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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 22h
You can now wishlist the game, and it's just over the horizon
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Squadron 42 prepares for launch on Steam
It's been a long time coming, but after a very well-received demo at their Manchester, UK office, Cloud Imperium Games has announced that the much-anticipated single player adventure set in the Star Citizen universe, Squadron 42, is almost here. Set for a Q2 2027 release, the space opera is supported by an absolutely star studded cast list. Mark Hamill, Gary Oldman, Gillian Anderson, Ben Mendelsohn, Henry Cavill, and more are ready to put players in the shoes of a rookie gunner in the United Empire of Earth Navy (UEEN). The events of the player's first engagement puts them on a path to becoming a pilot, and ultimately at the heart of humanity's fight for survival. As part of the celebration of this demo and the announcement that the game is coming to Steam, the team released a brand new Squadron 42 trailer. It's hard to express just how excited I am for this game. I've already got my HOSAS setup built, a Frame on order for VR, and a motion simulator to fly in. There are a few more questions to answer, including how players who backed the game in the beginning are going to proceed from here. Do they get a Steam key and their account moves? Do they stay on the RSI Launcher client? What will the final spec requirements and recommended be? All of these and more will be answered in time, but first let's hear a bit about the world in which Squadron 42 is set: > The year is 2945, and the United Empire of Earth stands on the verge of collapse as threats from outlaws and hostile alien forces emerge from the darkest reaches of space. Players enlist as a rookie in the UEE Navy, embarking on a dangerous journey that will take them from a recruit to the heart of a galactic war. Stationed aboard a massive capital ship, they’ll live and work alongside a dynamic crew, forge relationships, and face the sacrifices and split-second decisions that will shape their path forward as they earn their place, their rank, and their legacy. > > Combining monumental-scale set pieces with an intimate, character-driven narrative, _Squadron 42_ moves seamlessly between intense space combat, ground operations, and quieter moments with the people behind the fight. Every mission brings new challenges, with players relying on skill, strategy, and quick thinking as they bravely stand against the forces threatening the Empire’s future. I rattled off a few familiar faces you'll see in Squadron 42 but it's far from a complete list. Let's get a few more names of folks who will bring fully vocapped performances to the game > _Squadron 42_ features an acclaimed ensemble of film and television talent, including Mark Hamill, Gary Oldman, Gillian Anderson, Ben Mendelsohn, Henry Cavill, Andy Serkis, John Rhys-Davies, Jonathan Bailey, Mark Strong, Alix Wilton Reagan, Ben Mendelsohn, Damson Idris, Liam Cunningham, Jane Perry and more. Through full performance capture, the cast brings the game’s crew, allies, and adversaries to life, grounding an expansive science-fiction adventure in nuanced performances and relationships that drive its story. > > As opposed to simply existing within cinematics,**** these performances are also woven directly into the gameplay, making players active participants in the unfolding drama. I'm personally a backer of Star Citizen and Squadron 42, so I have an inkling of what the game has to offer in the persistent universe. That said, the MMO-style gameplay is apparently very different from what we are getting in this single player experience. > The journey in _Squadron 42_ extends well beyond the pilot’s seat. Players will engage in high-speed dogfights among the stars, take on ground-based combat operations, survive devastating battles, and confront situations that demand more than firepower alone. > > Whether maneuvering through a space battle, stealthily moving through an enemy-held location, or making a critical decision alongside fellow crew members, players will experience the story firsthand through a mix of action, exploration, and interactive cinematic sequences. Together, these elements pair the scale of a space epic with the personal stakes of a story about the people fighting to survive it. Reading through the build notes was always a bit cryptic. We'd fully understand what's coming to the Persistent Universe build, but vague "completed mocap on sequence xyz" never really told us much. Seeing the game in motion, it's now more clear that this is more than sitting and watching a movie in motion – it's an interactive cinematic experience. > Powered by StarEngine, Cloud Imperium Games’ proprietary technology, _Squadron 42_ combines highly detailed environments, expansive spaces, realistic characters, and seamless transitions between cinematic storytelling and interactive gameplay. Developed in-house over years of technological innovation, StarEngine creates a richly realized universe in which players don’t simply watch the story unfold – they take an active role in shaping the experience. It's hard to believe, but the game is almost here. **_Squadron 42_** is planned for release in Q2 2027, and players can now wishlist the game on Steam, and stay up to date on the latest information by visiting the official website, and following _Squadron 42_ on Facebook, Instagram, X, and YouTube.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
A brand new story set in the Marvel Universe!
gamingtrend.com
Magic: The Gathering reveals Marvel: Darkhold Destiny
Wizards of the Coast unveils the next Marvel set for Magic: The Gathering with Marvel: Darkhold Destiny. This set is a brand-new storyline set in the Marvel Universe, which is an interesting prospect for the designers at Wizards: > Today, Wizards of the Coast, a division of Hasbro (NASDAQ: HAS), announced several new Magic: The Gathering Marvel collaborations at New York Comic Con. Fans gathered for a special panel that revealed _Magic: The Gathering_ | _Marvel: Darkhold Destiny._ In collaboration with Marvel, _Marvel: Darkhold Destiny_ is the first Universes Beyond set created around an original story and setting. The panel also unveiled additional Marvel collaborations coming in 2026 including the _Secret Lair_ Countdown Kit: _Marvel's History of Heroes_ and __ Doomsdrop _._ ### Announcing Magic: The Gathering | Marvel: Darkhold Destiny > The mystical, the mythical, and the mighty come together in _Magic: The Gathering_ | _Marvel: Darkhold Destiny._ For the first time ever, the teams at Marvel and Magic collaborated to create a brand-new storyline set in the Marvel Universe. This is a new kind of Universes Beyond set. By taking the core elements players love about _Magic: The Gathering_ , the team thoughtfully and strategically expressed those design intentions through the Marvel Universe. The narrative unfolds across nearly 30 dimensions and is centered around four main characters—Doctor Strange, Thor, Hela, and Dormammu. Additionally, a new comic book will be released that showcases this groundbreaking new story. The comic’s first chapter releases digitally and the physical edition releases the week of _Darkhold Destiny’_ s launch,__ on April 7, 2027. ### Announcing Secret Lair Countdown Kit: Marvel's History of Heroes > Celebrate some of the greatest heroes of all time with the _Secret Lair_ Countdown Kit: _Marvel's History of Heroes_ —a collection of 30 cards that bring the storied past of Marvel to life—available only on Secret Lair starting November 2. > > The release features illustrations crafted by over 30 artists celebrating iconic moments from Marvel’s comic history—from the transformation of the Fantastic Four in space via cosmic rays, to the first appearance of Iron Man with Ho Yinsen, to Jean Grey’s transformation into the fiery Phoenix. > > The special limited quantity _Secret Lair_ Countdown Kit:_Marvel's History of Heroes_ goes on sale November 2, 2026, at 9 a.m. PT for $199.99. ### First look at Doomsdrop > Fans also got a sneak peek at the upcoming Doomsdrop. Each drop, inspired by the comics, will predominantly feature Doctor Doom, although fans should expect other special guests from the Marvel Universe. ### Announcing: limited Marvel Doomsday card Regal Cinemas giveaway > See **Avengers: Doomsday** opening weekend in Infinity Vision and receive a Dr Doom _Magic: The Gathering_ Card, exclusively at Regal Cinemas. > > Tickets available now at REGmovies.com/Avengers-Doomsday
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Pathfinder's heroes come to the Savage Crucible line.
gamingtrend.com
Paizo and Harvinger Studios announce 1/12-scale action figure
Paizo has teamed up with Harvinger Studios for a 1/12-scale action figure line. Fumbus the Goblin Alchemist debuted at the Titan Toy Expo, with future collaborations to follow: > Paizo, publisher of the internationally acclaimed Pathfinder Roleplaying Game, and Harvinger Studios, creator of the Savage Crucible premium fantasy action figure line, are proud to announce a new collaboration bringing characters and creatures from the world of Pathfinder to collectors in highly articulated 1/12-scale action figure form. > > Through this collaboration, Harvinger Studios will develop a series of Pathfinder figures designed to complement the established Savage Crucible universe and its growing collection of fantasy warriors, monsters, creatures, and accessories. The partnership brings together two brands built around expansive fantasy worlds, character-driven storytelling, customization, and imaginative play. > > Harvinger debuted 3D renders of their first Pathfinder action figure, Fumbus the Goblin Alchemist, at the Titan Toy Expo in Nashville today. The figure is currently scheduled for a 2027 release. Additional hero and monster figures will soon follow. Fans can follow future announcements through Savage Crucible, Harvinger Studios, and Paizo’s official channels. > “Pathfinder is an incredible universe filled with exactly the kind of characters and creatures that inspired us to create Savage Crucible in the first place,” said Rob Post, owner of Harvinger Studios. “This collaboration gives us the opportunity to bring some truly iconic Pathfinder designs into 1/12 scale while maintaining the articulation, sculpting, accessories, and level of detail Savage Crucible collectors expect. We could not be more excited to work with Paizo and introduce Pathfinder to our growing figure line.”​ > > The Pathfinder collection will use the Savage Crucible 1/12-scale format, allowing the figures to integrate naturally alongside existing Savage Crucible releases while remaining faithful to Pathfinder's visual identity. > > Collectors can expect detailed sculpts, extensive articulation, character-specific accessories, and the modularity and interchangeability that have become hallmarks of the Savage Crucible line. > > “As a lifelong fan of action figures, I’m thrilled to partner with Harvinger Studios on a new range of Pathfinder figures,” said Erik Mona, Paizo’s Publisher and Chief Creative Officer. “Harvinger’s initial jaw-dropping sculpts and their proven experience making amazing figures sets the stage for a perfect partnership, and we cannot wait to see what’s to come!” ### A Natural Meeting of Fantasy Worlds > Since its introduction, Savage Crucible has focused on building a broad fantasy ecosystem rather than a traditional single-character action figure line. Its growing assortment of warriors, monsters, factions, weapons, armor, and creature designs allows collectors to build and customize their own fantasy worlds. > > Pathfinder brings nearly 20 years of established lore, memorable heroes, fearsome monsters, and distinctive fantasy designs to that ecosystem. > > The collaboration will allow Harvinger Studios to explore characters and creatures from throughout Pathfinder while creating figures that appeal to Pathfinder players, fantasy collectors, action figure enthusiasts, and Savage Crucible fans alike. > > “Tabletop roleplaying and action figure collecting share an important common element: they allow people to physically interact with imaginary worlds,” Post added. “Being able to take something players have encountered around a Pathfinder table and place it on their shelf as a fully articulated figure is something we think is going to be very special.”
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
A new co-op game by Warren James Games.
gamingtrend.com
Helluva Boss: The Seven Sigils coming to Kickstarter
Warren James Game has announced a new co-operative board game based on Helluva Boss. Helluva Boss: The Seven Sigils will come to Kickstarter for crowdfunding: > Following their successful $10M Kickstarter for SPACE KING: The Board Game, **Warren James Games** today announced their next project: Helluva Boss: The Seven Sigils. Based on “Helluva Boss”, the popular animated series currently streaming on Amazon Prime and YouTube, the Warren James Games team worked closely with creator Vivienne Medrano, aka VivziePop, and SpindleHorse to faithfully capture the dark comedy and supernatural elements that fans love. > > “Giving fans new ways to step into the worlds they love is why we do what we do,” said Nate Murray, Head of Games at Warren James Games. “Vivienne and the SpindleHorse team have built something incredible with Helluva Boss, and getting to play in that world has been an absolute blast. We can’t wait for fans to gather around the table and discover what we’ve created together!” > > Fans of the hit series and board game aficionados can now check out the landing page for more information and details. A sneak peek of the game can be viewed, in addition to signing up for future notifications, news and more on the site ahead of the Kickstarter campaign’s official launch. > Key elements of the board game include: > > * A cooperative game built around magical experimentation. Everyone wins or loses together by completing all seven Sigils. > * A physical Tower drives the game. Players drop Sin Shards into the tower, and what emerges determines the options available to the group. > * Seven rings, seven decks, seven Sigils. The game's structure is directly built around the Seven Rings of Hell. > * Every success makes the puzzle harder. Completing one Sigil increases the requirements of the Sigils beside it, creating a cascading strategic puzzle. > * Spells let players break the rules. Single-use Spell Cards can manipulate cards and other game systems, but casting them requires Gold. > * Built-in difficulty scaling. Groups can remix the Sigils or start them at higher requirements for significantly harder games. > > “There’s a whole side of the society in hell we haven't fully explored and I’m excited to offer a sliver of that in the form of a super fun collaborative tabletop experience,” said Adam Neyland, a Senior Writer at SpindleHorse. > > Additional details on “Helluva Boss: The Seven Sigils” will be revealed at a later date, including Kickstarter rewards, gameplay structure and more. Sign-up today at www.7sigils.com to not only stay up to date, but also receive a free pin with any pledge!
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Pax Unplugged arrives Dec. 4th - 6th.
gamingtrend.com
PAX Unplugged announces its exhibitor and content lineup for 2026
PAX Unplugged is nearly here in December, and they have revealed their full lineup of exhibitors and content: > Co-show organizers ReedPop and Penny Arcade welcome attendees to an expo hall with more than 370 exhibitors, full of tabletop gaming’s biggest names. Participating exhibitors include Wizards of the Coast (_Dungeons & Dragons_), Games Workshop (_Warhammer_), Cephalofair Games (_Gloomhaven_), and Asmodee (_Star Wars: Legion_ , _Marvel: Crisis Protocol_). > > Explore beyond the expo hall with activities all weekend, including the _Magic: The Gathering_ | _Star Trek_ PAX Championship, the _Disney Lorcana_ Challenge Championship Qualifiers, and a special playable event celebrating 10 years of _Clank!_ , with more to be revealed soon. > > PAX Unplugged Philly 2026, the East Coast’s most-attended tabletop gaming event, returns to the Pennsylvania Convention Center from Friday, Dec. 4, through Sunday, Dec. 6, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Which side are you on?
gamingtrend.com
Sirius Dice reveals D&D x World of Warcraft dice sets
Sirus Dice has announced new dice sets for the D&D and World of Warcraft collaboration: > Sirius Dice unveiled a new collection of **_Dungeons & Dragons x World of Warcraft®_** **dice and tabletop accessories** inspired by the heroes, factions, and conflicts of Azeroth. > > The collection includes**blind-pack Treasure Packs** , the sharp-edged **_For the Horde_ and _For the Alliance_ Adventure Dice Sets**, additional **character- and class-inspired Adventure Dice Sets** , character-themed **Mini Dice Cups** , and an **oversized 55mm d20** featuring an Orc Grunt and Human Footman inside. > > The two Adventure Dice Sets will be available at hobby stores in **November 2026**. Additional Adventure Dice Sets will arrive in **Spring 2027**. ### _Dungeons & Dragons _x _World of Warcraft_ Treasure Packs – _Icons of Azeroth_ > Bring the heroes, classes, and factions of Azeroth to the tabletop with themed dice sets inspired by World of Warcraft. Each blind pack, priced at $19.99, gives collectors the chance to find a Common, Rare, or Ultra-Chase set. Available in March 2027. > Each Treasure Pack includes: > > * One premium dice set with a design inspired by an iconic World of Warcraft hero, class, or faction > * One silicone storage case themed around the heroes and factions of Azeroth > ### _Dungeons & Dragons_ x _World of Warcraft_ Adventure Dice Sets > Choose your side with two separate sharp-edge dice sets, priced at **$39.99 each**. The **For the Horde set** features bold reds, dark metals, and battle-worn details that reflect the faction’s strength and pride, while the **For the Alliance set** pairs regal blues with radiant gold accents inspired by its honor and unity. > > The For the Horde and For the Alliance Adventure Dice Sets will be available at hobby stores in **November 2027**. > Each Adventure Dice Set includes: > > * Seven polyhedral dice: d4, d6, d8, d10, d12, d20, and percentile > * Custom colors, icons, and artwork inspired by World of Warcraft characters, classes, and factions > > Additional Adventure Dice Sets will launch in **Spring 2027** , featuring designs inspired by _World of Warcraft_ characters and classes. ### _Dungeons & Dragons_ x _World of Warcraft_ Mini Dice Cups > Collectible Mini Dice Cups are also on the way, featuring World of Warcraft heroes and villains in a blind-box format for $19.99 each. Arriving in Summer 2027, each box will include a randomly selected character design, with the full lineup to be revealed later. > > Each character design will come in one of three premium finishes, including metallic and realistic stone-textured options. > Each blind box includes: > > * One character-themed Mini Dice Cup > * Miniature RPG dice set color-matched to the featured > ### _Dungeons & Dragons_ x _World of Warcraft_ Collectible Gargantuan d20 > Choose your side and let fate decide with a fully functional collectible that captures the rivalry between the Horde and the Alliance. Available in March 2027 and priced at $54.99, the oversized d20 features: > > * An oversized 55mm design cast in crystal-clear resin > * An Orc Grunt representing the Horde and a Human Footman representing the Alliance, standing back-to-back inside the die > * Classic RPG-style numbering for tabletop play >
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Excellent audio without the complexity
gamingtrend.com
Shure MV6 Gen 2 Microphone Review
Shure has been shaping the sound of live entertainment for more than a century, and if you’ve watched a concert, a news broadcast, or a podcast worth listening to, you’ve heard their microphones whether you realized it or not. Their SM7 series has become the default choice for streamers who care about audio quality, but the tradeoff has always been complexity. Great sound usually means expensive interfaces, cumbersome preamps, adapter cables, and a little bit of engineering knowledge. The MV6 was Shure’s attempt to bridge that gap for creators and gamers, and the Shure MV6 Gen 2 pushes that idea further by putting the engineering inside the microphone itself. You plug it in, and it handles the rest. From the moment you take the device out of the box, it’s clear that Shure is aiming for simplicity. Inside the box is a heavy round base that refuses to budge, topped with a threaded metal mounting pole. The USB‑C cable is a generous six and a half feet long, and the microphone itself feels like a proper piece of gear rather than the hollow plastic you get from most USB mics in this price range. The built-in foam windscreen handles plosives and wind noise (with a little help from tech that we’ll talk about later), and the rubber isolation gasket under the stand is one of those small touches that ends up mattering more than you expect. Anyone who records at a desk knows how often you accidentally thump it, slam a key, or bump something during a game (and if you’re me, it’s way too often). That gasket helps disperse those vibrations before they reach the capsule. Shure also includes a threaded adapter so you can mount the MV6 Gen 2 on a boom arm or shock mount without buying anything extra. It supports both ¼‑inch and 5/8‑inch threads, making it compatible with just about every stand on the market. The whole setup feels intentionally simple: cable, microphone, done. No interface, no pop filter, no adapters. The MV6 experience feels refreshing for what’s _not_ in the box as much as what is. The capsule is similar to the MV7. The controls for the MV6 are equally straightforward. The touch‑sensitive mute button is one of the smartest additions in this upgrade, and one that owners of the previous model asked for frequently. A quick tap flips the LED from green to red, making it obvious whether you’re live or muted. If you’re running the show, you can disable the touch controls entirely for the more “grabby” guests on your favorite podcast. It’s the kind of feature you don’t realize you need until you’ve fumbled a mute mid‑stream and spent ten minutes talking to no one. On the back, the zero‑latency headphone jack solves one of the biggest problems with cheaper USB mics: monitoring your own voice. Hearing yourself a quarter‑second late is disorienting and makes it nearly impossible to judge your levels. Because the MV6 Gen 2 handles processing internally, you’ll hear yourself without delay. The application is incredibly simple and easy to use. Aesthetically, the MV6 Gen 2 is intentionally minimalistic. You can get it in black or in white with a space‑gray windscreen, and neither version tries to compete with RGB‑heavy setups. This microphone isn’t trying to be a desk ornament. It’s built for audio quality, and it doesn’t apologize for that. If your entire setup revolves around lighting effects, this mic won’t dance for you, but if you want something clean and professional, you’ll appreciate the minimalist aesthetic. This internal component helps with plosives and other errant noise. Inside, the MV6 Gen 2 uses a dynamic capsule with a cardioid pickup pattern. This means it focuses on what’s directly in front and rejects the noise around it. That’s exactly what you want for gaming and streaming, where clacky keyboards, humming fans, and background noise can easily ruin a recording. It captures audio at 24‑bit/48 kHz, works with Windows, Mac, iPhone, iPad, and Android, and is MFi certified for Apple devices – essentially anything you could possibly want. As such, the Shure MV6 Gen 2 is remarkably portable. You place the mic on a desk, plug in a single cable to your phone, and you’re recording crystal clear audio without a single additional piece of gear. You plug it in, and you’re done. Inside the app you can make quite a few adjustments to improve your overall sound. The biggest changes from the first MV6 are all under the hood. Auto Level is no longer just a simple limiter. You can set your target loudness and how quickly the mic reacts when your voice changes. If you whisper during a stealth section and then yell during a clutch play (“YO, that’s FIRE!”), the MV6 Gen 2 adapts without clipping or forcing your audience to ride the volume knob. The real‑time denoiser now uses a slider instead of a binary toggle, letting you dial in exactly how aggressive you want it to be depending on your scenario. If your space is noisy, crank it up. If you want a more natural tone, pull it back. The digital popper stopper blends the physical windscreen with DSP (digital signal processing) to eliminate plosives without needing a pop filter in your shot, which keeps your on‑camera look clean. Your Ps, Bs, and S sounds no longer spike and flatten the signal. The microphone comes with a solid base and can be flipped to use an overhead arm. If you’re the tinkering type, you’ll be happy to hear that Shure also added a five‑band EQ. This gives you access to dark, natural, and bright presets, plus high‑pass filters at 75 and 150 Hz to cut out low‑end rumble. Quick presets for speech, singing, and instruments make the mic more versatile than its gaming‑centric marketing suggests. All of this is controlled through the MOTIV Mix app, which lets you manage up to five audio channels—game, chat, music, mic—from one window. It’s free, works on mobile, and none of the processing relies on your PC’s CPU. As one of Shure’s engineers put it, gamers and streamers aren’t audio engineers, and they shouldn’t have to be. Ara put this mic through the wringer with singing. Over the course of several weeks, my wife put the Shure mic through its paces—she’s the lead singer of a symphonic metal band. Quiet and loud transitions stay controlled, plosives are handled cleanly, and her singing tests show the mic can hold its own against direct competitors—something we tested in the video above. Both of us tested the mic with a speaking voice check, highlighting how adaptable the EQ presets are, especially for different vocal ranges. After using the MV6 Gen 2 for weeks, the takeaway is simple: this is a meaningful upgrade. It’s sturdy, well‑built, and genuinely plug‑and‑play. More importantly, the improvements are the ones that matter day‑to‑day—how loud you are, how clean you sound, and how quickly the mic reacts to you. If I had any complaint, it’s the one thing that this device seems to be missing: memory. Much of what makes this microphone sounds its very best is tucked inside of the MOTIV app. If that could be stored in the device itself, not unlike higher end webcams do, that would be an absolute game changer. It would be truly independent of its software, making it even easier for non-engineers to tune and sound amazing. Perhaps that’ll be in whatever the next step is from Shure, but it’s a minor wishlist item that I’m hoping comes true. Touch mute was a highly-requested feature. As always, our reviews end in the same place—talking about price and warranty. The Shure MV6 Gen 2 comes in at $169, carrying a 2-year warranty on the device. This covers the microphone from the date of purchase, with Shure offering a free repair or replacement in case of failure. At that price point, 2 years feels like an appropriate amount of time. As someone who has used a Shure MV7 for years without an issue, I suspect that warranty never gets used. Review Guidelines 90 ### Shure MV6 Gen 2 Microphone #### Excellent The Shure MV6 Gen 2 delivers a generational leap over its predecessor, integrating nearly every feature the superior MV7 has, but with only a plug-and-play USB-C connection requirement. It’s a smart, meaningful refresh that nails the fundamentals, and at a price that can’t be beat. * * * ##### Pros * Highly reasonable price * Truly plug-and-play * Motiv software provides a TON of flexibility… * …but it’s not required in any way * Onboard processing to prevent latency ##### Cons * Single polar pattern may be limiting * Settings are locked behind MOTIV * * * This review is based on a retail version provided by the manufacturer.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Help baby turtles take their first perilous steps.
