the park. Players will also fight alongside one of three recruitable companions, each offering unique combat support and story perspectives that can change mission experiences on replay. > **New Endgame Experience** > The DLC introduces an evolving endgame loop where players begin as hunted survivors navigating Central Park without GPS support before gradually gaining the tools and knowledge needed to turn the tables on enemies. Performance in encounters affects future opportunities and rewards, adding replayability beyond the main campaign. > **New Skills, Gear, and Rewards** > Players can earn six new skill variants, including the Corrosive Trap and Gas Bomber, as well as new gear and The Ratel Exotic weapon. Pre-ordering grants the NY Purifier Mask at launch, while the Deluxe Edition includes companion-inspired outfits and a weapon skin. Bookmark GamingTrend to keep up with news regarding The Division 2.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
New bomb defusal mode, Detonation, out now!
gamingtrend.com
Delta Force celebrates two years with new map, story, and game mode reveals
Delta Force players have plenty of year two news to dig into. First up is the new Operations map, Siege: Valkyrie, which contrasts its wealthy inner city and brutal outskirts. Players of various difficulty tiers will be dropped into this map together. Next up is the upcoming Warfare map arriving in November 2026, which takes various Unreal 5 features further with higher visual fidelity. Then there's Detonation, the bomb defusal mode that's out now for PC and Mobile, and will be out later this year for Console players. Finally, we have Operator Archives, which goes further into the Operators' backstories, which is out now. Coming in early 2027 is the Operator Quarters, a customizable social hub. For full details, read the information below: > From new maps to fresh game modes, see below for all that’s to come: > > * Siege: Valkyrie – A new Operations map launching in early 2027, Siege: Valkyrie is set in a city under siege and runs on two rule sets: an opulent, inner city full of danger and an outer city where the strongest come out on top. Players can choose to play it safe and safely extract their findings, or make riskier moves for greater rewards. Plus, for the first time ever, players from different difficulty tiers will drop into the same matches for higher stakes. > > * New Warfare Map – Implementation of Unreal Engine 5 features are taken further with an all-new Warfare map arriving November 2026. This new map brings a higher standard of visual fidelity, followed by even more maps throughout 2027. > > vDetonation – Opening its beta for PC and mobile players on Sept. 27, Detonation is _Delta Force_ ’s new bomb defusal mode. As one team aims to plant a bomb, the opposing team must stop the plant or defuse the bomb altogether. Console players will receive access to the beta later this year ahead of the mode’s full release. > > * Operator Archives – Launching today on _Delta Force_ ’s official channels is Operator Archives, a story series that dives deeper into Operator backstories. Additionally, Operator Quarters arrives in early 2027, and gives players a space to customize, lounge and socialize with friends. > In esports news, RISE Series Season 2 is underway, where the top 12 teams from EMEA and the Americas will advance to the first-ever _Delta Force_ Invitational at DreamHack Stockholm from Nov. 27-29. > > Beyond today’s announcements, _Delta Force_ ’s two-year anniversary festivities are already in motion. Season Reorientation is live now with a refreshed player onboarding system, the Layali Grove 2.0 expansion, new Warframe Map, The Mog, and several quality-of-life improvements across Operations and Warfare. > > Players can also begin earning special anniversary rewards today, including 3,900 limited-time Delta Tickets acquired through daily tasks. Even more, items like Golden State, a Legendary AUG appearance, a second-anniversary Charm and Badge, and a limited Red collectible in Secret Haavk airdrops can also be claimed. > > Rewatch the anniversary broadcast HERE. Stay tuned to GamingTrend for more Delta Force news!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Rewarding exploration and challenging combat await in this atmospheric adventure
gamingtrend.com
End of Abyss review
Ever since I first booted up _Little Nightmares_ , I've had an unexplainable addiction to 2.5D top-down, atmospheric, exploration based adventures where little to none of the story is explained to you. There’s just something about being thrust into a dark and foreboding world where everything is foreign to the player, and the protagonist is in way over their heads, rather than a cocky hero, that enthralls me. So of course, when I heard that Section 9 Interactive, which was founded by some of the developers of the _Little Nightmares_ series, was creating a new IP mixing the creepy atmosphere of the series with twin-stick shooter-like mechanics and a Metroidvania style world to explore, I jumped at the opportunity to cover it. Despite being created by some of the developers of _Little Nightmares_ , comparing _End of Abyss_ to that series isn’t really fair. _End of Abyss_ is a much more fleshed-out experience, with a spiraling underground facility to explore, weapons to find and upgrade, ammo and items to craft, suit mods to find and equip, and bosses to defeat. While it retains the familiar 2.5D view and the player being thrust into what feels like the middle of a story, there is little else comparable. This quasi-metroidvania adventure has players embody Cel, a young combat technician, as she and her team explore a derelict underground facility in hopes of uncovering the reason for the building’s condition and the staff's transformation into gruesome monsters. Helping make exploration easier is Cel’s scanner, which can be used to identify obstacles and how to get past them, doors and what keys are needed to unlock them, and enemies and how they are best defeated. Utilizing the scanner is the key to making progress, as everything you scan is labeled on your map, allowing you to reference it as needed when you find a new key, ability, or if you get lost. And believe me, you will get lost. Despite boasting a detailed and mostly intuitive map system, this underground labyrinth is often confusing to explore and is incredibly dark in parts, leading to easily missing levers and other important items if you’re not scanning continuously upon entering new areas. Most sections are densely layered, with multiple floors overlapping and tying into each other via ladders, anchor spots, elevators, destroyable walls, and extendable bridges. While in theory this complexity is a good thing, the lack of direction given by the game does lead to a few moments where you’ll aimlessly wander. Making matters more difficult is that a couple of areas contain elemental hazards, which can only be overcome via suit mods. The tricky part is that finding these suit mods typically requires the player to navigate these treacherous zones for quite a while before acquiring them. It definitely ups the game’s difficulty, but can be frustrating on a first playthrough. I imagine subsequent playthroughs of these particular areas are much less stressful. Despite getting lost sporadically and missing a necessary lever to progress for an embarrassingly long time, I found the overall world design superb. Exploration is both tense and rewarding, with the player never knowing if you’re about to stumble upon a boss, a challenge room, or a secret upgrade. Well-designed bosses guard each section, encouraging the player to experiment with their arsenal, and despite your ever-increasing armory, _End of Abyss_ never becomes too easy. Cel is an able fighter, though she will quickly get overwhelmed if you’re