Normální zobrazení
Casually Classic: WoW Classic is all about the chill, not the thrill
WRUP: Increasingly desperate Twin Peaks fan theories edition
MMO Jukebox Song of the Week: ‘We All Lift Together’ from Warframe
Fight or Kite: A closer look at Eldegarde’s Paladin and Wizard classes
Vague Patch Notes: MMORPGs are less different than you think
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Massively Overpowered

- Massively on the Go: Pokemon GO inexplicably destabilized the Mega system ahead of the Kalos Tour
Massively on the Go: Pokemon GO inexplicably destabilized the Mega system ahead of the Kalos Tour
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Massively Overpowered

- Massively Overthinking: If you could delete one class or skill from your favorite MMORPG…
Massively Overthinking: If you could delete one class or skill from your favorite MMORPG…
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Massively Overpowered

- First Impressions: Witchspire has charming visuals and promise, but the demo is a bit rough
First Impressions: Witchspire has charming visuals and promise, but the demo is a bit rough
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Massively Overpowered

- MMO Hype Train: ArcheAge Chronicles, Chrono Odyssey, and dealing with MMORPG delays
MMO Hype Train: ArcheAge Chronicles, Chrono Odyssey, and dealing with MMORPG delays
Denshattack! Preview – The Art of Train-tricking
Denshattack! was revealed earlier last year, and I do not think I have seen an announcement trailer with this much energy in quite some time. It had everything I wanted from a game reveal: fast-paced gameplay, a unique hook, and a distinct art style to tie it all together.
Ahead of its Steam Next Fest demo release, I had the chance to play Denshattack! and came away hungry for more. Here are my thoughts on its early levels.
Threads of Fate Makes Absolum An Even Better Action Game
Absolum was my favourite game of 2025. Punchy combat, superb art, and plenty of well-realised roguelite mechanics made it a rewarding experience to sink hours into, especially in co op. It has now received its first major update. Threads of Fate introduces even more challenges to satisfy my endgame cravings.
Corrupted Regions and Mystic Ordeals
When you reach the end of Absolum, there is still plenty to do. Whether it is beating the true final boss with every character or wrapping up side quests that lead to new paths, bosses to vanquish, and characters to meet, the game does not simply stop. With the 1.1 update, two major additions significantly shake up the endgame experience.
Players concerned that Xbox may pivot to more AI as Phil Spencer retires
It’s safe to say Xbox isn’t doing well right now. With dwindling sales and desperate price hikes, the console wars could be coming to an end soon. Amid the decline of Xbox, Microsoft Gaming CEO Phil Spencer has announced his retirement.
“It’s rare in life to know when a chapter is closing, but after 38 years at Microsoft, that moment has arrived for me,” Spencer tweeted on February 20th. “I’ve made the decision to retire and begin the next chapter of my life. It’s a milestone that’s given me a chance to reflect on the incredible journey I’ve been fortunate enough to share with so many of you.”
Spencer started working as an intern at Microsoft back in 1988, initially developing early CD-ROM games. In 1994, he moved to the Desktop Finance Division as a manager for Microsoft Money. He pivoted to a product unit manager role in Consumer Productivity in 1999. He worked as General Manager of Microsoft Game Studios EMEA for a while before he became the general manager of Microsoft Studios worldwide in 2008. A year later, he was Corporate Vice President.
In recent years, he led Xbox through multiple console launches, acquired a bunch of game studios, created the business model behind the Xbox Game Pass, and then Xbox Cloud Gaming,
He tweeted of his journey: “Thinking back to my start as an intern in 1988, I never could have imagined the path ahead. I’ve been lucky to work with so many passionate creators, partners, colleagues, and players across the industry; people who challenged me, taught me, and made this work full of joy and wonder.”
This is gaming we’re talking about, however, so you can definitely expect to see very mixed reactions on social media. While gamers acknowledged all of the work he’s done, many felt his console launches were failures and blamed him for studio closures and increased prices. One angry gamer even said: “I wish you left sooner.”
While Spencer is not winning any medals in my book, I think it’s about to get even worse.
New Microsoft CEO wants to keep up with “rapid change” but not use “AI slop”
Spencer’s position as Microsoft Gaming CEO is being filled by Asha Sharma. She joined Microsoft in 2024 and was the President of CoreAI before taking the CEO position. Before that, she was Chief Operating Officer at Instacart and Vice President of Product and Engineering at Meta.
Said Spencer: “She’s joining an incredible group of people; teams full of talent, heart, and a deep commitment to the players they serve. Watching her lean in with curiosity and a real desire to strengthen the foundation we’ve built gives me confidence that our Xbox communities will be well supported in the years ahead.”

