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  • “A culture of intimidation, retaliation and oppression”: How Microsoft’s Gaza stance fuelled an industry-spanning boycott

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    Every October, Microsoft host an Employee Giving campaign for charities chosen by staff, with the company matching any funds they raise. During last October’s Giving month, a group of Microsoft workers organised a vigil for Palestinians killed by the Israeli military during the current invasion of Gaza, stumping up donations for organisations such as the Palestinian Children’s Relief Fund, while paying tribute to fellow tech workers who’ve lost their lives in the war.

    A photograph of former Microsoft employee Hosam Nasr speaking at a vigil for Palestinians killed by Israel at Microsoft's HQ in Redmond on 24th October 2024.
    Former Microsoft employee Hossam Nasr speaking at a vigil for Palestinians killed by Israel in October 2024. | Image credit: Hosam Nasr / The Guardian

    “We were honouring the likes of Shaaban Ahmed al-Dalou, who was a computer science student that got martyred in Gaza,” says Abdo Mohamed, one of the organisers and a former Microsoft machine learning engineer. “We were honouring the likes of Aisha Noor Ize-Iji, who was a Washington state resident who had been killed in the West Bank. We were honouring Mai Ubeid, another Palestinian martyr who was a tech worker, and someone who worked with [Google-funded programming bootcamp] Gaza Sky Geeks. People deserved to hear their stories – the Palestinians who had been victims of the genocide deserved a space to be honoured, not to be reduced to numbers.” If you’re a white secular westerner like me, you may recoil instinctively from the religiously loaded word “martyr” here – Bassem Saad has written at length about the history of the term as Palestinians use it to describe those killed by Israeli forces.

    The vigil was small – “around 50 people, sitting in chairs side by side, in an open space during lunch hour” – and in line with company guidance for such events, Mohamed claims. But at around 9pm that evening he and another organiser, Hossam Nasr, received an email telling them that they had been fired, with Microsoft later claiming that the event “disrupted” work, and should have taken place outside the campus. For Mohamed, the firing reflects Microsoft’s general disinclination to give employees a “safe space” in which to air their grievances about both Israel’s treatment of Palestinians, and Microsoft’s alleged complicity in supplying technology to the Israel Defense Forces. Rather, Mohamed says, “Microsoft had built this culture of intimidation, retaliation and oppression for anyone who felt the need to speak about what’s happening in Gaza”.

    If Microsoft hoped to quell such discussion or at least, drive the issue off-campus, their clampdown on criticism backfired. Earlier this month, current and former Microsoft workers with the No Azure For Apartheid movement occupied part of the company’s Redmond, Washington campus with tents and signs, demanding that their employers cease doing business with Israel’s military. Just this week, protestors held another sit-in at the company president’s office. NAFA members have even pitched up outside Satya Nadella’s lakefront house in canoes. And now, the backlash threatens to engulf Microsoft’s entertainment business.

    In May this year, the Boycott, Divest, Sanctions organisation announced a new campaign against Microsoft’s gaming division, calling on people to cancel their Game Pass subscriptions, shun major videogame brands such as Minecraft or Call of Duty, and avoid purchasing Microsoft goods and services. A NAFA petition for Microsoft to divest from Israel has been signed by game developers at prominent subsidiary companies such as Bethesda, Activision-Blizzard, and Mojang. The pressure from within reached a height shortly before Gamescom 2025, with unionised staff at Dishonored studio Arkane publicly endorsing the BDS campaign, and accusing their employers of being an “accomplice to genocide.”


    Israel’s ongoing invasion of Gaza is both a response to a massacre carried out by Palestinian militants led by Hamas on October 7th 2023, and a continuation of decades of violent oppression and dehumanisation of Palestinians in Gaza and the occupied West Bank. As of this article’s publication, the number of Gazans killed by Israel’s forces during the invasion stands at around 62,000 people, including over 18,000 children, compared to around 1,800 reported Israeli fatalities, including the casualties from the October 2023 attacks. The majority of the dead are non-combatants: The Guardian recently published alleged Israeli intelligence files revealing that 83% of the Palestinians reported killed in the war’s first 19 months were civilians. Hundreds of thousands more Gazans have been injured and displaced, their homes obliterated by airstrikes. The refugees now face what the UN has called an “entirely man-made” famine brought on by Israel’s refusal to allow sufficient aid into Gaza.

    A protest action in support of Palestinians at Microsoft’s Redmond, Washington campus in August 2025. The organisers have also published a call to action online.

    As Israel’s assault has continued, the UN Human Rights Council and Israeli civil rights groups have accused Israel’s government of carrying out a genocide – the most extreme manifestation of an ethnonationalist “Zionist” policy that aims to remove Palestinians from the region of historic Palestine entirely. In November 2024, the International Criminal Court issued arrest warrants for Israeli prime minister Benjamin Netanyahu and defence minister Yoav Gallant, charging them with “crimes against humanity.” Corporations with Israeli ties have come under scrutiny as potential enablers. In a publication from July, UN special rapporteur Francesca Albanese lambasted the international tech sector for participating in Israel’s “economy of genocide”, noting that “repression of Palestinians has become progressively automated, with tech companies providing dual-use infrastructure to integrate mass data collection and surveillance, while profiting from the unique testing ground for military technology offered by the occupied Palestinian territory.”

    Among the companies Albanese spotlights in her report is Microsoft, whose “technologies are embedded in [Israel’s] prison service, police, universities and schools – including in colonies.” Albanese’s account of Microsoft’s role has been corroborated by investigations from the Guardian, +972 Magazine and Local Call, who allege that, following October 2023, Microsoft’s dealings with the Israeli military increased dramatically. Earlier this August, the publications claimed that Microsoft collaborated with Israeli intelligence org Unit 8200 to store and process surveillance data from Palestinian phones using generative AI technology. According to the investigation, this data has helped facilitate airstrikes in Gaza.

    Microsoft have pushed back against some of these claims, commenting in May this year that while they have supplied technology to the Israeli military since October 2023, they have seen “no evidence to date that Microsoft’s Azure and AI technologies have been used to target or harm people in the conflict in Gaza.” They have recently announced another “external” review of their business relationship with Israel. But they have otherwise been keeping silent on the subject. At Gamescom this year, Xbox PRs prevented game developers from answering questions about Israeli ties and mass layoffs. Microsoft declined to answer our own request for comment on the recent reporting about Unit 8200.


    Microsoft take pride in their humanitarian and philanthropic campaigns, but Abdo Mohamed says that they have long operated a “double standard” when it comes to Palestine, with human resources deployed to intercept and stifle the concerns of workers. Following the atrocities of October 2023, Microsoft sent out a company-wide email expressing support for Israel. As the subsequent invasion of Gaza went on, some Microsoft workers pushed for the company to make another statement, calling on the Israeli military to end the bloodshed.

    “There was a petition that was internally circulated for Microsoft to endorse a ceasefire, call out for a ceasefire,” Mohamed says. “And I think at the time a lot of people were starting to speak up internally, using the so-called appropriate channels, which means you ask your executive head of the group, or you ask in this internal forum called ‘senior leadership connection’.”

    Two soldiers consult a bank of screens on which their motherly CEO gives orders.
    An image of a motherly CEO from Obsidian’s The Outer Worlds 2. | Image credit: Microsoft

    According to Mohamed, Microsoft management were not receptive to these approaches, even via approved channels. “[We would tell them] Palestinians deserve their dignity, Palestinians deserve the right to food, water, shelter, and so on and so forth. And these questions would get shut down, get dismissed.” Mohamed and his colleagues also tried to organise internal events in which Palestinians would discuss their family histories in the context of the Nakba – the expulsion of around three quarters of a million Palestinian civilians during the Arab-Israeli wars of 1948. “And that event would be shut down, because it was deemed ‘too educational.’”

    Mohamed says that other workers were “investigated using weaponised HR policies”, involving “months worth of interviews and intimidation, just for saying something like ‘Palestinians will receive their dignity from the Jordanian sea to the Jordanian river’, or something along those lines.” (For context, the phrase about Palestinian freedom “from the river to the sea” has been interpreted as hate speech by commentators who argue that it implies the destruction of Israel.) Other Microsoft workers “who had been spewing anti-Arab, anti-Palestinian hate rhetoric against those who speak up, had been able to do that with impunity, and without seeing any repercussions,” Mohamed continues. Microsoft declined to comment on either these claims of an HR “double standard” or the circumstances of Mohamed and Hossam Nasr’s firing when approached by RPS.

    Mohamed contrasts the corporation’s continued Israeli ties with Microsoft’s suspension of sales in Russia following the latter’s 2022 invasion of Ukraine, and divesting from apartheid South Africa in 1986. As a former Microsoft machine learning engineer whose projects include Xbox recommendation algorithms and the ROG Xbox Ally, he is especially aggrieved by what he feels is Microsoft’s outright hypocrisy about generative AI.

    “Microsoft holds a lot of summits in responsible AI, Microsoft is a guest speaker at the United Nations ‘AI for Good’ summit,” Mohamed goes on. “How can a company, that have been for so long trying to paint this facade, showing how responsible they are around technology and how it gets used – how is a company like that taking this position where they are admitting to working for a military that is on trial for plausible genocide, the generals of that military have arrest warrants taken against them in the ICC, and Microsoft have not taken a real step in cutting these cloud and AI contracts?”

    An elevated view of tents and people holding banners supporting Palestinians caught up in Israel's war, including one at the bottom of the image that reads "Liberated Zone", from a protest action at Microsoft's Redmond campus in August 2025.
    Israel’s military budget in 2024 was 46.5 billion dollars, according to the International Institute for Strategic Studies. “The Israeli military is one of the premiere customers, it’s defined as an ‘S500’ customer for Microsoft,” notes Abdo Mohamed. “It is one of the most important strategic customers.” | Image credit: No Azure For Apartheid / Rock Paper Shotgun

    As regards his firing, Mohamed thinks that Microsoft were fundamentally “scared” of the growing criticism of their policy toward Israel, and keen to head off any further employee action. “They wanted to set the precedent that if you speak up, there’s going to be a cost, and that cost could be firing.” He feels that this has proven “a complete miscalculation”, fuelling the outcry over Microsoft’s reported partnerships with Israel – an outcry that has now spilled over into Microsoft’s videogame business.



    If there has yet to be a tidal wave of game developers publicly joining the BDS campaign, this is partly because divesting from Microsoft is no mean feat. The corporation’s technologies pervade our culture: 71% of desktop PCs run Windows, and Xbox hardware together with the Game Pass subscription service represents access to tens of millions of players. The BDS campaign reflects the complexity of disengaging by suggesting tiers of protest action: rather than converting wholesale to Linux overnight, it encourages people to minimise or phase out their exposure. Nevertheless, some boycott participants have gone cold turkey.

    Among the developers who have openly joined the boycott is daffodil, primary developer of stylish sports sim STREET UNi X – a PS1 Tony Hawk game from a timeline in which Tony Hawk traded his skateboard for a unicycle. STREET UNi X has been well-received on Steam, and daffodil had intended to port the game to console via the ID@Xbox programme, but they have now cancelled the porting project to support the BDS campaign.

    Watch on YouTube

    daffodil sees solidarity with Palestine as part of a wider, holistic struggle that also includes activism against climate change, support for indigenous movements in the colonial territories of Canada, and support for exploited non-human animals. Their joined-up political engagement partly reflects personal, day-to-day experience of transphobia and exorsexism: the developer has recently had to deal with bigoted reactions to their own unicycle performance in the live action segments of the game’s trailer.

    “I think my first exposure to the conversation of Israel’s occupation of Palestine may have been through jokes and memes online over 20 years ago,” daffodil tells RPS over email. “I have had an awareness that there was some kind of ‘conflict’ as people called it for most of my life. It wasn’t until around 2021 that I came across Abby Martin and the Empire Files‘ reporting on the Zionist occupation of Palestine, and the apartheid state of Israel that I came to really comprehend what was going on there. At that time Israel was actively breaking what was supposed to be a ceasefire, and they were bombing Palestinian neighbourhoods and killing hundreds of people.”