gamingtrend.com
Avalon Hill reveals Tideward
Avalon Hill has announced a new game, Tideward. Each player takes on the role of newly hatched baby sea turtles as they navigate to the ocean for the first time: > Each year, thousands of baby sea turtles take their first steps toward the tide – a journey brimming with wonder, but also danger! Now, that incredible journey from sand to sea can be experienced by players in a new tabletop adventure. Today, **Avalon Hill** has revealed **Tideward** , the newest game from designer Connie Vogelmann, where players help guide baby sea turtles to safety. > For ages 10 & up, **Tideward** features four ways to play, depending on which of the Algal Mat you select. Players can take three actions in any combination: hatch eggs, gain food, or move on of their hatchlings toward the algae. The game ends when one player gets all their hatchlings to the water, and players score their points from their Tide Quest card and how they arrange their turtles on the Algal Mat. The player with the highest score wins. > Tideward will be released in January 2027, and Essen attendees will be among the first to demo the game onsite.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Jim Zub and Alberto J. Alburquerque team up!
gamingtrend.com
The dark fantasy comic Omen-Bound arrives March 2027
Image Comics has announced a new dark fantasy series by Jim Zub with art by Alberto J. Alburquerque: > After heading up fan favorite runs on _Conan the Barbarian_ and _Dungeons & Dragons_, writer **Jim Zub** teams up with acclaimed artist **Alberto J. Alburquerque** _(Letter 44)_ to launch the dark fantasy, **Omen-Bound**. The ongoing dark fantasy is set to launch in March 2027 from Image Comics. > _Omen-Bound_ will see a steady stream of promotion that begins at this year’s New York Comic Con with a limited run of black and white _Omen-Bound_ preview editions available to readers interested in a first look at the core cast of characters and perilous world of The Untaken Lands. **The limited _Omen-Bound Preview Edition_ will be available on a first come, first served basis at Artist Alley tables I-33 and A-33.** > In _Omen-Bound_ , a skilled group of warriors and priests from a strict religious order must escort a dangerous supernatural prisoner back to their realm beyond reality, but each step closer to that goal will test them in ways they never imagined and reveal secrets about themselves and the history of their world that may save or damn them all. The story blends classic sword & sorcery elements with the intense emotional stakes of comics like The Walking Dead. It is a perfect read for longtime fantasy fans and new readers alike, with soaring artwork that follows a fated journey filled with epic action and unexpected twists. > > “I absolutely love writing stories in the many fantasy realms that sparked my imagination as a kid,” said Zub. “But I’ve always had concepts that didn’t fit there, other themes I wanted to explore and new characters I wanted to put through the wringer, so it’s time to bring those ideas to life. Getting the chance to return to Image and team up with Alberto, colorist Misty Coats, and letterer Marshall Dillon on this epic quest feels like both a homecoming and the start of something special.” > > Alburquerque added: “When Jim said he had a new project he was developing, I was in from the start. When he said what it was about and sent me his first notes, I knew I’d hit the jackpot. This is a true passion project and I’m giving it my all on every page!” > > **Omen-Bound #1 will be available at comic book shops in March 2027.**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
Explore new classes and new delves!
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Ways and Means expands A New Heart: The City Beneath
Rowan, Rook, and Decard have a new sourcebook for A New Heart: The City Beneath. Ways and Means: A Heart Sourcebook is packed with new classes for players and new ways for the GM to complicate delves into the deep: > Ways and Means is our new sourcebook for Heart: the City Beneath, and it’s jam-packed with stuff. > > The “Means” part is aimed at the players, and has all sorts of new things for them to be, do, and use en route to their beautiful demise. > > Four new classes (the freewheeling bardic Witness, the mind-warping fungal Blightborn, the mucosal Snail Pilgrim and the Crawler, described by its author as a “bibically-accurate dungeoneer”) and four new Callings (Artist, Demagogue, Protector and the strictly inadvisable Containment) kick off the player-facing half of the compendium. > They’re followed up by rules and plenty of interesting lore about the sort of equipment and allies that delvers can get their hands on to make their one-way trip into the depths easier, or at least more interesting: > > * Hirelings: the legbreaker, the pole-carrier, the mumbler, the cook, and so on > * Pets: the watch-hog, the decidedly ignoble heartsblood horse, and the so-called Useless Worm > * Guns to shoot things with or blow up in their hands > * Drugs to bung up their noses in search of enlightenment or oblivion > * Artistic supplies including a paint that’s the metaphysical opposite of blue and “sculptor’s dynamite” > * Black market spells to buy from a shady wizard that let them step between tiers of the Heart, pin their soul to a moment in the past or absorb incoming hexes by jamming nails into a Witch’s heart > * Ten legendary items commissioned by generous supporters including a railway chronometer so accurate it overrules local time, a dreaming dragon egg capable of rewriting the world around it, and a vial of powdered death which doesn’t necessarily kill you but makes you much, much more accident-prone > * Real AND fake religious artefacts including holy water, sacred shrouds, devotionally itchy shirts and a pampered scapegoat > > The other half of the book - the “Ways” half - is devoted to Delves, and aimed at the Gamesmaster. We’ve broken down the Heart into domains and come up with loads of modular bits to shuffle together and construct into thematic, interesting and dangerous journeys between islands of stability in this red wet heaven. > > We’re also providing GMs with sixteen Bounties - self-contained short-form jobs that you can plug into any ongoing game to act as a reason for player characters to chuck themselves headlong into disaster or to provide impetus for a one-shot game. Bounties range from gathering up and evacuating a Haven to safety, going house hunting (with a gun, in case the house gets any ideas), escorting a feckless aelfir princeling to his ancestral sepulchre so he can die properly or protecting one (1) very important bee that is keeping the boundaries between this world and the next intact. ## THE DELVE DECK > Also on sale is the Delve Deck, which reformats the delve events from Ways and Means into a series of prompts on shuffleable cards. If you’d like to trust to fate and let the players encounter what they may, or if you want to get some quick inspiration by blending together events from different Domains, you can do just that with this nifty product.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
D&D and Star Wars team up for epic roleplaying!
gamingtrend.com
D&D | Star Wars unveiled at New York Comic Con
Dungeons & Dragons announced a collaboration back at Gen Con, and now at New York Comic Con, Wizards of the Coast announced two books as part of the collaboration: > _Dungeons & Dragons_ today revealed new details about its previously-announced collaboration with Lucasfilm and _Star Wars_. Two books, _D &D | Star Wars Core Rules_, and _D &D | Star Wars, Tyro Squadron: Adventures_ are warping into the galaxy in 2027. Select artwork, including the cover of _D &D | Star Wars, Tyro Squadron: Adventures,_ was also unveiled during the Disney / Lucasfilm publishing panel at New York Comic Con. > > In _D &D | Star Wars, Tyro Squadron: Adventures_, take the fight to the Empire as part of a secret Rebel crew. Set during the Original Trilogy, these new stories unfold as Luke and Leia fight their own battles across the galaxy. Fly daring missions, explore new corners of the galaxy, and help shape the Rebellion’s story—your way. > Additional details about _D &D | Star Wars, Core Rules_ will be revealed later, and fans can also look forward to a star fighter encounter at Star Wars Celebration in April 2027.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 10/10/2026
New weapons, vehicles, and more
gamingtrend.com
WARDOGS releases Season 2 on October 15
With the early success of WARDOGS, BULKHEAD and team17 announced the next season of their early access 100-player shooter would be available starting October 15. It will feature of a host of gameplay improvements and new content. You can check out the Season 2 Dev Vlog and full press release below: > **WARDOGS SEASON 2 ARRIVES OCTOBER 15 WITH NEW WEAPONS, VEHICLES AND MAJOR GAMEPLAY UPDATES > > _BULKHEAD’s 100-player tactical FPS expands with new content, rainy weather, a wagering system and significant gameplay improvements in its first major Early Access update._ > > Derby, UK – [October 9, 2026]** – BULKHEAD and team17 today announced that **Season 2 of WARDOGS** will launch on **October 15** , bringing a substantial update to the 100-player tactical FPS following its successful Steam Early Access launch in September. > > Throughout Season 2, BULKHEAD will introduce four new weapons, four new vehicles, three new buildables, a new weather preset and an experimental in-game wager system, alongside extensive changes to combat, building, progression and faction balance. The update marks the next step in BULKHEAD’s ongoing development of WARDOGS, building on player feedback and gameplay data gathered since launch. > > Players will have access to four new weapons, including the **TCX-SPR Assault Rifle, M14 DMR, PP-19 Bizon SMG and Evo-3 Ultra LMG** , supported by a range of new attachments. The vehicle roster also expands with the introduction of the **Wolf-110** , its armed assault variant, the **T-72B3 main battle tank** and the **Flakpanzer Gepard anti-air vehicle**. Three new buildable options, including an MG Nest, Large Shelter and Wooden Step, offer additional ways for players to fortify positions and defend key objectives. > > Season 2 also introduces a new rain weather preset, bringing changing battlefield conditions that affect both visibility, engagement ranges and sound. Rain interacts with the environment, including damaged and destroyed structures, while thunder is synchronised across the server and can temporarily mask footsteps, creating new tactical opportunities during combat. > > Another major addition is the **Experimental** **Wager Vendor feature** , a new system that allows players to stake their in-game cash on their own performance. Players can select objectives with additional conditions to increase potential payouts, introducing a new optional high-stakes risk-and-reward dynamic to the gameplay, for a price. This is the first pass of a very experimental early access feature we intend to expand over time and genuinely may add/remove from the game throughout the season if it becomes too exploitable. > > Alongside the new content, Season 2 delivers a significant overhaul of several core gameplay systems. Combat balancing includes adjustments to weapon damage, recoil and suppression, with the aim of establishing clearer roles across weapon classes. Full Season 2 patch notes will be revealed next week. > > Faction balance is another key focus of the update. Following player feedback and analysis of match data, BULKHEAD is running a social experiment and recruitment drive for players to join the blue 'lonestar' faction - the team currently with the lowest win % in season 1. These include adjustments to uniforms and spawn positions, alongside Season 2-exclusive cash and XP bonuses for Lonestar players. Additional measures, including vendor discounts for teams falling significantly behind and restrictions on late-match team switching, have also been introduced. > > _“We've learned a huge amount from watching people play WARDOGS since launch. Season 2 gives players more weapons, vehicles and ways to play, but just as importantly, we've been working through the feedback and making changes to the systems that matter every match. Early Access is about continuing to build the game with our community, and this is the first major step in that process.”_ said **Joe Brammer, CEO at BULKHEAD**. > > Season 2 also brings minor improvements to squad coordination, vehicle handling, controller responsiveness and progression, alongside additional rewards for teamplay and logistics. Further performance optimisations, bug fixes and server stability improvements form part of the update, with the full patch notes going live next week. > > The release follows a strong Early Access debut for WARDOGS, which launched on Steam on September 10 and surpassed **three million copies sold** , reaching a peak of more than **425,000 concurrent players** on Steam. > > **WARDOGS Season 2 launches October 15 on Steam** , with further updates planned throughout Early Access.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
New content, rewards, progression, and improvements!
gamingtrend.com
Embark releases Frozen Trail update for ARC Raiders
Embark recently released the Frozen Trail update for ARC Raiders, adding a new map: Pendola Pass, as well as a new map condition, new ARCs, and a ton of new progression and improvements. As one could guess by the name of the major update, there's a major theme of coldness. In addition, three new ARCs will terrorize players: the Bully, the Skulker, and the Hydra. There's also a lot of new progression elements, like new Outposts, weapon upgrades and visual customization, skill tree improvements, as well as a new battle pass. For full details, read the information below: > Today, Embark Studios launched the highly anticipated **Frozen Trail** update for the extraction adventure, _**ARC Raiders**_. The most ambitious and largest update since _ARC Raiders_ ’ launch brings the new Pendola Pass map and Redirection map condition, along with new ARC threats, quests, gameplay items and more. > > Raiders can discover what lies at the edge of the Rust Belt in the Frozen Trail launch trailer here. > > Highlights of the Frozen Trail update include: > > **NEW MAP: PENDOLA PASS** - Head to the northern edge of the Rust Belt and face ARC Raiders’ most challenging environment yet. Pendola Pass is a harsh, remote mountain region and the most ambitious map to date, designed with increased verticality, dense interiors, complex terrain and new points of interest to uncover, including a massive fallen Emperor for Raiders to explore, if they dare. > > **NEW MINOR MAP CONDITION: REDIRECTION** - Exclusive to Pendola Pass, Redirection gives Raiders a chance to draw Harvester Payloads away from the Collector and toward their own location. > > **NEW ARC THREATS** - Frozen Trail introduces 3 new ARC enemies; the relentless Bully the tactical Skulker, and the ferocious Hydra. Plus, the new airborne Frigate. > > **OUTPOSTS** - Raiders can now settle outside Speranza with Outposts, new personal spaces that can be expanded. Players can also build and upgrade workbenches, and craft items, and express themselves through decor. > > **WEAPON AMPLIFICATION** - The new Research Station unlocks Weapon Amplification, allowing players to upgrade weapons beyond the current limit with special gameplay mechanics and new weapon skins. > > **NEW GAMEPLAY ITEMS** - Frozen Trail brings new items, weapons and musical instruments, including the Camera gadget, allowing players to take photos in first-person mode, and the Grappling Hook. > > **NEW WEAPON STENCILS** - The update introduces a new system for customizing the appearance of weapons, granting distinct aesthetics. > > **NEW QUESTS AND QUEST SYSTEM** - An improved system offers Raiders more robust quests, including bonus XP for completing optional objectives. > > **SKILL TREE IMPROVEMENTS** - Changes to the Raider skill tree include new skills and improvements to existing skills, enabling players to better define their playstyle with more impactful skill choices. > > **TRIALS SEASON 6** - Frozen Trail kicks off the next season of Trials, giving Raiders new challenges to take on. > > **NEW REWARD PASS** - The Frozen Trail Reward Pass consists of 60 levels of in-game rewards, and two tracks: the Free Pass, available to all players who own the base game, and the Premium Pass. The Premium Pass can be unlocked via the in-game store for 1,150 Raider Tokens, or via the Frozen Trail Collector Set store bundle, and includes 50 additional rewards, including exclusive Raider cosmetics and 1,150 additional Raider Tokens. This brings the total of Raider Tokens available for completing the Reward Pass across both Free and Premium Tracks to 1,350. > > **FROZEN TRAIL COLLECTOR SET DLC** - The new DLC bundle includes exclusive cosmetic items, including the Renzo outfit, plus Dragon’s Breath Weapon Stencil, Bob Hair Style, as well as 2,400 Raider Tokens. The DLC also grants the Premium Pass for the new Frozen Trail Reward Pass. > In addition, from October 8 (09.00 UTC) to October 12 (08.00 UTC), 2026, _ARC Raiders_ will be free to play across Steam, Xbox, and PlayStation. During the Free Play Weekend, aspiring Raiders will have access to the full game, including Pendola Pass when teamed up with players who have already unlocked the new map, giving them a chance to experience the award-winning extraction adventure at no cost. > > Raiders who want to keep playing can also pick up the full ARC Raiders game, Deluxe Edition, or Deluxe Edition Upgrade at 50% off until October 12 on Steam, Xbox, and PlayStation. Stay tuned to GamingTrend for more ARC Raiders news!
