It seems like we’re getting one of these every few months, but the world of mobile action RPGs that look like the games that, just a few years back, were only possible on consoles is expanding with another new entry.
Netmarble, a studio and publisher known for its free-to-play games on mobile and PC, recently unveiled the launch date for The Seven Deadly Sins: Origin, its next major release that’s very much coming for the Genshin Impact crowd.
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The Seven Deadly Sins: Origin is an open-world action RPG based on the world of The Seven Deadly Sins anime and manga. The game takes place in the world of Britannia, which looks similar to the way it does in the anime.
That said, the story of the game is not based on the anime or manga, Instead, it’s an original story set in the universe of the show. You play as Prince Tristan of the Kingdom of Liones who must find a way to bring order back to Britannia.
The gameplay should be familiar to anyone who played a free-to-play action RPG in the last decade. It features action combat, a roster of diverse heroes that you assemble to form teams, and a large pretty world to explore where you’ll also get to meet new characters.
Speaking of which, while Origin has its own original story, expect to be teaming up with characters from the series – some of whom wouldn’t be able to meet naturally. You can thank the game’s multiversal story for that.
Beyond all the serious business of saving the world and battling monsters, The Seven Deadly Sins: Origin also has a cozy, relaxing side. You’ll be able to fish, cook, forage and take on the beauty of the world with your pals.
The game has a bit of an unusual release schedule. It’s set to arrive on PC, PS5, iOS, and Android. PC (Steam), and PS5 players will be able to jump in starting March 16, whereas the global mobile launch is scheduled for one week later, on March 23.
You can pre-register right now on the official website if you’re interested in earning a few rewards when the game launches. You can, of course, always wishlist the game on Steam and the PlayStation Store, too.
Version Luna 5 of Genshin Impact is now live, but it’s a bittersweet occasion for fans of HoYoverse’s breakout gacha RPG – at the very least, those who are still playing the game on PlayStation 4, which is presumably true of somebody out there.
HoYoverse announced last year that they intended to wind down support for Genshin Impact on PS4, which – alongside PC, Android, and iOS – was one of the launch platforms for the game back in 2020. And with Version Luna 5, those end days are upon us.
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The game has already been delisted on the platform since last September, meaning it was no longer available for download and could only be updated by players who already had it installed. But as of today, paid purchases from the in-game store have been disabled on PS4; and in six weeks’ time, on approximately April 8, Version Luna 6 will discontinue access to the PS4 version altogether.
In many ways this is unsurprising – Genshin is already available on both PS5 and Xbox Series to sate fans eager to play on console, and the PS4’s hardware is increasingly struggling to keep up with this massive open-world game after more than five years of regular updates have ballooned both its file size and technical requirements.
Aptly enough, Luna 5 takes the main story action back to the nation of Mondstadt, the location where the Traveler (and, by extension, the players) took their first steps into the world of Teyvat back in September 2020. It feels like a symbolic last hurrah for the original console home of the game, as does the inclusion of a Chronicled Wish banner focussing on some of Mondstadt’s most iconic (read: too old to be meta by now) 5-Star characters – namely Eula, Mona, Albedo, Klee, Diluc, and Jean.
Image credit: HoYoverse.
And as the icing on the Tea Break Pancake, this banner is running alongside the long-anticipated introduction of Varka – the Grand Master of the Knights of Favonius who has been a major character in the game’s lore from the very beginning, but who only became playable with today’s update.
Looking ahead to that post-Luna 6 future, Genshin Impact will still be available on PS5, as well as Xbox Series consoles, PC, and mobile devices – so hopefully anyone who is still playing primarily on PS4 will find another platform they can continue the adventure on by April.
The perfect blend of Action, Adventure and RTS. Begin your journey as the lowly captain of a small vessel. End as the commander of a threatening fleet. Rise to glory how you see fit. Trade, fight, recruit, grow, pillage, ally, destroy & conquer.
Rise of Piracy focuses heavily on progression and growth. In your campaign, you will first be given a small ship and a handful of coin. Complete missions and find treasure to build your economic strength and relations with the other factions. You can also choose to fight, boarding or sinking other vessels for loot. 魔哆魔哆 Modo Modo
Campaign Sandbox
Everything in Rise of Piracy is carefully hand-crafted to be a new experience and challenge, no procedural generation. Every building in is destructible, allowing you to level an island from afar via bombardment from your fleet before sending your crews as landing parties to conquer them.
Create your Own Story
Piracy is optional. Choose to trade with over 200 commodities that can be found scattered around the world. Ports with specialized trading routes and dedicated merchants to trade with. Add trading ships to your fleet to maximize your transportation potential.
Forge Alliances
A deep diplomacy system allows relationships to grow between all factions. Engage in diplomacy with every faction you meet. NPC factions will go to war with one another and their assets will change hands. Changing the balance of powers can impact your play-style, increasing warship activity, and blocking trade routes.
Become the Threat
Fill your fleet with a large variety of playable ships from the 1600s – 1900s, from the light and fast Sloop to the tremendous firepower but limited maneuverability that comes with the 120 Gun ship of the Line. Taverns provide a great place to hire crewmen for your fleet. Fill your ships with specialized crew.
Features and System Requirements:
Rise of Piracy drops you into a lawless world where power is taken by force on the open seas.
Build your pirate legend by commanding ships, looting enemies, and expanding your influence.
Naval combat mixes strategy and action, making every sea battle feel intense and rewarding.
Exploration uncovers hidden treasures, rival factions, and dangerous encounters.
It delivers a gritty pirate adventure focused on freedom, conquest, and survival.
Screenshots
SystemRequirements
Minimum
OS *: Windows 11 64bit
Processor: Intel i5-2300/AMD FX-4300
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 1650 or similar
DirectX: Version 11
Storage: 28 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
Turn Off Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
A 2D/3D hybrid rogue-lite card game. Top demon realm streamers Momo & Dodo face a mysterious network crash that drives all demons mad! After receiving “Dr. M’s” salvation card deck, they battle via live-streams to save fans. Uncover the realm’s truth through animated story chapters & multi-endings.