    Another developer who has joined the picket is Badru of Ice Water Games, who announced in May that they would pull their weird, brilliant goblin RPG Tenderfoot Tactics from Xbox. Badru is a member of the Palestine Solidarity and Internationalism Working Group via the Seattle chapter of the Democratic Socialists of America. “One of my best friends growing up was Palestinian, so I’ve always had some baseline knowledge,” Badru tells us over email. “Still, I don’t think I really understood what was happening in Palestine until some time in the last five or 10 years. Being able to see it so directly on social media has helped. I’ve also been doing a lot of self-education over this period, specifically seeking out socialist history and theory and attempting to understand why the world is the way it is.”

    Watch on YouTube

    Ice Water Games created Tenderfoot Tactics in their own time and with no investors, splitting the revenue based on the hours of work contributed. The developers “own the IP collectively and democratically decide what to do with it, including the decision to remove it from Xbox”, Badru says. The game hasn’t made “a ton of money”, and the devs have definitely taken a hit by joining the boycott – “a couple hundred bucks a month, maybe”, Badru estimates. He adds that “it’s frustrating having put the work into porting it to the platform”, but that “we did end up getting a lot of visibility and support after our announcement, and saw a brief but very significant sales boost on Steam which probably will more than make up for the lost income from Xbox.”

    Divesting from Xbox is a bigger deal for daffodil. They created STREET UNi X in their off-hours while working cash jobs over the first four years of development. It wasn’t till they teamed up with worker cooperative Gamma Space and Weird Ghosts, an impact fund for underrepresented developers, that they were able to focus on the project full time.

    “STREET UNi X is what I consider to be my first polished commercial video game, my first game released on Steam, and a project that I spent over six years working on,” they say. “I have been struggling to make headway releasing the game on consoles. I initially sought to release it on Nintendo Switch, and have applied to be a Switch developer repeatedly since at least a year before the game released. I have been denied Nintendo Switch developer access eight times now with no word as to why I am being denied.” (At the time of our conversation, daffodil had just received another rejection email from Nintendo.)

    A unicyclist doing a big jump around an obstacle course framed by shipping crates with landscapes painted on them, from PS1-style sports sim STREET UNi X.
    A unicyclist doing tricks around a boardroom table in STREET UNi X, a PS1-style sports sim.
    A shipping crate obstacle course and a boardroom invasion from sports sim STREET UNi X. | Image credit: Gamma Space Collaborative Studio

    A console release could make a “huge impact” on daffodil’s fortunes, given the game’s positive Steam reception. “As much as I would like to be, I am not able to rely on my games right now to cover my living expenses,” daffodil says. “I am currently doing contracted level design work to pay my bills.” daffodil has also sought to release the game for PlayStation, but found this impractical due to the expectation of a static internet protocol and office email address. Microsoft’s comparatively accessible ID@Xbox programme was their best opportunity to get “a foot in the door.”

    Microsoft did not respond to the substance of daffodil’s objections regarding Israel and Palestine when they announced that they would pull the port, merely sending instructions for the deactivation of their accounts and the return of development hardware. “I find myself combating a deep sense of let down,” daffodil tells us, “knowing I either do not have access to this opportunity in the case of Nintendo and Sony’s consoles [or] have had to contend with the fact that working with Microsoft means they will profit from my labour, and use that profit towards the ends of perpetuating injustice the world over, and in the Zionist occupation’s case, provide Azure and AI tools to Israel’s occupational forces to actively slaughter, starve, torture and otherwise dehumanize the people of Palestine.”


    It’s easy to be cynical about the potency of consumer boycotts, and it’s true that few boycotts force an immediate and miraculous change of direction; when they do, there are often wider, linked considerations, such as anxiety about lawsuits. It’s even possible for a boycott to rebound in the targeted company’s favour, as when Nike made a $6 billion revenue gain helped along by consumer reaction against protest over adverts featuring Colin Kaepernick. But there is a substantial history of boycotts helping to bring about meaningful change, including a number of successful pro-Palestinian actions against companies and institutions like Puma, Barclays, and Pret over the past two years.

    In 2020, Microsoft themselves announced they would divest from an Israeli developer of facial recognition technology used at checkpoints in the West Bank, following an outcry from civil liberties groups. As with the 35-year-long boycott of South Africa, boycott organisers need to think long-term, which is why BDS aren’t insisting that people dispense with Microsoft’s services entirely to qualify as participants.

    A close-up photograph of two pro-Palestinian protestors being arrested by police during a protest action at Microsoft's Redmond campus in August 2025. The protestors are lying on their faces while their arms are being restrained.
    Protestors being arrested during the pro-Palentinian occupation of part of Microsoft’s Redmond campus in August 2025. | Image credit: No Azure For Apartheid / Rock Paper Shotgun

    daffodil attributes some of the wider developer and player reluctance to join the boycott to cultural privilege – “when we can’t see the problems in front of us we get to relax.” But they also argue that it reflects an atmosphere of “generalized nihilism” in the face of disaster. “We are convinced that caring too much is cringe,” they say. “We are constantly shown that if you care too loudly you will lose your job, or your family, your community, and that you must fall in line or else. I’ve lived through so many such shutting outs. I’ve lost friends, I don’t speak to my family much at all anymore, I’ve been fired from jobs for trying to organize the workers.”

    It is, they note, especially hard for developers to speak out during a time of mass layoffs: “The world has been built up in such a way that we are made to be afraid to rock the boat too hard, lest we become the target.” As such, part of the reason daffodil joined the boycott was simply to remind other workers of their own power to bring about change. “I am trying my best to encourage others to take a stand themselves,” they tell us, “but I worry that I don’t have the levels of clout or power in the video game world that some seem to hold as a prerequisite to take seriously such calls for total liberation the world over.”

    Badru argues there is a lot more support for Palestinians than you might guess from the shortage of official BDS endorsements. There are various more immediate practical challenges, he notes. “Some [developers] are unable because they don’t have control over their relationship to storefronts, and/or they don’t have full control over messaging around their game,” says Badru. “Because of the controlling nature of publishers, or because of deals they’ve signed with Xbox.”

    “Unlike us, many do significantly depend for their livelihood on income from Xbox sales,” he continues. “And so making this decision is much more difficult for those teams, and would potentially result in closing down their companies or laying off some employees. Most game companies are run undemocratically by their owners, like nearly all companies. The owning class is significantly more likely to prioritize profit over people, and also to be in favor of the genocide, or at least ambivalent about it.” He also points out that some videogame and software companies are disinclined to criticise Microsoft because they also work with military organisations – Microsoft’s own defence industry contracts extend far beyond Israel.

    Small weirdos spy a big weirdo in Tenderfoot Tactics.
    A hopeful floral vista from Tenderfoot Tactics. | Image credit: Ice Water Games

    Badru expects the number of endorsements to grow, once some of the above practical difficulties are resolved. “For teams that would like to support Palestine, it is still complicated and difficult to make this kind of action very quickly,” he says. “Game development business plans are laid years in advance and generally include target platforms. Often, funding for a game is related to release on a storefront. Say a company is part way into development on an Xbox game, and is unwilling to dissolve or significantly restructure their team in order to cut Xbox out. They’ll need to finish the current game, release it on Xbox, and then as part of their next game’s development plan, choose to target other platforms. This is the kind of boycotting that I expect will be more practical and widespread, because it causes less chaos within companies.”

    The other pressure here is, of course, the audience. There continues to be a vocal group of reactionary players who regard games as a refuge from political engagement, even if they have no specific stance on Israel and Palestine. To join the picket is to brook their ire.

    Badru baldly observes that “a lot of our audience are children, or wish they still were” and that games in general “are less accessible to poorer people, or people outside of the imperial core” who are necessarily more politically aware and engaged. “That said, our experience [during the boycott] has been one of overwhelming support,” he goes on. “Like you say, maybe it’s due to our place in the independent sphere. Maybe it’s because we’ve always been political and so have cultivated this audience.” In his wider work, Badru has found that “the public is actually very pro-Palestine and happy to talk about it”, more than one might expect from heated conversations online. “I believe this is true of the games audience as well.”


    During our interview, Abdo Mohamed doesn’t speak at great length about how being fired by Microsoft has affected his own livelihood and career as a technology worker. But he does comment that leaving the company has given him moral clarity. “Seeing the role of the company in Israel’s apartheid and genocide, and not being able to speak up for my principles, and not being able to speak up for my morals, and not being able to put people over profits, had always been a challenge,” he says. “Every time I censored myself during my time at Microsoft it made me question if I really stood for those principles.”

    Mohamed never contributed to any of the services that are reportedly in use by Israel’s intelligence divisions – or at least, not directly. “My background is in machine learning and AI, but I was lucky to be not working on this technology that has been weaponised,” he says. Given that generative AI software relies on access to data to “train” the models and improve their responses, it’s hard not to wonder whether anything from the reported Israeli surveillance collaboration has made its way back into Microsoft’s consumer-facing cloud and AI services.

    Hollow Knight: Silksong running on an Asus Xbox ROG Ally X.
    An Xbox ROG Ally X at Gamescom 2025. | Image credit: Rock Paper Shotgun

    Mohamed suggests there may be a firm distinction. “It’s really unclear to us how the surveillance data is fed back to Microsoft, because it seems from the framing that this is top-sensitive data, so it doesn’t get used for the training of the models.” He argues, in any case, that whether Microsoft have made wider use of any of data gathered in the course of partnerships with the Israeli military is not important here.

    “There were people who were directly working on that technology, in our worker base. But it didn’t matter what technology you were working on,” he says. “You were a worker for Microsoft, your labour, whether you agreed to it or not, was being used. If I had worked on an Xbox project, and that Xbox project had launched a successful feature, and that successful feature ended up generating revenue for the company, that revenue is eventually being redirected to build the data centres, it’s being redirected to fund the research projects, it’s being redirected to enable the resources that eventually get used to provide something like the Unit 8200 mass surveillance weapon.”

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    Edwin Evans-Thirlwell

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  • Shinobi: Art of Vengeance – the (re)making of a ninja

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    You never see a true ninja attack coming. So it’s only appropriate that none of us predicted Joe Musashi sneaking back onto our screens when Shinobi: Art of Vengeance was announced at The Game Awards in 2023. It’s been eagerly anticipated since, but the 2D action platformer is finally ready to unsheathe its blade on PlayStation 4 and PlayStation 5 August 29.

    Less of a surprise was the reveal that Lizardcube was tasked with Shinobi’s razor-edged return. The developer is no stranger to breathing life into Sega’s classic IP, with its slick work on WonderBoy: The Dragon’s Trap remake and Streets of Rage 4 proving its pedigree.

    “Back in 2021 Sega wanted to revive an older IP and hinted if I had anything in mind,” says LizardCube CEO and Art/Creative Director Ben Fiquet. “I’m a Shinobi kid, so I quickly pitched my vision for that. Because we make 2D titles, when I create drawings it’s like rendering what will be the same in the final game.”

    The actual art of Vengeance

    This immediate visualization provided a relatively easy win in terms of Shinobi’s striking aesthetic, something Ben describes as “a continuation of their style; a bit more Japanese, but still very French and very Lizardcube”. With Ben revealing that he grew up on beautifully animated 16-bit platformers like Aladdin, it’s easy to see what inspired that look. But from there the challenge became working out how to mix classic Shinobi authenticity with a contemporary feel.

    “It was a bit different compared to working on Streets of Rage or Wonder Boy because Shinobi has more iterations,” explains Ben. “At first I wanted to make something more like a direct follow up to the original Shinobi games. But I quickly realized that it wasn’t as fun as I remember. Gameplay-wise you can lose yourself by going too far in the other direction, too, but Shinobi has always been changing with the times. So we wanted to make a modern game but with the appeal of the first titles.”

    “We felt that a slow-paced, methodical 2D game wouldn’t quite match the tastes of modern players,” agrees Toru Ohara, Sega of Japan’s Chief Producer. “We decided to focus on delivering exhilarating, satisfying action, and make the most of Lizardcube’s strengths — their distinctive art style and their expertise in 2D games.”

    Cutting into the combat

    The big secret weapon in keeping that classic Shinobi feel with an up-to-date gloss? A katana. And kunai. And Ninpo. And… okay, let’s just wrap it all up into the development team’s focus on fast, fluid, personalised combo-driven combat.