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
Welcome to Brazil
gamingtrend.com
Crazy Taxi: World Tour adds Brazil map with new trailer
Today, SEGA showcased Crazy Taxi: World Tour's newest map, Brazil. This is the fourth of five maps in the game's main campaign. > Players will be able to say “olá!” to familiar sights and sounds as they tear across vibrant city streets and breathtaking coastlines. Players may also recognize a few notable in-game storefronts on the Brazil map, including Habib’s, Fogo de Chão and Fast Shop. These retailers join the growing roster of recognizable real-life stores featured in _Crazy Taxi: World Tour,_ keeping with the spirit of previous games _._ > > "The striking contrast between Brazil's dense, eclectic streetscapes and modern city life heavily inspired our team," says _Crazy Taxi: World Tour_ producer, Kenji Kanno.__ "Alongside the bright, vibrant beaches and dramatic natural scenery, we hope players can immerse themselves in the beauty and excitement of Brazil." Crazy Taxi: World Tour feels just like a classic Tony Hawk gameIt’s genuinely uncannyGAMINGTRENDDavid Flynn Crazy Taxi: World Tour parks onto Xbox Series X|S, PlayStation 5, PC, and Nintendo Switch 2 in 2027. Check out our preview of the game above, and for more on Crazy Taxi, keep that radio tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
DMZ access for pre-orders, just like the campaign
gamingtrend.com
DMZ drops in Modern Warfare 4 early on October 20th
Want to play more of Call of Duty early? Infinity Ward hears you. DMZ will launch a little bit faster, now arriving on October 20th. With the campaign on the 16th, and full launch on the 23rd, this is an interestingly layered launch. Check out the new trailer and details below! Actual story missions, mastering DMZ, and RPG knockouts highlight our Modern Warfare 4 DMZ interviewJoe Cecot waves goodbye to his teammate as he falls from the exfil chopper and moreGAMINGTRENDDavid Burdette ## Breaking News: Modern Warfare 4: DMZ Early Access Confirmed! > This is Warfare Without Limits. Experience the gripping story of _Modern Warfare 4_ , as well as DMZ, Call of Duty’s action extraction shooter, before the October 23 launch. Campaign and DMZ Early Access are confirmed. Here’s the intel: ### How Do I Access the Modern Warfare 4 Campaign and DMZ Early? > 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. > > Then, starting on Tuesday October 20, players who have digitally pre-ordered or pre-purchased _Call of Duty®: Modern Warfare® 4_ can gain Early Access to all of DMZ.* > > This benefit applies to those pre-ordering or pre-purchasing the Standard Digital Edition or Vault Edition of the game on XBOX Series X|S, XBOX on PC, PlayStation® 5, Battle.net, Steam, and Nintendo® Switch 2. See this blog for pre-order benefits. * * * > The next beat of the **_Call of Duty: Modern Warfare 4_** **DMZ** deep dive is here, providing a tour of the FOB stations and giving intel on 3D Printer crafting, Bounties, Weapon acquisition, Stashes and Loadouts, progression systems, and much more to help players get the most out of DMZ. > > Read Part 2 of the DMZ Deep Dive here. **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
Prepare for high-stakes combat alongside Vincent Cassel and Jennifer English this Tuesday
gamingtrend.com
Lyrical Games drops launch trailer and voice cast deep dives for Valor Mortis
Valor Mortis final previewA first person Soulslike to be excited aboutGAMINGTRENDHenry Viola Lyrical Games has debuted the official launch trailer for Valor Mortis, the dark first-person Soulslike created by Ghostrunner developer One More Level. The game is scheduled to launch worldwide on Tuesday, October 13 at 10:00 AM PT across PC via Steam, PlayStation 5, and Xbox Series X|S for $39.99, alongside a day-one arrival on Xbox Game Pass. A $59.99 Deluxe Edition is also available, bundling cosmetic sets and access to a major narrative expansion arriving next year. Replayability extends further with an official New Game Plus mode arriving in Q4 this year, letting you tackle tougher encounters while preserving your acquired equipment and character progression. If you plan to play on PC, you can save on your purchase through Steam bundle promotions. Anyone who purchases Valor Mortis alongside Ghostrunner, Ghostrunner 2, Dishonored, No Rest for the Wicked, or MOUSE: P.I. For Hire receives a 10% discount across both titles, a deal that also applies to existing owners looking to complete their collection. > Lyrical Games today released the launch trailer for Valor Mortis, the first-person Soulslike from Ghostrunner creators One More Level launching on Tuesday, October 13 at 10:00 AM PT / 1:00 PM ET / 5:00 PM UTC. Behind-the-scenes interviews were also released with César Award-winning actor Vincent Cassel (Emperor Napoleon Bonaparte) and BAFTA Award-winning voice actress Jennifer English (The Shrike). The game will release on PS5, XBOX Series X|S, XBOX Game Pass, and Steam for $39.99 | €39.99 | 149.99 zł, with Steam bundle discounts available. > Lyrical Games also announced New Game+ for _Valor Mortis_ , coming in Q4 this year. The new mode will invite players to play through the game a second time with new challenges and tougher enemies, all while keeping loot and character progression from the first playthrough. > Watch the launch trailer here. Find the press kit for _Valor Mortis_ , One More Level, and Lyrical Games here, and raw trailer files here. > _Valor Mortis_ will also be available in a Deluxe Edition for $59.99 | €59.99 | 199.99 zł, which includes a Major Story DLC launching next year and several cosmetic packs releasing before then. Multiple free updates are also planned for the weeks and months ahead. > The action-packed launch trailer plunges viewers into the horrifying war at the heart of _Valor Mortis_.Key characters, including The Shrike (Jennifer English), set the stage for a story across occupied Eastern Europe, where Napoleon’s campaign has twisted into something unnatural. William Dowsett (James Alexander) battles nephtogoblin amalgamations across the game’s regions, armed with an arsenal of weapons and Transmutations, the left-hand powers he uses to tear through the enemies and the environment. > In the first behind-the-scenes interview, released October 6, Jennifer English discusses her role as The Shrike, a key figure in the resistance to Napoleon’s war, and how she prepared to play her. Watch it here. In the second, released October 7, Vincent Cassel recounted that his Auntie would call Napoleon, “a cousin of the family.” Watch it here. English and Cassel star alongside James Alexander, who voices protagonist William Dowsett. > Finally, buy any one of _Dishonored_ , _No Rest for the Wicked_ , _MOUSE: P.I. For Hire_ , _Ghostrunner_ , or _Ghostrunner 2_ on Steam alongside Valor Mortis to get a 10% discount on both games. Any Steam users who already own one of these titles can complete the bundle with _Valor Mortis_ at a 10% discount, too. For more news on Valor Mortis, stay tuned to GamingTrend!
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
Is Undaunted Board Gaming's Call of Duty?
gamingtrend.com
Suffering From Success
Spoiler alert, this one's been inspired by my pre-review work for the newest Undaunted. Undaunted's debut title, Normandy, was pretty much immediately the best two-player WWII game. It crushed its competition so thoroughly, Memoir 44 doesn't exist to me anymore except to be reskinned for Battle of Hoth. For the first few years, every entry was an improvement, with North Africa’s tighter campaign and vehicles, Reinforcements’ prime expansion content, and those of you that played Stalingrad already knew what I was building to. Stalingrad’s pseudo-legacy campaign is, simply put, too good? It blew Normandy out of the water and became the unconditional best WWII game. Maybe just the best game ever? I won't shut up about it. The lasting promotions and casualties can make you feel the actual individual level losses that happen in wars in a way that makes Stalingrad one of the first things I point to when I'm making an argument that board games don't have to be hyperniche to be art. It got followed up by Battle of Britain the year after, which was quite good. I enjoyed my time with it, but it made me mildly concerned about the future of the series. ### This post is for subscribers only Become a member to get access to all content Subscribe now
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
Rule the Ring of Zeta Halo with the Banished army arsenal
gamingtrend.com
Unboxing the New Banished Reinforcements from Halo: Flashpoint
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 even before release. So what’s new on Zeta Halo? The Banished Reinforcements join their Elite and Brute allies in their continued fight against the UNSC. We got our hands on a copy of the expansion and have the unboxed contents below. Halo: Flashpoint Banished ReinforcementsGrow your Halo miniatures collection! From Unggoy ‘Grunts’ to Kig-Yar ‘Jackals’, the Banished use both mercenaries and conscripts to bolster their forces.Mantic Games ### Unboxing the Banished Reinforcements This expansion is part of the new 1.5 Ruleset, which has consolidated rules and a new balance update after two years of content releases. This expansion’s cards are fully compatible with the new rules, so you don’t need to get the new Unit Cards Expansion for them. ### Banished Reinforcements Box Contents: * 1x Sangheili Enforcer with Shock Rifle * 2x Kig-Yar Freebooter with Needler & Energy Shield (bagged separately and produced in a translucent blue) * 2x Kig-Yar Sniper with Stalker Rifle * 2x Unggoy Conscript with Needler * 2x Unggoy Conscript with Plasma Pistol * 2x Unggoy Assault with Disruptor * 2x Unggoy Assault with Needler * 13x Unit Stat Cards * 1x Special Order Card All the figures come pre-assembled in their updated plastic. The earlier releases had very soft plastics, which were a pain to prep and clean for painting. The box also includes a Zeta Halo rulebook, which includes information on the faction reinforcements, new keywords, and new scenarios. The fact that the plastic case holds the assembled Jackal with the Energy Shield attached shows that Mantic is paying attention. ### Banished Reinforcements Unit Cards In addition to the new unit cards, there is a new order card: Unggoy Plasma Grenade Assault. Designed to capture that iconic Plasma Grenade charge the Unggoy (Grunts) do in the video game, this gives Banished players a devastating option to pin and scatter units. The attack causes the Unggoy to suffer two wounds, which can potentially knock them out at their three HP threshold. In addition to those silly little grunts, I really like the Sangheili Enforcer and Kig-Yar pieces. I think it adds some nice options for range and/or focused fire attacks for your Banished Fireteams, depending on your playstyle. It’s a small thing, but I really like that they have shields that can be painted up and attached to the Kig-Yar (Jackals). It’s a simple little touch that can help enhance the look of the pieces on the battlefield. ## Final Thoughts It’s great to see some more variety for the Banished. Even though the Grunts are squishy, a swarm or horde of them to overwhelm your opponent could be a really solid strategy. I think regardless of how the Fireteam is built, these pieces have a lot of great detail, and I am excited to paint them up! * * * 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.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 09/10/2026
And it has little to do with the content
gamingtrend.com
Season 6 is a disappointing and rough ending for Call of Duty: Black Ops 7
This is the usual time of year when you receive my final impressions on Call of Duty’s last bit of seasonal content. Let me be clear: you’re still getting that. However, I want to frame it differently than in previous pieces. Everyone knows how much I love Black Ops 7. I went to bat for it immediately and gave it a 100/100. While I’m used to the seasonal cadence of Call of Duty by now, I’m crestfallen at the fall-off Black Ops 7 has endured. Sure, the content is there, but the foundation that allows you to enjoy what you’re playing has been chipped away at until a husk remains. First, the good. The VMP is amazing, to the point I question why it was held back until the final drop. This submachine gun fires fast, is pretty accurate, and while the damage profile is low, your speed with it in hand makes up for it. It’s a classic that should be a blueprint for weapon reintroductions going forward, as it’s a near one-for-one remake of the gun. Treyarch even added it to Ranked Play, which is telling of how good it is. I’m mainly annoyed because it’s a true SMG, and would have been tremendous in Ranked and professional play throughout this cycle. Quantum is a fun snow map that feels fresh amidst the deluge of maps we’ve gotten this year. This broken-down Guild facility is medium-sized and the only new map in Season 6. There are good routes, the flow makes sense, and it’s overall a fine addition. I don’t know that I’d pick it for Ranked Play, but it follows Treyarch’s sensible map design, which has worked well over the course of Black Ops 7. There have been a bunch of great maps this year that are simply fun to play, and this is one of them. The Haunting’s aesthetics have been largely awesome as well. Whether it’s Bloodstead’s dark, foreboding rendition of the Homestead map, or the creepy makeover of Haven’s Hollow, the ambience has been on point. I particularly like the ethereal train zooming around on the tracks, even if it is more for show, along with the island floating above the map akin to what the team did during Modern Warfare III’s Rebirth Island event. Endgame even got a night mode for Avalon with a big old Aether Worm boss event. While maybe not as involved as previous Hauntings, this year is well populated, especially when you consider how abbreviated this season is due to an early Modern Warfare 4 launch. T.E.D.D. Trials invading multiplayer is also a fun idea. Instead of new maps, Treyarch took sections of the Zombies maps and reconfigured them for a romp on the multiplayer side. In T.E.D.D. Trials, you’ll be fighting both Zombies and players, with certain objectives on the line during a time limit. These include things like getting the most headshots or hipfire kills within the time allotted or meeting a score first. It’s a nice remix that feels unique, which is impressive given how long the series has been around. You don’t get many firsts in Call of Duty anymore. DOOM finally gets a big collaboration during The Haunting, and it makes for a perfectly timed mashup. Sure, it’s part of an event pass rather than in the battle pass (I’d have put it in the battle pass), but it’s one of the best Haunting skins we’ve gotten. Even better, both the Doom Slayer and Doom Guy are in this event, along with his iconic shotgun and sword as blueprints. The old DOOM stuff in Modern Warfare II was neat, but this is what we all wanted. Second, the mid. The TR51 Para is the final assault rifle that… isn’t really an assault rifle. It’s a single-shot weapon, so more of a battle rifle or marksman rifle. You can prestige it for a barrel that will make it an automatic weapon, but that seems like a lot of effort when you only have four to five weeks of a season. It’s an okay gun in stock form – accurate, kills in a couple of bullets – but it’s not a meta weapon, even in Warzone. This one seems a bit phoned in; if you’re going to introduce a weapon like this, it should be more useful in the meta. I’m mostly surprised that, outside of the undead’s appearance in T.E.D.D. Trials and on the island above Haven’s Hollow, Zombies isn't really featured in The Haunting. There are some good additions to the proper mode, with the final Directed Mode and the Starting Area arriving for Rex Infernus, along with a Survival map coming from Kowakujō. Rogue Run also gets more maps and rewards. There’s even a Super Easter Egg for those willing to brave the intensive run to complete it! So why am I calling this mid? It’s because all of it is expected and little is new. For a mode that should be filled to the brim for The Haunting, it’s odd to me that the other modes have done a better job showcasing Zombies than Zombies itself. Third, the ugly. Good Lord, have the lobbies been absolutely dreadful. I could sit here and rag on content that isn’t as quality as we’ve experienced in the last few years, but I’d have to be able to experience it without hating my time with Black Ops 7. Don’t get me wrong, the game itself is still one of the best Call of Duty games of the Warzone era, but when it feels like a slog to simply play a single Hardpoint, the game is in a horrible spot. Let me add some context. My friends and I have been playing for quite some time, so we’re decent at the game. Somehow, we’re getting matched up in Hardpoint lobbies with former and current Crimson and Iridescent players. That shouldn’t be happening, and it’s almost every lobby. In Search and Destroy, it’s almost surprising if we aren’t facing at least one Iridescent player. I’m just trying to enjoy the game, but it’s like Black Ops 7 is actively fighting me to do so. Even worse has been the matchmaking in Ranked Play. I was unranked and watched as I was instantly put up against an ENTIRE TEAM of Iridescent players. I’ve managed to get to Diamond ONCE in my entire time playing Black Ops 7, and in my Call of Duty career. It only gets worse from here as well, as I went on to lose 8 straight matches with my three other teammates before we finally broke through. There could have been a bug, considering after I was finally ranked at Silver 3, we won a bunch of matches in a row and the matchmaking was way better. That said, it shouldn’t take that long for the system to figure out my unranked self is struggling, especially with three other Platinum or worse players squadded together. If you’ve followed my Call of Duty articles, you’ll generally find a positive person when speaking about the game. This is the first time I’ve walked away from a season tired of playing the game. I’ve been playing Counter-Strike 2 while awaiting MW4 if it tells you anything. I hope that somehow Modern Warfare 4’s matchmaking and lobbies are better, because if a 100/100 Call of Duty game can manage to lose me at the end, I don’t want to see what anything less than that might do to my sanity. Maybe at this point the game is simply owned by the sweats and hackers. It’s a truly dismal experience, one I wouldn’t wish on anyone. My love for Black Ops 7 itself has never faded, but my patience for the underlying systems putting me into abysmal matches has long been gone. It sucks to watch a game I’m so fond of collapsing under the weight of bad decisions, but here we are. So long Black Ops 7, we knew thee well.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Putting light where I need it.
gamingtrend.com
OLIGHT Oclip 2 is my new EDC
If you've been around the everyday carry world for any length of time, you know the name OLIGHT. They've built a reputation on flashlights that feel more like precision tools than hardware store throwaways, and their Oclip line has been a rock solid entry for some time now. Recently we went hands-on with the OLIGHT Oclip 2 Ultra Premium and Ultra and came away very impressed with both. We take a close look at the Oclip 2, it's capabilities, and what justifies the price in our unboxing and closer look video below. It has become my go-to everyday carry flashlight, and my stalwart companion for PC builds. Let's jump in. As you can see, the Oclip 2 solves the problem of pointing light precisely where it's needed, and with an intensity that vastly exceeds its small size. Complete with a magnetic induction charging base (which is compatible with their OLIGHT OStation 2 battery charger), and available with or without its own little charging base, the this little dude is built to last It comes in a number of different colors, with the Oclip 2 Pro at $49.99. The other is the Oclip 2 Ultra Premium at $94.99, which pairs the $69.99 Ultra with a magnetic charging dock. OLIGHT runs deals on these pretty regularly, so check before you buy. The Oclip 2 is IP66 rated, which means it's dust-tight and can shrug off direct jets of water. Rain and splashes aren't a problem. OLIGHT drop-tested it tens of thousands of times from two meters, so the occasional fumble from you or me isn't going to hurt it. The big feature for the Oclip 2 is the dual-axis design and tilting head. These two functions allow the device to put light wherever it's needed with ease. The head tilts up to 115 degrees, from flat to straight up and beyond. The clip rotates a full 360 degrees. With the original Oclip, where you clipped the light decided where it pointed. Now the clip just holds on and the head does the aiming. Better still, it's magnetic on both the bottom and the tail to allow it to stick inside a PC case, in a car wheel well or frame, or anywhere else metal. Stick it to a U-joint under your truck, tilt the head up, and you've got hands-free light on exactly what you're working on. No more holding a flashlight in your teeth. If you're in the EDC community, you know the saying: the most expensive gear is the gear you have to buy twice. The only real knock on the Oclip 2 is price, if you can even say that. $49.99 for the Pro and $94.99 for the Ultra Premium are steep next to a $15 plastic light from Home Depot, but when that $15 flashlight is in the trash, this device will not only be useful, it'll likely still be holding a charge! Drop in and check out the unboxing and demo of the OLIGHT Oclip 2 and head over to Amazon if you'd like to pick one up for yourself. The OLIGHT Oclip 2 Pro will run you $69.99, with the Oclip 2 Ultra Premium at $94.99 with its own charging base station.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Call of Duty: Modern Warfare 4's big mode continues to look amazing
gamingtrend.com
Two more DMZ trailers arrive before final intel
Color me intrigued, or more correctly, just chuck the whole paint can on me. DMZ keeps on dropping bangers with it's intel and trailers, and today wrapped up what I'd assume are our last looks until launch. That is, except for a final piece dropping tomorrow morning. What that is, we'll have to wait and see, but you can at least take a look at the trailers from today and our DMZ interview from this May. Actual story missions, mastering DMZ, and RPG knockouts highlight our Modern Warfare 4 DMZ interviewJoe Cecot waves goodbye to his teammate as he falls from the exfil chopper and moreGAMINGTRENDDavid Burdette > "DMZ week" for _**Call of Duty: Modern Warfare 4**_ continues with two new trailers exploring more of the DMZ experience, from tracking down high-value targets through **Bounties** to taking on **Story Missions** across the Exclusion Zone. > > Check them out below: ### Bounty Systems ### Story Missions **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
A Self-Simulated-inspired pinball game and a dice game
gamingtrend.com
2nd Law Games has TWO new projects coming!
We're big fans of 2nd Law Games over here, and the team of Martin Gauer has more coming. Announced over the last few months, 2nd Law Games has a Kickstarter in the works for a pinball game: Self Simulated: Pinball Anomaly, which resembles his other release, Self-Simulated. Besides that, he's even working on a dice game called Tavern Farkle GB! It's really cool to see these retro ideas come to life, so check out the details below, along with our interview with Martin from last year. ### Self Simulated: Pinball Anomaly Self Simulated: Pinball Anomaly on SteamSelf Simulated: Pinball Anomaly is a new Pinball game for the Game Boy Color where you flip, super-nudge and fight your way through waves of enemy robots trying to rescue Self from a corrupted digital simulation.STEAM > 2nd Law Games announces Self Simulated: Pinball Anomaly — a custom-engine pinball game for the Game Boy Color, spinning off the platformer Self Simulated. > > Development started in early 2026. Release date TBD. > > **Kickstarter:** https://www.kickstarter.com/projects/2ndlawgames/self-simulated-pinball-anomaly-digital-edition > > The corrupted AI M-Iss1-NgN-0 has trapped Self — the robotic protagonist of the original Self Simulated — inside a glitching digital simulation. Your only weapon: the flippers. > > Inspired by classics like Devil's Crush, Pokémon Pinball, Medieval Madness, and Super Robot Pinball, Self Simulated: Pinball Anomaly is a fully-featured pinball experience built from scratch with a custom engine inside GB Studio — and compressed into the iconic Game Boy Color screen. > > Fight waves of enemy robots, face down bosses, and keep chasing that perfect highscore — one ball at a time. > > **Itch.io:** https://2ndlawgames.itch.io/self-simulated-pinball-anomaly ### Tavern Farkle GB Tavern Farkle GB on SteamTavern Farkle GB is a push-your-luck dice game for the Game Boy. Roll six dice, bank your points or risk it all. Play a quick match against a random villager, or take on six opponents in a row, ending with Lucifer himself and his wild Devil’s Die.STEAM > _Tavern Farkle GB_ brings the old dice game to the Game Boy. Roll six dice, set aside what scores, and decide: bank thy points and walk away safe, or push thy luck for one more roll. A single match takes minutes, which makes it dangerously easy to just play one more. > > **Itch.io:** https://2ndlawgames.itch.io/tavern-farkle-gb > > Three ways to play. In Quick Match, pick a goal and face a random villager, a Peasant, Baker, Miller, Smith, or Knight, each with a playstyle that changes from match to match. In the Devil's Dice Tournament, thou'lt face six opponents in a row, Baldric the wily bard, Gertrude the grim-gambler, Martin McPie, Henry the sword seeker, Brunhild the dice valkyrie, and finally Lucifer himself, each carrying their own Devil's Die to swing a roll their way. Lose once, and the tournament starts anew. In 2 Player Match you can play against your friends on the same device. > > Defeat an opponent and claim their dice set as thine own. Collect them all and pick the set that suits thy luck before each match. > > Made solo, built with GB Studio, and kept close to what a dice game on a Game Boy should feel like. **Stay tuned to GamingTrend for more 2nd Law Games news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Including PC
gamingtrend.com
Mafia III Celebrates its 10th anniversary with current-gen updates
Today, 2K and Hanger 13 are celebrating Mafia III's 10th annivercary with current gen updates on PlayStation 5, Xbox Series X|S, and PC. > Whether you've already spent hours methodically eliminating the mobsters who betrayed your surrogate family, or you've yet to experience Lincoln's journey as he wages war on the Italian Mafia, this is the perfect opportunity to immerse yourself in the treacherous underworld of New Bordeaux. Choose your own playstyle—brute force, blazing guns, or stalk-and-kill tactics—to tear down the Mafia, building a new criminal empire with the help of underbosses who may or may not be worthy of your trust. > > _Mafia III: Definitive Edition_ includes the main game, all Story DLC (Faster, Baby!, Stones Unturned, and Sign of the Times) and Bonus Packs (the Family Kick-Back Pack and the Judge, Jury & Executioner Weapons Pack) bundled together. It's also included in Mafia: The Omertà Collection's __ four-game bundle; you can learn more about Mafia: The Omertà Collection here. If you own _Mafia: The Omertà Collection_ on PlayStation®5 and XBOX Series X|S, you'll now have access to your platform's version of _Mafia III: Definitive Edition_. ### Highlights * **Smoother mission progression:** We addressed several spots where players reported getting stuck and unable to make progress in missions like "Get Enzo Conti," "Kill Tommy Marcano," and the Epilogue. No more dead ends when you're trying to finish the story. We also addressed reported crashes that could happen while driving into the Wharf, shooting a gas canister during "Destroy Boosted Car Shipment," or unlocking certain achievements mid-drive. * **Improvements to Achievement tracking:** Addressed reported issues with progress towards certain Achievements to ensure that your accomplishments are accurately tracked. * **Better NPC and companion behavior:** Characters like Alcee, Father James, and others didn't always behave as expected during missions, sometimes blocking your progress. We've cleaned up their behavior so missions flow the way they're meant to. ### Gameplay * Improved mission progression and checkpoint reload behavior across several story missions. * Addressed a reported issue where previously completed objectives could remain marked as incomplete. * Addressed a reported issue preventing the district map from displaying correctly after certain objectives. * Addressed wiretap map data and junction box functionality loss after completing the Stones Unturned DLC. * Improved vehicle spawning behavior to prevent unintended collisions during specific objectives. * Addressed achievement progress loss if the game was closed mid-session. * Addressed various reported issues related to weapons and weapon upgrades * Addressed a reported issue causing the game to remain in slow motion after certain sequences. * Addressed several reported instances of instability, including issues during specific cutscenes, save loading, and combat scenarios. * Various additional improvements to mission scripting, AI behavior, and overall gameplay stability. ### Visuals * Addressed multiple instances of incorrect or flickering lighting in interior and exterior environments. * Addressed certain objects and environmental assets rendering with an unintended metallic or overexposed appearance. * Improved lighting draw distance for buildings, streetlights, and gas stations to reduce visible pop-in while driving. * Addressed unnatural square artifacts appearing during gameplay. * Addressed inconsistent shadow and lighting behavior on Lincoln and nearby NPCs. * Addressed various reported instances of missing audio, graphical artifacts, and unnatural animation found in cutscenes. * Added an option to toggle off game window borders. * Added new FPS lock options (120, 144, 180, 240). * Improved multi-monitor setup handling in windowed mode. * Addressed physics issues when playing in windowed mode with Vsync on. * Various improvements to visual fidelity and environmental stability. ### UI * Addressed several reported instances of missing or incorrectly placed waypoints during story objectives. * Corrected outdated and placeholder text appearing in specific UI elements. * Addressed subtitle settings resetting when launching the game. * Addressed a reported issue where the mouse cursor could move outside the game window when using multiple monitors. * Addressed various issues with crosshair functionality and visualization * Addressed debug texts appearing at the end of cinematics. * Improved consistency of UI feedback, including damage indicators, item icons, and upgrade confirmations. * Addressed various instances of missing or corrupted text in non-English languages * Various additional improvements to UI clarity and consistency across menus and HUD elements. > If you already own a physical or digital version of _Mafia III: Definitive Edition_ on PlayStation®4, you'll receive the digital version of _Mafia III: Definitive Edition_ on PS5® for free, which will be downloadable via the PlayStation Store; you can find step-by-step instructions here. If you already own a digital version of _Mafia III: Definitive Edition_ on XBOX One, you'll receive the digital version of _Mafia III: Definitive Edition_ on XBOX Series X|S for free, which will be downloadable via the Microsoft Store. > > If you own a digital copy of _Mafia III: Definitive Edition_ on PlayStation or XBOX, whether you got it as the standalone game, or as part of the _Mafia: The Omertà Collection_ or _Mafia: Trilogy_ bundles, please search for _Mafia III: Definitive Edition_ on your platform's storefront to ensure that you have the PlayStation®5 or XBOX Series X|S version in your library. Depending on your platform and when you got _Mafia III: Definitive Edition_ , you may need to add it to your library at no additional cost via the store page in order to play this new version. If your platform's storefront doesn't recognize your ownership of the PlayStation®5 or XBOX Series X|S version of _Mafia III: Definitive Edition_ , please submit a 2K Support ticket for further assistance. > > Please note that existing players unfortunately won't be able to transfer save files from _Mafia III: Definitive Edition_ on PS4® or Xbox One to _Mafia III: Definitive Edition_ on PS5® and XBOX Series X|S respectively. Please see our FAQ page for full details. For more on all things Mafia, stay tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
He's up right now for pre-order. The price is a little steep but he comes with some big goodies.
