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Super Bomberman Collection Is a Multiplayer Blast

22. Únor 2026 v 15:00

Super Bomberman Collection review playtest Siliconera

Recent shadowdrop release Super Bomberman Collection brings back some classic Bomberman games, some for the first time outside Japan, and we’re happy to see it! But if we’ve learned anything from modern retro compilations, the quality is extremely dependent on execution. So how does this one do?

The package contains the five Super Bomberman games, all originally released on the Super NES and Super Famicom, as well as two bonus Famicom games. The later Super titles didn’t originally release outside Japan and have received localizations here, which is a nice touch! Frankly, though, these are fairly language-agnostic games and you probably would have been fine.

Putting these five games together in one collection might feel a bit redundant! And it is, to a degree. The advantage is in two ways. The first? Historical value. The game makes it easy to look at what power-ups are added in each one, and preserving all five is good regardless. The second is that you can choose your favorite variant. Each of these changes does color the experience, and through either taste or nostalgia, you’ll likely have a favorite.

super bomberman collection screenshot
Image via Konami

If you’re having trouble deciding, though? We’d recommend going straight to 5. It has almost all the things from the other games, and there are options to configure it however! And as such a late Super Famicom game that other staff at Hudson were probably already working on Mario Party during development, it really takes advantage of the hardware. If it drops the ball on anything? Maybe it’s aesthetics. It’s trying really hard to do a robot/sentai thing in a way that a lot of the selectable characters feel same-y.

It’s also true that each of these games has a solo campaign. The franchise’s bread and butter is its competitive play, but there’s a dedicated group of people who really embrace the single-player arcade levels. And these are good ones! We’ve spent a while playing, and we are undeniably bad at them but there’s a puzzly element to taking on risky opponents in an optimal order.

When it comes to gallery modes in retro compilations, our usual stance is that it’s a great effort of preservation! But we don’t spend a lot of time with that stuff. Super Bomberman Collection’s “unbox” mode feels a lot more robust, though. With the detail and ability to virtually open the box and pull out the manual, it captures a bit more of the nostalgia of the originals.

this is a weird level with multiple layers but Hudson was quirky like that back in the day
Image via Konami

While it doesn’t have built-in functionality for this sort of thing, Super Bomberman Collection takes advantage of system-level multiplayer features like Switch 2’s GameShare and Steam’s Remote Play Together. How well does it work? Better than you’d think! We spent our time testing it out on Switch 2, and didn’t experience any of the frequent connection issues we usually get. What’s more, it’s the sort of game that can weather some minor hiccups if you get them, and it also doesn’t look too bad in the windowed GameShare screen.

Super Bomberman Collection, developed by Red Art Games and published by Konami, is out now on Switch 2, Switch, PS5, Xbox Series and Steam. Physical editions of the game will launch on August 25, 2026.

The post Super Bomberman Collection Is a Multiplayer Blast appeared first on Siliconera.

Excitement Is Building in Honkai: Star Rail 4.0 

20. Únor 2026 v 15:00

Excitement Is Building in Honkai: Star Rail 4.0

Whenever a major update arrives in Honkai: Star Rail, it always brings with it tons of new additions and gameplay features, and 4.0 is no exception. However, it seems like this version is building up with its first patch, and that we might see the real major benefits and changes once 4.1 and 4.2 arrive. Keep in mind, 4.0 is still a big deal! Especially when it comes to Sparxie and Cosmicon Collective. But I get the impression we’ll see the full weight of Planarcadia’s Trailblaze Missions and Elation’s power once we get more into it.

With the new Planarcadia Trailblaze Missions in Honkai: Star Rail 4.0, it reminds me more of the early Xianzhou Luofu and Penacony storylines than something like Jarilo-VI and Amphoreus. We’re welcome guests to the planet, with Sparkle acting as a host. It’s a very bright space that feels modern, with lots of games and activities. Now, there is the setting for something more and growing stakes, since there is the Phantasmoon Games competition. The winner gets to meet Aha and wield the power of an Aeon for a minute. Given Trailblazer, Sunday, Sparxie, and Silver Wolf are all competing, there’s a lot of potential for how this all could go.

https://www.youtube.com/watch?v=2hH0hILcWPs&t=1s

However, I’m more excited about 4.0 for another reason. That’s because Himiko is tied to Planarcadia. We’ve seen recent versions with members of the Astral Express tied to areas including eventual revelations about the characters. Dan Heng came up during the 1.0 Xianzhou Luofu storyline. March 7th ended up featured in 3.0 at Amphoreus. This feels like Himiko’s turn, and I’m excited by the initial teasers and hints we get so far.

