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Obsidian’s RPG Avowed is coming to PS5 for its first anniversary

Another day, another “Xbox game is coming to PS5” announcement, as it’s now been confirmed that Obsidian’s fantasy RPG Avowed is coming to PlayStation 5 on 17th February 2026. The PS5 launch will coincide with an anniversary update that will also arrive for the game on PC and Xbox Series X|S at the same time.

The announcement came as part of an interview for New Game Plus:

The anniversary update should make this the best way to play the game – a boon, of course, for PS5 players to get the rounded off version, but also for anyone returning to the game on previous platforms. There are three new races that you can create your Godlike protagonist as, with dwarves, orlan and aumaua to be available, and a brand new weapon type that will be introduced to the game.

A new game plus mode is also being added, with the caveat that weapon levelling will not carry over, and there’s a long overdue photo mode to help capture some of the intense action moments and scenery that you might want to preserve.

Avowed takes us back to the Living Lands, a mysterious islands in the fantasy world of Eora, which it shares with Obsidian’s previous Pillars of Eternity games. However, where those games were both top-down CRPGs and part of the genre’s revival over the past decade, Avowed will shift back to one of Obsidian’s areas of expertise: first person action RPG adventuring. Avowed is not a fully open world game, but has several large open areas that you can explore. In that regard it’s comparable to one of Obsidian’s other acclaimed hits, The Outer Worlds.

This game was one of the highlights for Xbox and PC gamers last year, as Microsoft’s many studios and subsidiaries deliver on long-awaited projects, and as they’ve continually stuffed games into Xbox Game Pass. “Avowed is an incredible RPG,” we said in our review. “Its vibrant world and stellar cast make every moment a joy to take part in, enhanced by a script that gives equal measure to drama, action and humour. Coming hot on the heels of Indiana Jones and The Great Circle, Microsoft’s software revival is well underway.”

Source: Obsidian

Nintendo serves up a Mario Tennis Fever gameplay deep dive and Baby Waluigi

With just a month before the Mario Tennis Fever release on 12th February for Switch 2, Nintendo has shared a gameplay deep dive to reveal a bunch of the details to the latest Mario sports game.

Mario Tennis Fever is built, of course, around the core rules of Tennis with basic shots like Top Spin, Slice and Lobs, with slides and leaping shots to reach the ball… but this is a series that always brings something pretty extra. This time around it’s Fever Rackets, which can unleash all sorts of special shots and wild effects.

Having charged up your Fever gauge with a long enough rally, you can pull off a Fever Shot, with each of the game’s 30 rackets having a unique effect. These include:

  • Ice Racket – Freeze a patch of the court
  • Pokey Racket – Summon a Pokey
  • Shadow Racket – Summon a shadow double to play alongside you
  • Golden Dash Racket – Get a burst of speed to reach the ball

The tricky thing is that you can block a Fever Shot, so long as you reach and return the ball before it lands on your side of the court – Sneaky! The various Fever Shots that deal damage can also reduce your HP until you’re forced to take a time out. Oh, and in doubles, you can both unleash a Fever Shot at the same time.

There’s 38 characters in total, including all of the usuals and with a special shoutout for Baby Waluigi, Goomba and Nabbit. The full list is:

  • Mario
  • Luigi
  • Peach
  • Daisy
  • Rosalina
  • Pauline
  • Wario
  • Waluigi
  • Toad
  • Toadette
  • Luma
  • Yoshi
  • Bowser
  • Bowser Jr.
  • Donkey Kong
  • Boo
  • Shy Guy
  • Koop Trooper
  • Kamek
  • Spike
  • Diddy Kong
  • Bow-Wow
  • Birdo
  • Koopa Paratroopa
  • Petey Piranha
  • Piranha
  • Boom Boom
  • Blooper
  • Dry Bowser
  • Bry Bones
  • Baby Mario
  • Baby Luigi
  • Baby Peach
  • Wriggler
  • Nabbit
  • Goomba
  • Baby Wario
  • Baby Waluigi

Each has particular stats, but you can match them up with any racket.

There’s a bunch of modes to play in, from a standard tournament (now with commentary), to the tricky Trial Towers and Mix It Up mode, where you’ll have to play minigame modes like Ring Shot, Forest Court Match, Pinball Match, Racket Factory Match, Wonder Court Match (with Super Mario Wonder effects).

And then there’s the Adventure mode, which sees Mario, Luigi and chums all turned into babies. Now running around without your previous tennis abiliites, you’ll have to learn and train them all up again through the journey.

Of course, there’s a ton of multiplayer. Up to four players can play on a single system in split-screen, while there’s local wireless multiplayer, and support for GameShare (which also supports streaming to the original Nintendo Switch, even though this is a Switch 2 exclusive). Turning to the online, there will be both casual online rooms and ranked matches, while the more casual amongst you might like the motion controlled Swing Mode.

Mario Tennis Fever also has amiibo support, with various Mario amiibo changing the design of the ball used within play, but not actual gameplay effects.

South Park has dropped into Fortnite with a new Quints 5-player playlist

Epic is kicking off 2026 with their first major Fortnite collab event of the year, as South Park has been smushed into the enduring battle royale. There’s some fun new twists here, from the 5-player Quints playlist, to the Cartmanland POI and a free Born in the Chaos battle pass.

Having dredged up the powerful Stick of Truth, Butters has forced Cartman, Stan, Kyle and Kenny to play Fortnite with him. The stick is so powerful, it’s managed to bend the game code to allow all five of them to team up in the Quints playlist.

Here’s what else you’ll find in this event, running from today through 5th February:

  • Gameplay Items: Players can restore health, heal allies, or damage enemies with Cheesy Poofs; reboot automatically after being eliminated with the one-time-use Kenny’s Respawn Token; and for the first time ever, control where the Storm goes by retrieving the one-time-use Stick of Truth from the sky.
  • Cartmanland: Drop into a new POI: Cartman’s massive personal theme park! Cartmanland features rideable thrills such as CHAOS BLAST, Voyage to the Center of the Planet, and Pi Pi’s Splash Town.
  • The Born in Chaos Pass: With no V-Bucks required, the Born in Chaos Pass features 13 South Park-themed items players can unlock – including a Cheesy Poofs Emote, Back Blings, Pickaxes, and more – by completing new South Park Quests.

Epic has always been pretty hot on the IP collabs, but it certainly feels as though they’re picking up the pace on some of these. In the last few months of 2025 along, they brought the K-Pop Demon Hunters into the game from the hit Netflix movie, and the there was the whole Simpsons crossover.

South Park is hardly a stranger to the realms of video games, from one of the most popular and enduring episodes of the show having featured World of Warcraft at the peaks of its early popularity, to the menagerie of tie-in games from the tail end of the PS1 and N64 era, through to the popular RPG duology Stick of Truth and The Fractured But Whole – it’s obviously Stick of Truth that Fortnite is leaning on to get the boys into the game.

Source: press release

Orks get the perfect cinematic trailer for Dawn of War 4

A new cinematic trailer for Warhammer 40,000: Dawn of War 4 has been released, introducing the Orks to the game in pretty much perfect fashion. Check it out:

That’s right, the Gork or Mork-ified space hulk that the Orks are cruising through space on has been kitted out with a big red button so that they can, to quote the Warboss that punches it, “crash faster” into the planet while in hot pursuit  of the Blood Ravens Space Marines that they’re chasing after.

It’s the culmination of a wonderfully rendered cinematic trailer that sees the Orks attack an Imperial ship and board it to go toe-to-toe with the Space Marines, including Blood Ravens heroes Chief Librarian Jonus Orion and Captain Cyrus who are eventually forced to abandon ship of drop pods and Thunderhawks once Gorgutz arrives, with everyone heading down to the surface of Kronus.

Of course, you probably want to see the actual game in action at this point, and King Art Games have done that too in the last few weeks with the ‘Sons of Caliban’ gameplay trailer released in December.

This shows off the Dark Angels chapter in action, not long after their own cinematic trailer reveal. As formidable as a Space Marine Chapter is, the Blood Ravens are in dire need of help through Dawn of War 4, and the Dark Angels themselves are turning up to assist. You’ll get to play as both chapters, with Company Master Astoran and Chaplain Ezrael leading the Dark Angels into the fray. King Art have also teased that Dark Angels Primarch Lion El’Jonson could be playable at some point in the campaign, which would be a landmark moment for 40K in general, not just video games!

Warhammer 40,000: Dawn of War IV has been entrusted to Iron Harvest developer King Art Games and publisher Deep Silver. It’s a new leaf for the franchise, which was created by Relic Entertainment way back in 2004 and defined a new style of real time strategy with less focus on resource gathering and base building, and more on controlling the map and battlefield. Dawn of War enjoyed a good few expansions before Dawn of War 2 explored a more tactical approach in 2009, and Dawn of War 3 sought to blend them all together.

The interest in having King Art work on Dawn of War IV was organised by Games Workshop some time before Iron Harvest’s release in 2020. It’s not known if GW initially wanted to stick with Relic, but that time frame would have been around the time that Relic was focussed on Age of Empires IV and later Company of Heroes 3. Relic has since gone through the tumult of layoffs while under Sega’s ownership in 2023, and then independence with an investor buyout in 2024. They had plenty of things going on, in other words, but King Art had proven themselves with their steampunk RTS and could be great new stewards for this series. We look forward to seeing more in the run up to its 2026 release.

Sneakily watch this 9 minute gameplay video for Styx: Blades of Greed

Ahead of the release of Styx: Blades of Greed on 19th February, Nacon and developer Cyanide have released a 9 minute gameplay video to showcase various elements of its stealth action shenanigans.

Styx provides the narration through the video, using a bunch of new and returning gadgets and abilities to scale a vertical fortress and reach the next preserve of Quartz. Key new abilities that are shown off include using a gappling hook and floating up hot air streams with a glider, but there’s also returning elements like poisoning barrels, possessing enemies and creating gloopy clones. Add to that genre classics of dousing flames, skulking through vents and just observing and listening for new opportunities, and you’ve got the broadest stealth game in this series to date.

This is the fourth game Styx has appeared in, making his debut in Of Orcs and Men which led to a spin off series of games starring the goblin assassin. In this new adventure, Styx is after the new mystical powers provided by quartz, which give him abilities like mind control, but he’ll have to build a team of allies (reluctant and otherwise) to do so, while making his way through the domains of humans, elves and orcs alike, the gang flying back and forth in a Zeppelin as their base of operations.