    “We quickly realized we wanted to push the combat further,” says Ben. “So we added more systems. That sort of thing can snowball when you’re making it, given it mixes platforming with fighting. But it’s very satisfying to be able to fight your way through levels, and more ninja-like by being swift and chaining combos.”

    That wasn’t to say that the process of crafting this system was entirely smooth. “The prototype we had was very different to what we ended up with,” Ben reveals. “After a playtest we saw something was missing so we went back to the drawing board.”

    The result was the inclusion of the execution system, which rewards the player with stylish finishing moves and resources to spend on upgrading Joe’s abilities. Which played nicely into the freeform system that sits at the centre of Shinobi’s compelling and polished gameplay.

    “Lizardcube wanted to prioritize freedom of choice and allow players to perform actions that look cool,” says Toru. “I’ll admit I had some concerns at first, but as the system took shape, I realized that being able to unleash the move you want, when you want, created a tremendous sense of exhilaration.

    “I often explain it like this: in the early stages, the character controls like one from an action game, but by the mid-to-late game, it starts to feel more like controlling a character in a fighting game. Being able to create that kind of fresh gameplay experience was a very pleasant surprise.”

    “And you can mash buttons and still do something cool, and maybe end up with an execution,” laughs Ben. “We’ve already seen players do amazing things in the demo, with speed runs and combos.”

    Bosses now, villains next

    If you’ve not yet played the demo – and you should – the question some of you now might be asking is, “can I perform these combos and executions on the bosses?” Yes, you absolutely can. And those boss fights remain spectacular in their own right, something Ben is keen to keep as a surprise for you to discover yourself. Although when pressed, he admitted he has a couple of favourites. “The monkey boss Kozaru at the end of the first stage,” he admits. “And the boss of stage five. It’s a vampire Yakuza, but I can’t say anything more than that.”

    Which led us to talk about the Villains Stage DLC coming at a later date, featuring boss characters from other Sega titles, the first being Sonic the Hedgehog’s arch rival Doctor ‘Eggman’ Robotnik. “I hoped people would see this game as one of Sega’s many iconic IPs making a comeback,” says Toru. “So I thought it would be interesting to go beyond the original Shinobi world.”

    “We wanted to acknowledge the amazing presence that these IPs have,” agrees Ben. “As well as offer other little references here and there. Shinobi is kind of a serious game. But also silly, in a way.”

    What Ben is referring to is the wry sense of humour present across Lizardcube’s games which keeps things from getting too dark in Shinobi. Sure, it’s occasionally bloody, brutal and visceral, but the dev team also leans into its inherent absurdity, too.

    “Joe only says one word through the entire game, which is very much an intentional joke,” says Ben. “And he’s the most obvious ninja you’ll see, dressed in white and red, riding his dog and fighting demons. But it still works. The premise is silly, but you have to treat it with respect. I just want people to have fun and help keep the IP alive.”

    Stay sharp because this is one action platformer you won’t want to miss – Shinobi: Art of Vengeance launches on August 29 for PS4 and PS5.

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    Corey Brotherson

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  • Stranded: Alien Dawn Free Download – WorldofPCGames

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    Stranded: Alien Dawn Direct Download:

    Brave a new world in Stranded: Alien Dawn, a planet survival sim placing the fate of a small marooned group in your hands. Forge your story through compelling and immersive strategic gameplay as you make vital decisions to protect your survivors from starvation, disease, extreme weather and more. From basic camps to fortified bases, create a stronghold to defend the survivors from attacks by alien creatures that roam an expansive and deadly alien world. Experience an epic and unpredictable journey. Discover an expansive, living 3D world with remarkable flora and fauna Manage your survivors’ needs, health and happiness Construct and evolve your own unique base, and devise cunning defences to protect it and survivors from being attacked. Pizza Bandit

    Plant, grow, harvest and hunt down food. Stockpile useful resources and salvage material from fallen space debris Research technologies to expand your horizons. Provide heat, light, devices for relaxation and more to keep survivors on top of their game, ready to face the next challenge. React to fluctuating weather and environmental events Stranded: Alien Dawn pushes you and your survivors to the brink. Limited resources, unpredictable weather, illness and hostile alien creatures make it hard to establish a foothold on an unforgiving world. The next challenge is never far away, requiring construction of an increasingly robust base using advanced resources and improved defences.

    Features and System Requirements:

    • Base Building – Construct and expand shelters, defenses, and workstations to adapt to the environment.
    • Resource Management – Gather and refine materials, hunt wildlife, farm alien crops, and research technologies.
    • Dynamic Environment – Face changing weather, seasons, and natural disasters that impact survival strategies.
    • Character Development – Each survivor has unique skills, traits, and backstories that affect their efficiency and morale.

    Screenshots

    System Requirements

    Recommended
    Requires a 64-bit processor and operating system
    OS: Windows 10, 11 64bit
    Processor: Intel Core i5-10600K or AMD Ryzen 7 2700
    Memory: 16 GB RAM
    Graphics: GeForce RTX 2060 or Radeon RX 5600 XT
    DirectX: Version 12
    Storage: 15 GB available space
    Support the game developers by purchasing the game on Steam

    Installation Guide

    Turn Off Your Antivirus Before Installing Any Game

    1 :: Download Game
    2 :: Extract Game
    3 :: Launch The Game
    4 :: Have Fun 🙂

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    Skring

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  • Pizza Bandit Free Download (v0.8.1053+Co-Op) – WorldofPCGames

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    Pizza Bandit Direct Download:

    Pizza Bandit is what happens when a third-person shooter crashes headfirst into a cooking show — bullets, bounties, and burnt crusts flying everywhere. In this mission-based, 4-player co-op adventure, you play as an ex-mercenary chasing an oddly specific dream: opening the galaxy’s greatest pizza joint. Armed with time-travel tech and a questionable business plan, you’ll dive into chaotic eras, take down dangerous targets, and cook under pressure—literally. From flipping dough in a warzone to seasoning your kills with style, every mission is a high-stakes recipe for disaster… and maybe, just maybe, your dream pizzeria. STORY OF SEASONS: Grand Bazaar

    Get ready to take on diverse missions that test both your trigger finger and your culinary skills. You’ll have to dodge relentless enemy attacks while cooking under pressure—chopping, assembling, and plating meals mid-battle. It’s not just about firepower, but about precision, multitasking, and keeping your cool when the kitchen turns into a warzone. Fast-paced battles demand quick reflexes and even quicker thinking—as you dive, roll, and shoot your way through chaos like a caffeinated stunt double. Enemies aren’t just fast—they’re unreasonably angry, absurdly persistent, and definitely not fans of your cooking.

    Features and System Requirements:

    • Play as ex-mercenary Malik, traveling through different eras to hunt dangerous targets—each level is loaded with unique enemies, hazards, and bonus objectives.
    • Design your culinary warlord—from streetwear to glowing accessories and wild hairstyles.
    • Use bounty cash to decorate your dream pizza shop with neon lights, gadgets, and funky décor.

    Screenshots

    System Requirements

    Recommended
    Requires a 64-bit processor and operating system
    OS: Windows 10 64 bit
    Processor: 2.4 GHz Quad Core
    Memory: 8 GB RAM
    Graphics: NVIDIA GeForce GTX 1080 Ti
    DirectX: Version 12
    Network: Broadband Internet connection
    Storage: 20 GB available space
    Support the game developers by purchasing the game on Steam

    Installation Guide

    Turn Off Your Antivirus Before Installing Any Game

    1 :: Download Game
    2 :: Extract Game
    3 :: Launch The Game
    4 :: Have Fun 🙂

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    Skring

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  • Steal Da Brainrot MODDED Codes (August 2025)

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    Image via Brainrot Modded

    Steal all Brainrot with Steal Da Brainrot MODDED codes.

    Updated: August 28, 2025

    We searched for new codes!

    Are there any Steal Da Brainrot MODDED codes to help you steal Brainrot memes? As of right now, there are no codes, so it’s time to put your skills to work and get your hands on Thung Thung Thung Sahur and Cappuchina Ballerina. Troll players, too, while you’re at it.

    All Steal Da Brainrot MODDED Codes List

    Active Steal Da Brainrot MODDED Codes

    • There are currently no active Steal Da Brainrot MODDED codes.

    Expired Steal Da Brainrot MODDED Codes

    • There are currently no expired Steal Da Brainrot MODDED codes.

    Related: Brainrot RNG Codes

    How to Redeem Codes in Steal Da Brainrot MODDED

    How to redeem codes in Steal Da Brainrot MODDED.
    Screenshot by Twinfinite

    Since there is no Steal Da Brainrot MODDED code redemption system in-game, we can’t provide you with a guide. We hope that the developers will add this feature to the game soon. If they do, we will update this article with all the working codes and a guide.

    Check out the rest of our Roblox Codes section to discover more precious goodies for other Roblox titles. Dive in and discover more.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Ana Mitic

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  • Metal Gear Solid Delta Dev Hopes Hideo Kojima Sees How “Respectful” It Is

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    Earlier this summer, Metal Gear Solid creator Hideo Kojima laughed when asked if he would play the remake of Metal Gear Solid 3: Snake Eater, before flatly replying, “No, I won’t.” Regardless, the creative team behind Metal Gear Solid Delta: Snake Eater is hopeful that their former colleague will get a chance to see that the remake was created with great reverence and respect for the original.

    “We are not sure what [Kojima] would want to do, but we want to deliver this game whilst being very respectful of all the people that we previously worked with,” said MGS Delta producer Noriaki Okamura during an interview with Inverse. “We would love for [Kojima] to see it too.”

    Now Playing: Metal Gear Solid Delta: Snake Eater Review

    Kojima parted ways with Konami in 2015 after spending decades as one of the top creative minds in the company. Since that time, Kojima has launched his own company and released two Death Stranding games. Okamura has openly shared his admiration for Kojima and expressed his desire to work with him again on MGS. However, Kojima has his own MGS-like game called Physint, which may still be a few years away. The director recently confirmed that Physint is still in a conceptual phase.

    Metal Gear Solid Delta: Snake Eater is out today on Xbox Series X|S, PlayStation 5, and PC. Although it won’t be ready at launch, Konami is adding a new online multiplayer mode called Fox Hunt this fall. Unfortunately, it won’t support cross-play. The new version of the game was very positively received in GameSpot’s review of Metal Gear Solid Delta: Snake Eater.

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  • (For Southeast Asia) PlayStation Plus Monthly Games for August: Psychonauts 2, Dragon Marked For Death , Viewfinder

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    Play psychic super spy, get ready to experience the unique, dark fantasy world and reshape the world with a photo with the PlayStation Plus Monthly Games lineup for September. Psychonauts 2, Dragon Marked For Death and Viewfinder will be available to PlayStation Plus members from September 2.

    Let’s take a closer look at the games. 

    Psychonauts 2 | PS4

    Razputin “Raz” Aquato, trained acrobat and powerful young psychic, has realized his lifelong dream of joining the international psychic espionage organization known as the Psychonauts! But these psychic super spies are in trouble. Their leader hasn’t been the same since he was rescued from a kidnapping, and what’s worse, there’s a mole hiding in headquarters.  Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers. Psychonauts 2 serves up danger, excitement and laughs in equal measure as players guide Raz on a journey through the minds of friends and foes on a quest to defeat a murderous psychic villain.

    Dragon Marked For Death | PS4

    Dragon Marked For Death is a side-scrolling 2D action RPG that can played solo or with up to four players in local or online multiplayer.You play as the survivors of the Dragonblood Clan who set out to take revenge on the Kingdom of Medius, who destroyed their home and captured the Dragonblood Oracle, Amica. To obtain the power they need to enact their revenge, they forge a pact with the Astral Dragon Atruum. Use your newly acquired powers to take on quests from villagers and raise your status in the kingdom. How you perform in these quests can have a direct effect on the game’s final outcome. Quests aren’t all about defeating enemies, though. You’ll guard a ship’s passengers from monsters, search for hidden treasure, rescue a princess from a castle under siege, and a lot more!