Momo & Dodo: MODO Card Mayhem!
Momo and Dodo are superstar streamers from the Demon Realm. During a routine broadcast, a mysterious network disruption forcibly ended their stream and plunged every demon into violent madness. The sisters then received an email from the enigmatic “Dr. M,” who entrusted them with a powerful card deck – the MODO Cards. Now, wielding these magical cards, they must battle through live streams to save their frenzied fans and fellow demons! As they investigate the network chaos, they begin to uncover shocking truths about their world…
You can summon different Magical Crystals (weapons) for battle by forming different card combinations!
Characters also have awesome skills waiting for you to unlock!
Use Antiquities to alter your cards and summon even more powerful Magical Crystals (weapons)!
Familiars are here to assist streamers in battle, but watch out—they might just stir up some trouble too!
Use Antiques and Familiars to build your very own deck.
Each chapter features specially produced story cutscenes – we encourage you to watch them all! Forge your own path through strategic card synergies and discover multiple endings.
Features and System Requirements:
魔哆魔哆 Modo Modo delivers a surreal horror experience inspired by Asian urban legends and folklore.
The game uses stylized visuals and strange character designs to create constant unease.
Exploration-driven gameplay slowly reveals disturbing scenes and hidden meanings.
Sound cues and sudden visual shifts keep players on edge without overusing jump scares.
It’s a short but haunting experience that feels bizarre, creepy, and memorable long after playing.
Screenshots
SystemRequirements
Minimum
OS *: Windows 7/8/10
Processor: Intel Core i3-6100
Memory: 4 GB RAM
Graphics: Geforce GTX 750
DirectX: Version 11
Storage: 2 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
TurnOff Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
As the The Sims 4 continues into its second decade, the volume of new content, major expansions, and long-awaited features has grown in lockstep. Unfortunately, that has also meant that, given how old the game is, a few technical problems remain a nuisance.
The effort required to fix them is what led developer Maxis to make a commitment to improve the game’s technical state, and the developer has now returned to update the community on what to expect in 2026.
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The quality of life pledge was made in September last year, through the introduction of a roadmap. Since then, the developer issued one update on its progress. Which brings us to this week’s new blog post, which further builds on everything that’s come before.
In the post, Maxis revealed a few key areas it’s going to be focusing on going forward. Though specific release dates for these changes were not shared, the list of issues should resonate with many players, as it covers many often-discussed topics.
The first stage of the new roadmap covers March through August. Over that period, you can expect Sims’ autonomy to improve. This goes for things like how they choose locations for certain actions, they way they interact with certain objects, and even how often they interrupt conversations.
The infant and caregiver relationship is being updated, too, in order to improve autonomy and make sure your little Sims don’t miss out on milestones and interactions. That stage of the roadmap also includes fixes for black photo issues, and other crashes and freezing.
Image credit: Maxis, EA.
The next period takes place September through December, and it includes more interesting changes. One of the goals with this one is to improve Sims’ dining experience, which covers issues around eating and drinking.
Another important area of focus with this stage is family trees, and relationships between members of the same family. Maxis wants to improve the game’s genealogy systems to make relationship tracking across generations more robust so that your family history isn’t lost.
Depending on how the first stage goes, you might see more issues join the list of what the developer is looking at for the second stage of the roadmap.
Image credit: EA / Maxis
The good news is that you won’t have to wait too long for the game’s next patch. Due out in March, this next update will feature around 55 fixes, including for some commonly reported issues.
Whether you’re hunting for the rarest fighters or just looking to dominate the arena, grab AniPixels codes, sync your strategy, and prepare to leave your mark on the universe!
Updated: Feb 25, 2026 03:15 am
Updated: February 25, 2026
We added a new code!
Step into the neon-soaked pixel world, where you can instantly ignite your journey by redeeming exclusive AniPixels codes for legendary anime characters before diving headfirst into the ultimate anime-inspired battleground. Collect your favorite heroes, unlock new worlds, and build the best squad!
AniPixels becomes even better with codes. Make sure you redeem them like this:
Image by Twinfinite
Run AniPixels in Roblox.
Click on the Shop button on the right.
Type a code into the Codes text box.
Hit Claim to receive goodies.
Looking for an unfair advantage? We won’t tell. Check out our Roblox Codes sanctuary to power up your gameplay and leave the competition in the pixelated dust.
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While Capcom has been on a roll with the last few Resident Evils, earlier in the series’ life things didn’t always go so smoothly. Resident Evil 2 was rebooted about 70% of the way through its development, with the original version eventually dubbed Resident Evil 1.5. Later it would take Capcom multiple restarts to settle on a direction for the masterful Resident Evil 4. Both ended up being huge hits, but if either development story had worked out differently, it’s likely both survival horror and action games would look a lot different today. I mean, imagine living in a world where Resident Evil isn’t goofy as hell.
“It was all too realistic. The ominous atmosphere from the first game, as represented in things like the Spencer Mansion itself, the armor room, key items like the jewelry box and gemstones… all that had been removed,” Resident Evil 2 writer Noboru Sugimura said in an interview way back in 1998, as translated by Shmuplations. There he was speaking about that canceled “1.5” version of RE2 that Capcom abandoned—when he joined the project mid-development, his first bit of advice was to rewrite it.
Initially, the police station was too modern, and Sugimura felt that the game’s setting felt “too modern and strangely sterile” compared to the first game. “This doesn’t feel like Resident Evil,” he said. That was when the development started over.
There are some other great tidbits in the interview, which features both Sugimura and RE2 director Hideki Kamiya. But the best bit focuses on Resident Evil’s memorable—though often nonsensical—puzzles, which RE2 helped cement as core to the series’ identity. Over-the-top villain Brian Irons, the Raccoon City police chief, was originally “normal” until Sugimura started rewriting the game.
“I was the one who created that deviant personality of his,” Sugimura said. “Once we had changed the police station building from a modern one to that old art museum, someone on the team said it would be weird if there were medals just lying around in such a place. Then I said, ‘Well, we’ll just have to make the police chief a weirdo then!’, and Irons was what I came up with. (laughs) I created a hidden room, and the idea that he had been receiving bribes from Umbrella—a police chief with an insane grin on his face… At first people were saying, ‘This isn’t very realistic’, but I replied that reality depends on persuasion and belief, so as long as everything was consistent, it would appear real.”
