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Overwatch 2026 Impressions - It Does Feel Like it’s Back

Blizzard released a massive update that reverts Overwatch 2 back to just Overwatch, a move that shifted their direction for the game to a more familiar territory, with five new heroes to spice up the ever-growing roster.

Blizzard didn’t do anything unique here. There’s no special feature that changes the game as they just leaned heavily into what the game is good at, which to me is fun characters and addicting gameplay. Booting up Overwatch now feels like we’re back in the game’s early years. Everything that made the sequel different from the first game is now in the background. Heroes are now free for all players despite the game being free-to-play, and we now have a more interesting narrative for the overall game that comes with this massive seasonal drop plan.

Five New Heroes To Kick Off Reign of Talon

Mizuki, Jetpack Cat, Emre, Anran, and the boss tank lady Domina. These five new heroes join the Overwatch roster in the new season and are a reminder how Blizzard is still capable of making interesting characters that don’t feel like a replacement of something they already have available.

Each of the new additions bring something new to the table. They cover their specific roles relatively well, having personality and a fun playstyle that entices a player to master each one. Jetpack Cat brings the ability to make any other hero a menace in the skies or toss a key opponent off the map, while Domina can hold positions with a shield that only sections of her shield peel off when damaged. Mizuki’s weapon is a glaive that throws blades that damage over time when it connects, helping his healing efficiency.

Even Emre, the more basic one compared to the other four, gives a different shooter-focused approach for those that love to play Soldier 76. From a three-burst gun to a terror in the skies like Pharah, he can be a deadly force when used properly.

The real beauty is how in a casual sense, older heroes still feel effective despite the new additions through recent years, making my return to the game feel not completely alien.

I went towards familiarity in my first few hours of returning, playing my previous staples like Orisa for the Tank role or Zenyatta for healing, all feeling just as effective, especially during a time where everyone is eager to play the new characters. The new maps and objectives were easy to follow and quick matchmaking resulted in me killing three hours in a blink of an eye through the Quick Play game mode.

I was having a blast playing with unknown players again. It felt like I never left as the game hits that balance of playing a role, focusing on the objective, and naturally working on your team despite the lack of proper communication. My time with Overwatch 2026 gave me the impression that Blizzard is still has the chops at being a big player in the team-based hero shooter genre 10 years later.

The Return Has Been Inviting

Overwatch’s return wasn’t intimidating one bit. In fact, it felt inviting as I didn’t feel pressed to play specific heroes. Quick Play does its job well as they are 5-10 minute skirmishes of either 5v5 or the original 6v6 format, where you control if you want a more flexible team composition in 12-player matches, or a more fixed role setup in 10-player matches. Game modes rotate between pushing a robot to a certain point, covering locations for as long as possible, to escorting a payload that, to this day, people still has the tendency to ignore.

Reward systems are now focused on their take on the battle pass system, which is nothing surprising as almost anything multiplayer-related has a form of it for progression and rewarding players for constant play. Loot boxes are still a thing but have different rarities, with a “pity” system that guarantees a legendary skin after how many boxes opened.

We then have the event for season 1, a mode that asks players to choose a side - Will you side with team Talon or Overwatch? No real commitment found here as players can switch sides when they feel like it, but each have their own set of rewards when completing certain objectives daily and weekly. There’s also a meter showing which team has more players joining their cause.

There’s also lore dumps that seem to unlock as the season progresses, giving players context to the new ongoing conflict in the narrative through visual comics, audio logs, and other mediums to tell the game’s overall narrative happening in the background.

Overwatch 2026 is a big treat for those that skipped the sequel

The big winners are the original players of the game, those avid players before the sequel launched. That was me, someone who jumped into the sequel one weekend and never booted the game again. It’s a big gap, years of inactivity then coming back again after so long has given me this treasure trove of new characters to slowly learn. I can jump in, play my favorite characters like it’s 2016 again and feel like a big contributor one way or another. The only difference is the new passives you get to unlock in a match that slightly change a Hero’s abilities, a nice touch as you can adapt your Hero based on what’s needed, or how you want to a play a specific character.

There’s also sub-roles now, giving heroes unique passives like how Bruiser Tanks earn movement speed when their health is critical, to DPS Heroes in the Specialist sub-role gaining an increase in reload speeds when contributing to an elimination, something i’m slowly learning to appreciate and capitalize on for certain characters.

It’s a good feeling that the core foundation of the game remains intact despite these new additions, and accessibility remains not very demanding in weaker PC setups. It’s been two weeks since the launch of the new season but so far so good. Ranked is as sweaty as it can get, but it’s to be expected, but I like how there’s enough variety here to have people enjoy the game their way. there’s also no more effort from Blizzard in justifying why the Overwatch community needed a sequel, as that has now left the building.

People and the developers can just move on and work towards loving the game again, and that’s where a 10-year old game should aim for in the end, as it’s positioned itself to return to its glory days. It’s too soon to tell, but at the very least it feels like they are finally on the right path at last.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Xbox’s Phil Spencer Retires, Sarah Bond Resigns

According to a report by IGN , Microsoft Gaming CEO Phil Spencer will be retiring, effective on Monday, February 23. Xbox President Sarah Bond, long viewed as Phil’s successor in everything Xbox for years, has also resigned from her post. Phil’s replacement will be Asha Sharma, currently the President of Microsoft’s CoreAI product.

The news of his retirement, and this major change in Xbox leadership was revealed through a series of emails sent to Microsoft staff today and was confirmed by anonymous sources talking to IGN.

Phil Spencer has been with Microsoft since 1988, starting as an intern and has been around since the company launched the first Xbox console in 2001. Spencer took over the Xbox brand in 2014, he was then promoted to CEO of Microsoft Gaming. Sarah Bond, who became the President of Xbox in 2022, is the real shocker as many considered her to be Spencer’s successor. The fact that we see her departure align with his retirement means there’s more to the story for this sudden executive shift.

Asha Sharma coming in the role gives the impression that Microsoft is doing a major executive shack up with AI will be heavily involved moving forward.

More soon.

Here are the emails sent to the Microsoft staff.

Satya Nadella, Microsoft CEO

Gaming has been part of Microsoft from the start. Flight Simulator shipped before Windows, and you can practically ray‑trace a line from DirectX in the ’90s to the accelerated‑compute era we’re in today.

As we celebrate Xbox’s 25th year, the opportunity and innovation agenda in front of us is expansive. Today we reach over 500 million monthly active users, are a top publisher across all platforms, and continue to innovate across gaming hardware, content and community, in service of creators and players everywhere.

I am long on gaming and its role at the center of our consumer ambition, and as we look ahead, I’m excited to share that Asha Sharma will become Executive Vice President and CEO, Microsoft Gaming, reporting to me. Over the last two years at Microsoft, and previously as Chief Operating Officer at Instacart and a Vice President at Meta, Asha has helped build and scale services that reach billions of people and support thriving consumer and developer ecosystems. She brings deep experience building and growing platforms, aligning business models to long-term value, and operating at global scale, which will be critical in leading our gaming business into its next era of growth.

Matt Booty will become Executive Vice President and Chief Content Officer, reporting to Asha. Matt’s career reflects a lifelong commitment to games and to the people who make them. Under his leadership, Microsoft Gaming has grown to span nearly 40 studios across Xbox, Bethesda, Activision Blizzard, and King, which are home to beloved franchises including Halo, The Elder Scrolls, Call of Duty, World of Warcraft, Diablo, Candy Crush, and Fallout.

Together, Asha and Matt have the right combination of consumer product leadership and gaming depth to push our platform innovation and content pipeline forward. Last year, Phil Spencer made the decision to retire from the company, and since then we’ve been talking about succession planning. I want to thank Phil for his extraordinary leadership and partnership. Over 38 years at Microsoft, including 12 years leading Gaming, Phil helped transform what we do and how we do it. He expanded our reach across PC, mobile, and cloud; nearly tripled the size of the business; helped shape our strategy through the acquisitions of Activision Blizzard, ZeniMax, and Minecraft; and strengthened our culture across our studios and platforms. I’ve long admired Phil’s unwavering commitment to players, creators, and his team, and I am personally grateful for his leadership and counsel. He will continue working closely with Asha to ensure a smooth transition.

