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God of War: Ragnarök is the next Sony game coming to PC, leaker suggests

God of War: Ragnarök is reportedly the next Sony game coming to PC.

Leaker billbil-kun – who has regularly, and correctly, let Sony-shaped cats out of the bag before – purports that they have "managed to determine" that a PC port of the hugely successful sequel to 2019's God of War will be announced "sometime in May".

Billbil-kun says they're unsure of the game's release date but reckons we may find out more at the next PlayStation State of Play showcase, which is also rumoured – but yet to be confirmed – to be taking place later this month.

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Steam is now banned in Vietnam

Steam has been banned in Vietnam.

As first reported by Game Developer and spotted by our sister site, GamesIndustry.biz, it's unclear exactly why the PC platform has been banned, but GI.biz proposes it may be due to "Valve's business operations".

However, as reported in Vietnam.net, it's possible Steam has been taken down in Vietnam after local game developers complained about the scope and size of Steam's vast portfolio of games, claiming Vietnamese devs cannot compete with Steam's releases given they are subject to government approval and thousands of international games on Steam are not.

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Ghost of Tsushima Director's Cut PC players are getting auto-refunds if they cannot legally sign up for PSN

Steam is auto-refunding players who bought Ghost of Tsushima Director's Cut in countries where PSN isn't available.

Last week – around the same time Helldivers 2 was being pulled from sale in 177 countries following the disastrous rollout of mandatory PSN linking – Ghost of Tsushima developer Sucker Punch confirmed that Steam players were not required to sign up to PSN if they only wanted to play the Director's Cut's singleplayer campaign on Steam.

Now, however, it seems digital storefronts like Steam and Green Man Gaming have either decided – or been instructed to – automatically refund pre-orders from people who live in territories where players cannot legally sign up for PSN.

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V Rising hits 100,000 concurrent players on Steam

V Rising was finally released in full this week, and so many players have jumped into the open-world survival game, it's breached 100,000 concurrent players for the first time since it released as an early access two years ago.

Developer Stunlock Studios marked the milestone on social media with a "Thank you!" and a simple graphic that confirmed there were "100,000 vampires in-game".

So far, the 1.0 edition is sitting on a "very positive" Steam rating, with almost 4000 recent reviews bolstering the early access release's similarly positive score.

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One last stroll through Redfall, at the pace it was always meant to be played

Calm seas and sunny skies. I had not been back to Redfall in a while before this week, when events meant I suddenly knew I had to check in again. Spring has finally arrived in Sussex, so when I turned the game on one morning and sat down to play, a warming sun was already slanting in through the windows. The promise of summer! Redfall, of course, worked its spell. On the screen, a US flag hung limply from a pole against louring skies, while a stray breeze gathered and then scattered dry leaves, eddying, dithering, round and round. It was like stepping out on an Autumn evening. October Country. Everything that I wanted.

My idea was just to wander. Like a lot of people I struggled with Redfall as a fast-paced co-op action game, because it so clearly didn't want to be a fast-paced co-op action game. In my mind, perhaps unfairly, I see the pitch that I imagine was handed down from above as being something like: can you get us Stranger Things and Left 4 Dead in a single package? Arkane Austin was - feels weird and grim to say "was" - a famously smart bunch of people. I cannot believe the team didn't know where its strengths lay. Its strengths lay in slowing down, savouring the environmental storytelling and tactical options. Slow down, and this is still the game that Redfall is - the storytelling part at least. But you have to play across the game design to see it. You can't meet it head on. You have to go hunting for the magic, ducking around the gunfights, which are fine, and the bottlenecks they create. But the magic is here waiting for you.

My favourite moments playing Redfall the first time around were all on the first of two open-world maps. I loved the locations that spoke to a realistic, slightly up-itself seaside town in New England. There were boss fights and magical-realism moments in which you travelled inside a doll's house, but I preferred finding the gorgeously restored old cinema, itself a kind of doll's house contrivance with its brass railings and tip-up seats and classic movie posters. My favourite bit of storytelling wasn't about how vampires had taken over and messed with the sun. It was about a safe house that had once been a painfully contemporary smoothie bar where influencers could film themselves drinking luminous protein-and-berry blends filled with activated almonds.

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Destiny developer Bungie's original sci-fi shooter Marathon hits Steam for free

Marathon, the 1994 video game that marked Halo and Destiny developer Bungie's first foray into the world of first-person sci-fi shooters, is - as Bungie previously said it would be - now available on Steam for free. And the remaining two titles in the series are due at a later date.

Marathon Classic, as the Steam release is known, has been developed by the team behind Aleph One - a fan-created engine based on the Marathon 2 source code - and promises "authentic gameplay using the original [Marathon] data files". However, it also features optional widescreen HUD support, 3D filtering/perspective, positional audio, and 60+ fps interpolation, "just in case," as the team puts it, "the original is too authentic."