gamingtrend.com
The Batman: Hush set from Mattel looks so good!
I know that we've been getting a lot of Batman: Hush figures, and for good reason, because I think that Batman always looks great in this suit. But this one comes from Mattel and contains a lot of extra goodies. I'm personally very excited to see what Mattel does with the DC line. Now, the price is a little steep here, and it will be interesting to see if they make more Hush figures in general. Pre-Order for $100.00 > The beloved “Batman: Hush” story arc riveted fans of the Dark Knight™ for twelve issues of the _Batman_ comic in 2002 and 2003. Now you can have a piece of it in your collection with the DC Premium Batman™: Hush Rooftop Bat-Signal™ Diorama Set. Pose the Caped Crusader™ in atmospheric mist emitted from a gritty Gotham City™ rooftop with the push of a button. Then use the movable Bat-Signal™ to project a bat on the surface of your choice. With a perch this premium, crime doesn’t stand a chance. * DC Premium Batman™: Hush Rooftop Bat-Signal™ Diorama Set * Inspired by the legendary “Batman: Hush” story arc that ran from 2002 to 2003 * Batman™ figure stands 6.5 inches tall, comes with two sets of interchangeable hands, and features 34 points of articulation * Adjustable Bat-Signal™ is 7 inches tall and projects up to 3 feet with a constant or flashing beam (requires 3 AAA batteries, not included) * Rooftop base is 8.5 inches wide and 3.5 inches deep, and can be separated into two sections; main platform is 1.75 inches high * Place water in the water tower to enable mist effect from multiple spots at the push of a button (requires 3 AA batteries, not included) * Premium packaging features the set positioned against the background of the Gotham City™ skyline
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
More than just Vampires vs Werewolves on the way it seems
gamingtrend.com
Call of Duty: Mobile shares Season 9 details along with Verdansk tease
People underestimate just how big Call of Duty: Mobile is. The game is still going strong to the point there are large tournaments surrounding it, and the team has a lot going on for Season 9. Subtitled "Vampires vs Werewolves", it sticks with the usual Halloween theming we get this time of year. There's more coming, however, as the socials have teased something Verdansk. It'll be fun to see unravel over the week, especially in the leadup to Modern Warfare 4. > A new era of Battle Royale is on the horizon. Mark your calendar: November 12th UTC 🗓️ pic.twitter.com/hWJetrlpDj > > — Call of Duty: Mobile (@PlayCODMobile) October 8, 2026 > Gear up for a season of chills and thrills when _Call of Duty_ ® _: Mobile_ Season 9 - Vampires vs Werewolves launches on October 14. Season 9 marks a milestone as the first community-voted season, with players deciding both the theme and the design for some of the Operator Skins and Weapon Blueprints in the Battle Pass. Season 9 also brings the new Leader's Kill Confirmed Multiplayer mode, the faction-based Fang Wars event, the Grav Assault Rifle, a brand-new Battle Pass, and more. > The Fang Wars event asks players to choose a faction and fight for dominance. Players complete missions for their chosen side to earn faction-specific rewards, including the SO-14 - Moonlit Marksman Rifle for the Vampires and the Type 25 - Lone Wolf Assault Rifle for the Werewolves. Milestone rewards open to both factions include the Purifier - Deadly Nightshade Operator Skill Skin, with a Gold Calling Card going to the winning faction. Elsewhere, the Call of the Dead event celebrates Día de Muertos with Howlbones to spend in the Event Store, plus the K-9 Unit - Fantasma Operator Skill Skin for players who collect 100. > > Leader's Kill Confirmed puts a twist on a classic Multiplayer mode. A single player on each team is designated as the Leader, a mech-equipped Operator visible to both sides, and taking one down drops a dog tag worth significantly more points before the role passes to a teammate. Two collaboration playlists also return for a limited time with Shoryu and Hadoken based on _Street Fighter_ and Honkai: Gleaming Front based on _Honkai Impact 3rd_ , joined by Attack of the Undead on Haunted Hacienda and Haunted Standoff. > > The Vampires vs Werewolves Battle Pass leads with the Grav Assault Rifle, a high bullet velocity weapon built to shred distant targets. For the first time, the Premium Pass features Operator Skins and Weapon Blueprints designed by player vote, including the werewolf winner Minotaur - Pack Commander and the vampire winner Sparrowhawk - Moonlight Vengeance, alongside the CX9 - Wolven Moonrise SMG and the 3-Line Rifle - Cantus Rubra Sniper Rifle. Rounding out the season, players can look forward to new Lucky Draws including Hunger Eternal and Weresoldier Unleashed, the return of the _Street Fighter 6_ collaboration, Mythic Re-Runs, and a Halloween Sale. Finally, Season 9 brings new deals to the Web Store that has Dark Ritual Series Points for the new Dark Ritual Series Armory and other new offers like a Day of the Dead COD Points bundle. > > _Call of Duty: Mobile_ Season 9 - Vampires vs Werewolves launches on October 14 at 5 PM PT. > > For full details on _Call of Duty: Mobile_ Season 9 - Vampires vs Werewolves be sure to check out the _Call of Duty_ Blog: https://www.callofduty.com/blog/2026/10/call-of-duty-mobile-season-9-vampires-werewolves **Stay tuned to GamingTrend for more Call of Duty: Mobile news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
A special shell for warfare
gamingtrend.com
Straighten your aim for Modern Warfare 4 with a new AimControllers build
I don't know about you, but I'm more than ready for Call of Duty: Modern Warfare 4. To get my best out of it, I need the right controller, and AimControllers has you and I set for the upcoming cycle. They have a new custom shell to celebrate MW4, and it looks awesome. You can get 5% off it or any order if you use code GAMINGTREND as well! AimControllers Aim MH5 PC controller reviewAim for excellenceGAMINGTRENDDavid BurdetteCustom PS5, Xbox & PC Controllers | AimControllersPick your colors, add TMR sticks, back paddles and mouse-click triggers. Over 100,000 combinations.Aimcontrollers > The countdown is on. MW4 drops October 23. > > Get your setup ready for launch day with performance upgrades built for faster reactions, more control and every fight ahead. > > TMR STICKS. 1 MM ACTIVE TRIGGERS. REMAPPABLE PADDLES. SMART BUMPERS. > > Don’t stop at the controller. Pair your MW4-inspired AIM Controller with the matching XXL Mousepad and create a setup that’s ready for the battlefield. > > ONE DESIGN. ONE SETUP. YOUR WAY. > > Build your AIM Controller now and get your setup ready for launch day. **Stay tuned to GamingTrend for more AimControllers news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Launching October 29th
gamingtrend.com
Get a guided tour of Hello Kitty Party Land
Today, Bandai Namco and Sanrio released a new trailer for Hello Kitty Party Land, coming to Nintendo Switch and Nintendo Switch 2 on October 29th. For more on all things Hello Kitty, stay tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Get your 90s tech on!
gamingtrend.com
ModRetro reveals translucent Chromatics and a new game
If the Chromatic's amazing capabilities weren't enough to woo you, perhaps a see-thru handheld might? How about a $50 price drop as well? ModRetro's Chromatic is already well worth the cost, but with these new colorways and price decrease, it's the best deal in retro handhelds. Take a look at the details below, our review, and a link to get your own! There's also a new game to check out we'll also drop. ModRetro Chromatic review — The right kind of retroIt’s like I’m back in my childhood vehicle playing my Gameboy off street lightsGAMINGTRENDDavid Burdette ​Same custom 160x144 backlit display. Same buttons, batteries, and cartridge compatibility. New design that lets you see into the soul of the hardware while you play, plus a free transparent Tetris cartridge. **Here are the key details you need to know:** Chromatic + Tetris BundleChromatic plays all your Game Boy® and Game Boy Color® cartridges on real hardware. Pop in AA batteries and slide in real cartridges. Play on a custom-made backlit screen that matches the original…ModRetroModRetro * **Product Launch:** October 8 * **MSRP:** $149.99 * **Compatible Games** * Compatible with Game Boy® and Game Boy Color® game cartridges * Compatible with Chromatic game cartridges * **Compatible Accessories** * Chromatic Mod Kit * Chromatic Rechargeable Power Core * Link Cable * Chromatic Case * **Colorways** : Smoke, Green, Purple, Red ### New Game: ASTRAL FLUX: ORIGINS > In this prequel to Astral Flux, you learn the backstory of Wrenchy, the beloved partner of the original game’s protagonist. After crash landing on a desolate alien planet, you must salvage enough scrap to repair your ship and make your way home! Astral Flux: OriginsIn this prequel to Astral Flux, you will learn the backstory of Wrenchy, the beloved partner of the original game’s protagonist. Having crash landed on a desolate alien planet, you must salvage en…ModRetroCosmocat **Stay tuned to GamingTrend for more ModRetro news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
A wonderful time(loop)
gamingtrend.com
Echo Weaver review
Metroidvanias are certainly a dime a dozen these days, and Echo Weaver has a handful of issues commonly found in the genre that sometimes left me a little aimless and frustrated. However, the unique elements that it presents through its knowledge-based progression, well-implemented time limit mechanics, and nifty platforming suite were enough to salvage the experience. As the last Weaver in this strange, dilapidated world, you must venture out from a starting point hub and explore a number of interconnected regions. Encountering NPCs and environmental puzzles provide you with Leads: vague hints at what to do and where to go in order to solve problems and progress further afield. The majority of the time, these Leads are more than enough to go off of, but occasionally I had a Lead that sat in my menu for longer than I think it should have because I just couldn’t discern where the answer to the problem lied. That ambiguity is, as one would expect, an intentional catalyst to prompt exploration and experimentation, and it heartily succeeds. As soon as a cycle begins, you’re on a ticking timer. When the timer runs out, you’re sent back to the hub and have to begin exploring all over again. While exploring, you can collect crystals scattered around that can also be gained by destroying breakables and killing enemies. These will be automatically absorbed and extend your time, allowing you to explore deeper. All of that works seamlessly, and progressively made me plan further and further ahead in terms of which routes to my intended destination had the larger collection of crystals. I’d have appreciated the option to display an actual numerical timer to know specifically how much time I had left, but it doesn’t actually matter too much that I’m left in the dark — the ambiguity actually led to an increase in tension as I was rushing to complete something and I knew I had mere seconds left. Furthermore, there are dozens of specific areas of the map that are directly affected by time passing — akin to something like Outer Wilds. Doors sealing, buildings collapsing, reservoirs flooding, and much more. When you reach certain points, you’ll often see a UI pop-up telling you exactly how many seconds after the beginning of a run these things occur. That stringency was exhilarating and confounding — how on earth do I get halfway across the map in 10 seconds? That ever-expanding structure and gratifying loop as you explore prior areas with new abilities genuinely shines. The mechanics (both immediately apparent and not) provide you with a handful of opportunities to experiment with to achieve these exploratory goals, and the fact that you can “sacrifice” your run at any time and reset is handy if you don’t quite manage something in time. Your corpse from the prior run also gets left behind, which is a nice touch. Playing with time extrapolates out in other ways too, as you can sacrifice a minute of your timer to heal if you get hit by enemies or hazards. Going further, you can use time to interact with specific objects in the environment to progress — saving you from shorter but riskier workarounds while still giving up valuable seconds. It’s a compelling risk reward system that added a layer of complexity and strategy missing in other Metroidvanias. Hell, even your currency to purchase maps for each region is time! Uncovering each of the mechanics available to you was a delight as I figured out how to do each new thing, but the non-linear nature of these discoveries is where the game faltered most. From my playthrough, I know for certain that I discovered certain things before I was probably “supposed” to, receiving acknowledgements and introductory narrative beats relating to abilities I’d already been using for multiple hours. This “sequence breaking” doesn’t soft-lock or affect the game by any means, it’s not a linear adventure after all. I want to be clear that the overall experience still held up, but already venturing to the far corners of the map in the third or fourth hour felt a little overwhelming compared to the more tailored progression earlier on. I can certainly pin some of these issues on the fact that I actively went out of my way to use abilities as creatively and deviously as I could, but the game did let me do it. It’s admirable no doubt, but the result isn’t always a positive. Part of the progression problem is exacerbated when you’re exploring a mostly uncovered map, yet there are no signposts or icons at all. There’s a few signs here and there, and there are some location names dispersed on the map, but it’s otherwise barren and not quite enough to make navigation as breezy as I feel it should. Sure, the game lets you place your own icons on the map, but never actively encourages you to do so (or even outright tells you that you can), so several runs ended up completely useless as I was running around trying to remember where a specific thing was. If you’re jumping in, be sure to do this from the start! While the story never had me fully hooked, the character writing is strong throughout and is carried by some wonderfully entertaining NPCs, including Z, the giant spider who acts as the map vendor. It seems obvious to suggest that a game focused on accruing knowledge and solving mysteries would be vague in its storytelling in the opening hours, but I could have done with a little more meat on the bone in terms of the “why” of it all. Why am I venturing out to these people and places? What is my specific goal? Why should I care? I felt much the same way about Moonlight Kids’ previous game ‘The Wild at Heart’ - endearing characters, interesting mechanics, lovely music, and a serviceable but ultimately underwhelming story. Echo Weaver has interesting story elements and concepts that _could_ drive intrigue, along with some truly compelling player choices toward the end, but they don’t land as strongly as they needed to in order to keep me invested. As a result, I think that you’re mainly going to want to be here for the gameplay. The central element of gameplay revolves around your Glaive, a shuriken-like device/weapon that is integral to puzzles, traversal, and combat. Figuring out ways to use the Glaive to explore, circumvent time-limited world elements, and solve puzzles were all a joy. Even if it leads to the aforementioned sequence breaking, that feeling of stumbling into something others might not was consistently gratifying, and there are plenty of secrets to discover. The one issue is in combat which, in all fairness, isn’t required too frequently. It generally feels underbaked as a mechanic, to the extent that calling it combat feels like a bit of a misnomer — you’re just jumping away from enemy attacks and throwing the Glaive repeatedly till they explode. The game certainly improves as it goes on as you come to understand the ins and outs of the map, and have mastered traversal and general gameplay mechanics. In the final hours of my playthrough, I was loving the complexities of parkouring, dashing, teleporting, and more — it’s just a shame it took me until about halfway through the game to reach that state. There are a couple of points that I have zero qualms with. First off, the puzzles are consistently fantastic and have a very smooth difficulty/complexity curve, whether you’re talking about platforming puzzles or specific environmental interactions when a Lead is being pursued. They often force you to employ your toolset in entirely unique ways, like throwing your Glaive offscreen to hit something hidden and trigger a reaction nearby. The sincere curiosity and brainteasing these puzzles prompted was the primary driver for me throughout. Secondly, the music is enchanting, often relying on ethereal and even morose soundscapes that perfectly fit the ambience of this dilapidated sci-fi world. I’m a very big fan of subtle, understated scores that I could play as ambience in the background, and Echo Weaver is the latest addition to that list. Regarding more high-octane tracks, there are a couple of real high points in specific (spoilery) parts of the adventure. There’s a little bit of a dichotomy in my feelings toward Echo Weaver. On one hand, it presents a unique, compelling and well-designed world with interesting and satisfying mechanics that you have to discover to come up with solutions. But on the other hand, there is certainly a small twinge of disappointment, as while I deeply appreciate many things it’s attempting, I wish things had coalesced even better and that I’d loved my experience even more than I did. It apes elements of some of my favorite games of all time — namely Outer Wilds and its approach to discovery, experimentation and knowledge-gated progression in both the world and its narrative. Echo Weaver gets many of these elements right, and though it doesn’t quite reach those astronomical heights in terms of polish or the overall experience, getting close is easily good enough. Review Guidelines 80 ### Echo Weaver #### Great Echo Weaver is a very compelling concept for a Metroidvania, and presents some truly great gameplay ideas that I don’t think I’ve seen before. It’s a melding of various mechanics and while some of the resulting design choices make the game stumble just short of reaching excellence, the overall experience is one I can still see echoing in my brain for a long time to come. * * * ##### Pros * Inventive and satisfying platforming mechanics * Time restrictions keep each run interesting * Strong visual identity and OST * World design is deceptively complex ##### Cons * “Sequence breaking” can lead to confusion * Lack of general signposting is frustrating * Underwhelming combat * * * This review is based on an early PC copy provided by the publisher. Echo Weaver comes out on October 8, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Luxurious comfort and utility with plenty of bite
gamingtrend.com
Razer Basilisk V4 Pro review
If you’re like me, you’ve spent quite a bit of time chasing the latest, lightest gaming mice. The ultralight division just keeps stripping out more and more to give you the lightest mouse with the sharpest competitive edge, no frills attached. Well, I’m kind of tired of going down that road. Don’t get me wrong, they’re easy to use for hours on end, but they don’t really… spark joy. I want a mouse that gives me all the bells and whistles with comfort to boot. Razer knew I was out here, yearning to live to the fullest, so they’ve given us the Razer Basilisk V4 Pro. Now I spend each day with a little more warmth in my heart. The Razer HyperScroll Tilt Wheel Gen-2 offers some nice features and on-the-fly mode shifting so you can build your own moments. The industry has spent much of its time and effort catering to the top 0.1% of competitive gamers. This has resulted in a trend of smaller, lighter mice with stripped-down feature sets. Razer, however, has kept normal, everyday gamers like you and me in mind, and that’s evident with the Basilisk V4 Pro gaming mouse. Unlike the ~50g ultralight mice that shuck LEDs and enhanced features, the Basilisk V4 Pro comes in at a respectable 100g with a _boatload_ of features to enjoy, and it offers a fantastic user experience. First, let’s talk about the core experience. The Basilisk V4 Pro is ergonomically designed to fit in your right hand comfortably while offering plenty of tools at your fingertips…and thumb. With 14 programmable buttons and Razer’s own specially designed scroll wheel, there’s little you’d _want_ to do with a mouse that’s out of reach. With 14 programmable buttons, the world is at your fingertips. By default, you have all your standard mouse buttons, forward/back buttons, and sensitivity swap buttons with some added features out of the gate. There’s an auto-repeating left-click button, profile swapping, scroll wheel mode swap, and their new built-in AI Prompt Master key. They even have what they call a “Hypershift Clutch” key that unlocks a new mode for each of the 14 keys, if you map it to do so. Each of the mouse buttons is built on top of Razer’s Gen-4 optical mouse switches. These actuate based on light instead of mechanical parts touching, so they’re both more reliable and durable with a 100-million-click lifecycle. You’re going to be able to enjoy this mouse for a long time. Everything feels great out of the box, but if you prefer your own setup, you can do some wild customization with the Razer Synapse software. You can have the click of a mouse button act like a keyboard key press, run a macro, change your light, alter profiles on other Razer devices, and more. It can be a bit daunting if you really dive into it. While I didn’t make many changes, there is one I personally recommend. I’m not a big ChatGPT user, and the default AI Prompt Master button sits on prime thumb real estate. I must’ve accidentally triggered ChatGPT half a dozen times unintentionally, so I may recommend leaving that for a Hypershift-only press and doing something else with the default behavior. I changed mine to be the “R” key so I can reload with my thumb in _Call of Duty_ matches. The Basilisk V4 Pro's ergonomic design ensures the most comfortable experience possible. The Basilisk’s mouse wheel has some neat features built into it. As a Razer HyperScroll Tile Wheel Gen-2, it features four different operating modes. The Basilisk’s Tactile scroll setting is your standard scroll wheel behavior with 24-step positions. The Precision Tactile mode turns each Tactile step into 2 smaller steps for a 48-step scroll wheel, which could be handy when rolling through inventory items and the like. If you don’t like the predetermined distance of a scroll click, you can engage Free-Spin mode for high-speed scrolling. Even cooler, the Basilisk has the option for a “Smart-Reel” mode, which operates in Tactile mode but, if you give it enough force, unlocks the wheel to spin in Free-Spin mode until it runs out of momentum, at which point it re-engages Tactile mode. I’ve seen this functionality on mice over the years, but it feels like a bit of a lost