The trailer ends with this base under attack, as another fleet of airships catches up to Styx and his crew!

In our preview of Styx: Blades of Greed from Gamescom last year, I said, “It’s genuinely great to see Styx: Blades of Greed bringing the mouthy goblin assassin back for a new generation. The previous games had a scrappy upstart kind of charm to them, and that’s continuing through here, with Cyanide getting more ambitious in how they construct the game into a stealthy playground. Styx might never be a truly revolutionary series, but it’s still plenty of fun.”

Source: press release

A surprise Dragon Quest VII Reimagined demo is coming this week

Square Enix has a nice surprise for Dragon Quest fans, announcing a demo for Dragon Quest VII Reimagined that will be available from tomorrow, Wednesday 7th January.

The free demo will be released across all platforms: PS5, Xbox Series X|S, Nintendo Switch 2 and Switch, and PC via Steam.

Oh, and you’ll be able to carry over your progress into the full game when it releases on 5th February.

It’s great to see demos released for games, and especially for remakes where you kind of just want to see if it catches the right vibes and tone when reviving a classic.

Square Enix have taken an awful lot of contrasting approaches to their remakes and remasters. Dragon Quest VII Reimagined is sitting somewhere between the HD-2D remakes of the original Dragon Quest trilogy and the wholesale reinvention of Final Fantasy VII Remake trilogy.

One of the most striking things here is the art style, with Square Enix creating all of the characters as real-life dolls and then 3D scanning them into the game to capture the look that they want. However, there’s plenty of other modernising touches, from doing away with the tiresome random battles, to full embracing party automation and battle speed settings, and then there’s some parts of the story that are being reconsidered too.

We went hands on with the game last year, and I said in our preview, “Dragon Quest VII Reimagined is shaping up to be another fantastic remake from Square Enix. It’s a bit bewildering just how many different styles and approaches they’ve taken to revisiting their classics, but this takes a wonderful art direction and combines it with a great set of quality-of-life improvements while tweaking it to address the biggest criticisms. All in all, it should be the best way to revisit this adventure when it arrives [in 2026].”

Source: Square Enix

Original co-founder Michał Kiciński has acquired GOG.com from CD Projekt Group

The DRM-free PC game store GOG has been acquired by CD Projekt and GOG co-founder Michał Kiciński, branching it off from the CD Projekt Group and going private.

There’s no plans to change GOG’s business model, which continues to focus on providing a source for classic games, now with a dedicated preservation programme to ensure a select library continue to run on modern systems, and to sell all titles (old and new) without DRM.

While now independent of CD Projekt Group, they have immediately penned a deal to ensure that CDPR games remain on GOG going forward.

So, why the change? Was GOG in trouble? All parties say that no, it was doing well and is profitable on its own terms, but the CDPR want to focus fully on developing games.

“With our focus now fully on an ambitious development roadmap and expanding our franchises with new high-quality products, we felt this was the right time for this move,” said Michał Nowakowski, Joint CEO of CD Projekt. “For a long time now, GOG has been operating independently. Now it’s going into very good hands — we are convinced that with the support of Michał Kiciński, one of GOG’s co-founders, its future will be full of great projects and successes.”

Kiciński was a co-founder of both CD Projekt in 1994, and then also their digital storefront Good Old Games (rebranded simply as GOG) in 2008. He left the company at the end of 2010, but has remained one of its largest shareholders, with 9.99%, and his brother is a chair on the board.

In the announcement, he said, “CD Projekt and GOG share the same roots and values: freedom, independence, and a genuine sense of ownership. I believe that CD Projekt, with its exceptional AAA games, will stand, as always, behind the GOG offering — making GOG the best place on the planet to purchase The Witcher and Cyberpunk games, both existing titles and the new ones we all anticipate so much.

“GOG and Michał Kiciński are aligned by a shared belief that games should live forever,” said Maciej Gołębiewski, Managing Director of GOG. “In a market that’s getting more crowded, more locked-in, and forgets classic games at an increasing pace, we’re doubling down on what only GOG does: reviving classics, keeping them playable on modern PCs, and helping great games find their audience over time.”

Source: GOG

Something for the Weekend – 10/01/26

10. Leden 2026 v 18:40

The first full week of the year is in the books, and if this is means to carry on… well let’s just say that video games will continue to provide a good bit of escapism. So let’s continue escaping with a quick look at how this week in the games industry has gone.

In the News This Week

Most Wanted 2026

We’ve blazed a trail through our Most Wanted Games of 2026 lists. Here’s everything from #50 down to #6:

Games in Review & Featured Articles

It’s still pretty lean right now for the start of the year, but alongside Most Wanted we did have a handful of features.

Dom also strapped a big rumbly Woojer Strap 4 to his chest. Again. He quite likes these things.

Beyond that, I previewed Code Vein 2, and its time-hopping soulslike adventure, and I had an early look at how The Elder Scrolls Online is changing with a new seasonal roadmap.

Rounding out the week, What We Played featured the Dragon Quest VII Reimagined demo, Warhammer 40K Darktide and Avatar: Frontiers of Pandora.

Trailer Park

Orks get the perfect cinematic trailer for Dawn of War 4

Nintendo serves up a Mario Tennis Fever gameplay deep dive and Baby Waluigi

Romeo Is a Dead Man’s new trailer gives us a bonkers taste of what Grasshopper Manufacture are cooking up

Sneakily watch this 9 minute gameplay video for Styx: Blades of Greed

That’s all for the round up this week. Enjoy the weekend, check in on Most Wanted, and we’ll carry on carrying on on Monday.

Obsidian’s RPG Avowed is coming to PS5 for its first anniversary

9. Leden 2026 v 14:22

Another day, another “Xbox game is coming to PS5” announcement, as it’s now been confirmed that Obsidian’s fantasy RPG Avowed is coming to PlayStation 5 on 17th February 2026. The PS5 launch will coincide with an anniversary update that will also arrive for the game on PC and Xbox Series X|S at the same time.

The announcement came as part of an interview for New Game Plus:

The anniversary update should make this the best way to play the game – a boon, of course, for PS5 players to get the rounded off version, but also for anyone returning to the game on previous platforms. There are three new races that you can create your Godlike protagonist as, with dwarves, orlan and aumaua to be available, and a brand new weapon type that will be introduced to the game.

A new game plus mode is also being added, with the caveat that weapon levelling will not carry over, and there’s a long overdue photo mode to help capture some of the intense action moments and scenery that you might want to preserve.

Avowed takes us back to the Living Lands, a mysterious islands in the fantasy world of Eora, which it shares with Obsidian’s previous Pillars of Eternity games. However, where those games were both top-down CRPGs and part of the genre’s revival over the past decade, Avowed will shift back to one of Obsidian’s areas of expertise: first person action RPG adventuring. Avowed is not a fully open world game, but has several large open areas that you can explore. In that regard it’s comparable to one of Obsidian’s other acclaimed hits, The Outer Worlds.

This game was one of the highlights for Xbox and PC gamers last year, as Microsoft’s many studios and subsidiaries deliver on long-awaited projects, and as they’ve continually stuffed games into Xbox Game Pass. “Avowed is an incredible RPG,” we said in our review. “Its vibrant world and stellar cast make every moment a joy to take part in, enhanced by a script that gives equal measure to drama, action and humour. Coming hot on the heels of Indiana Jones and The Great Circle, Microsoft’s software revival is well underway.”

Source: Obsidian

Nintendo serves up a Mario Tennis Fever gameplay deep dive and Baby Waluigi

9. Leden 2026 v 10:32

With just a month before the Mario Tennis Fever release on 12th February for Switch 2, Nintendo has shared a gameplay deep dive to reveal a bunch of the details to the latest Mario sports game.

Mario Tennis Fever is built, of course, around the core rules of Tennis with basic shots like Top Spin, Slice and Lobs, with slides and leaping shots to reach the ball… but this is a series that always brings something pretty extra. This time around it’s Fever Rackets, which can unleash all sorts of special shots and wild effects.

Having charged up your Fever gauge with a long enough rally, you can pull off a Fever Shot, with each of the game’s 30 rackets having a unique effect. These include:

  • Ice Racket – Freeze a patch of the court
  • Pokey Racket – Summon a Pokey
  • Shadow Racket – Summon a shadow double to play alongside you
  • Golden Dash Racket – Get a burst of speed to reach the ball

The tricky thing is that you can block a Fever Shot, so long as you reach and return the ball before it lands on your side of the court – Sneaky! The various Fever Shots that deal damage can also reduce your HP until you’re forced to take a time out. Oh, and in doubles, you can both unleash a Fever Shot at the same time.

There’s 38 characters in total, including all of the usuals and with a special shoutout for Baby Waluigi, Goomba and Nabbit. The full list is:

  • Mario
  • Luigi
  • Peach
  • Daisy
  • Rosalina
  • Pauline
  • Wario
  • Waluigi
  • Toad
  • Toadette
  • Luma
  • Yoshi
  • Bowser
  • Bowser Jr.
  • Donkey Kong
  • Boo
  • Shy Guy
  • Koop Trooper
  • Kamek
  • Spike
  • Diddy Kong
  • Bow-Wow
  • Birdo
  • Koopa Paratroopa
  • Petey Piranha
  • Piranha
  • Boom Boom
  • Blooper
  • Dry Bowser
  • Bry Bones
  • Baby Mario
  • Baby Luigi
  • Baby Peach
  • Wriggler
  • Nabbit
  • Goomba
  • Baby Wario
  • Baby Waluigi

Each has particular stats, but you can match them up with any racket.

There’s a bunch of modes to play in, from a standard tournament (now with commentary), to the tricky Trial Towers and Mix It Up mode, where you’ll have to play minigame modes like Ring Shot, Forest Court Match, Pinball Match, Racket Factory Match, Wonder Court Match (with Super Mario Wonder effects).

And then there’s the Adventure mode, which sees Mario, Luigi and chums all turned into babies. Now running around without your previous tennis abiliites, you’ll have to learn and train them all up again through the journey.