(Image credit: Capcom)
I love that last line: As long as everything was consistent, it would appear real. To its credit, Resident Evil’s puzzles have stayed remarkably consistent over the years, to the point that sticking gems in statues or decoding astronomical symbols feels more or less central to the identity of survival horror games.
Also, I think it’s good when developers get to entertain themselves, as a treat.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
“To be honest, the first time that I heard Sugimura wanted to make Irons into a weirdo, I was against it… but as the development progressed, the whole staff got into it,” Kamiya said in the interview. “One example is the torches in the hallway leading to his hidden room. The person who made it told me, ‘The Chief uses those to light a fire when he has his rituals!’ They started coming up with all these ridiculous details.”
From our previews of Resident Evil Requiem, we’re pleased to find that Resident Evil’s “realistic” puzzles are still going strong.
In her introduction email to Xbox employees, Asha Sharma, the new CEO of Microsoft Gaming and former president of Microsoft’s CoreAI, promised a return to Xbox. This, among many other things about the announcement, raised some questions, with perhaps the most relevant being, “What does that even mean?”
Windows Central sat down with Sharma and new CCO Matt Booty to ask just that. Instead of clarifying her plans, Sharma offered vaguely positive-sounding platitudes that amounted to little of substance. “For me, the spirit of ‘Return to Xbox’ is about returning to the spirit that the team was founded on,” Sharma said. “It’s that spirit of surprise, it’s the spirit of building something nobody else was willing to try—I’ve heard ‘renegade,’ ‘rebellion,’ and ‘fun’ used. That’s what I was thinking about when I wrote that.”
Sharma did, at least, acknowledge that she has a lot of work to do before making any big decisions, but it’s bizarre that Microsoft would just set her loose for interviews when she admits she still has so much to learn about Xbox. When asked about Xbox getting rid of game exclusives and whether or not that policy might be revised, she said, “Right now, I need to learn, candidly. About the ‘why’ of these decisions, what we were optimizing for, and what the data says about the Xbox strategy today. That’s the honest answer. I’m looking at lifetime value, not just what happened in a previous moment, or in short term efficiencies and things like that. The plan’s the plan until it’s not the plan.”
On the subject of AI, Sharma reiterated that she wouldn’t “flood [the Xbox] ecosystem with slop,” and said she stands by what she wrote in her introduction email. Booty jumped in with further clarification, adding, “We’ve got no pressure from Microsoft, there are no directives on AI coming down.”
Overall, the interview is light on concrete details about Sharma’s vision for Xbox. As she said, “I think from here, the work is proof over promise.” We’ll just have to wait and see what that work actually looks like.
Earlier this month, Discord said that they’d be rolling out a global age verification system to which everyone and their mother responded by saying “thank you,” except they didn’t say thank. A little bit later on, they also shared word of an experiment being run in relation to this new system and policy that involved an identity detection firm backed by a fund directed by Palantir chairman Peter Thiel called Persona, which apparently potentially stored any ID documentation you submitted to them for up to seven days. Now, after more and more pushback, Discord have put out a statement that still probably doesn’t say what you wish it would.
For starters, the statement said that the chat service “should have provided more detail about our intentions and how the process works,” and acknowledged that the age verification system didn’t land particularly very well, though the buck stopped short of actually apologising. In fact, the post goes on to explain that Discord still plan to go ahead with introducing this system, but again stressed that “90% of users will never need to verify their age to continue using Discord exactly as they do today.”
They explain, “This is powered in part by our internal safety systems, which can already make an age determination for many adult users without any user action. We’ll publish the methodology behind this in a technical blog post before we launch globally.” For the remaining 10%, you will apparently be given options “designed to tell us only your age and never your identity.” These include more verification options like doing so by submitting credit card options, though more alternatives will also be added.
It’s also important to note that Discord say the test they ran with Persona was only “limited,” and that after conducting it they’ve opted to not work with them after all, saying that “all data was deleted after completing verification. We’ve set a new bar for any partner offering facial age estimation, including that it must be performed entirely on-device, meaning your biometric data never leaves your phone. Persona did not meet that bar.” Discord also committed to “full transparency on vendors” it works with, though ultimately, none of this is really the point, as people mostly just don’t want to have to submit any kind of sensitive details at all just to talk about a bit of smut and the like with their friends.
On top of all of this, the global rollout of Discord’s age verification system has been delayed to the latter half of 2026, so you’ve still got a while to mull over it all. What a polava.
The original Final Fantasy VII is getting a makeover on Steam. No, not the remake. I mean the actual, original game.
Announced last month and released today, this updated version of Final Fantasy VII comes with a handful of new features as seen on the storefront. According to an official post, this new version of the old game will include a 3x speed mode, the ability to turn off random encounters, a “battle enhancement” mode that will max out Limit gauge and let players recover HP/MP during battles, and an autosave feature.
The new version of the game will replace the 2013 edition on the Steam store, and the 2013 edition will no longer be available to buy. However, those who already own the 2013 version will receive the new version free of charge, and will still have access to the 2013 version in their libraries simultaneously with this new version. Critically, though, save files are not compatible between the two versions, so you will have to start a new game to enjoy the re-release.
This update effectively brings the game up to parity with the other modern console ports of Final Fantasy 7. For years, the 2013 edition on Steam had been behind the times, effectively just an old (and often buggy) PC port.
It’s still worth checking out the original Final Fantasy VII if you missed it back in the day, or even if you just want a walk down memory lane ahead of the conclusion to the Final Fantasy VII Remake Trilogy. It’s been teased that we’re getting “more updates than ever before” on the trilogy this year, leading fans to hope that the announcement of Part 3 is imminent. Meanwhile, Part 2, Rebirth, is coming to Switch 2 and Xbox later this year. FF7 for everyone!