One of the best parts of Honkai: Star Rail 4.0 is the new Elation path, though I think most people won’t get to really appreciate it until Sparxie’s banner arrives on March 3, 2026. The new path might feel a bit like the DOTs in Nihility characters or Remembrance Memosprites since Aha could chime in for additional effects and you want to set things up for Punchlines and Elation DMG. It’s most evident with Sparxie, who I got to test out, since her Boom! Sparxicle's Poppin Skill enhances her Basic into Bloom! Winner Takes All for an attack with splash AOE damage and makes her Skill briefly Engagement Farming for a DMG multiplayer and more Punchline points. She can do big numbers even without Yao Guang, especially if Sparkle is on the same time, though she is best when paired with her fellow Elation character. 

The thing is, Yao Guang herself isn’t as exciting or useful without Sparxie. Her Decalight Unveils All Skill’s zone is best for Elation stat boosting, which only applies to Sparxie at the moment. While her Hexagram of Feathered Fortune is a more generic one that helps get Aha acting again and boosting Punchline, due to it helping all-type Res Pen for the party, she’s ideally a buffer for a type of team that probably won’t be possible until 4.2 or 4.3. I’m a bit surprised she’s the first banner for Honkai: Star Rail 4.0, in fact, given the focus Sparxie/Sparkle has in the story and the general usefulness of the other character.  

https://www.youtube.com/watch?v=JekiKSvtSCw

What I especially liked about the 4.0 update for Honkai: Star Rail is the Cosmicon Collective card game, which feels like the equivalent of Genius Invokation in Genshin Impact. It’s of course its own beast, with elements like weather influencing matches to offer boosts, and us using Prismatic Dice and collected character cards to fight matches. It’s standard TCG fare in many ways, with attack level determining dice selected and used, defense level determining your defense based on rolls, and us knowing how many D6s and D4s would be used and if a Prismatic Die could be used. We roll dice, select which ones to use to determine damage dealt and defenses set. It goes really quickly, and there being the “Cosmicon, Roll On” event around at launch helps make it more inviting.

The fact that Yao Guang won’t probably be all that exciting until her rerun aside, it feels like HoYoVerse is building something with Honkai: Star Rail 4.0. Planarcadia’s plot is leaving all sorts of threads to follow and hints of things to come, even though the initial quests are more about getting acquainted with the premise. Sparxie feels like a great example of what Elation could be capable of with the right supports. Cosmicon Collective is a lot of fun. It’s like we’re at the foundation now, and I’m excited for what’s next.

Honkai: Star Rail is available for the PS5, PC, and mobile devices, and the 4.0 update is live now.

The post Excitement Is Building in Honkai: Star Rail 4.0  appeared first on Siliconera.

Cthulhu: The Cosmic Abyss brings investigation to the fore in a way that you’ll love(craft) to see

23. Únor 2026 v 10:00

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.

Cthulhu: The Cosmic Abyss – station investigation

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.

Cthulhu: The Cosmic Abyss – object observation with Key

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!

Cthulhu: The Cosmic Abyss – strange growth

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.

Transport Fever 3 Preview – Getting the goods from Mardi Gras to Woodstock

18. Únor 2026 v 18:00

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.

Transport Fever 3 New Orleans

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.

Transport Fever 3 Mardi Gras

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.

Transport Fever 3 Festival camper

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.

Avowed Anniversary Update has arrived alongside the PS5 release

18. Únor 2026 v 16:33

Marking the first birthday of Obsidian’s Avowed, the game is out now for PlayStation 5, and a meaty anniversary update has been released for the game on PC and Xbox Series X|S. The game is also now available through the regular Xbox Game Pass tier, having originally been tied to ‘Day One’ elligible tiers.*

On a high level, the anniversary update has added three new races that you can create your character as – dwarves, orlan and aumaua – and there’s a new quarterstaff weapon that you can adopt.