art form I’m happy to see them bring back. It both feels great and offers an experience of your choosing. If you can’t decide or want to try out different options on the fly, you’re in luck. One of the buttons below the scroll wheel changes your scroll mode at the touch of a button. It feels like Razer really has thought of everything here. The Mouse Dock V2 Pro doubles as a charging station and a relay point for multiple Razer devices. What would a robust gaming mouse be without RGB? The Basilisk features a full lighting profile that can be updated to suit your style using Synapse. The mouse features 7-Zone Chroma Lighting with full underglow. That means it can light up like you want, sync with your other Chroma-compatible devices, or react to the 300+ games that are compatible with Chroma. That’s something you won’t see from many ultralight gaming mice. One of the most impressive aspects of the Basilisk V4 Pro, to me, is its upgraded optical sensor. The new Focus Pro 50K Optical Sensor Gen-3 gives you 50K DPI (yes, you read that right) with 930 IPS (inches per second of accurate sensor reporting) and 90G of acceleration, guaranteeing rapid movements won’t cause the sensor any problems. The Basilisk also features Frame Sync, which marries your mouse’s alignment with your computer for the most accurate tracking. As a positive side effect, it makes the mouse more power-efficient, too, which contributes to the handsome ~200-hour battery life. With a “Perfect 180” function to literally flip you around at the touch of a button and its Mouse Rotation feature, which can detect how you grip the mouse and correct for any issues automatically, you’re still set up for success on the battlefield. Who needs those scrawny ultralight mice when this comfortable powerhouse can turn your enemies to stone? With connected, 2.4 GHz wireless, and 3 Bluetooth modes, your Basilisk becomes usable on more than you can shake a stick at. I’d be remiss if I didn’t mention the fact that you can use your Basilisk with virtually any device. If you prefer to play wired, the included USB-C cable will let you do just that. If, like me, you prefer a wireless option, the Basilisk features 8000 Hz wireless with an average 0.204 ms latency – nearly half the latency of Razer’s previous-generation wireless devices. If you’re willing to give up 8K polling (which the battery can hold for ~50+ hours) for 1000Hz polling, you can quadruple that battery life to nearly 200 hours. Finally, you can connect the Basilisk to up to three devices via Bluetooth at a time. A toggle button on the bottom of the mouse lets you switch devices quickly. When talking about battery life, we have to talk about a couple of really cool products Razer is offering that will work with the Basilisk V4 Pro. First, the Razer Mouse Dock V2 Pro will offer a wireless charging puck you can plug into the bottom of your Basilisk. It lets you charge your Basilisk quickly and easily and, even more importantly, it doubles as an 8K wireless transceiver, so it will replace your wireless USB dongle while giving you a handsome, slick way to charge your wireless device. Oh yeah, it can link up to multiple wireless Razer devices, too, so your wireless keyboard is good to go, too. Second, the Razer HyperFlux V2 pulls multiple duties as a mouse pad, wireless transceiver, AND charging method for your mouse _as you use it_. If that doesn’t butter your biscuit, you must be eating scones. The Basilisk V4 Pro is sexy from every angle, and more comfortable than a La-Z-Boy. In my experience, very few gamers actually need the trimmed-back features and weight of a competitive ultralight gaming mouse. At 100g, the Basilisk V4 Pro is svelte enough to offer plenty of precision without needing to skimp on some of its more luxurious features. At $169.99, it earns its asking price.sd Between the comfortable ergonomic design, 14 customizable buttons, enhanced scroll wheel, multi-device connectivity, top-of-the-line sensor, and generous battery life, there’s nothing you won’t love about this mouse. Combine that with their Mouse Dock V2 Pro or HyperFlux V2 mouse pad, and you have a nice, cohesive battlestation upgrade you’ll enjoy for years to come. Review Guidelines 95 ### Razer Basilisk V4 Pro #### Excellent The mythical basilisk was called the “king of snakes” for good reason. With an excellent user experience, top-tier utility, and cream-of-the-crop features, the Basilisk V4 Pro proves it belongs among the best gaming mice on the market. If you’re looking for a top-tier gaming mouse with luxurious features that still packs plenty of bite, look no further than the Basilisk V4 Pro. * * * ##### Pros * Comfortable, ergonomic design * Long-lasting battery life * 14 programmable buttons and a customizable scroll wheel * Fits right into the Razer ecosystem to work with your other devices * Charging Dock and HyperFlux V2 mouse pad make charging and connectivity even easier ##### Cons * Default layout includes an AI-prompt button that can be easily triggered accidentally * * * This review is based on an early copy provided by the publisher. Razer Basilisk V4 Pro comes out on October 8, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
The Revealer's gifts are many
gamingtrend.com
Clive Barker’s Hellraiser: Revival review
Hellraiser and its sequels may live in the horror category, but they're less about being scary and more about making the viewer uncomfortable. Uncomfortable with the reality that death, dismemberment, torture, pleasure, and the heights of ecstasy and incomprehensible pain are often just different echoes of the same guttural sound. Later movies descended into campy shock horror, but the first few, and arguably the most recent installment, understood this concept well. I'm very happy to say that the team at Boss Team Games and publisher Saber Interactive have made a game that in no way pulls its punches. It doesn't shy away from the gore, sexual sadism, and themes that make Hellraiser a singular standout even among its gory contemporaries. Sure, there are a handful of jump scares in both the movies and the game, but most of what it does is hold up a mirror and ask what you would do in the same situation. Where is the line between pleasure, pain, and surrender? In Clive Barker's Hellraiser: Revival (hereafter simply called Hellraiser: Revival), the game asks a simple question: when facing unimaginable ecstasy, power, and excess, what would you give (or give up) to get what you want? It's the very question that Aidan and his girlfriend Sunny face when they come into possession of a mysterious box. It offers much to those willing to embrace it, but the Genesis Configuration exacts a heavy toll… I'm going to provide a general warning for this review: I'm going to discuss, in detail, some of the grittier elements of this game. In being specific, it might easily drift into areas that some folks would consider taboo at best and vulgar at worst. Brace yourself, dear reader. This is the sort of game that sticks to you long after the credits roll, and you should be well aware of what lies ahead. It is NOT for the faint of heart. If you’re unsure about whether this game is for you, please play the demo on Steam – and _not in front of the kids_. This game is just barely on the M side, teetering on AO for ESRB rating. Hellraiser: Revival tells the story of Aidan Lynch (played by Xalavier Nelson Jr.), a lovesick idiot who, while engaging in some BDSM and needle play with his girlfriend Sunny, comes face to face with The Box. It's unclear how Sunny came into possession of it, but naturally she is undaunted by Aidan's fear. Blood is spilled, the box answers, and the Order of the Gash arrives, led by the Hellpriest himself. As if drawn by the promise of infinite pleasure, Sunny gives herself to the Labyrinth without a second thought. Against all good sense, Aidan rushes headlong in behind her to try to save her. Sunny seemed to have a good idea of what she'd give to see what lies beyond, but Aidan is about to discover much about himself, a sadistic cult called the Scarlet Church, and the terrifying Cenobites. Let's be clear about something: Sunny is not a wonderful person… but that doesn't make Aidan a good person by default. It would have been easy to write Aidan as the white knight charging into Hell to rescue the damsel, and the game is smart enough to not let you get comfortable with that framing. Aidan isn't rescuing Sunny so much as chasing her, and the further into the Labyrinth he goes, the blurrier the reason becomes. Is it love? Guilt? Obsession? Or is a small part of him just as curious as she was about what's on the other side of that door? Nelson Jr. plays Aidan with a raw, frayed edge that sells a man who is in way over his head and too stubborn (or love-stupid) to turn back. You won't always like him, and I suspect that's entirely the point. Standing between him and Sunny is the Scarlet Church, a cult that wants to use the box to carve out a debauched paradise of their own, but that only scratches the surface, and boy do they _love_ to scratch… One of the best things about Hellraiser: Revival is that it makes you look. Really, _really look_. Unlocking puzzles, finding keys, hunting for codes: you have to examine every gory bit to find what you need. That combination scrawled on a wall? It might be written in something other than paint. That key you need? It may well be on, or in, a body that's been "lovingly" arranged by someone with a very particular aesthetic. Resources, both ammunition and crafting materials, are tucked into the same grim corners, and you will not have enough of them to make it through if you walk past the things you'd rather not see. It's a clever bit of design that puts the _central thrust_ of the franchise into your hands. The movies ask you not to look away – often _demand_ it. Unnerving sights like gore are common, but there are plenty of nods to fun phobias like a mix of ophidiophobia (fear of snakes) mixed with belonephobia (fear of sharp pointed things) raise your hackles as you crawl through bloody tentacle snakes with small knives at the tips lashing at you. Having to walk down a hallway full of various holes (trypophobia) will give you pause. Nyctophobia is non-stop: that's fear of the dark. If you have a fear of these things, pharmacophobia, trypanophobia, hematophobia, non-consensual sex, BDSM, dysmorphophobia, and just about any other uncomfortable thing you can imagine when you picture the Hellraiser series is here. What’s cool is that Hellraiser: Revival makes looking away from these things a mechanical mistake. You'll find yourself leaning in, scanning a mutilated corpse for a glint of tiny coins or looking at the skull of a bondage-clad enemy to see if you can pull that machete out or not. You’ll jam your hand into the mouth of strange creatures to improve your overall health. You’ll touch corpses twisted into art for clues, and worse. Somewhere in the back of your head a little voice might just ask why you've gotten so _comfortable_ doing it. The best example of just how far this game can push is the level that’s available for the demo – the Scarlet Church sex club. You’ll be asked to interact with several latex-clad participants, interacting with all sorts of sex toys while you parse through other toys and participants. Sure, there are all manner of dildos, but in one sequence you need to find the BIGGEST dildo. That’s not your only task – you’ll also need a ball gag and a spreader bar. Depending on your particular “life experiences” you may or may not know precisely what those objects look like, meaning you’ll be sifting through all sorts of sexual implements to find them. That, my friends, was one of the most tame things you’ll see in this game. If Hellraiser’s brand of sexual sadism doesn’t move the needle with you, you’ll be pleased that it didn’t stop the team at Boss Team either – this is Hellraiser unrestrained. At the center of the world of Hellraiser is the Labyrinth. Flesh-dwelling folks like us debate whether this multi-leveled maze of intertwined corridors and twisted rooms are actually “Hell” in the strictest Christian sense, but one thing is certain - it has a god. Floating at the center lies a massive diamond shape simply named “Leviathan”, and its gaze is as enduring and destructive as a thousand suns. It holds captive the souls of man, and its army of angels are known as the Cenobites. These grisly creatures were once humans that have themselves solved the Lament Configuration puzzle box and were “rewarded” with transcendence. Morality, pain, pleasure, death, life, sadism, masochism, and all other sensations are indivisible from one another, and they seek others who have solved the box to offer them their delights. In the game, you’ll visit the Labyrinth. The team at Boss Team Games pull a lot of slick tricks to make the turns of this twisted place seamlessly confusing. A hallway you just walked down is no longer there when you turn around. A door opens onto a room, but turning the corner has you facing the door once more. Geometry folds in on itself, and reassembles in interesting and confusing ways, and it’s downright disorienting in the best possible ways. The Labyrinth isn't a level; it's a place that is actively playing with you, and the game never lets you forget that you are a guest there, and not a welcome one. The combat in Hellraiser: Revival has a great deal in common with games like Condemned: Criminal Origins. It's first-person, heavy, and personal. Melee weapons like clubs, knives, and machetes break down with use, and firearms are around, but ammo is precious enough that you'll think twice before pulling the trigger. Many enemies are armored, which means you need to focus on the fleshy bits that are exposed, or use a heavier club to break their armor before dealing with the soft parts underneath. A swing at a metal gimp mask is a wasted swing; a swing at an unprotected arm is a different story. If you're lucky, a blade to the neck can do the trick. Not every foe is meant to be fought, either. Some are best avoided entirely, and learning which is which is part of the survival education the Labyrinth hands out. In the case of The Chatterer, he’ll educate you by snapping your arms as his teeth clack in your face, but otherwise stays silent. On the other hand, the bigger weapon in your arsenal, the Box, operates on suffering. You build suffering by bringing an enemy right to the edge of death without finishing them. Instead of delivering the killing blow, you shove the box into their face, where chains proceed to rip their skull apart, or into their chest to consume their soul. It's always vicious, and it pays you back with a bit of health and the suffering you need to power the various abilities of the Genesis Configuration. It's a brilliant inversion of the usual combat loop. Most games reward you for killing efficiently. Hellraiser: Revival rewards you for being cruel, for keeping someone alive just a little longer so that you can take something more from them. There is also a stealth kill mechanic, but outside of the tutorial you’ll have few chances to use it. It’s a touch underused as a system. Your powers with the box grow over time, but I would not want to ruin what they are. Suffice it to say, you've seen some of them many times on screen, and it's always satisfying / horrifying. Graphically, the game is absolutely gorgeous, which makes the gore and sexual sadism on proud display that much more visceral. Running on Unreal Engine 5 means the number of enemies you can turn into human sashimi can number in the dozens, all with the detail of a main character. Skin stretches, tears, and glistens, and blood is EVERYWHERE. Cultists are decked out in all of the bondage gear you could ever want to see. Cultists that have gone through more “complete” transformation bear the scars, piercings, burns, and other signs of transcendence that tell their own stories. There's a temptation for horror games to hide in the dark, but Hellraiser: Revival wants you to see every detail, and it has the visual fidelity to make that a deeply unpleasant (and deeply impressive) experience. When you DO face the main characters in this game… well, they are the stuff of nightmares. The Cenobites are rendered with an almost reverent level of care. You'll recognize Butterball, Open Throat, The Chatterer, and of course, Pinhead himself. Seeing them this close, this detailed, and this real (and occasionally this “interactive”) is something the films, for all their brilliance, could never quite deliver. In terms of sound design, Hellraiser: Revival is absolutely nauseating in a great way. The wet squelching of flesh, hooks catching meat, bones snapping, and worse do a wonderful job of curdling your stomach with each violent interaction. The audio team clearly understood that what you hear is often worse than what you see. There were moments where I was more disturbed by a sound coming from the next room than anything I could actually see in front of me. Hearing The Chatterer's boots echo through the Labyrinth as his teeth clatter through its haunted halls is pure horror magic. You know he's coming. You know roughly where he is. And somehow that makes it worse. Eventually your desires and despair will have you face to face with the Order of the Gash in full, including the amazing Doug Bradley as Pinhead. Bradley hasn't worn the pins in nearly two decades, and you would never know it. He delivers an incredible performance, as if it were recorded when the first few films were shot. That voice, measured, patient, almost kind in the most terrifying way possible, is exactly as you remember it. Every line lands with the weight of someone who has seen the end of everything and found it… interesting. He clearly still knows how to bring Pinhead to life, and every scene he's in is a highlight. If you're a fan of the films, his presence alone may be worth the price of admission. Unfortunately, the Labyrinth isn't the only thing that's a little unstable. In the last third of the game, I ran into frequent crashes to desktop, and they plagued me throughout the final two hours. This wasn't a case of underpowered hardware, either. My test rig is running an RTX 5090, 42GB of CUDIMM memory, and an Intel 285K processor, about as bleeding edge as PC gaming gets right now. Checkpoints are generally fair, so I rarely lost much progress, but repeatedly getting yanked out of the experience right as the story builds toward its finale bleeds the moment, and not in a fun way. It's the kind of thing that a day-one or near-launch patch can hopefully address, and I'll update this review if that happens, but it's worth knowing going in. That said, it's hard to overstate how well Hellraiser: Revival understands its source material. It would have been easy to make a generic gore-fest with a Pinhead skin stapled to it. Instead, Boss Team Games built a game around the idea that made Clive Barker's work endure: that pleasure and pain are two sides of the same coin, and that the most frightening monsters are the ones who simply want to show you what **you** really are. The team clearly set out to make an unrestrained and unfiltered Hellraiser experience unlike anything we’ve ever seen. They’ve succeeded, and we are all along for a very disturbing ride. Whether that ride awakens something inside _you_ , well…that’s a story for another bloody time. Review Guidelines 85 ### Clive Barker’s Hellraiser: Revival #### Great Clive Barker's Hellraiser: Revival is an excellent entry into the horror genre and an even better entry into the Hellraiser universe. It pushes boundaries, revels in the uncomfortable, and makes you complicit in its cruelty through a suffering-based combat system in a world that forces you to look at every gory detail. Gorgeous visuals, stomach-churning sound design, and a career-capping return from Doug Bradley make it a must-play for horror fans, provided they have the stomach for it. * * * ##### Pros * Nails the uneasy, uncomfortable heart of Hellraiser rather than settling for cheap scares * The suffering mechanic is a great economic engine * Unreal Engine 5 visuals bring Hellraiser to grotesque life * Nauseating sound design, in the best possible way * Doug Bradley is Pinhead, as if he never left ##### Cons * Frequent crashes to desktop in the final third * Content could be a hard line for some players * Stealth mechanic feels a touch underbaked * * * This review is based on a retail PC copy provided by the publisher.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Can I pet that dog?
gamingtrend.com
007 First Light surpasses 007 Million Wishlists
IO Interactive announced their most recent title, _007 First Light_ , has surpassed 7 million wishlists across all platform. Believe me, we understand why. To celebrate, the _Hitman_ developer has unlocked Jack the Bulldog for you to interact with between missions in the TacSim lobby. If you're one of those 7 million waiting for a sale, now's an excellent time with a 30% discount across platforms. For the full story, check out the press release below. > **_007 First Light_ Reaches 7 Million Wishlists, Unlocking Jack the Bulldog for All Players** > > _007 First Light is currently on sale with a 30% discount on Steam, PlayStation 5 and Xbox Series X|S_ > > **COPENHAGEN, DENMARK – October 7** th**, 2026** – IO Interactive, the independent video game developer and publisher behind the HITMAN franchise, and Amazon MGM Studios are delighted to announce that _007 First Light_ has surpassed 7 million wishlists across all platforms, unlocking Jack the Bulldog as a new mascot in the game's TacSim lobby for every player. _007 First Light_ is available now on PlayStation®5, Xbox Series X|S, on Amazon.com, on PC, on Steam, and Epic Games Store, as well as at key retailers. > > To celebrate, IO Interactive is welcoming Jack the Bulldog into the TacSim lobby, a warm, loyal presence for players to visit between missions. Gruff on the outside but endlessly good-natured, Jack has quickly become something of a fixture around MI6, with Bond himself growing rather fond of him between assignments. Players can now stop by TacSim to give Jack a pat before heading back out into the field. > > Alongside this milestone, players have plenty more to look forward to in _007 First Light_ with the free DLC “Extended Operations”, available now for every player. The DLC introduces New Game+, letting players replay the campaign with their unlocked outfits and gadgets, alongside the all-new 00 difficulty mode for those seeking a true test of their tradecraft. Extended Operations also adds a full Photo Mode for capturing Bond's cinematic world, refined weapon handling animations, and new TacSim content including the Valhalla Protocol missions featuring the Aston Martin Valhalla, plus a new mission set at The Pearl in Vietnam. > > **_007 First Light_** is available now, on PlayStation®5, Xbox Series X|S, on Amazon.com, as well as for PC on Steam and Epic Games Store. A Nintendo Switch 2 version will follow later in March 2027. _007 First Light_ is available in Standard, Deluxe, Collector’s, and Legacy Editions. More details can be found at https://ioi.dk/007firstlightgame.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 08/10/2026
Who knew sand could be this dull?