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Arc Raiders‘ Shrouded Sky update brings plenty for raiders to check out, ranging from new ARC to fight to fresh quests to take on. And if you’re keen on seeing and doing everything this new content has to offer, you won’t want to miss the limited-time Weather Monitoring System project, which is only available from February 24 to March 31.
As with previous projects in Arc Raiders, the Weather Monitoring System project is available by visiting the Projects section of the Raider tab. Here, you’ll find that there are items you’ll need to contribute to earn rewards and work toward fully completing the project. It’ll take some time and effort, but you should find it worth the trouble in the long run.
Below, we’ll detail each step of the Weather Monitoring System project and the rewards you’ll earn for completing them.
Our mutant arctic fox brings all her ninja assassin powers to the brawl. She swings her sickle-like kama around her, slicing foes with ease. She tosses kunai at close range to deal a major blast of damage. And the best part: she can briefly become invulnerable while targeting multiple enemies in rapid succession. Ninja powers that modify shuriken also affect her kunai, so try her out with the Ninja, Flame, and Water Powers for major impact.
Without further ado, here are some of the team’s highlights to watch out for:
Speed and power combos. Alopex is an agile and fast assassin – get in and out of combat to deal heavy damage then get back to safety. Play around with different Ninja Powers that modify her Kunai for extra elemental damage.
Power up with Artifacts. Alopex also comes with 5 new artifacts. The team’s particular favorite is Buddy the Wraith – the first ever companion in TMNT: Splintered Fate. Equip this artifact and Buddy joins you as an allied Utrom Wraith! Buddy levels up and evolves as you progress through your run – Buddy will pack a punch by the time you reach Shredder.
More Challenge. Alongside this update we have also introduced new 4-Pepper Challenges to the Arcade Mode. These will really ramp up the difficulty setting for experienced players. We have also added Ninja ranks, letting you showcase your victories with a new prestige system.
And to help you get the best out of Alopex and the new update, here are 5 top tips from the team:
Buff Alopex’s special. Alopex’s special hits several enemies. Elemental damage increases like Flame, Water and Utrom can add significant incremental damage to your special.
Use your special invulnerability. Alopex’s special also provides a brief window of invulnerability. Use it offensively and defensively! This can really help in causing an extra burst of damage while you’d be otherwise dodging and/or running away.
Beat the Mondo Metropoloso challenge (City 3). New Challenges require you to beat the Mondo Metropoloso challenge (City 3) before you can unlock them. Checking this box is a great way to start.
Max your Dragon Upgrades. These new challenges are harder than any other challenge that we’ve had in the game. Having fully levelled-up Dragon Upgrades is a great way to get ready for them.
Complete the campaign to help your ranking. The Ranking system updates with complete runs in the regular campaign and/or beating level-4 Challenges (new with this update). If you want to start with a higher ranking, completing the campaign is a great start.
With more heroes and challenges, now is a great time to jump into the portals of Splintered Fate. The Alopex Character DLC is available for purchase now, and the update with 4-Pepper challenges, ninja ranks, and more is free for all players. All content is available for Xbox Series X|S. Cowabunga!
Teenage Mutant Ninja Turtles: Splintered Fate
Super Evil Megacorp
☆☆☆☆☆ 124
★★★★★
$29.99
$7.49
Unleash Turtle Power!
Grab your friends, pick your favorite Turtle and jump into an adventure to save Master Splinter from the Foot Clan! Master ninja skills, unite in bodacious online and local co-op gameplay, and conquer iconic NYC locales.
Looking for a more immediate, high-intensity challenge? Dive into the brand-new Arcade Mode packed with unpredictable runs, the Hex and Flex system, new biomes, fearsome Wraith enemies, and even more chaotic fun with friends.
Bodacious Co-Op Gameplay
Brace yourself for fast-paced, roguelike action where no two runs are the same. With randomized power-ups, room layouts, and boss modifiers, the excitement never ends. Take control of all four Turtles, each wielding unique powers, and team up with friends for bodacious co-op gameplay. Explore iconic NYC locations, upgrade your Turtle powers, and prepare to face off against formidable enemies.
Build Your Power
Master the powers of water and fire, utrom and ooze, light and darkness, robotics and -most importantly- Ninja to create unique and bodacious builds for your Turtles. Every run brings new challenges and opportunities – explore and perfect your favorite builds, and combine them with allies to conquer your enemies.
A Thrilling Story
When Splinter is kidnapped by Shredder, mysterious portals appear across NYC and the Turtles will battle to recover their father from the clutches of the Foot Clan. However, an even greater threat lingers in the shadows…
With additional settings, balance and tuning enhancements for PC, Splintered Fate promises to keep you engaged in the FIGHT, ADAPT, REPEAT portal loop. Be ready to restore peace to the city!
It always comes back to Chloe Price and Max Caulfield. Through several games, branching narrative series Life is Strange has explored the consequences of love, friendship, and community, but the duo’s bond remains the beating heart of the overarching tale.
As Life is Strange: Reunion is said to be the final chapter in Max and Chloe’s story, it’s no surprise that both characters have returned, thanks to the cumulative events of Life is Strange: Double Exposure. Although some of the more significant decisions you’ve made from the first game, such as Max and Chloe’s relationship and the fate of Arcadia Bay, have carried over as well.
I spent some time with the game to dive into why fans should be excited about the partners-in-crime getting one last chance.
Some more familiar faces return
It’s not just about Max and Chloe making their comeback. Many characters from Life is Strange: Double Exposure appear, with Moses, a graduate, as a focal point because he is one of the victims of a fire that Max is trying to prevent. Dr. Yasmin Fayyad and her shapeshifting daughter Safi are present too, but Max’s friend Amanda was very much the focal point of the demo’s opening minutes. Which led to…
Ready to Rewind again?
My first task in the demo was to save Amanda from a demoralising heckler during her stand-up routine at the Snapping Turtle campus bar. It was a gentle reintroduction to Max’s Rewind ability, as once I failed my first attempt to stop the jeering troublemaker, I rewound our encounter with L1. Using the information I learned in our previous conversations, Max was able to talk to him again and make up a story that forced him to leave.