not careful. She begins with a basic pulse gun with unlimited ammo and a knife, but will eventually unlock an assault rifle, grenades, explosives, a shotgun, and even a flamethrower. Each weapon is capable of being upgraded to deal more damage and to have alternate firing methods, such as a charged shot. Aside from the pulse gun, you will need to craft ammo for each weapon, meaning they are best saved for dire situations. Thankfully, you can equip two weapons at a time, allowing you to swap between your unlimited pulse gun and your secondary weapon of choice on a whim. Combat is simple, consisting mostly of dodging and shooting, though as you unlock new toys to play with, the game does encourage experimentation. As you defeat enemies, they will drop fragments. Fragments are the currency used to upgrade your weapons and to craft, though weapons also require complex alloys and other materials to upgrade. Fragments are plentiful, and enemies respawn when you save, allowing you to farm if necessary, though you really shouldn’t need to. I always had more than enough fragments for anything I needed to craft or upgrade. Throughout the facility are safe rooms which hold a restoration pod and a workbench. The restoration pod restores your health and refills your health boosters, and allows you to tweak your suit with different mods. The workbench allows you to upgrade your arsenal and craft ammo and other useful items. You begin with only one health booster, but more will be found while exploring, with each allowing you to heal Cel one additional time. Suit mods and suit power items are found during exploration as well, often in well hidden areas, and it is in your best interest to seek these out as they are essentially required for completing a few areas. Your suit’s power level determines how many mods you can attach at a time, with mods available which can boost your health, allow you to carry additional quantities of items, protect you against radiation and other area threats, and more. You will never have enough suit power to equip all your available mods, so tweaking your suit to match the area’s threats is necessary for survival. _End of Abyss_ can be surprisingly difficult at times. Enemies are bullet sponges, especially in later areas, and bosses can take you down in two or so direct hits. Cel is not meant to be a superhero, and as such, your best bet is to stay mobile, dodge constantly, and attack only when safe to do so. Patience is a virtue, and getting greedy with your shots will only lead to an early death. There is no penalty for death, but any consumable items such as ammo or explosives you used before death will not replenish, meaning you must craft more before heading back into battle. Helping pad the game’s already decent length are a slew of secret areas and upgrade items which can be found around nearly every corner. To 100% clear _End of Abyss_ , players will need to be willing to backtrack and scour nearly every area again after unlocking Cel’s full arsenal. Unfortunately, there is no New Game+, but replaying with the knowledge of where to go and how to survive is still rewarding on its own. I went into _End of Abyss_ naively expecting the next iteration of _Little Nightmares_ , but came out thoroughly impressed with Section 9 Interactive’s difficult, atmospheric, and rewarding gameplay along with its brilliantly intricate and layered world to explore. Review Guidelines 90 ### End of Abyss #### Excellent End of Abyss is a challenging yet rewarding adventure, at once boasting gorgeous graphics and grotesque visuals, and featuring an intricately crafted facility to explore. Each area is filled to the brim with secrets to uncover, unique enemies to defeat, and difficult bosses to conquer. Throw in a mysterious story to unravel and End of Abyss manages to stand out amongst a crowded market and deliver an experience well worth diving into. * * * ##### Pros * Rewarding exploration * Challenging, yet not frustrating * Unique boss encounters * Intricate world design ##### Cons * Navigation can be disorienting at times * Easy to miss crucial objects in the dark * * * This review is based on an early PS5 copy provided by the publisher. End of Abyss comes out on October 1, 2026.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Roach is gonna look so good
gamingtrend.com
Witcher 3 gets Remastered Path Tracing, DLSS 4.5 Ray Reconstruction
_The Witcher 3: Wild Hunt – Remastered_ went live today. With its launch, we get path tracing, DLSS 4.5, and several other enhancements. But that's not all. DLSS 4.5 is making its way into quite a few upcoming titles! Check out the section below for a list of upcoming games that highlight those new capabilities: > The Witcher 3: Wild Hunt — Remastered: CD PROJEKT RED’s _The Witcher 3: Wild Hunt_ is one of the best-selling and highest-rated role-playing games of all time. Now, a free update for the game has upgraded and enhanced gameplay and graphics, renaming the beloved title The Witcher 3: Wild Hunt — Remastered. On PC, NVIDIA and CD PROJEKT RED have once again collaborated closely to add a raft of transformative technologies, like Path Tracing, DLSS 4.5, HairWorks, and more, enabling _The Witcher 3: Wild Hunt — Remastered_ to take full advantage of today’s powerful GPUs. NVIDIA’s partnership began during the development of 2015’s _The Witcher 3: Wild Hunt_ , helping craft an immersive and spectacular world with PC-exclusive additions like the lauded HBAO+, and NVIDIA HairWorks, which pioneered realistic videogame hair rendering. The collaboration continued for the release of the 2022 _Witcher 3: Wild Hunt_ Next-Gen Update that added ray tracing and DLSS, amongst other enhancements and additions. And now, having created _Cyberpunk 2077_ ’s immersive path tracing technology in partnership with CD PROJEKT RED, we’re bringing its amazing technology, and more, to _The Witcher 3: Wild Hunt — Remastered_. Additionally, every upgrade will also be applied to The Witcher 3: Wild Hunt — Songs of the Past, a new expansion launching in 2027. > Gears of War: E-Day**:** Experience the horror and brutality of Emergence Day. Fourteen years before the original _Gears of War_ , join Marcus Fenix and Dominic Santiago in a gripping origin-story campaign as the Locust Horde first erupt from below, igniting a desperate fight for survival. Built from the ground up with Unreal Engine 5 and DirectX 12, Gears of War: E-Day delivers unprecedented graphical fidelity by leveraging the engine’s latest technologies. GeForce RTX gamers can activate a suite of features to accelerate and further enhance _Gears of War: E-Day_ , delivering the definitive PC experience.