His many personal faults notwithstanding, H.P. Lovecraft’s writings continue to cast a profound shadow over the horror genre. While his own views were reprehensible (even by the standard of his time) the continuing fascination with cosmic horror can be seen across many media. Big Bad Wolf are the latest developers to take influence from this mythos in their upcoming horror adventure game Cthulhu: The Cosmic Abyss, but have moved away from the beaches of Innsmouth and out to sea to take advantage of the thalassophobia (fear of deep water) that underlines much of Lovecraft’s work.
Cthulhu: The Cosmic Abyss begins in 2053 with you playing as Noah, an investigator charged with following the trail of a missing colleague who finds that an occult cosmic threat is spreading across the world. His investigations lead him to a mining facility located deep within the Pacific Ocean wherein he discovers that the missing miners have stumbled upon a passage to R’lyeh. So far, so Lovecraftian, and I was impressed by how well the content I played in the preview build slotted into the wider Mythos whilst also maintaining an identity of its own.
The Cosmic Abyss is played out through a first-person perspective, but this is no action shooter and combat plays no real role in this game. There were no direct engagements with enemies during the section I got to play, though there was still plenty of threat and dread. The full version promises some confrontations with unknown horrors that will require quickness of thought rather than trigger finger to survive. This fits perfectly with cosmic horror as no small part of the terror comes from your insignificance in the face of the unknowable.
With no combat to speak of, the gameplay mechanics instead revolve around investigation and puzzle solving, with a focus on a mind palace method of connecting clues that is reminiscent of Frogwares’ Sherlock Holmes games. In order to interact with the environment you can call on your AI companion, Key, who can scan, assess, and record the information that you acquire. This digital compendium can be called up in order to make connections between clues and objects that you scan, reveal deeper insights and even give you the direct solution to riddles.
The Unreal Engine 5 powered graphics are breathtaking at times, with the scale of the underwater environment being overwhelming. Relatively early on you have to venture outside of the submersed facility to explore a mysterious labyrinth and even though there was no pressure of oxygen limits in place I found the whole section almost unbearably tense. This wasn’t helped by my stubbornness in trying to brute force my way through when a more direct route via further investigations was the more efficient solution.
Major puzzles and obstacles in the world of The Cosmic Abyss will often have more than one solution with the main division between each being the effect they have on your sanity. Leaning into the world of R’lyeh for answers will drive you further into madness whereas presumably more rational and scientific solutions will help keep you sane. This mechanic was hinted at in the preview but I look forward to seeing its full effects in the full game.
As is often the case with early preview builds, there were a few small bugs and glitches, but these were refreshingly infrequent with the game just a couple months from release in April. One that took me a while to work out was that the controls would occasionally revert to AZERTY (to match the Big Bad Wolf’s keyboards as a French studio) so I couldn’t move forward. For a while I thought this was a deliberate effect in keeping with the classic Eternal Darkness’ manipulation of your controls, but checking with the team, it became clear that this was just a bug. Rebranding it as a feature wouldn’t be the worst idea, though!
The world of Cthulhu: The Cosmic Abyss has certainly got its claws into me and I’m eagerly awaiting getting stuck into the full version when it launches in April. What I’ve seen so far promises a twisting and tense narrative that will challenge the grey cells rather than the trigger fingers and, as such, should be a truly cosmic horror experience.
Coming up on a decade since the debut of Transport Fever, Urban Games have figured a few things out about their transport simulation series. Years of post-launch support, added features and working with their community is leading to their most ambitious game yet, when Transport Fever 3 launches this year.
Sticking with their in-house game engine, they’re able to roll a bunch of features and ideals from where Transport Fever 2 has ended up into Transport Fever 3 on day one. That means that this will be a fully synchronous release across PC, PS5 and Xbox Series X|S, when TF2 rolled into the console station a few years after PC, and it also means that cross-platform modding, which was only added to TF2 in 2024, will also be there on day one.