    Viewfinder | PS4, PS5

    Use an instant camera to challenge perception, redefine reality and reshape the world. View the world through a new lens in this charming and unique first-person puzzle adventure. Reshape a wealth of stunning environments through your instant camera’s viewfinder in order to solve a variety of mind-bending puzzles. Bring photos, paintings, sketches and postcards to life as you reshape reality and slowly uncover the surprising mysteries that lie behind this colourful world.

    Last chance to add PlayStation Plus Games for August to your library

    PlayStation Plus members have until September 1 to add Lies of P, Day Z and My Hero One’s Justice 2 to their game library.

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    Adam Michel

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  • Hinokami Legacy Codes (August 2025)

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    Danilo Grbović is an esteemed code writer for GAMURS and a recognized authority in the gaming world. His status as a certified weeb is backed by extensive knowledge and expertise in anime, especially in sourcing codes for Anime Roblox Games with unmatched proficiency. Having honed his skills in gaming to the extent of metaphorically speedrunning Sonic 3 & Knuckles prenatally, he embodies gaming prowess. Known for his insightful commentary on Silent Hill 3 and Nier Replicant, his opinions are valued by gamers who appreciate depth and nuance.

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    Danilo Grbovic

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  • (For Southeast Asia) SHINOBI: Art of Vengeance launches Friday, August 29!

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    Get ready — SHINOBI: Art of Vengeance arrives on Friday, August 29! The iconic SHINOBI series returns in an all-new 2D action platformer created by Lizardcube, the team behind the hit brawler Streets of Rage 4 and SEGA. This title brings Joe Musashi‘s quest for revenge to life with a vibrant hand-drawn look. Players must overcome stages filled with obstacles and take down foes with a vast array of combos. Master the game’s combat and discover what it means to be a ninja. Currently, a free DEMO of this game is also available.

    Journey Through a Stylistic New World

    Venture through more than a dozen unique stages, ranging from military bases to the scorching desert. As you travel through these vibrant locations, you must use every Ninjutsu at your disposal to solve platforming puzzles and discover hidden routes. Each character and stage have been crafted in stunning detail, letting players fully immerse themselves in Joe Musashi‘s journey.

    Master the Way of the Shinobi

    In SHINOBI: Art of Vengeance, smooth and dynamic animations blend with fast-paced action to create an unmatched combat experience. Unleash Joe Musashi’s vast ninja arsenal, including his Katana, Kunai, Ninjutsu arts, and Ninpo to vanquish your foes. Enhance his abilities with Amulets, execute combos, use the right techniques to adapt to your situation, and create your own battle style!

    Story

    When the legendary Shinobi Joe Musashi, master of the ninja arts, finds his village burned to the ground and his clan turned into stone, he must set off on a quest for vengeance, ready to face an unparalleled evil.

    Characters and Stages

    Joe Musashi
    The protagonist and the head of the Oboro Clan, a tribe of ninjas that has protected peace from within the shadows for generations. Though he’s a man of few words, his clan puts their utmost trust in him. 

    Lord Ruse
    The mastermind behind paramilitary organization ENE Corp. He commands his troops with callous tact and an iron fist. Fearing the might of the Oboro Clan, he sets in motion a plan to eliminate them once and for all. 

    …and more!

    Stage: Oboro Village

    On a training excursion to Oboro Village, Musashi and his students encounter rival ninjas and discover that the village is under attack. Master jumping, rolling, and other basic commands as you glide across the dojo and bamboo groves! 

    Stage: The Chase

    When Ruse leaves Oboro Village alongside a colossal beast, Musashi gives chase atop Yamato. Race through this bonus stage while dodging flames, kunai, and other hazards!

    … and more!

    Digital Deluxe Edition Also Available!

    You can currently pre-order SHINOBI: Art of Vengeance on the PlayStation Store! Pre-order before 12:59 PM on August 29 (JST) to get 10%* off your purchase! The Digital Deluxe Edition is also available for pre-order, which includes the base game, a Starter Pack filled with in-game items, the SEGA Villains Stage (releasing early 2026), which features bosses based on iconic SEGA villains, Digital Art Book + Soundtrack.

    Contents of the Digital Deluxe Edition

    • Base Game
    • Digital Deluxe Upgrade
    • Starter Pack (Ghost Outfit, Medic Lite Amulet, and In-Game Currency)
    • SEGA Villains Stage (Coming Early 2026)
    • Digital Artbook and Soundtrack

    *The PlayStation Store discount is only available for PlayStation Plus subscribers.

    SHINOBI: Art of Vengeance Product Information:

    Title SHINOBI: Art of Vengeance
    Release Date August 29, 2025 (Fri)
    Platform PlayStation®5 / PlayStation®*No physical version available for PlayStation®4
    Languages Subtitles: Japanese, English, Korean, Chinese (Traditional, Simplified)
    Website https://asia.sega.com/shinobi-art-of-vengeance/en/
    Copyright ⒸSEGA

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  • Today’s Wordle clues, hints and answer for August 28 (#1531)

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    These daily Wordles aren’t going to solve themselves, so let us help you work through them. You can make sure Thursday’s puzzle gets off to a great start with our clue for the August 28 (1531) game, and then peek at our hints if you need a little more guidance along the way. Not quite enough? Today’s answer will soon sort that out for you.

    A clue for today’s Wordle

    Stuck on today’s Wordle? Here’s a clue that pertains to the meaning of the word.

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  • Screamer Hands-On Preview – IGN

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    Much like all-you-can-eat Pizza Huts, reasonably-priced concert tickets, and The Secret World of Alex Mack, Screamer is something I enjoyed in the 1990s but essentially disappeared from our lives decades ago. The original Screamer, released in 1995, was one of a trio of games developed by Italian studio Graffiti before it quickly rebranded itself as Milestone a year later. An over-the-top arcade racing game exclusively for PC, it arrived rapidly in the slipstream of pioneering 3D racers like The Need for Speed, Ridge Racer, and Destruction Derby (and was followed by a sequel and two one-and-done spin-offs) but has faded into relative obscurity since. However, over a quarter of a century since Milestone’s final Screamer game, the series is howling back to the track with a wild new look and an interestingly nuanced suite of controls and power-ups that shake up the slamming, the shifting, and even the steering.

    According to game director Federico Cardini, Screamer is a game Milestone has long wanted to resurrect, but you should know that it’s more the name that’s being brought back here. That is, aside from the title there really isn’t anything immediately significant in the new Screamer that meaningfully reminds me of the original. Dramatic changes of identity are usually kryptonite for sequels and reboots – especially belated ones – but I actually don’t think it’s a problem in Screamer’s case. The original was an impressive game for its time, but it was admittedly otherwise largely typical of arcade racing games in that era. The new one is a bit of a different story.

    You can’t describe Screamer in a single sentence the way you can with a lot of arcade racing games.

    You can’t describe Screamer in a single sentence the way you can with a lot of arcade racing games. A good deal of arcade racers generally allow you to count the number of pertinent instructions on your nipples. That is, there are only two: accelerate and steer. After an hour of hands-on driving and drifting with Screamer it’s clear there’s a lot more to it than this, and it’s this depth that makes it quite fascinating.

    Screamer is a twin-stick racing game, and it instantly reminds me of 2020’s Inertial Drift in this sense. While the left stick is used for conventional steering, the right stick is used to add drift angle. In simple terms, the left stick controls the front of the car, and the right stick basically controls the rear. It’s easier to grasp than it perhaps sounds, but it does require a certain deftness on both sticks to make the necessary adjustments to your angle.

    It goes much further than this, however, as Screamer also packs a potent range of power-ups that are extracted from two separate gauges that fill based on certain actions. Inspired by fighting games, Screamer calls this its ‘Echo’ system – where using one side of the gauge affects the other side. There’s a shotgun spray of bespoke, in-game terminology that you’ll encounter if and when you play Screamer yourself, but I’m going to avoid most of that here because I think it’ll only serve to make Screamer sound a little impenetrable. On track – and in the thick of it – it’s all fairly intuitive, so I’ll try to describe it as such.

    Essentially, the left side of the gauge will fill throughout a race both passively and via certain actions – like perfectly-timed shifts. Screamer’s vehicles have semi-automatic transmissions, so they’ll shift automatically if you’re overwhelmed (or you forget), but if you nail your upshifts you’ll fill the left gauge faster. It’s not a remotely racing related comparison, but it reminded me of Gears of War’s active reload system.

    The left gauge is used to provide both boosts and shields against attacking opponents. Even boosts are handled differently, with a press–hold-and-release mechanic that you need to time by using an onscreen icon. Get the release spot-on and you will earn a longer and more effective boost than standard.

    So what of the gauge on the right? Well, you fill the gauge on the right by using the power-ups afforded by the gauge on the left. The gauge on the right allows you to use the offensive abilities Screamer has dubbed ‘strike’ and ‘overdrive.’ ‘Strike’ is a temporary boost in speed during which any other car you smash into will explode, and ‘Overdrive’ is an indefinite boost that lasts until you crash. Overdrive is pretty tough to use on the twistiest portions of the tracks; after a certain amount of time locked in Overdrive you’ll reach a critical state where even a brush off a wall will see you blow up. It is extremely quick, though, and it’s a power-up I observed the AI was always willing to deploy at every opportunity.

    Like the 1995 original, Screamer features a roster of unlicensed cars. However, while the original game’s cars were clearly just de-badged versions of iconic ’90s sports cars and exotics with otherwise generic names, the cars in the upcoming Screamer are wild, anime-inspired vehicles covered in aggressive, time attack-style aero. The anime inspiration extends beyond the cars, too; indeed, Milestone has partnered with Japanese animation studio Polygon Pictures for Screamer’s story. We weren’t privy to any of these cutscenes during our preview, but I did get to race as a variety of different characters – each of whom have different abilities that alter how they fill their power gauge, and how their cars handle. There’s a really significant difference in car feel across characters so, even though the handling is quite easy to pick up, it’s not one-note.

    Milestone achieved the improbable in 2021 with Hot Wheels Unleashed, creating a gorgeous and highly approachable arcade racing banger that far exceeded any expectations one might have had of a game based on a licensed toy. It’s a very different sort of racing experience to the Hot Wheels Unleashed series but, after my hour with it, I’m not expecting Screamer to quietly come and go when it arrives in 2026.

    Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

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Luke Reilly

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  • No Man’s Sky’s Voyagers Update Adds Custom Ship Building And More

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    Every time Hello Games is readying an update for No Man’s Sky, studio founder Sean Murray tweets out cryptic emoji that send the community’s head spinning. For the Voyagers update, he posted a waving emoji, followed by a group of three waving emoji to hint at the major feature of the update: ships big enough to travel around in with your friends.

    The Voyagers update brings Corvette-class ships to the galaxy. Where the one-seater ships we’ve piloted thus far are pretty limited in customization, you’ll build your Corvette “piece by piece” with full customization, meaning that your ship will be truly unique. You’ll be able to customize both the inside and outside, designing the ship through a ship-designer menu that doesn’t seem that different from Starfield’s version. The update even includes different interior styles and cockpits, so that you can make your ship feel like the Millennium Falcon, filled with readouts and switches, or go for something more streamlined like Star Trek. There are a bunch of working ship modules that will enhance the functionality and stats of your ship, too, so this isn’t purely cosmetic.

    Once built, you can get out of your chair and walk around the inside. If you hop on with friends, you can travel the galaxy together, all in one ship.

    There’s even a new spacewalking mechanic to let you step out the airlock of your Corvette, to float around in space or jump from your Corvette to your friend’s.

    The update also adds graphical enhancements to glass, to player lighting, and more, along with DLSS 4 compatibility.

    And of course, Hello Games also saw fit to add an Expedition to the game to speed up initial ship building.