We have extraordinary creative talent across our studios and a global platform that is second to none. I’m excited for how we will capture the opportunity ahead and define what comes next, while staying grounded in what players and creators value.

Please join me in congratulating Asha and Matt on their new roles, and in thanking Phil for everything he has done for Microsoft and for our industry.


Retiring Microsoft Gaming CEO Phil Spencer

Subject: A New Chapter for Microsoft Gaming

When I walked through Microsoft’s doors as an intern in June of 1988, I could never have imagined the products I’d help build, the players and customers we’d serve, or the extraordinary teams I’d be lucky enough to join. It’s been an epic ride and truly the privilege of a lifetime.

Last fall, I shared with Satya that I was thinking about stepping back and starting the next chapter of my life. From that moment, we aligned on approaching this transition with intention, ensuring stability, and strengthening the foundation we’ve built. Xbox has always been more than a business. It’s a vibrant community of players, creators, and teams who care deeply about what we build and how we build it. And it deserves a thoughtful, deliberate plan for the road ahead.

Today marks an exciting new chapter for Microsoft Gaming as Asha Sharma steps into the role of CEO, and I want to be the first to welcome her to this incredible team. Working with her over the past several months has given me tremendous confidence. She brings genuine curiosity, clarity and a deep commitment to understanding players, creators, and the decisions that shape our future. We know this is an important moment for our fans, partners, and team, and we’re committed to getting it right. I’ll remain in an advisory role through the summer to support a smooth handoff.

I’m also grateful for the strength of our studios organization. Matt Booty and our studios teams continue to build an incredible portfolio, and I have full confidence in the leadership and creative momentum across our global studios. I want to congratulate Matt on his promotion to EVP and Chief Content Officer.

As part of this transition, Sarah Bond has decided to leave Microsoft to begin a new chapter. Sarah has been instrumental during a defining period for Xbox, shaping our platform strategy, expanding Game Pass and cloud gaming, supporting new hardware launches, and guiding some of the most significant moments in our history. I’m grateful for her partnership and the impact she’s had, and I wish her the very best in what comes next.

Most of all, to everyone in Microsoft Gaming, I want to say “thank you”. I’ve learned so much from this team and community, grown alongside you, and been continually inspired by the creativity, courage, and care you bring to players, creators, and to one another every day.

I’m incredibly proud of what we’ve built together over the last 25 years, and I have complete confidence in all of you and in the opportunities ahead. I’ll be cheering you on in this next chapter as Xbox’s proudest fan and player.

Phil

XBL: P3


New Microsoft Gaming CEO Asha Sharma

Dear team,

Today I begin my role as CEO of Microsoft Gaming.

I feel two things at once: humility and urgency.

Humility because this team has built something extraordinary over decades. Urgency because gaming is in a period of rapid change, and we need to move with clarity and conviction.

I am stepping into work shaped by generations of artists, engineers, designers, writers, musicians, operators and more who create worlds that have brought joy and deep personal meaning to hundreds of millions of players. The level of craft here is exceptional, and it is amplified by Xbox, which was founded in the belief that the power of games connect people and push the industry forward.

Thank you to Phil for his leadership, and to every studio, platform, and operations team that built this foundation. We are stewards of some of the most loved stories and characters in entertainment and bring players and creators together around the fun and community of gaming in entirely new ways.

My first job is simple: understand what makes this work and protect it.

That starts with three commitments.

First, great games.

Everything begins here. We must have great games beloved by players before we do anything. Unforgettable characters, stories that make us feel, innovative game play, and creative excellence. We will empower our studios, invest in iconic franchises, and back bold new ideas. We will take risks. We will enter new categories and markets where we can add real value, grounded in what players care about most.

I promoted Matt Booty in honor of this commitment. He understands the craft and the challenges of building great games, has led teams that deliver award-winning work, and has earned the trust of game developers across the industry.

Second, the return of Xbox.

We will recommit to our core Xbox fans and players, those who have invested with us for the past 25 years, and to the developers who build the expansive universes and experiences that are embraced by players across the world.

We will celebrate our roots with a renewed commitment to Xbox starting with console which has shaped who we are. It connects us to the players and fans who invest in Xbox, and to the developers who build ambitious experiences for it.

Gaming now lives across devices, not within the limits of any single piece of hardware. As we expand across PC, mobile, and cloud, Xbox should feel seamless, instant, and worthy of the communities we serve. We will break down barriers so developers can build once and reach players everywhere without compromise.

Third, future of play.

We are witnessing the reinvention of play.

To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories.

As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us.

The next 25 years belong to the teams who dare to build something surprising, something no one else is willing to try, and have the patience to see it through. We have done this before, and I am here to help us do it again. I want to return to the renegade spirit that built Xbox in the first place. It will require us to relentlessly question everything, revisit processes, protect what works, and be brave enough to change what does not.

Thank you for welcoming me into this journey.

Asha


Xbox Chief Content Officer Matt Booty

I read Phil’s note with much gratitude. He has been a steady champion for game creators and our studio teams, and I’ve learned so much from his leadership over the years. All our games have benefited from his foundational support. I’m also grateful to Satya for his ongoing commitment to gaming and holding a vision of how it can connect back to the larger company.

Looking forward, I’m excited to partner with Asha as our next CEO. Our first conversations centered on her commitment to making great games and the role that plays in our overall success. She asks questions, pushes for clarity, and wants our choices grounded in player and developer needs. That mindset matters as the industry around us is changing quickly: how players engage, how games are made, and how business models and platforms evolve.

We have good reasons to believe in what’s ahead. This organization and its franchises have navigated change for decades, and our strength comes from teams who know how to adapt and keep delivering. That confidence is grounded in a strong pipeline of established franchises, new bets we believe in, and clear player demand for what we are building.

My focus is on supporting the teams and leaders we have in place and creating the conditions for them to do their best work. To be clear, there are no organizational changes underway for our studios.

Thanks for everything you do for players and for each other.

-Matt


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Nioh 3 Sales Hit 1 Million, Becomes Fastest-Selling Title in the Series

Koei Tecmo and developer Team Ninja announced that soulslike action RPG Nioh 3 has already sold 1 million units in just a couple of weeks, making it the fastest-selling game in the series. The game launched on February 6.

The third entry in the series has been greeted with nothing but praise by critics and users alike. It has a Metacritic score of 86 and an impressive user score of 8.1, with a ‘Very Positive’ rating on Steam from users after over 3,000 user reviews so far.

Nioh 3 remains challenging and fast-paced, with the addition of the Ninja combat style, and offers deep customization on par with previous titles.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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ARC Raiders Shrouded Sky Update Release Date, Start Times, and New Features Detailed

Developer Embark Studios will be releasing ARC Raiders next major update next week called Shrouded Sky, which features the second Expedition window, a new Arc threat, a new map condition, and more.

Shrouded Sky.
24.02.26 pic.twitter.com/tpVaQg5t5r

— ARC Raiders (@ARCRaidersGame) February 17, 2026

When Does the Shrouded Sky Update Release in ARC Raiders?

Shrouded Sky goes live February 24, 2026, specifically at 1:30 AM PT, 3:30 AM CT, 4:30 AM EST, or 5:30 PM PHT (GMT+8).

This is the second major update for the game in 2026, according to the recent roadmap available.

Embark is a bit vague at what to expect but they did say that Shrouded Sky will feature:

  • New Map Condition

  • New Arc Threat

  • A new Player Project

  • The game’s third Raider Deck

  • Map update

  • Second Expedition window

Again, it’s all vague but many speculate the new map condition is wind-based (teaser above with a weather vane supports this), and based on the icon for the new Arc suggests it will be a flying machine.

The ‘map update’ is an interesting one as it’s not clear if this means a map will be altered to a point that certain sections are different like a new building or something is closed off. The community will appreciate changes to any map as avid players have likely memorized every section of each available map.