In a letter, strangely shared by Geoff Keighley (is he being paid by Microsoft now, too?), Sharma said she felt “humility and urgency” after taking her new role as CEO: “Humility because this team has built something extraordinary over decades. Urgency because gaming is in a period of rapid change, and we need to move with clarity and conviction.”
Of course, gaming skeptics took this to mean she was implementing much more AI as the technology becomes more prominent in the industry. It’s not a far-fetched accusation after learning of Sharma’s history with AI. It’s not like Xbox has never used AI before.
She did, however, say she was focused on making great games and bringing Xbox back to its core. She said she wants to take risks and encourage “bold ideas” from studios, all with the intention of giving players “what they care about.”
This was followed by saying she wants to “reinvent” play, another statement that had gamers suspicious. She wrote: “To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories.
“As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us.”
It’s strange that someone who works in AI would call it “slop,” but I take this to mean that they will use AI, just not in a lazy, unappealing way. I think some gamers would be even more critical than that.

It’s much too early to truly know how Sharma plans to lead Microsoft going forward. It’s going to be tough for her to turn around what Spencer has already done for the past few decades, and he may have left her with some pretty tough challenges. Can AI solve some of these issues? Will she truly avoid “AI slop?” Only time will tell.
But I think Xbox would be screwed either way.
The post Players concerned that Xbox may pivot to more AI as Phil Spencer retires appeared first on The Escapist.
Something for the weekend – Super Battle Golf arrives on Steam
Obviously, those people who post things on Insta like “It’s Fri-yay!” shouldn’t be allowed near technology of any sort, but those posts do signal the arrival of the weekend and some lovely downtime for many of us, so here’s a suggestion of how to waste some of it this week.
Super Battle Golf from developer Brimstone and publisher Oro Interactive is out now on Steam, and it’s less “gentle afternoon on the green” and more “eight idiots firing orbital lasers at each other while screaming in voice chat”.
If that sounds familiar, it should. We covered Super Battle Golf back when it was announced, and even then, it was clear this thing was being engineered in a lab to get streamers over-excited. Since then, it’s racked up over 100,000 wishlists in just four weeks, powered by clips of “influencers” absolutely losing control of situations that went wrong in seconds. That energy carries straight through to launch.
At its core, Super Battle Golf is golf in the loosest possible sense. Up to eight players all take their shots at the same time, racing toward the hole while actively trying to ruin each other’s lives. Courses are packed with hazards like sand traps, water, vegetation, and mines, but the real danger is the other players – isn’t it always?. You’re not just lining up your swing; you’re watching for incoming golf carts, sniper shots, and whatever unholy power-up just came off cooldown for that fool you are playing with.
And yes, golf carts matter here. They’re drivable. They can carry everyone. They can be weaponised.
Matches are scored on speed, disruption, and survival, which neatly explains why “playing well” often means doing something deeply unfair. Smack opponents with your ball. Ram them into a lake. Fire an orbital laser from the other side of the map. What would Tiger Woods do?
If you somehow get tired of tormenting friends, there’s also a point-based solo mode, though even that feels like training for future multiplayer crimes. Across 27 courses, Super Battle Golf constantly escalates, adding just enough chaos to keep things unpredictable without tipping into total noise.
A special mention has to go to the cosmetics. This is a game that lets you swing a chicken leg, launch a billiard ball, and wear a giraffe head tall enough to be a navigational hazard.
At $7.99 with a 20% launch discount, Super Battle Golf isn’t asking for much but it’s obviously one of those games that is better with friends rather than creepy internet randos.
The post Something for the weekend – Super Battle Golf arrives on Steam appeared first on The Escapist.
Sony axes Bluepoint Games after canceling live-service God of War
Sony has shut down Bluepoint Games, upsetting the gaming community.