Max’s ability can be accessed at any time, but fundamentally, its use in the demo was to get around tight-lipped people, such as realizing that spilling beer over Double Exposure’s disgraced university professor, Lucas, is the only way to get a sneaky peek at his hidden documents.
The revelations from that action led Max to investigate the unsettling Abraxus House, triggering a more action driven use of Rewind. After bumping into another familiar character, journalism student Loretta, the two women were trapped in a creepy basement, under threat of discovery. Using a broom to barricade the door proved useless, but Rewind allowed me to find a far sturdier metal crowbar.
But the danger wasn’t over yet. With the house due for early demolition, I then had to use Rewind to find and disarm all the detonators in the right order under a strict time limit, a fun sequence that showed off the potential for where the game might go later on.
Chloe’s Backtalk returns
Given that Chloe is playable, it’s only fair that her dialogue-puzzle-based Backtalk ability from Life is Strange: Before the Storm is here, too. Although its introduction in the demo focused less on withering sarcasm to get her way, and more on charismatic persuasion by bending the truth.
After sneaking into the Snapping Turtle and then later being caught by security, I was asked to prove Chloe’s university credentials or risk her getting banned from campus. The Backtalk overlay popped up, offering a selection of replies under a time limit, with some responses carrying future consequences.
The key to successfully answering lay in the scene’s prior setup, with the game giving me a chance to observe items around the bar and interact with others for information, I had to remember to make my lie sound convincing. So don’t worry if you’re put on the spot – as long as you’re paying attention and quick on your fingers, Backtalk is a blast.
Both Max and Chloe are playable
Becoming both characters in the demo created an interesting situation when they were reunited at a climactic point of my game time. Rather than forcing me to choose who to control or keep them entirely separate, Reunion allowed me to decide what each character said to the other, shaping the ebb and flow of their conversation and creating immediate cause and effect in their dialogue.
Their journals are the perfect catch-up tool
We also have access to both Max’s and Chloe’s journals, which provide backstory and world-building through their scribbled thoughts, stickers, and other ephemera. The same menu allowed me to read incoming text messages between characters, along with their previous texts, providing a rich insight into their prior relationships.
You can take photos at any time
Similar to previous games in the series, there are photo hotspots to uncover in Max’s scenes, for collectible compositions that save in her journal. But pressing up on the D-pad at any time while you’re controlling Max reveals a much-requested addition to the series – the ability to take an in-game photo whenever something catches your eye.
Your personal snaps won’t be saved to Max’s journal, but are shareable with friends and via social media with a long press of the Create button.
My short time with the game left me eager for more as Max and Chloe’s adventure together was just starting to heat up. March 26 is when we’ll all be able to experience the likely heart-wrenching decisions of what comes next when Life is Strange: Reunion launches on PS5.
The recently announced live-service spin-off game Horizon Hunters Gathering is holding its first closed beta test this weekend. Meanwhile, during that same time period, Bungie’s upcoming Marathon is holding an open beta server slam. This is a bit awkward as the studios and games involved are both owned by Sony.
On February 24, as spotted by deals guru Wario64, some players who signed up to beta test the colorful co-op action game Hunters Gathering have started receiving emails revealing the first closed beta period. The beta will start on February 27 and will be available until March 1 on both PlayStation 5 and Steam. The closed beta will include two game modes and three playable characters.
Meanwhile, the Sony-owned Bungie is getting ready to launch its long-in-development live-service shooter Marathon. And as previously announced, it will hold an open beta server slam across Xbox, PS5, and PC from February 26 until March 2. Now, if you’ll get your calendar out—don’t worry, I’ll wait—and mark both beta dates on it, you’ll notice something odd: They overlap quite a bit.
I guess it was inevitable that, as Sony keeps pushing to launch more live-service games, a few of them would start to step on each other’s toes. And it’s not like they’re directly competing. I imagine the player base for Horizon Hunters Gathering will be fairly different than the group of people interested in playing an extraction shooter like Marathon.
Updated: February 24, 2026 We looked for the latest codes.
Dive into an expansive open world filled with superheroes and villains, where you can create your very own character. Choose your outfit and powers as you explore a vast environment and interact with other players—whether you want to fight, team up, or engage in thrilling battles. Remember to use Era of Supes codes to enhance your journey as either a superhero or a supervillain.
Master the Art of Being a Menace: A Pro-Tips Guide to Hoomanz!
Shadow Master: Use the Dark to Win
Smart Retreat: Learn from Every Hug
Trickster’s Kit: Turn the World Against Them
Ultimate Challenge: Master Your High Score
Pure Whimsy: Become One with Shoo
Hoomanz! has landed on Xbox Series X|S, and while it might look all hugs and whimsy, reclaiming Planet Erf from those pesky tourists requires a bit of tactical mischief.
Since you already know Shoo is the hero Erf deserves, we’ve put together a toolkit of advanced strategies to help you navigate the light, avoid the “dreaded” hugs, and maximize your scares. Here is how to master your inner menace.
Duality at Play: Ruling the Shadows
The difference between a successful spook and a forced cuddle session is often just a few inches of shadow. To keep Shoo at peak performance, remember:
The Lure: Use the Lure mechanic while standing at the edge of a light source to draw hoomanz into the dark. Never go to them; force them to play on your home turf. This is also the secret to setting up your most legendary scare combos!
The Ultimate Dash: If you’re caught in the light and a hooman spots you, your speed will drop as they move in for the hug. Pro-tip: You only have one shot at an escape dash before they catch you! If you don’t reach a bush or a rock in that single burst, you won’t have time to recharge. It’s all about the timing!
The Shadow-Chain: Don’t just look for stationary shadows. You can “chain” your movements by timing your dashes between the moving shadows of hoomanz. If a hooman is walking with a flashlight, their own shadow is your safest (and funniest) mobile base.
Hugs Instead of Defeat: Failing Forward
In Hoomanz!, “failure” is just a very cozy learning opportunity. If you find yourself trapped in a hug, use that retreat to the checkpoint to refine your strategy:
Patience is a Tool: If a specific hooman is particularly hard to reach, stop and observe. Every hooman has a “clumsy window”, a moment where they stop a little too close to the shadows to tune their banjo or scratch their head. That is your window to strike.