If you’re in it for the economic simulation, then Transport Fever 3 promises even greater depths than before. There’s over a century of transportation history here, starting in 1900 with the city, buildings and cars you see all changing and evolving as you carry on through to 2030. That means there’s over 290 vehicles, ranging from buses and trucks, through ships, planes, trains and even new cargo trams and helicopters. Cargo trams are a particularly interesting one, having been used in Eastern Europe to bring cargo into city centres instead of noisy, smelly trucks – something you’ll need to keep tabs on now, as every citizen in the map is fully simulated with places to work, shop and live, and their happiness will depend on pollution, noise levels and traffic jams.
And you’ll have a fresh appreciation for cargo in this game, as there are now 35 cargo types and it is now no longer handled automatically. If TF2 was all about money, then in TF3 it’s just one of many things to manage.
All of this will add new depths to the transport simulation sandbox, but TF3 will lean further into the tycoon gameplay and story objectives to overcome through a campaign of eight maps. Each one picks a particular period in history and takes inspiration from real events, using these missions as a way to introduce new concepts and keep things varied – there could be competition against an AI, a countdown mission with a timer, and more.
We sampled two of the levels, first heading to Mardi Gras in 1906, but finding that the city has been partially flooded and ruined by a storm. This is purely a narrative conceit here – while this game now has a day/night cycle and weather effects, they are purely cosmetic so as not to add crazy variables to the simulation – but it means that Mayor LaFontaine, the helpful Andrew and Miss Baker are banding together to rescue this year’s festival. LaFontaine wants a new hotel, while Miss Baker pushes him and you to help represent the black community and less wealthy, and Andrew’s just happy to be helpful.
Setting up transport routes, repairing roads and bridges and shuffling the good around that each objective needs gradually gets you used to the user interface, though it’s initially a little unclear how to go about certain tasks. I accidentally clicked through and sold off a couple horse and carts when cancelling an unneeded line, instead of having them sent back to the depot, and when I wanted a ship to go between collecting fish and shrimp, returning to dock between each, it took me a moment to realise I couldn’t drag the stops into a different order and had to set things up a different way.
But with Mardi Gras rescued, I could turn my attention to another festival in need, some sixty years later, with a somewhat legally distinct rendition of Woodstock. Now it’s a local sheriff and an enthusiastic rock organiser who will have to put aside any of the very surface level differences to make this a success, oh and Andrew’s still there to help out, though he’s now a bit of an old-timer.
The objectives have grown in scale by this point, so you need a bunch more wood to construct the stage, and the growing encampment needs plenty of food (and veggie food too, please) which is over on the other end of the map. Do you just get a truck to drive it across, or use the port nearby to ship it to the nearest town for trucks to pick up? It all builds up to a festival that’s as successful as you can make it accommodate people.
I feel that these narrative missions and tycoon gameplay will really help make Transport Fever 3 more accessible. I often find myself at a bit of a loose end when simply presented with a sandbox, so while that absolutely remains, having both a way to ease players into the simulation, and to give objectives in an intelligent way that keeps you more engaged will be great.
You probably know Milestone best for their long lineup of motorcycle racing games, from MotoGP through Ride and on to Motocross, but that’s not where the studio started. No, the studio’s big break came in 1995 with the arcade-style racing game Screamer, which went toe-to-toe with Ridge Racer as a PC alternative. Over a trio of games in the 90s, the series drifted towards more rally racing, before petering out at another studio, but now in 2026? Screamer’s back, and it’s a refreshing new take on the arcade street racer.
The immediate and most obvious shift from the 90s is that the graphics are so very different. Obviously, they are massively higher fidelity, there’s none of the early 3D polygon wibble, and the gameplay is built around more nuanced physics and handling models… but the art direction has shifted towards anime cutscenes, and there’s a drama-filled story to sink into alongside.
Michele Caletti Creative and Development Director discussed the game’s blend of visual styles: “We took inspiration from things like Akira, from Ghost in the Shell, from Bubblegum Crisis, from Cyber City Oedo, from Cowboy Bebop, and many more, but one of the things that we had to take a very strong decision was not to make the game cel shaded.
It would have been the easy choice – It’s an anime, so you make the game cel shaded – but if you do so, you have to oversimplify some details, you cannot go into fine details with cel shading. So the art direction was bold enough to try to blend the anime and the realistic or quite realistic rendition of the world. And then take some other moves like that there’s not onlythe city setting, there are many other settings that try to portray a different but familiar world.”
You know it’s anime sci-fi when you have a dog that can drive a car.