It’s February and ARC Raiders continues to go strong. Numbers aren’t as high compared to the first two months but retention is solid, which is a blessing for Embark Studios as they’re earning a reputation for being slow at reacting to issues found in the game, such as cheaters and exploits.

The latest update in the game was a Shared Watch event with a short reward track that requires Arc kills to progress through. It’s not a new PVE mode, but simply an event meant to encourage fighting Arc. When this event was teased, many were expecting a pve-only mode, but that’s not the case.

Before Shared Watch, they also added solo vs groups matchmaking for those eager to give themselves a true challenge in the game. It’s not for the faint of heart as it’s required that you are over level 40 to even have this matchmaking option available.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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30 Hours Later: Yes, Dragon Quest VII Reimagined Is Slow

Dragon Quest VII Reimagined is a slow-burn JRPG, one telling the story of a group of kids who can travel to the past and experience adventures that affect the present. Despite weaving multiple storylines, the late introduction of the class-changing system leaves the game relying heavily on its narrative and characters to keep players engaged. After 30 hours, it’s clear that patience is required before the gameplay fully opens up.

That alone is a tough sell for a remake to what many Dragon Quest fans consider one of the best from the series. We now live in a world where we demand instant gratification, and while I do appreciate the game’s basic nature, I see many falling off because of the game’s pacing.

This isn’t a problem with the game itself, as Dragon Quest VII Reimagined stays true to the original game. It’s slow compared to standard designs in that you’ll probably encounter your first battle 40 minutes in, as the game takes its time setting the stage for your party discovering different islands in the past. When it gets going, combat is the traditional turn-based combat system with no real twist. It’s Clair Obscur: Expedition 33 without the over-the-top flair and parry system. Characters and enemies take turns, you have skills, and occasionally you can do this game’s version of Limit Breaks to get a major advantage in battle. That’s it.

Vocations change things up, but they open up later

Vocations is the game’s class system that allows a character to get a new set of skills and different bonuses in certain stats. Changing my character’s Vocation is when things start picking up; the problem is it becomes available to my party at the 25th hour. Before Vocation changing, every character was stuck with their starter class, and with me having the tendency to over-level, I maxed them out 5 hours prior, making any Vocation experience completely wasted. 

That stung a bit, as it felt like I was punished for going off the main path to fight special monsters and run for extra experience. Even equipment isn’t all that complicated at this point in the game as every character has four equipment slots and two accessory slots, and I was mostly doing fine by making sure I’m loaded with the best stats.

That’s the main hurdle that I encountered while playing Dragon Quest VII, as the first 20 hours is basic JRPG combat, with players going through multiple story arcs that come and go. Each island discovered is truly a new adventure each time, with their own set of characters and issues that need to be addressed by you. You’re a silent protagonist too, so most of the interactions are left with the rest of the party. It’s like another filler episode of your favorite anime, as some can be engaging, while others feel like they’re there to pass time. 

Hour 30 feels like the game is finally beginning

When Vocation changing became available, I could quickly see the difference it brought to combat, as it felt like a wake up call to start paying attention. I started thinking about party compositions, setting them up for more advanced Vocations, as mastering specific Vocations unlocked newer ones. 

The basic turn-based combat was looking more appealing now, and it did a few hours after too, as it all of a sudden gave me the ability to hold two Vocations at once, effectively doubling the amount of skills a character can hold, opening up this treasure trove of possibilities for me to just go nuts and experiment. I started throwing myself at every roaming enemy because I wanted experience. This is the point i’m at right now, and i’m now having a blast.

Patience is key for those eager to play Dragon Quest VII, something I struggled with past titles, as I wasn’t fond of the first-person perspective, and other titles were of the same slow pace. I’m finally over the hump and i’m now at a point of looking forward to booting the game and picking up where I left off. This is also the point in the game where the main story is finally taking shape.

I know at this point, I have a long way to go, so i’ll check back to see how the game feels 50 hours in. Pacing aside, this is an impressive remake to bring a classic JRPG to modern platforms that has the potential to be a kid’s Final Fantasy VII, but in 2026, it’s a hard sell as kids are steered to other things easily, with attention spans for the average player at an all-time low.

No issues with performance, and I appreciate quality of life features like speeding up combat or instantly beating low level enemies upon contact, showing that the game respects at least some of your time. I see people questioning the new visual doll-like style in Reimagined, but I think it works as it's bright and charming, but most of all it respects Akira Toriyama’s unique art style


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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.hack//Z.E.R.O. Announced, CyberConnect2 Revives Series With Self-Published RPG

Developer CyberConnect2 announced a new entry in the .hack series, and it’s called .hack//Z.E.R.O..

Not much is known about the project yet, other than that it is currently in development at CyberConnect2.

The last release in the series was .hack//G.U. Last Recode, a collection of the original .hack//G.U. titles released in 2017. However, the last completely new mainline entry dates back to 2007 with .hack//G.U. Vol. 3: Redemption. Because of this, .hack//Z.E.R.O. marks the revival of a franchise that has largely been dormant for nearly two decades.

In a Famitsu interview translated by Gematsu, CyberConnect2 CEO Hiroshi Matsuyama clarified that the project reflects the idea of “restarting .hack from zero,” and has no connection to the .hack//ZERO light novel series written by Yokote Michiko.

The story will take place roughly 10 years in the future and will once again center around the MMORPG known as “The World.” Matsuyama also noted that earlier games depicted the real world primarily through emails and web browsers due to budget limitations. Those restrictions will no longer apply in this new entry, suggesting players may experience both the in-game world and real-world perspectives more directly.

The official website for the project is also live.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Rainbow Six: Siege Adds Solid Snake as Next Playable Operator

Ubisoft revealed the next season for their tactical FPS Rainbow Six: Siege, and it’s called Operation Silent Hunt, featuring Solid Snake from the Metal Gear Solid franchise.

This isn’t the typical collaboration where it’s a skin for an already available Operator in the game, as the new Operator is Solid Snake himself, complete with a unique gadget and weapon to go along with him.

Snake’s Gadget is the Solition Radar MKII

Solid Snake is an Attacker with a gadget that functions similarly to a minimap. This device covers the map layout of the area Snake is currently on, giving out key information he can use or relay to his team. Default cameras can be identified as well as enemy players near his vicinity.

The device uses three threat colors, with green indicating “All Clear” and shifting to “Alert” when a threat is detected. A very useful tool but not completely one sided as Defender gadgets can fool players using Snake thinking it’s all clear or that there’s an enemy nearby. Gadgets like Mute’s jammer can hide a Defender’s location and Alibi’s static holograms of herself can make it look like someone is there.

Snake Also Features On-Site Procurement

Snake isn’t only about the Solition Radar as he has a unique ability called On-Site Procurement (OSP), which essentially allows the Snake player to scavenge a dead player (friend or foe) for one of the five gadgets available to Snake. This effectively gives Snake an additional secondary gadget if he’s able to go to a dead player and scavenge for the utility he’ll need for the current situation.

Snake can scavenge for a frag grenade, stun grenade, smoke grenade, impact grenade, or even a breach charge. It’s also not randomized as Snake can choose what he’ll get when doing OSP on a dead player.

Snake will launch with the PMR9OA2 marksman rifle or the F2 assault rifle as his primary. His secondary is also unique as he’ll have the TACIT .45 pistol, which has an integrated suppressor and reflex sight.

He’s a cool addition and honestly, I’m okay with collaborations like this as permanent additions to the game. My only concern is the unique passive ability for Snake as Rainbow Six seemed to be moving away from unique passive skills from Operators, as they eventually removed Zofia’s self-revive passive, that allows her to slowly pick herself up when down to be revived at 5 HP. We’ll see how it goes but this does add more flavor to an already tactical shooter.