Don’t Trip Twice: Use your return to the checkpoint to better understand the terrain. The goal is to evolve. Avoid getting caught in the same spot twice by changing your approach angle!
Mischief and Tools: The Menace’s Toolkit
The environment is your best friend. Here’s how to exploit the tools at your disposal:
The Doll: If you’re lucky enough to find a doll, you’ve got a major tactical advantage. Place it strategically to create a diversion. It will buy you those precious seconds needed to slip past a guard or set up an elaborate prank elsewhere.
Bottled Panic: Don’t just lob objects at hoomanz randomly. By aiming at specific floor tiles or environmental props, you can literally dictate where a hooman will walk to investigate. You aren’t just playing the level; you’re setting the game!
The Yeti Bait: See an unfairly frozen Yeti? Don’t just admire it. Get close enough to be spotted by a hooman, then lead them toward the Yeti. At the last second, dash to the other side to avoid the trap yourself! Your “admirer” will fall right in, leaving them ripe for a final scare. If you’re fast enough, you can pull off this same maneuver with poison traps!
Replayable Chaos: Achievement Hunting
Every run through Erf is a chance to refine your craft and beat your personal best. Whether you’re aiming for a “Perfect Stealth” run with zero hugs or trying to maximize your points through creative scares, there’s always a reason to go back.
Only the most dedicated menaces will achieve the ultimate challenge: Scaring every single hooman in a level at the exact same time! But don’t worry if you’re a more relaxed adventurer; you can still earn plenty of badges for simpler feats, like the “Shoo Cena” for staying hidden in a bush for 30min. Every player saves Erf at their own pace!
Humor and Whimsy
At its heart, Hoomanz! is a labor of love created for you, by a team of gamers just like you. Take a moment to soak in the atmosphere of Erf, from the silly idle animations of the hoomanz to the hidden references tucked away in the scenery. You’ll find you are most effective when you stop worrying about the “mission” and truly become one with Shoo’s mischievous spirit!
Erf is in danger of being turned into a permanent tourist trap, but you have the power to save it.
Hoomanz! is available now on Xbox Series X|S. The hoomanz think they’re on vacation, but with these tips, you’re about to give them a holiday they’ll never forget. Restore peace to Erf—one spooked hooman at a time!
Hoomanz!
Koffeecup
☆☆☆☆☆ 4
★★★★★
$4.99
Hoomanz! is a stealth-adventure game packed with coziness and humour, featuring non-combat gameplay & family-friendly content. Play as Shoo, the mythical guardian of Planet Erf with a hidden dual nature, to scare away all the ignorant invading Hoomanz. Darkness is nature’s friend, light is its enemy.
Duality of Dark vs Light
On planet Erf, darkness is nature’s friend and light is its enemy. As Shoo you must navigate through the dark, otherwise you’ll get chased and squished with a hug!
Dark Shoo: Fierce, fast, scary and fully prepared to deal with the Hoomanz.
Light Shoo: Slow, vulnerable, cute and extremely huggable… and Shoo hates hugs.
Don’t let them catch you!
Scare them all away!
When you scare a Hooman, they’ll get yeeted off the planet – you’re just that scary (or they’re just that fragile). But it’s not as easy as it sounds – You must stress the Hooman first. You do that using the environment and its tools.
Your Arsenal of Stress
Lure them with a cute purrr, throw bottles, snap twigs, sabotage lights, frozen yeti jumpscares, dance around dangerous traps… Shoo’s toolkit is full of mischief. There’s no “right” way to scare off a Hooman, so get inventive!
Swift Movement!
Dash to get out of a sticky situation, or to simply explore the whimsical atmosphere of planet Erf’s nature. Champion through dash obstacle courses to save creatures and more.
Nature, Ice and Fire
As you progress through the story, your environment will get more harsh, puzzles harder and the need to save planet Erf even more dire!
Laugh Out loud
The game is packed with humour. From idle Hoomanz peeing, playing the banjo (if you can call it that), slipping on ice and generally making weird sounds, to cute underpants, their panicked waddling, hilarious screams (recorded by us Koffeecuppers) and much much more!
The issue of AI in game development remains thorny, but Alistair McFarlane–the COO and company director of Rust developer Facepunch–doesn’t see it as a detriment to in the industry. Instead, he embraces it as “another tool” that’s “for the better, not the worse.”
“[AI is] powerful, it’s efficient, and at the end of the day, it’s just another tool, one that helps people move faster and focus on the creative stuff,” McFarlane told Sky News. “Sure, it’s disruptive, no question about that. Every major shift in tech is. But used properly, AI doesn’t replace creativity, it amplifies it. It removes busywork, speeds up iteration, and gives teams more space to experiment.”
Menace has the bones to become one of the best strategy and tactics games released in years. The new early access game from the creators of Battle Brothers, years in the making, blends campaign strategy and platoon tactics—think the quicker-playing fun of Jagged Alliance or X-Com with the best bits of tabletop and board wargames.
In Menace, you’re in charge of a shipful of volunteer space marines sent on a politically unpopular mission through a malfunctioning faster-than-light travel gate to a remote planetary system ruled by criminals, megacorporations, and military juntas. Naturally, this goes disastrously wrong and your ship half-explodes due to that busted warp gate and lots of people on board die. You’re in charge because everyone above you in the chain of command is dead.
I can’t stress enough how much fun Menace’s core strategy play is.
So now you’re spearheading a peacekeeping mission that’s low on manpower, supplies, and weapons… but you’re going to do it anyway, because that’s just what a TCR marine team does. That means you’ll be recruiting new soldiers not just from your own ship, but from the scum and mercenaries and villains of the Wayback system. You’ll take them into different strategic operations, each a series of tactical battle missions against giant alien bugs, space pirate raiders, renegade local army units, and the eponymous Menace.
I can’t stress enough how much fun Menace’s core strategy play is, even with a few early access quibbles and only something like a third of its full content implemented. The basic rules simplify the kind of ultra-crunchy stuff you find in dense wargames into a faster-playing game without sacrificing any cool simulation—so you still have individual to-hit rolls for every bullet and five different assault rifles to choose from, it’s just elegantly automated or combined into more accessible systems.