The Tournament is a long-running illegal street racing competition, but this latest edition is for a huge $1 billion prize, drawing in teams from all kinds of backgrounds. For the Banshee PMC, Hiroshi, Roisin and Frederick are looking for revenge on Anaconda Corp and their distinctly fascist-coded leader, Gabriel. The best way to get close is to enter the same tournament, with the possibility that Gabriel’s demise could be made to look like an accident… But it’s also a story that won’t take itself too seriously. I mean, there’s a dog that can drive a car, and whose owner has fitted it with the same universal translator that everyone else uses to communicate using their native tongues – “This is another choice that we made early,” Michele said, “because we wanted to have cultural melting pot of different characters, of different ethnicities and this was important to convey the fact that in this near future the culture is something like what we have today, but even more diverse, even more varied.”
They won’t be the only team that you race as, though, with five teams competing and the story hopping back and forth, putting you in control of various racers, cars and their specific abilities. Even in the opening few story chapters, there’s races where you just need to finish, where you’re driving as a team, where you’re regularly jumping via cutscenes between different cars.
“We wanted to go away from the pure racing focus and jargon and dialogue and always thinking, always about [winning].” Michele explained. “So you see the characters are not even dressed like drivers, because they are something else, then they are drivers. So their goal is to win, yes, but everyone has also another goal. So you will see that during the story, they’re focus shifts towards their inner goal. Then you’ll be playing in the role of all the characters of the game. So everyone has the goal to be first, yes, but from different perspectives.”
What’s particularly striking about the racing is how it reimagines the controls. The right and left trigger make you go and stop, of course, and the left stick is for turning, but drifting is on the right stick, you have a timing minigame for upshifts to give you boost charges, and those feed into a bull-rushing attack to destroy other competitor cars.
It’s quite a lot to get a handle on, and the way you can counter-steer while drifting felt a bit like rubbing my head and patting my tummy at the same time, so it makes sense that the story mode adds these concepts one at a time. When you wrap that around the mix of lavishly produced anime cutscenes and the character portrait dialogue scenes, though, that does lead to a pretty slow feeling rollout over the course of the opening hour or two. I was really waiting for it to give me all of the gadgets and toys to play with.
Michele admitted “The story takes you that slowly, yeah. It takes hours to get to all the mechanics in place, and the point is, you’re never thrown multiple things together to you.”
He continued, “We thought and we discussed a lot about how to lay out the default controls, how to favour the most intricate actions, because you might want to do strange stuff and we want to allow you to do so. I think we’ve reached the balance where it’s not overwhelming. Give yourself some time to get into the mechanics and it’s not about much about the fingers, but the strategy in order to understand and being in control of when to do things, not to overuse the systems.”
The macguffin that makes all of this possible is the ECHO, a device fitted to each and every car like a super sci-fi MGU-K from Formula 1. Fitted by Gage on behalf of the tournament’s enigmatic host Mr. A, it gradually accumulates Sync, both passively over time and when tapping the Active Shift to shift up a gear in time with the rev limiter – don’t worry, it’s still an arcade game and you won’t be asked to downshift at all. This builds up to grant you boost charges, which you can then deploy, and even strengthen by holding and releasing with another mini timing challenge.
As you Boost, this takes that energy and transfers it over to the second meter of the ECHO device, building up Entropy. This gives you charges to use defensively, to create a temporary shield for a few moments, or to unleash as a Strike, boosting forward again and destroying any car that you hit from behind. Save up the Entropy to fill out the meter, and you can enter into Overdrive, putting you in a much longer-lasting Strike boost that can blast multiple rivals into smithereens, and eventually leaves you vulnerable to destruction just from hitting a wall. You can technically outlast the Overdrive, but I would explode my car every time…
That’s where the ECHO’s final trick comes in, as destruction just respawns your car and body, and gets you racing again. There’s no moral quandary over whether or not this new car and person is the same as the one that died – Milestone seem to be leaving that philosophical debate to the Ship of Theseus and the Star Trek teleporter – and instead it’s just a canny way of keeping the action rampaging along.