Operation Silent Hunt will also feature a Metal Gear Solid-themed event, various balance changes, modernizing of maps (Villa, Coastline, and Oregon), and more. Silent Hunt goes live on March 3, but the test server for this new season will go live on February 17.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Code Vein 2 Review: Anime Ring

The first Code Vein was another soulslike that was able to find a solid following during the rise of soulslikes, in an era when developers pushed to deliver their own spin on the action RPG formula popularized by developer FromSoftware. The sequel, which bears no connection to the first game, creates a similar world and scales to a more open-world experience that continues to nail the difficult encounters, but fumbles the rest of the way.

In Code Vein 2, you play a Revenant Hunter revived by your companion Lou, and are tasked with saving the world by time-traveling to different pivotal moments in history to save humanity’s present. That alone should give you a clear idea of the convoluted story, as it took a while for me to grasp the whole ruined futuristic world, its unique terminology, the characters, and pretty much everything that makes this world unique.

Time-traveling duos and traumatic memory dumps

This game takes its time to allow players to learn of a major character’s backstory, as there are a handful of characters that play a pivotal role. This story’s told through cutscenes or narration as the player character explores others’ memories, as if you’re going through a museum, witnessing personal moments that usually show that particular character’s vulnerabilities. They’re embarrassed, but it’s a bonding moment as these deep-dives eventually lead to your silent protagonist having a close relationship with each of them.

These moments work, as it adds more weight to the bosses attached to these story beats. I would have appreciated them more if my character had reacted beyond just nodding his head at every conversation. It feels like towards the end of each character arc, you become the best of friends, which is hard to accept at times, considering it felt like the character liked me simply because I was a good listener.

The story is a crazy ride, but it’s fun going through it, thanks to the key characters. For instance, I liked Holly, as she’s upbeat and pretty bubbly at times, while Lyle, who has this “I work alone” stance, is as bland at first, but that facade quickly fades after a few fights with him. The best is the one you meet towards the end of the main story, a missed opportunity as he comes too late into the game to really shine, despite being the most charismatic one in the cast. He could have added a nice break from the bleakness and dread evoked by most of the game.

A game that tries hard to be unique

Code Vein 2 is an imbalance of complication in the first hours; you are slowly thrust into this  world with tutorial pop-ups showing up every time you encounter something new. I appreciate the explanation, but they were never enough, because I had never fully grasped a concept from the first explanation, whether it was what Jails are, how Burden works in your character stat sheet, or even the difference between Revenants, and the creatures you fight against. There’s also the distinction between HP and LP gauges. There’s a lot to take in, as I had to absorb a lot to fully grasp the game’s many systems and implement them properly to increase my chances of success during difficult encounters.

Progression in Code Vein 2 isn’t like any other soulslike, as leveling up doesn’t give you points to allot to specific stats. Here, a level only increases stats like health and damage. Strength, Dexterity, Willpower, and others that dictate your character’s playstyle are determined through what they call a Blood Code. Think of it as a template for a specific playstyle. For example, the Blood Code from the character Lyle makes you lean more on Dexterity for damage scaling, and it also gives you passives such as increased damage when performing a perfect dodge. 

You can’t alter this Blood Code. The most you can do is improve the stats you gain by using it, so it’s more of a mix-and-match to create that unique playstyle instead of committing to one for the rest of the game. In a way, progression and unlocks make things more appealing. An interesting or unique weapon found doesn’t ever need to be a dud, as you can swap your Blood Code if you want to try it out. This gives players more room for experimentation instead of feeling the pressure of messing up their stat allocation.

The freedom is appreciated, as I experienced different playstyles during my 35+ hour playthrough. The only real commitment is the materials needed to upgrade specific weapons and abilities, so Code Vein 2 does impose those limitations.  

The combat we all know at this point

As for combat itself, what is there more to say when it comes to a soulslike? Mechanically, this is as identical as it can get to the games like Dark Souls. Every usage of your stamina matters, and every swing needs to be timed and calculated as games like this always punish you when your attacks don’t connect. This game is as punishing as the soulslike before it, with bosses that have unique attack patterns and small windows of opportunity. Enemies out in the world can kill you easily if you’re not lucky, and there are bosses that will take a couple of hours of your time to overcome.

But with how overly exposed the community is to this challenging formula, this ends up being actually one of the easiest games in the genre simply because, despite the difficulty, players have a lot of room for error in this one.

This is thanks to a revive system where your chosen partner revives you. When you die and are revived, your partner is removed from combat for a short time, including the buffs that came with having that particular partner active. During this time, you are vulnerable until the timer recharges and your partner returns to the fight. This revival can happen multiple times with diminishing returns, which to me, is a bit too much, as I wished they had the option to remove it for the sake of adding more challenge to the game. This, plus the fact that you can have a partner with you at all times, can make most fights easier than they should be. You can remove your partner for added buffs for added challenge, but the benefits are still there by default.

This didn’t make the game more appealing to me, but it did make the whole experience more accessible, which is contradictory, as the many systems, arcane terminology, and having a story revolving around time travel can spell the opposite to some players.

The futuristic world doomed to be destroyed

The world of Code Vein 2 is a post-apocalyptic future, as you explore a ruined urban city drowning in water to deep forests and underground tunnel networks. All are run down and express this form of dread, giving the feeling that the end is definitely around the corner. It’s dark, foggy, just dead inside, an intended choice considering the game’s tone and setting. But this resulted in the lack of curiosity from me as the player, as I never felt the urge to see what could be there.

This is when the game starts to slowly break. Recent open-world games pique your interest, as you see something out of the ordinary when starting at a vista, giving you a glimpse of the world. Elden Ring and The Legend of Zelda: Breath of the Wild do this so well, as staring at the view shows you possible points of interest that could lead to a side boss or unique treasure.

Code Vein 2 is missing this despite having a bigger playground, to the point that this time around you are given a motorcycle to easily travel from one point to another. If you do find a point of interest, it’s not as exciting as stumbling upon a new location that you didn’t know existed or a side boss that took hours to beat. It can be as simple as a series of items scattered around with enemies guarding it, or a dungeon with a mini-boss waiting at the end. I don’t feel the joy of being sidetracked in this world.

The world sadly didn’t look all that good too, thanks to uneven textures looking like an eyesore more than being a nice addition to give an area more depth. Yes, it’s a dark and damaged world, but I’ve experienced other games that were able to convey beauty in horror or dread. Here, most of the landscapes feel flat and, at times, outdated. Some objects sometimes feel randomly placed, as if they weren’t well-thought out. They don’t look visually striking enough to strike an emotion such as disgust or curiosity. Each major location is distinguishable from the others, but the overall vibe stayed consistent enough so as not to make me excited to go off the beaten path.

Performance is also a problem, as frame rates on the PS5 version of Code Vein 2 are all over the place. Entering new areas feels like the frames drop from 60 to 30 for a few seconds. These happen randomly and are a constant occurrence that’s tough to ignore. Thankfully, this never occurs on boss encounters.

Code Vein 2 delivers serviceable soulslike combat and flexible builds, but its bloated systems, uninspired open world, and inconsistent performance keep it from standing out in an already crowded genre. It definitely has ambition, but many of its ideas feel more like background noise than meaningful twists, leaving the sequel competent but ultimately forgettable.


Verdict: 2.5 / 5 (Poor)

PROS

  • Flexible build experimentation

  • Challenging and interesting boss encounters

  • Likeable cast of characters

CONS

  • Uninspired open world design

  • Revive system weakens the challenge

  • Framerate issues

  • Flat and dated visuals

What I’ve Played 

  • Got the first ending after 35 hours

  • Already did the requirements to achieve the second possible ending

  • Reached level 110

*This review is based on a PS5 review copy provided to the reviewer


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Ghost of Yōtei Legends Co-Op Mode Launches March 10 as Free Update

Sucker Punch Productions revealed during the latest State of Play broadcast that Ghost of Yōtei will receive its co-op multiplayer mode, Legends, on March 10 as a free update for all owners of the game.

Similar to the Legends mode introduced in Ghost of Tsushima, players can team up in groups of up to four and choose from various classes as they face demonic versions of the Yōtei Six.

Mission Types at Launch

Legends will launch with three mission types.