"Alien forces have boarded the colony ship UESC Marathon in the Tau Ceti system, in orbit around humanity’s first interstellar colony," reads the scene-setting blurb for Marathon Classic. "The situation is dire, and as a security officer assigned to the Marathon, your duty is to defend the ship and its crew from the alien threat."

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Among Us teases new roles, better lobby filtering, and more in new roadmap

Among Us, the sci-fi social deduction game that singlehandedly brought the phrase "sus" back into style, has just received a new roadmap teasing a fresh set of features for 2024 as developer Innersloth continues its murderous rampage across the stars.

It's probably the announcement new roles are on the way - the first since 2021 - that'll be met with the most fan excitement. And while Innersloth has offered no hints as to what they might be, it notes each will feature "their own little quirk that makes for some very interesting lobbies." New roles, it says, are coming "soon".

Further into the year, Innersloth is adding better lobby filtering that'll feature a "more refined" set of search settings, alongside a bit of beatification for the lobby settings menu. "Say hello to snappy menus so you can easily see all the settings you can change as a host," it writes, "and have a quick view of the important ones as you join lobbies."

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Another Fallout 4 graphics update coming to all platforms next week

Fallout 4 will be getting another update next week, across all platforms.

While Bethesda hasn't been too specific about what this update will include, it has promised new options for graphics and performance settings, something many may still be looking forward to following the game's somewhat botched 'next-gen' patch earlier this year.

In addition, the studio has also promised general fixes and improvements across the board. We will update you when we get the full notes from the Fallout 4 team, so stay tuned for more.

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Unreal Engine 5.4: Epic's latest revision delivers big performance and feature wins

Unreal Engine 5 has reached a new milestone release, version 5.4. Alongside technology that sets the groundwork for future iterations of the engine, developer Epic Games is promising substantial performance improvements with better CPU utilisation, potentially solving a common bugbear we've seen on PC and consoles this generation. Of course, the new release also includes visual improvements, including to the Nanite geometry system and Temporal Super Resolution (TSR) upscaling. We've tested this latest engine revision to see how everything works and to get a sense of the kind of performance improvements that might be possible in the new version.

As stunning as it was, the first Matrix Awakens Unreal Engine 5.0 demo back in 2021 already exhibited the core performance issues that Epic is looking to address with 5.4. Moving through the Matrix demo city at speed on PlayStation 5 was enough to cause precipitous performance drops, as the engine grapples with loading in new areas. This is just a demo, of course, not a shipping game, but the sub-30fps readouts and frame-time stutters coupled with dynamic resolution scaling suggested a severe CPU limitation on console hardware. This was confirmed with the City Sample demo on PC in 2022, where simple CPU and GPU utilisation metrics show severe CPU bottlenecking even on powerful modern CPUs like the Ryzen 7 7800X3D.

Logically, this makes sense. A lot of the most prominent UE5 features have significant CPU components, like MetaHuman, open world streaming, hardware ray tracing and Nanite, and therefore place a heavy demand on CPU performance. More critically, you tend to be limited by single-thread performance, so higher core count CPUs aren't able to meaningfully scale by spreading the load across multiple cores and threads. Given that both budget PCs and consoles tend to have core counts in the six to eight range and an increasing number of Unreal Engine 5 games are coming to market, that's a lot of untapped performance potential.

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You can try Eurogamer's subscriber offering free for a month right now

In conjunction with what appears to be warm weather in the UK, we've decided to do another free trial month on Eurogamer. This means you can try a month of being a Supporter for free, and make use of things like no adverts on the site and access to our exclusive Supporter content, which includes Five of the Best, Game of the Week, my Let's Get Evil series, and the Inside Eurogamer podcast. I just recorded an Inside Eurogamer episode with Ian and Ed all about streaming, which I found very illuminating.

There's plenty more coming through May and into early June. My next instalment in the Let's Get Evil series will likely bring my Dark Urge playthrough of Baldur's Gate 3 to an end. It's been a deliciously horrid ride but will I hold my nerve and remain monstrous or succumb to nagging morals? We'll see. Also, once it finishes, there's the question of which game to terrorise next. I have a Dragon Age: Inquisition rampage to return to, which would be very well timed with a new Dragon Age game maybe dropping later this year, but what about something else? I'd love to hear your suggestions.

Five of the Best and Game of the Week will continue on their weekly schedules, and there should be time before the trial is over to squeak another episode of Inside Eurogamer in. And remember: it's on that podcast we answer your questions. I'll make sure you have a day or two's notice before we record so you can ask them. I'm also working on a key giveaway for a game that we loved last year, and that should land later in May or early June. But remember, key giveaways are for yearly Supporters so people don't sub for a month (for £3/€3/$3) and run. I have some other Supporters bits and pieces in the works, too, which I hope I can tell you about soon.

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Just how cosy is Garden Life: A Cozy Simulator?