While the game wasn’t designed with it in mind, New Game Plus has also been added for anyone that has a save that’s passed the point of no return and beaten the game. Starting over, the only real caveat is that weapon levelling will not persist, but that’s fine because you’ll be nice and mighty in other ways.

And you can show off how mighty you are with a photo mode to capture specific moments while you’re playing.

Avowed was one of the highlights for Xbox and PC gamers last year, though one a little overlooked for launching in February and perhaps not being as broad as some might have liked, following on from the PIllars of Eternity games. “Avowed is an incredible RPG,” we said in our review. “Its vibrant world and stellar cast make every moment a joy to take part in, enhanced by a script that gives equal measure to drama, action and humour. Coming hot on the heels of Indiana Jones and The Great Circle, Microsoft’s software revival is well underway.”

Features and Improvements

New Game+


New Game Plus is now available after completing the main story. This mode is designed to reward mastery, experimentation, and making the all-powerful build. 
When starting a New Game Plus save, players will bring along with them: 

  • All unlocked abilities (with the exception of godlike abilities which are gained through story progression/world exploration) 
  • All spent attribute points 
  • All unique weapons and armors—but they are reset to level 1 
  • All unlocked enchantments remain 
  • All unique gloves and boots 
  • All necklaces, all rings, and all trinkets 
  • Any equipped Common Weapons or Armor items are kept, but they are reset to level 1 

The following are removed from the player at the start of a New Game Plus: 

  • All common weapons and armor that aren’t equipped 
  • Companions must be picked up via story progression 
  • Companions keep their talent points and start at level 1 
  • All resources that had been collected 
    • Gold 
    • Upgrade materials 
    • Enchanting materials 
    • Food ingredients 
  • All consumables that had been collected 
    • All potions 
    • All food 
  • All quest items 
  • All god totems/trinkets 
  • Fast travel points/fog of war 
  • The aforementioned godlike abilities 
  • To ensure challenge scales alongside player power: 
  • Enemy stats are increased across the board 
  • Enemies now have a chance to have modifiers applied to them 

Elemental Modifiers 

  • Fire: Immune to Fire damage and accumulation. Attacks also now deal Fire damage. 
  • Frost: Immune to Frost damage and accumulation. Attacks also now deal Frost damage. 
  • Shock: Immune to Shock damage and accumulation. Attacks also now deal Shock damage. 
  • Poison: Immune to Poison damage and accumulation. Attacks also now deal Poison damage. 
  • Bleed: Immune to Bleed damage and accumulation. Attacks also now deal Bleed damage. 

Physical Modifiers 

  • Haste: Increased movement speed, attack speed, and reduced cooldown timers
  • Glass Cannon: Increased damage dealt and damage received 
  • Colossal: Increased maximum health 
  • Life Steal: Attacks restore the enemy’s health by a percentage of the damage dealt 
  • Crippled: Reduced movement speed and attack speed 
  • Sturdy: Increased stability  making it harder for them to be stunned
  • Natural Immunity: Immune to all status accumulations 
  • Forceful: Increased impact on attacks 
  • Vindictive: Increased damage dealt based on the amount of health lost 
  • Attribute stat cap rises from 15 to 30 

An important note for those who have already completed Avowed: Since New Game Plus is being added post release and the game was not initially designed with it in mind, a completion save will be necessary in order to take advantage of the mode. You will need to load a point of no return save or later and beat the game to make a proper New Game Plus save. 

New Playable Species

Included in the anniversary update is a major expansion to character creation: three new playable species join the existing Humans and Elves. 

  • Dwarves – The most well-traveled species in Eora, the stout dwarves are known for their great strength and tenacity. 
  • Orlans – Their two-toned skin, prominent ears, and hirsute bodies all in the smallest size of Kith make them stand outs in Eora. 
  • Aumaua – Towering, powerfully built, and physically imposing. 

Not only do the different species change how you look, the team has also added in stat bonuses for all species adding another layer to character creation. 

  • Humans 
    • +1 Might 
    • +1 Resolve 
  • Elves 
    • +1 Dexterity 
    • +1 Perception 
  • Aumaua 
    • +2 Might 
  • Dwarves 
    • +1 Might 
    • +1 Constitution 
  • Orlans 
    • +1 Perception 
    • +1 Resolve 

Additionally, players will receive stat bonuses depending on their chosen background.