    No Man’s Sky Voyagers Update Patch Notes

    Corvette-class Starships

    • Added a new class of starship, the Corvette. Corvettes are large, fully bespoke ships with furnished interiors, capable of accommodating multiple passengers.
    • A lightweight tutorial for assembling your first Corvette will activate upon first collecting a Corvette module or interacting with the Corvette Workshop.
    • A large catalogue of snappable structural and decorative modules is available for Corvette assembly, including habitation modules, hulls, wings, engines, windows, accessways, weapons, reactors, shield generators, connectors and decorative peripherals.
    • Corvette modules can be unearthed from salvage containers buried on worlds across the universe, as well as discovered in Derelict Freighters.
    • Modules can also sometimes be retrieved from defeated pirates, freighter cargo pods, crashed freighter crates, frigate expeditions, or received as rewards for completing missions.
    • Structural Corvette modules are collected individually in the inventory and spent directly when assembling a Corvette.
    • While standing within a Corvette, specialised furnishings and a selection of base decorations can be installed in the ship’s interior. Internal modules can be installed without limitation, but require resources to construct.
    • Habitation modules (“habs”) form the main living area for Corvette-class starships. Habs are available in three distinct classes: Titan, Thunderbird, and Ambassador, each with its own sci-fi aesthetic. Installed furnishings reflect the style of their hab, and multiple habs placed adjacently are automatically linked with doorways.
    • Multi-storey Corvettes can be assembled with the installation of internal stairways.
    • Several installable Corvette modules have practical functionality, such as the Living Wall, Nutrition Unit, Refiner Unit and Mission Radar.
    • A number of Corvette modules are linked to technology upgrades, automatically improving the Corvette’s stats alongside its appearance.
    • Corvette Workshop terminals can be found aboard the Space Station. These terminals provide an interface through which collected Corvette modules can be assembled into a pilotable, habitable starship.
    • The terminal also provides access to a shop for purchasing basic Corvette modules, and a barter interface for trading advanced Corvette modules.
    • The Corvette Workshop can store a draft Corvette, allowing work-in-progress edits to be saved and returned to at a later time.
    • A nearby cache will collect any overflow of refunded Corvette modules if there are too many to store in the player’s inventory.
    • The Corvette benefits from an especially powerful pulse drive, which moves faster than single-occupancy ships.
    • Corvettes can autopilot to space stations, discovered planets, and mission destinations.
    • Corvettes can also be set to autopilot along the current flightpath.
    • Corvette accessways are accompanied by a specialised teleporter, allowing the ship to hover above especially mountainous or difficult terrain, while passengers beam themselves to and from the planetary surface.
    • Added support for multiple physics worlds, enabling players to travel stably and walk on foot around fast-moving Corvettes.
    • Spacewalking is now a fully supported mode of navigation, allowing players to leave their ships (or freighters) and use their jetpack to fly among the stars.
    • Added a number of Corvette-specific visual effects for engines and landing.
    • Added new audio effects and ambient environments for Corvettes.
    • Added specialised camera handling for piloting Corvettes and navigating their interiors.

    Corvette Multiplayer Missions

    • Added a Corvette-based mission board, allowing players on board the Corvette to register as mission crew to co-operatively complete objectives in the local system and earn rewards and standing.

    Corvette Expedition

    • Expedition Nineteen, Corvette, will begin shortly and run for approximately six weeks.
    • Rewards include new posters, decals and titles, the vigilant jetpack trail and plasma starship trail, an exclusive deadeye cannon module for Corvettes, and the unique Mecha-Mouse robotic companion.

    Skyborn Exosuit and Jetpack

    • Added the 5-piece Skyborn Exosuit to the Appearance Modifier, including armour, gloves, boots, legs and torso customisations.
    • Added the Skyborn Jetpack to the Appearance Modifier.

    Twitch Drops

    • A new package of Twitch drops will begin shortly. Sign up and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.

    Gameplay and Quality of Life

    • Implemented support for rebinding controls on console.
    • Rearranged a number of input bindings in the controls menu for improved usability.
    • Added a graphics option to adjust the strength of blurring / light scattering on distant objects in underwater environments.
    • On PC and MacOS, added text translations for system-level dialog boxes (for example, when the operating system reports a graphics driver error).
    • Improved the visibility of the “Switch Base” control, for selecting which base to edit while within the perimeter of multiple planetary bases, or within both a planetary base and a Corvette.
    • Added the ability to copy and paste No Man’s Sky Friend Codes on PC and MacOS.
    • Improved the appearance of several dialog boxes on the boot and pause screens.
    • Added “scroll on hover” functionality to a number of UI buttons that could overspill in non-English languages.
    • Improved the mouse scroll speed in the base building menu.
    • Increased the number of planets featuring buried ancient bones.
    • Increased the number of planets featuring buried salvageable scrap.
    • Salvageable scrap containers are no longer guarded by corrupt Sentinels.
    • Prevented Echo Locator hint notifications from appearing when a harmonic camp was already locally marked, or while within the perimeter of a camp.
    • Improved the system for displaying the estimated remaining time to a destination on HUD markers, resulting in much more accurate time estimates and tick-down speed.
    • The landing pad readout at the Space Anomaly now indicates where your ship is docked, and accurately reflects landing space availability.
    • Robotic creatures now lay metal eggs.

    Rendering

    • Added support for NVIDIA DLSS4. Deep Learning Super Sampling is a revolutionary suite of neural rendering technologies that uses AI to boost FPS, reduce latency, and improve image quality.
    • Added support for PlayStation® Spectral Super Resolution (PSSR), improving image clarity using AI-enhanced resolution, for ultra-high definition and incredible detail.
    • Added support for Intel Xe Super Sampling (XeSS) 2, which uses machine learning to deliver higher performance with exceptional image quality.
    • Implemented moment-based order-independent transparency (MBOIT), improving the appearance of translucent surfaces, especially when overlapping.
    • Added localised “hero lighting” for the player character, improving their appearance in darker environments.
    • Improved the rendering and lighting of 3D objects such as the player’s ship, Multi-Tool and jetpack on the inventory screen.
    • Improved the appearance of glowing distant objects.
    • Improved the rendering of semi-transparent mesh particles.
    • Improved the appearance of cloud shadows, making them denser and more dramatic.
    • Improved the visual stability of heavy air effects, resolving some flickering issues.

    Bugfixes

    • Fixed an issue that could cause multiple NPC ships to land at the same dock.
    • Fixed an issue that could cause creatures to teleport onto terrain when navigating underground caverns.
    • Fixed an issue that could cause some sections of Autophage staffs to remain visible when the player entered a short-range teleporter.
    • Fixed an issue that caused the “Open Building” button on a Settlement building to be incorrectly greyed out, even when available.
    • Fixed an issue that could cause some frigate fleet log entries to be omitted from the final list if the frigate expedition was very long.
    • Fixed a rare timing-specific issue that could cause uploaded cross-platform saves to be displayed in the wrong UI style when backing out of the Cross-Save Manager.
    • Fixed an issue that caused some Station Core text to appear in the wrong dialog box style.
    • Fixed an issue that could cause terrain to appear visually corrupted on lower-end systems.
    • Fixed an issue that could cause distant objects to flicker in Virtual Reality.
    • Fixed an issue that prevented fishing lines from rendering correctly in multiplayer.
    • Fixed a rare issue that could cause player names to appear as “…” in multiplayer.
    • Fixed a number of rare multiplayer crashes.

    Abandoned Mode

    • Added the Mech Hardframe parts to the technology research trees in Abandoned Mode.
    • Fixed an issue that prevented learning the Creature Pellets recipe in Abandoned Mode.

    Optimisations

    • Implemented occlusion culling on Xbox Series, PS4, and PS5, significantly increasing framerate in indoor environments (such as in caves and planetary buildings).
    • Implemented multi-threaded rendering on PC, significantly improving CPU performance, notably in VR.
    • Implemented a significant performance optimisation on mature saves with a large number of completed or active missions.
    • Implemented a large number of performance optimisations across multiple game systems, including the handling of HUD markers, the physics of static objects such as buildings and rocks, audio, the Analysis Visor, particles, and components that trigger animations or state changes in response to player actions.
    • Improved the CPU performance of planetary creatures navigating across terrain.
    • Implemented several memory-saving optimisations related to large textures and data table loading.
    • Significantly improved load times when loading saves near large planetary bases.
    • Further reduced the number of shaders used by the game, improving load times.

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  • Valheim Review Update – Call to Arms – IGN

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    It’s hard to believe it’s been four years since I first set sail and fell in love with Valheim. As a fan of survival crafting and all things Norse, it’s one of the best experiences out there in both regards. And while it still feels fairly familiar at the outset – and somehow it’s still calling itself “early access,” whatever that means anymore – it’s gotten a mountain of patches since launch, with a list of changes that would take longer to read than the rambling tangent about some side character’s great-grandfather in a viking saga. From new biomes and new bosses to crafting and combat improvements, the version of Valheim you can download today cuts like a blade that developer Iron Gate has been sharpening winter in and winter out.

    All of that still holds true today, except that the world has gotten much bigger and just about every system has been improved on in some small or large way. Except greydwarves. They’re still annoying as hell. But we’ll get to that.

    Good news for melee builds

    This revisit is based on the opt-in beta patch announced at Gamescom 2025, known as the Call to Arms update, and that’s fitting because it’s brought some of the most significant changes to combat yet. Trinkets are a new equipment slot that lets you build up adrenaline by skirmishing – basically a super meter if you’re familiar with fighting games – with different effects at full adrenaline for different trinkets. They’ve also added a “perfect dodge” that makes it possible to run a melee build without a shield, as long as you’re good at timing enemy attacks. And perfect blocks no longer cost stamina, which makes that build way more viable too. Finally, the reign of the stealth archer may be coming to an end! Well, probably not entirely, but at least it won’t be so far ahead of other playstyles. Just like nearly everything else that’s changed in Valheim over the years, combat is the same system that’s always been here but just a bit better and deeper.

    We finally get (killed by) bears!

    The mascot for this patch, though, is the lumbering bear enemy. Why did it take this long to put a bear in the viking survival game? I don’t know, but I’m glad she’s here now. Sitting somewhere between greydwarves and trolls in terms of difficulty, bears add some much-needed enemy variety to the early areas where most people end up spending a majority of their time anyway. And collecting bear parts lets you build a new weapon and armor set that really lean into the super-aggressive melee playstyle. I’m worried that these items will be completely underpowered in the mid-late game, but it’s nice for the first leg of your adventure to be able to go full berserker.

    Journeying through mist and flame adds mythological flair

    In the bigger picture, Valheim has become a much more complete saga since I originally reviewed it. Two additional biomes, the foggy Mistlands and burning Ashlands, have been added along with their attendant bosses, but I haven’t been able to check the latter out yet on this fresh save I made for the patch where I’m about 25 hours in. As a matter of fact, even with well over 100 hours in Valheim overall across multiple playthroughs, I’ve still never seen the Ashlands – added just last year – at all, actually. The world is huge! And that’s very exciting. There’s still a bit left to go on the roadmap, with one major boss and one biome still missing, but it’s much closer to the finish line than it is to the start.

    Even in my initial Early Access outing, I said I could barely tell this is an Early Access game, and that’s only become more and more true. The amount that’s already here could take you months to chew through playing off and on like I do. The final 1.0 release might be out already by the time you finish the Ashlands if you start today. The sheer amount of time it would take to even run into a proverbial Under Construction sign puts them out of reach of what most of my playthroughs have even come close to accomplishing. And I have to ask: if it takes 60-plus hours for me to even notice something isn’t finished, is it really unfinished at all? Or am I just waiting for an expansion to come out? It kind of feels more like the latter.

    Swamps are still a bummer

    Every new area has fresh enemies, unique survival challenges, new recipes to discover, and a strong theme. Higher-level biomes pull in more mythological elements that really remind you you’re not in Kristiansand anymore. Moving from the Black Forest into the Swamps is still a rough transition with how much more unforgiving the terrain, enemies, and status effects become – right at the same time that travel distances are becoming an issue, and before you can unlock portals. It’s no surprise to me that that’s where a lot of my runs have ended. Plus, who likes a stinky poison swamp anyway? It’s definitely my least favorite biome, even in the latest patch. But it’s worth getting through to see what comes after it.

    Greydwarves are still annoying as hell

    Greydwarves in the Dark Forest remain annoying little pests that come to bother you all the time and present very little combat challenge. If we could craft a trinket that scares away lower-level enemies, I think that would be great. Remember the Morrowind mod that added a belt that would zap cliff racers out of the air? Are Valheim players too young to remember Morrowind? You know what, don’t even answer that. I don’t want to know.