gamingtrend.com
Sand Art review
Sand Art from 25th Century Games grabbed my attention with a heavy dose of nostalgia. I fondly remember pouring colored sand into various shaped bottles in elementary school. I held onto those bottles for quite some time. Even after the sand had long ago homogenized into a rainbow mess, there was just something about the little bottles that appealed to me. The end of the game and both players have identically patterned sand bottles. Well, it turns out simulating that experience on paper as an adult does not have the same attraction. Sand Art, the board game, is a “roll and write” game, but instead of rolling, you select your action from a shared row of cards. You spend the game picking an action, and then either gaining sand into your reserve or coloring in a section of your bottle. Public and private objectives based on the colors and patterns you draw score points at the end of the game to determine the winner. At the start of the game, there's an interesting puzzle: you have to move back and forth on the action row, and you can't change direction whenever you want or land on the same space as someone else. However, the game quickly tosses that out the window once your bottle starts to fill up with two-dimensional sand, and you unlock the ability to take whatever action you want. Once that happens, there really isn’t a game left. Without any restriction on what you can do, everyone is free to maximize the best scoring cards without any real challenge. Winning the game comes down to whether you lucked out picking up a good private objective card at the right time without sacrificing an action needed to maximize the public cards. To make it worse, there will likely be one public card that is worth the most points, so everyone will literally just be doing the same exact thing. The action row starts out interesting and becomes meaningless half way through the game. The game ends up being spent alternating between three actions. Get sand. Mix sand into one of the higher-scoring secondary colors. Deposit sand in the bottle. Rinse and repeat. By removing movement and selection restrictions, you no longer need to think about your turn. Follow that pattern of actions over and over again, and you will fill your bottle, and someone will win by a point or two. Fundamentally, a game needs to provide a challenge, an interesting decision, or just be outrageously fun to play if lacking the former two elements. Sand Art’s win condition is too straightforward and obvious to be challenging, and it removes the one interesting decision it had halfway through the game. It turns out coloring in triangles isn’t all that fun. If that still sounds appealing to you, the game comes with a generous number of player sheets that will likely outlast anyone's interest in playing the game. It also comes with a set of colored pencils for each player. The lead, or whatever they make colored pencils out of these days, was internally shattered in almost every single pencil in my box, so we had to sharpen them quite a bit before we got them to a usable state. The card quality is decent, and the rules are straightforward. Checking sand boxes just doesn't have the fun factor that many combo filled roll and writes have. It turns out not everything needs to be made into a board game. The ideas behind Sand Art sound fun, but it just does not deliver on that potential. The game takes away the few things that could have made it interesting, and even if you choose to just ignore those rules, the underlying puzzle it offers is not engaging enough to be worth your time. It’s never fun to bash someone else’s hard work, but my honest takeaway from playing Sand Art is that the design was too focused on coming up with a way to color in a bottle rather than first developing interesting mechanics. Then again, I’ve never made a game; I just play them. Review Guidelines 35 ### Sand Art #### Bad Sand Art is a “roll and write” style game that evokes the nostalgia of grade-school day art projects, but fails to deliver a fun board game. The mechanics fail to create any kind of interesting tension, and the result is a game that feels more like an activity that I don’t care to repeat. * * * ##### Pros * Includes a huge pad of game sheets ##### Cons * Uninteresting gameplay * Poor quality pencils * Just not fun * * * This review is based on a retail copy provided by the publisher.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
2 Dark 2 Arisen
gamingtrend.com
Dragon’s Dogma 2: Dark Arisen review
Word around Vernworth tells of a second Arisen appearing far, far to the north in the forgotten country of Norgan. This frigid land lies northwest of Vermund, past a treacherous series of mountains. Nevertheless, the Queen Regent is sending a contingent of soldiers to brave the frigid province, find this Arisen, and bring them back for questioning. In the parlance of the pretender to the throne, this of course means summary execution, and so the true Arisen sets off to make their counterpart’s acquaintance first. Dragon’s Dogma 2 is an incredible game, providing not only an immersive action RPG experience but also a fascinating and introspective meta narrative layered on top. After the departure of the game’s director, Hideaki Itsuno, for whom the game was a passion project, I was initially skeptical when the Dark Arisen expansion was announced for the game. I’m happy to play more Dragon’s Dogma, but Capcom was also set on changing certain aspects of the game that, in my opinion, felt core to Itsuno’s vision. I don’t subscribe to auteur theory, but what I consider the Dragon’s Dogma experience requires a certain level of friction. My fears weren’t exactly assuaged after playing through the DLC, but I still had a fantastic time with it. Dark Arisen just feels a little closer to Skyrim than Dragon’s Dogma, and it’s not because of the snow. Dragon’s Dogma 2 review — Pawns, Arisen, and a journey into FreeJack: As a kid, video games felt infinite. I didn’t know how they were made and I didn’t have access to the internet to find out. This lack of information created a wonderful illusion: I could finish a game and generally know what was in it, but IGAMINGTRENDJack Zustiak Dark Arisen is actually split into two distinct parts: Forsaken Dominion, which is your adventures in Norgan, and Lost Rights, encompassing the several new dungeons in Vermund. The first comes with a recommended starting level of 40, while the second is much more lenient at 20. On PC, I went into Norgan first with a New Game + character in the late 50s, and the game still posed a decent challenge. Enemies here also seem to scale to your level, so about 10 hours into just this part of Dark Arisen, I was well into the 110s and 140s by the end, so any insane people who grinded to the level cap of 999 shouldn’t have to worry. The DLC starts out tough, as you’re expected to quickly find and equip gear found through the new Relics. You’ll find Relics everywhere in Norgan, but most commonly on defeated enemies like the Beorcan. Relics come in classes and tiers, like a Level 3 rarity Bowstaff, and need to be identified before you can make use of them. This is done at Norgan’s sole remaining village, which houses a single family whom you’ll be getting to know over the course of the DLC. While you are here to find this mysterious Arisen, you’ll be coming back to the village almost constantly for side quests (which, just like the base game, will aid in your completion of the expansion’s main quest at certain points) and to have your Relics appraised. There’s a big focus on loot here, in both halves of the expansion. Lost Rights is essentially all about getting you some good early-to-mid game gear, while Forsaken Dominion has the strongest stuff in the game by far. I didn’t have much use for what I found in Lost Rights on my NG+ Character, but starting from scratch on Switch 2 it’s been very useful. Collecting tons and tons of relics, then having them all appraised at once is enjoyable, and when combined with the tailoring system to change the appearance of Norgan gear, unlocked right before the end of the expansion via a side quest, you can finally create some cool outfits. Tailoring is a bit more restrictive than I’d like; you can’t change the appearance of your cape, and some appearances are missing in other categories, but it’s better than nothing. Norgan is a fun, dangerous region to explore, featuring some new enemies as well as requiring you to contend with the weather. Some Norgan gear comes with Thermal bonuses, allowing you to resist frigid blizzards and storms, which can reduce your maximum stamina. Pawns won’t be able to guide you during a whiteout; your minimap gets frosted over, and your world map becomes inaccurate, which creates a fun survivalist aspect. There were several times when appraised relics had some great stats but no Thermal protection, forcing me to choose between stats or blizzard protection. If you have a steady supply of Heat Stones to make your party immune to weather for a short time, it may be worth choosing the better stats. You’ll also need to consider what special abilities weapons and gear come with, as some can even greatly augment your weapon skills, especially if you’re playing as the Warfarer vocation with access to all gear and multiple weapons at once. Dark Arisen is great to play, but the story leaves a lot to be desired. As I said earlier, this is where it feels less like Dragon’s Dogma and more like Skyrim, with the story here haphazardly using the meta aspects to create a plot that, while interesting, does diminish the impact of the base game’s twists and finale. The Pathfinder pointlessly appears in both Forsaken Dominion and Lost Rights to guide you when that’s really not his role anywhere else in the game. Simply installing the DLC will change the title screen to the Dark Arisen logo, which will ruin one of the base game’s coolest twists for new players. The overall plot just feels like it goes against the rest of the game’s core message and ideas. The expansion also falls into the trap of throwing you into combat after short stretches of dialogue just to make sure you don’t get bored. This game’s rated M, I don’t think you need to babysit my attention span like I’m a child, Capcom. Just let the characters talk or allow narrative moments to breathe for a bit. The expansion overall feels like it’s meant to pave over the interesting friction that made me love the base game. Fast travel crystals are plentiful in Norgan, and the update added an Eternal Ferrystone to make travel between them free too - the DLC is designed around fast travel in multiple ways. You’re constantly being showered in Wakestones to revive you upon death (I had 14 in my inventory by the end, not including those I put in storage), and you even get an Eternal Wakestone which… I actually have no clue what it does, as using it just says “It would be a waste to use here”. It’s not like any and all difficulty has been stripped out of the game; Norgan levels alongside you, so it’s constantly posing a challenge, but the interesting parts of that difficulty are essentially gone. You don’t need to explore much when you can just fast travel everywhere, and you’ll never lose progress because, well, you’ll never actually die. It’s like they reworked the game so people can say it’s hard without ever actually inconveniencing or challenging the player in any substantial way. I definitely had a good time with Dark Arisen, but I wasn’t challenged, neither in play nor artistically. Review Guidelines 85 ### Dragon's Dogma 2: Dark Arisen #### Great Dragon’s Dogma 2: Dark Arisen would be a fantastic expansion were it not for the name Dragon’s Dogma and all it implies. Exploring Norgan and battling foes there for piles and piles of randomized loot is a lot of fun, and the dungeons scattered throughout Vermund add something new and interesting to see on your adventures, but it feels like some of the base game’s magic is gone. The story also seems to go against everything the game previously stood for, telling a still interesting but contradictory tale on the power of Will and parallel worlds. Most players will have a great time, but die-hard fans will come away with a somewhat bitter aftertaste. * * * ##### Pros * Norgan is massive and fun to explore * Fleets of ferocious foes * Tons of loot to nab * Good story… ##### Cons * ..that contradicts the base game’s message * Removes a lot of the interesting friction * * * This review is based on an early PC copy provided by the publisher. Dragon's Dogma 2: Dark Arisen comes out on October 8, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
And when I say fatal I mean FATAL
gamingtrend.com
Dragon’s Dogma 2: Dark Arisen would be the best Switch 2 port if not for one fatal flaw
Dragon’s Dogma 2 was already a phenomenal game when it first launched back in 2024, and as time’s gone on, I’ve only grown to appreciate it more. The Dark Arisen DLC breathes new life into the title with tons of quality-of-life updates (some of which I kinda disagree with) alongside adding a lengthy DLC campaign, eight or so new dungeons, and more. You can read my thoughts on Dark Arisen alone using this link, as with the DLC comes an exciting new port, one to the Nintendo Switch 2. Capcom has been killing it with their Switch 2 ports lately, and Dragon’s Dogma 2: 2 Dark 2 Arisen feels like a massive step even among steep competition like Pragmata, Onimusha: Way of the Sword, and Resident Evil Requiem. However, the port does have one pretty big problem. 💡 All screenshots captured on Nintendo Switch 2 The game doesn’t feel too compromised in the jump to Switch 2. Sure, you’re not getting Ray Tracing, textures will look a little muddy up close, and things look a bit jagged with the lower resolution, but I think the game still looks pretty good. The UI and HUD seem to be rendered separately from the characters and environment, so those look very crisp in comparison. Steps also appear to have been taken to further ensure clarity by increasing subtitle size and moving certain elements around ever so slightly. For example, Pawn commands are a little further right of the minimap, and the HP and Stamina bars look a little thicker to me compared to PC. It’s nice to know they took the extra time to get things just right. While the interface is locked to 30 frames per second, the rest of the game will, by default, target 60 with the use of FSR upscaling. Unlike other Capcom ports to Switch 2, you’re not just occasionally hitting that target either; it’s 60 basically all the time whether you’re exploring Vermund or Norgan, in the crowded city, or even fighting a dragon and a troll at the same time. It’s extremely impressive, and the only time I noticed any dips below 60 was in the opening cutscene. You do get some blurriness from upscaling, but I only found that noticeable in docked mode, and even then it’s not that bad. I primarily play portably anyway, but if you’re more of a docked person and do want a super clear image, maybe take a look at some footage before jumping in. You can disable FSR if you really want to, and either leave the framerate in Variable mode or cap it at 30, though that won’t make too big a difference in terms of fidelity. There is the issue of draw distance, however. NPCs may take a second or two to materialize directly in front of you, and escort characters can cease to exist if you get too far ahead of them, requiring you to backtrack a bit to get them to follow you again. This isn’t a massive issue in my opinion, but it does take some getting used to. So, if it’s a miracle of a port, what’s the problem? Crashes. It’s worth noting I never had the game just randomly crash on me; there is just a single cause, and its name is Sleep Mode. Putting Dragon’s Dogma 2 into the Switch 2’s Sleep Mode will cause it to freeze about four out of five times in my testing. Being in a menu before going into sleep does help a little, but not much. The game does autosave constantly by design, so I never lost any progress because of these crashes, but this does kinda demolish part of this port’s appeal. I did get one crash on PC, so this could just be a pre-launch problem. There wasn’t an update or anything as I was writing this, but at some point the crashes just… stopped? Or at least happen less often. I’m not doing anything differently whatsoever, but now the game resumes as normal from sleep mode most of the time. It may depend on how long I leave the console in sleep mode, as it can wake up just fine after a few seconds or two hours, but after a few minutes it crashes. As of writing, I’m unsure if other people will experience this issue, and am waiting on a diagnosis of the bug from Capcom. Without the crashes, I would highly recommend Dragon’s Dogma 2: Dark Arisen on Switch 2. It’s a fantastic game and might just be the best Switch 2 port so far. The game fits perfectly with the portable platform, allowing you to adventure at your leisure wherever you are.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
Details on the first Year 1 DLC character, PlayStation Plus Game Trial, and more.
gamingtrend.com
Rise like a phoenix, Phoenix Cyclops to join MARVEL Tōkon: Fighting Souls this November
Today, Takeshi Yamanaka, Producer of MARVEL Tōkon: Fighting Souls, took to the official PlayStation Blog to reveal the future of the fighter, including the first Year 1 DLC character, Phoenix Cyclops. > Arriving on November 2, Phoenix Cyclops (voiced by Ray Chase) brings a unique fighting style that combines a wide variety of Optic Blast attacks with the devastating power of the Phoenix Force. On the same day, Cyclops’ “Classic” and “Legacy” DLC costumes will also become available. > Early in development, Cyclops was one of the leading candidates to join the roster as a member of the Unbreakable X-Men team. > > Cyclops has appeared in numerous Marvel fighting games over the years, and his visual identity and battle style have become firmly established through that long history. Because of that, we challenged ourselves to explore whether there was a way to present him in a style that felt different from what players had seen before. This became a major topic of discussion within the team. > > During those discussions, our narrative team proposed the idea of using the Phoenix version of Cyclops. We felt this interpretation would allow us to create fresher visuals and a more exciting fighting style while offering something unexpected for players. > > As a result, we made the difficult decision to continue working on the character until we felt like we were adding something new to his fighting game legacy. As a result, we’re excited to now release Phoenix Cyclops as our first post-launch DLC character. > **Character Design** > > Phoenix Cyclops hopes to tame a destructive power to save mutantkind from extinction. This version of Scott Summers believes in absolute justice and is willing to make difficult decisions and take extreme actions when necessary. > > At the same time, we wanted to convey the inner conflict and emotional burden that comes with those choices. To help express that side of his personality, we intentionally gave him a somewhat younger appearance to contrast the incredible aura of the Phoenix Force. With Phoenix Cyclops’ transformed state, we wanted to illustrate his shift from idealistic leader to fiery corruption. > > While the overall Phoenix costume remains faithful to its source material, we incorporated details and visual touches inspired by the comics throughout the design process. Above all, our goal was simple: to make him look as cool as possible. > **Gameplay and skills** > > Cyclops is designed as an all-rounder who excels at both long-range combat and close-range strikes through his versatile use of Optic Blasts. > > Empowered by the Phoenix Force, he can also unleash wide-area fire-based attacks that control large portions of the screen. In addition to projectiles, rushing attacks, throws, and setup tools, he has access to a wide variety of Optic Blast techniques. > > As players continue to use Optic Blasts, they accumulate Phoenix Force energy called Solar Shards. Once four Solar Shards have been collected, Cyclops can transform into his Dark Phoenix form. > > This mechanic was inspired by the Avengers vs. X-Men storyline, in which Cyclops became one of the Phoenix Five and eventually absorbed the power of his fellow teammates, transforming into Dark Phoenix. > > Entering Dark Phoenix form grants a significant temporary power boost, but it also comes with risks, including health depletion. > > The Phoenix Force is both an incredible source of power and a path to destruction. Successfully managing and controlling that power will be one of the keys to victory. > **DLC Costumes** > > When we decided to make Phoenix Cyclops the base version of the character, we understood that many fans would prefer the classic appearance they have known and loved for years. > > This isn’t unique to Cyclops. Anyone who grew up reading comics or watching animated adaptations has their own vision of what these characters should look like. > > Because of that, whenever we significantly reinterpret a character’s design or choose a relatively uncommon version of a character, we approach development with the expectation that classic-inspired costumes should also be available. > > The “Classic” and “Legacy” costumes were created with that philosophy in mind. We hope players enjoy experiencing Phoenix Cyclops in whichever style they prefer. MARVEL Tōkon: Fighting Souls reviewA fighter for first-timers and fanaticsGAMINGTRENDDavid Flynn > **Play Phoenix Cyclops first at EVO France** > > It’s hard to believe that nearly two months have passed since launch. To everyone who continues to play the game every day, thank you for your incredible support. > > Players attending EVO France from October 9-11 will also have the opportunity to be among the first in the world to try Phoenix Cyclops. If you’re attending the event, we hope you’ll stop by the MARVEL Tokon: Fighting Souls booth and give him a try. > > Thank you again for your continued support, and we look forward to sharing more with you soon. Additionally, the game is on sale on the PlayStation Store for the first time today and PlayStation Plus subscribers can try the game out for three hours with a Game Trial. For more on MARVEL Tokon: Fighting Souls, check out our review above, and stay tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
There's a lot of Call of Dutying you'll need to do to get to level 70
gamingtrend.com
Check out DMZ's progression in new Modern Warfare 4 trailer
The latest DMZ drop is here. This trailer for Call of Duty: Modern Warfare 4's DMZ is focused on progression and how it works in the mode. While certain things might be familiar, this sequel iteration is certainly much more in-depth compared to the original release. Check it out below! Actual story missions, mastering DMZ, and RPG knockouts highlight our Modern Warfare 4 DMZ interviewJoe Cecot waves goodbye to his teammate as he falls from the exfil chopper and moreGAMINGTRENDDavid Burdette > "DMZ week" for _**Call of Duty: Modern Warfare 4**_ continues with a new trailer highlighting DMZ Progression, a dedicated Progression Track where players can earn key Printer Recipes, unlock FOB Stations, and earn new content all the way to Level 70. **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
XR takes its biggest leap yet this fall
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XREAL AURA Starts at $1,279, Bringing Wired XR Glasses with Android XR to Customers This Year
The team at XREAL, Google, and Qualcomm are almost ready to launch the XREAL AURA, and now the price and availability is starting to become more clear. It's very likely that these glasses will sell out immediately, so early sign-ups have started as of....now! Head over to https://xreal.com/aura to sign up for the priority delivery to be among the first ones to get your hands on the Aura. Lets get under the hood to learn a little bit more of these: > Developed through a collaboration between XREAL, Google and Qualcomm Technologies, Inc., XREAL AURA combines XREAL’s expertise in lightweight XR glasses and advanced optics with Android XR, Google Gemini and Snapdragon® Reality Elite. Its split-compute architecture pairs comfortable and stylish optical see-through glasses weighing less than 95 grams with a tethered compute puck running Android XR with Google Play for apps. > > The glasses feature precise hand tracking and Sound by Bose plus a massive 70-degree field of view, while the compute puck provides the processing power for immersive Android XR experiences, also serves as a trackpad for navigation, and can be easily carried with a pocket clip or a lanyard clip. Together, the system delivers a powerful spatial computing experience in a comfortable glasses form factor while giving the wearer a direct view of the real world. Co-founder and CEO of XREAL Chi Xu had this to say about the device: “Spatial computing is entering a new phase, and XREAL AURA is designed for this moment. By combining lightweight optical see through glasses with Android XR, Gemini, and Snapdragon-powered performance, XREAL AURA gives movie-lovers, gamers, sports fans, desktop workers, developers and the enterprise, a new way to experience computing that's more wearable, open, and connected to the world around them – and they will be able to experience it this year.” If you're picking up the Aura, you'll first have to make a choice on the compute puck as it's available in two configurations. > Pre-orders are now open at _XREAL.com/aura_ for eligible customers who previously paid a reservation deposit. Reservation holders can select XREAL AURA glasses in M (60-66mm) or L (66-72mm) along with the compute puck in 12GB RAM + 256GB or 16GB RAM + 512GB storage configurations for $1,279 or $1,499, respectively.* The only remaining question is...when? XREAL AURA will begin shipping soon in the United States, Canada, Japan, and South Korea, with more markets coming in 2027. The phased rollout is designed to ensure strong product readiness, regional support, fulfillment and ecosystem availability at launch. Additional market-specific timing is to be announced. You won't have to wait much longer. If you've already made your resvervation, you'll receive an email today with details on completing your purchase, selecting your configuration and the next steps. Due to high demand and high reservations for AURA, only those who already reserved AURA prior to October 7 will be eligible to pre-order AURA and complete their purchases starting today. General availability orders for AURA will be available at launch. *Regional pricing for 12 GB RAM + 256GB storage / 16GB RAM + 512GB storage: - United States: $1,279 / $1,499 - Canada: $1,829 / $2,149 - Japan: ¥229,800 / ¥269,800 - South Korea: ₩1,990,000 / ₩2,290,000
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
An emotional road trip to remember
gamingtrend.com
Forever Ago review