**** DLSS Super Resolution and Dynamic Multi Frame Generation will multiply frame rates, whilst simultaneously increasing image quality. NVIDIA Reflex will reduce PC latency, making gameplay even more responsive, and possibly giving you a competitive edge in Versus. And the Ray Tracing cores found in all GeForce RTX GPUs will accelerate the rendering of Unreal Engine 5.8’s Lumen and MegaLights ray tracing technologies. _Gears of War E-Day_ also leverages Unreal Engine’s Nanite to increase object detail and fidelity by up to 100X in comparison to _Gears 5_. On GeForce RTX PCs, NVIDIA RTX Mega Geometry is utilized to enable accurate ray tracing of Nanite geometry for the very first time, elevating image quality. Learn more here. > AION 2: _AION 2_ is a next-generation MMORPG developed by NC, reimagining the original _AION_ universe with a fresh approach. Powered by Unreal Engine 5, _AION 2_ delivers a highly immersive fantasy experience with high-end graphics, gameplay enhancements, new movement and fighting mechanics that incorporate gliding and flying, making large-scale and open-field battles more dynamic and exciting. _AION 2_ launched late last year in Korea and Taiwan, and will launch globally on September 30th for buyers of the game’s Founder’s Pack, followed by a full free-to-play release on October 5th. When the global version is released on September 30th, _AION 2_ will include support for DLSS 4.5 Super Resolution and Multi Frame Generation, enabling the highest levels of image quality and performance on all GeForce RTX GPUs. > Enlisted: In Darkflow Software and Gaijin Entertainment's _Enlisted_ , each player commands a squad of AI-controlled soldiers in battle, switching freely between them as needed, giving battles massive scale and period-accurate intensity. This MMO squad based shooter recreates the key battles at all fronts of WW2, with hundreds of soldiers, tanks and aircraft taking part in each battle. In April, Enlisted added support for DLSS Ray Reconstruction, greatly enhancing the game’s expanded array of ray-traced effects. A newly-released update upgrades the game’s tech once more, adding DLSS 4.5 Ray Reconstruction, Dynamic Multi Frame Generation, 6X Multi Frame Generation, Opacity Micromaps, ray-traced bullet tracers, and Path-Traced Global Illumination (PTGI) lighting, further improving image quality and immersion. > SILENT HILL: Townfall: Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest in Konami’s newly-released SILENT HILL: Townfall. Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals in this psychological horror game set against the cold, isolated backdrop of a remote island in Scotland, 1996. GeForce RTX gamers playing _SILENT HILL: Townfall_ can activate DLSS Super Resolution to accelerate frame rates, ensuring the critically-acclaimed title runs at its absolute best. And via the NVIDIA app, users can upgrade to DLSS 4.5 Super Resolution, further enhancing image quality. > ACE COMBAT 8: WINGS OF THEVE: Developed by Bandai Namco Aces Inc., _ACE COMBAT 8: WINGS OF THEVE_ is the first mainline franchise entry in seven years, promising to elevate the flight shooting franchise to new heights, harnessing the power of Unreal Engine 5 and proprietary technology to create an ultra-realistic aerial thrill ride. Online, players can participate and compete in PvE and PvPvE modes, and limited time PvP events will also make an appearance, including 4v4 team battles and 8-player free-for-all deathmatches, putting players’ dogfighting skills to the test. Advance Access to _ACE COMBAT 8: WINGS OF THEVE_ begins today for buyers of the Deluxe Edition, followed by a general release on October 2nd. PC players with GeForce RTX GPUs can enhance image quality and accelerate performance using DLSS 4.5 Super Resolution, or max out fidelity with DLAA. > HOT WHEELS™ Infinite Rush: Milestone’s _HOT WHEELS™ Infinite Rush_ expands the fun beyond the iconic orange tracks, immersing players in a toy-scale world designed for exploration and high-speed racing fun. Players can race, explore, collect, customize, and create as they shape their own adventure across four islands packed with races and free-roaming activities. _HOT WHEELS™ Infinite Rush_ is available now, with DLSS 4.5 Super Resolution available to super speed your frame rates on all GeForce RTX GPUs. > CONTROL Resonant**:** Remedy Entertainment’s sequel to CONTROL__ is available now! It brings path-traced direct and indirect illumination, reflections, outdoor shadows and more to GeForce RTX PCs and laptops. DLSS 4.5 Ray Reconstruction and Dynamic Multi Frame Generation will help deliver high image quality and frame rates, with RTX 5090 reaching up to 320 FPS at 4K and up to 480 FPS at 1080p. Be sure to download and install our CONTROL Resonant GeForce Game Ready Driver from our website, or the NVIDIA app. If you’re away from home and your GeForce RTX PC or laptop, or simply don’t have a GeForce RTX system, you can still play _CONTROL Resonant_ by streaming it from the cloud across devices with an Ultimate GeForce NOW membership. And don’t forget you can also get the ultimate upgrade with our CONTROL Resonant GeForce RTX 50 Series bundle.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
Let's get weird.
gamingtrend.com
Treadmill Tuesdays: The Boys: Trigger Warning
The Boys: Trigger Warning is a VR game that delivers on its premise – it's aiming to trigger every one of ya, and watching this video there's a chance we get demonitized. Yep, it's that kinda game, and with the Virtuix Omni Treadmill, it's actually a good workout, too! Puzzles, punching, and powers abound, this is a great tie-in with the show, putting you in the super-boots of a fresh recruit for Billy Butcher and his crew in the fight against the capes. It's a fun power trip – enjoy the ride! Like all of the other games, The Boys: Trigger Warning supports 6DOF (that's six degrees of freedom - left, right, up, down, forward, backwards), as well as roll (leaning side to side) yaw (turning left and right), and pitch (tilt forward and backward). This makes it perfect for the Virtuix Omni One as it can do all of these things and more, once you get your powers anyway! Enjoy the ride, and let us know in the comments or on YouTube what game you'd like to see next!
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 30/09/2026
How long after we're declared overdue can we expect a rescue?
gamingtrend.com
Aliens: Fireteam Elite 2 review
My crew and I absolutely loved Aliens: Fireteam Elite. It was a fan favorite for my team, with our primary complaints being “we need a fourth gunner” and “when are they releasing more maps?!”. Well, we’ve got our new maps, we finally have a fourth gunner in the mix, and we see new classes, but that’s not all they’ve been up to. As Apone would say, “All right, people, on the ready line!” – let’s get into it. Aliens: Fireteam Elite 2 is, in many ways, a stronger, more confident sequel, but a month post-launch, it’s still in need of a few patches to really solidify what they’ve built. What’s here, much like its predecessor, is undeniably fun: a louder, more coordinated bug‑hunt that leans hard into the _Aliens_ world of pulse rifles, welded doors, and overwhelming swarms. But as much as the sequel improves the formula, it also carries forward some rough edges that remind you this hive isn’t fully cleared out quite yet. The expanded four‑Marine fireteam is the standout improvement for this sequel. With an extra Marine in the field, classes finally feel properly defined, with a fun twist for those who stick with the game long-term. You’re no longer stretching a three‑person squad to cover too many tactical gaps; instead, each role has room to breathe. Defensive specialists can actually specialize, medics can focus on triage, and roaming damage dealers can commit to their job without constantly backfilling someone else’s. When the game is operating like a “team of ultimate bad-asses”, it really nails the look and feel of the series. The rhythm of coordinated positioning, overlapping fields of fire, and well-coordinated save-the-day ability pops is exactly what we all enjoyed in the original title, and that’s here too – just tighter. Combat itself is punchier and more aggressive. Xenomorphs flank faster, hit harder, take to the ceiling, and punish sloppy or overly-aggressive tactics. The “hold the line” moments that made the movies so tense are present and accounted for (and still very predictable), but are now more intense. More tools, more classes, and more tools are met with more enemy varieties, more movement mechanics, and more pressure. The perk‑grid system returns with deeper customization, allowing you to mix and match your weapons and tactics to match the incoming threat. For instance, deploying a drone that can fire shotgun shells will do wonderful work against armored targets, but acid clouds won’t be as effective against xenomorphs as they are against slower-moving synths. It’s the new Specialist class that adds the most to the