Are you a cosy game addict? Welcome in and take a seat among your fellow enablers as I, fellow addict Zoe Delahunty-Light, kick off my new weekly series Cozy Corner! This series follows me as I finally try to clear my backlog of 47 (and counting) cosy games in my steam library, and decide whether these games are relaxing enough to warrant the label 'cosy' at all. Cosy games have blown up over the last four years and because of it, there are more to try than ever before, and thus more competing for your attention. I'm going to find the best of the best so tune in for this new weekly series full of blankets, relaxation - I hope - and surprisingly harsh judgement.

Garden Life: A Cozy Simulator is the first game that's being subjected to the cosy interrogation. In it, you are responsible for bringing back life to the dilapidated garden belonging to the previous gardener Robin, and the spirit of the local community as they convene around you, the new gardener. But you're not on your own - Robin is unable to move on while the garden remains uncompleted and neglected, so they'll be there to guide you as you find your green thumbs. From creating bouquets to opening up new sections of the community garden, Garden Life: A Cozy Simulator is dedicated to gradual floral farming with heartfelt story elements. But just how cosy is Garden Life: A Cozy Simulator? Even though the word 'cozy' is in the name, it's time to put it to the test!

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Hi-Fi Rush physical editions still coming following studio closure

Physical copies of Hi-Fi Rush are still on the cards following the closure of developer Tango Gameworks earlier this week.

These physical copies of the rhythm-action game are coming from Limited Run Games, having first been announced back in February for both Xbox Series X and PlayStation 5.

Following the shocking news that Microsoft was closing down the game's developer earlier this week, some wondered if these copies would ever actually be released. However, Limited Run has assured fans that, "unless we say otherwise, Hi-Fi Rush is a go!"

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The Rogue Prince of Persia delayed to avoid popularity of Hades 2

The forthcoming The Rogue Prince of Persia has been delayed by developer Evil Empire to allow players more time with Hades 2.

The roguelite game was originally set for early access release next week on 14th May, but has now been delayed to later in the month, with a precise date coming on Monday.

Why? Hades 2 entered early access at the start of the week and Evil Empire doesn't want to compete.

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Xbox president responds to studio closures as "commitment to make sure that the business is healthy for the long term"

Xbox president Sarah Bond has responded to the recent studio cuts at Bethesda, describing the decision as "our commitment to make sure that the business is healthy for the long term".

Bond was interviewed at the Bloomberg Tech Summit yesterday, following the news earlier this week Microsoft has closed a number of Bethesda studios: Arkane Austin, Tango Gameworks, and Alpha Dog Games.

However, the interview has since gone viral due to Bond's seemingly weak answers that provide little insight into the decision.

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Netflix unveils "digital theme park" Nextworld on Roblox

Streaming giant Netflix has teamed up with Roblox to launch its own "digital theme park" on the gaming platform.

It's called Nextworld, and essentially acts as a hub where players can access areas, characters and games based on Netflix properties, such as Stranger Things (header image above) and One Piece (see image below).

Mini games include the likes of Is It Cake?, which is where players have to - yes - guess whether objects shown in the game are cake or not. It also has a Cobra Kai Miyagi-Do Balancing Board mini game.

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Why Xbox believes it must cut costs and close studios

Investors that put money, or buy shares, in a business want to make money on their investment. And for that to happen the company's 'value' needs to go up. It needs to grow bigger. Growth could be many things, but it typically refers to revenue (the amount of money a company generates) or profit (the amount of money a company makes after costs). And to investors, a loss-making company that is getting bigger every year is more exciting than a profitable business that is going the other way.

This may sound obvious, but we're about to get into why Xbox just closed three Bethesda studios. And it's important to keep in mind that focus on growth. Because ultimately it doesn't matter how rich Microsoft is, or how much profit it's making, it's all about getting bigger.

Let's pop back in time a bit. Xbox as a business has had a rough ride over the past decade. Following the calamitous launch of Xbox One, the company saw its popularity in the console space drop substantially. It's been stuck firmly in third place behind Nintendo and PlayStation. But despite the fall in popularity, the Xbox business saw its revenue increase as the games industry became more digital. Still, for long-term success, Xbox knew it needed to find new customers if it wanted to compete more strongly. It needed a new plan.

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Poppy Playtime, the cult horror game, is getting a film adaptation

Just days after a Poppy Playtime book was released, a film adaptation of the cult horror series has been announced.

The game's developer, Mob Entertainment, is working with Legendary Entertainment (which counts Dune: Part Two, Godzilla x Kong: The New Empire among recent hits) as well as Angry Films (the Transformers series among others).

The film is presumably a ways off yet, but is yet another move outside games for the Poppy Playtime franchise.

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1000xResist review - a deeply personal exploration of diaspora politics and psychology

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

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Microsoft to open web-based mobile game store this summer

Microsoft is set to open its web-based Xbox mobile game store in the coming couple of months.

The news comes from Xbox president Sarah Bond, who was speaking at yesterday's Bloomberg Technology Summit.