  • Arcane Scholar – +2 to Intellect
  • Court Augur – +2 to Resolve
  • Noble Scion – +2 to Perception
  • Vanguard Scout – +2 to Dexterity
  • War Hero – +2 to Constitution

Improved Character Creation
Added new Godlike features, color variants, and presets

Custom Difficulty

For players who want even finer control, Avowed now includes custom difficulty modifiers, allowing you to tune the game’s systems to your preferred experience. These new options are found by scrolling down through the “Game” tab of the settings menu.
Adjust player: 

  • Damage dealt 
  • Health, stamina, and essence resources 
  • Elemental status effect threshold 
  • Health and essence regeneration rates 
  • Potion and food restoration rates 
  • Interrupt or knockdown ease 
  • Second Wind cooldown time 
  • Carry capacity 
  • Parry window 

Adjust enemy: 

  • Damage output 
  • Health pool 
  • Stun, interrupt, or knockdown ease 
  • Attack speed 
  • Elemental status effect threshold 
  • Aggro threshold 

Adjust companion: 

  • Damage dealt 
  • Health max 
  • Elemental status effect threshold 
  • Aggro threshold 

As well as general adjustments: 

  • Merchant prices 
  • Equipment upgrade material costs 
  • Fall damage 
  • Trap damage 
  • Item quality damage reduction 

Important note: While changing these options will not negate most achievements that you may be hunting down, they will invalidate a Path of the Damned achievement. That achievement must be done without use of the custom game options. 

  • Photo Mode
    Capture your envoy, companions, and the Living Lands from any angle and share your journey. Includes a free or fixed camera, filters, character rotation and toggle, post-process effects, and gradients. Photo Mode is accessed from the pause menu.
  • New Weapon
    A brand new weapon type is joining the arsenal with the quarterstaff. Designed with the archmage fantasy in mind, the quarterstaff is a new bludgeoning weapon that comes complete with wand style stun finishers. Unleash brutal physical combos along with a fury of spells that would make even Concelhaut jealous.
  • New Stun Finishers
    New stun finishers added for One-Handed Weapons and Two-Handed Weapons.
  • Respawning Encounters
    Respawning encounters have been added to Dawnshore, Emerald Stair, Shatterscarp, and Galawain’s Tusks.

New Quality of Life Features

  • Players can now change their Envoy’s appearance after character creation via the mirror in the party camp.
  • Newly placed workbenches allow players to upgrade gear without returning to party camp.
  • All player Backgrounds now have an added attribute bonus. 
  • Added option to end dream conversations early.
  • Powder keg chain reactions now occur with a short delay, instead of all exploding simultaneously.
  • Increased max Controller Vibration Intensity (in the Controller Settings menu) from 1.0 to 2.0.
  • Added keyboard-based turning in accessibility options.

Improvements to Lighting

  • The lighting has been improved across all regions.
  • Improved the lighting in conversations.

Graphics

  • Updated XeSS to 2.1. Xe Frame Generation, Xe Super Resolution, and Xe Low-Latency mode are now available to more GPUs.


All Bug Fixes

Crashes and stability

  • The game should now longer crash after Fog of War has been cleared.
  • Addressed an issue causing Barbaric Smash killing blow VFX to remain on the player indefinitely
  • Fixed an issue when creating save games that could cause NPCs to be stuck when reloading

Performance and Optimizations

  • Resolved an issue where NVIDIA Reflex Low Latency was missing “Off” option while upscaling is disabled.
  • Ray tracing is now off by default on Handheld PCs.
  • Added Mid Luminance values to HDR settings.
  • Various performance improvements.

Animation

  • Fixed an issue with the Two-Handed Axe special attack not being aligned while in third person view.
  • Companion animations no longer stutter during conversations and exploration.

Audio

  • All audio should now play properly when cooking.

Quests & Conversations

  • Decals for puzzle in Sallow Steppe should now render properly.
  • The camera should behave normally during conversation with Tazaraak.