You can go into this game with a basic understanding of combat infantry tactics and pretty much start winning missions using the core military theories of fire-and-maneuver or fix-and-flank.
(Image credit: Overhype Studios)
One of the most basic concepts in Menace is suppression and morale. Soldiers panic when shot at, even to the point of paralysis if enough lead (or lasers, or plasma) is flying at them. They’ll also decide to retreat and regroup if they don’t like their odds, or if something especially scary happens. You know, like an orbital laser cannon cutting a building and some soldiers and their tanks in half. (Shout out to the orbital ion laser cannon I put on my ship. Only required selling my soul to a megacorporation! Totally worth it.)
It’s cool because of how it applies to not just the enemy, but to you. Your soldiers can get pinned down, or take hits and decide to beat a temporary retreat, and that’s just a natural part of combat you have to work around. Unless you’re fighting a swarm of bugs. Pro tip: They do not care about getting pinned down. You also have to compensate for your squad capabilities meaningfully degrading over time—if a squad member dies that means they’re literally not firing their weapon, so the squad has fewer chances to hit and does less damage.
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Each of your teams in combat is either a squad of 3-9 soldiers or a single vehicle, all built around a squad leader or pilot with a particular personality. They have individualized silly barks to say and even relationships with each other that come out under fire and in events between missions. You can bring along stuff like armored APCs, or battle walkers, powered armor troops, mortars, automatic grenade launchers, and a lot, lot more.
(Image credit: Overhype Studios)
The level of customization is truly a delight, and nearly every weapon feels like it has a purpose or niche to be useful—a mortar might not be much use against bugs because it doesn’t scare them, but pirates or rogue army conscripts will hit the dirt as soon as the first shell falls. On top of weapons, armor, and accessories, each squad leader has their own progression tree of perks that change up combat… and each one definitely has more than one viable build.
There are simply a ton of interesting choices to make, and it’s a surprise to me that this is only a portion of the final game.
Fan-favorite recon operator Darby, for example, can do work as a sniper-spotter able to lock down enemy special assets and identify their weak points—or can be built into the leader of a close-in, stealthy, aggressive squad that cleans up whole enemy units from the shadows before disappearing into the dark again.
There are simply a ton of interesting choices to make, and it’s a surprise to me that this is only a portion of the final game. New weapons and enemies have already been added since launch on February 5.
(Image credit: Overhype Studios)
Developer Overhype is actively fixing problems with enemy behavior and weapon balance, and there are definitely systems that feel like incomplete early access placeholders such as the availability of equipment and new squad leaders on the black market. There’s also no end game, as of now—again, just the first third or so of the campaign. But Battle Brothers had such a reliable update tempo both in and after early access that I’d be shocked if something went wrong here.
Cool choices
What really solidifies Menace for me is a part that some players seem to dislike but which I find profoundly refreshing. Menace is transparently running on specific wargame-style rules where you have a supply limit each mission and everything costs supply points to deploy. You can’t simply throw every single soldier you have in their best gear at every problem; these limitations simulate the situation you’re in, where your damaged, yet operational, expedition just can’t sustain going full-bore until it gets more capacity over time.
(Image credit: Overhype Studios)
Menace breaks with the tradition of other modern tactics games and gives you straight-up objectives to accomplish, after which the mission simply ends. One mission might ask you to stop enemies from getting past you—in which case some enemies really will try to blitz your checkpoint without stopping to fight. Another might have you defend a base location for a set number of rounds, but penalize you for not protecting its buildings from getting blown up.
One of my favorites asks you to break through an enemy position so that allies can follow up and exploit the weakness you’ve made. It’s not always about killing every enemy you see to win—in fact, it rarely is, because your few dozen marines serve as a strategic scalpel that cuts out specific problems, not a sledgehammer-sized army.
It means you’re always making a cool choice. You’re building a new setup to accomplish each mission based on the intel you gathered, the weapons you’ve scavenged, and which of your personnel is fit to fight right now. It’s pure thrill, the exact power fantasy for the side of you that wants to be a strategic-tactical field commander and run the operation to whatever doctrine you’ve cooked up. Do read the short manual before starting, though. It helps.
I really can’t recommend Menace enough if you’re a tactics fan, wargamer, or strategy enthusiast who isn’t scared of some sharp early access edges. If not, add it to your wishlist for launch—trust me. You can find Menace on Steam.
PlayStation’s Direct store is holding a sizeable sale on PS5 games, controllers, and even consoles, but there’s an added incentive for fans of Hideo Kojima’s Death Stranding 2: On the Beach.
Death Stranding 2 – DualSense Controller – Limited Edition
6
Save On Death Stranding 2 Goodies Right Now
The pad itself isn’t exactly subtle. It’s the classic black DualSense with a big Drawbridge logo on the touchpad and decals on the grips, but it’s pretty slick if we do say so. There’s also some detailing around the symbol buttons, which is a nice touch, making them look connected.
Death Stranding 2 Collector’s Editions
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Elsewhere in the deals, you can save $100 on the Death Stranding 2: On the Beach Collector’s Edition. It includes a digital version of the game, along with a 15-inch Magellan Man Statue and an adorable/creepy (depending on your point of view) 3-inch Dollman figure you can attach to your keys or backpack.
There are art cards and a letter from Hideo Kojima, as well as in-game items like patches and a machine gun unlock.
In our review, Simon Cardy said the game delivers on the promise of the divisive original, awarding it a 9 out of 10.
“It removes almost all of the friction that weighed down its rookie effort, delighting with a truly unpredictable story full of intrigue and malleable stealth-action playgrounds hidden in its vast, hauntingly beautiful version of Australia.”
Elsewhere, you can save on huge first-party titles like God of War: Ragnarok and Marvel’s Spider-Man 2, as well as games like Stellar Blade.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.
When big news happens there’s an inevitable rush to put it in context and explain it. One approach is to take the news at face value and begin rationalizing it. Another approach is to assume there’s some hidden logic at work and unearth whatever that is. We’ve seen both of these when it comes to Xbox’s big leadership shakeup and neither offers a completely satisfying answer to the basic question everyone’s been asking themselves a version of since Friday afternoon: what the hell?