"In July, we are going to be launching our mobile store experience," Bond said. "We're going to start actually by bringing our own first-party portfolio to that." This will include games such as Candy Crush, which Microsoft now owns thanks to its acquisition of King's parent company Activision Blizzard last year, and Minecraft.

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David Gaider's game-musical Stray Gods gets Orpheus DLC

Stray Gods, the game musical from Dragon Age writer David Gaider, is getting surprise DLC.

The DLC will focus on rockstar Orpheus, performed by actor Anthony Rapp (Star Trek: Discovery, Rent), as he's returned to the world of the living by Hermes.

It's described as a "comedic feature length experience" and will continue the Greek myth story of the main game. It's set for release on 27th June on PC, with a console release to follow.

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Game of the Week: 2120 and books that contain mazes

I don't know if you're familiar with the Mr Gum books, but I read them with my daughter when she was seven or eight, and I don't think I'll ever get over them. They're ingenious and hilarious and weird, and they all have this lovely sense of having been written at great speed, just conjured on the spot, with jokes and characters and plots flinging themselves together on the page at the pace of the author's typing.

Sadly, this isn't a Mr Gum fan-site - yet - but I want to talk briefly about one of the books which has really stuck with me. I can't remember which book - oh no you'll just have to read them all then - but Polly, the hero, is lost in the woods, and whenever she tries to leave a landmark behind - it's a windmill - she walks off and then finds herself, moments later, back where she started.

It's a scene right out of The Prisoner, but what makes it special here is that each time she finds herself back at the windmill, we get a new chapter. So her confusion in the woods impacts the structure of the book, with a bunch of short repetitive chapters one after the other, while the joke is how long the book will keep this loop going.

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What we've been playing - legacies, flowers and lightsabers

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we celebrate one of the best characters in the Uncharted series, and perhaps in games; we live out our Star Wars fantasies; and we try a new Metroidvania in a well regarded series.

What have you been playing?

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

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V Rising makes me wonder: is it time to rethink the survival crafting template?

When Minecraft smashed down like a meteor all those years ago, the idea of chopping down trees in games - to make wood to make shelter - felt excitingly new. Before then, games weren't particularly concerned with the mundanities of survival, presumably in the name of what they thought was fun. Games were for extraordinary adventures, not ordinary ones. But Minecraft changed that. It made a feature of finding food and keeping yourself fed, and not thirsty, and it introduced us to a gameplay loop revolving around it. Make a shelter to survive the night, make a set of equipment, and then when you've got a stable footing in the world, you can find myriad ways to upgrade every part of that.

To say that the idea caught on would be an enormous understatement. Minecraft was an era-defining moment. It propelled the whole gaming movement on YouTube, and YouTube with it, and helped launch the careers of so many gaming influencers there. It showed that there was a massive, captive audience for this kind of open-ended, multiplayer, crafting survival thing, and a stampede of other game-making companies rushed to follow it. Years later, there are many really successful games in this area: Ark, Rust, Terraria, Valheim, Palworld, Grounded, The Forest, Enshrouded, Don't Starve, to name a few. The genre has become so influential it's spread to brands like Fallout, and elements of it can be found in huge games like Fortnite. The concept is now so familiar it's understood implicitly wherever it's used. We know the loop, we know what to do. But why have I never questioned it?

This rushed to mind while playing V Rising, which just fully launched in version 1.0. You might remember it having a moment a couple of years ago in early access. Time has passed but even now, it's got a really compelling pitch. You are a newly arisen vampire who must build a castle and make your Castlevania-inspired mark on an unsuspecting world. A world in which you'll worry about the daytime rather than nighttime and where you'll suck blood to absorb powers and wield powerful magic. A land filled with bosses to beat and where a PvP endgame awaits, based around territorial dominance, should you want it - there are private servers and PvE servers if you don't. V Rising has bulked out in early access and is a full package now. The problem is, it locks its really good stuff away.

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Gorgeous hiking adventure A Highland Song returns to the hills with free Harmony content update

A Highland Song, the acclaiming hiking adventure from 80 Days and Heaven's Vault developer Inkle Studios, is tempting players back into its rolling Scottish hills with its free new Harmony update, introducing new stories, new music, and more.

A Highland Song, which launched late last year on Switch and PC, tells the story of teenager Moira McKinnon who runs away from her life of relative seclusion on the edge of the Scottish Highlands after receiving a letter from her uncle inviting her to his lighthouse on the coast.

What follows is an often magical blend of gentle narrative and exploratory platforming ("deeply, richly evocative, poetic", is how Eurogamer's Chris Tapsell put it in his four star review) as players guide Moira along one of A Highland Song's many potential routes, each revealing new stories and secrets to encourage further playthroughs.

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Frontier making third Jurassic World game, has two additional management sims coming over next three years

Elite Dangerous studio Frontier Developments has signed a deal with Universal Products & Experiences to make third Jurassic World title - and it'll be one of three new management games coming from the studio over the next few years.