    Mining feels less grindy, but maybe that’s just character development on my part

    Gear progression feels a lot less grindy now as well. I haven’t compared the numbers to see how much of that is actual changes to ore drop rates and carry weights and how much it’s just that I’ve gotten used to how time-consuming it is. I no longer feel like I’m spending hours and hours teching up from stone to bronze. And while I was initially annoyed by the lack of realism in the fact that repairing items doesn’t cost crafting mats… I have to admit I was wrong. It’s a great little quality-of-life feature that I don’t have to go hunt down extremely rare materials to keep my best gear nice and shiny. It’s good to know that once I craft something, it’s mine forever.

    The building system could still use some work

    Building is one area where I think other survival crafting games have kind of left Valheim behind, mainly in terms of how fiddly it can get. I know part of this is that it’s meant to be fairly realistic, and I respect that. But the variety of structural building pieces, especially early on, is still kind of disappointing. And it remains a massive pain to work on rooftops or anything high up due to how stairs, ladders, and slopes behave. As unrealistic as it is, I find myself wishing for something as simple as Minecraft scaffolding, which lets you ascend up to whatever height you need just by holding jump. I know we can’t have Dune: Awakening-style hovering in fantasy Scandinavia. Maybe I could send a raven up there to help me place stuff? Just some ideas.

    One of the best survival crafting games ever has only gotten better

    I adored Valheim when it was roughly half the adventure it is now. The world has gotten so much richer and the progression so much deeper in the four years since, while even mechanics I was interacting with on my first day of a new playthrough have improved in small and subtle ways. If it doesn’t lead the pack for the whole genre outright, it’s at least very close to the front, howling gleefully as its charming, low-res 3D art style beckons me into calm meadows and foreboding dungeons. I haven’t ever really stopped playing it for more than a handful of months at a time since it launched in early access, and the idea of starting a new world always gets me excited even if I know the first few verses of the saga by heart at this point.

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    Dan Stapleton

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  • New Mod Adds Multiplayer To Marvel’s Spider-Man

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    Last year, a trailer leaked for a cancelled multiplayer Spider-Man game that was being developed by Insomniac. It seemed cool. So cool in fact, that it seems to have inspired folks to try and use mods to make online web-swinging with friends a reality. And one such mod is now out, and it looks great.

    On August 26, as spotted by ComicBook, a new PC-only mod has been released online that allows people to play Marvel’s Spider-Man Remastered with up to six other players. The mod was developed by modder hbgda and is available to those who subscribe to the creator’s Patreon. You can see what the mod looks like in action below, courtesy of a video shared by popular creator Kami on TikTok and Twitter.

    There are also multiple YouTube videos of the multiplayer Spider-Man mod in action, and it looks surprisingly stable for something as ambitious and wild as this. Sure, it’s not perfect, but considering Marvel’s Spider-Man on PC was never designed to support multiplayer, let alone seven people running and swinging around the map at the same time, the fact that this mod is not only playable but looks extremely polished is incredibly impressive.

    Watching footage of hbgda’s mod in action has me hankering to install Spider-Man on my PC and try this out. It also makes me sad that we never got Insomniac’s online multiplayer Spider-Man game. It was reportedly going to be called Spider-Man: The Great Web and would have involved hopping between dimensions alongside your friends. Sadly, according to Bloomberg’s Jason Schreier, the game was canceled long before the trailer for it leaked in 2024 in the wake of the December 2023 Insomniac data breach.

    While it’s very possible the game wouldn’t have had much staying power, which is a problem for a live-service video game, I would have loved to have been able to invite my pals to swing around NYC with me and cause some chaos. At the very least, I hope we see Insomniac add a multiplayer mode to a future Spider-Man game. Doesn’t have to be something elaborate, just something that looks like this mod, but which is playable on PS5, too.

    For now, if you want to swing around New York City as Spider-Man with some other Spider-People, your only option is to download this mod and set it up on your PC.

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    Zack Zwiezen

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  • This Anker power bank is ideal for your Steam Deck or ROG Ally, and there’s 30% off at Amazon right now

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    Taking your Steam Deck on the go this Summer? You’ll probably know all too well just how quickly the battery drains, and while we’ve seen recent deals on some sizeable options like the AOHI Future Starship, this one is a bit more compact.

    Anker’s power banks are always pretty solid, and this 25,000mAh option is no different. It’s also down to $94.49, with a discount of 30% at Amazon.

    This power bank is ideal for your Steam Deck this Summer

    Previously selling for $134.99, both the white and black variants are discounted by the same amount, with 25,000mAh of battery capacity for your phone, laptop, headphones and portable console – Steam Deck or otherwise.

    Able to charge your devices quickly and at the same time, there’s 100W of output on each. There are more powerful options out there, but this has a sleek design with a retractable cable, as well as USB-A and USB-C ports at the other end. In fact, you can charge four devices simultaneously.

    It’s compact enough to use while traveling, and has a handy display that shows remaining battery levels, battery health, output information, and more.

    Looking for more deals? Check out a $900 saving on an RTX 5090 prebuilt PC, or a great Samsung monitor for under $300.

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    Lloyd Coombes

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  • Overwatch 2 Season 18 Patch Breaks Cassidy, Wrecking Ball

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    Overwatch 2’s 18th season began this week, and it’s overhauling every hero’s Perks. These are buffs and tweaks to each character’s abilities that the player chooses between over the course of a match. Cassidy, the gunslingin’ cowboy of the roster, has a pretty packed season between his new fire-based mythic weapon and being the face of the Luka Dončić collaboration event, but his greatest boon is that his new perk is absolutely busted.

    One of Cassidy’s new perks is called Silver Bullet, and it replaces his rapid-fire “Fan the Hammer” secondary fire with a piercing shot that inflicts Bleed on its target. So not only does it shoot through enemies, but it inflicts damage over time on them as well. You can also zoom in when using it for more precision, which is always helpful for a hitscan hero. Its cooldown resets when you use his dodge roll, so you can pop these suckers off in rapid succession and do some real damage. Combine it with his mythic weapon Blazing Sun and you’ve got a fireworks show going on over the payload. However, it looks like it might be busted, as players found that if you press both primary and secondary fire at the same time, the damage is doubled.

    Fans are calling this latest patch one of Overwatch 2’s buggiest, but I guess when you’re overhauling a system like Perks there’s bound to be stuff that falls through the cracks. Wrecking Ball, the mech-piloting hamster tank, has been temporarily removed from standard play while Blizzard fixes a game-breaking bug that gave him too much momentum when moving while grappled to an object, and Hazard is able to use his block ability forever, rather than having to stop for a cooldown as he’s supposed to.

     

    As indicated by the comments on @mi7supp’s video above, some players are reporting issues with Venture and Ashe as well. Hopefully Blizzard will have these squashed in the coming days. While it’s not a great start to the season, Overwatch 2 has a lot going on in season 18, including a Persona collaboration that will add new skins and cosmetics based on Atlus’ high school social sim RPGs.

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    Kenneth Shepard

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  • Judas — Ken Levine details how player actions determine who becomes the villain

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    We know, we know… we’ve been silent for a while. It takes a lot of time and energy to make marketing materials like trailers, and we’re trying to focus all our efforts on finishing Judas.

    But we also miss the days of having a more direct relationship with you, the gamer, so we thought, “Why not start releasing some dev logs?” 

    Through these, we hope to communicate more frequently to update you with new details of what we are working on, without spoiling too much of what Judas has in store. The goal is to keep this pretty lo-fi, meaning more frequent updates than before, but not necessarily always with fancy trailers and super polished final imagery. (Though there will be more of those as well!)

    Want to Rent-A-Deputy?

    Feature update: Villainy

    We’ve just finished a major milestone: Villainy. Villainy is a central feature of Judas. When you play BioShock or BioShock Infinite, the villain is always going to be the villain. Fontaine, Comstock — they’re always going to be the bad guys. In Judas, your actions will attract members of the Big 3 to you as friends. But ignore one of them enough, and they become the villain. From there, they will get access to a new suite of powers to subvert your actions and goals. The clips below demonstrate just a little bit of the feature.

    This is just one example of how the Big 3 can retaliate. The more dangerous and character-specific stuff will be kept a secret, for now. 

    Eventually, you’ll have to make decisions about who you’re going to focus your energy on… and who you’ll wind up alienating.

    But… be careful not to rent one when Tom is pissed off.   

    A focus on character

    One of my personal favorites of all time is Middle Earth: Shadow of Mordor because of the emergent gameplay made possible by their Nemesis System. The system allows you to develop small relationships with multiple orcs. However, their goals were a little different than ours, because there are so many different orcs and they don’t have time to develop them into characters.

    In Judas, you’re going to get to know these characters intimately. We want losing one of them to feel like losing a friend. We want to play with that dynamic, and we want that choice to be super hard. The Big 3 are all going to be competing for your favor and attention. They can bribe you, save you in battle, talk shit about the other characters, and share with you their darkest secrets. But eventually, you’ve got to decide who you trust and who you don’t. 

    In BioShock Infinite, there was a lot of energy invested into developing your relationship with Elizabeth. By the end of the game, you knew everything about her, her abilities, her hopes and dreams.

    But the truth is she knew almost nothing about you, the gamer playing Booker. In Judas, the Big 3 observe you as you play, and they have feelings not only about how you approach combat, hacking, and crafting, but most importantly your interactions with the other two characters. 

    As part of the Villainy Milestone, we also completed the biggest Judas playtest yet, where new players experienced this feature firsthand. Every time we test, we learn so much, and we love having that level of knowledge when working on the game. The testers shared tons of valuable feedback on the weight of decisions and how it impacted outcomes, their interest in learning more about character motivations, and how moments where the Big 3 helped — or turned on them — changed their future decisions.  

    New Key Art

    Another thing we’re excited to be able to share is… this:

    We’re really happy to finally show this off. I have always personally been a huge fan of Drew Struzan’s work and that era of movie posters. The style is great at presenting films that have a big cast, like Star Wars. And Judas has a big cast. Outside of the lead roles, there’s likely going to be more than one hundred speaking parts… If you look closely, there’s probably some details you might be curious about. Let’s just say there’s some stuff in this game that we’re not going to talk about right now, but everything here is relevant.

    There’s one thing we’re sure you all want to know: when is Judas coming out?!?!

    While we wish we could give you an exact date today, we’re not quite ready to finalize that. As you know, release dates have a way of slipping by, and we’d like to avoid having to change the date after we announce it. But we know Judas is not really a game until the players get their hands on it, and that’s a day everyone on the team is working toward.

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    Ken Levine

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  • Skate: hands-on report

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    Fifteen years since its last release, the Skate series returns with an entry that turns a whole city into a skater’s paradise. The newest Skate is a free-to-play open world where you can take on a series of challenges, spectate other skaters, team up with friends, or challenge other players to throw down and trade tricks.

    Electronic Arts pulled the curtain back on Skate with a hands-on preview of Early Access ahead of its September 16 release. I shredded and slammed across the city of San Vansterdam for nine hours and saw a whole lot of what developer Full Circle has to offer. Let’s get into the nitty-gritty.

    Flick-It returns — When it was released back in 2007, Skate introduced the “Flick-It” control system, where executing tricks is done with fast flicking movements of the right control stick, to better simulate the sense of pulling off ollies and kickflips. Full Circle says that it didn’t rebuild Flick-It, it “resurrected” it, with improvements to the controls to make them easier to learn and use for newbies, but with all the nuance veterans expect.

    Flick-It comes with three control schemes. The Streamlined version makes snapping off tricks intuitive and a bit easier than in previous games, with flicking up on the right stick enough to ollie and your character pushing your skateboard automatically as you steer with the left stick.

    Classic feels familiar to Skate fans—pushing the skateboard is done with Square or X, and you need to flick the stick down to set and then up to jump, with lots of different patterns for more complex tricks. 

    Finally, there’s the Experienced level, which provides even more nuanced control but removes the Flick diagram from your screen. 

    If you need a hand remembering the moves, Skatepedia is always just a menu away to show you how to do every trick in the game.