game. The Specialist is a new hybrid class that allows players to mix and match weapons and specializations. While they can’t quite dive as deep as a named specialist, they can, for example, deploy a turret while also employing a smartgun. You’d think that’d cause your team to gravitate towards having four specialists, but that didn’t end up being the case. Instead, it’s a solid all-arounder that can help round out the squad synergy. Despite several large patches, Fireteam Elite 2 still has a noticeable layer of technical grit that continues to plague the game, even when you’re playing with four players on PC. Some missions still suffer from AI pathing hiccups - something we cited from the original game. Xenomorphs get stuck on geometry or funnel awkwardly instead of swarming as intended, which is actually fine as it’s cosmetic and rather jarring as they sway from their trapped appendages. What doesn’t add, however, is that frequent animation desyncs can make certain elite enemies feel jittery, slide around like they’re on roller skates, disappear and reappear, or move in unpredictable ways that break immersion rather than enhance tension. We had an issue where I ended up locked into a forward-run action, unable to stop until I shut off my controller and switched to mouse and keyboard. We also had sound dropouts during heavy firefights when there were a lot of competing weapon sounds. The worst issue, however, continues to be matchmaking. Getting four players into a team has proven to be problematic. One player would inevitably struggle to join, no matter who was hosting. When three would get in, the last player would take all the way till the game timed out, dropping that player and then forcing them to rejoin. When they did, the other players would see them as “Alpha” or “Beta” or whatever, rather than their name. Unfortunately, this was also coupled with dropouts where one of us would inevitably (and always at the worst time) drop from the game, leaving the rest of the team to struggle. While the cosmetic bugs are one thing, the desynchronization, join, and drop issues are enough to make the game frustrating for a team-up. Another area that hit us a few times during our runs was where scripting simply misfires. Horde triggers sometimes fail to activate, leaving squads standing in eerily quiet rooms until someone backtracks far enough to reset the encounter trigger, leaving them FAR out of position. Enemy spawns can occasionally stack in strange ways, producing difficulty spikes that feel more like the wrong kind of bugs. We had one mission where we were holding the line while we waited for our ride. It came, landed, and left without us on it. Waves of xenos crashed on our team until the ship inexplicably came back, landed, dropped its ramp, but wouldn’t let us onboard. The mission continued, the ship disappeared, and then about a minute later, without a dropship, the mission just ended successfully. Ignoring the fact that some missions just don’t have a method of escape written into the narrative, instead just kinda “ending” with a hand wave that we all got home safely, the ship thing happening more than once was anything but funny. The narrative has always been an ultra-military gung-ho hoorah theme park, riddled with over-the-top voice lines, and testosterone-fueled tension. Narratively, the game wobbles between sounding overly serious and hitting the more comedic “game over man!” moments, and much of that is due to the voice acting. Several of the characters sound like they’re doing their best fake accent on top of trying to act military, and it’s one uplift too many. It sails past camp and ends up in the vocal uncanny valley. It makes the heavier moments lean more into spectacle and occasionally comedy rather than the spectacle and horror the series is known for. The fact that the voice lines repeat ad nauseum isn’t helping the issue either. Even with these issues, Fireteam Elite 2 has the guts of a better, more confident game than its predecessor. The core loop is strong, the class system is deeper, and the four‑player structure finally unlocks the tactical identity the series has been chasing. With a few targeted patches addressing AI behavior, encounter scripting, audio stability, and matchmaking reliability, this could become the definitive cooperative Xeno‑slaughter sequel we’re all hoping it can be! Until then, it’s a promising sequel with noticeable improvements, held back by a handful of lingering bugs that left our squad feeling “a little demoralized”. Review Guidelines 70 ### Aliens: Fireteam Elite 2 #### Good With the squad expansion pushed to four, and some notable technical upgrades for the whole crew, Aliens: Fireteam Elite 2 has a number of marked improvements over its predecessor. Unfortunately, it also brings with it a number of bugs ranging from nuisance to game-breaking. Here’s to hoping the bugs can get suppressed soon, as despite them, the game is still a ton of fun. * * * ##### Pros * Action feels frantic and nail-biting * 4-player squad is a welcome addition * Expanded character classes and weapons * New foes and variations provide new challenges * Specialist class fills a lot of gaps * Bird facts! ##### Cons * More than a few bugs remain * A ton of voice repetition * Desynchronization / join / drop issues * Voice acting is all over the place * * * This review is based on a retail PC copy provided by the publisher.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
Coming February 16th
gamingtrend.com
You can now pre-order God of War Laufey, new combat details arrive
There might be five months in between you and God of War Laufey, but you can still acquire your copy. As of today, God of War Laufey has gone up for pre-order, with several editions available – and yes, there are physical editions. Check out the details below from the PlayStation Blog, which also reveals some new combat information. God of War Laufey - PS5 Games | PlayStationThe next chapter of the legendary God of War franchise.PlayStation > God of War Laufey is coming to PlayStation 5 consoles on February 16, 2027. > > We’re excited to announce that tomorrow, September 29 at 10:00am local time pre-orders officially go live. To get you ready, we’re breaking down what comes with the God of War Laufey pre-order bonus and Digital Deluxe Edition. After that, we’ve got some brand-new screenshots and footage of Faye’s combat to round us out! ## God of War Laufey – Pre-order bonus** > When you purchase your copy of God of War Laufey before launch you will receive: * Last Wish Armor Set* * Phranque Golden Leaves Appearance* (cosmetic) * In-game resource pack ## God of War Laufey – Digital Deluxe Edition > The God of War Laufey Digital Deluxe Edition contains: * Dark Alchemy Armor Set* * Dark Alchemy Blade* * Dark Alchemy Bow Scales* * Dark Alchemy Catalyst* * In-Game Resource Pack * Digital Mini Artbook * Official God of War Laufey Digital Soundtrack ## Introducing Faye’s Serpent Bow > An enchanted bow with the shifting form of a serpent, Faye’s new weapon in the Everywhen can go from dormant to notched at lightning speed, allowing her to weave deadly arrow strikes alongside her other attacks. Much like the deadly bite of its namesake, the Serpent Bow will tear through Faye’s enemies in both close-quarters and ranged combat. ## Precision mode: Full-aim > By fully pressing down the aim trigger, Faye will have more precise aim and increased draw distance. By striking at certain points on an enemy’s body, Faye can impair their movement or ability to strike, giving her the perfect opening to follow-up with a melee hit. > > While in this aim mode, Faye can charge up the bow and stack up to five arrows for a powerful volley – perfect for taking advantage of Phranque’s ability to launch enemies up into the sky. ## Hip-fire mode: Half-aim > With a half