I’d like to think of video games as a medium for quite literally anything. It doesn’t always have to be a 100-hour-long RPG or a competitive multiplayer shooter. Sometimes the story the developers want to tell is rooted in an experience that slows things down and immerses you in the eyes of the protagonist. Video games are a form of art, after all. Announced all the way back in 2020, Forever Ago is the debut project from Third Shift, a narrative-focused indie studio, and a fantastic one at that. The game puts you in the shoes of an old man named Alfred. He's in his mid-seventies, drives a van that's seen better days, and is on a lonesome journey of self-discovery and coming to terms with loss. He’s also something of a Mr. Scrooge, which I can totally relate to. From a distance, the Up comparisons are probably unavoidable, but trust me that it’s not just a blatant copy of Carl and Ellie. Alfred heads north, working through a journal of places that mattered to him and his wife Audrey. Along the way, he meets a plethora of unlikely characters that opens up different perspectives of what life and love mean. Co-founder Kai Brueckers has said the studio wanted an elderly protagonist specifically for a story about grief and redemption, and that the route grew out of a trip he took down the Pacific Coast. In fact, rolling credits rewards you with a screen with an In Loving Memory of, meaning this story was in fact based on real events and people. The game spans 9 chapters and can be completed in 3 to 5 hours. Each chapter brings you to a different location that’s a little set piece of its own, taking place both in the past and present, allowing you to truly relate to what Alfred is feeling and going through. After beating the game, you can go back via chapter select, but starting a new game will overwrite your current save file. Unfortunately, there’s only auto-save at certain checkpoints with no manual save. There were multiple times during this short and sweet playthrough I was in tears, so that’s where I’ll leave you with the story. No more spoilers from me! Much like Annapurna’s Mixtape earlier this year, Forever Ago is light on the gameplay end and can be seen more like an interactive film or walking simulator than a game with deep and complex mechanics. As you travel from location to location, you’ll take pictures, solve light puzzles, interact with the environment, play with an adorable dog, and simply just reminisce about a time long ago. It’s deliberately slow-paced, which is evident from the get-go, so if you were expecting something else, you should probably look elsewhere. The camera is probably the most important piece of equipment on your trip. It’s Alfred’s lens into the past as certain objects unlock memories you play through as vignettes. After each chapter, you can select up to 4 photos to keep in your journal, all of which culminate in the epilogue. You can snap pictures the traditional way, or even get a little goofy with selfies and various facial expressions! On the PlayStation 5, Forever Ago comes in at a cozy 4.3 GB and supports power saver mode. Trophies are rewarded for doing more than just the main story, so feel free to be creative when you can! DualSense features such as the controller light bar and speaker are utilized, along with light rumbling and vibrations. There are some slight frame dips in certain chapters, but I ran into no bugs or crashes otherwise. The only complaint I have is the wonky detection of certain interactive prompts. For example, I have to pan the camera at a very specific angle for the “Open Door” prompt to appear. It’s not a deal breaker, but it can be a little frustrating at times. If you take a look at the initial announcement trailer, Forever Ago looks completely different. What used to look like claymation is now a uniquely stylized animation that fits the overall vibe of the game. Locations between past and present look aged since Alfred saw them, and facial features actually line up with the spoken dialogue, which is only in English, by the way. Every scene feels handcrafted and deliberate, which feeds into how beautiful this game is visually. Piotr Michael does an impeccable job at voicing Alfred, who carries the majority of the game with his self-narration. Of course, Cissy Jones does a fantastic job as Audrey as well, along with the rest of the cast. Oh, and the composer, Clark Aboud, who worked on Slay the Spire, created an original soundtrack for this game, and it doesn’t disappoint. Review Guidelines 90 ### Forever Ago #### Excellent I was sold on Forever Ago from the trailer alone because I’m a sucker for these tear-jerking narrative experiences that happen to hit all the emotions. After being fully engrossed in Alfred's life, I know Third Shift has created something truly special. Forever Ago is an example of creative expression that the industry needs more of, and is definitely worth your time. * * * ##### Pros * Emotionally driven narrative * Strong voice cast and soundtrack * Unique camera vignette mechanic * Short and sweet ##### Cons * Some technical hiccups * One save file with no replayability * * * This review is based on an early PS5 copy provided by the publisher. Forever Ago comes out on October 8, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
Gears of War: E-Day seems to have made people happy—both critics and consumers. It's a rare win for Xbox when it comes to game releases. Xbox needed this win, but we all needed this win. The more Xbox fails, the worse the already precarious conditions of the games industry will get. We've seen […]
gamingtrend.com
Reminder: We want Xbox to do well
Gears of War: E-Day seems to have made people happy—both critics and consumers. It's a rare win for Xbox when it comes to game releases. Xbox needed this win, but we all needed this win. The more Xbox fails, the worse the already precarious conditions of the games industry will get. We've seen what consolidation has done. Xbox is the worst example. Xbox Game Studios went from around 27 game studios to now less than 10 if we count how some studios have been folded into others. It amounted to countless layoffs, cancelled games, and hardly any games to show from Xbox. And that's after one of Xbox's better years of just shipping games. PlayStation is guilty, too. Bluepoint Games is the most egregious example. ### This post is for subscribers only Become a member to get access to all content Subscribe now
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 07/10/2026
Meticulous, mysterious and merciless mechanics, masterfully made
gamingtrend.com
Order of the Sinking Star review
I was around 60 puzzles into my journey north in Order of the Sinking Star when I hit a wall. I’d navigated through intricately designed mazes and perplexing brainteasers, but something about the current conundrum had me truly stumped. The sinking feeling of dejection inside of me was short-lived, however, as it was then I remembered that Order of the Sinking Star grants an absurd amount of player agency - and I wandered off to discover new horizons. While I haven’t quite managed to uncover and solve all 1000+ puzzles just yet, I’ve uncovered the map, encountered one (of multiple) "endings", and experienced more than enough enigmas to know that I’ve fallen in love. The latest venture from Jonathan Blow’s Thekla Inc. may not be quite as aesthetically pleasing as The Witness or as narratively compelling as Braid before it, but the sheer amount of aggravatingly ingenious puzzles on display won me over entirely. Every addition of _yet another_ new character or mechanic elicited both an exasperated laugh and a deep-seated excitement to experiment. As you begin at the Crossroads, you’ll be able to choose which cardinal direction you want to head in first. The game (and myself) would encourage you to begin by going north. Here you’ll find the Heroes of Hauling; an ever-expanding string of puzzles in which you control various characters, each with their own unique trait/ability. While the scenarios begin simple and often involve just one character, the thread unwinds fast, and before you know it you’ll be dealing with complex and strategic sequencing puzzles involving several characters at once. That openness, alongside player satisfaction after adversity, and surprise evolutions in gameplay remind me quite a lot of the intended experience when it comes to the design of games like Elden Ring. Heading in any of the cardinal directions is not only possible from the get-go, but also actively encouraged. In the same way that you can turn around from a boss giving you trouble in Caelid, you can leave a pesky puzzle behind and walk elsewhere until you feel ready to come back. You might even garner some additional information/mechanical context in the meantime, which can help! Puzzle games for me often live and die by their approach to failure and/or pressure. The paralyzing fear of screwing up often dissuades experimentation, and thus it’s a massive relief that there are no real fail states, time limits, or soft-lock opportunities in Order of the Sinking Star. A simple button input rewinds time one move and can be held as long as you want to rewind over and over - so keep going with your trial and error until you find the solution; you’ll have to do so **a lot**! Another obligatory (and complementary) cornerstone for me when it comes to this genre is the “aha!” moments. Above all else, Order of the Sinking Star is positively filled to the brim with these little revelations. Whether a solution was immediately apparent or took me several hours to piece together after stepping away, I almost always had a smile on my face or chuckled aloud as I was executing the plan I’d drawn up, knowing I’d finally clocked what the developers wanted me to learn/do. These cardinal directions I mentioned offer puzzles that revolve around an entirely different set of gameplay concepts and characters, and by proxy continually present you with new scenarios to keep the game feeling fresh. To make it even better, most puzzles (as all good puzzles should) double as mechanical lessons that become increasingly vital later on. As examples of this variety, heading east leads you to the Mirror Isles where you’ll be using (you guessed it) mirrors to teleport both yourself and objects to navigate disparate islands. In contrast, heading south reveals Skipping Stones; a string of land masses where you’ll need to bounce stones and lilypads across the water to create platforms and navigate/redirect water currents. An appreciated mechanic baked into the world design is the ability to fast travel around the map via specific, activated points. As a result, navigation never became cumbersome regardless of whether I was running to or away from a puzzle. Furthermore, standing on any of the countless stars that you interact with to begin each puzzle allows you to see a screenshot of the puzzle itself, alongside the ability to replay them after completion. Considering that many act as mechanical lessons, being able to get a bird's-eye view of each or jump back in at the touch of a button was welcome. As you venture further out from the main hub, you’ll begin encountering puzzles which bring mechanics and characters from different cardinal directions together. Almost every single one at first blush had me laughing at how complex each appears (believe me, they are), but with a little effort I managed to deduce how to chip away and make small steps to complete the overall picture. Before I knew it, I was steamrolling through multiple puzzles in a row, and it honestly felt like seeing through the Matrix. The game ran flawlessly on PS5 Pro, looking and sounding great with an often zen-like OST. Going a step further in terms of sound, every voice actor crushes it in their role, working with a relatively strong script across the board to provide a slow-burn narrative with compelling (if somewhat infrequent) character development and interactions. It’s definitely not all golden, though, as depending on your capability to plan several steps ahead and/or think outside the box, you will likely hit multiple walls in terms of progress. I say this with the understanding that I mentioned earlier about being able to go elsewhere and try something else. However, there were a few different instances over the review period where I was at a complete stall in my progress in every available puzzle for multiple hours, and that led to a little more frustration than I’d typically prefer. There’s no hint system or workarounds here - you’ll just have to _get gud_ , power through, and brute-force through experimentation, or resort to guides if you really can’t figure it out. For my taste, this flip-flopped between being too obstructive to my enjoyment and an expected part of the genre. The complete absence of a safety net for those struggling can certainly become a turnoff, particularly if the goal of a given puzzle is more ambiguous than usual. This was also the case in The Witness, and if you bounced off of that because of specific puzzles perplexing you, it’s likely you’ll encounter the same problems here. The freedom in terms of exploration and world design also compounds these issues. There were several times where I’d make decent headway in a specific direction and run into a progression blocker - not due to difficulty, but because the (irritatingly smart) interwoven nature of the world meant that I had to trigger something elsewhere to be able to continue. Forcing me to switch up what I was doing and engage with other puzzles/mechanics after a few hours of linear progression isn’t abnormal and was sometimes welcome. But if I had to go to a place I was really struggling with, my flow would be broken, and I **had** to board the struggle bus in order to make additional headway. The problem with slowed progress extends to the story; the narrative beats become more distant from one another and thus become a little harder to follow, especially considering the lack of a glossary, dialogue history, or a menu to replay audio recordings you’ve found. As a result, the story didn’t grab or impact me as much as I’d have liked. Regardless, the banter, lore, and developments shared between characters were still always a treat and had me paying attention to every word. That push and pull between the freedom that the game allows juxtaposed with the unforgiving nature of its puzzle design had me at times feeling a little conflicted about my playthrough. Ultimately though, the game elevated above the gripes that I had and has become another great puzzler to add to the pantheon. I can completely understand why some players might end up hating it due to its complexity, but me and my puzzle-loving brain ended up relishing it. Review Guidelines 90 ### Order of the Sinking Star #### Excellent With the sheer amount of excellently designed and multi-layered puzzles in Order of the Sinking Star, I’m not surprised it took 10 years to bring to market. It can lead to frequent frustrating progression blockers and is incredibly unforgiving if you can’t grasp certain mechanics, but when the pieces do come together and the epiphanies occur, it hits like nothing else, and I’d say those sublime moments make it well worth the wait. * * * ##### Pros * A staggering number of excellent puzzles * Impressive non-linear world design * Lack of punishment encourages experimentation * Compelling VO from the entire cast ##### Cons * Complex logic with no hints can entirely prevent progress * Narrative beats can be hard to follow if progress is slow * * * This review is based on an early PS5 copy provided by the publisher. Order of the Sinking Star comes out on October 8, 2026.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
Joker’s Wild
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Ace Combat 8: Wings of Theve review
While it’s been a few years since Bandai Namco released _Ace Combat 7_ , the release of _Wings of Theve_ represents over three decades of arcade air superiority. With the first release on modern consoles, you have to wonder if the newest title is worth introducing a new generation of pilots to, or if it should’ve been scrapped on the runway. Thankfully, _Wings of Theve_ earns its title as this generation’s ace. Your missions can cover vast swaths of land The game opens with our hero being pulled out of the ocean with a flight engineer. Something had clearly just gone awry. After being brought back to the _Endurance_ , an on-the-run aircraft carrier for the FCU (Federation of Central Usea, who are under occupation), you’re immediately plopped into the assistant’s seat for Cope, the lead pilot of the Joker Flight team and the “Wings of Theve,” a symbol of hope in a losing war. When Cope has a run-in with the an ace pilot from the invading forces of Sotoa, and gets shot down, you take the lead as the “Wings of Theve” in an effort to maintain the illusion that the FCU’s legendary pilot can’t be stopped. As Joker Flight’s lead pilot, you’ll have to earn the trust of your squadron and soar to new heights to save your people from the technologically advanced Sotoan forces. As someone who has had relatively little exposure to the _Ace Combat_ franchise before, save for a couple of missions over the past twenty years, the story feels relatively dense and difficult to digest. It’s set up using a host of unfamiliar nations and terms. Thankfully, once you get the basic gist of who they’re talking about, the story starts to make sense. Mix that with the various personalities of your flight crew and the other folks on board the _Endurance_ , and you’ll find yourself caught up in the fight to quell the nearly invincible Sotoan forces and their bid to conquer the world. It’s a tale that struggles to find its footing early on. There are some particularly kitschy, cheesy story beats that I just rolled my eyes at and pressed forward. Likewise, there are moments that had me swelling with pride or wiping away a gentle tear. It’s not the greatest story in the world, but it hooked me emotionally and drove me to see the credits roll. I can’t ask much more than that. You'll never be without a bogey or 10 to scrap Thankfully, what the story lacks in punch, the gameplay provides in spades. Ace Combat 8’s campaign features 30 missions, and each one somehow has you doing something unique. I never felt bored or disinterested, because the game has such fantastic mission design. You may be taking out SAM sites on one mission, avoiding detection the next, and attacking an enemy stronghold after that. While, yes, you’re ultimately going to be dogfighting and bombing ground targets, it’s all done in a way that continually feels fresh. There are a few structures built around your in-flight time that give you some agency over your experience. First, you can outfit your squadron. You’ll earn money during missions that you can spend on what is essentially an upgrade tree. This allows you to unlock new planes and parts to equip on your birds. Planes are color-coded in four categories: blue excel in air-to-air, red are air-to-ground, purple can hold their own in both, and green provide electronic support. There are 30 planes you can unlock. Get comfortable with Joker Flight. These are your only social circle. Each plane has a series of gear slots you can use to give you the edge in combat. You can augment your plane to be able to accelerate quicker, make high-G turns more effectively, withstand ice when flying through clouds, improve missile range, or a whole other host of capabilities. The upgrade system gives you palpable options to improve your combat effectiveness. When you’re done with your own setup, you can build out your team’s kit to your liking. I typically have the game automatically set up the rest of my team for the coming missions, but I appreciate the option to have that level of control over my squadron. Particularly dangerous enemy squadrons will show up from time to time Once airborne, the skies are your playground. Depending on your plane and weaponry loadouts, you’ll spend time flying around the spaces, engaging in dogfights, and taking out ground targets. As expected, this looks like targeting enemies (which you can cycle between) and either letting your weaponry lock-on before you fire, or lining up shots and letting them rip. If you get in close enough, you can unleash your machine gun, too. Some air-to-air weapons can achieve multiple lock-ons. Ground weapons vary from giving you a splash zone and letting you decide when to drop your bombs to letting guidance systems do the work for you. It gives you plenty of tools to play with. While you may be the apex predator, there are other pilots that’ll be gunning to take you out, literally. You’ll have to employ a few different tactics to stay safe. When enemies achieve lock, you can deploy chaff and flares to throw off the missile guidance. You’ll only get a handful of those per flight, though, so be mindful. You’ll probably end up relying more on your own hard banking, turning, braking, and accelerating to try to get out of jams. Combine that with help from your squadron, which can cover your back or go on the attack, and Joker Flight can be quite the menacing force. The multiplayer offers a few ways to extend your fun beyond the campaign If you finish the campaign and want more, or just want to jump into missions with your buddies, you’ll want to fire up Ace Combat Online, the game’s multiplayer suite. Here, you can engage in a handful of mission types and keep playing. You can play a handful of modes and complete challenges to earn skins and upgrades. As you play and earn XP, your own pilot rank will go up, which grants access to more planes. Out of the gate, you’ll get to play three modes. Co-op Assault pits two teams of four against one another in score attack. Everyone is hunting down baddies, but the squad with the higher combined score takes home the victory. Co-op Warfare is similar, but you can target pilots on the other squadron for an added twist. Finally, you can do a 4v4 Team Deathmatch. There are special events you’ll be able to play on occasion, too. If you enjoy competing with others, earning your ranks is fun. You can also unlock an array of skins and emblems so your plane looks how you want. It’s a nice touch I think any ace will appreciate. Like the rest of Joker Flight, you'll get to see Tasha grow and mature as a pilot and a person The inclusion of multiplayer is nice, but Ace Combat 8’s campaign is a fantastic experience from takeoff to landing. After so much time on the comms with your flight team, you get to know and care about them (for the most part). The game gives you plenty of tools to keep things fresh, with 30 aircraft and a wide variety of unique missions to continually whet your appetite. Despite a slow start and some unearned moments, Ace Combat 8’s narrative matures into something exciting and endearing. Wings of Theve is easily one of the best modern titles in the genre. If you’re looking for a great arcade flight experience, look no further. Review Guidelines 88 ### Ace Combat 8: Wings of Theve #### Great Ace Combat 8 is one of the most well-thought-out arcade flight sims we’ve gotten in years. The story starts campy and matures into its own, but every mission is a fun, unique experience that keeps things interesting. There’s a ton of variety with the planes and equipment for it, and the multiplayer gives you ways to keep playing after the credits roll. Anyone interested in a fun flight sim experience should pick this up. * * * ##### Pros * Every mission is unique * Campaign finishes strong with some interesting moments * A host of aircraft to pilot and outfit * Fun, interesting online modes ##### Cons * Story starts slow and feels difficult to wade through * There are some terribly cheesy story moments * * * This review is based on a retail PC copy provided by the publisher.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
Walk the Path to Doomsday
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Marvel Rivals launches Season 10.5 on October 9
Marvel Games and NetEase Games, the teams behind the wildly successful _Marvel Rivals_ , announced the game's upcoming season, 10.5, will release October 9. The season is set to focus the Path to Doomsday event with a new mode titled "Path to Doomsday - Avengers: Infinity War." You can check out the trailer for the upcoming content and read the full press release below: > **The Path to Doomsday Continues as Marvel Rivals Season 10.5 Launches October 9** > > _Season Introduces Epic New Modes Path to Doomsday - Avengers: Infinity War and Path to Doomsday - Avengers: Endgame Along with Special Halloween Events_ > > **Guangzhou, China and Los Angeles, California, United States, October 6, 2026 –** Today, Marvel Games and NetEase Games have unveiled full details for Season 10.5, launching October 9 for Marvel Rivals, the award-winning and critically-acclaimed Super Hero Team-Based PVP Shooter lets players assemble an ever-evolving all-star squad of Super Heroes and Super Villains battling with unique powers across a dynamic lineup of destructible maps from across the Marvel Multiverse. With Season 10.5, _Marvel Rivals_ will focus on the highly-anticipated next phases of the ongoing Path to Doomsday event. The season kicks off with an epic new mode: Path to Doomsday - Avengers: Infinity War. > > Path to Doomsday - Avengers: Infinity War is a fast-paced, 2v2 PvP mode built around short rounds, random drafting, and intense duo matchups. In this mode, 12 players will form six teams of two from a pool of 13 iconic heroes who appeared in the original film. In each round, teammates will face off against another duo in a 2v2 death match on the fields of Wakanda. Between rounds, players can select random cards to upgrade abilities and stats, producing unique builds for your hero. Players will need to adapt their build on the fly based on cards drafted, guaranteeing fast and frenetic action. At the start of the match, each team is randomly assigned one of the Infinity Stones to grant a uniquely powerful ability that, when used at the right moment, can completely change the course of a battle. When a team is eliminated, players can claim their Infinity Stone for themselves, setting up some amazing variables and gameplay scenarios for the final showdowns! > Watch [Marvel Rivals | Dev Vision 21] > > On October 22, the next phase begins with the arrival of Path to Doomsday - Avengers: Endgame. In this massive PvE mode, 50 players will assemble in the ruins of the Avengers Compound to face Thanos and his army head-on. > > Additionally, the Season 10.5 update will see the expansion of the 18 vs 18 Annihilation mode, and will be adding the map: Alchemax Headquarters. > > Season 10.5 is also bringing the spooky season directly to _Marvel Rivals_ with a brand-new batch of Halloween-themed costumes and cosmetics. After the update on October 15, the All Hallows' Glow event will spark to life. Players can jump into the event to carve out some amazing costume and cosmetic rewards. Then, on October 29, the Night of Illusions begins, where players can dive into a thrilling, suspenseful interactive puzzle experience.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
October’s jam-packed updates bring ways to celebrate the changing seasons with a boatload of new warships and in-game events
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The fight goes on, World of Warships and Legends receive October Updates
Today, Wargaming launched October Updates for World of Warships and World of Warships: Legends. > In World of Warships, players can dive into the strategic “Pacific Front” event brimming with rewards, including a Tier VI Premium destroyer. The Armory also introduces a new Tier IX cruiser, as well as a special “Uncharted Seas” event that offers two Tier VIII destroyers. > > Meanwhile, World of Warships: Legends’ October update features a fresh campaign with a Tier VIII Premium cruiser up for grabs, the start of the “Road to New Year” event which offers players the chance to receive a rare ship, and a new Bureau Project. > > **World of Warships welcomes the “Pacific Front” event** > > Leading World of Warships’ October update is the strategic “Pacific Front” event. Players will now engage in Operations, a grouped series of battles, that build toward a final showdown with a Primary Target. Emerging victorious from this final showdown yields Progress Tokens, which unlock plenty of prizes on a reward track that culminates in the receipt of U.S. Tier VI Premium destroyer Monaghan. > > In the Armory, an “Uncharted Seas” event is available from 15 October, bringing two Tier VIII destroyers to the game, Pan-Asian Datong and Dutch Philips van Almonde. During the event, players can collect Seafarer Tokens, using them to unlock rewards including a permanent camouflage, enemy destruction effect, and rare bonuses. Also in the Armory from this update is Italian Tier IX cruiser La Spezia, available via Research Points. > > Finally, from 8 October, in preparation for All Hallow’s Eve, players can also work their way through a Halloween event pass, packed with shriek-worthy rewards such as the battleship Warspite and cosmetics. > > Full details on Update 15.9 for World of Warships can be found in the patch notes. > **World of Warships: Legends launches the “Road to New Year” Event** > > In World of Warships: Legends, October’s update is headlined by a new four-week campaign, “The Foghorn’s Bride”. After completing 80 milestones with Admiralty Backing, players will receive British Tier VIII Premium cruiser Aberdeen, which sports four twin 152mm turrets that fire off Armour-Piercing shells, alongside fast-reloading guns, to deal rapid damage to opponents. > > Leading into the final months of the year, this update also kicks off the “Road to New Year” event, starting from October 5. This event brings players a unique chance to receive a rare ship for free – including U.S. Legendary Tier Premium battleship Ohio, Soviet Tier VII Premium battleship Lenin, or French Tier VII Premium battleship Jean Bart. To do so, players can earn Giftlets by participating in in-game activities across consecutive updates, which can later be redeemed for rewards. > > Closing out the update is the addition of a new Halloween battle mode, just in time for spooky season, which comes packed with thematic rewards. Plus, from October 5, Pan-American Legendary Tier destroyer La Pampa comes to the Store, available for Steel, and British Legendary Tier battleship St. Vincent arrives as a Bureau Project. For more on all things World of Warships, stay tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
Get your Star Wars X Burnout fix thanks to Amazon
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STAR WARS: Galactic Racer is... FREE on Luna through Amazon Prime?!