    A city of skating — San Vansterdam is a big, open place, and the game dots many locations with challenges to put you through your paces.

    Lines task you with doing tricks and hitting a certain score along a specific series of obstacles, grabbing icons along the way. 

    In Own the Spot, you’re looking to hit a high score in a location, while trying to knock out a certain set of tricks in a single sequence. 

    Session gives you a free-form, timed opportunity to rack up a high score in a larger location. 

    And in Stunt challenges, you fling yourself off high places and ragdoll through ridiculous requirements. These ones were my favorite of everything I played in Skate, and they’re always hilarious.

    There are also missions that will teach you the ropes of how to play and perform different tricks if you’re new to Skate

    Parkour and Exploration — Finding skate spots off the beaten path is another big part of the fun of San Vansterdam. You can hop off your board anywhere by hitting Triangle and then use X to jump and climb walls or scale buildings to look for new places to Skate

    San Vansterdam also has rotating community parks you can find around the city, so there’s always something fresh to Skate

    Quick Drop lets you make your own spots — You’re not stuck skating the spots and challenges the developers have created, either. Pressing down on the D-pad opens up your radial Tool Box, where you can find the Quick Drop menu. You can instantly add your own ramps, grind rails, and other objects to any location to create your own spots, or improvise a solution to a problem, like jumping a big gap. Other players can skate your Quick Drops, too.

    Progression and Customization — Clearing missions and leveling up your reputation in each neighborhood unlocks new customization and drop items. Credits you earn from rewards can be used to buy more random cosmetics from each neighborhood to unlock new looks, decks, and other options.

    Spectating and Spectaporting — The big benefit of Skate’s always-online, free-to-play nature is you’re constantly able to play with other skaters. Tapping the Touchpad on your DualSense controller brings up the map and menu tabs, where you can find your social options. Here, you can see everyone else in your server, spectate what they’re doing, and even instantly “spectaport” to their location to say hi or skate the same spot. Full Circle says servers will support up to 150 players at a time, so there will always be other people skating San Vansterdam with you.

    Replay editor — It’s quick and easy to create clips of your best moments (or most painful fails). You can access the Replay Editor from your Tool Box menu at any time, which captures the last few minutes of your session and lets you edit, save, and share videos.

    Grabster — One of the cooler ways skate makes San Vansterdam feel alive is by supplying it with a ton of diegetic music, coming from everything from store displays to passing cars’ speakers. You can grab any song you like by holding R3 to add it to your personal playlist.

    Even over just a handful of hours in San Vansterdam, it’s clear Skate puts a ludicrous amount of skating opportunities on offer, with plenty of ways for players to have fun together and get creative, as well.

    The good news is that you can see for yourself when Skate hits PlayStation 4 and Playstation 5 in Early Access on September 16.

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    Phil Hornshaw

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  • Final Fantasy 14’s incoming choose-your-own difficulty will be ‘the general direction’ going forward, but Yoshi-P suggests they might need to trim future patches to compensate

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    Final Fantasy 14’s gonna be shaking up how it handles difficulty come patch 7.35, after a mini-disaster with patch 7.25’s Occult Crescent back in May. To put a long story short, Creative Studio 3’s somewhat fumbled approach to content difficulty came to a head; the Forked Tower somehow managed to thread the needle, becoming a raid made for no-one.

    Hardcore players weren’t keen because it was almost impossible to get an organised group of players into; meanwhile, the casual, midcore, and solo crowd were turned off thanks to stringent preparation requirements and “body-checks”, where one misplaced step could wipe the raid.

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  • Taking You Back to School: Indie Selects for August 2025 – Xbox Wire

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    Every Wednesday, dive into the Indie Select Hub—your gateway to a fresh, curated indie collection plus four themed spotlights that rotate weekly!  You can always find this collection hub in the Xbox Store and on Xbox.com/IndieSelects.

    Indie Selects is back for another month and, in honor of the new school year, we are pleased to inform you that the (definitely, absolutely real) ID@Xbox School of Independent Gamers has put together a curriculum of indie games that will give you an education in new ideas, advanced mechanics, and “having a really good time”. Here are the courses we think you should attend this month:

    • Platforming, Ninjas, and You with Ninja Gaiden: Ragebound
    • Interpretive Loot-and-Shoot with Wildgate
    • The Politics of Ratshaking with, er, Ratshaker
    • Adrenaline 101 with Killing Floor 3
    • Illusionary Architecture Theory with Monument Valley 3
    • Advanced Communication and Coordination with Ready or Not

    Here’s more on what we’ve got for you this month (in no particular order):

    From the studio behind the Blasphemous series, Ninja Gaiden: Ragebound is a new 2D action platformer that serves as a side-quel to Ninja Gaiden (NES), with all the modern-retro polish that publisher Dotemu (Streets of Rage 4, Teenage Mutant Ninja Turtles: Shredder’s Revenge) has become known for. Players control Kenji, a student of Ryu Hayabusa (franchise main protag, former Halo 3 armor), who’s merged with a rival ninja, Kumori, to fight off a demon invasion… and maybe the CIA.

    If you’re wondering whether this can capture the gratifying difficulty of classic Ninja Gaiden, well, I’d say the game is called “Ragebound” for a reason (please don’t roll your eyes). It’s hard but it feels rewarding.

    A combination of compulsive storytelling and satisfying gameplay mechanics helped me overlook the hours I’ve accumulated fighting the same boss, or when navigating the unforgiving level design. The emphasis on combat mastery and skill has been a staple of the modern series, while the tight platforming, pattern recognition and frankly, punishing enemy placement has been around since its first title on the NES. Developer The Game Kitchen has done an excellent job of bridging the two eras of Ninja Gaiden – leveraging a refined, classic 2D formula as the base while interweaving the combat complexity of the later installments.

    Don’t be discouraged by the promise of difficulty, though – Ragebound does a great job of onboarding new players, and the difficulty curve is pretty graceful between acts. It doesn’t feel sudden, rushed or unexpected and instead played well into the narrative. Things got harder as the situation for Kenji became worse, which made sense, so I couldn’t really be mad (even if I frequently was). Regardless of what this game put me through, I could not put it down – I recommend this to you if you’re into old-school action and gameplay, if you’re a fan of the franchise… or if you just like ninjas – Deron Mann

    NINJA GAIDEN: Ragebound

    Dotemu



    110



    $24.99


    A NEW TWIST TO THE SIDE-SCROLLING NINJA GAIDEN SERIES EXPERIENCE

    From the acclaimed team behind Blasphemous, NINJA GAIDEN: Ragebound successfully unites the classic lore and gameplay of the Tecmo-developed (now KOEI TECMO GAMES) NINJA GAIDEN series from the classic era with the depth and intensity of the modern 3D entries. The best of both eras come together to create an epic and thrilling adventure.

    DIVE INTO AN UNTOLD CHAPTER OF THE NINJA GAIDEN SAGA

    Our story begins when Ryu Hayabusa journeys to America to honor his father’s will. While he is away, the barrier between the human and the demon worlds suddenly shatters, unleashing a terrifying army upon the Hayabusa Village, which now faces an unprecedented threat in Ryu’s absence.

    To stand against this new threat, Kenji Mozu, a young ninja from the Hayabusa Village, rises to the challenge! Trained by Ryu, he fights fiercely but soon finds himself in desperate straits. Forced to tap into forbidden power, Kenji sets aside centuries of animosity and forms an alliance with the sinister Black Spider Clan, convinced that combining their souls and skills is the only way to protect the world out of the Demon Lord’s grasp!

    OLD SCHOOL GAMEPLAY WITH A BRAND-NEW POLISH

    Combining old-school feeling with modern precision, NINJA GAIDEN: Ragebound retains the pick-up-and-play action of the classic titles, while introducing new layers of depth.

    Alongside the new protagonist, Kenji Mozu, is the skilled assassin Kumori. Take control of these two powerful ninjas simultaneously and unravel their interconnected stories.

    Use the Ninja Fusion to unleash devastating abilities and obliterate your enemies. NINJA GAIDEN: Ragebound features impeccable mechanics that are easy to learn but hard to truly master, challenging the skills of even the most seasoned fans of the NINJA GAIDEN series!

    A SPECTACULAR PIXEL ART SHOWDOWN

    Step into a reimagined version of the classic NINJA GAIDEN universe, brought to life through stunning, meticulously crafted visuals. Every enemy is recreated with a level of detail that was once impossible.

    The brutal, nostalgia-filled aesthetic of NINJA GAIDEN: Ragebound pays homage to the past while pushing the boundaries of modern pixel art, making every battle a feast for the eyes.

    Do you have what it takes to become a true ninja master?

    Wildgate is a team-based PvPvE extraction shooter that throws players into the chaos of deep space, blending high-stakes spaceship battles with close-quarters crew combat. Each match features 20 space pirates called Prospectors split into squads of four. The mission? Dive into space, raid PvE dungeons for loot, upgrade your ship, outgun rival crews, secure the mysterious artifact, and make your escape through the Wildgate. The game features a variety of weapons and abilities to contend with, deadly environmental hazards, and, of course, loot worth fighting for. If you’ve ever wondered what it would be like if Sea of Thieves and Overwatch had a baby—this is it.

    From the very first match, it’s clear to me that Wildgate isn’t your typical multiplayer experience. Coordination over voice chat isn’t just helpful, but essential. You and your crew will be leaping from asteroid to asteroid, raiding different spots in pursuit of loot, upgrades, and the elusive artifact that everyone’s after. That means the faster you can be in and out, the less likely you are to run into an unexpected ambush.

    But running and gunning is just half the battle, as your crew will have to coordinate piloting the ship, performing repairs, and boarding rival ships. With the right team, few things are more satisfying than hopping onto an enemy ship, picking it clean, and making a daring escape. But I’ve also been in squads that were either eerily silent or loud and chaotic – both of which can make the experience feel overwhelming or, worse, made us cannon fodder for more organized crews. You truly need to find a squad for this one.

    Customization in Wildgate is impressively well-designed. Each of the characters you have to choose from, called Prospectors, have unique traits, loadouts, and a signature ability that can dramatically shift the tide of a match. Traits can include not needing to breathe, healing while aboard your ship, seeing through walls, or punching through enemy hulls, all of which can lead to some wild and memorable encounters with rival crews. The same goes for weapons, gear, and unlockable ships offering plenty of room for creative builds and min-maxing opportunities.

    Wildgate’s design is layered and impressively polished, yet it still feels like it’s in its initial stages – there’s so much scope to grow from here. This could easily become a standout in the fiercely competitive extraction shooter genre as more content rolls out. If you’re a fan of the genre already, this needs to be in your queue – and if you’re a newcomer, get yourself a crew and come aboard – Raymond Estrada

    Wildgate

    Dreamhaven, Inc.



    151



    $29.99


    Blast off into high-stakes spaceship battles and intense first-person shootouts, where no two matches are ever the same. If you want to claim the ultimate prize — the mysterious and priceless Artifact — you’ll need to improvise on the fly, whether it’s chasing down rival crews and stealing their gear, repairing your damaged ship, or scanning for precious resources.

    Your ship is your home and lifeline — for you, and your prospector crew. Keep it topped up with ice, fuel and ammo so you’re ready for anyone or anything the Reach throws at you.

    EPIC SPACESHIP BATTLES
    Blast your enemies with hi-tech cannons and gadgets, lure them into deadly traps, or even mess with their ship… as long as they don’t sabotage yours first. When your perfect plan goes out the airlock, there’s only one option… wing it!

    NEW ADVENTURES, EVERY MATCH
    Stay one step ahead as you and your crew navigate the Reach — a vast, procedurally-generated map that changes with every game.

    UNIQUE PROSPECTORS
    Choose from a variety of daring prospectors, each with their own abilities and tools. Whether you’re a brave pilot or a clever trickster, there’s no wrong way to commit space crimes!

    EXPLORE THE REACH
    The Reach is a dangerous, unpredictable place, filled with deadly hazards and treasure beyond your wildest dreams. Navigate through cosmic storms, battle space vermin, and plunder alien ruins for lost caches of loot. Just make sure you beat the other prospectors to the punch, or you’ll fly away empty-handed!