press of the aim trigger, Faye will enter a more mobile hip-fire stance. In this aim mode, she can unleash a cluster of arrows for devastating damage to enemies at close range. > > The Serpent Bow’s quick-fire style allows Faye to juggle airborne enemies and extend combos as she seamlessly swaps between weapons and abilities. ## Select your shots > Alongside the two fire modes, Faye can utilize a variety of arrow types that deepen your preferred playstyle. Rapid fire, explosive detonations, multi-target – Faye’s bow is a versatile weapon that can create and capitalize on openings. ## Serpent Scales > Shed one form and embrace another – the Serpent Bow can be equipped with different types of Scales that will change both the look of the weapon, as well as the type of playstyle it specializes in via a unique perk (such as the Dark Alchemy Bow Scales from the Digital Deluxe Edition). > > In addition to the equipped Scales, the Serpent Bow also has unlockable skills which allow Faye to expand its capabilities even further. ## Expressive power > Faye is an expert warrior with the ability to harness a range of skills to command the flow of the battle. > > Her armor options will allow you to choose between a range of gameplay perks, stats, and unique looks. You can also customize her other gear to further enhance different playstyles: * **Blade** : Customizable element of Faye’s sword * **Scales** : Customizable element of Faye’s Serpent Bow * **Catalyst** : Powerful artifacts capable of channeling the potent magic of the Everywhen, Faye will be able to choose from a variety of Catalysts with different effects ## A glimpse of the Everywhen > On behalf of everyone at Santa Monica Studio, thank you so much for all the interest and support shown for the game since our reveal in June. > > We’ll be back before you know it with more news for God of War Laufey, but to tide you over in the meantime we’ll leave you with a few more peeks at what the afterlife of the gods has in store for you at launch on February 16, 2027. **Stay tuned to GamingTrend for more God of War Laufey news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
Their answer to PlayStation's Platinum
gamingtrend.com
XBOX adds Mythic Achievements
Everyone loves to earn that pop up banner telling them they've done something in a video game. Achievements and Trophies have long been a thing in our lives, and PlayStation's Platinum trophy has been a great cap to finishing a game. XBOX, up until now, hasn't crafted one, but that has officially changed. After recently leaking via different sources, Mythic Achievements have been revealed on the XBOX Wire blog. Check out the details below... and hopefully you'll have a few already from previously completed games. Available for XBOX Insiders: Mythic Achievements, One of our Most Player-Requested FeaturesIntroducing Mythic Achievements Starting today, XBOX Insiders can get an early look at Mythic Achievements, a new way to celebrate the games you’ve completed and the milestones you’ve earned along the way. Whether you’ve spent years chasing every achievement, or are simply proud of the games you’ve finished, Mythic Achievements recognize some of the biggest […]XBOX WireJon ## **Introducing Mythic Achievements** > Starting today, XBOX Insiders can get an early look at Mythic Achievements, a new way to celebrate the games you’ve completed and the milestones you’ve earned along the way. > > Whether you’ve spent years chasing every achievement, or are simply proud of the games you’ve finished, Mythic Achievements recognize some of the biggest accomplishments in your XBOX history. > > You earn a Mythic Achievements when you complete all original achievements for a game. Achievements added later through DLC or updates aren’t required, and once you’ve earned Mythic status, it’s yours to keep. > And your history comes with you. Mythic Achievements have already been added to eligible games you completed in the past, including XBOX 360 titles. So, the next time you visit your profile, you may discover that some of your favorite games have already reached Mythic status. ## **Celebrate Your History** > We’re making it easier to see and celebrate what you’ve accomplished on XBOX, and what challenges are waiting for you next. > > Your profile now includes a new Gaming tab, where you can see your achievements, track your next Gamerscore milestone badge, and revisit the games you’ve completed. Mythic Achievements stand out in your achievement history with a heroic frame, making it easy to see how many you’ve already earned. > > You can also visit your friends’ Gaming tabs to see what they’ve accomplished and discover which games they’ve taken to Mythic. ## **See Your Path to Mythic** > When you’re working toward a Mythic Achievement, we want it to be easy to see what’s left. > > A new progress bar at the top of each game’s achievement list shows how close you are to Mythic status, with an option to focus on the original achievements you still need. Achievement added later are clearly tagged as “add-on,” so you’ll always know what counts toward Mythic. > > You’ll see similar progress information across XBOX, including in Guide and Achievement details, making it easier to pick up where you left off and keep chasing your next Mythic Achievement. > **_Gears of War: E-Day_** will be available on XBOX Series X|S, XBOX on PC, Steam, and is available day one with Game Pass Ultimate and PC Game Pass. Players can pre-order today at GearsofWar.com. ## **How to Get XBOX Insider Support and Share Your Feedback** > Thanks to XBOX Insiders for all of the feedback. You can also visit aka.ms/XBOXplayervoice to share what you think. > > If you’re an XBOX Insider looking for support, please join our community on the XBOX Insider subreddit. Official XBOX staff, moderators, and fellow XBOX Insiders are there to help. We recommend adding to threads with the same topic before posting a brand new one. This helps us support you the best we can! > > If you aren’t part of the XBOX Insider Program yet and want to help create the future of XBOX and get early access to new features, join the Program today by downloading the XBOX Insider Hub for XBOX Series X|S & XBOX One or Windows PC. For more information on the XBOX Insider Program, follow us on Twitter at @XBOXInsider and keep an eye on this blog for all the latest news. **Stay tuned to GamingTrend for more XBOX news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
Featuring Pompompurin and Kuromi
gamingtrend.com
Two new products join the Razer Sanrio Collection
Today, Razer added two new products to their Sanrio Collection, available now via Razer.com, RazerStore, and select retailers in select countries. These include: * **Kraken Kitty V2 BT:** Pompompurin edition. A gaming headset featuring Pompompurin's signature ears and trademark beret. Available October 2 for $139.99 USD. > Completing the Razer | Pompompurin collection is the Pompompurin gaming headset, featuring his signature ears and trademark beret. Bringing Pompompurin’s laid-back, feel-good charm to any setup, the launch follows his recent first-place finish in the 2026 Sanrio Character Ranking. * **Hammerhead V3 X HyperSpeed:** Kuromi edition. Gaming earbuds with a lilac-and-black case sculpted in Kuromi's silhouette, with her skull emblem on each stem, arriving to celebrate her birthday. Available October 13 for $119.99 USD. > Marking Kuromi’s birthday this October, these earbuds channel her signature mischievous spirit through design: sculpted into her silhouette with a signature lilac-and-black colorway on the case, and her iconic skull emblem detailed on each earbud stem. Powered by Razer HyperSpeed Wireless for ultra-low-latency, multi-platform audio, it marks Razer’s first Kuromi-themed gaming earbuds. For more on all things Razer, stay tuned to GamingTrend.