If you have Amazon Prime, you may not realize the depth of your subscription. Included are quite a few games via a streaming service called Amazon Luna, and it just got a HUGE addition. STAR WARS: Galactic Racer is a new critically acclaimed racing game that marries the best of old-school Burnout and Star Wars, and if you have a Prime membership, you can play all of the single-player mode for free! Check out the details below, and get to racing! Star Wars: Galactic Racer reviewVery Fast, Very Dangerous, Very Fun!GAMINGTRENDLyra Moreno > _Star Wars:_ Galactic Racer™ has launched onto Amazon Luna alongside the game’s worldwide release, delivering high-stakes racing across iconic _Star Wars_ ™ planets. > > Developed by Fuse Games, a studio founded by racing veterans whose individual credits include the Burnout and Need for Speed franchises, _Star Wars_ : Galactic Racer puts you behind the controls of a range of repulsorcraft and into the underground, unsanctioned racing circuit of a galaxy far, far away. > > Best of all, if you're a Prime member, you can jump into the action on Amazon Luna on the same day as all other platforms and play the single-player campaign. > > "We've always believed Luna players deserve to be in the action from day one, and _Star Wars:_ Galactic Racer makes that a reality for the first time,” said Jeff Gattis, Head of Gaming at Amazon. “Luna players can jump into the single-player campaign today without needing to own a console or wait for a lengthy download. And the best part: if they're a Prime member, they already have it at no additional cost. It's exactly the kind of experience we want to deliver on Luna, and we think players are going to love it." ### **Play the Solo Campaign** > Whether you’re looking to follow Shade’s journey or simply settle the question of who is the fastest racer in the galaxy, _Star Wars:_ Galactic Racer offers plenty of ways to compete. > > Build your racer through the campaign, experiment with different vehicles and upgrades, and work toward becoming a Galactic League champion. Every run and every challenge is a chance to push your ride - and yourself - to the limit. ### **Play Arcade and Scenarios** > Alongside the singleplayer campaign, you’ll be able to test yourself in two additional gameplay modes: Arcade and Scenarios. Arcade events are short and focused, having you race against the clock or complete a particular objective on a specific track with a specific vehicle. Scenarios are longer-form events that offer unique challenges, as you take-on full runs with different rule sets and characters. ### **Play today on Amazon Luna** > Beginning today, _Star Wars:_ Galactic Racer is available to play on Amazon Luna for Prime members in eligible regions. Just fire up Luna and get ready to race! **Stay tuned to GamingTrend for more STAR WARS: Galactic Racer and Amazon Luna news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
The Wolverine V4 Pro and Tournament Edition implements new things from across the V3 line
gamingtrend.com
Razer's Wolverine levels up to V4
Been looking for a great controller option for your XBOX and PC? Look no further. Razer has updated the Wolverine, with a V4 Pro model dropping today. It contains quite a few great upgrades, like 8KHz polling on PC and new capacitive thumbsticks. We have one in hand right now, so keep your eyes on GamingTrend for a review! Wireless Xbox and PC Controller - Razer Wolverine V4 Pro | Razer United StatesRazer Wolverine V4 Pro is a premium wireless gaming controller for Xbox and PC with Capacitive thumbsticks, 8K Hz HyperPolling, and customizable controls.Razer > Razer today announced the new Wolverine V4 line, including the wireless Razer Wolverine V4 Pro and wired Razer Wolverine V4 Tournament Edition, the next generation of esports controllers officially designed for XBOX and PC. The line brings drift-resistant precision with new capacitive thumbstick sensors, up to 8,000 Hz HyperPolling, and deep hardware and software customization. > Meet the new Razer Wolverine V4 Pro, now with capacitive thumbsticks for greater precision: https://t.co/RanVjkOwQf > > Designed for control and customization, its four removable mouse-click back buttons and dual-claw grip macro bumpers let you fine-tune your playstyle to nail… pic.twitter.com/48vtiVHMcf > > — R Λ Z Ξ R (@Razer) October 6, 2026 **Here's what players get:** * **Capacitive thumbstick sensors:** The next step in contactless sensor design. Paired with a 16-bit ADC chip, they register approximately 3,000 steps of movement for smoother tracking and reduced jitter. * **Up to 8,000 Hz HyperPolling:** Available on PC, wired or wireless, with sub-1 ms response times, Razer's fastest ever. Runs at up to 250 Hz on XBOX Series X|S. * **Magnetic swappable back buttons (V4 Pro):** Four removable back buttons and two claw-grip bumpers that swap in or out in seconds. * **Razer Pro HyperTriggers:** A back-mounted trigger lock toggles between near-instant actuation and a full-range analog pull, with the actuation point tunable from 1.3 mm to 8.2 mm in Razer Synapse. * **Deep customization:** Four onboard profiles, six mappable multi-function buttons, and dead zones adjustable from 0% to 15%. The V4 Pro adds a tool-free magnetic faceplate and six swappable thumbstick caps. * **Competitive build:** PBT mecha-tactile face buttons, an 8-way floating D-pad, and textured TPU side grips. > The Razer Wolverine V4 Pro (US$199.99 / €209.99 MSRP) and Razer Wolverine V4 Tournament Edition (US$99.99 / €109.99 MSRP) are available now at Razer.com, RazerStores, and select retailers worldwide. You can learn more at https://rzr.to/wolverine-v4-pro. **Stay tuned to GamingTrend for more Razer news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
Get a look at what you'll be doing on Hajin
gamingtrend.com
More MW4 DMZ to enjoy as Dynamic Ops trailer arrives
The week of DMZ continues. Call of Duty: Modern Warfare 4's next big thing is getting its time in the limelight, and today's entry sees a trailer highlighting Dynamic Ops. Check out this new kind of questing in the video below, and the Call of Duty Blog for a deeper dive! If you want to know more about DMZ, check out our interview from earlier this year with the team. Actual story missions, mastering DMZ, and RPG knockouts highlight our Modern Warfare 4 DMZ interviewJoe Cecot waves goodbye to his teammate as he falls from the exfil chopper and moreGAMINGTRENDDavid Burdette > "DMZ week" for _**Call of Duty: Modern Warfare 4**_ continues with a new trailer spotlighting Dynamic Ops, where players will experience evolving objectives and unexpected challenges across every deployment. **Stay tuned to GamingTrend for more Call of Duty: Modern Warfare 4 news and info!**
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
Not a great day for structures
gamingtrend.com
Levolution returns to Battlefield in new Battlefield 6 Season 5 gameplay trailer
Battlefield Studios dropped a trailer giving players a glimpse at the upcoming Season 5 maps: Vegas Strip, Area 51, and a third unnamed map. In the trailer, we can see multiple instances of large-scale Levolution events, such as the tower falling in the casino, a helicopter flying through a large hole blown in a building, and another tower on the Area 51 map crumbling after getting hit by missiles from what looks to be an M142 mobile artillery truck. If you watch the top left of the screen, you can spot a bomber. Players can also expect more weapons and updates to RedSec. Players can dive into Season 5 on October 13. > Check out the trailer here: > > WATCH THE SEASON 5 GAMEPLAY TRAILER Stay tuned to GamingTrend for more Battlefield 6 news!
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
New colors for their audio products
gamingtrend.com
INZONE just got a bit more colorful
Today, Sony Electronics announced new color options for their INZONE gaming gear lineup, including the INZONE H9 II Fnatic Edition and Glass Purple for the INZONE E9. > The INZONE H9 II Fnatic Edition features a Fnatic-inspired color scheme in their signature orange. With this addition, the INZONE H9 II will be available in three colors: Black, White, and Fnatic Edition. The INZONE E9 features a purple color drawn directly from INZONE’s own brand identity and will be available in Black, White, and Glass Purple. Together with INZONE Buds Glass Purple, it forms a unified Glass Purple range. > > Developed with leading esports team Fnatic, the INZONE H9 II and INZONE E9 are designed for competitive gameplay, especially in FPS titles, combining Fnatic’s deep gaming expertise, feedback from professional players, and Sony’s sound technology. > The INZONE H9 II delivers clear reproduction of distant footsteps and deep rumbles, with a design based on the driver unit of Sony’s WH-1000XM6 wireless noise-cancelling headphones. Its FPS-optimized equalizer preset further enhances sound clarity during gameplay. In addition, its lightweight design ensures comfort during long gaming sessions, with up to 30 hours of battery life. > > The INZONE E9 features Sony’s first fully enclosed structure and sealed body, which, together with noise isolation ear tips, delivers superior passive noise reduction for a more focused sound. It helps block out noise from pro tournament crowds and everyday background distractions alike. Its compact design and low-pressure fit, along with multiple sizes of hybrid ear tips, also ensure comfortable all-day use. For more on all things Sony and INZONE, stay tuned to GamingTrend.
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GamingTrend @feed.gamingtrend.com.ap.brid.gy · 06/10/2026
SteelSeries adds one of the biggest games in the world to their collab roster
gamingtrend.com
There's not enough SteelSeries & Fortnite on your desk – Time to fix that
Wanting that coveted Fortnite dub? It may take some time and effort to happen in-game, but you can have winner accessories on your desk. Introducing the new SteelSeries x KontrolFreek Fortnite Collection! If you want to upgrade, now is a good time, as there are headsets and mousepads and thumbsticks all dolled up for your gaming pleasure. Check out the lineup below, and buy it via the bookmarked link. Fortnite x SteelseriesSteelSeries is a leading manufacturer of gaming peripherals and accessories, including headsets, keyboards, mice, and mousepads. > **CHICAGO – October 6, 2026** – SteelSeries, the original esports brand that fuses gaming and culture, and KontrolFreek®, the creator of Performance Gaming Gear™, are back with a new collection of gaming gear for Fortnite fans. In a deal facilitated by Epic Games’ licensing agency IMG Licensing, today we are announcing a new gaming peripheral collection designed to bring the iconic game to players’ real-world gaming battle stations. > > Spanning a multitude of gaming gear categories—including headsets, earbuds, mice, mousepads, PBT keycaps, Performance Thumbsticks™, Thumb Grips, and more—the collection gives fans new ways to represent Fortnite both in-game and in real life (IRL), while bringing fan favorites like Peely, Guff, Fishstick, Supply Llama, and Water Sprites to the real world. Every physical product purchase will also include an in-game item as listed below, extending the experience beyond the gaming station and into the game. There’s also a custom SteelSeries game in Fortnite (Island Code 9448-1956-0547) where players can check out items from the new Fortnite collection in-game. > > The SteelSeries x KontrolFreek Fortnite Collection will be available at SteelSeries.com, KontrolFreek.com, and select retailers around the globe. ### ** _SteelSeries Fortnite® Collection_** * Arctis GameBuds | Fortnite® Peely Edition – The critically acclaimed GameBuds™ get a Peely-infused makeover with a banana yellow finish and a unique charging case design with ribs on the outside and pink intestines inside, all inspired by the Peely Bone Outfit. Equipped with a silicone case cover that gamers can peel off — just like a banana. Designed to deliver elite gaming audio in a compact, portable form factor, the Fortnite Peely Edition GameBuds bring multi-platform versatility and all-day comfort to players across PlayStation, PC, console, mobile, and beyond. Includes a code for the in-game Oro Outfit. MSRP: NA $219.99| UK £179.99 | EMEA €199.99 * Arctis Nova 3 Wireless PC/Xbox | Fortnite® Sprite Edition – With a vibrant design inspired by the Water Sprite, the Arctis Nova 3 Wireless Fortnite Edition is a playful way to turn a Sprite into IRL gear. (Note: Won't replenish shields in real life.) Designed for players jumping between platforms and playstyles, including Xbox, PlayStation, Nintendo Switch, PC, handhelds, and mobile, the Arctis Nova 3 Wireless delivers immersive sound and quick-switch wireless freedom in a lightweight and ​ble design. Use the Arctis App (iOS/Android) to gain instant control over sound with hyper-precise presets specifically tailored for Fortnite and 200+ other hit games. Includes a code for the in-game Cold Hearted Pickaxe. MSRP: NA $129.99| UK £119.99 | EMEA €129.99 * Aerox 3 Wireless Gen 2 Mouse| Fortnite® Storm Edition – The Aerox 3 Wireless Gen 2 Fortnite Edition unleashes powerful performance in a licensed Fortnite design, bringing a vivid multi-color finish, lightning-embossed scroll wheel, and honeycomb pattern inspired by the Storm to a gamer’s desk. Combining a lightweight design with responsive wireless performance and battle-ready speed, the Aerox 3 Wireless Gen 2 is made for players who demand agility and control. Includes a code for the in-game Frozen Beak Pickaxe. MSRP: NA $129.99| UK £119.99 | EMEA €129.99 * QcK XXL | Fortnite® Battle Bus Edition – The iconic mousepad meets Fortnite's iconic Battle Bus. This special edition of the QcK gives fans a slick and stylish way to bring Fortnite fun to the desktop without sacrificing accuracy or durability. Engineered with SteelSeries’ legendary micro-woven cloth surface for optimized tracking accuracy and consistent performance, the QcK XXL provides expansive desk coverage and unmistakable Fortnite style. Includes a code for the in-game Rim Shot Emote. MSRP: NA $49.99| UK £44.99 | EMEA €49.99 * QcK L | Fortnite® Fishstick & Guff Editions – The iconic SteelSeries QcK mousepad meets Fortnite's iconic characters, Fishstick and Guff. These special edition versions of the QcK mousepad bring the lovably goofy fish-man right to a player’s setup. Combining surface performance, innovation, and style, each QcK L is designed with a smooth micro-woven cloth surface for pixel-perfect tracking and dependable durability. Includes a code for the in-game Fossil Glider. MSRP: NA $29.99| UK £29.99 | EMEA €34.99 * PBT Keycaps | Fortnite® Fishstick, Guff, Supply Llama Editions – Designed in collaboration with Epic Games, these PBT keycap sets bring the lovable Fortnite icons, Fishstick, Guff, and Supply Llama directly onto a player’s keyboard. Designed for show and engineered to go with vivid artwork, these keycaps let players customize their keyboards with unmistakable Fortnite flair. Includes a code for the in-game Statuesque emote. MSRP: NA $79.99| UK £69.99 | EMEA €79.99 * Artisan Keycap | Fortnite® Edition – Designed in collaboration with Epic Games, this intricately sculpted Victory Crown Artisan Keycap lets fans keep one of Fortnite's ultimate status symbols right on their desk. Hand-painted with a resin cover and rich with detail, because no great Victory comes without serious care and attention. Includes a code for the in-game Statuesque Emote** _._** MSRP: NA $79.99| UK £79.99 | EMEA €89.99 ### ** _KontrolFreek Fortnite® Collection_** * Fortnite® Aim Boost Kit | Durrr Burger Edition with Collector’s Burger Box Case**** – Served up fresh in an authentic Durrr Burger box to beef up that aim. Performance Thumbsticks® boost accuracy by increasing analog stick height, making small aim adjustments easier to control, while a side of Precision Rings™ increases thumbstick resistance to soften twitchy movements and prevent over-aiming. And with proprietary, non-slip GripTek™ material. Crafted for PlayStation 4 (PS4), PlayStation 5 (PS5), Xbox One & Xbox Series X controllers. MSRP: NA $34.99| UK £34.99 | EMEA €34.99 * Fortnite® Performance Fishsticks | Fishstick Edition – Turn opponents into fish food. Featuring Fishstick’s beautiful mug, these mixed-rise thumbsticks bring standout style and game-clutching performance. The high-rise right stick maximizes precision for pinpoint-accurate aim, whether you're flexing your builds or snapping onto targets. The mid-rise left stick adds control for tighter character movement, helping you outmaneuver opponents with ease, with advanced GripTek™ material. Engineered for PlayStation 4 (PS4), PlayStation 5 (PS5), Xbox One & Xbox Series X controllers. MSRP: NA $19.99| UK £19.99 | EMEA €19.99 * Fortnite® No-Slip Thumb Grips™ | Supply Llama Edition**** – Llama-fy a controller with an official Supply Llama design and colorway. Non-slip GripTek™ material maximizes grip to keep thumbs locked in for every clutch moment, while the llama-certified ergonomic design ensures lasting comfort. Compatible with PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch Pro (1 & 2), and Switch 2 Joy-Con controllers. MSRP: NA $14.99| UK £14.99 | EMEA €14.99 > To learn more about SteelSeries, visit steelseries.com_,_ check out the steelseries.com/blog, and join the conversation on Twitter at @SteelSeries_,_ Instagram at @SteelSeries, and TikTok at @SteelSeries. For more information on the brand, check out KontrolFreek.com, and join the conversation on Twitter, Instagram, Facebook, Twitch, and Discord. #KontrolFreek | #FreakNation **Stay tuned to GamingTrend for more SteelSeries, KontrolFreek, and Fortnite news and info!**
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