    OUTRUN OR OUTGUN
    The Artifact is the most valuable object in the known universe. Be the first to find it, snatch it, and pass through the Wildgate, or destroy the ships of every other crew and be the last crew standing.

    I still remember my first time booting up the original Killing Floor – the frantic reloads, the eerie silence before a wave, and the absolute panic when a Scrake rounded the corner. Killing Floor 2 dialed it all up: better weapons, bloodier battles, and a glorious soundtrack that made every fight feel like a metal concert in a warzone. So, when Killing Floor 3 dropped, I didn’t hesitate. I was already home.

    Developed by Tripwire Interactive, Killing Floor 3 is a co-op FPS that throws you and your squad into the heart of a sci-fi nightmare. You’ll face relentless waves of Zeds – genetically engineered monstrosities that are faster, meaner, and somehow even uglier than before. The combat is crunchy and satisfying, the maps are drenched in neon and dread, and the pacing keeps you constantly on edge.

    It’s everything longtime fans love, but sharper. The atmosphere feels like Doom and Aliens had a baby, raised in a bunker lit by strobe lights and soaked in adrenaline. I’ve spent hours perfecting my loadout, yelling “Cover me, I’m reloading!” with unnecessary action hero bravado , and laughing with friends as we barely survived wave ten.

    Tripwire Interactive knows exactly what makes this franchise tick – and they’ve delivered a third chapter that’s as brutal and brilliant as ever. If you’ve been with the series since the beginning, Killing Floor 3 feels like a love letter to the chaos we grew up with – just louder, faster, and somehow even more fun. And if you’re new? Welcome to the party. Just don’t forget to heal your teammates. Or at least pretend you tried – Steven Allen

    Killing Floor 3

    Tripwire Interactive



    229



    $39.99


    It’s 2091. Join up with Nightfall, the last line of defense against megacorp Horzine’s inhuman army of monstrous zeds. The future is in your hands… if you can survive long enough to reach it.

    Killing Floor 3 is the next installment in the legendary action/horror series. This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

    KILLER CO-OP
    Assemble the ultimate zed extermination squad for frenzied 6-player co-op. You can also brave the battlefield alone in tense single-player mode.

    RELENTLESS ZEDS
    Brace yourself for the most lethal zeds yet. Every enemy has been redesigned and retuned with smarter AI; making them faster, deadlier, and more strategic than ever.

    SURVIVAL TECH
    From flamethrowers to shotguns to katanas, you’ll have an expansive arsenal at your disposal. Customize your own unique brand of bloodletting with hundreds of mods, gadgets, and skills to choose from.

    DANGEROUS LOCATIONS
    Drop into a variety of treacherous hot zones where you’ll have to contain the further spread of the Outbreak. Thankfully, you can use the environment to your advantage by activating turrets, fans, and other devastating traps.

    MORE GORE
    Our MEAT System returns to deliver even more realistic carnage. Featuring additional points of dismemberment and persistent blood, the game responds to your attacks with gruesome authenticity.

    Monument Valley 3, the newest installment in the acclaimed puzzle series, has arrived on Xbox. Renowned for its serene, visually captivating gameplay, this series challenges players with clever puzzles while immersing them in stunning, artful environments. With its fixed perspectives, Persian-inspired aesthetics, and mesmerizing Escher-like architecture, this latest chapter continues to offer a soothing yet stimulating experience that’s as beautiful as it is brain-bending.

    New to the series? No worries! While Monument Valley 3 follows in the footsteps of its predecessors, it tells a completely standalone story. With minimal dialogue and text, the game relies on subtle visual storytelling through movement, animation, and atmosphere to convey its themes. The crux of the story is that the world is crumbling, the water is rising, and you must find a way to restore light back into the world by navigating architecture-based puzzles.

    After the introduction, you’ll find yourself guiding the protagonist, Noor, to the exit of each area by moving parts of the environment around – the architecture bending reality through optical illusions. Structures that go across an axis can sometimes blend into one another, changing the structure of the environment just by altering its perspective. At times, it feels like solving a living Magic Eye puzzle – spotting the hidden path can make your eyes work overtime.

    The puzzle difficulty in Monument Valley 3 ramps up nicely. Early levels gently ease you into the game’s signature perspective-shifting mechanics before gradually presenting more and more intricate challenges that will have you scanning every detail for clues. A standout new feature in this installment is the addition of a boat, which you can navigate across rising waters. This mechanic adds a new layer of complexity, especially in puzzles that require you to coordinate movement between multiple areas to progress.

    Monument Valley 3 is a beautiful, bite-sized puzzler that is very enjoyable while it lasts. I would recommend it for anyone that enjoys a calm serene puzzle but won’t get frustrated when the answer is literally staring you in the face – Raymond Estrada

    Monument Valley 3

    ustwo games



    7



    $19.99


    Set sail for adventure in MONUMENT VALLEY 3, a brand new story in the award-winning Monument Valley series.

    Guide Noor, an apprentice lightkeeper, through impossible monuments, shifting landscapes, and tranquil seascapes to uncover the Sacred Light and save her home.

    Monument Valley 3 takes you beyond the monuments and into the open sea. As Noor, you’ll navigate stunning, changing environments, solve mind-bending puzzles, and uncover the secrets of the Sacred Light. With her village threatened by rising tides, Noor must chart her own course—and discover her own strength—in this stunning, emotional adventure.

    Sail between geometry, manipulate architecture to reveal hidden paths, and let the iconic soundtrack guide you forward. With new mechanics, breathtaking visuals, and the series’ signature charm, Monument Valley 3 is a voyage like no other.

    Features:

    – Defy Perspective: Rotate and manipulate the environment to reveal hidden paths, solve intricate puzzles

    – Uncover The Mystery: Help Noor unlock the secrets of this ever-changing world.

    – Beautiful Art: A stunning world inspired by modern design, global architecture and hand-crafted, personal stories.

    – Every Update Included: Full Story is included, with brand new updates to come

    Adventure awaits—will you uncover the light that guides the way?

    ustwo games are proud independent developers, best known for the award-winning Monument Valley series, Land’s End, Assemble with Care and Alba: A Wildlife Adventure.

    Every so often, a game comes along that defies neat descriptions. RatShaker is one of those. It’s short, strange, and unlike anything else I’ve played on Xbox and that’s exactly why it stuck with me. This isn’t the kind of game where you grind levels or chase loot. Instead, RatShaker asks you to slow down, lean into the absurd, and let yourself experience something that feels more like an experiment than a traditional adventure. The controls are simple, the pacing deliberate, and yet the effect is oddly captivating.

    This is a game for players who appreciate the unconventional. If you enjoy titles like What Remains of Edith Finch, The Stanley Parable, or Don’t Touch Anything, you’ll likely find RatShaker intriguing. It’s perfect for those who value atmosphere, experimental design, and games that make you think (or squirm). If I had to pin it down, I’d call RatShaker a surreal narrative experience with elements of psychological comedy. It blends interactive storytelling with absurdist humor and a touch of eerie tension – think walking simulator meets performance art.

    What impressed me most was how RatShaker balances its humor and its tension. It never feels like it’s trying to be a blockbuster or a polished crowd-pleaser – instead, it leans fully into its own identity. You’re invited to play along, to laugh, to feel uneasy, and, above all, to experience something you probably didn’t expect when you pressed start. It’s the kind of game I recommend not because it’s “fun” in the conventional sense, but because it’s memorable.

    You’ll finish RatShaker in one sitting. It’s roughly 1 to 2 hours, depending on how much you explore or linger. It’s designed to be brief but impactful. You might finish RatShaker in an evening, but you’ll likely be thinking about it the next day, wondering how such a simple idea managed to get under your skin in such a playful way. If you’re looking for something different, something you can’t quite compare to anything else, RatShaker won’t be easily shaken after you finish – Steven Allen

    Ratshaker

    Dark Product



    78



    $3.49


    RATSHAKER™ – The Ultimate Solution to All Your RAT Problems!
    Tired of pests taking over your space? Say goodbye to them for good with RATSHAKER™, the revolutionary new way to deal with unwanted pests! Just take and shake, and RATSHAKER™ does the rest. No traps, no mess, no unmarked disposal barrels!

    With RATSHAKER™, you take control! Feel the satisfaction of watching the meter rise as you shake that rat into submission. The more you shake, the closer you get to solving your problems for good. Fast-acting, easy to use, and highly effective, RATSHAKER™ ensures your space stays problem-free in no time.

    Developed by Void Interactive, Ready or Not is a co-op FPS that puts you in the boots of a SWAT officer called in when things go from bad to worse. Hostage rescues. Barricaded suspects. Active threats. The tension is relentless, but the game makes it thrilling, not overwhelming. You don’t need to memorize military jargon or master complex controls. Just grab your gear, trust your squad, and try not to flashbang yourself (again). So, it started with a simple plan: hop online, play a few rounds, and maybe not embarrass myself. I’d heard Ready or Not was intense, but I figured, how hard could it be? Then came the mission.

    A quiet suburban house. The briefing said, “hostage situation.” My brain said, “don’t mess this up.” We stacked up at the door, flashbangs ready, hearts pounding. Two floors cleared. One room left. The hallway was silent, too silent. Lights flickered. A suspect shouted from behind the locked door. My team waited for my signal. I nodded. Breach. Flash. Chaos. Victory. Fist-bump.

    Since then, I’ve spent countless evenings laughing, learning, and slowly mastering the art of clearing rooms without yelling “clear!” into empty hallways. It’s got the tension of Rainbow Six Siege, but with more breathing room and a slower, more deliberate pace. Ready or Not doesn’t ask if you’re prepared, it surrounds you with silence, pressure, and the kind of intensity that makes you lean in. And once you’re in, you won’t want to leave – Steven Allen

    Xbox Play Anywhere

    Ready or Not

    VOID Interactive



    526




    $49.99

    $39.99


    Become an elite SWAT commander and bring order to a city overwhelmed by chaos and corruption.

    Lead a team of highly-trained SWAT officers through harrowing, high-risk missions against violent, cruel and calculated criminals to stop the city from spiralling into disorder. Equip real-world weapons and gear to tackle missions inspired by current events against Los Sueňos’ ruthless criminal element.

    Every decision, from squad selection to tactical breach and engagement is the difference between life and death.

    Are you ready?

    FEATURES

    Take Command
    Ready or Not delivers an immersive SWAT experience. Equip your team with authentic weapons and gear, deploy into high-stakes, real-world inspired missions to secure locations concealing unknown criminal threats and potential civilians. Every mission demands tactical precision and situational awareness. Bullets from known and concealed threats react realistically with the environment, passing through walls, furniture and bodies. Cover your six, clear your corners, apprehend the threats and rescue the innocent.

    The Weight of the Badge
    Shoulder the weight of being a SWAT commander entrusted with confronting Los Sueňos’ criminal corruption and stopping it from overwhelming the city’s citizens. Every tactical decision matters, every outcome is yours to bear. Your choices in the field dictate mission success, the survival of your squad and the safety of hostages. Squadmate and hostage deaths take a profound psychological toll on surviving team members, affecting their performance or ending their careers altogether.

    True Tactical Gameplay
    Ready or Not is a true tactical shooter. Every mission is a high-stakes, life-or-death operation. Strategically forge your squad of elite SWAT officers, equip them with the right weapons and gear for the mission, position your team to tactically breach criminal strongholds and quickly identify and neutralize threats in tense, life threatening scenarios. Follow the rules of engagement, communicate with your team, and execute flawlessly – failure is for the unprepared.

    Your Mission is the Story
    Ready or Not confronts you with a raw, unflinching mirror of real-world crime, exposing the horrors of human trafficking, drug running, illegal arms dealing, militant extremism and terrorism through interwoven storylines that span multiple missions. Grapple with moral dilemmas as you’re forced to balance your duty to exercise constraint in the face of Los Sueňos’ most vile criminals.

    Cross-Comradery
    Team up with friends to stem the tide of crime infesting the city. Enhanced with crossplay, Ready or Not supports up to five players in a co-operative tactical experience on all platforms. Communicate effectively to increase your tactical precision, watch your squad’s back and successfully complete your mission.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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