Of course, there’s a ton of multiplayer. Up to four players can play on a single system in split-screen, while there’s local wireless multiplayer, and support for GameShare (which also supports streaming to the original Nintendo Switch, even though this is a Switch 2 exclusive). Turning to the online, there will be both casual online rooms and ranked matches, while the more casual amongst you might like the motion controlled Swing Mode.

Mario Tennis Fever also has amiibo support, with various Mario amiibo changing the design of the ball used within play, but not actual gameplay effects.

South Park has dropped into Fortnite with a new Quints 5-player playlist

9. Leden 2026 v 10:03

Epic is kicking off 2026 with their first major Fortnite collab event of the year, as South Park has been smushed into the enduring battle royale. There’s some fun new twists here, from the 5-player Quints playlist, to the Cartmanland POI and a free Born in the Chaos battle pass.

Having dredged up the powerful Stick of Truth, Butters has forced Cartman, Stan, Kyle and Kenny to play Fortnite with him. The stick is so powerful, it’s managed to bend the game code to allow all five of them to team up in the Quints playlist.

Here’s what else you’ll find in this event, running from today through 5th February:

  • Gameplay Items: Players can restore health, heal allies, or damage enemies with Cheesy Poofs; reboot automatically after being eliminated with the one-time-use Kenny’s Respawn Token; and for the first time ever, control where the Storm goes by retrieving the one-time-use Stick of Truth from the sky.
  • Cartmanland: Drop into a new POI: Cartman’s massive personal theme park! Cartmanland features rideable thrills such as CHAOS BLAST, Voyage to the Center of the Planet, and Pi Pi’s Splash Town.
  • The Born in Chaos Pass: With no V-Bucks required, the Born in Chaos Pass features 13 South Park-themed items players can unlock – including a Cheesy Poofs Emote, Back Blings, Pickaxes, and more – by completing new South Park Quests.

Epic has always been pretty hot on the IP collabs, but it certainly feels as though they’re picking up the pace on some of these. In the last few months of 2025 along, they brought the K-Pop Demon Hunters into the game from the hit Netflix movie, and the there was the whole Simpsons crossover.

South Park is hardly a stranger to the realms of video games, from one of the most popular and enduring episodes of the show having featured World of Warcraft at the peaks of its early popularity, to the menagerie of tie-in games from the tail end of the PS1 and N64 era, through to the popular RPG duology Stick of Truth and The Fractured But Whole – it’s obviously Stick of Truth that Fortnite is leaning on to get the boys into the game.

Source: press release

Orks get the perfect cinematic trailer for Dawn of War 4

8. Leden 2026 v 12:32

A new cinematic trailer for Warhammer 40,000: Dawn of War 4 has been released, introducing the Orks to the game in pretty much perfect fashion. Check it out:

That’s right, the Gork or Mork-ified space hulk that the Orks are cruising through space on has been kitted out with a big red button so that they can, to quote the Warboss that punches it, “crash faster” into the planet while in hot pursuit  of the Blood Ravens Space Marines that they’re chasing after.

It’s the culmination of a wonderfully rendered cinematic trailer that sees the Orks attack an Imperial ship and board it to go toe-to-toe with the Space Marines, including Blood Ravens heroes Chief Librarian Jonus Orion and Captain Cyrus who are eventually forced to abandon ship of drop pods and Thunderhawks once Gorgutz arrives, with everyone heading down to the surface of Kronus.

Of course, you probably want to see the actual game in action at this point, and King Art Games have done that too in the last few weeks with the ‘Sons of Caliban’ gameplay trailer released in December.

This shows off the Dark Angels chapter in action, not long after their own cinematic trailer reveal. As formidable as a Space Marine Chapter is, the Blood Ravens are in dire need of help through Dawn of War 4, and the Dark Angels themselves are turning up to assist. You’ll get to play as both chapters, with Company Master Astoran and Chaplain Ezrael leading the Dark Angels into the fray. King Art have also teased that Dark Angels Primarch Lion El’Jonson could be playable at some point in the campaign, which would be a landmark moment for 40K in general, not just video games!

Warhammer 40,000: Dawn of War IV has been entrusted to Iron Harvest developer King Art Games and publisher Deep Silver. It’s a new leaf for the franchise, which was created by Relic Entertainment way back in 2004 and defined a new style of real time strategy with less focus on resource gathering and base building, and more on controlling the map and battlefield. Dawn of War enjoyed a good few expansions before Dawn of War 2 explored a more tactical approach in 2009, and Dawn of War 3 sought to blend them all together.

The interest in having King Art work on Dawn of War IV was organised by Games Workshop some time before Iron Harvest’s release in 2020. It’s not known if GW initially wanted to stick with Relic, but that time frame would have been around the time that Relic was focussed on Age of Empires IV and later Company of Heroes 3. Relic has since gone through the tumult of layoffs while under Sega’s ownership in 2023, and then independence with an investor buyout in 2024. They had plenty of things going on, in other words, but King Art had proven themselves with their steampunk RTS and could be great new stewards for this series. We look forward to seeing more in the run up to its 2026 release.

‘Tis the Season for a new seasonal Elder Scrolls Online roadmap style

7. Leden 2026 v 22:00

Seasons are coming to The Elder Scrolls Online on 2nd April, as Bethesda look to make the biggest shakeup to the MMORPG’s continued development in a long, long time. Chapters are out with quarterly Seasons coming in, bringing all new content and features for free to all players, and a new battle pass system known as Tamriel Tomes. Oh, and all updates will now be launched simultaneously across PC and consoles.

There’s a lot to cover, so let’s get exploring everything announced during the stream.

The New ESO Roadmap

Going from Chapters to Seasons will come with a transition period. Season Zero launches in April and will be followed by Season One and Two later this year on a three month cadence.

Elder Scrolls Online Seasons Roadmap

Compared to Chapters, this means you will still see quarterly updates for the ESO, but the team point to this switch to seasons letting be more fluid and reactive to fan feedback and game needs, as opposed to the strict annual roadmaps that the team had worked to previously with the one major focal point in June of each year. That the shift to seasons was announced in December 2024 and is only coming to fruition in early 2026 is a sign of how inflexible this could be.

What will a Season contain? Well it could be new zones and storylines, it could be new events, a new or revamped class, skill line or system, a broad range of quality of life improvements, or some mixture of all of these.

ESO Season Zero

Starting with Season Zero the team are looking to blend a mixture of new features and revisiting older content. Update 49 will release on 9th March and precede the main Season Zero launch on 2nd April. This will then run through to 8th July.

The first ever group event zone in TESO will be added in the form of The Night Market – running from 29th April through June as a trial run that could see this return or become permanent. This PvE zone in Fargrave is designed to be genuinely difficulty to overcome, and while you don’t need to be in a guild to head there, but it will help if you’re in one, while there are unique rewards such as a new house to earn.

Elder Scrolls Online Night Market group event

This comes alongside a new PvP progression system and the first iteration of a new overland difficulty setting, to up the challenge of simply getting around the world.

Classic Content Revamps

Alongside new content is the focus on raising the bar of quality. Visual refreshes and balance updates are going to rollout across the classes and combat styles, starting with the Dragonknight and two-handed weapon skill lines, continuing with the Werewolf, Warden and Sorcerer through the quarterly updates. Each Season will come with one main class to focus on, but smaller improvements sprinkled throughout. The aim is to make a single class more viable without needing to multi-class.

Elder Scrolls Online Dragonknight revamp

Core quality of life improvements will make outfits possible account-wide, as well as making skill and attribute respecs free within the UI, back bar XP, faster rider training, increased furnishing limits, and plenty more down the line, including guild housing, hybridisation and cross-play.

OK, so where’s the battle pass, then?

Of course, all of this still needs paying for in some fashion, and so there’s the new Tamriel Tomes battle pass with both free and premium tracks of rewards for new armour, weapon styles, crates and more. Daily login rewards are out to help reduce some of the FOMO, and you’ll be able to progress through the ranks with a mixture of weekly and seasonal points from questing, trials, PvP, crafting, dungeons and more – you’ll be able to re-roll weeklies that you dislike, to some extent.

Elder Scrolls Online Gold Coast Bazaar

There’s also the Gold Coast Bazaar, which will let you buy rewards including some previously time limited ones, with a steady pace to the shop refreshes. This use the Trade Bars earned through the Tamriel Tome (mostly on the free track) and from some other in-game activities.

Curiously, ESO Plus remains, and will continue to feature all of the standalone expansion contents of before, but the appeal of this optional subscription will be reduced. The main bonuses are accelerated Tome Point earning, and you’ll be able to get a free premium plus upgrade once a year for the Tamriel Tomes.

Is this a good or bad thing for ESO?

All in all, this could be a really positive move for The Elder Scrolls Online. There’s always the fear with battle passes that they become all-consuming engagement traps, and compared to older expansion pack models, seasons can often feel much less significant – it’s already been confirmed that you won’t see big new landmasses, but that the game will have smaller additions and look to revisit areas.

The benefit, though, is that this change helps to reduce the mental burden of stepping into a decade-old game and understanding what you need to buy to get the latest experience. Now it will (mostly) just all be there. And for existing players? The developers getting to be more responsive to feedback and making game changes more publicly and speedily is only a good thing.

Sneakily watch this 9 minute gameplay video for Styx: Blades of Greed

6. Leden 2026 v 10:55

Ahead of the release of Styx: Blades of Greed on 19th February, Nacon and developer Cyanide have released a 9 minute gameplay video to showcase various elements of its stealth action shenanigans.

Styx provides the narration through the video, using a bunch of new and returning gadgets and abilities to scale a vertical fortress and reach the next preserve of Quartz. Key new abilities that are shown off include using a gappling hook and floating up hot air streams with a glider, but there’s also returning elements like poisoning barrels, possessing enemies and creating gloopy clones. Add to that genre classics of dousing flames, skulking through vents and just observing and listening for new opportunities, and you’ve got the broadest stealth game in this series to date.

This is the fourth game Styx has appeared in, making his debut in Of Orcs and Men which led to a spin off series of games starring the goblin assassin. In this new adventure, Styx is after the new mystical powers provided by quartz, which give him abilities like mind control, but he’ll have to build a team of allies (reluctant and otherwise) to do so, while making his way through the domains of humans, elves and orcs alike, the gang flying back and forth in a Zeppelin as their base of operations.