Survival pits players against waves of enemies across four maps available at launch.

The second mode, Story, allows two players to team up and progress through 12 narrative missions. Completing at least three Story missions unlocks the third mode, Incursion, a large-scale four-player activity where players assault a stronghold controlled by one of the Yōtei Six. Each Incursion culminates in a major boss fight against demonic versions of enemies such as the Spider, the Oni, the Kitsune, and the Snake.

Additional members of the group will be introduced through future updates. An April update is set to include a challenging raid featuring encounters against both the Dragon and Lord Saito.

Ghost of Yotei Legends will launch with four classes: Samurai, Archer, Mercenary, and Shinobi. Each class can level up and earn new weapons and unique gear, allowing players to better handle tougher missions and higher difficulty levels.

Legends has long been part of Ghost of Yōtei’s post-launch roadmap. Prior updates have focused mainly on performance improvements, quality-of-life changes, the addition of a New Game+ mode, and replay options for strongholds and major encounters, including battles against the Yōtei Six.

Still on the fence about Ghost of Yotei? Read my review as it’s a fantastic open world game that will easily satisfy any Ghost of Tsushima fan.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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God of War: Sons of Sparta Shadow Drops as Trilogy Remake Confirmed at State of Play

During the February 2026 State of Play broadcast, Sony Interactive Entertainment closed the presentation with a major focus on God of War, announcing two new projects. One is a God of War Trilogy remake, while the other is a spin-off 2D action side-scrolling game titled God of War Sons of Sparta, developed by Mega Cat Studios.

God of War Sons of Sparta tells an origin story centered on a younger Kratos during his Spartan training alongside Deimos, with Santa Monica Studio contributing to the project by writing the game’s story. TC Carson also reprises his role as the adult version of Kratos. The game is priced at $29.99 and was shadow-dropped today on PS5.

God of War Trilogy Remake is Happening

The second announcement confirmed that a God of War Trilogy remake is now in development. TC Carson will once again lend his voice to Kratos as the first three games receive a modernized release. Details remain scarce for now, so the exact scope of the remake is still unclear.

Don’t hold your breath on this one as it wouldn’t be surprising if this project doesn’t arrive until closer to 2030.

This raises questions about how busy Santa Monica Studio will be in the coming years. With the trilogy remake now greenlit alongside whatever the studio has planned for the next mainline entry in the series, it’s unclear when we might see their next major release.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Marathon's Server Slam Event Happening on February 26 to March 2

Marathon is moving full speed ahead as Bungie released a new gameplay trailer announcing the game’s first public test - the Server Slam. The event runs from February 26 to March 2 on consoles and PC, featuring full cross-play support.

Purpose of the Server Slam

The name of the public test says it all as Bungie wants to stress-test server loads ahead of launch. It also gives players their first opportunity to try the game without needing access codes.

Servers go live on February 26, 2026 at 10 AM PT and will close on March 2 at 10 AM PT.

Server Slam Content

The Server Slam won’t include the full game, but players can expect the following:

  • Two maps: Perimeter and Dire Marsh

  • Opening quests for five Marathon factions

  • Six Runner shells

  • Solo queue and proximity chat enabled

Players who participate will be rewarded with a special emblem and player banner, which will be granted at launch.

What Happens at Launch

When the full game releases on March 5, Season 1 begins immediately. It will introduce two additional maps named Outpost and Cryo Archive, alongside full progression trees and mission content for all six factions. Interestingly, the game will also launch with a ranked mode available from day one.

The Server Slam will be an important moment for Bungie, as this marks the first true public test and will likely determine whether the game justifies its premium price of $40 (PHP 1,799).

Marathon has had a rocky start, from the lukewarm reception during its alpha test to Bungie developers being accused of plagiarising art (an issue that has since been resolved). These setbacks are discouraging, but the team appears to be building an interesting world while injecting new ideas into the high-risk gameplay the extraction shooter genre is known for. I’m personally curious to see whether Bungie’s take has a strong enough foundation to sustain a healthy player base in the months ahead.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Warlock Comes to Diablo IV, Diablo 2, and Immortal in 30th Anniversary Reveal

Blizzard made a strong showing during Diablo’s 30th anniversary spotlight event, announcing that Diablo IV, Diablo Immortal, and Diablo 2: Resurrected are all getting the Warlock class.

The biggest shock? Diablo 2 getting new content.

Warlock DLC Is Now Available in Diablo 2: Resurrected

The Warlock’s arrival in Diablo 2: Resurrected marks the first new class added to the classic game in 25 years. The DLC, titled Reign of the Warlock, is available starting today.

This doesn’t look like an undercooked addition thrown in to appease longtime fans. Blizzard says the class was tested and refined with feedback from some of the most committed players in the community.

The Warlock taps into Diablo’s demonic roots. One branch focuses on summoning, allowing players to call forth a Goatman, a Tainted, and a Defiler as companions. But that’s just one aspect of the class.

Another path lets the Warlock bind himself to a specific demon type, gaining that demon’s abilities and traits. Players can also devour bound demons for temporary combat buffs. Blizzard states that all demon types can be bound, opening up room for experimentation and build variety.

The third branch introduces the hexblade playstyle, where the Warlock summons a floating two-handed weapon while casting chaos spells with his tome.

The DLC is priced at $24.99. Beyond the class itself, it includes new class-specific items, additional runestones, new end-game encounters like the Colossal Ancients, and updates to Terror Zones.

Diablo IV is Getting the Warlock too

Diablo IV also appeared during the spotlight, revealing that Warlock will be the second class introduced in the upcoming Lord of Hatred expansion launching on April 28.

More details about this version of the Warlock will be shared during a developer update stream on March 5, where Blizzard plans to take a deeper dive into the class.

The expansion also expands the endgame with two new modes: War Plans and Echoing Hatred.

War Plans Explained

War Plans allows players to create a chain of endgame activities in a single playlist. As you progress through your selected activities, rewards increase in value.

Available activities include:

  • The Pit

  • Infernal Hordes

  • Helltides

  • Nightmare Dungeons

  • Lair Bosses

  • Kurast Undercity

It’s essentially a structured way to grind more efficiently, something Diablo IV’s endgame arguably needed.

Echoing Hatred

Echoing Hatred is a rare event triggered by acquiring an “incredibly rare” item called a Trace of Echoes.

Once activated, players enter an infinite wave-based challenge where difficulty gradually increases. Each run features randomized enemies, making it a test of endurance and build optimization.

Overhauled Skill Tree

One of the more interesting announcements was the overhaul to Diablo IV’s skill tree launching alongside Lord of Hatred.

Blizzard calls it an overhaul, but it feels more like an expansion. Players will be able to modify certain skill properties directly within the tree.

Their example was the Sorcerer’s Hydra skill. Under the new system, players can enhance specific properties, such as increased burning damage or even convert it from a fire Hydra into a frost Hydra.

For further customization, the expansion introduces the Talisman system, allowing players to socket Charms for set bonuses. Charms will start dropping in every activity after unlocking it in the Lords of Hatred expansion. The Horadric Cube will also make its debut in Diablo IV with this expansion.

Diablo Immortal is also getting a Warlock

The free-to-play mobile entry, Diablo Immortal, will also receive the Warlock class between April and June 2026.

Since Immortal takes place between Diablo 2 and Diablo 3, its version of the Warlock will differ mechanically and thematically.

Blizzard described the class as follows:

“The Warlock is brutally powerful and reckless in their destruction. With this power comes a demeanor that leaves her enemies and allies terrified of her intentions. The Warlock uses the long-buried practice of Vizjerei magic and summoned demonic weapons forged in the Burning Hells.”

“Using Vizjerei magic, the Warlock can open portals to hell, carving rifts through reality to summon and command demons. The Warlock wields a demon skull in her main hand, and a sacrificial blade in her offhand.”

This version of the Warlock will also have the ability to summon Soulgorger, a massive beast capable of devouring demons to gain that demon’s traits.

The devs also shared the game’s 2026 roadmap.