While Frontier hasn't explicitly referred to the new game as Jurassic World Evolution 3, it seems unlikely it'll be anything else given the studio goes on to note its Jurassic World Evolution series is currently one of the strongest in its portfolio. Jurassic World Evolution 1 & 2 rank first and second respectively in terms revenue generated over their first two years - and that's despite Frontier previously admitting to "lower than expected" sales for the sequel on PC.

All Frontier has so far said about its next Jurassic World game is that it'll be another "creative management simulation" - and that it's one of three management sims the studio is planning on releasing over the next three consecutive years.

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Dead by Daylight teases dark fantasy era with Dungeons & Dragons themed collaboration

It looks like the next chapter of Dead by Daylight will be based on Dungeons & Dragons.

Behaviour Interactive, the studio behind the multiplayer horror game, released a teaser trailer for the next chapter today ahead of a full anniversary showcase next week where further details are expected .

While this may seem like a move away from the horror franchises the game is known for, there's presumably plenty of dark fantasy elements that could easily work in the horror setting of Dead by Daylight.

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Former Xbox console exclusive just topped Europe's PS5 download charts

Sea of Thieves, the piratical live-service romp from Rare, just topped the PS5 download charts in Europe following its debut on Sony's console.

The Xbox Games Studios-published title recently made the jump from Xbox to PlayStation, as part of Microsoft's plans to make more of its games multiplatform. Outside of Europe, it was also the third most downloaded PS5 game in the US and Canada for April.

Not bad, considering it only arrived on PlayStation towards the end of the month!

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Corsair announces plan to acquire troubled sim racing brand

Od: Will Judd

PC component and peripherals business Corsair has announced plans to acquire Endor AG, the parent company of sim racing brand Fanatec. The move comes a month after Fanatec announced a new CEO amidst widespread condemnation from the sim racing community over botched product launches, shipping delays and customer service failings, which have soured the reputation of a company that produces otherwise well-regarded sim racing gear, from wheels and direct drive wheelbases to pedals and other accessories.

There's clear logic behind the move, as Corsair doesn't currently have a sim racing brand in their (extremely wide) ecosystem, unlike rivals Logitech who launched their first direct drive wheelbase last year and Turtle Beach who did the same earlier this year. Corsair is also extremely proficient when it comes to the logistics of actually producing and selling its products worldwide, something that Fanatec has struggled with historically and has come to a head over the past six months.

As well as Fanatec having only EU and US stores, leaving UK buyers to face significant import duties and long shipping times, the firm also faced controversy over its policy of charging up-front for orders which may not be fulfilled for months. Black Friday discounts in November 2023 in particular resulted in a huge amount of interest, with the Fanatec website toppling over for much of the day, but many customers of the sale reported not receiving their orders well into 2024 and support queries going unanswered.

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Elite Dangerous accused of becoming pay-to-win with introduction of new ship

This week, Elite Dangerous - the multiplayer space sim from Frontier Developments - has been met with a spate of negative reviews on Steam, resulting in a recent average rating of 'Mixed'.

This is all in reaction to the introduction of a new ship known as the Python Mk II. This ship is described as a "sleek" medium class vessel, with a focus on powerful combat. It also promises a smoother ride thanks to its advanced Supercruise Overcharge capabilities.

So, why the upset? Well, it is because the developer has essentially put this new ship behind a paywall for a few months. "The Python Mk II is available in shipyards for all Odyssey owners on PC from 7 August or you can unlock early access today via the ARX store!" reads the update post.

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Devolver believes in "selling games first" over day one launches in Game Pass-esque subscriptions, says co-founder

Nigel Lowrie, co-founder of indie game publisher Devolver, believes in "selling games first" over launching in subscription services like Game Pass and PS Plus.

In an interview with GamesIndustry.biz, Lowrie provided his stance on the current state of the industry, describing large-scale game development as "crushing under its own weight a little bit".

Further, he noted the growth of subscription services has tapered off and deals for indie developers to be included are getting worse.

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Final Fantasy 14's long-awaited Xbox version has black screens and an overactive chat filter

Final Fantasy 14 has finally arrived on Xbox Series X/S consoles more than a decade after the MMO's relaunch in 2013, joining players on PC and two generations of PlayStation consoles. With an ever-expanding free trial and plenty of positive buzz, how does the game fare on Microsoft's current-gen consoles ahead of a big graphical update scheduled for July, and what's the score with the recently updated PS5 version?

Let's start with that relatively more mature PS5 version as the basis for our comparisons, given that the game has been available on Sony's current-gen platform since 2021 - and had some baffling performance issues even then. The PS5 version ran at a comfortable 60fps at 1440p, but suffered from distracting and regular frame-rate dips during traversal, even in basic areas, away from other players or when set to a 1080p output. This was fixed a year later, but the game still ran with a frame-rate in the 30s and 40s at 4K.