Bluepoint Games is a well-respected studio founded in 2006 that has been remastering classic PlayStation games since Sony acquired it in 2021. This includes popular titles like God of War, Uncharted, and Demon’s Souls. The gaming community has consistently praised Bluepoint Games’ work and was disappointed when its live-service God of War game was canceled in January 2025.
Now, Sony is shutting it down completely.
Community backlash following the closure
As part of Sony’s decision to shut down Bluepoint Games, 70 employees have lost their jobs.
“Bluepoint Games is an incredibly talented team and their technical expertise has delivered exceptional experiences for the PlayStation community,” a spokesperson told Bloomberg. “We thank them for their passion, creativity, and craftsmanship.”
The shutdown came after a “recent business review,” the spokesperson noted. While Bluepoint Games’ remakes are beloved for their quality and nostalgia, the sales just weren’t there for Sony. In two years, the Demon’s Souls remake sold a little over 2 million copies. It’s not anything to scoff at, but it was apparently not exciting for Sony, which sold 3.2 million copies of Ghost of Yotei in 30-ish days.
Despite not having the most sales ever, Bluepoint Games makes stuff that gamers like and does a good job at making that stuff. For this reason, the shutdown has been met with widespread criticism from the gaming community, who feel Sony has shot itself in the foot once again. Shadow of the Colossus and Demon’s Souls are often said to be the best remakes of all time.
Said one gamer: “Great… Another talented and well-respected studio gone, while Sony is still chasing the live-service gravy train…”
Yep, while Bluepoint Games shuts down, Sony still has the upcoming Horizon Hunters Gathering slop coming from Guerrilla. This game’s lazy art style, ugly character designs, and boring gameplay (as shown in trailers) have been heavily criticized by gamers sick of live-service games.
The state of the gaming industry has not left players with much hope.
The post Sony axes Bluepoint Games after canceling live-service God of War appeared first on The Escapist.
Elder Scrolls 6 hits new internal milestone using Creation Engine 3
The Elder Scrolls 6 has reached a major internal development milestone and will be Bethesda’s first game built on Creation Engine 3, studio director Todd Howard revealed during a Kinda Funny Games podcast interview. Over 250 developers are now working on the project, with most of Bethesda Game Studios’ internal team focused on returning to the “classic style” that defined Skyrim.
Bethesda returns to classic Elder Scrolls formula with Creation Engine 3
“We do have a certain style that we like and our fans like that we want to get better at,” Howard said. “In many ways, Starfield and Fallout 76 are a creative detour from that classic Elder Scrolls and Fallout (style), where you’re exploring a world in a certain way. As we come back to Elder Scrolls 6, which we are working on now, we are coming back to that classic style that we’ve missed and know really well.”
Howard emphasized that Creation Engine 3 represents years of technical evolution. “We spent the last, you know, several years bringing Creation Engine 2, which powers Starfield, up to Creation Engine 3, that’s going to power Elder Scrolls 6 and beyond,” he explained. Not much is known about the transition from Engine 2 to 3, but hopefully it addresses the age and wear and tear of the now ancient engine.
Elder Scrolls 6 development ramping up after Starfield launch
The extended development timeline between The Elder Scrolls 6’s 2018 announcement and 2026 can be partly explained by the engine overhaul. Creation Engine 2 was designed specifically to power Starfield, which took roughly seven years to develop and release. The Elder Scrolls 6 has now progressed through two iterations of the Creation Engine while maintaining Bethesda’s distinctive design philosophy.
While Howard confirmed the game recently passed a major internal milestone, he did not share a release date. Most of Bethesda’s internal team now works on The Elder Scrolls 6 alongside third-party studios, while smaller teams handle Fallout 76 updates and Starfield post-launch support. The development team includes many veterans from Skyrim alongside new talent.
Howard appeared on the Kinda Funny Games podcast on February 18th, his first major interview since the Fallout Season 2 premiere in December 2025 where he last spike about ES6. The wide-ranging discussion covered Starfield’s reception, AI in game development, and Howard’s career at Bethesda.
The post Elder Scrolls 6 hits new internal milestone using Creation Engine 3 appeared first on The Escapist.
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Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech

- AWAYSIS | Physics-Based Co-Op Chaos
AWAYSIS | Physics-Based Co-Op Chaos
Kyoto-based developer 17-BIT has released a fresh demo for their upcoming physics-fueled co-op brawler AWAYSIS as part of Steam Next Fest. The game, which was featured in Day of the Devs – The Game Awards Edition 2025, promises a chaotic blend of momentum-based movement and slippery melee combat that’s bound to test friendships.

Players take control of a group of small critters on a mission to save the floating paradise of Awaysis from encroaching darkness. The gameplay combines momentum-based movement with both melee combat and ranged magic attacks, creating what the developers describe as inherent slapstick comedy. Battles against the Dark Lord’s “Grimlins” form the core of the adventure, which spans environments from lush grasslands to lava-filled underground caves.

The Steam Next Fest demo includes the first three campaign missions, giving players a taste of what’s to come when the full game launches with 24 levels. Beyond the main campaign, AWAYSIS offers various multiplayer modes including competitive minigames like King of the Hill and the football-inspired Brawly Ball. The game supports both local and Remote Play co-op, with online multiplayer modes also planned for the complete release.

AWAYSIS is heading to PC via Steam, Xbox Series X|S, and PlayStation 5, though no specific release date has been announced yet. The full game will support nine languages including English, Japanese, French, German, Spanish, Korean, Portuguese, and both Traditional and Simplified Chinese, though the current demo is English-only.

More information about AWAYSIS and 17-BIT can be found on the developer’s official website, with updates available through their social media channels on Instagram, Twitter, and YouTube.

The post AWAYSIS | Physics-Based Co-Op Chaos appeared first on Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech.
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Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech

- Crimson Moon Announced | Gothic Action-RPG
Crimson Moon Announced | Gothic Action-RPG
ProbablyMonsters has revealed Crimson Moon, a Gothic High Renaissance action-RPG that casts players as a powerful half-angel warrior fighting to save a fallen city. Set for release in 2026, the game promises intense combat and replayable missions as players take on the role of a Nephilim, a being caught between human and angelic nature, sworn to protect humanity as a Knight of the Crimson Moon.

The game’s story centres around reclaiming the city of Gildenarch from the Infernal Legion, battling through districts filled with demons, vampires, and undead gods. Players can tackle this challenge alone or team up with a friend in optional co-operative play, unlocking devastating combination attacks that make the most of both players’ divine abilities. The combat system emphasises precision and timing, blending brutal melee combat with explosive celestial transformations that promise to make each battle feel suitably epic.

What sets Crimson Moon apart is its focus on replayability through dynamic level design and evolving enemy compositions. No two runs through the city will play out identically, and difficulty modifiers allow players to increase the challenge in exchange for better rewards. Between missions, players will return to the War Table hub to upgrade their angelic powers, craft new equipment, and plan their next assault on the demon-occupied districts.

The game made its debut during PlayStation’s State of Play showcase, giving viewers their first glimpse of its dark fantasy world. Mark Subotnick, Head of Studios at ProbablyMonsters, highlighted the unique power fantasy of wielding both angelic abilities and powerful weaponry in the fight for Gildenarch. As players progress, they’ll uncover the truth behind the city’s fall and discover a destiny that only they can fulfil.