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
CRKD dives into the pro controller market
gamingtrend.com
The CRKD ULT PRO is now shipping
CRKD has always made impeccable gear, and now they're trying a new genre of controller. Announced earlier this year, the ULT Pro aims at the more competitive crowd, with TMR thumbsticks, 1000Hz polling, and more. It's now begun shipping, so get your order in quick to get one fast! ULT PRO Wireless Gaming Controller with Zero Drift • CRKDNext-gen wireless gaming controller with zero drift TMR thumbsticks, ultra-low latency, and pro-level control for Switch™ 2 | 1, PC, and mobile.CRKD > **Livermore, CA** – September 29, 2026 – CRKD™, the premium collectible gaming brand known for their highly popular Nitro™ Deck, and line of premium rhythm gaming products, announced today the shipping of the **ULT PRO** , a next-generation professional wireless gaming controller featuring multi-platform connectivity and an array of advanced features. ### Watch The Trailer Here: > Arriving in time for the peak gaming season, the **ULT PRO** is the most feature-rich controller the team at CRKD have ever produced. Crafted with thought and feedback from the professional gaming community, the precision engineering and raft of genuinely useful technology used in the **ULT PRO** defies its competitive pricing and proves ideal for those looking to take their gaming skills to the next level. > > One controller, multiple devices, the **ULT PRO** is fully compatible with Nintendo® Switch™ 2 | 1, PC, mobile devices, tablets and Smart TVs, offering gamers impressive connectivity options depending on the platform they are using. Out of the box, the **ULT PRO** can utilise 2.4GHz wireless via the included dongle, Bluetooth®, and USB-C wired play. For competitive gamers playing on PC in wired mode, PC mode on both the Switch and PC versions of the**ULT PRO** , support a 1000Hz polling rate, delivering ultra-responsive input times with minimal latency, ideal for tournament level play. > > The list of dizzying features included with the**ULT PRO** continues with TMR Thumbsticks (Tunnelling Magnetoresistance), a new-generation magnetic sensor technology, designed to eliminate Stick Drift, and provide superior precision compared to traditional mechanical Thumbsticks or Hall Effect sensors. > > The new trigger toggle system instantly switches between a short, tactile bump or a longer-travel trigger feel, depending on their individual preference. Each trigger can be adjusted independently, allowing a different configuration of left and right triggers should gamers wish. With each trigger utilizing Hall Effect sensors, players can fine-tune actuation sensitivity, giving even greater control over response speed. When playing on Nintendo Switch, the triggers function as digital inputs, while on PC they operate as analog triggers, providing enhanced precision and flexibility across platforms. > > The CRKD design and engineering team have looked at every aspect of the **ULT PRO** to better understand what features gamers would actively find useful. Adjustable rumble with a wide dynamic frequency range changes the game in regard to tactile feedback, and players can enable ‘No Deadzone Mode’ for enhanced stick precision. Turbo function features for rapid fire games and a dedicated platform slider allows users to quickly switch between connected devices with a mere simple flick. > > The **ULT PRO** includes an integrated rechargeable battery, and comes bundled with a sleek charging dock, charging cable, and high-speed wireless dongle. The included dock makes it easy to charge and display the controller between sessions, while players also have the flexibility to power the controller using standard AA batteries if preferred. Users can also purchase an additional rechargeable battery pack separately, and the charging dock features a hidden compartment designed to charge a secondary battery, allowing for hot swapping during intence gaming sessions. > > The **ULT PRO** includes six additional remappable inputs, adjustable trigger travel, swappable components, and advanced configuration through the CRKD Companion App. Players can remap any button on the controller either in-game or through the CRKD Companion App, with four rear back buttons and two additional shoulder-zone buttons providing extra programmable inputs. In addition, the **ULT PRO** features dual four-way toggle buttons, offering quick access to system functions. > > Further customization is made possible through profile presets stored directly on the **ULT PRO,** allowing gamers to quickly switch between different control configurations depending on the game they’re playing. Presets can be created and managed directly on the controller or configured through the CRKD Companion App, affording complete control over their controller setup. Players can also fine-tune the feel and appearance of their controller with swappable stick tops and swappable D-pads sold separately. > > Like all CRKD controllers, players can further customize their controller experience through the CRKD Companion App, which allows for button remapping, trigger configuration, stick sensitivity adjustments, input presets, firmware updates, and more. The app also allows owners to register their **ULT PRO** as part of the True Collection System, adding it to their personal collection of CRKD hardware with a unique product number and rarity rank. ### **The full list of features on ULT PRO include:** • **Zero Stick Drift** – powered by precision TMR Thumbsticks • **Built for Comfort** – ergonomic form factor designed for extended gaming sessions • **2.4GHz Wireless Connectivity** – ultra-low latency play via included dongle • **Bluetooth®** – easy pairing with Switch, PC, Mobile, Tablets, Smart TV’s & the CRKD App • **USB-C Wired Mode** – low latency wired gameplay with simultaneous charging • **1000Hz Polling Rate (PC Mode)** – ultra-responsive wired performance for competitive play • **Six Extra Remappable Buttons** – four back buttons and two shoulder-zone inputs • **Programmable Buttons** – remap any button or create custom macros • **Dual Four-Way Toggle Buttons** – quick access to system functions. • **Trigger Toggle System** – switch between short click or longer smooth trigger travel. • **Adjustable Rumble** – wide dynamic frequency range for a more immersive experience • **Swappable Stick Tops** – personalize grip and replace worn Thumbsticks • **Swappable D-Pad** – tailor to your playstyle or preferred appearance • **Profile Presets** – create and store multiple controller configurations • **No Deadzone Mode** – fine-tune stick sensitivity and responsiveness • **Turbo Function** – automate repeated button inputs • **Platform Slider** – quickly switch between connected devices • **Rechargeable Battery** – integrated battery for wireless play • **Charging Dock Included** – convenient charging and display solution • **CRKD Companion App** – Add to your collection & control adjustable features > **The ULT PRO is available to purchase today in a choice of three bold designs:** **• ULT PRO** Smoke Black Edition (Switch Layout) **• ULT PRO** Smoke Black Edition (PC Layout) **• ULT PRO** Pal Grey Edition (Switch Layout) > The **ULT PRO** retails for an MSRP of $69.99 / €79.99 / £64.99 / A$129.99. > > Additional accessories such as the CRKD D-Pad Packs and Stick Top Packs are available to purchase separately and are fully compatible with both **ULT PRO** and the recently launched **Nitro Deck 2** , allowing players to expand their customization across the CRKD controller ecosystem. > > For more information and to purchase **ULT PRO** , please visit: https://go.crkd.gg/ultpro > > For more information about all other CRKD products, please visit:**__** https://crkd.gg > > Stay up to date with all the latest news, product releases, and more by following CRKD on all social media channels **@crkdgg** or visiting: https://go.crkd.gg/socials **Stay tuned to GamingTrend for more CRKD news and info!**
000
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
Soon you'll be saving cash in more than Warzone