Now, the PS5 version finally seems (mostly) playable at that native 4K. Frame-rates seem to have improved by ~10fps in most scenarios, which is enough to (usually) stay within the PS5's 48Hz-60Hz VRR window and therefore avoid judder. The PS4 version also benefits from these optimisations, and the 'high draw quality' toggle is now a viable option when it tanked performance heavily before. A locked 60fps still isn't on the table on PS4, with plenty of judder evident, but at least things have improved somewhat.

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Animal Well review - this one gets deep

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

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Mark Hamill's Joker is back for MultiVersus

MultiVersus is set to make its return later this month, and - as previously rumoured - Mark Hamill's Joker will be joining the line up.

The news of Joker's upcoming MultiVersus debut comes with a reveal trailer, titled "Get a Load of Me". It all begins with Batman - voiced by the late Kevin Conroy - striding purposefully through an underground cavern-like area as green smoke billows around him. Other MultiVersus characters, such as Bugs Bunny and Arya Stark (I still find the whole line up quite bizarre) are also here, and look a little worse for wear. What, or who, could be doing this?

Of course, it's The Joker at the root of all this chaos. "Oh Batman, we have got to stop meeting like this," he teases with a laugh, before emerging from the smoke. You can check it out for yourself in the video below.

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GTA 6 fans scouring Rockstar's website for clues to imminent update

It seems like Rockstar is readying up to share some more GTA 6 news with us very soon.

As spotted by the aptly named X account @GTAVI_Countdown, the developer's page was recently updated to include GTA 6 in its database. This update included placeholder spots for four screenshots, cover art, and a release date.

This page was subsequently removed by Rockstar, but not before @GTAVI_Countdown managed to grab a screenshot. In a followup post, the account noted the code with placeholders still remains in the database, as do mentions of digital purchases.

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Nintendo removing X support from Switch

Nintendo Switch owners will no longer be able to upload images and videos directly to social media platform X, formerly Twitter, as of 10th June.

The removal of posting to X was detailed by Nintendo today, in a blog post on the changes. You'll also no longer be able to find friend suggestions using your X login.

Changes specific to certain games include the ability to post Smash Bros. Ultimate screenshots to the Nintendo Switch Online app's Smash World section, which will become unavailable. Images posted via Splatoon 3's mailbox in Inkopolis square will be sent to Nintendo servers. Posting images to Splatoon 2's mailbox will no longer be possible.

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What is the point of Xbox?

The 360 years feel like a lifetime ago. This week, Xbox stunned the industry by announcing it had closed three studios, and repurposed a fourth into another service game support team. This follows the 1900 people laid off across Xbox at the start of this year, and those Xbox employees quietly caught up in the 10,000 layoffs Microsoft made the year before. It has been a disastrous piece of PR self-sabotage, particularly with the reputations of these studios in mind.

Arkane Austin struggled with the uncharacteristic co-op, online shooter elements of Redfall, but before that made the excellent 2017 reboot of Prey and the first, fantastic Dishonored that led to the immersive sim's modern mini-revival. Tango Gameworks, Microsoft's only Japan-based studio that was led, until earlier this year, by horror legend Shinji Mikami, made The Evil Within games and the critically acclaimed, BAFTA-winning breakout Hi-Fi Rush. Roundhouse Studios was founded by the makers of the original Prey, but is now presumably destined to make different coloured leather boots for The Elder Scrolls Online. Alpha Dog made mobile games, an area where Microsoft has been specifically looking to expand. More broadly, for two console generations now, Xbox has floundered under a clear and obvious lack of inventive, attention-grabbing exclusive games. It just bought these studios in 2021.

If it weren't for the people involved, in 2024, these closures would almost feel routine. This is far from the end of Xbox, of course - in Los Angeles next month, it'll hold yet another make-or-break press conference, that maps out yet another plan for rescuing a lost generation. But be it through exasperation or exhaustion - or the wider industry's sheer, pent-up rage - this feels like something of a nadir. Xbox has spun its wheels for more than a decade, lurching from U-turn to U-turn, strategic reboot to strategic reboot, acquisition to acquisition, closure to closure. The good times have always felt just over the horizon. Project Scorpio will set the tone; Game Pass is the future; the Series X will have the games; Starfield will jump-start Game Pass now it's stalled. The growing sentiment today is that they'll probably never come.

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Hi-Fi Rush creator praised "good situation in our studio" and freedom of risk-taking a month before closure

Earlier this week, Microsoft announced the closure of a number of Bethesda studios, including Hi-Fi Rush developer Tango Gameworks. Directed by studio creative director John Johanas, Hi-Fi Rush was lauded for being a smaller, original game that went on to win a BAFTA at last month's awards.

Yet following the closure of Tango, head of Xbox Game Studios Matt Booty told Microsoft employees: "We need smaller games that give us prestige and awards," as per internal remarks shared with The Verge.