Crimson Moon will launch in 2026 for PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X|S, carrying an M for Mature rating. Those interested can follow the game’s development through its official website and social media channels, or join the ProbablyMonsters Discord community for updates.


The post Crimson Moon Announced | Gothic Action-RPG appeared first on Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech.
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Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech

- Sands of Aura | Soulslike Adventure
Sands of Aura | Soulslike Adventure
Indie developer Chashu Entertainment has announced that their post-apocalyptic Soulslike adventure Sands of Aura will launch on Nintendo Switch, Xbox Series X|S, and PlayStation 5 on 26th February 2026. The game transports players to the devastated world of Talamhel, where ancient wars have buried civilisation beneath endless sandseas, leaving only mountaintop refuges for humanity’s last survivors.

Players take on the role of a newly inducted member of the Order of the Remnant Knights, humanity’s final line of defence against both the harsh elements and hordes of undead that roam the sandy wastes. The game promises exploration across this desolate landscape aboard a vessel called a grainwake, as players uncover secrets that might hold the key to restoring their dying world. Combat features seven distinct fighting styles alongside an extensive crafting system that lets players create weapons and armour with magical enhancements.

The open world of Talamhel offers freedom to explore at your own pace, with side quests and optional challenges scattered throughout the sandseas. A central hub called the Starspire serves as both sanctuary and base of operations, where players can build communities, unlock story elements, and gain access to unique services and perks through their leadership choices.

This console release includes all the improvements and updates from the original PC version, plus console-specific enhancements such as a new targeting assist system and reworked exploration interface. The developers have also tweaked combat mechanics and the in-game economy specifically for the console experience.

Sands of Aura is available to wishlist now on all console platforms ahead of its 26th February 2026 release date.

The post Sands of Aura | Soulslike Adventure appeared first on Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech.
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Gaming Debugged | Gaming Site Covering Xbox, Indies, News, Features and Gaming Tech

- Review: Speedball | Xbox
Review: Speedball | Xbox
Note: This is an in-progress review after one week of playtime. I’m still discovering online multiplayer dynamics and will continue to update as I spend more time in the arena.
Growing up, my little brother (and my mates) used to play Speedball 2 on the Amiga absolutely religiously. They’d gather around the screen for hours, screaming at each other as they battered through matches with the kind of intensity usually reserved for actual sports. That game was legendary, and honestly, after a run of attempts (Speedball Tournament, Speedball 2100 and even Speedball 2 HD which was just weird), I never thought we’d see a proper return to the arena. HOWEVER… Speedball has arrived, and it’s doing something genuinely promising.

The Soul Is Still There
Speedball’s return isn’t some diluted modern interpretation. This is brutal, uncompromising, and unapologetically violent. Two cybernetically enhanced teams clash in enclosed arenas packed with hazards, traps, and environmental chaos. The crowd roars, mega-corporations run the show, and victory is earned through speed, precision, and raw aggression.
From a top-down perspective reminiscent of the original, you’re immediately thrust into fast-paced matches where split-second decisions matter. Passing, tackling, shooting, dodging—it all feels responsive on the controller. That “flow state” moment where you’re chaining hits, ricocheting the ball off multipliers, and steamrolling toward the goal is satisfying in the way only Speedball can be.
The visual style updates the franchise for modern hardware whilst keeping the industrial, sci-fi brutality that made the original special. It’s loud, relentless, and designed to keep your heart rate elevated from kickoff to final buzzer. There is a certain Fortnite influence here in the character style.