The trailer ends with this base under attack, as another fleet of airships catches up to Styx and his crew!

In our preview of Styx: Blades of Greed from Gamescom last year, I said, “It’s genuinely great to see Styx: Blades of Greed bringing the mouthy goblin assassin back for a new generation. The previous games had a scrappy upstart kind of charm to them, and that’s continuing through here, with Cyanide getting more ambitious in how they construct the game into a stealthy playground. Styx might never be a truly revolutionary series, but it’s still plenty of fun.”

Source: press release

Helldivers 2 is about to get 85% smaller on PC, which is pretty wild

3. Prosinec 2025 v 16:21

Helldivers 2 is about to get much, much smaller on PC, as Arrowhead (with some help from PlayStation’s Nixxes) have worked hard to squish the game’s install down by a staggering 85%! That’s huge news for PC players… and those that just have the game installed, but haven’t actually played it in a while.

Available now as a beta update, this reduces the PC installation size from ~154GB to just ~23GB, a completely ridiculous reduction in size. You’ll still be on the same build of the game, just without taking up so much space. Neat!

How is this possible? Well, in a blog post recently, Arrowhead addressed the issue of the game’s installation on PC and how much bigger it was than the PS5 version of the game. The reason for the difference was that, while the PS5 is guaranteed to have an SSD, Arrowhead thought that they needed to duplicate files to keep loading times down for PC gamer playing from a traditional mechanical HDD. After the reduction in size, Arrowhead believe that mission loading times for HDD players will be increased by just a few seconds in the worst cases.

All of this is because Arrowhead had relied on industry data for this assumption on data duplication – a practice that has been common to aid in random read times for any kind of spinning disc media. After exploring this in tandem with Nixxes and gathering real data specific to this game (such as that only 11% of players were playing from HDD), they discovered that the majority of loading times are actually from level generation as opposed to asset loading, meaning they could safely de-duplicate game assets, as asset loading happens in parallel.

While testing has been very positive internally, Arrowhead is still being cautious and hosting this as a beta alongside the main version, before reversing the roles and putting the huge version of Helldivers 2 as a legacy version to help with troubleshooting. However, given the minor differences, they won’t maintain this forever.

Source: Steam

Drag x Drive gets a new mode and an offline demo

3. Prosinec 2025 v 15:24

Nintendo has released an update for their wheelchair basketball multiplayer game, Drag x Drive. Patch 1.2.0 adds a new game mode for the full game, while also revamping the Global Jam beta test into a regular demo for all to try.

The new game mode is Survival Tag, which is basically exactly what it sounds like. Survival Tag can be played throughout the park lobby with friends, local wireless and LAN, and needs to be started by the lobby host from the X menu.

Elsewhere there’s just some general bug fixed and improvements to the game, which are outlined in the patch notes below.

As for the demo, this allows you to check out the game offline, playing the tutorial, challenging bots in 3v3 matches, and exploring the park. You’ll generally be able to get used to the Joy-Con 2 mouse mode controls and how they work to play the game.

It’s nice to see the game getting some support still, but will it entice any new players to really dive into the game? Looking back on our review of Drag x Drive, I said, “Drag x Drive makes good use of the Joy-Con 2 mouse controls for a simple game of wheelchair basketball, but it lacks the charm and personality you’d expect from a Nintendo game.”

Here’s the full Drag x Drive 1.2.0 patch notes:

General Updates

  • Added the chasing game Survival Tag to friend parks, local wireless parks, and LAN parks.
    • Note: To play Survival Tag when in the parks listed above, the player who created the park opens the X Menu, then selects Start Survival Tag on the Players tab.
    • Depending on the wireless environment, there may be times where player positioning does not perfectly match between users. For that reason, there may be cases where, even if it appears to one player as if contact was made, from the other player’s perspective no contact occurred. In order to limit unpleasant experiences in situations like these as much as possible, in basketball games this may be determined as no contact.
    • On the other hand, in Survival Tag, the question of contact is the whole crux of the game and is particularly important to game progression. Therefore, it has been designed such that a tag is considered successful if there was contact from either perspective (the tagging player, or the one who was tagged).
  • Corrected the calculation of Iso Wins on the Game Stats tab under Stats. Previously, it counted the total number of Isos, not just wins.
  • Added Rope Jumps to Other Stats tab under Stats.
  • Changed the target of the Focus Cam when near the sumo ring to the sumo ring itself.
  • Made some adjustments to bots in friend parks, local wireless parks, and LAN parks.
    • Note: We slightly lowered the strength level of the Easy and Standard bots that the player who created the park can add under the Players tab of the X Menu.
  • Added a feature to enable players to delete their own records.
    • On the screen that displays players’ records before starting time trials or shooting contests, simultaneously press and hold the ZL Button, left directional button, and right directional button on the Joy-Con 2 (L) for 10 seconds to delete the record.
    • Once deleted, records cannot be restored.
    • Obtained trophies will remain, even if records are deleted.

Fixed Issues

  • Fixed a very rare issue where, due to unintended behavior, the displays for level or total distance would reach the upper limit.
  • Fixed a rare issue in Circuit Sprint where players sometimes passed through terrain.
  • Fixed an issue where bunny hops made it possible to accelerate to and maintain speed that exceeded top speed.
    • The intended design is that it is only possible to accelerate beyond the normal top speed when driving down a slope or successfully pulling off a halfpipe or ramp trick. However, unintended behavior occurred, such as players accelerating beyond top speed when landing after rotating, or not decelerating while in midair even if they had exceeded top speed. We fixed this because this issue required players to control their character in unintuitive ways in order to achieve good results.
  • Fixed various issues to create a smoother gaming experience.

Note: Version 1.1.1 for the Drag x Drive Demo (formerly Drag x Drive: Global Jam) was also released.

General Updates

  • Changed software title from Drag x Drive: Global Jam to Drag x Drive Demo.
  • Changed the software icon that displays in locations such as the HOME Menu.
  • Made it possible to play the tutorial and certain bot games any time.
  • Fixed various issues to create a smoother gaming experience.

Source: Nintendo

Mario Kart World update 1.4.0 adds custom items, changes course layouts & more

3. Prosinec 2025 v 13:29

Nintendo has released Mario Kart World update 1.4.0, making a big bunch of changes and bug fixes to the Switch 2’s biggest game.

Amongst the changes are a new custom items rule setting, which lets you pick exactly which items appear in your game – this is really handy for anyone chasing the last few Kamek transformation character!

There’s also an improved way to join up and play multiplayer with friends, as up to four players gathered together in a “Room” can all take part in Race, Knockout Tour and Battle, and you can also join people playing Knockout Tour when in 2P and Online as well.

Nintendo has also changed the course layout for eight of the Intermission style point-to-point races involving Koopa Troopa Beach. All the races heading there will now have two laps of Koopa Troopa Beach once you get there. We hope this is a sign of more changes to come!

Here’s the full patch notes for Mario Kart World update 1.4.0:

General

  • Added “Custom Items” to the item rules.
    • This is a feature that lets you set which items appear.
    • This is supported in “VS Race”, “Balloon Battle”, “Coin Runners”, and “Room” in “Online Play” or “Wireless Play”.
  • Made it so that music track name and source title of the track that is playing will be displayed on the Pause Menu.
  • Added “Music Volume” to “Settings/Controller”.
  • Made it so players who gathered in a “Room” of “Online Play” can participate in “Race”, “Knockout Tour”, and “Battle”.
    • Up to 4 players can participate in “Race”, “Knockout Tour”, and “Battle”.
  • Made it so you can join in with friends who are playing “Knockout Tour” from “Friends” in “2p”, “Online Play” as well.
  • Added “Restart” and “Next Race” in the Pause Menu for “VS Race” in “Single Player”.
  • Made it so you can select “Photo Mode” from the Pause Menu in “Race against Ghost” in “Time Trials”.
  • Changed the course layout of below courses for “VS Race”, or “Race” in “Online Play” or “Wireless Play”.
      • Race that heads from “Koopa Troopa Beach” to “DK Spaceport”.
      • Race that heads from “Koopa Troopa Beach” to “Crown City”.
      • Race that heads from “Koopa Troopa Beach” to “Peach Stadium”.
      • Race that heads from “Whistlestop Summit” to “Koopa Troopa Beach”.
      • Race that heads from “Desert Hills” to “Koopa Troopa Beach”.
      • Race that heads from “DK Spaceport” to “Koopa Troopa Beach”.
      • Race that heads from “Crown City” to “Koopa Troopa Beach”.
      • Race that heads from “Peach Stadium” to “Koopa Troopa Beach”.

    *Changed it so that, in all races heading toward “Koopa Troopa Beach”, including the above courses, you will cross the finish line after two laps once you arrive at “Koopa Troopa Beach”.

  • You will now dash when riding on Manta Ramp’s back.
  • Made it so the player will not hit Dragoneel when transformed into Bullet Bill.
  • Made it so the player cannot use a second Boo while already using a Boo, when holding two Boos.
  • When Dash Food is taken by someone, shortened the time until that Dash Food reappears.
  • When a coin placed on water is taken by someone, shortened the time until that coin reappears.