That's exactly what Hi-Fi Rush was. At the BAFTAs last month, Johanas told Eurogamer the game was "an intense labour of love" and there was a "good situation" at the studio due to the ability to take risks and own creative freedom.

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Helldivers 2 balancing has sometimes "gone too far", CEO admits

Arrowhead CEO and Helldivers 2 creative director Johan Pilestedt has said that, at times, the team has "gone too far" when trying to balance the game.

Pilestedt's comments come in response to one Helldivers 2 player, who said they were no longer finding the game fun due to balance changes. In fact, they felt the game had become "unplayable" with the amount of changes over recent months.

"Yeah I think we've gone too far in some areas," the CEO subsequently replied, adding he will now talk to the rest of the team about its approach to in-game balancing. "It feels like every time someone finds something fun, the fun is removed," Pilestedt said.

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Hellblade 2 is only two weeks away, and fans feel Xbox should be making more noise

Seven years on from the launch of the first Hellblade game, Ninja Theory's long-awaited Senua's Saga: Hellblade 2 launches this month - in just two weeks' time, on 21st May. It's one of only a handful of games from Xbox Game Studios to arrive in 2024 - and yet fans have commented that Microsoft hasn't yet made much of a deal about it.

The idea that Hellblade 2 might slip out under the radar would be a concerning one, considering the fate that befell Hi-Fi Rush developer Tango Gameworks earlier this week. Despite a positive critical response to its award-winning game, its impact was apparently not enough to save the studio from being closed alongside Redfall maker Arkane Austin and others as part of sweeping Microsoft cuts.

Writing on social media platform X last night, Xbox marketing mouthpiece Aaron Greenberg told fans that Hellblade 2's "global paid media campaign started yesterday", and noted there was a "special Iceland creator event" happening now - where the company has apparently flown some YouTubers to visit the game's setting (not to the supermarket).

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Microsoft's Perfect Dark reboot reportedly in "a very rough state" and a "big, protracted mess"

Closing in on four years since Microsoft's Perfect Dark reboot was announced, and a year since it was reported that "little meaningful progress" had been made on the project since its unveiling, it's now being claimed the reboot remains in "a very rough state".

That's according to journalist Jeff Grubb who, while discussing Xbox's surprise recent studio closures on the Giant Bombcast, told co-presenters, "I've been hearing for years that Perfect Dark is in a rough state, [but] it sounds like it's in a very rough state. It doesn't sound like it's really come together in any way since then."

In the wake of Grubb's comments, several other industry pundits (as spotted by VGC) took to social media with similar claims. VG247's Alex Donaldson wrote, "I have some crazy stories about the development of that game I have not put in print out of respect for a team really trying hard to push a boulder up a steep hill. But my patience is getting thin." Meanwhile, video game historian Liam Robertson wrote, "From what little I have heard about the development of the new Perfect Dark, it sounds like... a big, protracted mess."

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Hi-Fi Rush 2, potential new Dishonored game were reportedly being pitched by now-closed Xbox studios

Arkane Austin and Tango Gameworks were reportedly in the process of pitching sequels to two much-loved titles - namely Hi-Fi Rush 2 and a potential new Dishonored game - when Microsoft made the shock decision to close the studios, and more Xbox cuts are said to be on the way.

That's according to Bloomberg's Jason Schreier who, citing sources familiar with the matter, says Arkane had been looking to return to its roots following the release of last year's critically panned multiplayer shooter Redfall, and had pitched a new single-player 'immersive sim' - "such as a new entry in the Dishonored series" - to Xbox executives.

Tango Gameworks, meanwhile, was also in the pitching process, hoping to make a sequel to last year's critically acclaimed rhythm-action hit Hi-FI Rush - a game Microsoft previously called "one of the most successful launches for Bethesda and Xbox in recent years".

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Sega unveils Fall Guys-like Sonic Rumble as Sonic Mania Plus hits mobile

There's a distinct whiff of hedgehog over in the world of mobile gaming today; not only has Sega just unveiled the Fall Guys-like Sonic Rumble, the very excellent Sonic Mania Plus is now available on iOS and Android via a Netflix subscription.

Starting with Sonic Rumble, it's being developed in conjunction with Angry Birds studio Rovio and promises "32-player battle royale challenges" that'll see competitors thundering across elaborate toybox-themed, Fall Guys-esque obstacle courses in a bid to collect the most rings.

It'll feature "iconic characters from the Sonic the Hedgehog universe" - albeit presented in toy form - which players can customise to create their own unique avatars. If that appeals, Sonic Rumble will be available for iOS and Android this "winter" - and a (currently US-only, unfortunately) closed beta test is set to run from 24th-26th May if you fancy signing up.

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Is the closure of Hi-Fi Rush and Redfall's studios a sign the Xbox Game Pass publishing model is failing?