Phil Spencer is retiring. Sure. Makes sense. He’s been at Microsoft for 38 years. God bless him. But for it to be announced on a Friday afternoon via a series of memos and weird media “exclusives?” Odd way to put a pin in the career of one of gaming’s longest-serving and most visible executives. Not even an Official Xbox Podcast episode to break the news and offer Spencer the chance to share it in a more personal way with the millions of fans who have been following his vision for Xbox and gaming for over a decade now.
A report from The Verge explains some of this weirdness. The announcement was originally supposed to happen on Monday February 23 instead, but reporting from IGN forced Microsoft to move up its timeline. Most employees learned about the move from social media first as a result. Spencer has reportedly been planning to retire for almost a year now. Microsoft just happened to choose the end of February to pull the rip cord. Microsoft head of comms Frank Shaw shut down rumors last July that Spencer was retiring “anytime soon,” calling them made-up. Was he lying then, or now?
A celebration cut short
All the stranger considering Spencer will technically still be hanging around in an advisory role through the summer to help with the transition as new Microsoft Gaming CEO Asha Sharma takes the reigns. Will he be teaching her how to get all the achievements in Brotato? Spencer’s public-facing role at Xbox has felt ceremonial for a while now, yet he’s bailing out before the console’s 25 year anniversary celebrations get underway?
For all its stumbles and challenges in recent years, 2026 is supposed to be a victory lap for Xbox. Game Pass’ price hike was wildly unpopular but its been on a tear of great releases. Xbox console sales are tanking but people are intrigued by the PC gaming future that devices like the Xbox Ally X are pointing to. And the games, a perennial Achilles’ heel for the tech giant, are here. Forza Horizon 6, Gears of War: E-Day, the Halo: Combat Evolved remake, and Fable are making good on the company’s promise of quarterly tentpoles. They’re not exclusive, but they’re each a celebration of franchises that have defined Xbox across four console generations.
Phil Spencer tries to explain Indiana Jones coming to PS5 so soon after Xbox.
“We run a business, it’s definitely true inside of Microsoft the bar is high for us in terms of the delivery we have to give back to the company” pic.twitter.com/U9z5MWxxAe
Then there’s the curious case of why Xbox president Sarah Bond resigned on Friday. Spencer’s goodbye email was the only one to mention her. Even Xbox’s long-time third musketeer Matt Booty declined to thank her for her service to the company and the platform. Hours after the news was out, Bond shared her statement on LinkedIn. She didn’t mention Booty either.
“This moment also presents a unique opportunity for fresh eyes and new leadership to guide the team into its next chapter,” she wrote. “I’ve had the privilege of spending time with Asha over the last few weeks as we’ve planned for this transition, and I’ve seen firsthand her deep commitment to our players, developers, and brand.”
A convenient scapegoat
The Verge reports that Bond was seen as “tough to work with” and that some employees were “relieved that Bond is leaving Microsoft.” Curiously, it lays much of the blame for Xbox’s recent strategic blunders at the feet of Xbox’s most junior leader. “Bond had tried to push mobile and cloud over console, to reach potentially millions more Xbox customers, but the result has been a classic case of chasing tomorrow’s customers by neglecting today’s,” writes Tom Warren, though he later notes that Bond’s actions were “under Spencer’s direction.”
I think you’d be hard pressed to find an Xbox fan anywhere who believes even for a minute that Microsoft’s multiplatform “play anywhere” pivot to cloud, PC, and mobile was a bottom-up movement spearheaded by Bond rather than a mandate incentivized from the top down as CEO Satya Nadella and CFO Amy Hood demanded aggressive growth targets and strict profit margin discipline following the $70 billion acquisition of Activision Blizzard. Many have noticed how convenient it would be for Microsoft to pin the erosion of Xbox as a meaningful concept on someone who’s no longer at the company and her retiring boss.
It might be easier to square any of this if Microsoft’s own messaging on this moment and what it signals sounded any more coherent than the rest of the Xbox Series X/S generation. “We will recommit to our core Xbox fans and players, those who have invested with us for the past 25 years, and to the developers who build the expansive universes and experiences that are embraced by players across the world,” Sharma wrote in her introductory memo to staff and fans. She promised “a renewed commitment to Xbox starting with console which has shaped who we are.”
Then just a sentence later she continued beating the “play anywhere” drum. “Gaming now lives across devices, not within the limits of any single piece of hardware,” she wrote. “As we expand across PC, mobile, and cloud, Xbox should feel seamless, instant, and worthy of the communities we serve. We will break down barriers so developers can build once and reach players everywhere without compromise.”
A renegade spirit for the AI age
No mention of other consoles like PS5 and Switch 2. Is Microsoft ending its experiment with exclusivity? “Hear you,” Sharma told an Xbox fan over the weekend when he told her to bring back console exclusivity. The new Microsoft Gaming CEO has been saying all the right things to build trust with Xbox’s core audience, but the platform has zigged and zagged so much over the last five years that no one’s going to believe words until they’re backed up by actions, and even then what will stop Microsoft from pivoting again while gaming remains a rounding error relative to its other businesses and the emerging AI market?
Affordable hardware. Killer games. Those are the ingredients a console platform needs to thrive and flourish. Microsoft has shown time and again it’s either not committed to those two things or is unable to execute on them. Bond may have been a poor messenger for the future of Xbox, but it will take more than messaging to save Xbox. And the way this entire Xbox reorg has been rolled out suggests that even the messaging will continue to be a mess.
“I want to return to the renegade spirit that built Xbox in the first place,” Sharma wrote in her memo. One person who doesn’t believe that is an actual renegade who built the first Xbox, Seamus Blackley. “I expect that the new CEO, Asha Sharma, her job is going to be as a palliative care doctor who slides Xbox gently into the night,” he told Games Beat today. “The job of all these people is to just gently usher all of these business units into the new world of AI. That’s what you’re seeing here.”
Updated: Feb 25, 2026 03:15 am