“We didn’t want to have this pattern of side-striking the cars,” Michele said. “We tried different things like because the hot part is that it’s easy to strike on a straight, it’s harder to strike into a corner, so the more the intricate the trucks, the more it’s complicated to strike. But we experimented with many things like a semi-automatic strike that drives you toward your opponent, but it didn’t work. We tried something like a seeking missile, but it didn’t work. So we ended up with this where you’re still in control, so you if you hit, you feel like you’ve done it. If you miss, you understand what you have done wrong.”
It all blends into a rather unique take on the arcade racer. Combat is direct and to the point, with just the Strike as your only option for attack – no side-swiping and no missiles or energy abilities like in Wipeout or Blur – and there’s a technical depth to master with the drifting and boost timing, not to mention juggling energy.
In one race, I was able to break away in the lead, conserving my boosts in a way that meant I couldn’t be caught, but it felt much more likely to be caught in the middle of the pack and really have to scrap and fight. That ties in very well with the team race mode, with duos or trios battling for victory. This isn’t about the first across the line, and it’s not even just the combined finishing positions that determine the winning team, as every KO also awards points, so that the highest-placed racer might have finished eighth and outscore the winner that didn’t have a single KO to their name.
After adapting to its style of racing, Screamer really started to speak to me. I’m definitely curious to see how the game will blend together its anime narrative and single-player racing scenarios, but that combination of racing and combat? Well, it makes perfect sense for anyone who watched the F1 movie.
One of the PlayStation 4’s best role-playing games of all time got some huge news today, with Square Enix revealing that a Game of the Year-winning RPG would be back.
What RPG will be returning with a PS5 sequel?
During a video celebrating the fact that it has officially hit 10 million worldwide sales, Square Enix announced that the world of Nier Automata would be continuing. The announcement briefly appeared at the end of Square Enix’s video, which marked a huge milestone for Nier Automata. Yoko Taro’s game took PlayStation Lifestyle’s top Game of the Year spot in 2017.
Fans were quick to theorize that a sequel to the hit game could be in the works. However, it’s currently unclear exactly what Square Enix means. Automata originally released almost 10 years ago, and followed the story of combat android 2B, scanner android 9S, and rogue prototype A2. The game was praised for its combination of a litany of styles, including RPG elements, hack-and-slash combat, shoot ’em up and text adventure sections, and more.
Despite the lack of confirmation, fans were quick to begin speculating what exactly the message of a continued story could mean. Geoff Keighley didn’t help matters, as he cryptically also shared the still from the end of the video on his X account. As for any reports on the matter, there were rumors that many of Nier: Automata’s developers were working on something, but it’s unclear exactly what that is, or when we’ll see it.
In a surprising move, PlayStation has shut down one of its most beloved studios behind some early PlayStation 5 launch titles and known for producing some incredible work.
What studio is PlayStation shutting down?
Bluepoint Games, the Sony-owned studio that became known for producing several high-quality remasters including Shadow of the Colossus and Demon’s Souls, has been shut down by Sony. News of the shut down was first reported by Bloomberg’s Jason Schreier, who noted that roughly 70 people will lose their jobs as a result of the studio’s closure.
In a statement to Bloomberg, PlayStation confirmed the closure, which says the news came “following a recent business review.” The spokesperson for PlayStation also praised Bluepoint in their work for PlayStation. “Bluepoint Games is an incredibly talented team and their technical expertise has delivered exceptional experiences for the PlayStation community,” the spokesperson said. “We thank them for their passion, creativity and craftmanship.”
Bluepoint Games, founded in 2006 in Austin, Texas, was best known for developing several high-end remakes of older games. Sony acquired the company in 2021, right after the release of Demon’s Souls, which was a PS5 launch title.
The company then did additional co-developing work on 2022’s God of War Ragnarök and was reportedly working on a live-service game set in the God of War franchise, which was subsequently canceled in 2025.
As of now, Bluepoint Games has not made any remarks on the move, and it’s unclear what the future holds for those who worked at the studio. It’s also unclear what, if any, project they were working on for Sony prior to their closure. Most reports in 2025 suggested the company was pitching and working with Sony on their next direction following the cancellation of the God of War live-service game.