This week on the Eurogamer Newscast, we discuss the future of Xbox after the announcement Microsoft is shutting a swathe of Bethesda game studios. Hi-Fi Rush and Redfall once seemed primed to benefit from being available via Xbox Game Pass, Microsoft's much-touted subscription service often seen as the best reason to own the company's console. Now, the studios behind both are gone forever.

Last year, Microsoft's marketing mouthpiece Aaron Greenberg declared Hi-Fi Rush "a break out hit for us and our players in all key measurements and expectations". Redfall, meanwhile, despite being less-favourably received, had a multiplayer roadmap and a promise of single-player, with hope the Game Pass audience would still prop it up.

But Microsoft's reasoning for closing Tango Gameworks and Arkane Austin - to focus on bigger bets - suggests Game Pass is no longer a place where creativity can reign without fear of being too niche, and where fun-if-a-bit-mid multiplayer games can't be supported long enough to receive updates just days from completion.

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Nintendo World Championships: NES Edition announced for Switch with 'over 150 challenges from 13 NES games'

Following last week's ratings board sighting, Nintendo has officially unveiled Nintendo World Championships: NES Edition, which promises "over 150 challenges from across 13 different NES games" when it launches on 18th July.

While last week's ESRB listing suggested we might be looking at some sort of NES Remix revival - and that game's spirited does at least seem to be partially reflected in Nintendo's latest release - today's official reveal points to something a little narrower in focus.

As per Nintendo's announcement, Nintendo World Championships: NES Edition is specifically concerned with speedrunning, featuring 150 "byte-sized" challenges that can be tackled across several modes. Alongside the single-player Speedrun Mode, which features new challenges and pins to unlock, there's World Championships Mode - where players compete for a spot on the global online leaderboards - plus a speedruning Party Mode for up to eight local players.

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Microsoft once tried to nab LittleBigPlanet from Sony after a few drinks

Many moons ago, Microsoft once had its eye on the Sony-published LittleBigPlanet series.

Speaking with MinnMax, Mark Healey - who co-founded LittleBigPlanet developer Media Molecule back in 2006 - revealed that during the early stages of the game, the Xbox maker was "on the prowl" and was "kind of trying to steal" the studio from going with Sony.

"The funny thing is, we actually didn't have anything in writing to say that we were actually going to continue with [Sony] or that they even owned what we were doing, is my memory of it," Healey said of LittleBigPlanet, before sharing more on Microsoft's poaching efforts.

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Five of the Best: Gods

Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!

Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.

The more I've tried to pin down the definition of a god in a game, the harder time I'm having with it. I began by thinking 'out-and-out gods only', the kind that represent the dominant powers in the games we play, whether we fight against them or with them. But the more I thought about it, the more that definition broadened, because aren't we always a kind of god when we play a game - don't we always have a kind of godlike power? We are able to die and keep trying until we've - usually - defeated a godlike boss or bosses, depending on what the game is. What does that make us if not a god? I am open to any and all arguments here, so have at it. Which gods in games do you think are the best?

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"My throat is still raw": Redfall's Harvey Smith reflects on the end of Arkane Austin

Redfall co-director Harvey Smith has reflected on his 16 years at Arkane, "a small company created in 1999 by 'six French guys in a room'".

His lengthy thread on X, formerly Twitter, follows yesterday's news Microsoft is closing a number of Bethesda studios, including Arkane Austin following development of the vampire co-op shooter Redfall.

Smith was at Arkane for 16 years after becoming co-creative director alongside company president Raphaël Colantonio in 2008. He worked on the likes of Dishonored and Prey. Colantonio left the company in 2017 and founded WolfEye Studios.

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EA amassing "largest Battlefield team in franchise history" to double down on live-service multiplayer

EA is amassing its "largest Battlefield team in franchise history" to work across "connected multiplayer and single-player experiences".

Yesterday, EA released its latest financial report, with CEO Andrew Wilson sharing his excitement for the future of the shooter franchise.

"Our teams have listened to the community, have learned valuable lessons, and are driving to the future," said Wilson. "Motive, armed with cutting-edge Frostbite technology and compelling storytelling, is joining DICE, Criterion, and Ripple Effect to build a Battlefield universe across connected multiplayer and single-player experiences. This is the largest Battlefield team in franchise history."

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Xbox rushes to fix 'Feel the Burn' controller promotion following studio closures

Yesterday, Xbox released a post for a new Fire Vapor Special Edition wireless controller, proclaiming it was time to "Feel the Burn". On any other day, this would not have raised any eyebrows particularly. The controller headlining the announcement featured a fiery-theme with burnt orange colours, so the introduction made sense when you read it in total isolation.

However, yesterday was far from just another day at Microsoft, as the company left many reeling when - just hours before it published this controller blog post - it announced it was closing a number of Bethesda studios, including Arkane Austin and Tango Gameworks.

Unsurprisingly, Microsoft's controller announcement was met with criticism due to its timing and insensitive nature. "That's how you know when a company is tone deaf," came one reply to the initial post.

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