UI/UX

  • Ability and Grimoire Cost Discounts are now shown in the Character tab of the Ledger, as well as the maximum (-90%) available.
  • Fixed Tanglefoot’s icon on Player’s and enemy’s HUD.
  • New Icon added to help distinguish Flurry of Blows on enemy’s HUD.
  • Text should no longer overlap tabs in certain languages.
  • Fixed description for several active abilities that were incorrectly labeled as passive.
  • Resolved an issue where “confirm override” pop-up was not showing while switching presets in the Extras tab.
  • Fixed an issue where Marius’ Hunter Sense disappeared from hotbar after leaving Party Camp.
  • Vital bars are showing proper preview values for some skills when upgraded.
  • Fixed an issue where “Survivalist” ability did not reflect additional bonuses in UI.
  • Blunted hits no longer include blood VFX when “Combat Blood” is disabled.

Combat/Systems Fixes

  • Fixed issue where various Area of Effect sources like Arcane Veil interfered with aiming player spells.
  • Swinging guillotines in the Garden remain disabled after loading a save.
  • Fixed an issue where Yatzli’s Explosive Blast did not break destructibles.
  • Some unique weapon enchantments now work properly while Dual Wield Mastery is active.
  • Already broken destructibles no longer receive damage numbers.
  • Loot now directly drops at the feet of a shattered frozen enemy.

* If you need Xbox Game Pass tiers to be explained for being too complicated, then I suggest writing to your MP and Satya Nadella to complain.

via Steam

Screamer Preview – How Milestone built their arcade racer for combat

17. Únor 2026 v 17:00

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.”

Screamer – anime cutscene

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.

Screamer side swiping in racing

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.”

Screamer strike attack

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.”

Screamer overdrive

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.

Face Human And Supernatural Horror In Mortanis Prisoners

21. Únor 2026 v 12:39

Some horror games lean into monsters. Others lean into atmosphere. Mortanis Prisoners does both - and sets its story against one of the darkest backdrops imaginable.

The post Face Human And Supernatural Horror In Mortanis Prisoners appeared first on TheXboxHub.

Fight, Fall, Repeat In Stillborn Slayer

20. Únor 2026 v 10:24

Stillborn Slayer arrives on console today, delivering a grim blend of fast-paced combat, procedural progression, and dark fantasy atmosphere across Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, and Nintendo Switch.

The post Fight, Fall, Repeat In Stillborn Slayer appeared first on TheXboxHub.

Fight For Fame In Showgunners On Xbox, PlayStation, And PC

19. Únor 2026 v 17:42

Showgunners arrives today on Xbox Series X|S, PlayStation, and PC, bringing a stylish blend of dystopian storytelling and tactical combat to console players, complete with Xbox Play Anywhere support.

The post Fight For Fame In Showgunners On Xbox, PlayStation, And PC appeared first on TheXboxHub.

Gravity-Bending Horror Platformer LOVE ETERNAL Is Out Now

19. Únor 2026 v 17:17

LOVE ETERNAL has now finally arrived on PC (Steam), Nintendo Switch, Xbox Series X|S, PlayStation 5, and PlayStation 4, bringing its unsettling mix of horror storytelling and precision platforming to players across multiple platforms.

The post Gravity-Bending Horror Platformer LOVE ETERNAL Is Out Now appeared first on TheXboxHub.

Relax And Build Your World In Outpath – Now On Console

19. Únor 2026 v 17:12

There’s something deeply satisfying about building, expanding, and automating a world at your own pace, and Outpath is now bringing that relaxing gameplay loop to console players.

The post Relax And Build Your World In Outpath – Now On Console appeared first on TheXboxHub.

GOTY-Winning PS4 RPG Finally Getting PS5 Sequel

20. Únor 2026 v 20:02
GOTY-Winning PS4 RPG Finally Getting PS5 Sequel
(Image Credits: Square Enix)

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.

The post GOTY-Winning PS4 RPG Finally Getting PS5 Sequel appeared first on PlayStation LifeStyle.

Dragon Spira Review

Plant a Seed of Hope - The 4th entry in this super-retro RPG series is here and Dragon Spira is the best one yet so let's head out on a memorable adventure. Read more: Dragon Spira Review

Under The Island Review

Gear up for a cute adventure - Seashell Island is sinking and it's up to you to find the lost gears to save it in this Zelda-like adventure rich with puzzles and adorable critters. Read more: Under The Island Review
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