Diablo 3 Benched

It’s a lot to process, but it makes sense given the franchise is celebrating its 30th anniversary.

The true showstopper is still Diablo 2 receiving a brand-new class. Few expected Blizzard to invest resources into expanding a 25-year-old title beyond its remaster.

Diablo 3, however, remained quiet. It feels like that entry has been benched for years, clearly showing what their priorites are at the moment.

Still, three active Diablo games receiving major updates is more than most franchises get. Blizzard clearly wants this anniversary to make a solid impact, and I think the Warlock is one way to make sure it does.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Highguard Layoffs 16 Days After Launch: Red Flags in a Crowded Shooter Market

Sixteen days after the release of Highguard, developer Wildlight Entertainment announced it had laid off “a number of our team members,” while retaining a core team that will continue supporting the game.

Today we made an incredibly difficult decision to part ways with a number of our team members while keeping a core group of developers to continue innovating on and supporting the game.

We're proud of the team, talent, and the product we've created together. We're also grateful…

— Wildlight Entertainment (@WildlightEnt) February 12, 2026

No Marketing after Game Awards was the First Red Flag

Reception has been mostly negative. Being revealed at one of 2025’s biggest gaming events didn’t help, as it set high expectations without providing players a chance to engage beforehand. Following The Game Awards showcase, there was little to no marketing, no public test, and minimal community feedback leading up to launch. That’s a risky approach in today’s crowded shooter market.

That was the first red flag in my book. After the reveal, those in charge didn’t capitalize on the attention they had. Eyes were on them, and although the reception of the reveal was lukewarm, silence was not the best strategy. According to SteamDB, Steam saw 97,249 players try the game on day one. Today? The game is struggling to even get a daily player count of 3,000 on the platform. That’s the second red flag.

I played the game at launch and enjoyed it initially. By the second day, though, the excitement faded. Lag issues started cropping up, and over time, it became clear that while the game’s “raid a team’s base and plant an explosive device” mode is interesting, it lacks the depth, tension, and identity that can make players go out of their comfort zone and try something else. It’s engaging in bursts, but it doesn’t feel like a shooter built to make a lasting mark on the genre.

Servers remain online, though player counts continue to decline. The team has added a new map, a new character, and a 5v5 mode in response to player feedback.

Early layoffs mark the third red flag for the game. While a one-year roadmap exists, the combination of declining players, technical issues, and negative sentiment makes this an uphill battle for a live service title, a genre where recovery is hard to pull off.

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About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Monster Hunter Wilds Expansion Confirmed as 1.041 Anniversary Update Is Detailed

Capcom is celebrating Monster Hunter Wilds’ first anniversary by giving players a glimpse of the next major update and confirming that the game’s first major expansion is now in development.

There are no further details about the expansion yet, but Capcom did outline what players can expect from the Version 1.041 update launching in February 2026.

Despite the online discourse and the performance issues on PC, it makes sense for Wilds to receive an expansion, especially considering every mainline entry before it eventually got one. Not many will consider Wilds one of the series’ best, but it undeniably sold well. The game hit 10 million units in its first month alone, beating World’s sales numbers, and being crowned the fastest-selling title in Capcom’s history.

If anything, this announcement feels later than expected. Instead of teasing it during the first anniversary, Capcom is only confirming now that development is underway.

1st Year Anniversary Event

To celebrate the game turning one year old, previous in-game festivals will return on a weekly rotation. This gives players another chance to experience each event and earn their associated rewards.

Festival of Accord – Event Schedule (Weekly Rotation)

  • Blossomdance: February 18 (Wed) – February 25 (Wed)

  • Flamefete: February 25 (Wed) – March 4 (Wed)

  • Dreamspell: March 4 (Wed) – March 12 (Thu)

  • Lumenhymn: March 12 (Thu) – March 19 (Thu)

10-Star Quests

For an added challenge, players over HR 100 can take on a 10-Star Arch-Tempered Arkveld. The event quest for this encounter goes live on February 18 and will later be featured as a free challenge quest starting March 19.

Completing 10-Star quests rewards hunters with Timeworn Charms, which can be appraised into rare-quality talismans, and Battle-Tempered Emblems, used to reinforce Gogma Artian weapons.

Arch-Tempered Arkveld won’t be the only 10-Star encounter. The game’s four apex predator monsters will also receive 10-Star quests, but only after Arkveld has been defeated.

From February 18 to March 19, 2026, players who log in will receive a special item pack, along with a Character Edit Voucher and a Palico Edit Voucher for those who want to change their hunter’s appearance.

Original Weapon and Pendant Design Contest Added

The winning designs from Capcom’s weapon and pendant design contest are now available in-game through a new event quest.

The grand prize weapon design, Shatterseal, is a Greatsword created by Nolan Lu. The winning pendant entry, Meatmergency!, was designed by ikei. Sixteen winners were selected overall, and their names (including the grand prize winner) are now featured in the in-game credits.

Monster Hunter Stories 3: Twisted Reflection Collaboration

The anniversary update also includes a collaboration with the upcoming Monster Hunter Stories 3: Twisted Reflection.

A new side mission tied to the collaboration rewards players with cosmetic items, including themed pendants, Hunter Profile cosmetics, and a Palico armor set that transforms your companion into the art style of the Monster Hunter Stories series.

Another new side mission tasks players with supporting hunter Nadia. Completing it rewards players with Nadia’s armor set.

Monster Hunter Wilds will feature new event quests every week starting February 18. The event quests for the first two weeks of March have yet to be revealed.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Marvel Tokon: Fighting Souls Launches With 20 Playable Characters

Developer Arc System Works updated Marvel Tokon: Fighting Souls’ Steam page to reveal that the game will launch with 20 playable characters.

Developer Arc System Works has updated Marvel Tokon: Fighting Souls’ Steam page, revealing that the game will launch with 20 playable characters.

Here’s the exact paragraph that confirms the launch roster size:

“It’s time to build your dream team and break some spirits in blistering four-versus-four fighting action. Choose from an expanding roster of 20 iconic Marvel characters at launch, each rendered in a bold new anime-inspired art style and members of their own unique teams of equally impressive heroes and villains.”

So far, only eight characters have been officially confirmed since the game was revealed last year:

  • Captain America (Steve Rogers)

  • Doctor Doom

  • Ghost Rider (Robbie Reyes)

  • Iron Man

  • Ms. Marvel (Kamala Khan)

  • Spider-Man (Peter Parker)

  • Star-Lord

  • Storm

Twenty characters is a fairly strong starting point for a fighting game, though some fans may argue that the roster still lacks variety, especially given the game’s unique 4v4 format, where the entire team shares a single life pool and additional characters gradually “assemble” as the match progresses.

The updated Steam page also confirms 64-player lobbies and a single-player episode mode, both of which have yet to be thoroughly discussed by the developers.

There’s still no exact release date for Marvel Tokon: Fighting Souls, but after two closed tests held late last year, it’s already shaping up to be one of the most highly anticipated fighting games of 2026.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Horizon Hunters Gathering Revealed – Guerrilla’s New Co-op Action Game

Sony and Guerrilla Games have revealed Horizon Hunters Gathering, a co-op action game where players fight Horizon’s machines in teams of up to three.

Here’s the quick synopsis provided by Sony.

Find your calling and team up as humanity’s last line of defense against deadly machines in Horizon Hunters Gathering.

Squad Up in Three-Player Teams

Choose from a roster of uniquely skilled Hunters, each with a different playstyle and weapon, and fight in coordinated co-op with friends or alongside NPCs against a deadly machine threat.

Hunt Lethal Machines Together

Face off against challenging and lethal machines, with a variety of attacks and elemental effects, in high-intensity missions across different environments and landscapes.

An Ongoing Adventure

The hunt doesn’t end—experience the adventure and the story of this new battle against the machines through a richly interconnected campaign.

Rally for the hunt and sign up to upcoming Horizon Hunters Gathering playtests.