Multiple Ways To Play
There’s genuine variety here. League Mode lets you tackle a full season against AI opponents. Online multiplayer pits you against other players worldwide. Prefer the classic approach? Couch multiplayer is here for settling scores the traditional way, with local co-operative options as well. For a game launching at £24.99, the range of modes is impressive.
The tactical layer sits beneath the arcade action. Team composition matters. Player traits matter. Whether you build an aggressive wrecking crew or a disciplined defensive unit impacts how you’ll perform. Each player has strengths and weaknesses based on their cybernetic augmentations. Understanding your squad and exploiting opponent weaknesses creates strategic depth that transcends the immediate chaos.

The Early Access Reality
Here’s where complete honesty is essential: Speedball is still evolving. The game launched following a lengthy Early Access period on PC, and whilst Rebellion has clearly listened to community feedback, there’s still content coming. Arena variety is somewhat limited currently, which can make matches feel repetitive after extended sessions. The level of team customisation will expand further in future updates.
This isn’t a criticism, more an observation. Rebellion has committed to ongoing development, gradually introducing new features, improved progression systems, and expanded content. Early adopters literally watch the game evolve as it develops, which is either genuinely exciting or frustrating depending on your patience for “works in progress.”
The community has been integral to development. Rebellion set up a dedicated Discord server where players share ideas, report bugs, and contribute to shaping the game. That collaborative approach avoided previous Speedball revival missteps. This time, it genuinely feels like the developers are listening.

What Currently Shines
The core gameplay is absolutely solid. Matches are short, chaotic bursts of action that demand your full attention. The control scheme is intuitive enough that you can dive straight in without excessive tutorials. The “Slam Cam” slow-motion moments capturing bone-rattling hits, crunching tackles, and medical bots carting off injured players add theatrical brutality that celebrates impact.
Online multiplayer latency has been smooth in my early sessions. Arena hazards like flamethrowers, ice shotguns, grind rails, and environmental traps keep matches unpredictable. No two games play out identically, which is crucial for long-term engagement.
The soundtrack and sound design capture the industrial sci-fi atmosphere perfectly. The crowd noise, the crunch of impacts, the roaring intensity—it all reinforces that you’re in a corporate-controlled future sport where violence is entertainment.

Some Growing Pains
With only a week of playtime under my belt, I’m still learning matchmaking nuances and online dynamics. Initial matchmaking can occasionally feel imbalanced, pairing new players against experienced ones, though this may settle as the playerbase stabilises. The limited arena variety is noticeable but not gamebreaking at this stage.
Learning the optimal team compositions and player positioning requires more time than I’ve had. Some mechanics still feel like they need explanation—the instruction manual could be more comprehensive for newcomers unfamiliar with the original series.
Visually, the game is solid without being stunning. Character models are clear and functional, arenas are detailed enough, but it’s not pushing graphical boundaries. That’s absolutely fine for a sports game where clarity matters more than cinematic fidelity.

A Genuine Revival With Potential
After years of failed Speedball revivals, Speedball 2100’s awkwardness, and various half-hearted attempts, this feels different. Rebellion has treated the franchise with respect, understanding what made the original special whilst delivering the speed and spectacle modern players expect.
This isn’t a nostalgia cash-grab. It’s a confident revival that recognises the original’s legacy whilst building something that works today. The commitment to ongoing development based on community feedback is genuinely encouraging.

First Thoughts (not Final)
My early verdict is that Speedball is a promising return to the arena that captures the brutal essence of its heritage. The core gameplay is solid, the multiple play modes offer genuine variety, and the commitment to ongoing development feels authentic. Yes, it’s still evolving. Yes, there’s limited arena variety currently. But what’s here is genuinely fun, and the trajectory is heading in the right direction. I’m continuing to play daily, and I’ll likely revisit this review after more online multiplayer time.
For fans of the original, this is a genuine homecoming. For newcomers, it’s an excellent entry point into a unique brand of brutal, fast-paced sports action. At £24.99, it’s reasonably priced for the content on offer, especially considering Xbox Play Anywhere means you’re getting console and PC versions.
Whether you’re reliving old rivalries or stepping into the arena for the first time, Speedball hits hard. I’m genuinely excited to see where it goes.
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