When you think of the phrase high on life, you most likely think of someone who is enjoying themselves and getting happiness from everyday life. In September of 2022, we had the chance to meet with Justin Roiland to preview Squanch Games’ upcoming game High on Life and talk with him about the game, Rick […]
In a recent interview, Geralt's voice actor Doug Cockle offered his personal ranking of romances in The Witcher 3: Wild Hunt. His take differs considerably from the usual fan debate over Geralt's romance options in the game by placing a comparatively minor The Witcher 3 character ahead of the two entrenched favorites.
A new “God of War” game titled “Sons of Sparta” surprise launched for the PS5 on Thursday, just as PlayStation revealed a remake of the original “God of War” trilogy is in the works. Per a blog post shared by “God of War” developer Santa Monica Studio, “Over two decades ago in March 2005, God […]
Division Rivals in FC 26 sees some interesting changes being made to the system we've all become so accustomed to in recent years.
Still, just like Squad Battles and FUT Champs, Rivals remains one of the best ways to earn rewards every week in Ultimate Team.
The biggest new addition is that of Bounties, a mechanic to help you quickly make your way up the divisions, even if you lose the odd game.
So, for an overview of how it all works, as well as when Division Rivals rewards are released, read on!
What day are Division Rivals rewards released?
Division Rivals rewards are released every Thursday at 8am BST.
This is much the same as it was in FC 25 and FC 24 before it. Fortunately, with the new Bounty system, you won’t have to wait another seven days if you’re none too happy about the rewards you receive.
FC 26 Division Rivals Ultimate Team rewards
Ultimate Team Rewards in FC 26 Divisions Rivals come from the usual weekly Rival Awards on Thursdays, like in FC 25, as well as the Bounty and Duel rewards.
Here are the full rewards for each Tier in FC 26 Division Rivals:
Elite Division
Weekly Reward
x1 1 of 3 82+ Rare Gold Players Pick (Untradeable)
x2 1 of 3 84+ Rare Gold Players Pick (Untradeable)
x1 81+ TOTW Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
11,000 Coins
Reward Upgrade
x2 1 of 3 83+ Rare Gold Players Pick
x2 1 of 3 85+ Rare Gold Players Pick
x1 81+ TOTW Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack
25,000 Coins
Division 1
Weekly Reward
x2 1 of 3 84+ Rare Gold Players Pick (Untradeable)
x1 TOTW Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
9,000 Coins
Reward Upgrade
x1 1 of 3 83+ Rare Gold Players Pick
x1 1 of 3 84+ Rare Gold Players Pick (Untradeable)
x1 81+ TOTW Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack
20,000 Coins
Division 2
Weekly Reward
x3 1 of 3 83+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
7,000 Coins
Reward Upgrade
x1 1 of 3 81+ Rare Gold Players Pick
x2 1 of 3 84+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack
x1 81+ TOTW Player Pack (Untradeable)
15,000 Coins
Division 3
Weekly Reward
x2 1 of 3 83+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
5,500 Coins
Reward Upgrade
x1 1 of 3 81+ Rare Gold Players Pick
x2 1 of 3 83+ Rare Gold Players Pick (Untradeable)
x1 Mega Pack
x1 TOTW Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
10,500 Coins
Division 4
Weekly Reward
x2 1 of 3 82+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
4,500 Coins
Reward Upgrade
x1 1 of 3 81+ Rare Gold Players Pick
x2 1 of 3 83+ Rare Gold Players Pick (Untradeable)
x1 83+ Rare Gold Player Pack (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack (Untradeable)
9,000 Coins
Division 5
Weekly Reward
x2 1 of 3 80+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
4,000 Coins
Reward Upgrade
x1 1 of 3 80+ Rare Gold Players Pick
x2 1 of 3 83+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack (Untradeable)
8,000
Division 6
Weekly Reward
x2 1 of 3 80+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 5x Common Gold Players Pack (Untradeable)
3,500 Coins
Reward Upgrade
x1 1 of 3 80+ Rare Gold Players Pick
x2 1 of 3 82+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Mega Pack (Untradeable)
7,000 Coins
Division 7
Weekly Reward
x2 1 of 2 78+ Rare Gold Players Pick (Untradeable)
x1 75+ 7x Rare Gold Players Pack (Untradeable)
x1 5x Common Gold Players Pack (Untradeable)
3,000 Coins
Reward Upgrade
x1 1 of 3 80+ Rare Gold Players Pick
x2 1 of 3 82+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
5,500 Coins
Division 8