Fixed Issues

  • Fixed an issue where the dash time was not correct after a Charge Jump.
  • Fixed an issue where the player would slip through a wall when being stomped on from above by a vehicle driving on the road.
  • Fixed an issue where a player would be squashed when touching a Thwomp that had landed.
  • Fixed an issue where a Bullet Bill would not be displayed after using it.
  • Fixed an issue where a character would be blurry even when making “Focus” “Character” when taking a photo in “Photo Mode” on the Pause Menu.
  • Fixed an issue where the screen would look distorted if entering a pipe at the same time as joining a Free Roam in “Online Play”.
  • Fixed an issue where player could not get in a UFO when multiple players tried to get in a UFO at the same time in Free Roam in “Online Play”.
  • Fixed an issue where a friend’s information would not be updated when looking at the list of friends in “Friends” in “Online Play”.
  • Fixed an issue where there would be a communication error when looking at a group ID in “View Room Info” when participating in a group in “Friends” in “Online Play”.
  • Fixed an issue where a player’s place would go down if retiring during “Knockout Tour” in “Online Play”.
  • Fixed an issue where a player that is seen when spectating looks like they are going off the course over and over during “Knockout Tour” in “Online Play” or “Wireless Play”.
  • Fixed an issue where the player’s own character or vehicle would change when starting “Online Play” or “Wireless Play” again after quitting a game after “Knockout Tour” in “Online Play” or “Wireless Play”.
  • Fixed an issue where a player would get stuck on a wall when using a Bullet Bill while falling off the course in “Sky-High Sundae”.
  • Fixed an issue where a Bullet Bill would go outside the course when using it on the final curve in “Boo Cinema”.
  • Fixed an issue where the player would slip through a bulldozer in “Toad’s Factory”.
  • Fixed an issue where the player would get stuck on a spotlight in the race that heads from “Toad’s Factory” to “Bowser’s Castle” when transformed into Bullet Bill.
  • Fixed an issue where if the player used a Bullet Bill or Spiny Shell in the first curve of “Desert Hills”, it would get stuck on a rock.
  • Fixed an issue where the player would get stuck on a tree when using a Bullet Bill on “DK Pass”.
  • Fixed an issue where, when the player was small because of Lightning, they would slip through the wall on the final curve of “DK Pass.
  • Fixed an issue where the player would get stuck on a billboard when transforming into Bullet Bill in the race that heads from “Crown City” to “Desert Hills”.
  • Fixed an issue where the player would slip through the ring of stone when using a Bullet Bill or Mega Mushroom while falling in “Great ? Block Ruins” right before the final curve.
  • Fixed an issue where the player would get stuck on the ground on the meadows near “Big Donut”.
  • Fixed an issue where the player would slip through the wall if rewinding after wall riding in the special room you can go to from a pipe in “Shy Guy Bazaar”.
  • Fixed an issue where the player would still fall into the lava even though they have “Smart Steering” ON in “Dry Bones Burnout”.
  • Fixed an issue where the player would go off the course when using a Bullet Bill while rail riding in “Wario Stadium”.
  • Fixed an issue where the player would not be able to glide if getting on a glide panel while gliding in the race that heads from “Wario Stadium” to “Airship Fortress”.
  • Fixed an issue where the player would get stuck on the ground while heading from “Wario Stadium” to “Airship Fortress”.
  • Fixed an issue where the vehicle would float up from the rail when the player did a rail ride after a wall ride in a bike-type vehicle in “Wario Stadium”.
  • Fixed an issue where the player would go off the course when using a Bullet Bill on the shortcut while heading from “Dandelion Depths” to “Cheep Cheep Falls” in the “Ice Rally” of “Knockout Tour”.
  • Fixed an issue where the player would go off the course while gliding, while heading from “Dandelion Depths” to “Cheep Cheep Falls” in the “Moon Rally” of “Knockout Tour”.
  • Fixed an issue where a green shell would get stuck on the ground while heading from “Airship Fortress” to “Dry Bones Burnout” in the “Heart Rally” of “Knockout Tour”.
  • Fixed an issue where the player would go off the course when they transformed into Bullet Bill on top of a building in “Crown City” in the below races:
    • Race that heads from “DK Spaceport” to “Crown City”.
    • Race that heads from “Koopa Troopa Beach” to “Crown City”.
    • Race that heads from “Faraway Oasis” to “Crown City”.
  • Several other issues have been addressed to improve the gameplay experience.

Source: Nintendo

Europa Universalis V patch 1.0.8 makes the Aztecs a bit more advanced

2. Prosinec 2025 v 19:30

Paradox Tinto has remained busy after the release of Europa Universalis V last month, pushing out a clutch of patches and with a testing regime for upcoming changes. The tail end of November was all about the 1.0.8 beta patches, and now those improvements have gone live for the main development path, bringing hundreds of bug fixes, and some nice new tweaks and features.

On a high level, the patch brings eight new advances for the Aztec formable country, six new advances for the Two Sicilies formables, one more Tenochtitlan advance, and two more Sicilian and Neapolitan advances that can also be unlocked.

If you don’t happen to be playing as or angling for any of those countries to be formed, then there’s still some save game optimisation, a new combat tooltip that might help newcomers, and over 320 bugs fixed.

Here’s the full patch notes:

New Features

  • Added 8 new advances for the Aztec formable
  • Added 6 new advances for the Two Sicilies formable

Gameplay

Government:

  • Settle the Frontier will no longer empty low-pop provinces.
  • Estate privileges are removed if the estate doesn’t exist in the country
  • Cabinet actions remove old geography modifiers properly after being reassigned
  • Hire Advisor will no longer create Crown Estate advisors
  • Fixed new rulers’ attributes not applying to their country on ascending to the throne
  • Centralization now reduces subject loyalty with up to 30
  • Decentralization now increases subject loyalty with up to 30 (was 20).
  • Remove the impact of maximum war exhaustion from centralization and decentralization.
  • Maximum decentralization now recovers estate satisfaction by another 2%
  • Rebalanced children’s education to have a more balanced improvement
  • Matrilineal non-exclusive succession law does take character abilities into account when choosing an heir now
  • The ruler’s diplomatic ability now also impacts subject loyalty.
  • Scotland’s ‘authority over the clergy’ law now disappears if Scotland converts from catholicism.
    Economy:
  • Each 20k pops instead of each 200k pops gives 1 extra free building level in a location.
  • Implemented a system where prosperity decays down to 0 by default if no increases.
  • Made a new formula for an economical base that has different scale values on tax, pop, and trade.
  • Tweaked the sell location acceptance criteria
  • Balanced pop growth values to compensate for lower prosperity levels
  • Removed some demands for some goods for slaves & tribesmen, and made some thresholds for soldiers.
  • Reduced the nobles’ demand for lacquerware to 10% of what it was before.
  • Added trade profit and subject tax levels to be part of the economic base calculations
  • Further rebalancing of the the economical base and taking building based countries into account.
    Production:
  • Can no longer build or delete buildings in locations that are under siege
  • Building automation no longer changes the employment system
    Society:
  • Random characters are more likely to be of primary and accepted cultures.
  • Females above the age of 40 will no longer get pregnant.
    Diplomacy:
  • Fixed HRE election votes after long reigns of the previous leader accidentally pumped up the GP score weight
  • Removed “Food access” diplomatic option if you’re fighting in a war with the other country
  • Can no longer sell a location when at war
  • Fixed static antagonism related to societal values
  • Subject actions get cancelled after the subject is cancelled
  • Lacking rivals will no longer make you conciliatory, but instead make you lose prestige.
  • Conciliatory no longer increases subject loyalty, but instead increases diplomatic reputation.
  • Removed the base diplomatic reputation for belligerent vs conciliatory
  • Conciliatory vs belligerent now impacts how much of an impact the shared border has.
  • Reworked a bit how subject loyalty is impacted by relative power, and made keeping subjects loyal a bit more fun
  • Taking back a location from a revolter is now -95%, not +95% cost.
  • Added the border percentage opinion mechanic from EU4, which will create a bit more conflict
  • Each vassal and fiefdom gives a small drift to decentralization.
  • Civil wars now automatically end when a union between a tag and its civil war opponent is about to happen. The Civil War is always the one getting annexed in this context
  • Raised levies for the subject no longer impact subject loyalty.
  • Adjusted the colonial nations’ loyalty values to take
  • Reduced a lot of subject loyalty from advances
  • If a country moves its capital, anyone who knew the old capital now discovers the new capital.
  • Border feud CB works properly
  • Enable the request of subject actions from the subject to the overlord
  • Can’t leave a coalition mid-war
  • Fixed immediate full war score vs tiny nations with no cores
  • Conquistadors will now become a normal location-based country when they become a colonial nation.
  • Shared border is now reduced if same culture or share a culture group
  • Power relative to overlord can now add a positive bonus to loyalty as well.
  • Halfed the default shared border opinion impact, but increased the scale from being belligerent.
    Military:
  • Manually doing a shattered retreat is now a 10% loss to strength instead of 50%.
  • Fixed being able to recruit to a boarded army from a location
  • Fixed exiling armies in places you declare war on
  • Levies now disband if the locations they come from are lost.
  • Complete refactoring of several combat algorithms like damage dealing, initiative, and combat speed, and exposing themino to more helpful tooltips
  • Patrol the seas objective works for the Hanseatic League
  • Fixed an issue where military tactics had an impact on naval battles
  • The cost of transporting levies now scales with the size of the levy, making them cost the same to transport as regulars.
  • Reduced the Age penalty for levies in the Age of Revolutions to 10% instead of 20%.
  • Removed the “takes less damage” from artillery and auxiliary regiments.
  • Fixed prosperity decay bugs from looting and sieging
    Geopolitics:
  • Allowed inland exploration
  • The fishing village applies a small bonus to harbor capacity
  • Can now colonize Iwo

Other:

  • Pops will no longer lose lots of literacy instantly if the max literacy is reduced.
  • Changed the bonus modifier of the “Renaissance” to be a cultural influencer percentage instead of flat, as originally intended.
  • Navies will no longer keep army-based nations without armies alive

Content

Map:

  • Added more lumber to Scotland (Badenoch, Cowal, Inverary, Ayr)
  • Corrected the German dynamic name of ‘Poznań’, so now it’s the correct one, ‘Posen’.
    Setup:
  • Removed some Mamluk alliances with beyliks that were too weak
  • Hendrik van Reginar is not the heir of Brabant
  • Changed the Aragonese localization of the locations of Aragon into medieval Aragonese
  • Made all setup and content instances of the German name ‘Bernhard’ to use its dynamic instance (‘name_bernard’) instead.
  • Removed a duplicate character instance of bishop Bernhard von Lippe, ruler of Paderborn.
  • Corrected the death date of the Teutonic Order Hochmeister Werner von Orseln, so it’s now aligned with the ruler term one.
  • Added the correct ‘Alès’ location to the cores of Toulouse.
    Situations:
  • The Italian Wars Situation action “Plan Campaign in Italy” now requires the actor not to have any levies raised
  • Fixed Western Schism getting loads of support for whoever had the most dip rep only
  • Western Schism – The AI will now use the Declare Oboedientia Action more flexibly, depending on which candidate they like more
  • Fixed an issue wherein the ‘Rise of the Turks’ situation displayed incorrect end requirements when the strongest beylik is not the Ottomans
  • Fixed missing localized reasons for war declaration in the Nanbokucho situation
  • Added background illustrations to two Rise of the Turks-related events
  • Italian leagues can now be created 2 years after one of them was dissolved via war
  • Fixed an issue that indefinitely prevented new Italian leagues from being created in the Italian Wars after one of the leagues was forcefully dissolved
  • Becoming the revolutionary target will no longer spawn units every month
  • Blocked Nanbokucho CB from being created against countries supporting the same side
  • Rewrote the visible = { } of the Rise of the Turks situation to account for the strongest beylik not being the Ottomans
  • While in the map mode of the Rise of the Turks, subjects of the strongest beyliks will now have striped instead of solid colors
  • Reshuffled the end requirements of the Rise of the Turks for better readability
  • The Rise of the Turks ending now correctly displays the appropriate ending event based on its end requirements
  • The rise of the Turks situation no longer takes into account subjects as contenders
  • Fixed Sengoku missing a clan and showing a blank one
    Disasters:
  • Increased the % chance of the Castilian civil war disaster occurring and made sure the ruler during it cannot be Alfonso XI
  • The event “Spread of Islam” during the “Death of Hayan Wuruk disaster now correctly spawns a Sufi lodge
  • The disaster “Crisis of the <Chinese> Dynasty” now correctly resets its variables on completion
  • Fixed an issue where a dead claimant would still be shown on the disaster UI instead of their successor
  • The event “Death of a Claimant” (hook_and_cod_wars.1200) option d now ends the disaster if both claimants are dead and buried
  • The ‘Court and Country’ disaster starting event now grants 2 new country modifiers based on whether the player wants to eventually become Liberal or Absolutist
  • The ‘Court and Country’ disaster now reduces estate satisfaction by -10%
    International Organizations:
  • Fixed Independence War Target
  • Improved authorization for the expanding Shinto action
  • Fixed the independence movement acceptance criteria
  • Removed duplicate action for joining Autocephalous Patriarchates
  • The AI will no longer constantly propose the “maintain federal status” policy for unions
  • The estate satisfaction hit from votes in unions is now only applied if you actually vote. Refusing to make a choice will no longer punish you
  • The “Lordship of Ireland” action “request planters” now correctly triggers migration
  • Fixed an issue with a spammy “Lordship of Ireland” regency pop-up message
  • Fixed an issue with the action message display after using invite planets in the Lordship of Ireland
  • The protestant union and the catholic league will no longer be locked into a deadlock when either leader is in a union with another leader. Additionally, union members will now try to join the side that already contains one of their union partners
  • The “unified external diplomacy” policy of unions now makes the AI less likely to declare wars as it adds -0.75 aggressiveness and +0.5 carefulness. Additionally, it now also gives -2+25% stability cost on no CBS wars and now also unlocks the “enforce peace” country interaction on junior partners
  • Blocked the Shogun from being able to get claims from the Imperial Court
    Events:
  • The Pavia event “Expulsion of the <Dynasty>” (flavor_pav.1) now requires Milan to have the same Government type as Pavia
  • The French Event “The Jacquerie” will no longer fire while France is already in a civil war
  • Margarete von Tirol will no longer immediately select a new husband upon divorcing her Bohemian spouse
  • The English event “William Pitt the younger” (flavor_eng.35) will no longer target William Pitt the Elder
  • The Florentine event “Consolidation of Power” (flavor_flo.49) will no longer fire while Florence already has a major reform
  • The occurring child via the event “soirée” (dynastic.6) and “the consequences of our actions” (dynastic.6001) is now properly attributed the “bastard” modifier
  • The father of the child born via the event “soirée” (dynastic.6) is no longer stuck in the shadow realm
  • Event “soirée” (dynastic.6) now tries to pick an eligible character before creating one
  • The Ottoman Dragoman feature now has proper tooltiping
  • The Byzantine event for the Katholikon Mouseion now properly gives you research progress if you already have a library in Constantinople
  • Annexing Rome as a catholic will now trigger an event to potentially return it to the Pope
  • The Genoese event “Founding of the Merchant Republic” (flavor_gen.1) will remove excess major government reforms before assigning “Merchant Republic”
  • The event “The Gallipoli Earthquake” will now fire instantly instead of having a delay
  • The Byzantine event “Gemistos Plethon” now activates the Hellenic religion
  • The ‘Holy League’ Crusade should now correctly have Constantinople as its war goal
  • The ‘Holy League’ Crusade ending events no longer fire on a separate peace
  • Fixed the second Byzantine event, “A hand for peace”, it can no longer attempt to marry a dead ruler to the Byzantine princess
  • The Florentine event “Formation of the Medici bank” is now also available for Tuscany
  • Many event texts that begin with a country name will capitalize that country name if it isn’t already capitalized
  • Corrected the historical info description of the event “A Clash of Culteranismo and Conceptismo” (flavor_cas.94), so it now shows the correct one, instead of the one for “Ortographical Reform of de Herrera” (flavor_cas.90).
  • Fixed a missing dynamic loc in the event “The Hussite Wars” (hussite_wars.10), now it will correctly use the ‘commoners’ estate name in the text.
  • Correctly localized the first name of the character Zafar Muẓaffar, created by the event “The Governor of Gujarat” (flavor_dlh.4).
  • The radical reforms event (mercantilism_events.6) can now only fire in and after the age of reformation
  • Swapped the Commoners’ estate satisfaction change for the abolition of feast days (anglican_events.9) event to now
  • The colony of <x> (colonial_charter.100) event will no longer turn cores back into integrated
  • Limited effects of the Bountiful Harvest event (random_event.91) to locations owned by the country
    Government:
  • Fixed broken localization in the Latin Empire formable description
  • Implementation of the peasant republic reform for Dithmarschen now removes any other major reform
  • Romania is now a level 3 formable, enabling Transylvania and Moldavia to form it
  • Made the following reforms free by assigning a +1 reform slot to each one: “Daedongbeob”, “Sadae policy”, and “Powerful viziers”
  • The government reform “Sovet Gospod” of Novgorod is no longer a “major” reform
  • The “Elective Succession” and “Dynastic Elective Succession” now have an additional warning line in their description, which informs the player that these succession laws can break unions.
  • Fixed missing trigger localization for the Devshirme policy
  • New LIV ‘Llivonia’ formable created to reform the Livonian Order
  • LVA ‘Livonia’ formable repurposed into a Baltic culture formable
  • Made Moldavia a tier 1 formable, so it can later form Romania (which is tier 2); also reduced the number of required locations to be formed to 40, so it doesn’t need to conquer any land from the Golden Horde to have it formed, just unify the Moldavian minors.
  • Fixed an error in the description of the ‘Tsardom’ government reform, now it should show ‘Russia’ correctly.
  • Enabled the Ancient French Taxation reform to be removable if France reaches > 50% centralization and the birth of the permanent taxation system event hasn’t fired.
  • The parliament issue sponsor a trade expedition will now construct a market village or a marketplace in the capital if no building like it exists already
  • Change policy agenda can no longer target otherwise locked policies
  • The Prikazi government reform now displays the cabinet actions that it unlocks
  • Added failsafe to the ‘Communal Living’ marriage policy, so now it also requires being Hussite, on top of having the ‘Adamite Services’ aspect active.
    Economy and Production:
  • The House of Parliament Building now employs 200 Nobles instead of 2000
  • Great Madrasas now also promote tribesmen like normal Madrasas
  • Rebalanced, where the Japanese clans are allowed to build their buildings
  • Improved description of Beeswax
    Society:
  • The Hellenic faith now correctly grants infantry combat ability instead of levy efficiency
  • Changing religion will now always automatically remove any active excommunication against the country
  • Baltic Germans added to the Baltic culture group
  • Added ‘invite foreign cleric’ action. Christian countries can spend religious influence to spawn a new high-adm cleric with a foreign culture.
    Diplomacy:
  • “Hanseatic member” special subject now pays much less manpower and sailors to the Hansa (assuming they have the capacity to do so)
  • The “dubious claims on province” and the “parliament-approved claims on province” casus belli are no longer available to be fabricated via the spy network
  • The “Negotiate Succession Law” country interaction now informs the player when the succession law cannot be adopted by the recipient
  • The military sponsorship relationship now has a diplomatic capacity maintenance cost of a guarantee
  • The opinion penalty from not fulfilling a promise of land does not decay by 1 each year
  • The “demand unlawful territory” diplomatic action will now automatically release a completely new tag instead of granting that land directly to the emperor
  • The diplomatic action “enforce peace” can no longer target wars where the actor is in the war with them on the same side already. It also can not target wars where the subject is the leading defender in the war, which means they can no longer be saved from any invading country
  • Capped the minimum value of excommunication opinion hits to -200
  • Papal action “Excommunication” is no longer possible, while curia actions are otherwise blocked
  • The “negotiate succession law” diplomatic action now changes the heir religion law to a policy that is actually compatible with your religion. In other words, if you are orthodox and your junior partner is catholic, you would force them to take the “same religion group” policy instead of the “same religion” policy one
    Military:
  • Fixed an issue with Renaissance Mamluks only having 50 men and tweaked their extra bonuses
    Advances:
  • Expanded the plausible areas of spawning of the Renaissance to all of Northern Italy
  • Unlocked the “warrior societies” advance from Tenochtitlan for the Aztecs formable
  • Unlocked 2 advances from Sicily and Naples for the Two Sicilies formable as well

Other:

  • Corrected many instances of this_opinion_of_prev wherever it was applied incorrectly for AI weights
  • Fixed the Aztec tag not having a name
  • Hungarian, Croatian, Czech, and Slovak regnal numbers appear as “ii.” with the dot, as in German

2D Art

Icons:

  • Adjusted colors and values of some privileges to match the style of the other privileges
    Illustrations:
  • Polished 3 Disasters illustrations
    Flags:
  • Flags for Baltic formable
    Other:
  • Added icons for tws_capable_vicars,tws_ensure_loyal_families, sun_must_rise, new_fire_ceremonies advances

AI

Government:

  • Fixed an issue where AI would incorrectly think that crown power would influence absolutism_vs_liberalism before the available age
  • Ottomans will no longer switch their religion away from Sunnism when playing with historical AI
  • Fixed an issue causing AI to incorrectly use culture assimilation cabinet action in locations with -100% assimilation speed
  • Added AI score for research speed modifier
  • Increased AI score to unlock deus vult advance to enable religious CBS
    Diplomacy:
  • Fixed additional issues where AI Ottomans would pay gold to get CBS against targets that had a stronger alliance than they
  • Fixed issues where large cities would be too desirable for AI to take in peace deals, causing border gore
  • Fixed an issue where AI applied scripted rules from war goals for taking things in peace deals, even when defending
  • Fixed issues where AI would improve relations with nearby countries and then immediately cancel them
  • AI Ottomans will now prefer to create a claim province CB against provinces that are not Constantinople, as it often causes them to lose the war against Byzantium
  • AI Ottomans will no longer create cbs against countries they are planning to diplomatically subjugate via their special situation actions
  • AI Ottomans will no longer create more claims when in debt or while below 0 stability via their special actions
  • Greatly increased AI desire to attack a country if they already have a good CB available, compared to fabricating one from scratch
    Economy:
  • Fixed an issue where the player automation gold limit was being applied to AI countries
  • Fixed an issue where AI would not want to build a building if the location had a maximum of 0 of the required pop type
  • Added AI logic for minting threshold modifier
  • Fixed an issue where AI was overvaluing roads due to not factoring in the tax rate from the propagated tax base
    Production:
  • Gold to save automation slider now works for RGOS, roads, and ranks too
    Military:
  • Fixed an issue where AI would use cbs even with a negative ai_selection_desire

Interface

Map Modes:

  • Added stripes to the non-endemic disease map mode to show where there are some individual pops infected
  • Added a trade range map mode that allows selecting and showing trade range for specific markets (defaults to showing all markets within the player trade range).
  • The tactical map mode now shows province capitals also for unfortified locations.
    Alerts:
  • Fixed naval levies number
  • Add estate marriage checks to the unmarried children alert
  • The alert for parliament now conveys both current support and time left at a glance
  • Make the member leaving the union alert red
    Panels:
  • Renamed mapmode searcher to mapmode Legend and unified the Legend button with the Active Mapmode button
  • Replaced a separation bar with a proper texture in the Society panel
  • Fixed a bug in the War panel where the ticking warscore icon wasn’t showing for the defender
  • Religious actions now need a confirm click
  • Fixed the Parliament pie chart appearing twice
  • Fixed Diplomatic Range not working as intended in diplomatic selection panels.
  • The IO panel now shows potential votes on tooltips for laws
  • Fixed the war panel having mixed information between sides. Now everything is properly positioned on its attacker/defender side.
  • Organized the order of diplomatic relations on panels
  • Fixed selected options not having a visual distinction
  • Multiunit actions now refresh constantly, so you can merge them as soon as two units are in the same location.
  • Fixed an issue where two war goals were shown (one for the attacker and one for the defender) when there is only one wargoal per war. It’s now only displayed on the attacker’s side, since the decision is made by the attacker.
  • Fix the parliament agenda’s actions, not updating the description text
  • Filter out marriage candidates and countries not eligible due to the Celtic marriage ban from the marriage finder
  • Estate tax sliders now update the game state immediately when moved, fixing a broken extrapolation of estate satisfaction equilibrium.
  • Upgrade building button: added Ctrl and Shift functionalities to upgrade buildings.
  • Upgrade building button: made not impossible to build more levels of the upgraded building type than the current levels of the obsolete building.
  • Improved visual info of levels being upgraded in a building.
  • Fixed diplomatic macrobuilder to create a casus belli to show a tick on every country on which you can start creating a casus belli.
  • Fixed the truce’s remaining time icon being covered by the truce icon.
  • Additional coat of arms for historical characters and various starting dynasties
  • Fix the inconsistency between the number of affected locations and their tooltips
  • Fix the Government reforms cards’ icons not being clickable when instituting a new reform
  • Fixed the sort order of trade capacity in the economy -> markets -> countries panel, and made the player country always show at the top.
  • Fixed a bug where the discipline icon was showing for naval battles
  • Generals in battles now look properly greyed out if they still haven’t arrived at the army
  • The war widget in the current relation now shows the current warscore with a number instead of a pie chart
  • Fixed the army strength amount displayed in the subject manager
  • Fixed text format in the formables panel and ledger
  • Corrected the order of columns in the ledger’s dynasty tab
  • Improved responsiveness and data shown in the estate’s top bar and its tooltips
  • Added a shortcut in the top left corner’s country rank to go to known countries
  • Added heir icon for children’s heirs in character panel
  • Added ages to rulers in government and foreign panels, and in education alert children entries.
  • Fixed reorganize units not working. Now it will open the single unit panel of one of them and show the other one in the right menu.
  • Improved readability and layout for research view
  • Made so that ruler history shows recent rulers at the top by default
  • Government reform cards are clickable again
    Outliner:
  • Correct progress for “Settle frontier” cabinet action
  • Stalled constructions in the short outline version
    Tooltips:
  • Cleaned up some disease tooltips to be a bit more informative
  • Fixed inconsistent usage of Artillery Barrage and artillery bonus concepts
  • The tooltip for pinning things to the Outliner or to Context menus now says which is which
  • Fixed typo in the Promotion game concept
  • Navy strength tooltip fix
  • Stalled buildings on production tooltip fix
  • Fixed the breakdown for the max building amount tooltip
  • Improve tooltip logic for language power when the language is #1 worldwide.
  • Clarify attrition tooltips between location-specific attrition and external sources of attrition
  • Fix attrition tooltips showing information it shouldn’t
  • Fix the IO policies tooltips containing blank spaces
  • The tooltip for societal values includes tips to push it further for both sides (they used to show only for the dominant value)
  • You can now hover the number of max buildings/RGO levels in the production tab to see the reasons for the max levels
  • Construction tooltips display if construction is stalled
  • Harmonized tooltip columns for improved readability in market tooltips
  • Declaring bankruptcy now shows all effects.
  • Improved the player sync tooltip over the date in multiplayer to be more readable and have a scrollbar if you have lots of players.
  • Add information about the highest great power in the great power rank tooltip
  • Added concepts for war attacker and defender, to separate them from battle attacker and defender
  • Added subheaders and fixes to market tooltips.
  • Fixed missing localization trigger in the “Grant Elector” status action
  • Include more information on the possible consequences of removing locations from IOs, such as the emperor’s opinion penalty.
  • Tooltip for artists now explains that the max number only limits the amount you can manually hire, but you can have more through events
  • Fixed the truce tooltip and circular widgets in the relations container
  • Improved estates tooltips in the top bar
  • Grouped estate gold together with income and expenses, and now shows a total balance.
  • Fixed the antagonism tooltip to show all countries listed in a scroll list
  • Fixes to tooltip showing missing goods when nothing was missing.
  • The Retreat blocked tooltip now says the correct number of hours, not just 5.

Other:

  • Fixed the in-game paused border shadow appearing when the menu was open and the back shortcut or control groups shortcut was pressed.
  • Explain the cost of breaking a truce in a war pop up
  • Updated the declare war prediction banner with a new layout and colors, and changed margins on the header sides art
  • Fixed the diplomatic action to “Ask to join the IO“on its macrobuilder without a specific target
  • Fixed the credits background dimensions for vertical resolutions
  • Improve suggested trades by making the suggestions less prone to failing when activated
  • Correct the ruler title on the country rank change
  • Include rival removal cost in confirmation pop-up
  • Call into war action in diplo macrobuilder now works
  • Fixed loading screen game concepts, trying to show icons when not loaded yet.
  • Added a relation about to be broken alert
  • Fix the administration-infiltrated message showing the wrong country being infiltrated
  • Button for imperial actions on the HRE panel for the Emperor
  • Parliament title out of bounds fix
  • Show the IO treasury on the subheader
  • Marriage finder entry displays heir or line of succession icon
  • Renamed 2 of the 3 modifiers that were currently named “institution growth” into “local institution growth” and “global institution growth.”
  • Add a new tooltip in the market view to show all profits made by trades grouped by goods for each country

Portraits:

  • Added new historical characters visuals (eng_hobbes, erasmus, mos_ivan_i_danilovich_kalita_rurik).
  • Added new historical characters visuals (fra_rene_descartes, mei_johann_wolfgang_goethe, dan_brahe).
  • Added new historical characters visuals (ned_michiel_de_ruyter, gbr_adam_smith, pap_bernini_script, boh_jiri_z_podebrad, ara_vincent_ferrer).
  • Added new historical characters visuals (fra_jean_jacques_rousseau, spa_ignatius_of_loyola, spa_blas_de_lezo, spa_velazquez_script, hab_ludwig_van_beethoven, por_magellan).
  • Fixed transparent characters when wearing Deccan’s veil.
  • Portrait long hair clipping issue fixed
  • Added new historical characters visuals (jap_kusunoki_masashige, azt_tlacaelel, azt_tenoch, chi_zheng_he, maj_hayam_wuruk, swe_birger_jarl, corfitz_ulfeldt_script, fra_robespierre, swe_axel_oxenstierna).

Other:

  • Fixed the reformation units’ colors

Audio

Sound:

  • Fix ambient sound playing army effects instead of navy ones in the unit overview panel

Modding

Script:

  • Added the on_country_rank_change on_action
  • Fixed an issue which prevented the on_rescinded_effect effect from special_status to have the scope: source available, which scopes to the special_status itself
  • any_primary_or_accepted_tolerated_culture’ and associated script lists renamed to ‘any_primary_or_accepted_or_tolerated_culture’
    Triggers:
  • Added a trigger for ‘province_population’.
  • Added the average_estate_satisfaction trigger
  • Fixed faulty documentation for the years_in_international_organization trigger
  • Fixed an issue with is_available_for/is_visible_for/is_allowed_for, which made these triggers return false for any object that does not require an advance
  • Add local_estate_power and local_relative_estate_power triggers

Multiplayer

  • Fixed desynch caused by revolt wars not being persisted
  • Fixed desynch caused by religion focus progress not being persisted if it was not active
  • Fixed desynch caused by generating different names for new subunits

Translation

Polish: 

  • A total of 24 bugs have been corrected related to the Polish language

Spanish:

  • A total of 12 bugs have been corrected related to the Spanish language
  • Fixed incorrect $mapmode variables.
  • Fixed incorrect $rank_kingdom_horde_ruler_male$ variables
  • Fixed incorrect Genghis Khan variables
  • Fixed incorrect capitalization in $bengali$ variables
  • Fixed grammar issue with $basque$ variables

French:

  • A total of 409 bugs have been corrected related to the French language
  • Fixed multiple incorrect variable issues
  • Fixed incorrect translation bugs
  • Fixed missing translation bugs
  • Fixed wrong language bugs

Brazilian Portuguese:

  • A total of 1243 bugs have been corrected related to the Brazilian Portuguese language
  • Corrected capitalization of some terms in mission titles. 
  • Standardized capitalization of important terms in game texts. 
  • Corrected placeholders that were not displaying character names correctly. 
  • Retranslated some game texts that were incorrect. 