It’s clearly giving off Monster Hunter vibes, and its vibrant colors and more cartoon-like art style suggest Guerrilla wants to differentiate this game from the mainline series. It’s also hero-based, meaning players will choose from a roster of characters with distinct playstyles and defined roles.

Guerrilla’s attempt to expand the Horizon universe appears to be aimed at reaching a younger audience, something we already saw with LEGO Horizon Adventures two years ago.

I’m not entirely thrilled at first glance. A lot will come down to how the gameplay loop feels and how accessible the game is for new players. No release date was announced, but Guerrilla is planning playtests through PlayStation’s beta program.

Horizon Hunters Gathering is coming to PS5 and PC via Steam, although its Steam page is currently region-locked in certain areas.

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About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Overwatch 2 Drops the “2,” Adds Five New Heroes to Start Year-Long Story Arc

Blizzard is making yet another major shift to its live-service hero shooter as Overwatch 2 ditches the “2” and reverts back to simply being called Overwatch. This change comes alongside a new year-long story arc called Reign of Talon, with Season 1 introducing five new heroes, new sub-roles, and more.

Five New Overwatch Heroes

Blizzard is introducing five new characters when Season 1 of Reign of Talon goes live next week, with one of them (Anran) being available via Hero Trial starting today, February 5.

Here’s a breakdown of the new characters and their abilities courtesy of Blizzard.

Domina (Tank)

Heiress and vice president of Vishkar Industries. Though Domina is not a formal member of Talon, a partnership with Vendetta has granted Vishkar Industries lucrative redevelopment rights for territories under Talon control.

Using advanced Vishkar technology, Domina is the first true poke tank since Sigma—an elegant long‑range controller with deadly zone dominance.

  • Photon Magnum (Primary Fire) - Medium-range beam that culminates in a high impact shot.

  • Barrier Array - A segmented hard‑light barrier deployed in front of Domina. Each segment must be individually destroyed, creating dynamic defensive angles.

  • Crystal Charge - Project an explosive crystal and reactivate to denotate it.

  • Sonic Repulsors - Push enemies back, stunning them if they hit a wall.

  • Ultimate — Panopticon - Fire a hard-light barrier that imprisons enemies and detonates on expiration.

  • Passive – Reconstruction - Dealing damage with abilities restores shields.

Emre (Damage)

Emre is a former member of the Overwatch Strike Team. He once stood as an example of Overwatch’s ideals, but as Overwatch lost sight of its mission, Emre chose to leave. Freja tracked him down and discovered that his body has been altered with cybernetic modifications. His mind appears to be in conflict; sometimes he behaves like the person he once was, and other times he seems detached.

Now aligned with Vendetta, Emre brings a fast-paced, run‑and‑gun damage style.

  • Synthetic Burst Rifle (Primary Fire) - Three-round burst weapon.

  • Take Aim (Secondary Fire) - Hold to zoom in, tightening accuracy and increasing fall off range.

  • Siphon Blaster - Temporarily wield a semi-automatic pistol with life stealing explosive rounds. Move faster and jump higher while wielded.

  • Cyber Frag - Throw a grenade that detonates shortly after bouncing.

  • Ultimate — Override Protocol - An override initiates, transforming you into a living weapon. Fires rapid explosive blasts or charged mega‑shots capable of wiping teams.

  • Passive – Altered Vitals - Passive health regeneration activates sooner and instantly restores 30 health when activated.

Mizuki (Support)

Mizuki is a member of the Hashimoto clan, which is aligned with Talon. He has endured years of misfortune and pressure within the clan’s hierarchy. Some believe he may not be suited for the life he has been raised into, but through dedication and influence from senior clan members, he has become a key player. Mizuki has been tasked with infiltrating the Yokai near Kanezaka, but there is concern that he may be influenced by them or potentially drawn to Overwatch.

  • Spirit Glaive (Primary Fire) - Throw a spinning blade that can bounce off walls, impact enemies and rapidly deal damage.

  • Healing Kasa - Throw your hat to heal an ally, bouncing to nearby allies and healing you when it returns.

  • Katashiro Return - Leap forward, leaving behind a paper doll. Reactivate to return and gain increased movement speed while active.

  • Binding Chain - Launch a tethering chain that hinders the first enemy hit.

  • Ultimate — Kekkai Sanctuary - Create a sanctuary that heals allies and absorbs enemy projectiles from outside the area.

  • Passive – Remedy Aura - Heals nearby allies. Healing scales with resources generated by dealing damage and healing.

Anran (Damage)

The older sister of Wuyang, Anran harnesses the power of Fire when in the heat of battle. She is confident and hardworking, holding others to the standards she maintains for herself. Anran joins Overwatch with the intent to save the world and to keep Wuyang out of trouble.

  • Zhuque Fans (Primary Fire) - Hand fans that shoot fiery projectiles.

  • Fan the Flames (Secondary Fire) - Hot wind blast that amplifies burning damage.

  • Inferno Rush - Propel yourself forward and damage enemies you impact.

  • Dancing Blaze - Strike nearby enemies while dodging all damage.

  • Ultimate — Vermillion Ascent (Alive) - Charge forward, exploding on impact and instantly igniting enemies.

  • Ultimate — Vermillion Revival (Dead) - When dead, revive yourself in a fiery explosion.

  • Passive – Ignition - Hit enemies with fire attacks to burn them.

Jetpack Cat (Support)

Yup. Jetpack Cat is finally joining the lineup.

Found as a stray in Gibraltar, little is known about Jetpack Cat other than how dangerous she is in fights, with quick reflexes and a kit befitting a feline Hero.

  • Biotic Pawjectiles (Primary Fire) - Mid‑range projectile spread that heals allies and damages enemies.

  • Lifeline - Toggle into transport mode, allowing an ally to be towed. Increases movement speed and heals your ally.

  • Frenetic Flight - Accelerate in your movement direction. Fuel recovery is slower while carrying another player.

  • Purr - Pulsing area heal that increases in frequency over time. Knockback nearby enemies when activated.

  • Ultimate — Catnapper - Dive towards a ground location, knocking down enemies and tethering the nearest one to you.

  • Passive – Jetpack - Permanent flight.

Overwatch Adding Sub-roles

The new season isn’t just about new heroes and a new story arc, they are also deepening the roles of each hero in the game through what they are calling sub-roles.

Tank Role

  • BRUISER: Reduces critical damage received. While at critical health, gain movement speed.

    • Mauga / Orisa / Roadhog / Zarya

  • INITIATOR: Staying airborne lightly heals you.

    • D.Va / Doomfist / Winston / Wrecking Ball

  • STALWART: Reduces knockbacks and slows received.

    • Domina / Hazard / Junker Queen / Ramattra / Reinhardt / Sigma

Damage Role

  • SHARPSHOOTER: Critical hits reduce your movement ability cooldowns.

    • Ashe / Cassidy / Hanzo / Sojourn / Widowmaker

  • FLANKER: Health packs restore more health.

    • Anran / Genji / Reaper / Tracer / Vendetta / Venture

  • SPECIALIST: Eliminating an enemy briefly increases your reload speed.

    • Bastion / Emre / Junkrat / Mei / Soldier: 76 / Symmetra / Torbjorn

  • RECON: You detect enemies below half health through walls after damaging them.

    • Echo / Freja / Pharah / Sombra

Support Role

  • TACTICIAN: You can gain excess ultimate charge, which carries over after using your ultimate ability.

    • Ana / Baptiste / Jetpack Cat / Lucio / Zenyatta

  • MEDIC: Healing allies with your weapon also heals you.

    • Kiriko / Lifeweaver / Mercy / Moira

  • SURVIVOR: Using a movement ability activates passive health regeneration.

    • Brigitte / Illari / Juno / Mizuki / Wuyang

Conquest Meta Event will be 5 Weeks Long

The new season will also come with a 5-week meta event where the Overwatch community can pick to side with either Overwatch or Talon. This results in players completing missions tied to the game’s ongoing story, as the faction with the most missions completed will be rewarded at the end of the event. Thankfully, you are not locked into one faction after picking a side.