Weekly Reward
x2 1 of 2 75+ Rare Gold Players Pick (Untradeable)
x1 75+ 7x Rare Gold Players Pack (Untradeable)
2,000 Coins
Reward Upgrade
x2 1 of 3 80+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
4,500 Coins
Division 9
Weekly Reward
x1 x3 Common Gold Players Pack (Untradeable)
x1 75+ 7x Rare Gold Players Pack (Untradeable)
1,500 Coins
Reward Upgrade
x1 1 of 2 75+ Rare Gold Players Pick (Untradeable)
x1 75+ 10x Rare Gold Players Pack (Untradeable)
x1 Premium Gold Pack (Untradeable)
3,000 Coins
Division 10
Weekly Rewards
x1 86+ Rare Gold Player Pack (Untradeable)
Reward Upgrade
x1 75+ 10x Rare Gold Players Pack (Untradeable)
2,000 Coins
Bounty rewards can be:
Rivals Points
Champions Qualifications Points
Coins
Packs
Season XP
Stage Skips
How Division Rivals works in FC 26 Ultimate Team
Divisions Rivals in FC 26 works a bit differently compared to FC 25, namely, by being less grindy and not as punishing. This is down to the new Bounties system, which can net you Rivals Points, Champions Qualifications Points, Coins, Packs, Season XP and even Stage Skips, and Duels, which allow you to net points even if you lose.
Bounties are similar to daily quests in Fortnite, in that they are small challenges that will net you rewards that are typically larger than the sum of their parts.
On the official Ultimate Team Deep Dive page, EA gives the following as examples of the kind of Bounties we can expect:
Score the first goal
Score the last goal
Win by two or more
Keep a clean sheet
Duels are special Bounties that can only be achieved by one player, such as scoring the first or last goal. Even if you lose the match, if there was an active Bounty on scoring the last goal, you would still receive rewards, making for a much less grindy experience.
With more rewards and Stage Skips, you’re likely to progress far quicker than you did in FC 25, and have more fun while you’re at it.
Can you be relegated in Division Rivals?
Yes, you can be relegated in FC 26 Division Rivals.
New to FC 26 are Limited Checkpoints, which are breakable checkpoints that will track how many losses you’ve had and will enable relegation if you lose too many matches.
Once you pass the threshold, you will drop a stage. This is intended to make sure you don’t get stuck in matchmaking purgatory, facing off against opponents who perhaps haven’t broken as many controllers in their time…
Sony hasn't even officially announced the PlayStation 6 yet, but that hasn't stopped the rumor mill from churning out an increasingly steady stream of leaks, insider reports, and solid hints from the company itself. With the PlayStation 5 well into the latter half of its lifecycle and the PS5 Pro already on shelves, the attention of hardcore gamers is increasingly turning toward whatever comes next. Here is everything we know so far about the PlayStation 6, from its release window and hardware to pricing and the possibility of an entirely new PlayStation handheld launching alongside it. Read this article with […]
We've been surprised by video game studio closures before, like when Xbox shut down Arkane Austin and Tango Gameworks, but this latest studio closure is arguably the most shocking one we've seen in a long time. Bluepoint Games, the studio responsible for the Demon's Souls Remake and decades of remakes and remasters across several iconic franchises, is being shut down by PlayStation. It was Bloomberg's Jason Schreier who broke the news that just five years after the studio officially joined the PlayStation Studios family, its remaining 70 developers are losing their jobs in what is yet another baffling decision by […]
Five years after acquiring the studio, news broke last week revealing PlayStation plans to shut down Bluepoint. A studio famed for its remakes and remasters that hasn't released a single remake or remaster while under the PlayStation banner. That's despite PlayStation seemingly wanting to remake some of its classics, though, as days after the Bluepoint news broke, it asked users which games they'd like to see remade next.
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Auf YouTube findest du die angesagtesten Videos und Tracks. Außerdem kannst du eigene Inhalte hochladen und mit Freunden oder gleich der ganzen Welt teilen.
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Tune in live this Thursday for 60+ minutes of news, gameplay updates, and announcements from game studios across the globe. February's State of Play will spo...