Chinese:

  • A total of 380 bugs have been corrected

Korean:

  • A total of 194 bugs has been corrected related to the Korean language.
  • Corrected incorrect transliterations to more accurate pronunciations.
  • Modified some texts to better convey their meaning.
  • Corrected the display of numerical values in texts.

Japanese:

  • A total of  34 bugs has been corrected related to the Japanese language
  • Changed the spelling of Chinese, Korean, and Vietnamese location/character names that had been in katakana into kanji in many cases.
  • Fixed placeholders in instances where an incorrect or outdated placeholder was in use.
  • Checked spelling/made consistent some historical terms.
  • Fixed typos caused by kanji conversion errors in certain segments.

Turkish:

  • A total of 64 bugs have been corrected related to the Turkish language
  • A number of fixes in the source text were applied to the localized text.
  • Certain strings, including culture name placeholder,s were corrected according to how culture names are displayed
  • Improvements were made to the text based on the in-game context.
  • A small number of linguistic issues were fixed

German:

  • A total of 30 bugs have been corrected related to the German language
  • checking of eliminated English contractions and their applicability in German
  • streamlining of the form of address
  • further standardization and streamlining of the general game vocabulary

Russian:

  • A total of 195 bugs have been corrected related to the Russian language

Miscellaneous

Settings:

  • Exiting using Alt+F4 in Ironman will now save the game.
  • Fixed Ironman not being autosaved monthly

Other:

  • Binary savegame optimizations by avoiding writing unnecessary whitespaces.
  • Enabling texture streaming for more icon types, which saves around 200mb vram.
  • optimized recalculation of cache data by delaying the name generation

bugfixes:

  • Fixed the continue button in the main menu when the last save is on the cloud
  • When saving to the cloud should always use the binary and zipped format
  • Prevented units from moving if no one was looking at them, stopping
  • Reviewed most event titles and options that were incorrectly showing hyperlinked texts
  • Union event “Ruler Ignores Country” now uses proper pronouns in its text
  • Fixed countries starting with zero diplomatic capacity used
  • Fix road construction, building outdated roads over more modern ones
  • Fixes some issues with levy cooldowns in provinces.
  • Fixed so the take on debt message now works for non-player actions
  • Removed some unused files
  • Fix the western schism situation panel not updating at the end of the first council

Source: Steam

Metroid Prime 4: Beyond Review

2. Prosinec 2025 v 16:00

After being caught in the middle of yet another Space Pirate scuffle with the Galactic Federation, this time a mishap with a strange artefact sees Samus zapped away to the planet Viewros. There, she’s enlisted by the holographic ghosts of the Lamorn to help preserve and release their dead civilisation’s knowledge into the wider galaxy. To do this, you must reach and retrieve five teleporter keys from five different biomes and regions on this planet.

Stripped of her equipment, as is tradition, Samus is given the beginnings of a brand new set of gear, almost all with a slick new purple hue… because they’re pretty much all psychic. A gemstone is embedded in her helmet, so the scanning visor also allows for a variety of telekinetic manipulations, the beam cannon can now fire guided bolts, and there’s barely visible platforms and grapple points that you need the psychic view and psychic grapple to manipulate. The nomenclature is pretty ham-fisted, but it is an effective blend of the old and the new, successfully adding a new layer on top and around the core gameplay. It can be a little confounding at times, when confronted by a puzzle that leans on a less commonly used mechanic. I often forgot that I could turn a morph ball bomb into a grab-able psychic bomb to trigger raised nodes, for example.

Metroid Pimre 4 psychic beam bolt

You have that same blend of old and new, from a Metroid series perspective, for the controls and combat. The fundamentals are now those of a modern first person shooter, though you still lock on with the left trigger and automatically circle strafe around enemies. This means you can easily keep moving and evading incoming attacks thanks to this, and then move your actual target point on screen using the right stick or with motion controller after touch. Alternatively you can drop in and out of mouse mode when playing with detached Joy-Con 2 on Nintendo Switch 2, getting more of a PC FPS control scheme, which certainly has advantages for quick and precise aiming.

Personally, I kept things very vanilla, playing purely with controller, no motion controls, and then regularly re-aiming with a snap as needed. This generally worked very well for me, though it’s fair to say that it does struggle a bit when trying to target certain enemies in a crowd – some of the combat-heavy sections really throw a lot of enemies at you – and for targeting weak spots during the larger scale boss battles. Those moments aren’t common, and you can overcome them with a little patience, the game generally feeling quite forgiving in these most frantic and frenetic moments.

Metroid Prime 4 robot combat

Through the opening biome of the adventure, the mixture of nature and sandstone-like ruins ably demonstrates the downfall of the Lamorn civilisation and how nature was corrupted around them. From here, things get far more heavy metal, from lighting powered factories to facilities deep in a volcano and beyond – are the Lamorn actually Bond villains?

They’re typical elemental archetypes, but I rather enjoyed how the Lamorn facilities and technology have more than a hint of H.R. Giger, Alien and Prometheus to their look and feel. It’s obviously not wholly original, but this biomechanical style absolutely works for me.

Instead of linking these regions together directly, they’re instead joined up by the barren desert of Sol Valley, a wide open expanse that you need Samus’ new Vi-O-La motorbike to cross in any sensible amount of time. It’s a pretty slick addition and it’s fun to zip up and over the sand dunes, crashing through green crystals and searching for the handful of secrets and points of interest between locations.

You can be attacked during these moments by a few different types of fast-moving enemy, and thankfully things are kept quite light, thanks to a locking homing disc attack… or you can generally just avoid them. The only issue is that there’s not that much to do here. There’s a handful of Breath of the Wild-like puzzle temples to seek out, and green crystals that you need to power up your Power Beam, but it’s largely just connective tissue between the regions.

Metroid Prime 4 Vi-O-La motorbike

And you will be going back and forth plenty. Backtracking and exploring newly accessible parts of the world is a key part of the Metroidvania formula, and in some ways Metroid Prime 4 does this very well, and in others it makes it a bit of a chore. Actually getting back to previous locations isn’t fast travel fast, but thanks to the bike, it’s also not actually all that time consuming. It does still feel like dead time, but the actual time you spend trekking back and forth isn’t too bad when you feel focused on an objective.

The real problem with this, though, is the game simply doesn’t leave you alone to soak in the atmosphere and figure things out for yourself. Early on in the adventure you meet Specialist Miles MacKenzie, who fights alongside you for a brief period, before setting up a camp for himself and any other Federation Troopers that you find along the way, putting together a rag-tag team of survivors. They’re a contrasting group of characters, but MacKenzie stands out for his… quirky dialogue, when compared to the more by-the-book nature and tone of some other troopers (who I inevitably liked more).

Metroid Prime 4 MacKenzie dialogue

I have mixed feelings about this and how it affects the storytelling alongside the stoically silent Samus. The vast majority of the game, is spent on your own with rare interjections over comms when exploring a region, but once you’ve completed an area, beaten a boss, found a new tech part, it feels like MacKenzie helicoptering in like an overbearing parent to make sure you don’t get lost. That’s even more annoying on the handful occasions where he’s actively misleading, “helpfully” suggesting I visit one locale or another only for me to hit a familiar dead end and double back again. If I’d done this on my own? Fine, but for it to be because the game effectively lied to me is annoying. I know this handholding is important for the game’s accessibility, but there really should be an option to turn this off.

For the overarching story, I really liked the drip feed of learning what happened to the Lamorn and how their civilisation died, picking up the journals and logs, and finding their psychic statues. The broad team of Federation Troopers did also grow on me for their key moments and narrative payoffs.

Fortnite Chapter Seven: Pacific Break brings boss battles, easy building & self revives

30. Listopad 2025 v 11:20

Right out from the grand finale to Chapter 6, Fortnite has kicked into Chapter Seven: Pacific Break, starting a new era for Fortnite Battle Royale at the Golden Coast. This is more than just a bunch of new locations and branded tie-ins, though, with a clutch of core gameplay changes, including boss battles, simple build and self revives.

One change is how you drop into your Fortnite match, with the Battle Bus now out of commission and Storm Surfing the way that you reach the Island instead. From there, the map has new POIs including Battlewood Boulevard, Sandy Strip, Wonkeeland, and Classified Canyon.

But really it’s all about the new gameplay tweaks and additions.

Here’s the breakdown:

  • Stay in the Game – In the very rare occasion players are downed, they can use a Self-Revive Device to revive themselves while they’re DBNO (Down But Not Out).
    • Additionally, new DBNO movement options include Roll & Tumble, DBNO Sprint, and Stay on the Move.
    • Lastly, Drivable Reboot Vans have rolled onto the Island!
  • Defeat the Boss, Be the Boss – Defeat bosses to claim their loot, powers, and transform into them! Becoming a boss grants full Health and Shield, bonus max Health and Shield, infinite Energy, and a powerful ability. Careful: boss positions remain visible to nearby opponents at all times!
  • Simple Build – Simple Build is an option in Settings (Game > Building) that makes learning how to build simpler. Turn it on, look in the direction you want to build, and just… build!

Beyond that the new battle pass has got a whole host of film references that 12-year-olds won’t really understand. The Bride from Kill Bill is turning up, katana in hand, and Marty McFly will bring 1980s chic to 2025 (a decade on from the “future” that he ended up visiting in the sequel).

This is all a little bit temporary, though. The Battle Bus returns on 4th December, at which point Reload will come back online with the Surf City map, Blitz Royale will have the new Starfall Island map, and ranked will also return. Fortnite OG will also return on 11th December with Season 7.

Source: press release, Epic

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