This event will feature these rewards:

  • 75 Base Lootboxes

  • 12 Epic Lootboxes

  • 7 Legendary Lootboxes

  • 9 new Voice Lines

  • 31 2D Cosmetics

  • 2 Weapon Charms

  • 1 of 2 faction-themed Legendary Echo skins

  • Exclusive new Rare, Epic and Legendary titles (and a secret hidden one!)

The new season also includes a UI/UX update following the removal of the sequel branding, a competitive reset with unique rewards, and a large batch of new cosmetics. This includes a new Mercy Mythic Skin, with a Mei Mythic arriving mid-season.

Overwatch 2026 Roadmap

Blizzard also shared a glimpse of the game’s roadmap, promising a new hero for each of the next three seasons following Season 1’s launch on February 10, 2026.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Xbox and PC Game Pass February 2026: Wave 1 Lineup Revealed

Xbox has revealed wave 1 of PC and Xbox Game Pass titles for February 2026. This batch features 11 titles.

Xbox and PC Game Pass for February 2026 Wave 1 - Notable Picks for this Month

The most notable addition this month is High on Life 2, a new wacky shooter that once again leans into talking alien guns and offbeat humor that made the original stand out.

Kingdom Come: Deliverance is also worth highlighting, giving players a chance to experience the first game before jumping into its sequel, which is one that many considered game of the year material.

We also have Avatar: Frontiers of Pandora, which sticks closely to Ubisoft’s familiar open-world formula. It’s not going to change anyone’s mind on that design philosophy, but it’s a solid experience if you’re already on board with it.

Here’s the full list.

February 2026 Game Pass Games – Wave 2

Available Today

  • Final Fantasy II (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass

  • Like A Dragon: Pirate Yakuza in Hawaii (Cloud, Console, Handheld, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass

Coming Soon

February 5

  • Madden NFL 26 (Cloud, Console, and PC) Game Pass Ultimate, PC Game Pass

  • Paw Patrol Rescue Wheels: Championship (Cloud, Console, Handheld, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass

February 10

  • Relooted (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, PC Game Pass

February 12

  • BlazBlue Entropy Effect X (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, PC Game Pass

  • Roadside Research (Game Preview) (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, PC Game Pass

  • Starsand Island (Cloud, Xbox Series X|S, and PC) – February 12
    Game Pass Ultimate, PC Game Pass

February 13

  • High On Life 2 (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, PC Game Pass

  • Kingdom Come Deliverance (Cloud, Console, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass

February 17

  • Avatar: Frontiers of Pandora (Cloud, Xbox Series X|S, Handheld, and PC) Game Pass Ultimate, PC Game Pass

  • Avowed (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass

Games Leaving Game Pass on February 15

Only one game is scheduled to be removed from Xbox Game Pass on

  • Madden NFL 24 (Cloud, Console, and PC)

Is this a strong list to start February?

Missed the second half of January 2026 for Xbox Game Pass? Here’s what was added in wave 2.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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PlayStation Festive New Year Sale: PS5, Games, and Accessories at Discounted Prices (Feb 6–19)

Sony Interactive Entertainment has unveiled its Festive New Year Sale campaign, that is being headlined by Kim Chaewon, from the hit group LE SSERAFIM.

The first campaign video is already live, with more expected to drop in the coming days. Fans also have a chance to win a signed DualSense controller by participating through Sony’s official social media channels.

Festive New Year Sale Discounted Prices

The sale runs from February 6 to 19, featuring select PlayStation products, including the PS5 and popular peripherals. Here’s a full breakdown of the discounted prices:

PS5 Console Bundles

  • PlayStation 5 Console (Disc), with single controller – PHP 27,990 (PHP 2,800 off)

  • PlayStation 5 Console, with two DualSense Controllers Bundle – PHP 31,190 (PHP 2,800 off)

PS5 DualSense Controllers (Various Colors)

  • Chroma Teal – PHP 3,870 (PHP 720 off)

  • Chroma Pearl – PHP 3,870 (PHP 720 off)

  • Chroma Indigo – PHP 3,870 (PHP 720 off)

  • Sterling Silver – PHP 3,870 (PHP 720 off)

  • Volcanic Red – PHP 3,870 (PHP 720 off)

  • Cobalt Blue – PHP 3,870 (PHP 720 off)

  • Galactic Purple – PHP 3,570 (PHP 720 off)

  • Nova Pink – PHP 3,570 (PHP 720 off)

  • Starlight Blue – PHP 3,570 (PHP 720 off)

  • Cosmic Red – PHP 3,570 (PHP 720 off)

  • Midnight Black – PHP 3,570 (PHP 720 off)

  • White – PHP 3,570 (PHP 720 off)

  • Gray Camouflage – PHP 3,570 (PHP 720 off)

PS5 Accessibility Controllers

  • DualSense Edge Wireless Controller – PHP 11,240 (PHP 1,250 off)

  • Access Controller (adaptive kit) – PHP 3,790 (PHP 1,300 off)

PS5 Accessories

  • PlayStation VR2 – PHP 19,390 (PHP 5,600 off)

  • PULSE Elite Wireless Headset – PHP 7,290 (PHP 1,100 off)

  • PULSE Explore Wireless Earbuds – PHP 10,790 (PHP 1,700 off)

PS5 Titles

  • Ghost of Yotei Standard Edition – PHP 2,490 (PHP 1,000 off)

  • Death Stranding 2: On The Beach – PHP 2,490 (PHP 1,000 off)

  • Gran Turismo 7 – PHP 1,490 (PHP 2,000 off)

  • Marvel’s Spider-Man 2 – PHP 1,490 (PHP 2,000 off)

  • Ghost of Tsushima Director’s Cut – PHP 1,490 (PHP 2,000 off)

  • God of War Ragnarök – PHP 1,490 (PHP 2,000 off)

  • The Last of Us Part I – PHP 1,490 (PHP 2,000 off)

  • Astro Bot – PHP 1,990 (PHP 1,000 off)

  • Lost Soul Aside – PHP 1,990 (PHP 1,000 off)

  • The Last of Us Part II Remastered – PHP 1,490 (PHP 1,000 off)

Wiggle Wiggle x PlayStation Collaboration

PlayStation also announced a collaboration with Korean lifestyle brand Wiggle Wiggle for a Love of Play merchandise line, featuring PlayStation-branded washable home slippers, acrylic clips (2-piece set), and acrylic coasters. These limited-edition sets will be given out to fans through PlayStation Asia social activities during the campaign, available only for Singapore, Malaysia, Thailand, and Philippine fans.

The most notable discount is on the PS5 console itself, with PHP 2,800 off, a solid saving given how hardware prices often fluctuate upward. Among games, Ghost of Yotei and Death Stranding 2 are good picks at PHP 1,000 off, considering they are some of PlayStation’s latest releases for the system.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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Avowed PS5 Release Date Confirmed for February 17

Xbox Game Studios and developer Obsidian Entertainment have confirmed that their action RPG Avowed is launching on PlayStation 5 on February 17. The announcement was made during a New Game+ showcase interview focused on the game’s upcoming anniversary patch.

The anniversary update introduces several new features, including New Game Plus, a Photo Mode, a new staff weapon type for mage builds, and additional playable races such as Dwarf, Orlan, and Aumaua. It also expands character creation with new presets, Godlike option presets, and more customization features.

This update aligns with the final phase of the game’s content update roadmap and will go live on the same day as the PS5 release.

For those unfamiliar, Avowed is a first-person and third-person action RPG set in the Pillars of Eternity universe. Players take on the role of an Envoy sent by the emperor to investigate a mysterious plague spreading across the Living Lands, exploring a segmented open-world filled with political intrigue and various mysteries.

Avowed is the latest Microsoft title to go cross-platform, continuing the company’s slow shift away from full exclusivity. Formerly Xbox-only franchises like Gears of War: Reloaded and Microsoft Flight Simulator 2024 have already made their way to PS5, with Halo: Campaign Evolved also set to launch on Sony’s console in 2026.


About the Author - Carlos Hernandez

Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.

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