gamingtrend.com
Shipment returns, Counter-Strike mode incoming, and more in Modern Warfare 4 PC trailer
It feels like the drip feed is over. With under a month left before Call of Duty: Modern Warfare 4 releases, the team has been dropping heavy intel, and that continued in today's PC features trailer. Not only that, we also got wind of a new mode that mimics the intensity of Counter-Strike. More details are below, check it out alongside our thoughts after the beta. > Prepare for the release of _Call of Duty®: Modern Warfare® 4_ on PC arriving October 23 on Xbox on PC, Battle.net, and Steam. In close partnership with Infinity Ward, _Call of Duty_ PC lead developer Beenox is working on delivering the best experience possible across a wide variety of setups. > > Take a look at what’s coming in the official _Modern Warfare 4_ PC trailer: ## PC Hardware: Designed for Many Specs > The Beenox and Infinity Ward teams have been working hard to ensure that _Modern Warfare 4_ performs well on a variety of PC system specs. Though the game looks great on high-end graphics cards, it isn’t just designed for players with the best GPUs. With 800+ customization options across graphics, gameplay, input devices, interface, and more, you can dial into the exact settings that work best for your setup. > Some of the major PC features we’re supporting include: * **Optimized Hardware Support** : _Modern Warfare 4_ runs on most hardware while also seamlessly scaling up to crisp graphics and ultra-smooth, high FPS gameplay on higher-end setups. The game automatically configures settings based on your hardware. * **Display Optimization** : From 4K to 1440p to 1080p, from standard to Ultrawide, expect support for displays of all shapes and sizes. * **Cutting-Edge Upscaling** : Choose from a range of upscaling and frame generation technologies including AMD FSR Redstone, NVIDIA DLSS 4.5, Intel XeSS 3, and Filmic SMAA T2X. * **RICOCHET Anti-Cheat** : A Multi-layered Anti-Cheat system combines server-side detections, hardware-based protections such as TPM 2.0 and Secure Boot integration, deep investigations, and legal action to combat the cheating market and keep gameplay fair. In addition to RICOCHET Anti-Cheat, expect account security with 2FA and email verification. * **Sub-frame mouse polling** : Increased mouse precision for aiming, in addition to support for a variety of input devices. ### Visibility and Target Acquisition > Led by Infinity Ward in partnership with Beenox, significant progress has been made on improving visibility and clarity to the game across all platforms including PC, with the following updates: #### Enhanced FOV > Available exclusively on PC, Enhanced FOV uses physically accurate lens effects to increase the field of view near the edges of your monitor without affecting the center FOV, a useful feature for players who prefer a smaller FOV but still want the awareness advantage of a wider field of view. #### Greater Player Visibility > With HDR10+, the game engine interacts with your screen’s brightness settings in real time, adjusting contrast and lightning as needed for optimal clarity without the need to adjust manual sliders. > > Additionally, expect new visual settings and setting values that lead to a sharper gameplay experience including: * New sharpness slider global to any upscaler * New shading quality * New Filmic SMAA T2X settings * Improved GFX settings such as: * Screen Space Reflections * Shadow Filtering Quality * Occlusion and Screen Space Lighting #### Visual Clarity in Combat: Weapon VFX Masking > Muzzle effects are dynamically masked at the point of aim, keeping targets visible without reducing visual intensity. #### Depth of Field > The Depth of Field setting will now be split between two settings: World Depth of Field and Weapon Depth of Field. With this change, players who prefer a sharper world can still experience the realistic effects of aiming with a weapon. #### Weapon Bloom > In previous games, bullets fired used to hit randomly within a certain area of effect. In _Modern Warfare 4_ , bullets are now fired based on the weapon’s barrel position, leading to more intuitive, precise, and realistic aiming, in both ADS and hipfire stances. Optionally add a Laser Attachment to your weapons to help you read where these shots are traveling. ### Performance and Settings > _Modern Warfare 4_ is raising the bar for PC performance, targeting 90 FPS at Recommended Specs without compromising visual quality. Players can enjoy a smoother, more responsive gameplay experience, while the broad range of supported hardware keeps the game accessible to players with more modest setups. * **90 FPS at Recommended Specs:** Enjoy buttery smooth gameplay with 90 FPS support at Recommended Specs without manual setting tweaks to achieve this. * **Ray Tracing in All Modes:** Ray Tracing is supported in Campaign, Multiplayer, and DMZ, enhancing graphical immersion with hyper-realistic reflections, shadows, and lighting. * **Resolution Scaling Technique:** Choose from several upscaling solutions based on your graphics card to maximize performance with the following options: * **NVIDIA DLSS 4.5:** NVIDIA RTX technology which uses a deep learning neural network to boost frame rates and generate beautiful, sharp images. * **AMD FSR Redstone:** Cutting edge upscaling technique developed from the ground up to produce high resolution frames from lower resolution inputs. * **Intel XeSS 3:** Super Sampling technology using machine learning to deliver more performance with expectational image quality. * **Filmic SMAA T2X:** Default post process effect to reduce perceived jagged edges in the final rendered image. #### Benchmark Tool > Zero in on performance stats with the built-in Benchmark Tool, which will run a simulated multiplayer sequence that tests your system’s, displaying real-time information including Average FPS, CPU, GPU, Ping, and Input Latency. Get a more detailed overview following the sequence with a breakdown on stats across all zones and in each individual zone, including setting suggestions to improve your system’s performance in different gameplay scenarios. ### Faster Time To Play > Spend less time waiting and more time playing with features that get you into the game faster, including: #### Advanced Shader Delivery > Previously known as “Shader Preloading”, get straight to playing with Advanced Shader Delivery (ASD), enabling MW4 to launch faster by delivering precompiled shaders ahead of time across supported PC platforms. > > A few minutes of preparation before launch day will mean less time managing downloads, updates, and setting up. For the best experience, download and install the XBOX PC app ahead of time no matter what your PC platform, so ASD can deliver your precompile shaders at game install and throughout live updates. Also remember, don’t skip downloading the latest graphics drivers. > > **Note:** Installing the XBOX PC app is only necessary if you wish to utilize ASD on a supported PC platform. #### Update Doesn’t Require Restart, Faster UX Flow > Updates no longer require restarts during game boots, reducing the friction of loading up the game after an update, though you can still expect a restart when an update goes live when you’re actively in-game. Expect this to occur between matches. We’ve also created a faster user experience flow by streamlining the game menus in favor of getting into a match as soon as possible. ## For the S&D Crowd: New Collateral Mode > Experience _Call of Duty_ in a completely new way with Collateral, a new Multiplayer game mode designed for fans of Search and Destroy and those from the more competitive community. > > In Collateral, every dollar counts and every decision matters. Teams alternate between attacking and defending two bomb sites, and all players start with a Pistol and earn in-game cash throughout the match to spend on upgrades between rounds. > > Eliminate enemies and play the objective to earn cash which you can spend on the following upgrades: * **Armor and Perks:** Armor Vest, Battle Hardened, Lethal Reach, Fast Hands, Ghost * **Equipment:** Flash Grenade, Molotov Cocktail, Frag Grenade, Stim, Smoke Wall, Riot Shield * **Pistols:** Silenced Pistol, Revolver, Akimbo Pistols, Power Pistol * **Standard Issue:** Shotgun, Light Machine Gun, Marksman Rifle, Silenced SMG, Agile SMG * **Tier 1:** Semi Auto Rifle, High Damage Rifle, Burst Rifle, Silenced Rifle, Sniper Rifle * **Team Buy:** UAV > You lose your loadout if you die, and all earned money is kept between rounds. Respawns, Killstreaks, automatic health regeneration, and custom loadouts are all disabled. Use the limited tools available to you and make smart purchases to improve your odds in the high stakes, single life gameplay of Collateral. > > Look for further detail on this mode closer to launch. ## PC Preloading > Players who pre-purchase _Modern Warfare 4_ digitally on PC can preload the game ahead of its launch date. Preloading on PC only begins October 15 at 9AM PT: * Starting on Friday, October 16, players who have digitally pre-ordered or pre-purchased _Call of Duty: Modern Warfare 4_ get Early Access to the game’s Campaign. * The full game releases on October 23 at midnight local time. ## Official PC System Requirements #### **Minimum** _Minimum specifications needed to play Call of Duty: Modern Warfare 4:_ * **OS:** Windows 10 64 Bit (latest update) * **CPU:** AMD Ryzen 5 1400 or Intel Core i5-6600 * **RAM:** 8GB * **Video Card – AMD:** Radeon RX 470 * **Video Card – NVIDIA:** NVIDIA GeForce GTX 970 / 1060 * **Video Card – Intel:** Intel Arc A580 * **Video Memory:** 3 GB * **Storage Space:** 115 GB - SSD required * **Network:** Broadband Internet connection * **Sound Card:** DirectX Compatible #### **Recommended** _Recommended specifications to run at 90 FPS in multiplayer on High graphics settings:_ * **OS:** Windows 11 64 Bit (latest update) * **CPU – AMD:** AMD Ryzen 5 3600 * **CPU – Intel:** Intel Core i7-8700K * **RAM:** 16 GB * **Video Card – AMD:** AMD Radeon RX 6600 XT * **Video Card – NVIDIA:** NVIDIA GeForce RTX 3060 Ti * **Video Card – Intel:** Intel Arc B580 * **Video Memory:** 8 GB * **Storage Space:** 115 GB - SSD required * **Network:** Broadband Internet connection * **Sound Card:** DirectX Compatible #### Ray Tracing Specifications _Ultra specs to run with High quality Ray Tracing at 4K upscaled:_ * **OS:** Windows 11 64 Bit (latest update) * **CPU – AMD:** AMD Ryzen 7 3700X * **CPU – Intel:** Intel Core i7-10700K * **RAM:** 32GB * **Video Card – AMD:** Radeon RX 9070 XT * **Video Card – NVIDIA:** GeForce RTX 5070 Ti * **Video Memory:** 16 GB * **Storage Space:** 115 GB – SSD Required * **Network:** Broadband Internet connection * **Sound Card:** DirectX Compatible #### **Recommended Drivers** * **AMD:** 26.7.1 * **NVIDIA:** 616.56; ASD-compatible driver will be made available on October 21, before MW4 launch * **INTEL:** 32.0.101.8974 #### **Additional Notes** * TPM 2.0 and Secure Boot are required to play _Call of Duty: Modern Warfare 4_ on PC. Other security measures may be enforced. Learn more at https://support.activision.com/tpm. * Intel ARC GPUs require Resizable Bar. More information here. * Only Intel/AMD processors (with AVX instruction set) are supported at this time. #### **Notes and global specifications:** * Specs are valid for product launch and may be updated in the future. * All specifications require a broadband internet connection and DirectX12 compatibility. * Additional storage space may be required for mandatory game updates. ## Preorder Modern Warfare 4 on PC Today > Secure your preorder now to get into Campaign Early Access* starting October 16 plus get the Hunter Killer Operator Pack and the Gilded Pearl Camo Pack. > > Get the Vault Edition for more, including the Hostile Alliance and Special Forces Operator Packs, the Signature Weapon Collection, one season of BlackCell**, and a DMZ Deployment Bonus. > > Stay tuned to the latest official _Modern Warfare 4_ information by checking the Call of Duty Blog through launch and beyond. **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
001
GamingTrend @feed.gamingtrend.com.ap.brid.gy · 29/09/2026
Taking on the Prophet of Decay in Darktide’s newest map, The Spillway
gamingtrend.com
Warhammer 40,000: Darktide Depths of the Damned update impressions
The new Depths of the Damned free update for Warhammer 40,000: Darktide has just gone live this morning, and we’ve had the chance to check out the new map The Spillway ahead of its release. Here’s a brief look into what awaits in the Water Cartels domain, and what sorts of atrocities lurk in the dank underbelly of the Hive. The new mission, The Spillway, has the rejects descending into the unseen depths of the Hive at the behest of the Tertium nobility. This mission is accessed through a new campaign node in the mission terminal, with two existing maps providing a narrative lead-in. The Spillway begins in familiar territory within the Torrent. Arriving into the mission, players will be in familiar territory, infilling at the Torrent water facility. The leader of the Water Cartel, the Ragged King, has provided the rejects passage through the area, and shares communications alongside Sister Prine. Paths diverge, but only one route is safe. As you and your team make your way deeper into the spillway, you will encounter a twisting network of tunnels and passageways that split off into different directions. This is a new mechanic introduced in the map, as you can choose which path to take instead of it being linear. One is considered the ‘safe’ path, while the other is laden with danger. Your team can also split up, meaning you aren’t beholden to one person making a rash decision. Further into the level, you’ll need to make the perilous decision again, but this time there are three pathways instead of two. I really enjoyed seeing how the devs are experimenting with new mechanics in these maps, and it really adds to the replayability which is certainly welcome in Darktide. Nurgle's corruption runs deep in the tunnels, writhing in the moist underbelly. Visually, the map leans more towards the classic experiences from the base game rather than some of the more recent additions we’ve had that explore the outskirts of the Hive. This time we are going deeper into the belly of the city than we’ve ever seen before, and it’s a nice return to form. Another thing I appreciated about The Spillway is that as you progress deeper into the tunnels, Nurgle’s corruption becomes increasingly present. The environment twists into fleshy masses, with eyeballs and teeth sprouting up from every crevice of the damp hallways. This comes to a head as you approach the boss at the end of the level, the Prophet of Decay. When the walls turn to flesh, you'll know the Prophet is near. This powerful Psyker wields the dark power of the grandfather, and will require coordination from your team to take down. This boss has some similar mechanics to the Karnak Twins, with the boss targeting certains zones of the arena you have to avoid, but spices it up with new attacks as well. The Prophet can launch three orbs into the sky that will track to your allies, dealing massive damage if not destroyed in flight. He can also project a wall that splits the arena in two, meaning you may be temporarily cut off from your team if you’re out of position. The boss himself isn’t really that much of a danger, as when his shield drops he drops helplessly to the ground in the middle of the arena, allowing your team to assail him with melee attacks. To me it felt more like a mechanical boss fight rather than a strategic combat focused encounter, but it was still fun to play. After the bloody remains of the psyker hit the floor, I was overall happy with this new map. In a game like Darktide, replayability is everything, and while new classes are certainly some of the most anticipated pieces of content, it’s always great when a new map gets added into the sandbox. I also enjoyed how we got to see more of the cartels here, expanding the worldbuilding of one of the recently added classes. The Depths of the Damned free update is live today, so gather your holy weapons and get slaying.
000